@itwin/core-frontend 3.6.0-dev.8 → 4.0.0-dev.10
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +35 -1
- package/LICENSE.md +1 -1
- package/lib/cjs/AccuDraw.js +1 -1
- package/lib/cjs/AccuDraw.js.map +1 -1
- package/lib/cjs/BriefcaseConnection.d.ts +23 -3
- package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
- package/lib/cjs/BriefcaseConnection.js +11 -3
- package/lib/cjs/BriefcaseConnection.js.map +1 -1
- package/lib/cjs/CheckpointConnection.js +1 -1
- package/lib/cjs/CheckpointConnection.js.map +1 -1
- package/lib/cjs/DisplayStyleState.d.ts +2 -2
- package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
- package/lib/cjs/DisplayStyleState.js +12 -4
- package/lib/cjs/DisplayStyleState.js.map +1 -1
- package/lib/cjs/IModelApp.d.ts +4 -3
- package/lib/cjs/IModelApp.d.ts.map +1 -1
- package/lib/cjs/IModelApp.js +4 -6
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.d.ts +4 -6
- package/lib/cjs/IModelConnection.d.ts.map +1 -1
- package/lib/cjs/IModelConnection.js +6 -7
- 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 +8 -1
- package/lib/cjs/NativeApp.d.ts.map +1 -1
- package/lib/cjs/NativeApp.js +10 -6
- package/lib/cjs/NativeApp.js.map +1 -1
- package/lib/cjs/NoRenderApp.d.ts.map +1 -1
- package/lib/cjs/NoRenderApp.js +3 -0
- package/lib/cjs/NoRenderApp.js.map +1 -1
- package/lib/cjs/SpatialViewState.d.ts +4 -1
- package/lib/cjs/SpatialViewState.d.ts.map +1 -1
- package/lib/cjs/SpatialViewState.js +19 -5
- package/lib/cjs/SpatialViewState.js.map +1 -1
- package/lib/cjs/SubCategoriesCache.d.ts.map +1 -1
- package/lib/cjs/SubCategoriesCache.js +0 -1
- package/lib/cjs/SubCategoriesCache.js.map +1 -1
- package/lib/cjs/Tiles.d.ts +4 -0
- package/lib/cjs/Tiles.d.ts.map +1 -1
- package/lib/cjs/Tiles.js +11 -0
- package/lib/cjs/Tiles.js.map +1 -1
- package/lib/cjs/ViewContext.js +1 -1
- package/lib/cjs/ViewContext.js.map +1 -1
- package/lib/cjs/ViewManager.d.ts.map +1 -1
- package/lib/cjs/ViewManager.js +2 -3
- package/lib/cjs/ViewManager.js.map +1 -1
- package/lib/cjs/ViewState.d.ts +4 -5
- package/lib/cjs/ViewState.d.ts.map +1 -1
- package/lib/cjs/ViewState.js +0 -1
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/Viewport.d.ts +53 -4
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +82 -34
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/extension/ExtensionImpl.js +2 -2
- package/lib/cjs/extension/ExtensionImpl.js.map +1 -1
- package/lib/cjs/extension/ExtensionRuntime.js +3 -0
- package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
- package/lib/cjs/render/GraphicBranch.d.ts +3 -0
- package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBranch.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/MockRender.d.ts.map +1 -1
- package/lib/cjs/render/MockRender.js +3 -0
- package/lib/cjs/render/MockRender.js.map +1 -1
- package/lib/cjs/render/RealityMeshParams.d.ts +7 -5
- package/lib/cjs/render/RealityMeshParams.d.ts.map +1 -1
- package/lib/cjs/render/RealityMeshParams.js +23 -9
- package/lib/cjs/render/RealityMeshParams.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 +9 -20
- package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
- package/lib/cjs/render/RenderSystem.js +4 -10
- 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/ScreenSpaceEffectBuilder.d.ts +3 -4
- package/lib/cjs/render/ScreenSpaceEffectBuilder.d.ts.map +1 -1
- package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
- package/lib/cjs/render/VisibleFeature.d.ts +5 -5
- package/lib/cjs/render/VisibleFeature.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/AttributeBuffers.d.ts +9 -79
- package/lib/cjs/render/webgl/AttributeBuffers.d.ts.map +1 -1
- package/lib/cjs/render/webgl/AttributeBuffers.js +19 -152
- package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
- package/lib/cjs/render/webgl/BackgroundMapDrape.d.ts.map +1 -1
- package/lib/cjs/render/webgl/BackgroundMapDrape.js +3 -6
- package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
- package/lib/cjs/render/webgl/BranchState.d.ts +3 -0
- package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
- package/lib/cjs/render/webgl/BranchState.js +5 -0
- package/lib/cjs/render/webgl/BranchState.js.map +1 -1
- package/lib/cjs/render/webgl/BranchUniforms.d.ts.map +1 -1
- package/lib/cjs/render/webgl/BranchUniforms.js +0 -8
- package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.d.ts +32 -0
- package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.js +74 -1
- package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/ClipStack.d.ts +0 -1
- package/lib/cjs/render/webgl/ClipStack.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ClipStack.js +2 -6
- package/lib/cjs/render/webgl/ClipStack.js.map +1 -1
- package/lib/cjs/render/webgl/ClipVolume.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ClipVolume.js +1 -5
- package/lib/cjs/render/webgl/ClipVolume.js.map +1 -1
- package/lib/cjs/render/webgl/ClippingProgram.d.ts +3 -2
- package/lib/cjs/render/webgl/ClippingProgram.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ClippingProgram.js +10 -37
- package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.d.ts +2 -2
- package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.js +7 -5
- package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
- package/lib/cjs/render/webgl/EDL.d.ts +40 -0
- package/lib/cjs/render/webgl/EDL.d.ts.map +1 -0
- package/lib/cjs/render/webgl/EDL.js +264 -0
- package/lib/cjs/render/webgl/EDL.js.map +1 -0
- package/lib/cjs/render/webgl/EdgeSettings.js +2 -2
- package/lib/cjs/render/webgl/FeatureOverrides.js +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/cjs/render/webgl/FloatRGBA.d.ts.map +1 -1
- package/lib/cjs/render/webgl/FloatRGBA.js +0 -4
- package/lib/cjs/render/webgl/FloatRGBA.js.map +1 -1
- package/lib/cjs/render/webgl/FrameBuffer.d.ts +4 -0
- package/lib/cjs/render/webgl/FrameBuffer.d.ts.map +1 -1
- package/lib/cjs/render/webgl/FrameBuffer.js +9 -0
- package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/FrustumUniforms.d.ts +7 -0
- package/lib/cjs/render/webgl/FrustumUniforms.d.ts.map +1 -1
- package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/GLTimer.d.ts.map +1 -1
- package/lib/cjs/render/webgl/GLTimer.js +2 -35
- package/lib/cjs/render/webgl/GLTimer.js.map +1 -1
- package/lib/cjs/render/webgl/Layer.js +2 -2
- package/lib/cjs/render/webgl/LayerCommands.js +2 -2
- package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
- package/lib/cjs/render/webgl/PlanarClassifier.js +20 -77
- package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarTextureProjection.js +1 -1
- package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
- package/lib/cjs/render/webgl/PointCloud.d.ts +2 -2
- package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
- package/lib/cjs/render/webgl/PointCloud.js +1 -1
- package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.d.ts +3 -1
- package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.js +8 -3
- package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/RealityModelUniforms.d.ts +9 -0
- package/lib/cjs/render/webgl/RealityModelUniforms.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RealityModelUniforms.js +50 -0
- package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/RenderBuffer.d.ts +1 -1
- package/lib/cjs/render/webgl/RenderBuffer.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RenderBuffer.js +2 -3
- package/lib/cjs/render/webgl/RenderBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/RenderCommands.d.ts +2 -1
- package/lib/cjs/render/webgl/RenderCommands.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RenderCommands.js +46 -38
- package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.d.ts +20 -19
- package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.js +12 -12
- package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.d.ts +6 -3
- package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.js +626 -888
- package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/cjs/render/webgl/ScreenSpaceEffect.js +1 -1
- package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts +1 -2
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.js +13 -48
- package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderProgram.d.ts +1 -2
- package/lib/cjs/render/webgl/ShaderProgram.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
- package/lib/cjs/render/webgl/SolarShadowMap.d.ts.map +1 -1
- package/lib/cjs/render/webgl/SolarShadowMap.js +8 -29
- package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.js +5 -5
- package/lib/cjs/render/webgl/System.d.ts +10 -10
- package/lib/cjs/render/webgl/System.d.ts.map +1 -1
- package/lib/cjs/render/webgl/System.js +39 -122
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/render/webgl/Target.js +7 -7
- package/lib/cjs/render/webgl/Target.js.map +1 -1
- package/lib/cjs/render/webgl/Technique.d.ts +4 -5
- package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Technique.js +16 -25
- package/lib/cjs/render/webgl/Technique.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueFlags.js +4 -4
- package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueId.d.ts +6 -2
- package/lib/cjs/render/webgl/TechniqueId.d.ts.map +1 -1
- package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
- package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Texture.js +14 -18
- package/lib/cjs/render/webgl/Texture.js.map +1 -1
- package/lib/cjs/render/webgl/ThematicSensors.d.ts +4 -3
- package/lib/cjs/render/webgl/ThematicSensors.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ThematicSensors.js +9 -50
- package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
- package/lib/cjs/render/webgl/ThematicUniforms.js +1 -1
- package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/UniformHandle.d.ts.map +1 -1
- package/lib/cjs/render/webgl/UniformHandle.js +2 -6
- package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
- package/lib/cjs/render/webgl/VisibleTileFeatures.js +5 -5
- package/lib/cjs/render/webgl/glsl/AmbientOcclusion.d.ts +1 -2
- package/lib/cjs/render/webgl/glsl/AmbientOcclusion.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +1 -1
- package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.d.ts +1 -2
- package/lib/cjs/render/webgl/glsl/Animation.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.js +23 -26
- package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Blur.d.ts +1 -2
- package/lib/cjs/render/webgl/glsl/Blur.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ClearPickAndColor.d.ts +1 -2
- package/lib/cjs/render/webgl/glsl/ClearPickAndColor.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +2 -9
- package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ClearTranslucent.d.ts +1 -2
- package/lib/cjs/render/webgl/glsl/ClearTranslucent.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +2 -10
- package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Clipping.d.ts +1 -1
- package/lib/cjs/render/webgl/glsl/Clipping.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Clipping.js +5 -36
- package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Combine3Textures.d.ts +1 -2
- package/lib/cjs/render/webgl/glsl/Combine3Textures.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CombineTextures.d.ts +1 -2
- package/lib/cjs/render/webgl/glsl/CombineTextures.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Common.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Common.js +9 -55
- package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Composite.d.ts +1 -2
- package/lib/cjs/render/webgl/glsl/Composite.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyColor.d.ts +1 -2
- package/lib/cjs/render/webgl/glsl/CopyColor.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyPickBuffers.d.ts +1 -2
- package/lib/cjs/render/webgl/glsl/CopyPickBuffers.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +12 -19
- package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyStencil.d.ts +4 -7
- package/lib/cjs/render/webgl/glsl/CopyStencil.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyStencil.js +2 -39
- package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/EDL.d.ts +13 -0
- package/lib/cjs/render/webgl/glsl/EDL.d.ts.map +1 -0
- package/lib/cjs/render/webgl/glsl/EDL.js +260 -0
- package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -0
- package/lib/cjs/render/webgl/glsl/EVSMFromDepth.d.ts +1 -2
- package/lib/cjs/render/webgl/glsl/EVSMFromDepth.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Edge.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Edge.js +2 -2
- package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +3 -24
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Fragment.d.ts +0 -7
- package/lib/cjs/render/webgl/glsl/Fragment.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Fragment.js +5 -40
- package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Instancing.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Instancing.js +1 -5
- package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js +0 -2
- package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PlanarGrid.d.ts +1 -2
- package/lib/cjs/render/webgl/glsl/PlanarGrid.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/PlanarGrid.js +2 -12
- package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.js +3 -8
- package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RenderPass.js +12 -12
- package/lib/cjs/render/webgl/glsl/RenderPass.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SkyBox.d.ts +1 -2
- package/lib/cjs/render/webgl/glsl/SkyBox.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/SkyBox.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SkySphere.d.ts +1 -2
- package/lib/cjs/render/webgl/glsl/SkySphere.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/SkySphere.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js +1 -1
- package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.js +33 -57
- package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Thematic.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Thematic.js +3 -36
- package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Translucency.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Translucency.js +2 -12
- package/lib/cjs/render/webgl/glsl/Translucency.js.map +1 -1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { CompositeGeometry } from \"../CachedGeometry\";\r\nimport { CompositeFlags, TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderBuilder, FragmentShaderComponent, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { addWindowToTexCoords, assignFragColor } from \"./Fragment\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\nfunction addHiliteSettings(frag: FragmentShaderBuilder): void {\r\n frag.addUniform(\"u_hilite_settings\", VariableType.Mat3, (prog) => {\r\n prog.addProgramUniform(\"u_hilite_settings\", (uniform, params) => {\r\n params.target.uniforms.hilite.bindCompositeSettings(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_hilite_width\", VariableType.Vec2, (prog) => {\r\n prog.addProgramUniform(\"u_hilite_width\", (uniform, params) => {\r\n params.target.uniforms.hilite.bindCompositeWidths(uniform);\r\n });\r\n });\r\n}\r\n\r\nconst readEdgePixel = `\r\nvec2 readEdgePixel(float xOffset, float yOffset) {\r\n vec2 t = windowCoordsToTexCoords(gl_FragCoord.xy + vec2(xOffset, yOffset));\r\n return TEXTURE(u_hilite, t).xy;\r\n}\r\n`;\r\n\r\nconst computeNearbyHilites = `\r\nvec2 computeNearbyHilites() {\r\n float hiliteWidth = u_hilite_width.x;\r\n float emphWidth = u_hilite_width.y;\r\n float maxWidth = max(hiliteWidth, emphWidth);\r\n if (0.0 == maxWidth)\r\n return vec2(0.0);\r\n\r\n vec2 nearest = vec2(0.0, 0.0);\r\n for (int x = -1; x <= 1; x++)\r\n for (int y = -1; y <= 1; y++)\r\n if (0 != x || 0 != y)\r\n nearest = nearest + readEdgePixel(float(x), float(y));\r\n\r\n nearest = nearest * vec2(float(hiliteWidth > 0.0), float(emphWidth > 0.0));\r\n\r\n if ((0.0 == nearest.x && hiliteWidth > 1.0) || (0.0 == nearest.y && emphWidth > 1.0)) {\r\n vec2 farthest = vec2(0.0, 0.0);\r\n for (int i = -2; i <= 2; i++) {\r\n float f = float(i);\r\n farthest = farthest + readEdgePixel(f, -2.0) + readEdgePixel(-2.0, f) + readEdgePixel(f, 2.0) + readEdgePixel(2.0, f);\r\n }\r\n\r\n farthest = farthest * vec2(float(hiliteWidth > 1.0), float(emphWidth > 1.0));\r\n nearest = nearest + farthest;\r\n }\r\n\r\n return nearest;\r\n}\r\n`;\r\n\r\nconst computeOpaqueColor = `\r\nvec4 computeOpaqueColor() {\r\n vec4 opaque = TEXTURE(u_opaque, v_texCoord);\r\n opaque.rgb *= computeAmbientOcclusion();\r\n return opaque;\r\n}\r\n`;\r\n\r\nconst computeDefaultAmbientOcclusion = `\\nfloat computeAmbientOcclusion() { return 1.0; }\\n`;\r\nconst computeAmbientOcclusion = `\\nfloat computeAmbientOcclusion() { return TEXTURE(u_occlusion, v_texCoord).r; }\\n`;\r\n\r\nconst computeHiliteColor = \"\\nvec4 computeColor() { return computeOpaqueColor(); }\\n\";\r\n\r\nconst computeHiliteBaseColor = `\r\n vec4 baseColor = computeColor();\r\n vec2 flags = TEXTURE(u_hilite, v_texCoord).rg;\r\n vec2 outline = computeNearbyHilites();\r\n if (u_hilite_width.y < u_hilite_width.x) { // check for emphasis outline first if it is thinner\r\n if (outline.y > 0.0 && flags.y == 0.0)\r\n return vec4(u_hilite_settings[1], 1.0);\r\n if (outline.x > 0.0 && flags.x == 0.0)\r\n return vec4(u_hilite_settings[0], 1.0);\r\n } else {\r\n if (outline.x > 0.0 && flags.x == 0.0)\r\n return vec4(u_hilite_settings[0], 1.0);\r\n if (outline.y > 0.0 && flags.y == 0.0)\r\n return vec4(u_hilite_settings[1], 1.0);\r\n }\r\n float hiliteMix = flags.x * u_hilite_settings[2][0];\r\n float emphasisMix = flags.y * u_hilite_settings[2][1];\r\n baseColor.rgb *= (1.0 - (hiliteMix + emphasisMix));\r\n baseColor.rgb += u_hilite_settings[0] * hiliteMix;\r\n baseColor.rgb += u_hilite_settings[1] * emphasisMix;\r\n return baseColor;\r\n`;\r\n\r\nconst computeTranslucentColor = `\r\nvec4 computeColor() {\r\n vec4 opaque = computeOpaqueColor();\r\n vec4 accum = TEXTURE(u_accumulation, v_texCoord);\r\n float r = TEXTURE(u_revealage, v_texCoord).r;\r\n\r\n vec4 transparent = vec4(accum.rgb / clamp(r, 1e-4, 5e4), accum.a);\r\n vec4 col = (1.0 - transparent.a) * transparent + transparent.a * opaque;\r\n return col;\r\n}\r\n`;\r\n\r\nconst computeTranslucentBaseColor = \"return computeColor();\";\r\nconst computeAmbientOcclusionBaseColor = \"return computeOpaqueColor();\";\r\n\r\n/** @internal */\r\nexport function createCompositeProgram(flags: CompositeFlags, context: WebGLContext): ShaderProgram {\r\n assert(CompositeFlags.None !== flags);\r\n\r\n const wantHilite = CompositeFlags.None !== (flags & CompositeFlags.Hilite);\r\n const wantTranslucent = CompositeFlags.None !== (flags & CompositeFlags.Translucent);\r\n const wantOcclusion = CompositeFlags.None !== (flags & CompositeFlags.AmbientOcclusion);\r\n\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.addFunction(wantOcclusion ? computeAmbientOcclusion : computeDefaultAmbientOcclusion);\r\n frag.addFunction(computeOpaqueColor);\r\n\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n frag.addUniform(\"u_opaque\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_opaque\", (uniform, params) => {\r\n Texture2DHandle.bindSampler(uniform, (params.geometry as CompositeGeometry).opaque, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n if (wantHilite) {\r\n addHiliteSettings(frag);\r\n addWindowToTexCoords(frag);\r\n frag.addFunction(readEdgePixel);\r\n frag.addFunction(computeNearbyHilites);\r\n\r\n frag.addUniform(\"u_hilite\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_hilite\", (uniform, params) => {\r\n Texture2DHandle.bindSampler(uniform, (params.geometry as CompositeGeometry).hilite, TextureUnit.Three);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteBaseColor);\r\n if (!wantTranslucent) {\r\n frag.addFunction(computeHiliteColor);\r\n }\r\n }\r\n\r\n if (wantTranslucent) {\r\n frag.addUniform(\"u_accumulation\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_accumulation\", (uniform, params) => {\r\n Texture2DHandle.bindSampler(uniform, (params.geometry as CompositeGeometry).accum, TextureUnit.One);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_revealage\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_revealage\", (uniform, params) => {\r\n Texture2DHandle.bindSampler(uniform, (params.geometry as CompositeGeometry).reveal, TextureUnit.Two);\r\n });\r\n });\r\n\r\n frag.addFunction(computeTranslucentColor);\r\n if (!wantHilite) {\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeTranslucentBaseColor);\r\n }\r\n }\r\n\r\n if (wantOcclusion) {\r\n frag.addUniform(\"u_occlusion\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_occlusion\", (uniform, params) => {\r\n Texture2DHandle.bindSampler(uniform, (params.geometry as CompositeGeometry).occlusion!, TextureUnit.Four);\r\n });\r\n });\r\n\r\n if (!wantHilite && !wantTranslucent)\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeAmbientOcclusionBaseColor);\r\n }\r\n\r\n const flagString = (wantHilite ? \"-Hilite\" : \"\") + (wantTranslucent ? \"-Translucent\" : \"\") + (wantOcclusion ? \"-Occlusion\" : \"\");\r\n builder.vert.headerComment = `//!V! CombineTextures${flagString}`;\r\n builder.frag.headerComment = `//!F! CombineTextures${flagString}`;\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { CompositeGeometry } from \"../CachedGeometry\";\r\nimport { CompositeFlags, TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderBuilder, FragmentShaderComponent, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { addWindowToTexCoords, assignFragColor } from \"./Fragment\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\nfunction addHiliteSettings(frag: FragmentShaderBuilder): void {\r\n frag.addUniform(\"u_hilite_settings\", VariableType.Mat3, (prog) => {\r\n prog.addProgramUniform(\"u_hilite_settings\", (uniform, params) => {\r\n params.target.uniforms.hilite.bindCompositeSettings(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_hilite_width\", VariableType.Vec2, (prog) => {\r\n prog.addProgramUniform(\"u_hilite_width\", (uniform, params) => {\r\n params.target.uniforms.hilite.bindCompositeWidths(uniform);\r\n });\r\n });\r\n}\r\n\r\nconst readEdgePixel = `\r\nvec2 readEdgePixel(float xOffset, float yOffset) {\r\n vec2 t = windowCoordsToTexCoords(gl_FragCoord.xy + vec2(xOffset, yOffset));\r\n return TEXTURE(u_hilite, t).xy;\r\n}\r\n`;\r\n\r\nconst computeNearbyHilites = `\r\nvec2 computeNearbyHilites() {\r\n float hiliteWidth = u_hilite_width.x;\r\n float emphWidth = u_hilite_width.y;\r\n float maxWidth = max(hiliteWidth, emphWidth);\r\n if (0.0 == maxWidth)\r\n return vec2(0.0);\r\n\r\n vec2 nearest = vec2(0.0, 0.0);\r\n for (int x = -1; x <= 1; x++)\r\n for (int y = -1; y <= 1; y++)\r\n if (0 != x || 0 != y)\r\n nearest = nearest + readEdgePixel(float(x), float(y));\r\n\r\n nearest = nearest * vec2(float(hiliteWidth > 0.0), float(emphWidth > 0.0));\r\n\r\n if ((0.0 == nearest.x && hiliteWidth > 1.0) || (0.0 == nearest.y && emphWidth > 1.0)) {\r\n vec2 farthest = vec2(0.0, 0.0);\r\n for (int i = -2; i <= 2; i++) {\r\n float f = float(i);\r\n farthest = farthest + readEdgePixel(f, -2.0) + readEdgePixel(-2.0, f) + readEdgePixel(f, 2.0) + readEdgePixel(2.0, f);\r\n }\r\n\r\n farthest = farthest * vec2(float(hiliteWidth > 1.0), float(emphWidth > 1.0));\r\n nearest = nearest + farthest;\r\n }\r\n\r\n return nearest;\r\n}\r\n`;\r\n\r\nconst computeOpaqueColor = `\r\nvec4 computeOpaqueColor() {\r\n vec4 opaque = TEXTURE(u_opaque, v_texCoord);\r\n opaque.rgb *= computeAmbientOcclusion();\r\n return opaque;\r\n}\r\n`;\r\n\r\nconst computeDefaultAmbientOcclusion = `\\nfloat computeAmbientOcclusion() { return 1.0; }\\n`;\r\nconst computeAmbientOcclusion = `\\nfloat computeAmbientOcclusion() { return TEXTURE(u_occlusion, v_texCoord).r; }\\n`;\r\n\r\nconst computeHiliteColor = \"\\nvec4 computeColor() { return computeOpaqueColor(); }\\n\";\r\n\r\nconst computeHiliteBaseColor = `\r\n vec4 baseColor = computeColor();\r\n vec2 flags = TEXTURE(u_hilite, v_texCoord).rg;\r\n vec2 outline = computeNearbyHilites();\r\n if (u_hilite_width.y < u_hilite_width.x) { // check for emphasis outline first if it is thinner\r\n if (outline.y > 0.0 && flags.y == 0.0)\r\n return vec4(u_hilite_settings[1], 1.0);\r\n if (outline.x > 0.0 && flags.x == 0.0)\r\n return vec4(u_hilite_settings[0], 1.0);\r\n } else {\r\n if (outline.x > 0.0 && flags.x == 0.0)\r\n return vec4(u_hilite_settings[0], 1.0);\r\n if (outline.y > 0.0 && flags.y == 0.0)\r\n return vec4(u_hilite_settings[1], 1.0);\r\n }\r\n float hiliteMix = flags.x * u_hilite_settings[2][0];\r\n float emphasisMix = flags.y * u_hilite_settings[2][1];\r\n baseColor.rgb *= (1.0 - (hiliteMix + emphasisMix));\r\n baseColor.rgb += u_hilite_settings[0] * hiliteMix;\r\n baseColor.rgb += u_hilite_settings[1] * emphasisMix;\r\n return baseColor;\r\n`;\r\n\r\nconst computeTranslucentColor = `\r\nvec4 computeColor() {\r\n vec4 opaque = computeOpaqueColor();\r\n vec4 accum = TEXTURE(u_accumulation, v_texCoord);\r\n float r = TEXTURE(u_revealage, v_texCoord).r;\r\n\r\n vec4 transparent = vec4(accum.rgb / clamp(r, 1e-4, 5e4), accum.a);\r\n vec4 col = (1.0 - transparent.a) * transparent + transparent.a * opaque;\r\n return col;\r\n}\r\n`;\r\n\r\nconst computeTranslucentBaseColor = \"return computeColor();\";\r\nconst computeAmbientOcclusionBaseColor = \"return computeOpaqueColor();\";\r\n\r\n/** @internal */\r\nexport function createCompositeProgram(flags: CompositeFlags, context: WebGL2RenderingContext): ShaderProgram {\r\n assert(CompositeFlags.None !== flags);\r\n\r\n const wantHilite = CompositeFlags.None !== (flags & CompositeFlags.Hilite);\r\n const wantTranslucent = CompositeFlags.None !== (flags & CompositeFlags.Translucent);\r\n const wantOcclusion = CompositeFlags.None !== (flags & CompositeFlags.AmbientOcclusion);\r\n\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.addFunction(wantOcclusion ? computeAmbientOcclusion : computeDefaultAmbientOcclusion);\r\n frag.addFunction(computeOpaqueColor);\r\n\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n frag.addUniform(\"u_opaque\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_opaque\", (uniform, params) => {\r\n Texture2DHandle.bindSampler(uniform, (params.geometry as CompositeGeometry).opaque, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n if (wantHilite) {\r\n addHiliteSettings(frag);\r\n addWindowToTexCoords(frag);\r\n frag.addFunction(readEdgePixel);\r\n frag.addFunction(computeNearbyHilites);\r\n\r\n frag.addUniform(\"u_hilite\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_hilite\", (uniform, params) => {\r\n Texture2DHandle.bindSampler(uniform, (params.geometry as CompositeGeometry).hilite, TextureUnit.Three);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteBaseColor);\r\n if (!wantTranslucent) {\r\n frag.addFunction(computeHiliteColor);\r\n }\r\n }\r\n\r\n if (wantTranslucent) {\r\n frag.addUniform(\"u_accumulation\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_accumulation\", (uniform, params) => {\r\n Texture2DHandle.bindSampler(uniform, (params.geometry as CompositeGeometry).accum, TextureUnit.One);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_revealage\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_revealage\", (uniform, params) => {\r\n Texture2DHandle.bindSampler(uniform, (params.geometry as CompositeGeometry).reveal, TextureUnit.Two);\r\n });\r\n });\r\n\r\n frag.addFunction(computeTranslucentColor);\r\n if (!wantHilite) {\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeTranslucentBaseColor);\r\n }\r\n }\r\n\r\n if (wantOcclusion) {\r\n frag.addUniform(\"u_occlusion\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_occlusion\", (uniform, params) => {\r\n Texture2DHandle.bindSampler(uniform, (params.geometry as CompositeGeometry).occlusion!, TextureUnit.Four);\r\n });\r\n });\r\n\r\n if (!wantHilite && !wantTranslucent)\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeAmbientOcclusionBaseColor);\r\n }\r\n\r\n const flagString = (wantHilite ? \"-Hilite\" : \"\") + (wantTranslucent ? \"-Translucent\" : \"\") + (wantOcclusion ? \"-Occlusion\" : \"\");\r\n builder.vert.headerComment = `//!V! CombineTextures${flagString}`;\r\n builder.frag.headerComment = `//!F! CombineTextures${flagString}`;\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
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/** @packageDocumentation
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* @module WebGL
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*/
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import { WebGLContext } from "@itwin/webgl-compatibility";
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import { ShaderProgram } from "../ShaderProgram";
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/** @internal */
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export declare function createCopyColorProgram(context:
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export declare function createCopyColorProgram(context: WebGL2RenderingContext, copyAlpha?: boolean): ShaderProgram;
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//# sourceMappingURL=CopyColor.d.ts.map
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{"version":3,"file":"CopyColor.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyColor.ts"],"names":[],"mappings":"AAIA;;GAEG;
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{"version":3,"file":"CopyColor.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyColor.ts"],"names":[],"mappings":"AAIA;;GAEG;AAKH,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAiBjD,gBAAgB;AAChB,wBAAgB,sBAAsB,CAAC,OAAO,EAAE,sBAAsB,EAAE,SAAS,GAAE,OAAc,GAAG,aAAa,CA0BhH"}
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{"version":3,"file":"CopyColor.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyColor.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;
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{"version":3,"file":"CopyColor.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyColor.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAGH,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAG7C,OAAO,EAAE,eAAe,EAAE,MAAM,YAAY,CAAC;AAC7C,OAAO,EAAE,eAAe,EAAE,MAAM,YAAY,CAAC;AAC7C,OAAO,EAAE,yBAAyB,EAAE,MAAM,gBAAgB,CAAC;AAE3D,MAAM,YAAY,GAAG,sCAAsC,CAAC;AAE5D,6FAA6F;AAC7F,+BAA+B;AAC/B,MAAM,mBAAmB,GAAG;;;;;;CAM3B,CAAC;AAEF,gBAAgB;AAChB,MAAM,UAAU,sBAAsB,CAAC,OAA+B,EAAE,YAAqB,IAAI;IAC/F,MAAM,OAAO,GAAG,yBAAyB,CAAC,IAAI,CAAC,CAAC;IAChD,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAE1B,IAAI,CAAC,GAAG,2BAA2C,SAAS,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC,mBAAmB,CAAC,CAAC;IACnG,IAAI,CAAC,GAAG,0BAAyC,eAAe,CAAC,CAAC;IAClE,IAAI,CAAC,UAAU,CAAC,SAAS,qBAA0B,CAAC,IAAI,EAAE,EAAE;QAC1D,IAAI,CAAC,iBAAiB,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACpD,MAAM,IAAI,GAAG,MAAM,CAAC,QAA8C,CAAC;YACnE,eAAe,CAAC,WAAW,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,EAAE,WAAW,CAAC,IAAI,CAAC,CAAC;QACvE,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,SAAS,EAAE;QACd,IAAI,CAAC,UAAU,CAAC,WAAW,gBAAqB,CAAC,IAAI,EAAE,EAAE;YACvD,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;gBACtD,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,kBAAkB,CAAC,OAAO,CAAC,CAAC;YAC3D,CAAC,CAAC,CAAC;QACL,CAAC,CAAC,CAAC;KACJ;IAED,MAAM,UAAU,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC,UAAU,CAAC,CAAC;IAC3D,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,kBAAkB,UAAU,EAAE,CAAC;IAC5D,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,kBAAkB,UAAU,EAAE,CAAC;IAE5D,OAAO,OAAO,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AACvC,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { SingleTexturedViewportQuadGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\nconst computeColor = \"return TEXTURE(u_color, v_texCoord);\";\r\n\r\n// Transparent background color will not have premultiplied alpha - multiply it when copying.\r\n// Set all other pixels opaque.\r\nconst computeColorNoAlpha = `\r\n vec4 color = TEXTURE(u_color, v_texCoord);\r\n if (color == u_bgColor)\r\n return vec4(color.rgb * color.a, color.a);\r\n else\r\n return vec4(color.rgb, 1.0);\r\n`;\r\n\r\n/** @internal */\r\nexport function createCopyColorProgram(context: WebGL2RenderingContext, copyAlpha: boolean = true): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, copyAlpha ? computeColor : computeColorNoAlpha);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n frag.addUniform(\"u_color\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_color\", (uniform, params) => {\r\n const geom = params.geometry as SingleTexturedViewportQuadGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n if (!copyAlpha) {\r\n frag.addUniform(\"u_bgColor\", VariableType.Vec4, (prog) => {\r\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\r\n params.target.uniforms.style.bindBackgroundRgba(uniform);\r\n });\r\n });\r\n }\r\n\r\n const flagString = (copyAlpha ? \"-CopyAlpha\" : \"-NoAlpha\");\r\n builder.vert.headerComment = `//!V! CopyColor${flagString}`;\r\n builder.frag.headerComment = `//!F! CopyColor${flagString}`;\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
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/** @packageDocumentation
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* @module WebGL
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*/
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import { WebGLContext } from "@itwin/webgl-compatibility";
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import { ShaderProgram } from "../ShaderProgram";
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/** @internal */
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export declare function createCopyPickBuffersProgram(context:
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export declare function createCopyPickBuffersProgram(context: WebGL2RenderingContext): ShaderProgram;
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//# sourceMappingURL=CopyPickBuffers.d.ts.map
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{"version":3,"file":"CopyPickBuffers.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyPickBuffers.ts"],"names":[],"mappings":"AAIA;;GAEG;
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{"version":3,"file":"CopyPickBuffers.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyPickBuffers.ts"],"names":[],"mappings":"AAIA;;GAEG;AAKH,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAWjD,gBAAgB;AAChB,wBAAgB,4BAA4B,CAAC,OAAO,EAAE,sBAAsB,GAAG,aAAa,CAyB3F"}
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* @module WebGL
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*/
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import { TextureUnit } from "../RenderFlags";
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import { System } from "../System";
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import { Texture2DHandle } from "../Texture";
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import { createViewportQuadBuilder } from "./ViewportQuad";
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const computeBaseColor = "return vec4(1.0);";
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@@ -19,24 +18,18 @@ export function createCopyPickBuffersProgram(context) {
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const builder = createViewportQuadBuilder(true);
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const frag = builder.frag;
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frag.set(1 /* ComputeBaseColor */, computeBaseColor);
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Texture2DHandle.bindSampler(uniform, params.geometry.depthAndOrder, TextureUnit.One);
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});
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}, 3 /* High */);
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frag.addDrawBuffersExtension(2);
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frag.set(16 /* AssignFragData */, assignFragData);
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}
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frag.addUniform("u_pickFeatureId", 8 /* Sampler2D */, (prog) => {
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prog.addGraphicUniform("u_pickFeatureId", (uniform, params) => {
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Texture2DHandle.bindSampler(uniform, params.geometry.featureId, TextureUnit.Zero);
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});
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}, 3 /* High */);
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frag.addUniform("u_pickDepthAndOrder", 8 /* Sampler2D */, (prog) => {
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prog.addGraphicUniform("u_pickDepthAndOrder", (uniform, params) => {
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Texture2DHandle.bindSampler(uniform, params.geometry.depthAndOrder, TextureUnit.One);
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});
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}, 3 /* High */);
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frag.addDrawBuffersExtension(2);
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frag.set(16 /* AssignFragData */, assignFragData);
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builder.vert.headerComment = "//!V! CopyPickBuffers";
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builder.frag.headerComment = "//!F! CopyPickBuffers";
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return builder.buildProgram(context);
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{"version":3,"file":"CopyPickBuffers.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyPickBuffers.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;
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{"version":3,"file":"CopyPickBuffers.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyPickBuffers.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAGH,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAG7C,OAAO,EAAE,eAAe,EAAE,MAAM,YAAY,CAAC;AAC7C,OAAO,EAAE,yBAAyB,EAAE,MAAM,gBAAgB,CAAC;AAE3D,MAAM,gBAAgB,GAAG,mBAAmB,CAAC;AAE7C,MAAM,cAAc,GAAG;;;CAGtB,CAAC;AAEF,gBAAgB;AAChB,MAAM,UAAU,4BAA4B,CAAC,OAA+B;IAC1E,MAAM,OAAO,GAAG,yBAAyB,CAAC,IAAI,CAAC,CAAC;IAChD,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAE1B,IAAI,CAAC,GAAG,2BAA2C,gBAAgB,CAAC,CAAC;IAErE,IAAI,CAAC,UAAU,CAAC,iBAAiB,qBAA0B,CAAC,IAAI,EAAE,EAAE;QAClE,IAAI,CAAC,iBAAiB,CAAC,iBAAiB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC5D,eAAe,CAAC,WAAW,CAAC,OAAO,EAAG,MAAM,CAAC,QAAmC,CAAC,SAAS,EAAE,WAAW,CAAC,IAAI,CAAC,CAAC;QAChH,CAAC,CAAC,CAAC;IACL,CAAC,eAAyB,CAAC;IAE3B,IAAI,CAAC,UAAU,CAAC,qBAAqB,qBAA0B,CAAC,IAAI,EAAE,EAAE;QACtE,IAAI,CAAC,iBAAiB,CAAC,qBAAqB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAChE,eAAe,CAAC,WAAW,CAAC,OAAO,EAAG,MAAM,CAAC,QAAmC,CAAC,aAAa,EAAE,WAAW,CAAC,GAAG,CAAC,CAAC;QACnH,CAAC,CAAC,CAAC;IACL,CAAC,eAAyB,CAAC;IAE3B,IAAI,CAAC,uBAAuB,CAAC,CAAC,CAAC,CAAC;IAChC,IAAI,CAAC,GAAG,0BAAyC,cAAc,CAAC,CAAC;IAEjE,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,uBAAuB,CAAC;IACrD,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,uBAAuB,CAAC;IAErD,OAAO,OAAO,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AACvC,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { CopyPickBufferGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, VariablePrecision, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\nconst computeBaseColor = \"return vec4(1.0);\";\r\n\r\nconst assignFragData = `\r\n FragColor0 = TEXTURE(u_pickFeatureId, v_texCoord);\r\n FragColor1 = TEXTURE(u_pickDepthAndOrder, v_texCoord);\r\n`;\r\n\r\n/** @internal */\r\nexport function createCopyPickBuffersProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeBaseColor);\r\n\r\n frag.addUniform(\"u_pickFeatureId\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_pickFeatureId\", (uniform, params) => {\r\n Texture2DHandle.bindSampler(uniform, (params.geometry as CopyPickBufferGeometry).featureId, TextureUnit.Zero);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n frag.addUniform(\"u_pickDepthAndOrder\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_pickDepthAndOrder\", (uniform, params) => {\r\n Texture2DHandle.bindSampler(uniform, (params.geometry as CopyPickBufferGeometry).depthAndOrder, TextureUnit.One);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n frag.addDrawBuffersExtension(2);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragData);\r\n\r\n builder.vert.headerComment = \"//!V! CopyPickBuffers\";\r\n builder.frag.headerComment = \"//!F! CopyPickBuffers\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
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/** @packageDocumentation
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* @module WebGL
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*/
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import { WebGLContext } from "@itwin/webgl-compatibility";
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import { ShaderProgram } from "../ShaderProgram";
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/** @internal */
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export declare function createVolClassColorUsingStencilProgram(context:
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export declare function createVolClassColorUsingStencilProgram(context: WebGL2RenderingContext): ShaderProgram;
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/** @internal */
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export declare function createVolClassCopyZProgram(context:
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export declare function createVolClassCopyZProgram(context: WebGL2RenderingContext): ShaderProgram;
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/** @internal */
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export declare function
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export declare function createVolClassSetBlendProgram(context: WebGL2RenderingContext): ShaderProgram;
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export declare function
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export declare function createVolClassBlendProgram(context: WebGLContext): ShaderProgram;
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export declare function createVolClassBlendProgram(context: WebGL2RenderingContext): ShaderProgram;
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//# sourceMappingURL=CopyStencil.d.ts.map
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{"version":3,"file":"CopyStencil.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyStencil.ts"],"names":[],"mappings":"AAIA;;GAEG;
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{"version":3,"file":"CopyStencil.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyStencil.ts"],"names":[],"mappings":"AAIA;;GAEG;AAOH,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAiDjD,gBAAgB;AAChB,wBAAgB,sCAAsC,CAAC,OAAO,EAAE,sBAAsB,GAAG,aAAa,CAqBrG;AAED,gBAAgB;AAChB,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,sBAAsB,GAAG,aAAa,CA8BzF;AAED,gBAAgB;AAChB,wBAAgB,6BAA6B,CAAC,OAAO,EAAE,sBAAsB,GAAG,aAAa,CAkD5F;AAED,gBAAgB;AAChB,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,sBAAsB,GAAG,aAAa,CAoBzF"}
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@@ -6,12 +6,9 @@
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* @module WebGL
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*/
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import { ColorDef, SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay } from "@itwin/core-common";
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import { AttributeMap } from "../AttributeMap";
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import { BoundaryType } from "../CachedGeometry";
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import { FloatRgba } from "../FloatRGBA";
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import { TextureUnit } from "../RenderFlags";
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import { ProgramBuilder } from "../ShaderBuilder";
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import { System } from "../System";
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import { assignFragColor } from "./Fragment";
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@@ -25,12 +22,6 @@ const checkDiscardBackgroundByZ = `
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return false;
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const depthFromTexture = "return TEXTURE(u_depthTexture, v_texCoord).r;";
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const computePosition = `
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gl_PointSize = 1.0; // Need to set the point size since we are drawing points with this.
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float z = TEXTURE(u_depthTexture, (rawPos.xy + 1.0) * 0.5).r * 2.0 - 1.0;
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return vec4(rawPos.x, rawPos.y, z, 1.0);
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`;
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const computeQuantizedPosition2d = `return vec3(a_pos.x, a_pos.y, 0.0);`;
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const scratchColor = FloatRgba.fromColorDef(ColorDef.white);
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/** @internal */
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function addBoundaryTypeConstants(builder) {
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@@ -97,40 +88,13 @@ export function createVolClassCopyZProgram(context) {
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Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);
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frag.addExtension("GL_EXT_frag_depth");
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frag.addExtension("GL_EXT_frag_depth");
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frag.set(18 /* FinalizeDepth */, depthFromTexture);
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builder.vert.headerComment = "//!V! VolClassCopyZ";
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builder.frag.headerComment = "//!F! VolClassCopyZ";
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return builder.buildProgram(context);
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export function createVolClassCopyZUsingPointsProgram(context) {
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const attrMap = AttributeMap.findAttributeMap(31 /* VolClassCopyZ */, false);
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const builder = new ProgramBuilder(attrMap);
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const vert = builder.vert;
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vert.set(0 /* ComputeQuantizedPosition */, computeQuantizedPosition2d);
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vert.addUniform("u_depthTexture", 8 /* Sampler2D */, (prog) => {
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prog.addGraphicUniform("u_depthTexture", (uniform, params) => {
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const geom = params.geometry;
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Texture2DHandle.bindSampler(uniform, geom.zTexture, TextureUnit.Zero);
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});
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});
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vert.set(10 /* ComputePosition */, computePosition);
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const frag = builder.frag;
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frag.set(1 /* ComputeBaseColor */, computeSetBlendColor);
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frag.set(16 /* AssignFragData */, assignFragColor);
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frag.addUniform("u_blend_color", 5 /* Vec4 */, (prog) => {
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prog.addGraphicUniform("u_blend_color", (uniform, _params) => {
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scratchColor.set(0.0, 0.0, 0.0, 0.0);
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scratchColor.bind(uniform);
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});
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});
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builder.vert.headerComment = "//!V! VolClassCopyZUsingPoints";
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builder.frag.headerComment = "//!F! VolClassCopyZUsingPoints";
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return builder.buildProgram(context);
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}
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/** @internal */
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export function createVolClassSetBlendProgram(context) {
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const builder = createViewportQuadBuilder(true);
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builder.addInlineComputedVarying("v_texCoord", 3 /* Vec2 */, computeTexCoord);
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{"version":3,"file":"CopyStencil.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyStencil.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAE,QAAQ,EAAE,8BAA8B,EAAE,+BAA+B,EAAE,MAAM,oBAAoB,CAAC;AAE/G,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAsF,MAAM,mBAAmB,CAAC;AACrI,OAAO,EAAY,SAAS,EAAE,MAAM,cAAc,CAAC;AACnD,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAC7C,OAAO,EAA2B,cAAc,EAAsD,MAAM,kBAAkB,CAAC;AAE/H,OAAO,EAAE,MAAM,EAAE,MAAM,WAAW,CAAC;AAEnC,OAAO,EAAE,eAAe,EAAE,MAAM,YAAY,CAAC;AAC7C,OAAO,EAAE,eAAe,EAAE,MAAM,YAAY,CAAC;AAC7C,OAAO,EAAE,yBAAyB,EAAE,MAAM,gBAAgB,CAAC;AAE3D,MAAM,kBAAkB,GAAG,uCAAuC,CAAC;AAEnE,MAAM,oBAAoB,GAAG,uBAAuB,CAAC;AAErD,MAAM,wBAAwB,GAAG,6CAA6C,CAAC;AAE/E,MAAM,eAAe,GAAG,4CAA4C,CAAC;AAErE,MAAM,yBAAyB,GAAG;;;;CAIjC,CAAC;AAEF,MAAM,gBAAgB,GAAG,+CAA+C,CAAC;AAEzE,MAAM,eAAe,GAAG;;;;CAIvB,CAAC;AAEF,MAAM,0BAA0B,GAAG,qCAAqC,CAAC;AAEzE,MAAM,YAAY,GAAG,SAAS,CAAC,YAAY,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;AAE5D,gBAAgB;AAChB,SAAS,wBAAwB,CAAC,OAAsB;IACtD,sFAAsF;IACtF,OAAO,CAAC,WAAW,CAAC,mBAAmB,eAAoB,GAAG,CAAC,CAAC;IAChE,OAAO,CAAC,WAAW,CAAC,kBAAkB,eAAoB,GAAG,CAAC,CAAC;IAC/D,OAAO,CAAC,WAAW,CAAC,wBAAwB,eAAoB,GAAG,CAAC,CAAC;AACvE,CAAC;AAED,gBAAgB;AAChB,SAAS,eAAe,CAAC,OAAe,EAAE,MAAgB,EAAE,MAAc;IACxE,QAAQ,OAAO,EAAE;QACf,KAAK,+BAA+B,CAAC,MAAM;YACzC,YAAY,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;YACrC,MAAM;QACR,KAAK,+BAA+B,CAAC,GAAG;YACtC,YAAY,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;YACrC,MAAM;QACR,KAAK,+BAA+B,CAAC,EAAE;YACrC,YAAY,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;YACrC,MAAM;QACR,SAAS,gFAAgF;YACvF,YAAY,CAAC,GAAG,CAAC,MAAM,CAAC,GAAG,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;YAChE,MAAM;KACT;AACH,CAAC;AAED,gBAAgB;AAChB,MAAM,UAAU,sCAAsC,CAAC,OAAqB;IAC1E,MAAM,OAAO,GAAG,yBAAyB,CAAC,KAAK,CAAC,CAAC;IACjD,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAC1B,IAAI,CAAC,GAAG,2BAA2C,kBAAkB,CAAC,CAAC;IACvE,IAAI,CAAC,GAAG,0BAAyC,eAAe,CAAC,CAAC;IAClE,IAAI,CAAC,UAAU,CAAC,gBAAgB,gBAAqB,CAAC,IAAI,EAAE,EAAE;QAC5D,IAAI,CAAC,iBAAiB,CAAC,gBAAgB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC3D,MAAM,WAAW,GAAG,MAAM,CAAC,QAAQ,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;YACzD,IAAI,WAAW,EAAE;gBACf,MAAM,WAAW,GAAG,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,WAAW,CAAC;gBAC9D,YAAY,CAAC,GAAG,CAAC,WAAW,CAAC,GAAG,EAAE,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,IAAI,EAAE,GAAG,CAAC,CAAC;aAC7E;;gBACC,YAAY,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;YACvC,YAAY,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAC7B,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,iCAAiC,CAAC;IAC/D,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,iCAAiC,CAAC;IAE/D,OAAO,OAAO,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AACvC,CAAC;AAED,gBAAgB;AAChB,MAAM,UAAU,0BAA0B,CAAC,OAAqB;IAC9D,MAAM,OAAO,GAAG,yBAAyB,CAAC,IAAI,CAAC,CAAC;IAEhD,OAAO,CAAC,wBAAwB,CAAC,YAAY,gBAAqB,eAAe,CAAC,CAAC,CAAC,uFAAuF;IAE3K,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAC1B,IAAI,CAAC,GAAG,2BAA2C,oBAAoB,CAAC,CAAC;IACzE,IAAI,CAAC,GAAG,0BAAyC,eAAe,CAAC,CAAC;IAElE,IAAI,CAAC,UAAU,CAAC,eAAe,gBAAqB,CAAC,IAAI,EAAE,EAAE;QAC3D,IAAI,CAAC,iBAAiB,CAAC,eAAe,EAAE,CAAC,OAAO,EAAE,OAAO,EAAE,EAAE;YAC3D,YAAY,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;YACrC,YAAY,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAC7B,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,UAAU,CAAC,gBAAgB,qBAA0B,CAAC,IAAI,EAAE,EAAE;QACjE,IAAI,CAAC,iBAAiB,CAAC,gBAAgB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC3D,MAAM,IAAI,GAAG,MAAM,CAAC,QAA8C,CAAC;YACnE,eAAe,CAAC,WAAW,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,EAAE,WAAW,CAAC,IAAI,CAAC,CAAC;QACvE,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,YAAY,CAAC,QAAQ;QACxC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;IACzC,IAAI,CAAC,GAAG,yBAAwC,gBAAgB,CAAC,CAAC;IAElE,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,qBAAqB,CAAC;IACnD,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,qBAAqB,CAAC;IAEnD,OAAO,OAAO,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AACvC,CAAC;AAED,gBAAgB;AAChB,MAAM,UAAU,qCAAqC,CAAC,OAAqB;IACzE,MAAM,OAAO,GAAG,YAAY,CAAC,gBAAgB,yBAA4B,KAAK,CAAC,CAAC;IAChF,MAAM,OAAO,GAAG,IAAI,cAAc,CAAC,OAAO,CAAC,CAAC;IAE5C,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAC1B,IAAI,CAAC,GAAG,mCAAiD,0BAA0B,CAAC,CAAC;IACrF,IAAI,CAAC,UAAU,CAAC,gBAAgB,qBAA0B,CAAC,IAAI,EAAE,EAAE;QACjE,IAAI,CAAC,iBAAiB,CAAC,gBAAgB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC3D,MAAM,IAAI,GAAG,MAAM,CAAC,QAAgC,CAAC;YACrD,eAAe,CAAC,WAAW,CAAC,OAAO,EAAE,IAAI,CAAC,QAAQ,EAAE,WAAW,CAAC,IAAI,CAAC,CAAC;QACxE,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IACH,IAAI,CAAC,GAAG,2BAAwC,eAAe,CAAC,CAAC;IAEjE,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAC1B,IAAI,CAAC,GAAG,2BAA2C,oBAAoB,CAAC,CAAC;IACzE,IAAI,CAAC,GAAG,0BAAyC,eAAe,CAAC,CAAC;IAElE,IAAI,CAAC,UAAU,CAAC,eAAe,gBAAqB,CAAC,IAAI,EAAE,EAAE;QAC3D,IAAI,CAAC,iBAAiB,CAAC,eAAe,EAAE,CAAC,OAAO,EAAE,OAAO,EAAE,EAAE;YAC3D,YAAY,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;YACrC,YAAY,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAC7B,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,gCAAgC,CAAC;IAC9D,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,gCAAgC,CAAC;IAE9D,OAAO,OAAO,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AACvC,CAAC;AAED,gBAAgB;AAChB,MAAM,UAAU,6BAA6B,CAAC,OA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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 { ColorDef, SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay } from \"@itwin/core-common\";\r\nimport { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { BoundaryType, ScreenPointsGeometry, SingleTexturedViewportQuadGeometry, VolumeClassifierGeometry } from \"../CachedGeometry\";\r\nimport { FloatRgb, FloatRgba } from \"../FloatRGBA\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { System } from \"../System\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\nconst computehiliteColor = \"return vec4(u_hilite_color.rgb, 1.0);\";\r\n\r\nconst computeSetBlendColor = \"return u_blend_color;\";\r\n\r\nconst computeBlendTextureColor = \"return TEXTURE(u_blendTexture, v_texCoord);\";\r\n\r\nconst computeTexCoord = \"v_texCoord = (rawPosition.xy + 1.0) * 0.5;\";\r\n\r\nconst checkDiscardBackgroundByZ = `\r\n if (u_boundaryType == kBoundaryType_Out)\r\n return TEXTURE(u_depthTexture, v_texCoord).r == 1.0;\r\n return false;\r\n`;\r\n\r\nconst depthFromTexture = \"return TEXTURE(u_depthTexture, v_texCoord).r;\";\r\n\r\nconst computePosition = `\r\n gl_PointSize = 1.0; // Need to set the point size since we are drawing points with this.\r\n float z = TEXTURE(u_depthTexture, (rawPos.xy + 1.0) * 0.5).r * 2.0 - 1.0;\r\n return vec4(rawPos.x, rawPos.y, z, 1.0);\r\n`;\r\n\r\nconst computeQuantizedPosition2d = `return vec3(a_pos.x, a_pos.y, 0.0);`;\r\n\r\nconst scratchColor = FloatRgba.fromColorDef(ColorDef.white);\r\n\r\n/** @internal */\r\nfunction addBoundaryTypeConstants(builder: ShaderBuilder): void {\r\n // NB: These are the bit positions of each flag in OvrFlags enum - not the flag values\r\n builder.addConstant(\"kBoundaryType_Out\", VariableType.Int, \"0\");\r\n builder.addConstant(\"kBoundaryType_In\", VariableType.Int, \"1\");\r\n builder.addConstant(\"kBoundaryType_Selected\", VariableType.Int, \"2\");\r\n}\r\n\r\n/** @internal */\r\nfunction setScratchColor(display: number, hilite: FloatRgb, hAlpha: number): void {\r\n switch (display) {\r\n case SpatialClassifierOutsideDisplay.Dimmed:\r\n scratchColor.set(0.0, 0.0, 0.0, 0.3);\r\n break;\r\n case SpatialClassifierOutsideDisplay.Off:\r\n scratchColor.set(0.0, 0.0, 0.0, 0.8);\r\n break;\r\n case SpatialClassifierOutsideDisplay.On:\r\n scratchColor.set(0.0, 0.0, 0.0, 0.0);\r\n break;\r\n default: // Hilite or ByElementColor (though ByElementColor should never use this shader)\r\n scratchColor.set(hilite.red, hilite.green, hilite.blue, hAlpha);\r\n break;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassColorUsingStencilProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(false);\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computehiliteColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n frag.addUniform(\"u_hilite_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_hilite_color\", (uniform, params) => {\r\n const useLighting = params.geometry.getFlashMode(params);\r\n if (useLighting) {\r\n const hiliteColor = params.target.uniforms.hilite.hiliteColor;\r\n scratchColor.set(hiliteColor.red, hiliteColor.green, hiliteColor.blue, 1.0);\r\n } else\r\n scratchColor.set(1.0, 1.0, 1.0, 0.0);\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassColorUsingStencil\";\r\n builder.frag.headerComment = \"//!F! VolClassColorUsingStencil\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassCopyZProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord); // TODO: I think this is not necessary because it's already added from the create above\r\n\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSetBlendColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_blend_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_blend_color\", (uniform, _params) => {\r\n scratchColor.set(0.0, 0.0, 0.0, 0.0);\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as SingleTexturedViewportQuadGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n if (!System.instance.capabilities.isWebGL2)\r\n frag.addExtension(\"GL_EXT_frag_depth\");\r\n frag.set(FragmentShaderComponent.FinalizeDepth, depthFromTexture);\r\n\r\n builder.vert.headerComment = \"//!V! VolClassCopyZ\";\r\n builder.frag.headerComment = \"//!F! VolClassCopyZ\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassCopyZUsingPointsProgram(context: WebGLContext): ShaderProgram {\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.VolClassCopyZ, false);\r\n const builder = new ProgramBuilder(attrMap);\r\n\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputeQuantizedPosition, computeQuantizedPosition2d);\r\n vert.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as ScreenPointsGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.zTexture, TextureUnit.Zero);\r\n });\r\n });\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSetBlendColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_blend_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_blend_color\", (uniform, _params) => {\r\n scratchColor.set(0.0, 0.0, 0.0, 0.0);\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassCopyZUsingPoints\";\r\n builder.frag.headerComment = \"//!F! VolClassCopyZUsingPoints\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassSetBlendProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\r\n\r\n const frag = builder.frag;\r\n addBoundaryTypeConstants(frag);\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkDiscardBackgroundByZ);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSetBlendColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_boundaryType\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_boundaryType\", (uniform, params) => {\r\n const geom = params.geometry as VolumeClassifierGeometry;\r\n uniform.setUniform1i(geom.boundaryType);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_blend_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_blend_color\", (uniform, params) => {\r\n const geom = params.geometry as VolumeClassifierGeometry;\r\n const hiliteColor = params.target.uniforms.hilite.hiliteColor;\r\n const hiliteAlpha = params.target.uniforms.hilite.hiliteSettings.visibleRatio;\r\n switch (geom.boundaryType) {\r\n case BoundaryType.Outside:\r\n setScratchColor(params.target.activeVolumeClassifierProps!.flags.outside, hiliteColor, hiliteAlpha);\r\n break;\r\n case BoundaryType.Inside:\r\n setScratchColor(params.target.activeVolumeClassifierProps!.flags.inside, hiliteColor, hiliteAlpha);\r\n break;\r\n case BoundaryType.Selected:\r\n // setScratchColor(params.target.activeVolumeClassifierProps!.flags.selected, hiliteColor, hiliteAlpha);\r\n setScratchColor(SpatialClassifierInsideDisplay.Hilite, hiliteColor, hiliteAlpha); // option for how to display selected classifiers has been removed, always just hilite\r\n break;\r\n }\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as VolumeClassifierGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassSetBlend\";\r\n builder.frag.headerComment = \"//!F! VolClassSetBlend\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassBlendProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\r\n\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeBlendTextureColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_blendTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_blendTexture\", (uniform, params) => {\r\n const geom = params.geometry as SingleTexturedViewportQuadGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassBlend\";\r\n builder.frag.headerComment = \"//!F! VolClassBlend\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
|
|
1
|
+
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { ColorDef, SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay } from \"@itwin/core-common\";\r\nimport { BoundaryType, SingleTexturedViewportQuadGeometry, VolumeClassifierGeometry } from \"../CachedGeometry\";\r\nimport { FloatRgb, FloatRgba } from \"../FloatRGBA\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ShaderBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\nconst computehiliteColor = \"return vec4(u_hilite_color.rgb, 1.0);\";\r\n\r\nconst computeSetBlendColor = \"return u_blend_color;\";\r\n\r\nconst computeBlendTextureColor = \"return TEXTURE(u_blendTexture, v_texCoord);\";\r\n\r\nconst computeTexCoord = \"v_texCoord = (rawPosition.xy + 1.0) * 0.5;\";\r\n\r\nconst checkDiscardBackgroundByZ = `\r\n if (u_boundaryType == kBoundaryType_Out)\r\n return TEXTURE(u_depthTexture, v_texCoord).r == 1.0;\r\n return false;\r\n`;\r\n\r\nconst depthFromTexture = \"return TEXTURE(u_depthTexture, v_texCoord).r;\";\r\n\r\nconst scratchColor = FloatRgba.fromColorDef(ColorDef.white);\r\n\r\n/** @internal */\r\nfunction addBoundaryTypeConstants(builder: ShaderBuilder): void {\r\n // NB: These are the bit positions of each flag in OvrFlags enum - not the flag values\r\n builder.addConstant(\"kBoundaryType_Out\", VariableType.Int, \"0\");\r\n builder.addConstant(\"kBoundaryType_In\", VariableType.Int, \"1\");\r\n builder.addConstant(\"kBoundaryType_Selected\", VariableType.Int, \"2\");\r\n}\r\n\r\n/** @internal */\r\nfunction setScratchColor(display: number, hilite: FloatRgb, hAlpha: number): void {\r\n switch (display) {\r\n case SpatialClassifierOutsideDisplay.Dimmed:\r\n scratchColor.set(0.0, 0.0, 0.0, 0.3);\r\n break;\r\n case SpatialClassifierOutsideDisplay.Off:\r\n scratchColor.set(0.0, 0.0, 0.0, 0.8);\r\n break;\r\n case SpatialClassifierOutsideDisplay.On:\r\n scratchColor.set(0.0, 0.0, 0.0, 0.0);\r\n break;\r\n default: // Hilite or ByElementColor (though ByElementColor should never use this shader)\r\n scratchColor.set(hilite.red, hilite.green, hilite.blue, hAlpha);\r\n break;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassColorUsingStencilProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(false);\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computehiliteColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n frag.addUniform(\"u_hilite_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_hilite_color\", (uniform, params) => {\r\n const useLighting = params.geometry.getFlashMode(params);\r\n if (useLighting) {\r\n const hiliteColor = params.target.uniforms.hilite.hiliteColor;\r\n scratchColor.set(hiliteColor.red, hiliteColor.green, hiliteColor.blue, 1.0);\r\n } else\r\n scratchColor.set(1.0, 1.0, 1.0, 0.0);\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassColorUsingStencil\";\r\n builder.frag.headerComment = \"//!F! VolClassColorUsingStencil\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassCopyZProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord); // TODO: I think this is not necessary because it's already added from the create above\r\n\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSetBlendColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_blend_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_blend_color\", (uniform, _params) => {\r\n scratchColor.set(0.0, 0.0, 0.0, 0.0);\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as SingleTexturedViewportQuadGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addExtension(\"GL_EXT_frag_depth\");\r\n frag.set(FragmentShaderComponent.FinalizeDepth, depthFromTexture);\r\n\r\n builder.vert.headerComment = \"//!V! VolClassCopyZ\";\r\n builder.frag.headerComment = \"//!F! VolClassCopyZ\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassSetBlendProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\r\n\r\n const frag = builder.frag;\r\n addBoundaryTypeConstants(frag);\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkDiscardBackgroundByZ);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSetBlendColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_boundaryType\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_boundaryType\", (uniform, params) => {\r\n const geom = params.geometry as VolumeClassifierGeometry;\r\n uniform.setUniform1i(geom.boundaryType);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_blend_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_blend_color\", (uniform, params) => {\r\n const geom = params.geometry as VolumeClassifierGeometry;\r\n const hiliteColor = params.target.uniforms.hilite.hiliteColor;\r\n const hiliteAlpha = params.target.uniforms.hilite.hiliteSettings.visibleRatio;\r\n switch (geom.boundaryType) {\r\n case BoundaryType.Outside:\r\n setScratchColor(params.target.activeVolumeClassifierProps!.flags.outside, hiliteColor, hiliteAlpha);\r\n break;\r\n case BoundaryType.Inside:\r\n setScratchColor(params.target.activeVolumeClassifierProps!.flags.inside, hiliteColor, hiliteAlpha);\r\n break;\r\n case BoundaryType.Selected:\r\n // setScratchColor(params.target.activeVolumeClassifierProps!.flags.selected, hiliteColor, hiliteAlpha);\r\n setScratchColor(SpatialClassifierInsideDisplay.Hilite, hiliteColor, hiliteAlpha); // option for how to display selected classifiers has been removed, always just hilite\r\n break;\r\n }\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as VolumeClassifierGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassSetBlend\";\r\n builder.frag.headerComment = \"//!F! VolClassSetBlend\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassBlendProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\r\n\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeBlendTextureColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_blendTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_blendTexture\", (uniform, params) => {\r\n const geom = params.geometry as SingleTexturedViewportQuadGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassBlend\";\r\n builder.frag.headerComment = \"//!F! VolClassBlend\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
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/** @packageDocumentation
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* @module WebGL
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*/
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import { ShaderProgram } from "../ShaderProgram";
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/** @internal */
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export declare function createEDLCalcBasicProgram(context: WebGL2RenderingContext): ShaderProgram;
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/** @internal */
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export declare function createEDLCalcFullProgram(context: WebGL2RenderingContext): ShaderProgram;
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/** @internal */
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export declare function createEDLFilterProgram(context: WebGL2RenderingContext): ShaderProgram;
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/** @internal */
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export declare function createEDLMixProgram(context: WebGL2RenderingContext): ShaderProgram;
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//# sourceMappingURL=EDL.d.ts.map
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