@itwin/core-frontend 3.6.0-dev.8 → 4.0.0-dev.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (516) hide show
  1. package/CHANGELOG.md +35 -1
  2. package/LICENSE.md +1 -1
  3. package/lib/cjs/AccuDraw.js +1 -1
  4. package/lib/cjs/AccuDraw.js.map +1 -1
  5. package/lib/cjs/BriefcaseConnection.d.ts +23 -3
  6. package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
  7. package/lib/cjs/BriefcaseConnection.js +11 -3
  8. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  9. package/lib/cjs/CheckpointConnection.js +1 -1
  10. package/lib/cjs/CheckpointConnection.js.map +1 -1
  11. package/lib/cjs/DisplayStyleState.d.ts +2 -2
  12. package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
  13. package/lib/cjs/DisplayStyleState.js +12 -4
  14. package/lib/cjs/DisplayStyleState.js.map +1 -1
  15. package/lib/cjs/IModelApp.d.ts +3 -3
  16. package/lib/cjs/IModelApp.d.ts.map +1 -1
  17. package/lib/cjs/IModelApp.js +2 -2
  18. package/lib/cjs/IModelApp.js.map +1 -1
  19. package/lib/cjs/IModelConnection.d.ts +4 -6
  20. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  21. package/lib/cjs/IModelConnection.js +6 -7
  22. package/lib/cjs/IModelConnection.js.map +1 -1
  23. package/lib/cjs/IpcApp.d.ts +1 -1
  24. package/lib/cjs/IpcApp.d.ts.map +1 -1
  25. package/lib/cjs/IpcApp.js +1 -1
  26. package/lib/cjs/IpcApp.js.map +1 -1
  27. package/lib/cjs/NativeApp.d.ts +8 -1
  28. package/lib/cjs/NativeApp.d.ts.map +1 -1
  29. package/lib/cjs/NativeApp.js +10 -6
  30. package/lib/cjs/NativeApp.js.map +1 -1
  31. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  32. package/lib/cjs/NoRenderApp.js +3 -0
  33. package/lib/cjs/NoRenderApp.js.map +1 -1
  34. package/lib/cjs/SpatialViewState.d.ts +4 -1
  35. package/lib/cjs/SpatialViewState.d.ts.map +1 -1
  36. package/lib/cjs/SpatialViewState.js +19 -5
  37. package/lib/cjs/SpatialViewState.js.map +1 -1
  38. package/lib/cjs/Tiles.d.ts +4 -0
  39. package/lib/cjs/Tiles.d.ts.map +1 -1
  40. package/lib/cjs/Tiles.js +11 -0
  41. package/lib/cjs/Tiles.js.map +1 -1
  42. package/lib/cjs/ViewContext.js +1 -1
  43. package/lib/cjs/ViewContext.js.map +1 -1
  44. package/lib/cjs/ViewManager.d.ts.map +1 -1
  45. package/lib/cjs/ViewManager.js +2 -3
  46. package/lib/cjs/ViewManager.js.map +1 -1
  47. package/lib/cjs/ViewState.d.ts +4 -5
  48. package/lib/cjs/ViewState.d.ts.map +1 -1
  49. package/lib/cjs/ViewState.js +0 -1
  50. package/lib/cjs/ViewState.js.map +1 -1
  51. package/lib/cjs/Viewport.d.ts +53 -4
  52. package/lib/cjs/Viewport.d.ts.map +1 -1
  53. package/lib/cjs/Viewport.js +82 -34
  54. package/lib/cjs/Viewport.js.map +1 -1
  55. package/lib/cjs/extension/ExtensionImpl.js +2 -2
  56. package/lib/cjs/extension/ExtensionImpl.js.map +1 -1
  57. package/lib/cjs/extension/ExtensionRuntime.js +3 -0
  58. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  59. package/lib/cjs/render/GraphicBranch.d.ts +3 -0
  60. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  61. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  62. package/lib/cjs/render/GraphicBuilder.d.ts +1 -1
  63. package/lib/cjs/render/GraphicBuilder.js +1 -1
  64. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  65. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  66. package/lib/cjs/render/MockRender.js +3 -0
  67. package/lib/cjs/render/MockRender.js.map +1 -1
  68. package/lib/cjs/render/RealityMeshParams.d.ts +3 -4
  69. package/lib/cjs/render/RealityMeshParams.d.ts.map +1 -1
  70. package/lib/cjs/render/RealityMeshParams.js +9 -5
  71. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  72. package/lib/cjs/render/RenderMaterial.d.ts +1 -1
  73. package/lib/cjs/render/RenderMaterial.d.ts.map +1 -1
  74. package/lib/cjs/render/RenderMaterial.js.map +1 -1
  75. package/lib/cjs/render/RenderSystem.d.ts +4 -4
  76. package/lib/cjs/render/RenderSystem.js +4 -4
  77. package/lib/cjs/render/RenderSystem.js.map +1 -1
  78. package/lib/cjs/render/RenderTarget.d.ts +1 -1
  79. package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
  80. package/lib/cjs/render/RenderTarget.js +1 -1
  81. package/lib/cjs/render/RenderTarget.js.map +1 -1
  82. package/lib/cjs/render/VisibleFeature.d.ts +5 -5
  83. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  84. package/lib/cjs/render/primitives/DisplayParams.d.ts.map +1 -1
  85. package/lib/cjs/render/primitives/DisplayParams.js +2 -1
  86. package/lib/cjs/render/primitives/DisplayParams.js.map +1 -1
  87. package/lib/cjs/render/webgl/BackgroundMapDrape.js +3 -3
  88. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  89. package/lib/cjs/render/webgl/BranchState.d.ts +3 -0
  90. package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
  91. package/lib/cjs/render/webgl/BranchState.js +5 -0
  92. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  93. package/lib/cjs/render/webgl/CachedGeometry.d.ts +32 -0
  94. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  95. package/lib/cjs/render/webgl/CachedGeometry.js +74 -1
  96. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  97. package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
  98. package/lib/cjs/render/webgl/DrawCommand.js +6 -4
  99. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  100. package/lib/cjs/render/webgl/EDL.d.ts +40 -0
  101. package/lib/cjs/render/webgl/EDL.d.ts.map +1 -0
  102. package/lib/cjs/render/webgl/EDL.js +264 -0
  103. package/lib/cjs/render/webgl/EDL.js.map +1 -0
  104. package/lib/cjs/render/webgl/EdgeSettings.js +2 -2
  105. package/lib/cjs/render/webgl/FrameBuffer.d.ts +4 -0
  106. package/lib/cjs/render/webgl/FrameBuffer.d.ts.map +1 -1
  107. package/lib/cjs/render/webgl/FrameBuffer.js +9 -0
  108. package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
  109. package/lib/cjs/render/webgl/FrustumUniforms.d.ts +7 -0
  110. package/lib/cjs/render/webgl/FrustumUniforms.d.ts.map +1 -1
  111. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  112. package/lib/cjs/render/webgl/Layer.js +2 -2
  113. package/lib/cjs/render/webgl/LayerCommands.js +2 -2
  114. package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
  115. package/lib/cjs/render/webgl/PlanarClassifier.js +9 -8
  116. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  117. package/lib/cjs/render/webgl/PlanarTextureProjection.js +1 -1
  118. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  119. package/lib/cjs/render/webgl/PointCloud.d.ts +2 -2
  120. package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
  121. package/lib/cjs/render/webgl/PointCloud.js +2 -0
  122. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  123. package/lib/cjs/render/webgl/RealityMesh.d.ts +3 -1
  124. package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
  125. package/lib/cjs/render/webgl/RealityMesh.js +8 -3
  126. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  127. package/lib/cjs/render/webgl/RealityModelUniforms.d.ts +9 -0
  128. package/lib/cjs/render/webgl/RealityModelUniforms.d.ts.map +1 -1
  129. package/lib/cjs/render/webgl/RealityModelUniforms.js +50 -0
  130. package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
  131. package/lib/cjs/render/webgl/RenderCommands.d.ts +2 -1
  132. package/lib/cjs/render/webgl/RenderCommands.d.ts.map +1 -1
  133. package/lib/cjs/render/webgl/RenderCommands.js +46 -38
  134. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  135. package/lib/cjs/render/webgl/RenderFlags.d.ts +19 -17
  136. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  137. package/lib/cjs/render/webgl/RenderFlags.js +8 -6
  138. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  139. package/lib/cjs/render/webgl/SceneCompositor.d.ts +6 -1
  140. package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
  141. package/lib/cjs/render/webgl/SceneCompositor.js +195 -76
  142. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  143. package/lib/cjs/render/webgl/SolarShadowMap.js +3 -3
  144. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  145. package/lib/cjs/render/webgl/SurfaceGeometry.js +5 -5
  146. package/lib/cjs/render/webgl/Target.js +7 -7
  147. package/lib/cjs/render/webgl/Target.js.map +1 -1
  148. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  149. package/lib/cjs/render/webgl/Technique.js +18 -3
  150. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  151. package/lib/cjs/render/webgl/TechniqueFlags.js +4 -4
  152. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  153. package/lib/cjs/render/webgl/TechniqueId.d.ts +6 -2
  154. package/lib/cjs/render/webgl/TechniqueId.d.ts.map +1 -1
  155. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  156. package/lib/cjs/render/webgl/UniformHandle.d.ts.map +1 -1
  157. package/lib/cjs/render/webgl/UniformHandle.js +1 -2
  158. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  159. package/lib/cjs/render/webgl/VisibleTileFeatures.js +5 -5
  160. package/lib/cjs/render/webgl/glsl/EDL.d.ts +14 -0
  161. package/lib/cjs/render/webgl/glsl/EDL.d.ts.map +1 -0
  162. package/lib/cjs/render/webgl/glsl/EDL.js +260 -0
  163. package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -0
  164. package/lib/cjs/render/webgl/glsl/RenderPass.js +12 -12
  165. package/lib/cjs/render/webgl/glsl/RenderPass.js.map +1 -1
  166. package/lib/cjs/render/webgl/glsl/Surface.js +1 -1
  167. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  168. package/lib/cjs/tile/BatchedTileIdMap.js +1 -1
  169. package/lib/cjs/tile/BatchedTileIdMap.js.map +1 -1
  170. package/lib/cjs/tile/DynamicIModelTile.js +1 -1
  171. package/lib/cjs/tile/DynamicIModelTile.js.map +1 -1
  172. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  173. package/lib/cjs/tile/GltfReader.js +4 -2
  174. package/lib/cjs/tile/GltfReader.js.map +1 -1
  175. package/lib/cjs/tile/IModelTile.js +1 -1
  176. package/lib/cjs/tile/IModelTile.js.map +1 -1
  177. package/lib/cjs/tile/ImdlReader.d.ts +6 -0
  178. package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
  179. package/lib/cjs/tile/ImdlReader.js +20 -7
  180. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  181. package/lib/cjs/tile/OrbitGtTileTree.d.ts +14 -1
  182. package/lib/cjs/tile/OrbitGtTileTree.d.ts.map +1 -1
  183. package/lib/cjs/tile/OrbitGtTileTree.js +30 -11
  184. package/lib/cjs/tile/OrbitGtTileTree.js.map +1 -1
  185. package/lib/cjs/tile/RealityModelTileTree.d.ts +4 -3
  186. package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
  187. package/lib/cjs/tile/RealityModelTileTree.js +61 -53
  188. package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
  189. package/lib/cjs/tile/RealityTileLoader.js +2 -2
  190. package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
  191. package/lib/cjs/tile/RealityTileTree.d.ts +5 -0
  192. package/lib/cjs/tile/RealityTileTree.d.ts.map +1 -1
  193. package/lib/cjs/tile/RealityTileTree.js +9 -4
  194. package/lib/cjs/tile/RealityTileTree.js.map +1 -1
  195. package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
  196. package/lib/cjs/tile/TileAdmin.js +15 -7
  197. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  198. package/lib/cjs/tile/TileDrawArgs.js +1 -1
  199. package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
  200. package/lib/cjs/tile/TileTreeReference.d.ts +3 -0
  201. package/lib/cjs/tile/TileTreeReference.d.ts.map +1 -1
  202. package/lib/cjs/tile/TileTreeReference.js +3 -0
  203. package/lib/cjs/tile/TileTreeReference.js.map +1 -1
  204. package/lib/cjs/tile/map/ArcGisUtilities.d.ts +14 -1
  205. package/lib/cjs/tile/map/ArcGisUtilities.d.ts.map +1 -1
  206. package/lib/cjs/tile/map/ArcGisUtilities.js +57 -27
  207. package/lib/cjs/tile/map/ArcGisUtilities.js.map +1 -1
  208. package/lib/cjs/tile/map/CesiumTerrainProvider.js +9 -9
  209. package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
  210. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts +14 -2
  211. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +1 -1
  212. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js +77 -37
  213. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -1
  214. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +2 -1
  215. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  216. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +65 -52
  217. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  218. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts +1 -0
  219. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
  220. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +2 -0
  221. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
  222. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +1 -1
  223. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
  224. package/lib/cjs/tile/map/ImageryTileTree.d.ts +26 -1
  225. package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
  226. package/lib/cjs/tile/map/ImageryTileTree.js +54 -4
  227. package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
  228. package/lib/cjs/tile/map/MapLayerImageryFormats.d.ts.map +1 -1
  229. package/lib/cjs/tile/map/MapLayerImageryFormats.js +3 -2
  230. package/lib/cjs/tile/map/MapLayerImageryFormats.js.map +1 -1
  231. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts +12 -2
  232. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  233. package/lib/cjs/tile/map/MapLayerImageryProvider.js +16 -4
  234. package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
  235. package/lib/cjs/tile/map/MapLayerSources.d.ts +3 -1
  236. package/lib/cjs/tile/map/MapLayerSources.d.ts.map +1 -1
  237. package/lib/cjs/tile/map/MapLayerSources.js +2 -0
  238. package/lib/cjs/tile/map/MapLayerSources.js.map +1 -1
  239. package/lib/cjs/tile/map/MapTile.d.ts +5 -0
  240. package/lib/cjs/tile/map/MapTile.d.ts.map +1 -1
  241. package/lib/cjs/tile/map/MapTile.js +33 -14
  242. package/lib/cjs/tile/map/MapTile.js.map +1 -1
  243. package/lib/cjs/tile/map/MapTileTree.d.ts +42 -3
  244. package/lib/cjs/tile/map/MapTileTree.d.ts.map +1 -1
  245. package/lib/cjs/tile/map/MapTileTree.js +126 -9
  246. package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
  247. package/lib/cjs/tile/map/MapTiledGraphicsProvider.d.ts +17 -0
  248. package/lib/cjs/tile/map/MapTiledGraphicsProvider.d.ts.map +1 -1
  249. package/lib/cjs/tile/map/MapTiledGraphicsProvider.js +26 -0
  250. package/lib/cjs/tile/map/MapTiledGraphicsProvider.js.map +1 -1
  251. package/lib/cjs/tile/map/WmtsCapabilities.d.ts +23 -68
  252. package/lib/cjs/tile/map/WmtsCapabilities.d.ts.map +1 -1
  253. package/lib/cjs/tile/map/WmtsCapabilities.js +269 -260
  254. package/lib/cjs/tile/map/WmtsCapabilities.js.map +1 -1
  255. package/lib/cjs/tools/ClipViewTool.js +2 -2
  256. package/lib/cjs/tools/ClipViewTool.js.map +1 -1
  257. package/lib/cjs/tools/MeasureTool.js +2 -2
  258. package/lib/cjs/tools/MeasureTool.js.map +1 -1
  259. package/lib/esm/AccuDraw.js +1 -1
  260. package/lib/esm/AccuDraw.js.map +1 -1
  261. package/lib/esm/BriefcaseConnection.d.ts +23 -3
  262. package/lib/esm/BriefcaseConnection.d.ts.map +1 -1
  263. package/lib/esm/BriefcaseConnection.js +11 -3
  264. package/lib/esm/BriefcaseConnection.js.map +1 -1
  265. package/lib/esm/CheckpointConnection.js +1 -1
  266. package/lib/esm/CheckpointConnection.js.map +1 -1
  267. package/lib/esm/DisplayStyleState.d.ts +2 -2
  268. package/lib/esm/DisplayStyleState.d.ts.map +1 -1
  269. package/lib/esm/DisplayStyleState.js +12 -4
  270. package/lib/esm/DisplayStyleState.js.map +1 -1
  271. package/lib/esm/IModelApp.d.ts +3 -3
  272. package/lib/esm/IModelApp.d.ts.map +1 -1
  273. package/lib/esm/IModelApp.js +2 -2
  274. package/lib/esm/IModelApp.js.map +1 -1
  275. package/lib/esm/IModelConnection.d.ts +4 -6
  276. package/lib/esm/IModelConnection.d.ts.map +1 -1
  277. package/lib/esm/IModelConnection.js +6 -7
  278. package/lib/esm/IModelConnection.js.map +1 -1
  279. package/lib/esm/IpcApp.d.ts +1 -1
  280. package/lib/esm/IpcApp.d.ts.map +1 -1
  281. package/lib/esm/IpcApp.js +1 -1
  282. package/lib/esm/IpcApp.js.map +1 -1
  283. package/lib/esm/NativeApp.d.ts +8 -1
  284. package/lib/esm/NativeApp.d.ts.map +1 -1
  285. package/lib/esm/NativeApp.js +10 -6
  286. package/lib/esm/NativeApp.js.map +1 -1
  287. package/lib/esm/NoRenderApp.d.ts.map +1 -1
  288. package/lib/esm/NoRenderApp.js +3 -0
  289. package/lib/esm/NoRenderApp.js.map +1 -1
  290. package/lib/esm/SpatialViewState.d.ts +4 -1
  291. package/lib/esm/SpatialViewState.d.ts.map +1 -1
  292. package/lib/esm/SpatialViewState.js +19 -5
  293. package/lib/esm/SpatialViewState.js.map +1 -1
  294. package/lib/esm/Tiles.d.ts +4 -0
  295. package/lib/esm/Tiles.d.ts.map +1 -1
  296. package/lib/esm/Tiles.js +11 -0
  297. package/lib/esm/Tiles.js.map +1 -1
  298. package/lib/esm/ViewContext.js +1 -1
  299. package/lib/esm/ViewContext.js.map +1 -1
  300. package/lib/esm/ViewManager.d.ts.map +1 -1
  301. package/lib/esm/ViewManager.js +2 -3
  302. package/lib/esm/ViewManager.js.map +1 -1
  303. package/lib/esm/ViewState.d.ts +4 -5
  304. package/lib/esm/ViewState.d.ts.map +1 -1
  305. package/lib/esm/ViewState.js +0 -1
  306. package/lib/esm/ViewState.js.map +1 -1
  307. package/lib/esm/Viewport.d.ts +53 -4
  308. package/lib/esm/Viewport.d.ts.map +1 -1
  309. package/lib/esm/Viewport.js +83 -35
  310. package/lib/esm/Viewport.js.map +1 -1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { 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"]}
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"]}
@@ -28,7 +28,7 @@ class BatchedTileIdMap {
28
28
  const key = JSON.stringify(properties);
29
29
  let entry = this._featureMap.get(key);
30
30
  if (undefined === entry) {
31
- const id = this._iModel.transientIds.next;
31
+ const id = this._iModel.transientIds.getNext();
32
32
  entry = { id, properties };
33
33
  this._featureMap.set(key, entry);
34
34
  this._idMap.set(id, properties);
@@ -1 +1 @@
1
- {"version":3,"file":"BatchedTileIdMap.js","sourceRoot":"","sources":["../../../src/tile/BatchedTileIdMap.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,sDAAyD;AAGzD;;;;GAIG;AACH,MAAa,gBAAgB;IAK3B,YAAmB,MAAwB;QACzC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;IACxB,CAAC;IAED,gGAAgG;IACzF,UAAU,CAAC,UAAe;QAC/B,IAAI,SAAS,KAAK,IAAI,CAAC,WAAW,IAAI,SAAS,KAAK,IAAI,CAAC,MAAM,EAAE;YAC/D,IAAA,qBAAM,EAAC,SAAS,KAAK,IAAI,CAAC,WAAW,IAAI,SAAS,KAAK,IAAI,CAAC,MAAM,CAAC,CAAC;YACpE,IAAI,CAAC,WAAW,GAAG,IAAI,GAAG,EAA+C,CAAC;YAC1E,IAAI,CAAC,MAAM,GAAG,IAAI,GAAG,EAAmB,CAAC;SAC1C;QAED,MAAM,GAAG,GAAG,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,CAAC;QACvC,IAAI,KAAK,GAAG,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;QACtC,IAAI,SAAS,KAAK,KAAK,EAAE;YACvB,MAAM,EAAE,GAAG,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,IAAI,CAAC;YAC1C,KAAK,GAAG,EAAE,EAAE,EAAE,UAAU,EAAE,CAAC;YAC3B,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC;YACjC,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,EAAE,EAAE,UAAU,CAAC,CAAC;SACjC;QAED,OAAO,KAAK,CAAC,EAAE,CAAC;IAClB,CAAC;IAED,uGAAuG;IAChG,kBAAkB,CAAC,EAAc;QACtC,OAAO,SAAS,KAAK,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;IACrE,CAAC;CACF;AAjCD,4CAiCC","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 Tiles\r\n */\r\n\r\nimport { assert, Id64String } from \"@itwin/core-bentley\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\n\r\n/**\r\n * Mapping between transient IDs assigned to 3D tiles \"features\" and batch table properties (and visa versa).\r\n * these properties may be present in batched tile sets.\r\n * @internal\r\n */\r\nexport class BatchedTileIdMap {\r\n private readonly _iModel: IModelConnection;\r\n private _featureMap?: Map<string, { id: Id64String, properties: any }>;\r\n private _idMap?: Map<Id64String, any>;\r\n\r\n public constructor(iModel: IModelConnection) {\r\n this._iModel = iModel;\r\n }\r\n\r\n /** Obtains or allocates the Id64String corresponding to the supplied set of JSON properties. */\r\n public getBatchId(properties: any): Id64String {\r\n if (undefined === this._featureMap || undefined === this._idMap) {\r\n assert(undefined === this._featureMap && undefined === this._idMap);\r\n this._featureMap = new Map<string, { id: Id64String, properties: any }>();\r\n this._idMap = new Map<Id64String, any>();\r\n }\r\n\r\n const key = JSON.stringify(properties);\r\n let entry = this._featureMap.get(key);\r\n if (undefined === entry) {\r\n const id = this._iModel.transientIds.next;\r\n entry = { id, properties };\r\n this._featureMap.set(key, entry);\r\n this._idMap.set(id, properties);\r\n }\r\n\r\n return entry.id;\r\n }\r\n\r\n /** Obtain the JSON properties associated with the specified Id64String, or undefined if none exist. */\r\n public getBatchProperties(id: Id64String): any {\r\n return undefined !== this._idMap ? this._idMap.get(id) : undefined;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"BatchedTileIdMap.js","sourceRoot":"","sources":["../../../src/tile/BatchedTileIdMap.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,sDAAyD;AAGzD;;;;GAIG;AACH,MAAa,gBAAgB;IAK3B,YAAmB,MAAwB;QACzC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;IACxB,CAAC;IAED,gGAAgG;IACzF,UAAU,CAAC,UAAe;QAC/B,IAAI,SAAS,KAAK,IAAI,CAAC,WAAW,IAAI,SAAS,KAAK,IAAI,CAAC,MAAM,EAAE;YAC/D,IAAA,qBAAM,EAAC,SAAS,KAAK,IAAI,CAAC,WAAW,IAAI,SAAS,KAAK,IAAI,CAAC,MAAM,CAAC,CAAC;YACpE,IAAI,CAAC,WAAW,GAAG,IAAI,GAAG,EAA+C,CAAC;YAC1E,IAAI,CAAC,MAAM,GAAG,IAAI,GAAG,EAAmB,CAAC;SAC1C;QAED,MAAM,GAAG,GAAG,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,CAAC;QACvC,IAAI,KAAK,GAAG,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;QACtC,IAAI,SAAS,KAAK,KAAK,EAAE;YACvB,MAAM,EAAE,GAAG,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;YAC/C,KAAK,GAAG,EAAE,EAAE,EAAE,UAAU,EAAE,CAAC;YAC3B,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC;YACjC,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,EAAE,EAAE,UAAU,CAAC,CAAC;SACjC;QAED,OAAO,KAAK,CAAC,EAAE,CAAC;IAClB,CAAC;IAED,uGAAuG;IAChG,kBAAkB,CAAC,EAAc;QACtC,OAAO,SAAS,KAAK,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;IACrE,CAAC;CACF;AAjCD,4CAiCC","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 Tiles\r\n */\r\n\r\nimport { assert, Id64String } from \"@itwin/core-bentley\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\n\r\n/**\r\n * Mapping between transient IDs assigned to 3D tiles \"features\" and batch table properties (and visa versa).\r\n * these properties may be present in batched tile sets.\r\n * @internal\r\n */\r\nexport class BatchedTileIdMap {\r\n private readonly _iModel: IModelConnection;\r\n private _featureMap?: Map<string, { id: Id64String, properties: any }>;\r\n private _idMap?: Map<Id64String, any>;\r\n\r\n public constructor(iModel: IModelConnection) {\r\n this._iModel = iModel;\r\n }\r\n\r\n /** Obtains or allocates the Id64String corresponding to the supplied set of JSON properties. */\r\n public getBatchId(properties: any): Id64String {\r\n if (undefined === this._featureMap || undefined === this._idMap) {\r\n assert(undefined === this._featureMap && undefined === this._idMap);\r\n this._featureMap = new Map<string, { id: Id64String, properties: any }>();\r\n this._idMap = new Map<Id64String, any>();\r\n }\r\n\r\n const key = JSON.stringify(properties);\r\n let entry = this._featureMap.get(key);\r\n if (undefined === entry) {\r\n const id = this._iModel.transientIds.getNext();\r\n entry = { id, properties };\r\n this._featureMap.set(key, entry);\r\n this._idMap.set(id, properties);\r\n }\r\n\r\n return entry.id;\r\n }\r\n\r\n /** Obtain the JSON properties associated with the specified Id64String, or undefined if none exist. */\r\n public getBatchProperties(id: Id64String): any {\r\n return undefined !== this._idMap ? this._idMap.get(id) : undefined;\r\n }\r\n}\r\n"]}
@@ -289,7 +289,7 @@ class GraphicsTile extends internal_1.Tile {
289
289
  (0, core_bentley_1.assert)(data instanceof Uint8Array);
290
290
  const stream = core_bentley_1.ByteStream.fromUint8Array(data);
291
291
  const position = stream.curPos;
292
- const format = stream.nextUint32;
292
+ const format = stream.readUint32();
293
293
  stream.curPos = position;
294
294
  // ###TODO: IModelGraphics format wraps IModel format.
295
295
  (0, core_bentley_1.assert)(core_common_1.TileFormat.IModel === format);
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Tiles\r\n */\r\n\r\nimport {\r\n assert, BeTimePoint, ByteStream, compareStrings, DbOpcode, Id64, Id64Array, Id64String, partitionArray, SortedArray,\r\n} from \"@itwin/core-bentley\";\r\nimport { Range3d, Transform } from \"@itwin/core-geometry\";\r\nimport {\r\n BatchType, ElementGeometryChange, ElementGraphicsRequestProps, FeatureAppearance, FeatureAppearanceProvider, FeatureAppearanceSource, GeometryClass, TileFormat,\r\n} from \"@itwin/core-common\";\r\nimport { RenderSystem } from \"../render/RenderSystem\";\r\nimport { IModelApp } from \"../IModelApp\";\r\nimport {\r\n ImdlReader, IModelTileTree, RootIModelTile, Tile, TileContent, TileDrawArgs, TileParams, TileRequest, TileRequestChannel, TileTree,\r\n} from \"./internal\";\r\n\r\n/** The root tile for the branch of an [[IModelTileTree]] containing graphics for elements that have been modified during the current\r\n * Not intended for direct consumption - exported for use by [[IModelTileTree]].\r\n * [[GraphicalEditingScope]].\r\n * @internal\r\n */\r\nexport abstract class DynamicIModelTile extends Tile {\r\n protected constructor(params: TileParams, tree: TileTree) {\r\n super(params, tree);\r\n }\r\n\r\n public static create(root: RootIModelTile, elements: Iterable<ElementGeometryChange>): DynamicIModelTile {\r\n return new RootTile(root, elements);\r\n }\r\n\r\n /** Updates the tiles when elements are modified during the editing scope. */\r\n public abstract handleGeometryChanges(changes: Iterable<ElementGeometryChange>): void;\r\n\r\n /** Overrides symbology of the *static* [[IModelTile]]s to hide elements that have been deleted or modified. */\r\n public abstract get appearanceProvider(): FeatureAppearanceProvider;\r\n\r\n /** Exposed strictly for tests. */\r\n public abstract get hiddenElements(): Id64Array;\r\n\r\n /** Select tiles for display, requesting content for tiles as necessary. */\r\n public abstract selectTiles(selected: Tile[], args: TileDrawArgs): void;\r\n\r\n /** Discard tiles that have not been used since the specified time point. */\r\n public abstract pruneChildren(olderThan: BeTimePoint): void;\r\n}\r\n\r\n/** The child tiles of the root tile, representing inserted or modified elements and sorted by element Id. */\r\nclass ElementTiles extends SortedArray<ElementTile> {\r\n public constructor() {\r\n super((lhs, rhs) => compareStrings(lhs.contentId, rhs.contentId));\r\n }\r\n\r\n public get array(): ElementTile[] {\r\n return this._array;\r\n }\r\n}\r\n\r\n/** The root tile. Each of its children represent a newly-inserted or modified element. */\r\nclass RootTile extends DynamicIModelTile implements FeatureAppearanceProvider {\r\n private readonly _hiddenElements: Id64.Uint32Set;\r\n public readonly transformToTree: Transform;\r\n private readonly _elements: ElementTiles;\r\n\r\n private get _imodelRoot() { return this.parent as RootIModelTile; }\r\n\r\n private get _elementChildren(): ElementTile[] {\r\n assert(undefined !== this.children);\r\n assert(this.children === this._elements.array);\r\n return this._elements.array;\r\n }\r\n\r\n public constructor(parent: RootIModelTile, elements: Iterable<ElementGeometryChange>) {\r\n const params: TileParams = {\r\n parent,\r\n isLeaf: false,\r\n contentId: \"dynamic\",\r\n range: Range3d.createNull(),\r\n maximumSize: parent.tileScreenSize,\r\n };\r\n\r\n super(params, parent.tree);\r\n\r\n this._hiddenElements = new Id64.Uint32Set();\r\n\r\n const inverseTransform = parent.tree.iModelTransform.inverse();\r\n assert(undefined !== inverseTransform);\r\n this.transformToTree = inverseTransform;\r\n\r\n this._elements = new ElementTiles();\r\n this.loadChildren(); // initially empty.\r\n assert(undefined !== this.children);\r\n\r\n this.setIsReady();\r\n this.handleGeometryChanges(elements);\r\n }\r\n\r\n public get hiddenElements(): Id64Array {\r\n return this._hiddenElements.toId64Array();\r\n }\r\n\r\n public get appearanceProvider(): FeatureAppearanceProvider {\r\n return this;\r\n }\r\n\r\n public getFeatureAppearance(source: FeatureAppearanceSource, elemLo: number, elemHi: number, subcatLo: number, subcatHi: number, geomClass: GeometryClass, modelLo: number, modelHi: number, type: BatchType, animationNodeId: number): FeatureAppearance | undefined {\r\n if (this._hiddenElements.has(elemLo, elemHi))\r\n return undefined;\r\n\r\n return source.getAppearance(elemLo, elemHi, subcatLo, subcatHi, geomClass, modelLo, modelHi, type, animationNodeId);\r\n }\r\n\r\n public handleGeometryChanges(changes: Iterable<ElementGeometryChange>): void {\r\n assert(undefined !== this.children);\r\n\r\n for (const change of changes) {\r\n if (change.type !== DbOpcode.Insert)\r\n this._hiddenElements.addId(change.id);\r\n\r\n let tile = this._elements.findEquivalent((t: ElementTile) => compareStrings(t.contentId, change.id));\r\n if (change.type === DbOpcode.Delete) {\r\n if (tile) {\r\n tile.dispose();\r\n this._elements.remove(tile);\r\n }\r\n } else {\r\n const range = change.range.isNull ? change.range.clone() : this.transformToTree.multiplyRange(change.range);\r\n if (tile)\r\n tile.update(range);\r\n else\r\n this._elements.insert(tile = new ElementTile(this, change.id, range));\r\n }\r\n }\r\n\r\n // Recompute range.\r\n this.range.setNull();\r\n for (const element of this._elements)\r\n this.range.extendRange(element.range);\r\n\r\n this._imodelRoot.updateDynamicRange(this);\r\n }\r\n\r\n protected _loadChildren(resolve: (children: Tile[] | undefined) => void, _reject: (errpr: Error) => void): void {\r\n // This is invoked from constructor. We will add a child per element later - for now just mark the children as having been loaded.\r\n resolve(this._elements.array);\r\n }\r\n\r\n public get channel(): TileRequestChannel {\r\n throw new Error(\"Root dynamic tile has no content\");\r\n }\r\n\r\n public async requestContent(): Promise<TileRequest.Response> {\r\n assert(false, \"Root dynamic tile has no content\");\r\n return undefined;\r\n }\r\n\r\n public async readContent(_data: TileRequest.ResponseData, _system: RenderSystem, _isCanceled: () => boolean): Promise<TileContent> {\r\n throw new Error(\"Root dynamic tile has no content\");\r\n }\r\n\r\n public selectTiles(selected: Tile[], args: TileDrawArgs): void {\r\n for (const child of this._elementChildren)\r\n child.selectTiles(selected, args);\r\n }\r\n\r\n public pruneChildren(olderThan: BeTimePoint): void {\r\n // Never discard ElementTiles - do discard not-recently-used graphics.\r\n for (const child of this._elementChildren)\r\n child.pruneChildren(olderThan);\r\n }\r\n}\r\n\r\n/** Represents a single element that has been inserted or had its geometric properties modified during the current [[GraphicalEditingScope]].\r\n * It has no graphics of its own; it has any number of child tiles, each of which have graphics of a different level of detail.\r\n * Its contentId is the element's Id.\r\n */\r\nclass ElementTile extends Tile {\r\n public constructor(parent: RootTile, elementId: Id64String, range: Range3d) {\r\n super({\r\n parent,\r\n isLeaf: false,\r\n contentId: elementId,\r\n range,\r\n maximumSize: parent.maximumSize,\r\n }, parent.tree);\r\n\r\n this.loadChildren();\r\n this.setIsReady();\r\n }\r\n\r\n protected _loadChildren(resolve: (children: Tile[] | undefined) => void, _reject: (error: Error) => void): void {\r\n // Invoked from constructor. We'll add child tiles later as needed.\r\n resolve([]);\r\n }\r\n\r\n public get channel(): TileRequestChannel {\r\n throw new Error(\"ElementTile has no content\");\r\n }\r\n\r\n public async requestContent(_isCanceled: () => boolean): Promise<TileRequest.Response> {\r\n assert(false, \"ElementTile has no content\");\r\n return undefined;\r\n }\r\n\r\n public async readContent(_data: TileRequest.ResponseData, _system: RenderSystem, _isCanceled: () => boolean): Promise<TileContent> {\r\n throw new Error(\"ElementTile has no content\");\r\n }\r\n\r\n public pruneChildren(olderThan: BeTimePoint): void {\r\n const children = this.children as GraphicsTile[];\r\n assert(undefined !== children);\r\n\r\n const partitionIndex = partitionArray(children, (child) => !child.usageMarker.isExpired(olderThan));\r\n\r\n // Remove expired children.\r\n if (partitionIndex < children.length) {\r\n const expired = children.splice(partitionIndex);\r\n for (const child of expired)\r\n child.dispose();\r\n }\r\n\r\n // Restore ordering.\r\n children.sort((x, y) => y.toleranceLog10 - x.toleranceLog10);\r\n }\r\n\r\n public selectTiles(selected: Tile[], args: TileDrawArgs): void {\r\n assert(undefined !== this.children);\r\n if (this.isRegionCulled(args))\r\n return;\r\n\r\n args.markUsed(this);\r\n\r\n // ###TODO: Test content range culled.\r\n\r\n // Compute the ideal chord tolerance.\r\n assert(this.maximumSize > 0);\r\n const pixelSize = args.getPixelSizeInMetersAtClosestPoint(this);\r\n assert(pixelSize > 0);\r\n\r\n // Round down to the nearest power of ten.\r\n const toleranceLog10 = Math.floor(Math.log10(pixelSize));\r\n\r\n // Find (or create) a child tile of desired tolerance. Also find a child tile that can be substituted for the desired tile if that tile's content is not yet loaded.\r\n // NB: Children are sorted in descending order by log10(tolerance)\r\n const children = this.children as GraphicsTile[];\r\n let closestMatch: GraphicsTile | undefined;\r\n let exactMatch: GraphicsTile | undefined;\r\n for (let i = 0; i < children.length; i++) {\r\n const child = children[i];\r\n const tol = child.toleranceLog10;\r\n if (tol > toleranceLog10) {\r\n assert(undefined === exactMatch);\r\n if (child.hasGraphics)\r\n closestMatch = child;\r\n } else if (tol === toleranceLog10) {\r\n exactMatch = child;\r\n } else if (tol < toleranceLog10) {\r\n if (!exactMatch)\r\n children.splice(i++, 0, exactMatch = new GraphicsTile(this, toleranceLog10));\r\n\r\n if (child.hasGraphics && (!closestMatch || closestMatch.toleranceLog10 > toleranceLog10))\r\n closestMatch = child;\r\n }\r\n }\r\n\r\n if (!exactMatch) {\r\n assert(children.length === 0 || children[children.length - 1].toleranceLog10 > toleranceLog10);\r\n children.push(exactMatch = new GraphicsTile(this, toleranceLog10));\r\n }\r\n\r\n if (!exactMatch.isReady) {\r\n args.insertMissing(exactMatch);\r\n if (closestMatch) {\r\n selected.push(closestMatch);\r\n args.markUsed(closestMatch);\r\n }\r\n } else if (exactMatch.hasGraphics) {\r\n selected.push(exactMatch);\r\n args.markUsed(exactMatch);\r\n }\r\n }\r\n\r\n public update(range: Range3d): void {\r\n range.clone(this.range);\r\n\r\n // Discard out-dated graphics.\r\n assert(undefined !== this.children);\r\n for (const child of this.children)\r\n child.dispose();\r\n\r\n this.children.length = 0;\r\n }\r\n}\r\n\r\nfunction* makeIdSequence() {\r\n let current = 0;\r\n while (true) {\r\n if (current >= Number.MAX_SAFE_INTEGER)\r\n current = 0;\r\n\r\n yield ++current;\r\n }\r\n}\r\n\r\nconst requestIdSequence = makeIdSequence();\r\n\r\n/** Supplies graphics of a specific LOD for a single element. */\r\nclass GraphicsTile extends Tile {\r\n public readonly toleranceLog10: number;\r\n public readonly tolerance: number;\r\n\r\n public constructor(parent: ElementTile, toleranceLog10: number) {\r\n assert(Math.round(toleranceLog10) === toleranceLog10);\r\n super({\r\n parent,\r\n isLeaf: true,\r\n contentId: `${parent.contentId}_${toleranceLog10}`,\r\n range: parent.range,\r\n maximumSize: parent.maximumSize,\r\n }, parent.tree);\r\n\r\n this.toleranceLog10 = toleranceLog10;\r\n this.tolerance = 10 ** toleranceLog10;\r\n }\r\n\r\n public override computeLoadPriority(): number {\r\n // We want the element's graphics to be updated as soon as possible\r\n return 0;\r\n }\r\n\r\n protected _loadChildren(resolve: (children: Tile[] | undefined) => void, _reject: (error: Error) => void): void {\r\n resolve(undefined);\r\n }\r\n\r\n public get channel(): TileRequestChannel {\r\n return IModelApp.tileAdmin.channels.elementGraphicsRpc;\r\n }\r\n\r\n public async requestContent(_isCanceled: () => boolean): Promise<TileRequest.Response> {\r\n // ###TODO tree flags (enforce display priority)\r\n // ###TODO classifiers, animation\r\n\r\n assert(undefined !== this.parent);\r\n\r\n const requestId = requestIdSequence.next();\r\n assert(!requestId.done);\r\n\r\n assert(this.tree instanceof IModelTileTree);\r\n const idProvider = this.tree.contentIdProvider;\r\n\r\n const props: ElementGraphicsRequestProps = {\r\n id: requestId.value.toString(16),\r\n elementId: this.parent.contentId,\r\n toleranceLog10: this.toleranceLog10,\r\n formatVersion: idProvider.majorFormatVersion,\r\n location: this.tree.iModelTransform.toJSON(),\r\n contentFlags: idProvider.contentFlags,\r\n omitEdges: !this.tree.edgeOptions,\r\n edgeType: this.tree.edgeOptions && this.tree.edgeOptions.indexed ? 2 : 1,\r\n smoothPolyfaceEdges: this.tree.edgeOptions && this.tree.edgeOptions.smooth,\r\n clipToProjectExtents: true,\r\n sectionCut: this.tree.stringifiedSectionClip,\r\n };\r\n\r\n return IModelApp.tileAdmin.requestElementGraphics(this.tree.iModel, props);\r\n }\r\n\r\n public async readContent(data: TileRequest.ResponseData, system: RenderSystem, isCanceled: () => boolean): Promise<TileContent> {\r\n if (undefined === isCanceled)\r\n isCanceled = () => !this.isLoading;\r\n\r\n assert(data instanceof Uint8Array);\r\n const stream = ByteStream.fromUint8Array(data);\r\n\r\n const position = stream.curPos;\r\n const format = stream.nextUint32;\r\n stream.curPos = position;\r\n\r\n // ###TODO: IModelGraphics format wraps IModel format.\r\n assert(TileFormat.IModel === format);\r\n\r\n const tree = this.tree;\r\n assert(tree instanceof IModelTileTree);\r\n const { iModel, modelId, is3d, containsTransformNodes } = tree;\r\n const reader = ImdlReader.create({\r\n stream, iModel, modelId, is3d, system, isCanceled, containsTransformNodes,\r\n type: tree.batchType,\r\n loadEdges: false !== tree.edgeOptions,\r\n options: { tileId: this.contentId },\r\n });\r\n\r\n let content: TileContent = { isLeaf: true };\r\n if (reader) {\r\n try {\r\n content = await reader.read();\r\n } catch {\r\n //\r\n }\r\n }\r\n\r\n return content;\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Tiles\r\n */\r\n\r\nimport {\r\n assert, BeTimePoint, ByteStream, compareStrings, DbOpcode, Id64, Id64Array, Id64String, partitionArray, SortedArray,\r\n} from \"@itwin/core-bentley\";\r\nimport { Range3d, Transform } from \"@itwin/core-geometry\";\r\nimport {\r\n BatchType, ElementGeometryChange, ElementGraphicsRequestProps, FeatureAppearance, FeatureAppearanceProvider, FeatureAppearanceSource, GeometryClass, TileFormat,\r\n} from \"@itwin/core-common\";\r\nimport { RenderSystem } from \"../render/RenderSystem\";\r\nimport { IModelApp } from \"../IModelApp\";\r\nimport {\r\n ImdlReader, IModelTileTree, RootIModelTile, Tile, TileContent, TileDrawArgs, TileParams, TileRequest, TileRequestChannel, TileTree,\r\n} from \"./internal\";\r\n\r\n/** The root tile for the branch of an [[IModelTileTree]] containing graphics for elements that have been modified during the current\r\n * Not intended for direct consumption - exported for use by [[IModelTileTree]].\r\n * [[GraphicalEditingScope]].\r\n * @internal\r\n */\r\nexport abstract class DynamicIModelTile extends Tile {\r\n protected constructor(params: TileParams, tree: TileTree) {\r\n super(params, tree);\r\n }\r\n\r\n public static create(root: RootIModelTile, elements: Iterable<ElementGeometryChange>): DynamicIModelTile {\r\n return new RootTile(root, elements);\r\n }\r\n\r\n /** Updates the tiles when elements are modified during the editing scope. */\r\n public abstract handleGeometryChanges(changes: Iterable<ElementGeometryChange>): void;\r\n\r\n /** Overrides symbology of the *static* [[IModelTile]]s to hide elements that have been deleted or modified. */\r\n public abstract get appearanceProvider(): FeatureAppearanceProvider;\r\n\r\n /** Exposed strictly for tests. */\r\n public abstract get hiddenElements(): Id64Array;\r\n\r\n /** Select tiles for display, requesting content for tiles as necessary. */\r\n public abstract selectTiles(selected: Tile[], args: TileDrawArgs): void;\r\n\r\n /** Discard tiles that have not been used since the specified time point. */\r\n public abstract pruneChildren(olderThan: BeTimePoint): void;\r\n}\r\n\r\n/** The child tiles of the root tile, representing inserted or modified elements and sorted by element Id. */\r\nclass ElementTiles extends SortedArray<ElementTile> {\r\n public constructor() {\r\n super((lhs, rhs) => compareStrings(lhs.contentId, rhs.contentId));\r\n }\r\n\r\n public get array(): ElementTile[] {\r\n return this._array;\r\n }\r\n}\r\n\r\n/** The root tile. Each of its children represent a newly-inserted or modified element. */\r\nclass RootTile extends DynamicIModelTile implements FeatureAppearanceProvider {\r\n private readonly _hiddenElements: Id64.Uint32Set;\r\n public readonly transformToTree: Transform;\r\n private readonly _elements: ElementTiles;\r\n\r\n private get _imodelRoot() { return this.parent as RootIModelTile; }\r\n\r\n private get _elementChildren(): ElementTile[] {\r\n assert(undefined !== this.children);\r\n assert(this.children === this._elements.array);\r\n return this._elements.array;\r\n }\r\n\r\n public constructor(parent: RootIModelTile, elements: Iterable<ElementGeometryChange>) {\r\n const params: TileParams = {\r\n parent,\r\n isLeaf: false,\r\n contentId: \"dynamic\",\r\n range: Range3d.createNull(),\r\n maximumSize: parent.tileScreenSize,\r\n };\r\n\r\n super(params, parent.tree);\r\n\r\n this._hiddenElements = new Id64.Uint32Set();\r\n\r\n const inverseTransform = parent.tree.iModelTransform.inverse();\r\n assert(undefined !== inverseTransform);\r\n this.transformToTree = inverseTransform;\r\n\r\n this._elements = new ElementTiles();\r\n this.loadChildren(); // initially empty.\r\n assert(undefined !== this.children);\r\n\r\n this.setIsReady();\r\n this.handleGeometryChanges(elements);\r\n }\r\n\r\n public get hiddenElements(): Id64Array {\r\n return this._hiddenElements.toId64Array();\r\n }\r\n\r\n public get appearanceProvider(): FeatureAppearanceProvider {\r\n return this;\r\n }\r\n\r\n public getFeatureAppearance(source: FeatureAppearanceSource, elemLo: number, elemHi: number, subcatLo: number, subcatHi: number, geomClass: GeometryClass, modelLo: number, modelHi: number, type: BatchType, animationNodeId: number): FeatureAppearance | undefined {\r\n if (this._hiddenElements.has(elemLo, elemHi))\r\n return undefined;\r\n\r\n return source.getAppearance(elemLo, elemHi, subcatLo, subcatHi, geomClass, modelLo, modelHi, type, animationNodeId);\r\n }\r\n\r\n public handleGeometryChanges(changes: Iterable<ElementGeometryChange>): void {\r\n assert(undefined !== this.children);\r\n\r\n for (const change of changes) {\r\n if (change.type !== DbOpcode.Insert)\r\n this._hiddenElements.addId(change.id);\r\n\r\n let tile = this._elements.findEquivalent((t: ElementTile) => compareStrings(t.contentId, change.id));\r\n if (change.type === DbOpcode.Delete) {\r\n if (tile) {\r\n tile.dispose();\r\n this._elements.remove(tile);\r\n }\r\n } else {\r\n const range = change.range.isNull ? change.range.clone() : this.transformToTree.multiplyRange(change.range);\r\n if (tile)\r\n tile.update(range);\r\n else\r\n this._elements.insert(tile = new ElementTile(this, change.id, range));\r\n }\r\n }\r\n\r\n // Recompute range.\r\n this.range.setNull();\r\n for (const element of this._elements)\r\n this.range.extendRange(element.range);\r\n\r\n this._imodelRoot.updateDynamicRange(this);\r\n }\r\n\r\n protected _loadChildren(resolve: (children: Tile[] | undefined) => void, _reject: (errpr: Error) => void): void {\r\n // This is invoked from constructor. We will add a child per element later - for now just mark the children as having been loaded.\r\n resolve(this._elements.array);\r\n }\r\n\r\n public get channel(): TileRequestChannel {\r\n throw new Error(\"Root dynamic tile has no content\");\r\n }\r\n\r\n public async requestContent(): Promise<TileRequest.Response> {\r\n assert(false, \"Root dynamic tile has no content\");\r\n return undefined;\r\n }\r\n\r\n public async readContent(_data: TileRequest.ResponseData, _system: RenderSystem, _isCanceled: () => boolean): Promise<TileContent> {\r\n throw new Error(\"Root dynamic tile has no content\");\r\n }\r\n\r\n public selectTiles(selected: Tile[], args: TileDrawArgs): void {\r\n for (const child of this._elementChildren)\r\n child.selectTiles(selected, args);\r\n }\r\n\r\n public pruneChildren(olderThan: BeTimePoint): void {\r\n // Never discard ElementTiles - do discard not-recently-used graphics.\r\n for (const child of this._elementChildren)\r\n child.pruneChildren(olderThan);\r\n }\r\n}\r\n\r\n/** Represents a single element that has been inserted or had its geometric properties modified during the current [[GraphicalEditingScope]].\r\n * It has no graphics of its own; it has any number of child tiles, each of which have graphics of a different level of detail.\r\n * Its contentId is the element's Id.\r\n */\r\nclass ElementTile extends Tile {\r\n public constructor(parent: RootTile, elementId: Id64String, range: Range3d) {\r\n super({\r\n parent,\r\n isLeaf: false,\r\n contentId: elementId,\r\n range,\r\n maximumSize: parent.maximumSize,\r\n }, parent.tree);\r\n\r\n this.loadChildren();\r\n this.setIsReady();\r\n }\r\n\r\n protected _loadChildren(resolve: (children: Tile[] | undefined) => void, _reject: (error: Error) => void): void {\r\n // Invoked from constructor. We'll add child tiles later as needed.\r\n resolve([]);\r\n }\r\n\r\n public get channel(): TileRequestChannel {\r\n throw new Error(\"ElementTile has no content\");\r\n }\r\n\r\n public async requestContent(_isCanceled: () => boolean): Promise<TileRequest.Response> {\r\n assert(false, \"ElementTile has no content\");\r\n return undefined;\r\n }\r\n\r\n public async readContent(_data: TileRequest.ResponseData, _system: RenderSystem, _isCanceled: () => boolean): Promise<TileContent> {\r\n throw new Error(\"ElementTile has no content\");\r\n }\r\n\r\n public pruneChildren(olderThan: BeTimePoint): void {\r\n const children = this.children as GraphicsTile[];\r\n assert(undefined !== children);\r\n\r\n const partitionIndex = partitionArray(children, (child) => !child.usageMarker.isExpired(olderThan));\r\n\r\n // Remove expired children.\r\n if (partitionIndex < children.length) {\r\n const expired = children.splice(partitionIndex);\r\n for (const child of expired)\r\n child.dispose();\r\n }\r\n\r\n // Restore ordering.\r\n children.sort((x, y) => y.toleranceLog10 - x.toleranceLog10);\r\n }\r\n\r\n public selectTiles(selected: Tile[], args: TileDrawArgs): void {\r\n assert(undefined !== this.children);\r\n if (this.isRegionCulled(args))\r\n return;\r\n\r\n args.markUsed(this);\r\n\r\n // ###TODO: Test content range culled.\r\n\r\n // Compute the ideal chord tolerance.\r\n assert(this.maximumSize > 0);\r\n const pixelSize = args.getPixelSizeInMetersAtClosestPoint(this);\r\n assert(pixelSize > 0);\r\n\r\n // Round down to the nearest power of ten.\r\n const toleranceLog10 = Math.floor(Math.log10(pixelSize));\r\n\r\n // Find (or create) a child tile of desired tolerance. Also find a child tile that can be substituted for the desired tile if that tile's content is not yet loaded.\r\n // NB: Children are sorted in descending order by log10(tolerance)\r\n const children = this.children as GraphicsTile[];\r\n let closestMatch: GraphicsTile | undefined;\r\n let exactMatch: GraphicsTile | undefined;\r\n for (let i = 0; i < children.length; i++) {\r\n const child = children[i];\r\n const tol = child.toleranceLog10;\r\n if (tol > toleranceLog10) {\r\n assert(undefined === exactMatch);\r\n if (child.hasGraphics)\r\n closestMatch = child;\r\n } else if (tol === toleranceLog10) {\r\n exactMatch = child;\r\n } else if (tol < toleranceLog10) {\r\n if (!exactMatch)\r\n children.splice(i++, 0, exactMatch = new GraphicsTile(this, toleranceLog10));\r\n\r\n if (child.hasGraphics && (!closestMatch || closestMatch.toleranceLog10 > toleranceLog10))\r\n closestMatch = child;\r\n }\r\n }\r\n\r\n if (!exactMatch) {\r\n assert(children.length === 0 || children[children.length - 1].toleranceLog10 > toleranceLog10);\r\n children.push(exactMatch = new GraphicsTile(this, toleranceLog10));\r\n }\r\n\r\n if (!exactMatch.isReady) {\r\n args.insertMissing(exactMatch);\r\n if (closestMatch) {\r\n selected.push(closestMatch);\r\n args.markUsed(closestMatch);\r\n }\r\n } else if (exactMatch.hasGraphics) {\r\n selected.push(exactMatch);\r\n args.markUsed(exactMatch);\r\n }\r\n }\r\n\r\n public update(range: Range3d): void {\r\n range.clone(this.range);\r\n\r\n // Discard out-dated graphics.\r\n assert(undefined !== this.children);\r\n for (const child of this.children)\r\n child.dispose();\r\n\r\n this.children.length = 0;\r\n }\r\n}\r\n\r\nfunction* makeIdSequence() {\r\n let current = 0;\r\n while (true) {\r\n if (current >= Number.MAX_SAFE_INTEGER)\r\n current = 0;\r\n\r\n yield ++current;\r\n }\r\n}\r\n\r\nconst requestIdSequence = makeIdSequence();\r\n\r\n/** Supplies graphics of a specific LOD for a single element. */\r\nclass GraphicsTile extends Tile {\r\n public readonly toleranceLog10: number;\r\n public readonly tolerance: number;\r\n\r\n public constructor(parent: ElementTile, toleranceLog10: number) {\r\n assert(Math.round(toleranceLog10) === toleranceLog10);\r\n super({\r\n parent,\r\n isLeaf: true,\r\n contentId: `${parent.contentId}_${toleranceLog10}`,\r\n range: parent.range,\r\n maximumSize: parent.maximumSize,\r\n }, parent.tree);\r\n\r\n this.toleranceLog10 = toleranceLog10;\r\n this.tolerance = 10 ** toleranceLog10;\r\n }\r\n\r\n public override computeLoadPriority(): number {\r\n // We want the element's graphics to be updated as soon as possible\r\n return 0;\r\n }\r\n\r\n protected _loadChildren(resolve: (children: Tile[] | undefined) => void, _reject: (error: Error) => void): void {\r\n resolve(undefined);\r\n }\r\n\r\n public get channel(): TileRequestChannel {\r\n return IModelApp.tileAdmin.channels.elementGraphicsRpc;\r\n }\r\n\r\n public async requestContent(_isCanceled: () => boolean): Promise<TileRequest.Response> {\r\n // ###TODO tree flags (enforce display priority)\r\n // ###TODO classifiers, animation\r\n\r\n assert(undefined !== this.parent);\r\n\r\n const requestId = requestIdSequence.next();\r\n assert(!requestId.done);\r\n\r\n assert(this.tree instanceof IModelTileTree);\r\n const idProvider = this.tree.contentIdProvider;\r\n\r\n const props: ElementGraphicsRequestProps = {\r\n id: requestId.value.toString(16),\r\n elementId: this.parent.contentId,\r\n toleranceLog10: this.toleranceLog10,\r\n formatVersion: idProvider.majorFormatVersion,\r\n location: this.tree.iModelTransform.toJSON(),\r\n contentFlags: idProvider.contentFlags,\r\n omitEdges: !this.tree.edgeOptions,\r\n edgeType: this.tree.edgeOptions && this.tree.edgeOptions.indexed ? 2 : 1,\r\n smoothPolyfaceEdges: this.tree.edgeOptions && this.tree.edgeOptions.smooth,\r\n clipToProjectExtents: true,\r\n sectionCut: this.tree.stringifiedSectionClip,\r\n };\r\n\r\n return IModelApp.tileAdmin.requestElementGraphics(this.tree.iModel, props);\r\n }\r\n\r\n public async readContent(data: TileRequest.ResponseData, system: RenderSystem, isCanceled: () => boolean): Promise<TileContent> {\r\n if (undefined === isCanceled)\r\n isCanceled = () => !this.isLoading;\r\n\r\n assert(data instanceof Uint8Array);\r\n const stream = ByteStream.fromUint8Array(data);\r\n\r\n const position = stream.curPos;\r\n const format = stream.readUint32();\r\n stream.curPos = position;\r\n\r\n // ###TODO: IModelGraphics format wraps IModel format.\r\n assert(TileFormat.IModel === format);\r\n\r\n const tree = this.tree;\r\n assert(tree instanceof IModelTileTree);\r\n const { iModel, modelId, is3d, containsTransformNodes } = tree;\r\n const reader = ImdlReader.create({\r\n stream, iModel, modelId, is3d, system, isCanceled, containsTransformNodes,\r\n type: tree.batchType,\r\n loadEdges: false !== tree.edgeOptions,\r\n options: { tileId: this.contentId },\r\n });\r\n\r\n let content: TileContent = { isLeaf: true };\r\n if (reader) {\r\n try {\r\n content = await reader.read();\r\n } catch {\r\n //\r\n }\r\n }\r\n\r\n return content;\r\n }\r\n}\r\n"]}
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1
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@@ -229,7 +229,7 @@ class GltfReaderProps {
229
229
  if (source instanceof Uint8Array) {
230
230
  // It may be JSON - check for magic indicating glb.
231
231
  const buffer = core_bentley_1.ByteStream.fromUint8Array(source);
232
- if (core_common_1.TileFormat.Gltf !== buffer.nextUint32) {
232
+ if (core_common_1.TileFormat.Gltf !== buffer.readUint32()) {
233
233
  try {
234
234
  const utf8Json = (0, core_bentley_1.utf8ToString)(source);
235
235
  if (!utf8Json)
@@ -1397,14 +1397,16 @@ class GltfReader {
1397
1397
  }
1398
1398
  let nMap;
1399
1399
  if (normalMap) {
1400
+ const greenUp = true;
1400
1401
  if (texture) {
1401
1402
  nMap = {
1402
1403
  normalMap,
1404
+ greenUp,
1403
1405
  };
1404
1406
  }
1405
1407
  else {
1406
1408
  texture = normalMap;
1407
- nMap = {};
1409
+ nMap = { greenUp };
1408
1410
  }
1409
1411
  }
1410
1412
  if (!texture)