@itwin/core-frontend 4.0.0-dev.77 → 4.0.0-dev.80

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 (879) hide show
  1. package/lib/cjs/AccuDraw.js.map +1 -1
  2. package/lib/cjs/AccuSnap.js.map +1 -1
  3. package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
  4. package/lib/cjs/ApproximateTerrainHeightsProps.js.map +1 -1
  5. package/lib/cjs/AuxCoordSys.js.map +1 -1
  6. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  7. package/lib/cjs/BingLocation.js.map +1 -1
  8. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  9. package/lib/cjs/BriefcaseTxns.js.map +1 -1
  10. package/lib/cjs/CategorySelectorState.js.map +1 -1
  11. package/lib/cjs/ChangeFlags.js.map +1 -1
  12. package/lib/cjs/CheckpointConnection.js.map +1 -1
  13. package/lib/cjs/CoordSystem.js.map +1 -1
  14. package/lib/cjs/DecorationsCache.js.map +1 -1
  15. package/lib/cjs/DevTools.js.map +1 -1
  16. package/lib/cjs/DisplayStyleState.js.map +1 -1
  17. package/lib/cjs/DrawingViewState.js +5 -5
  18. package/lib/cjs/DrawingViewState.js.map +1 -1
  19. package/lib/cjs/ElementLocateManager.js.map +1 -1
  20. package/lib/cjs/EmphasizeElements.js.map +1 -1
  21. package/lib/cjs/EntityState.js.map +1 -1
  22. package/lib/cjs/EnvironmentDecorations.d.ts +2 -2
  23. package/lib/cjs/EnvironmentDecorations.d.ts.map +1 -1
  24. package/lib/cjs/EnvironmentDecorations.js +10 -6
  25. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  26. package/lib/cjs/FeatureOverrideProvider.js.map +1 -1
  27. package/lib/cjs/FlashSettings.js.map +1 -1
  28. package/lib/cjs/FrontendHubAccess.js.map +1 -1
  29. package/lib/cjs/FrontendLoggerCategory.js.map +1 -1
  30. package/lib/cjs/Frustum2d.js.map +1 -1
  31. package/lib/cjs/FrustumAnimator.js.map +1 -1
  32. package/lib/cjs/FuzzySearch.js.map +1 -1
  33. package/lib/cjs/GeoServices.js.map +1 -1
  34. package/lib/cjs/GlobeAnimator.js.map +1 -1
  35. package/lib/cjs/GraphicalEditingScope.js.map +1 -1
  36. package/lib/cjs/HitDetail.js.map +1 -1
  37. package/lib/cjs/IModelApp.js.map +1 -1
  38. package/lib/cjs/IModelConnection.js +23 -23
  39. package/lib/cjs/IModelConnection.js.map +1 -1
  40. package/lib/cjs/IModelRoutingContext.js.map +1 -1
  41. package/lib/cjs/IModeljs-css.js +133 -133
  42. package/lib/cjs/IModeljs-css.js.map +1 -1
  43. package/lib/cjs/ImageUtil.js.map +1 -1
  44. package/lib/cjs/IpcApp.js.map +1 -1
  45. package/lib/cjs/LinePlaneIntersect.js.map +1 -1
  46. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  47. package/lib/cjs/MarginPercent.js.map +1 -1
  48. package/lib/cjs/Marker.js.map +1 -1
  49. package/lib/cjs/ModelSelectorState.js.map +1 -1
  50. package/lib/cjs/NativeApp.js.map +1 -1
  51. package/lib/cjs/NativeAppLogger.js.map +1 -1
  52. package/lib/cjs/NoRenderApp.js.map +1 -1
  53. package/lib/cjs/NotificationManager.js.map +1 -1
  54. package/lib/cjs/PerModelCategoryVisibility.js.map +1 -1
  55. package/lib/cjs/PlanarClipMaskState.js.map +1 -1
  56. package/lib/cjs/RealityDataSource.js.map +1 -1
  57. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
  58. package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
  59. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
  60. package/lib/cjs/SelectionSet.js.map +1 -1
  61. package/lib/cjs/SheetViewState.js.map +1 -1
  62. package/lib/cjs/SpatialViewState.js.map +1 -1
  63. package/lib/cjs/Sprites.js.map +1 -1
  64. package/lib/cjs/StandardView.js.map +1 -1
  65. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  66. package/lib/cjs/TentativePoint.js.map +1 -1
  67. package/lib/cjs/Tiles.js.map +1 -1
  68. package/lib/cjs/UserPreferences.js.map +1 -1
  69. package/lib/cjs/ViewAnimation.js.map +1 -1
  70. package/lib/cjs/ViewContext.js.map +1 -1
  71. package/lib/cjs/ViewCreator2d.js.map +1 -1
  72. package/lib/cjs/ViewCreator3d.js.map +1 -1
  73. package/lib/cjs/ViewGlobalLocation.js.map +1 -1
  74. package/lib/cjs/ViewManager.js.map +1 -1
  75. package/lib/cjs/ViewPose.js.map +1 -1
  76. package/lib/cjs/ViewRect.js.map +1 -1
  77. package/lib/cjs/ViewState.js.map +1 -1
  78. package/lib/cjs/ViewStatus.js.map +1 -1
  79. package/lib/cjs/ViewingSpace.js.map +1 -1
  80. package/lib/cjs/Viewport.js.map +1 -1
  81. package/lib/cjs/ViewportSync.js.map +1 -1
  82. package/lib/cjs/WebWorkerManager.js.map +1 -1
  83. package/lib/cjs/core-frontend.js.map +1 -1
  84. package/lib/cjs/extension/Extension.js.map +1 -1
  85. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
  86. package/lib/cjs/extension/ExtensionHost.js.map +1 -1
  87. package/lib/cjs/extension/ExtensionImpl.js.map +1 -1
  88. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  89. package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
  90. package/lib/cjs/extension/providers/LocalExtensionProvider.js.map +1 -1
  91. package/lib/cjs/extension/providers/RemoteExtensionProvider.js.map +1 -1
  92. package/lib/cjs/gltf/GltfModel.js.map +1 -1
  93. package/lib/cjs/gltf/GltfParser.js.map +1 -1
  94. package/lib/cjs/gltf/GltfSchema.js.map +1 -1
  95. package/lib/cjs/properties/AngleDescription.js.map +1 -1
  96. package/lib/cjs/properties/FormattedQuantityDescription.js.map +1 -1
  97. package/lib/cjs/properties/LengthDescription.js.map +1 -1
  98. package/lib/cjs/public/scripts/checkbrowser.js +24 -24
  99. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  100. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
  101. package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js.map +1 -1
  102. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  103. package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.js.map +1 -1
  104. package/lib/cjs/quantity-formatting/UnitsData.js.map +1 -1
  105. package/lib/cjs/render/CanvasDecoration.js.map +1 -1
  106. package/lib/cjs/render/Decorations.js.map +1 -1
  107. package/lib/cjs/render/FeatureSymbology.js.map +1 -1
  108. package/lib/cjs/render/FrameStats.js.map +1 -1
  109. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  110. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  111. package/lib/cjs/render/GraphicPrimitive.js.map +1 -1
  112. package/lib/cjs/render/InstancedGraphicParams.js.map +1 -1
  113. package/lib/cjs/render/MockRender.js.map +1 -1
  114. package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
  115. package/lib/cjs/render/Pixel.js.map +1 -1
  116. package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -1
  117. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  118. package/lib/cjs/render/RenderClipVolume.js.map +1 -1
  119. package/lib/cjs/render/RenderGraphic.js.map +1 -1
  120. package/lib/cjs/render/RenderMaterial.js.map +1 -1
  121. package/lib/cjs/render/RenderMemory.js.map +1 -1
  122. package/lib/cjs/render/RenderPlan.d.ts +14 -2
  123. package/lib/cjs/render/RenderPlan.d.ts.map +1 -1
  124. package/lib/cjs/render/RenderPlan.js +33 -4
  125. package/lib/cjs/render/RenderPlan.js.map +1 -1
  126. package/lib/cjs/render/RenderPlanarClassifier.js.map +1 -1
  127. package/lib/cjs/render/RenderSystem.js.map +1 -1
  128. package/lib/cjs/render/RenderTarget.js.map +1 -1
  129. package/lib/cjs/render/RenderTexture.js.map +1 -1
  130. package/lib/cjs/render/Scene.js.map +1 -1
  131. package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
  132. package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -1
  133. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  134. package/lib/cjs/render/primitives/AuxChannelTable.js.map +1 -1
  135. package/lib/cjs/render/primitives/ColorMap.js.map +1 -1
  136. package/lib/cjs/render/primitives/DisplayParams.js.map +1 -1
  137. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
  138. package/lib/cjs/render/primitives/PointCloudPrimitive.js.map +1 -1
  139. package/lib/cjs/render/primitives/PointStringParams.js.map +1 -1
  140. package/lib/cjs/render/primitives/Polyface.js.map +1 -1
  141. package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
  142. package/lib/cjs/render/primitives/Primitives.js.map +1 -1
  143. package/lib/cjs/render/primitives/Strokes.js.map +1 -1
  144. package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -1
  145. package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
  146. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  147. package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
  148. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  149. package/lib/cjs/render/primitives/geometry/GeometryList.js.map +1 -1
  150. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
  151. package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js.map +1 -1
  152. package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
  153. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  154. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  155. package/lib/cjs/render/webgl/AtmosphereUniforms.d.ts +48 -0
  156. package/lib/cjs/render/webgl/AtmosphereUniforms.d.ts.map +1 -0
  157. package/lib/cjs/render/webgl/AtmosphereUniforms.js +152 -0
  158. package/lib/cjs/render/webgl/AtmosphereUniforms.js.map +1 -0
  159. package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
  160. package/lib/cjs/render/webgl/AttributeMap.js.map +1 -1
  161. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  162. package/lib/cjs/render/webgl/BatchState.js.map +1 -1
  163. package/lib/cjs/render/webgl/BatchUniforms.js.map +1 -1
  164. package/lib/cjs/render/webgl/BranchStack.js.map +1 -1
  165. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  166. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  167. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  168. package/lib/cjs/render/webgl/ClipStack.js.map +1 -1
  169. package/lib/cjs/render/webgl/ClipVolume.js.map +1 -1
  170. package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
  171. package/lib/cjs/render/webgl/ColorInfo.js.map +1 -1
  172. package/lib/cjs/render/webgl/Diagnostics.js.map +1 -1
  173. package/lib/cjs/render/webgl/Disposable.js.map +1 -1
  174. package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
  175. package/lib/cjs/render/webgl/DrawCommand.js +2 -1
  176. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  177. package/lib/cjs/render/webgl/EDL.js.map +1 -1
  178. package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -1
  179. package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
  180. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  181. package/lib/cjs/render/webgl/FloatRGBA.js.map +1 -1
  182. package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
  183. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  184. package/lib/cjs/render/webgl/GL.js.map +1 -1
  185. package/lib/cjs/render/webgl/GLTimer.js.map +1 -1
  186. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  187. package/lib/cjs/render/webgl/HiliteUniforms.js.map +1 -1
  188. package/lib/cjs/render/webgl/IModelFrameLifecycle.js.map +1 -1
  189. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
  190. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  191. package/lib/cjs/render/webgl/Layer.js.map +1 -1
  192. package/lib/cjs/render/webgl/LayerCommands.js.map +1 -1
  193. package/lib/cjs/render/webgl/LightingUniforms.js.map +1 -1
  194. package/lib/cjs/render/webgl/LineCode.js.map +1 -1
  195. package/lib/cjs/render/webgl/Material.js.map +1 -1
  196. package/lib/cjs/render/webgl/Matrix.js.map +1 -1
  197. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  198. package/lib/cjs/render/webgl/MeshData.js.map +1 -1
  199. package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
  200. package/lib/cjs/render/webgl/PerformanceMetrics.js.map +1 -1
  201. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  202. package/lib/cjs/render/webgl/PlanarGrid.js.map +1 -1
  203. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  204. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  205. package/lib/cjs/render/webgl/PointString.js.map +1 -1
  206. package/lib/cjs/render/webgl/Polyline.js.map +1 -1
  207. package/lib/cjs/render/webgl/Primitive.js.map +1 -1
  208. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  209. package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
  210. package/lib/cjs/render/webgl/RenderBuffer.js.map +1 -1
  211. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  212. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  213. package/lib/cjs/render/webgl/RenderState.js.map +1 -1
  214. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  215. package/lib/cjs/render/webgl/ScratchDrawParams.js.map +1 -1
  216. package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
  217. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +7 -5
  218. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  219. package/lib/cjs/render/webgl/ShaderBuilder.js +15 -5
  220. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  221. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  222. package/lib/cjs/render/webgl/ShadowUniforms.js.map +1 -1
  223. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  224. package/lib/cjs/render/webgl/StyleUniforms.js.map +1 -1
  225. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  226. package/lib/cjs/render/webgl/Sync.js.map +1 -1
  227. package/lib/cjs/render/webgl/System.js.map +1 -1
  228. package/lib/cjs/render/webgl/Target.d.ts +1 -0
  229. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  230. package/lib/cjs/render/webgl/Target.js +4 -0
  231. package/lib/cjs/render/webgl/Target.js.map +1 -1
  232. package/lib/cjs/render/webgl/TargetGraphics.js.map +1 -1
  233. package/lib/cjs/render/webgl/TargetUniforms.d.ts +2 -0
  234. package/lib/cjs/render/webgl/TargetUniforms.d.ts.map +1 -1
  235. package/lib/cjs/render/webgl/TargetUniforms.js +2 -0
  236. package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
  237. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  238. package/lib/cjs/render/webgl/Technique.js +109 -16
  239. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  240. package/lib/cjs/render/webgl/TechniqueFlags.d.ts +7 -1
  241. package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
  242. package/lib/cjs/render/webgl/TechniqueFlags.js +10 -1
  243. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  244. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  245. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  246. package/lib/cjs/render/webgl/TextureDrape.js.map +1 -1
  247. package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
  248. package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
  249. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  250. package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
  251. package/lib/cjs/render/webgl/ViewRectUniforms.js.map +1 -1
  252. package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
  253. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +154 -154
  254. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  255. package/lib/cjs/render/webgl/glsl/Animation.js +83 -83
  256. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  257. package/lib/cjs/render/webgl/glsl/Atmosphere.d.ts +7 -0
  258. package/lib/cjs/render/webgl/glsl/Atmosphere.d.ts.map +1 -0
  259. package/lib/cjs/render/webgl/glsl/Atmosphere.js +462 -0
  260. package/lib/cjs/render/webgl/glsl/Atmosphere.js.map +1 -0
  261. package/lib/cjs/render/webgl/glsl/Blur.js +37 -37
  262. package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
  263. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +4 -4
  264. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
  265. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +3 -3
  266. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
  267. package/lib/cjs/render/webgl/glsl/Clipping.js +60 -60
  268. package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
  269. package/lib/cjs/render/webgl/glsl/Color.js +12 -12
  270. package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
  271. package/lib/cjs/render/webgl/glsl/Combine3Textures.js +7 -7
  272. package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
  273. package/lib/cjs/render/webgl/glsl/CombineTextures.js +5 -5
  274. package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
  275. package/lib/cjs/render/webgl/glsl/Common.js +16 -16
  276. package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
  277. package/lib/cjs/render/webgl/glsl/Composite.js +71 -71
  278. package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
  279. package/lib/cjs/render/webgl/glsl/CopyColor.js +6 -6
  280. package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
  281. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +3 -3
  282. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
  283. package/lib/cjs/render/webgl/glsl/CopyStencil.js +4 -4
  284. package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
  285. package/lib/cjs/render/webgl/glsl/Decode.js +65 -65
  286. package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
  287. package/lib/cjs/render/webgl/glsl/EDL.js +103 -103
  288. package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -1
  289. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +25 -25
  290. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  291. package/lib/cjs/render/webgl/glsl/Edge.js +146 -146
  292. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  293. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +233 -233
  294. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  295. package/lib/cjs/render/webgl/glsl/Fragment.js +41 -41
  296. package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
  297. package/lib/cjs/render/webgl/glsl/Instancing.js +21 -21
  298. package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
  299. package/lib/cjs/render/webgl/glsl/Lighting.js +92 -92
  300. package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
  301. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
  302. package/lib/cjs/render/webgl/glsl/LookupTable.js +19 -19
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  879. package/package.json +18 -18
@@ -7,7 +7,7 @@
7
7
  * @module WebGL
8
8
  */
9
9
  Object.defineProperty(exports, "__esModule", { value: true });
10
- exports.createSkySphereProgram = void 0;
10
+ exports.createSkySphereBuilder = void 0;
11
11
  const core_geometry_1 = require("@itwin/core-geometry");
12
12
  const core_common_1 = require("@itwin/core-common");
13
13
  const AttributeMap_1 = require("../AttributeMap");
@@ -16,43 +16,67 @@ const RenderFlags_1 = require("../RenderFlags");
16
16
  const System_1 = require("../System");
17
17
  const Fragment_1 = require("./Fragment");
18
18
  const ViewportQuad_1 = require("./ViewportQuad");
19
- const computeGradientValue = `
20
- // For the gradient sky it's good enough to calculate these in the vertex shader.
21
- vec3 eyeToVert = a_worldPos - u_worldEye;
22
- float radius = sqrt(eyeToVert.x * eyeToVert.x + eyeToVert.y * eyeToVert.y);
23
- float zValue = eyeToVert.z - radius * u_zOffset;
24
- float d = atan(zValue, radius);
25
- if (u_skyParams.x < 0.0) { // 2-color gradient
26
- d = 0.5 - d / 3.14159265359;
27
- return vec4(d, 0.0, 0.0, 0.0);
28
- }
29
- d = d / 1.570796326795;
30
- return vec4(d, 1.0 - (d - horizonSize) / (1.0 - horizonSize), 1.0 - (-d - horizonSize) / (1.0 - horizonSize), (d + horizonSize) / (horizonSize * 2.0));
19
+ const Atmosphere_1 = require("./Atmosphere");
20
+ const computeGradientValue = `
21
+ // For the gradient sky it's good enough to calculate these in the vertex shader.
22
+ vec3 eyeToVert = a_worldPos - u_worldEye;
23
+ float radius = sqrt(eyeToVert.x * eyeToVert.x + eyeToVert.y * eyeToVert.y);
24
+ float zValue = eyeToVert.z - radius * u_zOffset;
25
+ float d = atan(zValue, radius);
26
+ if (u_skyParams.x < 0.0) { // 2-color gradient
27
+ d = 0.5 - d / 3.14159265359;
28
+ return vec4(d, 0.0, 0.0, 0.0);
29
+ }
30
+ d = d / 1.570796326795;
31
+ return vec4(d, 1.0 - (d - horizonSize) / (1.0 - horizonSize), 1.0 - (-d - horizonSize) / (1.0 - horizonSize), (d + horizonSize) / (horizonSize * 2.0));
31
32
  `;
32
- const computeSkySphereColorGradient = `
33
- if (u_skyParams.x < 0.0) // 2-color
34
- return vec4(mix(u_zenithColor, u_nadirColor, v_gradientValue.x), 1.0);
35
-
36
- if (v_gradientValue.x > horizonSize) // above horizon
37
- return vec4(mix(u_zenithColor, u_skyColor, pow(v_gradientValue.y, u_skyParams.y)), 1.0);
38
- else if (v_gradientValue.x < -horizonSize) // below horizon
39
- return vec4(mix(u_nadirColor, u_groundColor, pow(v_gradientValue.z, u_skyParams.z)), 1.0);
40
-
41
- return vec4(mix(u_groundColor, u_skyColor, v_gradientValue.w), 1.0);
33
+ const computeSkySphereColorGradient = `
34
+ if (u_skyParams.x < 0.0) // 2-color
35
+ return vec4(mix(u_zenithColor, u_nadirColor, v_gradientValue.x), 1.0);
36
+
37
+ if (v_gradientValue.x > horizonSize) // above horizon
38
+ return vec4(mix(u_zenithColor, u_skyColor, pow(v_gradientValue.y, u_skyParams.y)), 1.0);
39
+ else if (v_gradientValue.x < -horizonSize) // below horizon
40
+ return vec4(mix(u_nadirColor, u_groundColor, pow(v_gradientValue.z, u_skyParams.z)), 1.0);
41
+
42
+ return vec4(mix(u_groundColor, u_skyColor, v_gradientValue.w), 1.0);
43
+ `;
44
+ const computeSkySphereColorAtmosphere = `
45
+ return vec4(0.0, 0.0, 0.0, 1.0);
42
46
  `;
43
47
  const computeEyeToVert = "v_eyeToVert = a_worldPos - u_worldEye;";
44
- const computeSkySphereColorTexture = `
45
- // For the texture we must calculate these per pixel. Alternatively we could use a finer mesh.
46
- float radius = sqrt(v_eyeToVert.x * v_eyeToVert.x + v_eyeToVert.y * v_eyeToVert.y);
47
- float zValue = v_eyeToVert.z - radius * u_zOffset;
48
- float u = 0.25 - (atan(v_eyeToVert.y, v_eyeToVert.x) + u_rotation) / 6.28318530718;
49
- float v = 0.5 - atan(zValue, radius) / 3.14159265359;
50
- if (u < 0.0)
51
- u += 1.0;
52
- if (v < 0.0)
53
- v += 1.0;
54
- return TEXTURE(s_skyTxtr, vec2(u, v));
48
+ const computeSkySphereColorTexture = `
49
+ // For the texture we must calculate these per pixel. Alternatively we could use a finer mesh.
50
+ float radius = sqrt(v_eyeToVert.x * v_eyeToVert.x + v_eyeToVert.y * v_eyeToVert.y);
51
+ float zValue = v_eyeToVert.z - radius * u_zOffset;
52
+ float u = 0.25 - (atan(v_eyeToVert.y, v_eyeToVert.x) + u_rotation) / 6.28318530718;
53
+ float v = 0.5 - atan(zValue, radius) / 3.14159265359;
54
+ if (u < 0.0)
55
+ u += 1.0;
56
+ if (v < 0.0)
57
+ v += 1.0;
58
+ return TEXTURE(s_skyTxtr, vec2(u, v));
55
59
  `;
60
+ /**
61
+ * Eye Space for the SkySphere is unique because the ViewportQuad is already aligned with the view.
62
+ * For this reason, the modelView matrix is not useful in calculating eyeSpace.
63
+ * Instead, we can calculate the eyeSpace coordinates via the frustum values directly.
64
+ */
65
+ const computeEyeSpace = `
66
+ vec3 computeEyeSpace(vec4 rawPos) {
67
+ vec3 pos01 = rawPos.xyz * 0.5 + 0.5;
68
+
69
+ float top = u_frustumPlanes.x;
70
+ float bottom = u_frustumPlanes.y;
71
+ float left = u_frustumPlanes.z;
72
+ float right = u_frustumPlanes.w;
73
+
74
+ return vec3(
75
+ mix(left, right, pos01.x),
76
+ mix(bottom, top, pos01.y),
77
+ -u_frustum.x
78
+ );
79
+ }`;
56
80
  const scratch3Floats = new Float32Array(3);
57
81
  const scratchVec3 = new core_geometry_1.Vector3d();
58
82
  const scratchPoint3 = new core_geometry_1.Point3d();
@@ -64,17 +88,139 @@ function modulateColor(colorIn, t, colorOut) {
64
88
  colorOut[2] = colorIn[2] * b;
65
89
  }
66
90
  /** @internal */
67
- function createSkySphereProgram(context, isGradient) {
91
+ function addGradientUniforms(builder) {
92
+ builder.vert.addUniform("u_skyParams", 4 /* VariableType.Vec3 */, (shader) => {
93
+ shader.addGraphicUniform("u_skyParams", (uniform, params) => {
94
+ const geom = params.geometry;
95
+ uniform.setUniform3fv(geom.typeAndExponents);
96
+ });
97
+ });
98
+ builder.vert.addUniform("u_zOffset", 2 /* VariableType.Float */, (shader) => {
99
+ shader.addGraphicUniform("u_zOffset", (uniform, params) => {
100
+ const geom = params.geometry;
101
+ uniform.setUniform1f(geom.zOffset);
102
+ });
103
+ });
104
+ builder.frag.addUniform("u_skyParams", 4 /* VariableType.Vec3 */, (shader) => {
105
+ shader.addGraphicUniform("u_skyParams", (uniform, params) => {
106
+ const geom = params.geometry;
107
+ uniform.setUniform3fv(geom.typeAndExponents);
108
+ });
109
+ });
110
+ builder.frag.addUniform("u_zenithColor", 4 /* VariableType.Vec3 */, (shader) => {
111
+ shader.addGraphicUniform("u_zenithColor", (uniform, params) => {
112
+ const geom = params.geometry;
113
+ const plan = params.target.plan;
114
+ if (plan.backgroundMapOn && plan.isGlobeMode3D) {
115
+ modulateColor(geom.zenithColor, plan.globalViewTransition, scratch3Floats);
116
+ uniform.setUniform3fv(scratch3Floats);
117
+ }
118
+ else
119
+ uniform.setUniform3fv(geom.zenithColor);
120
+ });
121
+ });
122
+ builder.frag.addUniform("u_skyColor", 4 /* VariableType.Vec3 */, (shader) => {
123
+ shader.addGraphicUniform("u_skyColor", (uniform, params) => {
124
+ const geom = params.geometry;
125
+ const plan = params.target.plan;
126
+ if (plan.backgroundMapOn && plan.isGlobeMode3D) {
127
+ modulateColor(geom.skyColor, plan.globalViewTransition, scratch3Floats);
128
+ uniform.setUniform3fv(scratch3Floats);
129
+ }
130
+ else
131
+ uniform.setUniform3fv(geom.skyColor);
132
+ });
133
+ });
134
+ builder.frag.addUniform("u_groundColor", 4 /* VariableType.Vec3 */, (shader) => {
135
+ shader.addGraphicUniform("u_groundColor", (uniform, params) => {
136
+ const geom = params.geometry;
137
+ const plan = params.target.plan;
138
+ if (plan.backgroundMapOn) {
139
+ let clr = geom.skyColor;
140
+ if (-1 === geom.typeAndExponents[0]) // 2-color gradient
141
+ clr = geom.zenithColor;
142
+ if (plan.isGlobeMode3D) {
143
+ modulateColor(clr, plan.globalViewTransition, scratch3Floats);
144
+ uniform.setUniform3fv(scratch3Floats);
145
+ }
146
+ else
147
+ uniform.setUniform3fv(clr);
148
+ }
149
+ else {
150
+ uniform.setUniform3fv(geom.groundColor);
151
+ }
152
+ });
153
+ });
154
+ builder.frag.addUniform("u_nadirColor", 4 /* VariableType.Vec3 */, (shader) => {
155
+ shader.addGraphicUniform("u_nadirColor", (uniform, params) => {
156
+ const geom = params.geometry;
157
+ const plan = params.target.plan;
158
+ if (plan.backgroundMapOn) {
159
+ let clr = geom.skyColor;
160
+ if (-1 === geom.typeAndExponents[0]) // 2-color gradient
161
+ clr = geom.nadirColor;
162
+ if (plan.isGlobeMode3D) {
163
+ modulateColor(clr, plan.globalViewTransition, scratch3Floats);
164
+ uniform.setUniform3fv(scratch3Floats);
165
+ }
166
+ else
167
+ uniform.setUniform3fv(clr);
168
+ }
169
+ else {
170
+ uniform.setUniform3fv(geom.nadirColor);
171
+ }
172
+ });
173
+ });
174
+ }
175
+ /** @internal */
176
+ function addTextureUniforms(builder) {
177
+ builder.frag.addUniform("s_skyTxtr", 8 /* VariableType.Sampler2D */, (shader) => {
178
+ shader.addGraphicUniform("s_skyTxtr", (uniform, params) => {
179
+ const geom = params.geometry;
180
+ if (undefined !== geom.skyTexture)
181
+ geom.skyTexture.texture.bindSampler(uniform, RenderFlags_1.TextureUnit.Zero);
182
+ else
183
+ System_1.System.instance.ensureSamplerBound(uniform, RenderFlags_1.TextureUnit.FeatureSymbology);
184
+ });
185
+ });
186
+ builder.frag.addUniform("u_zOffset", 2 /* VariableType.Float */, (shader) => {
187
+ shader.addGraphicUniform("u_zOffset", (uniform, params) => {
188
+ const geom = params.geometry;
189
+ uniform.setUniform1f(geom.zOffset);
190
+ });
191
+ });
192
+ builder.frag.addUniform("u_rotation", 2 /* VariableType.Float */, (shader) => {
193
+ shader.addGraphicUniform("u_rotation", (uniform, params) => {
194
+ const geom = params.geometry;
195
+ uniform.setUniform1f(geom.rotation);
196
+ });
197
+ });
198
+ }
199
+ /** @internal */
200
+ function createSkySphereBuilder(isGradient, flags) {
68
201
  const attrMap = AttributeMap_1.AttributeMap.findAttributeMap(isGradient ? 24 /* TechniqueId.SkySphereGradient */ : 25 /* TechniqueId.SkySphereTexture */, false);
69
202
  const builder = (0, ViewportQuad_1.createViewportQuadBuilder)(false, attrMap);
70
- if (isGradient) {
71
- builder.addFunctionComputedVarying("v_gradientValue", 5 /* VariableType.Vec4 */, "computeGradientValue", computeGradientValue);
72
- builder.addGlobal("horizonSize", 2 /* VariableType.Float */, 3 /* ShaderType.Both */, "0.0015", true);
73
- }
74
- else
75
- builder.addInlineComputedVarying("v_eyeToVert", 4 /* VariableType.Vec3 */, computeEyeToVert);
76
203
  const vert = builder.vert;
77
- vert.addUniform("u_worldEye", 4 /* VariableType.Vec3 */, (shader) => {
204
+ const frag = builder.frag;
205
+ vert.addFunction(computeEyeSpace);
206
+ builder.addInlineComputedVarying("v_eyeSpace", 4 /* VariableType.Vec3 */, "v_eyeSpace = computeEyeSpace(rawPosition);");
207
+ vert.addUniform("u_frustumPlanes", 5 /* VariableType.Vec4 */, (prg) => {
208
+ prg.addGraphicUniform("u_frustumPlanes", (uniform, params) => {
209
+ uniform.setUniform4fv(params.target.uniforms.frustum.planes); // { top, bottom, left, right }
210
+ });
211
+ });
212
+ vert.addUniform("u_frustum", 4 /* VariableType.Vec3 */, (prg) => {
213
+ prg.addGraphicUniform("u_frustum", (uniform, params) => {
214
+ uniform.setUniform3fv(params.target.uniforms.frustum.frustum); // { near, far, type }
215
+ });
216
+ });
217
+ frag.set(16 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
218
+ if (flags.enableAtmosphere) {
219
+ frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computeSkySphereColorAtmosphere);
220
+ (0, Atmosphere_1.addAtmosphericScatteringEffect)(builder, true, true);
221
+ return builder;
222
+ }
223
+ builder.vert.addUniform("u_worldEye", 4 /* VariableType.Vec3 */, (shader) => {
78
224
  shader.addGraphicUniform("u_worldEye", (uniform, params) => {
79
225
  const frustum = params.target.planFrustum;
80
226
  if (2 /* FrustumUniformType.Perspective */ === params.target.uniforms.frustum.type) {
@@ -106,121 +252,17 @@ function createSkySphereProgram(context, isGradient) {
106
252
  });
107
253
  });
108
254
  if (isGradient) {
109
- vert.addUniform("u_skyParams", 4 /* VariableType.Vec3 */, (shader) => {
110
- shader.addGraphicUniform("u_skyParams", (uniform, params) => {
111
- const geom = params.geometry;
112
- uniform.setUniform3fv(geom.typeAndExponents);
113
- });
114
- });
115
- vert.addUniform("u_zOffset", 2 /* VariableType.Float */, (shader) => {
116
- shader.addGraphicUniform("u_zOffset", (uniform, params) => {
117
- const geom = params.geometry;
118
- uniform.setUniform1f(geom.zOffset);
119
- });
120
- });
121
- }
122
- const frag = builder.frag;
123
- if (isGradient) {
124
- frag.addUniform("u_skyParams", 4 /* VariableType.Vec3 */, (shader) => {
125
- shader.addGraphicUniform("u_skyParams", (uniform, params) => {
126
- const geom = params.geometry;
127
- uniform.setUniform3fv(geom.typeAndExponents);
128
- });
129
- });
130
- frag.addUniform("u_zenithColor", 4 /* VariableType.Vec3 */, (shader) => {
131
- shader.addGraphicUniform("u_zenithColor", (uniform, params) => {
132
- const geom = params.geometry;
133
- const plan = params.target.plan;
134
- if (plan.backgroundMapOn && plan.isGlobeMode3D) {
135
- modulateColor(geom.zenithColor, plan.globalViewTransition, scratch3Floats);
136
- uniform.setUniform3fv(scratch3Floats);
137
- }
138
- else
139
- uniform.setUniform3fv(geom.zenithColor);
140
- });
141
- });
142
- frag.addUniform("u_skyColor", 4 /* VariableType.Vec3 */, (shader) => {
143
- shader.addGraphicUniform("u_skyColor", (uniform, params) => {
144
- const geom = params.geometry;
145
- const plan = params.target.plan;
146
- if (plan.backgroundMapOn && plan.isGlobeMode3D) {
147
- modulateColor(geom.skyColor, plan.globalViewTransition, scratch3Floats);
148
- uniform.setUniform3fv(scratch3Floats);
149
- }
150
- else
151
- uniform.setUniform3fv(geom.skyColor);
152
- });
153
- });
154
- frag.addUniform("u_groundColor", 4 /* VariableType.Vec3 */, (shader) => {
155
- shader.addGraphicUniform("u_groundColor", (uniform, params) => {
156
- const geom = params.geometry;
157
- const plan = params.target.plan;
158
- if (plan.backgroundMapOn) {
159
- let clr = geom.skyColor;
160
- if (-1 === geom.typeAndExponents[0]) // 2-color gradient
161
- clr = geom.zenithColor;
162
- if (plan.isGlobeMode3D) {
163
- modulateColor(clr, plan.globalViewTransition, scratch3Floats);
164
- uniform.setUniform3fv(scratch3Floats);
165
- }
166
- else
167
- uniform.setUniform3fv(clr);
168
- }
169
- else {
170
- uniform.setUniform3fv(geom.groundColor);
171
- }
172
- });
173
- });
174
- frag.addUniform("u_nadirColor", 4 /* VariableType.Vec3 */, (shader) => {
175
- shader.addGraphicUniform("u_nadirColor", (uniform, params) => {
176
- const geom = params.geometry;
177
- const plan = params.target.plan;
178
- if (plan.backgroundMapOn) {
179
- let clr = geom.skyColor;
180
- if (-1 === geom.typeAndExponents[0]) // 2-color gradient
181
- clr = geom.nadirColor;
182
- if (plan.isGlobeMode3D) {
183
- modulateColor(clr, plan.globalViewTransition, scratch3Floats);
184
- uniform.setUniform3fv(scratch3Floats);
185
- }
186
- else
187
- uniform.setUniform3fv(clr);
188
- }
189
- else {
190
- uniform.setUniform3fv(geom.nadirColor);
191
- }
192
- });
193
- });
255
+ addGradientUniforms(builder);
256
+ builder.addGlobal("horizonSize", 2 /* VariableType.Float */, 3 /* ShaderType.Both */, "0.0015", true);
257
+ builder.addFunctionComputedVarying("v_gradientValue", 5 /* VariableType.Vec4 */, "computeGradientValue", computeGradientValue);
194
258
  frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computeSkySphereColorGradient);
195
259
  }
196
260
  else {
197
- frag.addUniform("s_skyTxtr", 8 /* VariableType.Sampler2D */, (shader) => {
198
- shader.addGraphicUniform("s_skyTxtr", (uniform, params) => {
199
- const geom = params.geometry;
200
- if (undefined !== geom.skyTexture)
201
- geom.skyTexture.texture.bindSampler(uniform, RenderFlags_1.TextureUnit.Zero);
202
- else
203
- System_1.System.instance.ensureSamplerBound(uniform, RenderFlags_1.TextureUnit.FeatureSymbology);
204
- });
205
- });
206
- frag.addUniform("u_zOffset", 2 /* VariableType.Float */, (shader) => {
207
- shader.addGraphicUniform("u_zOffset", (uniform, params) => {
208
- const geom = params.geometry;
209
- uniform.setUniform1f(geom.zOffset);
210
- });
211
- });
212
- frag.addUniform("u_rotation", 2 /* VariableType.Float */, (shader) => {
213
- shader.addGraphicUniform("u_rotation", (uniform, params) => {
214
- const geom = params.geometry;
215
- uniform.setUniform1f(geom.rotation);
216
- });
217
- });
261
+ addTextureUniforms(builder);
262
+ builder.addInlineComputedVarying("v_eyeToVert", 4 /* VariableType.Vec3 */, computeEyeToVert);
218
263
  frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computeSkySphereColorTexture);
219
264
  }
220
- frag.set(16 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
221
- builder.vert.headerComment = `//!V! SkySphere-${isGradient ? "Gradient" : "Texture"}`;
222
- builder.frag.headerComment = `//!F! SkySphere-${isGradient ? "Gradient" : "Texture"}`;
223
- return builder.buildProgram(context);
265
+ return builder;
224
266
  }
225
- exports.createSkySphereProgram = createSkySphereProgram;
267
+ exports.createSkySphereBuilder = createSkySphereBuilder;
226
268
  //# sourceMappingURL=SkySphere.js.map
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { Angle, Point3d, Vector3d } from \"@itwin/core-geometry\";\nimport { Npc } from \"@itwin/core-common\";\nimport { AttributeMap } from \"../AttributeMap\";\nimport { SkySphereViewportQuadGeometry } from \"../CachedGeometry\";\nimport { fromSumOf, FrustumUniformType } from \"../FrustumUniforms\";\nimport { TextureUnit } from \"../RenderFlags\";\nimport { FragmentShaderComponent, ShaderType, VariableType } from \"../ShaderBuilder\";\nimport { ShaderProgram } from \"../ShaderProgram\";\nimport { System } from \"../System\";\nimport { TechniqueId } from \"../TechniqueId\";\nimport { Texture } from \"../Texture\";\nimport { assignFragColor } from \"./Fragment\";\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\n\nconst computeGradientValue = `\n // For the gradient sky it's good enough to calculate these in the vertex shader.\n vec3 eyeToVert = a_worldPos - u_worldEye;\n float radius = sqrt(eyeToVert.x * eyeToVert.x + eyeToVert.y * eyeToVert.y);\n float zValue = eyeToVert.z - radius * u_zOffset;\n float d = atan(zValue, radius);\n if (u_skyParams.x < 0.0) { // 2-color gradient\n d = 0.5 - d / 3.14159265359;\n return vec4(d, 0.0, 0.0, 0.0);\n }\n d = d / 1.570796326795;\n return vec4(d, 1.0 - (d - horizonSize) / (1.0 - horizonSize), 1.0 - (-d - horizonSize) / (1.0 - horizonSize), (d + horizonSize) / (horizonSize * 2.0));\n`;\n\nconst computeSkySphereColorGradient = `\n if (u_skyParams.x < 0.0) // 2-color\n return vec4(mix(u_zenithColor, u_nadirColor, v_gradientValue.x), 1.0);\n\n if (v_gradientValue.x > horizonSize) // above horizon\n return vec4(mix(u_zenithColor, u_skyColor, pow(v_gradientValue.y, u_skyParams.y)), 1.0);\n else if (v_gradientValue.x < -horizonSize) // below horizon\n return vec4(mix(u_nadirColor, u_groundColor, pow(v_gradientValue.z, u_skyParams.z)), 1.0);\n\n return vec4(mix(u_groundColor, u_skyColor, v_gradientValue.w), 1.0);\n`;\n\nconst computeEyeToVert = \"v_eyeToVert = a_worldPos - u_worldEye;\";\n\nconst computeSkySphereColorTexture = `\n // For the texture we must calculate these per pixel. Alternatively we could use a finer mesh.\n float radius = sqrt(v_eyeToVert.x * v_eyeToVert.x + v_eyeToVert.y * v_eyeToVert.y);\n float zValue = v_eyeToVert.z - radius * u_zOffset;\n float u = 0.25 - (atan(v_eyeToVert.y, v_eyeToVert.x) + u_rotation) / 6.28318530718;\n float v = 0.5 - atan(zValue, radius) / 3.14159265359;\n if (u < 0.0)\n u += 1.0;\n if (v < 0.0)\n v += 1.0;\n return TEXTURE(s_skyTxtr, vec2(u, v));\n`;\n\nconst scratch3Floats = new Float32Array(3);\nconst scratchVec3 = new Vector3d();\nconst scratchPoint3 = new Point3d();\n\n/** @internal */\nfunction modulateColor(colorIn: Float32Array, t: number, colorOut: Float32Array): void {\n const b = 1.0 - t;\n colorOut[0] = colorIn[0] * b;\n colorOut[1] = colorIn[1] * b;\n colorOut[2] = colorIn[2] * b;\n}\n\n/** @internal */\nexport function createSkySphereProgram(context: WebGL2RenderingContext, isGradient: boolean): ShaderProgram {\n const attrMap = AttributeMap.findAttributeMap(isGradient ? TechniqueId.SkySphereGradient : TechniqueId.SkySphereTexture, false);\n const builder = createViewportQuadBuilder(false, attrMap);\n if (isGradient) {\n builder.addFunctionComputedVarying(\"v_gradientValue\", VariableType.Vec4, \"computeGradientValue\", computeGradientValue);\n builder.addGlobal(\"horizonSize\", VariableType.Float, ShaderType.Both, \"0.0015\", true);\n } else\n builder.addInlineComputedVarying(\"v_eyeToVert\", VariableType.Vec3, computeEyeToVert);\n\n const vert = builder.vert;\n vert.addUniform(\"u_worldEye\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_worldEye\", (uniform, params) => {\n const frustum = params.target.planFrustum;\n if (FrustumUniformType.Perspective === params.target.uniforms.frustum.type) {\n // compute eye point from frustum.\n const farLowerLeft = frustum.getCorner(Npc.LeftBottomRear);\n const nearLowerLeft = frustum.getCorner(Npc.LeftBottomFront);\n const scale = 1.0 / (1.0 - params.target.planFraction);\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, scratchVec3);\n const cameraPosition = fromSumOf(farLowerLeft, zVec, scale, scratchPoint3);\n scratch3Floats[0] = cameraPosition.x;\n scratch3Floats[1] = cameraPosition.y;\n scratch3Floats[2] = cameraPosition.z;\n uniform.setUniform3fv(scratch3Floats);\n } else {\n const delta = Vector3d.createStartEnd(frustum.getCorner(Npc.LeftBottomRear), frustum.getCorner(Npc.LeftBottomFront), scratchVec3);\n const pseudoCameraHalfAngle = 22.5;\n const diagonal = frustum.getCorner(Npc.LeftBottomRear).distance(frustum.getCorner(Npc.RightTopRear));\n const focalLength = diagonal / (2 * Math.atan(pseudoCameraHalfAngle * Angle.radiansPerDegree));\n let zScale = focalLength / delta.magnitude();\n if (zScale < 1.000001)\n zScale = 1.000001; // prevent worldEye front being on or inside the frustum front plane\n const worldEye = Point3d.createAdd3Scaled(frustum.getCorner(Npc.LeftBottomRear), .5, frustum.getCorner(Npc.RightTopRear), .5, delta, zScale, scratchPoint3);\n scratch3Floats[0] = worldEye.x;\n scratch3Floats[1] = worldEye.y;\n scratch3Floats[2] = worldEye.z;\n uniform.setUniform3fv(scratch3Floats);\n }\n });\n });\n if (isGradient) {\n vert.addUniform(\"u_skyParams\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_skyParams\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n uniform.setUniform3fv(geom.typeAndExponents);\n });\n });\n vert.addUniform(\"u_zOffset\", VariableType.Float, (shader) => {\n shader.addGraphicUniform(\"u_zOffset\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n uniform.setUniform1f(geom.zOffset);\n });\n });\n }\n\n const frag = builder.frag;\n if (isGradient) {\n frag.addUniform(\"u_skyParams\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_skyParams\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n uniform.setUniform3fv(geom.typeAndExponents);\n });\n });\n frag.addUniform(\"u_zenithColor\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_zenithColor\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n const plan = params.target.plan;\n if (plan.backgroundMapOn && plan.isGlobeMode3D) {\n modulateColor(geom.zenithColor, plan.globalViewTransition, scratch3Floats);\n uniform.setUniform3fv(scratch3Floats);\n } else\n uniform.setUniform3fv(geom.zenithColor);\n });\n });\n frag.addUniform(\"u_skyColor\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_skyColor\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n const plan = params.target.plan;\n if (plan.backgroundMapOn && plan.isGlobeMode3D) {\n modulateColor(geom.skyColor, plan.globalViewTransition, scratch3Floats);\n uniform.setUniform3fv(scratch3Floats);\n } else\n uniform.setUniform3fv(geom.skyColor);\n });\n });\n frag.addUniform(\"u_groundColor\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_groundColor\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n const plan = params.target.plan;\n if (plan.backgroundMapOn) {\n let clr = geom.skyColor;\n if (-1 === geom.typeAndExponents[0]) // 2-color gradient\n clr = geom.zenithColor;\n if (plan.isGlobeMode3D) {\n modulateColor(clr, plan.globalViewTransition, scratch3Floats);\n uniform.setUniform3fv(scratch3Floats);\n } else\n uniform.setUniform3fv(clr);\n } else {\n uniform.setUniform3fv(geom.groundColor);\n }\n });\n });\n frag.addUniform(\"u_nadirColor\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_nadirColor\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n const plan = params.target.plan;\n if (plan.backgroundMapOn) {\n let clr = geom.skyColor;\n if (-1 === geom.typeAndExponents[0]) // 2-color gradient\n clr = geom.nadirColor;\n if (plan.isGlobeMode3D) {\n modulateColor(clr, plan.globalViewTransition, scratch3Floats);\n uniform.setUniform3fv(scratch3Floats);\n } else\n uniform.setUniform3fv(clr);\n } else {\n uniform.setUniform3fv(geom.nadirColor);\n }\n });\n });\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSkySphereColorGradient);\n } else {\n frag.addUniform(\"s_skyTxtr\", VariableType.Sampler2D, (shader) => {\n shader.addGraphicUniform(\"s_skyTxtr\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n if (undefined !== geom.skyTexture)\n (geom.skyTexture as Texture).texture.bindSampler(uniform, TextureUnit.Zero);\n else\n System.instance.ensureSamplerBound(uniform, TextureUnit.FeatureSymbology);\n });\n });\n frag.addUniform(\"u_zOffset\", VariableType.Float, (shader) => {\n shader.addGraphicUniform(\"u_zOffset\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n uniform.setUniform1f(geom.zOffset);\n });\n });\n frag.addUniform(\"u_rotation\", VariableType.Float, (shader) => {\n shader.addGraphicUniform(\"u_rotation\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n uniform.setUniform1f(geom.rotation);\n });\n });\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSkySphereColorTexture);\n }\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\n\n builder.vert.headerComment = `//!V! SkySphere-${isGradient ? \"Gradient\" : \"Texture\"}`;\n builder.frag.headerComment = `//!F! SkySphere-${isGradient ? \"Gradient\" : \"Texture\"}`;\n\n return builder.buildProgram(context);\n}\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 { Angle, Point3d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Npc } from \"@itwin/core-common\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { SkySphereViewportQuadGeometry } from \"../CachedGeometry\";\r\nimport { fromSumOf, FrustumUniformType } from \"../FrustumUniforms\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderType, VariableType } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\nimport { addAtmosphericScatteringEffect } from \"./Atmosphere\";\r\nimport { TechniqueFlags } from \"../TechniqueFlags\";\r\n\r\nconst computeGradientValue = `\r\n // For the gradient sky it's good enough to calculate these in the vertex shader.\r\n vec3 eyeToVert = a_worldPos - u_worldEye;\r\n float radius = sqrt(eyeToVert.x * eyeToVert.x + eyeToVert.y * eyeToVert.y);\r\n float zValue = eyeToVert.z - radius * u_zOffset;\r\n float d = atan(zValue, radius);\r\n if (u_skyParams.x < 0.0) { // 2-color gradient\r\n d = 0.5 - d / 3.14159265359;\r\n return vec4(d, 0.0, 0.0, 0.0);\r\n }\r\n d = d / 1.570796326795;\r\n return vec4(d, 1.0 - (d - horizonSize) / (1.0 - horizonSize), 1.0 - (-d - horizonSize) / (1.0 - horizonSize), (d + horizonSize) / (horizonSize * 2.0));\r\n`;\r\n\r\nconst computeSkySphereColorGradient = `\r\n if (u_skyParams.x < 0.0) // 2-color\r\n return vec4(mix(u_zenithColor, u_nadirColor, v_gradientValue.x), 1.0);\r\n\r\n if (v_gradientValue.x > horizonSize) // above horizon\r\n return vec4(mix(u_zenithColor, u_skyColor, pow(v_gradientValue.y, u_skyParams.y)), 1.0);\r\n else if (v_gradientValue.x < -horizonSize) // below horizon\r\n return vec4(mix(u_nadirColor, u_groundColor, pow(v_gradientValue.z, u_skyParams.z)), 1.0);\r\n\r\n return vec4(mix(u_groundColor, u_skyColor, v_gradientValue.w), 1.0);\r\n`;\r\n\r\nconst computeSkySphereColorAtmosphere = `\r\n return vec4(0.0, 0.0, 0.0, 1.0);\r\n`;\r\n\r\nconst computeEyeToVert = \"v_eyeToVert = a_worldPos - u_worldEye;\";\r\n\r\nconst computeSkySphereColorTexture = `\r\n // For the texture we must calculate these per pixel. Alternatively we could use a finer mesh.\r\n float radius = sqrt(v_eyeToVert.x * v_eyeToVert.x + v_eyeToVert.y * v_eyeToVert.y);\r\n float zValue = v_eyeToVert.z - radius * u_zOffset;\r\n float u = 0.25 - (atan(v_eyeToVert.y, v_eyeToVert.x) + u_rotation) / 6.28318530718;\r\n float v = 0.5 - atan(zValue, radius) / 3.14159265359;\r\n if (u < 0.0)\r\n u += 1.0;\r\n if (v < 0.0)\r\n v += 1.0;\r\n return TEXTURE(s_skyTxtr, vec2(u, v));\r\n`;\r\n\r\n/**\r\n * Eye Space for the SkySphere is unique because the ViewportQuad is already aligned with the view.\r\n * For this reason, the modelView matrix is not useful in calculating eyeSpace.\r\n * Instead, we can calculate the eyeSpace coordinates via the frustum values directly.\r\n */\r\nconst computeEyeSpace = `\r\nvec3 computeEyeSpace(vec4 rawPos) {\r\n vec3 pos01 = rawPos.xyz * 0.5 + 0.5;\r\n\r\n float top = u_frustumPlanes.x;\r\n float bottom = u_frustumPlanes.y;\r\n float left = u_frustumPlanes.z;\r\n float right = u_frustumPlanes.w;\r\n\r\n return vec3(\r\n mix(left, right, pos01.x),\r\n mix(bottom, top, pos01.y),\r\n -u_frustum.x\r\n );\r\n}`;\r\n\r\nconst scratch3Floats = new Float32Array(3);\r\nconst scratchVec3 = new Vector3d();\r\nconst scratchPoint3 = new Point3d();\r\n\r\n/** @internal */\r\nfunction modulateColor(colorIn: Float32Array, t: number, colorOut: Float32Array): void {\r\n const b = 1.0 - t;\r\n colorOut[0] = colorIn[0] * b;\r\n colorOut[1] = colorIn[1] * b;\r\n colorOut[2] = colorIn[2] * b;\r\n}\r\n\r\n/** @internal */\r\nfunction addGradientUniforms(builder: ProgramBuilder): void {\r\n builder.vert.addUniform(\"u_skyParams\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_skyParams\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n uniform.setUniform3fv(geom.typeAndExponents);\r\n });\r\n });\r\n builder.vert.addUniform(\"u_zOffset\", VariableType.Float, (shader) => {\r\n shader.addGraphicUniform(\"u_zOffset\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n uniform.setUniform1f(geom.zOffset);\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_skyParams\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_skyParams\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n uniform.setUniform3fv(geom.typeAndExponents);\r\n });\r\n });\r\n builder.frag.addUniform(\"u_zenithColor\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_zenithColor\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n const plan = params.target.plan;\r\n if (plan.backgroundMapOn && plan.isGlobeMode3D) {\r\n modulateColor(geom.zenithColor, plan.globalViewTransition, scratch3Floats);\r\n uniform.setUniform3fv(scratch3Floats);\r\n } else\r\n uniform.setUniform3fv(geom.zenithColor);\r\n });\r\n });\r\n builder.frag.addUniform(\"u_skyColor\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_skyColor\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n const plan = params.target.plan;\r\n if (plan.backgroundMapOn && plan.isGlobeMode3D) {\r\n modulateColor(geom.skyColor, plan.globalViewTransition, scratch3Floats);\r\n uniform.setUniform3fv(scratch3Floats);\r\n } else\r\n uniform.setUniform3fv(geom.skyColor);\r\n });\r\n });\r\n builder.frag.addUniform(\"u_groundColor\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_groundColor\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n const plan = params.target.plan;\r\n if (plan.backgroundMapOn) {\r\n let clr = geom.skyColor;\r\n if (-1 === geom.typeAndExponents[0]) // 2-color gradient\r\n clr = geom.zenithColor;\r\n if (plan.isGlobeMode3D) {\r\n modulateColor(clr, plan.globalViewTransition, scratch3Floats);\r\n uniform.setUniform3fv(scratch3Floats);\r\n } else\r\n uniform.setUniform3fv(clr);\r\n } else {\r\n uniform.setUniform3fv(geom.groundColor);\r\n }\r\n });\r\n });\r\n builder.frag.addUniform(\"u_nadirColor\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_nadirColor\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n const plan = params.target.plan;\r\n if (plan.backgroundMapOn) {\r\n let clr = geom.skyColor;\r\n if (-1 === geom.typeAndExponents[0]) // 2-color gradient\r\n clr = geom.nadirColor;\r\n if (plan.isGlobeMode3D) {\r\n modulateColor(clr, plan.globalViewTransition, scratch3Floats);\r\n uniform.setUniform3fv(scratch3Floats);\r\n } else\r\n uniform.setUniform3fv(clr);\r\n } else {\r\n uniform.setUniform3fv(geom.nadirColor);\r\n }\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nfunction addTextureUniforms(builder: ProgramBuilder): void {\r\n builder.frag.addUniform(\"s_skyTxtr\", VariableType.Sampler2D, (shader) => {\r\n shader.addGraphicUniform(\"s_skyTxtr\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n if (undefined !== geom.skyTexture)\r\n (geom.skyTexture as Texture).texture.bindSampler(uniform, TextureUnit.Zero);\r\n else\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.FeatureSymbology);\r\n });\r\n });\r\n builder.frag.addUniform(\"u_zOffset\", VariableType.Float, (shader) => {\r\n shader.addGraphicUniform(\"u_zOffset\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n uniform.setUniform1f(geom.zOffset);\r\n });\r\n });\r\n builder.frag.addUniform(\"u_rotation\", VariableType.Float, (shader) => {\r\n shader.addGraphicUniform(\"u_rotation\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n uniform.setUniform1f(geom.rotation);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function createSkySphereBuilder(isGradient: boolean, flags: TechniqueFlags): ProgramBuilder {\r\n const attrMap = AttributeMap.findAttributeMap(isGradient ? TechniqueId.SkySphereGradient : TechniqueId.SkySphereTexture, false);\r\n const builder = createViewportQuadBuilder(false, attrMap);\r\n const vert = builder.vert;\r\n const frag = builder.frag;\r\n\r\n vert.addFunction(computeEyeSpace);\r\n builder.addInlineComputedVarying(\"v_eyeSpace\", VariableType.Vec3, \"v_eyeSpace = computeEyeSpace(rawPosition);\");\r\n\r\n vert.addUniform(\"u_frustumPlanes\", VariableType.Vec4, (prg) => {\r\n prg.addGraphicUniform(\"u_frustumPlanes\", (uniform, params) => {\r\n uniform.setUniform4fv(params.target.uniforms.frustum.planes); // { top, bottom, left, right }\r\n });\r\n });\r\n vert.addUniform(\"u_frustum\", VariableType.Vec3, (prg) => {\r\n prg.addGraphicUniform(\"u_frustum\", (uniform, params) => {\r\n uniform.setUniform3fv(params.target.uniforms.frustum.frustum); // { near, far, type }\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n if (flags.enableAtmosphere) {\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSkySphereColorAtmosphere);\r\n addAtmosphericScatteringEffect(builder, true, true);\r\n return builder;\r\n }\r\n\r\n builder.vert.addUniform(\"u_worldEye\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_worldEye\", (uniform, params) => {\r\n const frustum = params.target.planFrustum;\r\n if (FrustumUniformType.Perspective === params.target.uniforms.frustum.type) {\r\n // compute eye point from frustum.\r\n const farLowerLeft = frustum.getCorner(Npc.LeftBottomRear);\r\n const nearLowerLeft = frustum.getCorner(Npc.LeftBottomFront);\r\n const scale = 1.0 / (1.0 - params.target.planFraction);\r\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, scratchVec3);\r\n const cameraPosition = fromSumOf(farLowerLeft, zVec, scale, scratchPoint3);\r\n scratch3Floats[0] = cameraPosition.x;\r\n scratch3Floats[1] = cameraPosition.y;\r\n scratch3Floats[2] = cameraPosition.z;\r\n uniform.setUniform3fv(scratch3Floats);\r\n } else {\r\n const delta = Vector3d.createStartEnd(frustum.getCorner(Npc.LeftBottomRear), frustum.getCorner(Npc.LeftBottomFront), scratchVec3);\r\n const pseudoCameraHalfAngle = 22.5;\r\n const diagonal = frustum.getCorner(Npc.LeftBottomRear).distance(frustum.getCorner(Npc.RightTopRear));\r\n const focalLength = diagonal / (2 * Math.atan(pseudoCameraHalfAngle * Angle.radiansPerDegree));\r\n let zScale = focalLength / delta.magnitude();\r\n if (zScale < 1.000001)\r\n zScale = 1.000001; // prevent worldEye front being on or inside the frustum front plane\r\n const worldEye = Point3d.createAdd3Scaled(frustum.getCorner(Npc.LeftBottomRear), .5, frustum.getCorner(Npc.RightTopRear), .5, delta, zScale, scratchPoint3);\r\n scratch3Floats[0] = worldEye.x;\r\n scratch3Floats[1] = worldEye.y;\r\n scratch3Floats[2] = worldEye.z;\r\n uniform.setUniform3fv(scratch3Floats);\r\n }\r\n });\r\n });\r\n\r\n if (isGradient) {\r\n addGradientUniforms(builder);\r\n builder.addGlobal(\"horizonSize\", VariableType.Float, ShaderType.Both, \"0.0015\", true);\r\n builder.addFunctionComputedVarying(\"v_gradientValue\", VariableType.Vec4, \"computeGradientValue\", computeGradientValue);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSkySphereColorGradient);\r\n } else {\r\n addTextureUniforms(builder);\r\n builder.addInlineComputedVarying(\"v_eyeToVert\", VariableType.Vec3, computeEyeToVert);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSkySphereColorTexture);\r\n }\r\n\r\n return builder;\r\n}\r\n"]}
@@ -13,66 +13,66 @@ const webgl_compatibility_1 = require("@itwin/webgl-compatibility");
13
13
  const RenderFlags_1 = require("../RenderFlags");
14
14
  const System_1 = require("../System");
15
15
  const Vertex_1 = require("./Vertex");
16
- const computeShadowPos = `
17
- vec4 shadowProj = u_shadowProj * rawPosition;
18
- v_shadowPos = shadowProj.xyz/shadowProj.w;
19
- v_shadowPos.z = 1.0 - v_shadowPos.z;
16
+ const computeShadowPos = `
17
+ vec4 shadowProj = u_shadowProj * rawPosition;
18
+ v_shadowPos = shadowProj.xyz/shadowProj.w;
19
+ v_shadowPos.z = 1.0 - v_shadowPos.z;
20
20
  `;
21
- const computeInstancedShadowPos = `
22
- vec4 shadowProj = u_shadowProj * g_instancedRtcMatrix * rawPosition;
23
- v_shadowPos = shadowProj.xyz/shadowProj.w;
24
- v_shadowPos.z = 1.0 - v_shadowPos.z;
21
+ const computeInstancedShadowPos = `
22
+ vec4 shadowProj = u_shadowProj * g_instancedRtcMatrix * rawPosition;
23
+ v_shadowPos = shadowProj.xyz/shadowProj.w;
24
+ v_shadowPos.z = 1.0 - v_shadowPos.z;
25
25
  `;
26
26
  // for 32-bit float, max exponent should be 44.36, for 16-bit should be 5.545
27
27
  const evsm32Exp = 42.0;
28
28
  const evsm16Exp = 5.545;
29
- exports.warpDepth = `
30
- // Applies exponential warp to shadow map depth, input depth should be in [0, 1]
31
- vec2 warpDepth(float depth, float exponent) {
32
- depth = 2.0 * depth - 1.0; // Rescale depth into [-1, 1]
33
- float pos = exp( exponent * depth);
34
- float neg = -exp(-exponent * depth);
35
- return vec2(pos, neg);
36
- }
29
+ exports.warpDepth = `
30
+ // Applies exponential warp to shadow map depth, input depth should be in [0, 1]
31
+ vec2 warpDepth(float depth, float exponent) {
32
+ depth = 2.0 * depth - 1.0; // Rescale depth into [-1, 1]
33
+ float pos = exp( exponent * depth);
34
+ float neg = -exp(-exponent * depth);
35
+ return vec2(pos, neg);
36
+ }
37
37
  `;
38
- const chebyshevUpperBound = `
39
- float chebyshevUpperBound(vec2 moments, float mean, float minVariance) {
40
- float variance = moments.y - (moments.x * moments.x);
41
- variance = max(variance, minVariance);
42
-
43
- // Compute probabilistic upper bound
44
- float d = mean - moments.x;
45
- float pMax = variance / (variance + (d * d));
46
-
47
- return (mean <= moments.x ? 1.0 : pMax); // One-tailed Chebyshev
48
- }
38
+ const chebyshevUpperBound = `
39
+ float chebyshevUpperBound(vec2 moments, float mean, float minVariance) {
40
+ float variance = moments.y - (moments.x * moments.x);
41
+ variance = max(variance, minVariance);
42
+
43
+ // Compute probabilistic upper bound
44
+ float d = mean - moments.x;
45
+ float pMax = variance / (variance + (d * d));
46
+
47
+ return (mean <= moments.x ? 1.0 : pMax); // One-tailed Chebyshev
48
+ }
49
49
  `;
50
- const shadowMapEVSM = `
51
- float shadowMapEVSM(vec3 shadowPos) {
52
- vec2 warpedDepth = warpDepth(shadowPos.z, u_evsmExponent);
53
- vec4 occluder = TEXTURE(s_shadowSampler, shadowPos.xy/* * 0.5*/); // shadow texture is 1/2 size (both dirs)
54
-
55
- // Derivative of warping at depth
56
- vec2 depthScale = kVSMBias * 0.01 * u_evsmExponent * warpedDepth;
57
- vec2 minVariance = depthScale * depthScale;
58
-
59
- float posContrib = chebyshevUpperBound(occluder.xz, warpedDepth.x, minVariance.x);
60
- float negContrib = chebyshevUpperBound(occluder.yw, warpedDepth.y, minVariance.y);
61
- return min(posContrib, negContrib);
62
- }
50
+ const shadowMapEVSM = `
51
+ float shadowMapEVSM(vec3 shadowPos) {
52
+ vec2 warpedDepth = warpDepth(shadowPos.z, u_evsmExponent);
53
+ vec4 occluder = TEXTURE(s_shadowSampler, shadowPos.xy/* * 0.5*/); // shadow texture is 1/2 size (both dirs)
54
+
55
+ // Derivative of warping at depth
56
+ vec2 depthScale = kVSMBias * 0.01 * u_evsmExponent * warpedDepth;
57
+ vec2 minVariance = depthScale * depthScale;
58
+
59
+ float posContrib = chebyshevUpperBound(occluder.xz, warpedDepth.x, minVariance.x);
60
+ float negContrib = chebyshevUpperBound(occluder.yw, warpedDepth.y, minVariance.y);
61
+ return min(posContrib, negContrib);
62
+ }
63
63
  `;
64
- const applySolarShadowMap = `
65
- if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)
66
- return baseColor;
67
- float visible = (u_surfaceFlags[kSurfaceBitIndex_HasNormals] && (dot(g_normal, u_sunDir) < 0.0)) ? 0.0 : shadowMapEVSM(v_shadowPos);
68
- return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);
64
+ const applySolarShadowMap = `
65
+ if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)
66
+ return baseColor;
67
+ float visible = (u_surfaceFlags[kSurfaceBitIndex_HasNormals] && (dot(g_normal, u_sunDir) < 0.0)) ? 0.0 : shadowMapEVSM(v_shadowPos);
68
+ return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);
69
69
  `;
70
- const applySolarShadowMapTerrain = `
71
- if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)
72
- return baseColor;
73
-
74
- float visible = shadowMapEVSM(v_shadowPos);
75
- return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);
70
+ const applySolarShadowMapTerrain = `
71
+ if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)
72
+ return baseColor;
73
+
74
+ float visible = shadowMapEVSM(v_shadowPos);
75
+ return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);
76
76
  `;
77
77
  /** @internal */
78
78
  function addEvsmExponent(frag) {