@itwin/core-frontend 4.0.0-dev.87 → 4.0.0-dev.89

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 (820) hide show
  1. package/CHANGELOG.md +14 -1
  2. package/lib/cjs/AccuDraw.js.map +1 -1
  3. package/lib/cjs/AccuSnap.js.map +1 -1
  4. package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
  5. package/lib/cjs/ApproximateTerrainHeightsProps.js.map +1 -1
  6. package/lib/cjs/AuxCoordSys.js.map +1 -1
  7. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  8. package/lib/cjs/BingLocation.js.map +1 -1
  9. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  10. package/lib/cjs/BriefcaseTxns.js.map +1 -1
  11. package/lib/cjs/CategorySelectorState.js.map +1 -1
  12. package/lib/cjs/ChangeFlags.js.map +1 -1
  13. package/lib/cjs/CheckpointConnection.js.map +1 -1
  14. package/lib/cjs/CoordSystem.js.map +1 -1
  15. package/lib/cjs/DecorationsCache.js.map +1 -1
  16. package/lib/cjs/DevTools.js.map +1 -1
  17. package/lib/cjs/DisplayStyleState.js.map +1 -1
  18. package/lib/cjs/DrawingViewState.js +5 -5
  19. package/lib/cjs/DrawingViewState.js.map +1 -1
  20. package/lib/cjs/ElementLocateManager.js.map +1 -1
  21. package/lib/cjs/EmphasizeElements.js.map +1 -1
  22. package/lib/cjs/EntityState.js.map +1 -1
  23. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  24. package/lib/cjs/FeatureOverrideProvider.js.map +1 -1
  25. package/lib/cjs/FlashSettings.js.map +1 -1
  26. package/lib/cjs/FrontendHubAccess.js.map +1 -1
  27. package/lib/cjs/FrontendLoggerCategory.js.map +1 -1
  28. package/lib/cjs/Frustum2d.js.map +1 -1
  29. package/lib/cjs/FrustumAnimator.js.map +1 -1
  30. package/lib/cjs/FuzzySearch.js.map +1 -1
  31. package/lib/cjs/GeoServices.js.map +1 -1
  32. package/lib/cjs/GlobeAnimator.js.map +1 -1
  33. package/lib/cjs/GraphicalEditingScope.js.map +1 -1
  34. package/lib/cjs/HitDetail.js.map +1 -1
  35. package/lib/cjs/IModelApp.js.map +1 -1
  36. package/lib/cjs/IModelConnection.js +23 -23
  37. package/lib/cjs/IModelConnection.js.map +1 -1
  38. package/lib/cjs/IModelRoutingContext.js.map +1 -1
  39. package/lib/cjs/IModeljs-css.d.ts +2 -2
  40. package/lib/cjs/IModeljs-css.d.ts.map +1 -1
  41. package/lib/cjs/IModeljs-css.js +136 -136
  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.js.map +1 -1
  123. package/lib/cjs/render/RenderPlanarClassifier.js.map +1 -1
  124. package/lib/cjs/render/RenderSystem.js.map +1 -1
  125. package/lib/cjs/render/RenderTarget.js.map +1 -1
  126. package/lib/cjs/render/RenderTexture.js.map +1 -1
  127. package/lib/cjs/render/Scene.js.map +1 -1
  128. package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
  129. package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -1
  130. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  131. package/lib/cjs/render/primitives/AuxChannelTable.js.map +1 -1
  132. package/lib/cjs/render/primitives/ColorMap.js.map +1 -1
  133. package/lib/cjs/render/primitives/DisplayParams.js.map +1 -1
  134. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
  135. package/lib/cjs/render/primitives/PointCloudPrimitive.js.map +1 -1
  136. package/lib/cjs/render/primitives/PointStringParams.js.map +1 -1
  137. package/lib/cjs/render/primitives/Polyface.js.map +1 -1
  138. package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
  139. package/lib/cjs/render/primitives/Primitives.js.map +1 -1
  140. package/lib/cjs/render/primitives/Strokes.js.map +1 -1
  141. package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -1
  142. package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
  143. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  144. package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
  145. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  146. package/lib/cjs/render/primitives/geometry/GeometryList.js.map +1 -1
  147. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
  148. package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js.map +1 -1
  149. package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
  150. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  151. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  152. package/lib/cjs/render/webgl/AtmosphereUniforms.js.map +1 -1
  153. package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
  154. package/lib/cjs/render/webgl/AttributeMap.js.map +1 -1
  155. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  156. package/lib/cjs/render/webgl/BatchState.js.map +1 -1
  157. package/lib/cjs/render/webgl/BatchUniforms.js.map +1 -1
  158. package/lib/cjs/render/webgl/BranchStack.js.map +1 -1
  159. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  160. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  161. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  162. package/lib/cjs/render/webgl/ClipStack.js.map +1 -1
  163. package/lib/cjs/render/webgl/ClipVolume.js.map +1 -1
  164. package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
  165. package/lib/cjs/render/webgl/ColorInfo.js.map +1 -1
  166. package/lib/cjs/render/webgl/Diagnostics.js.map +1 -1
  167. package/lib/cjs/render/webgl/Disposable.js.map +1 -1
  168. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  169. package/lib/cjs/render/webgl/EDL.js.map +1 -1
  170. package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -1
  171. package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
  172. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  173. package/lib/cjs/render/webgl/FloatRGBA.js.map +1 -1
  174. package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
  175. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  176. package/lib/cjs/render/webgl/GL.js.map +1 -1
  177. package/lib/cjs/render/webgl/GLTimer.js.map +1 -1
  178. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  179. package/lib/cjs/render/webgl/HiliteUniforms.js.map +1 -1
  180. package/lib/cjs/render/webgl/IModelFrameLifecycle.js.map +1 -1
  181. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
  182. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  183. package/lib/cjs/render/webgl/Layer.js.map +1 -1
  184. package/lib/cjs/render/webgl/LayerCommands.js.map +1 -1
  185. package/lib/cjs/render/webgl/LightingUniforms.js.map +1 -1
  186. package/lib/cjs/render/webgl/LineCode.js.map +1 -1
  187. package/lib/cjs/render/webgl/Material.js.map +1 -1
  188. package/lib/cjs/render/webgl/Matrix.js.map +1 -1
  189. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  190. package/lib/cjs/render/webgl/MeshData.js.map +1 -1
  191. package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
  192. package/lib/cjs/render/webgl/PerformanceMetrics.js.map +1 -1
  193. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  194. package/lib/cjs/render/webgl/PlanarGrid.js.map +1 -1
  195. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  196. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  197. package/lib/cjs/render/webgl/PointString.js.map +1 -1
  198. package/lib/cjs/render/webgl/Polyline.js.map +1 -1
  199. package/lib/cjs/render/webgl/Primitive.js.map +1 -1
  200. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  201. package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
  202. package/lib/cjs/render/webgl/RenderBuffer.js.map +1 -1
  203. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  204. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  205. package/lib/cjs/render/webgl/RenderState.js.map +1 -1
  206. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  207. package/lib/cjs/render/webgl/ScratchDrawParams.js.map +1 -1
  208. package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
  209. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  210. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  211. package/lib/cjs/render/webgl/ShadowUniforms.js.map +1 -1
  212. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  213. package/lib/cjs/render/webgl/StyleUniforms.js.map +1 -1
  214. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  215. package/lib/cjs/render/webgl/Sync.js.map +1 -1
  216. package/lib/cjs/render/webgl/System.js.map +1 -1
  217. package/lib/cjs/render/webgl/Target.js.map +1 -1
  218. package/lib/cjs/render/webgl/TargetGraphics.js.map +1 -1
  219. package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
  220. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  221. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  222. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  223. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  224. package/lib/cjs/render/webgl/TextureDrape.js.map +1 -1
  225. package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
  226. package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
  227. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  228. package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
  229. package/lib/cjs/render/webgl/ViewRectUniforms.js.map +1 -1
  230. package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
  231. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +154 -154
  232. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  233. package/lib/cjs/render/webgl/glsl/Animation.js +83 -83
  234. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  235. package/lib/cjs/render/webgl/glsl/Atmosphere.js +266 -266
  236. package/lib/cjs/render/webgl/glsl/Atmosphere.js.map +1 -1
  237. package/lib/cjs/render/webgl/glsl/Blur.js +37 -37
  238. package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
  239. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +4 -4
  240. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
  241. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +3 -3
  242. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
  243. package/lib/cjs/render/webgl/glsl/Clipping.js +60 -60
  244. package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
  245. package/lib/cjs/render/webgl/glsl/Color.js +12 -12
  246. package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
  247. package/lib/cjs/render/webgl/glsl/Combine3Textures.js +7 -7
  248. package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
  249. package/lib/cjs/render/webgl/glsl/CombineTextures.js +5 -5
  250. package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
  251. package/lib/cjs/render/webgl/glsl/Common.js +16 -16
  252. package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
  253. package/lib/cjs/render/webgl/glsl/Composite.js +71 -71
  254. package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
  255. package/lib/cjs/render/webgl/glsl/CopyColor.js +6 -6
  256. package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
  257. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +3 -3
  258. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
  259. package/lib/cjs/render/webgl/glsl/CopyStencil.js +4 -4
  260. package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
  261. package/lib/cjs/render/webgl/glsl/Decode.js +65 -65
  262. package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
  263. package/lib/cjs/render/webgl/glsl/EDL.js +103 -103
  264. package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -1
  265. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +25 -25
  266. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  267. package/lib/cjs/render/webgl/glsl/Edge.js +146 -146
  268. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  269. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +232 -232
  270. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  271. package/lib/cjs/render/webgl/glsl/Fragment.js +41 -41
  272. package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
  273. package/lib/cjs/render/webgl/glsl/Instancing.js +21 -21
  274. package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
  275. package/lib/cjs/render/webgl/glsl/Lighting.js +92 -92
  276. package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
  277. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
  278. package/lib/cjs/render/webgl/glsl/LookupTable.js +19 -19
  279. package/lib/cjs/render/webgl/glsl/LookupTable.js.map +1 -1
  280. package/lib/cjs/render/webgl/glsl/Monochrome.js +13 -13
  281. package/lib/cjs/render/webgl/glsl/Monochrome.js.map +1 -1
  282. package/lib/cjs/render/webgl/glsl/PlanarClassification.js +188 -188
  283. package/lib/cjs/render/webgl/glsl/PlanarClassification.js.map +1 -1
  284. package/lib/cjs/render/webgl/glsl/PlanarGrid.js +22 -22
  285. package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
  286. package/lib/cjs/render/webgl/glsl/PointCloud.js +28 -28
  287. package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
  288. package/lib/cjs/render/webgl/glsl/PointString.js +9 -9
  289. package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
  290. package/lib/cjs/render/webgl/glsl/Polyline.js +213 -213
  291. package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
  292. package/lib/cjs/render/webgl/glsl/RealityMesh.js +83 -83
  293. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  294. package/lib/cjs/render/webgl/glsl/RenderPass.js.map +1 -1
  295. package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js +9 -9
  296. package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
  297. package/lib/cjs/render/webgl/glsl/SkyBox.js.map +1 -1
  298. package/lib/cjs/render/webgl/glsl/SkySphere.js +49 -49
  299. package/lib/cjs/render/webgl/glsl/SkySphere.js.map +1 -1
  300. package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js +51 -51
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@@ -14,65 +14,65 @@ import { System } from "../System";
14
14
  import { assignFragColor } from "./Fragment";
15
15
  import { createViewportQuadBuilder } from "./ViewportQuad";
16
16
  import { addAtmosphericScatteringEffect } from "./Atmosphere";
17
- const computeGradientValue = `
18
- // For the gradient sky it's good enough to calculate these in the vertex shader.
19
- vec3 eyeToVert = a_worldPos - u_worldEye;
20
- float radius = sqrt(eyeToVert.x * eyeToVert.x + eyeToVert.y * eyeToVert.y);
21
- float zValue = eyeToVert.z - radius * u_zOffset;
22
- float d = atan(zValue, radius);
23
- if (u_skyParams.x < 0.0) { // 2-color gradient
24
- d = 0.5 - d / 3.14159265359;
25
- return vec4(d, 0.0, 0.0, 0.0);
26
- }
27
- d = d / 1.570796326795;
28
- return vec4(d, 1.0 - (d - horizonSize) / (1.0 - horizonSize), 1.0 - (-d - horizonSize) / (1.0 - horizonSize), (d + horizonSize) / (horizonSize * 2.0));
17
+ const computeGradientValue = `
18
+ // For the gradient sky it's good enough to calculate these in the vertex shader.
19
+ vec3 eyeToVert = a_worldPos - u_worldEye;
20
+ float radius = sqrt(eyeToVert.x * eyeToVert.x + eyeToVert.y * eyeToVert.y);
21
+ float zValue = eyeToVert.z - radius * u_zOffset;
22
+ float d = atan(zValue, radius);
23
+ if (u_skyParams.x < 0.0) { // 2-color gradient
24
+ d = 0.5 - d / 3.14159265359;
25
+ return vec4(d, 0.0, 0.0, 0.0);
26
+ }
27
+ d = d / 1.570796326795;
28
+ return vec4(d, 1.0 - (d - horizonSize) / (1.0 - horizonSize), 1.0 - (-d - horizonSize) / (1.0 - horizonSize), (d + horizonSize) / (horizonSize * 2.0));
29
29
  `;
30
- const computeSkySphereColorGradient = `
31
- if (u_skyParams.x < 0.0) // 2-color
32
- return vec4(mix(u_zenithColor, u_nadirColor, v_gradientValue.x), 1.0);
33
-
34
- if (v_gradientValue.x > horizonSize) // above horizon
35
- return vec4(mix(u_zenithColor, u_skyColor, pow(v_gradientValue.y, u_skyParams.y)), 1.0);
36
- else if (v_gradientValue.x < -horizonSize) // below horizon
37
- return vec4(mix(u_nadirColor, u_groundColor, pow(v_gradientValue.z, u_skyParams.z)), 1.0);
38
-
39
- return vec4(mix(u_groundColor, u_skyColor, v_gradientValue.w), 1.0);
30
+ const computeSkySphereColorGradient = `
31
+ if (u_skyParams.x < 0.0) // 2-color
32
+ return vec4(mix(u_zenithColor, u_nadirColor, v_gradientValue.x), 1.0);
33
+
34
+ if (v_gradientValue.x > horizonSize) // above horizon
35
+ return vec4(mix(u_zenithColor, u_skyColor, pow(v_gradientValue.y, u_skyParams.y)), 1.0);
36
+ else if (v_gradientValue.x < -horizonSize) // below horizon
37
+ return vec4(mix(u_nadirColor, u_groundColor, pow(v_gradientValue.z, u_skyParams.z)), 1.0);
38
+
39
+ return vec4(mix(u_groundColor, u_skyColor, v_gradientValue.w), 1.0);
40
40
  `;
41
- const computeSkySphereColorAtmosphere = `
42
- return vec4(0.0, 0.0, 0.0, 1.0);
41
+ const computeSkySphereColorAtmosphere = `
42
+ return vec4(0.0, 0.0, 0.0, 1.0);
43
43
  `;
44
44
  const computeEyeToVert = "v_eyeToVert = a_worldPos - u_worldEye;";
45
- const computeSkySphereColorTexture = `
46
- // For the texture we must calculate these per pixel. Alternatively we could use a finer mesh.
47
- float radius = sqrt(v_eyeToVert.x * v_eyeToVert.x + v_eyeToVert.y * v_eyeToVert.y);
48
- float zValue = v_eyeToVert.z - radius * u_zOffset;
49
- float u = 0.25 - (atan(v_eyeToVert.y, v_eyeToVert.x) + u_rotation) / 6.28318530718;
50
- float v = 0.5 - atan(zValue, radius) / 3.14159265359;
51
- if (u < 0.0)
52
- u += 1.0;
53
- if (v < 0.0)
54
- v += 1.0;
55
- return TEXTURE(s_skyTxtr, vec2(u, v));
45
+ const computeSkySphereColorTexture = `
46
+ // For the texture we must calculate these per pixel. Alternatively we could use a finer mesh.
47
+ float radius = sqrt(v_eyeToVert.x * v_eyeToVert.x + v_eyeToVert.y * v_eyeToVert.y);
48
+ float zValue = v_eyeToVert.z - radius * u_zOffset;
49
+ float u = 0.25 - (atan(v_eyeToVert.y, v_eyeToVert.x) + u_rotation) / 6.28318530718;
50
+ float v = 0.5 - atan(zValue, radius) / 3.14159265359;
51
+ if (u < 0.0)
52
+ u += 1.0;
53
+ if (v < 0.0)
54
+ v += 1.0;
55
+ return TEXTURE(s_skyTxtr, vec2(u, v));
56
56
  `;
57
57
  /**
58
58
  * Eye Space for the SkySphere is unique because the ViewportQuad is already aligned with the view.
59
59
  * For this reason, the modelView matrix is not useful in calculating eyeSpace.
60
60
  * Instead, we can calculate the eyeSpace coordinates via the frustum values directly.
61
61
  */
62
- const computeEyeSpace = `
63
- vec3 computeEyeSpace(vec4 rawPos) {
64
- vec3 pos01 = rawPos.xyz * 0.5 + 0.5;
65
-
66
- float top = u_frustumPlanes.x;
67
- float bottom = u_frustumPlanes.y;
68
- float left = u_frustumPlanes.z;
69
- float right = u_frustumPlanes.w;
70
-
71
- return vec3(
72
- mix(left, right, pos01.x),
73
- mix(bottom, top, pos01.y),
74
- -u_frustum.x
75
- );
62
+ const computeEyeSpace = `
63
+ vec3 computeEyeSpace(vec4 rawPos) {
64
+ vec3 pos01 = rawPos.xyz * 0.5 + 0.5;
65
+
66
+ float top = u_frustumPlanes.x;
67
+ float bottom = u_frustumPlanes.y;
68
+ float left = u_frustumPlanes.z;
69
+ float right = u_frustumPlanes.w;
70
+
71
+ return vec3(
72
+ mix(left, right, pos01.x),
73
+ mix(bottom, top, pos01.y),
74
+ -u_frustum.x
75
+ );
76
76
  }`;
77
77
  const scratch3Floats = new Float32Array(3);
78
78
  const scratchVec3 = new Vector3d();
@@ -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, ProgramBuilder, ShaderType, VariableType } from \"../ShaderBuilder\";\nimport { System } from \"../System\";\nimport { TechniqueId } from \"../TechniqueId\";\nimport { Texture } from \"../Texture\";\nimport { assignFragColor } from \"./Fragment\";\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\nimport { addAtmosphericScatteringEffect } from \"./Atmosphere\";\nimport { TechniqueFlags } from \"../TechniqueFlags\";\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 computeSkySphereColorAtmosphere = `\n return vec4(0.0, 0.0, 0.0, 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\n/**\n * Eye Space for the SkySphere is unique because the ViewportQuad is already aligned with the view.\n * For this reason, the modelView matrix is not useful in calculating eyeSpace.\n * Instead, we can calculate the eyeSpace coordinates via the frustum values directly.\n */\nconst computeEyeSpace = `\nvec3 computeEyeSpace(vec4 rawPos) {\n vec3 pos01 = rawPos.xyz * 0.5 + 0.5;\n\n float top = u_frustumPlanes.x;\n float bottom = u_frustumPlanes.y;\n float left = u_frustumPlanes.z;\n float right = u_frustumPlanes.w;\n\n return vec3(\n mix(left, right, pos01.x),\n mix(bottom, top, pos01.y),\n -u_frustum.x\n );\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 */\nfunction addGradientUniforms(builder: ProgramBuilder): void {\n builder.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 builder.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 builder.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 builder.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 builder.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 builder.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 builder.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}\n\n/** @internal */\nfunction addTextureUniforms(builder: ProgramBuilder): void {\n builder.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 builder.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 builder.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}\n\n/** @internal */\nexport function createSkySphereBuilder(isGradient: boolean, flags: TechniqueFlags): ProgramBuilder {\n const attrMap = AttributeMap.findAttributeMap(isGradient ? TechniqueId.SkySphereGradient : TechniqueId.SkySphereTexture, false);\n const builder = createViewportQuadBuilder(false, attrMap);\n const vert = builder.vert;\n const frag = builder.frag;\n\n vert.addFunction(computeEyeSpace);\n builder.addInlineComputedVarying(\"v_eyeSpace\", VariableType.Vec3, \"v_eyeSpace = computeEyeSpace(rawPosition);\");\n\n vert.addUniform(\"u_frustumPlanes\", VariableType.Vec4, (prg) => {\n prg.addGraphicUniform(\"u_frustumPlanes\", (uniform, params) => {\n uniform.setUniform4fv(params.target.uniforms.frustum.planes); // { top, bottom, left, right }\n });\n });\n vert.addUniform(\"u_frustum\", VariableType.Vec3, (prg) => {\n prg.addGraphicUniform(\"u_frustum\", (uniform, params) => {\n uniform.setUniform3fv(params.target.uniforms.frustum.frustum); // { near, far, type }\n });\n });\n\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\n\n if (flags.enableAtmosphere) {\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSkySphereColorAtmosphere);\n addAtmosphericScatteringEffect(builder, true, true);\n return builder;\n }\n\n builder.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\n if (isGradient) {\n addGradientUniforms(builder);\n builder.addGlobal(\"horizonSize\", VariableType.Float, ShaderType.Both, \"0.0015\", true);\n builder.addFunctionComputedVarying(\"v_gradientValue\", VariableType.Vec4, \"computeGradientValue\", computeGradientValue);\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSkySphereColorGradient);\n } else {\n addTextureUniforms(builder);\n builder.addInlineComputedVarying(\"v_eyeToVert\", VariableType.Vec3, computeEyeToVert);\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSkySphereColorTexture);\n }\n\n return builder;\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"]}
@@ -10,66 +10,66 @@ import { RenderType } from "@itwin/webgl-compatibility";
10
10
  import { TextureUnit } from "../RenderFlags";
11
11
  import { System } from "../System";
12
12
  import { addInstancedRtcMatrix } from "./Vertex";
13
- const computeShadowPos = `
14
- vec4 shadowProj = u_shadowProj * rawPosition;
15
- v_shadowPos = shadowProj.xyz/shadowProj.w;
16
- v_shadowPos.z = 1.0 - v_shadowPos.z;
13
+ const computeShadowPos = `
14
+ vec4 shadowProj = u_shadowProj * rawPosition;
15
+ v_shadowPos = shadowProj.xyz/shadowProj.w;
16
+ v_shadowPos.z = 1.0 - v_shadowPos.z;
17
17
  `;
18
- const computeInstancedShadowPos = `
19
- vec4 shadowProj = u_shadowProj * g_instancedRtcMatrix * rawPosition;
20
- v_shadowPos = shadowProj.xyz/shadowProj.w;
21
- v_shadowPos.z = 1.0 - v_shadowPos.z;
18
+ const computeInstancedShadowPos = `
19
+ vec4 shadowProj = u_shadowProj * g_instancedRtcMatrix * rawPosition;
20
+ v_shadowPos = shadowProj.xyz/shadowProj.w;
21
+ v_shadowPos.z = 1.0 - v_shadowPos.z;
22
22
  `;
23
23
  // for 32-bit float, max exponent should be 44.36, for 16-bit should be 5.545
24
24
  const evsm32Exp = 42.0;
25
25
  const evsm16Exp = 5.545;
26
- export const warpDepth = `
27
- // Applies exponential warp to shadow map depth, input depth should be in [0, 1]
28
- vec2 warpDepth(float depth, float exponent) {
29
- depth = 2.0 * depth - 1.0; // Rescale depth into [-1, 1]
30
- float pos = exp( exponent * depth);
31
- float neg = -exp(-exponent * depth);
32
- return vec2(pos, neg);
33
- }
26
+ export const warpDepth = `
27
+ // Applies exponential warp to shadow map depth, input depth should be in [0, 1]
28
+ vec2 warpDepth(float depth, float exponent) {
29
+ depth = 2.0 * depth - 1.0; // Rescale depth into [-1, 1]
30
+ float pos = exp( exponent * depth);
31
+ float neg = -exp(-exponent * depth);
32
+ return vec2(pos, neg);
33
+ }
34
34
  `;
35
- const chebyshevUpperBound = `
36
- float chebyshevUpperBound(vec2 moments, float mean, float minVariance) {
37
- float variance = moments.y - (moments.x * moments.x);
38
- variance = max(variance, minVariance);
39
-
40
- // Compute probabilistic upper bound
41
- float d = mean - moments.x;
42
- float pMax = variance / (variance + (d * d));
43
-
44
- return (mean <= moments.x ? 1.0 : pMax); // One-tailed Chebyshev
45
- }
35
+ const chebyshevUpperBound = `
36
+ float chebyshevUpperBound(vec2 moments, float mean, float minVariance) {
37
+ float variance = moments.y - (moments.x * moments.x);
38
+ variance = max(variance, minVariance);
39
+
40
+ // Compute probabilistic upper bound
41
+ float d = mean - moments.x;
42
+ float pMax = variance / (variance + (d * d));
43
+
44
+ return (mean <= moments.x ? 1.0 : pMax); // One-tailed Chebyshev
45
+ }
46
46
  `;
47
- const shadowMapEVSM = `
48
- float shadowMapEVSM(vec3 shadowPos) {
49
- vec2 warpedDepth = warpDepth(shadowPos.z, u_evsmExponent);
50
- vec4 occluder = TEXTURE(s_shadowSampler, shadowPos.xy/* * 0.5*/); // shadow texture is 1/2 size (both dirs)
51
-
52
- // Derivative of warping at depth
53
- vec2 depthScale = kVSMBias * 0.01 * u_evsmExponent * warpedDepth;
54
- vec2 minVariance = depthScale * depthScale;
55
-
56
- float posContrib = chebyshevUpperBound(occluder.xz, warpedDepth.x, minVariance.x);
57
- float negContrib = chebyshevUpperBound(occluder.yw, warpedDepth.y, minVariance.y);
58
- return min(posContrib, negContrib);
59
- }
47
+ const shadowMapEVSM = `
48
+ float shadowMapEVSM(vec3 shadowPos) {
49
+ vec2 warpedDepth = warpDepth(shadowPos.z, u_evsmExponent);
50
+ vec4 occluder = TEXTURE(s_shadowSampler, shadowPos.xy/* * 0.5*/); // shadow texture is 1/2 size (both dirs)
51
+
52
+ // Derivative of warping at depth
53
+ vec2 depthScale = kVSMBias * 0.01 * u_evsmExponent * warpedDepth;
54
+ vec2 minVariance = depthScale * depthScale;
55
+
56
+ float posContrib = chebyshevUpperBound(occluder.xz, warpedDepth.x, minVariance.x);
57
+ float negContrib = chebyshevUpperBound(occluder.yw, warpedDepth.y, minVariance.y);
58
+ return min(posContrib, negContrib);
59
+ }
60
60
  `;
61
- const applySolarShadowMap = `
62
- 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)
63
- return baseColor;
64
- float visible = (u_surfaceFlags[kSurfaceBitIndex_HasNormals] && (dot(g_normal, u_sunDir) < 0.0)) ? 0.0 : shadowMapEVSM(v_shadowPos);
65
- return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);
61
+ const applySolarShadowMap = `
62
+ 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)
63
+ return baseColor;
64
+ float visible = (u_surfaceFlags[kSurfaceBitIndex_HasNormals] && (dot(g_normal, u_sunDir) < 0.0)) ? 0.0 : shadowMapEVSM(v_shadowPos);
65
+ return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);
66
66
  `;
67
- const applySolarShadowMapTerrain = `
68
- 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)
69
- return baseColor;
70
-
71
- float visible = shadowMapEVSM(v_shadowPos);
72
- return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);
67
+ const applySolarShadowMapTerrain = `
68
+ 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)
69
+ return baseColor;
70
+
71
+ float visible = shadowMapEVSM(v_shadowPos);
72
+ return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);
73
73
  `;
74
74
  /** @internal */
75
75
  export function addEvsmExponent(frag) {
@@ -1 +1 @@
1
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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 */\nimport { assert } from \"@itwin/core-bentley\";\nimport { RenderType } from \"@itwin/webgl-compatibility\";\nimport { TextureUnit } from \"../RenderFlags\";\nimport { FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, VariableType } from \"../ShaderBuilder\";\nimport { System } from \"../System\";\nimport { addInstancedRtcMatrix } from \"./Vertex\";\n\nconst computeShadowPos = `\n vec4 shadowProj = u_shadowProj * rawPosition;\n v_shadowPos = shadowProj.xyz/shadowProj.w;\n v_shadowPos.z = 1.0 - v_shadowPos.z;\n`;\nconst computeInstancedShadowPos = `\n vec4 shadowProj = u_shadowProj * g_instancedRtcMatrix * rawPosition;\n v_shadowPos = shadowProj.xyz/shadowProj.w;\n v_shadowPos.z = 1.0 - v_shadowPos.z;\n`;\n\n// for 32-bit float, max exponent should be 44.36, for 16-bit should be 5.545\nconst evsm32Exp = 42.0;\nconst evsm16Exp = 5.545;\n\nexport const warpDepth = `\n// Applies exponential warp to shadow map depth, input depth should be in [0, 1]\nvec2 warpDepth(float depth, float exponent) {\n depth = 2.0 * depth - 1.0; // Rescale depth into [-1, 1]\n float pos = exp( exponent * depth);\n float neg = -exp(-exponent * depth);\n return vec2(pos, neg);\n}\n`;\n\nconst chebyshevUpperBound = `\nfloat chebyshevUpperBound(vec2 moments, float mean, float minVariance) {\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, minVariance);\n\n // Compute probabilistic upper bound\n float d = mean - moments.x;\n float pMax = variance / (variance + (d * d));\n\n return (mean <= moments.x ? 1.0 : pMax); // One-tailed Chebyshev\n}\n`;\n\nconst shadowMapEVSM = `\nfloat shadowMapEVSM(vec3 shadowPos) {\n vec2 warpedDepth = warpDepth(shadowPos.z, u_evsmExponent);\n vec4 occluder = TEXTURE(s_shadowSampler, shadowPos.xy/* * 0.5*/); // shadow texture is 1/2 size (both dirs)\n\n // Derivative of warping at depth\n vec2 depthScale = kVSMBias * 0.01 * u_evsmExponent * warpedDepth;\n vec2 minVariance = depthScale * depthScale;\n\n float posContrib = chebyshevUpperBound(occluder.xz, warpedDepth.x, minVariance.x);\n float negContrib = chebyshevUpperBound(occluder.yw, warpedDepth.y, minVariance.y);\n return min(posContrib, negContrib);\n}\n`;\n\nconst applySolarShadowMap = `\n if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)\n return baseColor;\n float visible = (u_surfaceFlags[kSurfaceBitIndex_HasNormals] && (dot(g_normal, u_sunDir) < 0.0)) ? 0.0 : shadowMapEVSM(v_shadowPos);\n return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);\n`;\n\nconst applySolarShadowMapTerrain = `\n if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)\n return baseColor;\n\n float visible = shadowMapEVSM(v_shadowPos);\n return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);\n`;\n\n/** @internal */\nexport function addEvsmExponent(frag: FragmentShaderBuilder): void {\n frag.addUniform(\"u_evsmExponent\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_evsmExponent\", (uniform) => {\n uniform.setUniform1f((RenderType.TextureFloat === System.instance.maxRenderType) ? evsm32Exp : evsm16Exp);\n });\n });\n}\n\n/** @internal */\nexport function addSolarShadowMap(builder: ProgramBuilder, toTerrain = false) {\n const frag = builder.frag;\n const vert = builder.vert;\n\n frag.addUniform(\"s_shadowSampler\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"s_shadowSampler\", (uniform, params) => {\n const shadowMap = params.target.solarShadowMap;\n assert(undefined !== shadowMap.shadowMapTexture);\n shadowMap.shadowMapTexture.texture.bindSampler(uniform, TextureUnit.ShadowMap);\n });\n });\n\n frag.addUniform(\"u_shadowParams\", VariableType.Vec4, (prog) => {\n prog.addGraphicUniform(\"u_shadowParams\", (uniform, params) => {\n params.target.uniforms.shadow.bindColorAndBias(uniform);\n });\n });\n\n if (!toTerrain) {\n frag.addUniform(\"u_sunDir\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"u_sunDir\", (uniform, params) => {\n params.target.uniforms.bindSunDirection(uniform);\n });\n });\n }\n\n vert.addUniform(\"u_shadowProj\", VariableType.Mat4, (prog) => {\n prog.addGraphicUniform(\"u_shadowProj\", (uniform, params) => {\n params.target.uniforms.shadow.bindProjectionMatrix(uniform);\n });\n });\n\n addEvsmExponent(frag);\n\n if (vert.usesInstancedGeometry)\n addInstancedRtcMatrix(vert);\n builder.addInlineComputedVarying(\"v_shadowPos\", VariableType.Vec3, vert.usesInstancedGeometry ? computeInstancedShadowPos : computeShadowPos);\n /* This is the EVSM bias value, which makes tradeoffs in shadow quality. Normally it should be set to 0.1.\n Lower values can introduce shadows where they should not be, including shadow acne. Higher values can cause Peter\n Panning effect and light bleeding. Tested 0.01 and 1.0, woth more focus on 0.1 to 0.5 inclusive, chose 0.2 for a\n while (on 9/13/19) then after having shadow tiles match view tile resolution for ones in view, retested and went\n back to 0.1 (on 11/5/19). */\n frag.addGlobal(\"kVSMBias\", VariableType.Float, \"0.1\", true);\n frag.addFunction(warpDepth);\n frag.addFunction(chebyshevUpperBound);\n frag.addFunction(shadowMapEVSM);\n frag.set(FragmentShaderComponent.ApplySolarShadowMap, toTerrain ? applySolarShadowMapTerrain : applySolarShadowMap);\n}\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { RenderType } from \"@itwin/webgl-compatibility\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { addInstancedRtcMatrix } from \"./Vertex\";\r\n\r\nconst computeShadowPos = `\r\n vec4 shadowProj = u_shadowProj * rawPosition;\r\n v_shadowPos = shadowProj.xyz/shadowProj.w;\r\n v_shadowPos.z = 1.0 - v_shadowPos.z;\r\n`;\r\nconst computeInstancedShadowPos = `\r\n vec4 shadowProj = u_shadowProj * g_instancedRtcMatrix * rawPosition;\r\n v_shadowPos = shadowProj.xyz/shadowProj.w;\r\n v_shadowPos.z = 1.0 - v_shadowPos.z;\r\n`;\r\n\r\n// for 32-bit float, max exponent should be 44.36, for 16-bit should be 5.545\r\nconst evsm32Exp = 42.0;\r\nconst evsm16Exp = 5.545;\r\n\r\nexport const warpDepth = `\r\n// Applies exponential warp to shadow map depth, input depth should be in [0, 1]\r\nvec2 warpDepth(float depth, float exponent) {\r\n depth = 2.0 * depth - 1.0; // Rescale depth into [-1, 1]\r\n float pos = exp( exponent * depth);\r\n float neg = -exp(-exponent * depth);\r\n return vec2(pos, neg);\r\n}\r\n`;\r\n\r\nconst chebyshevUpperBound = `\r\nfloat chebyshevUpperBound(vec2 moments, float mean, float minVariance) {\r\n float variance = moments.y - (moments.x * moments.x);\r\n variance = max(variance, minVariance);\r\n\r\n // Compute probabilistic upper bound\r\n float d = mean - moments.x;\r\n float pMax = variance / (variance + (d * d));\r\n\r\n return (mean <= moments.x ? 1.0 : pMax); // One-tailed Chebyshev\r\n}\r\n`;\r\n\r\nconst shadowMapEVSM = `\r\nfloat shadowMapEVSM(vec3 shadowPos) {\r\n vec2 warpedDepth = warpDepth(shadowPos.z, u_evsmExponent);\r\n vec4 occluder = TEXTURE(s_shadowSampler, shadowPos.xy/* * 0.5*/); // shadow texture is 1/2 size (both dirs)\r\n\r\n // Derivative of warping at depth\r\n vec2 depthScale = kVSMBias * 0.01 * u_evsmExponent * warpedDepth;\r\n vec2 minVariance = depthScale * depthScale;\r\n\r\n float posContrib = chebyshevUpperBound(occluder.xz, warpedDepth.x, minVariance.x);\r\n float negContrib = chebyshevUpperBound(occluder.yw, warpedDepth.y, minVariance.y);\r\n return min(posContrib, negContrib);\r\n}\r\n`;\r\n\r\nconst applySolarShadowMap = `\r\n if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)\r\n return baseColor;\r\n float visible = (u_surfaceFlags[kSurfaceBitIndex_HasNormals] && (dot(g_normal, u_sunDir) < 0.0)) ? 0.0 : shadowMapEVSM(v_shadowPos);\r\n return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);\r\n`;\r\n\r\nconst applySolarShadowMapTerrain = `\r\n if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)\r\n return baseColor;\r\n\r\n float visible = shadowMapEVSM(v_shadowPos);\r\n return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);\r\n`;\r\n\r\n/** @internal */\r\nexport function addEvsmExponent(frag: FragmentShaderBuilder): void {\r\n frag.addUniform(\"u_evsmExponent\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_evsmExponent\", (uniform) => {\r\n uniform.setUniform1f((RenderType.TextureFloat === System.instance.maxRenderType) ? evsm32Exp : evsm16Exp);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addSolarShadowMap(builder: ProgramBuilder, toTerrain = false) {\r\n const frag = builder.frag;\r\n const vert = builder.vert;\r\n\r\n frag.addUniform(\"s_shadowSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_shadowSampler\", (uniform, params) => {\r\n const shadowMap = params.target.solarShadowMap;\r\n assert(undefined !== shadowMap.shadowMapTexture);\r\n shadowMap.shadowMapTexture.texture.bindSampler(uniform, TextureUnit.ShadowMap);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_shadowParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_shadowParams\", (uniform, params) => {\r\n params.target.uniforms.shadow.bindColorAndBias(uniform);\r\n });\r\n });\r\n\r\n if (!toTerrain) {\r\n frag.addUniform(\"u_sunDir\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_sunDir\", (uniform, params) => {\r\n params.target.uniforms.bindSunDirection(uniform);\r\n });\r\n });\r\n }\r\n\r\n vert.addUniform(\"u_shadowProj\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_shadowProj\", (uniform, params) => {\r\n params.target.uniforms.shadow.bindProjectionMatrix(uniform);\r\n });\r\n });\r\n\r\n addEvsmExponent(frag);\r\n\r\n if (vert.usesInstancedGeometry)\r\n addInstancedRtcMatrix(vert);\r\n builder.addInlineComputedVarying(\"v_shadowPos\", VariableType.Vec3, vert.usesInstancedGeometry ? computeInstancedShadowPos : computeShadowPos);\r\n /* This is the EVSM bias value, which makes tradeoffs in shadow quality. Normally it should be set to 0.1.\r\n Lower values can introduce shadows where they should not be, including shadow acne. Higher values can cause Peter\r\n Panning effect and light bleeding. Tested 0.01 and 1.0, woth more focus on 0.1 to 0.5 inclusive, chose 0.2 for a\r\n while (on 9/13/19) then after having shadow tiles match view tile resolution for ones in view, retested and went\r\n back to 0.1 (on 11/5/19). */\r\n frag.addGlobal(\"kVSMBias\", VariableType.Float, \"0.1\", true);\r\n frag.addFunction(warpDepth);\r\n frag.addFunction(chebyshevUpperBound);\r\n frag.addFunction(shadowMapEVSM);\r\n frag.set(FragmentShaderComponent.ApplySolarShadowMap, toTerrain ? applySolarShadowMapTerrain : applySolarShadowMap);\r\n}\r\n"]}