@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.
- package/CHANGELOG.md +14 -1
- package/lib/cjs/AccuDraw.js.map +1 -1
- package/lib/cjs/AccuSnap.js.map +1 -1
- package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
- package/lib/cjs/ApproximateTerrainHeightsProps.js.map +1 -1
- package/lib/cjs/AuxCoordSys.js.map +1 -1
- package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
- package/lib/cjs/BingLocation.js.map +1 -1
- package/lib/cjs/BriefcaseConnection.js.map +1 -1
- package/lib/cjs/BriefcaseTxns.js.map +1 -1
- package/lib/cjs/CategorySelectorState.js.map +1 -1
- package/lib/cjs/ChangeFlags.js.map +1 -1
- package/lib/cjs/CheckpointConnection.js.map +1 -1
- package/lib/cjs/CoordSystem.js.map +1 -1
- package/lib/cjs/DecorationsCache.js.map +1 -1
- package/lib/cjs/DevTools.js.map +1 -1
- package/lib/cjs/DisplayStyleState.js.map +1 -1
- package/lib/cjs/DrawingViewState.js +5 -5
- package/lib/cjs/DrawingViewState.js.map +1 -1
- package/lib/cjs/ElementLocateManager.js.map +1 -1
- package/lib/cjs/EmphasizeElements.js.map +1 -1
- package/lib/cjs/EntityState.js.map +1 -1
- package/lib/cjs/EnvironmentDecorations.js.map +1 -1
- package/lib/cjs/FeatureOverrideProvider.js.map +1 -1
- package/lib/cjs/FlashSettings.js.map +1 -1
- package/lib/cjs/FrontendHubAccess.js.map +1 -1
- package/lib/cjs/FrontendLoggerCategory.js.map +1 -1
- package/lib/cjs/Frustum2d.js.map +1 -1
- package/lib/cjs/FrustumAnimator.js.map +1 -1
- package/lib/cjs/FuzzySearch.js.map +1 -1
- package/lib/cjs/GeoServices.js.map +1 -1
- package/lib/cjs/GlobeAnimator.js.map +1 -1
- package/lib/cjs/GraphicalEditingScope.js.map +1 -1
- package/lib/cjs/HitDetail.js.map +1 -1
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.js +23 -23
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/IModelRoutingContext.js.map +1 -1
- package/lib/cjs/IModeljs-css.d.ts +2 -2
- package/lib/cjs/IModeljs-css.d.ts.map +1 -1
- package/lib/cjs/IModeljs-css.js +136 -136
- package/lib/cjs/IModeljs-css.js.map +1 -1
- package/lib/cjs/ImageUtil.js.map +1 -1
- package/lib/cjs/IpcApp.js.map +1 -1
- package/lib/cjs/LinePlaneIntersect.js.map +1 -1
- package/lib/cjs/LocalhostIpcApp.js.map +1 -1
- package/lib/cjs/MarginPercent.js.map +1 -1
- package/lib/cjs/Marker.js.map +1 -1
- package/lib/cjs/ModelSelectorState.js.map +1 -1
- package/lib/cjs/NativeApp.js.map +1 -1
- package/lib/cjs/NativeAppLogger.js.map +1 -1
- package/lib/cjs/NoRenderApp.js.map +1 -1
- package/lib/cjs/NotificationManager.js.map +1 -1
- package/lib/cjs/PerModelCategoryVisibility.js.map +1 -1
- package/lib/cjs/PlanarClipMaskState.js.map +1 -1
- package/lib/cjs/RealityDataSource.js.map +1 -1
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
- package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
- package/lib/cjs/SelectionSet.js.map +1 -1
- package/lib/cjs/SheetViewState.js.map +1 -1
- package/lib/cjs/SpatialViewState.js.map +1 -1
- package/lib/cjs/Sprites.js.map +1 -1
- package/lib/cjs/StandardView.js.map +1 -1
- package/lib/cjs/SubCategoriesCache.js.map +1 -1
- package/lib/cjs/TentativePoint.js.map +1 -1
- package/lib/cjs/Tiles.js.map +1 -1
- package/lib/cjs/UserPreferences.js.map +1 -1
- package/lib/cjs/ViewAnimation.js.map +1 -1
- package/lib/cjs/ViewContext.js.map +1 -1
- package/lib/cjs/ViewCreator2d.js.map +1 -1
- package/lib/cjs/ViewCreator3d.js.map +1 -1
- package/lib/cjs/ViewGlobalLocation.js.map +1 -1
- package/lib/cjs/ViewManager.js.map +1 -1
- package/lib/cjs/ViewPose.js.map +1 -1
- package/lib/cjs/ViewRect.js.map +1 -1
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/ViewStatus.js.map +1 -1
- package/lib/cjs/ViewingSpace.js.map +1 -1
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/ViewportSync.js.map +1 -1
- package/lib/cjs/WebWorkerManager.js.map +1 -1
- package/lib/cjs/core-frontend.js.map +1 -1
- package/lib/cjs/extension/Extension.js.map +1 -1
- package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
- package/lib/cjs/extension/ExtensionHost.js.map +1 -1
- package/lib/cjs/extension/ExtensionImpl.js.map +1 -1
- package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
- package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
- package/lib/cjs/extension/providers/LocalExtensionProvider.js.map +1 -1
- package/lib/cjs/extension/providers/RemoteExtensionProvider.js.map +1 -1
- package/lib/cjs/gltf/GltfModel.js.map +1 -1
- package/lib/cjs/gltf/GltfParser.js.map +1 -1
- package/lib/cjs/gltf/GltfSchema.js.map +1 -1
- package/lib/cjs/properties/AngleDescription.js.map +1 -1
- package/lib/cjs/properties/FormattedQuantityDescription.js.map +1 -1
- package/lib/cjs/properties/LengthDescription.js.map +1 -1
- package/lib/cjs/public/scripts/checkbrowser.js +24 -24
- package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.js.map +1 -1
- package/lib/cjs/quantity-formatting/UnitsData.js.map +1 -1
- package/lib/cjs/render/CanvasDecoration.js.map +1 -1
- package/lib/cjs/render/Decorations.js.map +1 -1
- package/lib/cjs/render/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/FrameStats.js.map +1 -1
- package/lib/cjs/render/GraphicBranch.js.map +1 -1
- package/lib/cjs/render/GraphicBuilder.js.map +1 -1
- package/lib/cjs/render/GraphicPrimitive.js.map +1 -1
- package/lib/cjs/render/InstancedGraphicParams.js.map +1 -1
- package/lib/cjs/render/MockRender.js.map +1 -1
- package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
- package/lib/cjs/render/Pixel.js.map +1 -1
- package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -1
- package/lib/cjs/render/RealityMeshParams.js.map +1 -1
- package/lib/cjs/render/RenderClipVolume.js.map +1 -1
- package/lib/cjs/render/RenderGraphic.js.map +1 -1
- package/lib/cjs/render/RenderMaterial.js.map +1 -1
- package/lib/cjs/render/RenderMemory.js.map +1 -1
- package/lib/cjs/render/RenderPlan.js.map +1 -1
- package/lib/cjs/render/RenderPlanarClassifier.js.map +1 -1
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/RenderTarget.js.map +1 -1
- package/lib/cjs/render/RenderTexture.js.map +1 -1
- package/lib/cjs/render/Scene.js.map +1 -1
- package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
- package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -1
- package/lib/cjs/render/VisibleFeature.js.map +1 -1
- package/lib/cjs/render/primitives/AuxChannelTable.js.map +1 -1
- package/lib/cjs/render/primitives/ColorMap.js.map +1 -1
- package/lib/cjs/render/primitives/DisplayParams.js.map +1 -1
- package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
- package/lib/cjs/render/primitives/PointCloudPrimitive.js.map +1 -1
- package/lib/cjs/render/primitives/PointStringParams.js.map +1 -1
- package/lib/cjs/render/primitives/Polyface.js.map +1 -1
- package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
- package/lib/cjs/render/primitives/Primitives.js.map +1 -1
- package/lib/cjs/render/primitives/Strokes.js.map +1 -1
- package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -1
- package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryList.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/cjs/render/webgl/AtmosphereUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
- package/lib/cjs/render/webgl/AttributeMap.js.map +1 -1
- package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
- package/lib/cjs/render/webgl/BatchState.js.map +1 -1
- package/lib/cjs/render/webgl/BatchUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/BranchStack.js.map +1 -1
- package/lib/cjs/render/webgl/BranchState.js.map +1 -1
- package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/ClipStack.js.map +1 -1
- package/lib/cjs/render/webgl/ClipVolume.js.map +1 -1
- package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
- package/lib/cjs/render/webgl/ColorInfo.js.map +1 -1
- package/lib/cjs/render/webgl/Diagnostics.js.map +1 -1
- package/lib/cjs/render/webgl/Disposable.js.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
- package/lib/cjs/render/webgl/EDL.js.map +1 -1
- package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/cjs/render/webgl/FloatRGBA.js.map +1 -1
- package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/GL.js.map +1 -1
- package/lib/cjs/render/webgl/GLTimer.js.map +1 -1
- package/lib/cjs/render/webgl/Graphic.js.map +1 -1
- package/lib/cjs/render/webgl/HiliteUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/IModelFrameLifecycle.js.map +1 -1
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/Layer.js.map +1 -1
- package/lib/cjs/render/webgl/LayerCommands.js.map +1 -1
- package/lib/cjs/render/webgl/LightingUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/LineCode.js.map +1 -1
- package/lib/cjs/render/webgl/Material.js.map +1 -1
- package/lib/cjs/render/webgl/Matrix.js.map +1 -1
- package/lib/cjs/render/webgl/Mesh.js.map +1 -1
- package/lib/cjs/render/webgl/MeshData.js.map +1 -1
- package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/PerformanceMetrics.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarGrid.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
- package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/PointString.js.map +1 -1
- package/lib/cjs/render/webgl/Polyline.js.map +1 -1
- package/lib/cjs/render/webgl/Primitive.js.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/RenderBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
- package/lib/cjs/render/webgl/RenderState.js.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/cjs/render/webgl/ScratchDrawParams.js.map +1 -1
- package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
- package/lib/cjs/render/webgl/ShadowUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
- package/lib/cjs/render/webgl/StyleUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/Sync.js.map +1 -1
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/render/webgl/Target.js.map +1 -1
- package/lib/cjs/render/webgl/TargetGraphics.js.map +1 -1
- package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/Technique.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
- package/lib/cjs/render/webgl/Texture.js.map +1 -1
- package/lib/cjs/render/webgl/TextureDrape.js.map +1 -1
- package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
- package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
- package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
- package/lib/cjs/render/webgl/ViewRectUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +154 -154
- package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.js +83 -83
- package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Atmosphere.js +266 -266
- package/lib/cjs/render/webgl/glsl/Atmosphere.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Blur.js +37 -37
- package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +4 -4
- package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +3 -3
- package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Clipping.js +60 -60
- package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Color.js +12 -12
- package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Combine3Textures.js +7 -7
- package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CombineTextures.js +5 -5
- package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Common.js +16 -16
- package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Composite.js +71 -71
- package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyColor.js +6 -6
- package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +3 -3
- package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyStencil.js +4 -4
- package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Decode.js +65 -65
- package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/EDL.js +103 -103
- package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +25 -25
- package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Edge.js +146 -146
- package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +232 -232
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Fragment.js +41 -41
- package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Instancing.js +21 -21
- package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Lighting.js +92 -92
- package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/LookupTable.js +19 -19
- package/lib/cjs/render/webgl/glsl/LookupTable.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Monochrome.js +13 -13
- package/lib/cjs/render/webgl/glsl/Monochrome.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PlanarClassification.js +188 -188
- package/lib/cjs/render/webgl/glsl/PlanarClassification.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PlanarGrid.js +22 -22
- package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointCloud.js +28 -28
- package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointString.js +9 -9
- package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Polyline.js +213 -213
- package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.js +83 -83
- package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RenderPass.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js +9 -9
- package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SkyBox.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SkySphere.js +49 -49
- package/lib/cjs/render/webgl/glsl/SkySphere.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js +51 -51
- package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.js +239 -239
- package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Thematic.js +134 -134
- package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Translucency.js +19 -19
- package/lib/cjs/render/webgl/glsl/Translucency.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Vertex.js +73 -73
- package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Viewport.js +38 -38
- package/lib/cjs/render/webgl/glsl/Viewport.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ViewportQuad.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Wiremesh.js +10 -10
- package/lib/cjs/render/webgl/glsl/Wiremesh.js.map +1 -1
- package/lib/cjs/render-primitives.js.map +1 -1
- package/lib/cjs/request/Request.js.map +1 -1
- package/lib/cjs/tile/B3dmReader.js.map +1 -1
- package/lib/cjs/tile/BatchedTileIdMap.js.map +1 -1
- package/lib/cjs/tile/CesiumAssetProvider.js.map +1 -1
- package/lib/cjs/tile/ClassifierTileTree.js.map +1 -1
- package/lib/cjs/tile/ContextShareProvider.js.map +1 -1
- package/lib/cjs/tile/DisclosedTileTreeSet.js.map +1 -1
- package/lib/cjs/tile/DynamicIModelTile.js.map +1 -1
- package/lib/cjs/tile/GltfReader.js.map +1 -1
- package/lib/cjs/tile/GraphicsCollector.js.map +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 { ThematicDisplayMode, ThematicGradientMode } from \"@itwin/core-common\";\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType } from \"../ShaderBuilder\";\nimport { System } from \"../System\";\nimport { addRenderPass } from \"./RenderPass\";\nimport { addInstancedRtcMatrix, addProjectionMatrix } from \"./Vertex\";\nimport { TextureUnit } from \"../RenderFlags\";\nimport { addEyeSpace } from \"./Common\";\n\nconst getSensorFloat = `\nvec4 getSensor(int index) {\n float x = 0.5;\n float y = (float(index) + 0.5) / float(u_numSensors);\n return TEXTURE(s_sensorSampler, vec2(x, y));\n}\n`;\n\n// Access a gradient texture at the specified index.\n// A stepped gradient texture is arranged with single unique color pixels for each step. The dimension of a stepped gradient texture is stepCount.\n// A smooth gradient texture is arranged with blended color pixels across the entire span of the texture. The dimension of a smooth gradient texture is the system's maximum texture size.\nconst getColor = `\nvec3 getColor(float ndx) {\n if (ndx < 0.0 || ndx > 1.0)\n return u_marginColor;\n\n return TEXTURE(s_texture, vec2(0.0, ndx)).rgb;\n}\n`;\n\n// Access a stepped gradient texture at the specified index taking into account isolines.\n// The texture format is exactly as described above for stepped mode. We just access the gradient differently,\n// specifically to ensure that the texels sampled result in lines of overall singular colors - no stepping into the\n// neighboring bands.\nconst getIsoLineColor = `\nvec3 getIsoLineColor(float ndx, float stepCount) {\n if (ndx < 0.01 || ndx > 0.99)\n return u_marginColor;\n\n ndx += 0.5 / stepCount; // center on step pixels\n return TEXTURE(s_texture, vec2(0.0, ndx)).rgb;\n}\n`;\n\nconst fwidth = `\\nfloat _universal_fwidth(float coord) { return fwidth(coord); }\\n`;\n\nconst slopeAndHillShadeShader = ` else if (kThematicDisplayMode_Slope == u_thematicDisplayMode) {\n float d = dot(g_normal, u_thematicAxis);\n if (d < 0.0)\n d = -d;\n\n // The range of d is now 0 to 1 (90 degrees to 0 degrees).\n // However, the range from 0 to 1 is not linear. Therefore, we use acos() to find the actual angle in radians.\n d = acos(d);\n\n // range of d is currently 1.5708 to 0 radians.\n if (d < u_thematicRange.x || d > u_thematicRange.y)\n d = -1.0; // use marginColor if outside the requested range\n else { // convert d from radians to 0 to 1 using requested range\n d -= u_thematicRange.x;\n d /= (u_thematicRange.y - u_thematicRange.x);\n }\n\n ndx = d;\n } else if (kThematicDisplayMode_HillShade == u_thematicDisplayMode) {\n float d = dot(g_normal, u_thematicSunDirection);\n\n ndx = max(0.0, d);\n }`;\n\n// Access the appropriate gradient texel for a particular index based on display mode and gradient mode.\nconst applyThematicColorPrelude = `\n float ndx = v_thematicIndex;\n\n if (kThematicDisplayMode_InverseDistanceWeightedSensors == u_thematicDisplayMode) {\n float sensorSum = 0.0;\n float contributionSum = 0.0;\n\n vec3 sensorPos;\n float sensorValue;\n float sensorWeight;\n\n ndx = -1.0; // default index = marginColor\n\n float distanceCutoff = u_thematicSettings.y;\n\n for (int i = 0; i < 8192; i++) { // ###TODO: set maximum number of sensors during an incremental form of shader construction\n if (i >= u_numSensors)\n break;\n\n vec4 sensor = getSensor(i);\n\n float dist = distance(v_eyeSpace, sensor.xyz);\n\n bool skipThisSensor = (distanceCutoff > 0.0 && dist > distanceCutoff);\n if (!skipThisSensor) {\n float contribution = 1.0 / pow(dist, 2.0);\n sensorSum += sensor.w * contribution;\n contributionSum += contribution;\n }\n }\n\n if (contributionSum > 0.0) // avoid division by zero\n ndx = sensorSum / contributionSum;\n }`;\n\nconst applyThematicColorPostlude = `\n float gradientMode = u_thematicSettings.x;\n float stepCount = u_thematicSettings.z;\n\n vec4 rgba = vec4((kThematicGradientMode_IsoLines == gradientMode) ? getIsoLineColor(ndx, stepCount) : getColor(ndx), baseColor.a);\n rgba = mix(rgba, baseColor, u_thematicColorMix);\n\n if (kThematicGradientMode_IsoLines == gradientMode) {\n float coord = v_thematicIndex * stepCount;\n float line = abs(fract(coord - 0.5) - 0.5) / _universal_fwidth(coord);\n rgba.a = 1.0 - min(line, 1.0);\n if (u_discardBetweenIsolines && 0.0 == rgba.a)\n discard;\n } else if (kThematicGradientMode_SteppedWithDelimiter == gradientMode) {\n float coord = v_thematicIndex * stepCount;\n float line = abs(fract(coord - 0.5) - 0.5) / _universal_fwidth(coord);\n float value = min(line, 1.0);\n rgba.rgb *= value;\n }\n\n return rgba;\n`;\n\n// fwidth does not function for point clouds, so we work around the limitation with a less-than-ideal rendering of isolines and delimiters\n// using a tolerance not based on neighboring fragments.\nconst delimiterToleranceForPointClouds = `0.025`; // / (stepCount * 40.0)`;\nconst applyThematicColorPostludeForPointClouds = `\n float gradientMode = u_thematicSettings.x;\n float stepCount = u_thematicSettings.z;\n\n vec4 rgba = vec4((kThematicGradientMode_IsoLines == gradientMode) ? getIsoLineColor(ndx, stepCount) : getColor(ndx), baseColor.a);\n rgba = mix(rgba, baseColor, u_thematicColorMix);\n\n if (kThematicGradientMode_IsoLines == gradientMode) {\n float coord = v_thematicIndex * stepCount;\n float line = abs(fract(coord - 0.5) - 0.5);\n if (line > ${delimiterToleranceForPointClouds})\n discard;\n } else if (kThematicGradientMode_SteppedWithDelimiter == gradientMode) {\n float coord = v_thematicIndex * stepCount;\n float line = abs(fract(coord - 0.5) - 0.5);\n float value = min(line, 1.0);\n if (line < ${delimiterToleranceForPointClouds} && value < 1.0)\n rgba.rgb *= 0.0;\n }\n\n return rgba;\n`;\n\nfunction _getShader(isPointCloud: boolean) {\n return isPointCloud ?\n applyThematicColorPrelude + applyThematicColorPostludeForPointClouds : // do not include slope and hillshade for point clouds\n applyThematicColorPrelude + slopeAndHillShadeShader + applyThematicColorPostlude; // include all modes for everything else\n}\n\n// Compute the value for the varying to be interpolated to the fragment shader in order to access the color in the thematic gradient texture\n// We will project a vector onto another vector using this equation: proju = (v . u) / (v . v) * v\nexport function getComputeThematicIndex(instanced: boolean, skipSlopeAndHillShade: boolean, decodeNormal: boolean): string {\n const modelPos = instanced ? \"(g_instancedRtcMatrix * rawPosition)\" : \"rawPosition\";\n const heightMode = `\n if (kThematicDisplayMode_Height == u_thematicDisplayMode) {\n vec3 u = (u_modelToWorld * ${modelPos}).xyz;\n vec3 v = u_thematicAxis;\n vec3 proju = (dot(v, u) / dot(v, v)) * v;\n vec3 a = v * u_thematicRange.s;\n vec3 b = v * u_thematicRange.t;\n vec3 c = proju;\n v_thematicIndex = findFractionalPositionOnLine(a, b, c);\n }`;\n const hillShadeMode = ` else if (kThematicDisplayMode_HillShade == u_thematicDisplayMode) {\n v_thematicIndex = computeSurfaceNormal().z;\n }`;\n const hillShadeMode2 = ` else if (kThematicDisplayMode_HillShade == u_thematicDisplayMode) {\n v_thematicIndex = g_hillshadeIndex;\n }`;\n return skipSlopeAndHillShade ? heightMode : heightMode + (decodeNormal ? hillShadeMode : hillShadeMode2);\n}\n\n// Determine the fractional position of c on line segment ab. Assumes the three points are aligned on the same axis.\nconst findFractionalPositionOnLine = `\n float abDist = distance(a, b);\n return dot(b - a, c - a) / (abDist * abDist);\n`;\n\nfunction addThematicDisplayModeConstants(builder: ShaderBuilder) {\n builder.addDefine(\"kThematicDisplayMode_Height\", ThematicDisplayMode.Height.toFixed(1));\n builder.addDefine(\"kThematicDisplayMode_InverseDistanceWeightedSensors\", ThematicDisplayMode.InverseDistanceWeightedSensors.toFixed(1));\n builder.addDefine(\"kThematicDisplayMode_Slope\", ThematicDisplayMode.Slope.toFixed(1));\n builder.addDefine(\"kThematicDisplayMode_HillShade\", ThematicDisplayMode.HillShade.toFixed(1));\n}\n\nfunction addThematicGradientModeConstants(builder: ShaderBuilder) {\n builder.addDefine(\"kThematicGradientMode_Smooth\", ThematicGradientMode.Smooth.toFixed(1));\n builder.addDefine(\"kThematicGradientMode_Stepped\", ThematicGradientMode.Stepped.toFixed(1));\n builder.addDefine(\"kThematicGradientMode_SteppedWithDelimiter\", ThematicGradientMode.SteppedWithDelimiter.toFixed(1));\n builder.addDefine(\"kThematicGradientMode_IsoLines\", ThematicGradientMode.IsoLines.toFixed(1));\n}\n\n/** @internal */\nexport function addThematicDisplay(builder: ProgramBuilder, isForPointClouds = false, isForTerrainMesh = false) {\n const frag = builder.frag;\n const vert = builder.vert;\n\n addRenderPass(builder.frag);\n\n if (!isForPointClouds && !isForTerrainMesh)\n addProjectionMatrix(vert);\n\n addEyeSpace(builder);\n\n if (vert.usesInstancedGeometry)\n addInstancedRtcMatrix(vert);\n\n vert.addFunction(\"float findFractionalPositionOnLine(vec3 a, vec3 b, vec3 c)\", findFractionalPositionOnLine);\n\n vert.addUniform(\"u_modelToWorld\", VariableType.Mat4, (prog) => {\n prog.addGraphicUniform(\"u_modelToWorld\", (uniform, params) => {\n params.target.uniforms.branch.bindModelToWorldTransform(uniform, params.geometry, false);\n });\n });\n\n builder.addUniform(\"u_thematicRange\", VariableType.Vec2, (prog) => {\n prog.addGraphicUniform(\"u_thematicRange\", (uniform, params) => {\n params.target.uniforms.thematic.bindRange(uniform);\n });\n });\n\n builder.addUniform(\"u_thematicAxis\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"u_thematicAxis\", (uniform, params) => {\n params.target.uniforms.thematic.bindAxis(uniform);\n });\n });\n\n if (!isForPointClouds) {\n builder.addUniform(\"u_thematicSunDirection\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"u_thematicSunDirection\", (uniform, params) => {\n params.target.uniforms.thematic.bindSunDirection(uniform);\n });\n });\n }\n\n addThematicGradientModeConstants(builder.frag);\n\n addThematicDisplayModeConstants(builder.frag);\n addThematicDisplayModeConstants(builder.vert);\n\n builder.addUniform(\"u_thematicDisplayMode\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_thematicDisplayMode\", (uniform, params) => {\n params.target.uniforms.thematic.bindDisplayMode(uniform);\n });\n });\n\n frag.addUniform(\"u_marginColor\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"u_marginColor\", (uniform, params) => {\n params.target.uniforms.thematic.bindMarginColor(uniform);\n });\n });\n\n // gradientMode, distanceCutoff, stepCount\n builder.addUniform(\"u_thematicSettings\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"u_thematicSettings\", (uniform, params) => {\n params.target.uniforms.thematic.bindFragSettings(uniform);\n });\n });\n\n if (isForPointClouds || isForTerrainMesh) {\n builder.frag.addUniform(\"u_thematicColorMix\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_thematicColorMix\", (uniform, params) => {\n uniform.setUniform1f(params.target.uniforms.thematic.thematicDisplay?.gradientSettings.colorMix || 0.0);\n });\n });\n } else {\n builder.frag.addUniform(\"u_thematicColorMix\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_thematicColorMix\", (uniform, _params) => {\n uniform.setUniform1f(0.0);\n });\n });\n }\n\n frag.addUniform(\"u_numSensors\", VariableType.Int, (prog) => {\n prog.addGraphicUniform(\"u_numSensors\", (uniform, params) => {\n if (params.target.wantThematicSensors) {\n if (params.target.uniforms.thematic.wantGlobalSensorTexture)\n params.target.uniforms.thematic.bindNumSensors(uniform);\n else // we are batching separate sensor textures per-tile; use the number of sensors from the batch\n params.target.uniforms.batch.bindNumThematicSensors(uniform);\n } else {\n uniform.setUniform1i(0);\n }\n });\n });\n\n frag.addUniform(\"s_sensorSampler\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"s_sensorSampler\", (uniform, params) => {\n if (params.target.wantThematicSensors) {\n if (params.target.uniforms.thematic.wantGlobalSensorTexture) {\n params.target.uniforms.thematic.bindSensors(uniform);\n } else { // we are batching separate sensor textures per-tile; bind the batch's sensor texture\n params.target.uniforms.batch.bindThematicSensors(uniform);\n }\n } else {\n System.instance.ensureSamplerBound(uniform, TextureUnit.ThematicSensors);\n }\n });\n });\n\n if (!isForPointClouds) { // allows us to know when to discard between isolines to make them pickable\n builder.frag.addUniform(\"u_discardBetweenIsolines\", VariableType.Boolean, (prog) => {\n prog.addProgramUniform(\"u_discardBetweenIsolines\", (uniform, params) => {\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\n });\n });\n }\n\n frag.addFunction(fwidth);\n frag.addFunction(getSensorFloat);\n\n frag.addFunction(getColor);\n frag.addFunction(getIsoLineColor);\n\n frag.set(FragmentShaderComponent.ApplyThematicDisplay, _getShader(isForPointClouds));\n}\n"]}
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1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { ThematicDisplayMode, ThematicGradientMode } from \"@itwin/core-common\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addInstancedRtcMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { addEyeSpace } from \"./Common\";\r\n\r\nconst getSensorFloat = `\r\nvec4 getSensor(int index) {\r\n float x = 0.5;\r\n float y = (float(index) + 0.5) / float(u_numSensors);\r\n return TEXTURE(s_sensorSampler, vec2(x, y));\r\n}\r\n`;\r\n\r\n// Access a gradient texture at the specified index.\r\n// A stepped gradient texture is arranged with single unique color pixels for each step. The dimension of a stepped gradient texture is stepCount.\r\n// A smooth gradient texture is arranged with blended color pixels across the entire span of the texture. The dimension of a smooth gradient texture is the system's maximum texture size.\r\nconst getColor = `\r\nvec3 getColor(float ndx) {\r\n if (ndx < 0.0 || ndx > 1.0)\r\n return u_marginColor;\r\n\r\n return TEXTURE(s_texture, vec2(0.0, ndx)).rgb;\r\n}\r\n`;\r\n\r\n// Access a stepped gradient texture at the specified index taking into account isolines.\r\n// The texture format is exactly as described above for stepped mode. We just access the gradient differently,\r\n// specifically to ensure that the texels sampled result in lines of overall singular colors - no stepping into the\r\n// neighboring bands.\r\nconst getIsoLineColor = `\r\nvec3 getIsoLineColor(float ndx, float stepCount) {\r\n if (ndx < 0.01 || ndx > 0.99)\r\n return u_marginColor;\r\n\r\n ndx += 0.5 / stepCount; // center on step pixels\r\n return TEXTURE(s_texture, vec2(0.0, ndx)).rgb;\r\n}\r\n`;\r\n\r\nconst fwidth = `\\nfloat _universal_fwidth(float coord) { return fwidth(coord); }\\n`;\r\n\r\nconst slopeAndHillShadeShader = ` else if (kThematicDisplayMode_Slope == u_thematicDisplayMode) {\r\n float d = dot(g_normal, u_thematicAxis);\r\n if (d < 0.0)\r\n d = -d;\r\n\r\n // The range of d is now 0 to 1 (90 degrees to 0 degrees).\r\n // However, the range from 0 to 1 is not linear. Therefore, we use acos() to find the actual angle in radians.\r\n d = acos(d);\r\n\r\n // range of d is currently 1.5708 to 0 radians.\r\n if (d < u_thematicRange.x || d > u_thematicRange.y)\r\n d = -1.0; // use marginColor if outside the requested range\r\n else { // convert d from radians to 0 to 1 using requested range\r\n d -= u_thematicRange.x;\r\n d /= (u_thematicRange.y - u_thematicRange.x);\r\n }\r\n\r\n ndx = d;\r\n } else if (kThematicDisplayMode_HillShade == u_thematicDisplayMode) {\r\n float d = dot(g_normal, u_thematicSunDirection);\r\n\r\n ndx = max(0.0, d);\r\n }`;\r\n\r\n// Access the appropriate gradient texel for a particular index based on display mode and gradient mode.\r\nconst applyThematicColorPrelude = `\r\n float ndx = v_thematicIndex;\r\n\r\n if (kThematicDisplayMode_InverseDistanceWeightedSensors == u_thematicDisplayMode) {\r\n float sensorSum = 0.0;\r\n float contributionSum = 0.0;\r\n\r\n vec3 sensorPos;\r\n float sensorValue;\r\n float sensorWeight;\r\n\r\n ndx = -1.0; // default index = marginColor\r\n\r\n float distanceCutoff = u_thematicSettings.y;\r\n\r\n for (int i = 0; i < 8192; i++) { // ###TODO: set maximum number of sensors during an incremental form of shader construction\r\n if (i >= u_numSensors)\r\n break;\r\n\r\n vec4 sensor = getSensor(i);\r\n\r\n float dist = distance(v_eyeSpace, sensor.xyz);\r\n\r\n bool skipThisSensor = (distanceCutoff > 0.0 && dist > distanceCutoff);\r\n if (!skipThisSensor) {\r\n float contribution = 1.0 / pow(dist, 2.0);\r\n sensorSum += sensor.w * contribution;\r\n contributionSum += contribution;\r\n }\r\n }\r\n\r\n if (contributionSum > 0.0) // avoid division by zero\r\n ndx = sensorSum / contributionSum;\r\n }`;\r\n\r\nconst applyThematicColorPostlude = `\r\n float gradientMode = u_thematicSettings.x;\r\n float stepCount = u_thematicSettings.z;\r\n\r\n vec4 rgba = vec4((kThematicGradientMode_IsoLines == gradientMode) ? getIsoLineColor(ndx, stepCount) : getColor(ndx), baseColor.a);\r\n rgba = mix(rgba, baseColor, u_thematicColorMix);\r\n\r\n if (kThematicGradientMode_IsoLines == gradientMode) {\r\n float coord = v_thematicIndex * stepCount;\r\n float line = abs(fract(coord - 0.5) - 0.5) / _universal_fwidth(coord);\r\n rgba.a = 1.0 - min(line, 1.0);\r\n if (u_discardBetweenIsolines && 0.0 == rgba.a)\r\n discard;\r\n } else if (kThematicGradientMode_SteppedWithDelimiter == gradientMode) {\r\n float coord = v_thematicIndex * stepCount;\r\n float line = abs(fract(coord - 0.5) - 0.5) / _universal_fwidth(coord);\r\n float value = min(line, 1.0);\r\n rgba.rgb *= value;\r\n }\r\n\r\n return rgba;\r\n`;\r\n\r\n// fwidth does not function for point clouds, so we work around the limitation with a less-than-ideal rendering of isolines and delimiters\r\n// using a tolerance not based on neighboring fragments.\r\nconst delimiterToleranceForPointClouds = `0.025`; // / (stepCount * 40.0)`;\r\nconst applyThematicColorPostludeForPointClouds = `\r\n float gradientMode = u_thematicSettings.x;\r\n float stepCount = u_thematicSettings.z;\r\n\r\n vec4 rgba = vec4((kThematicGradientMode_IsoLines == gradientMode) ? getIsoLineColor(ndx, stepCount) : getColor(ndx), baseColor.a);\r\n rgba = mix(rgba, baseColor, u_thematicColorMix);\r\n\r\n if (kThematicGradientMode_IsoLines == gradientMode) {\r\n float coord = v_thematicIndex * stepCount;\r\n float line = abs(fract(coord - 0.5) - 0.5);\r\n if (line > ${delimiterToleranceForPointClouds})\r\n discard;\r\n } else if (kThematicGradientMode_SteppedWithDelimiter == gradientMode) {\r\n float coord = v_thematicIndex * stepCount;\r\n float line = abs(fract(coord - 0.5) - 0.5);\r\n float value = min(line, 1.0);\r\n if (line < ${delimiterToleranceForPointClouds} && value < 1.0)\r\n rgba.rgb *= 0.0;\r\n }\r\n\r\n return rgba;\r\n`;\r\n\r\nfunction _getShader(isPointCloud: boolean) {\r\n return isPointCloud ?\r\n applyThematicColorPrelude + applyThematicColorPostludeForPointClouds : // do not include slope and hillshade for point clouds\r\n applyThematicColorPrelude + slopeAndHillShadeShader + applyThematicColorPostlude; // include all modes for everything else\r\n}\r\n\r\n// Compute the value for the varying to be interpolated to the fragment shader in order to access the color in the thematic gradient texture\r\n// We will project a vector onto another vector using this equation: proju = (v . u) / (v . v) * v\r\nexport function getComputeThematicIndex(instanced: boolean, skipSlopeAndHillShade: boolean, decodeNormal: boolean): string {\r\n const modelPos = instanced ? \"(g_instancedRtcMatrix * rawPosition)\" : \"rawPosition\";\r\n const heightMode = `\r\n if (kThematicDisplayMode_Height == u_thematicDisplayMode) {\r\n vec3 u = (u_modelToWorld * ${modelPos}).xyz;\r\n vec3 v = u_thematicAxis;\r\n vec3 proju = (dot(v, u) / dot(v, v)) * v;\r\n vec3 a = v * u_thematicRange.s;\r\n vec3 b = v * u_thematicRange.t;\r\n vec3 c = proju;\r\n v_thematicIndex = findFractionalPositionOnLine(a, b, c);\r\n }`;\r\n const hillShadeMode = ` else if (kThematicDisplayMode_HillShade == u_thematicDisplayMode) {\r\n v_thematicIndex = computeSurfaceNormal().z;\r\n }`;\r\n const hillShadeMode2 = ` else if (kThematicDisplayMode_HillShade == u_thematicDisplayMode) {\r\n v_thematicIndex = g_hillshadeIndex;\r\n }`;\r\n return skipSlopeAndHillShade ? heightMode : heightMode + (decodeNormal ? hillShadeMode : hillShadeMode2);\r\n}\r\n\r\n// Determine the fractional position of c on line segment ab. Assumes the three points are aligned on the same axis.\r\nconst findFractionalPositionOnLine = `\r\n float abDist = distance(a, b);\r\n return dot(b - a, c - a) / (abDist * abDist);\r\n`;\r\n\r\nfunction addThematicDisplayModeConstants(builder: ShaderBuilder) {\r\n builder.addDefine(\"kThematicDisplayMode_Height\", ThematicDisplayMode.Height.toFixed(1));\r\n builder.addDefine(\"kThematicDisplayMode_InverseDistanceWeightedSensors\", ThematicDisplayMode.InverseDistanceWeightedSensors.toFixed(1));\r\n builder.addDefine(\"kThematicDisplayMode_Slope\", ThematicDisplayMode.Slope.toFixed(1));\r\n builder.addDefine(\"kThematicDisplayMode_HillShade\", ThematicDisplayMode.HillShade.toFixed(1));\r\n}\r\n\r\nfunction addThematicGradientModeConstants(builder: ShaderBuilder) {\r\n builder.addDefine(\"kThematicGradientMode_Smooth\", ThematicGradientMode.Smooth.toFixed(1));\r\n builder.addDefine(\"kThematicGradientMode_Stepped\", ThematicGradientMode.Stepped.toFixed(1));\r\n builder.addDefine(\"kThematicGradientMode_SteppedWithDelimiter\", ThematicGradientMode.SteppedWithDelimiter.toFixed(1));\r\n builder.addDefine(\"kThematicGradientMode_IsoLines\", ThematicGradientMode.IsoLines.toFixed(1));\r\n}\r\n\r\n/** @internal */\r\nexport function addThematicDisplay(builder: ProgramBuilder, isForPointClouds = false, isForTerrainMesh = false) {\r\n const frag = builder.frag;\r\n const vert = builder.vert;\r\n\r\n addRenderPass(builder.frag);\r\n\r\n if (!isForPointClouds && !isForTerrainMesh)\r\n addProjectionMatrix(vert);\r\n\r\n addEyeSpace(builder);\r\n\r\n if (vert.usesInstancedGeometry)\r\n addInstancedRtcMatrix(vert);\r\n\r\n vert.addFunction(\"float findFractionalPositionOnLine(vec3 a, vec3 b, vec3 c)\", findFractionalPositionOnLine);\r\n\r\n vert.addUniform(\"u_modelToWorld\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_modelToWorld\", (uniform, params) => {\r\n params.target.uniforms.branch.bindModelToWorldTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n\r\n builder.addUniform(\"u_thematicRange\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicRange\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindRange(uniform);\r\n });\r\n });\r\n\r\n builder.addUniform(\"u_thematicAxis\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicAxis\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindAxis(uniform);\r\n });\r\n });\r\n\r\n if (!isForPointClouds) {\r\n builder.addUniform(\"u_thematicSunDirection\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicSunDirection\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindSunDirection(uniform);\r\n });\r\n });\r\n }\r\n\r\n addThematicGradientModeConstants(builder.frag);\r\n\r\n addThematicDisplayModeConstants(builder.frag);\r\n addThematicDisplayModeConstants(builder.vert);\r\n\r\n builder.addUniform(\"u_thematicDisplayMode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicDisplayMode\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindDisplayMode(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_marginColor\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_marginColor\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindMarginColor(uniform);\r\n });\r\n });\r\n\r\n // gradientMode, distanceCutoff, stepCount\r\n builder.addUniform(\"u_thematicSettings\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicSettings\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindFragSettings(uniform);\r\n });\r\n });\r\n\r\n if (isForPointClouds || isForTerrainMesh) {\r\n builder.frag.addUniform(\"u_thematicColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicColorMix\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.uniforms.thematic.thematicDisplay?.gradientSettings.colorMix || 0.0);\r\n });\r\n });\r\n } else {\r\n builder.frag.addUniform(\"u_thematicColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicColorMix\", (uniform, _params) => {\r\n uniform.setUniform1f(0.0);\r\n });\r\n });\r\n }\r\n\r\n frag.addUniform(\"u_numSensors\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_numSensors\", (uniform, params) => {\r\n if (params.target.wantThematicSensors) {\r\n if (params.target.uniforms.thematic.wantGlobalSensorTexture)\r\n params.target.uniforms.thematic.bindNumSensors(uniform);\r\n else // we are batching separate sensor textures per-tile; use the number of sensors from the batch\r\n params.target.uniforms.batch.bindNumThematicSensors(uniform);\r\n } else {\r\n uniform.setUniform1i(0);\r\n }\r\n });\r\n });\r\n\r\n frag.addUniform(\"s_sensorSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_sensorSampler\", (uniform, params) => {\r\n if (params.target.wantThematicSensors) {\r\n if (params.target.uniforms.thematic.wantGlobalSensorTexture) {\r\n params.target.uniforms.thematic.bindSensors(uniform);\r\n } else { // we are batching separate sensor textures per-tile; bind the batch's sensor texture\r\n params.target.uniforms.batch.bindThematicSensors(uniform);\r\n }\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.ThematicSensors);\r\n }\r\n });\r\n });\r\n\r\n if (!isForPointClouds) { // allows us to know when to discard between isolines to make them pickable\r\n builder.frag.addUniform(\"u_discardBetweenIsolines\", VariableType.Boolean, (prog) => {\r\n prog.addProgramUniform(\"u_discardBetweenIsolines\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\r\n });\r\n });\r\n }\r\n\r\n frag.addFunction(fwidth);\r\n frag.addFunction(getSensorFloat);\r\n\r\n frag.addFunction(getColor);\r\n frag.addFunction(getIsoLineColor);\r\n\r\n frag.set(FragmentShaderComponent.ApplyThematicDisplay, _getShader(isForPointClouds));\r\n}\r\n"]}
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@@ -14,28 +14,28 @@ import { addModelViewMatrix } from "./Vertex";
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// flatAlphaWeight bit is set if we want to apply OIT transparency using a constant Z value of 1.
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// computeLinearDepth() removes the perspective and puts z in linear [0..1]
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// To avoid excessively low weight for fragments close to the far plane, scale depth to [0.15, 1.0].
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const computeAlphaWeight = `
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float computeAlphaWeight(float a) {
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float d = computeLinearDepth(v_eyeSpace.z) * .85 + .15;
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float z = (u_shaderFlags[kShaderBit_OITFlatAlphaWeight] ? 1.0 : d);
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return pow(a + 0.01, 4.0) + max(1e-2, 3.0 * 1e3 * pow(z, 3.0));
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}
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const computeAlphaWeight = `
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float computeAlphaWeight(float a) {
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float d = computeLinearDepth(v_eyeSpace.z) * .85 + .15;
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float z = (u_shaderFlags[kShaderBit_OITFlatAlphaWeight] ? 1.0 : d);
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return pow(a + 0.01, 4.0) + max(1e-2, 3.0 * 1e3 * pow(z, 3.0));
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}
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`;
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// NB: Our blending algorithm uses pre-multiplied alpha
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const computeOutputs = `
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vec3 Ci = baseColor.rgb * baseColor.a;
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float ai = min(0.99, baseColor.a); // OIT algorithm does not nicely handle a=1
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float wzi = computeAlphaWeight(ai);
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// If we are scaling output into the 0 to 1 range, we use the maximum output of the alpha weight function.
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float outputScale = (u_shaderFlags[kShaderBit_OITScaleOutput] ? 1.0 / 3001.040604 : 1.0);
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vec4 output0 = vec4(Ci * wzi * outputScale, ai);
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vec4 output1 = vec4(ai * wzi * outputScale);
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const computeOutputs = `
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vec3 Ci = baseColor.rgb * baseColor.a;
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float ai = min(0.99, baseColor.a); // OIT algorithm does not nicely handle a=1
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float wzi = computeAlphaWeight(ai);
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// If we are scaling output into the 0 to 1 range, we use the maximum output of the alpha weight function.
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float outputScale = (u_shaderFlags[kShaderBit_OITScaleOutput] ? 1.0 / 3001.040604 : 1.0);
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vec4 output0 = vec4(Ci * wzi * outputScale, ai);
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vec4 output1 = vec4(ai * wzi * outputScale);
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`;
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const assignFragData = `${computeOutputs}
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FragColor0 = output0;
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FragColor1 = output1;
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const assignFragData = `${computeOutputs}
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FragColor0 = output0;
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`;
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/** @internal */
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export function addTranslucency(prog) {
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@@ -1 +1 @@
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{"version":3,"file":"Translucency.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Translucency.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAGH,OAAO,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,UAAU,CAAC;AACnD,OAAO,EAAE,kBAAkB,EAAE,MAAM,YAAY,CAAC;AAChD,OAAO,EAAE,kBAAkB,EAAE,MAAM,UAAU,CAAC;AAE9C,qGAAqG;AACrG,wCAAwC;AACxC,yGAAyG;AACzG,iGAAiG;AACjG,2EAA2E;AAC3E,oGAAoG;AACpG,MAAM,kBAAkB,GAAG;;;;;;CAM1B,CAAC;AAEF,uDAAuD;AACvD,MAAM,cAAc,GAAG;;;;;;;;;;CAUtB,CAAC;AAEF,MAAM,cAAc,GAAG,GAAG,cAAc;;;CAGvC,CAAC;AAEF,gBAAgB;AAChB,MAAM,UAAU,eAAe,CAAC,IAAoB;IAClD,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;IAEvB,WAAW,CAAC,IAAI,CAAC,CAAC;IAClB,UAAU,CAAC,IAAI,CAAC,CAAC;IACjB,kBAAkB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAE9B,IAAI,CAAC,WAAW,CAAC,kBAAkB,CAAC,CAAC;IACrC,IAAI,CAAC,WAAW,CAAC,kBAAkB,CAAC,CAAC;IAErC,IAAI,CAAC,uBAAuB,CAAC,CAAC,CAAC,CAAC;IAChC,IAAI,CAAC,GAAG,kDAAyC,cAAc,CAAC,CAAC;AACnE,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* 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 { FragmentShaderComponent, ProgramBuilder } from \"../ShaderBuilder\";\nimport { addEyeSpace, addFrustum } from \"./Common\";\nimport { computeLinearDepth } from \"./Fragment\";\nimport { addModelViewMatrix } from \"./Vertex\";\n\n// See Weighted Blended Order-Independent Transparency for examples of different weighting functions:\n// http://jcgt.org/published/0002/02/09/\n// We are using Equation 10 from the above paper. Equation 10 directly uses screen-space gl_FragCoord.z.\n// flatAlphaWeight bit is set if we want to apply OIT transparency using a constant Z value of 1.\n// computeLinearDepth() removes the perspective and puts z in linear [0..1]\n// To avoid excessively low weight for fragments close to the far plane, scale depth to [0.15, 1.0].\nconst computeAlphaWeight = `\nfloat computeAlphaWeight(float a) {\n float d = computeLinearDepth(v_eyeSpace.z) * .85 + .15;\n float z = (u_shaderFlags[kShaderBit_OITFlatAlphaWeight] ? 1.0 : d);\n return pow(a + 0.01, 4.0) + max(1e-2, 3.0 * 1e3 * pow(z, 3.0));\n}\n`;\n\n// NB: Our blending algorithm uses pre-multiplied alpha\nconst computeOutputs = `\n vec3 Ci = baseColor.rgb * baseColor.a;\n float ai = min(0.99, baseColor.a); // OIT algorithm does not nicely handle a=1\n float wzi = computeAlphaWeight(ai);\n\n // If we are scaling output into the 0 to 1 range, we use the maximum output of the alpha weight function.\n float outputScale = (u_shaderFlags[kShaderBit_OITScaleOutput] ? 1.0 / 3001.040604 : 1.0);\n\n vec4 output0 = vec4(Ci * wzi * outputScale, ai);\n vec4 output1 = vec4(ai * wzi * outputScale);\n`;\n\nconst assignFragData = `${computeOutputs}\n FragColor0 = output0;\n FragColor1 = output1;\n`;\n\n/** @internal */\nexport function addTranslucency(prog: ProgramBuilder): void {\n const frag = prog.frag;\n\n addEyeSpace(prog);\n addFrustum(prog);\n addModelViewMatrix(prog.vert);\n\n frag.addFunction(computeLinearDepth);\n frag.addFunction(computeAlphaWeight);\n\n frag.addDrawBuffersExtension(2);\n frag.set(FragmentShaderComponent.AssignFragData, assignFragData);\n}\n"]}
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1
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+
{"version":3,"file":"Translucency.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Translucency.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAGH,OAAO,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,UAAU,CAAC;AACnD,OAAO,EAAE,kBAAkB,EAAE,MAAM,YAAY,CAAC;AAChD,OAAO,EAAE,kBAAkB,EAAE,MAAM,UAAU,CAAC;AAE9C,qGAAqG;AACrG,wCAAwC;AACxC,yGAAyG;AACzG,iGAAiG;AACjG,2EAA2E;AAC3E,oGAAoG;AACpG,MAAM,kBAAkB,GAAG;;;;;;CAM1B,CAAC;AAEF,uDAAuD;AACvD,MAAM,cAAc,GAAG;;;;;;;;;;CAUtB,CAAC;AAEF,MAAM,cAAc,GAAG,GAAG,cAAc;;;CAGvC,CAAC;AAEF,gBAAgB;AAChB,MAAM,UAAU,eAAe,CAAC,IAAoB;IAClD,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;IAEvB,WAAW,CAAC,IAAI,CAAC,CAAC;IAClB,UAAU,CAAC,IAAI,CAAC,CAAC;IACjB,kBAAkB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAE9B,IAAI,CAAC,WAAW,CAAC,kBAAkB,CAAC,CAAC;IACrC,IAAI,CAAC,WAAW,CAAC,kBAAkB,CAAC,CAAC;IAErC,IAAI,CAAC,uBAAuB,CAAC,CAAC,CAAC,CAAC;IAChC,IAAI,CAAC,GAAG,kDAAyC,cAAc,CAAC,CAAC;AACnE,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { FragmentShaderComponent, ProgramBuilder } from \"../ShaderBuilder\";\r\nimport { addEyeSpace, addFrustum } from \"./Common\";\r\nimport { computeLinearDepth } from \"./Fragment\";\r\nimport { addModelViewMatrix } from \"./Vertex\";\r\n\r\n// See Weighted Blended Order-Independent Transparency for examples of different weighting functions:\r\n// http://jcgt.org/published/0002/02/09/\r\n// We are using Equation 10 from the above paper. Equation 10 directly uses screen-space gl_FragCoord.z.\r\n// flatAlphaWeight bit is set if we want to apply OIT transparency using a constant Z value of 1.\r\n// computeLinearDepth() removes the perspective and puts z in linear [0..1]\r\n// To avoid excessively low weight for fragments close to the far plane, scale depth to [0.15, 1.0].\r\nconst computeAlphaWeight = `\r\nfloat computeAlphaWeight(float a) {\r\n float d = computeLinearDepth(v_eyeSpace.z) * .85 + .15;\r\n float z = (u_shaderFlags[kShaderBit_OITFlatAlphaWeight] ? 1.0 : d);\r\n return pow(a + 0.01, 4.0) + max(1e-2, 3.0 * 1e3 * pow(z, 3.0));\r\n}\r\n`;\r\n\r\n// NB: Our blending algorithm uses pre-multiplied alpha\r\nconst computeOutputs = `\r\n vec3 Ci = baseColor.rgb * baseColor.a;\r\n float ai = min(0.99, baseColor.a); // OIT algorithm does not nicely handle a=1\r\n float wzi = computeAlphaWeight(ai);\r\n\r\n // If we are scaling output into the 0 to 1 range, we use the maximum output of the alpha weight function.\r\n float outputScale = (u_shaderFlags[kShaderBit_OITScaleOutput] ? 1.0 / 3001.040604 : 1.0);\r\n\r\n vec4 output0 = vec4(Ci * wzi * outputScale, ai);\r\n vec4 output1 = vec4(ai * wzi * outputScale);\r\n`;\r\n\r\nconst assignFragData = `${computeOutputs}\r\n FragColor0 = output0;\r\n FragColor1 = output1;\r\n`;\r\n\r\n/** @internal */\r\nexport function addTranslucency(prog: ProgramBuilder): void {\r\n const frag = prog.frag;\r\n\r\n addEyeSpace(prog);\r\n addFrustum(prog);\r\n addModelViewMatrix(prog.vert);\r\n\r\n frag.addFunction(computeLinearDepth);\r\n frag.addFunction(computeAlphaWeight);\r\n\r\n frag.addDrawBuffersExtension(2);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragData);\r\n}\r\n"]}
|
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@@ -11,66 +11,66 @@ import { Pass, TextureUnit } from "../RenderFlags";
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11
11
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import { decodeUint16, decodeUint24 } from "./Decode";
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12
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import { addInstanceOverrides } from "./Instancing";
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import { addLookupTable } from "./LookupTable";
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const initializeVertLUTCoords = `
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g_vertexLUTIndex = decodeUInt24(qpos);
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g_vertexBaseCoords = compute_vert_coords(g_vertexLUTIndex);
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const initializeVertLUTCoords = `
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g_vertexLUTIndex = decodeUInt24(qpos);
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g_vertexBaseCoords = compute_vert_coords(g_vertexLUTIndex);
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`;
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/** @internal */
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-
export const unquantizePosition = `
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vec4 unquantizePosition(vec3 pos, vec3 origin, vec3 scale) { return vec4(origin + scale * pos, 1.0); }
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export const unquantizePosition = `
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vec4 unquantizePosition(vec3 pos, vec3 origin, vec3 scale) { return vec4(origin + scale * pos, 1.0); }
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`;
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const computeQuantizedPosition = `
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vec4 computeVertexPosition(vec3 pos) { return unquantizePosition(pos, u_qOrigin, u_qScale); }
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const computeQuantizedPosition = `
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vec4 computeVertexPosition(vec3 pos) { return unquantizePosition(pos, u_qOrigin, u_qScale); }
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`;
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// Need to read 2 rgba values to obtain 6 16-bit integers for position
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const computeVertexPositionFromLUT = `
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vec4 computeVertexPosition(vec3 encodedIndex) {
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vec3 qpos = vec3(decodeUInt16(g_vertLutData0.xy), decodeUInt16(g_vertLutData0.zw), decodeUInt16(g_vertLutData1.xy));
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g_featureAndMaterialIndex = g_vertLutData2;
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return unquantizePosition(qpos, u_qOrigin, u_qScale);
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}
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const computeVertexPositionFromLUT = `
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vec4 computeVertexPosition(vec3 encodedIndex) {
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vec3 qpos = vec3(decodeUInt16(g_vertLutData0.xy), decodeUInt16(g_vertLutData0.zw), decodeUInt16(g_vertLutData1.xy));
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g_featureAndMaterialIndex = g_vertLutData2;
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return unquantizePosition(qpos, u_qOrigin, u_qScale);
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}
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`;
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const computeUnquantizedPosition = `
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vec4 computeVertexPosition(vec3 encodedIndex) {
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uvec3 vux = uvec3(g_vertLutData0.xyz);
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g_featureAndMaterialIndex.x = g_vertLutData0.w;
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uvec3 vuy = uvec3(g_vertLutData1.xyz);
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g_featureAndMaterialIndex.y = g_vertLutData1.w;
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uvec3 vuz = uvec3(g_vertLutData2.xyz);
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g_featureAndMaterialIndex.z = g_vertLutData2.w;
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uvec3 vuw = uvec3(g_vertLutData3.xyz);
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g_featureAndMaterialIndex.w = g_vertLutData3.w;
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uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;
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return vec4(uintBitsToFloat(u), 1.0);
|
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-
}
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const computeUnquantizedPosition = `
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vec4 computeVertexPosition(vec3 encodedIndex) {
|
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uvec3 vux = uvec3(g_vertLutData0.xyz);
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g_featureAndMaterialIndex.x = g_vertLutData0.w;
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uvec3 vuy = uvec3(g_vertLutData1.xyz);
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g_featureAndMaterialIndex.y = g_vertLutData1.w;
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uvec3 vuz = uvec3(g_vertLutData2.xyz);
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g_featureAndMaterialIndex.z = g_vertLutData2.w;
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uvec3 vuw = uvec3(g_vertLutData3.xyz);
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g_featureAndMaterialIndex.w = g_vertLutData3.w;
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uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;
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return vec4(uintBitsToFloat(u), 1.0);
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}
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`;
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const computeLineWeight = "\nfloat computeLineWeight() { return g_lineWeight; }\n";
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const computeLineCode = "\nfloat computeLineCode() { return g_lineCode; }\n";
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export function addSamplePosition(vert) {
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vert.addFunction(getSamplePosition(vert.positionType));
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}
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const getSamplePositionPrelude = `
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vec4 samplePosition(float index) {
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const getSamplePositionPrelude = `
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vec4 samplePosition(float index) {
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vec2 tc = compute_vert_coords(index);`;
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const getSamplePositionQuantizedPostlude = `
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vec4 e0 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
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tc.x += g_vert_stepX;
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vec4 e1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
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vec3 qpos = vec3(decodeUInt16(e0.xy), decodeUInt16(e0.zw), decodeUInt16(e1.xy));
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return unquantizePosition(qpos, u_qOrigin, u_qScale);
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}
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const getSamplePositionQuantizedPostlude = `
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vec4 e0 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
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+
tc.x += g_vert_stepX;
|
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+
vec4 e1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
|
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+
vec3 qpos = vec3(decodeUInt16(e0.xy), decodeUInt16(e0.zw), decodeUInt16(e1.xy));
|
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return unquantizePosition(qpos, u_qOrigin, u_qScale);
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}
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`;
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const getSamplePositionUnquantizedPostlude = `
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uvec3 vux = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
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tc.x += g_vert_stepX;
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uvec3 vuy = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
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tc.x += g_vert_stepX;
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uvec3 vuz = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
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tc.x += g_vert_stepX;
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uvec3 vuw = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
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uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;
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return vec4(uintBitsToFloat(u), 1.0);
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}
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63
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+
const getSamplePositionUnquantizedPostlude = `
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64
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+
uvec3 vux = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
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tc.x += g_vert_stepX;
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uvec3 vuy = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
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tc.x += g_vert_stepX;
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+
uvec3 vuz = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
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tc.x += g_vert_stepX;
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+
uvec3 vuw = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
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uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;
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return vec4(uintBitsToFloat(u), 1.0);
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}
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`;
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function getSamplePosition(type) {
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return `${getSamplePositionPrelude}${"quantized" === type ? getSamplePositionQuantizedPostlude : getSamplePositionUnquantizedPostlude}`;
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@@ -99,8 +99,8 @@ export function addProjectionMatrix(vert) {
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});
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});
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}
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const computeInstancedRtcMatrix = `
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|
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g_instancedRtcMatrix = u_instanced_rtc * g_modelMatrixRTC;
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|
+
const computeInstancedRtcMatrix = `
|
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|
+
g_instancedRtcMatrix = u_instanced_rtc * g_modelMatrixRTC;
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`;
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/** @internal */
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export function addInstancedRtcMatrix(vert) {
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@@ -135,10 +135,10 @@ export function addModelViewMatrix(vert) {
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});
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}
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}
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const computeNormalMatrix = `
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|
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g_nmx = transpose(inverse(mat3(MAT_MV)));
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|
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g_nmx[0][0] *= u_frustumScale.x;
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|
-
g_nmx[1][1] *= u_frustumScale.y;
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+
const computeNormalMatrix = `
|
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|
+
g_nmx = transpose(inverse(mat3(MAT_MV)));
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+
g_nmx[0][0] *= u_frustumScale.x;
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+
g_nmx[1][1] *= u_frustumScale.y;
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`;
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/** @internal */
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export function addNormalMatrix(vert) {
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@@ -156,27 +156,27 @@ function readVertexData(index) {
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}
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const nextVertexData = "tc.x += g_vert_stepX;";
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function readNextVertexData(index) {
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|
-
return `
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${nextVertexData}
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+
return `
|
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+
${nextVertexData}
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${readVertexData(index)}`;
|
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|
}
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|
-
const prereadVertexDataPrelude = `
|
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|
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vec2 tc = g_vertexBaseCoords;
|
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${readVertexData(0)}
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${readNextVertexData(1)}
|
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-
${readNextVertexData(2)}
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|
+
const prereadVertexDataPrelude = `
|
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164
|
+
vec2 tc = g_vertexBaseCoords;
|
|
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|
+
${readVertexData(0)}
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|
+
${readNextVertexData(1)}
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+
${readNextVertexData(2)}
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`;
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|
-
const prereadQuantizedVertexData = `${prereadVertexDataPrelude}
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|
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|
-
if (3.0 < u_vertParams.z) {
|
|
171
|
-
${readNextVertexData(3)}
|
|
172
|
-
}
|
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169
|
+
const prereadQuantizedVertexData = `${prereadVertexDataPrelude}
|
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|
+
if (3.0 < u_vertParams.z) {
|
|
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|
+
${readNextVertexData(3)}
|
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|
+
}
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|
`;
|
|
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|
-
const prereadUnquantizedVertexData = `${prereadVertexDataPrelude}
|
|
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|
-
${readNextVertexData(3)}
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|
-
${readNextVertexData(4)}
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|
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if (5.0 < u_vertParams.z) {
|
|
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|
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${readNextVertexData(5)}
|
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|
-
}
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|
+
const prereadUnquantizedVertexData = `${prereadVertexDataPrelude}
|
|
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|
+
${readNextVertexData(3)}
|
|
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|
+
${readNextVertexData(4)}
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|
+
if (5.0 < u_vertParams.z) {
|
|
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|
+
${readNextVertexData(5)}
|
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|
+
}
|
|
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|
`;
|
|
181
181
|
const scratchLutParams = new Float32Array(4);
|
|
182
182
|
function addPositionFromLUT(vert) {
|
|
@@ -288,10 +288,10 @@ export function replaceLineCode(vert, func) {
|
|
|
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288
|
}
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|
289
289
|
// This vertex belongs to a triangle which should not be rendered. Produce a degenerate triangle.
|
|
290
290
|
// Also place it outside NDC range (for GL_POINTS)
|
|
291
|
-
const discardVertex = ` {
|
|
292
|
-
gl_Position = vec4(2.0, 2.0, 2.0, 1.0);
|
|
293
|
-
return;
|
|
294
|
-
}
|
|
291
|
+
const discardVertex = ` {
|
|
292
|
+
gl_Position = vec4(2.0, 2.0, 2.0, 1.0);
|
|
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|
+
return;
|
|
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|
+
}
|
|
295
295
|
`;
|
|
296
296
|
/** @internal */
|
|
297
297
|
export const earlyVertexDiscard = ` if (checkForEarlyDiscard(rawPosition))${discardVertex}`;
|
|
@@ -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 { assert } from \"@itwin/core-bentley\";\nimport { DrawParams } from \"../DrawCommand\";\nimport { UniformHandle } from \"../UniformHandle\";\nimport { Matrix4 } from \"../Matrix\";\nimport { Pass, TextureUnit } from \"../RenderFlags\";\nimport { PositionType } from \"../TechniqueFlags\";\nimport { VariableType, VertexShaderBuilder } from \"../ShaderBuilder\";\nimport { decodeUint16, decodeUint24 } from \"./Decode\";\nimport { addInstanceOverrides } from \"./Instancing\";\nimport { addLookupTable } from \"./LookupTable\";\n\nconst initializeVertLUTCoords = `\n g_vertexLUTIndex = decodeUInt24(qpos);\n g_vertexBaseCoords = compute_vert_coords(g_vertexLUTIndex);\n`;\n\n/** @internal */\nexport const unquantizePosition = `\nvec4 unquantizePosition(vec3 pos, vec3 origin, vec3 scale) { return vec4(origin + scale * pos, 1.0); }\n`;\n\nconst computeQuantizedPosition = `\nvec4 computeVertexPosition(vec3 pos) { return unquantizePosition(pos, u_qOrigin, u_qScale); }\n`;\n\n// Need to read 2 rgba values to obtain 6 16-bit integers for position\nconst computeVertexPositionFromLUT = `\nvec4 computeVertexPosition(vec3 encodedIndex) {\n vec3 qpos = vec3(decodeUInt16(g_vertLutData0.xy), decodeUInt16(g_vertLutData0.zw), decodeUInt16(g_vertLutData1.xy));\n g_featureAndMaterialIndex = g_vertLutData2;\n return unquantizePosition(qpos, u_qOrigin, u_qScale);\n}\n`;\n\nconst computeUnquantizedPosition = `\nvec4 computeVertexPosition(vec3 encodedIndex) {\n uvec3 vux = uvec3(g_vertLutData0.xyz);\n g_featureAndMaterialIndex.x = g_vertLutData0.w;\n uvec3 vuy = uvec3(g_vertLutData1.xyz);\n g_featureAndMaterialIndex.y = g_vertLutData1.w;\n uvec3 vuz = uvec3(g_vertLutData2.xyz);\n g_featureAndMaterialIndex.z = g_vertLutData2.w;\n uvec3 vuw = uvec3(g_vertLutData3.xyz);\n g_featureAndMaterialIndex.w = g_vertLutData3.w;\n uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;\n return vec4(uintBitsToFloat(u), 1.0);\n}\n`;\n\nconst computeLineWeight = \"\\nfloat computeLineWeight() { return g_lineWeight; }\\n\";\nconst computeLineCode = \"\\nfloat computeLineCode() { return g_lineCode; }\\n\";\n\nexport function addSamplePosition(vert: VertexShaderBuilder): void {\n vert.addFunction(getSamplePosition(vert.positionType));\n}\n\nconst getSamplePositionPrelude = `\nvec4 samplePosition(float index) {\n vec2 tc = compute_vert_coords(index);`;\n\nconst getSamplePositionQuantizedPostlude = `\n vec4 e0 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\n tc.x += g_vert_stepX;\n vec4 e1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\n vec3 qpos = vec3(decodeUInt16(e0.xy), decodeUInt16(e0.zw), decodeUInt16(e1.xy));\n return unquantizePosition(qpos, u_qOrigin, u_qScale);\n}\n`;\n\nconst getSamplePositionUnquantizedPostlude = `\n uvec3 vux = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\n tc.x += g_vert_stepX;\n uvec3 vuy = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\n tc.x += g_vert_stepX;\n uvec3 vuz = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\n tc.x += g_vert_stepX;\n uvec3 vuw = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\n uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;\n return vec4(uintBitsToFloat(u), 1.0);\n}\n`;\n\nfunction getSamplePosition(type: PositionType): string {\n return `${getSamplePositionPrelude}${\"quantized\" === type ? getSamplePositionQuantizedPostlude : getSamplePositionUnquantizedPostlude}`;\n}\n\n/** @internal */\nexport function addModelViewProjectionMatrix(vert: VertexShaderBuilder): void {\n if (vert.usesInstancedGeometry) {\n addModelViewMatrix(vert);\n addProjectionMatrix(vert);\n vert.addGlobal(\"g_mvp\", VariableType.Mat4);\n vert.addInitializer(\"g_mvp = u_proj * g_mv;\");\n } else {\n vert.addUniform(\"u_mvp\", VariableType.Mat4, (prog) => {\n prog.addGraphicUniform(\"u_mvp\", (uniform, params) => {\n params.target.uniforms.branch.bindModelViewProjectionMatrix(uniform, params.geometry, params.isViewCoords);\n });\n });\n }\n}\n\n/** @internal */\nexport function addProjectionMatrix(vert: VertexShaderBuilder): void {\n vert.addUniform(\"u_proj\", VariableType.Mat4, (prog) => {\n prog.addProgramUniform(\"u_proj\", (uniform, params) => {\n params.bindProjectionMatrix(uniform);\n });\n });\n}\n\nconst computeInstancedRtcMatrix = `\n g_instancedRtcMatrix = u_instanced_rtc * g_modelMatrixRTC;\n`;\n\n/** @internal */\nexport function addInstancedRtcMatrix(vert: VertexShaderBuilder): void {\n if (!vert.usesInstancedGeometry)\n return;\n\n assert(undefined !== vert.find(\"g_modelMatrixRTC\")); // set up in VertexShaderBuilder constructor...\n vert.addUniform(\"u_instanced_rtc\", VariableType.Mat4, (prog) => {\n prog.addGraphicUniform(\"u_instanced_rtc\", (uniform, params) => {\n const modelt = params.geometry.asInstanced!.getRtcOnlyTransform();\n uniform.setMatrix4(Matrix4.fromTransform(modelt));\n });\n });\n\n vert.addGlobal(\"g_instancedRtcMatrix\", VariableType.Mat4);\n vert.addInitializer(computeInstancedRtcMatrix);\n}\n\n/** @internal */\nexport function addModelViewMatrix(vert: VertexShaderBuilder): void {\n const bind = (uniform: UniformHandle, params: DrawParams) => {\n params.target.uniforms.branch.bindModelViewMatrix(uniform, params.geometry, params.isViewCoords);\n };\n\n if (vert.usesInstancedGeometry) {\n vert.addUniform(\"u_instanced_modelView\", VariableType.Mat4, (prog) => {\n prog.addGraphicUniform(\"u_instanced_modelView\", bind);\n });\n\n vert.addGlobal(\"g_mv\", VariableType.Mat4);\n vert.addInitializer(\"g_mv = u_instanced_modelView * g_modelMatrixRTC;\");\n } else {\n vert.addUniform(\"u_mv\", VariableType.Mat4, (prog) => {\n // ###TODO: We only need 3 rows, not 4...\n prog.addGraphicUniform(\"u_mv\", bind);\n });\n }\n}\n\nconst computeNormalMatrix = `\n g_nmx = transpose(inverse(mat3(MAT_MV)));\n g_nmx[0][0] *= u_frustumScale.x;\n g_nmx[1][1] *= u_frustumScale.y;\n`;\n\n/** @internal */\nexport function addNormalMatrix(vert: VertexShaderBuilder) {\n vert.addGlobal(\"g_nmx\", VariableType.Mat3);\n vert.addUniform(\"u_frustumScale\", VariableType.Vec2, (prog) => {\n prog.addGraphicUniform(\"u_frustumScale\", (uniform, params) => {\n const scale = params.target.uniforms.branch.top.frustumScale;\n uniform.setUniform2fv([scale.x, scale.y]);\n });\n });\n\n vert.addInitializer(computeNormalMatrix);\n}\n\nfunction readVertexData(index: number): string {\n return `g_vertLutData${index} = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);`;\n}\n\nconst nextVertexData = \"tc.x += g_vert_stepX;\";\n\nfunction readNextVertexData(index: number): string {\n return `\n ${nextVertexData}\n ${readVertexData(index)}`;\n}\n\nconst prereadVertexDataPrelude = `\n vec2 tc = g_vertexBaseCoords;\n ${readVertexData(0)}\n ${readNextVertexData(1)}\n ${readNextVertexData(2)}\n`;\n\nconst prereadQuantizedVertexData = `${prereadVertexDataPrelude}\n if (3.0 < u_vertParams.z) {\n ${readNextVertexData(3)}\n }\n`;\n\nconst prereadUnquantizedVertexData = `${prereadVertexDataPrelude}\n ${readNextVertexData(3)}\n ${readNextVertexData(4)}\n if (5.0 < u_vertParams.z) {\n ${readNextVertexData(5)}\n }\n`;\n\nconst scratchLutParams = new Float32Array(4);\nfunction addPositionFromLUT(vert: VertexShaderBuilder) {\n vert.addGlobal(\"g_vertexLUTIndex\", VariableType.Float);\n vert.addGlobal(\"g_vertexBaseCoords\", VariableType.Vec2);\n\n const unquantized = \"unquantized\" === vert.positionType;\n const maxRgbaPerVert = unquantized ? 6 : 4;\n for (let i = 0; i < maxRgbaPerVert; i++)\n vert.addGlobal(`g_vertLutData${i}`, VariableType.Vec4);\n\n vert.addFunction(decodeUint24);\n vert.addFunction(decodeUint16);\n\n vert.addFunction(unquantized ? computeUnquantizedPosition : computeVertexPositionFromLUT);\n\n vert.addUniform(\"u_vertLUT\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"u_vertLUT\", (uniform, params) => {\n (params.geometry.asLUT!).lut.texture.bindSampler(uniform, TextureUnit.VertexLUT);\n });\n });\n\n vert.addUniform(\"u_vertParams\", VariableType.Vec4, (prog) => {\n prog.addGraphicUniform(\"u_vertParams\", (uniform, params) => {\n assert(undefined !== params.geometry.asLUT);\n const lut = params.geometry.asLUT.lut;\n const lutParams = scratchLutParams;\n lutParams[0] = lut.texture.width;\n lutParams[1] = lut.texture.height;\n lutParams[2] = lut.numRgbaPerVertex;\n lutParams[3] = lut.numVertices;\n uniform.setUniform4fv(lutParams);\n });\n });\n\n addLookupTable(vert, \"vert\", \"u_vertParams.z\");\n vert.addInitializer(initializeVertLUTCoords);\n\n vert.addGlobal(\"g_featureAndMaterialIndex\", VariableType.Vec4);\n\n // Read the vertex data from the vertex table up front. Yields a consistent (if unexplainable) small performance boost.\n vert.addInitializer(unquantized ? prereadUnquantizedVertexData : prereadQuantizedVertexData);\n}\n\n/** @internal */\nexport function addPosition(vert: VertexShaderBuilder, fromLUT: boolean) {\n if (!fromLUT || \"quantized\" === vert.positionType) {\n vert.addFunction(unquantizePosition);\n vert.addUniform(\"u_qScale\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"u_qScale\", (uniform, params) => {\n assert(params.geometry.usesQuantizedPositions);\n uniform.setUniform3fv(params.geometry.qScale);\n });\n });\n vert.addUniform(\"u_qOrigin\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"u_qOrigin\", (uniform, params) => {\n assert(params.geometry.usesQuantizedPositions);\n uniform.setUniform3fv(params.geometry.qOrigin);\n });\n });\n }\n\n if (!fromLUT) {\n vert.addFunction(computeQuantizedPosition);\n } else {\n addPositionFromLUT(vert);\n }\n}\n\n/** @internal */\nexport function addAlpha(vert: VertexShaderBuilder): void {\n vert.addUniform(\"u_hasAlpha\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_hasAlpha\", (uniform, params) => {\n uniform.setUniform1f(Pass.rendersTranslucent(params.geometry.getPass(params.target)) ? 1 : 0);\n });\n });\n}\n\n/** @internal */\nexport function addLineWeight(vert: VertexShaderBuilder): void {\n vert.addUniform(\"u_lineWeight\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_lineWeight\", (attr, params) => {\n attr.setUniform1f(params.geometry.getLineWeight(params.programParams));\n });\n });\n\n vert.addGlobal(\"g_lineWeight\", VariableType.Float);\n if (vert.usesInstancedGeometry) {\n addInstanceOverrides(vert);\n vert.addInitializer(\"g_lineWeight = mix(u_lineWeight, a_instanceOverrides.g, extractInstanceBit(kOvrBit_Weight));\");\n } else {\n vert.addInitializer(\"g_lineWeight = u_lineWeight;\");\n }\n\n vert.addFunction(computeLineWeight);\n}\n\n/** @internal */\nexport function replaceLineWeight(vert: VertexShaderBuilder, func: string): void {\n vert.replaceFunction(computeLineWeight, func);\n}\n\n/** @internal */\nexport function addLineCode(vert: VertexShaderBuilder): void {\n vert.addUniform(\"u_lineCode\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_lineCode\", (attr, params) => {\n attr.setUniform1f(params.geometry.getLineCode(params.programParams));\n });\n });\n\n vert.addGlobal(\"g_lineCode\", VariableType.Float);\n if (vert.usesInstancedGeometry) {\n addInstanceOverrides(vert);\n vert.addInitializer(\"g_lineCode = mix(u_lineCode, a_instanceOverrides.b, extractInstanceBit(kOvrBit_LineCode));\");\n } else {\n vert.addInitializer(\"g_lineCode = u_lineCode;\");\n }\n\n vert.addFunction(computeLineCode);\n}\n\n/** @internal */\nexport function replaceLineCode(vert: VertexShaderBuilder, func: string): void {\n vert.replaceFunction(computeLineCode, func);\n}\n\n// This vertex belongs to a triangle which should not be rendered. Produce a degenerate triangle.\n// Also place it outside NDC range (for GL_POINTS)\nconst discardVertex = ` {\n gl_Position = vec4(2.0, 2.0, 2.0, 1.0);\n return;\n }\n`;\n\n/** @internal */\nexport const earlyVertexDiscard = ` if (checkForEarlyDiscard(rawPosition))${discardVertex}`;\n/** @internal */\nexport const vertexDiscard = ` if (checkForDiscard())${discardVertex}`;\n/** @internal */\nexport const lateVertexDiscard = ` if (checkForLateDiscard())${discardVertex}`;\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { DrawParams } from \"../DrawCommand\";\r\nimport { UniformHandle } from \"../UniformHandle\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { Pass, TextureUnit } from \"../RenderFlags\";\r\nimport { PositionType } from \"../TechniqueFlags\";\r\nimport { VariableType, VertexShaderBuilder } from \"../ShaderBuilder\";\r\nimport { decodeUint16, decodeUint24 } from \"./Decode\";\r\nimport { addInstanceOverrides } from \"./Instancing\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\n\r\nconst initializeVertLUTCoords = `\r\n g_vertexLUTIndex = decodeUInt24(qpos);\r\n g_vertexBaseCoords = compute_vert_coords(g_vertexLUTIndex);\r\n`;\r\n\r\n/** @internal */\r\nexport const unquantizePosition = `\r\nvec4 unquantizePosition(vec3 pos, vec3 origin, vec3 scale) { return vec4(origin + scale * pos, 1.0); }\r\n`;\r\n\r\nconst computeQuantizedPosition = `\r\nvec4 computeVertexPosition(vec3 pos) { return unquantizePosition(pos, u_qOrigin, u_qScale); }\r\n`;\r\n\r\n// Need to read 2 rgba values to obtain 6 16-bit integers for position\r\nconst computeVertexPositionFromLUT = `\r\nvec4 computeVertexPosition(vec3 encodedIndex) {\r\n vec3 qpos = vec3(decodeUInt16(g_vertLutData0.xy), decodeUInt16(g_vertLutData0.zw), decodeUInt16(g_vertLutData1.xy));\r\n g_featureAndMaterialIndex = g_vertLutData2;\r\n return unquantizePosition(qpos, u_qOrigin, u_qScale);\r\n}\r\n`;\r\n\r\nconst computeUnquantizedPosition = `\r\nvec4 computeVertexPosition(vec3 encodedIndex) {\r\n uvec3 vux = uvec3(g_vertLutData0.xyz);\r\n g_featureAndMaterialIndex.x = g_vertLutData0.w;\r\n uvec3 vuy = uvec3(g_vertLutData1.xyz);\r\n g_featureAndMaterialIndex.y = g_vertLutData1.w;\r\n uvec3 vuz = uvec3(g_vertLutData2.xyz);\r\n g_featureAndMaterialIndex.z = g_vertLutData2.w;\r\n uvec3 vuw = uvec3(g_vertLutData3.xyz);\r\n g_featureAndMaterialIndex.w = g_vertLutData3.w;\r\n uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;\r\n return vec4(uintBitsToFloat(u), 1.0);\r\n}\r\n`;\r\n\r\nconst computeLineWeight = \"\\nfloat computeLineWeight() { return g_lineWeight; }\\n\";\r\nconst computeLineCode = \"\\nfloat computeLineCode() { return g_lineCode; }\\n\";\r\n\r\nexport function addSamplePosition(vert: VertexShaderBuilder): void {\r\n vert.addFunction(getSamplePosition(vert.positionType));\r\n}\r\n\r\nconst getSamplePositionPrelude = `\r\nvec4 samplePosition(float index) {\r\n vec2 tc = compute_vert_coords(index);`;\r\n\r\nconst getSamplePositionQuantizedPostlude = `\r\n vec4 e0 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_vert_stepX;\r\n vec4 e1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n vec3 qpos = vec3(decodeUInt16(e0.xy), decodeUInt16(e0.zw), decodeUInt16(e1.xy));\r\n return unquantizePosition(qpos, u_qOrigin, u_qScale);\r\n}\r\n`;\r\n\r\nconst getSamplePositionUnquantizedPostlude = `\r\n uvec3 vux = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\r\n tc.x += g_vert_stepX;\r\n uvec3 vuy = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\r\n tc.x += g_vert_stepX;\r\n uvec3 vuz = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\r\n tc.x += g_vert_stepX;\r\n uvec3 vuw = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\r\n uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;\r\n return vec4(uintBitsToFloat(u), 1.0);\r\n}\r\n`;\r\n\r\nfunction getSamplePosition(type: PositionType): string {\r\n return `${getSamplePositionPrelude}${\"quantized\" === type ? getSamplePositionQuantizedPostlude : getSamplePositionUnquantizedPostlude}`;\r\n}\r\n\r\n/** @internal */\r\nexport function addModelViewProjectionMatrix(vert: VertexShaderBuilder): void {\r\n if (vert.usesInstancedGeometry) {\r\n addModelViewMatrix(vert);\r\n addProjectionMatrix(vert);\r\n vert.addGlobal(\"g_mvp\", VariableType.Mat4);\r\n vert.addInitializer(\"g_mvp = u_proj * g_mv;\");\r\n } else {\r\n vert.addUniform(\"u_mvp\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_mvp\", (uniform, params) => {\r\n params.target.uniforms.branch.bindModelViewProjectionMatrix(uniform, params.geometry, params.isViewCoords);\r\n });\r\n });\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addProjectionMatrix(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_proj\", VariableType.Mat4, (prog) => {\r\n prog.addProgramUniform(\"u_proj\", (uniform, params) => {\r\n params.bindProjectionMatrix(uniform);\r\n });\r\n });\r\n}\r\n\r\nconst computeInstancedRtcMatrix = `\r\n g_instancedRtcMatrix = u_instanced_rtc * g_modelMatrixRTC;\r\n`;\r\n\r\n/** @internal */\r\nexport function addInstancedRtcMatrix(vert: VertexShaderBuilder): void {\r\n if (!vert.usesInstancedGeometry)\r\n return;\r\n\r\n assert(undefined !== vert.find(\"g_modelMatrixRTC\")); // set up in VertexShaderBuilder constructor...\r\n vert.addUniform(\"u_instanced_rtc\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_instanced_rtc\", (uniform, params) => {\r\n const modelt = params.geometry.asInstanced!.getRtcOnlyTransform();\r\n uniform.setMatrix4(Matrix4.fromTransform(modelt));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_instancedRtcMatrix\", VariableType.Mat4);\r\n vert.addInitializer(computeInstancedRtcMatrix);\r\n}\r\n\r\n/** @internal */\r\nexport function addModelViewMatrix(vert: VertexShaderBuilder): void {\r\n const bind = (uniform: UniformHandle, params: DrawParams) => {\r\n params.target.uniforms.branch.bindModelViewMatrix(uniform, params.geometry, params.isViewCoords);\r\n };\r\n\r\n if (vert.usesInstancedGeometry) {\r\n vert.addUniform(\"u_instanced_modelView\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_instanced_modelView\", bind);\r\n });\r\n\r\n vert.addGlobal(\"g_mv\", VariableType.Mat4);\r\n vert.addInitializer(\"g_mv = u_instanced_modelView * g_modelMatrixRTC;\");\r\n } else {\r\n vert.addUniform(\"u_mv\", VariableType.Mat4, (prog) => {\r\n // ###TODO: We only need 3 rows, not 4...\r\n prog.addGraphicUniform(\"u_mv\", bind);\r\n });\r\n }\r\n}\r\n\r\nconst computeNormalMatrix = `\r\n g_nmx = transpose(inverse(mat3(MAT_MV)));\r\n g_nmx[0][0] *= u_frustumScale.x;\r\n g_nmx[1][1] *= u_frustumScale.y;\r\n`;\r\n\r\n/** @internal */\r\nexport function addNormalMatrix(vert: VertexShaderBuilder) {\r\n vert.addGlobal(\"g_nmx\", VariableType.Mat3);\r\n vert.addUniform(\"u_frustumScale\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_frustumScale\", (uniform, params) => {\r\n const scale = params.target.uniforms.branch.top.frustumScale;\r\n uniform.setUniform2fv([scale.x, scale.y]);\r\n });\r\n });\r\n\r\n vert.addInitializer(computeNormalMatrix);\r\n}\r\n\r\nfunction readVertexData(index: number): string {\r\n return `g_vertLutData${index} = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);`;\r\n}\r\n\r\nconst nextVertexData = \"tc.x += g_vert_stepX;\";\r\n\r\nfunction readNextVertexData(index: number): string {\r\n return `\r\n ${nextVertexData}\r\n ${readVertexData(index)}`;\r\n}\r\n\r\nconst prereadVertexDataPrelude = `\r\n vec2 tc = g_vertexBaseCoords;\r\n ${readVertexData(0)}\r\n ${readNextVertexData(1)}\r\n ${readNextVertexData(2)}\r\n`;\r\n\r\nconst prereadQuantizedVertexData = `${prereadVertexDataPrelude}\r\n if (3.0 < u_vertParams.z) {\r\n ${readNextVertexData(3)}\r\n }\r\n`;\r\n\r\nconst prereadUnquantizedVertexData = `${prereadVertexDataPrelude}\r\n ${readNextVertexData(3)}\r\n ${readNextVertexData(4)}\r\n if (5.0 < u_vertParams.z) {\r\n ${readNextVertexData(5)}\r\n }\r\n`;\r\n\r\nconst scratchLutParams = new Float32Array(4);\r\nfunction addPositionFromLUT(vert: VertexShaderBuilder) {\r\n vert.addGlobal(\"g_vertexLUTIndex\", VariableType.Float);\r\n vert.addGlobal(\"g_vertexBaseCoords\", VariableType.Vec2);\r\n\r\n const unquantized = \"unquantized\" === vert.positionType;\r\n const maxRgbaPerVert = unquantized ? 6 : 4;\r\n for (let i = 0; i < maxRgbaPerVert; i++)\r\n vert.addGlobal(`g_vertLutData${i}`, VariableType.Vec4);\r\n\r\n vert.addFunction(decodeUint24);\r\n vert.addFunction(decodeUint16);\r\n\r\n vert.addFunction(unquantized ? computeUnquantizedPosition : computeVertexPositionFromLUT);\r\n\r\n vert.addUniform(\"u_vertLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_vertLUT\", (uniform, params) => {\r\n (params.geometry.asLUT!).lut.texture.bindSampler(uniform, TextureUnit.VertexLUT);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_vertParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_vertParams\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asLUT);\r\n const lut = params.geometry.asLUT.lut;\r\n const lutParams = scratchLutParams;\r\n lutParams[0] = lut.texture.width;\r\n lutParams[1] = lut.texture.height;\r\n lutParams[2] = lut.numRgbaPerVertex;\r\n lutParams[3] = lut.numVertices;\r\n uniform.setUniform4fv(lutParams);\r\n });\r\n });\r\n\r\n addLookupTable(vert, \"vert\", \"u_vertParams.z\");\r\n vert.addInitializer(initializeVertLUTCoords);\r\n\r\n vert.addGlobal(\"g_featureAndMaterialIndex\", VariableType.Vec4);\r\n\r\n // Read the vertex data from the vertex table up front. Yields a consistent (if unexplainable) small performance boost.\r\n vert.addInitializer(unquantized ? prereadUnquantizedVertexData : prereadQuantizedVertexData);\r\n}\r\n\r\n/** @internal */\r\nexport function addPosition(vert: VertexShaderBuilder, fromLUT: boolean) {\r\n if (!fromLUT || \"quantized\" === vert.positionType) {\r\n vert.addFunction(unquantizePosition);\r\n vert.addUniform(\"u_qScale\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qScale\", (uniform, params) => {\r\n assert(params.geometry.usesQuantizedPositions);\r\n uniform.setUniform3fv(params.geometry.qScale);\r\n });\r\n });\r\n vert.addUniform(\"u_qOrigin\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qOrigin\", (uniform, params) => {\r\n assert(params.geometry.usesQuantizedPositions);\r\n uniform.setUniform3fv(params.geometry.qOrigin);\r\n });\r\n });\r\n }\r\n\r\n if (!fromLUT) {\r\n vert.addFunction(computeQuantizedPosition);\r\n } else {\r\n addPositionFromLUT(vert);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addAlpha(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_hasAlpha\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_hasAlpha\", (uniform, params) => {\r\n uniform.setUniform1f(Pass.rendersTranslucent(params.geometry.getPass(params.target)) ? 1 : 0);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addLineWeight(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_lineWeight\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_lineWeight\", (attr, params) => {\r\n attr.setUniform1f(params.geometry.getLineWeight(params.programParams));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_lineWeight\", VariableType.Float);\r\n if (vert.usesInstancedGeometry) {\r\n addInstanceOverrides(vert);\r\n vert.addInitializer(\"g_lineWeight = mix(u_lineWeight, a_instanceOverrides.g, extractInstanceBit(kOvrBit_Weight));\");\r\n } else {\r\n vert.addInitializer(\"g_lineWeight = u_lineWeight;\");\r\n }\r\n\r\n vert.addFunction(computeLineWeight);\r\n}\r\n\r\n/** @internal */\r\nexport function replaceLineWeight(vert: VertexShaderBuilder, func: string): void {\r\n vert.replaceFunction(computeLineWeight, func);\r\n}\r\n\r\n/** @internal */\r\nexport function addLineCode(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_lineCode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_lineCode\", (attr, params) => {\r\n attr.setUniform1f(params.geometry.getLineCode(params.programParams));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_lineCode\", VariableType.Float);\r\n if (vert.usesInstancedGeometry) {\r\n addInstanceOverrides(vert);\r\n vert.addInitializer(\"g_lineCode = mix(u_lineCode, a_instanceOverrides.b, extractInstanceBit(kOvrBit_LineCode));\");\r\n } else {\r\n vert.addInitializer(\"g_lineCode = u_lineCode;\");\r\n }\r\n\r\n vert.addFunction(computeLineCode);\r\n}\r\n\r\n/** @internal */\r\nexport function replaceLineCode(vert: VertexShaderBuilder, func: string): void {\r\n vert.replaceFunction(computeLineCode, func);\r\n}\r\n\r\n// This vertex belongs to a triangle which should not be rendered. Produce a degenerate triangle.\r\n// Also place it outside NDC range (for GL_POINTS)\r\nconst discardVertex = ` {\r\n gl_Position = vec4(2.0, 2.0, 2.0, 1.0);\r\n return;\r\n }\r\n`;\r\n\r\n/** @internal */\r\nexport const earlyVertexDiscard = ` if (checkForEarlyDiscard(rawPosition))${discardVertex}`;\r\n/** @internal */\r\nexport const vertexDiscard = ` if (checkForDiscard())${discardVertex}`;\r\n/** @internal */\r\nexport const lateVertexDiscard = ` if (checkForLateDiscard())${discardVertex}`;\r\n"]}
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@@ -23,44 +23,44 @@ export function addViewportTransformation(shader) {
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});
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});
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}
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const modelToWindowCoordinates = `
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vec4 modelToWindowCoordinates(vec4 position, vec4 next, out vec4 clippedMvpPos, out vec3 clippedMvPos) {
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if (kRenderPass_ViewOverlay == u_renderPass || kRenderPass_Background == u_renderPass) {
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vec4 q = MAT_MV * position;
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clippedMvPos = q.xyz;
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q = u_proj * q;
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clippedMvpPos = q;
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q.xyz /= q.w;
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q.xyz = (u_viewportTransformation * vec4(q.xyz, 1.0)).xyz;
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return q;
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}
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// Negative values are in front of the camera (visible).
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float s_maxZ = -u_frustum.x; // use -near (front) plane for segment drop test since u_frustum's near & far are pos.
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vec4 q = MAT_MV * position; // eye coordinates.
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vec4 n = MAT_MV * next;
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if (q.z > s_maxZ) {
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if (n.z > s_maxZ) {
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clippedMvPos = vec3(0.0, 0.0, 1.0);
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clippedMvpPos = vec4(0.0, 0.0, 1.0, 0.0);
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return vec4(0.0, 0.0, 1.0, 0.0); // Entire segment behind front clip plane.
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}
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float t = (s_maxZ - q.z) / (n.z - q.z);
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q.x += t * (n.x - q.x);
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q.y += t * (n.y - q.y);
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q.z = s_maxZ; // q.z + (s_maxZ - q.z) / (n.z - q.z) * (n.z - q.z) = s_maxZ
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}
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clippedMvPos = q.xyz;
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q = u_proj * q;
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clippedMvpPos = q;
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q.xyz /= q.w; // normalized device coords
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q.xyz = (u_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // window coords
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return q;
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}
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const modelToWindowCoordinates = `
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vec4 modelToWindowCoordinates(vec4 position, vec4 next, out vec4 clippedMvpPos, out vec3 clippedMvPos) {
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if (kRenderPass_ViewOverlay == u_renderPass || kRenderPass_Background == u_renderPass) {
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vec4 q = MAT_MV * position;
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clippedMvPos = q.xyz;
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q = u_proj * q;
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clippedMvpPos = q;
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q.xyz /= q.w;
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q.xyz = (u_viewportTransformation * vec4(q.xyz, 1.0)).xyz;
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return q;
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}
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// Negative values are in front of the camera (visible).
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float s_maxZ = -u_frustum.x; // use -near (front) plane for segment drop test since u_frustum's near & far are pos.
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vec4 q = MAT_MV * position; // eye coordinates.
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vec4 n = MAT_MV * next;
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if (q.z > s_maxZ) {
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if (n.z > s_maxZ) {
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clippedMvPos = vec3(0.0, 0.0, 1.0);
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clippedMvpPos = vec4(0.0, 0.0, 1.0, 0.0);
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return vec4(0.0, 0.0, 1.0, 0.0); // Entire segment behind front clip plane.
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}
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float t = (s_maxZ - q.z) / (n.z - q.z);
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q.x += t * (n.x - q.x);
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q.y += t * (n.y - q.y);
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q.z = s_maxZ; // q.z + (s_maxZ - q.z) / (n.z - q.z) * (n.z - q.z) = s_maxZ
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}
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clippedMvPos = q.xyz;
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q = u_proj * q;
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clippedMvpPos = q;
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q.xyz /= q.w; // normalized device coords
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q.xyz = (u_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // window coords
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return q;
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+
}
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`;
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/** @internal */
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export function addModelToWindowCoordinates(vert) {
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@@ -1 +1 @@
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1
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{"version":3,"file":"Viewport.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Viewport.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAGH,OAAO,EAAE,aAAa,EAAE,MAAM,cAAc,CAAC;AAC7C,OAAO,EAAE,kBAAkB,EAAE,mBAAmB,EAAE,MAAM,UAAU,CAAC;AAEnE,gBAAgB;AAChB,MAAM,UAAU,WAAW,CAAC,MAAqB;IAC/C,MAAM,CAAC,UAAU,CAAC,YAAY,6BAAqB,CAAC,IAAI,EAAE,EAAE;QAC1D,IAAI,CAAC,iBAAiB,CAAC,YAAY,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACvD,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,cAAc,CAAC,OAAO,CAAC,CAAC;QAC1D,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,UAAU,yBAAyB,CAAC,MAAqB;IAC7D,MAAM,CAAC,UAAU,CAAC,0BAA0B,6BAAqB,CAAC,IAAI,EAAE,EAAE;QACxE,IAAI,CAAC,iBAAiB,CAAC,0BAA0B,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACrE,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,kBAAkB,CAAC,OAAO,CAAC,CAAC;QAC9D,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;AACL,CAAC;AAED,MAAM,wBAAwB,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsChC,CAAC;AAEF,gBAAgB;AAChB,MAAM,UAAU,2BAA2B,CAAC,IAAyB;IACnE,kBAAkB,CAAC,IAAI,CAAC,CAAC;IACzB,mBAAmB,CAAC,IAAI,CAAC,CAAC;IAC1B,yBAAyB,CAAC,IAAI,CAAC,CAAC;IAChC,aAAa,CAAC,IAAI,CAAC,CAAC;IACpB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,CAAC;AAC7C,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* 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 { ShaderBuilder, VariableType, VertexShaderBuilder } from \"../ShaderBuilder\";\nimport { addRenderPass } from \"./RenderPass\";\nimport { addModelViewMatrix, addProjectionMatrix } from \"./Vertex\";\n\n/** @internal */\nexport function addViewport(shader: ShaderBuilder) {\n shader.addUniform(\"u_viewport\", VariableType.Vec2, (prog) => {\n prog.addProgramUniform(\"u_viewport\", (uniform, params) => {\n params.target.uniforms.viewRect.bindDimensions(uniform);\n });\n });\n}\n\n/** @internal */\nexport function addViewportTransformation(shader: ShaderBuilder) {\n shader.addUniform(\"u_viewportTransformation\", VariableType.Mat4, (prog) => {\n prog.addProgramUniform(\"u_viewportTransformation\", (uniform, params) => {\n params.target.uniforms.viewRect.bindViewportMatrix(uniform);\n });\n });\n}\n\nconst modelToWindowCoordinates = `\nvec4 modelToWindowCoordinates(vec4 position, vec4 next, out vec4 clippedMvpPos, out vec3 clippedMvPos) {\n if (kRenderPass_ViewOverlay == u_renderPass || kRenderPass_Background == u_renderPass) {\n vec4 q = MAT_MV * position;\n clippedMvPos = q.xyz;\n q = u_proj * q;\n clippedMvpPos = q;\n q.xyz /= q.w;\n q.xyz = (u_viewportTransformation * vec4(q.xyz, 1.0)).xyz;\n return q;\n }\n\n // Negative values are in front of the camera (visible).\n float s_maxZ = -u_frustum.x; // use -near (front) plane for segment drop test since u_frustum's near & far are pos.\n vec4 q = MAT_MV * position; // eye coordinates.\n vec4 n = MAT_MV * next;\n\n if (q.z > s_maxZ) {\n if (n.z > s_maxZ) {\n clippedMvPos = vec3(0.0, 0.0, 1.0);\n clippedMvpPos = vec4(0.0, 0.0, 1.0, 0.0);\n return vec4(0.0, 0.0, 1.0, 0.0); // Entire segment behind front clip plane.\n }\n\n float t = (s_maxZ - q.z) / (n.z - q.z);\n\n q.x += t * (n.x - q.x);\n q.y += t * (n.y - q.y);\n q.z = s_maxZ; // q.z + (s_maxZ - q.z) / (n.z - q.z) * (n.z - q.z) = s_maxZ\n }\n\n clippedMvPos = q.xyz;\n q = u_proj * q;\n clippedMvpPos = q;\n q.xyz /= q.w; // normalized device coords\n q.xyz = (u_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // window coords\n return q;\n}\n`;\n\n/** @internal */\nexport function addModelToWindowCoordinates(vert: VertexShaderBuilder) {\n addModelViewMatrix(vert);\n addProjectionMatrix(vert);\n addViewportTransformation(vert);\n addRenderPass(vert);\n vert.addFunction(modelToWindowCoordinates);\n}\n"]}
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{"version":3,"file":"Viewport.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Viewport.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAGH,OAAO,EAAE,aAAa,EAAE,MAAM,cAAc,CAAC;AAC7C,OAAO,EAAE,kBAAkB,EAAE,mBAAmB,EAAE,MAAM,UAAU,CAAC;AAEnE,gBAAgB;AAChB,MAAM,UAAU,WAAW,CAAC,MAAqB;IAC/C,MAAM,CAAC,UAAU,CAAC,YAAY,6BAAqB,CAAC,IAAI,EAAE,EAAE;QAC1D,IAAI,CAAC,iBAAiB,CAAC,YAAY,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACvD,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,cAAc,CAAC,OAAO,CAAC,CAAC;QAC1D,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,UAAU,yBAAyB,CAAC,MAAqB;IAC7D,MAAM,CAAC,UAAU,CAAC,0BAA0B,6BAAqB,CAAC,IAAI,EAAE,EAAE;QACxE,IAAI,CAAC,iBAAiB,CAAC,0BAA0B,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACrE,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,kBAAkB,CAAC,OAAO,CAAC,CAAC;QAC9D,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;AACL,CAAC;AAED,MAAM,wBAAwB,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsChC,CAAC;AAEF,gBAAgB;AAChB,MAAM,UAAU,2BAA2B,CAAC,IAAyB;IACnE,kBAAkB,CAAC,IAAI,CAAC,CAAC;IACzB,mBAAmB,CAAC,IAAI,CAAC,CAAC;IAC1B,yBAAyB,CAAC,IAAI,CAAC,CAAC;IAChC,aAAa,CAAC,IAAI,CAAC,CAAC;IACpB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,CAAC;AAC7C,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { ShaderBuilder, VariableType, VertexShaderBuilder } from \"../ShaderBuilder\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addModelViewMatrix, addProjectionMatrix } from \"./Vertex\";\r\n\r\n/** @internal */\r\nexport function addViewport(shader: ShaderBuilder) {\r\n shader.addUniform(\"u_viewport\", VariableType.Vec2, (prog) => {\r\n prog.addProgramUniform(\"u_viewport\", (uniform, params) => {\r\n params.target.uniforms.viewRect.bindDimensions(uniform);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addViewportTransformation(shader: ShaderBuilder) {\r\n shader.addUniform(\"u_viewportTransformation\", VariableType.Mat4, (prog) => {\r\n prog.addProgramUniform(\"u_viewportTransformation\", (uniform, params) => {\r\n params.target.uniforms.viewRect.bindViewportMatrix(uniform);\r\n });\r\n });\r\n}\r\n\r\nconst modelToWindowCoordinates = `\r\nvec4 modelToWindowCoordinates(vec4 position, vec4 next, out vec4 clippedMvpPos, out vec3 clippedMvPos) {\r\n if (kRenderPass_ViewOverlay == u_renderPass || kRenderPass_Background == u_renderPass) {\r\n vec4 q = MAT_MV * position;\r\n clippedMvPos = q.xyz;\r\n q = u_proj * q;\r\n clippedMvpPos = q;\r\n q.xyz /= q.w;\r\n q.xyz = (u_viewportTransformation * vec4(q.xyz, 1.0)).xyz;\r\n return q;\r\n }\r\n\r\n // Negative values are in front of the camera (visible).\r\n float s_maxZ = -u_frustum.x; // use -near (front) plane for segment drop test since u_frustum's near & far are pos.\r\n vec4 q = MAT_MV * position; // eye coordinates.\r\n vec4 n = MAT_MV * next;\r\n\r\n if (q.z > s_maxZ) {\r\n if (n.z > s_maxZ) {\r\n clippedMvPos = vec3(0.0, 0.0, 1.0);\r\n clippedMvpPos = vec4(0.0, 0.0, 1.0, 0.0);\r\n return vec4(0.0, 0.0, 1.0, 0.0); // Entire segment behind front clip plane.\r\n }\r\n\r\n float t = (s_maxZ - q.z) / (n.z - q.z);\r\n\r\n q.x += t * (n.x - q.x);\r\n q.y += t * (n.y - q.y);\r\n q.z = s_maxZ; // q.z + (s_maxZ - q.z) / (n.z - q.z) * (n.z - q.z) = s_maxZ\r\n }\r\n\r\n clippedMvPos = q.xyz;\r\n q = u_proj * q;\r\n clippedMvpPos = q;\r\n q.xyz /= q.w; // normalized device coords\r\n q.xyz = (u_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // window coords\r\n return q;\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport function addModelToWindowCoordinates(vert: VertexShaderBuilder) {\r\n addModelViewMatrix(vert);\r\n addProjectionMatrix(vert);\r\n addViewportTransformation(vert);\r\n addRenderPass(vert);\r\n vert.addFunction(modelToWindowCoordinates);\r\n}\r\n"]}
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{"version":3,"file":"ViewportQuad.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/ViewportQuad.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAoB,YAAY,EAAE,MAAM,iBAAiB,CAAC;AACjE,OAAO,EAAE,cAAc,EAAuC,MAAM,kBAAkB,CAAC;AAEvF,4DAA4D;AAC5D,MAAM,eAAe,GAAG,4CAA4C,CAAC;AACrE,MAAM,eAAe,GAAG,gBAAgB,CAAC;AAEzC,SAAS,UAAU,CAAC,IAAoB;IACtC,IAAI,CAAC,wBAAwB,CAAC,YAAY,6BAAqB,eAAe,CAAC,CAAC;AAClF,CAAC;AAED,gBAAgB;AAChB,MAAM,UAAU,yBAAyB,CAAC,QAAiB,EAAE,eAA+C;IAC1G,MAAM,OAAO,GAAG,SAAS,KAAK,eAAe,CAAC,CAAC,CAAC,eAAe,CAAC,CAAC,CAAC,YAAY,CAAC,gBAAgB,CAAC,SAAS,EAAE,KAAK,CAAC,CAAC;IAClH,MAAM,IAAI,GAAG,IAAI,cAAc,CAAC,OAAO,CAAC,CAAC;IACzC,IAAI,CAAC,IAAI,CAAC,GAAG,iDAAwC,eAAe,CAAC,CAAC;IACtE,IAAI,QAAQ,EAAE;QACZ,UAAU,CAAC,IAAI,CAAC,CAAC;KAClB;IAED,OAAO,IAAI,CAAC;AACd,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* 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 { AttributeDetails, AttributeMap } from \"../AttributeMap\";\nimport { ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\n\n// Positions are in NDC [-1..1]. Compute UV params in [0..1]\nconst computeTexCoord = \"v_texCoord = (rawPosition.xy + 1.0) * 0.5;\";\nconst computePosition = \"return rawPos;\";\n\nfunction addTexture(prog: ProgramBuilder) {\n prog.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\n}\n\n/** @internal */\nexport function createViewportQuadBuilder(textured: boolean, attrMapOverride?: Map<string, AttributeDetails>): ProgramBuilder {\n const attrMap = undefined !== attrMapOverride ? attrMapOverride : AttributeMap.findAttributeMap(undefined, false);\n const prog = new ProgramBuilder(attrMap);\n prog.vert.set(VertexShaderComponent.ComputePosition, computePosition);\n if (textured) {\n addTexture(prog);\n }\n\n return prog;\n}\n"]}
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{"version":3,"file":"ViewportQuad.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/ViewportQuad.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAoB,YAAY,EAAE,MAAM,iBAAiB,CAAC;AACjE,OAAO,EAAE,cAAc,EAAuC,MAAM,kBAAkB,CAAC;AAEvF,4DAA4D;AAC5D,MAAM,eAAe,GAAG,4CAA4C,CAAC;AACrE,MAAM,eAAe,GAAG,gBAAgB,CAAC;AAEzC,SAAS,UAAU,CAAC,IAAoB;IACtC,IAAI,CAAC,wBAAwB,CAAC,YAAY,6BAAqB,eAAe,CAAC,CAAC;AAClF,CAAC;AAED,gBAAgB;AAChB,MAAM,UAAU,yBAAyB,CAAC,QAAiB,EAAE,eAA+C;IAC1G,MAAM,OAAO,GAAG,SAAS,KAAK,eAAe,CAAC,CAAC,CAAC,eAAe,CAAC,CAAC,CAAC,YAAY,CAAC,gBAAgB,CAAC,SAAS,EAAE,KAAK,CAAC,CAAC;IAClH,MAAM,IAAI,GAAG,IAAI,cAAc,CAAC,OAAO,CAAC,CAAC;IACzC,IAAI,CAAC,IAAI,CAAC,GAAG,iDAAwC,eAAe,CAAC,CAAC;IACtE,IAAI,QAAQ,EAAE;QACZ,UAAU,CAAC,IAAI,CAAC,CAAC;KAClB;IAED,OAAO,IAAI,CAAC;AACd,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { AttributeDetails, AttributeMap } from \"../AttributeMap\";\r\nimport { ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\n\r\n// Positions are in NDC [-1..1]. Compute UV params in [0..1]\r\nconst computeTexCoord = \"v_texCoord = (rawPosition.xy + 1.0) * 0.5;\";\r\nconst computePosition = \"return rawPos;\";\r\n\r\nfunction addTexture(prog: ProgramBuilder) {\r\n prog.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\r\n}\r\n\r\n/** @internal */\r\nexport function createViewportQuadBuilder(textured: boolean, attrMapOverride?: Map<string, AttributeDetails>): ProgramBuilder {\r\n const attrMap = undefined !== attrMapOverride ? attrMapOverride : AttributeMap.findAttributeMap(undefined, false);\r\n const prog = new ProgramBuilder(attrMap);\r\n prog.vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n if (textured) {\r\n addTexture(prog);\r\n }\r\n\r\n return prog;\r\n}\r\n"]}
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