@itwin/core-frontend 4.1.0-dev.35 → 4.1.0-dev.40

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (851) hide show
  1. package/lib/cjs/AccuDraw.js.map +1 -1
  2. package/lib/cjs/AccuSnap.js.map +1 -1
  3. package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
  4. package/lib/cjs/ApproximateTerrainHeightsProps.js.map +1 -1
  5. package/lib/cjs/AuxCoordSys.js.map +1 -1
  6. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  7. package/lib/cjs/BingLocation.js.map +1 -1
  8. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  9. package/lib/cjs/BriefcaseTxns.js.map +1 -1
  10. package/lib/cjs/CategorySelectorState.js.map +1 -1
  11. package/lib/cjs/ChangeFlags.js.map +1 -1
  12. package/lib/cjs/CheckpointConnection.js.map +1 -1
  13. package/lib/cjs/CoordSystem.js.map +1 -1
  14. package/lib/cjs/DecorationsCache.js.map +1 -1
  15. package/lib/cjs/DevTools.js.map +1 -1
  16. package/lib/cjs/DisplayStyleState.js.map +1 -1
  17. package/lib/cjs/DrawingViewState.js +5 -5
  18. package/lib/cjs/DrawingViewState.js.map +1 -1
  19. package/lib/cjs/ElementLocateManager.js.map +1 -1
  20. package/lib/cjs/EmphasizeElements.js.map +1 -1
  21. package/lib/cjs/EntityState.js.map +1 -1
  22. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  23. package/lib/cjs/FeatureOverrideProvider.js.map +1 -1
  24. package/lib/cjs/FlashSettings.js.map +1 -1
  25. package/lib/cjs/FrontendHubAccess.js.map +1 -1
  26. package/lib/cjs/Frustum2d.js.map +1 -1
  27. package/lib/cjs/FrustumAnimator.js.map +1 -1
  28. package/lib/cjs/FuzzySearch.js.map +1 -1
  29. package/lib/cjs/GeoServices.js.map +1 -1
  30. package/lib/cjs/GlobeAnimator.js.map +1 -1
  31. package/lib/cjs/GraphicalEditingScope.js.map +1 -1
  32. package/lib/cjs/HitDetail.js.map +1 -1
  33. package/lib/cjs/IModelApp.js.map +1 -1
  34. package/lib/cjs/IModelConnection.js +23 -23
  35. package/lib/cjs/IModelConnection.js.map +1 -1
  36. package/lib/cjs/IModelRoutingContext.js.map +1 -1
  37. package/lib/cjs/IModeljs-css.js +133 -133
  38. package/lib/cjs/IModeljs-css.js.map +1 -1
  39. package/lib/cjs/IpcApp.js.map +1 -1
  40. package/lib/cjs/LinePlaneIntersect.js.map +1 -1
  41. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  42. package/lib/cjs/MarginPercent.js.map +1 -1
  43. package/lib/cjs/Marker.js.map +1 -1
  44. package/lib/cjs/ModelSelectorState.js.map +1 -1
  45. package/lib/cjs/NativeApp.js.map +1 -1
  46. package/lib/cjs/NativeAppLogger.js.map +1 -1
  47. package/lib/cjs/NoRenderApp.js.map +1 -1
  48. package/lib/cjs/NotificationManager.js.map +1 -1
  49. package/lib/cjs/PerModelCategoryVisibility.js.map +1 -1
  50. package/lib/cjs/PlanarClipMaskState.js.map +1 -1
  51. package/lib/cjs/RealityDataSource.js.map +1 -1
  52. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
  53. package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
  54. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
  55. package/lib/cjs/SelectionSet.js.map +1 -1
  56. package/lib/cjs/SheetViewState.js.map +1 -1
  57. package/lib/cjs/SpatialViewState.js.map +1 -1
  58. package/lib/cjs/Sprites.js.map +1 -1
  59. package/lib/cjs/StandardView.js.map +1 -1
  60. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  61. package/lib/cjs/TentativePoint.js.map +1 -1
  62. package/lib/cjs/Tiles.js.map +1 -1
  63. package/lib/cjs/UserPreferences.js.map +1 -1
  64. package/lib/cjs/ViewAnimation.js.map +1 -1
  65. package/lib/cjs/ViewContext.js.map +1 -1
  66. package/lib/cjs/ViewCreator2d.js.map +1 -1
  67. package/lib/cjs/ViewCreator3d.js.map +1 -1
  68. package/lib/cjs/ViewGlobalLocation.js.map +1 -1
  69. package/lib/cjs/ViewManager.js.map +1 -1
  70. package/lib/cjs/ViewPose.js.map +1 -1
  71. package/lib/cjs/ViewState.js.map +1 -1
  72. package/lib/cjs/ViewStatus.js.map +1 -1
  73. package/lib/cjs/ViewingSpace.js.map +1 -1
  74. package/lib/cjs/Viewport.js.map +1 -1
  75. package/lib/cjs/ViewportSync.js.map +1 -1
  76. package/lib/cjs/common/FrontendLoggerCategory.js.map +1 -1
  77. package/lib/cjs/common/ImageUtil.js.map +1 -1
  78. package/lib/cjs/common/ViewRect.js.map +1 -1
  79. package/lib/cjs/common/WorkerProxy.js.map +1 -1
  80. package/lib/cjs/common/gltf/GltfModel.js.map +1 -1
  81. package/lib/cjs/common/gltf/GltfParser.js.map +1 -1
  82. package/lib/cjs/common/gltf/GltfSchema.js.map +1 -1
  83. package/lib/cjs/common/imdl/CompactEdges.js.map +1 -1
  84. package/lib/cjs/common/imdl/ImdlModel.js.map +1 -1
  85. package/lib/cjs/common/imdl/ImdlSchema.js.map +1 -1
  86. package/lib/cjs/common/imdl/ParseImdlDocument.js.map +1 -1
  87. package/lib/cjs/common/render/AnimationNodeId.js.map +1 -1
  88. package/lib/cjs/common/render/MaterialParams.js.map +1 -1
  89. package/lib/cjs/common/render/TextureParams.js.map +1 -1
  90. package/lib/cjs/common/render/primitives/AuxChannelTable.js.map +1 -1
  91. package/lib/cjs/common/render/primitives/DisplayParams.js.map +1 -1
  92. package/lib/cjs/common/render/primitives/EdgeParams.js.map +1 -1
  93. package/lib/cjs/common/render/primitives/MeshParams.js.map +1 -1
  94. package/lib/cjs/common/render/primitives/MeshPrimitive.js.map +1 -1
  95. package/lib/cjs/common/render/primitives/PointStringParams.js.map +1 -1
  96. package/lib/cjs/common/render/primitives/PolylineParams.js.map +1 -1
  97. package/lib/cjs/common/render/primitives/SurfaceParams.js.map +1 -1
  98. package/lib/cjs/common/render/primitives/VertexIndices.js.map +1 -1
  99. package/lib/cjs/common/render/primitives/VertexTable.js.map +1 -1
  100. package/lib/cjs/common/render/primitives/VertexTableSplitter.js.map +1 -1
  101. package/lib/cjs/core-frontend.js.map +1 -1
  102. package/lib/cjs/extension/Extension.js.map +1 -1
  103. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
  104. package/lib/cjs/extension/ExtensionHost.js.map +1 -1
  105. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  106. package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
  107. package/lib/cjs/extension/providers/LocalExtensionProvider.js.map +1 -1
  108. package/lib/cjs/extension/providers/RemoteExtensionProvider.js.map +1 -1
  109. package/lib/cjs/properties/AngleDescription.js.map +1 -1
  110. package/lib/cjs/properties/FormattedQuantityDescription.js.map +1 -1
  111. package/lib/cjs/properties/LengthDescription.js.map +1 -1
  112. package/lib/cjs/public/scripts/checkbrowser.js +24 -24
  113. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  114. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
  115. package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js.map +1 -1
  116. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  117. package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.js.map +1 -1
  118. package/lib/cjs/quantity-formatting/UnitsData.js.map +1 -1
  119. package/lib/cjs/render/CanvasDecoration.js.map +1 -1
  120. package/lib/cjs/render/CreateRenderMaterialArgs.js.map +1 -1
  121. package/lib/cjs/render/CreateTextureArgs.js.map +1 -1
  122. package/lib/cjs/render/Decorations.js.map +1 -1
  123. package/lib/cjs/render/FeatureSymbology.js.map +1 -1
  124. package/lib/cjs/render/FrameStats.js.map +1 -1
  125. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  126. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  127. package/lib/cjs/render/GraphicPrimitive.js.map +1 -1
  128. package/lib/cjs/render/InstancedGraphicParams.js.map +1 -1
  129. package/lib/cjs/render/MockRender.js.map +1 -1
  130. package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
  131. package/lib/cjs/render/Pixel.js.map +1 -1
  132. package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -1
  133. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  134. package/lib/cjs/render/RenderClipVolume.js.map +1 -1
  135. package/lib/cjs/render/RenderGraphic.js.map +1 -1
  136. package/lib/cjs/render/RenderMemory.js.map +1 -1
  137. package/lib/cjs/render/RenderPlan.js.map +1 -1
  138. package/lib/cjs/render/RenderPlanarClassifier.js.map +1 -1
  139. package/lib/cjs/render/RenderSystem.js.map +1 -1
  140. package/lib/cjs/render/RenderTarget.js.map +1 -1
  141. package/lib/cjs/render/Scene.js.map +1 -1
  142. package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
  143. package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -1
  144. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  145. package/lib/cjs/render/primitives/ColorMap.js.map +1 -1
  146. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
  147. package/lib/cjs/render/primitives/PointCloudPrimitive.js.map +1 -1
  148. package/lib/cjs/render/primitives/PointStringParams.js.map +1 -1
  149. package/lib/cjs/render/primitives/Polyface.js.map +1 -1
  150. package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
  151. package/lib/cjs/render/primitives/Primitives.js.map +1 -1
  152. package/lib/cjs/render/primitives/Strokes.js.map +1 -1
  153. package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
  154. package/lib/cjs/render/primitives/VertexTableBuilder.js.map +1 -1
  155. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  156. package/lib/cjs/render/primitives/geometry/GeometryList.js.map +1 -1
  157. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
  158. package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js.map +1 -1
  159. package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
  160. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  161. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  162. package/lib/cjs/render/webgl/AtmosphereUniforms.js.map +1 -1
  163. package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
  164. package/lib/cjs/render/webgl/AttributeMap.js.map +1 -1
  165. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  166. package/lib/cjs/render/webgl/BatchState.js.map +1 -1
  167. package/lib/cjs/render/webgl/BatchUniforms.js.map +1 -1
  168. package/lib/cjs/render/webgl/BranchStack.js.map +1 -1
  169. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  170. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  171. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  172. package/lib/cjs/render/webgl/ClipStack.js.map +1 -1
  173. package/lib/cjs/render/webgl/ClipVolume.js.map +1 -1
  174. package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
  175. package/lib/cjs/render/webgl/ColorInfo.js.map +1 -1
  176. package/lib/cjs/render/webgl/Diagnostics.js.map +1 -1
  177. package/lib/cjs/render/webgl/Disposable.js.map +1 -1
  178. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  179. package/lib/cjs/render/webgl/EDL.js.map +1 -1
  180. package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -1
  181. package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
  182. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  183. package/lib/cjs/render/webgl/FloatRGBA.js.map +1 -1
  184. package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
  185. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  186. package/lib/cjs/render/webgl/GL.js.map +1 -1
  187. package/lib/cjs/render/webgl/GLTimer.js.map +1 -1
  188. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  189. package/lib/cjs/render/webgl/HiliteUniforms.js.map +1 -1
  190. package/lib/cjs/render/webgl/IModelFrameLifecycle.js.map +1 -1
  191. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
  192. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  193. package/lib/cjs/render/webgl/Layer.js.map +1 -1
  194. package/lib/cjs/render/webgl/LayerCommands.js.map +1 -1
  195. package/lib/cjs/render/webgl/LightingUniforms.js.map +1 -1
  196. package/lib/cjs/render/webgl/LineCode.js.map +1 -1
  197. package/lib/cjs/render/webgl/Material.js.map +1 -1
  198. package/lib/cjs/render/webgl/Matrix.js.map +1 -1
  199. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  200. package/lib/cjs/render/webgl/MeshData.js.map +1 -1
  201. package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
  202. package/lib/cjs/render/webgl/PerformanceMetrics.js.map +1 -1
  203. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  204. package/lib/cjs/render/webgl/PlanarGrid.js.map +1 -1
  205. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  206. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  207. package/lib/cjs/render/webgl/PointString.js.map +1 -1
  208. package/lib/cjs/render/webgl/Polyline.js.map +1 -1
  209. package/lib/cjs/render/webgl/Primitive.js.map +1 -1
  210. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  211. package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
  212. package/lib/cjs/render/webgl/RenderBuffer.js.map +1 -1
  213. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  214. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  215. package/lib/cjs/render/webgl/RenderState.js.map +1 -1
  216. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  217. package/lib/cjs/render/webgl/ScratchDrawParams.js.map +1 -1
  218. package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
  219. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  220. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  221. package/lib/cjs/render/webgl/ShadowUniforms.js.map +1 -1
  222. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  223. package/lib/cjs/render/webgl/StyleUniforms.js.map +1 -1
  224. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  225. package/lib/cjs/render/webgl/Sync.js.map +1 -1
  226. package/lib/cjs/render/webgl/System.js.map +1 -1
  227. package/lib/cjs/render/webgl/Target.js.map +1 -1
  228. package/lib/cjs/render/webgl/TargetGraphics.js.map +1 -1
  229. package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
  230. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  231. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  232. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  233. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  234. package/lib/cjs/render/webgl/TextureDrape.js.map +1 -1
  235. package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
  236. package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
  237. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  238. package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
  239. package/lib/cjs/render/webgl/ViewRectUniforms.js.map +1 -1
  240. package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
  241. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +154 -154
  242. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  243. package/lib/cjs/render/webgl/glsl/Animation.js +83 -83
  244. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  245. package/lib/cjs/render/webgl/glsl/Atmosphere.js +266 -266
  246. package/lib/cjs/render/webgl/glsl/Atmosphere.js.map +1 -1
  247. package/lib/cjs/render/webgl/glsl/Blur.js +37 -37
  248. package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
  249. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +4 -4
  250. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
  251. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +3 -3
  252. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
  253. package/lib/cjs/render/webgl/glsl/Clipping.js +60 -60
  254. package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
  255. package/lib/cjs/render/webgl/glsl/Color.js +12 -12
  256. package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
  257. package/lib/cjs/render/webgl/glsl/Combine3Textures.js +7 -7
  258. package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
  259. package/lib/cjs/render/webgl/glsl/CombineTextures.js +5 -5
  260. package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
  261. package/lib/cjs/render/webgl/glsl/Common.js +16 -16
  262. package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
  263. package/lib/cjs/render/webgl/glsl/Composite.js +71 -71
  264. package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
  265. package/lib/cjs/render/webgl/glsl/CopyColor.js +6 -6
  266. package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
  267. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +3 -3
  268. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
  269. package/lib/cjs/render/webgl/glsl/CopyStencil.js +4 -4
  270. package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
  271. package/lib/cjs/render/webgl/glsl/Decode.js +65 -65
  272. package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
  273. package/lib/cjs/render/webgl/glsl/EDL.js +103 -103
  274. package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -1
  275. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +25 -25
  276. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  277. package/lib/cjs/render/webgl/glsl/Edge.js +146 -146
  278. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  279. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +232 -232
  280. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  281. package/lib/cjs/render/webgl/glsl/Fragment.js +41 -41
  282. package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
  283. package/lib/cjs/render/webgl/glsl/Instancing.js +21 -21
  284. package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
  285. package/lib/cjs/render/webgl/glsl/Lighting.js +92 -92
  286. package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
  287. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
  288. package/lib/cjs/render/webgl/glsl/LookupTable.js +19 -19
  289. package/lib/cjs/render/webgl/glsl/LookupTable.js.map +1 -1
  290. package/lib/cjs/render/webgl/glsl/Monochrome.js +13 -13
  291. package/lib/cjs/render/webgl/glsl/Monochrome.js.map +1 -1
  292. package/lib/cjs/render/webgl/glsl/PlanarClassification.js +188 -188
  293. package/lib/cjs/render/webgl/glsl/PlanarClassification.js.map +1 -1
  294. package/lib/cjs/render/webgl/glsl/PlanarGrid.js +22 -22
  295. package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
  296. package/lib/cjs/render/webgl/glsl/PointCloud.js +28 -28
  297. package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
  298. package/lib/cjs/render/webgl/glsl/PointString.js +9 -9
  299. package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { OvrFlags, Pass, RenderOrder, TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariablePrecision, VariableType, VertexShaderBuilder,\r\n VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { FeatureMode, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { addExtractNthBit, addEyeSpace, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, decodeUint24 } from \"./Decode\";\r\nimport { addWindowToTexCoords, assignFragColor, computeLinearDepth } from \"./Fragment\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addAlpha, addLineWeight, replaceLineCode, replaceLineWeight } from \"./Vertex\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport const enum FeatureSymbologyOptions {\r\n None = 0,\r\n Weight = 1 << 0,\r\n LineCode = 1 << 1,\r\n HasOverrides = 1 << 2,\r\n Color = 1 << 3,\r\n Alpha = 1 << 4,\r\n\r\n Surface = HasOverrides | Color | Alpha,\r\n Point = HasOverrides | Color | Weight | Alpha,\r\n Linear = HasOverrides | Color | Weight | LineCode | Alpha,\r\n}\r\n\r\n/** @internal */\r\nexport function addOvrFlagConstants(builder: ShaderBuilder): void {\r\n // NB: These are the bit positions of each flag in OvrFlags enum - not the flag values\r\n builder.addBitFlagConstant(\"kOvrBit_Visibility\", 0);\r\n builder.addBitFlagConstant(\"kOvrBit_Rgb\", 1);\r\n builder.addBitFlagConstant(\"kOvrBit_Alpha\", 2);\r\n builder.addBitFlagConstant(\"kOvrBit_IgnoreMaterial\", 3);\r\n builder.addBitFlagConstant(\"kOvrBit_Flashed\", 4);\r\n builder.addBitFlagConstant(\"kOvrBit_NonLocatable\", 5);\r\n builder.addBitFlagConstant(\"kOvrBit_LineCode\", 6);\r\n builder.addBitFlagConstant(\"kOvrBit_Weight\", 7);\r\n\r\n // NB: We treat the 16-bit flags as 2 bytes - so subtract 8 from each of these bit indices.\r\n builder.addBitFlagConstant(\"kOvrBit_Hilited\", 0);\r\n builder.addBitFlagConstant(\"kOvrBit_Emphasized\", 1);\r\n builder.addBitFlagConstant(\"kOvrBit_ViewIndependentTransparency\", 2);\r\n}\r\n\r\nconst computeLUTFeatureIndex = `g_featureAndMaterialIndex.xyz`;\r\nconst computeInstanceFeatureIndex = `g_isAreaPattern ? u_patternFeatureId : a_featureId`;\r\nfunction computeFeatureIndex(vertex: VertexShaderBuilder): string {\r\n if (vertex.usesInstancedGeometry) {\r\n vertex.addUniform(\"u_patternFeatureId\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_patternFeatureId\", (uniform, params) => {\r\n const id = params.geometry.asInstanced?.patternFeatureId;\r\n assert(undefined !== id);\r\n if (id)\r\n uniform.setUniform3fv(id);\r\n });\r\n });\r\n\r\n return `g_featureIndex = ${computeInstanceFeatureIndex};`;\r\n }\r\n\r\n return vertex.usesVertexTable ? `g_featureIndex = ${computeLUTFeatureIndex};` : \"\";\r\n}\r\nfunction getFeatureIndex(vertex: VertexShaderBuilder): string {\r\n return `\r\nfloat getFeatureIndex() {\r\n ${computeFeatureIndex(vertex)}\r\n return decodeUInt24(g_featureIndex);\r\n}\r\n`;\r\n}\r\n\r\nconst nthFeatureBitSet = `\r\nbool nthFeatureBitSet(float flags, uint n) {\r\n return 0u == (u_globalOvrFlags & n) && nthBitSet(flags, n);\r\n}\r\n`;\r\n\r\nconst extractNthFeatureBit = `\r\nfloat extractNthFeatureBit(float flags, uint n) {\r\n return 0u == (u_globalOvrFlags & n) && nthBitSet(flags, n) ? 1.0 : 0.0;\r\n}\r\n`;\r\n\r\nconst computeFeatureTextureCoords = `\r\nvec2 computeFeatureTextureCoords() { return compute_feature_coords(getFeatureIndex()); }\r\n`;\r\n\r\nconst getFirstFeatureRgba = `\r\nvec4 getFirstFeatureRgba() {\r\n feature_texCoord = computeFeatureTextureCoords();\r\n return TEXTURE(u_featureLUT, feature_texCoord);\r\n}\r\n`;\r\n\r\nconst getSecondFeatureRgba = `\r\nvec4 getSecondFeatureRgba() {\r\n vec2 coord = feature_texCoord;\r\n coord.x += g_feature_stepX;\r\n return TEXTURE(u_featureLUT, coord);\r\n}\r\n`;\r\n\r\nconst computeLineWeight = `\r\nfloat computeLineWeight() {\r\n return linear_feature_overrides.x > 0.5 ? linear_feature_overrides.y : g_lineWeight;\r\n}\r\n`;\r\n\r\nconst computeLineCode = `\r\nfloat computeLineCode() {\r\n return linear_feature_overrides.z > 0.5 ? linear_feature_overrides.w : g_lineCode;\r\n}\r\n`;\r\n\r\nfunction addFeatureIndex(vert: VertexShaderBuilder): void {\r\n vert.addGlobal(\"g_featureIndex\", VariableType.Vec3);\r\n\r\n vert.addFunction(decodeUint24);\r\n vert.addFunction(getFeatureIndex(vert));\r\n}\r\n\r\n// Discards vertex if feature is invisible; or rendering opaque during translucent pass or vice-versa\r\n// (The latter occurs when some translucent feature is overridden to be opaque, or vice-versa)\r\nconst checkVertexDiscard = `\r\n if (feature_invisible)\r\n return true;\r\n\r\n bool hasAlpha = 1.0 == u_hasAlpha;\r\n if (feature_alpha > 0.0)\r\n hasAlpha = feature_alpha <= s_maxAlpha;\r\n\r\n int discardFlags = u_transparencyDiscardFlags;\r\n bool discardViewIndependentDuringOpaque = discardFlags >= 4;\r\n if (discardViewIndependentDuringOpaque)\r\n discardFlags = discardFlags - 4;\r\n\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool discardTranslucentDuringOpaquePass = 1 == discardFlags || 3 == discardFlags || (feature_viewIndependentTransparency && discardViewIndependentDuringOpaque);\r\n if (isOpaquePass && !discardTranslucentDuringOpaquePass)\r\n return false;\r\n\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n bool discardOpaqueDuringTranslucentPass = 2 == discardFlags || 3 == discardFlags;\r\n if (isTranslucentPass && !discardOpaqueDuringTranslucentPass)\r\n return false;\r\n\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\nfunction addTransparencyDiscardFlags(vert: VertexShaderBuilder) {\r\n // Even when transparency view flag is off, we need to allow features to override transparency, because it\r\n // is used when applying transparency threshold. However, we need to ensure we don't DISCARD transparent stuff during\r\n // opaque pass if transparency is off (see checkVertexDiscard). Especially important for transparency threshold and readPixels().\r\n // Also, if we override raster text to be opaque we must still draw it in the translucent pass.\r\n // Finally, if the transparency override is view-independent (i.e., ignores view flags and render mode) we want to discard it during opaque pass\r\n // unless we're reading pixels.\r\n // So we have a bit field:\r\n // 1: discard translucent during opaque.\r\n // 2: discard opaque during translucent.\r\n // 4: discard view-independent translucent during opaque.\r\n vert.addUniform(\"u_transparencyDiscardFlags\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_transparencyDiscardFlags\", (uniform, params) => {\r\n let flags = 0;\r\n\r\n // Textured surfaces may render in both passes. If so, it's up to fragment shader to handle discard.\r\n const pass = params.geometry.getPass(params.target);\r\n if (!Pass.rendersOpaqueAndTranslucent(pass)) {\r\n // During readPixels() we force transparency off. Make sure to ignore a Branch that turns it back on.\r\n if (!params.target.isReadPixelsInProgress)\r\n flags = params.target.currentViewFlags.transparency ? 1 : 4;\r\n\r\n if (!params.geometry.alwaysRenderTranslucent)\r\n flags += 2;\r\n }\r\n\r\n uniform.setUniform1i(flags);\r\n });\r\n });\r\n}\r\n\r\nfunction addCommon(builder: ProgramBuilder, mode: FeatureMode, opts: FeatureSymbologyOptions, wantGlobalOvrFlags = true): boolean {\r\n if (FeatureMode.None === mode)\r\n return false;\r\n\r\n const vert = builder.vert;\r\n addFeatureIndex(vert);\r\n\r\n const haveOverrides = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.HasOverrides);\r\n if (!haveOverrides) {\r\n // For pick output we must compute g_featureIndex...\r\n if (FeatureMode.Pick === mode)\r\n vert.set(VertexShaderComponent.ComputeFeatureOverrides, computeFeatureIndex(vert));\r\n\r\n return true;\r\n }\r\n\r\n const wantWeight = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Weight);\r\n const wantLineCode = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.LineCode);\r\n const wantColor = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Color);\r\n const wantAlpha = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Alpha);\r\n assert(wantColor || !wantAlpha);\r\n\r\n addExtractNthBit(vert);\r\n addOvrFlagConstants(vert);\r\n\r\n vert.addGlobal(\"linear_feature_overrides\", VariableType.Vec4, \"vec4(0.0)\");\r\n vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n\r\n if (wantWeight || wantLineCode) {\r\n if (wantLineCode)\r\n replaceLineCode(vert, computeLineCode);\r\n\r\n if (wantWeight) {\r\n replaceLineWeight(vert, computeLineWeight);\r\n }\r\n }\r\n\r\n if (wantGlobalOvrFlags) {\r\n const bitmapType = VariableType.Uint;\r\n vert.addFunction(nthFeatureBitSet);\r\n vert.addFunction(extractNthFeatureBit);\r\n\r\n vert.addUniform(\"u_globalOvrFlags\", bitmapType, (prog) => {\r\n prog.addGraphicUniform(\"u_globalOvrFlags\", (uniform, params) => {\r\n let flags = 0.0;\r\n if (params.geometry.isEdge) {\r\n const settings = params.target.currentEdgeSettings;\r\n flags = settings.computeOvrFlags(params.renderPass, params.target.currentViewFlags);\r\n }\r\n\r\n if (!params.geometry.allowColorOverride)\r\n flags |= OvrFlags.Rgba;\r\n\r\n uniform.setUniformBitflags(flags);\r\n });\r\n });\r\n }\r\n\r\n addLookupTable(vert, \"feature\", \"2.0\");\r\n vert.addGlobal(\"feature_texCoord\", VariableType.Vec2);\r\n vert.addFunction(computeFeatureTextureCoords);\r\n vert.addFunction(getFirstFeatureRgba);\r\n\r\n vert.addUniform(\"u_featureLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_featureLUT\", (uniform, params) => {\r\n params.target.uniforms.batch.bindLUT(uniform);\r\n });\r\n });\r\n vert.addUniform(\"u_featureParams\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_featureParams\", (uniform, params) => {\r\n params.target.uniforms.batch.bindLUTParams(uniform);\r\n });\r\n });\r\n\r\n if (wantColor) {\r\n vert.addFunction(getSecondFeatureRgba);\r\n if (wantAlpha) {\r\n addMaxAlpha(vert);\r\n addRenderPass(vert);\r\n addAlpha(vert);\r\n addTransparencyDiscardFlags(vert);\r\n\r\n vert.set(VertexShaderComponent.CheckForDiscard, checkVertexDiscard);\r\n }\r\n }\r\n\r\n return true;\r\n}\r\n\r\nexport function addMaxAlpha(builder: ShaderBuilder): void {\r\n const minTransparency = 15.0; // NB: See DisplayParams.getMinTransparency() - this must match!\r\n const maxAlpha = (255 - minTransparency) / 255;\r\n builder.addConstant(\"s_maxAlpha\", VariableType.Float, maxAlpha.toString());\r\n}\r\n\r\n/** @internal */\r\nfunction addEmphasisFlags(builder: ShaderBuilder): void {\r\n // Must be kept in sync with EmphasisFlags enum.\r\n builder.addBitFlagConstant(\"kEmphBit_Hilite\", 0);\r\n builder.addBitFlagConstant(\"kEmphBit_Emphasize\", 1);\r\n builder.addBitFlagConstant(\"kEmphBit_Flash\", 2);\r\n builder.addBitFlagConstant(\"kEmphBit_NonLocatable\", 3);\r\n builder.addConstant(\"kEmphFlag_Hilite\", VariableType.Float, \"1.0\");\r\n builder.addConstant(\"kEmphFlag_Emphasize\", VariableType.Float, \"2.0\");\r\n builder.addConstant(\"kEmphFlag_Flash\", VariableType.Float, \"4.0\");\r\n builder.addConstant(\"kEmphFlag_NonLocatable\", VariableType.Float, \"8.0\");\r\n}\r\n\r\nfunction addHiliteSettings(frag: FragmentShaderBuilder, wantFlashMode: boolean): void {\r\n frag.addUniform(\"u_hilite_settings\", VariableType.Mat3, (prog) => {\r\n prog.addProgramUniform(\"u_hilite_settings\", (uniform, params) => {\r\n params.target.uniforms.hilite.bindFeatureSettings(uniform);\r\n });\r\n });\r\n\r\n if (wantFlashMode) {\r\n frag.addUniform(\"u_flash_mode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_flash_mode\", (uniform, params) => {\r\n uniform.setUniform1f(params.geometry.getFlashMode(params));\r\n });\r\n });\r\n }\r\n}\r\n\r\n// If feature is not hilited, discard it.\r\nconst checkVertexHiliteDiscard = \"return 0.0 == v_feature_hilited;\";\r\n\r\n// The result is a mask in which each pixel's r=1 if hilited and g=1 if emphasized (and not hilited).\r\nconst computeHiliteColor = `\r\n float flags = floor(v_feature_hilited + 0.5);\r\n float hilited = extractNthBit(flags, kEmphBit_Hilite);\r\n float emphasized = extractNthBit(flags, kEmphBit_Emphasize);\r\n return vec4(hilited, emphasized, 0.0, 0.0);\r\n`;\r\n\r\nconst computeSurfaceHiliteColor = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture) && TEXTURE(s_texture, v_texCoord).a <= 0.15)\r\n return vec4(0.0);\r\n${computeHiliteColor}`;\r\n\r\nconst computeHiliteOverrides = `\r\n vec4 value = getFirstFeatureRgba();\r\n float emphFlags = value.g * 256.0;\r\n v_feature_hilited = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);\r\n`;\r\n\r\nconst computeHiliteOverridesWithWeight = `${computeHiliteOverrides}\r\n float flags = value.r * 256.0;\r\n linear_feature_overrides = vec4(nthFeatureBitSet(flags, kOvrBit_Weight),\r\n value.a * 256.0,\r\n nthFeatureBitSet(flags, kOvrBit_LineCode),\r\n value.b * 256.0);\r\n`;\r\n\r\n/** @internal */\r\nexport function addSurfaceHiliter(builder: ProgramBuilder, wantWeight: boolean = false): void {\r\n addHiliter(builder, wantWeight);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeSurfaceHiliteColor);\r\n}\r\n\r\n/** @internal */\r\nexport function addHiliter(builder: ProgramBuilder, wantWeight: boolean = false): void {\r\n let opts = FeatureSymbologyOptions.HasOverrides;\r\n if (wantWeight)\r\n opts |= FeatureSymbologyOptions.Weight; // hiliter never needs line code or color...\r\n\r\n if (!addCommon(builder, FeatureMode.Overrides, opts, wantWeight))\r\n return;\r\n\r\n builder.addVarying(\"v_feature_hilited\", VariableType.Float);\r\n\r\n addEmphasisFlags(builder.vert);\r\n builder.vert.set(VertexShaderComponent.ComputeFeatureOverrides, wantWeight ? computeHiliteOverridesWithWeight : computeHiliteOverrides);\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, checkVertexHiliteDiscard);\r\n\r\n addEmphasisFlags(builder.frag);\r\n addExtractNthBit(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteColor);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n}\r\n\r\nfunction addSamplers(frag: FragmentShaderBuilder, testFeatureId: boolean) {\r\n if (testFeatureId) {\r\n frag.addUniform(\"u_pickFeatureId\", VariableType.Sampler2D, (prog) => {\r\n prog.addProgramUniform(\"u_pickFeatureId\", (uniform, params) => {\r\n params.target.compositor.featureIds.bindSampler(uniform, TextureUnit.PickFeatureId);\r\n });\r\n }, VariablePrecision.High);\r\n }\r\n\r\n frag.addUniform(\"u_pickDepthAndOrder\", VariableType.Sampler2D, (prog) => {\r\n prog.addProgramUniform(\"u_pickDepthAndOrder\", (uniform, params) => {\r\n params.target.compositor.depthAndOrder.bindSampler(uniform, TextureUnit.PickDepthAndOrder);\r\n });\r\n }, VariablePrecision.High);\r\n}\r\n\r\n/** @internal */\r\nexport const readDepthAndOrder = `\r\nvec2 readDepthAndOrder(vec2 tc) {\r\n vec4 pdo = TEXTURE(u_pickDepthAndOrder, tc);\r\n float order = floor(pdo.x * 16.0 + 0.5);\r\n return vec2(order, decodeDepthRgb(pdo.yzw));\r\n}\r\n`;\r\n\r\nconst checkForEarlySurfaceDiscard = `\r\n float factor = float(u_renderPass <= kRenderPass_Translucent); // never discard during specific passes\r\n float term = 0.0;\r\n\r\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\n vec2 depthAndOrder = readDepthAndOrder(tc);\r\n\r\n float surfaceDepth = computeLinearDepth(v_eyeSpace.z);\r\n term += float(depthAndOrder.x > u_renderOrder && abs(depthAndOrder.y - surfaceDepth) < 4.0e-5);\r\n return factor * term > 0.0;\r\n`;\r\n\r\nconst checkForEarlySurfaceDiscardWithFeatureID = `\r\n // No normals => unlt => reality model => no edges.\r\n if (u_renderPass > kRenderPass_Translucent || u_renderPass == kRenderPass_Layers || !u_surfaceFlags[kSurfaceBitIndex_HasNormals])\r\n return false;\r\n\r\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\n vec2 depthAndOrder = readDepthAndOrder(tc);\r\n\r\n if (depthAndOrder.x <= u_renderOrder)\r\n return false;\r\n\r\n // Calculate depthTolerance for letting edges show through their own surfaces\r\n float perspectiveFrustum = step(kFrustumType_Perspective, u_frustum.z);\r\n vec4 eyeDirAndWidthFactor = mix(vec4(0.0, 0.0, 1.0, u_pixelWidthFactor), vec4(normalize(-v_eyeSpace.xyz), -v_eyeSpace.z * u_pixelWidthFactor), perspectiveFrustum);\r\n vec3 eyeDir = eyeDirAndWidthFactor.xyz;\r\n float dtWidthFactor = eyeDirAndWidthFactor.w;\r\n\r\n // Compute depth tolerance based on angle of triangle to screen\r\n float isSilhouette = float(depthAndOrder.x == kRenderOrder_Silhouette);\r\n float dSq = dot(eyeDir, v_n);\r\n dSq *= 0.5 + 0.4 * (1.0 - isSilhouette);\r\n dSq = dSq * dSq;\r\n dSq = max(dSq, 0.0001);\r\n dSq = min(dSq, 0.999);\r\n\r\n float depthTolerance = dtWidthFactor * v_lineWeight * sqrt((1.0 - dSq) / dSq);\r\n depthTolerance *= 1.0 + .333 * isSilhouette;\r\n\r\n // Make sure stuff behind camera doesn't get pushed in front of it\r\n depthTolerance = max(depthTolerance, 0.0);\r\n\r\n // Convert depthTolerance from eye space to linear depth\r\n depthTolerance /= (u_frustum.y - u_frustum.x);\r\n\r\n float surfaceDepth = computeLinearDepth(v_eyeSpace.z);\r\n float depthDelta = abs(depthAndOrder.y - surfaceDepth);\r\n if (depthDelta > depthTolerance)\r\n return false;\r\n\r\n // Does pick buffer contain same feature?\r\n vec4 featId = TEXTURE(u_pickFeatureId, tc);\r\n\r\n // Converting to ints to test since varying floats can be interpolated incorrectly\r\n ivec4 featId_i = ivec4(featId * 255.0 + 0.5);\r\n ivec4 feature_id_i = ivec4(feature_id * 255.0 + 0.5);\r\n if (featId_i == feature_id_i)\r\n return true;\r\n\r\n // In 2d, display priority controls draw order of different elements.\r\n if (!u_checkInterElementDiscard)\r\n return false;\r\n\r\n // Use a tighter tolerance for two different elements since we're only fighting roundoff error.\r\n return depthDelta <= 4.0e-5;\r\n`;\r\n\r\n// This only adds the constants that are actually used in shader code.\r\nexport function addRenderOrderConstants(builder: ShaderBuilder) {\r\n builder.addConstant(\"kRenderOrder_BlankingRegion\", VariableType.Float, RenderOrder.BlankingRegion.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Linear\", VariableType.Float, RenderOrder.Linear.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Edge\", VariableType.Float, RenderOrder.Edge.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarEdge\", VariableType.Float, RenderOrder.PlanarEdge.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Silhouette\", VariableType.Float, RenderOrder.Silhouette.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarSilhouette\", VariableType.Float, RenderOrder.PlanarSilhouette.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_UnlitSurface\", VariableType.Float, RenderOrder.UnlitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_LitSurface\", VariableType.Float, RenderOrder.LitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarUnlitSurface\", VariableType.Float, RenderOrder.PlanarUnlitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarLitSurface\", VariableType.Float, RenderOrder.PlanarLitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarBit\", VariableType.Float, RenderOrder.PlanarBit.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Background\", VariableType.Float, RenderOrder.Background.toFixed(1));\r\n}\r\n\r\n/** @internal */\r\nexport function addRenderOrder(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_renderOrder\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_renderOrder\", (uniform, params) => {\r\n const order = params.target.drawingBackgroundForReadPixels ? RenderOrder.Background : params.geometry.renderOrder;\r\n uniform.setUniform1f(order);\r\n });\r\n });\r\n}\r\n\r\nfunction addPixelWidthFactor(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_pixelWidthFactor\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_pixelWidthFactor\", (uniform, params) => {\r\n params.target.uniforms.bindPixelWidthFactor(uniform);\r\n });\r\n });\r\n}\r\n\r\nfunction addBatchId(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_batch_id\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_batch_id\", (uniform, params) => {\r\n params.target.uniforms.batch.bindBatchId(uniform);\r\n });\r\n }, VariablePrecision.High);\r\n}\r\n\r\nconst computeIdVert = `v_feature_id = addUInt32s(u_batch_id, vec4(g_featureIndex, 0.0)) / 255.0;`;\r\nconst computeIdFrag = `\r\n vec4 featureIndex = vec4(floor(v_feature_index + 0.5), 0.0);\r\n feature_id = addUInt32s(u_batch_id, featureIndex) / 255.0;\r\n`;\r\n\r\n/** @internal */\r\nexport function addFeatureId(builder: ProgramBuilder, computeInFrag: boolean) {\r\n const vert = builder.vert;\r\n const frag = builder.frag;\r\n frag.addGlobal(\"feature_id\", VariableType.Vec4);\r\n if (!computeInFrag) {\r\n vert.addFunction(addUInt32s);\r\n addBatchId(vert);\r\n builder.addInlineComputedVarying(\"v_feature_id\", VariableType.Vec4, computeIdVert);\r\n\r\n frag.addInitializer(\"feature_id = v_feature_id;\");\r\n } else {\r\n frag.addFunction(addUInt32s);\r\n builder.addInlineComputedVarying(\"v_feature_index\", VariableType.Vec3, \"v_feature_index = g_featureIndex;\");\r\n\r\n addBatchId(frag);\r\n frag.addInitializer(computeIdFrag);\r\n }\r\n}\r\n\r\n// Discard vertex if transparency is less than the display style's transparency threshold, IFF the specific bit is set. The bit is set if:\r\n// - Solid Fill or Hidden Line mode; or\r\n// - Shaded mode and generating shadow map (sufficiently transparent surfaces receive but do not cast shadows).\r\nconst isBelowTransparencyThreshold = `\r\n return v_color.a < u_transparencyThreshold && u_surfaceFlags[kSurfaceBitIndex_TransparencyThreshold];\r\n`;\r\n\r\n/** @internal */\r\nexport function addSurfaceDiscard(builder: ProgramBuilder, flags: TechniqueFlags) {\r\n const feat = flags.featureMode;\r\n const isEdgeTestNeeded = flags.isEdgeTestNeeded;\r\n const isClassified = flags.isClassified;\r\n const computeIdInFrag = !flags.isTranslucent && 0 !== flags.isClassified && FeatureMode.Overrides === feat;\r\n\r\n const frag = builder.frag;\r\n const vert = builder.vert;\r\n\r\n vert.set(VertexShaderComponent.CheckForLateDiscard, isBelowTransparencyThreshold);\r\n vert.addUniform(\"u_transparencyThreshold\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_transparencyThreshold\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.currentTransparencyThreshold);\r\n });\r\n });\r\n\r\n if (isEdgeTestNeeded) {\r\n addWindowToTexCoords(frag);\r\n\r\n if (!flags.isHilite)\r\n addEyeSpace(builder);\r\n\r\n if (FeatureMode.None === feat) {\r\n addSamplers(frag, false);\r\n frag.addFunction(computeLinearDepth);\r\n frag.addFunction(decodeDepthRgb);\r\n frag.addFunction(readDepthAndOrder);\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkForEarlySurfaceDiscard);\r\n } else {\r\n frag.addUniform(\"u_checkInterElementDiscard\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_checkInterElementDiscard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.uniforms.branch.top.is3d ? 1 : 0);\r\n });\r\n });\r\n\r\n addFeatureIndex(vert);\r\n addLineWeight(vert);\r\n\r\n addSamplers(frag, true);\r\n addRenderOrderConstants(frag);\r\n addPixelWidthFactor(frag);\r\n frag.addFunction(computeLinearDepth);\r\n frag.addFunction(decodeDepthRgb);\r\n frag.addFunction(readDepthAndOrder);\r\n\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkForEarlySurfaceDiscardWithFeatureID);\r\n\r\n builder.addInlineComputedVarying(\"v_lineWeight\", VariableType.Float, \"v_lineWeight = computeLineWeight();\");\r\n addFeatureId(builder, computeIdInFrag);\r\n }\r\n\r\n addRenderOrder(frag);\r\n addRenderPass(frag);\r\n } else if (isClassified && FeatureMode.None !== feat) {\r\n addFeatureIndex(vert);\r\n addFeatureId(builder, computeIdInFrag);\r\n\r\n if (!flags.isTranslucent)\r\n addRenderOrder(frag);\r\n }\r\n}\r\n\r\n// bool feature_invisible = false;\r\n// vec3 feature_rgb; // if not overridden, .r < 0; else rgb color override\r\n// float feature_alpha // alpha if overridden, else < 0\r\n// varying float v_feature_emphasis // bitmask - see kEmph_* constants\r\n// vec4 linear_feature_overrides; // x: weight overridden y: weight z: line code overridden w: line code\r\nconst computeFeatureOverrides = `\r\n feature_rgb = vec3(-1.0);\r\n feature_alpha = -1.0;\r\n vec4 value = getFirstFeatureRgba();\r\n\r\n float emphFlags = value.y * 256.0;\r\n v_feature_emphasis = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);\r\n\r\n float flags = value.x * 256.0;\r\n if (0.0 == flags)\r\n return; // nothing overridden for this feature\r\n\r\n bool nonLocatable = (u_shaderFlags[kShaderBit_IgnoreNonLocatable] ? nthFeatureBitSet(flags, kOvrBit_NonLocatable) : false);\r\n v_feature_emphasis += kEmphFlag_NonLocatable * float(nthFeatureBitSet(flags, kOvrBit_NonLocatable));\r\n bool invisible = nthFeatureBitSet(flags, kOvrBit_Visibility);\r\n feature_invisible = invisible || nonLocatable;\r\n if (feature_invisible)\r\n return;\r\n\r\n bool rgbOverridden = nthFeatureBitSet(flags, kOvrBit_Rgb);\r\n bool alphaOverridden = nthFeatureBitSet(flags, kOvrBit_Alpha);\r\n if (alphaOverridden || rgbOverridden) {\r\n vec4 rgba = getSecondFeatureRgba();\r\n if (rgbOverridden)\r\n feature_rgb = rgba.rgb;\r\n\r\n if (alphaOverridden) {\r\n feature_alpha = rgba.a;\r\n feature_viewIndependentTransparency = nthFeatureBitSet(emphFlags, kOvrBit_ViewIndependentTransparency);\r\n }\r\n }\r\n\r\n linear_feature_overrides = vec4(nthFeatureBitSet(flags, kOvrBit_Weight),\r\n value.w * 256.0,\r\n nthFeatureBitSet(flags, kOvrBit_LineCode),\r\n value.z * 256.0);\r\n\r\n feature_ignore_material = nthFeatureBitSet(flags, kOvrBit_IgnoreMaterial);\r\n use_material = use_material && !feature_ignore_material;\r\n\r\n v_feature_emphasis += kEmphFlag_Flash * extractNthFeatureBit(flags, kOvrBit_Flashed);\r\n`;\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nconst applyFeatureColor = `\r\n vec3 rgb = mix(baseColor.rgb, feature_rgb.rgb, step(0.0, feature_rgb.r));\r\n float alpha = mix(baseColor.a, feature_alpha, step(0.0, feature_alpha));\r\n return vec4(rgb, alpha);\r\n`;\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature, else mix based on u_overrrideColorMix.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nexport const mixFeatureColor = `\r\n vec3 rgb = mix(baseColor.rgb, mix(baseColor.rgb, feature_rgb.rgb, u_overrideColorMix), step(0.0, feature_rgb.r));\r\n float alpha = mix(baseColor.a, feature_alpha, step(0.0, feature_alpha));\r\n return vec4(rgb, alpha);\r\n `;\r\n\r\nconst applyFlash = `\r\n float flashHilite = floor(v_feature_emphasis + 0.5);\r\n return doApplyFlash(flashHilite, baseColor);\r\n`;\r\n\r\nconst doApplyFlash = `\r\nvec4 doApplyFlash(float flags, vec4 baseColor) {\r\n bool isFlashed = nthBitSet(flags, kEmphBit_Flash);\r\n bool isHilited = nthBitSet(flags, kEmphBit_Hilite);\r\n bool isEmphasized = !isHilited && nthBitSet(flags, kEmphBit_Emphasize);\r\n vec3 hiliteRgb = isEmphasized ? u_hilite_settings[1] : u_hilite_settings[0];\r\n\r\n isHilited = isEmphasized || isHilited;\r\n float hiliteRatio = isHilited ? (isEmphasized ? u_hilite_settings[2][1] : u_hilite_settings[2][0]) : 0.0;\r\n baseColor.rgb = mix(baseColor.rgb, hiliteRgb, hiliteRatio);\r\n\r\n const float maxBrighten = 0.2;\r\n float brighten = isFlashed ? u_flash_intensity * maxBrighten : 0.0;\r\n vec3 brightRgb = baseColor.rgb + brighten;\r\n\r\n const float maxTween = 0.75;\r\n float hiliteFraction = isFlashed ? u_flash_intensity * maxTween : 0.0;\r\n vec3 tweenRgb = baseColor.rgb * (1.0 - hiliteFraction);\r\n tweenRgb += u_hilite_settings[0] * hiliteFraction;\r\n\r\n return vec4(mix(tweenRgb, brightRgb, u_flash_mode), baseColor.a);\r\n}\r\n`;\r\n\r\nconst doClassifierFlash = `\r\nvec4 applyClassifierFlash(vec4 baseColor) {\r\n const float maxBrighten = 0.2;\r\n float brighten = u_flash_intensity * maxBrighten;\r\n vec3 brightRgb = baseColor.rgb + brighten;\r\n return vec4(brightRgb, baseColor.a);\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport function addClassifierFlash(frag: FragmentShaderBuilder): void {\r\n addFlashIntensity(frag);\r\n addHiliteSettings(frag, false);\r\n frag.addFunction(doClassifierFlash);\r\n}\r\n\r\nfunction addFlashIntensity(frag: FragmentShaderBuilder): void {\r\n frag.addUniform(\"u_flash_intensity\", VariableType.Float, (prog) => {\r\n prog.addProgramUniform(\"u_flash_intensity\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.flashIntensity);\r\n });\r\n });\r\n}\r\n\r\nfunction addApplyFlash(frag: FragmentShaderBuilder) {\r\n addHiliteSettings(frag, true);\r\n addEmphasisFlags(frag);\r\n\r\n addExtractNthBit(frag);\r\n frag.addFunction(doApplyFlash);\r\n frag.set(FragmentShaderComponent.ApplyFlash, applyFlash);\r\n addFlashIntensity(frag);\r\n}\r\n\r\n/** @internal */\r\nexport function addFeatureSymbology(builder: ProgramBuilder, feat: FeatureMode, opts: FeatureSymbologyOptions): void {\r\n if (!addCommon(builder, feat, opts) || FeatureSymbologyOptions.None === opts)\r\n return;\r\n\r\n assert((FeatureSymbologyOptions.HasOverrides | FeatureSymbologyOptions.Color) === (opts & (FeatureSymbologyOptions.HasOverrides | FeatureSymbologyOptions.Color)));\r\n\r\n builder.addGlobal(\"feature_rgb\", VariableType.Vec3);\r\n builder.addGlobal(\"feature_alpha\", VariableType.Float);\r\n builder.addVarying(\"v_feature_emphasis\", VariableType.Float);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"feature_invisible\", VariableType.Boolean, \"false\");\r\n vert.addGlobal(\"feature_viewIndependentTransparency\", VariableType.Boolean, \"false\");\r\n\r\n addEmphasisFlags(vert);\r\n vert.addGlobal(\"use_material\", VariableType.Boolean, \"true\");\r\n vert.set(VertexShaderComponent.ComputeFeatureOverrides, computeFeatureOverrides);\r\n vert.set(VertexShaderComponent.ApplyFeatureColor, applyFeatureColor);\r\n\r\n addApplyFlash(builder.frag);\r\n}\r\n\r\n/** If we're running the hilite shader for a uniform feature, it follows that the feature must be hilited.\r\n * So the hilite shader simply needs to output '1' for every fragment.\r\n * @internal\r\n */\r\nexport function addUniformHiliter(builder: ProgramBuilder): void {\r\n builder.frag.addUniform(\"v_feature_hilited\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"v_feature_hilited\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformSymbologyFlags(uniform);\r\n });\r\n });\r\n\r\n addEmphasisFlags(builder.frag);\r\n addExtractNthBit(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteColor);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n}\r\n\r\n/** For a uniform feature table, the feature ID output to pick buffers is equal to the batch ID.\r\n * The following symbology overrides are supported:\r\n * - Visibility - implcitly, because if the feature is invisible its geometry will never be drawn.\r\n * - Flash\r\n * - Hilite\r\n * - Color and Transparency- only for point clouds currently which set addFeatureColor to true.\r\n * This shader could be simplified, but want to share code with the non-uniform versions...hence uniforms/globals with \"v_\" prefix typically used for varyings on no prefix...\r\n * @internal\r\n */\r\nexport function addUniformFeatureSymbology(builder: ProgramBuilder, addFeatureColor: boolean): void {\r\n builder.vert.addGlobal(\"g_featureIndex\", VariableType.Vec3, \"vec3(0.0)\", true);\r\n\r\n builder.frag.addUniform(\"v_feature_emphasis\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"v_feature_emphasis\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformSymbologyFlags(uniform);\r\n });\r\n });\r\n\r\n if (addFeatureColor) {\r\n builder.vert.addUniform(\"feature_rgb\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"feature_rgb\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformColorOverride(uniform);\r\n });\r\n });\r\n\r\n builder.vert.addUniform(\"feature_alpha\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"feature_alpha\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformTransparencyOverride(uniform);\r\n });\r\n });\r\n\r\n builder.vert.set(VertexShaderComponent.ApplyFeatureColor, applyFeatureColor);\r\n addAlpha(builder.vert);\r\n addMaxAlpha(builder.vert);\r\n addRenderPass(builder.vert);\r\n addTransparencyDiscardFlags(builder.vert);\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, checkVertexDiscard);\r\n } else {\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, \"return feature_invisible;\");\r\n }\r\n\r\n // Non-Locatable... Discard if picking\r\n builder.vert.addUniform(\"feature_invisible\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"feature_invisible\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformNonLocatable(uniform, params.target.drawNonLocatable);\r\n });\r\n });\r\n\r\n builder.vert.addGlobal(\"feature_viewIndependentTransparency\", VariableType.Boolean, \"false\");\r\n\r\n addApplyFlash(builder.frag);\r\n}\r\n"]}
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 { OvrFlags, Pass, RenderOrder, TextureUnit } from \"../RenderFlags\";\nimport {\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariablePrecision, VariableType, VertexShaderBuilder,\n VertexShaderComponent,\n} from \"../ShaderBuilder\";\nimport { FeatureMode, TechniqueFlags } from \"../TechniqueFlags\";\nimport { addExtractNthBit, addEyeSpace, addUInt32s } from \"./Common\";\nimport { decodeDepthRgb, decodeUint24 } from \"./Decode\";\nimport { addWindowToTexCoords, assignFragColor, computeLinearDepth } from \"./Fragment\";\nimport { addLookupTable } from \"./LookupTable\";\nimport { addRenderPass } from \"./RenderPass\";\nimport { addAlpha, addLineWeight, replaceLineCode, replaceLineWeight } from \"./Vertex\";\n\n/* eslint-disable no-restricted-syntax */\n\n/** @internal */\nexport const enum FeatureSymbologyOptions {\n None = 0,\n Weight = 1 << 0,\n LineCode = 1 << 1,\n HasOverrides = 1 << 2,\n Color = 1 << 3,\n Alpha = 1 << 4,\n\n Surface = HasOverrides | Color | Alpha,\n Point = HasOverrides | Color | Weight | Alpha,\n Linear = HasOverrides | Color | Weight | LineCode | Alpha,\n}\n\n/** @internal */\nexport function addOvrFlagConstants(builder: ShaderBuilder): void {\n // NB: These are the bit positions of each flag in OvrFlags enum - not the flag values\n builder.addBitFlagConstant(\"kOvrBit_Visibility\", 0);\n builder.addBitFlagConstant(\"kOvrBit_Rgb\", 1);\n builder.addBitFlagConstant(\"kOvrBit_Alpha\", 2);\n builder.addBitFlagConstant(\"kOvrBit_IgnoreMaterial\", 3);\n builder.addBitFlagConstant(\"kOvrBit_Flashed\", 4);\n builder.addBitFlagConstant(\"kOvrBit_NonLocatable\", 5);\n builder.addBitFlagConstant(\"kOvrBit_LineCode\", 6);\n builder.addBitFlagConstant(\"kOvrBit_Weight\", 7);\n\n // NB: We treat the 16-bit flags as 2 bytes - so subtract 8 from each of these bit indices.\n builder.addBitFlagConstant(\"kOvrBit_Hilited\", 0);\n builder.addBitFlagConstant(\"kOvrBit_Emphasized\", 1);\n builder.addBitFlagConstant(\"kOvrBit_ViewIndependentTransparency\", 2);\n}\n\nconst computeLUTFeatureIndex = `g_featureAndMaterialIndex.xyz`;\nconst computeInstanceFeatureIndex = `g_isAreaPattern ? u_patternFeatureId : a_featureId`;\nfunction computeFeatureIndex(vertex: VertexShaderBuilder): string {\n if (vertex.usesInstancedGeometry) {\n vertex.addUniform(\"u_patternFeatureId\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"u_patternFeatureId\", (uniform, params) => {\n const id = params.geometry.asInstanced?.patternFeatureId;\n assert(undefined !== id);\n if (id)\n uniform.setUniform3fv(id);\n });\n });\n\n return `g_featureIndex = ${computeInstanceFeatureIndex};`;\n }\n\n return vertex.usesVertexTable ? `g_featureIndex = ${computeLUTFeatureIndex};` : \"\";\n}\nfunction getFeatureIndex(vertex: VertexShaderBuilder): string {\n return `\nfloat getFeatureIndex() {\n ${computeFeatureIndex(vertex)}\n return decodeUInt24(g_featureIndex);\n}\n`;\n}\n\nconst nthFeatureBitSet = `\nbool nthFeatureBitSet(float flags, uint n) {\n return 0u == (u_globalOvrFlags & n) && nthBitSet(flags, n);\n}\n`;\n\nconst extractNthFeatureBit = `\nfloat extractNthFeatureBit(float flags, uint n) {\n return 0u == (u_globalOvrFlags & n) && nthBitSet(flags, n) ? 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However, we need to ensure we don't DISCARD transparent stuff during\n // opaque pass if transparency is off (see checkVertexDiscard). Especially important for transparency threshold and readPixels().\n // Also, if we override raster text to be opaque we must still draw it in the translucent pass.\n // Finally, if the transparency override is view-independent (i.e., ignores view flags and render mode) we want to discard it during opaque pass\n // unless we're reading pixels.\n // So we have a bit field:\n // 1: discard translucent during opaque.\n // 2: discard opaque during translucent.\n // 4: discard view-independent translucent during opaque.\n vert.addUniform(\"u_transparencyDiscardFlags\", VariableType.Int, (prog) => {\n prog.addGraphicUniform(\"u_transparencyDiscardFlags\", (uniform, params) => {\n let flags = 0;\n\n // Textured surfaces may render in both passes. If so, it's up to fragment shader to handle discard.\n const pass = params.geometry.getPass(params.target);\n if (!Pass.rendersOpaqueAndTranslucent(pass)) {\n // During readPixels() we force transparency off. Make sure to ignore a Branch that turns it back on.\n if (!params.target.isReadPixelsInProgress)\n flags = params.target.currentViewFlags.transparency ? 1 : 4;\n\n if (!params.geometry.alwaysRenderTranslucent)\n flags += 2;\n }\n\n uniform.setUniform1i(flags);\n });\n });\n}\n\nfunction addCommon(builder: ProgramBuilder, mode: FeatureMode, opts: FeatureSymbologyOptions, wantGlobalOvrFlags = true): boolean {\n if (FeatureMode.None === mode)\n return false;\n\n const vert = builder.vert;\n addFeatureIndex(vert);\n\n const haveOverrides = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.HasOverrides);\n if (!haveOverrides) {\n // For pick output we must compute g_featureIndex...\n if (FeatureMode.Pick === mode)\n vert.set(VertexShaderComponent.ComputeFeatureOverrides, computeFeatureIndex(vert));\n\n return true;\n }\n\n const wantWeight = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Weight);\n const wantLineCode = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.LineCode);\n const wantColor = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Color);\n const wantAlpha = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Alpha);\n assert(wantColor || !wantAlpha);\n\n addExtractNthBit(vert);\n addOvrFlagConstants(vert);\n\n vert.addGlobal(\"linear_feature_overrides\", VariableType.Vec4, \"vec4(0.0)\");\n vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\n\n if (wantWeight || wantLineCode) {\n if (wantLineCode)\n replaceLineCode(vert, computeLineCode);\n\n if (wantWeight) {\n replaceLineWeight(vert, computeLineWeight);\n }\n }\n\n if (wantGlobalOvrFlags) {\n const bitmapType = VariableType.Uint;\n vert.addFunction(nthFeatureBitSet);\n vert.addFunction(extractNthFeatureBit);\n\n vert.addUniform(\"u_globalOvrFlags\", bitmapType, (prog) => {\n prog.addGraphicUniform(\"u_globalOvrFlags\", (uniform, params) => {\n let flags = 0.0;\n if (params.geometry.isEdge) {\n const settings = params.target.currentEdgeSettings;\n flags = settings.computeOvrFlags(params.renderPass, params.target.currentViewFlags);\n }\n\n if (!params.geometry.allowColorOverride)\n flags |= OvrFlags.Rgba;\n\n uniform.setUniformBitflags(flags);\n });\n });\n }\n\n addLookupTable(vert, \"feature\", \"2.0\");\n vert.addGlobal(\"feature_texCoord\", VariableType.Vec2);\n vert.addFunction(computeFeatureTextureCoords);\n vert.addFunction(getFirstFeatureRgba);\n\n vert.addUniform(\"u_featureLUT\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"u_featureLUT\", (uniform, params) => {\n params.target.uniforms.batch.bindLUT(uniform);\n });\n });\n vert.addUniform(\"u_featureParams\", VariableType.Vec2, (prog) => {\n prog.addGraphicUniform(\"u_featureParams\", (uniform, params) => {\n params.target.uniforms.batch.bindLUTParams(uniform);\n });\n });\n\n if (wantColor) {\n vert.addFunction(getSecondFeatureRgba);\n if (wantAlpha) {\n addMaxAlpha(vert);\n addRenderPass(vert);\n addAlpha(vert);\n addTransparencyDiscardFlags(vert);\n\n vert.set(VertexShaderComponent.CheckForDiscard, checkVertexDiscard);\n }\n }\n\n return true;\n}\n\nexport function addMaxAlpha(builder: ShaderBuilder): void {\n const minTransparency = 15.0; // NB: See DisplayParams.getMinTransparency() - this must match!\n const maxAlpha = (255 - minTransparency) / 255;\n builder.addConstant(\"s_maxAlpha\", VariableType.Float, maxAlpha.toString());\n}\n\n/** @internal */\nfunction addEmphasisFlags(builder: ShaderBuilder): void {\n // Must be kept in sync with EmphasisFlags enum.\n builder.addBitFlagConstant(\"kEmphBit_Hilite\", 0);\n builder.addBitFlagConstant(\"kEmphBit_Emphasize\", 1);\n builder.addBitFlagConstant(\"kEmphBit_Flash\", 2);\n builder.addBitFlagConstant(\"kEmphBit_NonLocatable\", 3);\n builder.addConstant(\"kEmphFlag_Hilite\", VariableType.Float, \"1.0\");\n builder.addConstant(\"kEmphFlag_Emphasize\", VariableType.Float, \"2.0\");\n builder.addConstant(\"kEmphFlag_Flash\", VariableType.Float, \"4.0\");\n builder.addConstant(\"kEmphFlag_NonLocatable\", VariableType.Float, \"8.0\");\n}\n\nfunction addHiliteSettings(frag: FragmentShaderBuilder, wantFlashMode: boolean): void {\n frag.addUniform(\"u_hilite_settings\", VariableType.Mat3, (prog) => {\n prog.addProgramUniform(\"u_hilite_settings\", (uniform, params) => {\n params.target.uniforms.hilite.bindFeatureSettings(uniform);\n });\n });\n\n if (wantFlashMode) {\n frag.addUniform(\"u_flash_mode\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_flash_mode\", (uniform, params) => {\n uniform.setUniform1f(params.geometry.getFlashMode(params));\n });\n });\n }\n}\n\n// If feature is not hilited, discard it.\nconst checkVertexHiliteDiscard = \"return 0.0 == v_feature_hilited;\";\n\n// The result is a mask in which each pixel's r=1 if hilited and g=1 if emphasized (and not hilited).\nconst computeHiliteColor = `\n float flags = floor(v_feature_hilited + 0.5);\n float hilited = extractNthBit(flags, kEmphBit_Hilite);\n float emphasized = extractNthBit(flags, kEmphBit_Emphasize);\n return vec4(hilited, emphasized, 0.0, 0.0);\n`;\n\nconst computeSurfaceHiliteColor = `\n if (isSurfaceBitSet(kSurfaceBit_HasTexture) && TEXTURE(s_texture, v_texCoord).a <= 0.15)\n return vec4(0.0);\n${computeHiliteColor}`;\n\nconst computeHiliteOverrides = `\n vec4 value = getFirstFeatureRgba();\n float emphFlags = value.g * 256.0;\n v_feature_hilited = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);\n`;\n\nconst computeHiliteOverridesWithWeight = `${computeHiliteOverrides}\n float flags = value.r * 256.0;\n linear_feature_overrides = vec4(nthFeatureBitSet(flags, kOvrBit_Weight),\n value.a * 256.0,\n nthFeatureBitSet(flags, kOvrBit_LineCode),\n value.b * 256.0);\n`;\n\n/** @internal */\nexport function addSurfaceHiliter(builder: ProgramBuilder, wantWeight: boolean = false): void {\n addHiliter(builder, wantWeight);\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeSurfaceHiliteColor);\n}\n\n/** @internal */\nexport function addHiliter(builder: ProgramBuilder, wantWeight: boolean = false): void {\n let opts = FeatureSymbologyOptions.HasOverrides;\n if (wantWeight)\n opts |= FeatureSymbologyOptions.Weight; // hiliter never needs line code or color...\n\n if (!addCommon(builder, FeatureMode.Overrides, opts, wantWeight))\n return;\n\n builder.addVarying(\"v_feature_hilited\", VariableType.Float);\n\n addEmphasisFlags(builder.vert);\n builder.vert.set(VertexShaderComponent.ComputeFeatureOverrides, wantWeight ? computeHiliteOverridesWithWeight : computeHiliteOverrides);\n builder.vert.set(VertexShaderComponent.CheckForDiscard, checkVertexHiliteDiscard);\n\n addEmphasisFlags(builder.frag);\n addExtractNthBit(builder.frag);\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteColor);\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\n}\n\nfunction addSamplers(frag: FragmentShaderBuilder, testFeatureId: boolean) {\n if (testFeatureId) {\n frag.addUniform(\"u_pickFeatureId\", VariableType.Sampler2D, (prog) => {\n prog.addProgramUniform(\"u_pickFeatureId\", (uniform, params) => {\n params.target.compositor.featureIds.bindSampler(uniform, TextureUnit.PickFeatureId);\n });\n }, VariablePrecision.High);\n }\n\n frag.addUniform(\"u_pickDepthAndOrder\", VariableType.Sampler2D, (prog) => {\n prog.addProgramUniform(\"u_pickDepthAndOrder\", (uniform, params) => {\n params.target.compositor.depthAndOrder.bindSampler(uniform, TextureUnit.PickDepthAndOrder);\n });\n }, VariablePrecision.High);\n}\n\n/** @internal */\nexport const readDepthAndOrder = `\nvec2 readDepthAndOrder(vec2 tc) {\n vec4 pdo = TEXTURE(u_pickDepthAndOrder, tc);\n float order = floor(pdo.x * 16.0 + 0.5);\n return vec2(order, decodeDepthRgb(pdo.yzw));\n}\n`;\n\nconst checkForEarlySurfaceDiscard = `\n float factor = float(u_renderPass <= kRenderPass_Translucent); // never discard during specific passes\n float term = 0.0;\n\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\n vec2 depthAndOrder = readDepthAndOrder(tc);\n\n float surfaceDepth = computeLinearDepth(v_eyeSpace.z);\n term += float(depthAndOrder.x > u_renderOrder && abs(depthAndOrder.y - surfaceDepth) < 4.0e-5);\n return factor * term > 0.0;\n`;\n\nconst checkForEarlySurfaceDiscardWithFeatureID = `\n // No normals => unlt => reality model => no edges.\n if (u_renderPass > kRenderPass_Translucent || u_renderPass == kRenderPass_Layers || !u_surfaceFlags[kSurfaceBitIndex_HasNormals])\n return false;\n\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\n vec2 depthAndOrder = readDepthAndOrder(tc);\n\n if (depthAndOrder.x <= u_renderOrder)\n return false;\n\n // Calculate depthTolerance for letting edges show through their own surfaces\n float perspectiveFrustum = step(kFrustumType_Perspective, u_frustum.z);\n vec4 eyeDirAndWidthFactor = mix(vec4(0.0, 0.0, 1.0, u_pixelWidthFactor), vec4(normalize(-v_eyeSpace.xyz), -v_eyeSpace.z * u_pixelWidthFactor), perspectiveFrustum);\n vec3 eyeDir = eyeDirAndWidthFactor.xyz;\n float dtWidthFactor = eyeDirAndWidthFactor.w;\n\n // Compute depth tolerance based on angle of triangle to screen\n float isSilhouette = float(depthAndOrder.x == kRenderOrder_Silhouette);\n float dSq = dot(eyeDir, v_n);\n dSq *= 0.5 + 0.4 * (1.0 - isSilhouette);\n dSq = dSq * dSq;\n dSq = max(dSq, 0.0001);\n dSq = min(dSq, 0.999);\n\n float depthTolerance = dtWidthFactor * v_lineWeight * sqrt((1.0 - dSq) / dSq);\n depthTolerance *= 1.0 + .333 * isSilhouette;\n\n // Make sure stuff behind camera doesn't get pushed in front of it\n depthTolerance = max(depthTolerance, 0.0);\n\n // Convert depthTolerance from eye space to linear depth\n depthTolerance /= (u_frustum.y - u_frustum.x);\n\n float surfaceDepth = computeLinearDepth(v_eyeSpace.z);\n float depthDelta = abs(depthAndOrder.y - surfaceDepth);\n if (depthDelta > depthTolerance)\n return false;\n\n // Does pick buffer contain same feature?\n vec4 featId = TEXTURE(u_pickFeatureId, tc);\n\n // Converting to ints to test since varying floats can be interpolated incorrectly\n ivec4 featId_i = ivec4(featId * 255.0 + 0.5);\n ivec4 feature_id_i = ivec4(feature_id * 255.0 + 0.5);\n if (featId_i == feature_id_i)\n return true;\n\n // In 2d, display priority controls draw order of different elements.\n if (!u_checkInterElementDiscard)\n return false;\n\n // Use a tighter tolerance for two different elements since we're only fighting roundoff error.\n return depthDelta <= 4.0e-5;\n`;\n\n// This only adds the constants that are actually used in shader code.\nexport function addRenderOrderConstants(builder: ShaderBuilder) {\n builder.addConstant(\"kRenderOrder_BlankingRegion\", VariableType.Float, RenderOrder.BlankingRegion.toFixed(1));\n builder.addConstant(\"kRenderOrder_Linear\", VariableType.Float, RenderOrder.Linear.toFixed(1));\n builder.addConstant(\"kRenderOrder_Edge\", VariableType.Float, RenderOrder.Edge.toFixed(1));\n builder.addConstant(\"kRenderOrder_PlanarEdge\", VariableType.Float, RenderOrder.PlanarEdge.toFixed(1));\n builder.addConstant(\"kRenderOrder_Silhouette\", VariableType.Float, RenderOrder.Silhouette.toFixed(1));\n builder.addConstant(\"kRenderOrder_PlanarSilhouette\", VariableType.Float, RenderOrder.PlanarSilhouette.toFixed(1));\n builder.addConstant(\"kRenderOrder_UnlitSurface\", VariableType.Float, RenderOrder.UnlitSurface.toFixed(1));\n builder.addConstant(\"kRenderOrder_LitSurface\", VariableType.Float, RenderOrder.LitSurface.toFixed(1));\n builder.addConstant(\"kRenderOrder_PlanarUnlitSurface\", VariableType.Float, RenderOrder.PlanarUnlitSurface.toFixed(1));\n builder.addConstant(\"kRenderOrder_PlanarLitSurface\", VariableType.Float, RenderOrder.PlanarLitSurface.toFixed(1));\n builder.addConstant(\"kRenderOrder_PlanarBit\", VariableType.Float, RenderOrder.PlanarBit.toFixed(1));\n builder.addConstant(\"kRenderOrder_Background\", VariableType.Float, RenderOrder.Background.toFixed(1));\n}\n\n/** @internal */\nexport function addRenderOrder(builder: ShaderBuilder) {\n builder.addUniform(\"u_renderOrder\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_renderOrder\", (uniform, params) => {\n const order = params.target.drawingBackgroundForReadPixels ? RenderOrder.Background : params.geometry.renderOrder;\n uniform.setUniform1f(order);\n });\n });\n}\n\nfunction addPixelWidthFactor(builder: ShaderBuilder) {\n builder.addUniform(\"u_pixelWidthFactor\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_pixelWidthFactor\", (uniform, params) => {\n params.target.uniforms.bindPixelWidthFactor(uniform);\n });\n });\n}\n\nfunction addBatchId(builder: ShaderBuilder) {\n builder.addUniform(\"u_batch_id\", VariableType.Vec4, (prog) => {\n prog.addGraphicUniform(\"u_batch_id\", (uniform, params) => {\n params.target.uniforms.batch.bindBatchId(uniform);\n });\n }, VariablePrecision.High);\n}\n\nconst computeIdVert = `v_feature_id = addUInt32s(u_batch_id, vec4(g_featureIndex, 0.0)) / 255.0;`;\nconst computeIdFrag = `\n vec4 featureIndex = vec4(floor(v_feature_index + 0.5), 0.0);\n feature_id = addUInt32s(u_batch_id, featureIndex) / 255.0;\n`;\n\n/** @internal */\nexport function addFeatureId(builder: ProgramBuilder, computeInFrag: boolean) {\n const vert = builder.vert;\n const frag = builder.frag;\n frag.addGlobal(\"feature_id\", VariableType.Vec4);\n if (!computeInFrag) {\n vert.addFunction(addUInt32s);\n addBatchId(vert);\n builder.addInlineComputedVarying(\"v_feature_id\", VariableType.Vec4, computeIdVert);\n\n frag.addInitializer(\"feature_id = v_feature_id;\");\n } else {\n frag.addFunction(addUInt32s);\n builder.addInlineComputedVarying(\"v_feature_index\", VariableType.Vec3, \"v_feature_index = g_featureIndex;\");\n\n addBatchId(frag);\n frag.addInitializer(computeIdFrag);\n }\n}\n\n// Discard vertex if transparency is less than the display style's transparency threshold, IFF the specific bit is set. The bit is set if:\n// - Solid Fill or Hidden Line mode; or\n// - Shaded mode and generating shadow map (sufficiently transparent surfaces receive but do not cast shadows).\nconst isBelowTransparencyThreshold = `\n return v_color.a < u_transparencyThreshold && u_surfaceFlags[kSurfaceBitIndex_TransparencyThreshold];\n`;\n\n/** @internal */\nexport function addSurfaceDiscard(builder: ProgramBuilder, flags: TechniqueFlags) {\n const feat = flags.featureMode;\n const isEdgeTestNeeded = flags.isEdgeTestNeeded;\n const isClassified = flags.isClassified;\n const computeIdInFrag = !flags.isTranslucent && 0 !== flags.isClassified && FeatureMode.Overrides === feat;\n\n const frag = builder.frag;\n const vert = builder.vert;\n\n vert.set(VertexShaderComponent.CheckForLateDiscard, isBelowTransparencyThreshold);\n vert.addUniform(\"u_transparencyThreshold\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_transparencyThreshold\", (uniform, params) => {\n uniform.setUniform1f(params.target.currentTransparencyThreshold);\n });\n });\n\n if (isEdgeTestNeeded) {\n addWindowToTexCoords(frag);\n\n if (!flags.isHilite)\n addEyeSpace(builder);\n\n if (FeatureMode.None === feat) {\n addSamplers(frag, false);\n frag.addFunction(computeLinearDepth);\n frag.addFunction(decodeDepthRgb);\n frag.addFunction(readDepthAndOrder);\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkForEarlySurfaceDiscard);\n } else {\n frag.addUniform(\"u_checkInterElementDiscard\", VariableType.Boolean, (prog) => {\n prog.addGraphicUniform(\"u_checkInterElementDiscard\", (uniform, params) => {\n uniform.setUniform1i(params.target.uniforms.branch.top.is3d ? 1 : 0);\n });\n });\n\n addFeatureIndex(vert);\n addLineWeight(vert);\n\n addSamplers(frag, true);\n addRenderOrderConstants(frag);\n addPixelWidthFactor(frag);\n frag.addFunction(computeLinearDepth);\n frag.addFunction(decodeDepthRgb);\n frag.addFunction(readDepthAndOrder);\n\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkForEarlySurfaceDiscardWithFeatureID);\n\n builder.addInlineComputedVarying(\"v_lineWeight\", VariableType.Float, \"v_lineWeight = computeLineWeight();\");\n addFeatureId(builder, computeIdInFrag);\n }\n\n addRenderOrder(frag);\n addRenderPass(frag);\n } else if (isClassified && FeatureMode.None !== feat) {\n addFeatureIndex(vert);\n addFeatureId(builder, computeIdInFrag);\n\n if (!flags.isTranslucent)\n addRenderOrder(frag);\n }\n}\n\n// bool feature_invisible = false;\n// vec3 feature_rgb; // if not overridden, .r < 0; else rgb color override\n// float feature_alpha // alpha if overridden, else < 0\n// varying float v_feature_emphasis // bitmask - see kEmph_* constants\n// vec4 linear_feature_overrides; // x: weight overridden y: weight z: line code overridden w: line code\nconst computeFeatureOverrides = `\n feature_rgb = vec3(-1.0);\n feature_alpha = -1.0;\n vec4 value = getFirstFeatureRgba();\n\n float emphFlags = value.y * 256.0;\n v_feature_emphasis = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);\n\n float flags = value.x * 256.0;\n if (0.0 == flags)\n return; // nothing overridden for this feature\n\n bool nonLocatable = (u_shaderFlags[kShaderBit_IgnoreNonLocatable] ? nthFeatureBitSet(flags, kOvrBit_NonLocatable) : false);\n v_feature_emphasis += kEmphFlag_NonLocatable * float(nthFeatureBitSet(flags, kOvrBit_NonLocatable));\n bool invisible = nthFeatureBitSet(flags, kOvrBit_Visibility);\n feature_invisible = invisible || nonLocatable;\n if (feature_invisible)\n return;\n\n bool rgbOverridden = nthFeatureBitSet(flags, kOvrBit_Rgb);\n bool alphaOverridden = nthFeatureBitSet(flags, kOvrBit_Alpha);\n if (alphaOverridden || rgbOverridden) {\n vec4 rgba = getSecondFeatureRgba();\n if (rgbOverridden)\n feature_rgb = rgba.rgb;\n\n if (alphaOverridden) {\n feature_alpha = rgba.a;\n feature_viewIndependentTransparency = nthFeatureBitSet(emphFlags, kOvrBit_ViewIndependentTransparency);\n }\n }\n\n linear_feature_overrides = vec4(nthFeatureBitSet(flags, kOvrBit_Weight),\n value.w * 256.0,\n nthFeatureBitSet(flags, kOvrBit_LineCode),\n value.z * 256.0);\n\n feature_ignore_material = nthFeatureBitSet(flags, kOvrBit_IgnoreMaterial);\n use_material = use_material && !feature_ignore_material;\n\n v_feature_emphasis += kEmphFlag_Flash * extractNthFeatureBit(flags, kOvrBit_Flashed);\n`;\n\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\n// feature_alpha = -1.0 if alpha not overridden for feature.\nconst applyFeatureColor = `\n vec3 rgb = mix(baseColor.rgb, feature_rgb.rgb, step(0.0, feature_rgb.r));\n float alpha = mix(baseColor.a, feature_alpha, step(0.0, feature_alpha));\n return vec4(rgb, alpha);\n`;\n\n// feature_rgb.r = -1.0 if rgb color not overridden for feature, else mix based on u_overrrideColorMix.\n// feature_alpha = -1.0 if alpha not overridden for feature.\nexport const mixFeatureColor = `\n vec3 rgb = mix(baseColor.rgb, mix(baseColor.rgb, feature_rgb.rgb, u_overrideColorMix), step(0.0, feature_rgb.r));\n float alpha = mix(baseColor.a, feature_alpha, step(0.0, feature_alpha));\n return vec4(rgb, alpha);\n `;\n\nconst applyFlash = `\n float flashHilite = floor(v_feature_emphasis + 0.5);\n return doApplyFlash(flashHilite, baseColor);\n`;\n\nconst doApplyFlash = `\nvec4 doApplyFlash(float flags, vec4 baseColor) {\n bool isFlashed = nthBitSet(flags, kEmphBit_Flash);\n bool isHilited = nthBitSet(flags, kEmphBit_Hilite);\n bool isEmphasized = !isHilited && nthBitSet(flags, kEmphBit_Emphasize);\n vec3 hiliteRgb = isEmphasized ? u_hilite_settings[1] : u_hilite_settings[0];\n\n isHilited = isEmphasized || isHilited;\n float hiliteRatio = isHilited ? (isEmphasized ? u_hilite_settings[2][1] : u_hilite_settings[2][0]) : 0.0;\n baseColor.rgb = mix(baseColor.rgb, hiliteRgb, hiliteRatio);\n\n const float maxBrighten = 0.2;\n float brighten = isFlashed ? u_flash_intensity * maxBrighten : 0.0;\n vec3 brightRgb = baseColor.rgb + brighten;\n\n const float maxTween = 0.75;\n float hiliteFraction = isFlashed ? u_flash_intensity * maxTween : 0.0;\n vec3 tweenRgb = baseColor.rgb * (1.0 - hiliteFraction);\n tweenRgb += u_hilite_settings[0] * hiliteFraction;\n\n return vec4(mix(tweenRgb, brightRgb, u_flash_mode), baseColor.a);\n}\n`;\n\nconst doClassifierFlash = `\nvec4 applyClassifierFlash(vec4 baseColor) {\n const float maxBrighten = 0.2;\n float brighten = u_flash_intensity * maxBrighten;\n vec3 brightRgb = baseColor.rgb + brighten;\n return vec4(brightRgb, baseColor.a);\n}\n`;\n\n/** @internal */\nexport function addClassifierFlash(frag: FragmentShaderBuilder): void {\n addFlashIntensity(frag);\n addHiliteSettings(frag, false);\n frag.addFunction(doClassifierFlash);\n}\n\nfunction addFlashIntensity(frag: FragmentShaderBuilder): void {\n frag.addUniform(\"u_flash_intensity\", VariableType.Float, (prog) => {\n prog.addProgramUniform(\"u_flash_intensity\", (uniform, params) => {\n uniform.setUniform1f(params.target.flashIntensity);\n });\n });\n}\n\nfunction addApplyFlash(frag: FragmentShaderBuilder) {\n addHiliteSettings(frag, true);\n addEmphasisFlags(frag);\n\n addExtractNthBit(frag);\n frag.addFunction(doApplyFlash);\n frag.set(FragmentShaderComponent.ApplyFlash, applyFlash);\n addFlashIntensity(frag);\n}\n\n/** @internal */\nexport function addFeatureSymbology(builder: ProgramBuilder, feat: FeatureMode, opts: FeatureSymbologyOptions): void {\n if (!addCommon(builder, feat, opts) || FeatureSymbologyOptions.None === opts)\n return;\n\n assert((FeatureSymbologyOptions.HasOverrides | FeatureSymbologyOptions.Color) === (opts & (FeatureSymbologyOptions.HasOverrides | FeatureSymbologyOptions.Color)));\n\n builder.addGlobal(\"feature_rgb\", VariableType.Vec3);\n builder.addGlobal(\"feature_alpha\", VariableType.Float);\n builder.addVarying(\"v_feature_emphasis\", VariableType.Float);\n\n const vert = builder.vert;\n vert.addGlobal(\"feature_invisible\", VariableType.Boolean, \"false\");\n vert.addGlobal(\"feature_viewIndependentTransparency\", VariableType.Boolean, \"false\");\n\n addEmphasisFlags(vert);\n vert.addGlobal(\"use_material\", VariableType.Boolean, \"true\");\n vert.set(VertexShaderComponent.ComputeFeatureOverrides, computeFeatureOverrides);\n vert.set(VertexShaderComponent.ApplyFeatureColor, applyFeatureColor);\n\n addApplyFlash(builder.frag);\n}\n\n/** If we're running the hilite shader for a uniform feature, it follows that the feature must be hilited.\n * So the hilite shader simply needs to output '1' for every fragment.\n * @internal\n */\nexport function addUniformHiliter(builder: ProgramBuilder): void {\n builder.frag.addUniform(\"v_feature_hilited\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"v_feature_hilited\", (uniform, params) => {\n params.target.uniforms.batch.bindUniformSymbologyFlags(uniform);\n });\n });\n\n addEmphasisFlags(builder.frag);\n addExtractNthBit(builder.frag);\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteColor);\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\n}\n\n/** For a uniform feature table, the feature ID output to pick buffers is equal to the batch ID.\n * The following symbology overrides are supported:\n * - Visibility - implcitly, because if the feature is invisible its geometry will never be drawn.\n * - Flash\n * - Hilite\n * - Color and Transparency- only for point clouds currently which set addFeatureColor to true.\n * This shader could be simplified, but want to share code with the non-uniform versions...hence uniforms/globals with \"v_\" prefix typically used for varyings on no prefix...\n * @internal\n */\nexport function addUniformFeatureSymbology(builder: ProgramBuilder, addFeatureColor: boolean): void {\n builder.vert.addGlobal(\"g_featureIndex\", VariableType.Vec3, \"vec3(0.0)\", true);\n\n builder.frag.addUniform(\"v_feature_emphasis\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"v_feature_emphasis\", (uniform, params) => {\n params.target.uniforms.batch.bindUniformSymbologyFlags(uniform);\n });\n });\n\n if (addFeatureColor) {\n builder.vert.addUniform(\"feature_rgb\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"feature_rgb\", (uniform, params) => {\n params.target.uniforms.batch.bindUniformColorOverride(uniform);\n });\n });\n\n builder.vert.addUniform(\"feature_alpha\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"feature_alpha\", (uniform, params) => {\n params.target.uniforms.batch.bindUniformTransparencyOverride(uniform);\n });\n });\n\n builder.vert.set(VertexShaderComponent.ApplyFeatureColor, applyFeatureColor);\n addAlpha(builder.vert);\n addMaxAlpha(builder.vert);\n addRenderPass(builder.vert);\n addTransparencyDiscardFlags(builder.vert);\n builder.vert.set(VertexShaderComponent.CheckForDiscard, checkVertexDiscard);\n } else {\n builder.vert.set(VertexShaderComponent.CheckForDiscard, \"return feature_invisible;\");\n }\n\n // Non-Locatable... Discard if picking\n builder.vert.addUniform(\"feature_invisible\", VariableType.Boolean, (prog) => {\n prog.addGraphicUniform(\"feature_invisible\", (uniform, params) => {\n params.target.uniforms.batch.bindUniformNonLocatable(uniform, params.target.drawNonLocatable);\n });\n });\n\n builder.vert.addGlobal(\"feature_viewIndependentTransparency\", VariableType.Boolean, \"false\");\n\n addApplyFlash(builder.frag);\n}\n"]}
@@ -29,38 +29,38 @@ export function addWhiteOnWhiteReversal(frag) {
29
29
  });
30
30
  frag.set(9 /* FragmentShaderComponent.ReverseWhiteOnWhite */, reverseWhiteOnWhite);
31
31
  }
32
- const reverseWhiteOnWhite = `
33
- const vec3 white = vec3(1.0);
34
- const vec3 epsilon = vec3(0.0001);
35
- vec3 color = baseColor.rgb;
36
- vec3 delta = (color + epsilon) - white;
37
- vec4 wowColor = vec4(baseColor.rgb * vec3(float(delta.x <= 0.0 || delta.y <= 0.0 || delta.z <= 0.0)), baseColor.a); // set to black if almost white
38
- return u_reverseWhiteOnWhite ? wowColor : baseColor;
32
+ const reverseWhiteOnWhite = `
33
+ const vec3 white = vec3(1.0);
34
+ const vec3 epsilon = vec3(0.0001);
35
+ vec3 color = baseColor.rgb;
36
+ vec3 delta = (color + epsilon) - white;
37
+ vec4 wowColor = vec4(baseColor.rgb * vec3(float(delta.x <= 0.0 || delta.y <= 0.0 || delta.z <= 0.0)), baseColor.a); // set to black if almost white
38
+ return u_reverseWhiteOnWhite ? wowColor : baseColor;
39
39
  `;
40
- const multiplyAlpha = `
41
- if (u_renderPass >= kRenderPass_OpaqueLinear && u_renderPass <= kRenderPass_OpaqueGeneral)
42
- baseColor.a = 1.0;
43
- else
44
- baseColor = vec4(baseColor.rgb * baseColor.a, baseColor.a);
40
+ const multiplyAlpha = `
41
+ if (u_renderPass >= kRenderPass_OpaqueLinear && u_renderPass <= kRenderPass_OpaqueGeneral)
42
+ baseColor.a = 1.0;
43
+ else
44
+ baseColor = vec4(baseColor.rgb * baseColor.a, baseColor.a);
45
45
  `;
46
- const computePickBufferOutputs = `${multiplyAlpha}
47
- vec4 output0 = baseColor;
48
-
49
- // Fix interpolation errors despite all vertices sending exact same feature_id...
50
- ivec4 feature_id_i = ivec4(feature_id * 255.0 + 0.5);
51
- vec4 output1 = vec4(feature_id_i) / 255.0;
52
- float linearDepth = computeLinearDepth(v_eyeSpace.z);
53
- vec4 output2 = vec4(renderOrder * 0.0625, encodeDepthRgb(linearDepth)); // near=1, far=0
46
+ const computePickBufferOutputs = `${multiplyAlpha}
47
+ vec4 output0 = baseColor;
48
+
49
+ // Fix interpolation errors despite all vertices sending exact same feature_id...
50
+ ivec4 feature_id_i = ivec4(feature_id * 255.0 + 0.5);
51
+ vec4 output1 = vec4(feature_id_i) / 255.0;
52
+ float linearDepth = computeLinearDepth(v_eyeSpace.z);
53
+ vec4 output2 = vec4(renderOrder * 0.0625, encodeDepthRgb(linearDepth)); // near=1, far=0
54
54
  `;
55
- const computeAltPickBufferOutputs = `${multiplyAlpha}
56
- vec4 output0 = baseColor;
57
- vec4 output1 = vec4(0.0);
58
- vec4 output2 = vec4(0.0);
55
+ const computeAltPickBufferOutputs = `${multiplyAlpha}
56
+ vec4 output0 = baseColor;
57
+ vec4 output1 = vec4(0.0);
58
+ vec4 output2 = vec4(0.0);
59
59
  `;
60
- const assignPickBufferOutputsMRT = `
61
- FragColor0 = output0;
62
- FragColor1 = output1;
63
- FragColor2 = output2;
60
+ const assignPickBufferOutputsMRT = `
61
+ FragColor0 = output0;
62
+ FragColor1 = output1;
63
+ FragColor2 = output2;
64
64
  `;
65
65
  const reassignFeatureId = " output1 = overrideFeatureId(output1);";
66
66
  /** @internal */
@@ -118,21 +118,21 @@ export function addFragColorWithPreMultipliedAlpha(frag) {
118
118
  }
119
119
  /** @internal */
120
120
  export const assignFragColor = "FragColor = baseColor;";
121
- const assignFragColorWithPreMultipliedAlpha = `${multiplyAlpha}
122
- FragColor = baseColor;
121
+ const assignFragColorWithPreMultipliedAlpha = `${multiplyAlpha}
122
+ FragColor = baseColor;
123
123
  `;
124
- const overrideAndAssignFragColorWithPreMultipliedAlpha = `${multiplyAlpha}
125
- vec4 fragColor = overrideColor(baseColor);
126
- FragColor = fragColor;
124
+ const overrideAndAssignFragColorWithPreMultipliedAlpha = `${multiplyAlpha}
125
+ vec4 fragColor = overrideColor(baseColor);
126
+ FragColor = fragColor;
127
127
  `;
128
128
  /** @internal */
129
- export const computeLinearDepth = `
130
- float computeLinearDepth(float eyeSpaceZ) {
131
- float eyeZ = -eyeSpaceZ;
132
- float near = u_frustum.x, far = u_frustum.y;
133
- float depthRange = far - near;
134
- float linearDepth = (eyeZ - near) / depthRange;
135
- return 1.0 - linearDepth;
136
- }
129
+ export const computeLinearDepth = `
130
+ float computeLinearDepth(float eyeSpaceZ) {
131
+ float eyeZ = -eyeSpaceZ;
132
+ float near = u_frustum.x, far = u_frustum.y;
133
+ float depthRange = far - near;
134
+ float linearDepth = (eyeZ - near) / depthRange;
135
+ return 1.0 - linearDepth;
136
+ }
137
137
  `;
138
138
  //# sourceMappingURL=Fragment.js.map
@@ -1 +1 @@
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { FragmentShaderBuilder, FragmentShaderComponent, SourceBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { encodeDepthRgb } from \"./Decode\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\n\r\n/** @internal */\r\nexport function addWindowToTexCoords(frag: FragmentShaderBuilder) {\r\n const windowCoordsToTexCoords = `\\nvec2 windowCoordsToTexCoords(vec2 wc) { return wc * u_invScreenSize; }\\n`;\r\n frag.addFunction(windowCoordsToTexCoords);\r\n frag.addUniform(\"u_invScreenSize\", VariableType.Vec2, (prog) => {\r\n prog.addProgramUniform(\"u_invScreenSize\", (uniform, params) => {\r\n params.target.uniforms.viewRect.bindInverseDimensions(uniform);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addWhiteOnWhiteReversal(frag: FragmentShaderBuilder) {\r\n frag.addUniform(\"u_reverseWhiteOnWhite\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_reverseWhiteOnWhite\", (uniform, params) => {\r\n const wantWoW = params.target.uniforms.style.wantWoWReversal;\r\n const doReversal = (wantWoW && params.geometry.wantWoWReversal(params.programParams)) ? 1 : 0;\r\n uniform.setUniform1i(doReversal);\r\n });\r\n });\r\n frag.set(FragmentShaderComponent.ReverseWhiteOnWhite, reverseWhiteOnWhite);\r\n}\r\n\r\nconst reverseWhiteOnWhite = `\r\n const vec3 white = vec3(1.0);\r\n const vec3 epsilon = vec3(0.0001);\r\n vec3 color = baseColor.rgb;\r\n vec3 delta = (color + epsilon) - white;\r\n vec4 wowColor = vec4(baseColor.rgb * vec3(float(delta.x <= 0.0 || delta.y <= 0.0 || delta.z <= 0.0)), baseColor.a); // set to black if almost white\r\n return u_reverseWhiteOnWhite ? wowColor : baseColor;\r\n`;\r\n\r\nconst multiplyAlpha = `\r\n if (u_renderPass >= kRenderPass_OpaqueLinear && u_renderPass <= kRenderPass_OpaqueGeneral)\r\n baseColor.a = 1.0;\r\n else\r\n baseColor = vec4(baseColor.rgb * baseColor.a, baseColor.a);\r\n`;\r\n\r\nconst computePickBufferOutputs = `${multiplyAlpha}\r\n vec4 output0 = baseColor;\r\n\r\n // Fix interpolation errors despite all vertices sending exact same feature_id...\r\n ivec4 feature_id_i = ivec4(feature_id * 255.0 + 0.5);\r\n vec4 output1 = vec4(feature_id_i) / 255.0;\r\n float linearDepth = computeLinearDepth(v_eyeSpace.z);\r\n vec4 output2 = vec4(renderOrder * 0.0625, encodeDepthRgb(linearDepth)); // near=1, far=0\r\n`;\r\n\r\nconst computeAltPickBufferOutputs = `${multiplyAlpha}\r\n vec4 output0 = baseColor;\r\n vec4 output1 = vec4(0.0);\r\n vec4 output2 = vec4(0.0);\r\n`;\r\n\r\nconst assignPickBufferOutputsMRT = `\r\n FragColor0 = output0;\r\n FragColor1 = output1;\r\n FragColor2 = output2;\r\n`;\r\n\r\nconst reassignFeatureId = \" output1 = overrideFeatureId(output1);\";\r\n\r\n/** @internal */\r\nexport function addPickBufferOutputs(frag: FragmentShaderBuilder): void {\r\n frag.addFunction(encodeDepthRgb);\r\n frag.addFunction(computeLinearDepth);\r\n\r\n const prelude = new SourceBuilder();\r\n const overrideOrder = frag.get(FragmentShaderComponent.OverrideRenderOrder);\r\n if (overrideOrder) {\r\n frag.addFunction(\"float overrideRenderOrder(float currentOrder)\", overrideOrder);\r\n prelude.addline(\" float renderOrder = overrideRenderOrder(u_renderOrder);\");\r\n } else {\r\n prelude.addline(\" float renderOrder = u_renderOrder;\");\r\n }\r\n\r\n prelude.add(computePickBufferOutputs);\r\n\r\n const overrideColor = frag.get(FragmentShaderComponent.OverrideColor);\r\n if (undefined !== overrideColor) {\r\n frag.addFunction(\"vec4 overrideColor(vec4 currentColor)\", overrideColor);\r\n prelude.addline(\" output0 = overrideColor(output0);\");\r\n }\r\n\r\n const overrideFeatureId = frag.get(FragmentShaderComponent.OverrideFeatureId);\r\n if (undefined !== overrideFeatureId) {\r\n frag.addFunction(\"vec4 overrideFeatureId(vec4 currentId)\", overrideFeatureId);\r\n prelude.addline(reassignFeatureId);\r\n }\r\n\r\n addRenderPass(frag);\r\n frag.addDrawBuffersExtension(3);\r\n frag.set(FragmentShaderComponent.AssignFragData, prelude.source + assignPickBufferOutputsMRT);\r\n}\r\n\r\n/** @internal */\r\nexport function addAltPickBufferOutputs(frag: FragmentShaderBuilder): void {\r\n const prelude = new SourceBuilder();\r\n prelude.add(computeAltPickBufferOutputs);\r\n\r\n const overrideColor = frag.get(FragmentShaderComponent.OverrideColor);\r\n if (undefined !== overrideColor) {\r\n frag.addFunction(\"vec4 overrideColor(vec4 currentColor)\", overrideColor);\r\n prelude.addline(\" output0 = overrideColor(output0);\");\r\n }\r\n\r\n addRenderPass(frag);\r\n frag.addDrawBuffersExtension(3);\r\n frag.set(FragmentShaderComponent.AssignFragData, prelude.source + assignPickBufferOutputsMRT);\r\n}\r\n\r\n/** @internal */\r\nexport function addFragColorWithPreMultipliedAlpha(frag: FragmentShaderBuilder): void {\r\n addRenderPass(frag);\r\n const overrideColor = frag.get(FragmentShaderComponent.OverrideColor);\r\n if (undefined === overrideColor) {\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColorWithPreMultipliedAlpha);\r\n } else {\r\n frag.addFunction(\"vec4 overrideColor(vec4 currentColor)\", overrideColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, overrideAndAssignFragColorWithPreMultipliedAlpha);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport const assignFragColor = \"FragColor = baseColor;\";\r\n\r\nconst assignFragColorWithPreMultipliedAlpha = `${multiplyAlpha}\r\n FragColor = baseColor;\r\n`;\r\n\r\nconst overrideAndAssignFragColorWithPreMultipliedAlpha = `${multiplyAlpha}\r\n vec4 fragColor = overrideColor(baseColor);\r\n FragColor = fragColor;\r\n`;\r\n\r\n/** @internal */\r\nexport const computeLinearDepth = `\r\nfloat computeLinearDepth(float eyeSpaceZ) {\r\n float eyeZ = -eyeSpaceZ;\r\n float near = u_frustum.x, far = u_frustum.y;\r\n float depthRange = far - near;\r\n float linearDepth = (eyeZ - near) / depthRange;\r\n return 1.0 - linearDepth;\r\n}\r\n`;\r\n"]}
1
+ {"version":3,"file":"Fragment.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Fragment.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAkD,aAAa,EAAgB,MAAM,kBAAkB,CAAC;AAC/G,OAAO,EAAE,cAAc,EAAE,MAAM,UAAU,CAAC;AAC1C,OAAO,EAAE,aAAa,EAAE,MAAM,cAAc,CAAC;AAE7C,gBAAgB;AAChB,MAAM,UAAU,oBAAoB,CAAC,IAA2B;IAC9D,MAAM,uBAAuB,GAAG,4EAA4E,CAAC;IAC7G,IAAI,CAAC,WAAW,CAAC,uBAAuB,CAAC,CAAC;IAC1C,IAAI,CAAC,UAAU,CAAC,iBAAiB,6BAAqB,CAAC,IAAI,EAAE,EAAE;QAC7D,IAAI,CAAC,iBAAiB,CAAC,iBAAiB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC5D,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,qBAAqB,CAAC,OAAO,CAAC,CAAC;QACjE,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,UAAU,uBAAuB,CAAC,IAA2B;IACjE,IAAI,CAAC,UAAU,CAAC,uBAAuB,gCAAwB,CAAC,IAAI,EAAE,EAAE;QACtE,IAAI,CAAC,iBAAiB,CAAC,uBAAuB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAClE,MAAM,OAAO,GAAG,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,eAAe,CAAC;YAC7D,MAAM,UAAU,GAAG,CAAC,OAAO,IAAI,MAAM,CAAC,QAAQ,CAAC,eAAe,CAAC,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC9F,OAAO,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;QACnC,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IACH,IAAI,CAAC,GAAG,sDAA8C,mBAAmB,CAAC,CAAC;AAC7E,CAAC;AAED,MAAM,mBAAmB,GAAG;;;;;;;CAO3B,CAAC;AAEF,MAAM,aAAa,GAAG;;;;;CAKrB,CAAC;AAEF,MAAM,wBAAwB,GAAG,GAAG,aAAa;;;;;;;;CAQhD,CAAC;AAEF,MAAM,2BAA2B,GAAG,GAAG,aAAa;;;;CAInD,CAAC;AAEF,MAAM,0BAA0B,GAAG;;;;CAIlC,CAAC;AAEF,MAAM,iBAAiB,GAAG,yCAAyC,CAAC;AAEpE,gBAAgB;AAChB,MAAM,UAAU,oBAAoB,CAAC,IAA2B;IAC9D,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,CAAC;IACjC,IAAI,CAAC,WAAW,CAAC,kBAAkB,CAAC,CAAC;IAErC,MAAM,OAAO,GAAG,IAAI,aAAa,EAAE,CAAC;IACpC,MAAM,aAAa,GAAG,IAAI,CAAC,GAAG,sDAA6C,CAAC;IAC5E,IAAI,aAAa,EAAE;QACjB,IAAI,CAAC,WAAW,CAAC,+CAA+C,EAAE,aAAa,CAAC,CAAC;QACjF,OAAO,CAAC,OAAO,CAAC,2DAA2D,CAAC,CAAC;KAC9E;SAAM;QACL,OAAO,CAAC,OAAO,CAAC,sCAAsC,CAAC,CAAC;KACzD;IAED,OAAO,CAAC,GAAG,CAAC,wBAAwB,CAAC,CAAC;IAEtC,MAAM,aAAa,GAAG,IAAI,CAAC,GAAG,gDAAuC,CAAC;IACtE,IAAI,SAAS,KAAK,aAAa,EAAE;QAC/B,IAAI,CAAC,WAAW,CAAC,uCAAuC,EAAE,aAAa,CAAC,CAAC;QACzE,OAAO,CAAC,OAAO,CAAC,qCAAqC,CAAC,CAAC;KACxD;IAED,MAAM,iBAAiB,GAAG,IAAI,CAAC,GAAG,oDAA2C,CAAC;IAC9E,IAAI,SAAS,KAAK,iBAAiB,EAAE;QACnC,IAAI,CAAC,WAAW,CAAC,wCAAwC,EAAE,iBAAiB,CAAC,CAAC;QAC9E,OAAO,CAAC,OAAO,CAAC,iBAAiB,CAAC,CAAC;KACpC;IAED,aAAa,CAAC,IAAI,CAAC,CAAC;IACpB,IAAI,CAAC,uBAAuB,CAAC,CAAC,CAAC,CAAC;IAChC,IAAI,CAAC,GAAG,kDAAyC,OAAO,CAAC,MAAM,GAAG,0BAA0B,CAAC,CAAC;AAChG,CAAC;AAED,gBAAgB;AAChB,MAAM,UAAU,uBAAuB,CAAC,IAA2B;IACjE,MAAM,OAAO,GAAG,IAAI,aAAa,EAAE,CAAC;IACpC,OAAO,CAAC,GAAG,CAAC,2BAA2B,CAAC,CAAC;IAEzC,MAAM,aAAa,GAAG,IAAI,CAAC,GAAG,gDAAuC,CAAC;IACtE,IAAI,SAAS,KAAK,aAAa,EAAE;QAC/B,IAAI,CAAC,WAAW,CAAC,uCAAuC,EAAE,aAAa,CAAC,CAAC;QACzE,OAAO,CAAC,OAAO,CAAC,qCAAqC,CAAC,CAAC;KACxD;IAED,aAAa,CAAC,IAAI,CAAC,CAAC;IACpB,IAAI,CAAC,uBAAuB,CAAC,CAAC,CAAC,CAAC;IAChC,IAAI,CAAC,GAAG,kDAAyC,OAAO,CAAC,MAAM,GAAG,0BAA0B,CAAC,CAAC;AAChG,CAAC;AAED,gBAAgB;AAChB,MAAM,UAAU,kCAAkC,CAAC,IAA2B;IAC5E,aAAa,CAAC,IAAI,CAAC,CAAC;IACpB,MAAM,aAAa,GAAG,IAAI,CAAC,GAAG,gDAAuC,CAAC;IACtE,IAAI,SAAS,KAAK,aAAa,EAAE;QAC/B,IAAI,CAAC,GAAG,kDAAyC,qCAAqC,CAAC,CAAC;KACzF;SAAM;QACL,IAAI,CAAC,WAAW,CAAC,uCAAuC,EAAE,aAAa,CAAC,CAAC;QACzE,IAAI,CAAC,GAAG,kDAAyC,gDAAgD,CAAC,CAAC;KACpG;AACH,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,wBAAwB,CAAC;AAExD,MAAM,qCAAqC,GAAG,GAAG,aAAa;;CAE7D,CAAC;AAEF,MAAM,gDAAgD,GAAG,GAAG,aAAa;;;CAGxE,CAAC;AAEF,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG;;;;;;;;CAQjC,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 { FragmentShaderBuilder, FragmentShaderComponent, SourceBuilder, VariableType } from \"../ShaderBuilder\";\nimport { encodeDepthRgb } from \"./Decode\";\nimport { addRenderPass } from \"./RenderPass\";\n\n/** @internal */\nexport function addWindowToTexCoords(frag: FragmentShaderBuilder) {\n const windowCoordsToTexCoords = `\\nvec2 windowCoordsToTexCoords(vec2 wc) { return wc * u_invScreenSize; }\\n`;\n frag.addFunction(windowCoordsToTexCoords);\n frag.addUniform(\"u_invScreenSize\", VariableType.Vec2, (prog) => {\n prog.addProgramUniform(\"u_invScreenSize\", (uniform, params) => {\n params.target.uniforms.viewRect.bindInverseDimensions(uniform);\n });\n });\n}\n\n/** @internal */\nexport function addWhiteOnWhiteReversal(frag: FragmentShaderBuilder) {\n frag.addUniform(\"u_reverseWhiteOnWhite\", VariableType.Boolean, (prog) => {\n prog.addGraphicUniform(\"u_reverseWhiteOnWhite\", (uniform, params) => {\n const wantWoW = params.target.uniforms.style.wantWoWReversal;\n const doReversal = (wantWoW && params.geometry.wantWoWReversal(params.programParams)) ? 1 : 0;\n uniform.setUniform1i(doReversal);\n });\n });\n frag.set(FragmentShaderComponent.ReverseWhiteOnWhite, reverseWhiteOnWhite);\n}\n\nconst reverseWhiteOnWhite = `\n const vec3 white = vec3(1.0);\n const vec3 epsilon = vec3(0.0001);\n vec3 color = baseColor.rgb;\n vec3 delta = (color + epsilon) - white;\n vec4 wowColor = vec4(baseColor.rgb * vec3(float(delta.x <= 0.0 || delta.y <= 0.0 || delta.z <= 0.0)), baseColor.a); // set to black if almost white\n return u_reverseWhiteOnWhite ? wowColor : baseColor;\n`;\n\nconst multiplyAlpha = `\n if (u_renderPass >= kRenderPass_OpaqueLinear && u_renderPass <= kRenderPass_OpaqueGeneral)\n baseColor.a = 1.0;\n else\n baseColor = vec4(baseColor.rgb * baseColor.a, baseColor.a);\n`;\n\nconst computePickBufferOutputs = `${multiplyAlpha}\n vec4 output0 = baseColor;\n\n // Fix interpolation errors despite all vertices sending exact same feature_id...\n ivec4 feature_id_i = ivec4(feature_id * 255.0 + 0.5);\n vec4 output1 = vec4(feature_id_i) / 255.0;\n float linearDepth = computeLinearDepth(v_eyeSpace.z);\n vec4 output2 = vec4(renderOrder * 0.0625, encodeDepthRgb(linearDepth)); // near=1, far=0\n`;\n\nconst computeAltPickBufferOutputs = `${multiplyAlpha}\n vec4 output0 = baseColor;\n vec4 output1 = vec4(0.0);\n vec4 output2 = vec4(0.0);\n`;\n\nconst assignPickBufferOutputsMRT = `\n FragColor0 = output0;\n FragColor1 = output1;\n FragColor2 = output2;\n`;\n\nconst reassignFeatureId = \" output1 = overrideFeatureId(output1);\";\n\n/** @internal */\nexport function addPickBufferOutputs(frag: FragmentShaderBuilder): void {\n frag.addFunction(encodeDepthRgb);\n frag.addFunction(computeLinearDepth);\n\n const prelude = new SourceBuilder();\n const overrideOrder = frag.get(FragmentShaderComponent.OverrideRenderOrder);\n if (overrideOrder) {\n frag.addFunction(\"float overrideRenderOrder(float currentOrder)\", overrideOrder);\n prelude.addline(\" float renderOrder = overrideRenderOrder(u_renderOrder);\");\n } else {\n prelude.addline(\" float renderOrder = u_renderOrder;\");\n }\n\n prelude.add(computePickBufferOutputs);\n\n const overrideColor = frag.get(FragmentShaderComponent.OverrideColor);\n if (undefined !== overrideColor) {\n frag.addFunction(\"vec4 overrideColor(vec4 currentColor)\", overrideColor);\n prelude.addline(\" output0 = overrideColor(output0);\");\n }\n\n const overrideFeatureId = frag.get(FragmentShaderComponent.OverrideFeatureId);\n if (undefined !== overrideFeatureId) {\n frag.addFunction(\"vec4 overrideFeatureId(vec4 currentId)\", overrideFeatureId);\n prelude.addline(reassignFeatureId);\n }\n\n addRenderPass(frag);\n frag.addDrawBuffersExtension(3);\n frag.set(FragmentShaderComponent.AssignFragData, prelude.source + assignPickBufferOutputsMRT);\n}\n\n/** @internal */\nexport function addAltPickBufferOutputs(frag: FragmentShaderBuilder): void {\n const prelude = new SourceBuilder();\n prelude.add(computeAltPickBufferOutputs);\n\n const overrideColor = frag.get(FragmentShaderComponent.OverrideColor);\n if (undefined !== overrideColor) {\n frag.addFunction(\"vec4 overrideColor(vec4 currentColor)\", overrideColor);\n prelude.addline(\" output0 = overrideColor(output0);\");\n }\n\n addRenderPass(frag);\n frag.addDrawBuffersExtension(3);\n frag.set(FragmentShaderComponent.AssignFragData, prelude.source + assignPickBufferOutputsMRT);\n}\n\n/** @internal */\nexport function addFragColorWithPreMultipliedAlpha(frag: FragmentShaderBuilder): void {\n addRenderPass(frag);\n const overrideColor = frag.get(FragmentShaderComponent.OverrideColor);\n if (undefined === overrideColor) {\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColorWithPreMultipliedAlpha);\n } else {\n frag.addFunction(\"vec4 overrideColor(vec4 currentColor)\", overrideColor);\n frag.set(FragmentShaderComponent.AssignFragData, overrideAndAssignFragColorWithPreMultipliedAlpha);\n }\n}\n\n/** @internal */\nexport const assignFragColor = \"FragColor = baseColor;\";\n\nconst assignFragColorWithPreMultipliedAlpha = `${multiplyAlpha}\n FragColor = baseColor;\n`;\n\nconst overrideAndAssignFragColorWithPreMultipliedAlpha = `${multiplyAlpha}\n vec4 fragColor = overrideColor(baseColor);\n FragColor = fragColor;\n`;\n\n/** @internal */\nexport const computeLinearDepth = `\nfloat computeLinearDepth(float eyeSpaceZ) {\n float eyeZ = -eyeSpaceZ;\n float near = u_frustum.x, far = u_frustum.y;\n float depthRange = far - near;\n float linearDepth = (eyeZ - near) / depthRange;\n return 1.0 - linearDepth;\n}\n`;\n"]}
@@ -8,28 +8,28 @@
8
8
  import { assert } from "@itwin/core-bentley";
9
9
  import { addExtractNthBit } from "./Common";
10
10
  import { addOvrFlagConstants } from "./FeatureSymbology";
11
- const extractInstanceBit = `
12
- float extractInstanceBit(uint flag) { return extractNthBit(a_instanceOverrides.r, flag); }
11
+ const extractInstanceBit = `
12
+ float extractInstanceBit(uint flag) { return extractNthBit(a_instanceOverrides.r, flag); }
13
13
  `;
14
- const computeInstancedModelMatrixRTC = `
15
- if (g_isAreaPattern) {
16
- vec2 spacing = u_patternParams.yz;
17
- float scale = u_patternParams.w;
18
-
19
- float x = u_patternOrigin.x + a_patternX * spacing.x;
20
- float y = u_patternOrigin.y + a_patternY * spacing.y;
21
- vec4 translation = vec4(x / scale, y / scale, 0.0, 1.0);
22
- mat4 symbolTrans = u_patOrg;
23
- symbolTrans[3] = symbolTrans * translation;
24
-
25
- g_modelMatrixRTC = u_patLocalToModel * symbolTrans * u_patSymbolToLocal;
26
- } else {
27
- g_modelMatrixRTC = mat4(
28
- a_instanceMatrixRow0.x, a_instanceMatrixRow1.x, a_instanceMatrixRow2.x, 0.0,
29
- a_instanceMatrixRow0.y, a_instanceMatrixRow1.y, a_instanceMatrixRow2.y, 0.0,
30
- a_instanceMatrixRow0.z, a_instanceMatrixRow1.z, a_instanceMatrixRow2.z, 0.0,
31
- a_instanceMatrixRow0.w, a_instanceMatrixRow1.w, a_instanceMatrixRow2.w, 1.0);
32
- }
14
+ const computeInstancedModelMatrixRTC = `
15
+ if (g_isAreaPattern) {
16
+ vec2 spacing = u_patternParams.yz;
17
+ float scale = u_patternParams.w;
18
+
19
+ float x = u_patternOrigin.x + a_patternX * spacing.x;
20
+ float y = u_patternOrigin.y + a_patternY * spacing.y;
21
+ vec4 translation = vec4(x / scale, y / scale, 0.0, 1.0);
22
+ mat4 symbolTrans = u_patOrg;
23
+ symbolTrans[3] = symbolTrans * translation;
24
+
25
+ g_modelMatrixRTC = u_patLocalToModel * symbolTrans * u_patSymbolToLocal;
26
+ } else {
27
+ g_modelMatrixRTC = mat4(
28
+ a_instanceMatrixRow0.x, a_instanceMatrixRow1.x, a_instanceMatrixRow2.x, 0.0,
29
+ a_instanceMatrixRow0.y, a_instanceMatrixRow1.y, a_instanceMatrixRow2.y, 0.0,
30
+ a_instanceMatrixRow0.z, a_instanceMatrixRow1.z, a_instanceMatrixRow2.z, 0.0,
31
+ a_instanceMatrixRow0.w, a_instanceMatrixRow1.w, a_instanceMatrixRow2.w, 1.0);
32
+ }
33
33
  `;
34
34
  function setMatrix(uniform, matrix) {
35
35
  if (matrix)
@@ -1 +1 @@
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { VariableType, VertexShaderBuilder } from \"../ShaderBuilder\";\r\nimport { UniformHandle } from \"../UniformHandle\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { addExtractNthBit } from \"./Common\";\r\nimport { addOvrFlagConstants } from \"./FeatureSymbology\";\r\n\r\nconst extractInstanceBit = `\r\nfloat extractInstanceBit(uint flag) { return extractNthBit(a_instanceOverrides.r, flag); }\r\n`;\r\n\r\nconst computeInstancedModelMatrixRTC = `\r\n if (g_isAreaPattern) {\r\n vec2 spacing = u_patternParams.yz;\r\n float scale = u_patternParams.w;\r\n\r\n float x = u_patternOrigin.x + a_patternX * spacing.x;\r\n float y = u_patternOrigin.y + a_patternY * spacing.y;\r\n vec4 translation = vec4(x / scale, y / scale, 0.0, 1.0);\r\n mat4 symbolTrans = u_patOrg;\r\n symbolTrans[3] = symbolTrans * translation;\r\n\r\n g_modelMatrixRTC = u_patLocalToModel * symbolTrans * u_patSymbolToLocal;\r\n } else {\r\n g_modelMatrixRTC = mat4(\r\n a_instanceMatrixRow0.x, a_instanceMatrixRow1.x, a_instanceMatrixRow2.x, 0.0,\r\n a_instanceMatrixRow0.y, a_instanceMatrixRow1.y, a_instanceMatrixRow2.y, 0.0,\r\n a_instanceMatrixRow0.z, a_instanceMatrixRow1.z, a_instanceMatrixRow2.z, 0.0,\r\n a_instanceMatrixRow0.w, a_instanceMatrixRow1.w, a_instanceMatrixRow2.w, 1.0);\r\n }\r\n`;\r\nfunction setMatrix(uniform: UniformHandle, matrix: Matrix4 | undefined): void {\r\n if (matrix)\r\n uniform.setMatrix4(matrix);\r\n}\r\n\r\nfunction addPatternTransforms(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_patOrg\", VariableType.Mat4, (prog) =>\r\n prog.addGraphicUniform(\"u_patOrg\", (uniform, params) =>\r\n setMatrix(uniform, params.geometry.asInstanced?.patternTransforms?.orgTransform)));\r\n\r\n vert.addUniform(\"u_patLocalToModel\", VariableType.Mat4, (prog) =>\r\n prog.addGraphicUniform(\"u_patLocalToModel\", (uniform, params) =>\r\n setMatrix(uniform, params.geometry.asInstanced?.patternTransforms?.localToModel)));\r\n\r\n vert.addUniform(\"u_patSymbolToLocal\", VariableType.Mat4, (prog) =>\r\n prog.addGraphicUniform(\"u_patSymbolToLocal\", (uniform, params) =>\r\n setMatrix(uniform, params.geometry.asInstanced?.patternTransforms?.symbolToLocal)));\r\n\r\n vert.addUniform(\"u_patternOrigin\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_patternOrigin\", (uniform, params) => {\r\n const origin = params.geometry.asInstanced?.patternTransforms?.origin;\r\n if (origin)\r\n uniform.setUniform2fv(origin);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addInstancedModelMatrixRTC(vert: VertexShaderBuilder) {\r\n assert(vert.usesInstancedGeometry);\r\n\r\n vert.addUniform(\"u_patternParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_patternParams\", (uniform, params) => {\r\n const inst = params.geometry.asInstanced;\r\n assert(undefined !== inst);\r\n if (inst)\r\n uniform.setUniform4fv(inst.patternParams);\r\n });\r\n });\r\n\r\n addPatternTransforms(vert);\r\n\r\n vert.addGlobal(\"g_isAreaPattern\", VariableType.Boolean);\r\n vert.addInitializer(\"g_isAreaPattern = 0.0 != u_patternParams.x;\");\r\n\r\n vert.addGlobal(\"g_modelMatrixRTC\", VariableType.Mat4);\r\n vert.addInitializer(computeInstancedModelMatrixRTC);\r\n}\r\n\r\n/** @internal */\r\nexport function addInstanceOverrides(vert: VertexShaderBuilder): void {\r\n if (undefined !== vert.find(\"a_instanceOverrides\"))\r\n return;\r\n\r\n addOvrFlagConstants(vert);\r\n\r\n addExtractNthBit(vert);\r\n vert.addFunction(extractInstanceBit);\r\n}\r\n\r\n/** @internal */\r\nexport function addInstanceColor(vert: VertexShaderBuilder): void {\r\n addInstanceOverrides(vert);\r\n\r\n vert.addUniform(\"u_applyInstanceColor\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_applyInstanceColor\", (uniform, params) => {\r\n let val = 1.0;\r\n if (params.geometry.isEdge && undefined !== params.target.currentEdgeSettings.getColor(params.target.currentViewFlags))\r\n val = 0.0;\r\n\r\n uniform.setUniform1f(val);\r\n });\r\n });\r\n}\r\n"]}
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert } from \"@itwin/core-bentley\";\nimport { VariableType, VertexShaderBuilder } from \"../ShaderBuilder\";\nimport { UniformHandle } from \"../UniformHandle\";\nimport { Matrix4 } from \"../Matrix\";\nimport { addExtractNthBit } from \"./Common\";\nimport { addOvrFlagConstants } from \"./FeatureSymbology\";\n\nconst extractInstanceBit = `\nfloat extractInstanceBit(uint flag) { return extractNthBit(a_instanceOverrides.r, flag); }\n`;\n\nconst computeInstancedModelMatrixRTC = `\n if (g_isAreaPattern) {\n vec2 spacing = u_patternParams.yz;\n float scale = u_patternParams.w;\n\n float x = u_patternOrigin.x + a_patternX * spacing.x;\n float y = u_patternOrigin.y + a_patternY * spacing.y;\n vec4 translation = vec4(x / scale, y / scale, 0.0, 1.0);\n mat4 symbolTrans = u_patOrg;\n symbolTrans[3] = symbolTrans * translation;\n\n g_modelMatrixRTC = u_patLocalToModel * symbolTrans * u_patSymbolToLocal;\n } else {\n g_modelMatrixRTC = mat4(\n a_instanceMatrixRow0.x, a_instanceMatrixRow1.x, a_instanceMatrixRow2.x, 0.0,\n a_instanceMatrixRow0.y, a_instanceMatrixRow1.y, a_instanceMatrixRow2.y, 0.0,\n a_instanceMatrixRow0.z, a_instanceMatrixRow1.z, a_instanceMatrixRow2.z, 0.0,\n a_instanceMatrixRow0.w, a_instanceMatrixRow1.w, a_instanceMatrixRow2.w, 1.0);\n }\n`;\nfunction setMatrix(uniform: UniformHandle, matrix: Matrix4 | undefined): void {\n if (matrix)\n uniform.setMatrix4(matrix);\n}\n\nfunction addPatternTransforms(vert: VertexShaderBuilder): void {\n vert.addUniform(\"u_patOrg\", VariableType.Mat4, (prog) =>\n prog.addGraphicUniform(\"u_patOrg\", (uniform, params) =>\n setMatrix(uniform, params.geometry.asInstanced?.patternTransforms?.orgTransform)));\n\n vert.addUniform(\"u_patLocalToModel\", VariableType.Mat4, (prog) =>\n prog.addGraphicUniform(\"u_patLocalToModel\", (uniform, params) =>\n setMatrix(uniform, params.geometry.asInstanced?.patternTransforms?.localToModel)));\n\n vert.addUniform(\"u_patSymbolToLocal\", VariableType.Mat4, (prog) =>\n prog.addGraphicUniform(\"u_patSymbolToLocal\", (uniform, params) =>\n setMatrix(uniform, params.geometry.asInstanced?.patternTransforms?.symbolToLocal)));\n\n vert.addUniform(\"u_patternOrigin\", VariableType.Vec2, (prog) => {\n prog.addGraphicUniform(\"u_patternOrigin\", (uniform, params) => {\n const origin = params.geometry.asInstanced?.patternTransforms?.origin;\n if (origin)\n uniform.setUniform2fv(origin);\n });\n });\n}\n\n/** @internal */\nexport function addInstancedModelMatrixRTC(vert: VertexShaderBuilder) {\n assert(vert.usesInstancedGeometry);\n\n vert.addUniform(\"u_patternParams\", VariableType.Vec4, (prog) => {\n prog.addGraphicUniform(\"u_patternParams\", (uniform, params) => {\n const inst = params.geometry.asInstanced;\n assert(undefined !== inst);\n if (inst)\n uniform.setUniform4fv(inst.patternParams);\n });\n });\n\n addPatternTransforms(vert);\n\n vert.addGlobal(\"g_isAreaPattern\", VariableType.Boolean);\n vert.addInitializer(\"g_isAreaPattern = 0.0 != u_patternParams.x;\");\n\n vert.addGlobal(\"g_modelMatrixRTC\", VariableType.Mat4);\n vert.addInitializer(computeInstancedModelMatrixRTC);\n}\n\n/** @internal */\nexport function addInstanceOverrides(vert: VertexShaderBuilder): void {\n if (undefined !== vert.find(\"a_instanceOverrides\"))\n return;\n\n addOvrFlagConstants(vert);\n\n addExtractNthBit(vert);\n vert.addFunction(extractInstanceBit);\n}\n\n/** @internal */\nexport function addInstanceColor(vert: VertexShaderBuilder): void {\n addInstanceOverrides(vert);\n\n vert.addUniform(\"u_applyInstanceColor\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_applyInstanceColor\", (uniform, params) => {\n let val = 1.0;\n if (params.geometry.isEdge && undefined !== params.target.currentEdgeSettings.getColor(params.target.currentViewFlags))\n val = 0.0;\n\n uniform.setUniform1f(val);\n });\n });\n}\n"]}