@itwin/core-frontend 4.1.0-dev.7 → 4.1.0-dev.70

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 (1224) hide show
  1. package/CHANGELOG.md +100 -1
  2. package/lib/cjs/AccuDraw.d.ts +3 -4
  3. package/lib/cjs/AccuDraw.d.ts.map +1 -1
  4. package/lib/cjs/AccuDraw.js +6 -7
  5. package/lib/cjs/AccuDraw.js.map +1 -1
  6. package/lib/cjs/AccuSnap.d.ts +7 -1
  7. package/lib/cjs/AccuSnap.d.ts.map +1 -1
  8. package/lib/cjs/AccuSnap.js +24 -6
  9. package/lib/cjs/AccuSnap.js.map +1 -1
  10. package/lib/cjs/BackgroundMapGeometry.d.ts +3 -2
  11. package/lib/cjs/BackgroundMapGeometry.d.ts.map +1 -1
  12. package/lib/cjs/BackgroundMapGeometry.js +47 -7
  13. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  14. package/lib/cjs/BriefcaseConnection.d.ts +3 -3
  15. package/lib/cjs/BriefcaseConnection.js +3 -3
  16. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  17. package/lib/cjs/BriefcaseTxns.d.ts +2 -2
  18. package/lib/cjs/BriefcaseTxns.d.ts.map +1 -1
  19. package/lib/cjs/BriefcaseTxns.js +3 -3
  20. package/lib/cjs/BriefcaseTxns.js.map +1 -1
  21. package/lib/cjs/ChangeFlags.d.ts +25 -12
  22. package/lib/cjs/ChangeFlags.d.ts.map +1 -1
  23. package/lib/cjs/ChangeFlags.js +24 -11
  24. package/lib/cjs/ChangeFlags.js.map +1 -1
  25. package/lib/cjs/CheckpointConnection.js +1 -1
  26. package/lib/cjs/CheckpointConnection.js.map +1 -1
  27. package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
  28. package/lib/cjs/DisplayStyleState.js +2 -1
  29. package/lib/cjs/DisplayStyleState.js.map +1 -1
  30. package/lib/cjs/DrawingViewState.d.ts +2 -2
  31. package/lib/cjs/DrawingViewState.d.ts.map +1 -1
  32. package/lib/cjs/DrawingViewState.js +3 -3
  33. package/lib/cjs/DrawingViewState.js.map +1 -1
  34. package/lib/cjs/ElementLocateManager.d.ts +0 -1
  35. package/lib/cjs/ElementLocateManager.d.ts.map +1 -1
  36. package/lib/cjs/ElementLocateManager.js +11 -19
  37. package/lib/cjs/ElementLocateManager.js.map +1 -1
  38. package/lib/cjs/EnvironmentDecorations.js +1 -1
  39. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  40. package/lib/cjs/FrustumAnimator.js.map +1 -1
  41. package/lib/cjs/GeoServices.d.ts +37 -7
  42. package/lib/cjs/GeoServices.d.ts.map +1 -1
  43. package/lib/cjs/GeoServices.js +75 -25
  44. package/lib/cjs/GeoServices.js.map +1 -1
  45. package/lib/cjs/GraphicalEditingScope.d.ts +2 -2
  46. package/lib/cjs/GraphicalEditingScope.d.ts.map +1 -1
  47. package/lib/cjs/GraphicalEditingScope.js +1 -1
  48. package/lib/cjs/GraphicalEditingScope.js.map +1 -1
  49. package/lib/cjs/HitDetail.d.ts +100 -29
  50. package/lib/cjs/HitDetail.d.ts.map +1 -1
  51. package/lib/cjs/HitDetail.js +89 -36
  52. package/lib/cjs/HitDetail.js.map +1 -1
  53. package/lib/cjs/IModelApp.d.ts +18 -14
  54. package/lib/cjs/IModelApp.d.ts.map +1 -1
  55. package/lib/cjs/IModelApp.js +22 -18
  56. package/lib/cjs/IModelApp.js.map +1 -1
  57. package/lib/cjs/IModelConnection.d.ts +64 -19
  58. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  59. package/lib/cjs/IModelConnection.js +131 -20
  60. package/lib/cjs/IModelConnection.js.map +1 -1
  61. package/lib/cjs/IpcApp.d.ts +1 -1
  62. package/lib/cjs/IpcApp.d.ts.map +1 -1
  63. package/lib/cjs/IpcApp.js +4 -4
  64. package/lib/cjs/IpcApp.js.map +1 -1
  65. package/lib/cjs/LocalhostIpcApp.js +1 -1
  66. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  67. package/lib/cjs/Marker.d.ts +1 -1
  68. package/lib/cjs/Marker.d.ts.map +1 -1
  69. package/lib/cjs/Marker.js +3 -3
  70. package/lib/cjs/Marker.js.map +1 -1
  71. package/lib/cjs/NativeApp.d.ts.map +1 -1
  72. package/lib/cjs/NativeApp.js +4 -4
  73. package/lib/cjs/NativeApp.js.map +1 -1
  74. package/lib/cjs/NoRenderApp.d.ts +1 -1
  75. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  76. package/lib/cjs/NoRenderApp.js +1 -1
  77. package/lib/cjs/NoRenderApp.js.map +1 -1
  78. package/lib/cjs/RealityDataSource.js +1 -1
  79. package/lib/cjs/RealityDataSource.js.map +1 -1
  80. package/lib/cjs/RealityDataSourceContextShareImpl.js +1 -1
  81. package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
  82. package/lib/cjs/SheetViewState.d.ts +9 -7
  83. package/lib/cjs/SheetViewState.d.ts.map +1 -1
  84. package/lib/cjs/SheetViewState.js +22 -7
  85. package/lib/cjs/SheetViewState.js.map +1 -1
  86. package/lib/cjs/SpatialViewState.d.ts +20 -5
  87. package/lib/cjs/SpatialViewState.d.ts.map +1 -1
  88. package/lib/cjs/SpatialViewState.js +13 -5
  89. package/lib/cjs/SpatialViewState.js.map +1 -1
  90. package/lib/cjs/Sprites.js +2 -2
  91. package/lib/cjs/Sprites.js.map +1 -1
  92. package/lib/cjs/TentativePoint.d.ts.map +1 -1
  93. package/lib/cjs/TentativePoint.js +10 -1
  94. package/lib/cjs/TentativePoint.js.map +1 -1
  95. package/lib/cjs/ViewContext.d.ts +19 -0
  96. package/lib/cjs/ViewContext.d.ts.map +1 -1
  97. package/lib/cjs/ViewContext.js +9 -0
  98. package/lib/cjs/ViewContext.js.map +1 -1
  99. package/lib/cjs/ViewCreator3d.d.ts +3 -6
  100. package/lib/cjs/ViewCreator3d.d.ts.map +1 -1
  101. package/lib/cjs/ViewCreator3d.js +12 -33
  102. package/lib/cjs/ViewCreator3d.js.map +1 -1
  103. package/lib/cjs/ViewGlobalLocation.d.ts.map +1 -1
  104. package/lib/cjs/ViewGlobalLocation.js +4 -3
  105. package/lib/cjs/ViewGlobalLocation.js.map +1 -1
  106. package/lib/cjs/ViewManager.d.ts +4 -2
  107. package/lib/cjs/ViewManager.d.ts.map +1 -1
  108. package/lib/cjs/ViewManager.js +4 -2
  109. package/lib/cjs/ViewManager.js.map +1 -1
  110. package/lib/cjs/ViewPose.d.ts +11 -11
  111. package/lib/cjs/ViewPose.d.ts.map +1 -1
  112. package/lib/cjs/ViewPose.js +17 -11
  113. package/lib/cjs/ViewPose.js.map +1 -1
  114. package/lib/cjs/ViewState.d.ts +44 -26
  115. package/lib/cjs/ViewState.d.ts.map +1 -1
  116. package/lib/cjs/ViewState.js +52 -25
  117. package/lib/cjs/ViewState.js.map +1 -1
  118. package/lib/cjs/ViewingSpace.js +1 -1
  119. package/lib/cjs/ViewingSpace.js.map +1 -1
  120. package/lib/cjs/Viewport.d.ts +59 -21
  121. package/lib/cjs/Viewport.d.ts.map +1 -1
  122. package/lib/cjs/Viewport.js +68 -25
  123. package/lib/cjs/Viewport.js.map +1 -1
  124. package/lib/cjs/ViewportSync.d.ts +2 -2
  125. package/lib/cjs/ViewportSync.d.ts.map +1 -1
  126. package/lib/cjs/ViewportSync.js +2 -2
  127. package/lib/cjs/ViewportSync.js.map +1 -1
  128. package/lib/cjs/common/FrontendLoggerCategory.d.ts.map +1 -0
  129. package/lib/cjs/common/FrontendLoggerCategory.js.map +1 -0
  130. package/lib/cjs/common/ImageUtil.d.ts.map +1 -0
  131. package/lib/cjs/{ImageUtil.js → common/ImageUtil.js} +2 -0
  132. package/lib/cjs/common/ImageUtil.js.map +1 -0
  133. package/lib/cjs/common/ViewRect.d.ts.map +1 -0
  134. package/lib/cjs/common/ViewRect.js.map +1 -0
  135. package/lib/cjs/common/WorkerProxy.d.ts +73 -0
  136. package/lib/cjs/common/WorkerProxy.d.ts.map +1 -0
  137. package/lib/cjs/common/WorkerProxy.js +54 -0
  138. package/lib/cjs/common/WorkerProxy.js.map +1 -0
  139. package/lib/{esm → cjs/common}/gltf/GltfModel.d.ts +1 -1
  140. package/lib/cjs/common/gltf/GltfModel.d.ts.map +1 -0
  141. package/lib/cjs/common/gltf/GltfModel.js.map +1 -0
  142. package/lib/cjs/common/gltf/GltfParser.d.ts.map +1 -0
  143. package/lib/cjs/common/gltf/GltfParser.js.map +1 -0
  144. package/lib/cjs/common/gltf/GltfSchema.d.ts.map +1 -0
  145. package/lib/cjs/common/gltf/GltfSchema.js.map +1 -0
  146. package/lib/cjs/common/imdl/CompactEdges.d.ts +27 -0
  147. package/lib/cjs/common/imdl/CompactEdges.d.ts.map +1 -0
  148. package/lib/cjs/common/imdl/CompactEdges.js +96 -0
  149. package/lib/cjs/common/imdl/CompactEdges.js.map +1 -0
  150. package/lib/cjs/{imdl → common/imdl}/ImdlModel.d.ts +5 -0
  151. package/lib/cjs/common/imdl/ImdlModel.d.ts.map +1 -0
  152. package/lib/cjs/common/imdl/ImdlModel.js +71 -0
  153. package/lib/cjs/common/imdl/ImdlModel.js.map +1 -0
  154. package/lib/{esm → cjs/common}/imdl/ImdlSchema.d.ts +68 -36
  155. package/lib/cjs/common/imdl/ImdlSchema.d.ts.map +1 -0
  156. package/lib/cjs/common/imdl/ImdlSchema.js +23 -0
  157. package/lib/cjs/common/imdl/ImdlSchema.js.map +1 -0
  158. package/lib/cjs/{imdl/ImdlParser.d.ts → common/imdl/ParseImdlDocument.d.ts} +13 -8
  159. package/lib/cjs/common/imdl/ParseImdlDocument.d.ts.map +1 -0
  160. package/lib/cjs/{imdl/ImdlParser.js → common/imdl/ParseImdlDocument.js} +52 -37
  161. package/lib/cjs/common/imdl/ParseImdlDocument.js.map +1 -0
  162. package/lib/cjs/common/render/AnimationNodeId.d.ts +11 -0
  163. package/lib/cjs/common/render/AnimationNodeId.d.ts.map +1 -0
  164. package/lib/cjs/common/render/AnimationNodeId.js +19 -0
  165. package/lib/cjs/common/render/AnimationNodeId.js.map +1 -0
  166. package/lib/{esm/render/RenderMaterial.d.ts → cjs/common/render/MaterialParams.d.ts} +7 -20
  167. package/lib/cjs/common/render/MaterialParams.d.ts.map +1 -0
  168. package/lib/cjs/{render/RenderMaterial.js → common/render/MaterialParams.js} +1 -1
  169. package/lib/cjs/common/render/MaterialParams.js.map +1 -0
  170. package/lib/cjs/common/render/TextureParams.d.ts +30 -0
  171. package/lib/cjs/common/render/TextureParams.d.ts.map +1 -0
  172. package/lib/cjs/{render/RenderTexture.js → common/render/TextureParams.js} +1 -1
  173. package/lib/cjs/common/render/TextureParams.js.map +1 -0
  174. package/lib/{esm → cjs/common}/render/primitives/AuxChannelTable.d.ts +8 -8
  175. package/lib/cjs/common/render/primitives/AuxChannelTable.d.ts.map +1 -0
  176. package/lib/cjs/{render → common/render}/primitives/AuxChannelTable.js +9 -9
  177. package/lib/cjs/common/render/primitives/AuxChannelTable.js.map +1 -0
  178. package/lib/cjs/common/render/primitives/DisplayParams.d.ts.map +1 -0
  179. package/lib/cjs/common/render/primitives/DisplayParams.js.map +1 -0
  180. package/lib/cjs/common/render/primitives/EdgeParams.d.ts +94 -0
  181. package/lib/cjs/common/render/primitives/EdgeParams.d.ts.map +1 -0
  182. package/lib/cjs/common/render/primitives/EdgeParams.js +46 -0
  183. package/lib/cjs/common/render/primitives/EdgeParams.js.map +1 -0
  184. package/lib/cjs/common/render/primitives/MeshParams.d.ts +20 -0
  185. package/lib/cjs/common/render/primitives/MeshParams.d.ts.map +1 -0
  186. package/lib/cjs/{imdl/ImdlModel.js → common/render/primitives/MeshParams.js} +2 -2
  187. package/lib/cjs/common/render/primitives/MeshParams.js.map +1 -0
  188. package/lib/cjs/common/render/primitives/MeshPrimitive.d.ts +29 -0
  189. package/lib/cjs/common/render/primitives/MeshPrimitive.d.ts.map +1 -0
  190. package/lib/cjs/common/render/primitives/MeshPrimitive.js +18 -0
  191. package/lib/cjs/common/render/primitives/MeshPrimitive.js.map +1 -0
  192. package/lib/cjs/common/render/primitives/PointStringParams.d.ts +14 -0
  193. package/lib/cjs/common/render/primitives/PointStringParams.d.ts.map +1 -0
  194. package/lib/cjs/common/render/primitives/PointStringParams.js +10 -0
  195. package/lib/cjs/common/render/primitives/PointStringParams.js.map +1 -0
  196. package/lib/cjs/common/render/primitives/PolylineParams.d.ts +29 -0
  197. package/lib/cjs/common/render/primitives/PolylineParams.d.ts.map +1 -0
  198. package/lib/cjs/common/render/primitives/PolylineParams.js +10 -0
  199. package/lib/cjs/common/render/primitives/PolylineParams.js.map +1 -0
  200. package/lib/{esm → cjs/common}/render/primitives/SurfaceParams.d.ts +1 -1
  201. package/lib/cjs/common/render/primitives/SurfaceParams.d.ts.map +1 -0
  202. package/lib/cjs/common/render/primitives/SurfaceParams.js.map +1 -0
  203. package/lib/cjs/common/render/primitives/VertexIndices.d.ts +26 -0
  204. package/lib/cjs/common/render/primitives/VertexIndices.d.ts.map +1 -0
  205. package/lib/cjs/common/render/primitives/VertexIndices.js +64 -0
  206. package/lib/cjs/common/render/primitives/VertexIndices.js.map +1 -0
  207. package/lib/cjs/common/render/primitives/VertexTable.d.ts +45 -0
  208. package/lib/cjs/common/render/primitives/VertexTable.d.ts.map +1 -0
  209. package/lib/cjs/common/render/primitives/VertexTable.js +38 -0
  210. package/lib/cjs/common/render/primitives/VertexTable.js.map +1 -0
  211. package/lib/{esm → cjs/common}/render/primitives/VertexTableSplitter.d.ts +20 -3
  212. package/lib/cjs/common/render/primitives/VertexTableSplitter.d.ts.map +1 -0
  213. package/lib/cjs/{render → common/render}/primitives/VertexTableSplitter.js +33 -23
  214. package/lib/cjs/common/render/primitives/VertexTableSplitter.js.map +1 -0
  215. package/lib/cjs/core-frontend.d.ts +45 -11
  216. package/lib/cjs/core-frontend.d.ts.map +1 -1
  217. package/lib/cjs/core-frontend.js +45 -11
  218. package/lib/cjs/core-frontend.js.map +1 -1
  219. package/lib/cjs/extension/ExtensionAdmin.js +1 -1
  220. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
  221. package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
  222. package/lib/cjs/quantity-formatting/QuantityFormatter.js +1 -1
  223. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  224. package/lib/cjs/render/CanvasDecoration.d.ts +6 -2
  225. package/lib/cjs/render/CanvasDecoration.d.ts.map +1 -1
  226. package/lib/cjs/render/CanvasDecoration.js.map +1 -1
  227. package/lib/cjs/render/CreateRenderMaterialArgs.d.ts +24 -0
  228. package/lib/cjs/render/CreateRenderMaterialArgs.d.ts.map +1 -0
  229. package/lib/cjs/render/CreateRenderMaterialArgs.js +10 -0
  230. package/lib/cjs/render/CreateRenderMaterialArgs.js.map +1 -0
  231. package/lib/{esm/render/RenderTexture.d.ts → cjs/render/CreateTextureArgs.d.ts} +4 -28
  232. package/lib/cjs/render/CreateTextureArgs.d.ts.map +1 -0
  233. package/lib/cjs/render/CreateTextureArgs.js +10 -0
  234. package/lib/cjs/render/CreateTextureArgs.js.map +1 -0
  235. package/lib/cjs/render/GraphicBranch.d.ts +5 -7
  236. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  237. package/lib/cjs/render/GraphicBranch.js +1 -9
  238. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  239. package/lib/cjs/render/InstancedGraphicParams.d.ts +3 -4
  240. package/lib/cjs/render/InstancedGraphicParams.d.ts.map +1 -1
  241. package/lib/cjs/render/InstancedGraphicParams.js.map +1 -1
  242. package/lib/cjs/render/MockRender.d.ts +4 -4
  243. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  244. package/lib/cjs/render/MockRender.js +1 -1
  245. package/lib/cjs/render/MockRender.js.map +1 -1
  246. package/lib/cjs/render/ParticleCollectionBuilder.d.ts.map +1 -1
  247. package/lib/cjs/render/ParticleCollectionBuilder.js +5 -5
  248. package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
  249. package/lib/cjs/render/Pixel.d.ts +57 -0
  250. package/lib/cjs/render/Pixel.d.ts.map +1 -1
  251. package/lib/cjs/render/Pixel.js +41 -0
  252. package/lib/cjs/render/Pixel.js.map +1 -1
  253. package/lib/cjs/render/RealityMeshParams.js +2 -2
  254. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  255. package/lib/cjs/render/RenderSystem.d.ts +24 -10
  256. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  257. package/lib/cjs/render/RenderSystem.js +7 -8
  258. package/lib/cjs/render/RenderSystem.js.map +1 -1
  259. package/lib/cjs/render/RenderTarget.d.ts +1 -1
  260. package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
  261. package/lib/cjs/render/RenderTarget.js.map +1 -1
  262. package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -1
  263. package/lib/cjs/render/VisibleFeature.d.ts +1 -1
  264. package/lib/cjs/render/VisibleFeature.d.ts.map +1 -1
  265. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  266. package/lib/cjs/render/primitives/EdgeParams.d.ts +2 -89
  267. package/lib/cjs/render/primitives/EdgeParams.d.ts.map +1 -1
  268. package/lib/cjs/render/primitives/EdgeParams.js +44 -80
  269. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
  270. package/lib/cjs/render/primitives/PointCloudPrimitive.d.ts +1 -0
  271. package/lib/cjs/render/primitives/PointCloudPrimitive.d.ts.map +1 -1
  272. package/lib/cjs/render/primitives/PointCloudPrimitive.js.map +1 -1
  273. package/lib/cjs/render/primitives/PointStringParams.d.ts +3 -11
  274. package/lib/cjs/render/primitives/PointStringParams.d.ts.map +1 -1
  275. package/lib/cjs/render/primitives/PointStringParams.js +27 -30
  276. package/lib/cjs/render/primitives/PointStringParams.js.map +1 -1
  277. package/lib/cjs/render/primitives/Polyface.d.ts +1 -1
  278. package/lib/cjs/render/primitives/Polyface.d.ts.map +1 -1
  279. package/lib/cjs/render/primitives/Polyface.js.map +1 -1
  280. package/lib/cjs/render/primitives/PolylineParams.d.ts +8 -37
  281. package/lib/cjs/render/primitives/PolylineParams.d.ts.map +1 -1
  282. package/lib/cjs/render/primitives/PolylineParams.js +40 -48
  283. package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
  284. package/lib/cjs/render/primitives/Strokes.d.ts +1 -1
  285. package/lib/cjs/render/primitives/Strokes.d.ts.map +1 -1
  286. package/lib/cjs/render/primitives/Strokes.js.map +1 -1
  287. package/lib/cjs/render/primitives/VertexTableBuilder.d.ts +31 -0
  288. package/lib/cjs/render/primitives/VertexTableBuilder.d.ts.map +1 -0
  289. package/lib/cjs/render/primitives/{VertexTable.js → VertexTableBuilder.js} +62 -173
  290. package/lib/cjs/render/primitives/VertexTableBuilder.js.map +1 -0
  291. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts +1 -1
  292. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
  293. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  294. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.d.ts +1 -1
  295. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.d.ts.map +1 -1
  296. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js +1 -1
  297. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
  298. package/lib/cjs/render/primitives/geometry/GeometryPrimitives.d.ts +1 -1
  299. package/lib/cjs/render/primitives/geometry/GeometryPrimitives.d.ts.map +1 -1
  300. package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js +1 -1
  301. package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js.map +1 -1
  302. package/lib/cjs/render/primitives/mesh/MeshBuilder.d.ts +2 -1
  303. package/lib/cjs/render/primitives/mesh/MeshBuilder.d.ts.map +1 -1
  304. package/lib/cjs/render/primitives/mesh/MeshBuilder.js +5 -2
  305. package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
  306. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.d.ts +6 -5
  307. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.d.ts.map +1 -1
  308. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js +7 -4
  309. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  310. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +58 -31
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  610. package/lib/esm/IModelApp.js.map +1 -1
  611. package/lib/esm/IModelConnection.d.ts +64 -19
  612. package/lib/esm/IModelConnection.d.ts.map +1 -1
  613. package/lib/esm/IModelConnection.js +132 -21
  614. package/lib/esm/IModelConnection.js.map +1 -1
  615. package/lib/esm/IpcApp.d.ts +1 -1
  616. package/lib/esm/IpcApp.d.ts.map +1 -1
  617. package/lib/esm/IpcApp.js +5 -5
  618. package/lib/esm/IpcApp.js.map +1 -1
  619. package/lib/esm/LocalhostIpcApp.js +2 -2
  620. package/lib/esm/LocalhostIpcApp.js.map +1 -1
  621. package/lib/esm/Marker.d.ts +1 -1
  622. package/lib/esm/Marker.d.ts.map +1 -1
  623. package/lib/esm/Marker.js +3 -3
  624. package/lib/esm/Marker.js.map +1 -1
  625. package/lib/esm/NativeApp.d.ts.map +1 -1
  626. package/lib/esm/NativeApp.js +5 -5
  627. package/lib/esm/NativeApp.js.map +1 -1
  628. package/lib/esm/NoRenderApp.d.ts +1 -1
  629. package/lib/esm/NoRenderApp.d.ts.map +1 -1
  630. package/lib/esm/NoRenderApp.js +1 -1
  631. package/lib/esm/NoRenderApp.js.map +1 -1
  632. package/lib/esm/RealityDataSource.js +1 -1
  633. package/lib/esm/RealityDataSource.js.map +1 -1
  634. package/lib/esm/RealityDataSourceContextShareImpl.js +1 -1
  635. package/lib/esm/RealityDataSourceContextShareImpl.js.map +1 -1
  636. package/lib/esm/SheetViewState.d.ts +9 -7
  637. package/lib/esm/SheetViewState.d.ts.map +1 -1
  638. package/lib/esm/SheetViewState.js +22 -7
  639. package/lib/esm/SheetViewState.js.map +1 -1
  640. package/lib/esm/SpatialViewState.d.ts +20 -5
  641. package/lib/esm/SpatialViewState.d.ts.map +1 -1
  642. package/lib/esm/SpatialViewState.js +13 -5
  643. package/lib/esm/SpatialViewState.js.map +1 -1
  644. package/lib/esm/Sprites.js +2 -2
  645. package/lib/esm/Sprites.js.map +1 -1
  646. package/lib/esm/TentativePoint.d.ts.map +1 -1
  647. package/lib/esm/TentativePoint.js +10 -1
  648. package/lib/esm/TentativePoint.js.map +1 -1
  649. package/lib/esm/ViewContext.d.ts +19 -0
  650. package/lib/esm/ViewContext.d.ts.map +1 -1
  651. package/lib/esm/ViewContext.js +9 -0
  652. package/lib/esm/ViewContext.js.map +1 -1
  653. package/lib/esm/ViewCreator3d.d.ts +3 -6
  654. package/lib/esm/ViewCreator3d.d.ts.map +1 -1
  655. package/lib/esm/ViewCreator3d.js +14 -35
  656. package/lib/esm/ViewCreator3d.js.map +1 -1
  657. package/lib/esm/ViewGlobalLocation.d.ts.map +1 -1
  658. package/lib/esm/ViewGlobalLocation.js +4 -3
  659. package/lib/esm/ViewGlobalLocation.js.map +1 -1
  660. package/lib/esm/ViewManager.d.ts +4 -2
  661. package/lib/esm/ViewManager.d.ts.map +1 -1
  662. package/lib/esm/ViewManager.js +4 -2
  663. package/lib/esm/ViewManager.js.map +1 -1
  664. package/lib/esm/ViewPose.d.ts +11 -11
  665. package/lib/esm/ViewPose.d.ts.map +1 -1
  666. package/lib/esm/ViewPose.js +17 -11
  667. package/lib/esm/ViewPose.js.map +1 -1
  668. package/lib/esm/ViewState.d.ts +44 -26
  669. package/lib/esm/ViewState.d.ts.map +1 -1
  670. package/lib/esm/ViewState.js +52 -25
  671. package/lib/esm/ViewState.js.map +1 -1
  672. package/lib/esm/ViewingSpace.js +1 -1
  673. package/lib/esm/ViewingSpace.js.map +1 -1
  674. package/lib/esm/Viewport.d.ts +59 -21
  675. package/lib/esm/Viewport.d.ts.map +1 -1
  676. package/lib/esm/Viewport.js +68 -25
  677. package/lib/esm/Viewport.js.map +1 -1
  678. package/lib/esm/ViewportSync.d.ts +2 -2
  679. package/lib/esm/ViewportSync.d.ts.map +1 -1
  680. package/lib/esm/ViewportSync.js +2 -2
  681. package/lib/esm/ViewportSync.js.map +1 -1
  682. package/lib/esm/common/FrontendLoggerCategory.d.ts.map +1 -0
  683. package/lib/esm/common/FrontendLoggerCategory.js.map +1 -0
  684. package/lib/esm/common/ImageUtil.d.ts.map +1 -0
  685. package/lib/esm/{ImageUtil.js → common/ImageUtil.js} +2 -0
  686. package/lib/esm/common/ImageUtil.js.map +1 -0
  687. package/lib/esm/common/ViewRect.d.ts.map +1 -0
  688. package/lib/esm/common/ViewRect.js.map +1 -0
  689. package/lib/esm/common/WorkerProxy.d.ts +73 -0
  690. package/lib/esm/common/WorkerProxy.d.ts.map +1 -0
  691. package/lib/esm/common/WorkerProxy.js +50 -0
  692. package/lib/esm/common/WorkerProxy.js.map +1 -0
  693. package/lib/{cjs → esm/common}/gltf/GltfModel.d.ts +1 -1
  694. package/lib/esm/common/gltf/GltfModel.d.ts.map +1 -0
  695. package/lib/esm/common/gltf/GltfModel.js.map +1 -0
  696. package/lib/esm/common/gltf/GltfParser.d.ts.map +1 -0
  697. package/lib/esm/common/gltf/GltfParser.js.map +1 -0
  698. package/lib/esm/common/gltf/GltfSchema.d.ts.map +1 -0
  699. package/lib/esm/common/gltf/GltfSchema.js.map +1 -0
  700. package/lib/esm/common/imdl/CompactEdges.d.ts +27 -0
  701. package/lib/esm/common/imdl/CompactEdges.d.ts.map +1 -0
  702. package/lib/esm/common/imdl/CompactEdges.js +92 -0
  703. package/lib/esm/common/imdl/CompactEdges.js.map +1 -0
  704. package/lib/esm/{imdl → common/imdl}/ImdlModel.d.ts +5 -0
  705. package/lib/esm/common/imdl/ImdlModel.d.ts.map +1 -0
  706. package/lib/esm/common/imdl/ImdlModel.js +67 -0
  707. package/lib/esm/common/imdl/ImdlModel.js.map +1 -0
  708. package/lib/{cjs → esm/common}/imdl/ImdlSchema.d.ts +68 -36
  709. package/lib/esm/common/imdl/ImdlSchema.d.ts.map +1 -0
  710. package/lib/esm/common/imdl/ImdlSchema.js +20 -0
  711. package/lib/esm/common/imdl/ImdlSchema.js.map +1 -0
  712. package/lib/esm/{imdl/ImdlParser.d.ts → common/imdl/ParseImdlDocument.d.ts} +13 -8
  713. package/lib/esm/common/imdl/ParseImdlDocument.d.ts.map +1 -0
  714. package/lib/esm/{imdl/ImdlParser.js → common/imdl/ParseImdlDocument.js} +40 -25
  715. package/lib/esm/common/imdl/ParseImdlDocument.js.map +1 -0
  716. package/lib/esm/common/render/AnimationNodeId.d.ts +11 -0
  717. package/lib/esm/common/render/AnimationNodeId.d.ts.map +1 -0
  718. package/lib/esm/common/render/AnimationNodeId.js +16 -0
  719. package/lib/esm/common/render/AnimationNodeId.js.map +1 -0
  720. package/lib/{cjs/render/RenderMaterial.d.ts → esm/common/render/MaterialParams.d.ts} +7 -20
  721. package/lib/esm/common/render/MaterialParams.d.ts.map +1 -0
  722. package/lib/esm/{render/RenderMaterial.js → common/render/MaterialParams.js} +1 -1
  723. package/lib/esm/common/render/MaterialParams.js.map +1 -0
  724. package/lib/esm/common/render/TextureParams.d.ts +30 -0
  725. package/lib/esm/common/render/TextureParams.d.ts.map +1 -0
  726. package/lib/esm/{render/RenderTexture.js → common/render/TextureParams.js} +1 -1
  727. package/lib/esm/common/render/TextureParams.js.map +1 -0
  728. package/lib/{cjs → esm/common}/render/primitives/AuxChannelTable.d.ts +8 -8
  729. package/lib/esm/common/render/primitives/AuxChannelTable.d.ts.map +1 -0
  730. package/lib/esm/{render → common/render}/primitives/AuxChannelTable.js +9 -9
  731. package/lib/esm/common/render/primitives/AuxChannelTable.js.map +1 -0
  732. package/lib/esm/common/render/primitives/DisplayParams.d.ts.map +1 -0
  733. package/lib/esm/common/render/primitives/DisplayParams.js.map +1 -0
  734. package/lib/esm/common/render/primitives/EdgeParams.d.ts +94 -0
  735. package/lib/esm/common/render/primitives/EdgeParams.d.ts.map +1 -0
  736. package/lib/esm/common/render/primitives/EdgeParams.js +42 -0
  737. package/lib/esm/common/render/primitives/EdgeParams.js.map +1 -0
  738. package/lib/esm/common/render/primitives/MeshParams.d.ts +20 -0
  739. package/lib/esm/common/render/primitives/MeshParams.d.ts.map +1 -0
  740. package/lib/esm/{imdl/ImdlSchema.js → common/render/primitives/MeshParams.js} +2 -2
  741. package/lib/esm/common/render/primitives/MeshParams.js.map +1 -0
  742. package/lib/esm/common/render/primitives/MeshPrimitive.d.ts +29 -0
  743. package/lib/esm/common/render/primitives/MeshPrimitive.d.ts.map +1 -0
  744. package/lib/esm/common/render/primitives/MeshPrimitive.js +15 -0
  745. package/lib/esm/common/render/primitives/MeshPrimitive.js.map +1 -0
  746. package/lib/esm/common/render/primitives/PointStringParams.d.ts +14 -0
  747. package/lib/esm/common/render/primitives/PointStringParams.d.ts.map +1 -0
  748. package/lib/esm/common/render/primitives/PointStringParams.js +9 -0
  749. package/lib/esm/common/render/primitives/PointStringParams.js.map +1 -0
  750. package/lib/esm/common/render/primitives/PolylineParams.d.ts +29 -0
  751. package/lib/esm/common/render/primitives/PolylineParams.d.ts.map +1 -0
  752. package/lib/esm/common/render/primitives/PolylineParams.js +9 -0
  753. package/lib/esm/common/render/primitives/PolylineParams.js.map +1 -0
  754. package/lib/{cjs → esm/common}/render/primitives/SurfaceParams.d.ts +1 -1
  755. package/lib/esm/common/render/primitives/SurfaceParams.d.ts.map +1 -0
  756. package/lib/esm/common/render/primitives/SurfaceParams.js.map +1 -0
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  758. package/lib/esm/common/render/primitives/VertexIndices.d.ts.map +1 -0
  759. package/lib/esm/common/render/primitives/VertexIndices.js +60 -0
  760. package/lib/esm/common/render/primitives/VertexIndices.js.map +1 -0
  761. package/lib/esm/common/render/primitives/VertexTable.d.ts +45 -0
  762. package/lib/esm/common/render/primitives/VertexTable.d.ts.map +1 -0
  763. package/lib/esm/common/render/primitives/VertexTable.js +34 -0
  764. package/lib/esm/common/render/primitives/VertexTable.js.map +1 -0
  765. package/lib/{cjs → esm/common}/render/primitives/VertexTableSplitter.d.ts +20 -3
  766. package/lib/esm/common/render/primitives/VertexTableSplitter.d.ts.map +1 -0
  767. package/lib/esm/{render → common/render}/primitives/VertexTableSplitter.js +31 -21
  768. package/lib/esm/common/render/primitives/VertexTableSplitter.js.map +1 -0
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  770. package/lib/esm/core-frontend.d.ts.map +1 -1
  771. package/lib/esm/core-frontend.js +45 -11
  772. package/lib/esm/core-frontend.js.map +1 -1
  773. package/lib/esm/extension/ExtensionAdmin.js +1 -1
  774. package/lib/esm/extension/ExtensionAdmin.js.map +1 -1
  775. package/lib/esm/extension/providers/ExtensionLoadScript.js.map +1 -1
  776. package/lib/esm/quantity-formatting/QuantityFormatter.js +1 -1
  777. package/lib/esm/quantity-formatting/QuantityFormatter.js.map +1 -1
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  779. package/lib/esm/render/CanvasDecoration.d.ts.map +1 -1
  780. package/lib/esm/render/CanvasDecoration.js.map +1 -1
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  782. package/lib/esm/render/CreateRenderMaterialArgs.d.ts.map +1 -0
  783. package/lib/esm/render/CreateRenderMaterialArgs.js +9 -0
  784. package/lib/esm/render/CreateRenderMaterialArgs.js.map +1 -0
  785. package/lib/{cjs/render/RenderTexture.d.ts → esm/render/CreateTextureArgs.d.ts} +4 -28
  786. package/lib/esm/render/CreateTextureArgs.d.ts.map +1 -0
  787. package/lib/esm/render/CreateTextureArgs.js +9 -0
  788. package/lib/esm/render/CreateTextureArgs.js.map +1 -0
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  790. package/lib/esm/render/GraphicBranch.d.ts.map +1 -1
  791. package/lib/esm/render/GraphicBranch.js +0 -8
  792. package/lib/esm/render/GraphicBranch.js.map +1 -1
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  794. package/lib/esm/render/InstancedGraphicParams.d.ts.map +1 -1
  795. package/lib/esm/render/InstancedGraphicParams.js.map +1 -1
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  797. package/lib/esm/render/MockRender.d.ts.map +1 -1
  798. package/lib/esm/render/MockRender.js +1 -1
  799. package/lib/esm/render/MockRender.js.map +1 -1
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  801. package/lib/esm/render/ParticleCollectionBuilder.js +5 -5
  802. package/lib/esm/render/ParticleCollectionBuilder.js.map +1 -1
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  804. package/lib/esm/render/Pixel.d.ts.map +1 -1
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  806. package/lib/esm/render/Pixel.js.map +1 -1
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  808. package/lib/esm/render/RealityMeshParams.js.map +1 -1
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  811. package/lib/esm/render/RenderSystem.js +8 -9
  812. package/lib/esm/render/RenderSystem.js.map +1 -1
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  814. package/lib/esm/render/RenderTarget.d.ts.map +1 -1
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  816. package/lib/esm/render/UpsampleRealityMeshParams.js.map +1 -1
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  818. package/lib/esm/render/VisibleFeature.d.ts.map +1 -1
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  823. package/lib/esm/render/primitives/EdgeParams.js.map +1 -1
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  825. package/lib/esm/render/primitives/PointCloudPrimitive.d.ts.map +1 -1
  826. package/lib/esm/render/primitives/PointCloudPrimitive.js.map +1 -1
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  832. package/lib/esm/render/primitives/Polyface.d.ts.map +1 -1
  833. package/lib/esm/render/primitives/Polyface.js.map +1 -1
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  839. package/lib/esm/render/primitives/Strokes.d.ts.map +1 -1
  840. package/lib/esm/render/primitives/Strokes.js.map +1 -1
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  842. package/lib/esm/render/primitives/VertexTableBuilder.d.ts.map +1 -0
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  844. package/lib/esm/render/primitives/VertexTableBuilder.js.map +1 -0
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  847. package/lib/esm/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
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  892. package/lib/esm/render/webgl/InstancedGeometry.js.map +1 -1
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  894. package/lib/esm/render/webgl/Material.d.ts.map +1 -1
  895. package/lib/esm/render/webgl/Material.js.map +1 -1
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  899. package/lib/esm/render/webgl/Mesh.js.map +1 -1
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  902. package/lib/esm/render/webgl/MeshData.js.map +1 -1
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  907. package/lib/esm/render/webgl/PointString.js.map +1 -1
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  1198. package/lib/esm/render-primitives.js.map +0 -1
  1199. /package/lib/cjs/{FrontendLoggerCategory.d.ts → common/FrontendLoggerCategory.d.ts} +0 -0
  1200. /package/lib/cjs/{FrontendLoggerCategory.js → common/FrontendLoggerCategory.js} +0 -0
  1201. /package/lib/cjs/{ImageUtil.d.ts → common/ImageUtil.d.ts} +0 -0
  1202. /package/lib/cjs/{ViewRect.d.ts → common/ViewRect.d.ts} +0 -0
  1203. /package/lib/cjs/{ViewRect.js → common/ViewRect.js} +0 -0
  1204. /package/lib/cjs/{gltf → common/gltf}/GltfModel.js +0 -0
  1205. /package/lib/cjs/{gltf → common/gltf}/GltfParser.d.ts +0 -0
  1206. /package/lib/cjs/{gltf → common/gltf}/GltfParser.js +0 -0
  1207. /package/lib/cjs/{gltf → common/gltf}/GltfSchema.d.ts +0 -0
  1208. /package/lib/cjs/{gltf → common/gltf}/GltfSchema.js +0 -0
  1209. /package/lib/cjs/{render → common/render}/primitives/DisplayParams.d.ts +0 -0
  1210. /package/lib/cjs/{render → common/render}/primitives/DisplayParams.js +0 -0
  1211. /package/lib/cjs/{render → common/render}/primitives/SurfaceParams.js +0 -0
  1212. /package/lib/esm/{FrontendLoggerCategory.d.ts → common/FrontendLoggerCategory.d.ts} +0 -0
  1213. /package/lib/esm/{FrontendLoggerCategory.js → common/FrontendLoggerCategory.js} +0 -0
  1214. /package/lib/esm/{ImageUtil.d.ts → common/ImageUtil.d.ts} +0 -0
  1215. /package/lib/esm/{ViewRect.d.ts → common/ViewRect.d.ts} +0 -0
  1216. /package/lib/esm/{ViewRect.js → common/ViewRect.js} +0 -0
  1217. /package/lib/esm/{gltf → common/gltf}/GltfModel.js +0 -0
  1218. /package/lib/esm/{gltf → common/gltf}/GltfParser.d.ts +0 -0
  1219. /package/lib/esm/{gltf → common/gltf}/GltfParser.js +0 -0
  1220. /package/lib/esm/{gltf → common/gltf}/GltfSchema.d.ts +0 -0
  1221. /package/lib/esm/{gltf → common/gltf}/GltfSchema.js +0 -0
  1222. /package/lib/esm/{render → common/render}/primitives/DisplayParams.d.ts +0 -0
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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\nimport { MAX_SAMPLE_POINTS } from \"../AtmosphereUniforms\";\r\nimport {\r\n FragmentShaderBuilder,\r\n FragmentShaderComponent,\r\n ProgramBuilder,\r\n VariablePrecision,\r\n VariableType,\r\n VertexShaderBuilder,\r\n VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\n\r\nconst computeRayDir = `\r\nvec3 computeRayDir(vec3 eyeSpace) {\r\n bool isCameraEnabled = u_frustum.z == 2.0;\r\n return isCameraEnabled ? normalize(eyeSpace) : vec3(0.0, 0.0, -1.0);\r\n}\r\n`;\r\n\r\nconst computeSceneDepthDefault = `\r\nfloat computeSceneDepth(vec3 eyeSpace) {\r\n bool isCameraEnabled = u_frustum.z == 2.0;\r\n return isCameraEnabled ? length(eyeSpace) : -eyeSpace.z;\r\n}\r\n`;\r\n\r\nconst computeSceneDepthSky = `\r\nfloat computeSceneDepth(vec3 eyeSpace) {\r\n return MAX_FLOAT;\r\n}\r\n`;\r\n\r\nconst computeRayOrigin = `\r\nvec3 computeRayOrigin(vec3 eyeSpace) {\r\n bool isCameraEnabled = u_frustum.z == 2.0;\r\n return isCameraEnabled ? vec3(0.0) : vec3(eyeSpace.xy, 0.0);\r\n}\r\n`;\r\n\r\n/**\r\n * Computes the intersection of a ray with a sphere and returns two values:\r\n * 1. The length from the ray's origin to the point where it first intersects with the sphere.\r\n * 2. The length from the first point where the ray intersects with the sphere, to the second point where it intersects with the sphere.\r\n *\r\n * @param sphereCenter - The center point of the sphere in eye space.\r\n * @param sphereRadius - The radius of the sphere.\r\n * @param rayOrigin - The starting point of the ray in eye space.\r\n * @param rayDir - The direction of the ray.\r\n * @returns A vec2 of float values representing the ray's distance to and through the sphere.\r\n */\r\nconst raySphere = `\r\nvec2 raySphere(vec3 sphereCenter, float sphereRadius, vec3 rayOrigin, vec3 rayDir) {\r\n // Adapted from: https://math.stackexchange.com/questions/1939423/calculate-if-vector-intersects-sphere\r\n // 1. For a given unit vector U and arbitrary point P, the equation for a line which shares direction with U and intersects with P is given as: f(x) = P + xU\r\n // 2. For a given sphere with center C and radius R, and arbitrary point Q, Q lies on the sphere if the length of (Q - C) equals the radius. This can be expressed as: ||Q - C||^2 = R^2\r\n // 3. By the definition of the dot product: ||Q - C||^2 = (Q - C) • (Q - C)\r\n // 4. If we constrain arbitrary point Q to the line described in (1.), our new sphere equation is: (P - C + xU) • (P - C + xU) = R^2\r\n // 5. Because dot product is distributive, we can FOIL the binomials and produce the following quadratic function: x^2(U • U) + 2x((P - C) • U) + (P - C) • (P - C) - R^2 = 0\r\n\r\n // Solving the quadratic formula\r\n float a = 1.0; // the dot product of a unit vector and itself equals 1\r\n vec3 offset = rayOrigin - sphereCenter; // We assign P in the formula above to the ray origin\r\n float b = 2.0 * dot(offset, rayDir);\r\n float c = dot(offset, offset) - sphereRadius * sphereRadius;\r\n float discriminant = b * b - 4.0 * a * c;\r\n\r\n // If the quadratic discriminant == 0, then there is only one (double) root, and if it is < 0, there are only complex roots; neither of these cases is useful to us here.\r\n // If it is > 0, there are two roots, denoting the intersections where the ray enters the sphere, and where it exits the sphere.\r\n if (discriminant <= 0.0) {\r\n return vec2(MAX_FLOAT, 0.0);\r\n }\r\n\r\n float s = sqrt(discriminant);\r\n float firstRoot = (-b - s) / (2.0 * a);\r\n float secondRoot = (-b + s) / (2.0 * a);\r\n if (firstRoot <= 0.0 && secondRoot <= 0.0) { // both intersections are behind the ray origin\r\n return vec2(MAX_FLOAT, 0.0);\r\n }\r\n float distanceToSphereNear = max(0.0, firstRoot); // If this root is negative and the other isn't, the ray origin must be inside the sphere, so the distance traveled to enter the sphere is 0\r\n float distanceToSphereFar = secondRoot;\r\n return vec2(distanceToSphereNear, distanceToSphereFar - distanceToSphereNear);\r\n}\r\n`;\r\n\r\n/**\r\n * Computes the intersection of a ray with an ellipsoid and returns two values:\r\n * 1. The length from the ray's origin to the point where it first intersects with the ellipsoid.\r\n * 2. The length from the first point where the ray intersects with the ellipsoid, to the second point where it intersects with the ellipsoid.\r\n *\r\n * First, the coordinates (rayOrigin, rayDir) are transformed such that the ellipsoid is axis-aligned and at (0, 0, 0).\r\n * Next, the coordinate space is scaled down by the ellipsoidScaleMatrix such that it becomes a unit sphere.\r\n * Then, intersection with the unit sphere is computed\r\n * Finally, the coordinates are transformed back to their original scale and returned.\r\n *\r\n * @param ellipsoidCenter - Center of the ellipsoid in view coordinates.\r\n * @param rayOrigin - The starting point of the ray in view coordinates.\r\n * @param rayDir - The direction of the ray in view space.\r\n * @param inverseRotationMatrix - Rotation matrix inverting the ecdb to world and world to eye rotations.\r\n * @param inverseScaleInverseRotationMatrix - Transformation matrix that corresponds to the inverse of the ellipsoidScaleMatrix multiplied by the inverseRotationMatrix.\r\n * @param ellipsoidScaleMatrix - Diagonal matrix where the diagonal represents the x, y and z radii of the ellipsoid.\r\n *\r\n * @returns A vec2 of float values representing the ray's distance to and through the ellipsoid.\r\n */\r\nconst rayEllipsoidIntersection = `\r\nvec2 rayEllipsoidIntersection(\r\n vec3 ellipsoidCenter,\r\n vec3 rayOrigin,\r\n vec3 rayDir,\r\n mat3 inverseScaleInverseRotationMatrix,\r\n mat3 ellipsoidScaleMatrix\r\n) {\r\n vec3 rayOriginFromEllipsoid = rayOrigin - ellipsoidCenter;\r\n vec3 rayOriginFromAxisAlignedUnitSphere = inverseScaleInverseRotationMatrix * rayOriginFromEllipsoid;\r\n vec3 rayDirFromAxisAlignedUnitSphere = normalize(inverseScaleInverseRotationMatrix * rayDir);\r\n\r\n vec2 intersectionInfo = raySphere(vec3(0.0), 1.0, rayOriginFromAxisAlignedUnitSphere, rayDirFromAxisAlignedUnitSphere);\r\n\r\n // To map the intersection measurements from unit coordinates back to those of the ellipsoid, we scale both the distance to and through the unit sphere by the scale matrix.\r\n float distanceToEllipsoidNear = length(ellipsoidScaleMatrix * rayDirFromAxisAlignedUnitSphere * intersectionInfo[0]);\r\n float distanceThroughEllipsoid = length(ellipsoidScaleMatrix * rayDirFromAxisAlignedUnitSphere * intersectionInfo[1]);\r\n return vec2(distanceToEllipsoidNear, distanceThroughEllipsoid);\r\n}\r\n`;\r\n\r\n/**\r\n * Returns the atmospheric density at a point according to its distance between\r\n * the maximum and minimum density thresholds. Density decreases exponentially,\r\n * modulated by a density falloff coefficient.\r\n *\r\n * We find out at what ratio between the maximum density ellipsoid and the\r\n * minimum density ellipsoid (the atmosphere's limit) by squeezing the\r\n * coordinate space by the maximum density ellipsoid's scale factors, taking\r\n * the ellipsoid rotation into account.\r\n *\r\n * @param point - Point we want to sample density for.\r\n * @param earthCenter - The location of the earth center in eye space\r\n * @param atmosphereRadiusScaleFactor - A scalar that, when multiplied by the earth's radius, produces the atmosphere's radius from the earth center\r\n * @param atmosphereMaxDensityThresholdScaleFactor - A scalar that, when multiplied by the earth's radius, produces the atmosphere max density threshold's\r\n * @param densityFalloff - Adjusts how fast the density drops off relative to altitude. A value of 0 produces linear dropoff (1/10 of the way up means you have 9/10 density), and higher values increase the rate of dropoff exponentially.\r\n * @returns A density value between [0.0 - 1.0].\r\n */\r\nconst densityAtPoint = `\r\nfloat densityAtPoint(vec3 point, vec3 earthCenter, float atmosphereRadiusScaleFactor, float atmosphereMaxDensityThresholdScaleFactor, float densityFalloff) {\r\n // Scaling by the inverse earth scale matrix produces a vector with length 1 when the sample point lies on the earth's surface.\r\n // This allows us to directly compare the vector's length to the atmosphere scale factors to determine its relative altitude.\r\n vec3 pointFromEarthCenter = u_inverseEarthScaleInverseRotationMatrix * (point - earthCenter);\r\n\r\n if (length(pointFromEarthCenter) <= atmosphereMaxDensityThresholdScaleFactor) { // point is below the max density threshold\r\n return 1.0;\r\n }\r\n else if (length(pointFromEarthCenter) >= atmosphereRadiusScaleFactor) { // point is above the min density threshold\r\n return 0.0;\r\n }\r\n\r\n float atmosphereDistanceFromMaxDensityThreshold = atmosphereRadiusScaleFactor - atmosphereMaxDensityThresholdScaleFactor;\r\n float samplePointDistanceFromMaxDensityThreshold = length(pointFromEarthCenter) - atmosphereMaxDensityThresholdScaleFactor;\r\n float heightFrom0to1 = samplePointDistanceFromMaxDensityThreshold / atmosphereDistanceFromMaxDensityThreshold;\r\n float result = exp(-heightFrom0to1 * densityFalloff) * (1.0 - heightFrom0to1);\r\n\r\n return result;\r\n}\r\n`;\r\n\r\n/**\r\n * Returns the optical depth of a ray going through the atmosphere, taking into account atmosphere density, by approximation via the trapezoid rule.\r\n *\r\n * @param rayOrigin - The starting point in eye space of the ray we calculate optical depth from.\r\n * @param rayDir - The direction of the ray.\r\n * @param rayLength - The length of the ray.\r\n * @param numSamplePoints - The number of points at which density is sampled to determine optical depth.\r\n * @param earthCenter - The location of the earth center in eye space\r\n * @param atmosphereRadiusScaleFactor - A scalar that, when multiplied by the earth's radius, produces the atmosphere's radius from the earth center\r\n * @param atmosphereMaxDensityThresholdScaleFactor - A scalar that, when multiplied by the earth's radius, produces the atmosphere max density threshold's radius from the earth center\r\n * @param densityFalloff - Adjusts how fast the density drops off relative to altitude. A value of 0 produces linear dropoff (1/10 of the way up means you have 9/10 density), and higher values increase the rate of dropoff exponentially.\r\n * @returns A float in the range [0.0, rayLength] representing optical depth.\r\n */\r\nconst opticalDepth = `\r\nfloat opticalDepth(vec3 rayOrigin, vec3 rayDir, float rayLength, int numSamplePoints, vec3 earthCenter, float atmosphereRadiusScaleFactor, float atmosphereMaxDensityThresholdScaleFactor, float densityFalloff) {\r\n if (numSamplePoints <= 1) {\r\n return densityAtPoint(rayOrigin, earthCenter, atmosphereRadiusScaleFactor, atmosphereMaxDensityThresholdScaleFactor, densityFalloff) * rayLength;\r\n }\r\n\r\n int numPartitions = numSamplePoints - 1;\r\n float stepSize = rayLength / float(numPartitions);\r\n vec3 samplePointA = rayOrigin;\r\n vec3 samplePointB = rayOrigin + (rayDir * stepSize);\r\n float samplePointADensity = densityAtPoint(samplePointA, earthCenter, atmosphereRadiusScaleFactor, atmosphereMaxDensityThresholdScaleFactor, densityFalloff);\r\n float trapezoidRuleSum = 0.0;\r\n\r\n // To approximate the atmospheric density over the ray, we utilize the trapezoid rule, taking 2 density samples at each step, and averaging them before multiplying by the step size.\r\n // For performance benefit, we divide by 2 and multiply by stepSize after all steps are summed instead of every loop.\r\n for (int i = 1; i <= numPartitions; i++) {\r\n float samplePointBDensity = densityAtPoint(samplePointB, earthCenter, atmosphereRadiusScaleFactor, atmosphereMaxDensityThresholdScaleFactor, densityFalloff);\r\n\r\n trapezoidRuleSum += samplePointADensity + samplePointBDensity;\r\n samplePointADensity = samplePointBDensity;\r\n samplePointB += rayDir * stepSize;\r\n }\r\n\r\n float opticalDepth = trapezoidRuleSum * stepSize / 2.0;\r\n return opticalDepth;\r\n}\r\n`;\r\n\r\n/**\r\n * Calculates the amount of light scattered toward the camera by atmospheric interference.\r\n * Returned value is a matrix containing two vec3's.\r\n * The first is the color of light scattered by the atmosphere alone.\r\n * The second is the intensity of light reflected by surface scattering.\r\n * The second value must be combined with the actual color of the surface to calculate the final color of the surface.\r\n * Because the sky is not a surface, surface scattering is not computed when applying the effect to a skybox.\r\n */\r\nconst computeAtmosphericScatteringFromScratch = `\r\nmat3 computeAtmosphericScattering(bool isSkyBox) {\r\n mat3 emptyResult = mat3(vec3(0.0), vec3(1.0), vec3(0.0));\r\n vec3 rayDir = computeRayDir(v_eyeSpace);\r\n vec3 rayOrigin = computeRayOrigin(v_eyeSpace);\r\n float sceneDepth = computeSceneDepth(v_eyeSpace);\r\n float diameterOfEarthAtPole = u_earthScaleMatrix[2][2];\r\n vec3 earthCenter = vec3(u_atmosphereData[2]);\r\n\r\n vec2 earthHitInfo = rayEllipsoidIntersection(earthCenter, rayOrigin, rayDir, u_inverseEarthScaleInverseRotationMatrix, u_earthScaleMatrix);\r\n vec2 atmosphereHitInfo = rayEllipsoidIntersection(earthCenter, rayOrigin, rayDir, u_inverseAtmosphereScaleInverseRotationMatrix, u_atmosphereScaleMatrix);\r\n\r\n float distanceThroughAtmosphere = min(\r\n atmosphereHitInfo[1],\r\n min(sceneDepth, earthHitInfo[0] - atmosphereHitInfo[0])\r\n );\r\n\r\n if (distanceThroughAtmosphere <= 0.0) {\r\n return emptyResult;\r\n }\r\n\r\n // Because the skybox is drawn behind the earth, atmospheric effects do not need to be calculated on the skybox where the earth is obscuring it\r\n float ignoreDistanceThreshold = diameterOfEarthAtPole * 0.15; // need to accomodate a small threshold to ensure skybox atmosphere overlaps with the uneven earth mesh\r\n bool ignoreRaycastsIntersectingEarth = isSkyBox;\r\n if (ignoreRaycastsIntersectingEarth && earthHitInfo[1] > ignoreDistanceThreshold) {\r\n return emptyResult;\r\n }\r\n\r\n int numPartitions = int(u_atmosphereData[1][0]) - 1;\r\n if (numPartitions <= 0) {\r\n return emptyResult;\r\n }\r\n\r\n // Before light reaches the camera, it must first travel from the sun through the atmosphere, where it is scattered in various directions through atmospheric interference.\r\n // The particular formulas describing exactly how the light is scattered involve integral calculus, but we can approximate their solutions through riemann sums.\r\n // These sums are computed by sampling atmospheric density at discrete points along the path the light is assumed to travel towards the camera.\r\n\r\n // This path consists of two parts: The path from camera to sample point, and from sample point to sun.\r\n // For each sample point chosen, we determine \"how much\" atmosphere exists between the point and the camera by calculating the average atmospheric density along the path,\r\n // multiplied by the length of the ray (otherwise known as optical depth). Because we normalize density values between 0 and 1, the optical depth is, at most, equal to the ray length.\r\n // Likewise, we also calculate the optical depth between the sample point and sun. Together, these values represent the total optical depth of the path light takes through the sample point to the camera.\r\n\r\n // Because each sample point has a different orientation to the sun, the optical depth for all of them must be calculated separately.\r\n // However, because scatter points are initially selected along a shared ray originating from the camera, we are able to memoize the optical depth values between related points.\r\n\r\n float stepSize = distanceThroughAtmosphere / float(numPartitions);\r\n vec3 step = rayDir * stepSize;\r\n vec3 firstPointInAtmosphere = rayDir * atmosphereHitInfo[0] + rayOrigin;\r\n vec3 scatterPoint = firstPointInAtmosphere;\r\n\r\n float atmosphereRadiusScaleFactor = u_atmosphereData[0][0];\r\n float atmosphereMaxDensityThresholdScaleFactor = u_atmosphereData[0][1];\r\n float densityFalloff = u_atmosphereData[0][2];\r\n vec3 scatteringCoefficients = vec3(u_atmosphereData[3]);\r\n\r\n float opticalDepthFromRayOriginToSamplePoints[MAX_SAMPLE_POINTS];\r\n // The first sample point either lies at the edge of the atmosphere (camera is in space) or exactly at the ray origin (camera is in the atmosphere).\r\n // In both cases, the distance traveled through the atmosphere to this point is 0.\r\n opticalDepthFromRayOriginToSamplePoints[0] = 0.0;\r\n\r\n vec3 lightScatteredTowardsCamera = vec3(0.0);\r\n float opticalDepthFromSunToCameraThroughLastSamplePoint = 0.0;\r\n\r\n for (int i = 1; i <= numPartitions; i++) {\r\n float opticalDepthForCurrentPartition = opticalDepth(scatterPoint, rayDir, stepSize, 2, earthCenter, atmosphereRadiusScaleFactor, atmosphereMaxDensityThresholdScaleFactor, densityFalloff);\r\n opticalDepthFromRayOriginToSamplePoints[i] = opticalDepthForCurrentPartition + opticalDepthFromRayOriginToSamplePoints[i-1];\r\n\r\n vec2 sunRayAtmosphereHitInfo = rayEllipsoidIntersection(earthCenter, scatterPoint, u_sunDir, u_inverseAtmosphereScaleInverseRotationMatrix, u_atmosphereScaleMatrix);\r\n int numSunRaySamples = int(u_atmosphereData[1][1]);\r\n float sunRayOpticalDepthToScatterPoint = opticalDepth(scatterPoint, u_sunDir, sunRayAtmosphereHitInfo[1], numSunRaySamples, earthCenter, atmosphereRadiusScaleFactor, atmosphereMaxDensityThresholdScaleFactor, densityFalloff);\r\n\r\n float totalOpticalDepthFromSunToCamera = (sunRayOpticalDepthToScatterPoint + opticalDepthFromRayOriginToSamplePoints[i]) / diameterOfEarthAtPole; // We scale by earth diameter purely to obtain values that are easier to work with\r\n float averageDensityAcrossPartition = opticalDepthForCurrentPartition / stepSize;\r\n vec3 outScatteredLight = scatteringCoefficients * totalOpticalDepthFromSunToCamera;\r\n\r\n // The amount of light scattered towards the camera at a scatter point is related to the inverse exponential of the amount of light scattered away along its path\r\n // In more intuitive terms: There's exponentially less light left to scatter towards the camera deeper in the atmosphere because it's all scattered away by the time it gets to the sample point.\r\n // This value is then scaled by the density at the scatter point, because a denser atmosphere scatters more light.\r\n // In more intuitive terms: Just because a lot of sunlight reaches a scatter point, doesn't mean it'll all reach the camera. High atmosphere sample points receive much light, but do not convey much of that light to the camera.\r\n\r\n lightScatteredTowardsCamera += averageDensityAcrossPartition * exp(-outScatteredLight);\r\n\r\n opticalDepthFromSunToCameraThroughLastSamplePoint = totalOpticalDepthFromSunToCamera;\r\n scatterPoint += step;\r\n }\r\n\r\n // Scattering coefficients adjust the amount of light scattered by color. (e.g. earth's atmosphere scatters shorter wavelengths more than longer ones)\r\n float stepSizeByEarthDiameter = (stepSize / diameterOfEarthAtPole);\r\n vec3 totalLightScatteredTowardsCamera = scatteringCoefficients * stepSizeByEarthDiameter * lightScatteredTowardsCamera;\r\n\r\n vec3 reflectedLightIntensity = isSkyBox ? vec3(1.0) : calculateReflectedLightIntensity(opticalDepthFromSunToCameraThroughLastSamplePoint, scatteringCoefficients);\r\n\r\n return mat3(totalLightScatteredTowardsCamera, reflectedLightIntensity, vec3(0.0));\r\n}\r\n`;\r\n\r\n/**\r\n * Computes the intensity of light (by color) directly reflected toward the camera by a surface.\r\n */\r\n/**\r\n * Computes the intensity of light (by color) directly reflected toward the camera by a surface.\r\n * @param opticalDepth - The average atmospheric density between the camera and the ground, multiplied by its length\r\n * @param scatteringCoefficients - A vector containing the scattering strengths of red, green, and blue light, respectively\r\n * @returns A float in the range [0.0, rayLength] representing optical depth.\r\n */\r\nconst calculateReflectedLightIntensity = `\r\nvec3 calculateReflectedLightIntensity(float opticalDepth, vec3 scatteringCoefficients) {\r\n // Using only the wavelength-specific scattering to calculate surface scattering results in too much red light on the surface in areas experiencing sunset\r\n // This effect can be seen from space near the solar terminator line, but it most egregious when near the ground in an area affected by twilight.\r\n // To lessen the amount of red light in the surface scattering, I have chosen to adjust the overall scattering intensity of each wavelength toward the average scattering value between them.\r\n // This results in a more uniform scattering of light, producing sunsets that are still dark but without an overpowering red hue.\r\n // By rough visual inspection, an equal interpolation between the two extremes retains a bit of ambient red without removing it entirely.\r\n // Because this interpolation only occurs here during surface scattering, the vibrant sky color during sunset is unaffected.\r\n // Note: This workaround may not be needed if an absolute sun position is used instead of a sun direction.\r\n // This would affect the angle at which sun rays hit the atmosphere, which is most extreme at sunset.\r\n // The efficacy of this technique should be reevaluated if a feature is added which affects the surface scattering behavior.\r\n\r\n float averageScatteringValue = (scatteringCoefficients.x + scatteringCoefficients.y + scatteringCoefficients.z) / 3.0;\r\n vec3 equalScatteringByWavelength = vec3(averageScatteringValue);\r\n vec3 scatteringStrength = mix(equalScatteringByWavelength, scatteringCoefficients, 0.5);\r\n vec3 outScatteredLight = opticalDepth * scatteringStrength;\r\n\r\n vec3 sunlightColor = vec3(1.0, 0.95, 0.925);\r\n vec3 reflectedLightIntensity = sunlightColor * exp(-outScatteredLight);\r\n return reflectedLightIntensity;\r\n}\r\n`;\r\n\r\nconst computeAtmosphericScatteringVaryingsOnSky = `\r\n mat3 atmosphericScatteringOutput = computeAtmosphericScattering(true);\r\n v_atmosphericScatteringColor = atmosphericScatteringOutput[0];\r\n v_reflectedLightIntensity = atmosphericScatteringOutput[1];\r\n`;\r\n\r\nconst computeAtmosphericScatteringVaryingsOnRealityMesh = `\r\n mat3 atmosphericScatteringOutput = computeAtmosphericScattering(false);\r\n v_atmosphericScatteringColor = atmosphericScatteringOutput[0];\r\n v_reflectedLightIntensity = atmosphericScatteringOutput[1];\r\n`;\r\n\r\nconst computeAtmosphericScatteringFragmentFromVaryings = `\r\nmat3 computeAtmosphericScatteringFragment() {\r\n return mat3(v_atmosphericScatteringColor, v_reflectedLightIntensity, vec3(0.0));\r\n}\r\n`;\r\n\r\nconst computeAtmosphericScatteringFragmentOnSky = `\r\nmat3 computeAtmosphericScatteringFragment() {\r\n return computeAtmosphericScattering(true);\r\n}\r\n`;\r\n\r\nconst computeAtmosphericScatteringFragmentOnRealityMesh = `\r\nmat3 computeAtmosphericScatteringFragment() {\r\n return computeAtmosphericScattering(false);\r\n}\r\n`;\r\n\r\n/**\r\n * Applies a rudimentary high-dynamic range effect to compress potentially over-exposed colors into an acceptable range.\r\n * This approach uses an exponential curve, which preserves relative color intensity, at the cost of a loss in saturation.\r\n */\r\nconst applyHdr = `\r\nvec3 applyHdr(vec3 color) {\r\n float exposure = u_exposure;\r\n vec3 colorWithHdr = 1.0 - exp(-exposure * color);\r\n\r\n return colorWithHdr;\r\n}\r\n`;\r\n\r\nconst applyAtmosphericScattering = `\r\n mat3 atmosphericScatteringOutput = computeAtmosphericScatteringFragment();\r\n vec3 atmosphericScatteringColor = atmosphericScatteringOutput[0];\r\n\r\n vec3 reflectedLightIntensity = atmosphericScatteringOutput[1];\r\n vec3 reflectedLightColor = reflectedLightIntensity * baseColor.rgb;\r\n\r\n return vec4(applyHdr(atmosphericScatteringColor + reflectedLightColor), baseColor.a);\r\n`;\r\n\r\nconst addMainShaderUniforms = (shader: FragmentShaderBuilder | VertexShaderBuilder) => {\r\n shader.addUniform(\r\n \"u_atmosphereData\",\r\n VariableType.Mat4,\r\n (prog) => {\r\n prog.addProgramUniform(\"u_atmosphereData\", (uniform, params) => {\r\n uniform.setMatrix4(params.target.uniforms.atmosphere.atmosphereData);\r\n });\r\n }\r\n );\r\n shader.addUniform(\r\n \"u_sunDir\",\r\n VariableType.Vec3,\r\n (prog) => {\r\n prog.addProgramUniform(\"u_sunDir\", (uniform, params) => {\r\n params.target.uniforms.bindSunDirection(uniform);\r\n });\r\n },\r\n VariablePrecision.High\r\n );\r\n shader.addUniform(\r\n \"u_atmosphereScaleMatrix\",\r\n VariableType.Mat3,\r\n (prog) => {\r\n prog.addProgramUniform(\"u_atmosphereScaleMatrix\", (uniform, params) => {\r\n params.target.uniforms.atmosphere.bindAtmosphereScaleMatrix(uniform);\r\n });\r\n },\r\n VariablePrecision.High\r\n );\r\n shader.addUniform(\r\n \"u_inverseAtmosphereScaleInverseRotationMatrix\",\r\n VariableType.Mat3,\r\n (prog) => {\r\n prog.addProgramUniform(\"u_inverseAtmosphereScaleInverseRotationMatrix\", (uniform, params) => {\r\n params.target.uniforms.atmosphere.bindInverseRotationInverseAtmosphereScaleMatrix(uniform);\r\n });\r\n },\r\n VariablePrecision.High\r\n );\r\n shader.addUniform(\r\n \"u_inverseEarthScaleInverseRotationMatrix\",\r\n VariableType.Mat3,\r\n (prog) => {\r\n prog.addProgramUniform(\"u_inverseEarthScaleInverseRotationMatrix\", (uniform, params) => {\r\n params.target.uniforms.atmosphere.bindInverseRotationInverseEarthScaleMatrix(uniform);\r\n });\r\n },\r\n VariablePrecision.High\r\n );\r\n shader.addUniform(\r\n \"u_earthScaleMatrix\",\r\n VariableType.Mat3,\r\n (prog) => {\r\n prog.addProgramUniform(\"u_earthScaleMatrix\", (uniform, params) => {\r\n params.target.uniforms.atmosphere.bindEarthScaleMatrix(uniform);\r\n });\r\n },\r\n VariablePrecision.High\r\n );\r\n shader.addUniform(\"u_frustum\", VariableType.Vec3, (prg) => {\r\n prg.addGraphicUniform(\"u_frustum\", (uniform, params) => {\r\n uniform.setUniform3fv(params.target.uniforms.frustum.frustum); // { near, far, type }\r\n });\r\n });\r\n};\r\n\r\n/** Adds the atmospheric effect to a technique\r\n * @internal\r\n * @param perFragmentCompute If true, the effect is computed per fragment as opposed to per vertex.\r\n */\r\nexport function addAtmosphericScatteringEffect(\r\n builder: ProgramBuilder,\r\n isSkyBox: boolean,\r\n perFragmentCompute: boolean,\r\n) {\r\n const mainShader = perFragmentCompute ? builder.frag : builder.vert;\r\n\r\n mainShader.addConstant(\"MAX_FLOAT\", VariableType.Float, \"3.402823466e+38\");\r\n mainShader.addConstant(\"MAX_SAMPLE_POINTS\", VariableType.Int, `${MAX_SAMPLE_POINTS}`);\r\n\r\n addMainShaderUniforms(mainShader);\r\n\r\n mainShader.addFunction(computeRayOrigin);\r\n mainShader.addFunction(computeRayDir);\r\n if (isSkyBox) {\r\n mainShader.addFunction(computeSceneDepthSky);\r\n } else {\r\n mainShader.addFunction(computeSceneDepthDefault);\r\n }\r\n mainShader.addFunction(raySphere);\r\n mainShader.addFunction(rayEllipsoidIntersection);\r\n mainShader.addFunction(densityAtPoint);\r\n mainShader.addFunction(opticalDepth);\r\n mainShader.addFunction(calculateReflectedLightIntensity);\r\n\r\n if (perFragmentCompute) {\r\n builder.frag.addFunction(computeAtmosphericScatteringFromScratch);\r\n if (isSkyBox) {\r\n builder.frag.addFunction(computeAtmosphericScatteringFragmentOnSky);\r\n } else {\r\n builder.frag.addFunction(computeAtmosphericScatteringFragmentOnRealityMesh);\r\n }\r\n } else {\r\n builder.vert.addFunction(computeAtmosphericScatteringFromScratch);\r\n builder.addVarying(\"v_atmosphericScatteringColor\", VariableType.Vec3);\r\n builder.addVarying(\"v_reflectedLightIntensity\", VariableType.Vec3);\r\n if (isSkyBox) {\r\n builder.vert.set(VertexShaderComponent.ComputeAtmosphericScatteringVaryings, computeAtmosphericScatteringVaryingsOnSky);\r\n } else {\r\n builder.vert.set(VertexShaderComponent.ComputeAtmosphericScatteringVaryings, computeAtmosphericScatteringVaryingsOnRealityMesh);\r\n }\r\n builder.frag.addFunction(computeAtmosphericScatteringFragmentFromVaryings);\r\n }\r\n\r\n builder.frag.addUniform(\r\n \"u_exposure\",\r\n VariableType.Float,\r\n (prog) => {\r\n prog.addProgramUniform(\"u_exposure\", (uniform, params) => {\r\n params.target.uniforms.atmosphere.bindExposure(uniform);\r\n });\r\n },\r\n VariablePrecision.High\r\n );\r\n builder.frag.addFunction(applyHdr);\r\n builder.frag.set(FragmentShaderComponent.ApplyAtmosphericScattering, applyAtmosphericScattering);\r\n}\r\n"]}
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\nimport { MAX_SAMPLE_POINTS } from \"../AtmosphereUniforms\";\r\nimport {\r\n FragmentShaderBuilder,\r\n FragmentShaderComponent,\r\n ProgramBuilder,\r\n VariablePrecision,\r\n VariableType,\r\n VertexShaderBuilder,\r\n VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\n\r\nconst computeRayDir = `\r\nvec3 computeRayDir(vec3 eyeSpace) {\r\n bool isCameraEnabled = u_frustum.z == 2.0;\r\n return isCameraEnabled ? normalize(eyeSpace) : vec3(0.0, 0.0, -1.0);\r\n}\r\n`;\r\n\r\nconst computeSceneDepthDefault = `\r\nfloat computeSceneDepth(vec3 eyeSpace) {\r\n bool isCameraEnabled = u_frustum.z == 2.0;\r\n return isCameraEnabled ? length(eyeSpace) : -eyeSpace.z;\r\n}\r\n`;\r\n\r\nconst computeSceneDepthSky = `\r\nfloat computeSceneDepth(vec3 eyeSpace) {\r\n return MAX_FLOAT;\r\n}\r\n`;\r\n\r\nconst computeRayOrigin = `\r\nvec3 computeRayOrigin(vec3 eyeSpace) {\r\n bool isCameraEnabled = u_frustum.z == 2.0;\r\n return isCameraEnabled ? vec3(0.0) : vec3(eyeSpace.xy, 0.0);\r\n}\r\n`;\r\n\r\n/**\r\n * Computes the intersection of a ray with a sphere and returns two values:\r\n * 1. The length from the ray's origin to the point where it first intersects with the sphere.\r\n * 2. The length from the first point where the ray intersects with the sphere, to the second point where it intersects with the sphere.\r\n *\r\n * @param sphereCenter - The center point of the sphere in eye space.\r\n * @param sphereRadius - The radius of the sphere.\r\n * @param rayOrigin - The starting point of the ray in eye space.\r\n * @param rayDir - The direction of the ray.\r\n * @returns A vec2 of float values representing the ray's distance to and through the sphere.\r\n */\r\nconst raySphere = `\r\nvec2 raySphere(vec3 sphereCenter, float sphereRadius, vec3 rayOrigin, vec3 rayDir) {\r\n // Adapted from: https://math.stackexchange.com/questions/1939423/calculate-if-vector-intersects-sphere\r\n // 1. For a given unit vector U and arbitrary point P, the equation for a line which shares direction with U and intersects with P is given as: f(x) = P + xU\r\n // 2. For a given sphere with center C and radius R, and arbitrary point Q, Q lies on the sphere if the length of (Q - C) equals the radius. This can be expressed as: ||Q - C||^2 = R^2\r\n // 3. By the definition of the dot product: ||Q - C||^2 = (Q - C) • (Q - C)\r\n // 4. If we constrain arbitrary point Q to the line described in (1.), our new sphere equation is: (P - C + xU) • (P - C + xU) = R^2\r\n // 5. Because dot product is distributive, we can FOIL the binomials and produce the following quadratic function: x^2(U • U) + 2x((P - C) • U) + (P - C) • (P - C) - R^2 = 0\r\n\r\n // Solving the quadratic formula\r\n float a = 1.0; // the dot product of a unit vector and itself equals 1\r\n vec3 offset = rayOrigin - sphereCenter; // We assign P in the formula above to the ray origin\r\n float b = 2.0 * dot(offset, rayDir);\r\n float c = dot(offset, offset) - sphereRadius * sphereRadius;\r\n float discriminant = b * b - 4.0 * a * c;\r\n\r\n // If the quadratic discriminant == 0, then there is only one (double) root, and if it is < 0, there are only complex roots; neither of these cases is useful to us here.\r\n // If it is > 0, there are two roots, denoting the intersections where the ray enters the sphere, and where it exits the sphere.\r\n if (discriminant <= 0.0) {\r\n return vec2(MAX_FLOAT, 0.0);\r\n }\r\n\r\n float s = sqrt(discriminant);\r\n float firstRoot = (-b - s) / (2.0 * a);\r\n float secondRoot = (-b + s) / (2.0 * a);\r\n if (firstRoot <= 0.0 && secondRoot <= 0.0) { // both intersections are behind the ray origin\r\n return vec2(MAX_FLOAT, 0.0);\r\n }\r\n float distanceToSphereNear = max(0.0, firstRoot); // If this root is negative and the other isn't, the ray origin must be inside the sphere, so the distance traveled to enter the sphere is 0\r\n float distanceToSphereFar = secondRoot;\r\n return vec2(distanceToSphereNear, distanceToSphereFar - distanceToSphereNear);\r\n}\r\n`;\r\n\r\n/**\r\n * Computes the intersection of a ray with an ellipsoid and returns two values:\r\n * 1. The length from the ray's origin to the point where it first intersects with the ellipsoid.\r\n * 2. The length from the first point where the ray intersects with the ellipsoid, to the second point where it intersects with the ellipsoid.\r\n *\r\n * First, the coordinates (rayOrigin, rayDir) are transformed such that the ellipsoid is axis-aligned and at (0, 0, 0).\r\n * Next, the coordinate space is scaled down by the ellipsoidScaleMatrix such that it becomes a unit sphere.\r\n * Then, intersection with the unit sphere is computed\r\n * Finally, the coordinates are transformed back to their original scale and returned.\r\n *\r\n * @param ellipsoidCenter - Center of the ellipsoid in view coordinates.\r\n * @param rayOrigin - The starting point of the ray in view coordinates.\r\n * @param rayDir - The direction of the ray in view space.\r\n * @param inverseRotationMatrix - Rotation matrix inverting the ecdb to world and world to eye rotations.\r\n * @param inverseScaleInverseRotationMatrix - Transformation matrix that corresponds to the inverse of the ellipsoidScaleMatrix multiplied by the inverseRotationMatrix.\r\n * @param ellipsoidScaleMatrix - Diagonal matrix where the diagonal represents the x, y and z radii of the ellipsoid.\r\n *\r\n * @returns A vec2 of float values representing the ray's distance to and through the ellipsoid.\r\n */\r\nconst rayEllipsoidIntersection = `\r\nvec2 rayEllipsoidIntersection(\r\n vec3 ellipsoidCenter,\r\n vec3 rayOrigin,\r\n vec3 rayDir,\r\n mat3 inverseScaleInverseRotationMatrix,\r\n mat3 ellipsoidScaleMatrix\r\n) {\r\n vec3 rayOriginFromEllipsoid = rayOrigin - ellipsoidCenter;\r\n vec3 rayOriginFromAxisAlignedUnitSphere = inverseScaleInverseRotationMatrix * rayOriginFromEllipsoid;\r\n vec3 rayDirFromAxisAlignedUnitSphere = normalize(inverseScaleInverseRotationMatrix * rayDir);\r\n\r\n vec2 intersectionInfo = raySphere(vec3(0.0), 1.0, rayOriginFromAxisAlignedUnitSphere, rayDirFromAxisAlignedUnitSphere);\r\n\r\n // To map the intersection measurements from unit coordinates back to those of the ellipsoid, we scale both the distance to and through the unit sphere by the scale matrix.\r\n float distanceToEllipsoidNear = length(ellipsoidScaleMatrix * rayDirFromAxisAlignedUnitSphere * intersectionInfo[0]);\r\n float distanceThroughEllipsoid = length(ellipsoidScaleMatrix * rayDirFromAxisAlignedUnitSphere * intersectionInfo[1]);\r\n return vec2(distanceToEllipsoidNear, distanceThroughEllipsoid);\r\n}\r\n`;\r\n\r\n/**\r\n * Returns the atmospheric density at a point according to its distance between\r\n * the maximum and minimum density thresholds. Density decreases exponentially,\r\n * modulated by a density falloff coefficient.\r\n *\r\n * We find out at what ratio between the maximum density ellipsoid and the\r\n * minimum density ellipsoid (the atmosphere's limit) by squeezing the\r\n * coordinate space by the maximum density ellipsoid's scale factors, taking\r\n * the ellipsoid rotation into account.\r\n *\r\n * @param point - Point we want to sample density for.\r\n * @param earthCenter - The location of the earth center in eye space\r\n * @param atmosphereRadiusScaleFactor - A scalar that, when multiplied by the earth's radius, produces the atmosphere's radius from the earth center\r\n * @param atmosphereMaxDensityThresholdScaleFactor - A scalar that, when multiplied by the earth's radius, produces the atmosphere max density threshold's\r\n * @param densityFalloff - Adjusts how fast the density drops off relative to altitude. A value of 0 produces linear dropoff (1/10 of the way up means you have 9/10 density), and higher values increase the rate of dropoff exponentially.\r\n * @returns A density value between [0.0 - 1.0].\r\n */\r\nconst densityAtPoint = `\r\nfloat densityAtPoint(vec3 point, vec3 earthCenter, float atmosphereRadiusScaleFactor, float atmosphereMaxDensityThresholdScaleFactor, float densityFalloff) {\r\n // Scaling by the inverse earth scale matrix produces a vector with length 1 when the sample point lies on the earth's surface.\r\n // This allows us to directly compare the vector's length to the atmosphere scale factors to determine its relative altitude.\r\n vec3 pointFromEarthCenter = u_inverseEarthScaleInverseRotationMatrix * (point - earthCenter);\r\n\r\n if (length(pointFromEarthCenter) <= atmosphereMaxDensityThresholdScaleFactor) { // point is below the max density threshold\r\n return 1.0;\r\n }\r\n else if (length(pointFromEarthCenter) >= atmosphereRadiusScaleFactor) { // point is above the min density threshold\r\n return 0.0;\r\n }\r\n\r\n float atmosphereDistanceFromMaxDensityThreshold = atmosphereRadiusScaleFactor - atmosphereMaxDensityThresholdScaleFactor;\r\n float samplePointDistanceFromMaxDensityThreshold = length(pointFromEarthCenter) - atmosphereMaxDensityThresholdScaleFactor;\r\n float heightFrom0to1 = samplePointDistanceFromMaxDensityThreshold / atmosphereDistanceFromMaxDensityThreshold;\r\n float result = exp(-heightFrom0to1 * densityFalloff) * (1.0 - heightFrom0to1);\r\n\r\n return result;\r\n}\r\n`;\r\n\r\n/**\r\n * Returns the optical depth of a ray going through the atmosphere, taking into account atmosphere density, by approximation via the trapezoid rule.\r\n *\r\n * @param rayOrigin - The starting point in eye space of the ray we calculate optical depth from.\r\n * @param rayDir - The direction of the ray.\r\n * @param rayLength - The length of the ray.\r\n * @param numSamplePoints - The number of points at which density is sampled to determine optical depth.\r\n * @param earthCenter - The location of the earth center in eye space\r\n * @param atmosphereRadiusScaleFactor - A scalar that, when multiplied by the earth's radius, produces the atmosphere's radius from the earth center\r\n * @param atmosphereMaxDensityThresholdScaleFactor - A scalar that, when multiplied by the earth's radius, produces the atmosphere max density threshold's radius from the earth center\r\n * @param densityFalloff - Adjusts how fast the density drops off relative to altitude. A value of 0 produces linear dropoff (1/10 of the way up means you have 9/10 density), and higher values increase the rate of dropoff exponentially.\r\n * @returns A float in the range [0.0, rayLength] representing optical depth.\r\n */\r\nconst opticalDepth = `\r\nfloat opticalDepth(vec3 rayOrigin, vec3 rayDir, float rayLength, int numSamplePoints, vec3 earthCenter, float atmosphereRadiusScaleFactor, float atmosphereMaxDensityThresholdScaleFactor, float densityFalloff) {\r\n if (numSamplePoints <= 1) {\r\n return densityAtPoint(rayOrigin, earthCenter, atmosphereRadiusScaleFactor, atmosphereMaxDensityThresholdScaleFactor, densityFalloff) * rayLength;\r\n }\r\n\r\n int numPartitions = numSamplePoints - 1;\r\n float stepSize = rayLength / float(numPartitions);\r\n vec3 samplePointA = rayOrigin;\r\n vec3 samplePointB = rayOrigin + (rayDir * stepSize);\r\n float samplePointADensity = densityAtPoint(samplePointA, earthCenter, atmosphereRadiusScaleFactor, atmosphereMaxDensityThresholdScaleFactor, densityFalloff);\r\n float trapezoidRuleSum = 0.0;\r\n\r\n // To approximate the atmospheric density over the ray, we utilize the trapezoid rule, taking 2 density samples at each step, and averaging them before multiplying by the step size.\r\n // For performance benefit, we divide by 2 and multiply by stepSize after all steps are summed instead of every loop.\r\n for (int i = 1; i <= numPartitions; i++) {\r\n float samplePointBDensity = densityAtPoint(samplePointB, earthCenter, atmosphereRadiusScaleFactor, atmosphereMaxDensityThresholdScaleFactor, densityFalloff);\r\n\r\n trapezoidRuleSum += samplePointADensity + samplePointBDensity;\r\n samplePointADensity = samplePointBDensity;\r\n samplePointB += rayDir * stepSize;\r\n }\r\n\r\n float opticalDepth = trapezoidRuleSum * stepSize / 2.0;\r\n return opticalDepth;\r\n}\r\n`;\r\n\r\n/**\r\n * Calculates the amount of light scattered toward the camera by atmospheric interference.\r\n * Returned value is a matrix containing two vec3's.\r\n * The first is the color of light scattered by the atmosphere alone.\r\n * The second is the intensity of light reflected by surface scattering.\r\n * The second value must be combined with the actual color of the surface to calculate the final color of the surface.\r\n * Because the sky is not a surface, surface scattering is not computed when applying the effect to a skybox.\r\n */\r\nconst computeAtmosphericScatteringFromScratch = `\r\nmat3 computeAtmosphericScattering(bool isSkyBox) {\r\n mat3 emptyResult = mat3(vec3(0.0), vec3(1.0), vec3(0.0));\r\n vec3 rayDir = computeRayDir(v_eyeSpace);\r\n vec3 rayOrigin = computeRayOrigin(v_eyeSpace);\r\n float sceneDepth = computeSceneDepth(v_eyeSpace);\r\n float diameterOfEarthAtPole = u_earthScaleMatrix[2][2];\r\n vec3 earthCenter = vec3(u_atmosphereData[2]);\r\n\r\n vec2 earthHitInfo = rayEllipsoidIntersection(earthCenter, rayOrigin, rayDir, u_inverseEarthScaleInverseRotationMatrix, u_earthScaleMatrix);\r\n vec2 atmosphereHitInfo = rayEllipsoidIntersection(earthCenter, rayOrigin, rayDir, u_inverseAtmosphereScaleInverseRotationMatrix, u_atmosphereScaleMatrix);\r\n\r\n float distanceThroughAtmosphere = min(\r\n atmosphereHitInfo[1],\r\n min(sceneDepth, earthHitInfo[0] - atmosphereHitInfo[0])\r\n );\r\n\r\n if (distanceThroughAtmosphere <= 0.0) {\r\n return emptyResult;\r\n }\r\n\r\n // Because the skybox is drawn behind the earth, atmospheric effects do not need to be calculated on the skybox where the earth is obscuring it\r\n float ignoreDistanceThreshold = diameterOfEarthAtPole * 0.15; // need to accomodate a small threshold to ensure skybox atmosphere overlaps with the uneven earth mesh\r\n bool ignoreRaycastsIntersectingEarth = isSkyBox;\r\n if (ignoreRaycastsIntersectingEarth && earthHitInfo[1] > ignoreDistanceThreshold) {\r\n return emptyResult;\r\n }\r\n\r\n int numPartitions = int(u_atmosphereData[1][0]) - 1;\r\n if (numPartitions <= 0) {\r\n return emptyResult;\r\n }\r\n\r\n // Before light reaches the camera, it must first travel from the sun through the atmosphere, where it is scattered in various directions through atmospheric interference.\r\n // The particular formulas describing exactly how the light is scattered involve integral calculus, but we can approximate their solutions through riemann sums.\r\n // These sums are computed by sampling atmospheric density at discrete points along the path the light is assumed to travel towards the camera.\r\n\r\n // This path consists of two parts: The path from camera to sample point, and from sample point to sun.\r\n // For each sample point chosen, we determine \"how much\" atmosphere exists between the point and the camera by calculating the average atmospheric density along the path,\r\n // multiplied by the length of the ray (otherwise known as optical depth). Because we normalize density values between 0 and 1, the optical depth is, at most, equal to the ray length.\r\n // Likewise, we also calculate the optical depth between the sample point and sun. Together, these values represent the total optical depth of the path light takes through the sample point to the camera.\r\n\r\n // Because each sample point has a different orientation to the sun, the optical depth for all of them must be calculated separately.\r\n // However, because scatter points are initially selected along a shared ray originating from the camera, we are able to memoize the optical depth values between related points.\r\n\r\n float stepSize = distanceThroughAtmosphere / float(numPartitions);\r\n vec3 step = rayDir * stepSize;\r\n vec3 firstPointInAtmosphere = rayDir * atmosphereHitInfo[0] + rayOrigin;\r\n vec3 scatterPoint = firstPointInAtmosphere;\r\n\r\n float atmosphereRadiusScaleFactor = u_atmosphereData[0][0];\r\n float atmosphereMaxDensityThresholdScaleFactor = u_atmosphereData[0][1];\r\n float densityFalloff = u_atmosphereData[0][2];\r\n vec3 scatteringCoefficients = vec3(u_atmosphereData[3]);\r\n\r\n float opticalDepthFromRayOriginToSamplePoints[MAX_SAMPLE_POINTS];\r\n // The first sample point either lies at the edge of the atmosphere (camera is in space) or exactly at the ray origin (camera is in the atmosphere).\r\n // In both cases, the distance traveled through the atmosphere to this point is 0.\r\n opticalDepthFromRayOriginToSamplePoints[0] = 0.0;\r\n\r\n vec3 lightScatteredTowardsCamera = vec3(0.0);\r\n float opticalDepthFromSunToCameraThroughLastSamplePoint = 0.0;\r\n\r\n for (int i = 1; i <= numPartitions; i++) {\r\n float opticalDepthForCurrentPartition = opticalDepth(scatterPoint, rayDir, stepSize, 2, earthCenter, atmosphereRadiusScaleFactor, atmosphereMaxDensityThresholdScaleFactor, densityFalloff);\r\n opticalDepthFromRayOriginToSamplePoints[i] = opticalDepthForCurrentPartition + opticalDepthFromRayOriginToSamplePoints[i-1];\r\n\r\n vec2 sunRayAtmosphereHitInfo = rayEllipsoidIntersection(earthCenter, scatterPoint, u_sunDir, u_inverseAtmosphereScaleInverseRotationMatrix, u_atmosphereScaleMatrix);\r\n int numSunRaySamples = int(u_atmosphereData[1][1]);\r\n float sunRayOpticalDepthToScatterPoint = opticalDepth(scatterPoint, u_sunDir, sunRayAtmosphereHitInfo[1], numSunRaySamples, earthCenter, atmosphereRadiusScaleFactor, atmosphereMaxDensityThresholdScaleFactor, densityFalloff);\r\n\r\n float totalOpticalDepthFromSunToCamera = (sunRayOpticalDepthToScatterPoint + opticalDepthFromRayOriginToSamplePoints[i]) / diameterOfEarthAtPole; // We scale by earth diameter purely to obtain values that are easier to work with\r\n float averageDensityAcrossPartition = opticalDepthForCurrentPartition / stepSize;\r\n vec3 outScatteredLight = scatteringCoefficients * totalOpticalDepthFromSunToCamera;\r\n\r\n // The amount of light scattered towards the camera at a scatter point is related to the inverse exponential of the amount of light scattered away along its path\r\n // In more intuitive terms: There's exponentially less light left to scatter towards the camera deeper in the atmosphere because it's all scattered away by the time it gets to the sample point.\r\n // This value is then scaled by the density at the scatter point, because a denser atmosphere scatters more light.\r\n // In more intuitive terms: Just because a lot of sunlight reaches a scatter point, doesn't mean it'll all reach the camera. High atmosphere sample points receive much light, but do not convey much of that light to the camera.\r\n\r\n lightScatteredTowardsCamera += averageDensityAcrossPartition * exp(-outScatteredLight);\r\n\r\n opticalDepthFromSunToCameraThroughLastSamplePoint = totalOpticalDepthFromSunToCamera;\r\n scatterPoint += step;\r\n }\r\n\r\n // Scattering coefficients adjust the amount of light scattered by color. (e.g. earth's atmosphere scatters shorter wavelengths more than longer ones)\r\n float stepSizeByEarthDiameter = (stepSize / diameterOfEarthAtPole);\r\n vec3 totalLightScatteredTowardsCamera = scatteringCoefficients * stepSizeByEarthDiameter * lightScatteredTowardsCamera;\r\n\r\n vec3 reflectedLightIntensity = isSkyBox ? vec3(1.0) : calculateReflectedLightIntensity(opticalDepthFromSunToCameraThroughLastSamplePoint, scatteringCoefficients);\r\n\r\n return mat3(totalLightScatteredTowardsCamera, reflectedLightIntensity, vec3(0.0));\r\n}\r\n`;\r\n\r\n/**\r\n * Computes the intensity of light (by color) directly reflected toward the camera by a surface.\r\n */\r\n/**\r\n * Computes the intensity of light (by color) directly reflected toward the camera by a surface.\r\n * @param opticalDepth - The average atmospheric density between the camera and the ground, multiplied by its length\r\n * @param scatteringCoefficients - A vector containing the scattering strengths of red, green, and blue light, respectively\r\n * @returns A float in the range [0.0, rayLength] representing optical depth.\r\n */\r\nconst calculateReflectedLightIntensity = `\r\nvec3 calculateReflectedLightIntensity(float opticalDepth, vec3 scatteringCoefficients) {\r\n // Using only the wavelength-specific scattering to calculate surface scattering results in too much red light on the surface in areas experiencing sunset\r\n // This effect can be seen from space near the solar terminator line, but it most egregious when near the ground in an area affected by twilight.\r\n // To lessen the amount of red light in the surface scattering, I have chosen to adjust the overall scattering intensity of each wavelength toward the average scattering value between them.\r\n // This results in a more uniform scattering of light, producing sunsets that are still dark but without an overpowering red hue.\r\n // By rough visual inspection, an equal interpolation between the two extremes retains a bit of ambient red without removing it entirely.\r\n // Because this interpolation only occurs here during surface scattering, the vibrant sky color during sunset is unaffected.\r\n // Note: This workaround may not be needed if an absolute sun position is used instead of a sun direction.\r\n // This would affect the angle at which sun rays hit the atmosphere, which is most extreme at sunset.\r\n // The efficacy of this technique should be reevaluated if a feature is added which affects the surface scattering behavior.\r\n\r\n float averageScatteringValue = (scatteringCoefficients.x + scatteringCoefficients.y + scatteringCoefficients.z) / 3.0;\r\n vec3 equalScatteringByWavelength = vec3(averageScatteringValue);\r\n vec3 scatteringStrength = mix(equalScatteringByWavelength, scatteringCoefficients, 0.5);\r\n vec3 outScatteredLight = opticalDepth * scatteringStrength;\r\n\r\n vec3 sunlightColor = vec3(1.0, 0.95, 0.925);\r\n vec3 reflectedLightIntensity = sunlightColor * exp(-outScatteredLight);\r\n return reflectedLightIntensity;\r\n}\r\n`;\r\n\r\nconst computeAtmosphericScatteringVaryingsOnSky = `\r\n mat3 atmosphericScatteringOutput = computeAtmosphericScattering(true);\r\n v_atmosphericScatteringColor = atmosphericScatteringOutput[0];\r\n v_reflectedLightIntensity = atmosphericScatteringOutput[1];\r\n`;\r\n\r\nconst computeAtmosphericScatteringVaryingsOnRealityMesh = `\r\n mat3 atmosphericScatteringOutput = computeAtmosphericScattering(false);\r\n v_atmosphericScatteringColor = atmosphericScatteringOutput[0];\r\n v_reflectedLightIntensity = atmosphericScatteringOutput[1];\r\n`;\r\n\r\nconst computeAtmosphericScatteringFragmentFromVaryings = `\r\nmat3 computeAtmosphericScatteringFragment() {\r\n return mat3(v_atmosphericScatteringColor, v_reflectedLightIntensity, vec3(0.0));\r\n}\r\n`;\r\n\r\nconst computeAtmosphericScatteringFragmentOnSky = `\r\nmat3 computeAtmosphericScatteringFragment() {\r\n return computeAtmosphericScattering(true);\r\n}\r\n`;\r\n\r\nconst computeAtmosphericScatteringFragmentOnRealityMesh = `\r\nmat3 computeAtmosphericScatteringFragment() {\r\n return computeAtmosphericScattering(false);\r\n}\r\n`;\r\n\r\n/**\r\n * Applies a rudimentary high-dynamic range effect to compress potentially over-exposed colors into an acceptable range.\r\n * This approach uses an exponential curve, which preserves relative color intensity, at the cost of a loss in saturation.\r\n */\r\nconst applyHdr = `\r\nvec3 applyHdr(vec3 color) {\r\n float exposure = u_exposure;\r\n vec3 colorWithHdr = 1.0 - exp(-exposure * color);\r\n\r\n return colorWithHdr;\r\n}\r\n`;\r\n\r\nconst applyAtmosphericScattering = `\r\n mat3 atmosphericScatteringOutput = computeAtmosphericScatteringFragment();\r\n vec3 atmosphericScatteringColor = atmosphericScatteringOutput[0];\r\n\r\n vec3 reflectedLightIntensity = atmosphericScatteringOutput[1];\r\n vec3 reflectedLightColor = reflectedLightIntensity * baseColor.rgb;\r\n\r\n return vec4(applyHdr(atmosphericScatteringColor + reflectedLightColor), baseColor.a);\r\n`;\r\n\r\nconst addMainShaderUniforms = (shader: FragmentShaderBuilder | VertexShaderBuilder) => {\r\n shader.addUniform(\r\n \"u_atmosphereData\",\r\n VariableType.Mat4,\r\n (prog) => {\r\n prog.addProgramUniform(\"u_atmosphereData\", (uniform, params) => {\r\n uniform.setMatrix4(params.target.uniforms.atmosphere.atmosphereData);\r\n });\r\n },\r\n );\r\n shader.addUniform(\r\n \"u_sunDir\",\r\n VariableType.Vec3,\r\n (prog) => {\r\n prog.addProgramUniform(\"u_sunDir\", (uniform, params) => {\r\n params.target.uniforms.bindSunDirection(uniform);\r\n });\r\n },\r\n VariablePrecision.High,\r\n );\r\n shader.addUniform(\r\n \"u_atmosphereScaleMatrix\",\r\n VariableType.Mat3,\r\n (prog) => {\r\n prog.addProgramUniform(\"u_atmosphereScaleMatrix\", (uniform, params) => {\r\n params.target.uniforms.atmosphere.bindAtmosphereScaleMatrix(uniform);\r\n });\r\n },\r\n VariablePrecision.High,\r\n );\r\n shader.addUniform(\r\n \"u_inverseAtmosphereScaleInverseRotationMatrix\",\r\n VariableType.Mat3,\r\n (prog) => {\r\n prog.addProgramUniform(\"u_inverseAtmosphereScaleInverseRotationMatrix\", (uniform, params) => {\r\n params.target.uniforms.atmosphere.bindInverseRotationInverseAtmosphereScaleMatrix(uniform);\r\n });\r\n },\r\n VariablePrecision.High,\r\n );\r\n shader.addUniform(\r\n \"u_inverseEarthScaleInverseRotationMatrix\",\r\n VariableType.Mat3,\r\n (prog) => {\r\n prog.addProgramUniform(\"u_inverseEarthScaleInverseRotationMatrix\", (uniform, params) => {\r\n params.target.uniforms.atmosphere.bindInverseRotationInverseEarthScaleMatrix(uniform);\r\n });\r\n },\r\n VariablePrecision.High,\r\n );\r\n shader.addUniform(\r\n \"u_earthScaleMatrix\",\r\n VariableType.Mat3,\r\n (prog) => {\r\n prog.addProgramUniform(\"u_earthScaleMatrix\", (uniform, params) => {\r\n params.target.uniforms.atmosphere.bindEarthScaleMatrix(uniform);\r\n });\r\n },\r\n VariablePrecision.High,\r\n );\r\n shader.addUniform(\"u_frustum\", VariableType.Vec3, (prg) => {\r\n prg.addGraphicUniform(\"u_frustum\", (uniform, params) => {\r\n uniform.setUniform3fv(params.target.uniforms.frustum.frustum); // { near, far, type }\r\n });\r\n });\r\n};\r\n\r\n/** Adds the atmospheric effect to a technique\r\n * @internal\r\n * @param perFragmentCompute If true, the effect is computed per fragment as opposed to per vertex.\r\n */\r\nexport function addAtmosphericScatteringEffect(\r\n builder: ProgramBuilder,\r\n isSkyBox: boolean,\r\n perFragmentCompute: boolean,\r\n) {\r\n const mainShader = perFragmentCompute ? builder.frag : builder.vert;\r\n\r\n mainShader.addConstant(\"MAX_FLOAT\", VariableType.Float, \"3.402823466e+38\");\r\n mainShader.addConstant(\"MAX_SAMPLE_POINTS\", VariableType.Int, `${MAX_SAMPLE_POINTS}`);\r\n\r\n addMainShaderUniforms(mainShader);\r\n\r\n mainShader.addFunction(computeRayOrigin);\r\n mainShader.addFunction(computeRayDir);\r\n if (isSkyBox) {\r\n mainShader.addFunction(computeSceneDepthSky);\r\n } else {\r\n mainShader.addFunction(computeSceneDepthDefault);\r\n }\r\n mainShader.addFunction(raySphere);\r\n mainShader.addFunction(rayEllipsoidIntersection);\r\n mainShader.addFunction(densityAtPoint);\r\n mainShader.addFunction(opticalDepth);\r\n mainShader.addFunction(calculateReflectedLightIntensity);\r\n\r\n if (perFragmentCompute) {\r\n builder.frag.addFunction(computeAtmosphericScatteringFromScratch);\r\n if (isSkyBox) {\r\n builder.frag.addFunction(computeAtmosphericScatteringFragmentOnSky);\r\n } else {\r\n builder.frag.addFunction(computeAtmosphericScatteringFragmentOnRealityMesh);\r\n }\r\n } else {\r\n builder.vert.addFunction(computeAtmosphericScatteringFromScratch);\r\n builder.addVarying(\"v_atmosphericScatteringColor\", VariableType.Vec3);\r\n builder.addVarying(\"v_reflectedLightIntensity\", VariableType.Vec3);\r\n if (isSkyBox) {\r\n builder.vert.set(VertexShaderComponent.ComputeAtmosphericScatteringVaryings, computeAtmosphericScatteringVaryingsOnSky);\r\n } else {\r\n builder.vert.set(VertexShaderComponent.ComputeAtmosphericScatteringVaryings, computeAtmosphericScatteringVaryingsOnRealityMesh);\r\n }\r\n builder.frag.addFunction(computeAtmosphericScatteringFragmentFromVaryings);\r\n }\r\n\r\n builder.frag.addUniform(\r\n \"u_exposure\",\r\n VariableType.Float,\r\n (prog) => {\r\n prog.addProgramUniform(\"u_exposure\", (uniform, params) => {\r\n params.target.uniforms.atmosphere.bindExposure(uniform);\r\n });\r\n },\r\n VariablePrecision.High,\r\n );\r\n builder.frag.addFunction(applyHdr);\r\n builder.frag.set(FragmentShaderComponent.ApplyAtmosphericScattering, applyAtmosphericScattering);\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"RealityMesh.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/RealityMesh.ts"],"names":[],"mappings":"AAIA;;GAEG;AAQH,OAAO,EAA2B,cAAc,EAAE,aAAa,EAAuC,MAAM,kBAAkB,CAAC;AAE/H,OAAO,EAAyC,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAuB1F,eAAO,MAAM,cAAc,uEAE1B,CAAC;AAsMF,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,IAAI,EAAE,aAAa,QAMtD;AAYD,gBAAgB;AAChB,wBAAgB,kCAAkC,IAAI,cAAc,CAInE;AAED,gBAAgB;AAChB,wBAAgB,wBAAwB,IAAI,cAAc,CAIzD;AAED,gBAAgB;AAChB,wBAAgB,wBAAwB,CAAC,KAAK,EAAE,cAAc,GAAG,cAAc,CAyE9E"}
1
+ {"version":3,"file":"RealityMesh.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/RealityMesh.ts"],"names":[],"mappings":"AAIA;;GAEG;AAQH,OAAO,EAA2B,cAAc,EAAE,aAAa,EAAuC,MAAM,kBAAkB,CAAC;AAE/H,OAAO,EAAyC,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAuB1F,eAAO,MAAM,cAAc,uEAE1B,CAAC;AAmNF,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,IAAI,EAAE,aAAa,QAMtD;AAYD,gBAAgB;AAChB,wBAAgB,kCAAkC,IAAI,cAAc,CAInE;AAED,gBAAgB;AAChB,wBAAgB,wBAAwB,IAAI,cAAc,CAIzD;AAED,gBAAgB;AAChB,wBAAgB,wBAAwB,CAAC,KAAK,EAAE,cAAc,GAAG,cAAc,CAyE9E"}
@@ -64,8 +64,8 @@ bool applyTexture(inout vec4 col, sampler2D sampler, mat4 params, mat4 matrix) {
64
64
  vec2 classPos;
65
65
 
66
66
  if (isProjected) {
67
- vec4 eye4 = vec4(v_eyeSpace, 1.0);
68
- vec4 classPos4 = matrix * eye4;
67
+ vec4 eye4 = vec4(v_eyeSpace, 1.0);
68
+ vec4 classPos4 = matrix * eye4;
69
69
  classPos = classPos4.xy / classPos4.w;
70
70
 
71
71
  if (!testInside(params[2].x, params[2].y, params[2].z, params[2].w, classPos.x, classPos.y) ||
@@ -77,35 +77,48 @@ bool applyTexture(inout vec4 col, sampler2D sampler, mat4 params, mat4 matrix) {
77
77
  uv.x = classPos.x;
78
78
  uv.y = classPos.y / imageCount;
79
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  layerAlpha = params[0][2];
80
+
80
81
  if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)
81
82
  return false;
82
- } else {
83
+
84
+ } else {
83
85
  vec4 texTransform = matrix[0].xyzw;
84
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  vec4 texClip = matrix[1].xyzw;
85
87
  layerAlpha = matrix[2].x;
86
88
  uv = vec2(texTransform[0] + texTransform[2] * v_texCoord.x, texTransform[1] + texTransform[3] * v_texCoord.y);
89
+
87
90
  if (uv.x < texClip[0] || uv.x > texClip[2] || uv.y < texClip[1] || uv.y > texClip[3])
88
91
  return false;
92
+
89
93
  uv.y = 1.0 - uv.y;
90
- }
91
- vec4 texCol = TEXTURE(sampler, uv);
92
- float alpha = layerAlpha * texCol.a;
93
- if (alpha > 0.05) {
94
- vec3 texRgb = isProjected ? (texCol.rgb / texCol.a) : texCol.rgb; // Texture color is premultiplied by alpha only if projected (from classification).
95
- col.rgb = (1.0 - alpha) * col.rgb + alpha * texRgb;
96
- if (isProjected) {
97
- vec4 featureTexel = TEXTURE(sampler, vec2(uv.x, (1.0 + classPos.y) / imageCount));
98
- classifierId = addUInt32s(params[1], featureTexel * 255.0) / 255.0;
94
+ }
95
+
96
+ vec4 texCol = TEXTURE(sampler, uv);
97
+ float alpha = layerAlpha * texCol.a;
98
+
99
+ if (alpha > 0.05) {
100
+ vec3 texRgb = isProjected ? (texCol.rgb / texCol.a) : texCol.rgb; // If projected, undo premultiplication
101
+ // Texture color is premultiplied earlier by alpha only if projected (from classification).
102
+
103
+ col.rgb = (1.0 - alpha) * col.rgb + alpha * texRgb;
104
+
105
+ if (isProjected) {
106
+ vec4 featureTexel = TEXTURE(sampler, vec2(uv.x, (1.0 + classPos.y) / imageCount));
107
+ classifierId = addUInt32s(params[1], featureTexel * 255.0) / 255.0;
99
108
  } else {
100
- featureIncrement = matrix[2].y;
101
- classifierId = vec4(0);
109
+ featureIncrement = matrix[2].y;
110
+ classifierId = vec4(0);
102
111
  }
103
- if (alpha > col.a)
104
- col.a = alpha;
105
112
 
106
- return true;
113
+ if (alpha > col.a)
114
+ col.a = alpha;
115
+
116
+ return true;
107
117
  }
108
- return false;
118
+
119
+ // If texture color is transparent but base color is not, return true (don't discard)
120
+ // Else return false (discard) if both the texture and base color are transparent
121
+ return (col.a > 0.05);
109
122
  }
110
123
  `;
111
124
  const computeTexCoord = "return unquantize2d(a_uvParam, u_qTexCoordParams);";
@@ -191,7 +204,7 @@ function baseColorFromTextures(textureCount, applyFeatureColor) {
191
204
  vec4 col = u_baseColor;
192
205
  ${applyTextureStrings.join("\n ")}
193
206
  if (doDiscard)
194
- discard;
207
+ discard;
195
208
 
196
209
  ${applyFeatureColor}
197
210
 
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ColorDef } from \"@itwin/core-common\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, IsShadowable, IsThematic, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addAtmosphericScatteringEffect } from \"./Atmosphere\";\r\nimport { addVaryingColor } from \"./Color\";\r\nimport { addEyeSpace, addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport { addFeatureSymbology, addHiliter, FeatureSymbologyOptions } from \"./FeatureSymbology\";\r\nimport { addAltPickBufferOutputs, addPickBufferOutputs, assignFragColor } from \"./Fragment\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from \"./PlanarClassification\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addClassificationTranslucencyDiscard, octDecodeNormal } from \"./Surface\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addModelViewProjectionMatrix, addNormalMatrix } from \"./Vertex\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\nconst computePosition = \"gl_PointSize = 1.0; return MAT_MVP * rawPos;\";\r\nconst computeNormal = `\r\n vec3 normal = octDecodeNormal(a_norm); // normal coming in for is already in world space\r\n g_hillshadeIndex = normal.z; // save off world Z for thematic hill shade mode index\r\n return normalize(u_worldToViewN * normal);\r\n`;\r\n\r\nexport const finalizeNormal = `\r\n return normalize(v_n) * (2.0 * float(gl_FrontFacing) - 1.0);\r\n`;\r\n\r\nconst testInside = `\r\nbool testInside(float x0, float y0, float x1, float y1, float x, float y) {\r\n vec2 perp = vec2(y0 - y1, x1 - x0), test = vec2(x - x0, y - y0);\r\n float dot = (test.x * perp.x + test.y * perp.y) / sqrt(perp.x * perp.x + perp.y * perp.y);\r\n return dot >= -0.001;\r\n}\r\n`;\r\n\r\n/* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a projected texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"projected\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\nconst applyTexture = `\r\nbool applyTexture(inout vec4 col, sampler2D sampler, mat4 params, mat4 matrix) {\r\n vec2 uv;\r\n float layerAlpha;\r\n bool isProjected = params[0][0] != 0.0;\r\n float imageCount = params[0][1];\r\n vec2 classPos;\r\n\r\n if (isProjected) {\r\n vec4 eye4 = vec4(v_eyeSpace, 1.0);\r\n vec4 classPos4 = matrix * eye4;\r\n classPos = classPos4.xy / classPos4.w;\r\n\r\n if (!testInside(params[2].x, params[2].y, params[2].z, params[2].w, classPos.x, classPos.y) ||\r\n !testInside(params[2].z, params[2].w, params[3].x, params[3].y, classPos.x, classPos.y) ||\r\n !testInside(params[3].x, params[3].y, params[3].z, params[3].w, classPos.x, classPos.y) ||\r\n !testInside(params[3].z, params[3].w, params[2].x, params[2].y, classPos.x, classPos.y))\r\n return false;\r\n\r\n uv.x = classPos.x;\r\n uv.y = classPos.y / imageCount;\r\n layerAlpha = params[0][2];\r\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)\r\n return false;\r\n } else {\r\n vec4 texTransform = matrix[0].xyzw;\r\n vec4 texClip = matrix[1].xyzw;\r\n layerAlpha = matrix[2].x;\r\n uv = vec2(texTransform[0] + texTransform[2] * v_texCoord.x, texTransform[1] + texTransform[3] * v_texCoord.y);\r\n if (uv.x < texClip[0] || uv.x > texClip[2] || uv.y < texClip[1] || uv.y > texClip[3])\r\n return false;\r\n uv.y = 1.0 - uv.y;\r\n }\r\n vec4 texCol = TEXTURE(sampler, uv);\r\n float alpha = layerAlpha * texCol.a;\r\n if (alpha > 0.05) {\r\n vec3 texRgb = isProjected ? (texCol.rgb / texCol.a) : texCol.rgb; // Texture color is premultiplied by alpha only if projected (from classification).\r\n col.rgb = (1.0 - alpha) * col.rgb + alpha * texRgb;\r\n if (isProjected) {\r\n vec4 featureTexel = TEXTURE(sampler, vec2(uv.x, (1.0 + classPos.y) / imageCount));\r\n classifierId = addUInt32s(params[1], featureTexel * 255.0) / 255.0;\r\n } else {\r\n featureIncrement = matrix[2].y;\r\n classifierId = vec4(0);\r\n }\r\n if (alpha > col.a)\r\n col.a = alpha;\r\n\r\n return true;\r\n }\r\nreturn false;\r\n}\r\n`;\r\n\r\nconst computeTexCoord = \"return unquantize2d(a_uvParam, u_qTexCoordParams);\";\r\nconst scratchMatrix4d1 = Matrix4d.createIdentity();\r\nconst scratchMatrix4d2 = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nconst overrideFeatureId = `return (classifierId == vec4(0)) ? (addUInt32s(feature_id * 255.0, vec4(featureIncrement, 0.0, 0.0, 0.0)) / 255.0) : classifierId;`;\r\n\r\nfunction addTextures(builder: ProgramBuilder, maxTexturesPerMesh: number) {\r\n builder.vert.addFunction(unquantize2d);\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", computeTexCoord);\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n if (undefined !== realityMesh.uvQParams) {\r\n uniform.setUniform4fv(realityMesh.uvQParams);\r\n }\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_texturesPresent\", VariableType.Boolean, (program) => {\r\n program.addGraphicUniform(\"u_texturesPresent\", (uniform, params) => {\r\n uniform.setUniform1i(params.geometry.asRealityMesh!.hasTextures ? 1 : 0);\r\n });\r\n });\r\n\r\n for (let i = 0; i < maxTexturesPerMesh; i++) {\r\n const textureLabel = `s_texture${i}`;\r\n builder.frag.addUniform(textureLabel, VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(textureLabel, (uniform, params) => {\r\n const textureUnits = [TextureUnit.RealityMesh0, TextureUnit.RealityMesh1, params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder, TextureUnit.RealityMesh3, TextureUnit.RealityMesh4, TextureUnit.RealityMesh5];\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const realityTexture = realityMesh.textureParams ? realityMesh.textureParams.params[i].texture : undefined;\r\n if (realityTexture !== undefined) {\r\n const texture = realityTexture as Texture;\r\n texture.texture.bindSampler(uniform, textureUnits[i]);\r\n } else {\r\n // assert(false, \"Terrain Mesh texture not defined when beginning texture.\");\r\n System.instance.ensureSamplerBound(uniform, textureUnits[i]);\r\n }\r\n });\r\n });\r\n const paramsLabel = `u_texParams${i}`, matrixLabel = `u_texMatrix${i}`;\r\n builder.frag.addUniform(matrixLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(matrixLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n const projectionMatrix = textureParam.getProjectionMatrix();\r\n if (projectionMatrix) {\r\n const eyeToModel = Matrix4d.createTransform(params.target.uniforms.frustum.viewMatrix.inverse()!, scratchMatrix4d1);\r\n const eyeToTexture = projectionMatrix.multiplyMatrixMatrix(eyeToModel, scratchMatrix4d2);\r\n uniform.setMatrix4(Matrix4.fromMatrix4d(eyeToTexture, scratchMatrix));\r\n } else\r\n uniform.setMatrix4(textureParam.getTerrainMatrix()!);\r\n }\r\n });\r\n });\r\n builder.frag.addUniform(paramsLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(paramsLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n uniform.setMatrix4(textureParam.getParams(scratchMatrix));\r\n }\r\n });\r\n });\r\n }\r\n}\r\nfunction baseColorFromTextures(textureCount: number, applyFeatureColor: string) {\r\n const applyTextureStrings = [];\r\n\r\n for (let i = 0; i < textureCount; i++)\r\n applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texParams${i}, u_texMatrix${i})) doDiscard = false; `);\r\n\r\n return `\r\n if (!u_texturesPresent) {\r\n vec4 col = u_baseColor;\r\n ${applyFeatureColor}\r\n return col;\r\n }\r\n\r\n bool doDiscard = true;\r\n vec4 col = u_baseColor;\r\n ${applyTextureStrings.join(\"\\n \")}\r\n if (doDiscard)\r\n discard;\r\n\r\n ${applyFeatureColor}\r\n\r\n return col;\r\n`;\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 mixFeatureColor = `\r\n col.rgb = mix(col.rgb, mix(col.rgb, v_color.rgb, u_overrideColorMix), step(0.0, v_color.r));\r\n col.a = mix(col.a, v_color.a, step(0.0, v_color.a));\r\n `;\r\n\r\nfunction addThematicToRealityMesh(builder: ProgramBuilder, gradientTextureUnit: TextureUnit) {\r\n addNormalMatrix(builder.vert);\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addGlobal(\"g_hillshadeIndex\", VariableType.Float);\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", computeNormal);\r\n builder.frag.addGlobal(\"g_normal\", VariableType.Vec3);\r\n builder.frag.set(FragmentShaderComponent.FinalizeNormal, finalizeNormal);\r\n addThematicDisplay(builder, false, true);\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, false, false));\r\n builder.vert.addUniform(\"u_worldToViewN\", VariableType.Mat3, (prog) => {\r\n prog.addGraphicUniform(\"u_worldToViewN\", (uniform, params) => {\r\n params.target.uniforms.branch.bindWorldToViewNTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindTexture(uniform, gradientTextureUnit >= 0 ? gradientTextureUnit : (params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder));\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addColorOverrideMix(frag: ShaderBuilder) {\r\n frag.addUniform(\"u_overrideColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_overrideColorMix\", (uniform, params) => {\r\n params.target.uniforms.realityModel.bindOverrideColorMix(uniform);\r\n });\r\n });\r\n}\r\n\r\nfunction createRealityMeshHiliterBuilder(): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n return builder;\r\n\r\n}\r\n\r\n/** @internal */\r\nexport function createClassifierRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHilitePlanarClassifier(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHiliter(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n\r\n if (flags.isShadowable === IsShadowable.Yes)\r\n addSolarShadowMap(builder, true);\r\n\r\n const frag = builder.frag;\r\n frag.addGlobal(\"featureIncrement\", VariableType.Float, \"0.0\");\r\n frag.addGlobal(\"classifierId\", VariableType.Vec4);\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n const textureCount = System.instance.maxRealityImageryLayers;\r\n const gradientTextureUnit = TextureUnit.RealityMeshThematicGradient;\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n let applyFragmentFeatureColor = \"\";\r\n\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n addClassificationTranslucencyDiscard(builder);\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n if (feat === FeatureMode.Overrides) {\r\n addShaderFlags(builder);\r\n addVaryingColor(builder, \"return vec4(-1.0, -1.0, -1.0, -1.0);\");\r\n applyFragmentFeatureColor = mixFeatureColor;\r\n addColorOverrideMix(builder.frag);\r\n }\r\n const computeFragmentBaseColor = baseColorFromTextures(textureCount, applyFragmentFeatureColor);\r\n\r\n frag.addFunction(addUInt32s);\r\n frag.addFunction(testInside);\r\n addEyeSpace(builder);\r\n frag.addFunction(applyTexture);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n builder.frag.addUniform(\"u_baseColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_baseColor\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const baseColor = (realityMesh.baseColor ? realityMesh.baseColor : ColorDef.create(0xff000000)).colors;\r\n uniform.setUniform4fv([baseColor.r / 255, baseColor.g / 255, baseColor.b / 255, 1 - baseColor.t / 255]);\r\n });\r\n });\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n if (!flags.isTranslucent) {\r\n if (FeatureMode.None !== feat) {\r\n if (flags.isClassified)\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n addTextures(builder, textureCount);\r\n\r\n if (IsThematic.Yes === flags.isThematic)\r\n addThematicToRealityMesh(builder, gradientTextureUnit);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n if (flags.enableAtmosphere)\r\n addAtmosphericScatteringEffect(builder, false, false);\r\n\r\n return builder;\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ColorDef } from \"@itwin/core-common\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, IsShadowable, IsThematic, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addAtmosphericScatteringEffect } from \"./Atmosphere\";\r\nimport { addVaryingColor } from \"./Color\";\r\nimport { addEyeSpace, addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport { addFeatureSymbology, addHiliter, FeatureSymbologyOptions } from \"./FeatureSymbology\";\r\nimport { addAltPickBufferOutputs, addPickBufferOutputs, assignFragColor } from \"./Fragment\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from \"./PlanarClassification\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addClassificationTranslucencyDiscard, octDecodeNormal } from \"./Surface\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addModelViewProjectionMatrix, addNormalMatrix } from \"./Vertex\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\nconst computePosition = \"gl_PointSize = 1.0; return MAT_MVP * rawPos;\";\r\nconst computeNormal = `\r\n vec3 normal = octDecodeNormal(a_norm); // normal coming in for is already in world space\r\n g_hillshadeIndex = normal.z; // save off world Z for thematic hill shade mode index\r\n return normalize(u_worldToViewN * normal);\r\n`;\r\n\r\nexport const finalizeNormal = `\r\n return normalize(v_n) * (2.0 * float(gl_FrontFacing) - 1.0);\r\n`;\r\n\r\nconst testInside = `\r\nbool testInside(float x0, float y0, float x1, float y1, float x, float y) {\r\n vec2 perp = vec2(y0 - y1, x1 - x0), test = vec2(x - x0, y - y0);\r\n float dot = (test.x * perp.x + test.y * perp.y) / sqrt(perp.x * perp.x + perp.y * perp.y);\r\n return dot >= -0.001;\r\n}\r\n`;\r\n\r\n/* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a projected texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"projected\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\nconst applyTexture = `\r\nbool applyTexture(inout vec4 col, sampler2D sampler, mat4 params, mat4 matrix) {\r\n vec2 uv;\r\n float layerAlpha;\r\n bool isProjected = params[0][0] != 0.0;\r\n float imageCount = params[0][1];\r\n vec2 classPos;\r\n\r\n if (isProjected) {\r\n vec4 eye4 = vec4(v_eyeSpace, 1.0);\r\n vec4 classPos4 = matrix * eye4;\r\n classPos = classPos4.xy / classPos4.w;\r\n\r\n if (!testInside(params[2].x, params[2].y, params[2].z, params[2].w, classPos.x, classPos.y) ||\r\n !testInside(params[2].z, params[2].w, params[3].x, params[3].y, classPos.x, classPos.y) ||\r\n !testInside(params[3].x, params[3].y, params[3].z, params[3].w, classPos.x, classPos.y) ||\r\n !testInside(params[3].z, params[3].w, params[2].x, params[2].y, classPos.x, classPos.y))\r\n return false;\r\n\r\n uv.x = classPos.x;\r\n uv.y = classPos.y / imageCount;\r\n layerAlpha = params[0][2];\r\n\r\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)\r\n return false;\r\n\r\n } else {\r\n vec4 texTransform = matrix[0].xyzw;\r\n vec4 texClip = matrix[1].xyzw;\r\n layerAlpha = matrix[2].x;\r\n uv = vec2(texTransform[0] + texTransform[2] * v_texCoord.x, texTransform[1] + texTransform[3] * v_texCoord.y);\r\n\r\n if (uv.x < texClip[0] || uv.x > texClip[2] || uv.y < texClip[1] || uv.y > texClip[3])\r\n return false;\r\n\r\n uv.y = 1.0 - uv.y;\r\n }\r\n\r\n vec4 texCol = TEXTURE(sampler, uv);\r\n float alpha = layerAlpha * texCol.a;\r\n\r\n if (alpha > 0.05) {\r\n vec3 texRgb = isProjected ? (texCol.rgb / texCol.a) : texCol.rgb; // If projected, undo premultiplication\r\n // Texture color is premultiplied earlier by alpha only if projected (from classification).\r\n\r\n col.rgb = (1.0 - alpha) * col.rgb + alpha * texRgb;\r\n\r\n if (isProjected) {\r\n vec4 featureTexel = TEXTURE(sampler, vec2(uv.x, (1.0 + classPos.y) / imageCount));\r\n classifierId = addUInt32s(params[1], featureTexel * 255.0) / 255.0;\r\n } else {\r\n featureIncrement = matrix[2].y;\r\n classifierId = vec4(0);\r\n }\r\n\r\n if (alpha > col.a)\r\n col.a = alpha;\r\n\r\n return true;\r\n }\r\n\r\n // If texture color is transparent but base color is not, return true (don't discard)\r\n // Else return false (discard) if both the texture and base color are transparent\r\n return (col.a > 0.05);\r\n}\r\n`;\r\n\r\nconst computeTexCoord = \"return unquantize2d(a_uvParam, u_qTexCoordParams);\";\r\nconst scratchMatrix4d1 = Matrix4d.createIdentity();\r\nconst scratchMatrix4d2 = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nconst overrideFeatureId = `return (classifierId == vec4(0)) ? (addUInt32s(feature_id * 255.0, vec4(featureIncrement, 0.0, 0.0, 0.0)) / 255.0) : classifierId;`;\r\n\r\nfunction addTextures(builder: ProgramBuilder, maxTexturesPerMesh: number) {\r\n builder.vert.addFunction(unquantize2d);\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", computeTexCoord);\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n if (undefined !== realityMesh.uvQParams) {\r\n uniform.setUniform4fv(realityMesh.uvQParams);\r\n }\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_texturesPresent\", VariableType.Boolean, (program) => {\r\n program.addGraphicUniform(\"u_texturesPresent\", (uniform, params) => {\r\n uniform.setUniform1i(params.geometry.asRealityMesh!.hasTextures ? 1 : 0);\r\n });\r\n });\r\n\r\n for (let i = 0; i < maxTexturesPerMesh; i++) {\r\n const textureLabel = `s_texture${i}`;\r\n builder.frag.addUniform(textureLabel, VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(textureLabel, (uniform, params) => {\r\n const textureUnits = [TextureUnit.RealityMesh0, TextureUnit.RealityMesh1, params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder, TextureUnit.RealityMesh3, TextureUnit.RealityMesh4, TextureUnit.RealityMesh5];\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const realityTexture = realityMesh.textureParams ? realityMesh.textureParams.params[i].texture : undefined;\r\n if (realityTexture !== undefined) {\r\n const texture = realityTexture as Texture;\r\n texture.texture.bindSampler(uniform, textureUnits[i]);\r\n } else {\r\n // assert(false, \"Terrain Mesh texture not defined when beginning texture.\");\r\n System.instance.ensureSamplerBound(uniform, textureUnits[i]);\r\n }\r\n });\r\n });\r\n const paramsLabel = `u_texParams${i}`, matrixLabel = `u_texMatrix${i}`;\r\n builder.frag.addUniform(matrixLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(matrixLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n const projectionMatrix = textureParam.getProjectionMatrix();\r\n if (projectionMatrix) {\r\n const eyeToModel = Matrix4d.createTransform(params.target.uniforms.frustum.viewMatrix.inverse()!, scratchMatrix4d1);\r\n const eyeToTexture = projectionMatrix.multiplyMatrixMatrix(eyeToModel, scratchMatrix4d2);\r\n uniform.setMatrix4(Matrix4.fromMatrix4d(eyeToTexture, scratchMatrix));\r\n } else\r\n uniform.setMatrix4(textureParam.getTerrainMatrix()!);\r\n }\r\n });\r\n });\r\n builder.frag.addUniform(paramsLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(paramsLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n uniform.setMatrix4(textureParam.getParams(scratchMatrix));\r\n }\r\n });\r\n });\r\n }\r\n}\r\nfunction baseColorFromTextures(textureCount: number, applyFeatureColor: string) {\r\n const applyTextureStrings = [];\r\n\r\n for (let i = 0; i < textureCount; i++)\r\n applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texParams${i}, u_texMatrix${i})) doDiscard = false; `);\r\n\r\n return `\r\n if (!u_texturesPresent) {\r\n vec4 col = u_baseColor;\r\n ${applyFeatureColor}\r\n return col;\r\n }\r\n\r\n bool doDiscard = true;\r\n vec4 col = u_baseColor;\r\n ${applyTextureStrings.join(\"\\n \")}\r\n if (doDiscard)\r\n discard;\r\n\r\n ${applyFeatureColor}\r\n\r\n return col;\r\n`;\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 mixFeatureColor = `\r\n col.rgb = mix(col.rgb, mix(col.rgb, v_color.rgb, u_overrideColorMix), step(0.0, v_color.r));\r\n col.a = mix(col.a, v_color.a, step(0.0, v_color.a));\r\n `;\r\n\r\nfunction addThematicToRealityMesh(builder: ProgramBuilder, gradientTextureUnit: TextureUnit) {\r\n addNormalMatrix(builder.vert);\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addGlobal(\"g_hillshadeIndex\", VariableType.Float);\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", computeNormal);\r\n builder.frag.addGlobal(\"g_normal\", VariableType.Vec3);\r\n builder.frag.set(FragmentShaderComponent.FinalizeNormal, finalizeNormal);\r\n addThematicDisplay(builder, false, true);\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, false, false));\r\n builder.vert.addUniform(\"u_worldToViewN\", VariableType.Mat3, (prog) => {\r\n prog.addGraphicUniform(\"u_worldToViewN\", (uniform, params) => {\r\n params.target.uniforms.branch.bindWorldToViewNTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindTexture(uniform, gradientTextureUnit >= 0 ? gradientTextureUnit : (params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder));\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addColorOverrideMix(frag: ShaderBuilder) {\r\n frag.addUniform(\"u_overrideColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_overrideColorMix\", (uniform, params) => {\r\n params.target.uniforms.realityModel.bindOverrideColorMix(uniform);\r\n });\r\n });\r\n}\r\n\r\nfunction createRealityMeshHiliterBuilder(): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n return builder;\r\n\r\n}\r\n\r\n/** @internal */\r\nexport function createClassifierRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHilitePlanarClassifier(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHiliter(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n\r\n if (flags.isShadowable === IsShadowable.Yes)\r\n addSolarShadowMap(builder, true);\r\n\r\n const frag = builder.frag;\r\n frag.addGlobal(\"featureIncrement\", VariableType.Float, \"0.0\");\r\n frag.addGlobal(\"classifierId\", VariableType.Vec4);\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n const textureCount = System.instance.maxRealityImageryLayers;\r\n const gradientTextureUnit = TextureUnit.RealityMeshThematicGradient;\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n let applyFragmentFeatureColor = \"\";\r\n\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n addClassificationTranslucencyDiscard(builder);\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n if (feat === FeatureMode.Overrides) {\r\n addShaderFlags(builder);\r\n addVaryingColor(builder, \"return vec4(-1.0, -1.0, -1.0, -1.0);\");\r\n applyFragmentFeatureColor = mixFeatureColor;\r\n addColorOverrideMix(builder.frag);\r\n }\r\n const computeFragmentBaseColor = baseColorFromTextures(textureCount, applyFragmentFeatureColor);\r\n\r\n frag.addFunction(addUInt32s);\r\n frag.addFunction(testInside);\r\n addEyeSpace(builder);\r\n frag.addFunction(applyTexture);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n builder.frag.addUniform(\"u_baseColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_baseColor\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const baseColor = (realityMesh.baseColor ? realityMesh.baseColor : ColorDef.create(0xff000000)).colors;\r\n uniform.setUniform4fv([baseColor.r / 255, baseColor.g / 255, baseColor.b / 255, 1 - baseColor.t / 255]);\r\n });\r\n });\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n if (!flags.isTranslucent) {\r\n if (FeatureMode.None !== feat) {\r\n if (flags.isClassified)\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n addTextures(builder, textureCount);\r\n\r\n if (IsThematic.Yes === flags.isThematic)\r\n addThematicToRealityMesh(builder, gradientTextureUnit);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n if (flags.enableAtmosphere)\r\n addAtmosphericScatteringEffect(builder, false, false);\r\n\r\n return builder;\r\n}\r\n"]}
@@ -7,7 +7,7 @@ import { ElementAlignedBox3d } from "@itwin/core-common";
7
7
  import { IModelConnection } from "../IModelConnection";
8
8
  import { Mesh } from "../render/primitives/mesh/MeshPrimitives";
9
9
  import { RenderSystem } from "../render/RenderSystem";
10
- import { GltfMeshPrimitive } from "../gltf/GltfSchema";
10
+ import { GltfMeshPrimitive } from "../common/gltf/GltfSchema";
11
11
  import { BatchedTileIdMap, GltfReader, GltfReaderResult, ShouldAbortReadGltf } from "./internal";
12
12
  /**
13
13
  * Deserializes a tile in [b3dm](https://github.com/AnalyticalGraphicsInc/3d-tiles/tree/master/specification/TileFormats/Batched3DModel) format.
@@ -1 +1 @@
1
- {"version":3,"file":"B3dmReader.d.ts","sourceRoot":"","sources":["../../../src/tile/B3dmReader.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAE,UAAU,EAAa,MAAM,qBAAqB,CAAC;AACxE,OAAO,EAAE,OAAO,EAAE,SAAS,EAAY,MAAM,sBAAsB,CAAC;AACpE,OAAO,EAAwB,mBAAmB,EAAyC,MAAM,oBAAoB,CAAC;AACtH,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,IAAI,EAAE,MAAM,0CAA0C,CAAC;AAChE,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AACtD,OAAO,EAAgB,iBAAiB,EAAE,MAAM,oBAAoB,CAAC;AACrE,OAAO,EACL,gBAAgB,EAAkB,UAAU,EAAmB,gBAAgB,EAAE,mBAAmB,EACrG,MAAM,YAAY,CAAC;AAEpB;;;GAGG;AACH,qBAAa,UAAW,SAAQ,UAAU;IAsCtC,OAAO,CAAC,MAAM;IAAuB,OAAO,CAAC,OAAO;IAAW,OAAO,CAAC,iBAAiB;IAAU,OAAO,CAAC,gBAAgB,CAAC;IAAa,OAAO,CAAC,eAAe,CAAC;IAC3H,OAAO,CAAC,MAAM,CAAC;IAAoB,OAAO,CAAC,cAAc,CAAC;IAtCjG,OAAO,CAAC,aAAa,CAA6B;IAClD,OAAO,CAAC,OAAO,CAAC,CAAgB;IAChC,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAa;WAExB,MAAM,CAAC,MAAM,EAAE,UAAU,EAAE,MAAM,EAAE,gBAAgB,EAAE,OAAO,EAAE,UAAU,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,mBAAmB,EAC/H,MAAM,EAAE,YAAY,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,eAAe,CAAC,EAAE,SAAS,EACzG,UAAU,CAAC,EAAE,mBAAmB,EAAE,KAAK,CAAC,EAAE,gBAAgB,EAAE,mBAAmB,UAAM,GAAG,UAAU,GAAG,SAAS;IA8BhH,OAAO;IAUM,IAAI,IAAI,OAAO,CAAC,gBAAgB,CAAC;cAiF3B,cAAc,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,iBAAiB;CA+BtE"}
1
+ {"version":3,"file":"B3dmReader.d.ts","sourceRoot":"","sources":["../../../src/tile/B3dmReader.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAE,UAAU,EAAa,MAAM,qBAAqB,CAAC;AACxE,OAAO,EAAE,OAAO,EAAE,SAAS,EAAY,MAAM,sBAAsB,CAAC;AACpE,OAAO,EAAwB,mBAAmB,EAAyC,MAAM,oBAAoB,CAAC;AACtH,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,IAAI,EAAE,MAAM,0CAA0C,CAAC;AAChE,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AACtD,OAAO,EAAgB,iBAAiB,EAAE,MAAM,2BAA2B,CAAC;AAC5E,OAAO,EACL,gBAAgB,EAAkB,UAAU,EAAmB,gBAAgB,EAAE,mBAAmB,EACrG,MAAM,YAAY,CAAC;AAEpB;;;GAGG;AACH,qBAAa,UAAW,SAAQ,UAAU;IAsCtC,OAAO,CAAC,MAAM;IAAuB,OAAO,CAAC,OAAO;IAAW,OAAO,CAAC,iBAAiB;IAAU,OAAO,CAAC,gBAAgB,CAAC;IAAa,OAAO,CAAC,eAAe,CAAC;IAC3H,OAAO,CAAC,MAAM,CAAC;IAAoB,OAAO,CAAC,cAAc,CAAC;IAtCjG,OAAO,CAAC,aAAa,CAA6B;IAClD,OAAO,CAAC,OAAO,CAAC,CAAgB;IAChC,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAa;WAExB,MAAM,CAAC,MAAM,EAAE,UAAU,EAAE,MAAM,EAAE,gBAAgB,EAAE,OAAO,EAAE,UAAU,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,mBAAmB,EAC/H,MAAM,EAAE,YAAY,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,eAAe,CAAC,EAAE,SAAS,EACzG,UAAU,CAAC,EAAE,mBAAmB,EAAE,KAAK,CAAC,EAAE,gBAAgB,EAAE,mBAAmB,UAAM,GAAG,UAAU,GAAG,SAAS;IA8BhH,OAAO;IAUM,IAAI,IAAI,OAAO,CAAC,gBAAgB,CAAC;cAiF3B,cAAc,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,iBAAiB;CA+BtE"}
@@ -11,7 +11,7 @@ exports.B3dmReader = void 0;
11
11
  const core_bentley_1 = require("@itwin/core-bentley");
12
12
  const core_geometry_1 = require("@itwin/core-geometry");
13
13
  const core_common_1 = require("@itwin/core-common");
14
- const GltfSchema_1 = require("../gltf/GltfSchema");
14
+ const GltfSchema_1 = require("../common/gltf/GltfSchema");
15
15
  const internal_1 = require("./internal");
16
16
  /**
17
17
  * Deserializes a tile in [b3dm](https://github.com/AnalyticalGraphicsInc/3d-tiles/tree/master/specification/TileFormats/Batched3DModel) format.
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Tiles\r\n */\r\n\r\nimport { ByteStream, Id64String, JsonUtils } from \"@itwin/core-bentley\";\r\nimport { Point3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { B3dmHeader, ColorDef, ElementAlignedBox3d, Feature, FeatureTable, TileReadStatus } from \"@itwin/core-common\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\nimport { Mesh } from \"../render/primitives/mesh/MeshPrimitives\";\r\nimport { RenderSystem } from \"../render/RenderSystem\";\r\nimport { GltfDataType, GltfMeshPrimitive } from \"../gltf/GltfSchema\";\r\nimport {\r\n BatchedTileIdMap, GltfBufferData, GltfReader, GltfReaderProps, GltfReaderResult, ShouldAbortReadGltf,\r\n} from \"./internal\";\r\n\r\n/**\r\n * Deserializes a tile in [b3dm](https://github.com/AnalyticalGraphicsInc/3d-tiles/tree/master/specification/TileFormats/Batched3DModel) format.\r\n * @internal\r\n */\r\nexport class B3dmReader extends GltfReader {\r\n private _batchIdRemap = new Map<number, number>();\r\n private _colors?: Array<number>;\r\n private readonly _modelId: Id64String;\r\n\r\n public static create(stream: ByteStream, iModel: IModelConnection, modelId: Id64String, is3d: boolean, range: ElementAlignedBox3d,\r\n system: RenderSystem, yAxisUp: boolean, isLeaf: boolean, tileCenter: Point3d, transformToRoot?: Transform,\r\n isCanceled?: ShouldAbortReadGltf, idMap?: BatchedTileIdMap, deduplicateVertices=false): B3dmReader | undefined {\r\n const header = new B3dmHeader(stream);\r\n if (!header.isValid)\r\n return undefined;\r\n\r\n let returnToCenterTransform, pseudoRtcBias;\r\n if (header.featureTableJson && Array.isArray(header.featureTableJson.RTC_CENTER)) {\r\n returnToCenterTransform = Transform.createTranslationXYZ(header.featureTableJson.RTC_CENTER[0], header.featureTableJson.RTC_CENTER[1], header.featureTableJson.RTC_CENTER[2]);\r\n } else {\r\n /**\r\n * This is a workaround for tiles generated by\r\n * context capture which have a large offset from the tileset origin that exceeds the\r\n * capacity of 32 bit integers. It is essentially an ad hoc RTC applied at read time only if the tile is far from the\r\n * origin and there is no RTC supplied either with the B3DM of the GLTF.\r\n * as the vertices are supplied in a quantized format, applying the RTC bias to\r\n * quantization origin will make these tiles work correctly.\r\n */\r\n pseudoRtcBias = Vector3d.create(tileCenter.x, tileCenter.y, tileCenter.z);\r\n }\r\n\r\n if (undefined !== returnToCenterTransform)\r\n transformToRoot = transformToRoot ? transformToRoot.multiplyTransformTransform(returnToCenterTransform) : returnToCenterTransform;\r\n\r\n const props = GltfReaderProps.create(stream.nextBytes(header.length - stream.curPos), yAxisUp);\r\n const batchTableLength = header.featureTableJson ? JsonUtils.asInt(header.featureTableJson.BATCH_LENGTH, 0) : 0;\r\n\r\n return undefined !== props ? new B3dmReader(props, iModel, modelId, is3d, system, range, isLeaf, batchTableLength,\r\n transformToRoot, header.batchTableJson, isCanceled, idMap, pseudoRtcBias, deduplicateVertices) : undefined;\r\n }\r\n\r\n private constructor(props: GltfReaderProps, iModel: IModelConnection, modelId: Id64String, is3d: boolean, system: RenderSystem,\r\n private _range: ElementAlignedBox3d, private _isLeaf: boolean, private _batchTableLength: number, private _transformToRoot?: Transform, private _batchTableJson?: any\r\n , shouldAbort?: ShouldAbortReadGltf, private _idMap?: BatchedTileIdMap, private _pseudoRtcBias?: Vector3d, deduplicateVertices=false) {\r\n super({\r\n props, iModel, system, shouldAbort, deduplicateVertices,\r\n is2d: !is3d,\r\n });\r\n this._modelId = modelId;\r\n }\r\n\r\n public async read(): Promise<GltfReaderResult> {\r\n // NB: For reality models with no batch table, we want the model ID in the feature table\r\n const featureTable: FeatureTable = new FeatureTable(this._batchTableLength ? this._batchTableLength : 1, this._modelId, this._type);\r\n if (this._batchTableLength > 0 && this._idMap !== undefined && this._batchTableJson !== undefined) {\r\n if (this._batchTableJson.extensions && this._batchTableJson.extensions[\"3DTILES_batch_table_hierarchy\"]) {\r\n const hierarchy = this._batchTableJson.extensions[\"3DTILES_batch_table_hierarchy\"];\r\n const { classIds, classes, parentIds, parentCounts, instancesLength } = hierarchy;\r\n if (classes !== undefined && classIds !== undefined && instancesLength !== 0) {\r\n const classCounts = new Array<number>(classes.length);\r\n classCounts.fill(0);\r\n const classIndexes = new Uint16Array(instancesLength);\r\n for (let i = 0; i < instancesLength; ++i) {\r\n const classId = classIds[i];\r\n classIndexes[i] = classCounts[classId]++;\r\n }\r\n\r\n let parentMap: [][] | undefined;\r\n if (parentIds) {\r\n parentMap = new Array<[]>();\r\n for (let i = 0, parentIndex = 0; i < instancesLength; i++) {\r\n const parentCount = parentCounts === undefined ? 1 : parentCounts[i];\r\n parentMap[i] = parentIds.slice(parentIndex, parentIndex += parentCount);\r\n }\r\n }\r\n\r\n const getProperties = (instance: any, instanceIndex: number) => {\r\n const classId = classIds[instanceIndex];\r\n const instanceClass = classes[classId];\r\n const instances = instanceClass.instances;\r\n const indexInClass = classIndexes[instanceIndex];\r\n for (const key in instances) { // eslint-disable-line guard-for-in\r\n const value = instances[key][indexInClass];\r\n if (value !== undefined && value !== null)\r\n instance[key] = value;\r\n }\r\n if (parentIds !== undefined) {\r\n const thisParents = parentMap![instanceIndex];\r\n for (const parentId of thisParents) {\r\n if (parentId !== instanceIndex)\r\n getProperties(instance, parentId);\r\n }\r\n }\r\n };\r\n for (let batchId = 0; batchId < instancesLength; batchId++) {\r\n const instance: any = {};\r\n getProperties(instance, batchId);\r\n this._batchIdRemap.set(batchId, featureTable.insert(new Feature(this._idMap.getBatchId(instance))));\r\n const cesiumColor = instance[\"cesium#color\"];\r\n if (undefined !== cesiumColor) {\r\n if (!this._colors) {\r\n this._colors = new Array<number>(instancesLength);\r\n this._colors.fill(ColorDef.white.tbgr);\r\n }\r\n this._colors[batchId] = ColorDef.create(cesiumColor).tbgr;\r\n }\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < this._batchTableLength; i++) {\r\n const feature: any = {};\r\n for (const key in this._batchTableJson) // eslint-disable-line guard-for-in\r\n feature[key] = this._batchTableJson[key][i];\r\n\r\n this._batchIdRemap.set(i, featureTable.insert(new Feature(this._idMap.getBatchId(feature))));\r\n }\r\n }\r\n }\r\n\r\n if (featureTable.isEmpty) {\r\n this._batchIdRemap.set(0, 0);\r\n const feature = new Feature(this._modelId);\r\n featureTable.insert(feature);\r\n }\r\n\r\n await this.resolveResources();\r\n if (this._isCanceled)\r\n return { readStatus: TileReadStatus.Canceled, isLeaf: this._isLeaf };\r\n\r\n return this.readGltfAndCreateGraphics(this._isLeaf, featureTable, this._range, this._transformToRoot, this._pseudoRtcBias);\r\n }\r\n\r\n protected override readBatchTable(mesh: Mesh, json: GltfMeshPrimitive) {\r\n if (mesh.features !== undefined) {\r\n if (this._batchTableLength > 0 && undefined !== this._batchTableJson && undefined !== json.attributes) {\r\n const view = this.getBufferView(json.attributes, \"_BATCHID\");\r\n let batchIds: undefined | GltfBufferData;\r\n if (undefined !== view && (undefined !== (batchIds = view.toBufferData(GltfDataType.UInt32)) || undefined !== (batchIds = view.toBufferData(GltfDataType.Float)))) {\r\n const indices = [];\r\n const { colors, colorMap } = mesh;\r\n let colorRemap: Uint32Array | undefined;\r\n if (this._colors && this._colors.length === this._batchTableLength) {\r\n colorRemap = new Uint32Array(this._batchTableLength);\r\n\r\n for (let i = 0; i < this._batchTableLength; i++)\r\n colorRemap[i] = colorMap.insert(this._colors[i]);\r\n }\r\n\r\n for (let i = 0; i < batchIds.count; i++) {\r\n const batchId = batchIds.buffer[i * view.stride];\r\n const remapId = this._batchIdRemap.get(batchId);\r\n indices.push(remapId === undefined ? 0 : remapId);\r\n if (colorRemap)\r\n colors.push(colorRemap[batchId]);\r\n }\r\n mesh.features.setIndices(indices);\r\n\r\n }\r\n } else {\r\n mesh.features.add(new Feature(this._modelId), 1);\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Tiles\r\n */\r\n\r\nimport { ByteStream, Id64String, JsonUtils } from \"@itwin/core-bentley\";\r\nimport { Point3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { B3dmHeader, ColorDef, ElementAlignedBox3d, Feature, FeatureTable, TileReadStatus } from \"@itwin/core-common\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\nimport { Mesh } from \"../render/primitives/mesh/MeshPrimitives\";\r\nimport { RenderSystem } from \"../render/RenderSystem\";\r\nimport { GltfDataType, GltfMeshPrimitive } from \"../common/gltf/GltfSchema\";\r\nimport {\r\n BatchedTileIdMap, GltfBufferData, GltfReader, GltfReaderProps, GltfReaderResult, ShouldAbortReadGltf,\r\n} from \"./internal\";\r\n\r\n/**\r\n * Deserializes a tile in [b3dm](https://github.com/AnalyticalGraphicsInc/3d-tiles/tree/master/specification/TileFormats/Batched3DModel) format.\r\n * @internal\r\n */\r\nexport class B3dmReader extends GltfReader {\r\n private _batchIdRemap = new Map<number, number>();\r\n private _colors?: Array<number>;\r\n private readonly _modelId: Id64String;\r\n\r\n public static create(stream: ByteStream, iModel: IModelConnection, modelId: Id64String, is3d: boolean, range: ElementAlignedBox3d,\r\n system: RenderSystem, yAxisUp: boolean, isLeaf: boolean, tileCenter: Point3d, transformToRoot?: Transform,\r\n isCanceled?: ShouldAbortReadGltf, idMap?: BatchedTileIdMap, deduplicateVertices=false): B3dmReader | undefined {\r\n const header = new B3dmHeader(stream);\r\n if (!header.isValid)\r\n return undefined;\r\n\r\n let returnToCenterTransform, pseudoRtcBias;\r\n if (header.featureTableJson && Array.isArray(header.featureTableJson.RTC_CENTER)) {\r\n returnToCenterTransform = Transform.createTranslationXYZ(header.featureTableJson.RTC_CENTER[0], header.featureTableJson.RTC_CENTER[1], header.featureTableJson.RTC_CENTER[2]);\r\n } else {\r\n /**\r\n * This is a workaround for tiles generated by\r\n * context capture which have a large offset from the tileset origin that exceeds the\r\n * capacity of 32 bit integers. It is essentially an ad hoc RTC applied at read time only if the tile is far from the\r\n * origin and there is no RTC supplied either with the B3DM of the GLTF.\r\n * as the vertices are supplied in a quantized format, applying the RTC bias to\r\n * quantization origin will make these tiles work correctly.\r\n */\r\n pseudoRtcBias = Vector3d.create(tileCenter.x, tileCenter.y, tileCenter.z);\r\n }\r\n\r\n if (undefined !== returnToCenterTransform)\r\n transformToRoot = transformToRoot ? transformToRoot.multiplyTransformTransform(returnToCenterTransform) : returnToCenterTransform;\r\n\r\n const props = GltfReaderProps.create(stream.nextBytes(header.length - stream.curPos), yAxisUp);\r\n const batchTableLength = header.featureTableJson ? JsonUtils.asInt(header.featureTableJson.BATCH_LENGTH, 0) : 0;\r\n\r\n return undefined !== props ? new B3dmReader(props, iModel, modelId, is3d, system, range, isLeaf, batchTableLength,\r\n transformToRoot, header.batchTableJson, isCanceled, idMap, pseudoRtcBias, deduplicateVertices) : undefined;\r\n }\r\n\r\n private constructor(props: GltfReaderProps, iModel: IModelConnection, modelId: Id64String, is3d: boolean, system: RenderSystem,\r\n private _range: ElementAlignedBox3d, private _isLeaf: boolean, private _batchTableLength: number, private _transformToRoot?: Transform, private _batchTableJson?: any\r\n , shouldAbort?: ShouldAbortReadGltf, private _idMap?: BatchedTileIdMap, private _pseudoRtcBias?: Vector3d, deduplicateVertices=false) {\r\n super({\r\n props, iModel, system, shouldAbort, deduplicateVertices,\r\n is2d: !is3d,\r\n });\r\n this._modelId = modelId;\r\n }\r\n\r\n public async read(): Promise<GltfReaderResult> {\r\n // NB: For reality models with no batch table, we want the model ID in the feature table\r\n const featureTable: FeatureTable = new FeatureTable(this._batchTableLength ? this._batchTableLength : 1, this._modelId, this._type);\r\n if (this._batchTableLength > 0 && this._idMap !== undefined && this._batchTableJson !== undefined) {\r\n if (this._batchTableJson.extensions && this._batchTableJson.extensions[\"3DTILES_batch_table_hierarchy\"]) {\r\n const hierarchy = this._batchTableJson.extensions[\"3DTILES_batch_table_hierarchy\"];\r\n const { classIds, classes, parentIds, parentCounts, instancesLength } = hierarchy;\r\n if (classes !== undefined && classIds !== undefined && instancesLength !== 0) {\r\n const classCounts = new Array<number>(classes.length);\r\n classCounts.fill(0);\r\n const classIndexes = new Uint16Array(instancesLength);\r\n for (let i = 0; i < instancesLength; ++i) {\r\n const classId = classIds[i];\r\n classIndexes[i] = classCounts[classId]++;\r\n }\r\n\r\n let parentMap: [][] | undefined;\r\n if (parentIds) {\r\n parentMap = new Array<[]>();\r\n for (let i = 0, parentIndex = 0; i < instancesLength; i++) {\r\n const parentCount = parentCounts === undefined ? 1 : parentCounts[i];\r\n parentMap[i] = parentIds.slice(parentIndex, parentIndex += parentCount);\r\n }\r\n }\r\n\r\n const getProperties = (instance: any, instanceIndex: number) => {\r\n const classId = classIds[instanceIndex];\r\n const instanceClass = classes[classId];\r\n const instances = instanceClass.instances;\r\n const indexInClass = classIndexes[instanceIndex];\r\n for (const key in instances) { // eslint-disable-line guard-for-in\r\n const value = instances[key][indexInClass];\r\n if (value !== undefined && value !== null)\r\n instance[key] = value;\r\n }\r\n if (parentIds !== undefined) {\r\n const thisParents = parentMap![instanceIndex];\r\n for (const parentId of thisParents) {\r\n if (parentId !== instanceIndex)\r\n getProperties(instance, parentId);\r\n }\r\n }\r\n };\r\n for (let batchId = 0; batchId < instancesLength; batchId++) {\r\n const instance: any = {};\r\n getProperties(instance, batchId);\r\n this._batchIdRemap.set(batchId, featureTable.insert(new Feature(this._idMap.getBatchId(instance))));\r\n const cesiumColor = instance[\"cesium#color\"];\r\n if (undefined !== cesiumColor) {\r\n if (!this._colors) {\r\n this._colors = new Array<number>(instancesLength);\r\n this._colors.fill(ColorDef.white.tbgr);\r\n }\r\n this._colors[batchId] = ColorDef.create(cesiumColor).tbgr;\r\n }\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < this._batchTableLength; i++) {\r\n const feature: any = {};\r\n for (const key in this._batchTableJson) // eslint-disable-line guard-for-in\r\n feature[key] = this._batchTableJson[key][i];\r\n\r\n this._batchIdRemap.set(i, featureTable.insert(new Feature(this._idMap.getBatchId(feature))));\r\n }\r\n }\r\n }\r\n\r\n if (featureTable.isEmpty) {\r\n this._batchIdRemap.set(0, 0);\r\n const feature = new Feature(this._modelId);\r\n featureTable.insert(feature);\r\n }\r\n\r\n await this.resolveResources();\r\n if (this._isCanceled)\r\n return { readStatus: TileReadStatus.Canceled, isLeaf: this._isLeaf };\r\n\r\n return this.readGltfAndCreateGraphics(this._isLeaf, featureTable, this._range, this._transformToRoot, this._pseudoRtcBias);\r\n }\r\n\r\n protected override readBatchTable(mesh: Mesh, json: GltfMeshPrimitive) {\r\n if (mesh.features !== undefined) {\r\n if (this._batchTableLength > 0 && undefined !== this._batchTableJson && undefined !== json.attributes) {\r\n const view = this.getBufferView(json.attributes, \"_BATCHID\");\r\n let batchIds: undefined | GltfBufferData;\r\n if (undefined !== view && (undefined !== (batchIds = view.toBufferData(GltfDataType.UInt32)) || undefined !== (batchIds = view.toBufferData(GltfDataType.Float)))) {\r\n const indices = [];\r\n const { colors, colorMap } = mesh;\r\n let colorRemap: Uint32Array | undefined;\r\n if (this._colors && this._colors.length === this._batchTableLength) {\r\n colorRemap = new Uint32Array(this._batchTableLength);\r\n\r\n for (let i = 0; i < this._batchTableLength; i++)\r\n colorRemap[i] = colorMap.insert(this._colors[i]);\r\n }\r\n\r\n for (let i = 0; i < batchIds.count; i++) {\r\n const batchId = batchIds.buffer[i * view.stride];\r\n const remapId = this._batchIdRemap.get(batchId);\r\n indices.push(remapId === undefined ? 0 : remapId);\r\n if (colorRemap)\r\n colors.push(colorRemap[batchId]);\r\n }\r\n mesh.features.setIndices(indices);\r\n\r\n }\r\n } else {\r\n mesh.features.add(new Feature(this._modelId), 1);\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -276,7 +276,7 @@ class GraphicsTile extends internal_1.Tile {
276
276
  location: this.tree.iModelTransform.toJSON(),
277
277
  contentFlags: idProvider.contentFlags,
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  omitEdges: !this.tree.edgeOptions,
279
- edgeType: this.tree.edgeOptions && this.tree.edgeOptions.indexed ? 2 : 1,
279
+ edgeType: this.tree.edgeOptions && "non-indexed" !== this.tree.edgeOptions.type ? 2 : 1,
280
280
  smoothPolyfaceEdges: this.tree.edgeOptions && this.tree.edgeOptions.smooth,
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  clipToProjectExtents: true,
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  sectionCut: this.tree.stringifiedSectionClip,