@itwin/core-frontend 4.10.0-dev.18 → 4.10.0-dev.20

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 (86) hide show
  1. package/CHANGELOG.md +8 -1
  2. package/lib/cjs/common/WorkerProxy.d.ts +8 -4
  3. package/lib/cjs/common/WorkerProxy.d.ts.map +1 -1
  4. package/lib/cjs/common/WorkerProxy.js.map +1 -1
  5. package/lib/cjs/common/internal/render/OvrFlags.d.ts +4 -2
  6. package/lib/cjs/common/internal/render/OvrFlags.d.ts.map +1 -1
  7. package/lib/cjs/common/internal/render/OvrFlags.js.map +1 -1
  8. package/lib/cjs/render/GraphicBranch.d.ts +4 -0
  9. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  10. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  11. package/lib/cjs/render/RealityMeshGraphicParams.d.ts +1 -0
  12. package/lib/cjs/render/RealityMeshGraphicParams.d.ts.map +1 -1
  13. package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -1
  14. package/lib/cjs/render/RenderSystem.d.ts +1 -1
  15. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  16. package/lib/cjs/render/RenderSystem.js +2 -2
  17. package/lib/cjs/render/RenderSystem.js.map +1 -1
  18. package/lib/cjs/render/webgl/BranchState.d.ts +5 -0
  19. package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
  20. package/lib/cjs/render/webgl/BranchState.js +2 -0
  21. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  22. package/lib/cjs/render/webgl/BranchUniforms.d.ts +1 -0
  23. package/lib/cjs/render/webgl/BranchUniforms.d.ts.map +1 -1
  24. package/lib/cjs/render/webgl/BranchUniforms.js +13 -0
  25. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  26. package/lib/cjs/render/webgl/EdgeSettings.js +1 -1
  27. package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
  28. package/lib/cjs/render/webgl/FeatureOverrides.d.ts +1 -0
  29. package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
  30. package/lib/cjs/render/webgl/FeatureOverrides.js +45 -26
  31. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  32. package/lib/cjs/render/webgl/Graphic.d.ts +1 -0
  33. package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
  34. package/lib/cjs/render/webgl/Graphic.js +1 -0
  35. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  36. package/lib/cjs/render/webgl/RealityMesh.js +1 -1
  37. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  38. package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  39. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +17 -11
  40. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  41. package/lib/cjs/tile/map/MapTile.js +1 -1
  42. package/lib/cjs/tile/map/MapTile.js.map +1 -1
  43. package/lib/esm/common/WorkerProxy.d.ts +8 -4
  44. package/lib/esm/common/WorkerProxy.d.ts.map +1 -1
  45. package/lib/esm/common/WorkerProxy.js.map +1 -1
  46. package/lib/esm/common/internal/render/OvrFlags.d.ts +4 -2
  47. package/lib/esm/common/internal/render/OvrFlags.d.ts.map +1 -1
  48. package/lib/esm/common/internal/render/OvrFlags.js.map +1 -1
  49. package/lib/esm/render/GraphicBranch.d.ts +4 -0
  50. package/lib/esm/render/GraphicBranch.d.ts.map +1 -1
  51. package/lib/esm/render/GraphicBranch.js.map +1 -1
  52. package/lib/esm/render/RealityMeshGraphicParams.d.ts +1 -0
  53. package/lib/esm/render/RealityMeshGraphicParams.d.ts.map +1 -1
  54. package/lib/esm/render/RealityMeshGraphicParams.js.map +1 -1
  55. package/lib/esm/render/RenderSystem.d.ts +1 -1
  56. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  57. package/lib/esm/render/RenderSystem.js +2 -2
  58. package/lib/esm/render/RenderSystem.js.map +1 -1
  59. package/lib/esm/render/webgl/BranchState.d.ts +5 -0
  60. package/lib/esm/render/webgl/BranchState.d.ts.map +1 -1
  61. package/lib/esm/render/webgl/BranchState.js +2 -0
  62. package/lib/esm/render/webgl/BranchState.js.map +1 -1
  63. package/lib/esm/render/webgl/BranchUniforms.d.ts +1 -0
  64. package/lib/esm/render/webgl/BranchUniforms.d.ts.map +1 -1
  65. package/lib/esm/render/webgl/BranchUniforms.js +13 -0
  66. package/lib/esm/render/webgl/BranchUniforms.js.map +1 -1
  67. package/lib/esm/render/webgl/EdgeSettings.js +1 -1
  68. package/lib/esm/render/webgl/EdgeSettings.js.map +1 -1
  69. package/lib/esm/render/webgl/FeatureOverrides.d.ts +1 -0
  70. package/lib/esm/render/webgl/FeatureOverrides.d.ts.map +1 -1
  71. package/lib/esm/render/webgl/FeatureOverrides.js +45 -26
  72. package/lib/esm/render/webgl/FeatureOverrides.js.map +1 -1
  73. package/lib/esm/render/webgl/Graphic.d.ts +1 -0
  74. package/lib/esm/render/webgl/Graphic.d.ts.map +1 -1
  75. package/lib/esm/render/webgl/Graphic.js +1 -0
  76. package/lib/esm/render/webgl/Graphic.js.map +1 -1
  77. package/lib/esm/render/webgl/RealityMesh.js +1 -1
  78. package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
  79. package/lib/esm/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  80. package/lib/esm/render/webgl/glsl/FeatureSymbology.js +17 -11
  81. package/lib/esm/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  82. package/lib/esm/tile/map/MapTile.js +1 -1
  83. package/lib/esm/tile/map/MapTile.js.map +1 -1
  84. package/lib/public/scripts/parse-imdl-worker.js +1 -1
  85. package/lib/workers/webpack/parse-imdl-worker.js +1 -1
  86. package/package.json +18 -18
@@ -1 +1 @@
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, disposeArray, IDisposable, UintArray } from \"@itwin/core-bentley\";\nimport { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\nimport { GraphicBranch } from \"../GraphicBranch\";\nimport { RealityMeshGraphicParams } from \"../RealityMeshGraphicParams\";\nimport { RealityMeshParams } from \"../RealityMeshParams\";\nimport { RenderGraphic } from \"../RenderGraphic\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\nimport { AttributeMap } from \"./AttributeMap\";\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\nimport { GL } from \"./GL\";\nimport { Matrix4 } from \"./Matrix\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { Primitive } from \"./Primitive\";\nimport { RenderOrder } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\nimport { RenderGeometry } from \"../../internal/render/RenderGeometry\";\n\nconst scratchOverlapRange = Range2d.createNull();\nconst scratchBytes = new Uint8Array(4);\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\nconst scratchRange2d = Range2d.createNull();\nclass ProjectedTexture {\n public classifier: PlanarClassifier;\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\n this.classifier = classifier as PlanarClassifier;\n }\n public clone(targetRectangle: Range2d) {\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\n }\n}\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\n\nclass RealityTextureParam implements IDisposable {\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\n\n public dispose(): void {\n this.texture = dispose(this.texture);\n }\n\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\n\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\n\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\n followed by the model to texture projection.\n*/\n public getProjectionMatrix(): Matrix4d | undefined {\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\n }\n public getTerrainMatrix(): Matrix4 | undefined {\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\n }\n\n public getParams(result: Matrix4): Matrix4 {\n /** Entry 0 is 0 for */\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\n const projectedTexture = this._projectedTextureOrMatrix;\n\n result.data[0] = 1;\n result.data[1] = projectedTexture.classifier.textureImageCount;\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\n result.data[4] = scratchBytes[0];\n result.data[5] = scratchBytes[1];\n result.data[6] = scratchBytes[2];\n result.data[7] = scratchBytes[3];\n\n const points = [];\n const meshParams = projectedTexture.meshParams;\n // Calculate range in the tiles local coordinates.\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\n for (let i = 0, j = 8; i < 4; i++) {\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\n result.data[j++] = projectedPoint.x;\n result.data[j++] = projectedPoint.y;\n }\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\n if (x0 * y1 - x1 * y0 < 0) {\n const swap = ((i: number, j: number) => {\n const temp = result.data[i];\n result.data[i] = result.data[j];\n result.data[j] = temp;\n });\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\n swap(i, j);\n swap(i + 1, j + 1);\n }\n }\n } else {\n result.data[0] = 0;\n }\n return result;\n }\n}\n\n/** @internal */\nexport class RealityTextureParams implements IDisposable {\n constructor(public params: RealityTextureParam[]) { }\n public static create(textures: TerrainOrProjectedTexture[]) {\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\n assert(textures.length <= maxTexturesPerMesh);\n\n const textureParams = new Array<RealityTextureParam>();\n for (const texture of textures) {\n if (texture instanceof TerrainTexture) {\n const terrainTexture = texture;\n const matrix = new Matrix4(); // Published as Mat4.\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\n matrix.data[0] = terrainTexture.translate.x;\n matrix.data[1] = terrainTexture.translate.y;\n matrix.data[2] = terrainTexture.scale.x;\n matrix.data[3] = terrainTexture.scale.y;\n\n if (terrainTexture.clipRectangle) {\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\n } else {\n matrix.data[4] = matrix.data[5] = 0;\n matrix.data[6] = matrix.data[7] = 1;\n }\n matrix.data[8] = (1.0 - terrainTexture.transparency);\n matrix.data[9] = terrainTexture.featureId;\n textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\n } else {\n const classifier = texture.classifier;\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\n }\n }\n\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\n const matrix = new Matrix4();\n matrix.data[0] = matrix.data[1] = 0.0;\n matrix.data[2] = matrix.data[3] = 1.0;\n matrix.data[4] = matrix.data[5] = 1;\n matrix.data[6] = matrix.data[7] = -1;\n matrix.data[15] = 0; // Denotes a terrain texture.\n textureParams.push(new RealityTextureParam(undefined, matrix));\n }\n return new RealityTextureParams(textureParams);\n }\n\n public dispose(): void {\n disposeArray(this.params);\n }\n}\n/** @internal */\n\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\n public readonly uvParams: QBufferHandle2d;\n public readonly featureID?: number;\n public readonly normals?: BufferHandle;\n public readonly numBytesPerIndex: 1 | 2 | 4;\n\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, numBytesPerIndex: 1 | 2 | 4, featureID?: number) {\n super(positions, indices, numIndices);\n this.numBytesPerIndex = numBytesPerIndex;\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\n assert(attrParams !== undefined);\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\n this.uvParams = uvParams;\n\n if (undefined !== normals) {\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\n assert(attrParams !== undefined);\n if (normals.bytesUsed > 0)\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this.normals = normals;\n }\n this.featureID = featureID;\n }\n\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: UintArray, normBuf: BufferHandle | undefined, featureID: number) {\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\n\n if (undefined === indBuf)\n return undefined;\n\n const bytesPerIndex = indices.BYTES_PER_ELEMENT;\n assert(1 === bytesPerIndex || 2 === bytesPerIndex || 4 === bytesPerIndex);\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, bytesPerIndex, featureID);\n\n }\n\n public static fromRealityMesh(params: RealityMeshParams) {\n const posBuf = QBufferHandle3d.create(params.positions.params, params.positions.points);\n const uvParamBuf = QBufferHandle2d.create(params.uvs.params, params.uvs.points);\n const normalBuf = params.normals ? BufferHandle.createArrayBuffer(params.normals) : undefined;\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, params.indices, normalBuf, params.featureID ?? 0);\n }\n\n public override get isDisposed(): boolean {\n return super.isDisposed && this.uvParams.isDisposed;\n }\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\n\n public override dispose() {\n super.dispose();\n dispose(this.uvParams);\n }\n}\n\n/** @internal */\nexport class RealityMeshGeometry extends IndexedGeometry implements RenderGeometry {\n public readonly renderGeometryType: \"reality-mesh\" = \"reality-mesh\" as const;\n public readonly isInstanceable = false;\n public noDispose = false;\n public readonly hasTextures: boolean;\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\n public override get supportsThematicDisplay() { return true; }\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\n public get transform(): Transform | undefined { return this._transform; }\n\n private _realityMeshParams: RealityMeshGeometryParams;\n private readonly _indexType: GL.DataType;\n public textureParams: RealityTextureParams | undefined;\n private readonly _transform: Transform | undefined;\n public readonly baseColor: ColorDef | undefined;\n private _baseIsTransparent: boolean;\n private _isTerrain: boolean;\n private _disableTextureDisposal: boolean;\n\n private constructor(props: {\n realityMeshParams: RealityMeshGeometryParams;\n textureParams?: RealityTextureParams;\n transform?: Transform;\n baseColor?: ColorDef;\n baseIsTransparent: boolean;\n isTerrain: boolean;\n disableTextureDisposal: boolean;\n }) {\n super(props.realityMeshParams);\n this._realityMeshParams = props.realityMeshParams;\n this.textureParams = props.textureParams;\n this._transform = props.transform;\n this.baseColor = props.baseColor;\n this._baseIsTransparent = props.baseIsTransparent;\n this._isTerrain = props.isTerrain;\n this._disableTextureDisposal = props.disableTextureDisposal;\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\n\n const bytesPerIndex = props.realityMeshParams.numBytesPerIndex;\n this._indexType = 1 === bytesPerIndex ? GL.DataType.UnsignedByte : (2 === bytesPerIndex ? GL.DataType.UnsignedShort : GL.DataType.UnsignedInt);\n }\n\n public override dispose() {\n if (this.noDispose) {\n return;\n }\n\n super.dispose();\n dispose(this._realityMeshParams);\n if (true !== this._disableTextureDisposal)\n dispose(this.textureParams);\n }\n\n public static createForTerrain(mesh: RealityMeshParams, transform: Transform | undefined, disableTextureDisposal = false) {\n const params = RealityMeshGeometryParams.fromRealityMesh(mesh);\n if (!params)\n return undefined;\n\n return new RealityMeshGeometry({\n realityMeshParams: params,\n transform,\n baseIsTransparent: false,\n isTerrain: true,\n disableTextureDisposal,\n });\n }\n\n public static createFromRealityMesh(realityMesh: RealityMeshParams, disableTextureDisposal = false): RealityMeshGeometry | undefined {\n const params = RealityMeshGeometryParams.fromRealityMesh(realityMesh);\n if (!params)\n return undefined;\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID ?? 0, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\n\n return new RealityMeshGeometry({ realityMeshParams: params, textureParams: texture ? RealityTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal });\n }\n\n public getRange(): Range3d {\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\n }\n\n public static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\n const meshes = [];\n const textures = params.textures ?? [];\n const realityMesh = params.realityMesh as RealityMeshGeometry;\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\n\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\n // Collate the textures and classifiers layers into a single array.\n for (const texture of textures) {\n const layer = layers[texture.layerIndex];\n if (layer) {\n (layer as TerrainTexture[]).push(texture);\n } else {\n layers[texture.layerIndex] = [texture];\n }\n }\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\n\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n } else {\n let primaryLayer;\n while (primaryLayer === undefined)\n primaryLayer = layers.shift();\n if (!primaryLayer)\n return undefined;\n for (const primaryTexture of primaryLayer) {\n const targetRectangle = primaryTexture.targetRectangle;\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\n let layerTextures = [primaryTexture];\n for (const secondaryLayer of layers) {\n if (!secondaryLayer)\n continue;\n for (const secondaryTexture of secondaryLayer) {\n if (secondaryTexture instanceof ProjectedTexture) {\n layerTextures.push(secondaryTexture.clone(targetRectangle));\n } else {\n const secondaryRectangle = secondaryTexture.targetRectangle;\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\n\n if (secondaryTexture.clipRectangle)\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\n\n if (!textureRange.isNull && textureRange) {\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\n }\n }\n }\n }\n }\n while (layerTextures.length > texturesPerMesh) {\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n layerTextures = layerTextures.slice(texturesPerMesh);\n }\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n }\n }\n\n if (meshes.length === 0)\n return undefined;\n\n const branch = new GraphicBranch(true);\n for (const mesh of meshes) {\n const primitive = Primitive.create(mesh);\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\n }\n\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\n if (this.textureParams?.params) {\n for (const param of this.textureParams.params) {\n if (param.texture?.bytesUsed)\n stats.addTexture(param.texture.bytesUsed);\n }\n }\n }\n\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\n\n public override getPass(target: Target) {\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\n return \"translucent\";\n\n return \"opaque\";\n }\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\n\n public override draw(): void {\n this._params.buffers.bind();\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, this._indexType, 0);\n this._params.buffers.unbind();\n }\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, disposeArray, IDisposable, UintArray } from \"@itwin/core-bentley\";\nimport { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\nimport { GraphicBranch } from \"../GraphicBranch\";\nimport { RealityMeshGraphicParams } from \"../RealityMeshGraphicParams\";\nimport { RealityMeshParams } from \"../RealityMeshParams\";\nimport { RenderGraphic } from \"../RenderGraphic\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\nimport { AttributeMap } from \"./AttributeMap\";\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\nimport { GL } from \"./GL\";\nimport { Matrix4 } from \"./Matrix\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { Primitive } from \"./Primitive\";\nimport { RenderOrder } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\nimport { RenderGeometry } from \"../../internal/render/RenderGeometry\";\n\nconst scratchOverlapRange = Range2d.createNull();\nconst scratchBytes = new Uint8Array(4);\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\nconst scratchRange2d = Range2d.createNull();\nclass ProjectedTexture {\n public classifier: PlanarClassifier;\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\n this.classifier = classifier as PlanarClassifier;\n }\n public clone(targetRectangle: Range2d) {\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\n }\n}\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\n\nclass RealityTextureParam implements IDisposable {\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\n\n public dispose(): void {\n this.texture = dispose(this.texture);\n }\n\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\n\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\n\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\n followed by the model to texture projection.\n*/\n public getProjectionMatrix(): Matrix4d | undefined {\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\n }\n public getTerrainMatrix(): Matrix4 | undefined {\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\n }\n\n public getParams(result: Matrix4): Matrix4 {\n /** Entry 0 is 0 for */\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\n const projectedTexture = this._projectedTextureOrMatrix;\n\n result.data[0] = 1;\n result.data[1] = projectedTexture.classifier.textureImageCount;\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\n result.data[4] = scratchBytes[0];\n result.data[5] = scratchBytes[1];\n result.data[6] = scratchBytes[2];\n result.data[7] = scratchBytes[3];\n\n const points = [];\n const meshParams = projectedTexture.meshParams;\n // Calculate range in the tiles local coordinates.\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\n for (let i = 0, j = 8; i < 4; i++) {\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\n result.data[j++] = projectedPoint.x;\n result.data[j++] = projectedPoint.y;\n }\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\n if (x0 * y1 - x1 * y0 < 0) {\n const swap = ((i: number, j: number) => {\n const temp = result.data[i];\n result.data[i] = result.data[j];\n result.data[j] = temp;\n });\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\n swap(i, j);\n swap(i + 1, j + 1);\n }\n }\n } else {\n result.data[0] = 0;\n }\n return result;\n }\n}\n\n/** @internal */\nexport class RealityTextureParams implements IDisposable {\n constructor(public params: RealityTextureParam[]) { }\n public static create(textures: TerrainOrProjectedTexture[]) {\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\n assert(textures.length <= maxTexturesPerMesh);\n\n const textureParams = new Array<RealityTextureParam>();\n for (const texture of textures) {\n if (texture instanceof TerrainTexture) {\n const terrainTexture = texture;\n const matrix = new Matrix4(); // Published as Mat4.\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\n matrix.data[0] = terrainTexture.translate.x;\n matrix.data[1] = terrainTexture.translate.y;\n matrix.data[2] = terrainTexture.scale.x;\n matrix.data[3] = terrainTexture.scale.y;\n\n if (terrainTexture.clipRectangle) {\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\n } else {\n matrix.data[4] = matrix.data[5] = 0;\n matrix.data[6] = matrix.data[7] = 1;\n }\n matrix.data[8] = (1.0 - terrainTexture.transparency);\n matrix.data[9] = terrainTexture.featureId;\n textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\n } else {\n const classifier = texture.classifier;\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\n }\n }\n\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\n const matrix = new Matrix4();\n matrix.data[0] = matrix.data[1] = 0.0;\n matrix.data[2] = matrix.data[3] = 1.0;\n matrix.data[4] = matrix.data[5] = 1;\n matrix.data[6] = matrix.data[7] = -1;\n matrix.data[15] = 0; // Denotes a terrain texture.\n textureParams.push(new RealityTextureParam(undefined, matrix));\n }\n return new RealityTextureParams(textureParams);\n }\n\n public dispose(): void {\n disposeArray(this.params);\n }\n}\n/** @internal */\n\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\n public readonly uvParams: QBufferHandle2d;\n public readonly featureID?: number;\n public readonly normals?: BufferHandle;\n public readonly numBytesPerIndex: 1 | 2 | 4;\n\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, numBytesPerIndex: 1 | 2 | 4, featureID?: number) {\n super(positions, indices, numIndices);\n this.numBytesPerIndex = numBytesPerIndex;\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\n assert(attrParams !== undefined);\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\n this.uvParams = uvParams;\n\n if (undefined !== normals) {\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\n assert(attrParams !== undefined);\n if (normals.bytesUsed > 0)\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this.normals = normals;\n }\n this.featureID = featureID;\n }\n\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: UintArray, normBuf: BufferHandle | undefined, featureID: number) {\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\n\n if (undefined === indBuf)\n return undefined;\n\n const bytesPerIndex = indices.BYTES_PER_ELEMENT;\n assert(1 === bytesPerIndex || 2 === bytesPerIndex || 4 === bytesPerIndex);\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, bytesPerIndex, featureID);\n\n }\n\n public static fromRealityMesh(params: RealityMeshParams) {\n const posBuf = QBufferHandle3d.create(params.positions.params, params.positions.points);\n const uvParamBuf = QBufferHandle2d.create(params.uvs.params, params.uvs.points);\n const normalBuf = params.normals ? BufferHandle.createArrayBuffer(params.normals) : undefined;\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, params.indices, normalBuf, params.featureID ?? 0);\n }\n\n public override get isDisposed(): boolean {\n return super.isDisposed && this.uvParams.isDisposed;\n }\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\n\n public override dispose() {\n super.dispose();\n dispose(this.uvParams);\n }\n}\n\n/** @internal */\nexport class RealityMeshGeometry extends IndexedGeometry implements RenderGeometry {\n public readonly renderGeometryType: \"reality-mesh\" = \"reality-mesh\" as const;\n public readonly isInstanceable = false;\n public noDispose = false;\n public readonly hasTextures: boolean;\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\n public override get supportsThematicDisplay() { return true; }\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\n public get transform(): Transform | undefined { return this._transform; }\n\n private _realityMeshParams: RealityMeshGeometryParams;\n private readonly _indexType: GL.DataType;\n public textureParams: RealityTextureParams | undefined;\n private readonly _transform: Transform | undefined;\n public readonly baseColor: ColorDef | undefined;\n private _baseIsTransparent: boolean;\n private _isTerrain: boolean;\n private _disableTextureDisposal: boolean;\n\n private constructor(props: {\n realityMeshParams: RealityMeshGeometryParams;\n textureParams?: RealityTextureParams;\n transform?: Transform;\n baseColor?: ColorDef;\n baseIsTransparent: boolean;\n isTerrain: boolean;\n disableTextureDisposal: boolean;\n }) {\n super(props.realityMeshParams);\n this._realityMeshParams = props.realityMeshParams;\n this.textureParams = props.textureParams;\n this._transform = props.transform;\n this.baseColor = props.baseColor;\n this._baseIsTransparent = props.baseIsTransparent;\n this._isTerrain = props.isTerrain;\n this._disableTextureDisposal = props.disableTextureDisposal;\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\n\n const bytesPerIndex = props.realityMeshParams.numBytesPerIndex;\n this._indexType = 1 === bytesPerIndex ? GL.DataType.UnsignedByte : (2 === bytesPerIndex ? GL.DataType.UnsignedShort : GL.DataType.UnsignedInt);\n }\n\n public override dispose() {\n if (this.noDispose) {\n return;\n }\n\n super.dispose();\n dispose(this._realityMeshParams);\n if (true !== this._disableTextureDisposal)\n dispose(this.textureParams);\n }\n\n public static createForTerrain(mesh: RealityMeshParams, transform: Transform | undefined, disableTextureDisposal = false) {\n const params = RealityMeshGeometryParams.fromRealityMesh(mesh);\n if (!params)\n return undefined;\n\n return new RealityMeshGeometry({\n realityMeshParams: params,\n transform,\n baseIsTransparent: false,\n isTerrain: true,\n disableTextureDisposal,\n });\n }\n\n public static createFromRealityMesh(realityMesh: RealityMeshParams, disableTextureDisposal = false): RealityMeshGeometry | undefined {\n const params = RealityMeshGeometryParams.fromRealityMesh(realityMesh);\n if (!params)\n return undefined;\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID ?? 0, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\n\n return new RealityMeshGeometry({ realityMeshParams: params, textureParams: texture ? RealityTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal });\n }\n\n public getRange(): Range3d {\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\n }\n\n public static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\n const meshes = [];\n const textures = params.textures ?? [];\n const realityMesh = params.realityMesh as RealityMeshGeometry;\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\n\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\n // Collate the textures and classifiers layers into a single array.\n for (const texture of textures) {\n const layer = layers[texture.layerIndex];\n if (layer) {\n (layer as TerrainTexture[]).push(texture);\n } else {\n layers[texture.layerIndex] = [texture];\n }\n }\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\n\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n } else {\n let primaryLayer;\n while (primaryLayer === undefined)\n primaryLayer = layers.shift();\n if (!primaryLayer)\n return undefined;\n for (const primaryTexture of primaryLayer) {\n const targetRectangle = primaryTexture.targetRectangle;\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\n let layerTextures = [primaryTexture];\n for (const secondaryLayer of layers) {\n if (!secondaryLayer)\n continue;\n for (const secondaryTexture of secondaryLayer) {\n if (secondaryTexture instanceof ProjectedTexture) {\n layerTextures.push(secondaryTexture.clone(targetRectangle));\n } else {\n const secondaryRectangle = secondaryTexture.targetRectangle;\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\n\n if (secondaryTexture.clipRectangle)\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\n\n if (!textureRange.isNull && textureRange) {\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\n }\n }\n }\n }\n }\n while (layerTextures.length > texturesPerMesh) {\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n layerTextures = layerTextures.slice(texturesPerMesh);\n }\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n }\n }\n\n if (meshes.length === 0)\n return undefined;\n\n const branch = new GraphicBranch(true);\n for (const mesh of meshes) {\n const primitive = Primitive.create(mesh);\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\n }\n\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity(), {disableClipStyle: params.disableClipStyle});\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\n if (this.textureParams?.params) {\n for (const param of this.textureParams.params) {\n if (param.texture?.bytesUsed)\n stats.addTexture(param.texture.bytesUsed);\n }\n }\n }\n\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\n\n public override getPass(target: Target) {\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\n return \"translucent\";\n\n return \"opaque\";\n }\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\n\n public override draw(): void {\n this._params.buffers.bind();\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, this._indexType, 0);\n this._params.buffers.unbind();\n }\n}\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"FeatureSymbology.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/FeatureSymbology.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EACL,qBAAqB,EAA2B,cAAc,EAAE,aAAa,EAE9E,MAAM,kBAAkB,CAAC;AAC1B,OAAO,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAWhE,gBAAgB;AAChB,0BAAkB,uBAAuB;IACvC,IAAI,IAAI;IACR,MAAM,IAAS;IACf,QAAQ,IAAS;IACjB,YAAY,IAAS;IACrB,KAAK,IAAS;IACd,KAAK,KAAS;IAEd,OAAO,KAA+B;IACtC,KAAK,KAAwC;IAC7C,MAAM,KAAmD;CAC1D;AAED,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAgBhE;AAmOD,wBAAgB,WAAW,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAIxD;AA6DD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,GAAE,OAAe,GAAG,IAAI,CAG5F;AAED,gBAAgB;AAChB,wBAAgB,UAAU,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,GAAE,OAAe,GAAG,IAAI,CAkBrF;AAkBD,gBAAgB;AAChB,eAAO,MAAM,iBAAiB,yLAM7B,CAAC;AAuEF,wBAAgB,uBAAuB,CAAC,OAAO,EAAE,aAAa,QAa7D;AAED,gBAAgB;AAChB,wBAAgB,cAAc,CAAC,OAAO,EAAE,aAAa,QAOpD;AAED,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,aAAa,QAMzD;AAgBD,gBAAgB;AAChB,wBAAgB,YAAY,CAAC,OAAO,EAAE,cAAc,EAAE,aAAa,EAAE,OAAO,QAiB3E;AASD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,cAAc,QA4D/E;AAiED,eAAO,MAAM,eAAe,sOAIzB,CAAC;AAwCJ,gBAAgB;AAChB,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI,CAIpE;AAoBD,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,uBAAuB,GAAG,IAAI,CAoBnH;AAED;;;GAGG;AACH,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,GAAG,IAAI,CAW/D;AAED;;;;;;;;GAQG;AACH,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,cAAc,EAAE,eAAe,EAAE,OAAO,GAAG,IAAI,CA0ClG"}
1
+ {"version":3,"file":"FeatureSymbology.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/FeatureSymbology.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EACL,qBAAqB,EAA2B,cAAc,EAAE,aAAa,EAE9E,MAAM,kBAAkB,CAAC;AAC1B,OAAO,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAWhE,gBAAgB;AAChB,0BAAkB,uBAAuB;IACvC,IAAI,IAAI;IACR,MAAM,IAAS;IACf,QAAQ,IAAS;IACjB,YAAY,IAAS;IACrB,KAAK,IAAS;IACd,KAAK,KAAS;IAEd,OAAO,KAA+B;IACtC,KAAK,KAAwC;IAC7C,MAAM,KAAmD;CAC1D;AAED,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAkBhE;AAmOD,wBAAgB,WAAW,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAIxD;AA6DD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,GAAE,OAAe,GAAG,IAAI,CAG5F;AAED,gBAAgB;AAChB,wBAAgB,UAAU,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,GAAE,OAAe,GAAG,IAAI,CAkBrF;AAkBD,gBAAgB;AAChB,eAAO,MAAM,iBAAiB,yLAM7B,CAAC;AAuEF,wBAAgB,uBAAuB,CAAC,OAAO,EAAE,aAAa,QAc7D;AAED,gBAAgB;AAChB,wBAAgB,cAAc,CAAC,OAAO,EAAE,aAAa,QAOpD;AAED,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,aAAa,QAMzD;AAgBD,gBAAgB;AAChB,wBAAgB,YAAY,CAAC,OAAO,EAAE,cAAc,EAAE,aAAa,EAAE,OAAO,QAiB3E;AASD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,cAAc,QA4D/E;AAkED,eAAO,MAAM,eAAe,sOAIzB,CAAC;AAwCJ,gBAAgB;AAChB,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI,CAIpE;AAoBD,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,uBAAuB,GAAG,IAAI,CAsBnH;AAED;;;GAGG;AACH,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,GAAG,IAAI,CAW/D;AAED;;;;;;;;GAQG;AACH,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,cAAc,EAAE,eAAe,EAAE,OAAO,GAAG,IAAI,CA0ClG"}
@@ -19,10 +19,10 @@ const Vertex_1 = require("./Vertex");
19
19
  /** @internal */
20
20
  function addOvrFlagConstants(builder) {
21
21
  // NB: These are the bit positions of each flag in OvrFlags enum - not the flag values
22
- builder.addBitFlagConstant("kOvrBit_Visibility", 0);
22
+ builder.addBitFlagConstant("kOvrBit_LineRgb", 0);
23
23
  builder.addBitFlagConstant("kOvrBit_Rgb", 1);
24
24
  builder.addBitFlagConstant("kOvrBit_Alpha", 2);
25
- builder.addBitFlagConstant("kOvrBit_IgnoreMaterial", 3);
25
+ builder.addBitFlagConstant("kOvrBit_LineAlpha", 3);
26
26
  builder.addBitFlagConstant("kOvrBit_Flashed", 4);
27
27
  builder.addBitFlagConstant("kOvrBit_NonLocatable", 5);
28
28
  builder.addBitFlagConstant("kOvrBit_LineCode", 6);
@@ -32,6 +32,8 @@ function addOvrFlagConstants(builder) {
32
32
  builder.addBitFlagConstant("kOvrBit_Emphasized", 1);
33
33
  builder.addBitFlagConstant("kOvrBit_ViewIndependentTransparency", 2);
34
34
  builder.addBitFlagConstant("kOvrBit_InvisibleDuringPick", 3);
35
+ builder.addBitFlagConstant("kOvrBit_Visibility", 4);
36
+ builder.addBitFlagConstant("kOvrBit_IgnoreMaterial", 5);
35
37
  }
36
38
  exports.addOvrFlagConstants = addOvrFlagConstants;
37
39
  const computeLUTFeatureIndex = `g_featureAndMaterialIndex.xyz`;
@@ -78,9 +80,9 @@ vec4 getFirstFeatureRgba() {
78
80
  }
79
81
  `;
80
82
  const getSecondFeatureRgba = `
81
- vec4 getSecondFeatureRgba() {
83
+ vec4 getSecondFeatureRgba(bool isLinear) {
82
84
  vec2 coord = feature_texCoord;
83
- coord.x += g_feature_stepX;
85
+ coord.x += g_feature_stepX * (isLinear ? 2.0 : 1.0);
84
86
  return TEXTURE(u_featureLUT, coord);
85
87
  }
86
88
  `;
@@ -198,7 +200,7 @@ function addCommon(builder, mode, opts, wantGlobalOvrFlags = true) {
198
200
  });
199
201
  });
200
202
  }
201
- (0, LookupTable_1.addLookupTable)(vert, "feature", "2.0");
203
+ (0, LookupTable_1.addLookupTable)(vert, "feature", "3.0");
202
204
  vert.addGlobal("feature_texCoord", 3 /* VariableType.Vec2 */);
203
205
  vert.addFunction(computeFeatureTextureCoords);
204
206
  vert.addFunction(getFirstFeatureRgba);
@@ -396,6 +398,7 @@ const checkForEarlySurfaceDiscardWithFeatureID = `
396
398
  function addRenderOrderConstants(builder) {
397
399
  builder.addConstant("kRenderOrder_BlankingRegion", 2 /* VariableType.Float */, 2 /* RenderOrder.BlankingRegion */.toFixed(1));
398
400
  builder.addConstant("kRenderOrder_Linear", 2 /* VariableType.Float */, 5 /* RenderOrder.Linear */.toFixed(1));
401
+ builder.addConstant("kRenderOrder_PlanarLinear", 2 /* VariableType.Float */, 13 /* RenderOrder.PlanarLinear */.toFixed(1));
399
402
  builder.addConstant("kRenderOrder_Edge", 2 /* VariableType.Float */, 6 /* RenderOrder.Edge */.toFixed(1));
400
403
  builder.addConstant("kRenderOrder_PlanarEdge", 2 /* VariableType.Float */, 14 /* RenderOrder.PlanarEdge */.toFixed(1));
401
404
  builder.addConstant("kRenderOrder_Silhouette", 2 /* VariableType.Float */, 7 /* RenderOrder.Silhouette */.toFixed(1));
@@ -536,20 +539,21 @@ const computeFeatureOverrides = `
536
539
  v_feature_emphasis = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);
537
540
 
538
541
  float flags = value.x * 256.0;
539
- if (0.0 == flags)
542
+ if (0.0 == flags && 0.0 == emphFlags)
540
543
  return; // nothing overridden for this feature
541
544
 
542
545
  bool nonLocatable = (u_shaderFlags[kShaderBit_IgnoreNonLocatable] ? nthFeatureBitSet(flags, kOvrBit_NonLocatable) : false);
543
546
  v_feature_emphasis += kEmphFlag_NonLocatable * float(nthFeatureBitSet(flags, kOvrBit_NonLocatable));
544
- bool invisible = nthFeatureBitSet(flags, kOvrBit_Visibility);
547
+ bool invisible = nthFeatureBitSet(emphFlags, kOvrBit_Visibility);
545
548
  feature_invisible = invisible || nonLocatable;
546
549
  if (feature_invisible)
547
550
  return;
548
551
 
549
- bool rgbOverridden = nthFeatureBitSet(flags, kOvrBit_Rgb);
550
- bool alphaOverridden = nthFeatureBitSet(flags, kOvrBit_Alpha);
552
+ bool isLinear = u_renderOrder == kRenderOrder_Linear || u_renderOrder == kRenderOrder_PlanarLinear || u_renderOrder == kRenderOrder_PlanarEdge;
553
+ bool rgbOverridden = isLinear ? nthFeatureBitSet(flags, kOvrBit_LineRgb) : nthFeatureBitSet(flags, kOvrBit_Rgb);
554
+ bool alphaOverridden = isLinear ? nthFeatureBitSet(flags, kOvrBit_LineAlpha) : nthFeatureBitSet(flags, kOvrBit_Alpha);
551
555
  if (alphaOverridden || rgbOverridden) {
552
- vec4 rgba = getSecondFeatureRgba();
556
+ vec4 rgba = getSecondFeatureRgba(isLinear);
553
557
  if (rgbOverridden)
554
558
  feature_rgb = rgba.rgb;
555
559
 
@@ -564,7 +568,7 @@ const computeFeatureOverrides = `
564
568
  nthFeatureBitSet(flags, kOvrBit_LineCode),
565
569
  value.z * 256.0);
566
570
 
567
- feature_ignore_material = nthFeatureBitSet(flags, kOvrBit_IgnoreMaterial);
571
+ feature_ignore_material = nthFeatureBitSet(emphFlags, kOvrBit_IgnoreMaterial);
568
572
  use_material = use_material && !feature_ignore_material;
569
573
 
570
574
  v_feature_emphasis += kEmphFlag_Flash * extractNthFeatureBit(flags, kOvrBit_Flashed);
@@ -653,6 +657,8 @@ function addFeatureSymbology(builder, feat, opts) {
653
657
  vert.addGlobal("feature_viewIndependentTransparency", 0 /* VariableType.Boolean */, "false");
654
658
  addEmphasisFlags(vert);
655
659
  vert.addGlobal("use_material", 0 /* VariableType.Boolean */, "true");
660
+ addRenderOrder(vert);
661
+ addRenderOrderConstants(vert);
656
662
  vert.set(3 /* VertexShaderComponent.ComputeFeatureOverrides */, computeFeatureOverrides);
657
663
  vert.set(7 /* VertexShaderComponent.ApplyFeatureColor */, applyFeatureColor);
658
664
  addApplyFlash(builder.frag);
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert } from \"@itwin/core-bentley\";\nimport { Pass, RenderOrder, TextureUnit } from \"../RenderFlags\";\nimport {\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariablePrecision, VariableType, VertexShaderBuilder,\n VertexShaderComponent,\n} from \"../ShaderBuilder\";\nimport { FeatureMode, TechniqueFlags } from \"../TechniqueFlags\";\nimport { addExtractNthBit, addEyeSpace, addUInt32s } from \"./Common\";\nimport { decodeDepthRgb, decodeUint24 } from \"./Decode\";\nimport { addWindowToTexCoords, assignFragColor, computeLinearDepth } from \"./Fragment\";\nimport { addLookupTable } from \"./LookupTable\";\nimport { addRenderPass } from \"./RenderPass\";\nimport { addAlpha, addLineWeight, replaceLineCode, replaceLineWeight } from \"./Vertex\";\nimport { OvrFlags } from \"../../../common/internal/render/OvrFlags\";\n\n/* eslint-disable no-restricted-syntax */\n\n/** @internal */\nexport const enum FeatureSymbologyOptions {\n None = 0,\n Weight = 1 << 0,\n LineCode = 1 << 1,\n HasOverrides = 1 << 2,\n Color = 1 << 3,\n Alpha = 1 << 4,\n\n Surface = HasOverrides | Color | Alpha,\n Point = HasOverrides | Color | Weight | Alpha,\n Linear = HasOverrides | Color | Weight | LineCode | Alpha,\n}\n\n/** @internal */\nexport function addOvrFlagConstants(builder: ShaderBuilder): void {\n // NB: These are the bit positions of each flag in OvrFlags enum - not the flag values\n builder.addBitFlagConstant(\"kOvrBit_Visibility\", 0);\n builder.addBitFlagConstant(\"kOvrBit_Rgb\", 1);\n builder.addBitFlagConstant(\"kOvrBit_Alpha\", 2);\n builder.addBitFlagConstant(\"kOvrBit_IgnoreMaterial\", 3);\n builder.addBitFlagConstant(\"kOvrBit_Flashed\", 4);\n builder.addBitFlagConstant(\"kOvrBit_NonLocatable\", 5);\n builder.addBitFlagConstant(\"kOvrBit_LineCode\", 6);\n builder.addBitFlagConstant(\"kOvrBit_Weight\", 7);\n\n // NB: We treat the 16-bit flags as 2 bytes - so subtract 8 from each of these bit indices.\n builder.addBitFlagConstant(\"kOvrBit_Hilited\", 0);\n builder.addBitFlagConstant(\"kOvrBit_Emphasized\", 1);\n builder.addBitFlagConstant(\"kOvrBit_ViewIndependentTransparency\", 2);\n builder.addBitFlagConstant(\"kOvrBit_InvisibleDuringPick\", 3);\n}\n\nconst computeLUTFeatureIndex = `g_featureAndMaterialIndex.xyz`;\nconst computeInstanceFeatureIndex = `g_isAreaPattern ? u_patternFeatureId : a_featureId`;\nfunction computeFeatureIndex(vertex: VertexShaderBuilder): string {\n if (vertex.usesInstancedGeometry) {\n vertex.addUniform(\"u_patternFeatureId\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"u_patternFeatureId\", (uniform, params) => {\n const id = params.geometry.asInstanced?.patternFeatureId;\n assert(undefined !== id);\n if (id)\n uniform.setUniform3fv(id);\n });\n });\n\n return `g_featureIndex = ${computeInstanceFeatureIndex};`;\n }\n\n return vertex.usesVertexTable ? `g_featureIndex = ${computeLUTFeatureIndex};` : \"\";\n}\nfunction getFeatureIndex(vertex: VertexShaderBuilder): string {\n return `\nfloat getFeatureIndex() {\n ${computeFeatureIndex(vertex)}\n return decodeUInt24(g_featureIndex);\n}\n`;\n}\n\nconst nthFeatureBitSet = `\nbool nthFeatureBitSet(float flags, uint n) {\n return 0u == (u_globalOvrFlags & n) && nthBitSet(flags, n);\n}\n`;\n\nconst extractNthFeatureBit = `\nfloat extractNthFeatureBit(float flags, uint n) {\n return 0u == (u_globalOvrFlags & n) && nthBitSet(flags, n) ? 1.0 : 0.0;\n}\n`;\n\nconst computeFeatureTextureCoords = `\nvec2 computeFeatureTextureCoords() { return compute_feature_coords(getFeatureIndex()); }\n`;\n\nconst getFirstFeatureRgba = `\nvec4 getFirstFeatureRgba() {\n feature_texCoord = computeFeatureTextureCoords();\n return TEXTURE(u_featureLUT, feature_texCoord);\n}\n`;\n\nconst getSecondFeatureRgba = `\nvec4 getSecondFeatureRgba() {\n vec2 coord = feature_texCoord;\n coord.x += g_feature_stepX;\n return TEXTURE(u_featureLUT, coord);\n}\n`;\n\nconst computeLineWeight = `\nfloat computeLineWeight() {\n return linear_feature_overrides.x > 0.5 ? linear_feature_overrides.y : g_lineWeight;\n}\n`;\n\nconst computeLineCode = `\nfloat computeLineCode() {\n return linear_feature_overrides.z > 0.5 ? linear_feature_overrides.w : g_lineCode;\n}\n`;\n\nfunction addFeatureIndex(vert: VertexShaderBuilder): void {\n vert.addGlobal(\"g_featureIndex\", VariableType.Vec3);\n\n vert.addFunction(decodeUint24);\n vert.addFunction(getFeatureIndex(vert));\n}\n\n// Discards vertex if feature is invisible; or rendering opaque during translucent pass or vice-versa\n// (The latter occurs when some translucent feature is overridden to be opaque, or vice-versa)\nconst checkVertexDiscard = `\n if (feature_invisible)\n return true;\n\n bool hasAlpha = 1.0 == u_hasAlpha;\n if (feature_alpha > 0.0)\n hasAlpha = feature_alpha <= s_maxAlpha;\n\n int discardFlags = u_transparencyDiscardFlags;\n bool discardViewIndependentDuringOpaque = discardFlags >= 4;\n if (discardViewIndependentDuringOpaque)\n discardFlags = discardFlags - 4;\n\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\n bool discardTranslucentDuringOpaquePass = 1 == discardFlags || 3 == discardFlags || (feature_viewIndependentTransparency && discardViewIndependentDuringOpaque);\n if (isOpaquePass && !discardTranslucentDuringOpaquePass)\n return false;\n\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\n bool discardOpaqueDuringTranslucentPass = 2 == discardFlags || 3 == discardFlags;\n if (isTranslucentPass && !discardOpaqueDuringTranslucentPass)\n return false;\n\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\n`;\n\nfunction addTransparencyDiscardFlags(vert: VertexShaderBuilder) {\n // Even when transparency view flag is off, we need to allow features to override transparency, because it\n // is used when applying transparency threshold. However, we need to ensure we don't DISCARD transparent stuff during\n // opaque pass if transparency is off (see checkVertexDiscard). Especially important for transparency threshold and readPixels().\n // Also, if we override raster text to be opaque we must still draw it in the translucent pass.\n // Finally, if the transparency override is view-independent (i.e., ignores view flags and render mode) we want to discard it during opaque pass\n // unless we're reading pixels.\n // So we have a bit field:\n // 1: discard translucent during opaque.\n // 2: discard opaque during translucent.\n // 4: discard view-independent translucent during opaque.\n vert.addUniform(\"u_transparencyDiscardFlags\", VariableType.Int, (prog) => {\n prog.addGraphicUniform(\"u_transparencyDiscardFlags\", (uniform, params) => {\n let flags = 0;\n\n // Textured surfaces may render in both passes. If so, it's up to fragment shader to handle discard.\n const pass = params.geometry.getPass(params.target);\n if (!Pass.rendersOpaqueAndTranslucent(pass)) {\n // During readPixels() we force transparency off. Make sure to ignore a Branch that turns it back on.\n if (!params.target.isReadPixelsInProgress)\n flags = params.target.currentViewFlags.transparency ? 1 : 4;\n\n if (!params.geometry.alwaysRenderTranslucent)\n flags += 2;\n }\n\n uniform.setUniform1i(flags);\n });\n });\n}\n\nfunction addCommon(builder: ProgramBuilder, mode: FeatureMode, opts: FeatureSymbologyOptions, wantGlobalOvrFlags = true): boolean {\n if (FeatureMode.None === mode)\n return false;\n\n const vert = builder.vert;\n addFeatureIndex(vert);\n\n const haveOverrides = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.HasOverrides);\n if (!haveOverrides) {\n // For pick output we must compute g_featureIndex...\n if (FeatureMode.Pick === mode)\n vert.set(VertexShaderComponent.ComputeFeatureOverrides, computeFeatureIndex(vert));\n\n return true;\n }\n\n const wantWeight = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Weight);\n const wantLineCode = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.LineCode);\n const wantColor = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Color);\n const wantAlpha = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Alpha);\n assert(wantColor || !wantAlpha);\n\n addExtractNthBit(vert);\n addOvrFlagConstants(vert);\n\n vert.addGlobal(\"linear_feature_overrides\", VariableType.Vec4, \"vec4(0.0)\");\n vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\n\n if (wantWeight || wantLineCode) {\n if (wantLineCode)\n replaceLineCode(vert, computeLineCode);\n\n if (wantWeight) {\n replaceLineWeight(vert, computeLineWeight);\n }\n }\n\n if (wantGlobalOvrFlags) {\n const bitmapType = VariableType.Uint;\n vert.addFunction(nthFeatureBitSet);\n vert.addFunction(extractNthFeatureBit);\n\n vert.addUniform(\"u_globalOvrFlags\", bitmapType, (prog) => {\n prog.addGraphicUniform(\"u_globalOvrFlags\", (uniform, params) => {\n let flags = 0.0;\n if (params.geometry.isEdge) {\n const settings = params.target.currentEdgeSettings;\n flags = settings.computeOvrFlags(params.renderPass, params.target.currentViewFlags);\n }\n\n if (!params.geometry.allowColorOverride)\n flags |= OvrFlags.Rgba;\n\n uniform.setUniformBitflags(flags);\n });\n });\n }\n\n addLookupTable(vert, \"feature\", \"2.0\");\n vert.addGlobal(\"feature_texCoord\", VariableType.Vec2);\n vert.addFunction(computeFeatureTextureCoords);\n vert.addFunction(getFirstFeatureRgba);\n\n vert.addUniform(\"u_featureLUT\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"u_featureLUT\", (uniform, params) => {\n params.target.uniforms.batch.bindLUT(uniform);\n });\n });\n vert.addUniform(\"u_featureParams\", VariableType.Vec2, (prog) => {\n prog.addGraphicUniform(\"u_featureParams\", (uniform, params) => {\n params.target.uniforms.batch.bindLUTParams(uniform);\n });\n });\n\n if (wantColor) {\n vert.addFunction(getSecondFeatureRgba);\n if (wantAlpha) {\n addMaxAlpha(vert);\n addRenderPass(vert);\n addAlpha(vert);\n addTransparencyDiscardFlags(vert);\n\n vert.set(VertexShaderComponent.CheckForDiscard, checkVertexDiscard);\n }\n }\n\n return true;\n}\n\nexport function addMaxAlpha(builder: ShaderBuilder): void {\n const minTransparency = 15.0; // NB: See DisplayParams.getMinTransparency() - this must match!\n const maxAlpha = (255 - minTransparency) / 255;\n builder.addConstant(\"s_maxAlpha\", VariableType.Float, maxAlpha.toString());\n}\n\n/** @internal */\nfunction addEmphasisFlags(builder: ShaderBuilder): void {\n // Must be kept in sync with EmphasisFlags enum.\n builder.addBitFlagConstant(\"kEmphBit_Hilite\", 0);\n builder.addBitFlagConstant(\"kEmphBit_Emphasize\", 1);\n builder.addBitFlagConstant(\"kEmphBit_Flash\", 2);\n builder.addBitFlagConstant(\"kEmphBit_NonLocatable\", 3);\n builder.addConstant(\"kEmphFlag_Hilite\", VariableType.Float, \"1.0\");\n builder.addConstant(\"kEmphFlag_Emphasize\", VariableType.Float, \"2.0\");\n builder.addConstant(\"kEmphFlag_Flash\", VariableType.Float, \"4.0\");\n builder.addConstant(\"kEmphFlag_NonLocatable\", VariableType.Float, \"8.0\");\n}\n\nfunction addHiliteSettings(frag: FragmentShaderBuilder, wantFlashMode: boolean): void {\n frag.addUniform(\"u_hilite_settings\", VariableType.Mat3, (prog) => {\n prog.addProgramUniform(\"u_hilite_settings\", (uniform, params) => {\n params.target.uniforms.hilite.bindFeatureSettings(uniform);\n });\n });\n\n if (wantFlashMode) {\n frag.addUniform(\"u_flash_mode\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_flash_mode\", (uniform, params) => {\n uniform.setUniform1f(params.geometry.getFlashMode(params));\n });\n });\n }\n}\n\n// If feature is not hilited, discard it.\nconst checkVertexHiliteDiscard = \"return 0.0 == v_feature_hilited;\";\n\n// The result is a mask in which each pixel's r=1 if hilited and g=1 if emphasized (and not hilited).\nconst computeHiliteColor = `\n float flags = floor(v_feature_hilited + 0.5);\n float hilited = extractNthBit(flags, kEmphBit_Hilite);\n float emphasized = extractNthBit(flags, kEmphBit_Emphasize);\n return vec4(hilited, emphasized, 0.0, 0.0);\n`;\n\nconst computeSurfaceHiliteColor = `\n if (isSurfaceBitSet(kSurfaceBit_HasTexture) && TEXTURE(s_texture, v_texCoord).a <= 0.15)\n return vec4(0.0);\n${computeHiliteColor}`;\n\nconst computeHiliteOverrides = `\n vec4 value = getFirstFeatureRgba();\n float emphFlags = value.g * 256.0;\n v_feature_hilited = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);\n`;\n\nconst computeHiliteOverridesWithWeight = `${computeHiliteOverrides}\n float flags = value.r * 256.0;\n linear_feature_overrides = vec4(nthFeatureBitSet(flags, kOvrBit_Weight),\n value.a * 256.0,\n nthFeatureBitSet(flags, kOvrBit_LineCode),\n value.b * 256.0);\n`;\n\n/** @internal */\nexport function addSurfaceHiliter(builder: ProgramBuilder, wantWeight: boolean = false): void {\n addHiliter(builder, wantWeight);\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeSurfaceHiliteColor);\n}\n\n/** @internal */\nexport function addHiliter(builder: ProgramBuilder, wantWeight: boolean = false): void {\n let opts = FeatureSymbologyOptions.HasOverrides;\n if (wantWeight)\n opts |= FeatureSymbologyOptions.Weight; // hiliter never needs line code or color...\n\n if (!addCommon(builder, FeatureMode.Overrides, opts, wantWeight))\n return;\n\n builder.addVarying(\"v_feature_hilited\", VariableType.Float);\n\n addEmphasisFlags(builder.vert);\n builder.vert.set(VertexShaderComponent.ComputeFeatureOverrides, wantWeight ? computeHiliteOverridesWithWeight : computeHiliteOverrides);\n builder.vert.set(VertexShaderComponent.CheckForDiscard, checkVertexHiliteDiscard);\n\n addEmphasisFlags(builder.frag);\n addExtractNthBit(builder.frag);\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteColor);\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\n}\n\nfunction addSamplers(frag: FragmentShaderBuilder, testFeatureId: boolean) {\n if (testFeatureId) {\n frag.addUniform(\"u_pickFeatureId\", VariableType.Sampler2D, (prog) => {\n prog.addProgramUniform(\"u_pickFeatureId\", (uniform, params) => {\n params.target.compositor.featureIds.bindSampler(uniform, TextureUnit.PickFeatureId);\n });\n }, VariablePrecision.High);\n }\n\n frag.addUniform(\"u_pickDepthAndOrder\", VariableType.Sampler2D, (prog) => {\n prog.addProgramUniform(\"u_pickDepthAndOrder\", (uniform, params) => {\n params.target.compositor.depthAndOrder.bindSampler(uniform, TextureUnit.PickDepthAndOrder);\n });\n }, VariablePrecision.High);\n}\n\n/** @internal */\nexport const readDepthAndOrder = `\nvec2 readDepthAndOrder(vec2 tc) {\n vec4 pdo = TEXTURE(u_pickDepthAndOrder, tc);\n float order = floor(pdo.x * 16.0 + 0.5);\n return vec2(order, decodeDepthRgb(pdo.yzw));\n}\n`;\n\nconst checkForEarlySurfaceDiscard = `\n float factor = float(u_renderPass <= kRenderPass_Translucent); // never discard during specific passes\n float term = 0.0;\n\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\n vec2 depthAndOrder = readDepthAndOrder(tc);\n\n float surfaceDepth = computeLinearDepth(v_eyeSpace.z);\n term += float(depthAndOrder.x > u_renderOrder && abs(depthAndOrder.y - surfaceDepth) < 4.0e-5);\n return factor * term > 0.0;\n`;\n\nconst checkForEarlySurfaceDiscardWithFeatureID = `\n // No normals => unlt => reality model => no edges.\n if (u_renderPass > kRenderPass_Translucent || u_renderPass == kRenderPass_Layers || !u_surfaceFlags[kSurfaceBitIndex_HasNormals])\n return false;\n\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\n vec2 depthAndOrder = readDepthAndOrder(tc);\n\n if (depthAndOrder.x <= u_renderOrder)\n return false;\n\n // Calculate depthTolerance for letting edges show through their own surfaces\n float perspectiveFrustum = step(kFrustumType_Perspective, u_frustum.z);\n vec4 eyeDirAndWidthFactor = mix(vec4(0.0, 0.0, 1.0, u_pixelWidthFactor), vec4(normalize(-v_eyeSpace.xyz), -v_eyeSpace.z * u_pixelWidthFactor), perspectiveFrustum);\n vec3 eyeDir = eyeDirAndWidthFactor.xyz;\n float dtWidthFactor = eyeDirAndWidthFactor.w;\n\n // Compute depth tolerance based on angle of triangle to screen\n float isSilhouette = float(depthAndOrder.x == kRenderOrder_Silhouette);\n float dSq = dot(eyeDir, v_n);\n dSq *= 0.5 + 0.4 * (1.0 - isSilhouette);\n dSq = dSq * dSq;\n dSq = max(dSq, 0.0001);\n dSq = min(dSq, 0.999);\n\n float depthTolerance = dtWidthFactor * v_lineWeight * sqrt((1.0 - dSq) / dSq);\n depthTolerance *= 1.0 + .333 * isSilhouette;\n\n // Make sure stuff behind camera doesn't get pushed in front of it\n depthTolerance = max(depthTolerance, 0.0);\n\n // Convert depthTolerance from eye space to linear depth\n depthTolerance /= (u_frustum.y - u_frustum.x);\n\n float surfaceDepth = computeLinearDepth(v_eyeSpace.z);\n float depthDelta = abs(depthAndOrder.y - surfaceDepth);\n if (depthDelta > depthTolerance)\n return false;\n\n // Does pick buffer contain same feature?\n vec4 featId = TEXTURE(u_pickFeatureId, tc);\n\n // Converting to ints to test since varying floats can be interpolated incorrectly\n ivec4 featId_i = ivec4(featId * 255.0 + 0.5);\n ivec4 feature_id_i = ivec4(feature_id * 255.0 + 0.5);\n if (featId_i == feature_id_i)\n return true;\n\n // In 2d, display priority controls draw order of different elements.\n if (!u_checkInterElementDiscard)\n return false;\n\n // Use a tighter tolerance for two different elements since we're only fighting roundoff error.\n return depthDelta <= 4.0e-5;\n`;\n\n// This only adds the constants that are actually used in shader code.\nexport function addRenderOrderConstants(builder: ShaderBuilder) {\n builder.addConstant(\"kRenderOrder_BlankingRegion\", VariableType.Float, RenderOrder.BlankingRegion.toFixed(1));\n builder.addConstant(\"kRenderOrder_Linear\", VariableType.Float, RenderOrder.Linear.toFixed(1));\n builder.addConstant(\"kRenderOrder_Edge\", VariableType.Float, RenderOrder.Edge.toFixed(1));\n builder.addConstant(\"kRenderOrder_PlanarEdge\", VariableType.Float, RenderOrder.PlanarEdge.toFixed(1));\n builder.addConstant(\"kRenderOrder_Silhouette\", VariableType.Float, RenderOrder.Silhouette.toFixed(1));\n builder.addConstant(\"kRenderOrder_PlanarSilhouette\", VariableType.Float, RenderOrder.PlanarSilhouette.toFixed(1));\n builder.addConstant(\"kRenderOrder_UnlitSurface\", VariableType.Float, RenderOrder.UnlitSurface.toFixed(1));\n builder.addConstant(\"kRenderOrder_LitSurface\", VariableType.Float, RenderOrder.LitSurface.toFixed(1));\n builder.addConstant(\"kRenderOrder_PlanarUnlitSurface\", VariableType.Float, RenderOrder.PlanarUnlitSurface.toFixed(1));\n builder.addConstant(\"kRenderOrder_PlanarLitSurface\", VariableType.Float, RenderOrder.PlanarLitSurface.toFixed(1));\n builder.addConstant(\"kRenderOrder_PlanarBit\", VariableType.Float, RenderOrder.PlanarBit.toFixed(1));\n builder.addConstant(\"kRenderOrder_Background\", VariableType.Float, RenderOrder.Background.toFixed(1));\n}\n\n/** @internal */\nexport function addRenderOrder(builder: ShaderBuilder) {\n builder.addUniform(\"u_renderOrder\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_renderOrder\", (uniform, params) => {\n const order = params.target.drawingBackgroundForReadPixels ? RenderOrder.Background : params.geometry.renderOrder;\n uniform.setUniform1f(order);\n });\n });\n}\n\nexport function addPixelWidthFactor(builder: ShaderBuilder) {\n builder.addUniform(\"u_pixelWidthFactor\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_pixelWidthFactor\", (uniform, params) => {\n params.target.uniforms.bindPixelWidthFactor(uniform);\n });\n });\n}\n\nfunction addBatchId(builder: ShaderBuilder) {\n builder.addUniform(\"u_batch_id\", VariableType.Vec4, (prog) => {\n prog.addGraphicUniform(\"u_batch_id\", (uniform, params) => {\n params.target.uniforms.batch.bindBatchId(uniform);\n });\n }, VariablePrecision.High);\n}\n\nconst computeIdVert = `v_feature_id = addUInt32s(u_batch_id, vec4(g_featureIndex, 0.0)) / 255.0;`;\nconst computeIdFrag = `\n vec4 featureIndex = vec4(floor(v_feature_index + 0.5), 0.0);\n feature_id = addUInt32s(u_batch_id, featureIndex) / 255.0;\n`;\n\n/** @internal */\nexport function addFeatureId(builder: ProgramBuilder, computeInFrag: boolean) {\n const vert = builder.vert;\n const frag = builder.frag;\n frag.addGlobal(\"feature_id\", VariableType.Vec4);\n if (!computeInFrag) {\n vert.addFunction(addUInt32s);\n addBatchId(vert);\n builder.addInlineComputedVarying(\"v_feature_id\", VariableType.Vec4, computeIdVert);\n\n frag.addInitializer(\"feature_id = v_feature_id;\");\n } else {\n frag.addFunction(addUInt32s);\n builder.addInlineComputedVarying(\"v_feature_index\", VariableType.Vec3, \"v_feature_index = g_featureIndex;\");\n\n addBatchId(frag);\n frag.addInitializer(computeIdFrag);\n }\n}\n\n// Discard vertex if transparency is less than the display style's transparency threshold, IFF the specific bit is set. The bit is set if:\n// - Solid Fill or Hidden Line mode; or\n// - Shaded mode and generating shadow map (sufficiently transparent surfaces receive but do not cast shadows).\nconst isBelowTransparencyThreshold = `\n return v_color.a < u_transparencyThreshold && u_surfaceFlags[kSurfaceBitIndex_TransparencyThreshold];\n`;\n\n/** @internal */\nexport function addSurfaceDiscard(builder: ProgramBuilder, flags: TechniqueFlags) {\n const feat = flags.featureMode;\n const isEdgeTestNeeded = flags.isEdgeTestNeeded;\n const isClassified = flags.isClassified;\n const computeIdInFrag = !flags.isTranslucent && 0 !== flags.isClassified && FeatureMode.Overrides === feat;\n\n const frag = builder.frag;\n const vert = builder.vert;\n\n vert.set(VertexShaderComponent.CheckForLateDiscard, isBelowTransparencyThreshold);\n vert.addUniform(\"u_transparencyThreshold\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_transparencyThreshold\", (uniform, params) => {\n uniform.setUniform1f(params.target.currentTransparencyThreshold);\n });\n });\n\n if (isEdgeTestNeeded) {\n addWindowToTexCoords(frag);\n\n if (!flags.isHilite)\n addEyeSpace(builder);\n\n if (FeatureMode.None === feat) {\n addSamplers(frag, false);\n frag.addFunction(computeLinearDepth);\n frag.addFunction(decodeDepthRgb);\n frag.addFunction(readDepthAndOrder);\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkForEarlySurfaceDiscard);\n } else {\n frag.addUniform(\"u_checkInterElementDiscard\", VariableType.Boolean, (prog) => {\n prog.addGraphicUniform(\"u_checkInterElementDiscard\", (uniform, params) => {\n uniform.setUniform1i(params.target.uniforms.branch.top.is3d ? 1 : 0);\n });\n });\n\n addFeatureIndex(vert);\n addLineWeight(vert);\n\n addSamplers(frag, true);\n addRenderOrderConstants(frag);\n addPixelWidthFactor(frag);\n frag.addFunction(computeLinearDepth);\n frag.addFunction(decodeDepthRgb);\n frag.addFunction(readDepthAndOrder);\n\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkForEarlySurfaceDiscardWithFeatureID);\n\n builder.addInlineComputedVarying(\"v_lineWeight\", VariableType.Float, \"v_lineWeight = computeLineWeight();\");\n addFeatureId(builder, computeIdInFrag);\n }\n\n addRenderOrder(frag);\n addRenderPass(frag);\n } else if (isClassified && FeatureMode.None !== feat) {\n addFeatureIndex(vert);\n addFeatureId(builder, computeIdInFrag);\n\n if (!flags.isTranslucent)\n addRenderOrder(frag);\n }\n}\n\n// bool feature_invisible = false;\n// vec3 feature_rgb; // if not overridden, .r < 0; else rgb color override\n// float feature_alpha // alpha if overridden, else < 0\n// varying float v_feature_emphasis // bitmask - see kEmph_* constants\n// vec4 linear_feature_overrides; // x: weight overridden y: weight z: line code overridden w: line code\nconst computeFeatureOverrides = `\n feature_rgb = vec3(-1.0);\n feature_alpha = -1.0;\n vec4 value = getFirstFeatureRgba();\n\n float emphFlags = value.y * 256.0;\n if (nthFeatureBitSet(emphFlags, kOvrBit_InvisibleDuringPick)) {\n feature_invisible = true;\n return;\n }\n \n v_feature_emphasis = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);\n\n float flags = value.x * 256.0;\n if (0.0 == flags)\n return; // nothing overridden for this feature\n\n bool nonLocatable = (u_shaderFlags[kShaderBit_IgnoreNonLocatable] ? nthFeatureBitSet(flags, kOvrBit_NonLocatable) : false);\n v_feature_emphasis += kEmphFlag_NonLocatable * float(nthFeatureBitSet(flags, kOvrBit_NonLocatable));\n bool invisible = nthFeatureBitSet(flags, kOvrBit_Visibility);\n feature_invisible = invisible || nonLocatable;\n if (feature_invisible)\n return;\n\n bool rgbOverridden = nthFeatureBitSet(flags, kOvrBit_Rgb);\n bool alphaOverridden = nthFeatureBitSet(flags, kOvrBit_Alpha);\n if (alphaOverridden || rgbOverridden) {\n vec4 rgba = getSecondFeatureRgba();\n if (rgbOverridden)\n feature_rgb = rgba.rgb;\n\n if (alphaOverridden) {\n feature_alpha = rgba.a;\n feature_viewIndependentTransparency = nthFeatureBitSet(emphFlags, kOvrBit_ViewIndependentTransparency);\n }\n }\n\n linear_feature_overrides = vec4(nthFeatureBitSet(flags, kOvrBit_Weight),\n value.w * 256.0,\n nthFeatureBitSet(flags, kOvrBit_LineCode),\n value.z * 256.0);\n\n feature_ignore_material = nthFeatureBitSet(flags, kOvrBit_IgnoreMaterial);\n use_material = use_material && !feature_ignore_material;\n\n v_feature_emphasis += kEmphFlag_Flash * extractNthFeatureBit(flags, kOvrBit_Flashed);\n`;\n\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\n// feature_alpha = -1.0 if alpha not overridden for feature.\nconst applyFeatureColor = `\n vec3 rgb = mix(baseColor.rgb, feature_rgb.rgb, step(0.0, feature_rgb.r));\n float alpha = mix(baseColor.a, feature_alpha, step(0.0, feature_alpha));\n return vec4(rgb, alpha);\n`;\n\n// feature_rgb.r = -1.0 if rgb color not overridden for feature, else mix based on u_overrrideColorMix.\n// feature_alpha = -1.0 if alpha not overridden for feature.\nexport const mixFeatureColor = `\n vec3 rgb = mix(baseColor.rgb, mix(baseColor.rgb, feature_rgb.rgb, u_overrideColorMix), step(0.0, feature_rgb.r));\n float alpha = mix(baseColor.a, feature_alpha, step(0.0, feature_alpha));\n return vec4(rgb, alpha);\n `;\n\nconst applyFlash = `\n float flashHilite = floor(v_feature_emphasis + 0.5);\n return doApplyFlash(flashHilite, baseColor);\n`;\n\nconst doApplyFlash = `\nvec4 doApplyFlash(float flags, vec4 baseColor) {\n bool isFlashed = nthBitSet(flags, kEmphBit_Flash);\n bool isHilited = nthBitSet(flags, kEmphBit_Hilite);\n bool isEmphasized = !isHilited && nthBitSet(flags, kEmphBit_Emphasize);\n vec3 hiliteRgb = isEmphasized ? u_hilite_settings[1] : u_hilite_settings[0];\n\n isHilited = isEmphasized || isHilited;\n float hiliteRatio = isHilited ? (isEmphasized ? u_hilite_settings[2][1] : u_hilite_settings[2][0]) : 0.0;\n baseColor.rgb = mix(baseColor.rgb, hiliteRgb, hiliteRatio);\n\n const float maxBrighten = 0.2;\n float brighten = isFlashed ? u_flash_intensity * maxBrighten : 0.0;\n vec3 brightRgb = baseColor.rgb + brighten;\n\n const float maxTween = 0.75;\n float hiliteFraction = isFlashed ? u_flash_intensity * maxTween : 0.0;\n vec3 tweenRgb = baseColor.rgb * (1.0 - hiliteFraction);\n tweenRgb += u_hilite_settings[0] * hiliteFraction;\n\n return vec4(mix(tweenRgb, brightRgb, u_flash_mode), baseColor.a);\n}\n`;\n\nconst doClassifierFlash = `\nvec4 applyClassifierFlash(vec4 baseColor) {\n const float maxBrighten = 0.2;\n float brighten = u_flash_intensity * maxBrighten;\n vec3 brightRgb = baseColor.rgb + brighten;\n return vec4(brightRgb, baseColor.a);\n}\n`;\n\n/** @internal */\nexport function addClassifierFlash(frag: FragmentShaderBuilder): void {\n addFlashIntensity(frag);\n addHiliteSettings(frag, false);\n frag.addFunction(doClassifierFlash);\n}\n\nfunction addFlashIntensity(frag: FragmentShaderBuilder): void {\n frag.addUniform(\"u_flash_intensity\", VariableType.Float, (prog) => {\n prog.addProgramUniform(\"u_flash_intensity\", (uniform, params) => {\n uniform.setUniform1f(params.target.flashIntensity);\n });\n });\n}\n\nfunction addApplyFlash(frag: FragmentShaderBuilder) {\n addHiliteSettings(frag, true);\n addEmphasisFlags(frag);\n\n addExtractNthBit(frag);\n frag.addFunction(doApplyFlash);\n frag.set(FragmentShaderComponent.ApplyFlash, applyFlash);\n addFlashIntensity(frag);\n}\n\n/** @internal */\nexport function addFeatureSymbology(builder: ProgramBuilder, feat: FeatureMode, opts: FeatureSymbologyOptions): void {\n if (!addCommon(builder, feat, opts) || FeatureSymbologyOptions.None === opts)\n return;\n\n assert((FeatureSymbologyOptions.HasOverrides | FeatureSymbologyOptions.Color) === (opts & (FeatureSymbologyOptions.HasOverrides | FeatureSymbologyOptions.Color)));\n\n builder.addGlobal(\"feature_rgb\", VariableType.Vec3);\n builder.addGlobal(\"feature_alpha\", VariableType.Float);\n builder.addVarying(\"v_feature_emphasis\", VariableType.Float);\n\n const vert = builder.vert;\n vert.addGlobal(\"feature_invisible\", VariableType.Boolean, \"false\");\n vert.addGlobal(\"feature_viewIndependentTransparency\", VariableType.Boolean, \"false\");\n\n addEmphasisFlags(vert);\n vert.addGlobal(\"use_material\", VariableType.Boolean, \"true\");\n vert.set(VertexShaderComponent.ComputeFeatureOverrides, computeFeatureOverrides);\n vert.set(VertexShaderComponent.ApplyFeatureColor, applyFeatureColor);\n\n addApplyFlash(builder.frag);\n}\n\n/** If we're running the hilite shader for a uniform feature, it follows that the feature must be hilited.\n * So the hilite shader simply needs to output '1' for every fragment.\n * @internal\n */\nexport function addUniformHiliter(builder: ProgramBuilder): void {\n builder.frag.addUniform(\"v_feature_hilited\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"v_feature_hilited\", (uniform, params) => {\n params.target.uniforms.batch.bindUniformSymbologyFlags(uniform);\n });\n });\n\n addEmphasisFlags(builder.frag);\n addExtractNthBit(builder.frag);\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteColor);\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\n}\n\n/** For a uniform feature table, the feature ID output to pick buffers is equal to the batch ID.\n * The following symbology overrides are supported:\n * - Visibility - implcitly, because if the feature is invisible its geometry will never be drawn.\n * - Flash\n * - Hilite\n * - Color and Transparency- only for point clouds currently which set addFeatureColor to true.\n * This shader could be simplified, but want to share code with the non-uniform versions...hence uniforms/globals with \"v_\" prefix typically used for varyings on no prefix...\n * @internal\n */\nexport function addUniformFeatureSymbology(builder: ProgramBuilder, addFeatureColor: boolean): void {\n builder.vert.addGlobal(\"g_featureIndex\", VariableType.Vec3, \"vec3(0.0)\", true);\n\n builder.frag.addUniform(\"v_feature_emphasis\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"v_feature_emphasis\", (uniform, params) => {\n params.target.uniforms.batch.bindUniformSymbologyFlags(uniform);\n });\n });\n\n if (addFeatureColor) {\n builder.vert.addUniform(\"feature_rgb\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"feature_rgb\", (uniform, params) => {\n params.target.uniforms.batch.bindUniformColorOverride(uniform);\n });\n });\n\n builder.vert.addUniform(\"feature_alpha\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"feature_alpha\", (uniform, params) => {\n params.target.uniforms.batch.bindUniformTransparencyOverride(uniform);\n });\n });\n\n builder.vert.set(VertexShaderComponent.ApplyFeatureColor, applyFeatureColor);\n addAlpha(builder.vert);\n addMaxAlpha(builder.vert);\n addRenderPass(builder.vert);\n addTransparencyDiscardFlags(builder.vert);\n builder.vert.set(VertexShaderComponent.CheckForDiscard, checkVertexDiscard);\n } else {\n builder.vert.set(VertexShaderComponent.CheckForDiscard, \"return feature_invisible;\");\n }\n\n // Non-Locatable... Discard if picking\n builder.vert.addUniform(\"feature_invisible\", VariableType.Boolean, (prog) => {\n prog.addGraphicUniform(\"feature_invisible\", (uniform, params) => {\n params.target.uniforms.batch.bindUniformNonLocatable(uniform, params.target.drawNonLocatable);\n });\n });\n\n builder.vert.addGlobal(\"feature_viewIndependentTransparency\", VariableType.Boolean, \"false\");\n\n addApplyFlash(builder.frag);\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert } from \"@itwin/core-bentley\";\nimport { Pass, RenderOrder, TextureUnit } from \"../RenderFlags\";\nimport {\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariablePrecision, VariableType, VertexShaderBuilder,\n VertexShaderComponent,\n} from \"../ShaderBuilder\";\nimport { FeatureMode, TechniqueFlags } from \"../TechniqueFlags\";\nimport { addExtractNthBit, addEyeSpace, addUInt32s } from \"./Common\";\nimport { decodeDepthRgb, decodeUint24 } from \"./Decode\";\nimport { addWindowToTexCoords, assignFragColor, computeLinearDepth } from \"./Fragment\";\nimport { addLookupTable } from \"./LookupTable\";\nimport { addRenderPass } from \"./RenderPass\";\nimport { addAlpha, addLineWeight, replaceLineCode, replaceLineWeight } from \"./Vertex\";\nimport { OvrFlags } from \"../../../common/internal/render/OvrFlags\";\n\n/* eslint-disable no-restricted-syntax */\n\n/** @internal */\nexport const enum FeatureSymbologyOptions {\n None = 0,\n Weight = 1 << 0,\n LineCode = 1 << 1,\n HasOverrides = 1 << 2,\n Color = 1 << 3,\n Alpha = 1 << 4,\n\n Surface = HasOverrides | Color | Alpha,\n Point = HasOverrides | Color | Weight | Alpha,\n Linear = HasOverrides | Color | Weight | LineCode | Alpha,\n}\n\n/** @internal */\nexport function addOvrFlagConstants(builder: ShaderBuilder): void {\n // NB: These are the bit positions of each flag in OvrFlags enum - not the flag values\n builder.addBitFlagConstant(\"kOvrBit_LineRgb\", 0);\n builder.addBitFlagConstant(\"kOvrBit_Rgb\", 1);\n builder.addBitFlagConstant(\"kOvrBit_Alpha\", 2);\n builder.addBitFlagConstant(\"kOvrBit_LineAlpha\", 3);\n builder.addBitFlagConstant(\"kOvrBit_Flashed\", 4);\n builder.addBitFlagConstant(\"kOvrBit_NonLocatable\", 5);\n builder.addBitFlagConstant(\"kOvrBit_LineCode\", 6);\n builder.addBitFlagConstant(\"kOvrBit_Weight\", 7);\n\n // NB: We treat the 16-bit flags as 2 bytes - so subtract 8 from each of these bit indices.\n builder.addBitFlagConstant(\"kOvrBit_Hilited\", 0);\n builder.addBitFlagConstant(\"kOvrBit_Emphasized\", 1);\n builder.addBitFlagConstant(\"kOvrBit_ViewIndependentTransparency\", 2);\n builder.addBitFlagConstant(\"kOvrBit_InvisibleDuringPick\", 3);\n builder.addBitFlagConstant(\"kOvrBit_Visibility\", 4);\n builder.addBitFlagConstant(\"kOvrBit_IgnoreMaterial\", 5);\n}\n\nconst computeLUTFeatureIndex = `g_featureAndMaterialIndex.xyz`;\nconst computeInstanceFeatureIndex = `g_isAreaPattern ? u_patternFeatureId : a_featureId`;\nfunction computeFeatureIndex(vertex: VertexShaderBuilder): string {\n if (vertex.usesInstancedGeometry) {\n vertex.addUniform(\"u_patternFeatureId\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"u_patternFeatureId\", (uniform, params) => {\n const id = params.geometry.asInstanced?.patternFeatureId;\n assert(undefined !== id);\n if (id)\n uniform.setUniform3fv(id);\n });\n });\n\n return `g_featureIndex = ${computeInstanceFeatureIndex};`;\n }\n\n return vertex.usesVertexTable ? `g_featureIndex = ${computeLUTFeatureIndex};` : \"\";\n}\nfunction getFeatureIndex(vertex: VertexShaderBuilder): string {\n return `\nfloat getFeatureIndex() {\n ${computeFeatureIndex(vertex)}\n return decodeUInt24(g_featureIndex);\n}\n`;\n}\n\nconst nthFeatureBitSet = `\nbool nthFeatureBitSet(float flags, uint n) {\n return 0u == (u_globalOvrFlags & n) && nthBitSet(flags, n);\n}\n`;\n\nconst extractNthFeatureBit = `\nfloat extractNthFeatureBit(float flags, uint n) {\n return 0u == (u_globalOvrFlags & n) && nthBitSet(flags, n) ? 1.0 : 0.0;\n}\n`;\n\nconst computeFeatureTextureCoords = `\nvec2 computeFeatureTextureCoords() { return compute_feature_coords(getFeatureIndex()); }\n`;\n\nconst getFirstFeatureRgba = `\nvec4 getFirstFeatureRgba() {\n feature_texCoord = computeFeatureTextureCoords();\n return TEXTURE(u_featureLUT, feature_texCoord);\n}\n`;\n\nconst getSecondFeatureRgba = `\nvec4 getSecondFeatureRgba(bool isLinear) {\n vec2 coord = feature_texCoord;\n coord.x += g_feature_stepX * (isLinear ? 2.0 : 1.0);\n return TEXTURE(u_featureLUT, coord);\n}\n`;\n\nconst computeLineWeight = `\nfloat computeLineWeight() {\n return linear_feature_overrides.x > 0.5 ? linear_feature_overrides.y : g_lineWeight;\n}\n`;\n\nconst computeLineCode = `\nfloat computeLineCode() {\n return linear_feature_overrides.z > 0.5 ? linear_feature_overrides.w : g_lineCode;\n}\n`;\n\nfunction addFeatureIndex(vert: VertexShaderBuilder): void {\n vert.addGlobal(\"g_featureIndex\", VariableType.Vec3);\n\n vert.addFunction(decodeUint24);\n vert.addFunction(getFeatureIndex(vert));\n}\n\n// Discards vertex if feature is invisible; or rendering opaque during translucent pass or vice-versa\n// (The latter occurs when some translucent feature is overridden to be opaque, or vice-versa)\nconst checkVertexDiscard = `\n if (feature_invisible)\n return true;\n\n bool hasAlpha = 1.0 == u_hasAlpha;\n if (feature_alpha > 0.0)\n hasAlpha = feature_alpha <= s_maxAlpha;\n\n int discardFlags = u_transparencyDiscardFlags;\n bool discardViewIndependentDuringOpaque = discardFlags >= 4;\n if (discardViewIndependentDuringOpaque)\n discardFlags = discardFlags - 4;\n\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\n bool discardTranslucentDuringOpaquePass = 1 == discardFlags || 3 == discardFlags || (feature_viewIndependentTransparency && discardViewIndependentDuringOpaque);\n if (isOpaquePass && !discardTranslucentDuringOpaquePass)\n return false;\n\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\n bool discardOpaqueDuringTranslucentPass = 2 == discardFlags || 3 == discardFlags;\n if (isTranslucentPass && !discardOpaqueDuringTranslucentPass)\n return false;\n\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\n`;\n\nfunction addTransparencyDiscardFlags(vert: VertexShaderBuilder) {\n // Even when transparency view flag is off, we need to allow features to override transparency, because it\n // is used when applying transparency threshold. However, we need to ensure we don't DISCARD transparent stuff during\n // opaque pass if transparency is off (see checkVertexDiscard). Especially important for transparency threshold and readPixels().\n // Also, if we override raster text to be opaque we must still draw it in the translucent pass.\n // Finally, if the transparency override is view-independent (i.e., ignores view flags and render mode) we want to discard it during opaque pass\n // unless we're reading pixels.\n // So we have a bit field:\n // 1: discard translucent during opaque.\n // 2: discard opaque during translucent.\n // 4: discard view-independent translucent during opaque.\n vert.addUniform(\"u_transparencyDiscardFlags\", VariableType.Int, (prog) => {\n prog.addGraphicUniform(\"u_transparencyDiscardFlags\", (uniform, params) => {\n let flags = 0;\n\n // Textured surfaces may render in both passes. If so, it's up to fragment shader to handle discard.\n const pass = params.geometry.getPass(params.target);\n if (!Pass.rendersOpaqueAndTranslucent(pass)) {\n // During readPixels() we force transparency off. Make sure to ignore a Branch that turns it back on.\n if (!params.target.isReadPixelsInProgress)\n flags = params.target.currentViewFlags.transparency ? 1 : 4;\n\n if (!params.geometry.alwaysRenderTranslucent)\n flags += 2;\n }\n\n uniform.setUniform1i(flags);\n });\n });\n}\n\nfunction addCommon(builder: ProgramBuilder, mode: FeatureMode, opts: FeatureSymbologyOptions, wantGlobalOvrFlags = true): boolean {\n if (FeatureMode.None === mode)\n return false;\n\n const vert = builder.vert;\n addFeatureIndex(vert);\n\n const haveOverrides = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.HasOverrides);\n if (!haveOverrides) {\n // For pick output we must compute g_featureIndex...\n if (FeatureMode.Pick === mode)\n vert.set(VertexShaderComponent.ComputeFeatureOverrides, computeFeatureIndex(vert));\n\n return true;\n }\n\n const wantWeight = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Weight);\n const wantLineCode = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.LineCode);\n const wantColor = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Color);\n const wantAlpha = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Alpha);\n assert(wantColor || !wantAlpha);\n\n addExtractNthBit(vert);\n addOvrFlagConstants(vert);\n\n vert.addGlobal(\"linear_feature_overrides\", VariableType.Vec4, \"vec4(0.0)\");\n vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\n\n if (wantWeight || wantLineCode) {\n if (wantLineCode)\n replaceLineCode(vert, computeLineCode);\n\n if (wantWeight) {\n replaceLineWeight(vert, computeLineWeight);\n }\n }\n\n if (wantGlobalOvrFlags) {\n const bitmapType = VariableType.Uint;\n vert.addFunction(nthFeatureBitSet);\n vert.addFunction(extractNthFeatureBit);\n\n vert.addUniform(\"u_globalOvrFlags\", bitmapType, (prog) => {\n prog.addGraphicUniform(\"u_globalOvrFlags\", (uniform, params) => {\n let flags = 0.0;\n if (params.geometry.isEdge) {\n const settings = params.target.currentEdgeSettings;\n flags = settings.computeOvrFlags(params.renderPass, params.target.currentViewFlags);\n }\n\n if (!params.geometry.allowColorOverride)\n flags |= OvrFlags.Rgba;\n\n uniform.setUniformBitflags(flags);\n });\n });\n }\n\n addLookupTable(vert, \"feature\", \"3.0\");\n vert.addGlobal(\"feature_texCoord\", VariableType.Vec2);\n vert.addFunction(computeFeatureTextureCoords);\n vert.addFunction(getFirstFeatureRgba);\n\n vert.addUniform(\"u_featureLUT\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"u_featureLUT\", (uniform, params) => {\n params.target.uniforms.batch.bindLUT(uniform);\n });\n });\n vert.addUniform(\"u_featureParams\", VariableType.Vec2, (prog) => {\n prog.addGraphicUniform(\"u_featureParams\", (uniform, params) => {\n params.target.uniforms.batch.bindLUTParams(uniform);\n });\n });\n\n if (wantColor) {\n vert.addFunction(getSecondFeatureRgba);\n if (wantAlpha) {\n addMaxAlpha(vert);\n addRenderPass(vert);\n addAlpha(vert);\n addTransparencyDiscardFlags(vert);\n\n vert.set(VertexShaderComponent.CheckForDiscard, checkVertexDiscard);\n }\n }\n\n return true;\n}\n\nexport function addMaxAlpha(builder: ShaderBuilder): void {\n const minTransparency = 15.0; // NB: See DisplayParams.getMinTransparency() - this must match!\n const maxAlpha = (255 - minTransparency) / 255;\n builder.addConstant(\"s_maxAlpha\", VariableType.Float, maxAlpha.toString());\n}\n\n/** @internal */\nfunction addEmphasisFlags(builder: ShaderBuilder): void {\n // Must be kept in sync with EmphasisFlags enum.\n builder.addBitFlagConstant(\"kEmphBit_Hilite\", 0);\n builder.addBitFlagConstant(\"kEmphBit_Emphasize\", 1);\n builder.addBitFlagConstant(\"kEmphBit_Flash\", 2);\n builder.addBitFlagConstant(\"kEmphBit_NonLocatable\", 3);\n builder.addConstant(\"kEmphFlag_Hilite\", VariableType.Float, \"1.0\");\n builder.addConstant(\"kEmphFlag_Emphasize\", VariableType.Float, \"2.0\");\n builder.addConstant(\"kEmphFlag_Flash\", VariableType.Float, \"4.0\");\n builder.addConstant(\"kEmphFlag_NonLocatable\", VariableType.Float, \"8.0\");\n}\n\nfunction addHiliteSettings(frag: FragmentShaderBuilder, wantFlashMode: boolean): void {\n frag.addUniform(\"u_hilite_settings\", VariableType.Mat3, (prog) => {\n prog.addProgramUniform(\"u_hilite_settings\", (uniform, params) => {\n params.target.uniforms.hilite.bindFeatureSettings(uniform);\n });\n });\n\n if (wantFlashMode) {\n frag.addUniform(\"u_flash_mode\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_flash_mode\", (uniform, params) => {\n uniform.setUniform1f(params.geometry.getFlashMode(params));\n });\n });\n }\n}\n\n// If feature is not hilited, discard it.\nconst checkVertexHiliteDiscard = \"return 0.0 == v_feature_hilited;\";\n\n// The result is a mask in which each pixel's r=1 if hilited and g=1 if emphasized (and not hilited).\nconst computeHiliteColor = `\n float flags = floor(v_feature_hilited + 0.5);\n float hilited = extractNthBit(flags, kEmphBit_Hilite);\n float emphasized = extractNthBit(flags, kEmphBit_Emphasize);\n return vec4(hilited, emphasized, 0.0, 0.0);\n`;\n\nconst computeSurfaceHiliteColor = `\n if (isSurfaceBitSet(kSurfaceBit_HasTexture) && TEXTURE(s_texture, v_texCoord).a <= 0.15)\n return vec4(0.0);\n${computeHiliteColor}`;\n\nconst computeHiliteOverrides = `\n vec4 value = getFirstFeatureRgba();\n float emphFlags = value.g * 256.0;\n v_feature_hilited = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);\n`;\n\nconst computeHiliteOverridesWithWeight = `${computeHiliteOverrides}\n float flags = value.r * 256.0;\n linear_feature_overrides = vec4(nthFeatureBitSet(flags, kOvrBit_Weight),\n value.a * 256.0,\n nthFeatureBitSet(flags, kOvrBit_LineCode),\n value.b * 256.0);\n`;\n\n/** @internal */\nexport function addSurfaceHiliter(builder: ProgramBuilder, wantWeight: boolean = false): void {\n addHiliter(builder, wantWeight);\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeSurfaceHiliteColor);\n}\n\n/** @internal */\nexport function addHiliter(builder: ProgramBuilder, wantWeight: boolean = false): void {\n let opts = FeatureSymbologyOptions.HasOverrides;\n if (wantWeight)\n opts |= FeatureSymbologyOptions.Weight; // hiliter never needs line code or color...\n\n if (!addCommon(builder, FeatureMode.Overrides, opts, wantWeight))\n return;\n\n builder.addVarying(\"v_feature_hilited\", VariableType.Float);\n\n addEmphasisFlags(builder.vert);\n builder.vert.set(VertexShaderComponent.ComputeFeatureOverrides, wantWeight ? computeHiliteOverridesWithWeight : computeHiliteOverrides);\n builder.vert.set(VertexShaderComponent.CheckForDiscard, checkVertexHiliteDiscard);\n\n addEmphasisFlags(builder.frag);\n addExtractNthBit(builder.frag);\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteColor);\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\n}\n\nfunction addSamplers(frag: FragmentShaderBuilder, testFeatureId: boolean) {\n if (testFeatureId) {\n frag.addUniform(\"u_pickFeatureId\", VariableType.Sampler2D, (prog) => {\n prog.addProgramUniform(\"u_pickFeatureId\", (uniform, params) => {\n params.target.compositor.featureIds.bindSampler(uniform, TextureUnit.PickFeatureId);\n });\n }, VariablePrecision.High);\n }\n\n frag.addUniform(\"u_pickDepthAndOrder\", VariableType.Sampler2D, (prog) => {\n prog.addProgramUniform(\"u_pickDepthAndOrder\", (uniform, params) => {\n params.target.compositor.depthAndOrder.bindSampler(uniform, TextureUnit.PickDepthAndOrder);\n });\n }, VariablePrecision.High);\n}\n\n/** @internal */\nexport const readDepthAndOrder = `\nvec2 readDepthAndOrder(vec2 tc) {\n vec4 pdo = TEXTURE(u_pickDepthAndOrder, tc);\n float order = floor(pdo.x * 16.0 + 0.5);\n return vec2(order, decodeDepthRgb(pdo.yzw));\n}\n`;\n\nconst checkForEarlySurfaceDiscard = `\n float factor = float(u_renderPass <= kRenderPass_Translucent); // never discard during specific passes\n float term = 0.0;\n\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\n vec2 depthAndOrder = readDepthAndOrder(tc);\n\n float surfaceDepth = computeLinearDepth(v_eyeSpace.z);\n term += float(depthAndOrder.x > u_renderOrder && abs(depthAndOrder.y - surfaceDepth) < 4.0e-5);\n return factor * term > 0.0;\n`;\n\nconst checkForEarlySurfaceDiscardWithFeatureID = `\n // No normals => unlt => reality model => no edges.\n if (u_renderPass > kRenderPass_Translucent || u_renderPass == kRenderPass_Layers || !u_surfaceFlags[kSurfaceBitIndex_HasNormals])\n return false;\n\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\n vec2 depthAndOrder = readDepthAndOrder(tc);\n\n if (depthAndOrder.x <= u_renderOrder)\n return false;\n\n // Calculate depthTolerance for letting edges show through their own surfaces\n float perspectiveFrustum = step(kFrustumType_Perspective, u_frustum.z);\n vec4 eyeDirAndWidthFactor = mix(vec4(0.0, 0.0, 1.0, u_pixelWidthFactor), vec4(normalize(-v_eyeSpace.xyz), -v_eyeSpace.z * u_pixelWidthFactor), perspectiveFrustum);\n vec3 eyeDir = eyeDirAndWidthFactor.xyz;\n float dtWidthFactor = eyeDirAndWidthFactor.w;\n\n // Compute depth tolerance based on angle of triangle to screen\n float isSilhouette = float(depthAndOrder.x == kRenderOrder_Silhouette);\n float dSq = dot(eyeDir, v_n);\n dSq *= 0.5 + 0.4 * (1.0 - isSilhouette);\n dSq = dSq * dSq;\n dSq = max(dSq, 0.0001);\n dSq = min(dSq, 0.999);\n\n float depthTolerance = dtWidthFactor * v_lineWeight * sqrt((1.0 - dSq) / dSq);\n depthTolerance *= 1.0 + .333 * isSilhouette;\n\n // Make sure stuff behind camera doesn't get pushed in front of it\n depthTolerance = max(depthTolerance, 0.0);\n\n // Convert depthTolerance from eye space to linear depth\n depthTolerance /= (u_frustum.y - u_frustum.x);\n\n float surfaceDepth = computeLinearDepth(v_eyeSpace.z);\n float depthDelta = abs(depthAndOrder.y - surfaceDepth);\n if (depthDelta > depthTolerance)\n return false;\n\n // Does pick buffer contain same feature?\n vec4 featId = TEXTURE(u_pickFeatureId, tc);\n\n // Converting to ints to test since varying floats can be interpolated incorrectly\n ivec4 featId_i = ivec4(featId * 255.0 + 0.5);\n ivec4 feature_id_i = ivec4(feature_id * 255.0 + 0.5);\n if (featId_i == feature_id_i)\n return true;\n\n // In 2d, display priority controls draw order of different elements.\n if (!u_checkInterElementDiscard)\n return false;\n\n // Use a tighter tolerance for two different elements since we're only fighting roundoff error.\n return depthDelta <= 4.0e-5;\n`;\n\n// This only adds the constants that are actually used in shader code.\nexport function addRenderOrderConstants(builder: ShaderBuilder) {\n builder.addConstant(\"kRenderOrder_BlankingRegion\", VariableType.Float, RenderOrder.BlankingRegion.toFixed(1));\n builder.addConstant(\"kRenderOrder_Linear\", VariableType.Float, RenderOrder.Linear.toFixed(1));\n builder.addConstant(\"kRenderOrder_PlanarLinear\", VariableType.Float, RenderOrder.PlanarLinear.toFixed(1));\n builder.addConstant(\"kRenderOrder_Edge\", VariableType.Float, RenderOrder.Edge.toFixed(1));\n builder.addConstant(\"kRenderOrder_PlanarEdge\", VariableType.Float, RenderOrder.PlanarEdge.toFixed(1));\n builder.addConstant(\"kRenderOrder_Silhouette\", VariableType.Float, RenderOrder.Silhouette.toFixed(1));\n builder.addConstant(\"kRenderOrder_PlanarSilhouette\", VariableType.Float, RenderOrder.PlanarSilhouette.toFixed(1));\n builder.addConstant(\"kRenderOrder_UnlitSurface\", VariableType.Float, RenderOrder.UnlitSurface.toFixed(1));\n builder.addConstant(\"kRenderOrder_LitSurface\", VariableType.Float, RenderOrder.LitSurface.toFixed(1));\n builder.addConstant(\"kRenderOrder_PlanarUnlitSurface\", VariableType.Float, RenderOrder.PlanarUnlitSurface.toFixed(1));\n builder.addConstant(\"kRenderOrder_PlanarLitSurface\", VariableType.Float, RenderOrder.PlanarLitSurface.toFixed(1));\n builder.addConstant(\"kRenderOrder_PlanarBit\", VariableType.Float, RenderOrder.PlanarBit.toFixed(1));\n builder.addConstant(\"kRenderOrder_Background\", VariableType.Float, RenderOrder.Background.toFixed(1));\n}\n\n/** @internal */\nexport function addRenderOrder(builder: ShaderBuilder) {\n builder.addUniform(\"u_renderOrder\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_renderOrder\", (uniform, params) => {\n const order = params.target.drawingBackgroundForReadPixels ? RenderOrder.Background : params.geometry.renderOrder;\n uniform.setUniform1f(order);\n });\n });\n}\n\nexport function addPixelWidthFactor(builder: ShaderBuilder) {\n builder.addUniform(\"u_pixelWidthFactor\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_pixelWidthFactor\", (uniform, params) => {\n params.target.uniforms.bindPixelWidthFactor(uniform);\n });\n });\n}\n\nfunction addBatchId(builder: ShaderBuilder) {\n builder.addUniform(\"u_batch_id\", VariableType.Vec4, (prog) => {\n prog.addGraphicUniform(\"u_batch_id\", (uniform, params) => {\n params.target.uniforms.batch.bindBatchId(uniform);\n });\n }, VariablePrecision.High);\n}\n\nconst computeIdVert = `v_feature_id = addUInt32s(u_batch_id, vec4(g_featureIndex, 0.0)) / 255.0;`;\nconst computeIdFrag = `\n vec4 featureIndex = vec4(floor(v_feature_index + 0.5), 0.0);\n feature_id = addUInt32s(u_batch_id, featureIndex) / 255.0;\n`;\n\n/** @internal */\nexport function addFeatureId(builder: ProgramBuilder, computeInFrag: boolean) {\n const vert = builder.vert;\n const frag = builder.frag;\n frag.addGlobal(\"feature_id\", VariableType.Vec4);\n if (!computeInFrag) {\n vert.addFunction(addUInt32s);\n addBatchId(vert);\n builder.addInlineComputedVarying(\"v_feature_id\", VariableType.Vec4, computeIdVert);\n\n frag.addInitializer(\"feature_id = v_feature_id;\");\n } else {\n frag.addFunction(addUInt32s);\n builder.addInlineComputedVarying(\"v_feature_index\", VariableType.Vec3, \"v_feature_index = g_featureIndex;\");\n\n addBatchId(frag);\n frag.addInitializer(computeIdFrag);\n }\n}\n\n// Discard vertex if transparency is less than the display style's transparency threshold, IFF the specific bit is set. The bit is set if:\n// - Solid Fill or Hidden Line mode; or\n// - Shaded mode and generating shadow map (sufficiently transparent surfaces receive but do not cast shadows).\nconst isBelowTransparencyThreshold = `\n return v_color.a < u_transparencyThreshold && u_surfaceFlags[kSurfaceBitIndex_TransparencyThreshold];\n`;\n\n/** @internal */\nexport function addSurfaceDiscard(builder: ProgramBuilder, flags: TechniqueFlags) {\n const feat = flags.featureMode;\n const isEdgeTestNeeded = flags.isEdgeTestNeeded;\n const isClassified = flags.isClassified;\n const computeIdInFrag = !flags.isTranslucent && 0 !== flags.isClassified && FeatureMode.Overrides === feat;\n\n const frag = builder.frag;\n const vert = builder.vert;\n\n vert.set(VertexShaderComponent.CheckForLateDiscard, isBelowTransparencyThreshold);\n vert.addUniform(\"u_transparencyThreshold\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_transparencyThreshold\", (uniform, params) => {\n uniform.setUniform1f(params.target.currentTransparencyThreshold);\n });\n });\n\n if (isEdgeTestNeeded) {\n addWindowToTexCoords(frag);\n\n if (!flags.isHilite)\n addEyeSpace(builder);\n\n if (FeatureMode.None === feat) {\n addSamplers(frag, false);\n frag.addFunction(computeLinearDepth);\n frag.addFunction(decodeDepthRgb);\n frag.addFunction(readDepthAndOrder);\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkForEarlySurfaceDiscard);\n } else {\n frag.addUniform(\"u_checkInterElementDiscard\", VariableType.Boolean, (prog) => {\n prog.addGraphicUniform(\"u_checkInterElementDiscard\", (uniform, params) => {\n uniform.setUniform1i(params.target.uniforms.branch.top.is3d ? 1 : 0);\n });\n });\n\n addFeatureIndex(vert);\n addLineWeight(vert);\n\n addSamplers(frag, true);\n addRenderOrderConstants(frag);\n addPixelWidthFactor(frag);\n frag.addFunction(computeLinearDepth);\n frag.addFunction(decodeDepthRgb);\n frag.addFunction(readDepthAndOrder);\n\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkForEarlySurfaceDiscardWithFeatureID);\n\n builder.addInlineComputedVarying(\"v_lineWeight\", VariableType.Float, \"v_lineWeight = computeLineWeight();\");\n addFeatureId(builder, computeIdInFrag);\n }\n\n addRenderOrder(frag);\n addRenderPass(frag);\n } else if (isClassified && FeatureMode.None !== feat) {\n addFeatureIndex(vert);\n addFeatureId(builder, computeIdInFrag);\n\n if (!flags.isTranslucent)\n addRenderOrder(frag);\n }\n}\n\n// bool feature_invisible = false;\n// vec3 feature_rgb; // if not overridden, .r < 0; else rgb color override\n// float feature_alpha // alpha if overridden, else < 0\n// varying float v_feature_emphasis // bitmask - see kEmph_* constants\n// vec4 linear_feature_overrides; // x: weight overridden y: weight z: line code overridden w: line code\nconst computeFeatureOverrides = `\n feature_rgb = vec3(-1.0);\n feature_alpha = -1.0;\n vec4 value = getFirstFeatureRgba();\n\n float emphFlags = value.y * 256.0;\n if (nthFeatureBitSet(emphFlags, kOvrBit_InvisibleDuringPick)) {\n feature_invisible = true;\n return;\n }\n \n v_feature_emphasis = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);\n\n float flags = value.x * 256.0;\n if (0.0 == flags && 0.0 == emphFlags)\n return; // nothing overridden for this feature\n\n bool nonLocatable = (u_shaderFlags[kShaderBit_IgnoreNonLocatable] ? nthFeatureBitSet(flags, kOvrBit_NonLocatable) : false);\n v_feature_emphasis += kEmphFlag_NonLocatable * float(nthFeatureBitSet(flags, kOvrBit_NonLocatable));\n bool invisible = nthFeatureBitSet(emphFlags, kOvrBit_Visibility);\n feature_invisible = invisible || nonLocatable;\n if (feature_invisible)\n return;\n\n bool isLinear = u_renderOrder == kRenderOrder_Linear || u_renderOrder == kRenderOrder_PlanarLinear || u_renderOrder == kRenderOrder_PlanarEdge;\n bool rgbOverridden = isLinear ? nthFeatureBitSet(flags, kOvrBit_LineRgb) : nthFeatureBitSet(flags, kOvrBit_Rgb);\n bool alphaOverridden = isLinear ? nthFeatureBitSet(flags, kOvrBit_LineAlpha) : nthFeatureBitSet(flags, kOvrBit_Alpha);\n if (alphaOverridden || rgbOverridden) {\n vec4 rgba = getSecondFeatureRgba(isLinear);\n if (rgbOverridden)\n feature_rgb = rgba.rgb;\n\n if (alphaOverridden) {\n feature_alpha = rgba.a;\n feature_viewIndependentTransparency = nthFeatureBitSet(emphFlags, kOvrBit_ViewIndependentTransparency);\n }\n }\n\n linear_feature_overrides = vec4(nthFeatureBitSet(flags, kOvrBit_Weight),\n value.w * 256.0,\n nthFeatureBitSet(flags, kOvrBit_LineCode),\n value.z * 256.0);\n\n feature_ignore_material = nthFeatureBitSet(emphFlags, kOvrBit_IgnoreMaterial);\n use_material = use_material && !feature_ignore_material;\n\n v_feature_emphasis += kEmphFlag_Flash * extractNthFeatureBit(flags, kOvrBit_Flashed);\n`;\n\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\n// feature_alpha = -1.0 if alpha not overridden for feature.\nconst applyFeatureColor = `\n vec3 rgb = mix(baseColor.rgb, feature_rgb.rgb, step(0.0, feature_rgb.r));\n float alpha = mix(baseColor.a, feature_alpha, step(0.0, feature_alpha));\n return vec4(rgb, alpha);\n`;\n\n// feature_rgb.r = -1.0 if rgb color not overridden for feature, else mix based on u_overrrideColorMix.\n// feature_alpha = -1.0 if alpha not overridden for feature.\nexport const mixFeatureColor = `\n vec3 rgb = mix(baseColor.rgb, mix(baseColor.rgb, feature_rgb.rgb, u_overrideColorMix), step(0.0, feature_rgb.r));\n float alpha = mix(baseColor.a, feature_alpha, step(0.0, feature_alpha));\n return vec4(rgb, alpha);\n `;\n\nconst applyFlash = `\n float flashHilite = floor(v_feature_emphasis + 0.5);\n return doApplyFlash(flashHilite, baseColor);\n`;\n\nconst doApplyFlash = `\nvec4 doApplyFlash(float flags, vec4 baseColor) {\n bool isFlashed = nthBitSet(flags, kEmphBit_Flash);\n bool isHilited = nthBitSet(flags, kEmphBit_Hilite);\n bool isEmphasized = !isHilited && nthBitSet(flags, kEmphBit_Emphasize);\n vec3 hiliteRgb = isEmphasized ? u_hilite_settings[1] : u_hilite_settings[0];\n\n isHilited = isEmphasized || isHilited;\n float hiliteRatio = isHilited ? (isEmphasized ? u_hilite_settings[2][1] : u_hilite_settings[2][0]) : 0.0;\n baseColor.rgb = mix(baseColor.rgb, hiliteRgb, hiliteRatio);\n\n const float maxBrighten = 0.2;\n float brighten = isFlashed ? u_flash_intensity * maxBrighten : 0.0;\n vec3 brightRgb = baseColor.rgb + brighten;\n\n const float maxTween = 0.75;\n float hiliteFraction = isFlashed ? u_flash_intensity * maxTween : 0.0;\n vec3 tweenRgb = baseColor.rgb * (1.0 - hiliteFraction);\n tweenRgb += u_hilite_settings[0] * hiliteFraction;\n\n return vec4(mix(tweenRgb, brightRgb, u_flash_mode), baseColor.a);\n}\n`;\n\nconst doClassifierFlash = `\nvec4 applyClassifierFlash(vec4 baseColor) {\n const float maxBrighten = 0.2;\n float brighten = u_flash_intensity * maxBrighten;\n vec3 brightRgb = baseColor.rgb + brighten;\n return vec4(brightRgb, baseColor.a);\n}\n`;\n\n/** @internal */\nexport function addClassifierFlash(frag: FragmentShaderBuilder): void {\n addFlashIntensity(frag);\n addHiliteSettings(frag, false);\n frag.addFunction(doClassifierFlash);\n}\n\nfunction addFlashIntensity(frag: FragmentShaderBuilder): void {\n frag.addUniform(\"u_flash_intensity\", VariableType.Float, (prog) => {\n prog.addProgramUniform(\"u_flash_intensity\", (uniform, params) => {\n uniform.setUniform1f(params.target.flashIntensity);\n });\n });\n}\n\nfunction addApplyFlash(frag: FragmentShaderBuilder) {\n addHiliteSettings(frag, true);\n addEmphasisFlags(frag);\n\n addExtractNthBit(frag);\n frag.addFunction(doApplyFlash);\n frag.set(FragmentShaderComponent.ApplyFlash, applyFlash);\n addFlashIntensity(frag);\n}\n\n/** @internal */\nexport function addFeatureSymbology(builder: ProgramBuilder, feat: FeatureMode, opts: FeatureSymbologyOptions): void {\n if (!addCommon(builder, feat, opts) || FeatureSymbologyOptions.None === opts)\n return;\n\n assert((FeatureSymbologyOptions.HasOverrides | FeatureSymbologyOptions.Color) === (opts & (FeatureSymbologyOptions.HasOverrides | FeatureSymbologyOptions.Color)));\n\n builder.addGlobal(\"feature_rgb\", VariableType.Vec3);\n builder.addGlobal(\"feature_alpha\", VariableType.Float);\n builder.addVarying(\"v_feature_emphasis\", VariableType.Float);\n\n const vert = builder.vert;\n vert.addGlobal(\"feature_invisible\", VariableType.Boolean, \"false\");\n vert.addGlobal(\"feature_viewIndependentTransparency\", VariableType.Boolean, \"false\");\n\n addEmphasisFlags(vert);\n vert.addGlobal(\"use_material\", VariableType.Boolean, \"true\");\n addRenderOrder(vert);\n addRenderOrderConstants(vert);\n vert.set(VertexShaderComponent.ComputeFeatureOverrides, computeFeatureOverrides);\n vert.set(VertexShaderComponent.ApplyFeatureColor, applyFeatureColor);\n\n addApplyFlash(builder.frag);\n}\n\n/** If we're running the hilite shader for a uniform feature, it follows that the feature must be hilited.\n * So the hilite shader simply needs to output '1' for every fragment.\n * @internal\n */\nexport function addUniformHiliter(builder: ProgramBuilder): void {\n builder.frag.addUniform(\"v_feature_hilited\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"v_feature_hilited\", (uniform, params) => {\n params.target.uniforms.batch.bindUniformSymbologyFlags(uniform);\n });\n });\n\n addEmphasisFlags(builder.frag);\n addExtractNthBit(builder.frag);\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteColor);\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\n}\n\n/** For a uniform feature table, the feature ID output to pick buffers is equal to the batch ID.\n * The following symbology overrides are supported:\n * - Visibility - implcitly, because if the feature is invisible its geometry will never be drawn.\n * - Flash\n * - Hilite\n * - Color and Transparency- only for point clouds currently which set addFeatureColor to true.\n * This shader could be simplified, but want to share code with the non-uniform versions...hence uniforms/globals with \"v_\" prefix typically used for varyings on no prefix...\n * @internal\n */\nexport function addUniformFeatureSymbology(builder: ProgramBuilder, addFeatureColor: boolean): void {\n builder.vert.addGlobal(\"g_featureIndex\", VariableType.Vec3, \"vec3(0.0)\", true);\n\n builder.frag.addUniform(\"v_feature_emphasis\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"v_feature_emphasis\", (uniform, params) => {\n params.target.uniforms.batch.bindUniformSymbologyFlags(uniform);\n });\n });\n\n if (addFeatureColor) {\n builder.vert.addUniform(\"feature_rgb\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"feature_rgb\", (uniform, params) => {\n params.target.uniforms.batch.bindUniformColorOverride(uniform);\n });\n });\n\n builder.vert.addUniform(\"feature_alpha\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"feature_alpha\", (uniform, params) => {\n params.target.uniforms.batch.bindUniformTransparencyOverride(uniform);\n });\n });\n\n builder.vert.set(VertexShaderComponent.ApplyFeatureColor, applyFeatureColor);\n addAlpha(builder.vert);\n addMaxAlpha(builder.vert);\n addRenderPass(builder.vert);\n addTransparencyDiscardFlags(builder.vert);\n builder.vert.set(VertexShaderComponent.CheckForDiscard, checkVertexDiscard);\n } else {\n builder.vert.set(VertexShaderComponent.CheckForDiscard, \"return feature_invisible;\");\n }\n\n // Non-Locatable... Discard if picking\n builder.vert.addUniform(\"feature_invisible\", VariableType.Boolean, (prog) => {\n prog.addGraphicUniform(\"feature_invisible\", (uniform, params) => {\n params.target.uniforms.batch.bindUniformNonLocatable(uniform, params.target.drawNonLocatable);\n });\n });\n\n builder.vert.addGlobal(\"feature_viewIndependentTransparency\", VariableType.Boolean, \"false\");\n\n addApplyFlash(builder.frag);\n}\n"]}
@@ -420,7 +420,7 @@ class MapTile extends internal_1.RealityTile {
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  return undefined;
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  const textures = this.getDrapeTextures();
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  const { baseColor, baseTransparent, layerClassifiers } = this.mapTree;
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- const graphic = IModelApp_1.IModelApp.renderSystem.createRealityMeshGraphic({ realityMesh: geometry, projection: this.getProjection(), tileRectangle: this.rectangle, featureTable: core_common_1.PackedFeatureTable.pack(this.mapLoader.featureTable), tileId: this.contentId, baseColor, baseTransparent, textures, layerClassifiers }, true);
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+ const graphic = IModelApp_1.IModelApp.renderSystem.createRealityMeshGraphic({ realityMesh: geometry, projection: this.getProjection(), tileRectangle: this.rectangle, featureTable: core_common_1.PackedFeatureTable.pack(this.mapLoader.featureTable), tileId: this.contentId, baseColor, baseTransparent, textures, layerClassifiers, disableClipStyle: true }, true);
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  // If there are no layer classifiers then we can save this graphic for re-use. If layer classifiers exist they are regenerated based on view and we must collate them with the imagery.
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  if (this.imageryIsReady && 0 === this.mapTree.layerClassifiers.size)
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  this._graphic = graphic;