@itwin/core-frontend 4.10.0-dev.2 → 4.10.0-dev.22

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 (546) hide show
  1. package/CHANGELOG.md +33 -1
  2. package/lib/cjs/AccuSnap.d.ts.map +1 -1
  3. package/lib/cjs/AccuSnap.js +9 -5
  4. package/lib/cjs/AccuSnap.js.map +1 -1
  5. package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
  6. package/lib/cjs/DisplayStyleState.js +5 -1
  7. package/lib/cjs/DisplayStyleState.js.map +1 -1
  8. package/lib/cjs/ElementLocateManager.d.ts +7 -1
  9. package/lib/cjs/ElementLocateManager.d.ts.map +1 -1
  10. package/lib/cjs/ElementLocateManager.js +34 -10
  11. package/lib/cjs/ElementLocateManager.js.map +1 -1
  12. package/lib/cjs/HitDetail.d.ts +4 -0
  13. package/lib/cjs/HitDetail.d.ts.map +1 -1
  14. package/lib/cjs/HitDetail.js +3 -0
  15. package/lib/cjs/HitDetail.js.map +1 -1
  16. package/lib/cjs/IModelConnection.d.ts +1 -0
  17. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  18. package/lib/cjs/IModelConnection.js +2 -1
  19. package/lib/cjs/IModelConnection.js.map +1 -1
  20. package/lib/cjs/NoRenderApp.d.ts +1 -0
  21. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  22. package/lib/cjs/NoRenderApp.js +1 -0
  23. package/lib/cjs/NoRenderApp.js.map +1 -1
  24. package/lib/cjs/SheetViewState.d.ts +0 -1
  25. package/lib/cjs/SheetViewState.d.ts.map +1 -1
  26. package/lib/cjs/SheetViewState.js +0 -1
  27. package/lib/cjs/SheetViewState.js.map +1 -1
  28. package/lib/cjs/Viewport.d.ts +25 -1
  29. package/lib/cjs/Viewport.d.ts.map +1 -1
  30. package/lib/cjs/Viewport.js +20 -12
  31. package/lib/cjs/Viewport.js.map +1 -1
  32. package/lib/cjs/common/WorkerProxy.d.ts +8 -4
  33. package/lib/cjs/common/WorkerProxy.d.ts.map +1 -1
  34. package/lib/cjs/common/WorkerProxy.js.map +1 -1
  35. package/lib/cjs/common/imdl/ImdlModel.d.ts +3 -8
  36. package/lib/cjs/common/imdl/ImdlModel.d.ts.map +1 -1
  37. package/lib/cjs/common/imdl/ImdlModel.js.map +1 -1
  38. package/lib/cjs/common/internal/Symbols.d.ts +7 -0
  39. package/lib/cjs/common/internal/Symbols.d.ts.map +1 -1
  40. package/lib/cjs/common/internal/Symbols.js +8 -1
  41. package/lib/cjs/common/internal/Symbols.js.map +1 -1
  42. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.d.ts +15 -0
  43. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.d.ts.map +1 -0
  44. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.js +95 -0
  45. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.js.map +1 -0
  46. package/lib/cjs/common/internal/render/LineCode.d.ts +9 -0
  47. package/lib/cjs/common/internal/render/LineCode.d.ts.map +1 -0
  48. package/lib/cjs/common/internal/render/LineCode.js +31 -0
  49. package/lib/cjs/common/internal/render/LineCode.js.map +1 -0
  50. package/lib/cjs/common/internal/render/OvrFlags.d.ts +27 -0
  51. package/lib/cjs/common/internal/render/OvrFlags.d.ts.map +1 -0
  52. package/lib/cjs/common/internal/render/OvrFlags.js +10 -0
  53. package/lib/cjs/common/internal/render/OvrFlags.js.map +1 -0
  54. package/lib/cjs/common/internal/render/VertexTable.d.ts.map +1 -1
  55. package/lib/cjs/common/internal/render/VertexTable.js +3 -5
  56. package/lib/cjs/common/internal/render/VertexTable.js.map +1 -1
  57. package/lib/cjs/common/render/InstancedGraphicParams.d.ts +25 -1
  58. package/lib/cjs/common/render/InstancedGraphicParams.d.ts.map +1 -1
  59. package/lib/cjs/common/render/InstancedGraphicParams.js +59 -0
  60. package/lib/cjs/common/render/InstancedGraphicParams.js.map +1 -1
  61. package/lib/cjs/common/render/RenderInstancesParams.d.ts +76 -0
  62. package/lib/cjs/common/render/RenderInstancesParams.d.ts.map +1 -0
  63. package/lib/cjs/common/render/RenderInstancesParams.js +33 -0
  64. package/lib/cjs/common/render/RenderInstancesParams.js.map +1 -0
  65. package/lib/cjs/common.d.ts +1 -0
  66. package/lib/cjs/common.d.ts.map +1 -1
  67. package/lib/cjs/common.js +1 -0
  68. package/lib/cjs/common.js.map +1 -1
  69. package/lib/cjs/core-frontend.d.ts +1 -0
  70. package/lib/cjs/core-frontend.d.ts.map +1 -1
  71. package/lib/cjs/core-frontend.js +1 -0
  72. package/lib/cjs/core-frontend.js.map +1 -1
  73. package/lib/cjs/internal/render/PrimitiveBuilder.d.ts +4 -1
  74. package/lib/cjs/internal/render/PrimitiveBuilder.d.ts.map +1 -1
  75. package/lib/cjs/internal/render/PrimitiveBuilder.js +82 -35
  76. package/lib/cjs/internal/render/PrimitiveBuilder.js.map +1 -1
  77. package/lib/cjs/internal/render/RenderGeometry.d.ts +20 -0
  78. package/lib/cjs/internal/render/RenderGeometry.d.ts.map +1 -0
  79. package/lib/cjs/internal/render/RenderGeometry.js +10 -0
  80. package/lib/cjs/internal/render/RenderGeometry.js.map +1 -0
  81. package/lib/cjs/internal/render/RenderInstancesParamsImpl.d.ts +24 -0
  82. package/lib/cjs/internal/render/RenderInstancesParamsImpl.d.ts.map +1 -0
  83. package/lib/cjs/internal/render/RenderInstancesParamsImpl.js +69 -0
  84. package/lib/cjs/internal/render/RenderInstancesParamsImpl.js.map +1 -0
  85. package/lib/cjs/render/GraphicBranch.d.ts +10 -1
  86. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  87. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  88. package/lib/cjs/render/GraphicBuilder.d.ts +17 -3
  89. package/lib/cjs/render/GraphicBuilder.d.ts.map +1 -1
  90. package/lib/cjs/render/GraphicBuilder.js +7 -1
  91. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  92. package/lib/cjs/render/GraphicTemplate.d.ts +76 -0
  93. package/lib/cjs/render/GraphicTemplate.d.ts.map +1 -0
  94. package/lib/cjs/render/GraphicTemplate.js +41 -0
  95. package/lib/cjs/render/GraphicTemplate.js.map +1 -0
  96. package/lib/cjs/render/MockRender.d.ts +12 -2
  97. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  98. package/lib/cjs/render/MockRender.js +19 -5
  99. package/lib/cjs/render/MockRender.js.map +1 -1
  100. package/lib/cjs/render/Pixel.d.ts +6 -0
  101. package/lib/cjs/render/Pixel.d.ts.map +1 -1
  102. package/lib/cjs/render/Pixel.js +2 -0
  103. package/lib/cjs/render/Pixel.js.map +1 -1
  104. package/lib/cjs/render/RealityMeshGraphicParams.d.ts +1 -0
  105. package/lib/cjs/render/RealityMeshGraphicParams.d.ts.map +1 -1
  106. package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -1
  107. package/lib/cjs/render/RenderMemory.d.ts +2 -0
  108. package/lib/cjs/render/RenderMemory.d.ts.map +1 -1
  109. package/lib/cjs/render/RenderMemory.js +2 -0
  110. package/lib/cjs/render/RenderMemory.js.map +1 -1
  111. package/lib/cjs/render/RenderPlan.d.ts +2 -1
  112. package/lib/cjs/render/RenderPlan.d.ts.map +1 -1
  113. package/lib/cjs/render/RenderPlan.js +2 -0
  114. package/lib/cjs/render/RenderPlan.js.map +1 -1
  115. package/lib/cjs/render/RenderSystem.d.ts +59 -11
  116. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  117. package/lib/cjs/render/RenderSystem.js +44 -6
  118. package/lib/cjs/render/RenderSystem.js.map +1 -1
  119. package/lib/cjs/render/RenderTarget.d.ts +1 -1
  120. package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
  121. package/lib/cjs/render/RenderTarget.js.map +1 -1
  122. package/lib/cjs/render/webgl/BatchUniforms.d.ts +4 -0
  123. package/lib/cjs/render/webgl/BatchUniforms.d.ts.map +1 -1
  124. package/lib/cjs/render/webgl/BatchUniforms.js +18 -0
  125. package/lib/cjs/render/webgl/BatchUniforms.js.map +1 -1
  126. package/lib/cjs/render/webgl/BranchState.d.ts +7 -0
  127. package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
  128. package/lib/cjs/render/webgl/BranchState.js +4 -0
  129. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  130. package/lib/cjs/render/webgl/BranchUniforms.d.ts +1 -0
  131. package/lib/cjs/render/webgl/BranchUniforms.d.ts.map +1 -1
  132. package/lib/cjs/render/webgl/BranchUniforms.js +14 -1
  133. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  134. package/lib/cjs/render/webgl/ContourUniforms.d.ts +22 -0
  135. package/lib/cjs/render/webgl/ContourUniforms.d.ts.map +1 -0
  136. package/lib/cjs/render/webgl/ContourUniforms.js +98 -0
  137. package/lib/cjs/render/webgl/ContourUniforms.js.map +1 -0
  138. package/lib/cjs/render/webgl/Contours.d.ts +34 -0
  139. package/lib/cjs/render/webgl/Contours.d.ts.map +1 -0
  140. package/lib/cjs/render/webgl/Contours.js +127 -0
  141. package/lib/cjs/render/webgl/Contours.js.map +1 -0
  142. package/lib/cjs/render/webgl/EdgeSettings.d.ts +2 -1
  143. package/lib/cjs/render/webgl/EdgeSettings.d.ts.map +1 -1
  144. package/lib/cjs/render/webgl/EdgeSettings.js +1 -1
  145. package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
  146. package/lib/cjs/render/webgl/FeatureOverrides.d.ts +2 -0
  147. package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
  148. package/lib/cjs/render/webgl/FeatureOverrides.js +83 -69
  149. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  150. package/lib/cjs/render/webgl/GL.d.ts +2 -1
  151. package/lib/cjs/render/webgl/GL.d.ts.map +1 -1
  152. package/lib/cjs/render/webgl/GL.js +1 -0
  153. package/lib/cjs/render/webgl/GL.js.map +1 -1
  154. package/lib/cjs/render/webgl/Graphic.d.ts +9 -0
  155. package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
  156. package/lib/cjs/render/webgl/Graphic.js +27 -0
  157. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  158. package/lib/cjs/render/webgl/InstancedGeometry.d.ts +40 -10
  159. package/lib/cjs/render/webgl/InstancedGeometry.d.ts.map +1 -1
  160. package/lib/cjs/render/webgl/InstancedGeometry.js +99 -31
  161. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  162. package/lib/cjs/render/webgl/LineCode.d.ts.map +1 -1
  163. package/lib/cjs/render/webgl/LineCode.js +2 -14
  164. package/lib/cjs/render/webgl/LineCode.js.map +1 -1
  165. package/lib/cjs/render/webgl/Mesh.d.ts +9 -4
  166. package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
  167. package/lib/cjs/render/webgl/Mesh.js +18 -16
  168. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  169. package/lib/cjs/render/webgl/PointCloud.d.ts +5 -1
  170. package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
  171. package/lib/cjs/render/webgl/PointCloud.js +7 -2
  172. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  173. package/lib/cjs/render/webgl/PointString.d.ts +5 -1
  174. package/lib/cjs/render/webgl/PointString.d.ts.map +1 -1
  175. package/lib/cjs/render/webgl/PointString.js +8 -3
  176. package/lib/cjs/render/webgl/PointString.js.map +1 -1
  177. package/lib/cjs/render/webgl/Polyline.d.ts +5 -1
  178. package/lib/cjs/render/webgl/Polyline.d.ts.map +1 -1
  179. package/lib/cjs/render/webgl/Polyline.js +7 -2
  180. package/lib/cjs/render/webgl/Polyline.js.map +1 -1
  181. package/lib/cjs/render/webgl/Primitive.d.ts +1 -3
  182. package/lib/cjs/render/webgl/Primitive.d.ts.map +1 -1
  183. package/lib/cjs/render/webgl/Primitive.js +1 -6
  184. package/lib/cjs/render/webgl/Primitive.js.map +1 -1
  185. package/lib/cjs/render/webgl/RealityMesh.d.ts +5 -1
  186. package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
  187. package/lib/cjs/render/webgl/RealityMesh.js +7 -1
  188. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  189. package/lib/cjs/render/webgl/RenderFlags.d.ts +2 -19
  190. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  191. package/lib/cjs/render/webgl/RenderFlags.js +2 -0
  192. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  193. package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
  194. package/lib/cjs/render/webgl/SceneCompositor.js +12 -3
  195. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  196. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +15 -13
  197. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  198. package/lib/cjs/render/webgl/ShaderBuilder.js +18 -10
  199. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  200. package/lib/cjs/render/webgl/ShaderProgram.d.ts.map +1 -1
  201. package/lib/cjs/render/webgl/ShaderProgram.js +26 -0
  202. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  203. package/lib/cjs/render/webgl/System.d.ts +11 -5
  204. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  205. package/lib/cjs/render/webgl/System.js +81 -13
  206. package/lib/cjs/render/webgl/System.js.map +1 -1
  207. package/lib/cjs/render/webgl/Target.d.ts +6 -2
  208. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  209. package/lib/cjs/render/webgl/Target.js +24 -1
  210. package/lib/cjs/render/webgl/Target.js.map +1 -1
  211. package/lib/cjs/render/webgl/TargetUniforms.d.ts +2 -0
  212. package/lib/cjs/render/webgl/TargetUniforms.d.ts.map +1 -1
  213. package/lib/cjs/render/webgl/TargetUniforms.js +2 -0
  214. package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
  215. package/lib/cjs/render/webgl/Texture.d.ts +2 -1
  216. package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
  217. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  218. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +1 -1
  219. package/lib/cjs/render/webgl/glsl/Atmosphere.js +1 -1
  220. package/lib/cjs/render/webgl/glsl/Blur.js +1 -1
  221. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +1 -1
  222. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +1 -1
  223. package/lib/cjs/render/webgl/glsl/Clipping.js +1 -1
  224. package/lib/cjs/render/webgl/glsl/Combine3Textures.js +1 -1
  225. package/lib/cjs/render/webgl/glsl/CombineTextures.js +1 -1
  226. package/lib/cjs/render/webgl/glsl/Composite.js +1 -1
  227. package/lib/cjs/render/webgl/glsl/Contours.d.ts +4 -0
  228. package/lib/cjs/render/webgl/glsl/Contours.d.ts.map +1 -0
  229. package/lib/cjs/render/webgl/glsl/Contours.js +138 -0
  230. package/lib/cjs/render/webgl/glsl/Contours.js.map +1 -0
  231. package/lib/cjs/render/webgl/glsl/CopyColor.js +1 -1
  232. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +1 -1
  233. package/lib/cjs/render/webgl/glsl/CopyStencil.js +5 -5
  234. package/lib/cjs/render/webgl/glsl/EDL.js +4 -4
  235. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +1 -1
  236. package/lib/cjs/render/webgl/glsl/Edge.js +1 -1
  237. package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts +2 -1
  238. package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  239. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +28 -15
  240. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  241. package/lib/cjs/render/webgl/glsl/Fragment.js +9 -9
  242. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js +1 -1
  243. package/lib/cjs/render/webgl/glsl/PlanarClassification.js +4 -4
  244. package/lib/cjs/render/webgl/glsl/PointCloud.js +1 -1
  245. package/lib/cjs/render/webgl/glsl/RealityMesh.js +3 -3
  246. package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js +1 -1
  247. package/lib/cjs/render/webgl/glsl/SkyBox.js +1 -1
  248. package/lib/cjs/render/webgl/glsl/SkySphere.js +1 -1
  249. package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js +1 -1
  250. package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
  251. package/lib/cjs/render/webgl/glsl/Surface.js +5 -3
  252. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  253. package/lib/cjs/render/webgl/glsl/Translucency.js +1 -1
  254. package/lib/cjs/render/webgl/glsl/Wiremesh.js +1 -1
  255. package/lib/cjs/tile/GltfReader.d.ts +27 -7
  256. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  257. package/lib/cjs/tile/GltfReader.js +84 -68
  258. package/lib/cjs/tile/GltfReader.js.map +1 -1
  259. package/lib/cjs/tile/ImdlGraphicsCreator.d.ts +4 -1
  260. package/lib/cjs/tile/ImdlGraphicsCreator.d.ts.map +1 -1
  261. package/lib/cjs/tile/ImdlGraphicsCreator.js +32 -22
  262. package/lib/cjs/tile/ImdlGraphicsCreator.js.map +1 -1
  263. package/lib/cjs/tile/TileDrawArgs.d.ts +4 -0
  264. package/lib/cjs/tile/TileDrawArgs.d.ts.map +1 -1
  265. package/lib/cjs/tile/TileDrawArgs.js +2 -0
  266. package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
  267. package/lib/cjs/tile/TileTreeReference.d.ts +2 -0
  268. package/lib/cjs/tile/TileTreeReference.d.ts.map +1 -1
  269. package/lib/cjs/tile/TileTreeReference.js +3 -0
  270. package/lib/cjs/tile/TileTreeReference.js.map +1 -1
  271. package/lib/cjs/tile/map/MapTile.js +1 -1
  272. package/lib/cjs/tile/map/MapTile.js.map +1 -1
  273. package/lib/esm/AccuSnap.d.ts.map +1 -1
  274. package/lib/esm/AccuSnap.js +9 -5
  275. package/lib/esm/AccuSnap.js.map +1 -1
  276. package/lib/esm/DisplayStyleState.d.ts.map +1 -1
  277. package/lib/esm/DisplayStyleState.js +5 -1
  278. package/lib/esm/DisplayStyleState.js.map +1 -1
  279. package/lib/esm/ElementLocateManager.d.ts +7 -1
  280. package/lib/esm/ElementLocateManager.d.ts.map +1 -1
  281. package/lib/esm/ElementLocateManager.js +34 -10
  282. package/lib/esm/ElementLocateManager.js.map +1 -1
  283. package/lib/esm/HitDetail.d.ts +4 -0
  284. package/lib/esm/HitDetail.d.ts.map +1 -1
  285. package/lib/esm/HitDetail.js +3 -0
  286. package/lib/esm/HitDetail.js.map +1 -1
  287. package/lib/esm/IModelConnection.d.ts +1 -0
  288. package/lib/esm/IModelConnection.d.ts.map +1 -1
  289. package/lib/esm/IModelConnection.js +2 -1
  290. package/lib/esm/IModelConnection.js.map +1 -1
  291. package/lib/esm/NoRenderApp.d.ts +1 -0
  292. package/lib/esm/NoRenderApp.d.ts.map +1 -1
  293. package/lib/esm/NoRenderApp.js +1 -0
  294. package/lib/esm/NoRenderApp.js.map +1 -1
  295. package/lib/esm/SheetViewState.d.ts +0 -1
  296. package/lib/esm/SheetViewState.d.ts.map +1 -1
  297. package/lib/esm/SheetViewState.js +0 -1
  298. package/lib/esm/SheetViewState.js.map +1 -1
  299. package/lib/esm/Viewport.d.ts +25 -1
  300. package/lib/esm/Viewport.d.ts.map +1 -1
  301. package/lib/esm/Viewport.js +20 -12
  302. package/lib/esm/Viewport.js.map +1 -1
  303. package/lib/esm/common/WorkerProxy.d.ts +8 -4
  304. package/lib/esm/common/WorkerProxy.d.ts.map +1 -1
  305. package/lib/esm/common/WorkerProxy.js.map +1 -1
  306. package/lib/esm/common/imdl/ImdlModel.d.ts +3 -8
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { OvrFlags, Pass, RenderOrder, TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariablePrecision, VariableType, VertexShaderBuilder,\r\n VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { FeatureMode, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { addExtractNthBit, addEyeSpace, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, decodeUint24 } from \"./Decode\";\r\nimport { addWindowToTexCoords, assignFragColor, computeLinearDepth } from \"./Fragment\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addAlpha, addLineWeight, replaceLineCode, replaceLineWeight } from \"./Vertex\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport const enum FeatureSymbologyOptions {\r\n None = 0,\r\n Weight = 1 << 0,\r\n LineCode = 1 << 1,\r\n HasOverrides = 1 << 2,\r\n Color = 1 << 3,\r\n Alpha = 1 << 4,\r\n\r\n Surface = HasOverrides | Color | Alpha,\r\n Point = HasOverrides | Color | Weight | Alpha,\r\n Linear = HasOverrides | Color | Weight | LineCode | Alpha,\r\n}\r\n\r\n/** @internal */\r\nexport function addOvrFlagConstants(builder: ShaderBuilder): void {\r\n // NB: These are the bit positions of each flag in OvrFlags enum - not the flag values\r\n builder.addBitFlagConstant(\"kOvrBit_Visibility\", 0);\r\n builder.addBitFlagConstant(\"kOvrBit_Rgb\", 1);\r\n builder.addBitFlagConstant(\"kOvrBit_Alpha\", 2);\r\n builder.addBitFlagConstant(\"kOvrBit_IgnoreMaterial\", 3);\r\n builder.addBitFlagConstant(\"kOvrBit_Flashed\", 4);\r\n builder.addBitFlagConstant(\"kOvrBit_NonLocatable\", 5);\r\n builder.addBitFlagConstant(\"kOvrBit_LineCode\", 6);\r\n builder.addBitFlagConstant(\"kOvrBit_Weight\", 7);\r\n\r\n // NB: We treat the 16-bit flags as 2 bytes - so subtract 8 from each of these bit indices.\r\n builder.addBitFlagConstant(\"kOvrBit_Hilited\", 0);\r\n builder.addBitFlagConstant(\"kOvrBit_Emphasized\", 1);\r\n builder.addBitFlagConstant(\"kOvrBit_ViewIndependentTransparency\", 2);\r\n}\r\n\r\nconst computeLUTFeatureIndex = `g_featureAndMaterialIndex.xyz`;\r\nconst computeInstanceFeatureIndex = `g_isAreaPattern ? u_patternFeatureId : a_featureId`;\r\nfunction computeFeatureIndex(vertex: VertexShaderBuilder): string {\r\n if (vertex.usesInstancedGeometry) {\r\n vertex.addUniform(\"u_patternFeatureId\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_patternFeatureId\", (uniform, params) => {\r\n const id = params.geometry.asInstanced?.patternFeatureId;\r\n assert(undefined !== id);\r\n if (id)\r\n uniform.setUniform3fv(id);\r\n });\r\n });\r\n\r\n return `g_featureIndex = ${computeInstanceFeatureIndex};`;\r\n }\r\n\r\n return vertex.usesVertexTable ? `g_featureIndex = ${computeLUTFeatureIndex};` : \"\";\r\n}\r\nfunction getFeatureIndex(vertex: VertexShaderBuilder): string {\r\n return `\r\nfloat getFeatureIndex() {\r\n ${computeFeatureIndex(vertex)}\r\n return decodeUInt24(g_featureIndex);\r\n}\r\n`;\r\n}\r\n\r\nconst nthFeatureBitSet = `\r\nbool nthFeatureBitSet(float flags, uint n) {\r\n return 0u == (u_globalOvrFlags & n) && nthBitSet(flags, n);\r\n}\r\n`;\r\n\r\nconst extractNthFeatureBit = `\r\nfloat extractNthFeatureBit(float flags, uint n) {\r\n return 0u == (u_globalOvrFlags & n) && nthBitSet(flags, n) ? 1.0 : 0.0;\r\n}\r\n`;\r\n\r\nconst computeFeatureTextureCoords = `\r\nvec2 computeFeatureTextureCoords() { return compute_feature_coords(getFeatureIndex()); }\r\n`;\r\n\r\nconst getFirstFeatureRgba = `\r\nvec4 getFirstFeatureRgba() {\r\n feature_texCoord = computeFeatureTextureCoords();\r\n return TEXTURE(u_featureLUT, feature_texCoord);\r\n}\r\n`;\r\n\r\nconst getSecondFeatureRgba = `\r\nvec4 getSecondFeatureRgba() {\r\n vec2 coord = feature_texCoord;\r\n coord.x += g_feature_stepX;\r\n return TEXTURE(u_featureLUT, coord);\r\n}\r\n`;\r\n\r\nconst computeLineWeight = `\r\nfloat computeLineWeight() {\r\n return linear_feature_overrides.x > 0.5 ? linear_feature_overrides.y : g_lineWeight;\r\n}\r\n`;\r\n\r\nconst computeLineCode = `\r\nfloat computeLineCode() {\r\n return linear_feature_overrides.z > 0.5 ? linear_feature_overrides.w : g_lineCode;\r\n}\r\n`;\r\n\r\nfunction addFeatureIndex(vert: VertexShaderBuilder): void {\r\n vert.addGlobal(\"g_featureIndex\", VariableType.Vec3);\r\n\r\n vert.addFunction(decodeUint24);\r\n vert.addFunction(getFeatureIndex(vert));\r\n}\r\n\r\n// Discards vertex if feature is invisible; or rendering opaque during translucent pass or vice-versa\r\n// (The latter occurs when some translucent feature is overridden to be opaque, or vice-versa)\r\nconst checkVertexDiscard = `\r\n if (feature_invisible)\r\n return true;\r\n\r\n bool hasAlpha = 1.0 == u_hasAlpha;\r\n if (feature_alpha > 0.0)\r\n hasAlpha = feature_alpha <= s_maxAlpha;\r\n\r\n int discardFlags = u_transparencyDiscardFlags;\r\n bool discardViewIndependentDuringOpaque = discardFlags >= 4;\r\n if (discardViewIndependentDuringOpaque)\r\n discardFlags = discardFlags - 4;\r\n\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool discardTranslucentDuringOpaquePass = 1 == discardFlags || 3 == discardFlags || (feature_viewIndependentTransparency && discardViewIndependentDuringOpaque);\r\n if (isOpaquePass && !discardTranslucentDuringOpaquePass)\r\n return false;\r\n\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n bool discardOpaqueDuringTranslucentPass = 2 == discardFlags || 3 == discardFlags;\r\n if (isTranslucentPass && !discardOpaqueDuringTranslucentPass)\r\n return false;\r\n\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\nfunction addTransparencyDiscardFlags(vert: VertexShaderBuilder) {\r\n // Even when transparency view flag is off, we need to allow features to override transparency, because it\r\n // is used when applying transparency threshold. However, we need to ensure we don't DISCARD transparent stuff during\r\n // opaque pass if transparency is off (see checkVertexDiscard). Especially important for transparency threshold and readPixels().\r\n // Also, if we override raster text to be opaque we must still draw it in the translucent pass.\r\n // Finally, if the transparency override is view-independent (i.e., ignores view flags and render mode) we want to discard it during opaque pass\r\n // unless we're reading pixels.\r\n // So we have a bit field:\r\n // 1: discard translucent during opaque.\r\n // 2: discard opaque during translucent.\r\n // 4: discard view-independent translucent during opaque.\r\n vert.addUniform(\"u_transparencyDiscardFlags\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_transparencyDiscardFlags\", (uniform, params) => {\r\n let flags = 0;\r\n\r\n // Textured surfaces may render in both passes. If so, it's up to fragment shader to handle discard.\r\n const pass = params.geometry.getPass(params.target);\r\n if (!Pass.rendersOpaqueAndTranslucent(pass)) {\r\n // During readPixels() we force transparency off. Make sure to ignore a Branch that turns it back on.\r\n if (!params.target.isReadPixelsInProgress)\r\n flags = params.target.currentViewFlags.transparency ? 1 : 4;\r\n\r\n if (!params.geometry.alwaysRenderTranslucent)\r\n flags += 2;\r\n }\r\n\r\n uniform.setUniform1i(flags);\r\n });\r\n });\r\n}\r\n\r\nfunction addCommon(builder: ProgramBuilder, mode: FeatureMode, opts: FeatureSymbologyOptions, wantGlobalOvrFlags = true): boolean {\r\n if (FeatureMode.None === mode)\r\n return false;\r\n\r\n const vert = builder.vert;\r\n addFeatureIndex(vert);\r\n\r\n const haveOverrides = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.HasOverrides);\r\n if (!haveOverrides) {\r\n // For pick output we must compute g_featureIndex...\r\n if (FeatureMode.Pick === mode)\r\n vert.set(VertexShaderComponent.ComputeFeatureOverrides, computeFeatureIndex(vert));\r\n\r\n return true;\r\n }\r\n\r\n const wantWeight = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Weight);\r\n const wantLineCode = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.LineCode);\r\n const wantColor = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Color);\r\n const wantAlpha = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Alpha);\r\n assert(wantColor || !wantAlpha);\r\n\r\n addExtractNthBit(vert);\r\n addOvrFlagConstants(vert);\r\n\r\n vert.addGlobal(\"linear_feature_overrides\", VariableType.Vec4, \"vec4(0.0)\");\r\n vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n\r\n if (wantWeight || wantLineCode) {\r\n if (wantLineCode)\r\n replaceLineCode(vert, computeLineCode);\r\n\r\n if (wantWeight) {\r\n replaceLineWeight(vert, computeLineWeight);\r\n }\r\n }\r\n\r\n if (wantGlobalOvrFlags) {\r\n const bitmapType = VariableType.Uint;\r\n vert.addFunction(nthFeatureBitSet);\r\n vert.addFunction(extractNthFeatureBit);\r\n\r\n vert.addUniform(\"u_globalOvrFlags\", bitmapType, (prog) => {\r\n prog.addGraphicUniform(\"u_globalOvrFlags\", (uniform, params) => {\r\n let flags = 0.0;\r\n if (params.geometry.isEdge) {\r\n const settings = params.target.currentEdgeSettings;\r\n flags = settings.computeOvrFlags(params.renderPass, params.target.currentViewFlags);\r\n }\r\n\r\n if (!params.geometry.allowColorOverride)\r\n flags |= OvrFlags.Rgba;\r\n\r\n uniform.setUniformBitflags(flags);\r\n });\r\n });\r\n }\r\n\r\n addLookupTable(vert, \"feature\", \"2.0\");\r\n vert.addGlobal(\"feature_texCoord\", VariableType.Vec2);\r\n vert.addFunction(computeFeatureTextureCoords);\r\n vert.addFunction(getFirstFeatureRgba);\r\n\r\n vert.addUniform(\"u_featureLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_featureLUT\", (uniform, params) => {\r\n params.target.uniforms.batch.bindLUT(uniform);\r\n });\r\n });\r\n vert.addUniform(\"u_featureParams\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_featureParams\", (uniform, params) => {\r\n params.target.uniforms.batch.bindLUTParams(uniform);\r\n });\r\n });\r\n\r\n if (wantColor) {\r\n vert.addFunction(getSecondFeatureRgba);\r\n if (wantAlpha) {\r\n addMaxAlpha(vert);\r\n addRenderPass(vert);\r\n addAlpha(vert);\r\n addTransparencyDiscardFlags(vert);\r\n\r\n vert.set(VertexShaderComponent.CheckForDiscard, checkVertexDiscard);\r\n }\r\n }\r\n\r\n return true;\r\n}\r\n\r\nexport function addMaxAlpha(builder: ShaderBuilder): void {\r\n const minTransparency = 15.0; // NB: See DisplayParams.getMinTransparency() - this must match!\r\n const maxAlpha = (255 - minTransparency) / 255;\r\n builder.addConstant(\"s_maxAlpha\", VariableType.Float, maxAlpha.toString());\r\n}\r\n\r\n/** @internal */\r\nfunction addEmphasisFlags(builder: ShaderBuilder): void {\r\n // Must be kept in sync with EmphasisFlags enum.\r\n builder.addBitFlagConstant(\"kEmphBit_Hilite\", 0);\r\n builder.addBitFlagConstant(\"kEmphBit_Emphasize\", 1);\r\n builder.addBitFlagConstant(\"kEmphBit_Flash\", 2);\r\n builder.addBitFlagConstant(\"kEmphBit_NonLocatable\", 3);\r\n builder.addConstant(\"kEmphFlag_Hilite\", VariableType.Float, \"1.0\");\r\n builder.addConstant(\"kEmphFlag_Emphasize\", VariableType.Float, \"2.0\");\r\n builder.addConstant(\"kEmphFlag_Flash\", VariableType.Float, \"4.0\");\r\n builder.addConstant(\"kEmphFlag_NonLocatable\", VariableType.Float, \"8.0\");\r\n}\r\n\r\nfunction addHiliteSettings(frag: FragmentShaderBuilder, wantFlashMode: boolean): void {\r\n frag.addUniform(\"u_hilite_settings\", VariableType.Mat3, (prog) => {\r\n prog.addProgramUniform(\"u_hilite_settings\", (uniform, params) => {\r\n params.target.uniforms.hilite.bindFeatureSettings(uniform);\r\n });\r\n });\r\n\r\n if (wantFlashMode) {\r\n frag.addUniform(\"u_flash_mode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_flash_mode\", (uniform, params) => {\r\n uniform.setUniform1f(params.geometry.getFlashMode(params));\r\n });\r\n });\r\n }\r\n}\r\n\r\n// If feature is not hilited, discard it.\r\nconst checkVertexHiliteDiscard = \"return 0.0 == v_feature_hilited;\";\r\n\r\n// The result is a mask in which each pixel's r=1 if hilited and g=1 if emphasized (and not hilited).\r\nconst computeHiliteColor = `\r\n float flags = floor(v_feature_hilited + 0.5);\r\n float hilited = extractNthBit(flags, kEmphBit_Hilite);\r\n float emphasized = extractNthBit(flags, kEmphBit_Emphasize);\r\n return vec4(hilited, emphasized, 0.0, 0.0);\r\n`;\r\n\r\nconst computeSurfaceHiliteColor = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture) && TEXTURE(s_texture, v_texCoord).a <= 0.15)\r\n return vec4(0.0);\r\n${computeHiliteColor}`;\r\n\r\nconst computeHiliteOverrides = `\r\n vec4 value = getFirstFeatureRgba();\r\n float emphFlags = value.g * 256.0;\r\n v_feature_hilited = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);\r\n`;\r\n\r\nconst computeHiliteOverridesWithWeight = `${computeHiliteOverrides}\r\n float flags = value.r * 256.0;\r\n linear_feature_overrides = vec4(nthFeatureBitSet(flags, kOvrBit_Weight),\r\n value.a * 256.0,\r\n nthFeatureBitSet(flags, kOvrBit_LineCode),\r\n value.b * 256.0);\r\n`;\r\n\r\n/** @internal */\r\nexport function addSurfaceHiliter(builder: ProgramBuilder, wantWeight: boolean = false): void {\r\n addHiliter(builder, wantWeight);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeSurfaceHiliteColor);\r\n}\r\n\r\n/** @internal */\r\nexport function addHiliter(builder: ProgramBuilder, wantWeight: boolean = false): void {\r\n let opts = FeatureSymbologyOptions.HasOverrides;\r\n if (wantWeight)\r\n opts |= FeatureSymbologyOptions.Weight; // hiliter never needs line code or color...\r\n\r\n if (!addCommon(builder, FeatureMode.Overrides, opts, wantWeight))\r\n return;\r\n\r\n builder.addVarying(\"v_feature_hilited\", VariableType.Float);\r\n\r\n addEmphasisFlags(builder.vert);\r\n builder.vert.set(VertexShaderComponent.ComputeFeatureOverrides, wantWeight ? computeHiliteOverridesWithWeight : computeHiliteOverrides);\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, checkVertexHiliteDiscard);\r\n\r\n addEmphasisFlags(builder.frag);\r\n addExtractNthBit(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteColor);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n}\r\n\r\nfunction addSamplers(frag: FragmentShaderBuilder, testFeatureId: boolean) {\r\n if (testFeatureId) {\r\n frag.addUniform(\"u_pickFeatureId\", VariableType.Sampler2D, (prog) => {\r\n prog.addProgramUniform(\"u_pickFeatureId\", (uniform, params) => {\r\n params.target.compositor.featureIds.bindSampler(uniform, TextureUnit.PickFeatureId);\r\n });\r\n }, VariablePrecision.High);\r\n }\r\n\r\n frag.addUniform(\"u_pickDepthAndOrder\", VariableType.Sampler2D, (prog) => {\r\n prog.addProgramUniform(\"u_pickDepthAndOrder\", (uniform, params) => {\r\n params.target.compositor.depthAndOrder.bindSampler(uniform, TextureUnit.PickDepthAndOrder);\r\n });\r\n }, VariablePrecision.High);\r\n}\r\n\r\n/** @internal */\r\nexport const readDepthAndOrder = `\r\nvec2 readDepthAndOrder(vec2 tc) {\r\n vec4 pdo = TEXTURE(u_pickDepthAndOrder, tc);\r\n float order = floor(pdo.x * 16.0 + 0.5);\r\n return vec2(order, decodeDepthRgb(pdo.yzw));\r\n}\r\n`;\r\n\r\nconst checkForEarlySurfaceDiscard = `\r\n float factor = float(u_renderPass <= kRenderPass_Translucent); // never discard during specific passes\r\n float term = 0.0;\r\n\r\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\n vec2 depthAndOrder = readDepthAndOrder(tc);\r\n\r\n float surfaceDepth = computeLinearDepth(v_eyeSpace.z);\r\n term += float(depthAndOrder.x > u_renderOrder && abs(depthAndOrder.y - surfaceDepth) < 4.0e-5);\r\n return factor * term > 0.0;\r\n`;\r\n\r\nconst checkForEarlySurfaceDiscardWithFeatureID = `\r\n // No normals => unlt => reality model => no edges.\r\n if (u_renderPass > kRenderPass_Translucent || u_renderPass == kRenderPass_Layers || !u_surfaceFlags[kSurfaceBitIndex_HasNormals])\r\n return false;\r\n\r\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\n vec2 depthAndOrder = readDepthAndOrder(tc);\r\n\r\n if (depthAndOrder.x <= u_renderOrder)\r\n return false;\r\n\r\n // Calculate depthTolerance for letting edges show through their own surfaces\r\n float perspectiveFrustum = step(kFrustumType_Perspective, u_frustum.z);\r\n vec4 eyeDirAndWidthFactor = mix(vec4(0.0, 0.0, 1.0, u_pixelWidthFactor), vec4(normalize(-v_eyeSpace.xyz), -v_eyeSpace.z * u_pixelWidthFactor), perspectiveFrustum);\r\n vec3 eyeDir = eyeDirAndWidthFactor.xyz;\r\n float dtWidthFactor = eyeDirAndWidthFactor.w;\r\n\r\n // Compute depth tolerance based on angle of triangle to screen\r\n float isSilhouette = float(depthAndOrder.x == kRenderOrder_Silhouette);\r\n float dSq = dot(eyeDir, v_n);\r\n dSq *= 0.5 + 0.4 * (1.0 - isSilhouette);\r\n dSq = dSq * dSq;\r\n dSq = max(dSq, 0.0001);\r\n dSq = min(dSq, 0.999);\r\n\r\n float depthTolerance = dtWidthFactor * v_lineWeight * sqrt((1.0 - dSq) / dSq);\r\n depthTolerance *= 1.0 + .333 * isSilhouette;\r\n\r\n // Make sure stuff behind camera doesn't get pushed in front of it\r\n depthTolerance = max(depthTolerance, 0.0);\r\n\r\n // Convert depthTolerance from eye space to linear depth\r\n depthTolerance /= (u_frustum.y - u_frustum.x);\r\n\r\n float surfaceDepth = computeLinearDepth(v_eyeSpace.z);\r\n float depthDelta = abs(depthAndOrder.y - surfaceDepth);\r\n if (depthDelta > depthTolerance)\r\n return false;\r\n\r\n // Does pick buffer contain same feature?\r\n vec4 featId = TEXTURE(u_pickFeatureId, tc);\r\n\r\n // Converting to ints to test since varying floats can be interpolated incorrectly\r\n ivec4 featId_i = ivec4(featId * 255.0 + 0.5);\r\n ivec4 feature_id_i = ivec4(feature_id * 255.0 + 0.5);\r\n if (featId_i == feature_id_i)\r\n return true;\r\n\r\n // In 2d, display priority controls draw order of different elements.\r\n if (!u_checkInterElementDiscard)\r\n return false;\r\n\r\n // Use a tighter tolerance for two different elements since we're only fighting roundoff error.\r\n return depthDelta <= 4.0e-5;\r\n`;\r\n\r\n// This only adds the constants that are actually used in shader code.\r\nexport function addRenderOrderConstants(builder: ShaderBuilder) {\r\n builder.addConstant(\"kRenderOrder_BlankingRegion\", VariableType.Float, RenderOrder.BlankingRegion.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Linear\", VariableType.Float, RenderOrder.Linear.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Edge\", VariableType.Float, RenderOrder.Edge.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarEdge\", VariableType.Float, RenderOrder.PlanarEdge.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Silhouette\", VariableType.Float, RenderOrder.Silhouette.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarSilhouette\", VariableType.Float, RenderOrder.PlanarSilhouette.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_UnlitSurface\", VariableType.Float, RenderOrder.UnlitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_LitSurface\", VariableType.Float, RenderOrder.LitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarUnlitSurface\", VariableType.Float, RenderOrder.PlanarUnlitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarLitSurface\", VariableType.Float, RenderOrder.PlanarLitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarBit\", VariableType.Float, RenderOrder.PlanarBit.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Background\", VariableType.Float, RenderOrder.Background.toFixed(1));\r\n}\r\n\r\n/** @internal */\r\nexport function addRenderOrder(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_renderOrder\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_renderOrder\", (uniform, params) => {\r\n const order = params.target.drawingBackgroundForReadPixels ? RenderOrder.Background : params.geometry.renderOrder;\r\n uniform.setUniform1f(order);\r\n });\r\n });\r\n}\r\n\r\nexport function addPixelWidthFactor(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_pixelWidthFactor\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_pixelWidthFactor\", (uniform, params) => {\r\n params.target.uniforms.bindPixelWidthFactor(uniform);\r\n });\r\n });\r\n}\r\n\r\nfunction addBatchId(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_batch_id\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_batch_id\", (uniform, params) => {\r\n params.target.uniforms.batch.bindBatchId(uniform);\r\n });\r\n }, VariablePrecision.High);\r\n}\r\n\r\nconst computeIdVert = `v_feature_id = addUInt32s(u_batch_id, vec4(g_featureIndex, 0.0)) / 255.0;`;\r\nconst computeIdFrag = `\r\n vec4 featureIndex = vec4(floor(v_feature_index + 0.5), 0.0);\r\n feature_id = addUInt32s(u_batch_id, featureIndex) / 255.0;\r\n`;\r\n\r\n/** @internal */\r\nexport function addFeatureId(builder: ProgramBuilder, computeInFrag: boolean) {\r\n const vert = builder.vert;\r\n const frag = builder.frag;\r\n frag.addGlobal(\"feature_id\", VariableType.Vec4);\r\n if (!computeInFrag) {\r\n vert.addFunction(addUInt32s);\r\n addBatchId(vert);\r\n builder.addInlineComputedVarying(\"v_feature_id\", VariableType.Vec4, computeIdVert);\r\n\r\n frag.addInitializer(\"feature_id = v_feature_id;\");\r\n } else {\r\n frag.addFunction(addUInt32s);\r\n builder.addInlineComputedVarying(\"v_feature_index\", VariableType.Vec3, \"v_feature_index = g_featureIndex;\");\r\n\r\n addBatchId(frag);\r\n frag.addInitializer(computeIdFrag);\r\n }\r\n}\r\n\r\n// Discard vertex if transparency is less than the display style's transparency threshold, IFF the specific bit is set. The bit is set if:\r\n// - Solid Fill or Hidden Line mode; or\r\n// - Shaded mode and generating shadow map (sufficiently transparent surfaces receive but do not cast shadows).\r\nconst isBelowTransparencyThreshold = `\r\n return v_color.a < u_transparencyThreshold && u_surfaceFlags[kSurfaceBitIndex_TransparencyThreshold];\r\n`;\r\n\r\n/** @internal */\r\nexport function addSurfaceDiscard(builder: ProgramBuilder, flags: TechniqueFlags) {\r\n const feat = flags.featureMode;\r\n const isEdgeTestNeeded = flags.isEdgeTestNeeded;\r\n const isClassified = flags.isClassified;\r\n const computeIdInFrag = !flags.isTranslucent && 0 !== flags.isClassified && FeatureMode.Overrides === feat;\r\n\r\n const frag = builder.frag;\r\n const vert = builder.vert;\r\n\r\n vert.set(VertexShaderComponent.CheckForLateDiscard, isBelowTransparencyThreshold);\r\n vert.addUniform(\"u_transparencyThreshold\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_transparencyThreshold\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.currentTransparencyThreshold);\r\n });\r\n });\r\n\r\n if (isEdgeTestNeeded) {\r\n addWindowToTexCoords(frag);\r\n\r\n if (!flags.isHilite)\r\n addEyeSpace(builder);\r\n\r\n if (FeatureMode.None === feat) {\r\n addSamplers(frag, false);\r\n frag.addFunction(computeLinearDepth);\r\n frag.addFunction(decodeDepthRgb);\r\n frag.addFunction(readDepthAndOrder);\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkForEarlySurfaceDiscard);\r\n } else {\r\n frag.addUniform(\"u_checkInterElementDiscard\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_checkInterElementDiscard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.uniforms.branch.top.is3d ? 1 : 0);\r\n });\r\n });\r\n\r\n addFeatureIndex(vert);\r\n addLineWeight(vert);\r\n\r\n addSamplers(frag, true);\r\n addRenderOrderConstants(frag);\r\n addPixelWidthFactor(frag);\r\n frag.addFunction(computeLinearDepth);\r\n frag.addFunction(decodeDepthRgb);\r\n frag.addFunction(readDepthAndOrder);\r\n\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkForEarlySurfaceDiscardWithFeatureID);\r\n\r\n builder.addInlineComputedVarying(\"v_lineWeight\", VariableType.Float, \"v_lineWeight = computeLineWeight();\");\r\n addFeatureId(builder, computeIdInFrag);\r\n }\r\n\r\n addRenderOrder(frag);\r\n addRenderPass(frag);\r\n } else if (isClassified && FeatureMode.None !== feat) {\r\n addFeatureIndex(vert);\r\n addFeatureId(builder, computeIdInFrag);\r\n\r\n if (!flags.isTranslucent)\r\n addRenderOrder(frag);\r\n }\r\n}\r\n\r\n// bool feature_invisible = false;\r\n// vec3 feature_rgb; // if not overridden, .r < 0; else rgb color override\r\n// float feature_alpha // alpha if overridden, else < 0\r\n// varying float v_feature_emphasis // bitmask - see kEmph_* constants\r\n// vec4 linear_feature_overrides; // x: weight overridden y: weight z: line code overridden w: line code\r\nconst computeFeatureOverrides = `\r\n feature_rgb = vec3(-1.0);\r\n feature_alpha = -1.0;\r\n vec4 value = getFirstFeatureRgba();\r\n\r\n float emphFlags = value.y * 256.0;\r\n v_feature_emphasis = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);\r\n\r\n float flags = value.x * 256.0;\r\n if (0.0 == flags)\r\n return; // nothing overridden for this feature\r\n\r\n bool nonLocatable = (u_shaderFlags[kShaderBit_IgnoreNonLocatable] ? nthFeatureBitSet(flags, kOvrBit_NonLocatable) : false);\r\n v_feature_emphasis += kEmphFlag_NonLocatable * float(nthFeatureBitSet(flags, kOvrBit_NonLocatable));\r\n bool invisible = nthFeatureBitSet(flags, kOvrBit_Visibility);\r\n feature_invisible = invisible || nonLocatable;\r\n if (feature_invisible)\r\n return;\r\n\r\n bool rgbOverridden = nthFeatureBitSet(flags, kOvrBit_Rgb);\r\n bool alphaOverridden = nthFeatureBitSet(flags, kOvrBit_Alpha);\r\n if (alphaOverridden || rgbOverridden) {\r\n vec4 rgba = getSecondFeatureRgba();\r\n if (rgbOverridden)\r\n feature_rgb = rgba.rgb;\r\n\r\n if (alphaOverridden) {\r\n feature_alpha = rgba.a;\r\n feature_viewIndependentTransparency = nthFeatureBitSet(emphFlags, kOvrBit_ViewIndependentTransparency);\r\n }\r\n }\r\n\r\n linear_feature_overrides = vec4(nthFeatureBitSet(flags, kOvrBit_Weight),\r\n value.w * 256.0,\r\n nthFeatureBitSet(flags, kOvrBit_LineCode),\r\n value.z * 256.0);\r\n\r\n feature_ignore_material = nthFeatureBitSet(flags, kOvrBit_IgnoreMaterial);\r\n use_material = use_material && !feature_ignore_material;\r\n\r\n v_feature_emphasis += kEmphFlag_Flash * extractNthFeatureBit(flags, kOvrBit_Flashed);\r\n`;\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nconst applyFeatureColor = `\r\n vec3 rgb = mix(baseColor.rgb, feature_rgb.rgb, step(0.0, feature_rgb.r));\r\n float alpha = mix(baseColor.a, feature_alpha, step(0.0, feature_alpha));\r\n return vec4(rgb, alpha);\r\n`;\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature, else mix based on u_overrrideColorMix.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nexport const mixFeatureColor = `\r\n vec3 rgb = mix(baseColor.rgb, mix(baseColor.rgb, feature_rgb.rgb, u_overrideColorMix), step(0.0, feature_rgb.r));\r\n float alpha = mix(baseColor.a, feature_alpha, step(0.0, feature_alpha));\r\n return vec4(rgb, alpha);\r\n `;\r\n\r\nconst applyFlash = `\r\n float flashHilite = floor(v_feature_emphasis + 0.5);\r\n return doApplyFlash(flashHilite, baseColor);\r\n`;\r\n\r\nconst doApplyFlash = `\r\nvec4 doApplyFlash(float flags, vec4 baseColor) {\r\n bool isFlashed = nthBitSet(flags, kEmphBit_Flash);\r\n bool isHilited = nthBitSet(flags, kEmphBit_Hilite);\r\n bool isEmphasized = !isHilited && nthBitSet(flags, kEmphBit_Emphasize);\r\n vec3 hiliteRgb = isEmphasized ? u_hilite_settings[1] : u_hilite_settings[0];\r\n\r\n isHilited = isEmphasized || isHilited;\r\n float hiliteRatio = isHilited ? (isEmphasized ? u_hilite_settings[2][1] : u_hilite_settings[2][0]) : 0.0;\r\n baseColor.rgb = mix(baseColor.rgb, hiliteRgb, hiliteRatio);\r\n\r\n const float maxBrighten = 0.2;\r\n float brighten = isFlashed ? u_flash_intensity * maxBrighten : 0.0;\r\n vec3 brightRgb = baseColor.rgb + brighten;\r\n\r\n const float maxTween = 0.75;\r\n float hiliteFraction = isFlashed ? u_flash_intensity * maxTween : 0.0;\r\n vec3 tweenRgb = baseColor.rgb * (1.0 - hiliteFraction);\r\n tweenRgb += u_hilite_settings[0] * hiliteFraction;\r\n\r\n return vec4(mix(tweenRgb, brightRgb, u_flash_mode), baseColor.a);\r\n}\r\n`;\r\n\r\nconst doClassifierFlash = `\r\nvec4 applyClassifierFlash(vec4 baseColor) {\r\n const float maxBrighten = 0.2;\r\n float brighten = u_flash_intensity * maxBrighten;\r\n vec3 brightRgb = baseColor.rgb + brighten;\r\n return vec4(brightRgb, baseColor.a);\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport function addClassifierFlash(frag: FragmentShaderBuilder): void {\r\n addFlashIntensity(frag);\r\n addHiliteSettings(frag, false);\r\n frag.addFunction(doClassifierFlash);\r\n}\r\n\r\nfunction addFlashIntensity(frag: FragmentShaderBuilder): void {\r\n frag.addUniform(\"u_flash_intensity\", VariableType.Float, (prog) => {\r\n prog.addProgramUniform(\"u_flash_intensity\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.flashIntensity);\r\n });\r\n });\r\n}\r\n\r\nfunction addApplyFlash(frag: FragmentShaderBuilder) {\r\n addHiliteSettings(frag, true);\r\n addEmphasisFlags(frag);\r\n\r\n addExtractNthBit(frag);\r\n frag.addFunction(doApplyFlash);\r\n frag.set(FragmentShaderComponent.ApplyFlash, applyFlash);\r\n addFlashIntensity(frag);\r\n}\r\n\r\n/** @internal */\r\nexport function addFeatureSymbology(builder: ProgramBuilder, feat: FeatureMode, opts: FeatureSymbologyOptions): void {\r\n if (!addCommon(builder, feat, opts) || FeatureSymbologyOptions.None === opts)\r\n return;\r\n\r\n assert((FeatureSymbologyOptions.HasOverrides | FeatureSymbologyOptions.Color) === (opts & (FeatureSymbologyOptions.HasOverrides | FeatureSymbologyOptions.Color)));\r\n\r\n builder.addGlobal(\"feature_rgb\", VariableType.Vec3);\r\n builder.addGlobal(\"feature_alpha\", VariableType.Float);\r\n builder.addVarying(\"v_feature_emphasis\", VariableType.Float);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"feature_invisible\", VariableType.Boolean, \"false\");\r\n vert.addGlobal(\"feature_viewIndependentTransparency\", VariableType.Boolean, \"false\");\r\n\r\n addEmphasisFlags(vert);\r\n vert.addGlobal(\"use_material\", VariableType.Boolean, \"true\");\r\n vert.set(VertexShaderComponent.ComputeFeatureOverrides, computeFeatureOverrides);\r\n vert.set(VertexShaderComponent.ApplyFeatureColor, applyFeatureColor);\r\n\r\n addApplyFlash(builder.frag);\r\n}\r\n\r\n/** If we're running the hilite shader for a uniform feature, it follows that the feature must be hilited.\r\n * So the hilite shader simply needs to output '1' for every fragment.\r\n * @internal\r\n */\r\nexport function addUniformHiliter(builder: ProgramBuilder): void {\r\n builder.frag.addUniform(\"v_feature_hilited\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"v_feature_hilited\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformSymbologyFlags(uniform);\r\n });\r\n });\r\n\r\n addEmphasisFlags(builder.frag);\r\n addExtractNthBit(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteColor);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n}\r\n\r\n/** For a uniform feature table, the feature ID output to pick buffers is equal to the batch ID.\r\n * The following symbology overrides are supported:\r\n * - Visibility - implcitly, because if the feature is invisible its geometry will never be drawn.\r\n * - Flash\r\n * - Hilite\r\n * - Color and Transparency- only for point clouds currently which set addFeatureColor to true.\r\n * This shader could be simplified, but want to share code with the non-uniform versions...hence uniforms/globals with \"v_\" prefix typically used for varyings on no prefix...\r\n * @internal\r\n */\r\nexport function addUniformFeatureSymbology(builder: ProgramBuilder, addFeatureColor: boolean): void {\r\n builder.vert.addGlobal(\"g_featureIndex\", VariableType.Vec3, \"vec3(0.0)\", true);\r\n\r\n builder.frag.addUniform(\"v_feature_emphasis\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"v_feature_emphasis\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformSymbologyFlags(uniform);\r\n });\r\n });\r\n\r\n if (addFeatureColor) {\r\n builder.vert.addUniform(\"feature_rgb\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"feature_rgb\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformColorOverride(uniform);\r\n });\r\n });\r\n\r\n builder.vert.addUniform(\"feature_alpha\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"feature_alpha\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformTransparencyOverride(uniform);\r\n });\r\n });\r\n\r\n builder.vert.set(VertexShaderComponent.ApplyFeatureColor, applyFeatureColor);\r\n addAlpha(builder.vert);\r\n addMaxAlpha(builder.vert);\r\n addRenderPass(builder.vert);\r\n addTransparencyDiscardFlags(builder.vert);\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, checkVertexDiscard);\r\n } else {\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, \"return feature_invisible;\");\r\n }\r\n\r\n // Non-Locatable... Discard if picking\r\n builder.vert.addUniform(\"feature_invisible\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"feature_invisible\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformNonLocatable(uniform, params.target.drawNonLocatable);\r\n });\r\n });\r\n\r\n builder.vert.addGlobal(\"feature_viewIndependentTransparency\", VariableType.Boolean, \"false\");\r\n\r\n addApplyFlash(builder.frag);\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Pass, RenderOrder, TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariablePrecision, VariableType, VertexShaderBuilder,\r\n VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { FeatureMode, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { addExtractNthBit, addEyeSpace, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, decodeUint24 } from \"./Decode\";\r\nimport { addWindowToTexCoords, assignFragColor, computeLinearDepth } from \"./Fragment\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addAlpha, addLineWeight, replaceLineCode, replaceLineWeight } from \"./Vertex\";\r\nimport { OvrFlags } from \"../../../common/internal/render/OvrFlags\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport const enum FeatureSymbologyOptions {\r\n None = 0,\r\n Weight = 1 << 0,\r\n LineCode = 1 << 1,\r\n HasOverrides = 1 << 2,\r\n Color = 1 << 3,\r\n Alpha = 1 << 4,\r\n\r\n Surface = HasOverrides | Color | Alpha,\r\n Point = HasOverrides | Color | Weight | Alpha,\r\n Linear = HasOverrides | Color | Weight | LineCode | Alpha,\r\n}\r\n\r\n/** @internal */\r\nexport function addOvrFlagConstants(builder: ShaderBuilder): void {\r\n // NB: These are the bit positions of each flag in OvrFlags enum - not the flag values\r\n builder.addBitFlagConstant(\"kOvrBit_LineRgb\", 0);\r\n builder.addBitFlagConstant(\"kOvrBit_Rgb\", 1);\r\n builder.addBitFlagConstant(\"kOvrBit_Alpha\", 2);\r\n builder.addBitFlagConstant(\"kOvrBit_LineAlpha\", 3);\r\n builder.addBitFlagConstant(\"kOvrBit_Flashed\", 4);\r\n builder.addBitFlagConstant(\"kOvrBit_NonLocatable\", 5);\r\n builder.addBitFlagConstant(\"kOvrBit_LineCode\", 6);\r\n builder.addBitFlagConstant(\"kOvrBit_Weight\", 7);\r\n\r\n // NB: We treat the 16-bit flags as 2 bytes - so subtract 8 from each of these bit indices.\r\n builder.addBitFlagConstant(\"kOvrBit_Hilited\", 0);\r\n builder.addBitFlagConstant(\"kOvrBit_Emphasized\", 1);\r\n builder.addBitFlagConstant(\"kOvrBit_ViewIndependentTransparency\", 2);\r\n builder.addBitFlagConstant(\"kOvrBit_InvisibleDuringPick\", 3);\r\n builder.addBitFlagConstant(\"kOvrBit_Visibility\", 4);\r\n builder.addBitFlagConstant(\"kOvrBit_IgnoreMaterial\", 5);\r\n}\r\n\r\nconst computeLUTFeatureIndex = `g_featureAndMaterialIndex.xyz`;\r\nconst computeInstanceFeatureIndex = `g_isAreaPattern ? u_patternFeatureId : a_featureId`;\r\nfunction computeFeatureIndex(vertex: VertexShaderBuilder): string {\r\n if (vertex.usesInstancedGeometry) {\r\n vertex.addUniform(\"u_patternFeatureId\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_patternFeatureId\", (uniform, params) => {\r\n const id = params.geometry.asInstanced?.patternFeatureId;\r\n assert(undefined !== id);\r\n if (id)\r\n uniform.setUniform3fv(id);\r\n });\r\n });\r\n\r\n return `g_featureIndex = ${computeInstanceFeatureIndex};`;\r\n }\r\n\r\n return vertex.usesVertexTable ? `g_featureIndex = ${computeLUTFeatureIndex};` : \"\";\r\n}\r\nfunction getFeatureIndex(vertex: VertexShaderBuilder): string {\r\n return `\r\nfloat getFeatureIndex() {\r\n ${computeFeatureIndex(vertex)}\r\n return decodeUInt24(g_featureIndex);\r\n}\r\n`;\r\n}\r\n\r\nconst nthFeatureBitSet = `\r\nbool nthFeatureBitSet(float flags, uint n) {\r\n return 0u == (u_globalOvrFlags & n) && nthBitSet(flags, n);\r\n}\r\n`;\r\n\r\nconst extractNthFeatureBit = `\r\nfloat extractNthFeatureBit(float flags, uint n) {\r\n return 0u == (u_globalOvrFlags & n) && nthBitSet(flags, n) ? 1.0 : 0.0;\r\n}\r\n`;\r\n\r\nconst computeFeatureTextureCoords = `\r\nvec2 computeFeatureTextureCoords() { return compute_feature_coords(getFeatureIndex()); }\r\n`;\r\n\r\nconst getFirstFeatureRgba = `\r\nvec4 getFirstFeatureRgba() {\r\n feature_texCoord = computeFeatureTextureCoords();\r\n return TEXTURE(u_featureLUT, feature_texCoord);\r\n}\r\n`;\r\n\r\nconst getSecondFeatureRgba = `\r\nvec4 getSecondFeatureRgba(bool isLinear) {\r\n vec2 coord = feature_texCoord;\r\n coord.x += g_feature_stepX * (isLinear ? 2.0 : 1.0);\r\n return TEXTURE(u_featureLUT, coord);\r\n}\r\n`;\r\n\r\nconst computeLineWeight = `\r\nfloat computeLineWeight() {\r\n return linear_feature_overrides.x > 0.5 ? linear_feature_overrides.y : g_lineWeight;\r\n}\r\n`;\r\n\r\nconst computeLineCode = `\r\nfloat computeLineCode() {\r\n return linear_feature_overrides.z > 0.5 ? linear_feature_overrides.w : g_lineCode;\r\n}\r\n`;\r\n\r\nexport function addFeatureIndex(vert: VertexShaderBuilder): void {\r\n vert.addGlobal(\"g_featureIndex\", VariableType.Vec3);\r\n\r\n vert.addFunction(decodeUint24);\r\n vert.addFunction(getFeatureIndex(vert));\r\n}\r\n\r\n// Discards vertex if feature is invisible; or rendering opaque during translucent pass or vice-versa\r\n// (The latter occurs when some translucent feature is overridden to be opaque, or vice-versa)\r\nconst checkVertexDiscard = `\r\n if (feature_invisible)\r\n return true;\r\n\r\n bool hasAlpha = 1.0 == u_hasAlpha;\r\n if (feature_alpha > 0.0)\r\n hasAlpha = feature_alpha <= s_maxAlpha;\r\n\r\n int discardFlags = u_transparencyDiscardFlags;\r\n bool discardViewIndependentDuringOpaque = discardFlags >= 4;\r\n if (discardViewIndependentDuringOpaque)\r\n discardFlags = discardFlags - 4;\r\n\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool discardTranslucentDuringOpaquePass = 1 == discardFlags || 3 == discardFlags || (feature_viewIndependentTransparency && discardViewIndependentDuringOpaque);\r\n if (isOpaquePass && !discardTranslucentDuringOpaquePass)\r\n return false;\r\n\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n bool discardOpaqueDuringTranslucentPass = 2 == discardFlags || 3 == discardFlags;\r\n if (isTranslucentPass && !discardOpaqueDuringTranslucentPass)\r\n return false;\r\n\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\nfunction addTransparencyDiscardFlags(vert: VertexShaderBuilder) {\r\n // Even when transparency view flag is off, we need to allow features to override transparency, because it\r\n // is used when applying transparency threshold. However, we need to ensure we don't DISCARD transparent stuff during\r\n // opaque pass if transparency is off (see checkVertexDiscard). Especially important for transparency threshold and readPixels().\r\n // Also, if we override raster text to be opaque we must still draw it in the translucent pass.\r\n // Finally, if the transparency override is view-independent (i.e., ignores view flags and render mode) we want to discard it during opaque pass\r\n // unless we're reading pixels.\r\n // So we have a bit field:\r\n // 1: discard translucent during opaque.\r\n // 2: discard opaque during translucent.\r\n // 4: discard view-independent translucent during opaque.\r\n vert.addUniform(\"u_transparencyDiscardFlags\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_transparencyDiscardFlags\", (uniform, params) => {\r\n let flags = 0;\r\n\r\n // Textured surfaces may render in both passes. If so, it's up to fragment shader to handle discard.\r\n const pass = params.geometry.getPass(params.target);\r\n if (!Pass.rendersOpaqueAndTranslucent(pass)) {\r\n // During readPixels() we force transparency off. Make sure to ignore a Branch that turns it back on.\r\n if (!params.target.isReadPixelsInProgress)\r\n flags = params.target.currentViewFlags.transparency ? 1 : 4;\r\n\r\n if (!params.geometry.alwaysRenderTranslucent)\r\n flags += 2;\r\n }\r\n\r\n uniform.setUniform1i(flags);\r\n });\r\n });\r\n}\r\n\r\nfunction addCommon(builder: ProgramBuilder, mode: FeatureMode, opts: FeatureSymbologyOptions, wantGlobalOvrFlags = true): boolean {\r\n if (FeatureMode.None === mode)\r\n return false;\r\n\r\n const vert = builder.vert;\r\n addFeatureIndex(vert);\r\n\r\n const haveOverrides = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.HasOverrides);\r\n if (!haveOverrides) {\r\n // For pick output we must compute g_featureIndex...\r\n if (FeatureMode.Pick === mode)\r\n vert.set(VertexShaderComponent.ComputeFeatureOverrides, computeFeatureIndex(vert));\r\n\r\n return true;\r\n }\r\n\r\n const wantWeight = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Weight);\r\n const wantLineCode = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.LineCode);\r\n const wantColor = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Color);\r\n const wantAlpha = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Alpha);\r\n assert(wantColor || !wantAlpha);\r\n\r\n addExtractNthBit(vert);\r\n addOvrFlagConstants(vert);\r\n\r\n vert.addGlobal(\"linear_feature_overrides\", VariableType.Vec4, \"vec4(0.0)\");\r\n vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n\r\n if (wantWeight || wantLineCode) {\r\n if (wantLineCode)\r\n replaceLineCode(vert, computeLineCode);\r\n\r\n if (wantWeight) {\r\n replaceLineWeight(vert, computeLineWeight);\r\n }\r\n }\r\n\r\n if (wantGlobalOvrFlags) {\r\n const bitmapType = VariableType.Uint;\r\n vert.addFunction(nthFeatureBitSet);\r\n vert.addFunction(extractNthFeatureBit);\r\n\r\n vert.addUniform(\"u_globalOvrFlags\", bitmapType, (prog) => {\r\n prog.addGraphicUniform(\"u_globalOvrFlags\", (uniform, params) => {\r\n let flags = 0.0;\r\n if (params.geometry.isEdge) {\r\n const settings = params.target.currentEdgeSettings;\r\n flags = settings.computeOvrFlags(params.renderPass, params.target.currentViewFlags);\r\n }\r\n\r\n if (!params.geometry.allowColorOverride)\r\n flags |= OvrFlags.Rgba;\r\n\r\n uniform.setUniformBitflags(flags);\r\n });\r\n });\r\n }\r\n\r\n addLookupTable(vert, \"feature\", \"3.0\");\r\n vert.addGlobal(\"feature_texCoord\", VariableType.Vec2);\r\n vert.addFunction(computeFeatureTextureCoords);\r\n vert.addFunction(getFirstFeatureRgba);\r\n\r\n vert.addUniform(\"u_featureLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_featureLUT\", (uniform, params) => {\r\n params.target.uniforms.batch.bindLUT(uniform);\r\n });\r\n });\r\n vert.addUniform(\"u_featureParams\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_featureParams\", (uniform, params) => {\r\n params.target.uniforms.batch.bindLUTParams(uniform);\r\n });\r\n });\r\n\r\n if (wantColor) {\r\n vert.addFunction(getSecondFeatureRgba);\r\n if (wantAlpha) {\r\n addMaxAlpha(vert);\r\n addRenderPass(vert);\r\n addAlpha(vert);\r\n addTransparencyDiscardFlags(vert);\r\n\r\n vert.set(VertexShaderComponent.CheckForDiscard, checkVertexDiscard);\r\n }\r\n }\r\n\r\n return true;\r\n}\r\n\r\nexport function addMaxAlpha(builder: ShaderBuilder): void {\r\n const minTransparency = 15.0; // NB: See DisplayParams.getMinTransparency() - this must match!\r\n const maxAlpha = (255 - minTransparency) / 255;\r\n builder.addConstant(\"s_maxAlpha\", VariableType.Float, maxAlpha.toString());\r\n}\r\n\r\n/** @internal */\r\nfunction addEmphasisFlags(builder: ShaderBuilder): void {\r\n // Must be kept in sync with EmphasisFlags enum.\r\n builder.addBitFlagConstant(\"kEmphBit_Hilite\", 0);\r\n builder.addBitFlagConstant(\"kEmphBit_Emphasize\", 1);\r\n builder.addBitFlagConstant(\"kEmphBit_Flash\", 2);\r\n builder.addBitFlagConstant(\"kEmphBit_NonLocatable\", 3);\r\n builder.addConstant(\"kEmphFlag_Hilite\", VariableType.Float, \"1.0\");\r\n builder.addConstant(\"kEmphFlag_Emphasize\", VariableType.Float, \"2.0\");\r\n builder.addConstant(\"kEmphFlag_Flash\", VariableType.Float, \"4.0\");\r\n builder.addConstant(\"kEmphFlag_NonLocatable\", VariableType.Float, \"8.0\");\r\n}\r\n\r\nfunction addHiliteSettings(frag: FragmentShaderBuilder, wantFlashMode: boolean): void {\r\n frag.addUniform(\"u_hilite_settings\", VariableType.Mat3, (prog) => {\r\n prog.addProgramUniform(\"u_hilite_settings\", (uniform, params) => {\r\n params.target.uniforms.hilite.bindFeatureSettings(uniform);\r\n });\r\n });\r\n\r\n if (wantFlashMode) {\r\n frag.addUniform(\"u_flash_mode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_flash_mode\", (uniform, params) => {\r\n uniform.setUniform1f(params.geometry.getFlashMode(params));\r\n });\r\n });\r\n }\r\n}\r\n\r\n// If feature is not hilited, discard it.\r\nconst checkVertexHiliteDiscard = \"return 0.0 == v_feature_hilited;\";\r\n\r\n// The result is a mask in which each pixel's r=1 if hilited and g=1 if emphasized (and not hilited).\r\nconst computeHiliteColor = `\r\n float flags = floor(v_feature_hilited + 0.5);\r\n float hilited = extractNthBit(flags, kEmphBit_Hilite);\r\n float emphasized = extractNthBit(flags, kEmphBit_Emphasize);\r\n return vec4(hilited, emphasized, 0.0, 0.0);\r\n`;\r\n\r\nconst computeSurfaceHiliteColor = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture) && TEXTURE(s_texture, v_texCoord).a <= 0.15)\r\n return vec4(0.0);\r\n${computeHiliteColor}`;\r\n\r\nconst computeHiliteOverrides = `\r\n vec4 value = getFirstFeatureRgba();\r\n float emphFlags = value.g * 256.0;\r\n v_feature_hilited = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);\r\n`;\r\n\r\nconst computeHiliteOverridesWithWeight = `${computeHiliteOverrides}\r\n float flags = value.r * 256.0;\r\n linear_feature_overrides = vec4(nthFeatureBitSet(flags, kOvrBit_Weight),\r\n value.a * 256.0,\r\n nthFeatureBitSet(flags, kOvrBit_LineCode),\r\n value.b * 256.0);\r\n`;\r\n\r\n/** @internal */\r\nexport function addSurfaceHiliter(builder: ProgramBuilder, wantWeight: boolean = false): void {\r\n addHiliter(builder, wantWeight);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeSurfaceHiliteColor);\r\n}\r\n\r\n/** @internal */\r\nexport function addHiliter(builder: ProgramBuilder, wantWeight: boolean = false): void {\r\n let opts = FeatureSymbologyOptions.HasOverrides;\r\n if (wantWeight)\r\n opts |= FeatureSymbologyOptions.Weight; // hiliter never needs line code or color...\r\n\r\n if (!addCommon(builder, FeatureMode.Overrides, opts, wantWeight))\r\n return;\r\n\r\n builder.addVarying(\"v_feature_hilited\", VariableType.Float);\r\n\r\n addEmphasisFlags(builder.vert);\r\n builder.vert.set(VertexShaderComponent.ComputeFeatureOverrides, wantWeight ? computeHiliteOverridesWithWeight : computeHiliteOverrides);\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, checkVertexHiliteDiscard);\r\n\r\n addEmphasisFlags(builder.frag);\r\n addExtractNthBit(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteColor);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n}\r\n\r\nfunction addSamplers(frag: FragmentShaderBuilder, testFeatureId: boolean) {\r\n if (testFeatureId) {\r\n frag.addUniform(\"u_pickFeatureId\", VariableType.Sampler2D, (prog) => {\r\n prog.addProgramUniform(\"u_pickFeatureId\", (uniform, params) => {\r\n params.target.compositor.featureIds.bindSampler(uniform, TextureUnit.PickFeatureId);\r\n });\r\n }, VariablePrecision.High);\r\n }\r\n\r\n frag.addUniform(\"u_pickDepthAndOrder\", VariableType.Sampler2D, (prog) => {\r\n prog.addProgramUniform(\"u_pickDepthAndOrder\", (uniform, params) => {\r\n params.target.compositor.depthAndOrder.bindSampler(uniform, TextureUnit.PickDepthAndOrder);\r\n });\r\n }, VariablePrecision.High);\r\n}\r\n\r\n/** @internal */\r\nexport const readDepthAndOrder = `\r\nvec2 readDepthAndOrder(vec2 tc) {\r\n vec4 pdo = TEXTURE(u_pickDepthAndOrder, tc);\r\n float order = floor(pdo.x * 16.0 + 0.5);\r\n return vec2(order, decodeDepthRgb(pdo.yzw));\r\n}\r\n`;\r\n\r\nconst checkForEarlySurfaceDiscard = `\r\n float factor = float(u_renderPass <= kRenderPass_Translucent); // never discard during specific passes\r\n float term = 0.0;\r\n\r\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\n vec2 depthAndOrder = readDepthAndOrder(tc);\r\n\r\n float surfaceDepth = computeLinearDepth(v_eyeSpace.z);\r\n term += float(depthAndOrder.x > u_renderOrder && abs(depthAndOrder.y - surfaceDepth) < 4.0e-5);\r\n return factor * term > 0.0;\r\n`;\r\n\r\nconst checkForEarlySurfaceDiscardWithFeatureID = `\r\n // No normals => unlt => reality model => no edges.\r\n if (u_renderPass > kRenderPass_Translucent || u_renderPass == kRenderPass_Layers || !u_surfaceFlags[kSurfaceBitIndex_HasNormals])\r\n return false;\r\n\r\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\n vec2 depthAndOrder = readDepthAndOrder(tc);\r\n\r\n if (depthAndOrder.x <= u_renderOrder)\r\n return false;\r\n\r\n // Calculate depthTolerance for letting edges show through their own surfaces\r\n float perspectiveFrustum = step(kFrustumType_Perspective, u_frustum.z);\r\n vec4 eyeDirAndWidthFactor = mix(vec4(0.0, 0.0, 1.0, u_pixelWidthFactor), vec4(normalize(-v_eyeSpace.xyz), -v_eyeSpace.z * u_pixelWidthFactor), perspectiveFrustum);\r\n vec3 eyeDir = eyeDirAndWidthFactor.xyz;\r\n float dtWidthFactor = eyeDirAndWidthFactor.w;\r\n\r\n // Compute depth tolerance based on angle of triangle to screen\r\n float isSilhouette = float(depthAndOrder.x == kRenderOrder_Silhouette);\r\n float dSq = dot(eyeDir, v_n);\r\n dSq *= 0.5 + 0.4 * (1.0 - isSilhouette);\r\n dSq = dSq * dSq;\r\n dSq = max(dSq, 0.0001);\r\n dSq = min(dSq, 0.999);\r\n\r\n float depthTolerance = dtWidthFactor * v_lineWeight * sqrt((1.0 - dSq) / dSq);\r\n depthTolerance *= 1.0 + .333 * isSilhouette;\r\n\r\n // Make sure stuff behind camera doesn't get pushed in front of it\r\n depthTolerance = max(depthTolerance, 0.0);\r\n\r\n // Convert depthTolerance from eye space to linear depth\r\n depthTolerance /= (u_frustum.y - u_frustum.x);\r\n\r\n float surfaceDepth = computeLinearDepth(v_eyeSpace.z);\r\n float depthDelta = abs(depthAndOrder.y - surfaceDepth);\r\n if (depthDelta > depthTolerance)\r\n return false;\r\n\r\n // Does pick buffer contain same feature?\r\n vec4 featId = TEXTURE(u_pickFeatureId, tc);\r\n\r\n // Converting to ints to test since varying floats can be interpolated incorrectly\r\n ivec4 featId_i = ivec4(featId * 255.0 + 0.5);\r\n ivec4 feature_id_i = ivec4(feature_id * 255.0 + 0.5);\r\n if (featId_i == feature_id_i)\r\n return true;\r\n\r\n // In 2d, display priority controls draw order of different elements.\r\n if (!u_checkInterElementDiscard)\r\n return false;\r\n\r\n // Use a tighter tolerance for two different elements since we're only fighting roundoff error.\r\n return depthDelta <= 4.0e-5;\r\n`;\r\n\r\n// This only adds the constants that are actually used in shader code.\r\nexport function addRenderOrderConstants(builder: ShaderBuilder) {\r\n builder.addConstant(\"kRenderOrder_BlankingRegion\", VariableType.Float, RenderOrder.BlankingRegion.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Linear\", VariableType.Float, RenderOrder.Linear.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarLinear\", VariableType.Float, RenderOrder.PlanarLinear.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Edge\", VariableType.Float, RenderOrder.Edge.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarEdge\", VariableType.Float, RenderOrder.PlanarEdge.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Silhouette\", VariableType.Float, RenderOrder.Silhouette.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarSilhouette\", VariableType.Float, RenderOrder.PlanarSilhouette.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_UnlitSurface\", VariableType.Float, RenderOrder.UnlitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_LitSurface\", VariableType.Float, RenderOrder.LitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarUnlitSurface\", VariableType.Float, RenderOrder.PlanarUnlitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarLitSurface\", VariableType.Float, RenderOrder.PlanarLitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarBit\", VariableType.Float, RenderOrder.PlanarBit.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Background\", VariableType.Float, RenderOrder.Background.toFixed(1));\r\n}\r\n\r\n/** @internal */\r\nexport function addRenderOrder(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_renderOrder\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_renderOrder\", (uniform, params) => {\r\n const order = params.target.drawingBackgroundForReadPixels ? RenderOrder.Background : params.geometry.renderOrder;\r\n uniform.setUniform1f(order);\r\n });\r\n });\r\n}\r\n\r\nexport function addPixelWidthFactor(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_pixelWidthFactor\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_pixelWidthFactor\", (uniform, params) => {\r\n params.target.uniforms.bindPixelWidthFactor(uniform);\r\n });\r\n });\r\n}\r\n\r\nfunction addBatchId(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_batch_id\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_batch_id\", (uniform, params) => {\r\n params.target.uniforms.batch.bindBatchId(uniform);\r\n });\r\n }, VariablePrecision.High);\r\n}\r\n\r\nconst computeIdVert = `v_feature_id = addUInt32s(u_batch_id, vec4(g_featureIndex, 0.0)) / 255.0;`;\r\nconst computeIdFrag = `\r\n vec4 featureIndex = vec4(floor(v_feature_index + 0.5), 0.0);\r\n feature_id = addUInt32s(u_batch_id, featureIndex) / 255.0;\r\n`;\r\n\r\n/** @internal */\r\nexport function addFeatureId(builder: ProgramBuilder, computeInFrag: boolean) {\r\n const vert = builder.vert;\r\n const frag = builder.frag;\r\n frag.addGlobal(\"feature_id\", VariableType.Vec4);\r\n if (!computeInFrag) {\r\n vert.addFunction(addUInt32s);\r\n addBatchId(vert);\r\n builder.addInlineComputedVarying(\"v_feature_id\", VariableType.Vec4, computeIdVert);\r\n\r\n frag.addInitializer(\"feature_id = v_feature_id;\");\r\n } else {\r\n frag.addFunction(addUInt32s);\r\n builder.addInlineComputedVarying(\"v_feature_index\", VariableType.Vec3, \"v_feature_index = g_featureIndex;\");\r\n\r\n addBatchId(frag);\r\n frag.addInitializer(computeIdFrag);\r\n }\r\n}\r\n\r\n// Discard vertex if transparency is less than the display style's transparency threshold, IFF the specific bit is set. The bit is set if:\r\n// - Solid Fill or Hidden Line mode; or\r\n// - Shaded mode and generating shadow map (sufficiently transparent surfaces receive but do not cast shadows).\r\nconst isBelowTransparencyThreshold = `\r\n return v_color.a < u_transparencyThreshold && u_surfaceFlags[kSurfaceBitIndex_TransparencyThreshold];\r\n`;\r\n\r\n/** @internal */\r\nexport function addSurfaceDiscard(builder: ProgramBuilder, flags: TechniqueFlags) {\r\n const feat = flags.featureMode;\r\n const isEdgeTestNeeded = flags.isEdgeTestNeeded;\r\n const isClassified = flags.isClassified;\r\n const computeIdInFrag = !flags.isTranslucent && 0 !== flags.isClassified && FeatureMode.Overrides === feat;\r\n\r\n const frag = builder.frag;\r\n const vert = builder.vert;\r\n\r\n vert.set(VertexShaderComponent.CheckForLateDiscard, isBelowTransparencyThreshold);\r\n vert.addUniform(\"u_transparencyThreshold\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_transparencyThreshold\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.currentTransparencyThreshold);\r\n });\r\n });\r\n\r\n if (isEdgeTestNeeded) {\r\n addWindowToTexCoords(frag);\r\n\r\n if (!flags.isHilite)\r\n addEyeSpace(builder);\r\n\r\n if (FeatureMode.None === feat) {\r\n addSamplers(frag, false);\r\n frag.addFunction(computeLinearDepth);\r\n frag.addFunction(decodeDepthRgb);\r\n frag.addFunction(readDepthAndOrder);\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkForEarlySurfaceDiscard);\r\n } else {\r\n frag.addUniform(\"u_checkInterElementDiscard\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_checkInterElementDiscard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.uniforms.branch.top.is3d ? 1 : 0);\r\n });\r\n });\r\n\r\n addFeatureIndex(vert);\r\n addLineWeight(vert);\r\n\r\n addSamplers(frag, true);\r\n addRenderOrderConstants(frag);\r\n addPixelWidthFactor(frag);\r\n frag.addFunction(computeLinearDepth);\r\n frag.addFunction(decodeDepthRgb);\r\n frag.addFunction(readDepthAndOrder);\r\n\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkForEarlySurfaceDiscardWithFeatureID);\r\n\r\n builder.addInlineComputedVarying(\"v_lineWeight\", VariableType.Float, \"v_lineWeight = computeLineWeight();\");\r\n addFeatureId(builder, computeIdInFrag);\r\n }\r\n\r\n addRenderOrder(frag);\r\n addRenderPass(frag);\r\n } else if (isClassified && FeatureMode.None !== feat) {\r\n addFeatureIndex(vert);\r\n addFeatureId(builder, computeIdInFrag);\r\n\r\n if (!flags.isTranslucent)\r\n addRenderOrder(frag);\r\n }\r\n}\r\n\r\n// bool feature_invisible = false;\r\n// vec3 feature_rgb; // if not overridden, .r < 0; else rgb color override\r\n// float feature_alpha // alpha if overridden, else < 0\r\n// varying float v_feature_emphasis // bitmask - see kEmph_* constants\r\n// vec4 linear_feature_overrides; // x: weight overridden y: weight z: line code overridden w: line code\r\nconst computeFeatureOverrides = `\r\n feature_rgb = vec3(-1.0);\r\n feature_alpha = -1.0;\r\n vec4 value = getFirstFeatureRgba();\r\n\r\n float emphFlags = value.y * 256.0;\r\n if (nthFeatureBitSet(emphFlags, kOvrBit_InvisibleDuringPick)) {\r\n feature_invisible = true;\r\n return;\r\n }\r\n \r\n v_feature_emphasis = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);\r\n\r\n float flags = value.x * 256.0;\r\n if (0.0 == flags && 0.0 == emphFlags)\r\n return; // nothing overridden for this feature\r\n\r\n bool nonLocatable = (u_shaderFlags[kShaderBit_IgnoreNonLocatable] ? nthFeatureBitSet(flags, kOvrBit_NonLocatable) : false);\r\n v_feature_emphasis += kEmphFlag_NonLocatable * float(nthFeatureBitSet(flags, kOvrBit_NonLocatable));\r\n bool invisible = nthFeatureBitSet(emphFlags, kOvrBit_Visibility);\r\n feature_invisible = invisible || nonLocatable;\r\n if (feature_invisible)\r\n return;\r\n\r\n bool isLinear = u_renderOrder == kRenderOrder_Linear || u_renderOrder == kRenderOrder_PlanarLinear || u_renderOrder == kRenderOrder_PlanarEdge;\r\n bool rgbOverridden = isLinear ? nthFeatureBitSet(flags, kOvrBit_LineRgb) : nthFeatureBitSet(flags, kOvrBit_Rgb);\r\n bool alphaOverridden = isLinear ? nthFeatureBitSet(flags, kOvrBit_LineAlpha) : nthFeatureBitSet(flags, kOvrBit_Alpha);\r\n if (alphaOverridden || rgbOverridden) {\r\n vec4 rgba = getSecondFeatureRgba(isLinear);\r\n if (rgbOverridden)\r\n feature_rgb = rgba.rgb;\r\n\r\n if (alphaOverridden) {\r\n feature_alpha = rgba.a;\r\n feature_viewIndependentTransparency = nthFeatureBitSet(emphFlags, kOvrBit_ViewIndependentTransparency);\r\n }\r\n }\r\n\r\n linear_feature_overrides = vec4(nthFeatureBitSet(flags, kOvrBit_Weight),\r\n value.w * 256.0,\r\n nthFeatureBitSet(flags, kOvrBit_LineCode),\r\n value.z * 256.0);\r\n\r\n feature_ignore_material = nthFeatureBitSet(emphFlags, kOvrBit_IgnoreMaterial);\r\n use_material = use_material && !feature_ignore_material;\r\n\r\n v_feature_emphasis += kEmphFlag_Flash * extractNthFeatureBit(flags, kOvrBit_Flashed);\r\n`;\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nconst applyFeatureColor = `\r\n vec3 rgb = mix(baseColor.rgb, feature_rgb.rgb, step(0.0, feature_rgb.r));\r\n float alpha = mix(baseColor.a, feature_alpha, step(0.0, feature_alpha));\r\n return vec4(rgb, alpha);\r\n`;\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature, else mix based on u_overrrideColorMix.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nexport const mixFeatureColor = `\r\n vec3 rgb = mix(baseColor.rgb, mix(baseColor.rgb, feature_rgb.rgb, u_overrideColorMix), step(0.0, feature_rgb.r));\r\n float alpha = mix(baseColor.a, feature_alpha, step(0.0, feature_alpha));\r\n return vec4(rgb, alpha);\r\n `;\r\n\r\nconst applyFlash = `\r\n float flashHilite = floor(v_feature_emphasis + 0.5);\r\n return doApplyFlash(flashHilite, baseColor);\r\n`;\r\n\r\nconst doApplyFlash = `\r\nvec4 doApplyFlash(float flags, vec4 baseColor) {\r\n bool isFlashed = nthBitSet(flags, kEmphBit_Flash);\r\n bool isHilited = nthBitSet(flags, kEmphBit_Hilite);\r\n bool isEmphasized = !isHilited && nthBitSet(flags, kEmphBit_Emphasize);\r\n vec3 hiliteRgb = isEmphasized ? u_hilite_settings[1] : u_hilite_settings[0];\r\n\r\n isHilited = isEmphasized || isHilited;\r\n float hiliteRatio = isHilited ? (isEmphasized ? u_hilite_settings[2][1] : u_hilite_settings[2][0]) : 0.0;\r\n baseColor.rgb = mix(baseColor.rgb, hiliteRgb, hiliteRatio);\r\n\r\n const float maxBrighten = 0.2;\r\n float brighten = isFlashed ? u_flash_intensity * maxBrighten : 0.0;\r\n vec3 brightRgb = baseColor.rgb + brighten;\r\n\r\n const float maxTween = 0.75;\r\n float hiliteFraction = isFlashed ? u_flash_intensity * maxTween : 0.0;\r\n vec3 tweenRgb = baseColor.rgb * (1.0 - hiliteFraction);\r\n tweenRgb += u_hilite_settings[0] * hiliteFraction;\r\n\r\n return vec4(mix(tweenRgb, brightRgb, u_flash_mode), baseColor.a);\r\n}\r\n`;\r\n\r\nconst doClassifierFlash = `\r\nvec4 applyClassifierFlash(vec4 baseColor) {\r\n const float maxBrighten = 0.2;\r\n float brighten = u_flash_intensity * maxBrighten;\r\n vec3 brightRgb = baseColor.rgb + brighten;\r\n return vec4(brightRgb, baseColor.a);\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport function addClassifierFlash(frag: FragmentShaderBuilder): void {\r\n addFlashIntensity(frag);\r\n addHiliteSettings(frag, false);\r\n frag.addFunction(doClassifierFlash);\r\n}\r\n\r\nfunction addFlashIntensity(frag: FragmentShaderBuilder): void {\r\n frag.addUniform(\"u_flash_intensity\", VariableType.Float, (prog) => {\r\n prog.addProgramUniform(\"u_flash_intensity\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.flashIntensity);\r\n });\r\n });\r\n}\r\n\r\nfunction addApplyFlash(frag: FragmentShaderBuilder) {\r\n addHiliteSettings(frag, true);\r\n addEmphasisFlags(frag);\r\n\r\n addExtractNthBit(frag);\r\n frag.addFunction(doApplyFlash);\r\n frag.set(FragmentShaderComponent.ApplyFlash, applyFlash);\r\n addFlashIntensity(frag);\r\n}\r\n\r\n/** @internal */\r\nexport function addFeatureSymbology(builder: ProgramBuilder, feat: FeatureMode, opts: FeatureSymbologyOptions): void {\r\n if (!addCommon(builder, feat, opts) || FeatureSymbologyOptions.None === opts)\r\n return;\r\n\r\n assert((FeatureSymbologyOptions.HasOverrides | FeatureSymbologyOptions.Color) === (opts & (FeatureSymbologyOptions.HasOverrides | FeatureSymbologyOptions.Color)));\r\n\r\n builder.addGlobal(\"feature_rgb\", VariableType.Vec3);\r\n builder.addGlobal(\"feature_alpha\", VariableType.Float);\r\n builder.addVarying(\"v_feature_emphasis\", VariableType.Float);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"feature_invisible\", VariableType.Boolean, \"false\");\r\n vert.addGlobal(\"feature_viewIndependentTransparency\", VariableType.Boolean, \"false\");\r\n\r\n addEmphasisFlags(vert);\r\n vert.addGlobal(\"use_material\", VariableType.Boolean, \"true\");\r\n addRenderOrder(vert);\r\n addRenderOrderConstants(vert);\r\n vert.set(VertexShaderComponent.ComputeFeatureOverrides, computeFeatureOverrides);\r\n vert.set(VertexShaderComponent.ApplyFeatureColor, applyFeatureColor);\r\n\r\n addApplyFlash(builder.frag);\r\n}\r\n\r\n/** If we're running the hilite shader for a uniform feature, it follows that the feature must be hilited.\r\n * So the hilite shader simply needs to output '1' for every fragment.\r\n * @internal\r\n */\r\nexport function addUniformHiliter(builder: ProgramBuilder): void {\r\n builder.frag.addUniform(\"v_feature_hilited\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"v_feature_hilited\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformSymbologyFlags(uniform);\r\n });\r\n });\r\n\r\n addEmphasisFlags(builder.frag);\r\n addExtractNthBit(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteColor);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n}\r\n\r\n/** For a uniform feature table, the feature ID output to pick buffers is equal to the batch ID.\r\n * The following symbology overrides are supported:\r\n * - Visibility - implcitly, because if the feature is invisible its geometry will never be drawn.\r\n * - Flash\r\n * - Hilite\r\n * - Color and Transparency- only for point clouds currently which set addFeatureColor to true.\r\n * This shader could be simplified, but want to share code with the non-uniform versions...hence uniforms/globals with \"v_\" prefix typically used for varyings on no prefix...\r\n * @internal\r\n */\r\nexport function addUniformFeatureSymbology(builder: ProgramBuilder, addFeatureColor: boolean): void {\r\n builder.vert.addGlobal(\"g_featureIndex\", VariableType.Vec3, \"vec3(0.0)\", true);\r\n\r\n builder.frag.addUniform(\"v_feature_emphasis\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"v_feature_emphasis\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformSymbologyFlags(uniform);\r\n });\r\n });\r\n\r\n if (addFeatureColor) {\r\n builder.vert.addUniform(\"feature_rgb\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"feature_rgb\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformColorOverride(uniform);\r\n });\r\n });\r\n\r\n builder.vert.addUniform(\"feature_alpha\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"feature_alpha\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformTransparencyOverride(uniform);\r\n });\r\n });\r\n\r\n builder.vert.set(VertexShaderComponent.ApplyFeatureColor, applyFeatureColor);\r\n addAlpha(builder.vert);\r\n addMaxAlpha(builder.vert);\r\n addRenderPass(builder.vert);\r\n addTransparencyDiscardFlags(builder.vert);\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, checkVertexDiscard);\r\n } else {\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, \"return feature_invisible;\");\r\n }\r\n\r\n // Non-Locatable... Discard if picking\r\n builder.vert.addUniform(\"feature_invisible\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"feature_invisible\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformNonLocatable(uniform, params.target.drawNonLocatable);\r\n });\r\n });\r\n\r\n builder.vert.addGlobal(\"feature_viewIndependentTransparency\", VariableType.Boolean, \"false\");\r\n\r\n addApplyFlash(builder.frag);\r\n}\r\n"]}
@@ -68,7 +68,7 @@ export function addPickBufferOutputs(frag) {
68
68
  frag.addFunction(encodeDepthRgb);
69
69
  frag.addFunction(computeLinearDepth);
70
70
  const prelude = new SourceBuilder();
71
- const overrideOrder = frag.get(20 /* FragmentShaderComponent.OverrideRenderOrder */);
71
+ const overrideOrder = frag.get(21 /* FragmentShaderComponent.OverrideRenderOrder */);
72
72
  if (overrideOrder) {
73
73
  frag.addFunction("float overrideRenderOrder(float currentOrder)", overrideOrder);
74
74
  prelude.addline(" float renderOrder = overrideRenderOrder(u_renderOrder);");
@@ -77,43 +77,43 @@ export function addPickBufferOutputs(frag) {
77
77
  prelude.addline(" float renderOrder = u_renderOrder;");
78
78
  }
79
79
  prelude.add(computePickBufferOutputs);
80
- const overrideColor = frag.get(19 /* FragmentShaderComponent.OverrideColor */);
80
+ const overrideColor = frag.get(20 /* FragmentShaderComponent.OverrideColor */);
81
81
  if (undefined !== overrideColor) {
82
82
  frag.addFunction("vec4 overrideColor(vec4 currentColor)", overrideColor);
83
83
  prelude.addline(" output0 = overrideColor(output0);");
84
84
  }
85
- const overrideFeatureId = frag.get(17 /* FragmentShaderComponent.OverrideFeatureId */);
85
+ const overrideFeatureId = frag.get(18 /* FragmentShaderComponent.OverrideFeatureId */);
86
86
  if (undefined !== overrideFeatureId) {
87
87
  frag.addFunction("vec4 overrideFeatureId(vec4 currentId)", overrideFeatureId);
88
88
  prelude.addline(reassignFeatureId);
89
89
  }
90
90
  addRenderPass(frag);
91
91
  frag.addDrawBuffersExtension(3);
92
- frag.set(16 /* FragmentShaderComponent.AssignFragData */, prelude.source + assignPickBufferOutputsMRT);
92
+ frag.set(17 /* FragmentShaderComponent.AssignFragData */, prelude.source + assignPickBufferOutputsMRT);
93
93
  }
94
94
  /** @internal */
95
95
  export function addAltPickBufferOutputs(frag) {
96
96
  const prelude = new SourceBuilder();
97
97
  prelude.add(computeAltPickBufferOutputs);
98
- const overrideColor = frag.get(19 /* FragmentShaderComponent.OverrideColor */);
98
+ const overrideColor = frag.get(20 /* FragmentShaderComponent.OverrideColor */);
99
99
  if (undefined !== overrideColor) {
100
100
  frag.addFunction("vec4 overrideColor(vec4 currentColor)", overrideColor);
101
101
  prelude.addline(" output0 = overrideColor(output0);");
102
102
  }
103
103
  addRenderPass(frag);
104
104
  frag.addDrawBuffersExtension(3);
105
- frag.set(16 /* FragmentShaderComponent.AssignFragData */, prelude.source + assignPickBufferOutputsMRT);
105
+ frag.set(17 /* FragmentShaderComponent.AssignFragData */, prelude.source + assignPickBufferOutputsMRT);
106
106
  }
107
107
  /** @internal */
108
108
  export function addFragColorWithPreMultipliedAlpha(frag) {
109
109
  addRenderPass(frag);
110
- const overrideColor = frag.get(19 /* FragmentShaderComponent.OverrideColor */);
110
+ const overrideColor = frag.get(20 /* FragmentShaderComponent.OverrideColor */);
111
111
  if (undefined === overrideColor) {
112
- frag.set(16 /* FragmentShaderComponent.AssignFragData */, assignFragColorWithPreMultipliedAlpha);
112
+ frag.set(17 /* FragmentShaderComponent.AssignFragData */, assignFragColorWithPreMultipliedAlpha);
113
113
  }
114
114
  else {
115
115
  frag.addFunction("vec4 overrideColor(vec4 currentColor)", overrideColor);
116
- frag.set(16 /* FragmentShaderComponent.AssignFragData */, overrideAndAssignFragColorWithPreMultipliedAlpha);
116
+ frag.set(17 /* FragmentShaderComponent.AssignFragData */, overrideAndAssignFragColorWithPreMultipliedAlpha);
117
117
  }
118
118
  }
119
119
  /** @internal */
@@ -22,6 +22,6 @@ export function addLogDepth(builder) {
22
22
  uniform.setUniform2fv(params.target.uniforms.frustum.logZ);
23
23
  });
24
24
  });
25
- frag.set(18 /* FragmentShaderComponent.FinalizeDepth */, finalizeDepth);
25
+ frag.set(19 /* FragmentShaderComponent.FinalizeDepth */, finalizeDepth);
26
26
  }
27
27
  //# sourceMappingURL=LogarithmicDepthBuffer.js.map
@@ -272,7 +272,7 @@ export function addColorPlanarClassifier(builder, translucent, isThematic) {
272
272
  frag.addFunction(volClassOpaqueColor);
273
273
  }
274
274
  addShaderFlags(builder);
275
- frag.set(12 /* FragmentShaderComponent.ApplyPlanarClassifier */, (isThematic === 0 /* IsThematic.No */) ? applyPlanarClassificationColor : applyPlanarClassificationColorForThematic);
275
+ frag.set(13 /* FragmentShaderComponent.ApplyPlanarClassifier */, (isThematic === 0 /* IsThematic.No */) ? applyPlanarClassificationColor : applyPlanarClassificationColorForThematic);
276
276
  }
277
277
  /** @internal */
278
278
  export function addFeaturePlanarClassifier(builder) {
@@ -290,7 +290,7 @@ export function addFeaturePlanarClassifier(builder) {
290
290
  uniform.setUniform4fv(scratchBatchBaseComponents);
291
291
  });
292
292
  });
293
- frag.set(17 /* FragmentShaderComponent.OverrideFeatureId */, overrideFeatureId);
293
+ frag.set(18 /* FragmentShaderComponent.OverrideFeatureId */, overrideFeatureId);
294
294
  frag.addFunction(addUInt32s);
295
295
  }
296
296
  /** @internal */
@@ -379,8 +379,8 @@ export function addOverrideClassifierColor(builder, isThematic) {
379
379
  const haveOverrides = undefined !== builder.frag.find("v_feature_emphasis");
380
380
  builder.frag.addFunction(haveOverrides ? encodeNonLocatableWithFeatures : encodeNonLocatable);
381
381
  if (isThematic === 0 /* IsThematic.No */)
382
- builder.frag.set(19 /* FragmentShaderComponent.OverrideColor */, haveOverrides ? overrideClassifierWithFeatures : overrideClassifierForClip);
382
+ builder.frag.set(20 /* FragmentShaderComponent.OverrideColor */, haveOverrides ? overrideClassifierWithFeatures : overrideClassifierForClip);
383
383
  else
384
- builder.frag.set(19 /* FragmentShaderComponent.OverrideColor */, haveOverrides ? overrideClassifierWithFeaturesForThematic : overrideClassifierForClipForThematic);
384
+ builder.frag.set(20 /* FragmentShaderComponent.OverrideColor */, haveOverrides ? overrideClassifierWithFeaturesForThematic : overrideClassifierForClipForThematic);
385
385
  }
386
386
  //# sourceMappingURL=PlanarClassification.js.map
@@ -98,7 +98,7 @@ export function createPointCloudHiliter(classified) {
98
98
  const builder = createBuilder();
99
99
  if (classified) {
100
100
  addHilitePlanarClassifier(builder, false);
101
- builder.frag.set(16 /* FragmentShaderComponent.AssignFragData */, assignFragColor);
101
+ builder.frag.set(17 /* FragmentShaderComponent.AssignFragData */, assignFragColor);
102
102
  }
103
103
  else {
104
104
  addUniformHiliter(builder);
@@ -220,7 +220,7 @@ function addThematicToRealityMesh(builder, gradientTextureUnit) {
220
220
  builder.vert.addGlobal("g_hillshadeIndex", 2 /* VariableType.Float */);
221
221
  builder.addFunctionComputedVarying("v_n", 4 /* VariableType.Vec3 */, "computeLightingNormal", computeNormal);
222
222
  builder.frag.addGlobal("g_normal", 4 /* VariableType.Vec3 */);
223
- builder.frag.set(22 /* FragmentShaderComponent.FinalizeNormal */, finalizeNormal);
223
+ builder.frag.set(23 /* FragmentShaderComponent.FinalizeNormal */, finalizeNormal);
224
224
  addThematicDisplay(builder, false, true);
225
225
  builder.addInlineComputedVarying("v_thematicIndex", 2 /* VariableType.Float */, getComputeThematicIndex(builder.vert.usesInstancedGeometry, false, false));
226
226
  builder.vert.addUniform("u_worldToViewN", 6 /* VariableType.Mat3 */, (prog) => {
@@ -247,7 +247,7 @@ function createRealityMeshHiliterBuilder() {
247
247
  const vert = builder.vert;
248
248
  vert.set(10 /* VertexShaderComponent.ComputePosition */, computePosition);
249
249
  addModelViewProjectionMatrix(vert);
250
- builder.frag.set(16 /* FragmentShaderComponent.AssignFragData */, assignFragColor);
250
+ builder.frag.set(17 /* FragmentShaderComponent.AssignFragData */, assignFragColor);
251
251
  return builder;
252
252
  }
253
253
  /** @internal */
@@ -273,7 +273,7 @@ export function createRealityMeshBuilder(flags) {
273
273
  const frag = builder.frag;
274
274
  frag.addGlobal("featureIncrement", 2 /* VariableType.Float */, "0.0");
275
275
  frag.addGlobal("classifierId", 5 /* VariableType.Vec4 */);
276
- frag.set(17 /* FragmentShaderComponent.OverrideFeatureId */, overrideFeatureId);
276
+ frag.set(18 /* FragmentShaderComponent.OverrideFeatureId */, overrideFeatureId);
277
277
  const textureCount = System.instance.maxRealityImageryLayers;
278
278
  const gradientTextureUnit = TextureUnit.RealityMeshThematicGradient;
279
279
  const feat = flags.featureMode;
@@ -38,7 +38,7 @@ export function createScreenSpaceEffectProgramBuilder(params) {
38
38
  texture.bindSampler(uniform, TextureUnit.Zero);
39
39
  });
40
40
  });
41
- builder.frag.set(16 /* FragmentShaderComponent.AssignFragData */, assignFragColor);
41
+ builder.frag.set(17 /* FragmentShaderComponent.AssignFragData */, assignFragColor);
42
42
  if (!params.source.sampleSourcePixel) {
43
43
  builder.frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computeBaseColor);
44
44
  }
@@ -18,7 +18,7 @@ const scratchRotMatrix = new Matrix3();
18
18
  export function createSkyBoxProgram(context) {
19
19
  const prog = new ProgramBuilder(AttributeMap.findAttributeMap(undefined, false));
20
20
  prog.frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computeBaseColor);
21
- prog.frag.set(16 /* FragmentShaderComponent.AssignFragData */, assignFragData);
21
+ prog.frag.set(17 /* FragmentShaderComponent.AssignFragData */, assignFragData);
22
22
  prog.vert.set(10 /* VertexShaderComponent.ComputePosition */, computePosition);
23
23
  prog.vert.addUniform("u_rot", 6 /* VariableType.Mat3 */, (prg) => {
24
24
  prg.addGraphicUniform("u_rot", (uniform, params) => {
@@ -211,7 +211,7 @@ export function createSkySphereBuilder(isGradient, flags) {
211
211
  uniform.setUniform3fv(params.target.uniforms.frustum.frustum); // { near, far, type }
212
212
  });
213
213
  });
214
- frag.set(16 /* FragmentShaderComponent.AssignFragData */, assignFragColor);
214
+ frag.set(17 /* FragmentShaderComponent.AssignFragData */, assignFragColor);
215
215
  if (flags.enableAtmosphere) {
216
216
  frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computeSkySphereColorAtmosphere);
217
217
  addAtmosphericScatteringEffect(builder, true, true);
@@ -120,6 +120,6 @@ export function addSolarShadowMap(builder, toTerrain = false) {
120
120
  frag.addFunction(warpDepth);
121
121
  frag.addFunction(chebyshevUpperBound);
122
122
  frag.addFunction(shadowMapEVSM);
123
- frag.set(13 /* FragmentShaderComponent.ApplySolarShadowMap */, toTerrain ? applySolarShadowMapTerrain : applySolarShadowMap);
123
+ frag.set(14 /* FragmentShaderComponent.ApplySolarShadowMap */, toTerrain ? applySolarShadowMapTerrain : applySolarShadowMap);
124
124
  }
125
125
  //# sourceMappingURL=SolarShadowMapping.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"Surface.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Surface.ts"],"names":[],"mappings":"AAIA;;GAEG;AAMH,OAAO,EAC2C,cAAc,EAC/D,MAAM,kBAAkB,CAAC;AAE1B,OAAO,EACQ,UAAU,EAAE,YAAY,EAAE,WAAW,EAAgB,UAAU,EAAE,YAAY,EAAE,cAAc,EAC3G,MAAM,mBAAmB,CAAC;AAkR3B,gBAAgB;AAChB,wBAAgB,oBAAoB,CAAC,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,YAAY,EAAE,OAAO,EAAE,YAAY,GAAG,cAAc,CAc5H;AAsED,gBAAgB;AAChB,eAAO,MAAM,eAAe,+SAW3B,CAAC;AAgHF,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,OAAO,EAAE,cAAc,EAAE,oBAAoB,EAAE,OAAO,EAAE,gBAAgB,EAAE,OAAO,QAoBhH;AAyCD,gBAAgB;AAChB,wBAAgB,UAAU,CAAC,OAAO,EAAE,cAAc,EAAE,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,UAAU,EAAE,YAAY,EAAE,OAAO,EAAE,QAAQ,EAAE,OAAO,QAsDzI;AAED,eAAO,MAAM,wBAAwB,mWAQpC,CAAC;AA2BF,gBAAgB;AAChB,wBAAgB,oBAAoB,CAAC,KAAK,EAAE,cAAc,GAAG,cAAc,CA4G1E;AAED,wBAAgB,oCAAoC,CAAC,OAAO,EAAE,cAAc,QAgB3E"}
1
+ {"version":3,"file":"Surface.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Surface.ts"],"names":[],"mappings":"AAIA;;GAEG;AAMH,OAAO,EAC2C,cAAc,EAC/D,MAAM,kBAAkB,CAAC;AAE1B,OAAO,EACQ,UAAU,EAAE,YAAY,EAAE,WAAW,EAAgB,UAAU,EAAE,YAAY,EAAE,cAAc,EAC3G,MAAM,mBAAmB,CAAC;AAmR3B,gBAAgB;AAChB,wBAAgB,oBAAoB,CAAC,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,YAAY,EAAE,OAAO,EAAE,YAAY,GAAG,cAAc,CAc5H;AAsED,gBAAgB;AAChB,eAAO,MAAM,eAAe,+SAW3B,CAAC;AAgHF,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,OAAO,EAAE,cAAc,EAAE,oBAAoB,EAAE,OAAO,EAAE,gBAAgB,EAAE,OAAO,QAoBhH;AAyCD,gBAAgB;AAChB,wBAAgB,UAAU,CAAC,OAAO,EAAE,cAAc,EAAE,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,UAAU,EAAE,YAAY,EAAE,OAAO,EAAE,QAAQ,EAAE,OAAO,QAsDzI;AAED,eAAO,MAAM,wBAAwB,mWAQpC,CAAC;AA2BF,gBAAgB;AAChB,wBAAgB,oBAAoB,CAAC,KAAK,EAAE,cAAc,GAAG,cAAc,CA6G1E;AAED,wBAAgB,oCAAoC,CAAC,OAAO,EAAE,cAAc,QAgB3E"}
@@ -29,6 +29,7 @@ import { addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from "./Vert
29
29
  import { wantMaterials } from "../SurfaceGeometry";
30
30
  import { addWiremesh } from "./Wiremesh";
31
31
  import { Npc } from "@itwin/core-common";
32
+ import { addApplyContours } from "./Contours";
32
33
  const constantLodTextureLookup = `
33
34
  vec4 constantLodTextureLookup(sampler2D textureSampler) {
34
35
  float logDepth = log2(v_uvCustom.z);
@@ -256,7 +257,7 @@ export function createSurfaceHiliter(instanced, classified, posType) {
256
257
  if (classified) {
257
258
  addHilitePlanarClassifier(builder);
258
259
  builder.vert.addGlobal("feature_ignore_material", 0 /* VariableType.Boolean */, "false");
259
- builder.frag.set(16 /* FragmentShaderComponent.AssignFragData */, assignFragColor);
260
+ builder.frag.set(17 /* FragmentShaderComponent.AssignFragData */, assignFragColor);
260
261
  }
261
262
  else {
262
263
  addSurfaceHiliter(builder);
@@ -477,12 +478,12 @@ function addNormal(builder, animated) {
477
478
  });
478
479
  });
479
480
  finalizeNormal += finalizeNormalPostlude;
480
- builder.frag.set(22 /* FragmentShaderComponent.FinalizeNormal */, finalizeNormal);
481
+ builder.frag.set(23 /* FragmentShaderComponent.FinalizeNormal */, finalizeNormal);
481
482
  // Set to true to colorize surfaces based on normals (in world space).
482
483
  // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.
483
484
  const debugNormals = false;
484
485
  if (debugNormals) {
485
- builder.frag.set(15 /* FragmentShaderComponent.ApplyDebugColor */, "return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);");
486
+ builder.frag.set(16 /* FragmentShaderComponent.ApplyDebugColor */, "return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);");
486
487
  builder.addInlineComputedVarying("v_normal", 4 /* VariableType.Vec3 */, "v_normal = computeSurfaceNormal();");
487
488
  }
488
489
  }
@@ -618,6 +619,7 @@ export function createSurfaceBuilder(flags) {
618
619
  builder.frag.addFunction(getSurfaceColor);
619
620
  addLighting(builder);
620
621
  addWhiteOnWhiteReversal(builder.frag);
622
+ addApplyContours(builder);
621
623
  if (flags.isTranslucent) {
622
624
  addTranslucency(builder);
623
625
  }