@itwin/core-frontend 4.10.0-dev.8 → 5.0.0-dev.0

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 (820) hide show
  1. package/CHANGELOG.md +23 -1
  2. package/lib/cjs/AccuDraw.d.ts.map +1 -1
  3. package/lib/cjs/AccuDraw.js +0 -2
  4. package/lib/cjs/AccuDraw.js.map +1 -1
  5. package/lib/cjs/AccuSnap.d.ts.map +1 -1
  6. package/lib/cjs/AccuSnap.js +17 -8
  7. package/lib/cjs/AccuSnap.js.map +1 -1
  8. package/lib/cjs/BackgroundMapGeometry.js +3 -3
  9. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  10. package/lib/cjs/BingLocation.js +1 -1
  11. package/lib/cjs/BingLocation.js.map +1 -1
  12. package/lib/cjs/BriefcaseConnection.d.ts +0 -1
  13. package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
  14. package/lib/cjs/BriefcaseConnection.js +2 -3
  15. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  16. package/lib/cjs/BriefcaseTxns.d.ts.map +1 -1
  17. package/lib/cjs/ChangeFlags.d.ts +1 -1
  18. package/lib/cjs/ChangeFlags.d.ts.map +1 -1
  19. package/lib/cjs/ChangeFlags.js.map +1 -1
  20. package/lib/cjs/CheckpointConnection.js +1 -1
  21. package/lib/cjs/CheckpointConnection.js.map +1 -1
  22. package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
  23. package/lib/cjs/DisplayStyleState.js +6 -6
  24. package/lib/cjs/DisplayStyleState.js.map +1 -1
  25. package/lib/cjs/DrawingViewState.d.ts +8 -6
  26. package/lib/cjs/DrawingViewState.d.ts.map +1 -1
  27. package/lib/cjs/DrawingViewState.js +20 -10
  28. package/lib/cjs/DrawingViewState.js.map +1 -1
  29. package/lib/cjs/EnvironmentDecorations.js +1 -1
  30. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  31. package/lib/cjs/GraphicalEditingScope.d.ts.map +1 -1
  32. package/lib/cjs/HitDetail.d.ts +37 -5
  33. package/lib/cjs/HitDetail.d.ts.map +1 -1
  34. package/lib/cjs/HitDetail.js +12 -2
  35. package/lib/cjs/HitDetail.js.map +1 -1
  36. package/lib/cjs/IModelApp.d.ts.map +1 -1
  37. package/lib/cjs/IModelApp.js +1 -2
  38. package/lib/cjs/IModelApp.js.map +1 -1
  39. package/lib/cjs/IModelConnection.d.ts +1 -0
  40. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  41. package/lib/cjs/IModelConnection.js +9 -8
  42. package/lib/cjs/IModelConnection.js.map +1 -1
  43. package/lib/cjs/IpcApp.d.ts.map +1 -1
  44. package/lib/cjs/IpcApp.js +8 -1
  45. package/lib/cjs/IpcApp.js.map +1 -1
  46. package/lib/cjs/LinePlaneIntersect.js +1 -2
  47. package/lib/cjs/LinePlaneIntersect.js.map +1 -1
  48. package/lib/cjs/ModelState.d.ts +0 -8
  49. package/lib/cjs/ModelState.d.ts.map +1 -1
  50. package/lib/cjs/ModelState.js +0 -8
  51. package/lib/cjs/ModelState.js.map +1 -1
  52. package/lib/cjs/NativeApp.d.ts +1 -1
  53. package/lib/cjs/NativeApp.d.ts.map +1 -1
  54. package/lib/cjs/NativeApp.js.map +1 -1
  55. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  56. package/lib/cjs/NotificationManager.d.ts +2 -2
  57. package/lib/cjs/NotificationManager.d.ts.map +1 -1
  58. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts.map +1 -1
  59. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js +1 -2
  60. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
  61. package/lib/cjs/RealityDataSourceContextShareImpl.d.ts.map +1 -1
  62. package/lib/cjs/RealityDataSourceContextShareImpl.js +2 -3
  63. package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
  64. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js +1 -1
  65. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
  66. package/lib/cjs/SheetViewState.d.ts +4 -11
  67. package/lib/cjs/SheetViewState.d.ts.map +1 -1
  68. package/lib/cjs/SheetViewState.js +18 -12
  69. package/lib/cjs/SheetViewState.js.map +1 -1
  70. package/lib/cjs/SpatialViewState.d.ts +0 -1
  71. package/lib/cjs/SpatialViewState.d.ts.map +1 -1
  72. package/lib/cjs/SpatialViewState.js +1 -2
  73. package/lib/cjs/SpatialViewState.js.map +1 -1
  74. package/lib/cjs/SubCategoriesCache.js +1 -1
  75. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  76. package/lib/cjs/TentativePoint.js +1 -1
  77. package/lib/cjs/TentativePoint.js.map +1 -1
  78. package/lib/cjs/ViewCreator3d.js +1 -1
  79. package/lib/cjs/ViewCreator3d.js.map +1 -1
  80. package/lib/cjs/ViewGlobalLocation.js +9 -9
  81. package/lib/cjs/ViewGlobalLocation.js.map +1 -1
  82. package/lib/cjs/ViewState.d.ts +14 -1
  83. package/lib/cjs/ViewState.d.ts.map +1 -1
  84. package/lib/cjs/ViewState.js +4 -2
  85. package/lib/cjs/ViewState.js.map +1 -1
  86. package/lib/cjs/ViewingSpace.d.ts.map +1 -1
  87. package/lib/cjs/ViewingSpace.js +3 -0
  88. package/lib/cjs/ViewingSpace.js.map +1 -1
  89. package/lib/cjs/Viewport.d.ts.map +1 -1
  90. package/lib/cjs/Viewport.js +2 -4
  91. package/lib/cjs/Viewport.js.map +1 -1
  92. package/lib/cjs/ViewportSync.js +6 -6
  93. package/lib/cjs/ViewportSync.js.map +1 -1
  94. package/lib/cjs/common/ImageUtil.js +15 -16
  95. package/lib/cjs/common/ImageUtil.js.map +1 -1
  96. package/lib/cjs/common/WorkerProxy.d.ts +8 -4
  97. package/lib/cjs/common/WorkerProxy.d.ts.map +1 -1
  98. package/lib/cjs/common/WorkerProxy.js +1 -2
  99. package/lib/cjs/common/WorkerProxy.js.map +1 -1
  100. package/lib/cjs/common/gltf/GltfParser.js +7 -8
  101. package/lib/cjs/common/gltf/GltfParser.js.map +1 -1
  102. package/lib/cjs/common/gltf/GltfSchema.d.ts +1 -1
  103. package/lib/cjs/common/gltf/GltfSchema.d.ts.map +1 -1
  104. package/lib/cjs/common/gltf/GltfSchema.js +5 -5
  105. package/lib/cjs/common/gltf/GltfSchema.js.map +1 -1
  106. package/lib/cjs/common/imdl/CompactEdges.js +1 -2
  107. package/lib/cjs/common/imdl/CompactEdges.js.map +1 -1
  108. package/lib/cjs/common/imdl/ImdlModel.js +2 -3
  109. package/lib/cjs/common/imdl/ImdlModel.js.map +1 -1
  110. package/lib/cjs/common/imdl/ImdlSchema.d.ts.map +1 -1
  111. package/lib/cjs/common/imdl/ImdlSchema.js.map +1 -1
  112. package/lib/cjs/common/imdl/ParseImdlDocument.d.ts.map +1 -1
  113. package/lib/cjs/common/imdl/ParseImdlDocument.js +10 -12
  114. package/lib/cjs/common/imdl/ParseImdlDocument.js.map +1 -1
  115. package/lib/cjs/common/internal/render/DisplayParams.js.map +1 -1
  116. package/lib/cjs/common/internal/render/EdgeParams.js +2 -3
  117. package/lib/cjs/common/internal/render/EdgeParams.js.map +1 -1
  118. package/lib/cjs/common/internal/render/GeometryList.d.ts +1 -1
  119. package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js +3 -3
  120. package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js.map +1 -1
  121. package/lib/cjs/common/internal/render/LineCode.js +1 -2
  122. package/lib/cjs/common/internal/render/LineCode.js.map +1 -1
  123. package/lib/cjs/common/internal/render/MeshBuilder.js.map +1 -1
  124. package/lib/cjs/common/internal/render/MeshBuilderMap.js.map +1 -1
  125. package/lib/cjs/common/internal/render/MeshPrimitives.js +3 -3
  126. package/lib/cjs/common/internal/render/MeshPrimitives.js.map +1 -1
  127. package/lib/cjs/common/internal/render/OvrFlags.d.ts +4 -2
  128. package/lib/cjs/common/internal/render/OvrFlags.d.ts.map +1 -1
  129. package/lib/cjs/common/internal/render/OvrFlags.js.map +1 -1
  130. package/lib/cjs/common/internal/render/PointStringParams.js +1 -2
  131. package/lib/cjs/common/internal/render/PointStringParams.js.map +1 -1
  132. package/lib/cjs/common/internal/render/PolylineParams.js +4 -5
  133. package/lib/cjs/common/internal/render/PolylineParams.js.map +1 -1
  134. package/lib/cjs/common/internal/render/SurfaceParams.js +3 -3
  135. package/lib/cjs/common/internal/render/SurfaceParams.js.map +1 -1
  136. package/lib/cjs/common/internal/render/VertexTable.d.ts.map +1 -1
  137. package/lib/cjs/common/internal/render/VertexTable.js +4 -7
  138. package/lib/cjs/common/internal/render/VertexTable.js.map +1 -1
  139. package/lib/cjs/common/internal/render/VertexTableBuilder.js +2 -2
  140. package/lib/cjs/common/internal/render/VertexTableBuilder.js.map +1 -1
  141. package/lib/cjs/common/internal/render/VertexTableSplitter.js +4 -4
  142. package/lib/cjs/common/internal/render/VertexTableSplitter.js.map +1 -1
  143. package/lib/cjs/common/render/InstancedGraphicParams.js.map +1 -1
  144. package/lib/cjs/extension/providers/ExtensionLoadScript.js +1 -2
  145. package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
  146. package/lib/cjs/internal/render/RenderInstancesParamsImpl.js +2 -3
  147. package/lib/cjs/internal/render/RenderInstancesParamsImpl.js.map +1 -1
  148. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts.map +1 -1
  149. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js +1 -1
  150. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  151. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js +2 -2
  152. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
  153. package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js +2 -2
  154. package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js.map +1 -1
  155. package/lib/cjs/quantity-formatting/QuantityFormatter.js +3 -3
  156. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  157. package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.d.ts.map +1 -1
  158. package/lib/cjs/render/GraphicBranch.d.ts +12 -1
  159. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  160. package/lib/cjs/render/GraphicBranch.js +2 -2
  161. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  162. package/lib/cjs/render/GraphicTemplate.js +1 -2
  163. package/lib/cjs/render/GraphicTemplate.js.map +1 -1
  164. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  165. package/lib/cjs/render/Pixel.d.ts +14 -4
  166. package/lib/cjs/render/Pixel.d.ts.map +1 -1
  167. package/lib/cjs/render/Pixel.js +22 -5
  168. package/lib/cjs/render/Pixel.js.map +1 -1
  169. package/lib/cjs/render/RealityMeshGraphicParams.d.ts +1 -0
  170. package/lib/cjs/render/RealityMeshGraphicParams.d.ts.map +1 -1
  171. package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -1
  172. package/lib/cjs/render/RenderMemory.d.ts +2 -0
  173. package/lib/cjs/render/RenderMemory.d.ts.map +1 -1
  174. package/lib/cjs/render/RenderMemory.js +2 -0
  175. package/lib/cjs/render/RenderMemory.js.map +1 -1
  176. package/lib/cjs/render/RenderPlan.d.ts +2 -1
  177. package/lib/cjs/render/RenderPlan.d.ts.map +1 -1
  178. package/lib/cjs/render/RenderPlan.js +5 -3
  179. package/lib/cjs/render/RenderPlan.js.map +1 -1
  180. package/lib/cjs/render/RenderSystem.d.ts +1 -1
  181. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  182. package/lib/cjs/render/RenderSystem.js +8 -9
  183. package/lib/cjs/render/RenderSystem.js.map +1 -1
  184. package/lib/cjs/render/UpsampleRealityMeshParams.js +1 -2
  185. package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -1
  186. package/lib/cjs/render/VisibleFeature.js +1 -2
  187. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  188. package/lib/cjs/render/webgl/AttributeBuffers.js +5 -5
  189. package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
  190. package/lib/cjs/render/webgl/BatchUniforms.d.ts +4 -0
  191. package/lib/cjs/render/webgl/BatchUniforms.d.ts.map +1 -1
  192. package/lib/cjs/render/webgl/BatchUniforms.js +18 -0
  193. package/lib/cjs/render/webgl/BatchUniforms.js.map +1 -1
  194. package/lib/cjs/render/webgl/BranchState.d.ts +9 -0
  195. package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
  196. package/lib/cjs/render/webgl/BranchState.js +6 -0
  197. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  198. package/lib/cjs/render/webgl/BranchUniforms.d.ts +1 -0
  199. package/lib/cjs/render/webgl/BranchUniforms.d.ts.map +1 -1
  200. package/lib/cjs/render/webgl/BranchUniforms.js +14 -1
  201. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  202. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  203. package/lib/cjs/render/webgl/ClippingProgram.js +2 -2
  204. package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
  205. package/lib/cjs/render/webgl/ContourUniforms.d.ts +22 -0
  206. package/lib/cjs/render/webgl/ContourUniforms.d.ts.map +1 -0
  207. package/lib/cjs/render/webgl/ContourUniforms.js +98 -0
  208. package/lib/cjs/render/webgl/ContourUniforms.js.map +1 -0
  209. package/lib/cjs/render/webgl/Contours.d.ts +34 -0
  210. package/lib/cjs/render/webgl/Contours.d.ts.map +1 -0
  211. package/lib/cjs/render/webgl/Contours.js +127 -0
  212. package/lib/cjs/render/webgl/Contours.js.map +1 -0
  213. package/lib/cjs/render/webgl/DrawCommand.js +3 -3
  214. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  215. package/lib/cjs/render/webgl/EdgeSettings.js +1 -1
  216. package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
  217. package/lib/cjs/render/webgl/FeatureOverrides.d.ts +1 -0
  218. package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
  219. package/lib/cjs/render/webgl/FeatureOverrides.js +48 -51
  220. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  221. package/lib/cjs/render/webgl/FrustumUniforms.js +2 -2
  222. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  223. package/lib/cjs/render/webgl/GL.d.ts +2 -1
  224. package/lib/cjs/render/webgl/GL.d.ts.map +1 -1
  225. package/lib/cjs/render/webgl/GL.js +1 -0
  226. package/lib/cjs/render/webgl/GL.js.map +1 -1
  227. package/lib/cjs/render/webgl/Graphic.d.ts +12 -0
  228. package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
  229. package/lib/cjs/render/webgl/Graphic.js +31 -0
  230. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  231. package/lib/cjs/render/webgl/InstancedGeometry.js +2 -2
  232. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  233. package/lib/cjs/render/webgl/Material.js +4 -4
  234. package/lib/cjs/render/webgl/Material.js.map +1 -1
  235. package/lib/cjs/render/webgl/Matrix.js +3 -3
  236. package/lib/cjs/render/webgl/Matrix.js.map +1 -1
  237. package/lib/cjs/render/webgl/RealityMesh.js +1 -1
  238. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  239. package/lib/cjs/render/webgl/RenderFlags.d.ts +2 -1
  240. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  241. package/lib/cjs/render/webgl/RenderFlags.js +4 -2
  242. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  243. package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
  244. package/lib/cjs/render/webgl/SceneCompositor.js +19 -7
  245. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  246. package/lib/cjs/render/webgl/ScratchDrawParams.js +2 -3
  247. package/lib/cjs/render/webgl/ScratchDrawParams.js.map +1 -1
  248. package/lib/cjs/render/webgl/ScreenSpaceEffect.js +2 -2
  249. package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
  250. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +15 -13
  251. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  252. package/lib/cjs/render/webgl/ShaderBuilder.js +18 -10
  253. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  254. package/lib/cjs/render/webgl/ShaderProgram.d.ts.map +1 -1
  255. package/lib/cjs/render/webgl/ShaderProgram.js +26 -0
  256. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  257. package/lib/cjs/render/webgl/SurfaceGeometry.js +2 -2
  258. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  259. package/lib/cjs/render/webgl/Sync.js +3 -4
  260. package/lib/cjs/render/webgl/Sync.js.map +1 -1
  261. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  262. package/lib/cjs/render/webgl/System.js +7 -7
  263. package/lib/cjs/render/webgl/System.js.map +1 -1
  264. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  265. package/lib/cjs/render/webgl/Target.js +2 -1
  266. package/lib/cjs/render/webgl/Target.js.map +1 -1
  267. package/lib/cjs/render/webgl/TargetUniforms.d.ts +2 -0
  268. package/lib/cjs/render/webgl/TargetUniforms.d.ts.map +1 -1
  269. package/lib/cjs/render/webgl/TargetUniforms.js +2 -0
  270. package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
  271. package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
  272. package/lib/cjs/render/webgl/TechniqueId.js +1 -2
  273. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  274. package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
  275. package/lib/cjs/render/webgl/Texture.js +2 -2
  276. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  277. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  278. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +2 -3
  279. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  280. package/lib/cjs/render/webgl/glsl/Animation.js +1 -2
  281. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  282. package/lib/cjs/render/webgl/glsl/Atmosphere.js +2 -3
  283. package/lib/cjs/render/webgl/glsl/Atmosphere.js.map +1 -1
  284. package/lib/cjs/render/webgl/glsl/Blur.js +2 -3
  285. package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
  286. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +2 -3
  287. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
  288. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +2 -3
  289. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
  290. package/lib/cjs/render/webgl/glsl/Clipping.js +3 -3
  291. package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
  292. package/lib/cjs/render/webgl/glsl/Color.js +2 -3
  293. package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
  294. package/lib/cjs/render/webgl/glsl/Combine3Textures.js +2 -3
  295. package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
  296. package/lib/cjs/render/webgl/glsl/CombineTextures.js +2 -3
  297. package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
  298. package/lib/cjs/render/webgl/glsl/Common.js +7 -7
  299. package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
  300. package/lib/cjs/render/webgl/glsl/Composite.js +2 -3
  301. package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
  302. package/lib/cjs/render/webgl/glsl/Contours.d.ts +4 -0
  303. package/lib/cjs/render/webgl/glsl/Contours.d.ts.map +1 -0
  304. package/lib/cjs/render/webgl/glsl/Contours.js +137 -0
  305. package/lib/cjs/render/webgl/glsl/Contours.js.map +1 -0
  306. package/lib/cjs/render/webgl/glsl/CopyColor.js +2 -3
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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 { AttributeMap } from \"../AttributeMap\";\r\nimport { Material } from \"../Material\";\r\nimport { Pass, SurfaceBitIndex, SurfaceFlags, TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport {\r\n FeatureMode, IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, PositionType, TechniqueFlags,\r\n} from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { unpackFloat } from \"./Clipping\";\r\nimport { addColor } from \"./Color\";\r\nimport { addChooseVec2WithBitFlagsFunction, addChooseVec3WithBitFlagFunction, addExtractNthBit, addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addUnpackAndNormalize2Bytes, decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport {\r\n addFeatureSymbology, addMaxAlpha, addRenderOrder, addRenderOrderConstants, addSurfaceDiscard, addSurfaceHiliter, FeatureSymbologyOptions,\r\n} from \"./FeatureSymbology\";\r\nimport {\r\n addAltPickBufferOutputs, addFragColorWithPreMultipliedAlpha, addPickBufferOutputs, addWhiteOnWhiteReversal, assignFragColor,\r\n} from \"./Fragment\";\r\nimport { addLighting } from \"./Lighting\";\r\nimport { addSurfaceMonochrome } from \"./Monochrome\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier, addOverrideClassifierColor } from \"./PlanarClassification\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addTranslucency } from \"./Translucency\";\r\nimport { addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { wantMaterials } from \"../SurfaceGeometry\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\nimport { Npc } from \"@itwin/core-common\";\r\n\r\nconst constantLodTextureLookup = `\r\nvec4 constantLodTextureLookup(sampler2D textureSampler) {\r\n float logDepth = log2(v_uvCustom.z);\r\n float f = fract(logDepth);\r\n float p = floor(logDepth);\r\n // When p changes, both tc1 and tc2 jumped by a power of 2 at that transition (and f goes from ~1 to 0).\r\n // This caused a line to show up with incorrect tex coords, we believe due to a problem with the derivative\r\n // that is auto calculated on the tex coords for the mip-map. The below approach attempts to \"smooth\"\r\n // the transition of the coord in use at the transition by only changing the coord that is not in use\r\n // (but by 2 powers of 2) and switching the mix selector to account for it. It does this by using whether\r\n // p is odd or even to select which way it is going, so it alternates at the boundaries. This fixes the\r\n // line problem.\r\n float p1, p2;\r\n if (0u == (uint(p) & 1u)) { // p is even\r\n p1 = p;\r\n p2 = p + 1.0;\r\n } else { // p is odd\r\n p1 = p + 1.0;\r\n p2 = p;\r\n f = 1.0 - f;\r\n }\r\n\r\n vec2 tc1 = v_uvCustom.xy / clamp(pow(2.0, p1), float(u_constantLodFParams.x), float(u_constantLodFParams.y)) * u_constantLodFParams.z;\r\n vec2 tc2 = v_uvCustom.xy / clamp(pow(2.0, p2), float(u_constantLodFParams.x), float(u_constantLodFParams.y)) * u_constantLodFParams.z;\r\n return mix(TEXTURE(textureSampler, tc1), TEXTURE(textureSampler, tc2), f);\r\n}\r\n`;\r\n\r\n// NB: Textures do not contain pre-multiplied alpha.\r\nconst sampleSurfaceTexture = `\r\nvec4 sampleSurfaceTexture() {\r\n vec4 clr;\r\n if (!isSurfaceBitSet(kSurfaceBit_HasTexture))\r\n clr = vec4(1.0, 1.0, 1.0, 1.0);\r\n else if (u_surfaceFlags[kSurfaceBitIndex_UseConstantLodTextureMapping])\r\n clr = constantLodTextureLookup(s_texture);\r\n else\r\n clr = TEXTURE(s_texture, v_texCoord);\r\n return clr;\r\n}\r\n`;\r\n\r\nconst applyMaterialColor = `\r\n float useMatColor = float(use_material);\r\n vec3 rgb = mix(baseColor.rgb, mat_rgb.rgb, useMatColor * mat_rgb.a);\r\n float a = mix(baseColor.a, mat_alpha.x, useMatColor * mat_alpha.y);\r\n return vec4(rgb, a);\r\n`;\r\n\r\n// if this is a raster glyph, the sampled color has already been modified - do not modify further.\r\n// Mix diffuse color with texel based on texture weight.\r\n// Replace with diffuse RGB if RGB overridden.\r\n// Replace with diffuse alpha if alpha overridden.\r\n// Multiply texel alpha with diffuse alpha if specified.\r\nconst applyTextureWeight = `\r\n bool applyTexture = !u_applyGlyphTex && isSurfaceBitSet(kSurfaceBit_HasTexture);\r\n float textureWeight = applyTexture ? mat_texture_weight : 0.0;\r\n vec3 rgb = mix(baseColor.rgb, g_surfaceTexel.rgb, textureWeight);\r\n rgb = chooseVec3WithBitFlag(rgb, baseColor.rgb, surfaceFlags, kSurfaceBit_OverrideRgb);\r\n\r\n float a = applyTexture ? baseColor.a * g_surfaceTexel.a : baseColor.a;\r\n\r\n return vec4(rgb, a);\r\n`;\r\n\r\nconst decodeFragMaterialParams = `\r\nvoid decodeMaterialParams(vec4 params) {\r\n mat_weights = unpackAndNormalize2Bytes(params.x);\r\n\r\n vec2 texAndSpecR = unpackAndNormalize2Bytes(params.y);\r\n mat_texture_weight = texAndSpecR.x;\r\n\r\n vec2 specGB = unpackAndNormalize2Bytes(params.z);\r\n mat_specular = vec4(texAndSpecR.y, specGB, params.w);\r\n}\r\n`;\r\n\r\nconst decodeMaterialColor = `\r\nvoid decodeMaterialColor(vec4 rgba) {\r\n mat_rgb = vec4(rgba.rgb, float(rgba.r >= 0.0));\r\n mat_alpha = vec2(rgba.a, float(rgba.a >= 0.0));\r\n}\r\n`;\r\n\r\n// defaults: (0x6699, 0xffff, 0xffff, 13.5)\r\nconst computeMaterialParams = `\r\n const vec4 defaults = vec4(26265.0, 65535.0, 65535.0, 13.5);\r\n return use_material ? g_materialParams : defaults;\r\n`;\r\n\r\n// The 8-bit material index is stored with the 24-bit feature index, in the high byte.\r\nconst readMaterialAtlas = `\r\nvoid readMaterialAtlas() {\r\n float materialAtlasStart = u_vertParams.z * u_vertParams.w + u_numColors;\r\n float materialIndex = g_featureAndMaterialIndex.w * 4.0 + materialAtlasStart;\r\n\r\n vec2 tc = computeLUTCoords(materialIndex, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 rgba = TEXTURE(u_vertLUT, tc);\r\n\r\n tc = computeLUTCoords(materialIndex + 1.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 weightsAndFlags = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n\r\n tc = computeLUTCoords(materialIndex + 2.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec3 specularRgb = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5).rgb;\r\n\r\n tc = computeLUTCoords(materialIndex + 3.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 packedSpecularExponent = TEXTURE(u_vertLUT, tc);\r\n\r\n float flags = weightsAndFlags.w;\r\n mat_rgb = vec4(rgba.rgb, float(flags == 1.0 || flags == 3.0));\r\n mat_alpha = vec2(rgba.a, float(flags == 2.0 || flags == 3.0));\r\n\r\n float specularExponent = unpackFloat(packedSpecularExponent);\r\n g_materialParams.x = weightsAndFlags.y + weightsAndFlags.z * 256.0;\r\n g_materialParams.y = 255.0 + specularRgb.r * 256.0;\r\n g_materialParams.z = specularRgb.g + specularRgb.b * 256.0;\r\n g_materialParams.w = specularExponent;\r\n}\r\n`;\r\n\r\nconst computeMaterial = `\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasMaterialAtlas]) {\r\n readMaterialAtlas();\r\n } else {\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n }\r\n`;\r\n\r\nconst computeMaterialInstanced = `\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n`;\r\n\r\nfunction addMaterial(builder: ProgramBuilder, instanced: boolean): void {\r\n const frag = builder.frag;\r\n assert(undefined !== frag.find(\"v_surfaceFlags\"));\r\n\r\n frag.addGlobal(\"mat_texture_weight\", VariableType.Float);\r\n frag.addGlobal(\"mat_weights\", VariableType.Vec2); // diffuse, specular\r\n frag.addGlobal(\"mat_specular\", VariableType.Vec4); // rgb, exponent\r\n\r\n addUnpackAndNormalize2Bytes(frag);\r\n frag.addFunction(decodeFragMaterialParams);\r\n frag.addInitializer(\"decodeMaterialParams(v_materialParams);\");\r\n\r\n addChooseVec3WithBitFlagFunction(frag);\r\n frag.set(FragmentShaderComponent.ApplyMaterialOverrides, applyTextureWeight);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"mat_rgb\", VariableType.Vec4); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"mat_alpha\", VariableType.Vec2); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"use_material\", VariableType.Boolean);\r\n vert.addInitializer(\"use_material = !u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial];\");\r\n\r\n // Uniform material\r\n vert.addFunction(decodeMaterialColor);\r\n vert.addUniform(\"u_materialColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialColor\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.rgba);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_materialParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialParams\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.fragUniforms);\r\n });\r\n });\r\n\r\n if (!instanced) {\r\n // Material atlas\r\n vert.addFunction(unpackFloat);\r\n vert.addFunction(readMaterialAtlas);\r\n vert.addUniform(\"u_numColors\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_numColors\", (uniform, params) => {\r\n const info = params.geometry.materialInfo;\r\n const numColors = undefined !== info && info.isAtlas ? info.vertexTableOffset : 0;\r\n uniform.setUniform1f(numColors);\r\n });\r\n });\r\n }\r\n vert.addGlobal(\"g_materialParams\", VariableType.Vec4);\r\n vert.set(VertexShaderComponent.ComputeMaterial, instanced ? computeMaterialInstanced : computeMaterial);\r\n vert.set(VertexShaderComponent.ApplyMaterialColor, applyMaterialColor);\r\n builder.addFunctionComputedVarying(\"v_materialParams\", VariableType.Vec4, \"computeMaterialParams\", computeMaterialParams);\r\n}\r\n\r\nconst computePositionPrelude = `\r\n vec4 pos = MAT_MV * rawPos;\r\n`;\r\n\r\n// We used to use gl.polygonOffset() for blanking regions, but that doesn't work with logarithmic depth buffer which overwrites the\r\n// computed Z. Instead we must manually offset in vertex shader. We do this even if log depth is not enabled/supported.\r\n// NOTE: If log depth is *not* supported, then the hilite surface vertex shaders previously would still include this logic, but the\r\n// fragment shaders would not use v_eyeSpace. Some Ubuntu 20.04 graphics drivers cleverly and correctly optimized out the varying and the uniform,\r\n// causing an exception when gl.getProgramLocation() failed. So, omit this bit in that case.\r\nconst adjustEyeSpace = `\r\n v_eyeSpace = pos.xyz;\r\n const float blankingRegionOffset = 2.0 / 65536.0;\r\n if (kRenderOrder_BlankingRegion == u_renderOrder)\r\n v_eyeSpace.z -= blankingRegionOffset * (u_frustum.y - u_frustum.x);\r\n`;\r\n\r\nconst computeConstantLodUvCustom = `\r\n vec2 worldpos = (u_modelToWorld * vec4(rawPos.xyz, 0.0)).xy;\r\n v_uvCustom = vec3((u_constantLodVParams.xy + worldpos) * vec2(1.0, -1.0), kFrustumType_Perspective == u_frustum.z ? -v_eyeSpace.z : u_constantLodVParams.z);\r\n`;\r\n\r\nconst computePositionPostlude = `\r\n return u_proj * pos;\r\n`;\r\n\r\nfunction createCommon(isInstanced: IsInstanced, animated: IsAnimated, shadowable: IsShadowable, isHiliter: boolean, positionType: PositionType): ProgramBuilder {\r\n const instanced = IsInstanced.Yes === isInstanced;\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.Surface, instanced);\r\n const builder = new ProgramBuilder(attrMap, { positionType, instanced });\r\n const vert = builder.vert;\r\n\r\n if (animated)\r\n addAnimation(vert, true);\r\n\r\n if (shadowable)\r\n addSolarShadowMap(builder);\r\n\r\n addProjectionMatrix(vert);\r\n addModelViewMatrix(vert);\r\n\r\n let computePosition = computePositionPrelude;\r\n if (!isHiliter || System.instance.supportsLogZBuffer) {\r\n addFrustum(builder);\r\n addRenderOrder(builder.vert);\r\n addRenderOrderConstants(builder.vert);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n computePosition += adjustEyeSpace;\r\n }\r\n if (!isHiliter)\r\n computePosition += computeConstantLodUvCustom;\r\n computePosition += computePositionPostlude;\r\n\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceHiliter(instanced: IsInstanced, classified: IsClassified, posType: PositionType): ProgramBuilder {\r\n const builder = createCommon(instanced, IsAnimated.No, IsShadowable.No, true, posType);\r\n\r\n addSurfaceFlags(builder, true, false);\r\n addTexture(builder, IsAnimated.No, IsThematic.No, false, true);\r\n if (classified) {\r\n addHilitePlanarClassifier(builder);\r\n builder.vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n } else {\r\n addSurfaceHiliter(builder);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\nconst isSurfaceBitSet = `\r\nbool isSurfaceBitSet(uint flag) { return 0u != (surfaceFlags & flag); }\r\n`;\r\n\r\n/** @internal */\r\nfunction addSurfaceFlagsLookup(builder: ShaderBuilder) {\r\n builder.addConstant(\"kSurfaceBitIndex_HasTexture\", VariableType.Int, SurfaceBitIndex.HasTexture.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_ApplyLighting\", VariableType.Int, SurfaceBitIndex.ApplyLighting.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormals\", VariableType.Int, SurfaceBitIndex.HasNormals.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_IgnoreMaterial\", VariableType.Int, SurfaceBitIndex.IgnoreMaterial.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_TransparencyThreshold\", VariableType.Int, SurfaceBitIndex.TransparencyThreshold.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_BackgroundFill\", VariableType.Int, SurfaceBitIndex.BackgroundFill.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasColorAndNormal\", VariableType.Int, SurfaceBitIndex.HasColorAndNormal.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_OverrideRgb\", VariableType.Int, SurfaceBitIndex.OverrideRgb.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormalMap\", VariableType.Int, SurfaceBitIndex.HasNormalMap.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasMaterialAtlas\", VariableType.Int, SurfaceBitIndex.HasMaterialAtlas.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_UseConstantLodTextureMapping\", VariableType.Int, SurfaceBitIndex.UseConstantLodTextureMapping.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_UseConstantLodNormalMapMapping\", VariableType.Int, SurfaceBitIndex.UseConstantLodNormalMapMapping.toString());\r\n\r\n // Surface flags which get modified in vertex shader are still passed to fragment shader as a single float & are thus\r\n // used differently there & so require different constants. Unused constants are commented out.\r\n builder.addBitFlagConstant(\"kSurfaceBit_HasTexture\", SurfaceBitIndex.HasTexture);\r\n builder.addBitFlagConstant(\"kSurfaceBit_IgnoreMaterial\", SurfaceBitIndex.IgnoreMaterial);\r\n builder.addBitFlagConstant(\"kSurfaceBit_OverrideRgb\", SurfaceBitIndex.OverrideRgb);\r\n builder.addBitFlagConstant(\"kSurfaceBit_HasNormalMap\", SurfaceBitIndex.HasNormalMap);\r\n\r\n // Only need masks for flags modified in vertex shader\r\n const suffix = \"u\";\r\n const type = VariableType.Uint;\r\n builder.addConstant(\"kSurfaceMask_HasTexture\", type, SurfaceFlags.HasTexture.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_IgnoreMaterial\", type, SurfaceFlags.IgnoreMaterial.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_OverrideRgb\", type, SurfaceFlags.OverrideRgb.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_HasNormalMap\", type, SurfaceFlags.HasNormalMap.toString() + suffix);\r\n\r\n addExtractNthBit(builder);\r\n builder.addFunction(isSurfaceBitSet);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Uint);\r\n}\r\n\r\nconst initSurfaceFlags = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_HasNormalMap] ? kSurfaceMask_HasNormalMap : 0u;\r\n`;\r\n\r\nconst computeBaseSurfaceFlags = `\r\n if (feature_ignore_material) {\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasTexture])\r\n surfaceFlags -= kSurfaceMask_HasTexture;\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasNormalMap])\r\n surfaceFlags -= kSurfaceMask_HasNormalMap;\r\n\r\n surfaceFlags += kSurfaceMask_IgnoreMaterial;\r\n }\r\n`;\r\n\r\n// Textured surfaces (including raster glyphs) always *multiply* the sampled alpha by the alpha override.\r\nconst computeColorSurfaceFlags = `\r\n if (feature_rgb.r >= 0.0)\r\n surfaceFlags += kSurfaceMask_OverrideRgb;\r\n`;\r\n\r\nconst returnSurfaceFlags = \" return float(surfaceFlags);\\n\";\r\n\r\nconst computeSurfaceFlags = computeBaseSurfaceFlags;\r\nconst computeSurfaceFlagsWithColor = computeBaseSurfaceFlags + computeColorSurfaceFlags;\r\n\r\n/** @internal */\r\nexport const octDecodeNormal = `\r\nvec3 octDecodeNormal(vec2 e) {\r\n e = e / 255.0 * 2.0 - 1.0;\r\n vec3 n = vec3(e.x, e.y, 1.0 - abs(e.x) - abs(e.y));\r\n if (n.z < 0.0) {\r\n vec2 signNotZero = vec2(n.x >= 0.0 ? 1.0 : -1.0, n.y >= 0.0 ? 1.0 : -1.0);\r\n n.xy = (1.0 - abs(n.yx)) * signNotZero;\r\n }\r\n\r\n return normalize(n);\r\n}\r\n`;\r\n\r\nfunction getComputeNormal(quantized: boolean): string {\r\n const a = quantized ? \"g_vertLutData3.xy\" : \"g_vertLutData4.zw\";\r\n const b = quantized ? \"g_vertLutData1.zw\" : \"g_vertLutData5.xy\";\r\n return `\r\n if (!u_surfaceFlags[kSurfaceBitIndex_HasNormals])\r\n return vec3(0.0);\r\n\r\n vec2 normal = (u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal]) ? ${a} : ${b};\r\n return normalize(MAT_NORM * octDecodeNormal(normal));\r\n`;\r\n}\r\n\r\nconst finalizeNormalPrelude = `\r\n vec3 normal = normalize(v_n) * (2.0 * float(gl_FrontFacing) - 1.0);\r\n`;\r\n\r\nconst finalizeNormalNormalMap = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasNormalMap)) {\r\n // Modify the normal with the normal map texture.\r\n // First calculate the tangent.\r\n vec3 dp1 = dFdx(v_eyeSpace);\r\n vec3 dp2 = dFdy(v_eyeSpace);\r\n vec2 duv1 = dFdx(v_texCoord);\r\n vec2 duv2 = dFdy(v_texCoord);\r\n vec3 tangent = normalize(duv2.y * dp1 - duv1.y * dp2);\r\n tangent = normalize (tangent - normal * dot (normal, tangent)); // re-orthogonalize with normal\r\n bool flip = (duv1.x * duv2.y - duv2.x * duv1.y) < 0.0;\r\n if (flip)\r\n tangent = -tangent;\r\n vec3 biTangent = cross (normal, tangent);\r\n if (flip)\r\n biTangent = -biTangent;\r\n vec3 normM;\r\n if (u_surfaceFlags[kSurfaceBitIndex_UseConstantLodNormalMapMapping])\r\n normM = constantLodTextureLookup(s_normalMap).xyz;\r\n else\r\n normM = TEXTURE(s_normalMap, v_texCoord).xyz;\r\n if (length (normM) > 0.0001) { // check for empty normal texture\r\n normM = (normM - 0.5) * 2.0;\r\n normM = normalize (normM);\r\n normM.x *= abs(u_normalMapScale);\r\n normM.y *= u_normalMapScale;\r\n normM = normalize (normM);\r\n normal = normalize (normM.x * tangent + normM.y * biTangent + normM.z * normal);\r\n }\r\n }\r\n`;\r\n\r\nconst finalizeNormalPostlude = `\r\n return normal;\r\n`;\r\n\r\nfunction getComputeAnimatedNormal(quantized: boolean): string {\r\n return `\r\n if (u_animNormalParams.x >= 0.0)\r\n return normalize(MAT_NORM * computeAnimationNormal(u_animNormalParams.x, u_animNormalParams.y, u_animNormalParams.z));\r\n\r\n ${getComputeNormal(quantized)}`;\r\n}\r\n\r\nconst applyBackgroundColor = `\r\n return u_surfaceFlags[kSurfaceBitIndex_BackgroundFill] ? vec4(u_bgColor.rgb, baseColor.a) : baseColor;\r\n`;\r\n\r\nfunction getComputeTexCoord(quantized: boolean): string {\r\n const vertData = quantized ? \"g_vertLutData3\" : \"g_vertLutData4\";\r\n return `\r\n vec4 rgba = ${vertData};\r\n vec2 qcoords = vec2(decodeUInt16(rgba.xy), decodeUInt16(rgba.zw));\r\n return chooseVec2With2BitFlags(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture, kSurfaceBit_HasNormalMap);\r\n`;\r\n}\r\n\r\nfunction getComputeAnimatedTexCoord(quantized: boolean): string {\r\n return `\r\n if (u_animScalarQParams.x >= 0.0)\r\n return computeAnimationParam(u_animScalarParams.x, u_animScalarParams.y, u_animScalarParams.z, u_animScalarQParams.x, u_animScalarQParams.y);\r\n\r\n ${getComputeTexCoord(quantized)}\r\n`;\r\n}\r\n\r\nconst getSurfaceColor = `\r\nvec4 getSurfaceColor() { return v_color; }\r\n`;\r\n\r\n// If we have texture weight < 1.0 we must compute the element/material color first then mix with texture color\r\n// in ApplyMaterialOverrides(). Do the sample once, here, and store in a global variable for possible later use.\r\n// If a glyph texture, must mix getSurfaceColor() with texture color so texture color alpha is applied 100% and\r\n// surface color rgb is scaled by texture color rgb (latter is full white originally but stretched via mipmapping).\r\nconst computeBaseColor = `\r\n g_surfaceTexel = sampleSurfaceTexture();\r\n vec4 surfaceColor = getSurfaceColor();\r\n\r\n if (!u_applyGlyphTex)\r\n return surfaceColor;\r\n\r\n // Compute color for raster glyph.\r\n const vec3 white = vec3(1.0);\r\n const vec3 epsilon = vec3(0.0001);\r\n const vec3 almostWhite = white - epsilon;\r\n\r\n // set to black if almost white and reverse white-on-white is on\r\n bvec3 isAlmostWhite = greaterThan(surfaceColor.rgb, almostWhite);\r\n surfaceColor.rgb = (u_reverseWhiteOnWhite && isAlmostWhite.r && isAlmostWhite.g && isAlmostWhite.b ? vec3(0.0, 0.0, 0.0) : surfaceColor.rgb);\r\n return vec4(surfaceColor.rgb * g_surfaceTexel.rgb, g_surfaceTexel.a * surfaceColor.a);\r\n`;\r\n\r\nconst surfaceFlagArray = new Int32Array(SurfaceBitIndex.Count);\r\n\r\n/** @internal */\r\nexport function addSurfaceFlags(builder: ProgramBuilder, withFeatureOverrides: boolean, withFeatureColor: boolean) {\r\n addSurfaceFlagsLookup(builder.vert);\r\n addSurfaceFlagsLookup(builder.frag);\r\n\r\n let compute = initSurfaceFlags;\r\n if (withFeatureOverrides)\r\n compute += `${withFeatureColor ? computeSurfaceFlagsWithColor : computeSurfaceFlags}\\n`;\r\n compute += returnSurfaceFlags;\r\n builder.addFunctionComputedVarying(\"v_surfaceFlags\", VariableType.Float, \"computeSurfaceFlags\", compute);\r\n\r\n builder.frag.addInitializer(\"surfaceFlags = uint(floor(v_surfaceFlags + 0.5));\");\r\n\r\n builder.addUniformArray(\"u_surfaceFlags\", VariableType.Boolean, SurfaceBitIndex.Count, (prog) => {\r\n prog.addGraphicUniform(\"u_surfaceFlags\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asSurface);\r\n const mesh = params.geometry.asSurface;\r\n mesh.computeSurfaceFlags(params.programParams, surfaceFlagArray);\r\n uniform.setUniform1iv(surfaceFlagArray);\r\n });\r\n });\r\n}\r\n\r\nfunction addNormal(builder: ProgramBuilder, animated: IsAnimated) {\r\n addNormalMatrix(builder.vert);\r\n\r\n const quantized = \"quantized\" === builder.vert.positionType;\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addFunction(\"vec3 computeSurfaceNormal()\", getComputeNormal(quantized));\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", animated ? getComputeAnimatedNormal(quantized) : \"return computeSurfaceNormal();\");\r\n builder.frag.addGlobal(\"g_normal\", VariableType.Vec3);\r\n let finalizeNormal = finalizeNormalPrelude;\r\n\r\n finalizeNormal += finalizeNormalNormalMap;\r\n builder.frag.addFunction(constantLodTextureLookup);\r\n builder.frag.addUniform(\"u_normalMapScale\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_normalMapScale\", (uniform, params) => {\r\n if (undefined !== params.geometry.materialInfo && !params.geometry.materialInfo.isAtlas) {\r\n const normalMapParams = params.geometry.materialInfo.textureMapping?.normalMapParams;\r\n if (undefined !== normalMapParams) {\r\n let normalMapScale = 1.0;\r\n normalMapScale = normalMapParams.scale ?? 1.0;\r\n if (normalMapParams.greenUp)\r\n normalMapScale = -normalMapScale;\r\n uniform.setUniform1f(normalMapScale);\r\n }\r\n }\r\n });\r\n });\r\n\r\n finalizeNormal += finalizeNormalPostlude;\r\n builder.frag.set(FragmentShaderComponent.FinalizeNormal, finalizeNormal);\r\n\r\n // Set to true to colorize surfaces based on normals (in world space).\r\n // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.\r\n const debugNormals = false;\r\n if (debugNormals) {\r\n builder.frag.set(FragmentShaderComponent.ApplyDebugColor, \"return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);\");\r\n builder.addInlineComputedVarying(\"v_normal\", VariableType.Vec3, \"v_normal = computeSurfaceNormal();\");\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addTexture(builder: ProgramBuilder, animated: IsAnimated, isThematic: IsThematic, isPointCloud: boolean, isHilite: boolean) {\r\n if (isThematic) {\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, isPointCloud, true));\r\n }\r\n\r\n // Point clouds do not need to compute texture coordinates since the only texture they use is the thematic gradient.\r\n // Surfaces now need texture coordinates even for thematic in case they have a normal map.\r\n if (!isPointCloud) {\r\n builder.vert.addFunction(unquantize2d);\r\n addChooseVec2WithBitFlagsFunction(builder.vert);\r\n const quantized = \"quantized\" === builder.vert.positionType;\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", animated ? getComputeAnimatedTexCoord(quantized) : getComputeTexCoord(quantized));\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (surfGeom.useTexture(params.programParams) || (surfGeom.useNormalMap(params.programParams) && !isPointCloud)) {\r\n const uvQParams = surfGeom.lut.uvQParams;\r\n if (undefined !== uvQParams) {\r\n uniform.setUniform4fv(uvQParams);\r\n }\r\n }\r\n });\r\n });\r\n }\r\n\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (params.geometry.supportsThematicDisplay && params.target.wantThematicDisplay) { // NB: if thematic display is enabled, bind the thematic texture and ignore any applied surface textures\r\n params.target.uniforms.thematic.bindTexture(uniform, TextureUnit.SurfaceTexture);\r\n } else if (surfGeom.useTexture(params.programParams)) {\r\n const texture = (params.geometry.hasAnimation && params.target.analysisTexture) ? (params.target.analysisTexture as Texture) : surfGeom.texture;\r\n assert(undefined !== texture);\r\n texture.texture.bindSampler(uniform, TextureUnit.SurfaceTexture);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.SurfaceTexture);\r\n }\r\n });\r\n });\r\n\r\n if (!isHilite && !isPointCloud) {\r\n builder.frag.addUniform(\"s_normalMap\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_normalMap\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (surfGeom.useNormalMap(params.programParams)) {\r\n const normalMap = surfGeom.normalMap;\r\n assert(undefined !== normalMap);\r\n normalMap.texture.bindSampler(uniform, TextureUnit.NormalMap);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.NormalMap);\r\n }\r\n });\r\n });\r\n }\r\n}\r\n\r\nexport const discardClassifiedByAlpha = `\r\n if (u_no_classifier_discard)\r\n return false;\r\n\r\n bool hasAlpha = alpha <= s_maxAlpha;\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\nconst discardByAlphaCutoff = `\r\n float cutoff = abs(u_alphaCutoff);\r\n if (kRenderPass_Translucent == u_renderPass)\r\n return u_alphaCutoff > 0.0 && alpha >= cutoff;\r\n else\r\n return alpha < cutoff;\r\n`;\r\n\r\nfunction addTransparencyDiscard(frag: FragmentShaderBuilder): void {\r\n addRenderPass(frag);\r\n frag.addUniform(\"u_alphaCutoff\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_alphaCutoff\", (uniform, params) => {\r\n // This cutoff is used to discard pixels based on the alpha value sampled from the surface texture.\r\n // During readPixels, or when transparency is disabled, only discard 100% opaque pixels.\r\n // Otherwise, if the geometry draws in both opaque and translucent passes, use DisplayParams.minTransparency to filter pixels into appropriate pass to produce appropriate blending.\r\n // Negative cutoff applies only during opaque pass; positive cutoff applies during opaque and translucent passes.\r\n const pass = params.geometry.getPass(params.target);\r\n const cutoff = (!Pass.rendersOpaqueAndTranslucent(pass) || params.target.isReadPixelsInProgress || !params.target.currentViewFlags.transparency) ? -1 / 255 : 241 / 255;\r\n uniform.setUniform1f(cutoff);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.DiscardByAlpha, discardByAlphaCutoff);\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = createCommon(flags.isInstanced, flags.isAnimated, flags.isShadowable, false, flags.positionType);\r\n addShaderFlags(builder);\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n }\r\n\r\n if (flags.isThematic) {\r\n addThematicDisplay(builder);\r\n } else {\r\n builder.vert.addUniform(\"u_modelToWorld\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_modelToWorld\", (uniform, params) => {\r\n if (undefined !== params.geometry.asSurface?.mesh.constantLodVParams)\r\n params.target.uniforms.branch.bindModelToWorldTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n addSurfaceFlags(builder, FeatureMode.Overrides === feat, true);\r\n addSurfaceDiscard(builder, flags);\r\n addNormal(builder, flags.isAnimated);\r\n\r\n // In HiddenLine mode, we must compute the base color (plus feature overrides etc) in order to get the alpha, then replace with background color (preserving alpha for the transparency threshold test).\r\n builder.frag.set(FragmentShaderComponent.FinalizeBaseColor, applyBackgroundColor);\r\n builder.frag.addUniform(\"u_bgColor\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\r\n params.target.uniforms.style.bindBackgroundRgb(uniform);\r\n });\r\n });\r\n\r\n addTexture(builder, flags.isAnimated, flags.isThematic, false, false);\r\n\r\n builder.frag.addUniform(\"u_applyGlyphTex\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_applyGlyphTex\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n uniform.setUniform1i(surfGeom.useTexture(params.programParams) && surfGeom.isGlyph ? 1 : 0);\r\n });\r\n });\r\n\r\n // Fragment and Vertex\r\n addColor(builder);\r\n\r\n // Fragment\r\n builder.frag.addFunction(getSurfaceColor);\r\n addLighting(builder);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n\r\n if (flags.isTranslucent) {\r\n addTranslucency(builder);\r\n } else {\r\n if (FeatureMode.None === feat) {\r\n addFragColorWithPreMultipliedAlpha(builder.frag);\r\n } else {\r\n if (!flags.isClassified)\r\n addOverrideClassifierColor(builder, flags.isThematic);\r\n else\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isEdgeTestNeeded || flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n builder.addVarying(\"v_uvCustom\", VariableType.Vec3);\r\n\r\n builder.vert.addUniform(\"u_constantLodVParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_constantLodVParams\", (uniform, params) => {\r\n const vParams = params.geometry.asSurface?.mesh.constantLodVParams;\r\n if (undefined !== vParams) {\r\n vParams[2] = params.target.planFrustum.points[Npc.LeftTopRear].distance(params.target.planFrustum.points[Npc.RightTopRear]);\r\n uniform.setUniform3fv(vParams);\r\n }\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_constantLodFParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_constantLodFParams\", (uniform, params) => {\r\n const fParams = params.geometry.asSurface?.mesh.constantLodFParams;\r\n if (undefined !== fParams)\r\n uniform.setUniform3fv(fParams);\r\n });\r\n });\r\n builder.frag.addFunction(constantLodTextureLookup);\r\n builder.frag.addFunction(sampleSurfaceTexture);\r\n\r\n builder.frag.addGlobal(\"g_surfaceTexel\", VariableType.Vec4);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, (flags.isThematic === IsThematic.No) ? computeBaseColor : \"return getSurfaceColor();\");\r\n\r\n if (flags.isClassified)\r\n addClassificationTranslucencyDiscard(builder);\r\n else\r\n addTransparencyDiscard(builder.frag);\r\n\r\n addSurfaceMonochrome(builder.frag);\r\n addMaterial(builder, flags.isInstanced === IsInstanced.Yes);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\nexport function addClassificationTranslucencyDiscard(builder: ProgramBuilder) {\r\n // For unclassified geometry, we need to render in both the translucent and opaque passes if any feature transparency overrides are applied that would change the default render pass used.\r\n // Those shaders compute the transparency in the vertex shader and discard the vertex in one pass or the other.\r\n // For classified geometry, the transparency comes from the classifier geometry (when using Display.ElementColor), so even if there are no feature overrides, we may need to draw in both passes.\r\n // Since the transparency is not known until the fragment shader, we must perform the discard there instead.\r\n addMaxAlpha(builder.frag);\r\n addRenderPass(builder.frag);\r\n\r\n // Do not discard transparent classified geometry if we're trying to do a pick...\r\n builder.frag.addUniform(\"u_no_classifier_discard\", VariableType.Boolean, (prog) => {\r\n prog.addProgramUniform(\"u_no_classifier_discard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\r\n });\r\n });\r\n\r\n builder.frag.set(FragmentShaderComponent.DiscardByAlpha, discardClassifiedByAlpha);\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 { AttributeMap } from \"../AttributeMap\";\r\nimport { Material } from \"../Material\";\r\nimport { Pass, SurfaceBitIndex, SurfaceFlags, TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport {\r\n FeatureMode, IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, PositionType, TechniqueFlags,\r\n} from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { unpackFloat } from \"./Clipping\";\r\nimport { addColor } from \"./Color\";\r\nimport { addChooseVec2WithBitFlagsFunction, addChooseVec3WithBitFlagFunction, addExtractNthBit, addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addUnpackAndNormalize2Bytes, decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport {\r\n addFeatureSymbology, addMaxAlpha, addRenderOrder, addRenderOrderConstants, addSurfaceDiscard, addSurfaceHiliter, FeatureSymbologyOptions,\r\n} from \"./FeatureSymbology\";\r\nimport {\r\n addAltPickBufferOutputs, addFragColorWithPreMultipliedAlpha, addPickBufferOutputs, addWhiteOnWhiteReversal, assignFragColor,\r\n} from \"./Fragment\";\r\nimport { addLighting } from \"./Lighting\";\r\nimport { addSurfaceMonochrome } from \"./Monochrome\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier, addOverrideClassifierColor } from \"./PlanarClassification\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addTranslucency } from \"./Translucency\";\r\nimport { addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { wantMaterials } from \"../SurfaceGeometry\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\nimport { Npc } from \"@itwin/core-common\";\r\nimport { addApplyContours } from \"./Contours\";\r\n\r\nconst constantLodTextureLookup = `\r\nvec4 constantLodTextureLookup(sampler2D textureSampler) {\r\n float logDepth = log2(v_uvCustom.z);\r\n float f = fract(logDepth);\r\n float p = floor(logDepth);\r\n // When p changes, both tc1 and tc2 jumped by a power of 2 at that transition (and f goes from ~1 to 0).\r\n // This caused a line to show up with incorrect tex coords, we believe due to a problem with the derivative\r\n // that is auto calculated on the tex coords for the mip-map. The below approach attempts to \"smooth\"\r\n // the transition of the coord in use at the transition by only changing the coord that is not in use\r\n // (but by 2 powers of 2) and switching the mix selector to account for it. It does this by using whether\r\n // p is odd or even to select which way it is going, so it alternates at the boundaries. This fixes the\r\n // line problem.\r\n float p1, p2;\r\n if (0u == (uint(p) & 1u)) { // p is even\r\n p1 = p;\r\n p2 = p + 1.0;\r\n } else { // p is odd\r\n p1 = p + 1.0;\r\n p2 = p;\r\n f = 1.0 - f;\r\n }\r\n\r\n vec2 tc1 = v_uvCustom.xy / clamp(pow(2.0, p1), float(u_constantLodFParams.x), float(u_constantLodFParams.y)) * u_constantLodFParams.z;\r\n vec2 tc2 = v_uvCustom.xy / clamp(pow(2.0, p2), float(u_constantLodFParams.x), float(u_constantLodFParams.y)) * u_constantLodFParams.z;\r\n return mix(TEXTURE(textureSampler, tc1), TEXTURE(textureSampler, tc2), f);\r\n}\r\n`;\r\n\r\n// NB: Textures do not contain pre-multiplied alpha.\r\nconst sampleSurfaceTexture = `\r\nvec4 sampleSurfaceTexture() {\r\n vec4 clr;\r\n if (!isSurfaceBitSet(kSurfaceBit_HasTexture))\r\n clr = vec4(1.0, 1.0, 1.0, 1.0);\r\n else if (u_surfaceFlags[kSurfaceBitIndex_UseConstantLodTextureMapping])\r\n clr = constantLodTextureLookup(s_texture);\r\n else\r\n clr = TEXTURE(s_texture, v_texCoord);\r\n return clr;\r\n}\r\n`;\r\n\r\nconst applyMaterialColor = `\r\n float useMatColor = float(use_material);\r\n vec3 rgb = mix(baseColor.rgb, mat_rgb.rgb, useMatColor * mat_rgb.a);\r\n float a = mix(baseColor.a, mat_alpha.x, useMatColor * mat_alpha.y);\r\n return vec4(rgb, a);\r\n`;\r\n\r\n// if this is a raster glyph, the sampled color has already been modified - do not modify further.\r\n// Mix diffuse color with texel based on texture weight.\r\n// Replace with diffuse RGB if RGB overridden.\r\n// Replace with diffuse alpha if alpha overridden.\r\n// Multiply texel alpha with diffuse alpha if specified.\r\nconst applyTextureWeight = `\r\n bool applyTexture = !u_applyGlyphTex && isSurfaceBitSet(kSurfaceBit_HasTexture);\r\n float textureWeight = applyTexture ? mat_texture_weight : 0.0;\r\n vec3 rgb = mix(baseColor.rgb, g_surfaceTexel.rgb, textureWeight);\r\n rgb = chooseVec3WithBitFlag(rgb, baseColor.rgb, surfaceFlags, kSurfaceBit_OverrideRgb);\r\n\r\n float a = applyTexture ? baseColor.a * g_surfaceTexel.a : baseColor.a;\r\n\r\n return vec4(rgb, a);\r\n`;\r\n\r\nconst decodeFragMaterialParams = `\r\nvoid decodeMaterialParams(vec4 params) {\r\n mat_weights = unpackAndNormalize2Bytes(params.x);\r\n\r\n vec2 texAndSpecR = unpackAndNormalize2Bytes(params.y);\r\n mat_texture_weight = texAndSpecR.x;\r\n\r\n vec2 specGB = unpackAndNormalize2Bytes(params.z);\r\n mat_specular = vec4(texAndSpecR.y, specGB, params.w);\r\n}\r\n`;\r\n\r\nconst decodeMaterialColor = `\r\nvoid decodeMaterialColor(vec4 rgba) {\r\n mat_rgb = vec4(rgba.rgb, float(rgba.r >= 0.0));\r\n mat_alpha = vec2(rgba.a, float(rgba.a >= 0.0));\r\n}\r\n`;\r\n\r\n// defaults: (0x6699, 0xffff, 0xffff, 13.5)\r\nconst computeMaterialParams = `\r\n const vec4 defaults = vec4(26265.0, 65535.0, 65535.0, 13.5);\r\n return use_material ? g_materialParams : defaults;\r\n`;\r\n\r\n// The 8-bit material index is stored with the 24-bit feature index, in the high byte.\r\nconst readMaterialAtlas = `\r\nvoid readMaterialAtlas() {\r\n float materialAtlasStart = u_vertParams.z * u_vertParams.w + u_numColors;\r\n float materialIndex = g_featureAndMaterialIndex.w * 4.0 + materialAtlasStart;\r\n\r\n vec2 tc = computeLUTCoords(materialIndex, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 rgba = TEXTURE(u_vertLUT, tc);\r\n\r\n tc = computeLUTCoords(materialIndex + 1.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 weightsAndFlags = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n\r\n tc = computeLUTCoords(materialIndex + 2.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec3 specularRgb = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5).rgb;\r\n\r\n tc = computeLUTCoords(materialIndex + 3.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 packedSpecularExponent = TEXTURE(u_vertLUT, tc);\r\n\r\n float flags = weightsAndFlags.w;\r\n mat_rgb = vec4(rgba.rgb, float(flags == 1.0 || flags == 3.0));\r\n mat_alpha = vec2(rgba.a, float(flags == 2.0 || flags == 3.0));\r\n\r\n float specularExponent = unpackFloat(packedSpecularExponent);\r\n g_materialParams.x = weightsAndFlags.y + weightsAndFlags.z * 256.0;\r\n g_materialParams.y = 255.0 + specularRgb.r * 256.0;\r\n g_materialParams.z = specularRgb.g + specularRgb.b * 256.0;\r\n g_materialParams.w = specularExponent;\r\n}\r\n`;\r\n\r\nconst computeMaterial = `\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasMaterialAtlas]) {\r\n readMaterialAtlas();\r\n } else {\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n }\r\n`;\r\n\r\nconst computeMaterialInstanced = `\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n`;\r\n\r\nfunction addMaterial(builder: ProgramBuilder, instanced: boolean): void {\r\n const frag = builder.frag;\r\n assert(undefined !== frag.find(\"v_surfaceFlags\"));\r\n\r\n frag.addGlobal(\"mat_texture_weight\", VariableType.Float);\r\n frag.addGlobal(\"mat_weights\", VariableType.Vec2); // diffuse, specular\r\n frag.addGlobal(\"mat_specular\", VariableType.Vec4); // rgb, exponent\r\n\r\n addUnpackAndNormalize2Bytes(frag);\r\n frag.addFunction(decodeFragMaterialParams);\r\n frag.addInitializer(\"decodeMaterialParams(v_materialParams);\");\r\n\r\n addChooseVec3WithBitFlagFunction(frag);\r\n frag.set(FragmentShaderComponent.ApplyMaterialOverrides, applyTextureWeight);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"mat_rgb\", VariableType.Vec4); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"mat_alpha\", VariableType.Vec2); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"use_material\", VariableType.Boolean);\r\n vert.addInitializer(\"use_material = !u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial];\");\r\n\r\n // Uniform material\r\n vert.addFunction(decodeMaterialColor);\r\n vert.addUniform(\"u_materialColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialColor\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.rgba);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_materialParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialParams\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.fragUniforms);\r\n });\r\n });\r\n\r\n if (!instanced) {\r\n // Material atlas\r\n vert.addFunction(unpackFloat);\r\n vert.addFunction(readMaterialAtlas);\r\n vert.addUniform(\"u_numColors\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_numColors\", (uniform, params) => {\r\n const info = params.geometry.materialInfo;\r\n const numColors = undefined !== info && info.isAtlas ? info.vertexTableOffset : 0;\r\n uniform.setUniform1f(numColors);\r\n });\r\n });\r\n }\r\n vert.addGlobal(\"g_materialParams\", VariableType.Vec4);\r\n vert.set(VertexShaderComponent.ComputeMaterial, instanced ? computeMaterialInstanced : computeMaterial);\r\n vert.set(VertexShaderComponent.ApplyMaterialColor, applyMaterialColor);\r\n builder.addFunctionComputedVarying(\"v_materialParams\", VariableType.Vec4, \"computeMaterialParams\", computeMaterialParams);\r\n}\r\n\r\nconst computePositionPrelude = `\r\n vec4 pos = MAT_MV * rawPos;\r\n`;\r\n\r\n// We used to use gl.polygonOffset() for blanking regions, but that doesn't work with logarithmic depth buffer which overwrites the\r\n// computed Z. Instead we must manually offset in vertex shader. We do this even if log depth is not enabled/supported.\r\n// NOTE: If log depth is *not* supported, then the hilite surface vertex shaders previously would still include this logic, but the\r\n// fragment shaders would not use v_eyeSpace. Some Ubuntu 20.04 graphics drivers cleverly and correctly optimized out the varying and the uniform,\r\n// causing an exception when gl.getProgramLocation() failed. So, omit this bit in that case.\r\nconst adjustEyeSpace = `\r\n v_eyeSpace = pos.xyz;\r\n const float blankingRegionOffset = 2.0 / 65536.0;\r\n if (kRenderOrder_BlankingRegion == u_renderOrder)\r\n v_eyeSpace.z -= blankingRegionOffset * (u_frustum.y - u_frustum.x);\r\n`;\r\n\r\nconst computeConstantLodUvCustom = `\r\n vec2 worldpos = (u_modelToWorld * vec4(rawPos.xyz, 0.0)).xy;\r\n v_uvCustom = vec3((u_constantLodVParams.xy + worldpos) * vec2(1.0, -1.0), kFrustumType_Perspective == u_frustum.z ? -v_eyeSpace.z : u_constantLodVParams.z);\r\n`;\r\n\r\nconst computePositionPostlude = `\r\n return u_proj * pos;\r\n`;\r\n\r\nfunction createCommon(isInstanced: IsInstanced, animated: IsAnimated, shadowable: IsShadowable, isHiliter: boolean, positionType: PositionType): ProgramBuilder {\r\n const instanced = IsInstanced.Yes === isInstanced;\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.Surface, instanced);\r\n const builder = new ProgramBuilder(attrMap, { positionType, instanced });\r\n const vert = builder.vert;\r\n\r\n if (animated)\r\n addAnimation(vert, true);\r\n\r\n if (shadowable)\r\n addSolarShadowMap(builder);\r\n\r\n addProjectionMatrix(vert);\r\n addModelViewMatrix(vert);\r\n\r\n let computePosition = computePositionPrelude;\r\n if (!isHiliter || System.instance.supportsLogZBuffer) {\r\n addFrustum(builder);\r\n addRenderOrder(builder.vert);\r\n addRenderOrderConstants(builder.vert);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n computePosition += adjustEyeSpace;\r\n }\r\n if (!isHiliter)\r\n computePosition += computeConstantLodUvCustom;\r\n computePosition += computePositionPostlude;\r\n\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceHiliter(instanced: IsInstanced, classified: IsClassified, posType: PositionType): ProgramBuilder {\r\n const builder = createCommon(instanced, IsAnimated.No, IsShadowable.No, true, posType);\r\n\r\n addSurfaceFlags(builder, true, false);\r\n addTexture(builder, IsAnimated.No, IsThematic.No, false, true);\r\n if (classified) {\r\n addHilitePlanarClassifier(builder);\r\n builder.vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n } else {\r\n addSurfaceHiliter(builder);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\nconst isSurfaceBitSet = `\r\nbool isSurfaceBitSet(uint flag) { return 0u != (surfaceFlags & flag); }\r\n`;\r\n\r\n/** @internal */\r\nfunction addSurfaceFlagsLookup(builder: ShaderBuilder) {\r\n builder.addConstant(\"kSurfaceBitIndex_HasTexture\", VariableType.Int, SurfaceBitIndex.HasTexture.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_ApplyLighting\", VariableType.Int, SurfaceBitIndex.ApplyLighting.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormals\", VariableType.Int, SurfaceBitIndex.HasNormals.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_IgnoreMaterial\", VariableType.Int, SurfaceBitIndex.IgnoreMaterial.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_TransparencyThreshold\", VariableType.Int, SurfaceBitIndex.TransparencyThreshold.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_BackgroundFill\", VariableType.Int, SurfaceBitIndex.BackgroundFill.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasColorAndNormal\", VariableType.Int, SurfaceBitIndex.HasColorAndNormal.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_OverrideRgb\", VariableType.Int, SurfaceBitIndex.OverrideRgb.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormalMap\", VariableType.Int, SurfaceBitIndex.HasNormalMap.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasMaterialAtlas\", VariableType.Int, SurfaceBitIndex.HasMaterialAtlas.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_UseConstantLodTextureMapping\", VariableType.Int, SurfaceBitIndex.UseConstantLodTextureMapping.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_UseConstantLodNormalMapMapping\", VariableType.Int, SurfaceBitIndex.UseConstantLodNormalMapMapping.toString());\r\n\r\n // Surface flags which get modified in vertex shader are still passed to fragment shader as a single float & are thus\r\n // used differently there & so require different constants. Unused constants are commented out.\r\n builder.addBitFlagConstant(\"kSurfaceBit_HasTexture\", SurfaceBitIndex.HasTexture);\r\n builder.addBitFlagConstant(\"kSurfaceBit_IgnoreMaterial\", SurfaceBitIndex.IgnoreMaterial);\r\n builder.addBitFlagConstant(\"kSurfaceBit_OverrideRgb\", SurfaceBitIndex.OverrideRgb);\r\n builder.addBitFlagConstant(\"kSurfaceBit_HasNormalMap\", SurfaceBitIndex.HasNormalMap);\r\n\r\n // Only need masks for flags modified in vertex shader\r\n const suffix = \"u\";\r\n const type = VariableType.Uint;\r\n builder.addConstant(\"kSurfaceMask_HasTexture\", type, SurfaceFlags.HasTexture.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_IgnoreMaterial\", type, SurfaceFlags.IgnoreMaterial.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_OverrideRgb\", type, SurfaceFlags.OverrideRgb.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_HasNormalMap\", type, SurfaceFlags.HasNormalMap.toString() + suffix);\r\n\r\n addExtractNthBit(builder);\r\n builder.addFunction(isSurfaceBitSet);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Uint);\r\n}\r\n\r\nconst initSurfaceFlags = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_HasNormalMap] ? kSurfaceMask_HasNormalMap : 0u;\r\n`;\r\n\r\nconst computeBaseSurfaceFlags = `\r\n if (feature_ignore_material) {\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasTexture])\r\n surfaceFlags -= kSurfaceMask_HasTexture;\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasNormalMap])\r\n surfaceFlags -= kSurfaceMask_HasNormalMap;\r\n\r\n surfaceFlags += kSurfaceMask_IgnoreMaterial;\r\n }\r\n`;\r\n\r\n// Textured surfaces (including raster glyphs) always *multiply* the sampled alpha by the alpha override.\r\nconst computeColorSurfaceFlags = `\r\n if (feature_rgb.r >= 0.0)\r\n surfaceFlags += kSurfaceMask_OverrideRgb;\r\n`;\r\n\r\nconst returnSurfaceFlags = \" return float(surfaceFlags);\\n\";\r\n\r\nconst computeSurfaceFlags = computeBaseSurfaceFlags;\r\nconst computeSurfaceFlagsWithColor = computeBaseSurfaceFlags + computeColorSurfaceFlags;\r\n\r\n/** @internal */\r\nexport const octDecodeNormal = `\r\nvec3 octDecodeNormal(vec2 e) {\r\n e = e / 255.0 * 2.0 - 1.0;\r\n vec3 n = vec3(e.x, e.y, 1.0 - abs(e.x) - abs(e.y));\r\n if (n.z < 0.0) {\r\n vec2 signNotZero = vec2(n.x >= 0.0 ? 1.0 : -1.0, n.y >= 0.0 ? 1.0 : -1.0);\r\n n.xy = (1.0 - abs(n.yx)) * signNotZero;\r\n }\r\n\r\n return normalize(n);\r\n}\r\n`;\r\n\r\nfunction getComputeNormal(quantized: boolean): string {\r\n const a = quantized ? \"g_vertLutData3.xy\" : \"g_vertLutData4.zw\";\r\n const b = quantized ? \"g_vertLutData1.zw\" : \"g_vertLutData5.xy\";\r\n return `\r\n if (!u_surfaceFlags[kSurfaceBitIndex_HasNormals])\r\n return vec3(0.0);\r\n\r\n vec2 normal = (u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal]) ? ${a} : ${b};\r\n return normalize(MAT_NORM * octDecodeNormal(normal));\r\n`;\r\n}\r\n\r\nconst finalizeNormalPrelude = `\r\n vec3 normal = normalize(v_n) * (2.0 * float(gl_FrontFacing) - 1.0);\r\n`;\r\n\r\nconst finalizeNormalNormalMap = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasNormalMap)) {\r\n // Modify the normal with the normal map texture.\r\n // First calculate the tangent.\r\n vec3 dp1 = dFdx(v_eyeSpace);\r\n vec3 dp2 = dFdy(v_eyeSpace);\r\n vec2 duv1 = dFdx(v_texCoord);\r\n vec2 duv2 = dFdy(v_texCoord);\r\n vec3 tangent = normalize(duv2.y * dp1 - duv1.y * dp2);\r\n tangent = normalize (tangent - normal * dot (normal, tangent)); // re-orthogonalize with normal\r\n bool flip = (duv1.x * duv2.y - duv2.x * duv1.y) < 0.0;\r\n if (flip)\r\n tangent = -tangent;\r\n vec3 biTangent = cross (normal, tangent);\r\n if (flip)\r\n biTangent = -biTangent;\r\n vec3 normM;\r\n if (u_surfaceFlags[kSurfaceBitIndex_UseConstantLodNormalMapMapping])\r\n normM = constantLodTextureLookup(s_normalMap).xyz;\r\n else\r\n normM = TEXTURE(s_normalMap, v_texCoord).xyz;\r\n if (length (normM) > 0.0001) { // check for empty normal texture\r\n normM = (normM - 0.5) * 2.0;\r\n normM = normalize (normM);\r\n normM.x *= abs(u_normalMapScale);\r\n normM.y *= u_normalMapScale;\r\n normM = normalize (normM);\r\n normal = normalize (normM.x * tangent + normM.y * biTangent + normM.z * normal);\r\n }\r\n }\r\n`;\r\n\r\nconst finalizeNormalPostlude = `\r\n return normal;\r\n`;\r\n\r\nfunction getComputeAnimatedNormal(quantized: boolean): string {\r\n return `\r\n if (u_animNormalParams.x >= 0.0)\r\n return normalize(MAT_NORM * computeAnimationNormal(u_animNormalParams.x, u_animNormalParams.y, u_animNormalParams.z));\r\n\r\n ${getComputeNormal(quantized)}`;\r\n}\r\n\r\nconst applyBackgroundColor = `\r\n return u_surfaceFlags[kSurfaceBitIndex_BackgroundFill] ? vec4(u_bgColor.rgb, baseColor.a) : baseColor;\r\n`;\r\n\r\nfunction getComputeTexCoord(quantized: boolean): string {\r\n const vertData = quantized ? \"g_vertLutData3\" : \"g_vertLutData4\";\r\n return `\r\n vec4 rgba = ${vertData};\r\n vec2 qcoords = vec2(decodeUInt16(rgba.xy), decodeUInt16(rgba.zw));\r\n return chooseVec2With2BitFlags(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture, kSurfaceBit_HasNormalMap);\r\n`;\r\n}\r\n\r\nfunction getComputeAnimatedTexCoord(quantized: boolean): string {\r\n return `\r\n if (u_animScalarQParams.x >= 0.0)\r\n return computeAnimationParam(u_animScalarParams.x, u_animScalarParams.y, u_animScalarParams.z, u_animScalarQParams.x, u_animScalarQParams.y);\r\n\r\n ${getComputeTexCoord(quantized)}\r\n`;\r\n}\r\n\r\nconst getSurfaceColor = `\r\nvec4 getSurfaceColor() { return v_color; }\r\n`;\r\n\r\n// If we have texture weight < 1.0 we must compute the element/material color first then mix with texture color\r\n// in ApplyMaterialOverrides(). Do the sample once, here, and store in a global variable for possible later use.\r\n// If a glyph texture, must mix getSurfaceColor() with texture color so texture color alpha is applied 100% and\r\n// surface color rgb is scaled by texture color rgb (latter is full white originally but stretched via mipmapping).\r\nconst computeBaseColor = `\r\n g_surfaceTexel = sampleSurfaceTexture();\r\n vec4 surfaceColor = getSurfaceColor();\r\n\r\n if (!u_applyGlyphTex)\r\n return surfaceColor;\r\n\r\n // Compute color for raster glyph.\r\n const vec3 white = vec3(1.0);\r\n const vec3 epsilon = vec3(0.0001);\r\n const vec3 almostWhite = white - epsilon;\r\n\r\n // set to black if almost white and reverse white-on-white is on\r\n bvec3 isAlmostWhite = greaterThan(surfaceColor.rgb, almostWhite);\r\n surfaceColor.rgb = (u_reverseWhiteOnWhite && isAlmostWhite.r && isAlmostWhite.g && isAlmostWhite.b ? vec3(0.0, 0.0, 0.0) : surfaceColor.rgb);\r\n return vec4(surfaceColor.rgb * g_surfaceTexel.rgb, g_surfaceTexel.a * surfaceColor.a);\r\n`;\r\n\r\nconst surfaceFlagArray = new Int32Array(SurfaceBitIndex.Count);\r\n\r\n/** @internal */\r\nexport function addSurfaceFlags(builder: ProgramBuilder, withFeatureOverrides: boolean, withFeatureColor: boolean) {\r\n addSurfaceFlagsLookup(builder.vert);\r\n addSurfaceFlagsLookup(builder.frag);\r\n\r\n let compute = initSurfaceFlags;\r\n if (withFeatureOverrides)\r\n compute += `${withFeatureColor ? computeSurfaceFlagsWithColor : computeSurfaceFlags}\\n`;\r\n compute += returnSurfaceFlags;\r\n builder.addFunctionComputedVarying(\"v_surfaceFlags\", VariableType.Float, \"computeSurfaceFlags\", compute);\r\n\r\n builder.frag.addInitializer(\"surfaceFlags = uint(floor(v_surfaceFlags + 0.5));\");\r\n\r\n builder.addUniformArray(\"u_surfaceFlags\", VariableType.Boolean, SurfaceBitIndex.Count, (prog) => {\r\n prog.addGraphicUniform(\"u_surfaceFlags\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asSurface);\r\n const mesh = params.geometry.asSurface;\r\n mesh.computeSurfaceFlags(params.programParams, surfaceFlagArray);\r\n uniform.setUniform1iv(surfaceFlagArray);\r\n });\r\n });\r\n}\r\n\r\nfunction addNormal(builder: ProgramBuilder, animated: IsAnimated) {\r\n addNormalMatrix(builder.vert);\r\n\r\n const quantized = \"quantized\" === builder.vert.positionType;\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addFunction(\"vec3 computeSurfaceNormal()\", getComputeNormal(quantized));\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", animated ? getComputeAnimatedNormal(quantized) : \"return computeSurfaceNormal();\");\r\n builder.frag.addGlobal(\"g_normal\", VariableType.Vec3);\r\n let finalizeNormal = finalizeNormalPrelude;\r\n\r\n finalizeNormal += finalizeNormalNormalMap;\r\n builder.frag.addFunction(constantLodTextureLookup);\r\n builder.frag.addUniform(\"u_normalMapScale\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_normalMapScale\", (uniform, params) => {\r\n if (undefined !== params.geometry.materialInfo && !params.geometry.materialInfo.isAtlas) {\r\n const normalMapParams = params.geometry.materialInfo.textureMapping?.normalMapParams;\r\n if (undefined !== normalMapParams) {\r\n let normalMapScale = 1.0;\r\n normalMapScale = normalMapParams.scale ?? 1.0;\r\n if (normalMapParams.greenUp)\r\n normalMapScale = -normalMapScale;\r\n uniform.setUniform1f(normalMapScale);\r\n }\r\n }\r\n });\r\n });\r\n\r\n finalizeNormal += finalizeNormalPostlude;\r\n builder.frag.set(FragmentShaderComponent.FinalizeNormal, finalizeNormal);\r\n\r\n // Set to true to colorize surfaces based on normals (in world space).\r\n // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.\r\n const debugNormals = false;\r\n if (debugNormals) {\r\n builder.frag.set(FragmentShaderComponent.ApplyDebugColor, \"return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);\");\r\n builder.addInlineComputedVarying(\"v_normal\", VariableType.Vec3, \"v_normal = computeSurfaceNormal();\");\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addTexture(builder: ProgramBuilder, animated: IsAnimated, isThematic: IsThematic, isPointCloud: boolean, isHilite: boolean) {\r\n if (isThematic) {\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, isPointCloud, true));\r\n }\r\n\r\n // Point clouds do not need to compute texture coordinates since the only texture they use is the thematic gradient.\r\n // Surfaces now need texture coordinates even for thematic in case they have a normal map.\r\n if (!isPointCloud) {\r\n builder.vert.addFunction(unquantize2d);\r\n addChooseVec2WithBitFlagsFunction(builder.vert);\r\n const quantized = \"quantized\" === builder.vert.positionType;\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", animated ? getComputeAnimatedTexCoord(quantized) : getComputeTexCoord(quantized));\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (surfGeom.useTexture(params.programParams) || (surfGeom.useNormalMap(params.programParams) && !isPointCloud)) {\r\n const uvQParams = surfGeom.lut.uvQParams;\r\n if (undefined !== uvQParams) {\r\n uniform.setUniform4fv(uvQParams);\r\n }\r\n }\r\n });\r\n });\r\n }\r\n\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (params.geometry.supportsThematicDisplay && params.target.wantThematicDisplay) { // NB: if thematic display is enabled, bind the thematic texture and ignore any applied surface textures\r\n params.target.uniforms.thematic.bindTexture(uniform, TextureUnit.SurfaceTexture);\r\n } else if (surfGeom.useTexture(params.programParams)) {\r\n const texture = (params.geometry.hasAnimation && params.target.analysisTexture) ? (params.target.analysisTexture as Texture) : surfGeom.texture;\r\n assert(undefined !== texture);\r\n texture.texture.bindSampler(uniform, TextureUnit.SurfaceTexture);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.SurfaceTexture);\r\n }\r\n });\r\n });\r\n\r\n if (!isHilite && !isPointCloud) {\r\n builder.frag.addUniform(\"s_normalMap\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_normalMap\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (surfGeom.useNormalMap(params.programParams)) {\r\n const normalMap = surfGeom.normalMap;\r\n assert(undefined !== normalMap);\r\n normalMap.texture.bindSampler(uniform, TextureUnit.NormalMap);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.NormalMap);\r\n }\r\n });\r\n });\r\n }\r\n}\r\n\r\nexport const discardClassifiedByAlpha = `\r\n if (u_no_classifier_discard)\r\n return false;\r\n\r\n bool hasAlpha = alpha <= s_maxAlpha;\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\nconst discardByAlphaCutoff = `\r\n float cutoff = abs(u_alphaCutoff);\r\n if (kRenderPass_Translucent == u_renderPass)\r\n return u_alphaCutoff > 0.0 && alpha >= cutoff;\r\n else\r\n return alpha < cutoff;\r\n`;\r\n\r\nfunction addTransparencyDiscard(frag: FragmentShaderBuilder): void {\r\n addRenderPass(frag);\r\n frag.addUniform(\"u_alphaCutoff\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_alphaCutoff\", (uniform, params) => {\r\n // This cutoff is used to discard pixels based on the alpha value sampled from the surface texture.\r\n // During readPixels, or when transparency is disabled, only discard 100% opaque pixels.\r\n // Otherwise, if the geometry draws in both opaque and translucent passes, use DisplayParams.minTransparency to filter pixels into appropriate pass to produce appropriate blending.\r\n // Negative cutoff applies only during opaque pass; positive cutoff applies during opaque and translucent passes.\r\n const pass = params.geometry.getPass(params.target);\r\n const cutoff = (!Pass.rendersOpaqueAndTranslucent(pass) || params.target.isReadPixelsInProgress || !params.target.currentViewFlags.transparency) ? -1 / 255 : 241 / 255;\r\n uniform.setUniform1f(cutoff);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.DiscardByAlpha, discardByAlphaCutoff);\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = createCommon(flags.isInstanced, flags.isAnimated, flags.isShadowable, false, flags.positionType);\r\n addShaderFlags(builder);\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n }\r\n\r\n if (flags.isThematic) {\r\n addThematicDisplay(builder);\r\n } else {\r\n builder.vert.addUniform(\"u_modelToWorld\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_modelToWorld\", (uniform, params) => {\r\n if (undefined !== params.geometry.asSurface?.mesh.constantLodVParams)\r\n params.target.uniforms.branch.bindModelToWorldTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n addSurfaceFlags(builder, FeatureMode.Overrides === feat, true);\r\n addSurfaceDiscard(builder, flags);\r\n addNormal(builder, flags.isAnimated);\r\n\r\n // In HiddenLine mode, we must compute the base color (plus feature overrides etc) in order to get the alpha, then replace with background color (preserving alpha for the transparency threshold test).\r\n builder.frag.set(FragmentShaderComponent.FinalizeBaseColor, applyBackgroundColor);\r\n builder.frag.addUniform(\"u_bgColor\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\r\n params.target.uniforms.style.bindBackgroundRgb(uniform);\r\n });\r\n });\r\n\r\n addTexture(builder, flags.isAnimated, flags.isThematic, false, false);\r\n\r\n builder.frag.addUniform(\"u_applyGlyphTex\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_applyGlyphTex\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n uniform.setUniform1i(surfGeom.useTexture(params.programParams) && surfGeom.isGlyph ? 1 : 0);\r\n });\r\n });\r\n\r\n // Fragment and Vertex\r\n addColor(builder);\r\n\r\n // Fragment\r\n builder.frag.addFunction(getSurfaceColor);\r\n addLighting(builder);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n addApplyContours(builder);\r\n\r\n if (flags.isTranslucent) {\r\n addTranslucency(builder);\r\n } else {\r\n if (FeatureMode.None === feat) {\r\n addFragColorWithPreMultipliedAlpha(builder.frag);\r\n } else {\r\n if (!flags.isClassified)\r\n addOverrideClassifierColor(builder, flags.isThematic);\r\n else\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isEdgeTestNeeded || flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n builder.addVarying(\"v_uvCustom\", VariableType.Vec3);\r\n\r\n builder.vert.addUniform(\"u_constantLodVParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_constantLodVParams\", (uniform, params) => {\r\n const vParams = params.geometry.asSurface?.mesh.constantLodVParams;\r\n if (undefined !== vParams) {\r\n vParams[2] = params.target.planFrustum.points[Npc.LeftTopRear].distance(params.target.planFrustum.points[Npc.RightTopRear]);\r\n uniform.setUniform3fv(vParams);\r\n }\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_constantLodFParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_constantLodFParams\", (uniform, params) => {\r\n const fParams = params.geometry.asSurface?.mesh.constantLodFParams;\r\n if (undefined !== fParams)\r\n uniform.setUniform3fv(fParams);\r\n });\r\n });\r\n builder.frag.addFunction(constantLodTextureLookup);\r\n builder.frag.addFunction(sampleSurfaceTexture);\r\n\r\n builder.frag.addGlobal(\"g_surfaceTexel\", VariableType.Vec4);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, (flags.isThematic === IsThematic.No) ? computeBaseColor : \"return getSurfaceColor();\");\r\n\r\n if (flags.isClassified)\r\n addClassificationTranslucencyDiscard(builder);\r\n else\r\n addTransparencyDiscard(builder.frag);\r\n\r\n addSurfaceMonochrome(builder.frag);\r\n addMaterial(builder, flags.isInstanced === IsInstanced.Yes);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\nexport function addClassificationTranslucencyDiscard(builder: ProgramBuilder) {\r\n // For unclassified geometry, we need to render in both the translucent and opaque passes if any feature transparency overrides are applied that would change the default render pass used.\r\n // Those shaders compute the transparency in the vertex shader and discard the vertex in one pass or the other.\r\n // For classified geometry, the transparency comes from the classifier geometry (when using Display.ElementColor), so even if there are no feature overrides, we may need to draw in both passes.\r\n // Since the transparency is not known until the fragment shader, we must perform the discard there instead.\r\n addMaxAlpha(builder.frag);\r\n addRenderPass(builder.frag);\r\n\r\n // Do not discard transparent classified geometry if we're trying to do a pick...\r\n builder.frag.addUniform(\"u_no_classifier_discard\", VariableType.Boolean, (prog) => {\r\n prog.addProgramUniform(\"u_no_classifier_discard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\r\n });\r\n });\r\n\r\n builder.frag.set(FragmentShaderComponent.DiscardByAlpha, discardClassifiedByAlpha);\r\n}\r\n"]}
@@ -46,6 +46,6 @@ export function addTranslucency(prog) {
46
46
  frag.addFunction(computeLinearDepth);
47
47
  frag.addFunction(computeAlphaWeight);
48
48
  frag.addDrawBuffersExtension(2);
49
- frag.set(16 /* FragmentShaderComponent.AssignFragData */, assignFragData);
49
+ frag.set(17 /* FragmentShaderComponent.AssignFragData */, assignFragData);
50
50
  }
51
51
  //# sourceMappingURL=Translucency.js.map
@@ -28,6 +28,6 @@ const applyWiremesh = `
28
28
  */
29
29
  export function addWiremesh(builder) {
30
30
  builder.addInlineComputedVarying("v_barycentric", 4 /* VariableType.Vec3 */, computeBarycentric);
31
- builder.frag.set(14 /* FragmentShaderComponent.ApplyWiremesh */, applyWiremesh);
31
+ builder.frag.set(15 /* FragmentShaderComponent.ApplyWiremesh */, applyWiremesh);
32
32
  }
33
33
  //# sourceMappingURL=Wiremesh.js.map
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @internal */\r\nexport interface RequestBasicCredentials { // axios: AxiosBasicCredentials\r\n user: string; // axios: username\r\n password: string; // axios: password\r\n}\r\n\r\n/** Error object that's thrown if the status is *not* in the range of 200-299 (inclusive).\r\n * @internal\r\n */\r\nexport class HttpResponseError extends Error {\r\n\r\n public constructor(\r\n public status: number,\r\n public responseText?: string,\r\n ) {\r\n let message = `HTTP response status code: ${status}.`;\r\n if (responseText)\r\n message += ` Response body: ${responseText}`;\r\n\r\n super(message);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface RequestOptions {\r\n retryCount?: number;\r\n headers?: any;\r\n timeout?: number;\r\n auth?: RequestBasicCredentials;\r\n}\r\n\r\n/** @internal */\r\nexport async function request(url: string, responseType: \"arraybuffer\", options?: RequestOptions): Promise<ArrayBuffer>;\r\n\r\n/** @internal */\r\nexport async function request(url: string, responseType: \"json\", options?: RequestOptions): Promise<any>;\r\n\r\n/** @internal */\r\nexport async function request(url: string, responseType: \"text\", options?: RequestOptions): Promise<string>;\r\n\r\n/** @internal */\r\nexport async function request(url: string, responseType: \"arraybuffer\" | \"json\" | \"text\", options?: RequestOptions): Promise<any> {\r\n const headers: any = {\r\n ...options?.headers,\r\n };\r\n\r\n if (options?.auth)\r\n headers.authorization = `Basic ${window.btoa(`${options.auth.user}:${options.auth.password}`)}`;\r\n\r\n const controller = new AbortController();\r\n if (options?.timeout)\r\n setTimeout(() => controller.abort(), options.timeout);\r\n\r\n const fetchOptions: RequestInit = {\r\n headers,\r\n signal: controller.signal,\r\n };\r\n\r\n const fetchFunc = async () => fetch(url, fetchOptions);\r\n const response = await fetchWithRetry(fetchFunc, options?.retryCount ?? 4);\r\n\r\n if (!response.ok)\r\n throw new HttpResponseError(response.status, await response.text());\r\n\r\n switch (responseType) {\r\n case \"arraybuffer\":\r\n return response.arrayBuffer();\r\n case \"json\":\r\n return response.json();\r\n case \"text\":\r\n return response.text();\r\n }\r\n}\r\n\r\nasync function fetchWithRetry(fetchFunc: () => Promise<Response>, remainingRetries: number): Promise<Response> {\r\n try {\r\n return await fetchFunc();\r\n } catch (error: unknown) {\r\n if (error instanceof Error && error.name === \"AbortError\")\r\n throw error;\r\n\r\n if (remainingRetries === 0)\r\n throw error;\r\n\r\n return fetchWithRetry(fetchFunc, --remainingRetries);\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n * @deprecated in 4.0. Use [[DownloadProgressInfo]].\r\n */\r\nexport interface ProgressInfo {\r\n percent?: number;\r\n total?: number;\r\n loaded: number;\r\n}\r\n\r\n/**\r\n * @internal\r\n * @deprecated in 4.0. Use [[OnDownloadProgress]].\r\n */\r\n// eslint-disable-next-line deprecation/deprecation\r\nexport type ProgressCallback = (progress: ProgressInfo) => void;\r\n"]}
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @internal */\r\nexport interface RequestBasicCredentials { // axios: AxiosBasicCredentials\r\n user: string; // axios: username\r\n password: string; // axios: password\r\n}\r\n\r\n/** Error object that's thrown if the status is *not* in the range of 200-299 (inclusive).\r\n * @internal\r\n */\r\nexport class HttpResponseError extends Error {\r\n\r\n public constructor(\r\n public status: number,\r\n public responseText?: string,\r\n ) {\r\n let message = `HTTP response status code: ${status}.`;\r\n if (responseText)\r\n message += ` Response body: ${responseText}`;\r\n\r\n super(message);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface RequestOptions {\r\n retryCount?: number;\r\n headers?: any;\r\n timeout?: number;\r\n auth?: RequestBasicCredentials;\r\n}\r\n\r\n/** @internal */\r\nexport async function request(url: string, responseType: \"arraybuffer\", options?: RequestOptions): Promise<ArrayBuffer>;\r\n\r\n/** @internal */\r\nexport async function request(url: string, responseType: \"json\", options?: RequestOptions): Promise<any>;\r\n\r\n/** @internal */\r\nexport async function request(url: string, responseType: \"text\", options?: RequestOptions): Promise<string>;\r\n\r\n/** @internal */\r\nexport async function request(url: string, responseType: \"arraybuffer\" | \"json\" | \"text\", options?: RequestOptions): Promise<any> {\r\n const headers: any = {\r\n ...options?.headers,\r\n };\r\n\r\n if (options?.auth)\r\n headers.authorization = `Basic ${window.btoa(`${options.auth.user}:${options.auth.password}`)}`;\r\n\r\n const controller = new AbortController();\r\n if (options?.timeout)\r\n setTimeout(() => controller.abort(), options.timeout);\r\n\r\n const fetchOptions: RequestInit = {\r\n headers,\r\n signal: controller.signal,\r\n };\r\n\r\n const fetchFunc = async () => fetch(url, fetchOptions);\r\n const response = await fetchWithRetry(fetchFunc, options?.retryCount ?? 4);\r\n\r\n if (!response.ok)\r\n throw new HttpResponseError(response.status, await response.text());\r\n\r\n switch (responseType) {\r\n case \"arraybuffer\":\r\n return response.arrayBuffer();\r\n case \"json\":\r\n return response.json();\r\n case \"text\":\r\n return response.text();\r\n }\r\n}\r\n\r\nasync function fetchWithRetry(fetchFunc: () => Promise<Response>, remainingRetries: number): Promise<Response> {\r\n try {\r\n return await fetchFunc();\r\n } catch (error: unknown) {\r\n if (error instanceof Error && error.name === \"AbortError\")\r\n throw error;\r\n\r\n if (remainingRetries === 0)\r\n throw error;\r\n\r\n return fetchWithRetry(fetchFunc, --remainingRetries);\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n * @deprecated in 4.0. Use [[DownloadProgressInfo]].\r\n */\r\nexport interface ProgressInfo {\r\n percent?: number;\r\n total?: number;\r\n loaded: number;\r\n}\r\n\r\n/**\r\n * @internal\r\n * @deprecated in 4.0. Use [[OnDownloadProgress]].\r\n */\r\nexport type ProgressCallback = (progress: ProgressInfo) => void;\r\n"]}
@@ -141,7 +141,7 @@ function createClassifierId(classifier, source) {
141
141
  if (undefined === classifier)
142
142
  return { modelId: Id64.invalid, type: BatchType.PlanarClassifier, expansion: 0, animationId: undefined };
143
143
  const type = classifier.flags.isVolumeClassifier ? BatchType.VolumeClassifier : BatchType.PlanarClassifier;
144
- const scriptInfo = IModelApp.tileAdmin.getScriptInfoForTreeId(classifier.modelId, source?.scheduleScriptReference); // eslint-disable-line deprecation/deprecation
144
+ const scriptInfo = IModelApp.tileAdmin.getScriptInfoForTreeId(classifier.modelId, source?.scheduleScriptReference); // eslint-disable-line @typescript-eslint/no-deprecated
145
145
  return {
146
146
  modelId: classifier.modelId,
147
147
  type,
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Tiles\r\n */\r\nimport { compareNumbers, comparePossiblyUndefined, compareStrings, compareStringsOrUndefined, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport {\r\n BatchType, ClassifierTileTreeId, iModelTileTreeIdToString, RenderMode, RenderSchedule, SpatialClassifier, ViewFlagsProperties,\r\n} from \"@itwin/core-common\";\r\nimport { DisplayStyleState } from \"../DisplayStyleState\";\r\nimport { IModelApp } from \"../IModelApp\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\nimport { GeometricModelState } from \"../ModelState\";\r\nimport { SceneContext } from \"../ViewContext\";\r\nimport { ViewState } from \"../ViewState\";\r\nimport { ActiveSpatialClassifier, SpatialClassifiersState } from \"../SpatialClassifiersState\";\r\nimport {\r\n DisclosedTileTreeSet, IModelTileTree, iModelTileTreeParamsFromJSON, TileTree, TileTreeLoadStatus, TileTreeOwner, TileTreeReference, TileTreeSupplier,\r\n} from \"./internal\";\r\n\r\ninterface ClassifierTreeId extends ClassifierTileTreeId {\r\n modelId: Id64String;\r\n timeline?: RenderSchedule.ModelTimeline;\r\n}\r\n\r\nfunction compareIds(lhs: ClassifierTreeId, rhs: ClassifierTreeId): number {\r\n return compareNumbers(lhs.type, rhs.type) || compareNumbers(lhs.expansion, rhs.expansion)\r\n || compareStrings(lhs.modelId, rhs.modelId) || compareStringsOrUndefined(lhs.animationId, rhs.animationId)\r\n || comparePossiblyUndefined((x, y) => x.compareTo(y), lhs.timeline, rhs.timeline);\r\n}\r\n\r\nclass ClassifierTreeSupplier implements TileTreeSupplier {\r\n private readonly _nonexistentTreeOwner = {\r\n tileTree: undefined,\r\n loadStatus: TileTreeLoadStatus.NotFound,\r\n load: () => undefined,\r\n dispose: () => undefined,\r\n loadTree: async () => undefined,\r\n iModel: undefined as unknown as IModelConnection,\r\n };\r\n\r\n public compareTileTreeIds(lhs: ClassifierTreeId, rhs: ClassifierTreeId): number {\r\n return compareIds(lhs, rhs);\r\n }\r\n\r\n public async createTileTree(id: ClassifierTreeId, iModel: IModelConnection): Promise<TileTree | undefined> {\r\n await iModel.models.load(id.modelId);\r\n const model = iModel.models.getLoaded(id.modelId);\r\n if (undefined === model || !(model instanceof GeometricModelState))\r\n return undefined;\r\n\r\n const idStr = iModelTileTreeIdToString(id.modelId, id, IModelApp.tileAdmin);\r\n const props = await IModelApp.tileAdmin.requestTileTreeProps(iModel, idStr);\r\n\r\n const params = iModelTileTreeParamsFromJSON(props, iModel, id.modelId, {\r\n edges: false,\r\n allowInstancing: false,\r\n is3d: true,\r\n batchType: id.type,\r\n timeline: id.timeline,\r\n });\r\n\r\n return new IModelTileTree(params, id);\r\n }\r\n\r\n public getOwner(id: ClassifierTreeId, iModel: IModelConnection): TileTreeOwner {\r\n return Id64.isValid(id.modelId) ? iModel.tiles.getTileTreeOwner(id, this) : this._nonexistentTreeOwner;\r\n }\r\n\r\n public addModelsAnimatedByScript(modelIds: Set<Id64String>, scriptSourceId: Id64String, trees: Iterable<{ id: ClassifierTreeId, owner: TileTreeOwner }>): void {\r\n // Note: This is invoked when an element hosting a schedule script is updated - it doesn't care about frontend schedule scripts.\r\n for (const tree of trees)\r\n if (scriptSourceId === tree.id.animationId)\r\n modelIds.add(tree.id.modelId);\r\n }\r\n\r\n public addSpatialModels(modelIds: Set<Id64String>, trees: Iterable<{ id: ClassifierTreeId, owner: TileTreeOwner }>): void {\r\n for (const tree of trees)\r\n modelIds.add(tree.id.modelId);\r\n }\r\n}\r\n\r\nconst classifierTreeSupplier = new ClassifierTreeSupplier();\r\n\r\n/** @internal */\r\nexport abstract class SpatialClassifierTileTreeReference extends TileTreeReference {\r\n public abstract get isPlanar(): boolean;\r\n public abstract get activeClassifier(): ActiveSpatialClassifier | undefined;\r\n public abstract get viewFlags(): Partial<ViewFlagsProperties>;\r\n public get transparency(): number | undefined { return undefined; }\r\n}\r\n\r\n/** @internal */\r\nclass ClassifierTreeReference extends SpatialClassifierTileTreeReference {\r\n private _id: ClassifierTreeId;\r\n private readonly _classifiers: SpatialClassifiersState;\r\n private readonly _source: ViewState | DisplayStyleState;\r\n private readonly _iModel: IModelConnection;\r\n private readonly _classifiedTree: TileTreeReference;\r\n private _owner: TileTreeOwner;\r\n\r\n public constructor(classifiers: SpatialClassifiersState, classifiedTree: TileTreeReference, iModel: IModelConnection, source: ViewState | DisplayStyleState) {\r\n super();\r\n this._id = createClassifierId(classifiers.active, source);\r\n this._source = source;\r\n this._iModel = iModel;\r\n this._classifiers = classifiers;\r\n this._classifiedTree = classifiedTree;\r\n this._owner = classifierTreeSupplier.getOwner(this._id, iModel);\r\n }\r\n\r\n public get classifiers(): SpatialClassifiersState { return this._classifiers; }\r\n public get activeClassifier(): ActiveSpatialClassifier | undefined { return this.classifiers.activeClassifier; }\r\n\r\n public override get castsShadows() {\r\n return false;\r\n }\r\n\r\n public get treeOwner(): TileTreeOwner {\r\n const newId = createClassifierId(this._classifiers.active, this._source);\r\n if (0 !== compareIds(this._id, newId)) {\r\n this._id = newId;\r\n this._owner = classifierTreeSupplier.getOwner(this._id, this._iModel);\r\n }\r\n\r\n return this.activeClassifier?.tileTreeReference?.treeOwner ?? this._owner;\r\n }\r\n\r\n public override discloseTileTrees(trees: DisclosedTileTreeSet): void {\r\n // NB: We do NOT call super because we don't use our tree if no classifier is active.\r\n trees.disclose(this._classifiedTree);\r\n\r\n const classifier = this.activeClassifier;\r\n const classifierTree = undefined !== classifier ? this.treeOwner.tileTree : undefined;\r\n if (undefined !== classifierTree)\r\n trees.add(classifierTree);\r\n }\r\n\r\n public get isPlanar() {\r\n if (this.activeClassifier?.flags.isVolumeClassifier) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public get viewFlags(): Partial<ViewFlagsProperties> {\r\n return {\r\n renderMode: RenderMode.SmoothShade,\r\n transparency: true, // Igored for point clouds as they don't support transparency.\r\n textures: false,\r\n lighting: false,\r\n shadows: false,\r\n monochrome: false,\r\n materials: false,\r\n ambientOcclusion: false,\r\n visibleEdges: false,\r\n hiddenEdges: false,\r\n };\r\n }\r\n\r\n // Add volume classifiers to scene (planar classifiers are added seperately.)\r\n public override addToScene(context: SceneContext): void {\r\n if (this.isPlanar)\r\n return;\r\n\r\n const classifiedTree = this._classifiedTree.treeOwner.load();\r\n if (undefined === classifiedTree)\r\n return;\r\n\r\n const classifier = this._classifiers.activeClassifier;\r\n if (undefined === classifier)\r\n return;\r\n\r\n const classifierTree = this.treeOwner.load();\r\n if (undefined === classifierTree)\r\n return;\r\n\r\n context.setVolumeClassifier(classifier, classifiedTree.modelId);\r\n super.addToScene(context);\r\n }\r\n\r\n}\r\n\r\n/** @internal */\r\nexport function createClassifierTileTreeReference(classifiers: SpatialClassifiersState, classifiedTree: TileTreeReference, iModel: IModelConnection, source: ViewState | DisplayStyleState): SpatialClassifierTileTreeReference {\r\n return new ClassifierTreeReference(classifiers, classifiedTree, iModel, source);\r\n}\r\n\r\nfunction createClassifierId(classifier: SpatialClassifier | undefined, source: ViewState | DisplayStyleState | undefined): ClassifierTreeId {\r\n if (undefined === classifier)\r\n return { modelId: Id64.invalid, type: BatchType.PlanarClassifier, expansion: 0, animationId: undefined };\r\n\r\n const type = classifier.flags.isVolumeClassifier ? BatchType.VolumeClassifier : BatchType.PlanarClassifier;\r\n const scriptInfo = IModelApp.tileAdmin.getScriptInfoForTreeId(classifier.modelId, source?.scheduleScriptReference); // eslint-disable-line deprecation/deprecation\r\n return {\r\n modelId: classifier.modelId,\r\n type,\r\n expansion: classifier.expand,\r\n animationId: scriptInfo?.animationId,\r\n timeline: scriptInfo?.timeline,\r\n };\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Tiles\r\n */\r\nimport { compareNumbers, comparePossiblyUndefined, compareStrings, compareStringsOrUndefined, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport {\r\n BatchType, ClassifierTileTreeId, iModelTileTreeIdToString, RenderMode, RenderSchedule, SpatialClassifier, ViewFlagsProperties,\r\n} from \"@itwin/core-common\";\r\nimport { DisplayStyleState } from \"../DisplayStyleState\";\r\nimport { IModelApp } from \"../IModelApp\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\nimport { GeometricModelState } from \"../ModelState\";\r\nimport { SceneContext } from \"../ViewContext\";\r\nimport { ViewState } from \"../ViewState\";\r\nimport { ActiveSpatialClassifier, SpatialClassifiersState } from \"../SpatialClassifiersState\";\r\nimport {\r\n DisclosedTileTreeSet, IModelTileTree, iModelTileTreeParamsFromJSON, TileTree, TileTreeLoadStatus, TileTreeOwner, TileTreeReference, TileTreeSupplier,\r\n} from \"./internal\";\r\n\r\ninterface ClassifierTreeId extends ClassifierTileTreeId {\r\n modelId: Id64String;\r\n timeline?: RenderSchedule.ModelTimeline;\r\n}\r\n\r\nfunction compareIds(lhs: ClassifierTreeId, rhs: ClassifierTreeId): number {\r\n return compareNumbers(lhs.type, rhs.type) || compareNumbers(lhs.expansion, rhs.expansion)\r\n || compareStrings(lhs.modelId, rhs.modelId) || compareStringsOrUndefined(lhs.animationId, rhs.animationId)\r\n || comparePossiblyUndefined((x, y) => x.compareTo(y), lhs.timeline, rhs.timeline);\r\n}\r\n\r\nclass ClassifierTreeSupplier implements TileTreeSupplier {\r\n private readonly _nonexistentTreeOwner = {\r\n tileTree: undefined,\r\n loadStatus: TileTreeLoadStatus.NotFound,\r\n load: () => undefined,\r\n dispose: () => undefined,\r\n loadTree: async () => undefined,\r\n iModel: undefined as unknown as IModelConnection,\r\n };\r\n\r\n public compareTileTreeIds(lhs: ClassifierTreeId, rhs: ClassifierTreeId): number {\r\n return compareIds(lhs, rhs);\r\n }\r\n\r\n public async createTileTree(id: ClassifierTreeId, iModel: IModelConnection): Promise<TileTree | undefined> {\r\n await iModel.models.load(id.modelId);\r\n const model = iModel.models.getLoaded(id.modelId);\r\n if (undefined === model || !(model instanceof GeometricModelState))\r\n return undefined;\r\n\r\n const idStr = iModelTileTreeIdToString(id.modelId, id, IModelApp.tileAdmin);\r\n const props = await IModelApp.tileAdmin.requestTileTreeProps(iModel, idStr);\r\n\r\n const params = iModelTileTreeParamsFromJSON(props, iModel, id.modelId, {\r\n edges: false,\r\n allowInstancing: false,\r\n is3d: true,\r\n batchType: id.type,\r\n timeline: id.timeline,\r\n });\r\n\r\n return new IModelTileTree(params, id);\r\n }\r\n\r\n public getOwner(id: ClassifierTreeId, iModel: IModelConnection): TileTreeOwner {\r\n return Id64.isValid(id.modelId) ? iModel.tiles.getTileTreeOwner(id, this) : this._nonexistentTreeOwner;\r\n }\r\n\r\n public addModelsAnimatedByScript(modelIds: Set<Id64String>, scriptSourceId: Id64String, trees: Iterable<{ id: ClassifierTreeId, owner: TileTreeOwner }>): void {\r\n // Note: This is invoked when an element hosting a schedule script is updated - it doesn't care about frontend schedule scripts.\r\n for (const tree of trees)\r\n if (scriptSourceId === tree.id.animationId)\r\n modelIds.add(tree.id.modelId);\r\n }\r\n\r\n public addSpatialModels(modelIds: Set<Id64String>, trees: Iterable<{ id: ClassifierTreeId, owner: TileTreeOwner }>): void {\r\n for (const tree of trees)\r\n modelIds.add(tree.id.modelId);\r\n }\r\n}\r\n\r\nconst classifierTreeSupplier = new ClassifierTreeSupplier();\r\n\r\n/** @internal */\r\nexport abstract class SpatialClassifierTileTreeReference extends TileTreeReference {\r\n public abstract get isPlanar(): boolean;\r\n public abstract get activeClassifier(): ActiveSpatialClassifier | undefined;\r\n public abstract get viewFlags(): Partial<ViewFlagsProperties>;\r\n public get transparency(): number | undefined { return undefined; }\r\n}\r\n\r\n/** @internal */\r\nclass ClassifierTreeReference extends SpatialClassifierTileTreeReference {\r\n private _id: ClassifierTreeId;\r\n private readonly _classifiers: SpatialClassifiersState;\r\n private readonly _source: ViewState | DisplayStyleState;\r\n private readonly _iModel: IModelConnection;\r\n private readonly _classifiedTree: TileTreeReference;\r\n private _owner: TileTreeOwner;\r\n\r\n public constructor(classifiers: SpatialClassifiersState, classifiedTree: TileTreeReference, iModel: IModelConnection, source: ViewState | DisplayStyleState) {\r\n super();\r\n this._id = createClassifierId(classifiers.active, source);\r\n this._source = source;\r\n this._iModel = iModel;\r\n this._classifiers = classifiers;\r\n this._classifiedTree = classifiedTree;\r\n this._owner = classifierTreeSupplier.getOwner(this._id, iModel);\r\n }\r\n\r\n public get classifiers(): SpatialClassifiersState { return this._classifiers; }\r\n public get activeClassifier(): ActiveSpatialClassifier | undefined { return this.classifiers.activeClassifier; }\r\n\r\n public override get castsShadows() {\r\n return false;\r\n }\r\n\r\n public get treeOwner(): TileTreeOwner {\r\n const newId = createClassifierId(this._classifiers.active, this._source);\r\n if (0 !== compareIds(this._id, newId)) {\r\n this._id = newId;\r\n this._owner = classifierTreeSupplier.getOwner(this._id, this._iModel);\r\n }\r\n\r\n return this.activeClassifier?.tileTreeReference?.treeOwner ?? this._owner;\r\n }\r\n\r\n public override discloseTileTrees(trees: DisclosedTileTreeSet): void {\r\n // NB: We do NOT call super because we don't use our tree if no classifier is active.\r\n trees.disclose(this._classifiedTree);\r\n\r\n const classifier = this.activeClassifier;\r\n const classifierTree = undefined !== classifier ? this.treeOwner.tileTree : undefined;\r\n if (undefined !== classifierTree)\r\n trees.add(classifierTree);\r\n }\r\n\r\n public get isPlanar() {\r\n if (this.activeClassifier?.flags.isVolumeClassifier) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public get viewFlags(): Partial<ViewFlagsProperties> {\r\n return {\r\n renderMode: RenderMode.SmoothShade,\r\n transparency: true, // Igored for point clouds as they don't support transparency.\r\n textures: false,\r\n lighting: false,\r\n shadows: false,\r\n monochrome: false,\r\n materials: false,\r\n ambientOcclusion: false,\r\n visibleEdges: false,\r\n hiddenEdges: false,\r\n };\r\n }\r\n\r\n // Add volume classifiers to scene (planar classifiers are added seperately.)\r\n public override addToScene(context: SceneContext): void {\r\n if (this.isPlanar)\r\n return;\r\n\r\n const classifiedTree = this._classifiedTree.treeOwner.load();\r\n if (undefined === classifiedTree)\r\n return;\r\n\r\n const classifier = this._classifiers.activeClassifier;\r\n if (undefined === classifier)\r\n return;\r\n\r\n const classifierTree = this.treeOwner.load();\r\n if (undefined === classifierTree)\r\n return;\r\n\r\n context.setVolumeClassifier(classifier, classifiedTree.modelId);\r\n super.addToScene(context);\r\n }\r\n\r\n}\r\n\r\n/** @internal */\r\nexport function createClassifierTileTreeReference(classifiers: SpatialClassifiersState, classifiedTree: TileTreeReference, iModel: IModelConnection, source: ViewState | DisplayStyleState): SpatialClassifierTileTreeReference {\r\n return new ClassifierTreeReference(classifiers, classifiedTree, iModel, source);\r\n}\r\n\r\nfunction createClassifierId(classifier: SpatialClassifier | undefined, source: ViewState | DisplayStyleState | undefined): ClassifierTreeId {\r\n if (undefined === classifier)\r\n return { modelId: Id64.invalid, type: BatchType.PlanarClassifier, expansion: 0, animationId: undefined };\r\n\r\n const type = classifier.flags.isVolumeClassifier ? BatchType.VolumeClassifier : BatchType.PlanarClassifier;\r\n const scriptInfo = IModelApp.tileAdmin.getScriptInfoForTreeId(classifier.modelId, source?.scheduleScriptReference); // eslint-disable-line @typescript-eslint/no-deprecated\r\n return {\r\n modelId: classifier.modelId,\r\n type,\r\n expansion: classifier.expand,\r\n animationId: scriptInfo?.animationId,\r\n timeline: scriptInfo?.timeline,\r\n };\r\n}\r\n"]}
@@ -16,7 +16,7 @@ export class ContextShareProvider {
16
16
  try {
17
17
  attUrl = new URL(tilesetUrl);
18
18
  }
19
- catch (e) {
19
+ catch {
20
20
  // Not a valid URL for Context share
21
21
  return false;
22
22
  }
@@ -47,7 +47,7 @@ export class ContextShareProvider {
47
47
  try {
48
48
  attUrl = new URL(tilesetUrl);
49
49
  }
50
- catch (e) {
50
+ catch {
51
51
  // Not a valid URL and not equal, probably $cesiumAsset
52
52
  return invalidUrlInfo;
53
53
  }
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\nimport { Guid } from \"@itwin/core-bentley\";\r\nimport { RealityDataFormat, RealityDataProvider } from \"@itwin/core-common\";\r\n\r\n/**\r\n * This class provide methods used to interpret url to Project Wise Context Share (RealityDataProvider.ContextShare)\r\n * @internal\r\n */\r\nexport class ContextShareProvider {\r\n /** Return true if this is a supported url to this service provider */\r\n public static isProviderUrl(tilesetUrl: string): boolean {\r\n // Try to extract realityDataId from URL and if not possible, use the url as the key\r\n let attUrl: URL;\r\n try {\r\n attUrl = new URL(tilesetUrl);\r\n } catch (e) {\r\n // Not a valid URL for Context share\r\n return false;\r\n }\r\n // If api.bentley.com/realitydata or api.bentley.com/reality-management is used, it is context share\r\n if (tilesetUrl.toLowerCase().includes(\"api.bentley.com/realitydata\") || tilesetUrl.toLowerCase().includes(\"api.bentley.com/reality-management/reality-data\"))\r\n return true;\r\n // detect if it is a RDS url\r\n const formattedUrl1 = attUrl.pathname.replace(/~2F/g, \"/\").replace(/\\\\/g, \"/\");\r\n if (formattedUrl1) {\r\n const urlParts1 = formattedUrl1.split(\"/\").map((entry: string) => entry.replace(/%2D/g, \"-\"));\r\n let partOffset1: number = 0;\r\n urlParts1.find((value, index) => {\r\n if (value === \"Repositories\") {\r\n partOffset1 = index;\r\n return true;\r\n }\r\n return false;\r\n });\r\n const isRDSUrl = (urlParts1[partOffset1] === \"Repositories\") && (urlParts1[partOffset1 + 1].match(\"S3MXECPlugin--*\") !== null) && (urlParts1[partOffset1 + 2] === \"S3MX\");\r\n return isRDSUrl;\r\n }\r\n return false;\r\n }\r\n /** Return true if this is a supported url to this service provider */\r\n public static getInfoFromUrl(tilesetUrl: string): {provider: RealityDataProvider, format: RealityDataFormat, id: string, iTwinId: string | undefined} {\r\n const invalidUrlInfo = { provider: RealityDataProvider.TilesetUrl, format: RealityDataFormat.ThreeDTile, id: tilesetUrl, iTwinId: undefined };\r\n let attUrl: URL;\r\n try {\r\n attUrl = new URL(tilesetUrl);\r\n } catch (e) {\r\n // Not a valid URL and not equal, probably $cesiumAsset\r\n return invalidUrlInfo;\r\n }\r\n // If api.bentley.com/realitydata or api.bentley.com/reality-management is used, it is context share\r\n if (tilesetUrl.toLowerCase().includes(\"api.bentley.com/realitydata\") || tilesetUrl.toLowerCase().includes(\"api.bentley.com/reality-management/reality-data\")) {\r\n const lcTilesetUrl = tilesetUrl.toLowerCase();\r\n // NOTICE: We assume it is a ThreeDTile BUT this could technically be a point cloud (OPC).\r\n // This method was used in typical workflow where format was always ThreeDTile and is here for legacy support.\r\n // We don't want to make a call to RDS to resolve format since this method must not be async (it is used in workflow that are not async)\r\n const format = RealityDataFormat.ThreeDTile;\r\n let indexId = -1;\r\n let indexProjectId = -1;\r\n\r\n if(tilesetUrl.toLowerCase().includes(\"reality-management/reality-data\")) {\r\n indexId = lcTilesetUrl.indexOf(\"reality-management/reality-data/\") + 32; // length of \"reality-management/reality-data/\" = 32;\r\n indexProjectId = lcTilesetUrl.indexOf(\"itwinid=\") + 8; // length of \"itwinid=\" = 8;\r\n } else if(tilesetUrl.toLowerCase().includes(\"realitydata\")) {\r\n indexId = lcTilesetUrl.indexOf(\"realitydata/\") + 12; // length of \"realitydata/\" = 12;\r\n indexProjectId = lcTilesetUrl.indexOf(\"projectid=\") + 10; // length of \"projectid=\" = 10;\r\n }\r\n\r\n const id = lcTilesetUrl.substring(indexId, Guid.empty.length + indexId);\r\n\r\n let projectId: string | undefined;\r\n if (indexProjectId && indexProjectId > 0)\r\n projectId = lcTilesetUrl.substring(indexProjectId, Guid.empty.length + indexProjectId);\r\n const apimContextShareKey = { provider: RealityDataProvider.ContextShare, format, id, iTwinId: projectId };\r\n return apimContextShareKey;\r\n }\r\n // detect if it is a RDS url\r\n const formattedUrl1 = attUrl.pathname.replace(/~2F/g, \"/\").replace(/\\\\/g, \"/\");\r\n if (formattedUrl1) {\r\n const urlParts1 = formattedUrl1.split(\"/\").map((entry: string) => entry.replace(/%2D/g, \"-\"));\r\n let partOffset1: number = 0;\r\n urlParts1.find((value, index) => {\r\n if (value === \"Repositories\") {\r\n partOffset1 = index;\r\n return true;\r\n }\r\n return false;\r\n });\r\n const isOPC = attUrl.pathname.match(\".opc*\") !== null;\r\n const isRDSUrl = (urlParts1[partOffset1] === \"Repositories\") && (urlParts1[partOffset1 + 1].match(\"S3MXECPlugin--*\") !== null) && (urlParts1[partOffset1 + 2] === \"S3MX\");\r\n let projectId: string | undefined;\r\n const projectIdSection = urlParts1.find((val: string) => val.includes(\"--\"));\r\n if (projectIdSection)\r\n projectId = projectIdSection.split(\"--\")[1];\r\n // Make sure the url to compare are REALITYMESH3DTILES url, otherwise, compare the url directly\r\n if (isRDSUrl || isOPC) {\r\n // Make sure the reality data id are the same\r\n const guid1 = urlParts1.find(Guid.isGuid);\r\n if (guid1 !== undefined) {\r\n const provider = RealityDataProvider.ContextShare;\r\n const format = isOPC ? RealityDataFormat.OPC : RealityDataFormat.ThreeDTile;\r\n const contextShareKey = { provider, format, id: guid1, iTwinId: projectId };\r\n return contextShareKey;\r\n }\r\n }\r\n }\r\n // Not a valid URL and not equal, probably $cesiumAsset\r\n return invalidUrlInfo;\r\n }\r\n public static getInfoFromBlobUrl(blobUrl: string): {provider: RealityDataProvider, format: RealityDataFormat, id: string } {\r\n let format = RealityDataFormat.ThreeDTile;\r\n let provider = RealityDataProvider.TilesetUrl;\r\n const url = new URL(blobUrl);\r\n\r\n // If we cannot interpret that url pass in parameter we just fallback to old implementation\r\n if(!url.pathname)\r\n return { provider, format, id: blobUrl };\r\n\r\n // const accountName = url.hostname.split(\".\")[0];\r\n let containerName= \"\";\r\n if (url.pathname) {\r\n const pathSplit = url.pathname.split(\"/\");\r\n containerName = pathSplit[1];\r\n }\r\n\r\n // const blobFileName = `/${pathSplit[2]}`;\r\n // const sasToken = url.search.substring(1);\r\n const isOPC = url.pathname.match(\".opc*\") !== null;\r\n provider = RealityDataProvider.ContextShare;\r\n format = isOPC ? RealityDataFormat.OPC : RealityDataFormat.ThreeDTile;\r\n const contextShareKey = { provider, format, id: containerName };\r\n return contextShareKey;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\nimport { Guid } from \"@itwin/core-bentley\";\r\nimport { RealityDataFormat, RealityDataProvider } from \"@itwin/core-common\";\r\n\r\n/**\r\n * This class provide methods used to interpret url to Project Wise Context Share (RealityDataProvider.ContextShare)\r\n * @internal\r\n */\r\nexport class ContextShareProvider {\r\n /** Return true if this is a supported url to this service provider */\r\n public static isProviderUrl(tilesetUrl: string): boolean {\r\n // Try to extract realityDataId from URL and if not possible, use the url as the key\r\n let attUrl: URL;\r\n try {\r\n attUrl = new URL(tilesetUrl);\r\n } catch {\r\n // Not a valid URL for Context share\r\n return false;\r\n }\r\n // If api.bentley.com/realitydata or api.bentley.com/reality-management is used, it is context share\r\n if (tilesetUrl.toLowerCase().includes(\"api.bentley.com/realitydata\") || tilesetUrl.toLowerCase().includes(\"api.bentley.com/reality-management/reality-data\"))\r\n return true;\r\n // detect if it is a RDS url\r\n const formattedUrl1 = attUrl.pathname.replace(/~2F/g, \"/\").replace(/\\\\/g, \"/\");\r\n if (formattedUrl1) {\r\n const urlParts1 = formattedUrl1.split(\"/\").map((entry: string) => entry.replace(/%2D/g, \"-\"));\r\n let partOffset1: number = 0;\r\n urlParts1.find((value, index) => {\r\n if (value === \"Repositories\") {\r\n partOffset1 = index;\r\n return true;\r\n }\r\n return false;\r\n });\r\n const isRDSUrl = (urlParts1[partOffset1] === \"Repositories\") && (urlParts1[partOffset1 + 1].match(\"S3MXECPlugin--*\") !== null) && (urlParts1[partOffset1 + 2] === \"S3MX\");\r\n return isRDSUrl;\r\n }\r\n return false;\r\n }\r\n /** Return true if this is a supported url to this service provider */\r\n public static getInfoFromUrl(tilesetUrl: string): {provider: RealityDataProvider, format: RealityDataFormat, id: string, iTwinId: string | undefined} {\r\n const invalidUrlInfo = { provider: RealityDataProvider.TilesetUrl, format: RealityDataFormat.ThreeDTile, id: tilesetUrl, iTwinId: undefined };\r\n let attUrl: URL;\r\n try {\r\n attUrl = new URL(tilesetUrl);\r\n } catch {\r\n // Not a valid URL and not equal, probably $cesiumAsset\r\n return invalidUrlInfo;\r\n }\r\n // If api.bentley.com/realitydata or api.bentley.com/reality-management is used, it is context share\r\n if (tilesetUrl.toLowerCase().includes(\"api.bentley.com/realitydata\") || tilesetUrl.toLowerCase().includes(\"api.bentley.com/reality-management/reality-data\")) {\r\n const lcTilesetUrl = tilesetUrl.toLowerCase();\r\n // NOTICE: We assume it is a ThreeDTile BUT this could technically be a point cloud (OPC).\r\n // This method was used in typical workflow where format was always ThreeDTile and is here for legacy support.\r\n // We don't want to make a call to RDS to resolve format since this method must not be async (it is used in workflow that are not async)\r\n const format = RealityDataFormat.ThreeDTile;\r\n let indexId = -1;\r\n let indexProjectId = -1;\r\n\r\n if(tilesetUrl.toLowerCase().includes(\"reality-management/reality-data\")) {\r\n indexId = lcTilesetUrl.indexOf(\"reality-management/reality-data/\") + 32; // length of \"reality-management/reality-data/\" = 32;\r\n indexProjectId = lcTilesetUrl.indexOf(\"itwinid=\") + 8; // length of \"itwinid=\" = 8;\r\n } else if(tilesetUrl.toLowerCase().includes(\"realitydata\")) {\r\n indexId = lcTilesetUrl.indexOf(\"realitydata/\") + 12; // length of \"realitydata/\" = 12;\r\n indexProjectId = lcTilesetUrl.indexOf(\"projectid=\") + 10; // length of \"projectid=\" = 10;\r\n }\r\n\r\n const id = lcTilesetUrl.substring(indexId, Guid.empty.length + indexId);\r\n\r\n let projectId: string | undefined;\r\n if (indexProjectId && indexProjectId > 0)\r\n projectId = lcTilesetUrl.substring(indexProjectId, Guid.empty.length + indexProjectId);\r\n const apimContextShareKey = { provider: RealityDataProvider.ContextShare, format, id, iTwinId: projectId };\r\n return apimContextShareKey;\r\n }\r\n // detect if it is a RDS url\r\n const formattedUrl1 = attUrl.pathname.replace(/~2F/g, \"/\").replace(/\\\\/g, \"/\");\r\n if (formattedUrl1) {\r\n const urlParts1 = formattedUrl1.split(\"/\").map((entry: string) => entry.replace(/%2D/g, \"-\"));\r\n let partOffset1: number = 0;\r\n urlParts1.find((value, index) => {\r\n if (value === \"Repositories\") {\r\n partOffset1 = index;\r\n return true;\r\n }\r\n return false;\r\n });\r\n const isOPC = attUrl.pathname.match(\".opc*\") !== null;\r\n const isRDSUrl = (urlParts1[partOffset1] === \"Repositories\") && (urlParts1[partOffset1 + 1].match(\"S3MXECPlugin--*\") !== null) && (urlParts1[partOffset1 + 2] === \"S3MX\");\r\n let projectId: string | undefined;\r\n const projectIdSection = urlParts1.find((val: string) => val.includes(\"--\"));\r\n if (projectIdSection)\r\n projectId = projectIdSection.split(\"--\")[1];\r\n // Make sure the url to compare are REALITYMESH3DTILES url, otherwise, compare the url directly\r\n if (isRDSUrl || isOPC) {\r\n // Make sure the reality data id are the same\r\n const guid1 = urlParts1.find(Guid.isGuid);\r\n if (guid1 !== undefined) {\r\n const provider = RealityDataProvider.ContextShare;\r\n const format = isOPC ? RealityDataFormat.OPC : RealityDataFormat.ThreeDTile;\r\n const contextShareKey = { provider, format, id: guid1, iTwinId: projectId };\r\n return contextShareKey;\r\n }\r\n }\r\n }\r\n // Not a valid URL and not equal, probably $cesiumAsset\r\n return invalidUrlInfo;\r\n }\r\n public static getInfoFromBlobUrl(blobUrl: string): {provider: RealityDataProvider, format: RealityDataFormat, id: string } {\r\n let format = RealityDataFormat.ThreeDTile;\r\n let provider = RealityDataProvider.TilesetUrl;\r\n const url = new URL(blobUrl);\r\n\r\n // If we cannot interpret that url pass in parameter we just fallback to old implementation\r\n if(!url.pathname)\r\n return { provider, format, id: blobUrl };\r\n\r\n // const accountName = url.hostname.split(\".\")[0];\r\n let containerName= \"\";\r\n if (url.pathname) {\r\n const pathSplit = url.pathname.split(\"/\");\r\n containerName = pathSplit[1];\r\n }\r\n\r\n // const blobFileName = `/${pathSplit[2]}`;\r\n // const sasToken = url.search.substring(1);\r\n const isOPC = url.pathname.match(\".opc*\") !== null;\r\n provider = RealityDataProvider.ContextShare;\r\n format = isOPC ? RealityDataFormat.OPC : RealityDataFormat.ThreeDTile;\r\n const contextShareKey = { provider, format, id: containerName };\r\n return contextShareKey;\r\n }\r\n}\r\n"]}
@@ -293,7 +293,7 @@ export interface ReadGltfGraphicsArgs {
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  * - A JSON object conforming to the [glTF 2.0 specification](https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html); or
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  * - A Uint8Array containing the utf8-encoded stringified JSON of an object conforming to the [glTF 2.0 specification](https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html).
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  */
296
- gltf: Uint8Array | Object;
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+ gltf: Uint8Array | object;
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  /** The iModel with which the graphics will be associated - typically obtained from the [[Viewport]] into which they will be drawn. */
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  iModel: IModelConnection;
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  /** Options for making the graphic [pickable]($docs/learning/frontend/ViewDecorations#pickable-view-graphic-decorations).
@@ -1 +1 @@
1
- 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