@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.
- package/CHANGELOG.md +23 -1
- package/lib/cjs/AccuDraw.d.ts.map +1 -1
- package/lib/cjs/AccuDraw.js +0 -2
- package/lib/cjs/AccuDraw.js.map +1 -1
- package/lib/cjs/AccuSnap.d.ts.map +1 -1
- package/lib/cjs/AccuSnap.js +17 -8
- package/lib/cjs/AccuSnap.js.map +1 -1
- package/lib/cjs/BackgroundMapGeometry.js +3 -3
- package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
- package/lib/cjs/BingLocation.js +1 -1
- package/lib/cjs/BingLocation.js.map +1 -1
- package/lib/cjs/BriefcaseConnection.d.ts +0 -1
- package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
- package/lib/cjs/BriefcaseConnection.js +2 -3
- package/lib/cjs/BriefcaseConnection.js.map +1 -1
- package/lib/cjs/BriefcaseTxns.d.ts.map +1 -1
- package/lib/cjs/ChangeFlags.d.ts +1 -1
- package/lib/cjs/ChangeFlags.d.ts.map +1 -1
- package/lib/cjs/ChangeFlags.js.map +1 -1
- package/lib/cjs/CheckpointConnection.js +1 -1
- package/lib/cjs/CheckpointConnection.js.map +1 -1
- package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
- package/lib/cjs/DisplayStyleState.js +6 -6
- package/lib/cjs/DisplayStyleState.js.map +1 -1
- package/lib/cjs/DrawingViewState.d.ts +8 -6
- package/lib/cjs/DrawingViewState.d.ts.map +1 -1
- package/lib/cjs/DrawingViewState.js +20 -10
- package/lib/cjs/DrawingViewState.js.map +1 -1
- package/lib/cjs/EnvironmentDecorations.js +1 -1
- package/lib/cjs/EnvironmentDecorations.js.map +1 -1
- package/lib/cjs/GraphicalEditingScope.d.ts.map +1 -1
- package/lib/cjs/HitDetail.d.ts +37 -5
- package/lib/cjs/HitDetail.d.ts.map +1 -1
- package/lib/cjs/HitDetail.js +12 -2
- package/lib/cjs/HitDetail.js.map +1 -1
- package/lib/cjs/IModelApp.d.ts.map +1 -1
- package/lib/cjs/IModelApp.js +1 -2
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.d.ts +1 -0
- package/lib/cjs/IModelConnection.d.ts.map +1 -1
- package/lib/cjs/IModelConnection.js +9 -8
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/IpcApp.d.ts.map +1 -1
- package/lib/cjs/IpcApp.js +8 -1
- package/lib/cjs/IpcApp.js.map +1 -1
- package/lib/cjs/LinePlaneIntersect.js +1 -2
- package/lib/cjs/LinePlaneIntersect.js.map +1 -1
- package/lib/cjs/ModelState.d.ts +0 -8
- package/lib/cjs/ModelState.d.ts.map +1 -1
- package/lib/cjs/ModelState.js +0 -8
- package/lib/cjs/ModelState.js.map +1 -1
- package/lib/cjs/NativeApp.d.ts +1 -1
- package/lib/cjs/NativeApp.d.ts.map +1 -1
- package/lib/cjs/NativeApp.js.map +1 -1
- package/lib/cjs/NoRenderApp.d.ts.map +1 -1
- package/lib/cjs/NotificationManager.d.ts +2 -2
- package/lib/cjs/NotificationManager.d.ts.map +1 -1
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts.map +1 -1
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js +1 -2
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
- package/lib/cjs/RealityDataSourceContextShareImpl.d.ts.map +1 -1
- package/lib/cjs/RealityDataSourceContextShareImpl.js +2 -3
- package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.js +1 -1
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
- package/lib/cjs/SheetViewState.d.ts +4 -11
- package/lib/cjs/SheetViewState.d.ts.map +1 -1
- package/lib/cjs/SheetViewState.js +18 -12
- package/lib/cjs/SheetViewState.js.map +1 -1
- package/lib/cjs/SpatialViewState.d.ts +0 -1
- package/lib/cjs/SpatialViewState.d.ts.map +1 -1
- package/lib/cjs/SpatialViewState.js +1 -2
- package/lib/cjs/SpatialViewState.js.map +1 -1
- package/lib/cjs/SubCategoriesCache.js +1 -1
- package/lib/cjs/SubCategoriesCache.js.map +1 -1
- package/lib/cjs/TentativePoint.js +1 -1
- package/lib/cjs/TentativePoint.js.map +1 -1
- package/lib/cjs/ViewCreator3d.js +1 -1
- package/lib/cjs/ViewCreator3d.js.map +1 -1
- package/lib/cjs/ViewGlobalLocation.js +9 -9
- package/lib/cjs/ViewGlobalLocation.js.map +1 -1
- package/lib/cjs/ViewState.d.ts +14 -1
- package/lib/cjs/ViewState.d.ts.map +1 -1
- package/lib/cjs/ViewState.js +4 -2
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/ViewingSpace.d.ts.map +1 -1
- package/lib/cjs/ViewingSpace.js +3 -0
- package/lib/cjs/ViewingSpace.js.map +1 -1
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +2 -4
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/ViewportSync.js +6 -6
- package/lib/cjs/ViewportSync.js.map +1 -1
- package/lib/cjs/common/ImageUtil.js +15 -16
- package/lib/cjs/common/ImageUtil.js.map +1 -1
- package/lib/cjs/common/WorkerProxy.d.ts +8 -4
- package/lib/cjs/common/WorkerProxy.d.ts.map +1 -1
- package/lib/cjs/common/WorkerProxy.js +1 -2
- package/lib/cjs/common/WorkerProxy.js.map +1 -1
- package/lib/cjs/common/gltf/GltfParser.js +7 -8
- package/lib/cjs/common/gltf/GltfParser.js.map +1 -1
- package/lib/cjs/common/gltf/GltfSchema.d.ts +1 -1
- package/lib/cjs/common/gltf/GltfSchema.d.ts.map +1 -1
- package/lib/cjs/common/gltf/GltfSchema.js +5 -5
- package/lib/cjs/common/gltf/GltfSchema.js.map +1 -1
- package/lib/cjs/common/imdl/CompactEdges.js +1 -2
- package/lib/cjs/common/imdl/CompactEdges.js.map +1 -1
- package/lib/cjs/common/imdl/ImdlModel.js +2 -3
- package/lib/cjs/common/imdl/ImdlModel.js.map +1 -1
- package/lib/cjs/common/imdl/ImdlSchema.d.ts.map +1 -1
- package/lib/cjs/common/imdl/ImdlSchema.js.map +1 -1
- package/lib/cjs/common/imdl/ParseImdlDocument.d.ts.map +1 -1
- package/lib/cjs/common/imdl/ParseImdlDocument.js +10 -12
- package/lib/cjs/common/imdl/ParseImdlDocument.js.map +1 -1
- package/lib/cjs/common/internal/render/DisplayParams.js.map +1 -1
- package/lib/cjs/common/internal/render/EdgeParams.js +2 -3
- package/lib/cjs/common/internal/render/EdgeParams.js.map +1 -1
- package/lib/cjs/common/internal/render/GeometryList.d.ts +1 -1
- package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js +3 -3
- package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js.map +1 -1
- package/lib/cjs/common/internal/render/LineCode.js +1 -2
- package/lib/cjs/common/internal/render/LineCode.js.map +1 -1
- package/lib/cjs/common/internal/render/MeshBuilder.js.map +1 -1
- package/lib/cjs/common/internal/render/MeshBuilderMap.js.map +1 -1
- package/lib/cjs/common/internal/render/MeshPrimitives.js +3 -3
- package/lib/cjs/common/internal/render/MeshPrimitives.js.map +1 -1
- package/lib/cjs/common/internal/render/OvrFlags.d.ts +4 -2
- package/lib/cjs/common/internal/render/OvrFlags.d.ts.map +1 -1
- package/lib/cjs/common/internal/render/OvrFlags.js.map +1 -1
- package/lib/cjs/common/internal/render/PointStringParams.js +1 -2
- package/lib/cjs/common/internal/render/PointStringParams.js.map +1 -1
- package/lib/cjs/common/internal/render/PolylineParams.js +4 -5
- package/lib/cjs/common/internal/render/PolylineParams.js.map +1 -1
- package/lib/cjs/common/internal/render/SurfaceParams.js +3 -3
- package/lib/cjs/common/internal/render/SurfaceParams.js.map +1 -1
- package/lib/cjs/common/internal/render/VertexTable.d.ts.map +1 -1
- package/lib/cjs/common/internal/render/VertexTable.js +4 -7
- package/lib/cjs/common/internal/render/VertexTable.js.map +1 -1
- package/lib/cjs/common/internal/render/VertexTableBuilder.js +2 -2
- package/lib/cjs/common/internal/render/VertexTableBuilder.js.map +1 -1
- package/lib/cjs/common/internal/render/VertexTableSplitter.js +4 -4
- package/lib/cjs/common/internal/render/VertexTableSplitter.js.map +1 -1
- package/lib/cjs/common/render/InstancedGraphicParams.js.map +1 -1
- package/lib/cjs/extension/providers/ExtensionLoadScript.js +1 -2
- package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
- package/lib/cjs/internal/render/RenderInstancesParamsImpl.js +2 -3
- package/lib/cjs/internal/render/RenderInstancesParamsImpl.js.map +1 -1
- package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts.map +1 -1
- package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js +1 -1
- package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/BasicUnitsProvider.js +2 -2
- package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js +2 -2
- package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.js +3 -3
- package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBranch.d.ts +12 -1
- package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBranch.js +2 -2
- package/lib/cjs/render/GraphicBranch.js.map +1 -1
- package/lib/cjs/render/GraphicTemplate.js +1 -2
- package/lib/cjs/render/GraphicTemplate.js.map +1 -1
- package/lib/cjs/render/MockRender.d.ts.map +1 -1
- package/lib/cjs/render/Pixel.d.ts +14 -4
- package/lib/cjs/render/Pixel.d.ts.map +1 -1
- package/lib/cjs/render/Pixel.js +22 -5
- package/lib/cjs/render/Pixel.js.map +1 -1
- package/lib/cjs/render/RealityMeshGraphicParams.d.ts +1 -0
- package/lib/cjs/render/RealityMeshGraphicParams.d.ts.map +1 -1
- package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -1
- package/lib/cjs/render/RenderMemory.d.ts +2 -0
- package/lib/cjs/render/RenderMemory.d.ts.map +1 -1
- package/lib/cjs/render/RenderMemory.js +2 -0
- package/lib/cjs/render/RenderMemory.js.map +1 -1
- package/lib/cjs/render/RenderPlan.d.ts +2 -1
- package/lib/cjs/render/RenderPlan.d.ts.map +1 -1
- package/lib/cjs/render/RenderPlan.js +5 -3
- package/lib/cjs/render/RenderPlan.js.map +1 -1
- package/lib/cjs/render/RenderSystem.d.ts +1 -1
- package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
- package/lib/cjs/render/RenderSystem.js +8 -9
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/UpsampleRealityMeshParams.js +1 -2
- package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -1
- package/lib/cjs/render/VisibleFeature.js +1 -2
- package/lib/cjs/render/VisibleFeature.js.map +1 -1
- package/lib/cjs/render/webgl/AttributeBuffers.js +5 -5
- package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
- package/lib/cjs/render/webgl/BatchUniforms.d.ts +4 -0
- package/lib/cjs/render/webgl/BatchUniforms.d.ts.map +1 -1
- package/lib/cjs/render/webgl/BatchUniforms.js +18 -0
- package/lib/cjs/render/webgl/BatchUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/BranchState.d.ts +9 -0
- package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
- package/lib/cjs/render/webgl/BranchState.js +6 -0
- package/lib/cjs/render/webgl/BranchState.js.map +1 -1
- package/lib/cjs/render/webgl/BranchUniforms.d.ts +1 -0
- package/lib/cjs/render/webgl/BranchUniforms.d.ts.map +1 -1
- package/lib/cjs/render/webgl/BranchUniforms.js +14 -1
- package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/ClippingProgram.js +2 -2
- package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
- package/lib/cjs/render/webgl/ContourUniforms.d.ts +22 -0
- package/lib/cjs/render/webgl/ContourUniforms.d.ts.map +1 -0
- package/lib/cjs/render/webgl/ContourUniforms.js +98 -0
- package/lib/cjs/render/webgl/ContourUniforms.js.map +1 -0
- package/lib/cjs/render/webgl/Contours.d.ts +34 -0
- package/lib/cjs/render/webgl/Contours.d.ts.map +1 -0
- package/lib/cjs/render/webgl/Contours.js +127 -0
- package/lib/cjs/render/webgl/Contours.js.map +1 -0
- package/lib/cjs/render/webgl/DrawCommand.js +3 -3
- package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
- package/lib/cjs/render/webgl/EdgeSettings.js +1 -1
- package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.d.ts +1 -0
- package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js +48 -51
- package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/cjs/render/webgl/FrustumUniforms.js +2 -2
- package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/GL.d.ts +2 -1
- package/lib/cjs/render/webgl/GL.d.ts.map +1 -1
- package/lib/cjs/render/webgl/GL.js +1 -0
- package/lib/cjs/render/webgl/GL.js.map +1 -1
- package/lib/cjs/render/webgl/Graphic.d.ts +12 -0
- package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Graphic.js +31 -0
- package/lib/cjs/render/webgl/Graphic.js.map +1 -1
- package/lib/cjs/render/webgl/InstancedGeometry.js +2 -2
- package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/Material.js +4 -4
- package/lib/cjs/render/webgl/Material.js.map +1 -1
- package/lib/cjs/render/webgl/Matrix.js +3 -3
- package/lib/cjs/render/webgl/Matrix.js.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.js +1 -1
- package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.d.ts +2 -1
- package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.js +4 -2
- package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.js +19 -7
- package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/cjs/render/webgl/ScratchDrawParams.js +2 -3
- package/lib/cjs/render/webgl/ScratchDrawParams.js.map +1 -1
- package/lib/cjs/render/webgl/ScreenSpaceEffect.js +2 -2
- package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts +15 -13
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.js +18 -10
- package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderProgram.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ShaderProgram.js +26 -0
- package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.js +2 -2
- package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/Sync.js +3 -4
- package/lib/cjs/render/webgl/Sync.js.map +1 -1
- package/lib/cjs/render/webgl/System.d.ts.map +1 -1
- package/lib/cjs/render/webgl/System.js +7 -7
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Target.js +2 -1
- package/lib/cjs/render/webgl/Target.js.map +1 -1
- package/lib/cjs/render/webgl/TargetUniforms.d.ts +2 -0
- package/lib/cjs/render/webgl/TargetUniforms.d.ts.map +1 -1
- package/lib/cjs/render/webgl/TargetUniforms.js +2 -0
- package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
- package/lib/cjs/render/webgl/TechniqueId.js +1 -2
- package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
- package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Texture.js +2 -2
- package/lib/cjs/render/webgl/Texture.js.map +1 -1
- package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +2 -3
- package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.js +1 -2
- package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Atmosphere.js +2 -3
- package/lib/cjs/render/webgl/glsl/Atmosphere.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Blur.js +2 -3
- package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +2 -3
- package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +2 -3
- package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Clipping.js +3 -3
- package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Color.js +2 -3
- package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Combine3Textures.js +2 -3
- package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CombineTextures.js +2 -3
- package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Common.js +7 -7
- package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Composite.js +2 -3
- package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Contours.d.ts +4 -0
- package/lib/cjs/render/webgl/glsl/Contours.d.ts.map +1 -0
- package/lib/cjs/render/webgl/glsl/Contours.js +137 -0
- package/lib/cjs/render/webgl/glsl/Contours.js.map +1 -0
- package/lib/cjs/render/webgl/glsl/CopyColor.js +2 -3
- package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +2 -3
- package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyStencil.js +9 -10
- package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Decode.js +2 -2
- package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/EDL.js +8 -9
- package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +2 -3
- package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Edge.js +3 -4
- package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts +2 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +35 -28
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Fragment.js +15 -15
- package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Instancing.js +3 -4
- package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Lighting.js +1 -2
- package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
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- package/lib/esm/render/webgl/RenderFlags.d.ts.map +1 -1
- package/lib/esm/render/webgl/RenderFlags.js +2 -0
- package/lib/esm/render/webgl/RenderFlags.js.map +1 -1
- package/lib/esm/render/webgl/SceneCompositor.d.ts.map +1 -1
- package/lib/esm/render/webgl/SceneCompositor.js +16 -4
- package/lib/esm/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/esm/render/webgl/ShaderBuilder.d.ts +15 -13
- package/lib/esm/render/webgl/ShaderBuilder.d.ts.map +1 -1
- package/lib/esm/render/webgl/ShaderBuilder.js +18 -10
- package/lib/esm/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/esm/render/webgl/ShaderProgram.d.ts.map +1 -1
- package/lib/esm/render/webgl/ShaderProgram.js +26 -0
- package/lib/esm/render/webgl/ShaderProgram.js.map +1 -1
- package/lib/esm/render/webgl/System.d.ts.map +1 -1
- package/lib/esm/render/webgl/System.js +7 -7
- package/lib/esm/render/webgl/System.js.map +1 -1
- package/lib/esm/render/webgl/Target.d.ts.map +1 -1
- package/lib/esm/render/webgl/Target.js +2 -1
- package/lib/esm/render/webgl/Target.js.map +1 -1
- package/lib/esm/render/webgl/TargetUniforms.d.ts +2 -0
- package/lib/esm/render/webgl/TargetUniforms.d.ts.map +1 -1
- package/lib/esm/render/webgl/TargetUniforms.js +2 -0
- package/lib/esm/render/webgl/TargetUniforms.js.map +1 -1
- package/lib/esm/render/webgl/TechniqueFlags.d.ts.map +1 -1
- package/lib/esm/render/webgl/Texture.d.ts.map +1 -1
- package/lib/esm/render/webgl/Texture.js +2 -2
- package/lib/esm/render/webgl/Texture.js.map +1 -1
- package/lib/esm/render/webgl/UniformHandle.js.map +1 -1
- package/lib/esm/render/webgl/glsl/AmbientOcclusion.js +1 -1
- package/lib/esm/render/webgl/glsl/Atmosphere.js +1 -1
- package/lib/esm/render/webgl/glsl/Blur.js +1 -1
- package/lib/esm/render/webgl/glsl/ClearPickAndColor.js +1 -1
- package/lib/esm/render/webgl/glsl/ClearTranslucent.js +1 -1
- package/lib/esm/render/webgl/glsl/Clipping.js +1 -1
- package/lib/esm/render/webgl/glsl/Combine3Textures.js +1 -1
- package/lib/esm/render/webgl/glsl/CombineTextures.js +1 -1
- package/lib/esm/render/webgl/glsl/Composite.js +1 -1
- package/lib/esm/render/webgl/glsl/Contours.d.ts +4 -0
- package/lib/esm/render/webgl/glsl/Contours.d.ts.map +1 -0
- package/lib/esm/render/webgl/glsl/Contours.js +134 -0
- package/lib/esm/render/webgl/glsl/Contours.js.map +1 -0
- package/lib/esm/render/webgl/glsl/CopyColor.js +1 -1
- package/lib/esm/render/webgl/glsl/CopyPickBuffers.js +1 -1
- package/lib/esm/render/webgl/glsl/CopyStencil.js +5 -5
- package/lib/esm/render/webgl/glsl/EDL.js +4 -4
- package/lib/esm/render/webgl/glsl/EVSMFromDepth.js +1 -1
- package/lib/esm/render/webgl/glsl/Edge.js +1 -1
- package/lib/esm/render/webgl/glsl/FeatureSymbology.d.ts +2 -1
- package/lib/esm/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/FeatureSymbology.js +21 -15
- package/lib/esm/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Fragment.js +9 -9
- package/lib/esm/render/webgl/glsl/LogarithmicDepthBuffer.js +1 -1
- package/lib/esm/render/webgl/glsl/PlanarClassification.js +4 -4
- package/lib/esm/render/webgl/glsl/PointCloud.js +1 -1
- package/lib/esm/render/webgl/glsl/RealityMesh.js +3 -3
- package/lib/esm/render/webgl/glsl/ScreenSpaceEffect.js +1 -1
- package/lib/esm/render/webgl/glsl/SkyBox.js +1 -1
- package/lib/esm/render/webgl/glsl/SkySphere.js +1 -1
- package/lib/esm/render/webgl/glsl/SolarShadowMapping.js +1 -1
- package/lib/esm/render/webgl/glsl/Surface.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Surface.js +5 -3
- package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Translucency.js +1 -1
- package/lib/esm/render/webgl/glsl/Wiremesh.js +1 -1
- package/lib/esm/request/Request.d.ts.map +1 -1
- package/lib/esm/request/Request.js.map +1 -1
- package/lib/esm/tile/ClassifierTileTree.js +1 -1
- package/lib/esm/tile/ClassifierTileTree.js.map +1 -1
- package/lib/esm/tile/ContextShareProvider.js +2 -2
- package/lib/esm/tile/ContextShareProvider.js.map +1 -1
- package/lib/esm/tile/GltfReader.d.ts +1 -1
- package/lib/esm/tile/GltfReader.d.ts.map +1 -1
- package/lib/esm/tile/GltfReader.js +14 -12
- package/lib/esm/tile/GltfReader.js.map +1 -1
- package/lib/esm/tile/ImdlGraphicsCreator.js +4 -4
- package/lib/esm/tile/ImdlGraphicsCreator.js.map +1 -1
- package/lib/esm/tile/ImdlReader.d.ts.map +1 -1
- package/lib/esm/tile/ImdlReader.js.map +1 -1
- package/lib/esm/tile/OrbitGtTileTree.d.ts.map +1 -1
- package/lib/esm/tile/OrbitGtTileTree.js +1 -2
- package/lib/esm/tile/OrbitGtTileTree.js.map +1 -1
- package/lib/esm/tile/PntsReader.js +1 -1
- package/lib/esm/tile/PntsReader.js.map +1 -1
- package/lib/esm/tile/PrimaryTileTree.d.ts.map +1 -1
- package/lib/esm/tile/PrimaryTileTree.js +6 -6
- package/lib/esm/tile/PrimaryTileTree.js.map +1 -1
- package/lib/esm/tile/RealityModelTileTree.d.ts.map +1 -1
- package/lib/esm/tile/RealityModelTileTree.js +1 -2
- package/lib/esm/tile/RealityModelTileTree.js.map +1 -1
- package/lib/esm/tile/RealityTileDrawArgs.d.ts.map +1 -1
- package/lib/esm/tile/RealityTileLoader.d.ts.map +1 -1
- package/lib/esm/tile/RealityTileLoader.js +1 -1
- package/lib/esm/tile/RealityTileLoader.js.map +1 -1
- package/lib/esm/tile/RealityTileTree.d.ts.map +1 -1
- package/lib/esm/tile/ThreeDTileFormatInterpreter.js +1 -1
- package/lib/esm/tile/ThreeDTileFormatInterpreter.js.map +1 -1
- package/lib/esm/tile/TileAdmin.d.ts.map +1 -1
- package/lib/esm/tile/TileAdmin.js +1 -2
- package/lib/esm/tile/TileAdmin.js.map +1 -1
- package/lib/esm/tile/TileDrawArgs.d.ts +4 -0
- package/lib/esm/tile/TileDrawArgs.d.ts.map +1 -1
- package/lib/esm/tile/TileDrawArgs.js +2 -0
- package/lib/esm/tile/TileDrawArgs.js.map +1 -1
- package/lib/esm/tile/TileRequest.js +1 -1
- package/lib/esm/tile/TileRequest.js.map +1 -1
- package/lib/esm/tile/TileRequestChannel.js +1 -1
- package/lib/esm/tile/TileRequestChannel.js.map +1 -1
- package/lib/esm/tile/TileStorage.js +1 -1
- package/lib/esm/tile/TileStorage.js.map +1 -1
- package/lib/esm/tile/TileTreeReference.d.ts +2 -0
- package/lib/esm/tile/TileTreeReference.d.ts.map +1 -1
- package/lib/esm/tile/TileTreeReference.js +3 -0
- package/lib/esm/tile/TileTreeReference.js.map +1 -1
- package/lib/esm/tile/map/ArcGISTileMap.d.ts.map +1 -1
- package/lib/esm/tile/map/ArcGISTileMap.js +0 -1
- package/lib/esm/tile/map/ArcGISTileMap.js.map +1 -1
- package/lib/esm/tile/map/ArcGisUtilities.js +1 -1
- package/lib/esm/tile/map/ArcGisUtilities.js.map +1 -1
- package/lib/esm/tile/map/BingElevation.js +3 -3
- package/lib/esm/tile/map/BingElevation.js.map +1 -1
- package/lib/esm/tile/map/CesiumTerrainProvider.js +3 -3
- package/lib/esm/tile/map/CesiumTerrainProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.js +1 -1
- package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.js +4 -5
- package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/FeatureGraphicsRenderer.js +1 -1
- package/lib/esm/tile/map/ImageryProviders/FeatureGraphicsRenderer.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/MapTile.d.ts.map +1 -1
- package/lib/esm/tile/map/MapTile.js +1 -1
- package/lib/esm/tile/map/MapTile.js.map +1 -1
- package/lib/esm/tile/map/MapTileLoader.js +1 -1
- package/lib/esm/tile/map/MapTileLoader.js.map +1 -1
- package/lib/esm/tile/map/MapTileTree.d.ts.map +1 -1
- package/lib/esm/tile/map/MapTilingScheme.d.ts.map +1 -1
- package/lib/esm/tile/map/MapTilingScheme.js +4 -0
- package/lib/esm/tile/map/MapTilingScheme.js.map +1 -1
- package/lib/esm/tile/map/WmsCapabilities.d.ts.map +1 -1
- package/lib/esm/tools/ClipViewTool.d.ts.map +1 -1
- package/lib/esm/tools/MeasureTool.js +2 -2
- package/lib/esm/tools/MeasureTool.js.map +1 -1
- package/lib/esm/tools/Tool.d.ts +1 -1
- package/lib/esm/tools/Tool.d.ts.map +1 -1
- package/lib/esm/tools/ViewTool.d.ts.map +1 -1
- package/lib/esm/tools/ViewTool.js +2 -2
- package/lib/esm/tools/ViewTool.js.map +1 -1
- package/lib/public/scripts/parse-imdl-worker.js +1 -1
- package/lib/workers/webpack/parse-imdl-worker.js +1 -1
- package/package.json +30 -36
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{"version":3,"file":"CopyColor.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyColor.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG
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{"version":3,"file":"CopyColor.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyColor.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AAuBH,wDA0BC;AA9CD,gDAA6C;AAG7C,wCAA6C;AAC7C,yCAA6C;AAC7C,iDAA2D;AAE3D,MAAM,YAAY,GAAG,sCAAsC,CAAC;AAE5D,6FAA6F;AAC7F,+BAA+B;AAC/B,MAAM,mBAAmB,GAAG;;;;;;CAM3B,CAAC;AAEF,gBAAgB;AAChB,SAAgB,sBAAsB,CAAC,OAA+B,EAAE,YAAqB,IAAI;IAC/F,MAAM,OAAO,GAAG,IAAA,wCAAyB,EAAC,IAAI,CAAC,CAAC;IAChD,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAE1B,IAAI,CAAC,GAAG,mDAA2C,SAAS,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC,mBAAmB,CAAC,CAAC;IACnG,IAAI,CAAC,GAAG,kDAAyC,0BAAe,CAAC,CAAC;IAClE,IAAI,CAAC,UAAU,CAAC,SAAS,kCAA0B,CAAC,IAAI,EAAE,EAAE;QAC1D,IAAI,CAAC,iBAAiB,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACpD,MAAM,IAAI,GAAG,MAAM,CAAC,QAA8C,CAAC;YACnE,yBAAe,CAAC,WAAW,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,EAAE,yBAAW,CAAC,IAAI,CAAC,CAAC;QACvE,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,SAAS,EAAE,CAAC;QACf,IAAI,CAAC,UAAU,CAAC,WAAW,6BAAqB,CAAC,IAAI,EAAE,EAAE;YACvD,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;gBACtD,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,kBAAkB,CAAC,OAAO,CAAC,CAAC;YAC3D,CAAC,CAAC,CAAC;QACL,CAAC,CAAC,CAAC;IACL,CAAC;IAED,MAAM,UAAU,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC,UAAU,CAAC,CAAC;IAC3D,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,kBAAkB,UAAU,EAAE,CAAC;IAC5D,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,kBAAkB,UAAU,EAAE,CAAC;IAE5D,OAAO,OAAO,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AACvC,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* 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 { SingleTexturedViewportQuadGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\nconst computeColor = \"return TEXTURE(u_color, v_texCoord);\";\r\n\r\n// Transparent background color will not have premultiplied alpha - multiply it when copying.\r\n// Set all other pixels opaque.\r\nconst computeColorNoAlpha = `\r\n vec4 color = TEXTURE(u_color, v_texCoord);\r\n if (color == u_bgColor)\r\n return vec4(color.rgb * color.a, color.a);\r\n else\r\n return vec4(color.rgb, 1.0);\r\n`;\r\n\r\n/** @internal */\r\nexport function createCopyColorProgram(context: WebGL2RenderingContext, copyAlpha: boolean = true): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, copyAlpha ? computeColor : computeColorNoAlpha);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n frag.addUniform(\"u_color\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_color\", (uniform, params) => {\r\n const geom = params.geometry as SingleTexturedViewportQuadGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n if (!copyAlpha) {\r\n frag.addUniform(\"u_bgColor\", VariableType.Vec4, (prog) => {\r\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\r\n params.target.uniforms.style.bindBackgroundRgba(uniform);\r\n });\r\n });\r\n }\r\n\r\n const flagString = (copyAlpha ? \"-CopyAlpha\" : \"-NoAlpha\");\r\n builder.vert.headerComment = `//!V! CopyColor${flagString}`;\r\n builder.frag.headerComment = `//!F! CopyColor${flagString}`;\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
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{"version":3,"file":"CopyPickBuffers.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyPickBuffers.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG
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{"version":3,"file":"CopyPickBuffers.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyPickBuffers.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AAiBH,oEAyBC;AAvCD,gDAA6C;AAG7C,wCAA6C;AAC7C,iDAA2D;AAE3D,MAAM,gBAAgB,GAAG,mBAAmB,CAAC;AAE7C,MAAM,cAAc,GAAG;;;CAGtB,CAAC;AAEF,gBAAgB;AAChB,SAAgB,4BAA4B,CAAC,OAA+B;IAC1E,MAAM,OAAO,GAAG,IAAA,wCAAyB,EAAC,IAAI,CAAC,CAAC;IAChD,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAE1B,IAAI,CAAC,GAAG,mDAA2C,gBAAgB,CAAC,CAAC;IAErE,IAAI,CAAC,UAAU,CAAC,iBAAiB,kCAA0B,CAAC,IAAI,EAAE,EAAE;QAClE,IAAI,CAAC,iBAAiB,CAAC,iBAAiB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC5D,yBAAe,CAAC,WAAW,CAAC,OAAO,EAAG,MAAM,CAAC,QAAmC,CAAC,SAAS,EAAE,yBAAW,CAAC,IAAI,CAAC,CAAC;QAChH,CAAC,CAAC,CAAC;IACL,CAAC,iCAAyB,CAAC;IAE3B,IAAI,CAAC,UAAU,CAAC,qBAAqB,kCAA0B,CAAC,IAAI,EAAE,EAAE;QACtE,IAAI,CAAC,iBAAiB,CAAC,qBAAqB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAChE,yBAAe,CAAC,WAAW,CAAC,OAAO,EAAG,MAAM,CAAC,QAAmC,CAAC,aAAa,EAAE,yBAAW,CAAC,GAAG,CAAC,CAAC;QACnH,CAAC,CAAC,CAAC;IACL,CAAC,iCAAyB,CAAC;IAE3B,IAAI,CAAC,uBAAuB,CAAC,CAAC,CAAC,CAAC;IAChC,IAAI,CAAC,GAAG,kDAAyC,cAAc,CAAC,CAAC;IAEjE,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,uBAAuB,CAAC;IACrD,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,uBAAuB,CAAC;IAErD,OAAO,OAAO,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AACvC,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* 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 { CopyPickBufferGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, VariablePrecision, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\nconst computeBaseColor = \"return vec4(1.0);\";\r\n\r\nconst assignFragData = `\r\n FragColor0 = TEXTURE(u_pickFeatureId, v_texCoord);\r\n FragColor1 = TEXTURE(u_pickDepthAndOrder, v_texCoord);\r\n`;\r\n\r\n/** @internal */\r\nexport function createCopyPickBuffersProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeBaseColor);\r\n\r\n frag.addUniform(\"u_pickFeatureId\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_pickFeatureId\", (uniform, params) => {\r\n Texture2DHandle.bindSampler(uniform, (params.geometry as CopyPickBufferGeometry).featureId, TextureUnit.Zero);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n frag.addUniform(\"u_pickDepthAndOrder\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_pickDepthAndOrder\", (uniform, params) => {\r\n Texture2DHandle.bindSampler(uniform, (params.geometry as CopyPickBufferGeometry).depthAndOrder, TextureUnit.One);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n frag.addDrawBuffersExtension(2);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragData);\r\n\r\n builder.vert.headerComment = \"//!V! CopyPickBuffers\";\r\n builder.frag.headerComment = \"//!F! CopyPickBuffers\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
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exports.
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exports.createVolClassColorUsingStencilProgram = createVolClassColorUsingStencilProgram;
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exports.createVolClassCopyZProgram = createVolClassCopyZProgram;
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exports.createVolClassSetBlendProgram = createVolClassSetBlendProgram;
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exports.createVolClassBlendProgram = createVolClassBlendProgram;
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const core_common_1 = require("@itwin/core-common");
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12
15
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const CachedGeometry_1 = require("../CachedGeometry");
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16
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const FloatRGBA_1 = require("../FloatRGBA");
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@@ -55,7 +58,7 @@ function createVolClassColorUsingStencilProgram(context) {
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const builder = (0, ViewportQuad_1.createViewportQuadBuilder)(false);
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const frag = builder.frag;
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frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computehiliteColor);
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frag.set(
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frag.set(17 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
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frag.addUniform("u_hilite_color", 5 /* VariableType.Vec4 */, (prog) => {
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prog.addGraphicUniform("u_hilite_color", (uniform, params) => {
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const useLighting = params.geometry.getFlashMode(params);
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@@ -72,14 +75,13 @@ function createVolClassColorUsingStencilProgram(context) {
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builder.frag.headerComment = "//!F! VolClassColorUsingStencil";
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return builder.buildProgram(context);
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}
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-
exports.createVolClassColorUsingStencilProgram = createVolClassColorUsingStencilProgram;
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/** @internal */
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function createVolClassCopyZProgram(context) {
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const builder = (0, ViewportQuad_1.createViewportQuadBuilder)(true);
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builder.addInlineComputedVarying("v_texCoord", 3 /* VariableType.Vec2 */, computeTexCoord); // TODO: I think this is not necessary because it's already added from the create above
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const frag = builder.frag;
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frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computeSetBlendColor);
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frag.set(
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+
frag.set(17 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
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85
|
frag.addUniform("u_blend_color", 5 /* VariableType.Vec4 */, (prog) => {
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prog.addGraphicUniform("u_blend_color", (uniform, _params) => {
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scratchColor.set(0.0, 0.0, 0.0, 0.0);
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@@ -92,12 +94,11 @@ function createVolClassCopyZProgram(context) {
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Texture_1.Texture2DHandle.bindSampler(uniform, geom.texture, RenderFlags_1.TextureUnit.Zero);
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|
});
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});
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95
|
-
frag.set(
|
|
97
|
+
frag.set(19 /* FragmentShaderComponent.FinalizeDepth */, depthFromTexture);
|
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builder.vert.headerComment = "//!V! VolClassCopyZ";
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|
builder.frag.headerComment = "//!F! VolClassCopyZ";
|
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100
|
return builder.buildProgram(context);
|
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101
|
}
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|
-
exports.createVolClassCopyZProgram = createVolClassCopyZProgram;
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/** @internal */
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103
|
function createVolClassSetBlendProgram(context) {
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const builder = (0, ViewportQuad_1.createViewportQuadBuilder)(true);
|
|
@@ -106,7 +107,7 @@ function createVolClassSetBlendProgram(context) {
|
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107
|
addBoundaryTypeConstants(frag);
|
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108
|
frag.set(0 /* FragmentShaderComponent.CheckForEarlyDiscard */, checkDiscardBackgroundByZ);
|
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109
|
frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computeSetBlendColor);
|
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109
|
-
frag.set(
|
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110
|
+
frag.set(17 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
|
|
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111
|
frag.addUniform("u_boundaryType", 1 /* VariableType.Int */, (prog) => {
|
|
111
112
|
prog.addGraphicUniform("u_boundaryType", (uniform, params) => {
|
|
112
113
|
const geom = params.geometry;
|
|
@@ -143,14 +144,13 @@ function createVolClassSetBlendProgram(context) {
|
|
|
143
144
|
builder.frag.headerComment = "//!F! VolClassSetBlend";
|
|
144
145
|
return builder.buildProgram(context);
|
|
145
146
|
}
|
|
146
|
-
exports.createVolClassSetBlendProgram = createVolClassSetBlendProgram;
|
|
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147
|
/** @internal */
|
|
148
148
|
function createVolClassBlendProgram(context) {
|
|
149
149
|
const builder = (0, ViewportQuad_1.createViewportQuadBuilder)(true);
|
|
150
150
|
builder.addInlineComputedVarying("v_texCoord", 3 /* VariableType.Vec2 */, computeTexCoord);
|
|
151
151
|
const frag = builder.frag;
|
|
152
152
|
frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computeBlendTextureColor);
|
|
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|
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frag.set(
|
|
153
|
+
frag.set(17 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
|
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154
154
|
frag.addUniform("u_blendTexture", 8 /* VariableType.Sampler2D */, (prog) => {
|
|
155
155
|
prog.addGraphicUniform("u_blendTexture", (uniform, params) => {
|
|
156
156
|
const geom = params.geometry;
|
|
@@ -161,5 +161,4 @@ function createVolClassBlendProgram(context) {
|
|
|
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161
|
builder.frag.headerComment = "//!F! VolClassBlend";
|
|
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162
|
return builder.buildProgram(context);
|
|
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163
|
}
|
|
164
|
-
exports.createVolClassBlendProgram = createVolClassBlendProgram;
|
|
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164
|
//# sourceMappingURL=CopyStencil.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"CopyStencil.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyStencil.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,oDAA+G;AAC/G,sDAA+G;AAC/G,4CAAmD;AACnD,gDAA6C;AAG7C,wCAA6C;AAC7C,yCAA6C;AAC7C,iDAA2D;AAE3D,MAAM,kBAAkB,GAAG,uCAAuC,CAAC;AAEnE,MAAM,oBAAoB,GAAG,uBAAuB,CAAC;AAErD,MAAM,wBAAwB,GAAG,6CAA6C,CAAC;AAE/E,MAAM,eAAe,GAAG,4CAA4C,CAAC;AAErE,MAAM,yBAAyB,GAAG;;;;CAIjC,CAAC;AAEF,MAAM,gBAAgB,GAAG,+CAA+C,CAAC;AAEzE,MAAM,YAAY,GAAG,qBAAS,CAAC,YAAY,CAAC,sBAAQ,CAAC,KAAK,CAAC,CAAC;AAE5D,gBAAgB;AAChB,SAAS,wBAAwB,CAAC,OAAsB;IACtD,sFAAsF;IACtF,OAAO,CAAC,WAAW,CAAC,mBAAmB,4BAAoB,GAAG,CAAC,CAAC;IAChE,OAAO,CAAC,WAAW,CAAC,kBAAkB,4BAAoB,GAAG,CAAC,CAAC;IAC/D,OAAO,CAAC,WAAW,CAAC,wBAAwB,4BAAoB,GAAG,CAAC,CAAC;AACvE,CAAC;AAED,gBAAgB;AAChB,SAAS,eAAe,CAAC,OAAe,EAAE,MAAgB,EAAE,MAAc;IACxE,QAAQ,OAAO,EAAE,CAAC;QAChB,KAAK,6CAA+B,CAAC,MAAM;YACzC,YAAY,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;YACrC,MAAM;QACR,KAAK,6CAA+B,CAAC,GAAG;YACtC,YAAY,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;YACrC,MAAM;QACR,KAAK,6CAA+B,CAAC,EAAE;YACrC,YAAY,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;YACrC,MAAM;QACR,SAAS,gFAAgF;YACvF,YAAY,CAAC,GAAG,CAAC,MAAM,CAAC,GAAG,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;YAChE,MAAM;IACV,CAAC;AACH,CAAC;AAED,gBAAgB;AAChB,SAAgB,sCAAsC,CAAC,OAA+B;IACpF,MAAM,OAAO,GAAG,IAAA,wCAAyB,EAAC,KAAK,CAAC,CAAC;IACjD,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAC1B,IAAI,CAAC,GAAG,mDAA2C,kBAAkB,CAAC,CAAC;IACvE,IAAI,CAAC,GAAG,kDAAyC,0BAAe,CAAC,CAAC;IAClE,IAAI,CAAC,UAAU,CAAC,gBAAgB,6BAAqB,CAAC,IAAI,EAAE,EAAE;QAC5D,IAAI,CAAC,iBAAiB,CAAC,gBAAgB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC3D,MAAM,WAAW,GAAG,MAAM,CAAC,QAAQ,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;YACzD,IAAI,WAAW,EAAE,CAAC;gBAChB,MAAM,WAAW,GAAG,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,WAAW,CAAC;gBAC9D,YAAY,CAAC,GAAG,CAAC,WAAW,CAAC,GAAG,EAAE,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,IAAI,EAAE,GAAG,CAAC,CAAC;YAC9E,CAAC;;gBACC,YAAY,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;YACvC,YAAY,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAC7B,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,iCAAiC,CAAC;IAC/D,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,iCAAiC,CAAC;IAE/D,OAAO,OAAO,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AACvC,CAAC;AArBD,wFAqBC;AAED,gBAAgB;AAChB,SAAgB,0BAA0B,CAAC,OAA+B;IACxE,MAAM,OAAO,GAAG,IAAA,wCAAyB,EAAC,IAAI,CAAC,CAAC;IAEhD,OAAO,CAAC,wBAAwB,CAAC,YAAY,6BAAqB,eAAe,CAAC,CAAC,CAAC,uFAAuF;IAE3K,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAC1B,IAAI,CAAC,GAAG,mDAA2C,oBAAoB,CAAC,CAAC;IACzE,IAAI,CAAC,GAAG,kDAAyC,0BAAe,CAAC,CAAC;IAElE,IAAI,CAAC,UAAU,CAAC,eAAe,6BAAqB,CAAC,IAAI,EAAE,EAAE;QAC3D,IAAI,CAAC,iBAAiB,CAAC,eAAe,EAAE,CAAC,OAAO,EAAE,OAAO,EAAE,EAAE;YAC3D,YAAY,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;YACrC,YAAY,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAC7B,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,UAAU,CAAC,gBAAgB,kCAA0B,CAAC,IAAI,EAAE,EAAE;QACjE,IAAI,CAAC,iBAAiB,CAAC,gBAAgB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC3D,MAAM,IAAI,GAAG,MAAM,CAAC,QAA8C,CAAC;YACnE,yBAAe,CAAC,WAAW,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,EAAE,yBAAW,CAAC,IAAI,CAAC,CAAC;QACvE,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,GAAG,iDAAwC,gBAAgB,CAAC,CAAC;IAElE,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,qBAAqB,CAAC;IACnD,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,qBAAqB,CAAC;IAEnD,OAAO,OAAO,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AACvC,CAAC;AA7BD,gEA6BC;AAED,gBAAgB;AAChB,SAAgB,6BAA6B,CAAC,OAA+B;IAC3E,MAAM,OAAO,GAAG,IAAA,wCAAyB,EAAC,IAAI,CAAC,CAAC;IAEhD,OAAO,CAAC,wBAAwB,CAAC,YAAY,6BAAqB,eAAe,CAAC,CAAC;IAEnF,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAC1B,wBAAwB,CAAC,IAAI,CAAC,CAAC;IAC/B,IAAI,CAAC,GAAG,uDAA+C,yBAAyB,CAAC,CAAC;IAClF,IAAI,CAAC,GAAG,mDAA2C,oBAAoB,CAAC,CAAC;IACzE,IAAI,CAAC,GAAG,kDAAyC,0BAAe,CAAC,CAAC;IAElE,IAAI,CAAC,UAAU,CAAC,gBAAgB,4BAAoB,CAAC,IAAI,EAAE,EAAE;QAC3D,IAAI,CAAC,iBAAiB,CAAC,gBAAgB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC3D,MAAM,IAAI,GAAG,MAAM,CAAC,QAAoC,CAAC;YACzD,OAAO,CAAC,YAAY,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QAC1C,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,UAAU,CAAC,eAAe,6BAAqB,CAAC,IAAI,EAAE,EAAE;QAC3D,IAAI,CAAC,iBAAiB,CAAC,eAAe,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC1D,MAAM,IAAI,GAAG,MAAM,CAAC,QAAoC,CAAC;YACzD,MAAM,WAAW,GAAG,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,WAAW,CAAC;YAC9D,MAAM,WAAW,GAAG,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,cAAc,CAAC,YAAY,CAAC;YAC9E,QAAQ,IAAI,CAAC,YAAY,EAAE,CAAC;gBAC1B,KAAK,6BAAY,CAAC,OAAO;oBACvB,eAAe,CAAC,MAAM,CAAC,MAAM,CAAC,2BAA4B,CAAC,KAAK,CAAC,OAAO,EAAE,WAAW,EAAE,WAAW,CAAC,CAAC;oBACpG,MAAM;gBACR,KAAK,6BAAY,CAAC,MAAM;oBACtB,eAAe,CAAC,MAAM,CAAC,MAAM,CAAC,2BAA4B,CAAC,KAAK,CAAC,MAAM,EAAE,WAAW,EAAE,WAAW,CAAC,CAAC;oBACnG,MAAM;gBACR,KAAK,6BAAY,CAAC,QAAQ;oBACxB,wGAAwG;oBACxG,eAAe,CAAC,4CAA8B,CAAC,MAAM,EAAE,WAAW,EAAE,WAAW,CAAC,CAAC,CAAC,sFAAsF;oBACxK,MAAM;YACV,CAAC;YACD,YAAY,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAC7B,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,UAAU,CAAC,gBAAgB,kCAA0B,CAAC,IAAI,EAAE,EAAE;QACjE,IAAI,CAAC,iBAAiB,CAAC,gBAAgB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC3D,MAAM,IAAI,GAAG,MAAM,CAAC,QAAoC,CAAC;YACzD,y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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 { ColorDef, SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay } from \"@itwin/core-common\";\r\nimport { BoundaryType, SingleTexturedViewportQuadGeometry, VolumeClassifierGeometry } from \"../CachedGeometry\";\r\nimport { FloatRgb, FloatRgba } from \"../FloatRGBA\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ShaderBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\nconst computehiliteColor = \"return vec4(u_hilite_color.rgb, 1.0);\";\r\n\r\nconst computeSetBlendColor = \"return u_blend_color;\";\r\n\r\nconst computeBlendTextureColor = \"return TEXTURE(u_blendTexture, v_texCoord);\";\r\n\r\nconst computeTexCoord = \"v_texCoord = (rawPosition.xy + 1.0) * 0.5;\";\r\n\r\nconst checkDiscardBackgroundByZ = `\r\n if (u_boundaryType == kBoundaryType_Out)\r\n return TEXTURE(u_depthTexture, v_texCoord).r == 1.0;\r\n return false;\r\n`;\r\n\r\nconst depthFromTexture = \"return TEXTURE(u_depthTexture, v_texCoord).r;\";\r\n\r\nconst scratchColor = FloatRgba.fromColorDef(ColorDef.white);\r\n\r\n/** @internal */\r\nfunction addBoundaryTypeConstants(builder: ShaderBuilder): void {\r\n // NB: These are the bit positions of each flag in OvrFlags enum - not the flag values\r\n builder.addConstant(\"kBoundaryType_Out\", VariableType.Int, \"0\");\r\n builder.addConstant(\"kBoundaryType_In\", VariableType.Int, \"1\");\r\n builder.addConstant(\"kBoundaryType_Selected\", VariableType.Int, \"2\");\r\n}\r\n\r\n/** @internal */\r\nfunction setScratchColor(display: number, hilite: FloatRgb, hAlpha: number): void {\r\n switch (display) {\r\n case SpatialClassifierOutsideDisplay.Dimmed:\r\n scratchColor.set(0.0, 0.0, 0.0, 0.3);\r\n break;\r\n case SpatialClassifierOutsideDisplay.Off:\r\n scratchColor.set(0.0, 0.0, 0.0, 0.8);\r\n break;\r\n case SpatialClassifierOutsideDisplay.On:\r\n scratchColor.set(0.0, 0.0, 0.0, 0.0);\r\n break;\r\n default: // Hilite or ByElementColor (though ByElementColor should never use this shader)\r\n scratchColor.set(hilite.red, hilite.green, hilite.blue, hAlpha);\r\n break;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassColorUsingStencilProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(false);\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computehiliteColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n frag.addUniform(\"u_hilite_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_hilite_color\", (uniform, params) => {\r\n const useLighting = params.geometry.getFlashMode(params);\r\n if (useLighting) {\r\n const hiliteColor = params.target.uniforms.hilite.hiliteColor;\r\n scratchColor.set(hiliteColor.red, hiliteColor.green, hiliteColor.blue, 1.0);\r\n } else\r\n scratchColor.set(1.0, 1.0, 1.0, 0.0);\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassColorUsingStencil\";\r\n builder.frag.headerComment = \"//!F! VolClassColorUsingStencil\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassCopyZProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord); // TODO: I think this is not necessary because it's already added from the create above\r\n\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSetBlendColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_blend_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_blend_color\", (uniform, _params) => {\r\n scratchColor.set(0.0, 0.0, 0.0, 0.0);\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as SingleTexturedViewportQuadGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.FinalizeDepth, depthFromTexture);\r\n\r\n builder.vert.headerComment = \"//!V! VolClassCopyZ\";\r\n builder.frag.headerComment = \"//!F! VolClassCopyZ\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassSetBlendProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\r\n\r\n const frag = builder.frag;\r\n addBoundaryTypeConstants(frag);\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkDiscardBackgroundByZ);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSetBlendColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_boundaryType\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_boundaryType\", (uniform, params) => {\r\n const geom = params.geometry as VolumeClassifierGeometry;\r\n uniform.setUniform1i(geom.boundaryType);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_blend_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_blend_color\", (uniform, params) => {\r\n const geom = params.geometry as VolumeClassifierGeometry;\r\n const hiliteColor = params.target.uniforms.hilite.hiliteColor;\r\n const hiliteAlpha = params.target.uniforms.hilite.hiliteSettings.visibleRatio;\r\n switch (geom.boundaryType) {\r\n case BoundaryType.Outside:\r\n setScratchColor(params.target.activeVolumeClassifierProps!.flags.outside, hiliteColor, hiliteAlpha);\r\n break;\r\n case BoundaryType.Inside:\r\n setScratchColor(params.target.activeVolumeClassifierProps!.flags.inside, hiliteColor, hiliteAlpha);\r\n break;\r\n case BoundaryType.Selected:\r\n // setScratchColor(params.target.activeVolumeClassifierProps!.flags.selected, hiliteColor, hiliteAlpha);\r\n setScratchColor(SpatialClassifierInsideDisplay.Hilite, hiliteColor, hiliteAlpha); // option for how to display selected classifiers has been removed, always just hilite\r\n break;\r\n }\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as VolumeClassifierGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassSetBlend\";\r\n builder.frag.headerComment = \"//!F! VolClassSetBlend\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassBlendProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\r\n\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeBlendTextureColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_blendTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_blendTexture\", (uniform, params) => {\r\n const geom = params.geometry as SingleTexturedViewportQuadGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassBlend\";\r\n builder.frag.headerComment = \"//!F! VolClassBlend\";\r\n\r\n return builder.buildProgram(context);\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 WebGL\r\n */\r\n\r\nimport { ColorDef, SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay } from \"@itwin/core-common\";\r\nimport { BoundaryType, SingleTexturedViewportQuadGeometry, VolumeClassifierGeometry } from \"../CachedGeometry\";\r\nimport { FloatRgb, FloatRgba } from \"../FloatRGBA\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ShaderBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\nconst computehiliteColor = \"return vec4(u_hilite_color.rgb, 1.0);\";\r\n\r\nconst computeSetBlendColor = \"return u_blend_color;\";\r\n\r\nconst computeBlendTextureColor = \"return TEXTURE(u_blendTexture, v_texCoord);\";\r\n\r\nconst computeTexCoord = \"v_texCoord = (rawPosition.xy + 1.0) * 0.5;\";\r\n\r\nconst checkDiscardBackgroundByZ = `\r\n if (u_boundaryType == kBoundaryType_Out)\r\n return TEXTURE(u_depthTexture, v_texCoord).r == 1.0;\r\n return false;\r\n`;\r\n\r\nconst depthFromTexture = \"return TEXTURE(u_depthTexture, v_texCoord).r;\";\r\n\r\nconst scratchColor = FloatRgba.fromColorDef(ColorDef.white);\r\n\r\n/** @internal */\r\nfunction addBoundaryTypeConstants(builder: ShaderBuilder): void {\r\n // NB: These are the bit positions of each flag in OvrFlags enum - not the flag values\r\n builder.addConstant(\"kBoundaryType_Out\", VariableType.Int, \"0\");\r\n builder.addConstant(\"kBoundaryType_In\", VariableType.Int, \"1\");\r\n builder.addConstant(\"kBoundaryType_Selected\", VariableType.Int, \"2\");\r\n}\r\n\r\n/** @internal */\r\nfunction setScratchColor(display: number, hilite: FloatRgb, hAlpha: number): void {\r\n switch (display) {\r\n case SpatialClassifierOutsideDisplay.Dimmed:\r\n scratchColor.set(0.0, 0.0, 0.0, 0.3);\r\n break;\r\n case SpatialClassifierOutsideDisplay.Off:\r\n scratchColor.set(0.0, 0.0, 0.0, 0.8);\r\n break;\r\n case SpatialClassifierOutsideDisplay.On:\r\n scratchColor.set(0.0, 0.0, 0.0, 0.0);\r\n break;\r\n default: // Hilite or ByElementColor (though ByElementColor should never use this shader)\r\n scratchColor.set(hilite.red, hilite.green, hilite.blue, hAlpha);\r\n break;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassColorUsingStencilProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(false);\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computehiliteColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n frag.addUniform(\"u_hilite_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_hilite_color\", (uniform, params) => {\r\n const useLighting = params.geometry.getFlashMode(params);\r\n if (useLighting) {\r\n const hiliteColor = params.target.uniforms.hilite.hiliteColor;\r\n scratchColor.set(hiliteColor.red, hiliteColor.green, hiliteColor.blue, 1.0);\r\n } else\r\n scratchColor.set(1.0, 1.0, 1.0, 0.0);\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassColorUsingStencil\";\r\n builder.frag.headerComment = \"//!F! VolClassColorUsingStencil\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassCopyZProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord); // TODO: I think this is not necessary because it's already added from the create above\r\n\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSetBlendColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_blend_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_blend_color\", (uniform, _params) => {\r\n scratchColor.set(0.0, 0.0, 0.0, 0.0);\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as SingleTexturedViewportQuadGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.FinalizeDepth, depthFromTexture);\r\n\r\n builder.vert.headerComment = \"//!V! VolClassCopyZ\";\r\n builder.frag.headerComment = \"//!F! VolClassCopyZ\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassSetBlendProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\r\n\r\n const frag = builder.frag;\r\n addBoundaryTypeConstants(frag);\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkDiscardBackgroundByZ);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSetBlendColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_boundaryType\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_boundaryType\", (uniform, params) => {\r\n const geom = params.geometry as VolumeClassifierGeometry;\r\n uniform.setUniform1i(geom.boundaryType);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_blend_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_blend_color\", (uniform, params) => {\r\n const geom = params.geometry as VolumeClassifierGeometry;\r\n const hiliteColor = params.target.uniforms.hilite.hiliteColor;\r\n const hiliteAlpha = params.target.uniforms.hilite.hiliteSettings.visibleRatio;\r\n switch (geom.boundaryType) {\r\n case BoundaryType.Outside:\r\n setScratchColor(params.target.activeVolumeClassifierProps!.flags.outside, hiliteColor, hiliteAlpha);\r\n break;\r\n case BoundaryType.Inside:\r\n setScratchColor(params.target.activeVolumeClassifierProps!.flags.inside, hiliteColor, hiliteAlpha);\r\n break;\r\n case BoundaryType.Selected:\r\n // setScratchColor(params.target.activeVolumeClassifierProps!.flags.selected, hiliteColor, hiliteAlpha);\r\n setScratchColor(SpatialClassifierInsideDisplay.Hilite, hiliteColor, hiliteAlpha); // option for how to display selected classifiers has been removed, always just hilite\r\n break;\r\n }\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as VolumeClassifierGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassSetBlend\";\r\n builder.frag.headerComment = \"//!F! VolClassSetBlend\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassBlendProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\r\n\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeBlendTextureColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_blendTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_blendTexture\", (uniform, params) => {\r\n const geom = params.geometry as SingleTexturedViewportQuadGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassBlend\";\r\n builder.frag.headerComment = \"//!F! VolClassBlend\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
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* @module WebGL
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*/
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exports.decode3Float32 = exports.decodeFloat32 = exports.
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exports.decode3Float32 = exports.decodeFloat32 = exports.unpackAndNormalize2Bytes = exports.unpack2Bytes = exports.pack2Bytes = exports.encodeDepthRgb = exports.decodeDepthRgb = exports.unquantize2d = exports.unquantize3d = exports.decodeUint24 = exports.decodeUint16 = void 0;
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exports.addUnpackAndNormalize2Bytes = addUnpackAndNormalize2Bytes;
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/** @internal */
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exports.decodeUint16 = `
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float decodeUInt16(vec2 v) {
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exports.addUnpackAndNormalize2Bytes = addUnpackAndNormalize2Bytes;
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/** Given an IEEE 32-bit float stuffed into a RGBA unsigned byte texture, extract the float.
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* The input vec4 components are in the integer range [0..255].
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1
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-
{"version":3,"file":"Decode.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Decode.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;
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1
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{"version":3,"file":"Decode.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Decode.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AA6EH,kEAGC;AA5ED,gBAAgB;AACH,QAAA,YAAY,GAAG;;;;CAI3B,CAAC;AAEF,gBAAgB;AACH,QAAA,YAAY,GAAG;;;;CAI3B,CAAC;AAEF,gBAAgB;AACH,QAAA,YAAY,GAAG;;CAE3B,CAAC;AAEF,gBAAgB;AACH,QAAA,YAAY,GAAG;;;CAG3B,CAAC;AAEF,gBAAgB;AACH,QAAA,cAAc,GAAG;;CAE7B,CAAC;AAEF,gBAAgB;AACH,QAAA,cAAc,GAAG;;;;;;;;;;CAU7B,CAAC;AAEF;;GAEG;AACU,QAAA,UAAU,GAAG;;;;CAIzB,CAAC;AAEF;;GAEG;AACU,QAAA,YAAY,GAAG;;;;;;;;CAQ3B,CAAC;AAEF,gBAAgB;AACH,QAAA,wBAAwB,GAAG;;;;CAIvC,CAAC;AAEF,gBAAgB;AAChB,SAAgB,2BAA2B,CAAC,OAAsB;IAChE,OAAO,CAAC,WAAW,CAAC,oBAAY,CAAC,CAAC;IAClC,OAAO,CAAC,WAAW,CAAC,gCAAwB,CAAC,CAAC;AAChD,CAAC;AAED;;;;GAIG;AACU,QAAA,aAAa,GAAG;;;;;;;;;;;CAW5B,CAAC;AAEW,QAAA,cAAc,GAAG;;;;;;;;;;;;;CAa7B,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* 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 { ShaderBuilder } from \"../ShaderBuilder\";\r\n\r\n/** @internal */\r\nexport const decodeUint16 = `\r\nfloat decodeUInt16(vec2 v) {\r\n return dot(v, vec2(1.0, 256.0)); // v.x | (v.y << 8)\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport const decodeUint24 = `\r\nfloat decodeUInt24(vec3 v) {\r\n return dot(v, vec3(1.0, 256.0, 256.0*256.0)); // v.x | (v.y << 8) | (v.z << 16)\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport const unquantize3d = `\r\nvec3 unquantize3d(vec3 qpos, vec3 origin, vec3 scale) { return origin + scale * qpos; }\r\n`;\r\n\r\n/** @internal */\r\nexport const unquantize2d = `\r\n// params.xy = origin. params.zw = scale.\r\nvec2 unquantize2d(vec2 qpos, vec4 params) { return params.xy + params.zw * qpos; }\r\n`;\r\n\r\n/** @internal */\r\nexport const decodeDepthRgb = `\r\nfloat decodeDepthRgb(vec3 rgb) { return dot(rgb, vec3(1.0, 1.0 / 255.0, 1.0 / 65025.0)); }\r\n`;\r\n\r\n/** @internal */\r\nexport const encodeDepthRgb = `\r\nvec3 encodeDepthRgb(float depth) {\r\n // 1.0 must be reduced slightly; otherwise decoding will produce zero. It's the far plane, so we don't care (and decoding produces 1.0 anyway).\r\n depth = min(depth, 16777215.0/16777216.0);\r\n\r\n vec3 enc = vec3(1.0, 255.0, 65025.0) * depth;\r\n enc = fract(enc);\r\n enc.xy -= enc.yz / 255.0;\r\n return enc;\r\n}\r\n`;\r\n\r\n/** Pack 2 floats in the integer range [0..255] into a single float equal to v.x | (v.y << 8)\r\n * @internal\r\n */\r\nexport const pack2Bytes = `\r\nfloat pack2Bytes(vec2 v) {\r\n return v.x + (v.y * 256.0);\r\n}\r\n`;\r\n\r\n/** Unpack a float in the integer range [0..0xffff] into a vec2 containing 2 integers in the range [0..255]\r\n * @internal\r\n */\r\nexport const unpack2Bytes = `\r\nvec2 unpack2Bytes(float f) {\r\n f = floor(f + 0.5);\r\n vec2 v;\r\n v.y = floor(f / 256.0);\r\n v.x = floor(f - v.y * 256.0);\r\n return v;\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport const unpackAndNormalize2Bytes = `\r\nvec2 unpackAndNormalize2Bytes(float f) {\r\n return unpack2Bytes(f) / 255.0;\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport function addUnpackAndNormalize2Bytes(builder: ShaderBuilder): void {\r\n builder.addFunction(unpack2Bytes);\r\n builder.addFunction(unpackAndNormalize2Bytes);\r\n}\r\n\r\n/** Given an IEEE 32-bit float stuffed into a RGBA unsigned byte texture, extract the float.\r\n * The input vec4 components are in the integer range [0..255].\r\n * From https://github.com/CesiumGS/cesium/blob/main/Source/Shaders/Builtin/Functions/unpackFloat.glsl\r\n * @internal\r\n */\r\nexport const decodeFloat32 = `\r\nfloat decodeFloat32(vec4 packedFloat) {\r\n float sign = 1.0 - step(128.0, packedFloat[3]) * 2.0;\r\n float exponent = 2.0 * mod(packedFloat[3], 128.0) + step(128.0, packedFloat[2]) - 127.0;\r\n if (exponent == -127.0)\r\n return 0.0;\r\n\r\n float mantissa = mod(packedFloat[2], 128.0) * 65536.0 + packedFloat[1] * 256.0 + packedFloat[0] + float(0x800000);\r\n float result = sign * exp2(exponent - 23.0) * mantissa;\r\n return result;\r\n}\r\n`;\r\n\r\nexport const decode3Float32 = `\r\n// This expects an array of 4 vec3s, where each vec4 contains a slice of all 3 of the packed floats in .xyz\r\n// pf0 is in [0].x, pf1 is in [0].y, and pf2 in [0].z\r\n// e.g.: packedFloat[0] = vec3(pf0.x, pf1.x, pf2.x)\r\n// likewise .y info is in [1], .z in [2], and .w in [3]\r\nvec3 decode3Float32(vec3 packedFloat[4]) {\r\n vec3 sign = 1.0 - step(128.0, packedFloat[3].xyz) * 2.0;\r\n vec3 exponent = 2.0 * mod(packedFloat[3].xyz, 128.0) + step(128.0, packedFloat[2].xyz) - 127.0;\r\n vec3 zeroFlag = vec3(notEqual(vec3(-127.0), exponent));\r\n vec3 mantissa = mod(packedFloat[2].xyz, 128.0) * 65536.0 + packedFloat[1].xyz * 256.0 + packedFloat[0].xyz + float(0x800000);\r\n vec3 result = sign * exp2(exponent - 23.0) * mantissa * zeroFlag;\r\n return result;\r\n}\r\n`;\r\n"]}
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@@ -7,7 +7,10 @@
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exports.
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exports.createEDLCalcBasicProgram = createEDLCalcBasicProgram;
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exports.createEDLCalcFullProgram = createEDLCalcFullProgram;
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exports.createEDLFilterProgram = createEDLFilterProgram;
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exports.createEDLMixProgram = createEDLMixProgram;
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const RenderFlags_1 = require("../RenderFlags");
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const Texture_1 = require("../Texture");
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@@ -48,7 +51,7 @@ function createEDLCalcBasicProgram(context) {
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frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, calcBasicEDL);
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frag.set(
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frag.set(17 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
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frag.addUniform("u_texInfo", 4 /* VariableType.Vec3 */, (prog) => {
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exports.createEDLCalcBasicProgram = createEDLCalcBasicProgram;
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// This shader calculates the full version of EDL, and can be run at full, 1/2 and 1/4 scale
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const calcFullEDL = `
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frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, calcFullEDL);
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frag.set(
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frag.set(17 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
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exports.createEDLCalcFullProgram = createEDLCalcFullProgram;
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// This shader filters the EDL image, and can be run at 1/2 and 1/4 scale
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const filterEDL = `
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// NB: this bilateral filter hardcodes spatialSigma to 2.0 and depthSigma to 0.4, with halfSize = 2
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@@ -187,7 +188,7 @@ function createEDLFilterProgram(context) {
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frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, filterEDL);
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frag.set(
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frag.set(17 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
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frag.addUniform("u_texInfo", 4 /* VariableType.Vec3 */, (prog) => {
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prog.addGraphicUniform("u_texInfo", (uniform, params) => {
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const geom = params.geometry;
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@@ -210,7 +211,6 @@ function createEDLFilterProgram(context) {
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builder.frag.headerComment = "//!F! EDLFilter";
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return builder.buildProgram(context);
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}
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213
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-
exports.createEDLFilterProgram = createEDLFilterProgram;
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// This shader mixes the 3 EDL images into the final image
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215
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|
const mixEDL = `
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216
216
|
vec4 col1 = TEXTURE(u_colorTexture1, v_texCoord);
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@@ -227,7 +227,7 @@ function createEDLMixProgram(context) {
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const builder = (0, ViewportQuad_1.createViewportQuadBuilder)(true);
|
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228
|
const frag = builder.frag;
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229
229
|
frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, mixEDL);
|
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|
-
frag.set(
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230
|
+
frag.set(17 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
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231
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frag.addUniform("u_colorTexture1", 8 /* VariableType.Sampler2D */, (prog) => {
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prog.addGraphicUniform("u_colorTexture1", (uniform, params) => {
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const geom = params.geometry;
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@@ -256,5 +256,4 @@ function createEDLMixProgram(context) {
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builder.frag.headerComment = "//!F! EDLMix";
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|
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257
|
return builder.buildProgram(context);
|
|
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|
}
|
|
259
|
-
exports.createEDLMixProgram = createEDLMixProgram;
|
|
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|
//# sourceMappingURL=EDL.js.map
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|
@@ -1 +1 @@
|
|
|
1
|
-
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { EDLCalcBasicGeometry, EDLCalcFullGeometry, EDLFilterGeometry, EDLMixGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\n// This shader calculates a more basic version of EDL, and only for the original size, so single pass\r\nconst calcBasicEDL = `\r\n float strength = u_pointCloudEDL1.x;\r\n float scaleFactor = u_pointCloudEDL1.z;\r\n float pixRadius = u_pointCloudEDL1.y;\r\n vec2 invTexSize = u_texInfo.xy;\r\n float is3d = u_pointCloudEDL1.w;\r\n\r\n vec4 color = TEXTURE(u_colorTexture, v_texCoord);\r\n if (color.a == 0.0)\r\n discard;\r\n else {\r\n const vec2 neighbors[8] = vec2[8] ( //neighbor relative position\r\n vec2( 1.0, 0.0), vec2( 0.70710678, 0.70710678), vec2(0.0, 1.0), vec2(-0.70710678, 0.70710678),\r\n vec2(-1.0, 0.0), vec2(-0.70710678, -0.70710678), vec2(0.0, -1.0), vec2( 0.70710678, -0.70710678));\r\n float depth = TEXTURE(u_depthTexture, v_texCoord).r;\r\n float sum = 0.0;\r\n vec2 posScale = pixRadius * invTexSize;\r\n // contribution of each neighbor\r\n // NOTE: this is currently using neighbor depths regardless of if they were written by point cloud\r\n for (int c = 0; c < 8; c++) {\r\n vec2 nRelPos = posScale * neighbors[c];\r\n vec2 nPos = v_texCoord + nRelPos;\r\n float zN = TEXTURE(u_depthTexture, nPos).r; // neighbor depth\r\n sum += max(0.0, (is3d > 0.5) ? depth - zN : log (depth/zN));\r\n }\r\n float f = sum / 8.0;\r\n f = exp(-f * 33.5 * strength * scaleFactor); // 33.5 factor to aim for a typical (unfactored) strength of 5\r\n return vec4(f * color.rgb, 1.0);\r\n }\r\n`;\r\n\r\n/** @internal */\r\nexport function createEDLCalcBasicProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, calcBasicEDL);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_texInfo\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_texInfo\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcBasicGeometry;\r\n uniform.setUniform3fv(geom.texInfo);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_colorTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcBasicGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcBasicGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthTexture, TextureUnit.One);\r\n });\r\n });\r\n\r\n // Uniforms based on the PointCloudDisplaySettings.\r\n frag.addUniform(\"u_pointCloudEDL1\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_pointCloudEDL1\", (uniform, params) => {\r\n params.target.uniforms.realityModel.pointCloud.bindEDL1(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! EDLCalcBasic\";\r\n builder.frag.headerComment = \"//!F! EDLCalcBasic\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n// This shader calculates the full version of EDL, and can be run at full, 1/2 and 1/4 scale\r\nconst calcFullEDL = `\r\n float strength = u_pointCloudEDL1.x;\r\n float scaleFactor = u_pointCloudEDL1.z;\r\n float pixRadius = u_pointCloudEDL1.y;\r\n float scale = u_texInfo.z; // 1, 2, 4\r\n vec2 invTexSize = u_texInfo.xy;\r\n float is3d = u_pointCloudEDL1.w;\r\n\r\n vec4 color = TEXTURE(u_colorTexture, v_texCoord);\r\n if (color.a == 0.0)\r\n return color;\r\n else {\r\n const vec2 neighbors[8] = vec2[8] ( //neighbor relative position\r\n vec2( 1.0, 0.0), vec2( 0.70710678, 0.70710678), vec2(0.0, 1.0), vec2(-0.70710678, 0.70710678),\r\n vec2(-1.0, 0.0), vec2(-0.70710678, -0.70710678), vec2(0.0, -1.0), vec2( 0.70710678, -0.70710678));\r\n float depth = TEXTURE(u_depthTexture, v_texCoord).r;\r\n float sum = 0.0;\r\n vec2 posScale = pixRadius * invTexSize;\r\n // contribution of each neighbor\r\n // NOTE: this is currently using neighbor depths regardless of if they were written by point cloud\r\n for (int c = 0; c < 8; c++) {\r\n vec2 nRelPos = posScale * neighbors[c];\r\n vec2 nPos = v_texCoord + nRelPos;\r\n float zN = TEXTURE(u_depthTexture, nPos).r; // neighbor depth\r\n sum += max(0.0, (is3d > 0.5) ? depth - zN : log (depth/zN)) / scale;\r\n }\r\n float f = sum / 8.0;\r\n f = exp(-f * 33.5 * strength * scaleFactor); // 33.5 factor to aim for a typical (unfactored) strength of 5\r\n return vec4(f * color.rgb, 1.0);\r\n }\r\n`;\r\n\r\n/** @internal */\r\nexport function createEDLCalcFullProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, calcFullEDL);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_texInfo\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_texInfo\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcFullGeometry;\r\n uniform.setUniform3fv(geom.texInfo);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_colorTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcFullGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcFullGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthTexture, TextureUnit.One);\r\n });\r\n });\r\n\r\n // Uniforms based on the PointCloudDisplaySettings.\r\n frag.addUniform(\"u_pointCloudEDL1\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_pointCloudEDL1\", (uniform, params) => {\r\n params.target.uniforms.realityModel.pointCloud.bindEDL1(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! EDLCalcFull\";\r\n builder.frag.headerComment = \"//!F! EDLCalcFull\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n// This shader filters the EDL image, and can be run at 1/2 and 1/4 scale\r\nconst filterEDL = `\r\n // NB: this bilateral filter hardcodes spatialSigma to 2.0 and depthSigma to 0.4, with halfSize = 2\r\n float distCoefs[] = float[] (\r\n 1.0, 0.9692332344763441, 0.8824969025845955, 0.9692332344763441, 0.9394130628134758,\r\n 0.8553453273074225, 0.8824969025845955, 0.8553453273074225, 0.8553453273074225, 0.7788007830714049);\r\n const float depthSigma = 0.4;\r\n vec2 invTexSize = u_texInfo.xy;\r\n\r\n float depth = TEXTURE(u_depthTexture, v_texCoord).r;\r\n float wsum = 0.0; // sum of all weights\r\n vec3 csum = vec3(0.0); // sum of all contributions\r\n vec2 coordi = vec2(0.0, 0.0); // ith neighbor position x,y\r\n\r\n for (int c = -2; c <= 2; c++) {\r\n coordi.x = float(c) * invTexSize.x;\r\n int cabs = (c < 0) ? -c : c;\r\n\r\n for (int d = -2; d <= 2; d++) {\r\n coordi.y = float(d) * invTexSize.y;\r\n vec4 ci = TEXTURE(u_colorTexture, v_texCoord + coordi); // neighbor color\r\n\r\n //pixel distance based damping\r\n int dabs = (d < 0) ? -d : d;\r\n float fi = distCoefs[cabs * 3 + dabs];\r\n\r\n //pixel depth difference based damping\r\n float zi = TEXTURE(u_depthTexture, v_texCoord + coordi).r; // neighbor depth\r\n float dz = (depth - zi) / depthSigma;\r\n fi *= exp(-dz * dz / 2.0);\r\n\r\n csum += ci.rgb * fi;\r\n wsum += fi;\r\n }\r\n }\r\n return vec4(csum / wsum, 1.0);\r\n`;\r\n\r\n/** @internal */\r\nexport function createEDLFilterProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, filterEDL);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_texInfo\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_texInfo\", (uniform, params) => {\r\n const geom = params.geometry as EDLFilterGeometry;\r\n uniform.setUniform3fv(geom.texInfo);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_colorTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLFilterGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLFilterGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthTexture, TextureUnit.One);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! EDLFilter\";\r\n builder.frag.headerComment = \"//!F! EDLFilter\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n// This shader mixes the 3 EDL images into the final image\r\nconst mixEDL = `\r\n vec4 col1 = TEXTURE(u_colorTexture1, v_texCoord);\r\n if (col1.a == 0.0)\r\n discard;\r\n else {\r\n vec3 col2 = TEXTURE(u_colorTexture2, v_texCoord).rgb;\r\n vec3 col4 = TEXTURE(u_colorTexture4, v_texCoord).rgb;\r\n return vec4 ((u_weights.x * col1.rgb + u_weights.y * col2 + u_weights.z * col4) / (u_weights.x + u_weights.y + u_weights.z), 1.0);\r\n }\r\n`;\r\n\r\n/** @internal */\r\nexport function createEDLMixProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, mixEDL);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_colorTexture1\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture1\", (uniform, params) => {\r\n const geom = params.geometry as EDLMixGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture1, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_colorTexture2\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture2\", (uniform, params) => {\r\n const geom = params.geometry as EDLMixGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture2, TextureUnit.One);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_colorTexture4\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture4\", (uniform, params) => {\r\n const geom = params.geometry as EDLMixGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture4, TextureUnit.Two);\r\n });\r\n });\r\n\r\n // Uniforms based on the PointCloudDisplaySettings.\r\n frag.addUniform(\"u_weights\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_weights\", (uniform, params) => {\r\n params.target.uniforms.realityModel.pointCloud.bindEDL2(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! EDLMix\";\r\n builder.frag.headerComment = \"//!F! EDLMix\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
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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 { EDLCalcBasicGeometry, EDLCalcFullGeometry, EDLFilterGeometry, EDLMixGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\n// This shader calculates a more basic version of EDL, and only for the original size, so single pass\r\nconst calcBasicEDL = `\r\n float strength = u_pointCloudEDL1.x;\r\n float scaleFactor = u_pointCloudEDL1.z;\r\n float pixRadius = u_pointCloudEDL1.y;\r\n vec2 invTexSize = u_texInfo.xy;\r\n float is3d = u_pointCloudEDL1.w;\r\n\r\n vec4 color = TEXTURE(u_colorTexture, v_texCoord);\r\n if (color.a == 0.0)\r\n discard;\r\n else {\r\n const vec2 neighbors[8] = vec2[8] ( //neighbor relative position\r\n vec2( 1.0, 0.0), vec2( 0.70710678, 0.70710678), vec2(0.0, 1.0), vec2(-0.70710678, 0.70710678),\r\n vec2(-1.0, 0.0), vec2(-0.70710678, -0.70710678), vec2(0.0, -1.0), vec2( 0.70710678, -0.70710678));\r\n float depth = TEXTURE(u_depthTexture, v_texCoord).r;\r\n float sum = 0.0;\r\n vec2 posScale = pixRadius * invTexSize;\r\n // contribution of each neighbor\r\n // NOTE: this is currently using neighbor depths regardless of if they were written by point cloud\r\n for (int c = 0; c < 8; c++) {\r\n vec2 nRelPos = posScale * neighbors[c];\r\n vec2 nPos = v_texCoord + nRelPos;\r\n float zN = TEXTURE(u_depthTexture, nPos).r; // neighbor depth\r\n sum += max(0.0, (is3d > 0.5) ? depth - zN : log (depth/zN));\r\n }\r\n float f = sum / 8.0;\r\n f = exp(-f * 33.5 * strength * scaleFactor); // 33.5 factor to aim for a typical (unfactored) strength of 5\r\n return vec4(f * color.rgb, 1.0);\r\n }\r\n`;\r\n\r\n/** @internal */\r\nexport function createEDLCalcBasicProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, calcBasicEDL);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_texInfo\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_texInfo\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcBasicGeometry;\r\n uniform.setUniform3fv(geom.texInfo);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_colorTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcBasicGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcBasicGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthTexture, TextureUnit.One);\r\n });\r\n });\r\n\r\n // Uniforms based on the PointCloudDisplaySettings.\r\n frag.addUniform(\"u_pointCloudEDL1\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_pointCloudEDL1\", (uniform, params) => {\r\n params.target.uniforms.realityModel.pointCloud.bindEDL1(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! EDLCalcBasic\";\r\n builder.frag.headerComment = \"//!F! EDLCalcBasic\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n// This shader calculates the full version of EDL, and can be run at full, 1/2 and 1/4 scale\r\nconst calcFullEDL = `\r\n float strength = u_pointCloudEDL1.x;\r\n float scaleFactor = u_pointCloudEDL1.z;\r\n float pixRadius = u_pointCloudEDL1.y;\r\n float scale = u_texInfo.z; // 1, 2, 4\r\n vec2 invTexSize = u_texInfo.xy;\r\n float is3d = u_pointCloudEDL1.w;\r\n\r\n vec4 color = TEXTURE(u_colorTexture, v_texCoord);\r\n if (color.a == 0.0)\r\n return color;\r\n else {\r\n const vec2 neighbors[8] = vec2[8] ( //neighbor relative position\r\n vec2( 1.0, 0.0), vec2( 0.70710678, 0.70710678), vec2(0.0, 1.0), vec2(-0.70710678, 0.70710678),\r\n vec2(-1.0, 0.0), vec2(-0.70710678, -0.70710678), vec2(0.0, -1.0), vec2( 0.70710678, -0.70710678));\r\n float depth = TEXTURE(u_depthTexture, v_texCoord).r;\r\n float sum = 0.0;\r\n vec2 posScale = pixRadius * invTexSize;\r\n // contribution of each neighbor\r\n // NOTE: this is currently using neighbor depths regardless of if they were written by point cloud\r\n for (int c = 0; c < 8; c++) {\r\n vec2 nRelPos = posScale * neighbors[c];\r\n vec2 nPos = v_texCoord + nRelPos;\r\n float zN = TEXTURE(u_depthTexture, nPos).r; // neighbor depth\r\n sum += max(0.0, (is3d > 0.5) ? depth - zN : log (depth/zN)) / scale;\r\n }\r\n float f = sum / 8.0;\r\n f = exp(-f * 33.5 * strength * scaleFactor); // 33.5 factor to aim for a typical (unfactored) strength of 5\r\n return vec4(f * color.rgb, 1.0);\r\n }\r\n`;\r\n\r\n/** @internal */\r\nexport function createEDLCalcFullProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, calcFullEDL);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_texInfo\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_texInfo\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcFullGeometry;\r\n uniform.setUniform3fv(geom.texInfo);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_colorTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcFullGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcFullGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthTexture, TextureUnit.One);\r\n });\r\n });\r\n\r\n // Uniforms based on the PointCloudDisplaySettings.\r\n frag.addUniform(\"u_pointCloudEDL1\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_pointCloudEDL1\", (uniform, params) => {\r\n params.target.uniforms.realityModel.pointCloud.bindEDL1(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! EDLCalcFull\";\r\n builder.frag.headerComment = \"//!F! EDLCalcFull\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n// This shader filters the EDL image, and can be run at 1/2 and 1/4 scale\r\nconst filterEDL = `\r\n // NB: this bilateral filter hardcodes spatialSigma to 2.0 and depthSigma to 0.4, with halfSize = 2\r\n float distCoefs[] = float[] (\r\n 1.0, 0.9692332344763441, 0.8824969025845955, 0.9692332344763441, 0.9394130628134758,\r\n 0.8553453273074225, 0.8824969025845955, 0.8553453273074225, 0.8553453273074225, 0.7788007830714049);\r\n const float depthSigma = 0.4;\r\n vec2 invTexSize = u_texInfo.xy;\r\n\r\n float depth = TEXTURE(u_depthTexture, v_texCoord).r;\r\n float wsum = 0.0; // sum of all weights\r\n vec3 csum = vec3(0.0); // sum of all contributions\r\n vec2 coordi = vec2(0.0, 0.0); // ith neighbor position x,y\r\n\r\n for (int c = -2; c <= 2; c++) {\r\n coordi.x = float(c) * invTexSize.x;\r\n int cabs = (c < 0) ? -c : c;\r\n\r\n for (int d = -2; d <= 2; d++) {\r\n coordi.y = float(d) * invTexSize.y;\r\n vec4 ci = TEXTURE(u_colorTexture, v_texCoord + coordi); // neighbor color\r\n\r\n //pixel distance based damping\r\n int dabs = (d < 0) ? -d : d;\r\n float fi = distCoefs[cabs * 3 + dabs];\r\n\r\n //pixel depth difference based damping\r\n float zi = TEXTURE(u_depthTexture, v_texCoord + coordi).r; // neighbor depth\r\n float dz = (depth - zi) / depthSigma;\r\n fi *= exp(-dz * dz / 2.0);\r\n\r\n csum += ci.rgb * fi;\r\n wsum += fi;\r\n }\r\n }\r\n return vec4(csum / wsum, 1.0);\r\n`;\r\n\r\n/** @internal */\r\nexport function createEDLFilterProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, filterEDL);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_texInfo\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_texInfo\", (uniform, params) => {\r\n const geom = params.geometry as EDLFilterGeometry;\r\n uniform.setUniform3fv(geom.texInfo);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_colorTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLFilterGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLFilterGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthTexture, TextureUnit.One);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! EDLFilter\";\r\n builder.frag.headerComment = \"//!F! EDLFilter\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n// This shader mixes the 3 EDL images into the final image\r\nconst mixEDL = `\r\n vec4 col1 = TEXTURE(u_colorTexture1, v_texCoord);\r\n if (col1.a == 0.0)\r\n discard;\r\n else {\r\n vec3 col2 = TEXTURE(u_colorTexture2, v_texCoord).rgb;\r\n vec3 col4 = TEXTURE(u_colorTexture4, v_texCoord).rgb;\r\n return vec4 ((u_weights.x * col1.rgb + u_weights.y * col2 + u_weights.z * col4) / (u_weights.x + u_weights.y + u_weights.z), 1.0);\r\n }\r\n`;\r\n\r\n/** @internal */\r\nexport function createEDLMixProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, mixEDL);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_colorTexture1\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture1\", (uniform, params) => {\r\n const geom = params.geometry as EDLMixGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture1, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_colorTexture2\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture2\", (uniform, params) => {\r\n const geom = params.geometry as EDLMixGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture2, TextureUnit.One);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_colorTexture4\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture4\", (uniform, params) => {\r\n const geom = params.geometry as EDLMixGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture4, TextureUnit.Two);\r\n });\r\n });\r\n\r\n // Uniforms based on the PointCloudDisplaySettings.\r\n frag.addUniform(\"u_weights\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_weights\", (uniform, params) => {\r\n params.target.uniforms.realityModel.pointCloud.bindEDL2(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! EDLMix\";\r\n builder.frag.headerComment = \"//!F! EDLMix\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
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@@ -7,7 +7,7 @@
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* @module WebGL
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*/
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.createEVSMProgram =
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exports.createEVSMProgram = createEVSMProgram;
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const AttributeMap_1 = require("../AttributeMap");
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const RenderFlags_1 = require("../RenderFlags");
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const ShaderBuilder_1 = require("../ShaderBuilder");
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@@ -66,10 +66,9 @@ function createEVSMProgram(context) {
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(0, SolarShadowMapping_1.addEvsmExponent)(frag);
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frag.addFunction(SolarShadowMapping_1.warpDepth);
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68
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frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computeEVSM);
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frag.set(
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frag.set(17 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
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builder.vert.headerComment = "//!V! EVSMFromDepth";
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return builder.buildProgram(context);
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exports.createEVSMProgram = createEVSMProgram;
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//# sourceMappingURL=EVSMFromDepth.js.map
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{"version":3,"file":"EVSMFromDepth.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/EVSMFromDepth.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AA6CH,8CAgCC;AA3ED,kDAA+C;AAE/C,gDAA6C;AAC7C,oDAAmI;AAEnI,wCAA6C;AAC7C,yCAA6C;AAC7C,6DAAkE;AAElE,mGAAmG;AAEnG,4DAA4D;AAC5D,MAAM,eAAe,GAAG,4CAA4C,CAAC;AACrE,MAAM,eAAe,GAAG,gBAAgB,CAAC;AAEzC,MAAM,WAAW,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBnB,CAAC;AAEF,gBAAgB;AAChB,SAAgB,iBAAiB,CAAC,OAA+B;IAC/D,MAAM,OAAO,GAAG,IAAI,8BAAc,CAAC,2BAAY,CAAC,gBAAgB,CAAC,SAAS,EAAE,KAAK,CAAC,CAAC,CAAC;IACpF,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAC1B,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAE1B,IAAI,CAAC,GAAG,iDAAwC,eAAe,CAAC,CAAC;IACjE,OAAO,CAAC,wBAAwB,CAAC,YAAY,6BAAqB,eAAe,CAAC,CAAC;IAEnF,IAAI,CAAC,UAAU,CAAC,gBAAgB,kCAA0B,CAAC,IAAI,EAAE,EAAE;QACjE,IAAI,CAAC,iBAAiB,CAAC,gBAAgB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC3D,MAAM,IAAI,GAAG,MAAM,CAAC,QAAwB,CAAC;YAC7C,yBAAe,CAAC,WAAW,CAAC,OAAO,EAAE,IAAI,CAAC,YAAY,EAAE,yBAAW,CAAC,IAAI,CAAC,CAAC;QAC5E,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,UAAU,CAAC,YAAY,6BAAqB,CAAC,IAAI,EAAE,EAAE;QACxD,IAAI,CAAC,iBAAiB,CAAC,YAAY,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACvD,MAAM,IAAI,GAAG,MAAM,CAAC,QAAwB,CAAC;YAC7C,OAAO,CAAC,aAAa,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvC,CAAC,CAAC,CAAC;IACL,CAAC,iCAAyB,CAAC;IAE3B,IAAA,oCAAe,EAAC,IAAI,CAAC,CAAC;IAEtB,IAAI,CAAC,WAAW,CAAC,8BAAS,CAAC,CAAC;IAC5B,IAAI,CAAC,GAAG,mDAA2C,WAAW,CAAC,CAAC;IAChE,IAAI,CAAC,GAAG,kDAAyC,0BAAe,CAAC,CAAC;IAElE,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,qBAAqB,CAAC;IACnD,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,qBAAqB,CAAC;IAEnD,OAAO,OAAO,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AACvC,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* 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 { AttributeMap } from \"../AttributeMap\";\r\nimport { EVSMGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, VariablePrecision, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { addEvsmExponent, warpDepth } from \"./SolarShadowMapping\";\r\n\r\n// This shader reads the depth texture, converts it to EVSM values, then averages those down 4 to 1\r\n\r\n// Positions are in NDC [-1..1]. Compute UV params in [0..1]\r\nconst computeTexCoord = \"v_texCoord = (rawPosition.xy + 1.0) * 0.5;\";\r\nconst computePosition = \"return rawPos;\";\r\n\r\nconst computeEVSM = `\r\n const float sampleWeight = 0.25;\r\n vec4 average = vec4(0.0);\r\n vec2 tc = v_texCoord - u_stepSize * 0.5; // v_texCoord starts in between the 4 texels\r\n\r\n float depth = TEXTURE(u_depthTexture, tc).r;\r\n vec2 vsmDepth = warpDepth(depth, u_evsmExponent);\r\n average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);\r\n\r\n tc.x += u_stepSize.x;\r\n depth = TEXTURE(u_depthTexture, tc).r;\r\n vsmDepth = warpDepth(depth, u_evsmExponent);\r\n average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);\r\n\r\n tc.y += u_stepSize.y;\r\n depth = TEXTURE(u_depthTexture, tc).r;\r\n vsmDepth = warpDepth(depth, u_evsmExponent);\r\n average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);\r\n\r\n tc.x -= u_stepSize.x;\r\n depth = TEXTURE(u_depthTexture, tc).r;\r\n vsmDepth = warpDepth(depth, u_evsmExponent);\r\n average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);\r\n\r\n return average;\r\n`;\r\n\r\n/** @internal */\r\nexport function createEVSMProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(undefined, false));\r\n const vert = builder.vert;\r\n const frag = builder.frag;\r\n\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as EVSMGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthTexture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_stepSize\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_stepSize\", (uniform, params) => {\r\n const geom = params.geometry as EVSMGeometry;\r\n uniform.setUniform2fv(geom.stepSize);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n addEvsmExponent(frag);\r\n\r\n frag.addFunction(warpDepth);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeEVSM);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n builder.vert.headerComment = \"//!V! EVSMFromDepth\";\r\n builder.frag.headerComment = \"//!F! EVSMFromDepth\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
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@@ -7,7 +7,8 @@
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* @module WebGL
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*/
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.
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exports.addEdgeContrast = addEdgeContrast;
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exports.createEdgeBuilder = createEdgeBuilder;
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const core_bentley_1 = require("@itwin/core-bentley");
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const AttributeMap_1 = require("../AttributeMap");
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const ShaderBuilder_1 = require("../ShaderBuilder");
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@@ -196,7 +197,6 @@ function addEdgeContrast(vert) {
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});
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vert.set(8 /* VertexShaderComponent.AdjustContrast */, adjustContrast);
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}
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exports.addEdgeContrast = addEdgeContrast;
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const edgeLutParams = new Float32Array(4);
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function createBase(type, instanced, isAnimated, positionType) {
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const isInstanced = 1 /* IsInstanced.Yes */ === instanced;
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@@ -241,7 +241,7 @@ function createBase(type, instanced, isAnimated, positionType) {
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(0, FeatureSymbology_1.addRenderOrder)(vert);
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(0, FeatureSymbology_1.addRenderOrderConstants)(vert);
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builder.addInlineComputedVarying("v_renderOrder", 2 /* VariableType.Float */, computeIndexedRenderOrder);
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builder.frag.set(
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builder.frag.set(21 /* FragmentShaderComponent.OverrideRenderOrder */, "return v_renderOrder;");
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}
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else {
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vert.addInitializer(decodeEndPointAndQuadIndices);
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@@ -279,5 +279,4 @@ function createEdgeBuilder(type, instanced, isAnimated, posType) {
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(0, Fragment_1.addWhiteOnWhiteReversal)(builder.frag);
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return builder;
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}
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exports.createEdgeBuilder = createEdgeBuilder;
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//# sourceMappingURL=Edge.js.map
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