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

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (820) hide show
  1. package/CHANGELOG.md +23 -1
  2. package/lib/cjs/AccuDraw.d.ts.map +1 -1
  3. package/lib/cjs/AccuDraw.js +0 -2
  4. package/lib/cjs/AccuDraw.js.map +1 -1
  5. package/lib/cjs/AccuSnap.d.ts.map +1 -1
  6. package/lib/cjs/AccuSnap.js +17 -8
  7. package/lib/cjs/AccuSnap.js.map +1 -1
  8. package/lib/cjs/BackgroundMapGeometry.js +3 -3
  9. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  10. package/lib/cjs/BingLocation.js +1 -1
  11. package/lib/cjs/BingLocation.js.map +1 -1
  12. package/lib/cjs/BriefcaseConnection.d.ts +0 -1
  13. package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
  14. package/lib/cjs/BriefcaseConnection.js +2 -3
  15. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  16. package/lib/cjs/BriefcaseTxns.d.ts.map +1 -1
  17. package/lib/cjs/ChangeFlags.d.ts +1 -1
  18. package/lib/cjs/ChangeFlags.d.ts.map +1 -1
  19. package/lib/cjs/ChangeFlags.js.map +1 -1
  20. package/lib/cjs/CheckpointConnection.js +1 -1
  21. package/lib/cjs/CheckpointConnection.js.map +1 -1
  22. package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
  23. package/lib/cjs/DisplayStyleState.js +6 -6
  24. package/lib/cjs/DisplayStyleState.js.map +1 -1
  25. package/lib/cjs/DrawingViewState.d.ts +8 -6
  26. package/lib/cjs/DrawingViewState.d.ts.map +1 -1
  27. package/lib/cjs/DrawingViewState.js +20 -10
  28. package/lib/cjs/DrawingViewState.js.map +1 -1
  29. package/lib/cjs/EnvironmentDecorations.js +1 -1
  30. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  31. package/lib/cjs/GraphicalEditingScope.d.ts.map +1 -1
  32. package/lib/cjs/HitDetail.d.ts +37 -5
  33. package/lib/cjs/HitDetail.d.ts.map +1 -1
  34. package/lib/cjs/HitDetail.js +12 -2
  35. package/lib/cjs/HitDetail.js.map +1 -1
  36. package/lib/cjs/IModelApp.d.ts.map +1 -1
  37. package/lib/cjs/IModelApp.js +1 -2
  38. package/lib/cjs/IModelApp.js.map +1 -1
  39. package/lib/cjs/IModelConnection.d.ts +1 -0
  40. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  41. package/lib/cjs/IModelConnection.js +9 -8
  42. package/lib/cjs/IModelConnection.js.map +1 -1
  43. package/lib/cjs/IpcApp.d.ts.map +1 -1
  44. package/lib/cjs/IpcApp.js +8 -1
  45. package/lib/cjs/IpcApp.js.map +1 -1
  46. package/lib/cjs/LinePlaneIntersect.js +1 -2
  47. package/lib/cjs/LinePlaneIntersect.js.map +1 -1
  48. package/lib/cjs/ModelState.d.ts +0 -8
  49. package/lib/cjs/ModelState.d.ts.map +1 -1
  50. package/lib/cjs/ModelState.js +0 -8
  51. package/lib/cjs/ModelState.js.map +1 -1
  52. package/lib/cjs/NativeApp.d.ts +1 -1
  53. package/lib/cjs/NativeApp.d.ts.map +1 -1
  54. package/lib/cjs/NativeApp.js.map +1 -1
  55. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  56. package/lib/cjs/NotificationManager.d.ts +2 -2
  57. package/lib/cjs/NotificationManager.d.ts.map +1 -1
  58. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts.map +1 -1
  59. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js +1 -2
  60. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
  61. package/lib/cjs/RealityDataSourceContextShareImpl.d.ts.map +1 -1
  62. package/lib/cjs/RealityDataSourceContextShareImpl.js +2 -3
  63. package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
  64. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js +1 -1
  65. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
  66. package/lib/cjs/SheetViewState.d.ts +4 -11
  67. package/lib/cjs/SheetViewState.d.ts.map +1 -1
  68. package/lib/cjs/SheetViewState.js +18 -12
  69. package/lib/cjs/SheetViewState.js.map +1 -1
  70. package/lib/cjs/SpatialViewState.d.ts +0 -1
  71. package/lib/cjs/SpatialViewState.d.ts.map +1 -1
  72. package/lib/cjs/SpatialViewState.js +1 -2
  73. package/lib/cjs/SpatialViewState.js.map +1 -1
  74. package/lib/cjs/SubCategoriesCache.js +1 -1
  75. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  76. package/lib/cjs/TentativePoint.js +1 -1
  77. package/lib/cjs/TentativePoint.js.map +1 -1
  78. package/lib/cjs/ViewCreator3d.js +1 -1
  79. package/lib/cjs/ViewCreator3d.js.map +1 -1
  80. package/lib/cjs/ViewGlobalLocation.js +9 -9
  81. package/lib/cjs/ViewGlobalLocation.js.map +1 -1
  82. package/lib/cjs/ViewState.d.ts +14 -1
  83. package/lib/cjs/ViewState.d.ts.map +1 -1
  84. package/lib/cjs/ViewState.js +4 -2
  85. package/lib/cjs/ViewState.js.map +1 -1
  86. package/lib/cjs/ViewingSpace.d.ts.map +1 -1
  87. package/lib/cjs/ViewingSpace.js +3 -0
  88. package/lib/cjs/ViewingSpace.js.map +1 -1
  89. package/lib/cjs/Viewport.d.ts.map +1 -1
  90. package/lib/cjs/Viewport.js +2 -4
  91. package/lib/cjs/Viewport.js.map +1 -1
  92. package/lib/cjs/ViewportSync.js +6 -6
  93. package/lib/cjs/ViewportSync.js.map +1 -1
  94. package/lib/cjs/common/ImageUtil.js +15 -16
  95. package/lib/cjs/common/ImageUtil.js.map +1 -1
  96. package/lib/cjs/common/WorkerProxy.d.ts +8 -4
  97. package/lib/cjs/common/WorkerProxy.d.ts.map +1 -1
  98. package/lib/cjs/common/WorkerProxy.js +1 -2
  99. package/lib/cjs/common/WorkerProxy.js.map +1 -1
  100. package/lib/cjs/common/gltf/GltfParser.js +7 -8
  101. package/lib/cjs/common/gltf/GltfParser.js.map +1 -1
  102. package/lib/cjs/common/gltf/GltfSchema.d.ts +1 -1
  103. package/lib/cjs/common/gltf/GltfSchema.d.ts.map +1 -1
  104. package/lib/cjs/common/gltf/GltfSchema.js +5 -5
  105. package/lib/cjs/common/gltf/GltfSchema.js.map +1 -1
  106. package/lib/cjs/common/imdl/CompactEdges.js +1 -2
  107. package/lib/cjs/common/imdl/CompactEdges.js.map +1 -1
  108. package/lib/cjs/common/imdl/ImdlModel.js +2 -3
  109. package/lib/cjs/common/imdl/ImdlModel.js.map +1 -1
  110. package/lib/cjs/common/imdl/ImdlSchema.d.ts.map +1 -1
  111. package/lib/cjs/common/imdl/ImdlSchema.js.map +1 -1
  112. package/lib/cjs/common/imdl/ParseImdlDocument.d.ts.map +1 -1
  113. package/lib/cjs/common/imdl/ParseImdlDocument.js +10 -12
  114. package/lib/cjs/common/imdl/ParseImdlDocument.js.map +1 -1
  115. package/lib/cjs/common/internal/render/DisplayParams.js.map +1 -1
  116. package/lib/cjs/common/internal/render/EdgeParams.js +2 -3
  117. package/lib/cjs/common/internal/render/EdgeParams.js.map +1 -1
  118. package/lib/cjs/common/internal/render/GeometryList.d.ts +1 -1
  119. package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js +3 -3
  120. package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js.map +1 -1
  121. package/lib/cjs/common/internal/render/LineCode.js +1 -2
  122. package/lib/cjs/common/internal/render/LineCode.js.map +1 -1
  123. package/lib/cjs/common/internal/render/MeshBuilder.js.map +1 -1
  124. package/lib/cjs/common/internal/render/MeshBuilderMap.js.map +1 -1
  125. package/lib/cjs/common/internal/render/MeshPrimitives.js +3 -3
  126. package/lib/cjs/common/internal/render/MeshPrimitives.js.map +1 -1
  127. package/lib/cjs/common/internal/render/OvrFlags.d.ts +4 -2
  128. package/lib/cjs/common/internal/render/OvrFlags.d.ts.map +1 -1
  129. package/lib/cjs/common/internal/render/OvrFlags.js.map +1 -1
  130. package/lib/cjs/common/internal/render/PointStringParams.js +1 -2
  131. package/lib/cjs/common/internal/render/PointStringParams.js.map +1 -1
  132. package/lib/cjs/common/internal/render/PolylineParams.js +4 -5
  133. package/lib/cjs/common/internal/render/PolylineParams.js.map +1 -1
  134. package/lib/cjs/common/internal/render/SurfaceParams.js +3 -3
  135. package/lib/cjs/common/internal/render/SurfaceParams.js.map +1 -1
  136. package/lib/cjs/common/internal/render/VertexTable.d.ts.map +1 -1
  137. package/lib/cjs/common/internal/render/VertexTable.js +4 -7
  138. package/lib/cjs/common/internal/render/VertexTable.js.map +1 -1
  139. package/lib/cjs/common/internal/render/VertexTableBuilder.js +2 -2
  140. package/lib/cjs/common/internal/render/VertexTableBuilder.js.map +1 -1
  141. package/lib/cjs/common/internal/render/VertexTableSplitter.js +4 -4
  142. package/lib/cjs/common/internal/render/VertexTableSplitter.js.map +1 -1
  143. package/lib/cjs/common/render/InstancedGraphicParams.js.map +1 -1
  144. package/lib/cjs/extension/providers/ExtensionLoadScript.js +1 -2
  145. package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
  146. package/lib/cjs/internal/render/RenderInstancesParamsImpl.js +2 -3
  147. package/lib/cjs/internal/render/RenderInstancesParamsImpl.js.map +1 -1
  148. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts.map +1 -1
  149. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js +1 -1
  150. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  151. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js +2 -2
  152. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
  153. package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js +2 -2
  154. package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js.map +1 -1
  155. package/lib/cjs/quantity-formatting/QuantityFormatter.js +3 -3
  156. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  157. package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.d.ts.map +1 -1
  158. package/lib/cjs/render/GraphicBranch.d.ts +12 -1
  159. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  160. package/lib/cjs/render/GraphicBranch.js +2 -2
  161. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  162. package/lib/cjs/render/GraphicTemplate.js +1 -2
  163. package/lib/cjs/render/GraphicTemplate.js.map +1 -1
  164. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  165. package/lib/cjs/render/Pixel.d.ts +14 -4
  166. package/lib/cjs/render/Pixel.d.ts.map +1 -1
  167. package/lib/cjs/render/Pixel.js +22 -5
  168. package/lib/cjs/render/Pixel.js.map +1 -1
  169. package/lib/cjs/render/RealityMeshGraphicParams.d.ts +1 -0
  170. package/lib/cjs/render/RealityMeshGraphicParams.d.ts.map +1 -1
  171. package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -1
  172. package/lib/cjs/render/RenderMemory.d.ts +2 -0
  173. package/lib/cjs/render/RenderMemory.d.ts.map +1 -1
  174. package/lib/cjs/render/RenderMemory.js +2 -0
  175. package/lib/cjs/render/RenderMemory.js.map +1 -1
  176. package/lib/cjs/render/RenderPlan.d.ts +2 -1
  177. package/lib/cjs/render/RenderPlan.d.ts.map +1 -1
  178. package/lib/cjs/render/RenderPlan.js +5 -3
  179. package/lib/cjs/render/RenderPlan.js.map +1 -1
  180. package/lib/cjs/render/RenderSystem.d.ts +1 -1
  181. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  182. package/lib/cjs/render/RenderSystem.js +8 -9
  183. package/lib/cjs/render/RenderSystem.js.map +1 -1
  184. package/lib/cjs/render/UpsampleRealityMeshParams.js +1 -2
  185. package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -1
  186. package/lib/cjs/render/VisibleFeature.js +1 -2
  187. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  188. package/lib/cjs/render/webgl/AttributeBuffers.js +5 -5
  189. package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
  190. package/lib/cjs/render/webgl/BatchUniforms.d.ts +4 -0
  191. package/lib/cjs/render/webgl/BatchUniforms.d.ts.map +1 -1
  192. package/lib/cjs/render/webgl/BatchUniforms.js +18 -0
  193. package/lib/cjs/render/webgl/BatchUniforms.js.map +1 -1
  194. package/lib/cjs/render/webgl/BranchState.d.ts +9 -0
  195. package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
  196. package/lib/cjs/render/webgl/BranchState.js +6 -0
  197. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  198. package/lib/cjs/render/webgl/BranchUniforms.d.ts +1 -0
  199. package/lib/cjs/render/webgl/BranchUniforms.d.ts.map +1 -1
  200. package/lib/cjs/render/webgl/BranchUniforms.js +14 -1
  201. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  202. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  203. package/lib/cjs/render/webgl/ClippingProgram.js +2 -2
  204. package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
  205. package/lib/cjs/render/webgl/ContourUniforms.d.ts +22 -0
  206. package/lib/cjs/render/webgl/ContourUniforms.d.ts.map +1 -0
  207. package/lib/cjs/render/webgl/ContourUniforms.js +98 -0
  208. package/lib/cjs/render/webgl/ContourUniforms.js.map +1 -0
  209. package/lib/cjs/render/webgl/Contours.d.ts +34 -0
  210. package/lib/cjs/render/webgl/Contours.d.ts.map +1 -0
  211. package/lib/cjs/render/webgl/Contours.js +127 -0
  212. package/lib/cjs/render/webgl/Contours.js.map +1 -0
  213. package/lib/cjs/render/webgl/DrawCommand.js +3 -3
  214. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  215. package/lib/cjs/render/webgl/EdgeSettings.js +1 -1
  216. package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
  217. package/lib/cjs/render/webgl/FeatureOverrides.d.ts +1 -0
  218. package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
  219. package/lib/cjs/render/webgl/FeatureOverrides.js +48 -51
  220. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  221. package/lib/cjs/render/webgl/FrustumUniforms.js +2 -2
  222. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  223. package/lib/cjs/render/webgl/GL.d.ts +2 -1
  224. package/lib/cjs/render/webgl/GL.d.ts.map +1 -1
  225. package/lib/cjs/render/webgl/GL.js +1 -0
  226. package/lib/cjs/render/webgl/GL.js.map +1 -1
  227. package/lib/cjs/render/webgl/Graphic.d.ts +12 -0
  228. package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
  229. package/lib/cjs/render/webgl/Graphic.js +31 -0
  230. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  231. package/lib/cjs/render/webgl/InstancedGeometry.js +2 -2
  232. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  233. package/lib/cjs/render/webgl/Material.js +4 -4
  234. package/lib/cjs/render/webgl/Material.js.map +1 -1
  235. package/lib/cjs/render/webgl/Matrix.js +3 -3
  236. package/lib/cjs/render/webgl/Matrix.js.map +1 -1
  237. package/lib/cjs/render/webgl/RealityMesh.js +1 -1
  238. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  239. package/lib/cjs/render/webgl/RenderFlags.d.ts +2 -1
  240. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  241. package/lib/cjs/render/webgl/RenderFlags.js +4 -2
  242. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  243. package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
  244. package/lib/cjs/render/webgl/SceneCompositor.js +19 -7
  245. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  246. package/lib/cjs/render/webgl/ScratchDrawParams.js +2 -3
  247. package/lib/cjs/render/webgl/ScratchDrawParams.js.map +1 -1
  248. package/lib/cjs/render/webgl/ScreenSpaceEffect.js +2 -2
  249. package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
  250. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +15 -13
  251. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  252. package/lib/cjs/render/webgl/ShaderBuilder.js +18 -10
  253. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  254. package/lib/cjs/render/webgl/ShaderProgram.d.ts.map +1 -1
  255. package/lib/cjs/render/webgl/ShaderProgram.js +26 -0
  256. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  257. package/lib/cjs/render/webgl/SurfaceGeometry.js +2 -2
  258. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  259. package/lib/cjs/render/webgl/Sync.js +3 -4
  260. package/lib/cjs/render/webgl/Sync.js.map +1 -1
  261. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  262. package/lib/cjs/render/webgl/System.js +7 -7
  263. package/lib/cjs/render/webgl/System.js.map +1 -1
  264. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  265. package/lib/cjs/render/webgl/Target.js +2 -1
  266. package/lib/cjs/render/webgl/Target.js.map +1 -1
  267. package/lib/cjs/render/webgl/TargetUniforms.d.ts +2 -0
  268. package/lib/cjs/render/webgl/TargetUniforms.d.ts.map +1 -1
  269. package/lib/cjs/render/webgl/TargetUniforms.js +2 -0
  270. package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
  271. package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
  272. package/lib/cjs/render/webgl/TechniqueId.js +1 -2
  273. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  274. package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
  275. package/lib/cjs/render/webgl/Texture.js +2 -2
  276. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  277. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  278. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +2 -3
  279. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  280. package/lib/cjs/render/webgl/glsl/Animation.js +1 -2
  281. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  282. package/lib/cjs/render/webgl/glsl/Atmosphere.js +2 -3
  283. package/lib/cjs/render/webgl/glsl/Atmosphere.js.map +1 -1
  284. package/lib/cjs/render/webgl/glsl/Blur.js +2 -3
  285. package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
  286. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +2 -3
  287. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
  288. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +2 -3
  289. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
  290. package/lib/cjs/render/webgl/glsl/Clipping.js +3 -3
  291. package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
  292. package/lib/cjs/render/webgl/glsl/Color.js +2 -3
  293. package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
  294. package/lib/cjs/render/webgl/glsl/Combine3Textures.js +2 -3
  295. package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
  296. package/lib/cjs/render/webgl/glsl/CombineTextures.js +2 -3
  297. package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
  298. package/lib/cjs/render/webgl/glsl/Common.js +7 -7
  299. package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
  300. package/lib/cjs/render/webgl/glsl/Composite.js +2 -3
  301. package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
  302. package/lib/cjs/render/webgl/glsl/Contours.d.ts +4 -0
  303. package/lib/cjs/render/webgl/glsl/Contours.d.ts.map +1 -0
  304. package/lib/cjs/render/webgl/glsl/Contours.js +137 -0
  305. package/lib/cjs/render/webgl/glsl/Contours.js.map +1 -0
  306. package/lib/cjs/render/webgl/glsl/CopyColor.js +2 -3
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderBuilder, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { IsAnimated, IsInstanced, PositionType } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { addColor } from \"./Color\";\r\nimport { addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addWhiteOnWhiteReversal } from \"./Fragment\";\r\nimport { addAdjustWidth, addLineCode } from \"./Polyline\";\r\nimport { octDecodeNormal } from \"./Surface\";\r\nimport { addLineWeight, addModelViewMatrix, addNormalMatrix, addProjectionMatrix, addSamplePosition } from \"./Vertex\";\r\nimport { addModelToWindowCoordinates, addViewport } from \"./Viewport\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\nimport { addRenderOrder, addRenderOrderConstants } from \"./FeatureSymbology\";\r\n\r\nexport type EdgeBuilderType = \"SegmentEdge\" | \"Silhouette\" | \"IndexedEdge\";\r\n\r\nconst computeOtherPos = `\r\n g_otherPos = samplePosition(g_otherIndex);\r\n`;\r\n\r\nconst decodeEndPointAndQuadIndices = `\r\n g_otherIndex = decodeUInt24(a_endPointAndQuadIndices.xyz);\r\n${computeOtherPos}\r\n g_quadIndex = a_endPointAndQuadIndices.w;\r\n`;\r\n\r\nconst animateEndPoint = `g_otherPos.xyz += computeAnimationDisplacement(g_otherIndex, u_animDispParams.x, u_animDispParams.y, u_animDispParams.z, u_qAnimDispOrigin, u_qAnimDispScale);`;\r\n\r\n// a_pos is a 24-bit index into edge lookup table.\r\n// First six bytes of lookup table entry are the pair of 24-bit indices identifying the endpoints of the edge in the vertex table.\r\n// Return the 24-bit index of \"this\" vertex in the vertex table encoded in a vec3.\r\nconst computeIndexedQuantizedPosition = `\r\n g_vertexId = gl_VertexID % 6;\r\n if (g_vertexId == 0)\r\n g_quadIndex = 0.0;\r\n else if (g_vertexId == 2 || g_vertexId == 3)\r\n g_quadIndex = 1.0;\r\n else if (g_vertexId == 1 || g_vertexId == 4)\r\n g_quadIndex = 2.0;\r\n else\r\n g_quadIndex = 3.0;\r\n\r\n // The following formula computes the texel index, but suffers from precision issues for large edge indices, so we must compute using integers instead.\r\n // float edgeBaseIndex = u_edgeParams.z * 1.5 + u_edgeParams.w * 0.25 + (edgeIndex - u_edgeParams.z) * 2.5);\r\n\r\n float fEdgeIndex = decodeUInt24(a_pos);\r\n g_isSilhouette = fEdgeIndex >= u_edgeParams.z;\r\n int edgeIndex = int(fEdgeIndex);\r\n bool isEven = 0 == (edgeIndex & 1);\r\n float edgeBaseIndex;\r\n if (!g_isSilhouette) {\r\n edgeBaseIndex = float(edgeIndex + (edgeIndex / 2));\r\n } else {\r\n // If both pad and edgeIndex produce a remainder (0.5 for each - pad is a multiple of 2), we must add one to the index to account for it.\r\n int shift = isEven ? 0 : 1;\r\n int pad = int(u_edgeParams.w);\r\n if (0 != (pad % 4)) {\r\n isEven = !isEven;\r\n shift = shift + 1;\r\n }\r\n\r\n // s = num segments p = num padding bytes i = edge index\r\n // texel index = 1.5s + .25p + 2.5(i - s) = 1.5s + .25p + 2.5i - 2.5s = 2.5i + .25p - s = i + i + i/2 + p/4 - s\r\n edgeBaseIndex = float(edgeIndex + edgeIndex + edgeIndex / 2 + pad / 4 - int(u_edgeParams.z) + shift / 2);\r\n }\r\n\r\n vec2 tc = compute_edge_coords(floor(edgeBaseIndex));\r\n vec4 s0 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_edge_stepX;\r\n vec4 s1 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_edge_stepX;\r\n vec4 s2 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n\r\n vec3 i0 = isEven ? s0.xyz : vec3(s0.zw, s1.x);\r\n vec3 i1 = isEven ? vec3(s0.w, s1.xy) : s1.yzw;\r\n g_otherIndexIndex = g_quadIndex < 2.0 ? i1 : i0;\r\n\r\n g_normals = isEven ? vec4(s1.zw, s2.xy) : s2;\r\n\r\n return g_quadIndex < 2.0 ? i0 : i1;\r\n`;\r\n\r\nconst initializeIndexed = `\r\n g_otherIndex = decodeUInt24(g_otherIndexIndex);\r\n${computeOtherPos}\r\n`;\r\n\r\n// IndexedEdgeGeometry.renderOrder returns Edge or PlanarEdge. Adjust if silhouette for output to pick buffers.\r\nconst computeIndexedRenderOrder = `\r\n if (g_isSilhouette)\r\n v_renderOrder = kRenderOrder_Edge == u_renderOrder ? kRenderOrder_Silhouette : kRenderOrder_PlanarSilhouette;\r\n else\r\n v_renderOrder = u_renderOrder;\r\n`;\r\n\r\nconst checkForSilhouetteDiscard = `\r\n if (kFrustumType_Perspective != u_frustum.z) {\r\n float perpTol = 4.75e-6;\r\n return (n0.z * n1.z > perpTol); // orthographic.\r\n } else {\r\n float perpTol = 2.5e-4;\r\n vec4 viewPos = MAT_MV * rawPos; // perspective\r\n vec3 toEye = normalize(viewPos.xyz);\r\n float dot0 = dot(n0, toEye);\r\n float dot1 = dot(n1, toEye);\r\n\r\n if (dot0 * dot1 > perpTol)\r\n return true;\r\n\r\n // Need to discard if either is non-silhouette.\r\n vec4 otherPosition = g_otherPos;\r\n viewPos = MAT_MV * otherPosition;\r\n toEye = normalize(viewPos.xyz);\r\n dot0 = dot(n0, toEye);\r\n dot1 = dot(n1, toEye);\r\n\r\n return dot0 * dot1 > perpTol;\r\n }\r\n`;\r\n\r\nconst checkForSilhouetteDiscardNonIndexed = `\r\n vec3 n0 = MAT_NORM * octDecodeNormal(a_normals.xy);\r\n vec3 n1 = MAT_NORM * octDecodeNormal(a_normals.zw);\r\n${checkForSilhouetteDiscard}\r\n`;\r\n\r\nconst checkForSilhouetteDiscardIndexed = `\r\n if (!g_isSilhouette)\r\n return false;\r\n\r\n vec3 n0 = MAT_NORM * octDecodeNormal(g_normals.xy);\r\n vec3 n1 = MAT_NORM * octDecodeNormal(g_normals.zw);\r\n${checkForSilhouetteDiscard}\r\n`;\r\n\r\nconst computePosition = `\r\n v_lnInfo = vec4(0.0, 0.0, 0.0, 0.0); // init and set flag to false\r\n vec4 other = g_otherPos;\r\n float miterAdjust = 0.0;\r\n float weight = computeLineWeight();\r\n\r\n vec4 pos;\r\n g_windowPos = modelToWindowCoordinates(rawPos, other, pos, v_eyeSpace);\r\n if (g_windowPos.w == 0.0) // Clipped out.\r\n return g_windowPos;\r\n\r\n vec4 otherPos;\r\n vec3 otherMvPos;\r\n vec4 projOther = modelToWindowCoordinates(other, rawPos, otherPos, otherMvPos);\r\n\r\n g_windowDir = projOther.xy - g_windowPos.xy;\r\n\r\n adjustWidth(weight, g_windowDir, g_windowPos.xy);\r\n g_windowDir = normalize(g_windowDir);\r\n\r\n vec2 perp = vec2(-g_windowDir.y, g_windowDir.x);\r\n float perpDist = weight / 2.0;\r\n float alongDist = 0.0;\r\n\r\n perpDist *= sign(0.5 - float(g_quadIndex == 0.0 || g_quadIndex == 3.0)); // negate for index 0 and 3\r\n alongDist += distance(rawPos, other) * float(g_quadIndex >= 2.0); // index 2 and 3 correspond to 'far' endpoint of segment\r\n\r\n pos.x += perp.x * perpDist * 2.0 * pos.w / u_viewport.x;\r\n pos.y += perp.y * perpDist * 2.0 * pos.w / u_viewport.y;\r\n\r\n lineCodeEyePos = .5 * (rawPos + other);\r\n lineCodeDist = alongDist;\r\n\r\n return pos;\r\n`;\r\nconst lineCodeArgs = \"g_windowDir, g_windowPos, 0.0\";\r\n\r\nconst adjustContrast = `\r\n float bgi = u_bgIntensity;\r\n if (bgi < 0.0)\r\n return baseColor;\r\n\r\n float s;\r\n float rgbi = baseColor.r * 0.3 + baseColor.g * 0.59 + baseColor.b * 0.11;\r\n if (rgbi > 0.81)\r\n s = bgi > 0.57 ? 0.0 : 0.699;\r\n else if (rgbi > 0.57)\r\n s = bgi > 0.57 ? 0.0 : 1.0;\r\n else\r\n s = bgi < 0.81 ? 1.0 : 0.699;\r\n\r\n return vec4(vec3(s), baseColor.a);\r\n`;\r\n\r\n/** @internal */\r\nexport function addEdgeContrast(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_bgIntensity\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_bgIntensity\", (uniform, params) => {\r\n let bgi = -1;\r\n if (params.geometry.isEdge && params.target.currentEdgeSettings.wantContrastingColor(params.target.currentViewFlags.renderMode))\r\n bgi = params.target.uniforms.style.backgroundIntensity;\r\n\r\n uniform.setUniform1f(bgi);\r\n });\r\n });\r\n\r\n vert.set(VertexShaderComponent.AdjustContrast, adjustContrast);\r\n}\r\n\r\nconst edgeLutParams = new Float32Array(4);\r\n\r\nfunction createBase(type: EdgeBuilderType, instanced: IsInstanced, isAnimated: IsAnimated, positionType: PositionType): ProgramBuilder {\r\n const isInstanced = IsInstanced.Yes === instanced;\r\n const isSilhouette = \"Silhouette\" === type;\r\n const isIndexed = \"IndexedEdge\" === type;\r\n const techId = isSilhouette ? TechniqueId.SilhouetteEdge : (isIndexed ? TechniqueId.IndexedEdge : TechniqueId.Edge);\r\n const attrMap = AttributeMap.findAttributeMap(techId, isInstanced);\r\n\r\n const builder = new ProgramBuilder(attrMap, { positionType, instanced: isInstanced });\r\n const vert = builder.vert;\r\n\r\n vert.addGlobal(\"g_otherPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_quadIndex\", VariableType.Float);\r\n vert.addGlobal(\"g_windowPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_windowDir\", VariableType.Vec2);\r\n vert.addGlobal(\"g_otherIndex\", VariableType.Float);\r\n\r\n addSamplePosition(vert);\r\n\r\n if (isIndexed) {\r\n vert.addGlobal(\"g_vertexId\", VariableType.Int);\r\n vert.addGlobal(\"g_otherIndexIndex\", VariableType.Vec3);\r\n vert.addGlobal(\"g_isSilhouette\", VariableType.Boolean, \"false\");\r\n vert.addGlobal(\"g_normals\", VariableType.Vec4);\r\n\r\n const initLut = addLookupTable(vert, \"edge\", \"1.0\");\r\n vert.addUniform(\"u_edgeLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_edgeLUT\", (uniform, params) => {\r\n const edge = params.geometry.asIndexedEdge;\r\n assert(undefined !== edge);\r\n edge.edgeLut.texture.bindSampler(uniform, TextureUnit.EdgeLUT);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_edgeParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_edgeParams\", (uniform, params) => {\r\n const edge = params.geometry.asIndexedEdge;\r\n assert(undefined !== edge);\r\n edgeLutParams[0] = edge.edgeLut.texture.width;\r\n edgeLutParams[1] = edge.edgeLut.texture.height;\r\n edgeLutParams[2] = edge.edgeLut.numSegments;\r\n edgeLutParams[3] = edge.edgeLut.silhouettePadding;\r\n uniform.setUniform4fv(edgeLutParams);\r\n });\r\n });\r\n\r\n vert.set(VertexShaderComponent.ComputeQuantizedPosition, `${initLut}\\n\\n${computeIndexedQuantizedPosition}`);\r\n vert.addInitializer(initializeIndexed);\r\n\r\n addRenderOrder(vert);\r\n addRenderOrderConstants(vert);\r\n builder.addInlineComputedVarying(\"v_renderOrder\", VariableType.Float, computeIndexedRenderOrder);\r\n builder.frag.set(FragmentShaderComponent.OverrideRenderOrder, \"return v_renderOrder;\");\r\n } else {\r\n vert.addInitializer(decodeEndPointAndQuadIndices);\r\n }\r\n\r\n if (isAnimated) {\r\n addAnimation(vert, false);\r\n vert.addInitializer(animateEndPoint);\r\n }\r\n\r\n vert.addGlobal(\"lineCodeEyePos\", VariableType.Vec4);\r\n vert.addGlobal(\"lineCodeDist\", VariableType.Float, \"0.0\");\r\n\r\n addModelToWindowCoordinates(vert); // adds u_mvp, u_viewportTransformation, and sets g_eyeSpace\r\n addProjectionMatrix(vert);\r\n addLineCode(builder, lineCodeArgs);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n builder.addVarying(\"v_lnInfo\", VariableType.Vec4);\r\n addAdjustWidth(vert);\r\n\r\n addViewport(vert);\r\n addModelViewMatrix(vert);\r\n\r\n addLineWeight(vert);\r\n\r\n if (isSilhouette || isIndexed) {\r\n addNormalMatrix(vert);\r\n addFrustum(builder);\r\n vert.addFunction(octDecodeNormal);\r\n vert.set(VertexShaderComponent.CheckForEarlyDiscard, isSilhouette ? checkForSilhouetteDiscardNonIndexed : checkForSilhouetteDiscardIndexed);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createEdgeBuilder(type: EdgeBuilderType, instanced: IsInstanced, isAnimated: IsAnimated, posType: PositionType): ProgramBuilder {\r\n const builder = createBase(type, instanced, isAnimated, posType);\r\n addShaderFlags(builder);\r\n addColor(builder);\r\n addEdgeContrast(builder.vert);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n return builder;\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 { assert } from \"@itwin/core-bentley\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderBuilder, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { IsAnimated, IsInstanced, PositionType } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { addColor } from \"./Color\";\r\nimport { addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addWhiteOnWhiteReversal } from \"./Fragment\";\r\nimport { addAdjustWidth, addLineCode } from \"./Polyline\";\r\nimport { octDecodeNormal } from \"./Surface\";\r\nimport { addLineWeight, addModelViewMatrix, addNormalMatrix, addProjectionMatrix, addSamplePosition } from \"./Vertex\";\r\nimport { addModelToWindowCoordinates, addViewport } from \"./Viewport\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\nimport { addRenderOrder, addRenderOrderConstants } from \"./FeatureSymbology\";\r\n\r\nexport type EdgeBuilderType = \"SegmentEdge\" | \"Silhouette\" | \"IndexedEdge\";\r\n\r\nconst computeOtherPos = `\r\n g_otherPos = samplePosition(g_otherIndex);\r\n`;\r\n\r\nconst decodeEndPointAndQuadIndices = `\r\n g_otherIndex = decodeUInt24(a_endPointAndQuadIndices.xyz);\r\n${computeOtherPos}\r\n g_quadIndex = a_endPointAndQuadIndices.w;\r\n`;\r\n\r\nconst animateEndPoint = `g_otherPos.xyz += computeAnimationDisplacement(g_otherIndex, u_animDispParams.x, u_animDispParams.y, u_animDispParams.z, u_qAnimDispOrigin, u_qAnimDispScale);`;\r\n\r\n// a_pos is a 24-bit index into edge lookup table.\r\n// First six bytes of lookup table entry are the pair of 24-bit indices identifying the endpoints of the edge in the vertex table.\r\n// Return the 24-bit index of \"this\" vertex in the vertex table encoded in a vec3.\r\nconst computeIndexedQuantizedPosition = `\r\n g_vertexId = gl_VertexID % 6;\r\n if (g_vertexId == 0)\r\n g_quadIndex = 0.0;\r\n else if (g_vertexId == 2 || g_vertexId == 3)\r\n g_quadIndex = 1.0;\r\n else if (g_vertexId == 1 || g_vertexId == 4)\r\n g_quadIndex = 2.0;\r\n else\r\n g_quadIndex = 3.0;\r\n\r\n // The following formula computes the texel index, but suffers from precision issues for large edge indices, so we must compute using integers instead.\r\n // float edgeBaseIndex = u_edgeParams.z * 1.5 + u_edgeParams.w * 0.25 + (edgeIndex - u_edgeParams.z) * 2.5);\r\n\r\n float fEdgeIndex = decodeUInt24(a_pos);\r\n g_isSilhouette = fEdgeIndex >= u_edgeParams.z;\r\n int edgeIndex = int(fEdgeIndex);\r\n bool isEven = 0 == (edgeIndex & 1);\r\n float edgeBaseIndex;\r\n if (!g_isSilhouette) {\r\n edgeBaseIndex = float(edgeIndex + (edgeIndex / 2));\r\n } else {\r\n // If both pad and edgeIndex produce a remainder (0.5 for each - pad is a multiple of 2), we must add one to the index to account for it.\r\n int shift = isEven ? 0 : 1;\r\n int pad = int(u_edgeParams.w);\r\n if (0 != (pad % 4)) {\r\n isEven = !isEven;\r\n shift = shift + 1;\r\n }\r\n\r\n // s = num segments p = num padding bytes i = edge index\r\n // texel index = 1.5s + .25p + 2.5(i - s) = 1.5s + .25p + 2.5i - 2.5s = 2.5i + .25p - s = i + i + i/2 + p/4 - s\r\n edgeBaseIndex = float(edgeIndex + edgeIndex + edgeIndex / 2 + pad / 4 - int(u_edgeParams.z) + shift / 2);\r\n }\r\n\r\n vec2 tc = compute_edge_coords(floor(edgeBaseIndex));\r\n vec4 s0 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_edge_stepX;\r\n vec4 s1 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_edge_stepX;\r\n vec4 s2 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n\r\n vec3 i0 = isEven ? s0.xyz : vec3(s0.zw, s1.x);\r\n vec3 i1 = isEven ? vec3(s0.w, s1.xy) : s1.yzw;\r\n g_otherIndexIndex = g_quadIndex < 2.0 ? i1 : i0;\r\n\r\n g_normals = isEven ? vec4(s1.zw, s2.xy) : s2;\r\n\r\n return g_quadIndex < 2.0 ? i0 : i1;\r\n`;\r\n\r\nconst initializeIndexed = `\r\n g_otherIndex = decodeUInt24(g_otherIndexIndex);\r\n${computeOtherPos}\r\n`;\r\n\r\n// IndexedEdgeGeometry.renderOrder returns Edge or PlanarEdge. Adjust if silhouette for output to pick buffers.\r\nconst computeIndexedRenderOrder = `\r\n if (g_isSilhouette)\r\n v_renderOrder = kRenderOrder_Edge == u_renderOrder ? kRenderOrder_Silhouette : kRenderOrder_PlanarSilhouette;\r\n else\r\n v_renderOrder = u_renderOrder;\r\n`;\r\n\r\nconst checkForSilhouetteDiscard = `\r\n if (kFrustumType_Perspective != u_frustum.z) {\r\n float perpTol = 4.75e-6;\r\n return (n0.z * n1.z > perpTol); // orthographic.\r\n } else {\r\n float perpTol = 2.5e-4;\r\n vec4 viewPos = MAT_MV * rawPos; // perspective\r\n vec3 toEye = normalize(viewPos.xyz);\r\n float dot0 = dot(n0, toEye);\r\n float dot1 = dot(n1, toEye);\r\n\r\n if (dot0 * dot1 > perpTol)\r\n return true;\r\n\r\n // Need to discard if either is non-silhouette.\r\n vec4 otherPosition = g_otherPos;\r\n viewPos = MAT_MV * otherPosition;\r\n toEye = normalize(viewPos.xyz);\r\n dot0 = dot(n0, toEye);\r\n dot1 = dot(n1, toEye);\r\n\r\n return dot0 * dot1 > perpTol;\r\n }\r\n`;\r\n\r\nconst checkForSilhouetteDiscardNonIndexed = `\r\n vec3 n0 = MAT_NORM * octDecodeNormal(a_normals.xy);\r\n vec3 n1 = MAT_NORM * octDecodeNormal(a_normals.zw);\r\n${checkForSilhouetteDiscard}\r\n`;\r\n\r\nconst checkForSilhouetteDiscardIndexed = `\r\n if (!g_isSilhouette)\r\n return false;\r\n\r\n vec3 n0 = MAT_NORM * octDecodeNormal(g_normals.xy);\r\n vec3 n1 = MAT_NORM * octDecodeNormal(g_normals.zw);\r\n${checkForSilhouetteDiscard}\r\n`;\r\n\r\nconst computePosition = `\r\n v_lnInfo = vec4(0.0, 0.0, 0.0, 0.0); // init and set flag to false\r\n vec4 other = g_otherPos;\r\n float miterAdjust = 0.0;\r\n float weight = computeLineWeight();\r\n\r\n vec4 pos;\r\n g_windowPos = modelToWindowCoordinates(rawPos, other, pos, v_eyeSpace);\r\n if (g_windowPos.w == 0.0) // Clipped out.\r\n return g_windowPos;\r\n\r\n vec4 otherPos;\r\n vec3 otherMvPos;\r\n vec4 projOther = modelToWindowCoordinates(other, rawPos, otherPos, otherMvPos);\r\n\r\n g_windowDir = projOther.xy - g_windowPos.xy;\r\n\r\n adjustWidth(weight, g_windowDir, g_windowPos.xy);\r\n g_windowDir = normalize(g_windowDir);\r\n\r\n vec2 perp = vec2(-g_windowDir.y, g_windowDir.x);\r\n float perpDist = weight / 2.0;\r\n float alongDist = 0.0;\r\n\r\n perpDist *= sign(0.5 - float(g_quadIndex == 0.0 || g_quadIndex == 3.0)); // negate for index 0 and 3\r\n alongDist += distance(rawPos, other) * float(g_quadIndex >= 2.0); // index 2 and 3 correspond to 'far' endpoint of segment\r\n\r\n pos.x += perp.x * perpDist * 2.0 * pos.w / u_viewport.x;\r\n pos.y += perp.y * perpDist * 2.0 * pos.w / u_viewport.y;\r\n\r\n lineCodeEyePos = .5 * (rawPos + other);\r\n lineCodeDist = alongDist;\r\n\r\n return pos;\r\n`;\r\nconst lineCodeArgs = \"g_windowDir, g_windowPos, 0.0\";\r\n\r\nconst adjustContrast = `\r\n float bgi = u_bgIntensity;\r\n if (bgi < 0.0)\r\n return baseColor;\r\n\r\n float s;\r\n float rgbi = baseColor.r * 0.3 + baseColor.g * 0.59 + baseColor.b * 0.11;\r\n if (rgbi > 0.81)\r\n s = bgi > 0.57 ? 0.0 : 0.699;\r\n else if (rgbi > 0.57)\r\n s = bgi > 0.57 ? 0.0 : 1.0;\r\n else\r\n s = bgi < 0.81 ? 1.0 : 0.699;\r\n\r\n return vec4(vec3(s), baseColor.a);\r\n`;\r\n\r\n/** @internal */\r\nexport function addEdgeContrast(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_bgIntensity\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_bgIntensity\", (uniform, params) => {\r\n let bgi = -1;\r\n if (params.geometry.isEdge && params.target.currentEdgeSettings.wantContrastingColor(params.target.currentViewFlags.renderMode))\r\n bgi = params.target.uniforms.style.backgroundIntensity;\r\n\r\n uniform.setUniform1f(bgi);\r\n });\r\n });\r\n\r\n vert.set(VertexShaderComponent.AdjustContrast, adjustContrast);\r\n}\r\n\r\nconst edgeLutParams = new Float32Array(4);\r\n\r\nfunction createBase(type: EdgeBuilderType, instanced: IsInstanced, isAnimated: IsAnimated, positionType: PositionType): ProgramBuilder {\r\n const isInstanced = IsInstanced.Yes === instanced;\r\n const isSilhouette = \"Silhouette\" === type;\r\n const isIndexed = \"IndexedEdge\" === type;\r\n const techId = isSilhouette ? TechniqueId.SilhouetteEdge : (isIndexed ? TechniqueId.IndexedEdge : TechniqueId.Edge);\r\n const attrMap = AttributeMap.findAttributeMap(techId, isInstanced);\r\n\r\n const builder = new ProgramBuilder(attrMap, { positionType, instanced: isInstanced });\r\n const vert = builder.vert;\r\n\r\n vert.addGlobal(\"g_otherPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_quadIndex\", VariableType.Float);\r\n vert.addGlobal(\"g_windowPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_windowDir\", VariableType.Vec2);\r\n vert.addGlobal(\"g_otherIndex\", VariableType.Float);\r\n\r\n addSamplePosition(vert);\r\n\r\n if (isIndexed) {\r\n vert.addGlobal(\"g_vertexId\", VariableType.Int);\r\n vert.addGlobal(\"g_otherIndexIndex\", VariableType.Vec3);\r\n vert.addGlobal(\"g_isSilhouette\", VariableType.Boolean, \"false\");\r\n vert.addGlobal(\"g_normals\", VariableType.Vec4);\r\n\r\n const initLut = addLookupTable(vert, \"edge\", \"1.0\");\r\n vert.addUniform(\"u_edgeLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_edgeLUT\", (uniform, params) => {\r\n const edge = params.geometry.asIndexedEdge;\r\n assert(undefined !== edge);\r\n edge.edgeLut.texture.bindSampler(uniform, TextureUnit.EdgeLUT);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_edgeParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_edgeParams\", (uniform, params) => {\r\n const edge = params.geometry.asIndexedEdge;\r\n assert(undefined !== edge);\r\n edgeLutParams[0] = edge.edgeLut.texture.width;\r\n edgeLutParams[1] = edge.edgeLut.texture.height;\r\n edgeLutParams[2] = edge.edgeLut.numSegments;\r\n edgeLutParams[3] = edge.edgeLut.silhouettePadding;\r\n uniform.setUniform4fv(edgeLutParams);\r\n });\r\n });\r\n\r\n vert.set(VertexShaderComponent.ComputeQuantizedPosition, `${initLut}\\n\\n${computeIndexedQuantizedPosition}`);\r\n vert.addInitializer(initializeIndexed);\r\n\r\n addRenderOrder(vert);\r\n addRenderOrderConstants(vert);\r\n builder.addInlineComputedVarying(\"v_renderOrder\", VariableType.Float, computeIndexedRenderOrder);\r\n builder.frag.set(FragmentShaderComponent.OverrideRenderOrder, \"return v_renderOrder;\");\r\n } else {\r\n vert.addInitializer(decodeEndPointAndQuadIndices);\r\n }\r\n\r\n if (isAnimated) {\r\n addAnimation(vert, false);\r\n vert.addInitializer(animateEndPoint);\r\n }\r\n\r\n vert.addGlobal(\"lineCodeEyePos\", VariableType.Vec4);\r\n vert.addGlobal(\"lineCodeDist\", VariableType.Float, \"0.0\");\r\n\r\n addModelToWindowCoordinates(vert); // adds u_mvp, u_viewportTransformation, and sets g_eyeSpace\r\n addProjectionMatrix(vert);\r\n addLineCode(builder, lineCodeArgs);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n builder.addVarying(\"v_lnInfo\", VariableType.Vec4);\r\n addAdjustWidth(vert);\r\n\r\n addViewport(vert);\r\n addModelViewMatrix(vert);\r\n\r\n addLineWeight(vert);\r\n\r\n if (isSilhouette || isIndexed) {\r\n addNormalMatrix(vert);\r\n addFrustum(builder);\r\n vert.addFunction(octDecodeNormal);\r\n vert.set(VertexShaderComponent.CheckForEarlyDiscard, isSilhouette ? checkForSilhouetteDiscardNonIndexed : checkForSilhouetteDiscardIndexed);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createEdgeBuilder(type: EdgeBuilderType, instanced: IsInstanced, isAnimated: IsAnimated, posType: PositionType): ProgramBuilder {\r\n const builder = createBase(type, instanced, isAnimated, posType);\r\n addShaderFlags(builder);\r\n addColor(builder);\r\n addEdgeContrast(builder.vert);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n return builder;\r\n}\r\n"]}
@@ -1,7 +1,7 @@
1
1
  /** @packageDocumentation
2
2
  * @module WebGL
3
3
  */
4
- import { FragmentShaderBuilder, ProgramBuilder, ShaderBuilder } from "../ShaderBuilder";
4
+ import { FragmentShaderBuilder, ProgramBuilder, ShaderBuilder, VertexShaderBuilder } from "../ShaderBuilder";
5
5
  import { FeatureMode, TechniqueFlags } from "../TechniqueFlags";
6
6
  /** @internal */
7
7
  export declare const enum FeatureSymbologyOptions {
@@ -17,6 +17,7 @@ export declare const enum FeatureSymbologyOptions {
17
17
  }
18
18
  /** @internal */
19
19
  export declare function addOvrFlagConstants(builder: ShaderBuilder): void;
20
+ export declare function addFeatureIndex(vert: VertexShaderBuilder): void;
20
21
  export declare function addMaxAlpha(builder: ShaderBuilder): void;
21
22
  /** @internal */
22
23
  export declare function addSurfaceHiliter(builder: ProgramBuilder, wantWeight?: boolean): void;
@@ -1 +1 @@
1
- {"version":3,"file":"FeatureSymbology.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/FeatureSymbology.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EACL,qBAAqB,EAA2B,cAAc,EAAE,aAAa,EAE9E,MAAM,kBAAkB,CAAC;AAC1B,OAAO,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAWhE,gBAAgB;AAChB,0BAAkB,uBAAuB;IACvC,IAAI,IAAI;IACR,MAAM,IAAS;IACf,QAAQ,IAAS;IACjB,YAAY,IAAS;IACrB,KAAK,IAAS;IACd,KAAK,KAAS;IAEd,OAAO,KAA+B;IACtC,KAAK,KAAwC;IAC7C,MAAM,KAAmD;CAC1D;AAED,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAgBhE;AAmOD,wBAAgB,WAAW,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAIxD;AA6DD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,GAAE,OAAe,GAAG,IAAI,CAG5F;AAED,gBAAgB;AAChB,wBAAgB,UAAU,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,GAAE,OAAe,GAAG,IAAI,CAkBrF;AAkBD,gBAAgB;AAChB,eAAO,MAAM,iBAAiB,yLAM7B,CAAC;AAuEF,wBAAgB,uBAAuB,CAAC,OAAO,EAAE,aAAa,QAa7D;AAED,gBAAgB;AAChB,wBAAgB,cAAc,CAAC,OAAO,EAAE,aAAa,QAOpD;AAED,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,aAAa,QAMzD;AAgBD,gBAAgB;AAChB,wBAAgB,YAAY,CAAC,OAAO,EAAE,cAAc,EAAE,aAAa,EAAE,OAAO,QAiB3E;AASD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,cAAc,QA4D/E;AAiED,eAAO,MAAM,eAAe,sOAIzB,CAAC;AAwCJ,gBAAgB;AAChB,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI,CAIpE;AAoBD,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,uBAAuB,GAAG,IAAI,CAoBnH;AAED;;;GAGG;AACH,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,GAAG,IAAI,CAW/D;AAED;;;;;;;;GAQG;AACH,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,cAAc,EAAE,eAAe,EAAE,OAAO,GAAG,IAAI,CA0ClG"}
1
+ {"version":3,"file":"FeatureSymbology.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/FeatureSymbology.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EACL,qBAAqB,EAA2B,cAAc,EAAE,aAAa,EAAmC,mBAAmB,EAEpI,MAAM,kBAAkB,CAAC;AAC1B,OAAO,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAWhE,gBAAgB;AAChB,0BAAkB,uBAAuB;IACvC,IAAI,IAAI;IACR,MAAM,IAAS;IACf,QAAQ,IAAS;IACjB,YAAY,IAAS;IACrB,KAAK,IAAS;IACd,KAAK,KAAS;IAEd,OAAO,KAA+B;IACtC,KAAK,KAAwC;IAC7C,MAAM,KAAmD;CAC1D;AAED,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAkBhE;AAwED,wBAAgB,eAAe,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAK/D;AAsJD,wBAAgB,WAAW,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAIxD;AA6DD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,GAAE,OAAe,GAAG,IAAI,CAG5F;AAED,gBAAgB;AAChB,wBAAgB,UAAU,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,GAAE,OAAe,GAAG,IAAI,CAkBrF;AAkBD,gBAAgB;AAChB,eAAO,MAAM,iBAAiB,yLAM7B,CAAC;AAuEF,wBAAgB,uBAAuB,CAAC,OAAO,EAAE,aAAa,QAc7D;AAED,gBAAgB;AAChB,wBAAgB,cAAc,CAAC,OAAO,EAAE,aAAa,QAOpD;AAED,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,aAAa,QAMzD;AAgBD,gBAAgB;AAChB,wBAAgB,YAAY,CAAC,OAAO,EAAE,cAAc,EAAE,aAAa,EAAE,OAAO,QAiB3E;AASD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,cAAc,QA4D/E;AAkED,eAAO,MAAM,eAAe,sOAIzB,CAAC;AAwCJ,gBAAgB;AAChB,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI,CAIpE;AAoBD,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,uBAAuB,GAAG,IAAI,CAsBnH;AAED;;;GAGG;AACH,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,GAAG,IAAI,CAW/D;AAED;;;;;;;;GAQG;AACH,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,cAAc,EAAE,eAAe,EAAE,OAAO,GAAG,IAAI,CA0ClG"}
@@ -7,7 +7,21 @@
7
7
  * @module WebGL
8
8
  */
9
9
  Object.defineProperty(exports, "__esModule", { value: true });
10
- exports.addUniformFeatureSymbology = exports.addUniformHiliter = exports.addFeatureSymbology = exports.addClassifierFlash = exports.mixFeatureColor = exports.addSurfaceDiscard = exports.addFeatureId = exports.addPixelWidthFactor = exports.addRenderOrder = exports.addRenderOrderConstants = exports.readDepthAndOrder = exports.addHiliter = exports.addSurfaceHiliter = exports.addMaxAlpha = exports.addOvrFlagConstants = void 0;
10
+ exports.mixFeatureColor = exports.readDepthAndOrder = void 0;
11
+ exports.addOvrFlagConstants = addOvrFlagConstants;
12
+ exports.addFeatureIndex = addFeatureIndex;
13
+ exports.addMaxAlpha = addMaxAlpha;
14
+ exports.addSurfaceHiliter = addSurfaceHiliter;
15
+ exports.addHiliter = addHiliter;
16
+ exports.addRenderOrderConstants = addRenderOrderConstants;
17
+ exports.addRenderOrder = addRenderOrder;
18
+ exports.addPixelWidthFactor = addPixelWidthFactor;
19
+ exports.addFeatureId = addFeatureId;
20
+ exports.addSurfaceDiscard = addSurfaceDiscard;
21
+ exports.addClassifierFlash = addClassifierFlash;
22
+ exports.addFeatureSymbology = addFeatureSymbology;
23
+ exports.addUniformHiliter = addUniformHiliter;
24
+ exports.addUniformFeatureSymbology = addUniformFeatureSymbology;
11
25
  const core_bentley_1 = require("@itwin/core-bentley");
12
26
  const RenderFlags_1 = require("../RenderFlags");
13
27
  const Common_1 = require("./Common");
@@ -19,10 +33,10 @@ const Vertex_1 = require("./Vertex");
19
33
  /** @internal */
20
34
  function addOvrFlagConstants(builder) {
21
35
  // NB: These are the bit positions of each flag in OvrFlags enum - not the flag values
22
- builder.addBitFlagConstant("kOvrBit_Visibility", 0);
36
+ builder.addBitFlagConstant("kOvrBit_LineRgb", 0);
23
37
  builder.addBitFlagConstant("kOvrBit_Rgb", 1);
24
38
  builder.addBitFlagConstant("kOvrBit_Alpha", 2);
25
- builder.addBitFlagConstant("kOvrBit_IgnoreMaterial", 3);
39
+ builder.addBitFlagConstant("kOvrBit_LineAlpha", 3);
26
40
  builder.addBitFlagConstant("kOvrBit_Flashed", 4);
27
41
  builder.addBitFlagConstant("kOvrBit_NonLocatable", 5);
28
42
  builder.addBitFlagConstant("kOvrBit_LineCode", 6);
@@ -32,8 +46,9 @@ function addOvrFlagConstants(builder) {
32
46
  builder.addBitFlagConstant("kOvrBit_Emphasized", 1);
33
47
  builder.addBitFlagConstant("kOvrBit_ViewIndependentTransparency", 2);
34
48
  builder.addBitFlagConstant("kOvrBit_InvisibleDuringPick", 3);
49
+ builder.addBitFlagConstant("kOvrBit_Visibility", 4);
50
+ builder.addBitFlagConstant("kOvrBit_IgnoreMaterial", 5);
35
51
  }
36
- exports.addOvrFlagConstants = addOvrFlagConstants;
37
52
  const computeLUTFeatureIndex = `g_featureAndMaterialIndex.xyz`;
38
53
  const computeInstanceFeatureIndex = `g_isAreaPattern ? u_patternFeatureId : a_featureId`;
39
54
  function computeFeatureIndex(vertex) {
@@ -78,9 +93,9 @@ vec4 getFirstFeatureRgba() {
78
93
  }
79
94
  `;
80
95
  const getSecondFeatureRgba = `
81
- vec4 getSecondFeatureRgba() {
96
+ vec4 getSecondFeatureRgba(bool isLinear) {
82
97
  vec2 coord = feature_texCoord;
83
- coord.x += g_feature_stepX;
98
+ coord.x += g_feature_stepX * (isLinear ? 2.0 : 1.0);
84
99
  return TEXTURE(u_featureLUT, coord);
85
100
  }
86
101
  `;
@@ -198,7 +213,7 @@ function addCommon(builder, mode, opts, wantGlobalOvrFlags = true) {
198
213
  });
199
214
  });
200
215
  }
201
- (0, LookupTable_1.addLookupTable)(vert, "feature", "2.0");
216
+ (0, LookupTable_1.addLookupTable)(vert, "feature", "3.0");
202
217
  vert.addGlobal("feature_texCoord", 3 /* VariableType.Vec2 */);
203
218
  vert.addFunction(computeFeatureTextureCoords);
204
219
  vert.addFunction(getFirstFeatureRgba);
@@ -229,7 +244,6 @@ function addMaxAlpha(builder) {
229
244
  const maxAlpha = (255 - minTransparency) / 255;
230
245
  builder.addConstant("s_maxAlpha", 2 /* VariableType.Float */, maxAlpha.toString());
231
246
  }
232
- exports.addMaxAlpha = addMaxAlpha;
233
247
  /** @internal */
234
248
  function addEmphasisFlags(builder) {
235
249
  // Must be kept in sync with EmphasisFlags enum.
@@ -286,7 +300,6 @@ function addSurfaceHiliter(builder, wantWeight = false) {
286
300
  addHiliter(builder, wantWeight);
287
301
  builder.frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computeSurfaceHiliteColor);
288
302
  }
289
- exports.addSurfaceHiliter = addSurfaceHiliter;
290
303
  /** @internal */
291
304
  function addHiliter(builder, wantWeight = false) {
292
305
  let opts = 4 /* FeatureSymbologyOptions.HasOverrides */;
@@ -301,9 +314,8 @@ function addHiliter(builder, wantWeight = false) {
301
314
  addEmphasisFlags(builder.frag);
302
315
  (0, Common_1.addExtractNthBit)(builder.frag);
303
316
  builder.frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computeHiliteColor);
304
- builder.frag.set(16 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
317
+ builder.frag.set(17 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
305
318
  }
306
- exports.addHiliter = addHiliter;
307
319
  function addSamplers(frag, testFeatureId) {
308
320
  if (testFeatureId) {
309
321
  frag.addUniform("u_pickFeatureId", 8 /* VariableType.Sampler2D */, (prog) => {
@@ -396,6 +408,7 @@ const checkForEarlySurfaceDiscardWithFeatureID = `
396
408
  function addRenderOrderConstants(builder) {
397
409
  builder.addConstant("kRenderOrder_BlankingRegion", 2 /* VariableType.Float */, 2 /* RenderOrder.BlankingRegion */.toFixed(1));
398
410
  builder.addConstant("kRenderOrder_Linear", 2 /* VariableType.Float */, 5 /* RenderOrder.Linear */.toFixed(1));
411
+ builder.addConstant("kRenderOrder_PlanarLinear", 2 /* VariableType.Float */, 13 /* RenderOrder.PlanarLinear */.toFixed(1));
399
412
  builder.addConstant("kRenderOrder_Edge", 2 /* VariableType.Float */, 6 /* RenderOrder.Edge */.toFixed(1));
400
413
  builder.addConstant("kRenderOrder_PlanarEdge", 2 /* VariableType.Float */, 14 /* RenderOrder.PlanarEdge */.toFixed(1));
401
414
  builder.addConstant("kRenderOrder_Silhouette", 2 /* VariableType.Float */, 7 /* RenderOrder.Silhouette */.toFixed(1));
@@ -407,7 +420,6 @@ function addRenderOrderConstants(builder) {
407
420
  builder.addConstant("kRenderOrder_PlanarBit", 2 /* VariableType.Float */, 8 /* RenderOrder.PlanarBit */.toFixed(1));
408
421
  builder.addConstant("kRenderOrder_Background", 2 /* VariableType.Float */, 1 /* RenderOrder.Background */.toFixed(1));
409
422
  }
410
- exports.addRenderOrderConstants = addRenderOrderConstants;
411
423
  /** @internal */
412
424
  function addRenderOrder(builder) {
413
425
  builder.addUniform("u_renderOrder", 2 /* VariableType.Float */, (prog) => {
@@ -417,7 +429,6 @@ function addRenderOrder(builder) {
417
429
  });
418
430
  });
419
431
  }
420
- exports.addRenderOrder = addRenderOrder;
421
432
  function addPixelWidthFactor(builder) {
422
433
  builder.addUniform("u_pixelWidthFactor", 2 /* VariableType.Float */, (prog) => {
423
434
  prog.addGraphicUniform("u_pixelWidthFactor", (uniform, params) => {
@@ -425,7 +436,6 @@ function addPixelWidthFactor(builder) {
425
436
  });
426
437
  });
427
438
  }
428
- exports.addPixelWidthFactor = addPixelWidthFactor;
429
439
  function addBatchId(builder) {
430
440
  builder.addUniform("u_batch_id", 5 /* VariableType.Vec4 */, (prog) => {
431
441
  prog.addGraphicUniform("u_batch_id", (uniform, params) => {
@@ -456,7 +466,6 @@ function addFeatureId(builder, computeInFrag) {
456
466
  frag.addInitializer(computeIdFrag);
457
467
  }
458
468
  }
459
- exports.addFeatureId = addFeatureId;
460
469
  // Discard vertex if transparency is less than the display style's transparency threshold, IFF the specific bit is set. The bit is set if:
461
470
  // - Solid Fill or Hidden Line mode; or
462
471
  // - Shaded mode and generating shadow map (sufficiently transparent surfaces receive but do not cast shadows).
@@ -516,7 +525,6 @@ function addSurfaceDiscard(builder, flags) {
516
525
  addRenderOrder(frag);
517
526
  }
518
527
  }
519
- exports.addSurfaceDiscard = addSurfaceDiscard;
520
528
  // bool feature_invisible = false;
521
529
  // vec3 feature_rgb; // if not overridden, .r < 0; else rgb color override
522
530
  // float feature_alpha // alpha if overridden, else < 0
@@ -536,20 +544,21 @@ const computeFeatureOverrides = `
536
544
  v_feature_emphasis = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);
537
545
 
538
546
  float flags = value.x * 256.0;
539
- if (0.0 == flags)
547
+ if (0.0 == flags && 0.0 == emphFlags)
540
548
  return; // nothing overridden for this feature
541
549
 
542
550
  bool nonLocatable = (u_shaderFlags[kShaderBit_IgnoreNonLocatable] ? nthFeatureBitSet(flags, kOvrBit_NonLocatable) : false);
543
551
  v_feature_emphasis += kEmphFlag_NonLocatable * float(nthFeatureBitSet(flags, kOvrBit_NonLocatable));
544
- bool invisible = nthFeatureBitSet(flags, kOvrBit_Visibility);
552
+ bool invisible = nthFeatureBitSet(emphFlags, kOvrBit_Visibility);
545
553
  feature_invisible = invisible || nonLocatable;
546
554
  if (feature_invisible)
547
555
  return;
548
556
 
549
- bool rgbOverridden = nthFeatureBitSet(flags, kOvrBit_Rgb);
550
- bool alphaOverridden = nthFeatureBitSet(flags, kOvrBit_Alpha);
557
+ bool isLinear = u_renderOrder == kRenderOrder_Linear || u_renderOrder == kRenderOrder_PlanarLinear || u_renderOrder == kRenderOrder_PlanarEdge;
558
+ bool rgbOverridden = isLinear ? nthFeatureBitSet(flags, kOvrBit_LineRgb) : nthFeatureBitSet(flags, kOvrBit_Rgb);
559
+ bool alphaOverridden = isLinear ? nthFeatureBitSet(flags, kOvrBit_LineAlpha) : nthFeatureBitSet(flags, kOvrBit_Alpha);
551
560
  if (alphaOverridden || rgbOverridden) {
552
- vec4 rgba = getSecondFeatureRgba();
561
+ vec4 rgba = getSecondFeatureRgba(isLinear);
553
562
  if (rgbOverridden)
554
563
  feature_rgb = rgba.rgb;
555
564
 
@@ -564,7 +573,7 @@ const computeFeatureOverrides = `
564
573
  nthFeatureBitSet(flags, kOvrBit_LineCode),
565
574
  value.z * 256.0);
566
575
 
567
- feature_ignore_material = nthFeatureBitSet(flags, kOvrBit_IgnoreMaterial);
576
+ feature_ignore_material = nthFeatureBitSet(emphFlags, kOvrBit_IgnoreMaterial);
568
577
  use_material = use_material && !feature_ignore_material;
569
578
 
570
579
  v_feature_emphasis += kEmphFlag_Flash * extractNthFeatureBit(flags, kOvrBit_Flashed);
@@ -624,7 +633,6 @@ function addClassifierFlash(frag) {
624
633
  addHiliteSettings(frag, false);
625
634
  frag.addFunction(doClassifierFlash);
626
635
  }
627
- exports.addClassifierFlash = addClassifierFlash;
628
636
  function addFlashIntensity(frag) {
629
637
  frag.addUniform("u_flash_intensity", 2 /* VariableType.Float */, (prog) => {
630
638
  prog.addProgramUniform("u_flash_intensity", (uniform, params) => {
@@ -637,7 +645,7 @@ function addApplyFlash(frag) {
637
645
  addEmphasisFlags(frag);
638
646
  (0, Common_1.addExtractNthBit)(frag);
639
647
  frag.addFunction(doApplyFlash);
640
- frag.set(11 /* FragmentShaderComponent.ApplyFlash */, applyFlash);
648
+ frag.set(12 /* FragmentShaderComponent.ApplyFlash */, applyFlash);
641
649
  addFlashIntensity(frag);
642
650
  }
643
651
  /** @internal */
@@ -653,11 +661,12 @@ function addFeatureSymbology(builder, feat, opts) {
653
661
  vert.addGlobal("feature_viewIndependentTransparency", 0 /* VariableType.Boolean */, "false");
654
662
  addEmphasisFlags(vert);
655
663
  vert.addGlobal("use_material", 0 /* VariableType.Boolean */, "true");
664
+ addRenderOrder(vert);
665
+ addRenderOrderConstants(vert);
656
666
  vert.set(3 /* VertexShaderComponent.ComputeFeatureOverrides */, computeFeatureOverrides);
657
667
  vert.set(7 /* VertexShaderComponent.ApplyFeatureColor */, applyFeatureColor);
658
668
  addApplyFlash(builder.frag);
659
669
  }
660
- exports.addFeatureSymbology = addFeatureSymbology;
661
670
  /** If we're running the hilite shader for a uniform feature, it follows that the feature must be hilited.
662
671
  * So the hilite shader simply needs to output '1' for every fragment.
663
672
  * @internal
@@ -671,9 +680,8 @@ function addUniformHiliter(builder) {
671
680
  addEmphasisFlags(builder.frag);
672
681
  (0, Common_1.addExtractNthBit)(builder.frag);
673
682
  builder.frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computeHiliteColor);
674
- builder.frag.set(16 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
683
+ builder.frag.set(17 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
675
684
  }
676
- exports.addUniformHiliter = addUniformHiliter;
677
685
  /** For a uniform feature table, the feature ID output to pick buffers is equal to the batch ID.
678
686
  * The following symbology overrides are supported:
679
687
  * - Visibility - implcitly, because if the feature is invisible its geometry will never be drawn.
@@ -720,5 +728,4 @@ function addUniformFeatureSymbology(builder, addFeatureColor) {
720
728
  builder.vert.addGlobal("feature_viewIndependentTransparency", 0 /* VariableType.Boolean */, "false");
721
729
  addApplyFlash(builder.frag);
722
730
  }
723
- exports.addUniformFeatureSymbology = addUniformFeatureSymbology;
724
731
  //# sourceMappingURL=FeatureSymbology.js.map
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Pass, RenderOrder, TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariablePrecision, VariableType, VertexShaderBuilder,\r\n VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { FeatureMode, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { addExtractNthBit, addEyeSpace, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, decodeUint24 } from \"./Decode\";\r\nimport { addWindowToTexCoords, assignFragColor, computeLinearDepth } from \"./Fragment\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addAlpha, addLineWeight, replaceLineCode, replaceLineWeight } from \"./Vertex\";\r\nimport { OvrFlags } from \"../../../common/internal/render/OvrFlags\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport const enum FeatureSymbologyOptions {\r\n None = 0,\r\n Weight = 1 << 0,\r\n LineCode = 1 << 1,\r\n HasOverrides = 1 << 2,\r\n Color = 1 << 3,\r\n Alpha = 1 << 4,\r\n\r\n Surface = HasOverrides | Color | Alpha,\r\n Point = HasOverrides | Color | Weight | Alpha,\r\n Linear = HasOverrides | Color | Weight | LineCode | Alpha,\r\n}\r\n\r\n/** @internal */\r\nexport function addOvrFlagConstants(builder: ShaderBuilder): void {\r\n // NB: These are the bit positions of each flag in OvrFlags enum - not the flag values\r\n builder.addBitFlagConstant(\"kOvrBit_Visibility\", 0);\r\n builder.addBitFlagConstant(\"kOvrBit_Rgb\", 1);\r\n builder.addBitFlagConstant(\"kOvrBit_Alpha\", 2);\r\n builder.addBitFlagConstant(\"kOvrBit_IgnoreMaterial\", 3);\r\n builder.addBitFlagConstant(\"kOvrBit_Flashed\", 4);\r\n builder.addBitFlagConstant(\"kOvrBit_NonLocatable\", 5);\r\n builder.addBitFlagConstant(\"kOvrBit_LineCode\", 6);\r\n builder.addBitFlagConstant(\"kOvrBit_Weight\", 7);\r\n\r\n // NB: We treat the 16-bit flags as 2 bytes - so subtract 8 from each of these bit indices.\r\n builder.addBitFlagConstant(\"kOvrBit_Hilited\", 0);\r\n builder.addBitFlagConstant(\"kOvrBit_Emphasized\", 1);\r\n builder.addBitFlagConstant(\"kOvrBit_ViewIndependentTransparency\", 2);\r\n builder.addBitFlagConstant(\"kOvrBit_InvisibleDuringPick\", 3);\r\n}\r\n\r\nconst computeLUTFeatureIndex = `g_featureAndMaterialIndex.xyz`;\r\nconst computeInstanceFeatureIndex = `g_isAreaPattern ? u_patternFeatureId : a_featureId`;\r\nfunction computeFeatureIndex(vertex: VertexShaderBuilder): string {\r\n if (vertex.usesInstancedGeometry) {\r\n vertex.addUniform(\"u_patternFeatureId\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_patternFeatureId\", (uniform, params) => {\r\n const id = params.geometry.asInstanced?.patternFeatureId;\r\n assert(undefined !== id);\r\n if (id)\r\n uniform.setUniform3fv(id);\r\n });\r\n });\r\n\r\n return `g_featureIndex = ${computeInstanceFeatureIndex};`;\r\n }\r\n\r\n return vertex.usesVertexTable ? `g_featureIndex = ${computeLUTFeatureIndex};` : \"\";\r\n}\r\nfunction getFeatureIndex(vertex: VertexShaderBuilder): string {\r\n return `\r\nfloat getFeatureIndex() {\r\n ${computeFeatureIndex(vertex)}\r\n return decodeUInt24(g_featureIndex);\r\n}\r\n`;\r\n}\r\n\r\nconst nthFeatureBitSet = `\r\nbool nthFeatureBitSet(float flags, uint n) {\r\n return 0u == (u_globalOvrFlags & n) && nthBitSet(flags, n);\r\n}\r\n`;\r\n\r\nconst extractNthFeatureBit = `\r\nfloat extractNthFeatureBit(float flags, uint n) {\r\n return 0u == (u_globalOvrFlags & n) && nthBitSet(flags, n) ? 1.0 : 0.0;\r\n}\r\n`;\r\n\r\nconst computeFeatureTextureCoords = `\r\nvec2 computeFeatureTextureCoords() { return compute_feature_coords(getFeatureIndex()); }\r\n`;\r\n\r\nconst getFirstFeatureRgba = `\r\nvec4 getFirstFeatureRgba() {\r\n feature_texCoord = computeFeatureTextureCoords();\r\n return TEXTURE(u_featureLUT, feature_texCoord);\r\n}\r\n`;\r\n\r\nconst getSecondFeatureRgba = `\r\nvec4 getSecondFeatureRgba() {\r\n vec2 coord = feature_texCoord;\r\n coord.x += g_feature_stepX;\r\n return TEXTURE(u_featureLUT, coord);\r\n}\r\n`;\r\n\r\nconst computeLineWeight = `\r\nfloat computeLineWeight() {\r\n return linear_feature_overrides.x > 0.5 ? linear_feature_overrides.y : g_lineWeight;\r\n}\r\n`;\r\n\r\nconst computeLineCode = `\r\nfloat computeLineCode() {\r\n return linear_feature_overrides.z > 0.5 ? linear_feature_overrides.w : g_lineCode;\r\n}\r\n`;\r\n\r\nfunction addFeatureIndex(vert: VertexShaderBuilder): void {\r\n vert.addGlobal(\"g_featureIndex\", VariableType.Vec3);\r\n\r\n vert.addFunction(decodeUint24);\r\n vert.addFunction(getFeatureIndex(vert));\r\n}\r\n\r\n// Discards vertex if feature is invisible; or rendering opaque during translucent pass or vice-versa\r\n// (The latter occurs when some translucent feature is overridden to be opaque, or vice-versa)\r\nconst checkVertexDiscard = `\r\n if (feature_invisible)\r\n return true;\r\n\r\n bool hasAlpha = 1.0 == u_hasAlpha;\r\n if (feature_alpha > 0.0)\r\n hasAlpha = feature_alpha <= s_maxAlpha;\r\n\r\n int discardFlags = u_transparencyDiscardFlags;\r\n bool discardViewIndependentDuringOpaque = discardFlags >= 4;\r\n if (discardViewIndependentDuringOpaque)\r\n discardFlags = discardFlags - 4;\r\n\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool discardTranslucentDuringOpaquePass = 1 == discardFlags || 3 == discardFlags || (feature_viewIndependentTransparency && discardViewIndependentDuringOpaque);\r\n if (isOpaquePass && !discardTranslucentDuringOpaquePass)\r\n return false;\r\n\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n bool discardOpaqueDuringTranslucentPass = 2 == discardFlags || 3 == discardFlags;\r\n if (isTranslucentPass && !discardOpaqueDuringTranslucentPass)\r\n return false;\r\n\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\nfunction addTransparencyDiscardFlags(vert: VertexShaderBuilder) {\r\n // Even when transparency view flag is off, we need to allow features to override transparency, because it\r\n // is used when applying transparency threshold. However, we need to ensure we don't DISCARD transparent stuff during\r\n // opaque pass if transparency is off (see checkVertexDiscard). Especially important for transparency threshold and readPixels().\r\n // Also, if we override raster text to be opaque we must still draw it in the translucent pass.\r\n // Finally, if the transparency override is view-independent (i.e., ignores view flags and render mode) we want to discard it during opaque pass\r\n // unless we're reading pixels.\r\n // So we have a bit field:\r\n // 1: discard translucent during opaque.\r\n // 2: discard opaque during translucent.\r\n // 4: discard view-independent translucent during opaque.\r\n vert.addUniform(\"u_transparencyDiscardFlags\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_transparencyDiscardFlags\", (uniform, params) => {\r\n let flags = 0;\r\n\r\n // Textured surfaces may render in both passes. If so, it's up to fragment shader to handle discard.\r\n const pass = params.geometry.getPass(params.target);\r\n if (!Pass.rendersOpaqueAndTranslucent(pass)) {\r\n // During readPixels() we force transparency off. Make sure to ignore a Branch that turns it back on.\r\n if (!params.target.isReadPixelsInProgress)\r\n flags = params.target.currentViewFlags.transparency ? 1 : 4;\r\n\r\n if (!params.geometry.alwaysRenderTranslucent)\r\n flags += 2;\r\n }\r\n\r\n uniform.setUniform1i(flags);\r\n });\r\n });\r\n}\r\n\r\nfunction addCommon(builder: ProgramBuilder, mode: FeatureMode, opts: FeatureSymbologyOptions, wantGlobalOvrFlags = true): boolean {\r\n if (FeatureMode.None === mode)\r\n return false;\r\n\r\n const vert = builder.vert;\r\n addFeatureIndex(vert);\r\n\r\n const haveOverrides = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.HasOverrides);\r\n if (!haveOverrides) {\r\n // For pick output we must compute g_featureIndex...\r\n if (FeatureMode.Pick === mode)\r\n vert.set(VertexShaderComponent.ComputeFeatureOverrides, computeFeatureIndex(vert));\r\n\r\n return true;\r\n }\r\n\r\n const wantWeight = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Weight);\r\n const wantLineCode = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.LineCode);\r\n const wantColor = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Color);\r\n const wantAlpha = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Alpha);\r\n assert(wantColor || !wantAlpha);\r\n\r\n addExtractNthBit(vert);\r\n addOvrFlagConstants(vert);\r\n\r\n vert.addGlobal(\"linear_feature_overrides\", VariableType.Vec4, \"vec4(0.0)\");\r\n vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n\r\n if (wantWeight || wantLineCode) {\r\n if (wantLineCode)\r\n replaceLineCode(vert, computeLineCode);\r\n\r\n if (wantWeight) {\r\n replaceLineWeight(vert, computeLineWeight);\r\n }\r\n }\r\n\r\n if (wantGlobalOvrFlags) {\r\n const bitmapType = VariableType.Uint;\r\n vert.addFunction(nthFeatureBitSet);\r\n vert.addFunction(extractNthFeatureBit);\r\n\r\n vert.addUniform(\"u_globalOvrFlags\", bitmapType, (prog) => {\r\n prog.addGraphicUniform(\"u_globalOvrFlags\", (uniform, params) => {\r\n let flags = 0.0;\r\n if (params.geometry.isEdge) {\r\n const settings = params.target.currentEdgeSettings;\r\n flags = settings.computeOvrFlags(params.renderPass, params.target.currentViewFlags);\r\n }\r\n\r\n if (!params.geometry.allowColorOverride)\r\n flags |= OvrFlags.Rgba;\r\n\r\n uniform.setUniformBitflags(flags);\r\n });\r\n });\r\n }\r\n\r\n addLookupTable(vert, \"feature\", \"2.0\");\r\n vert.addGlobal(\"feature_texCoord\", VariableType.Vec2);\r\n vert.addFunction(computeFeatureTextureCoords);\r\n vert.addFunction(getFirstFeatureRgba);\r\n\r\n vert.addUniform(\"u_featureLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_featureLUT\", (uniform, params) => {\r\n params.target.uniforms.batch.bindLUT(uniform);\r\n });\r\n });\r\n vert.addUniform(\"u_featureParams\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_featureParams\", (uniform, params) => {\r\n params.target.uniforms.batch.bindLUTParams(uniform);\r\n });\r\n });\r\n\r\n if (wantColor) {\r\n vert.addFunction(getSecondFeatureRgba);\r\n if (wantAlpha) {\r\n addMaxAlpha(vert);\r\n addRenderPass(vert);\r\n addAlpha(vert);\r\n addTransparencyDiscardFlags(vert);\r\n\r\n vert.set(VertexShaderComponent.CheckForDiscard, checkVertexDiscard);\r\n }\r\n }\r\n\r\n return true;\r\n}\r\n\r\nexport function addMaxAlpha(builder: ShaderBuilder): void {\r\n const minTransparency = 15.0; // NB: See DisplayParams.getMinTransparency() - this must match!\r\n const maxAlpha = (255 - minTransparency) / 255;\r\n builder.addConstant(\"s_maxAlpha\", VariableType.Float, maxAlpha.toString());\r\n}\r\n\r\n/** @internal */\r\nfunction addEmphasisFlags(builder: ShaderBuilder): void {\r\n // Must be kept in sync with EmphasisFlags enum.\r\n builder.addBitFlagConstant(\"kEmphBit_Hilite\", 0);\r\n builder.addBitFlagConstant(\"kEmphBit_Emphasize\", 1);\r\n builder.addBitFlagConstant(\"kEmphBit_Flash\", 2);\r\n builder.addBitFlagConstant(\"kEmphBit_NonLocatable\", 3);\r\n builder.addConstant(\"kEmphFlag_Hilite\", VariableType.Float, \"1.0\");\r\n builder.addConstant(\"kEmphFlag_Emphasize\", VariableType.Float, \"2.0\");\r\n builder.addConstant(\"kEmphFlag_Flash\", VariableType.Float, \"4.0\");\r\n builder.addConstant(\"kEmphFlag_NonLocatable\", VariableType.Float, \"8.0\");\r\n}\r\n\r\nfunction addHiliteSettings(frag: FragmentShaderBuilder, wantFlashMode: boolean): void {\r\n frag.addUniform(\"u_hilite_settings\", VariableType.Mat3, (prog) => {\r\n prog.addProgramUniform(\"u_hilite_settings\", (uniform, params) => {\r\n params.target.uniforms.hilite.bindFeatureSettings(uniform);\r\n });\r\n });\r\n\r\n if (wantFlashMode) {\r\n frag.addUniform(\"u_flash_mode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_flash_mode\", (uniform, params) => {\r\n uniform.setUniform1f(params.geometry.getFlashMode(params));\r\n });\r\n });\r\n }\r\n}\r\n\r\n// If feature is not hilited, discard it.\r\nconst checkVertexHiliteDiscard = \"return 0.0 == v_feature_hilited;\";\r\n\r\n// The result is a mask in which each pixel's r=1 if hilited and g=1 if emphasized (and not hilited).\r\nconst computeHiliteColor = `\r\n float flags = floor(v_feature_hilited + 0.5);\r\n float hilited = extractNthBit(flags, kEmphBit_Hilite);\r\n float emphasized = extractNthBit(flags, kEmphBit_Emphasize);\r\n return vec4(hilited, emphasized, 0.0, 0.0);\r\n`;\r\n\r\nconst computeSurfaceHiliteColor = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture) && TEXTURE(s_texture, v_texCoord).a <= 0.15)\r\n return vec4(0.0);\r\n${computeHiliteColor}`;\r\n\r\nconst computeHiliteOverrides = `\r\n vec4 value = getFirstFeatureRgba();\r\n float emphFlags = value.g * 256.0;\r\n v_feature_hilited = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);\r\n`;\r\n\r\nconst computeHiliteOverridesWithWeight = `${computeHiliteOverrides}\r\n float flags = value.r * 256.0;\r\n linear_feature_overrides = vec4(nthFeatureBitSet(flags, kOvrBit_Weight),\r\n value.a * 256.0,\r\n nthFeatureBitSet(flags, kOvrBit_LineCode),\r\n value.b * 256.0);\r\n`;\r\n\r\n/** @internal */\r\nexport function addSurfaceHiliter(builder: ProgramBuilder, wantWeight: boolean = false): void {\r\n addHiliter(builder, wantWeight);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeSurfaceHiliteColor);\r\n}\r\n\r\n/** @internal */\r\nexport function addHiliter(builder: ProgramBuilder, wantWeight: boolean = false): void {\r\n let opts = FeatureSymbologyOptions.HasOverrides;\r\n if (wantWeight)\r\n opts |= FeatureSymbologyOptions.Weight; // hiliter never needs line code or color...\r\n\r\n if (!addCommon(builder, FeatureMode.Overrides, opts, wantWeight))\r\n return;\r\n\r\n builder.addVarying(\"v_feature_hilited\", VariableType.Float);\r\n\r\n addEmphasisFlags(builder.vert);\r\n builder.vert.set(VertexShaderComponent.ComputeFeatureOverrides, wantWeight ? computeHiliteOverridesWithWeight : computeHiliteOverrides);\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, checkVertexHiliteDiscard);\r\n\r\n addEmphasisFlags(builder.frag);\r\n addExtractNthBit(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteColor);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n}\r\n\r\nfunction addSamplers(frag: FragmentShaderBuilder, testFeatureId: boolean) {\r\n if (testFeatureId) {\r\n frag.addUniform(\"u_pickFeatureId\", VariableType.Sampler2D, (prog) => {\r\n prog.addProgramUniform(\"u_pickFeatureId\", (uniform, params) => {\r\n params.target.compositor.featureIds.bindSampler(uniform, TextureUnit.PickFeatureId);\r\n });\r\n }, VariablePrecision.High);\r\n }\r\n\r\n frag.addUniform(\"u_pickDepthAndOrder\", VariableType.Sampler2D, (prog) => {\r\n prog.addProgramUniform(\"u_pickDepthAndOrder\", (uniform, params) => {\r\n params.target.compositor.depthAndOrder.bindSampler(uniform, TextureUnit.PickDepthAndOrder);\r\n });\r\n }, VariablePrecision.High);\r\n}\r\n\r\n/** @internal */\r\nexport const readDepthAndOrder = `\r\nvec2 readDepthAndOrder(vec2 tc) {\r\n vec4 pdo = TEXTURE(u_pickDepthAndOrder, tc);\r\n float order = floor(pdo.x * 16.0 + 0.5);\r\n return vec2(order, decodeDepthRgb(pdo.yzw));\r\n}\r\n`;\r\n\r\nconst checkForEarlySurfaceDiscard = `\r\n float factor = float(u_renderPass <= kRenderPass_Translucent); // never discard during specific passes\r\n float term = 0.0;\r\n\r\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\n vec2 depthAndOrder = readDepthAndOrder(tc);\r\n\r\n float surfaceDepth = computeLinearDepth(v_eyeSpace.z);\r\n term += float(depthAndOrder.x > u_renderOrder && abs(depthAndOrder.y - surfaceDepth) < 4.0e-5);\r\n return factor * term > 0.0;\r\n`;\r\n\r\nconst checkForEarlySurfaceDiscardWithFeatureID = `\r\n // No normals => unlt => reality model => no edges.\r\n if (u_renderPass > kRenderPass_Translucent || u_renderPass == kRenderPass_Layers || !u_surfaceFlags[kSurfaceBitIndex_HasNormals])\r\n return false;\r\n\r\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\n vec2 depthAndOrder = readDepthAndOrder(tc);\r\n\r\n if (depthAndOrder.x <= u_renderOrder)\r\n return false;\r\n\r\n // Calculate depthTolerance for letting edges show through their own surfaces\r\n float perspectiveFrustum = step(kFrustumType_Perspective, u_frustum.z);\r\n vec4 eyeDirAndWidthFactor = mix(vec4(0.0, 0.0, 1.0, u_pixelWidthFactor), vec4(normalize(-v_eyeSpace.xyz), -v_eyeSpace.z * u_pixelWidthFactor), perspectiveFrustum);\r\n vec3 eyeDir = eyeDirAndWidthFactor.xyz;\r\n float dtWidthFactor = eyeDirAndWidthFactor.w;\r\n\r\n // Compute depth tolerance based on angle of triangle to screen\r\n float isSilhouette = float(depthAndOrder.x == kRenderOrder_Silhouette);\r\n float dSq = dot(eyeDir, v_n);\r\n dSq *= 0.5 + 0.4 * (1.0 - isSilhouette);\r\n dSq = dSq * dSq;\r\n dSq = max(dSq, 0.0001);\r\n dSq = min(dSq, 0.999);\r\n\r\n float depthTolerance = dtWidthFactor * v_lineWeight * sqrt((1.0 - dSq) / dSq);\r\n depthTolerance *= 1.0 + .333 * isSilhouette;\r\n\r\n // Make sure stuff behind camera doesn't get pushed in front of it\r\n depthTolerance = max(depthTolerance, 0.0);\r\n\r\n // Convert depthTolerance from eye space to linear depth\r\n depthTolerance /= (u_frustum.y - u_frustum.x);\r\n\r\n float surfaceDepth = computeLinearDepth(v_eyeSpace.z);\r\n float depthDelta = abs(depthAndOrder.y - surfaceDepth);\r\n if (depthDelta > depthTolerance)\r\n return false;\r\n\r\n // Does pick buffer contain same feature?\r\n vec4 featId = TEXTURE(u_pickFeatureId, tc);\r\n\r\n // Converting to ints to test since varying floats can be interpolated incorrectly\r\n ivec4 featId_i = ivec4(featId * 255.0 + 0.5);\r\n ivec4 feature_id_i = ivec4(feature_id * 255.0 + 0.5);\r\n if (featId_i == feature_id_i)\r\n return true;\r\n\r\n // In 2d, display priority controls draw order of different elements.\r\n if (!u_checkInterElementDiscard)\r\n return false;\r\n\r\n // Use a tighter tolerance for two different elements since we're only fighting roundoff error.\r\n return depthDelta <= 4.0e-5;\r\n`;\r\n\r\n// This only adds the constants that are actually used in shader code.\r\nexport function addRenderOrderConstants(builder: ShaderBuilder) {\r\n builder.addConstant(\"kRenderOrder_BlankingRegion\", VariableType.Float, RenderOrder.BlankingRegion.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Linear\", VariableType.Float, RenderOrder.Linear.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Edge\", VariableType.Float, RenderOrder.Edge.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarEdge\", VariableType.Float, RenderOrder.PlanarEdge.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Silhouette\", VariableType.Float, RenderOrder.Silhouette.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarSilhouette\", VariableType.Float, RenderOrder.PlanarSilhouette.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_UnlitSurface\", VariableType.Float, RenderOrder.UnlitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_LitSurface\", VariableType.Float, RenderOrder.LitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarUnlitSurface\", VariableType.Float, RenderOrder.PlanarUnlitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarLitSurface\", VariableType.Float, RenderOrder.PlanarLitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarBit\", VariableType.Float, RenderOrder.PlanarBit.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Background\", VariableType.Float, RenderOrder.Background.toFixed(1));\r\n}\r\n\r\n/** @internal */\r\nexport function addRenderOrder(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_renderOrder\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_renderOrder\", (uniform, params) => {\r\n const order = params.target.drawingBackgroundForReadPixels ? RenderOrder.Background : params.geometry.renderOrder;\r\n uniform.setUniform1f(order);\r\n });\r\n });\r\n}\r\n\r\nexport function addPixelWidthFactor(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_pixelWidthFactor\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_pixelWidthFactor\", (uniform, params) => {\r\n params.target.uniforms.bindPixelWidthFactor(uniform);\r\n });\r\n });\r\n}\r\n\r\nfunction addBatchId(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_batch_id\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_batch_id\", (uniform, params) => {\r\n params.target.uniforms.batch.bindBatchId(uniform);\r\n });\r\n }, VariablePrecision.High);\r\n}\r\n\r\nconst computeIdVert = `v_feature_id = addUInt32s(u_batch_id, vec4(g_featureIndex, 0.0)) / 255.0;`;\r\nconst computeIdFrag = `\r\n vec4 featureIndex = vec4(floor(v_feature_index + 0.5), 0.0);\r\n feature_id = addUInt32s(u_batch_id, featureIndex) / 255.0;\r\n`;\r\n\r\n/** @internal */\r\nexport function addFeatureId(builder: ProgramBuilder, computeInFrag: boolean) {\r\n const vert = builder.vert;\r\n const frag = builder.frag;\r\n frag.addGlobal(\"feature_id\", VariableType.Vec4);\r\n if (!computeInFrag) {\r\n vert.addFunction(addUInt32s);\r\n addBatchId(vert);\r\n builder.addInlineComputedVarying(\"v_feature_id\", VariableType.Vec4, computeIdVert);\r\n\r\n frag.addInitializer(\"feature_id = v_feature_id;\");\r\n } else {\r\n frag.addFunction(addUInt32s);\r\n builder.addInlineComputedVarying(\"v_feature_index\", VariableType.Vec3, \"v_feature_index = g_featureIndex;\");\r\n\r\n addBatchId(frag);\r\n frag.addInitializer(computeIdFrag);\r\n }\r\n}\r\n\r\n// Discard vertex if transparency is less than the display style's transparency threshold, IFF the specific bit is set. The bit is set if:\r\n// - Solid Fill or Hidden Line mode; or\r\n// - Shaded mode and generating shadow map (sufficiently transparent surfaces receive but do not cast shadows).\r\nconst isBelowTransparencyThreshold = `\r\n return v_color.a < u_transparencyThreshold && u_surfaceFlags[kSurfaceBitIndex_TransparencyThreshold];\r\n`;\r\n\r\n/** @internal */\r\nexport function addSurfaceDiscard(builder: ProgramBuilder, flags: TechniqueFlags) {\r\n const feat = flags.featureMode;\r\n const isEdgeTestNeeded = flags.isEdgeTestNeeded;\r\n const isClassified = flags.isClassified;\r\n const computeIdInFrag = !flags.isTranslucent && 0 !== flags.isClassified && FeatureMode.Overrides === feat;\r\n\r\n const frag = builder.frag;\r\n const vert = builder.vert;\r\n\r\n vert.set(VertexShaderComponent.CheckForLateDiscard, isBelowTransparencyThreshold);\r\n vert.addUniform(\"u_transparencyThreshold\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_transparencyThreshold\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.currentTransparencyThreshold);\r\n });\r\n });\r\n\r\n if (isEdgeTestNeeded) {\r\n addWindowToTexCoords(frag);\r\n\r\n if (!flags.isHilite)\r\n addEyeSpace(builder);\r\n\r\n if (FeatureMode.None === feat) {\r\n addSamplers(frag, false);\r\n frag.addFunction(computeLinearDepth);\r\n frag.addFunction(decodeDepthRgb);\r\n frag.addFunction(readDepthAndOrder);\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkForEarlySurfaceDiscard);\r\n } else {\r\n frag.addUniform(\"u_checkInterElementDiscard\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_checkInterElementDiscard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.uniforms.branch.top.is3d ? 1 : 0);\r\n });\r\n });\r\n\r\n addFeatureIndex(vert);\r\n addLineWeight(vert);\r\n\r\n addSamplers(frag, true);\r\n addRenderOrderConstants(frag);\r\n addPixelWidthFactor(frag);\r\n frag.addFunction(computeLinearDepth);\r\n frag.addFunction(decodeDepthRgb);\r\n frag.addFunction(readDepthAndOrder);\r\n\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkForEarlySurfaceDiscardWithFeatureID);\r\n\r\n builder.addInlineComputedVarying(\"v_lineWeight\", VariableType.Float, \"v_lineWeight = computeLineWeight();\");\r\n addFeatureId(builder, computeIdInFrag);\r\n }\r\n\r\n addRenderOrder(frag);\r\n addRenderPass(frag);\r\n } else if (isClassified && FeatureMode.None !== feat) {\r\n addFeatureIndex(vert);\r\n addFeatureId(builder, computeIdInFrag);\r\n\r\n if (!flags.isTranslucent)\r\n addRenderOrder(frag);\r\n }\r\n}\r\n\r\n// bool feature_invisible = false;\r\n// vec3 feature_rgb; // if not overridden, .r < 0; else rgb color override\r\n// float feature_alpha // alpha if overridden, else < 0\r\n// varying float v_feature_emphasis // bitmask - see kEmph_* constants\r\n// vec4 linear_feature_overrides; // x: weight overridden y: weight z: line code overridden w: line code\r\nconst computeFeatureOverrides = `\r\n feature_rgb = vec3(-1.0);\r\n feature_alpha = -1.0;\r\n vec4 value = getFirstFeatureRgba();\r\n\r\n float emphFlags = value.y * 256.0;\r\n if (nthFeatureBitSet(emphFlags, kOvrBit_InvisibleDuringPick)) {\r\n feature_invisible = true;\r\n return;\r\n }\r\n \r\n v_feature_emphasis = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);\r\n\r\n float flags = value.x * 256.0;\r\n if (0.0 == flags)\r\n return; // nothing overridden for this feature\r\n\r\n bool nonLocatable = (u_shaderFlags[kShaderBit_IgnoreNonLocatable] ? nthFeatureBitSet(flags, kOvrBit_NonLocatable) : false);\r\n v_feature_emphasis += kEmphFlag_NonLocatable * float(nthFeatureBitSet(flags, kOvrBit_NonLocatable));\r\n bool invisible = nthFeatureBitSet(flags, kOvrBit_Visibility);\r\n feature_invisible = invisible || nonLocatable;\r\n if (feature_invisible)\r\n return;\r\n\r\n bool rgbOverridden = nthFeatureBitSet(flags, kOvrBit_Rgb);\r\n bool alphaOverridden = nthFeatureBitSet(flags, kOvrBit_Alpha);\r\n if (alphaOverridden || rgbOverridden) {\r\n vec4 rgba = getSecondFeatureRgba();\r\n if (rgbOverridden)\r\n feature_rgb = rgba.rgb;\r\n\r\n if (alphaOverridden) {\r\n feature_alpha = rgba.a;\r\n feature_viewIndependentTransparency = nthFeatureBitSet(emphFlags, kOvrBit_ViewIndependentTransparency);\r\n }\r\n }\r\n\r\n linear_feature_overrides = vec4(nthFeatureBitSet(flags, kOvrBit_Weight),\r\n value.w * 256.0,\r\n nthFeatureBitSet(flags, kOvrBit_LineCode),\r\n value.z * 256.0);\r\n\r\n feature_ignore_material = nthFeatureBitSet(flags, kOvrBit_IgnoreMaterial);\r\n use_material = use_material && !feature_ignore_material;\r\n\r\n v_feature_emphasis += kEmphFlag_Flash * extractNthFeatureBit(flags, kOvrBit_Flashed);\r\n`;\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nconst applyFeatureColor = `\r\n vec3 rgb = mix(baseColor.rgb, feature_rgb.rgb, step(0.0, feature_rgb.r));\r\n float alpha = mix(baseColor.a, feature_alpha, step(0.0, feature_alpha));\r\n return vec4(rgb, alpha);\r\n`;\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature, else mix based on u_overrrideColorMix.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nexport const mixFeatureColor = `\r\n vec3 rgb = mix(baseColor.rgb, mix(baseColor.rgb, feature_rgb.rgb, u_overrideColorMix), step(0.0, feature_rgb.r));\r\n float alpha = mix(baseColor.a, feature_alpha, step(0.0, feature_alpha));\r\n return vec4(rgb, alpha);\r\n `;\r\n\r\nconst applyFlash = `\r\n float flashHilite = floor(v_feature_emphasis + 0.5);\r\n return doApplyFlash(flashHilite, baseColor);\r\n`;\r\n\r\nconst doApplyFlash = `\r\nvec4 doApplyFlash(float flags, vec4 baseColor) {\r\n bool isFlashed = nthBitSet(flags, kEmphBit_Flash);\r\n bool isHilited = nthBitSet(flags, kEmphBit_Hilite);\r\n bool isEmphasized = !isHilited && nthBitSet(flags, kEmphBit_Emphasize);\r\n vec3 hiliteRgb = isEmphasized ? u_hilite_settings[1] : u_hilite_settings[0];\r\n\r\n isHilited = isEmphasized || isHilited;\r\n float hiliteRatio = isHilited ? (isEmphasized ? u_hilite_settings[2][1] : u_hilite_settings[2][0]) : 0.0;\r\n baseColor.rgb = mix(baseColor.rgb, hiliteRgb, hiliteRatio);\r\n\r\n const float maxBrighten = 0.2;\r\n float brighten = isFlashed ? u_flash_intensity * maxBrighten : 0.0;\r\n vec3 brightRgb = baseColor.rgb + brighten;\r\n\r\n const float maxTween = 0.75;\r\n float hiliteFraction = isFlashed ? u_flash_intensity * maxTween : 0.0;\r\n vec3 tweenRgb = baseColor.rgb * (1.0 - hiliteFraction);\r\n tweenRgb += u_hilite_settings[0] * hiliteFraction;\r\n\r\n return vec4(mix(tweenRgb, brightRgb, u_flash_mode), baseColor.a);\r\n}\r\n`;\r\n\r\nconst doClassifierFlash = `\r\nvec4 applyClassifierFlash(vec4 baseColor) {\r\n const float maxBrighten = 0.2;\r\n float brighten = u_flash_intensity * maxBrighten;\r\n vec3 brightRgb = baseColor.rgb + brighten;\r\n return vec4(brightRgb, baseColor.a);\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport function addClassifierFlash(frag: FragmentShaderBuilder): void {\r\n addFlashIntensity(frag);\r\n addHiliteSettings(frag, false);\r\n frag.addFunction(doClassifierFlash);\r\n}\r\n\r\nfunction addFlashIntensity(frag: FragmentShaderBuilder): void {\r\n frag.addUniform(\"u_flash_intensity\", VariableType.Float, (prog) => {\r\n prog.addProgramUniform(\"u_flash_intensity\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.flashIntensity);\r\n });\r\n });\r\n}\r\n\r\nfunction addApplyFlash(frag: FragmentShaderBuilder) {\r\n addHiliteSettings(frag, true);\r\n addEmphasisFlags(frag);\r\n\r\n addExtractNthBit(frag);\r\n frag.addFunction(doApplyFlash);\r\n frag.set(FragmentShaderComponent.ApplyFlash, applyFlash);\r\n addFlashIntensity(frag);\r\n}\r\n\r\n/** @internal */\r\nexport function addFeatureSymbology(builder: ProgramBuilder, feat: FeatureMode, opts: FeatureSymbologyOptions): void {\r\n if (!addCommon(builder, feat, opts) || FeatureSymbologyOptions.None === opts)\r\n return;\r\n\r\n assert((FeatureSymbologyOptions.HasOverrides | FeatureSymbologyOptions.Color) === (opts & (FeatureSymbologyOptions.HasOverrides | FeatureSymbologyOptions.Color)));\r\n\r\n builder.addGlobal(\"feature_rgb\", VariableType.Vec3);\r\n builder.addGlobal(\"feature_alpha\", VariableType.Float);\r\n builder.addVarying(\"v_feature_emphasis\", VariableType.Float);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"feature_invisible\", VariableType.Boolean, \"false\");\r\n vert.addGlobal(\"feature_viewIndependentTransparency\", VariableType.Boolean, \"false\");\r\n\r\n addEmphasisFlags(vert);\r\n vert.addGlobal(\"use_material\", VariableType.Boolean, \"true\");\r\n vert.set(VertexShaderComponent.ComputeFeatureOverrides, computeFeatureOverrides);\r\n vert.set(VertexShaderComponent.ApplyFeatureColor, applyFeatureColor);\r\n\r\n addApplyFlash(builder.frag);\r\n}\r\n\r\n/** If we're running the hilite shader for a uniform feature, it follows that the feature must be hilited.\r\n * So the hilite shader simply needs to output '1' for every fragment.\r\n * @internal\r\n */\r\nexport function addUniformHiliter(builder: ProgramBuilder): void {\r\n builder.frag.addUniform(\"v_feature_hilited\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"v_feature_hilited\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformSymbologyFlags(uniform);\r\n });\r\n });\r\n\r\n addEmphasisFlags(builder.frag);\r\n addExtractNthBit(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteColor);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n}\r\n\r\n/** For a uniform feature table, the feature ID output to pick buffers is equal to the batch ID.\r\n * The following symbology overrides are supported:\r\n * - Visibility - implcitly, because if the feature is invisible its geometry will never be drawn.\r\n * - Flash\r\n * - Hilite\r\n * - Color and Transparency- only for point clouds currently which set addFeatureColor to true.\r\n * This shader could be simplified, but want to share code with the non-uniform versions...hence uniforms/globals with \"v_\" prefix typically used for varyings on no prefix...\r\n * @internal\r\n */\r\nexport function addUniformFeatureSymbology(builder: ProgramBuilder, addFeatureColor: boolean): void {\r\n builder.vert.addGlobal(\"g_featureIndex\", VariableType.Vec3, \"vec3(0.0)\", true);\r\n\r\n builder.frag.addUniform(\"v_feature_emphasis\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"v_feature_emphasis\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformSymbologyFlags(uniform);\r\n });\r\n });\r\n\r\n if (addFeatureColor) {\r\n builder.vert.addUniform(\"feature_rgb\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"feature_rgb\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformColorOverride(uniform);\r\n });\r\n });\r\n\r\n builder.vert.addUniform(\"feature_alpha\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"feature_alpha\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformTransparencyOverride(uniform);\r\n });\r\n });\r\n\r\n builder.vert.set(VertexShaderComponent.ApplyFeatureColor, applyFeatureColor);\r\n addAlpha(builder.vert);\r\n addMaxAlpha(builder.vert);\r\n addRenderPass(builder.vert);\r\n addTransparencyDiscardFlags(builder.vert);\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, checkVertexDiscard);\r\n } else {\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, \"return feature_invisible;\");\r\n }\r\n\r\n // Non-Locatable... Discard if picking\r\n builder.vert.addUniform(\"feature_invisible\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"feature_invisible\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformNonLocatable(uniform, params.target.drawNonLocatable);\r\n });\r\n });\r\n\r\n builder.vert.addGlobal(\"feature_viewIndependentTransparency\", VariableType.Boolean, \"false\");\r\n\r\n addApplyFlash(builder.frag);\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Pass, RenderOrder, TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariablePrecision, VariableType, VertexShaderBuilder,\r\n VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { FeatureMode, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { addExtractNthBit, addEyeSpace, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, decodeUint24 } from \"./Decode\";\r\nimport { addWindowToTexCoords, assignFragColor, computeLinearDepth } from \"./Fragment\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addAlpha, addLineWeight, replaceLineCode, replaceLineWeight } from \"./Vertex\";\r\nimport { OvrFlags } from \"../../../common/internal/render/OvrFlags\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport const enum FeatureSymbologyOptions {\r\n None = 0,\r\n Weight = 1 << 0,\r\n LineCode = 1 << 1,\r\n HasOverrides = 1 << 2,\r\n Color = 1 << 3,\r\n Alpha = 1 << 4,\r\n\r\n Surface = HasOverrides | Color | Alpha,\r\n Point = HasOverrides | Color | Weight | Alpha,\r\n Linear = HasOverrides | Color | Weight | LineCode | Alpha,\r\n}\r\n\r\n/** @internal */\r\nexport function addOvrFlagConstants(builder: ShaderBuilder): void {\r\n // NB: These are the bit positions of each flag in OvrFlags enum - not the flag values\r\n builder.addBitFlagConstant(\"kOvrBit_LineRgb\", 0);\r\n builder.addBitFlagConstant(\"kOvrBit_Rgb\", 1);\r\n builder.addBitFlagConstant(\"kOvrBit_Alpha\", 2);\r\n builder.addBitFlagConstant(\"kOvrBit_LineAlpha\", 3);\r\n builder.addBitFlagConstant(\"kOvrBit_Flashed\", 4);\r\n builder.addBitFlagConstant(\"kOvrBit_NonLocatable\", 5);\r\n builder.addBitFlagConstant(\"kOvrBit_LineCode\", 6);\r\n builder.addBitFlagConstant(\"kOvrBit_Weight\", 7);\r\n\r\n // NB: We treat the 16-bit flags as 2 bytes - so subtract 8 from each of these bit indices.\r\n builder.addBitFlagConstant(\"kOvrBit_Hilited\", 0);\r\n builder.addBitFlagConstant(\"kOvrBit_Emphasized\", 1);\r\n builder.addBitFlagConstant(\"kOvrBit_ViewIndependentTransparency\", 2);\r\n builder.addBitFlagConstant(\"kOvrBit_InvisibleDuringPick\", 3);\r\n builder.addBitFlagConstant(\"kOvrBit_Visibility\", 4);\r\n builder.addBitFlagConstant(\"kOvrBit_IgnoreMaterial\", 5);\r\n}\r\n\r\nconst computeLUTFeatureIndex = `g_featureAndMaterialIndex.xyz`;\r\nconst computeInstanceFeatureIndex = `g_isAreaPattern ? u_patternFeatureId : a_featureId`;\r\nfunction computeFeatureIndex(vertex: VertexShaderBuilder): string {\r\n if (vertex.usesInstancedGeometry) {\r\n vertex.addUniform(\"u_patternFeatureId\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_patternFeatureId\", (uniform, params) => {\r\n const id = params.geometry.asInstanced?.patternFeatureId;\r\n assert(undefined !== id);\r\n if (id)\r\n uniform.setUniform3fv(id);\r\n });\r\n });\r\n\r\n return `g_featureIndex = ${computeInstanceFeatureIndex};`;\r\n }\r\n\r\n return vertex.usesVertexTable ? `g_featureIndex = ${computeLUTFeatureIndex};` : \"\";\r\n}\r\nfunction getFeatureIndex(vertex: VertexShaderBuilder): string {\r\n return `\r\nfloat getFeatureIndex() {\r\n ${computeFeatureIndex(vertex)}\r\n return decodeUInt24(g_featureIndex);\r\n}\r\n`;\r\n}\r\n\r\nconst nthFeatureBitSet = `\r\nbool nthFeatureBitSet(float flags, uint n) {\r\n return 0u == (u_globalOvrFlags & n) && nthBitSet(flags, n);\r\n}\r\n`;\r\n\r\nconst extractNthFeatureBit = `\r\nfloat extractNthFeatureBit(float flags, uint n) {\r\n return 0u == (u_globalOvrFlags & n) && nthBitSet(flags, n) ? 1.0 : 0.0;\r\n}\r\n`;\r\n\r\nconst computeFeatureTextureCoords = `\r\nvec2 computeFeatureTextureCoords() { return compute_feature_coords(getFeatureIndex()); }\r\n`;\r\n\r\nconst getFirstFeatureRgba = `\r\nvec4 getFirstFeatureRgba() {\r\n feature_texCoord = computeFeatureTextureCoords();\r\n return TEXTURE(u_featureLUT, feature_texCoord);\r\n}\r\n`;\r\n\r\nconst getSecondFeatureRgba = `\r\nvec4 getSecondFeatureRgba(bool isLinear) {\r\n vec2 coord = feature_texCoord;\r\n coord.x += g_feature_stepX * (isLinear ? 2.0 : 1.0);\r\n return TEXTURE(u_featureLUT, coord);\r\n}\r\n`;\r\n\r\nconst computeLineWeight = `\r\nfloat computeLineWeight() {\r\n return linear_feature_overrides.x > 0.5 ? linear_feature_overrides.y : g_lineWeight;\r\n}\r\n`;\r\n\r\nconst computeLineCode = `\r\nfloat computeLineCode() {\r\n return linear_feature_overrides.z > 0.5 ? linear_feature_overrides.w : g_lineCode;\r\n}\r\n`;\r\n\r\nexport function addFeatureIndex(vert: VertexShaderBuilder): void {\r\n vert.addGlobal(\"g_featureIndex\", VariableType.Vec3);\r\n\r\n vert.addFunction(decodeUint24);\r\n vert.addFunction(getFeatureIndex(vert));\r\n}\r\n\r\n// Discards vertex if feature is invisible; or rendering opaque during translucent pass or vice-versa\r\n// (The latter occurs when some translucent feature is overridden to be opaque, or vice-versa)\r\nconst checkVertexDiscard = `\r\n if (feature_invisible)\r\n return true;\r\n\r\n bool hasAlpha = 1.0 == u_hasAlpha;\r\n if (feature_alpha > 0.0)\r\n hasAlpha = feature_alpha <= s_maxAlpha;\r\n\r\n int discardFlags = u_transparencyDiscardFlags;\r\n bool discardViewIndependentDuringOpaque = discardFlags >= 4;\r\n if (discardViewIndependentDuringOpaque)\r\n discardFlags = discardFlags - 4;\r\n\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool discardTranslucentDuringOpaquePass = 1 == discardFlags || 3 == discardFlags || (feature_viewIndependentTransparency && discardViewIndependentDuringOpaque);\r\n if (isOpaquePass && !discardTranslucentDuringOpaquePass)\r\n return false;\r\n\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n bool discardOpaqueDuringTranslucentPass = 2 == discardFlags || 3 == discardFlags;\r\n if (isTranslucentPass && !discardOpaqueDuringTranslucentPass)\r\n return false;\r\n\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\nfunction addTransparencyDiscardFlags(vert: VertexShaderBuilder) {\r\n // Even when transparency view flag is off, we need to allow features to override transparency, because it\r\n // is used when applying transparency threshold. However, we need to ensure we don't DISCARD transparent stuff during\r\n // opaque pass if transparency is off (see checkVertexDiscard). Especially important for transparency threshold and readPixels().\r\n // Also, if we override raster text to be opaque we must still draw it in the translucent pass.\r\n // Finally, if the transparency override is view-independent (i.e., ignores view flags and render mode) we want to discard it during opaque pass\r\n // unless we're reading pixels.\r\n // So we have a bit field:\r\n // 1: discard translucent during opaque.\r\n // 2: discard opaque during translucent.\r\n // 4: discard view-independent translucent during opaque.\r\n vert.addUniform(\"u_transparencyDiscardFlags\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_transparencyDiscardFlags\", (uniform, params) => {\r\n let flags = 0;\r\n\r\n // Textured surfaces may render in both passes. If so, it's up to fragment shader to handle discard.\r\n const pass = params.geometry.getPass(params.target);\r\n if (!Pass.rendersOpaqueAndTranslucent(pass)) {\r\n // During readPixels() we force transparency off. Make sure to ignore a Branch that turns it back on.\r\n if (!params.target.isReadPixelsInProgress)\r\n flags = params.target.currentViewFlags.transparency ? 1 : 4;\r\n\r\n if (!params.geometry.alwaysRenderTranslucent)\r\n flags += 2;\r\n }\r\n\r\n uniform.setUniform1i(flags);\r\n });\r\n });\r\n}\r\n\r\nfunction addCommon(builder: ProgramBuilder, mode: FeatureMode, opts: FeatureSymbologyOptions, wantGlobalOvrFlags = true): boolean {\r\n if (FeatureMode.None === mode)\r\n return false;\r\n\r\n const vert = builder.vert;\r\n addFeatureIndex(vert);\r\n\r\n const haveOverrides = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.HasOverrides);\r\n if (!haveOverrides) {\r\n // For pick output we must compute g_featureIndex...\r\n if (FeatureMode.Pick === mode)\r\n vert.set(VertexShaderComponent.ComputeFeatureOverrides, computeFeatureIndex(vert));\r\n\r\n return true;\r\n }\r\n\r\n const wantWeight = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Weight);\r\n const wantLineCode = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.LineCode);\r\n const wantColor = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Color);\r\n const wantAlpha = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Alpha);\r\n assert(wantColor || !wantAlpha);\r\n\r\n addExtractNthBit(vert);\r\n addOvrFlagConstants(vert);\r\n\r\n vert.addGlobal(\"linear_feature_overrides\", VariableType.Vec4, \"vec4(0.0)\");\r\n vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n\r\n if (wantWeight || wantLineCode) {\r\n if (wantLineCode)\r\n replaceLineCode(vert, computeLineCode);\r\n\r\n if (wantWeight) {\r\n replaceLineWeight(vert, computeLineWeight);\r\n }\r\n }\r\n\r\n if (wantGlobalOvrFlags) {\r\n const bitmapType = VariableType.Uint;\r\n vert.addFunction(nthFeatureBitSet);\r\n vert.addFunction(extractNthFeatureBit);\r\n\r\n vert.addUniform(\"u_globalOvrFlags\", bitmapType, (prog) => {\r\n prog.addGraphicUniform(\"u_globalOvrFlags\", (uniform, params) => {\r\n let flags = 0.0;\r\n if (params.geometry.isEdge) {\r\n const settings = params.target.currentEdgeSettings;\r\n flags = settings.computeOvrFlags(params.renderPass, params.target.currentViewFlags);\r\n }\r\n\r\n if (!params.geometry.allowColorOverride)\r\n flags |= OvrFlags.Rgba;\r\n\r\n uniform.setUniformBitflags(flags);\r\n });\r\n });\r\n }\r\n\r\n addLookupTable(vert, \"feature\", \"3.0\");\r\n vert.addGlobal(\"feature_texCoord\", VariableType.Vec2);\r\n vert.addFunction(computeFeatureTextureCoords);\r\n vert.addFunction(getFirstFeatureRgba);\r\n\r\n vert.addUniform(\"u_featureLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_featureLUT\", (uniform, params) => {\r\n params.target.uniforms.batch.bindLUT(uniform);\r\n });\r\n });\r\n vert.addUniform(\"u_featureParams\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_featureParams\", (uniform, params) => {\r\n params.target.uniforms.batch.bindLUTParams(uniform);\r\n });\r\n });\r\n\r\n if (wantColor) {\r\n vert.addFunction(getSecondFeatureRgba);\r\n if (wantAlpha) {\r\n addMaxAlpha(vert);\r\n addRenderPass(vert);\r\n addAlpha(vert);\r\n addTransparencyDiscardFlags(vert);\r\n\r\n vert.set(VertexShaderComponent.CheckForDiscard, checkVertexDiscard);\r\n }\r\n }\r\n\r\n return true;\r\n}\r\n\r\nexport function addMaxAlpha(builder: ShaderBuilder): void {\r\n const minTransparency = 15.0; // NB: See DisplayParams.getMinTransparency() - this must match!\r\n const maxAlpha = (255 - minTransparency) / 255;\r\n builder.addConstant(\"s_maxAlpha\", VariableType.Float, maxAlpha.toString());\r\n}\r\n\r\n/** @internal */\r\nfunction addEmphasisFlags(builder: ShaderBuilder): void {\r\n // Must be kept in sync with EmphasisFlags enum.\r\n builder.addBitFlagConstant(\"kEmphBit_Hilite\", 0);\r\n builder.addBitFlagConstant(\"kEmphBit_Emphasize\", 1);\r\n builder.addBitFlagConstant(\"kEmphBit_Flash\", 2);\r\n builder.addBitFlagConstant(\"kEmphBit_NonLocatable\", 3);\r\n builder.addConstant(\"kEmphFlag_Hilite\", VariableType.Float, \"1.0\");\r\n builder.addConstant(\"kEmphFlag_Emphasize\", VariableType.Float, \"2.0\");\r\n builder.addConstant(\"kEmphFlag_Flash\", VariableType.Float, \"4.0\");\r\n builder.addConstant(\"kEmphFlag_NonLocatable\", VariableType.Float, \"8.0\");\r\n}\r\n\r\nfunction addHiliteSettings(frag: FragmentShaderBuilder, wantFlashMode: boolean): void {\r\n frag.addUniform(\"u_hilite_settings\", VariableType.Mat3, (prog) => {\r\n prog.addProgramUniform(\"u_hilite_settings\", (uniform, params) => {\r\n params.target.uniforms.hilite.bindFeatureSettings(uniform);\r\n });\r\n });\r\n\r\n if (wantFlashMode) {\r\n frag.addUniform(\"u_flash_mode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_flash_mode\", (uniform, params) => {\r\n uniform.setUniform1f(params.geometry.getFlashMode(params));\r\n });\r\n });\r\n }\r\n}\r\n\r\n// If feature is not hilited, discard it.\r\nconst checkVertexHiliteDiscard = \"return 0.0 == v_feature_hilited;\";\r\n\r\n// The result is a mask in which each pixel's r=1 if hilited and g=1 if emphasized (and not hilited).\r\nconst computeHiliteColor = `\r\n float flags = floor(v_feature_hilited + 0.5);\r\n float hilited = extractNthBit(flags, kEmphBit_Hilite);\r\n float emphasized = extractNthBit(flags, kEmphBit_Emphasize);\r\n return vec4(hilited, emphasized, 0.0, 0.0);\r\n`;\r\n\r\nconst computeSurfaceHiliteColor = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture) && TEXTURE(s_texture, v_texCoord).a <= 0.15)\r\n return vec4(0.0);\r\n${computeHiliteColor}`;\r\n\r\nconst computeHiliteOverrides = `\r\n vec4 value = getFirstFeatureRgba();\r\n float emphFlags = value.g * 256.0;\r\n v_feature_hilited = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);\r\n`;\r\n\r\nconst computeHiliteOverridesWithWeight = `${computeHiliteOverrides}\r\n float flags = value.r * 256.0;\r\n linear_feature_overrides = vec4(nthFeatureBitSet(flags, kOvrBit_Weight),\r\n value.a * 256.0,\r\n nthFeatureBitSet(flags, kOvrBit_LineCode),\r\n value.b * 256.0);\r\n`;\r\n\r\n/** @internal */\r\nexport function addSurfaceHiliter(builder: ProgramBuilder, wantWeight: boolean = false): void {\r\n addHiliter(builder, wantWeight);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeSurfaceHiliteColor);\r\n}\r\n\r\n/** @internal */\r\nexport function addHiliter(builder: ProgramBuilder, wantWeight: boolean = false): void {\r\n let opts = FeatureSymbologyOptions.HasOverrides;\r\n if (wantWeight)\r\n opts |= FeatureSymbologyOptions.Weight; // hiliter never needs line code or color...\r\n\r\n if (!addCommon(builder, FeatureMode.Overrides, opts, wantWeight))\r\n return;\r\n\r\n builder.addVarying(\"v_feature_hilited\", VariableType.Float);\r\n\r\n addEmphasisFlags(builder.vert);\r\n builder.vert.set(VertexShaderComponent.ComputeFeatureOverrides, wantWeight ? computeHiliteOverridesWithWeight : computeHiliteOverrides);\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, checkVertexHiliteDiscard);\r\n\r\n addEmphasisFlags(builder.frag);\r\n addExtractNthBit(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteColor);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n}\r\n\r\nfunction addSamplers(frag: FragmentShaderBuilder, testFeatureId: boolean) {\r\n if (testFeatureId) {\r\n frag.addUniform(\"u_pickFeatureId\", VariableType.Sampler2D, (prog) => {\r\n prog.addProgramUniform(\"u_pickFeatureId\", (uniform, params) => {\r\n params.target.compositor.featureIds.bindSampler(uniform, TextureUnit.PickFeatureId);\r\n });\r\n }, VariablePrecision.High);\r\n }\r\n\r\n frag.addUniform(\"u_pickDepthAndOrder\", VariableType.Sampler2D, (prog) => {\r\n prog.addProgramUniform(\"u_pickDepthAndOrder\", (uniform, params) => {\r\n params.target.compositor.depthAndOrder.bindSampler(uniform, TextureUnit.PickDepthAndOrder);\r\n });\r\n }, VariablePrecision.High);\r\n}\r\n\r\n/** @internal */\r\nexport const readDepthAndOrder = `\r\nvec2 readDepthAndOrder(vec2 tc) {\r\n vec4 pdo = TEXTURE(u_pickDepthAndOrder, tc);\r\n float order = floor(pdo.x * 16.0 + 0.5);\r\n return vec2(order, decodeDepthRgb(pdo.yzw));\r\n}\r\n`;\r\n\r\nconst checkForEarlySurfaceDiscard = `\r\n float factor = float(u_renderPass <= kRenderPass_Translucent); // never discard during specific passes\r\n float term = 0.0;\r\n\r\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\n vec2 depthAndOrder = readDepthAndOrder(tc);\r\n\r\n float surfaceDepth = computeLinearDepth(v_eyeSpace.z);\r\n term += float(depthAndOrder.x > u_renderOrder && abs(depthAndOrder.y - surfaceDepth) < 4.0e-5);\r\n return factor * term > 0.0;\r\n`;\r\n\r\nconst checkForEarlySurfaceDiscardWithFeatureID = `\r\n // No normals => unlt => reality model => no edges.\r\n if (u_renderPass > kRenderPass_Translucent || u_renderPass == kRenderPass_Layers || !u_surfaceFlags[kSurfaceBitIndex_HasNormals])\r\n return false;\r\n\r\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\n vec2 depthAndOrder = readDepthAndOrder(tc);\r\n\r\n if (depthAndOrder.x <= u_renderOrder)\r\n return false;\r\n\r\n // Calculate depthTolerance for letting edges show through their own surfaces\r\n float perspectiveFrustum = step(kFrustumType_Perspective, u_frustum.z);\r\n vec4 eyeDirAndWidthFactor = mix(vec4(0.0, 0.0, 1.0, u_pixelWidthFactor), vec4(normalize(-v_eyeSpace.xyz), -v_eyeSpace.z * u_pixelWidthFactor), perspectiveFrustum);\r\n vec3 eyeDir = eyeDirAndWidthFactor.xyz;\r\n float dtWidthFactor = eyeDirAndWidthFactor.w;\r\n\r\n // Compute depth tolerance based on angle of triangle to screen\r\n float isSilhouette = float(depthAndOrder.x == kRenderOrder_Silhouette);\r\n float dSq = dot(eyeDir, v_n);\r\n dSq *= 0.5 + 0.4 * (1.0 - isSilhouette);\r\n dSq = dSq * dSq;\r\n dSq = max(dSq, 0.0001);\r\n dSq = min(dSq, 0.999);\r\n\r\n float depthTolerance = dtWidthFactor * v_lineWeight * sqrt((1.0 - dSq) / dSq);\r\n depthTolerance *= 1.0 + .333 * isSilhouette;\r\n\r\n // Make sure stuff behind camera doesn't get pushed in front of it\r\n depthTolerance = max(depthTolerance, 0.0);\r\n\r\n // Convert depthTolerance from eye space to linear depth\r\n depthTolerance /= (u_frustum.y - u_frustum.x);\r\n\r\n float surfaceDepth = computeLinearDepth(v_eyeSpace.z);\r\n float depthDelta = abs(depthAndOrder.y - surfaceDepth);\r\n if (depthDelta > depthTolerance)\r\n return false;\r\n\r\n // Does pick buffer contain same feature?\r\n vec4 featId = TEXTURE(u_pickFeatureId, tc);\r\n\r\n // Converting to ints to test since varying floats can be interpolated incorrectly\r\n ivec4 featId_i = ivec4(featId * 255.0 + 0.5);\r\n ivec4 feature_id_i = ivec4(feature_id * 255.0 + 0.5);\r\n if (featId_i == feature_id_i)\r\n return true;\r\n\r\n // In 2d, display priority controls draw order of different elements.\r\n if (!u_checkInterElementDiscard)\r\n return false;\r\n\r\n // Use a tighter tolerance for two different elements since we're only fighting roundoff error.\r\n return depthDelta <= 4.0e-5;\r\n`;\r\n\r\n// This only adds the constants that are actually used in shader code.\r\nexport function addRenderOrderConstants(builder: ShaderBuilder) {\r\n builder.addConstant(\"kRenderOrder_BlankingRegion\", VariableType.Float, RenderOrder.BlankingRegion.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Linear\", VariableType.Float, RenderOrder.Linear.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarLinear\", VariableType.Float, RenderOrder.PlanarLinear.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Edge\", VariableType.Float, RenderOrder.Edge.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarEdge\", VariableType.Float, RenderOrder.PlanarEdge.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Silhouette\", VariableType.Float, RenderOrder.Silhouette.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarSilhouette\", VariableType.Float, RenderOrder.PlanarSilhouette.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_UnlitSurface\", VariableType.Float, RenderOrder.UnlitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_LitSurface\", VariableType.Float, RenderOrder.LitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarUnlitSurface\", VariableType.Float, RenderOrder.PlanarUnlitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarLitSurface\", VariableType.Float, RenderOrder.PlanarLitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarBit\", VariableType.Float, RenderOrder.PlanarBit.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Background\", VariableType.Float, RenderOrder.Background.toFixed(1));\r\n}\r\n\r\n/** @internal */\r\nexport function addRenderOrder(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_renderOrder\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_renderOrder\", (uniform, params) => {\r\n const order = params.target.drawingBackgroundForReadPixels ? RenderOrder.Background : params.geometry.renderOrder;\r\n uniform.setUniform1f(order);\r\n });\r\n });\r\n}\r\n\r\nexport function addPixelWidthFactor(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_pixelWidthFactor\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_pixelWidthFactor\", (uniform, params) => {\r\n params.target.uniforms.bindPixelWidthFactor(uniform);\r\n });\r\n });\r\n}\r\n\r\nfunction addBatchId(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_batch_id\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_batch_id\", (uniform, params) => {\r\n params.target.uniforms.batch.bindBatchId(uniform);\r\n });\r\n }, VariablePrecision.High);\r\n}\r\n\r\nconst computeIdVert = `v_feature_id = addUInt32s(u_batch_id, vec4(g_featureIndex, 0.0)) / 255.0;`;\r\nconst computeIdFrag = `\r\n vec4 featureIndex = vec4(floor(v_feature_index + 0.5), 0.0);\r\n feature_id = addUInt32s(u_batch_id, featureIndex) / 255.0;\r\n`;\r\n\r\n/** @internal */\r\nexport function addFeatureId(builder: ProgramBuilder, computeInFrag: boolean) {\r\n const vert = builder.vert;\r\n const frag = builder.frag;\r\n frag.addGlobal(\"feature_id\", VariableType.Vec4);\r\n if (!computeInFrag) {\r\n vert.addFunction(addUInt32s);\r\n addBatchId(vert);\r\n builder.addInlineComputedVarying(\"v_feature_id\", VariableType.Vec4, computeIdVert);\r\n\r\n frag.addInitializer(\"feature_id = v_feature_id;\");\r\n } else {\r\n frag.addFunction(addUInt32s);\r\n builder.addInlineComputedVarying(\"v_feature_index\", VariableType.Vec3, \"v_feature_index = g_featureIndex;\");\r\n\r\n addBatchId(frag);\r\n frag.addInitializer(computeIdFrag);\r\n }\r\n}\r\n\r\n// Discard vertex if transparency is less than the display style's transparency threshold, IFF the specific bit is set. The bit is set if:\r\n// - Solid Fill or Hidden Line mode; or\r\n// - Shaded mode and generating shadow map (sufficiently transparent surfaces receive but do not cast shadows).\r\nconst isBelowTransparencyThreshold = `\r\n return v_color.a < u_transparencyThreshold && u_surfaceFlags[kSurfaceBitIndex_TransparencyThreshold];\r\n`;\r\n\r\n/** @internal */\r\nexport function addSurfaceDiscard(builder: ProgramBuilder, flags: TechniqueFlags) {\r\n const feat = flags.featureMode;\r\n const isEdgeTestNeeded = flags.isEdgeTestNeeded;\r\n const isClassified = flags.isClassified;\r\n const computeIdInFrag = !flags.isTranslucent && 0 !== flags.isClassified && FeatureMode.Overrides === feat;\r\n\r\n const frag = builder.frag;\r\n const vert = builder.vert;\r\n\r\n vert.set(VertexShaderComponent.CheckForLateDiscard, isBelowTransparencyThreshold);\r\n vert.addUniform(\"u_transparencyThreshold\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_transparencyThreshold\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.currentTransparencyThreshold);\r\n });\r\n });\r\n\r\n if (isEdgeTestNeeded) {\r\n addWindowToTexCoords(frag);\r\n\r\n if (!flags.isHilite)\r\n addEyeSpace(builder);\r\n\r\n if (FeatureMode.None === feat) {\r\n addSamplers(frag, false);\r\n frag.addFunction(computeLinearDepth);\r\n frag.addFunction(decodeDepthRgb);\r\n frag.addFunction(readDepthAndOrder);\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkForEarlySurfaceDiscard);\r\n } else {\r\n frag.addUniform(\"u_checkInterElementDiscard\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_checkInterElementDiscard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.uniforms.branch.top.is3d ? 1 : 0);\r\n });\r\n });\r\n\r\n addFeatureIndex(vert);\r\n addLineWeight(vert);\r\n\r\n addSamplers(frag, true);\r\n addRenderOrderConstants(frag);\r\n addPixelWidthFactor(frag);\r\n frag.addFunction(computeLinearDepth);\r\n frag.addFunction(decodeDepthRgb);\r\n frag.addFunction(readDepthAndOrder);\r\n\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkForEarlySurfaceDiscardWithFeatureID);\r\n\r\n builder.addInlineComputedVarying(\"v_lineWeight\", VariableType.Float, \"v_lineWeight = computeLineWeight();\");\r\n addFeatureId(builder, computeIdInFrag);\r\n }\r\n\r\n addRenderOrder(frag);\r\n addRenderPass(frag);\r\n } else if (isClassified && FeatureMode.None !== feat) {\r\n addFeatureIndex(vert);\r\n addFeatureId(builder, computeIdInFrag);\r\n\r\n if (!flags.isTranslucent)\r\n addRenderOrder(frag);\r\n }\r\n}\r\n\r\n// bool feature_invisible = false;\r\n// vec3 feature_rgb; // if not overridden, .r < 0; else rgb color override\r\n// float feature_alpha // alpha if overridden, else < 0\r\n// varying float v_feature_emphasis // bitmask - see kEmph_* constants\r\n// vec4 linear_feature_overrides; // x: weight overridden y: weight z: line code overridden w: line code\r\nconst computeFeatureOverrides = `\r\n feature_rgb = vec3(-1.0);\r\n feature_alpha = -1.0;\r\n vec4 value = getFirstFeatureRgba();\r\n\r\n float emphFlags = value.y * 256.0;\r\n if (nthFeatureBitSet(emphFlags, kOvrBit_InvisibleDuringPick)) {\r\n feature_invisible = true;\r\n return;\r\n }\r\n \r\n v_feature_emphasis = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);\r\n\r\n float flags = value.x * 256.0;\r\n if (0.0 == flags && 0.0 == emphFlags)\r\n return; // nothing overridden for this feature\r\n\r\n bool nonLocatable = (u_shaderFlags[kShaderBit_IgnoreNonLocatable] ? nthFeatureBitSet(flags, kOvrBit_NonLocatable) : false);\r\n v_feature_emphasis += kEmphFlag_NonLocatable * float(nthFeatureBitSet(flags, kOvrBit_NonLocatable));\r\n bool invisible = nthFeatureBitSet(emphFlags, kOvrBit_Visibility);\r\n feature_invisible = invisible || nonLocatable;\r\n if (feature_invisible)\r\n return;\r\n\r\n bool isLinear = u_renderOrder == kRenderOrder_Linear || u_renderOrder == kRenderOrder_PlanarLinear || u_renderOrder == kRenderOrder_PlanarEdge;\r\n bool rgbOverridden = isLinear ? nthFeatureBitSet(flags, kOvrBit_LineRgb) : nthFeatureBitSet(flags, kOvrBit_Rgb);\r\n bool alphaOverridden = isLinear ? nthFeatureBitSet(flags, kOvrBit_LineAlpha) : nthFeatureBitSet(flags, kOvrBit_Alpha);\r\n if (alphaOverridden || rgbOverridden) {\r\n vec4 rgba = getSecondFeatureRgba(isLinear);\r\n if (rgbOverridden)\r\n feature_rgb = rgba.rgb;\r\n\r\n if (alphaOverridden) {\r\n feature_alpha = rgba.a;\r\n feature_viewIndependentTransparency = nthFeatureBitSet(emphFlags, kOvrBit_ViewIndependentTransparency);\r\n }\r\n }\r\n\r\n linear_feature_overrides = vec4(nthFeatureBitSet(flags, kOvrBit_Weight),\r\n value.w * 256.0,\r\n nthFeatureBitSet(flags, kOvrBit_LineCode),\r\n value.z * 256.0);\r\n\r\n feature_ignore_material = nthFeatureBitSet(emphFlags, kOvrBit_IgnoreMaterial);\r\n use_material = use_material && !feature_ignore_material;\r\n\r\n v_feature_emphasis += kEmphFlag_Flash * extractNthFeatureBit(flags, kOvrBit_Flashed);\r\n`;\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nconst applyFeatureColor = `\r\n vec3 rgb = mix(baseColor.rgb, feature_rgb.rgb, step(0.0, feature_rgb.r));\r\n float alpha = mix(baseColor.a, feature_alpha, step(0.0, feature_alpha));\r\n return vec4(rgb, alpha);\r\n`;\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature, else mix based on u_overrrideColorMix.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nexport const mixFeatureColor = `\r\n vec3 rgb = mix(baseColor.rgb, mix(baseColor.rgb, feature_rgb.rgb, u_overrideColorMix), step(0.0, feature_rgb.r));\r\n float alpha = mix(baseColor.a, feature_alpha, step(0.0, feature_alpha));\r\n return vec4(rgb, alpha);\r\n `;\r\n\r\nconst applyFlash = `\r\n float flashHilite = floor(v_feature_emphasis + 0.5);\r\n return doApplyFlash(flashHilite, baseColor);\r\n`;\r\n\r\nconst doApplyFlash = `\r\nvec4 doApplyFlash(float flags, vec4 baseColor) {\r\n bool isFlashed = nthBitSet(flags, kEmphBit_Flash);\r\n bool isHilited = nthBitSet(flags, kEmphBit_Hilite);\r\n bool isEmphasized = !isHilited && nthBitSet(flags, kEmphBit_Emphasize);\r\n vec3 hiliteRgb = isEmphasized ? u_hilite_settings[1] : u_hilite_settings[0];\r\n\r\n isHilited = isEmphasized || isHilited;\r\n float hiliteRatio = isHilited ? (isEmphasized ? u_hilite_settings[2][1] : u_hilite_settings[2][0]) : 0.0;\r\n baseColor.rgb = mix(baseColor.rgb, hiliteRgb, hiliteRatio);\r\n\r\n const float maxBrighten = 0.2;\r\n float brighten = isFlashed ? u_flash_intensity * maxBrighten : 0.0;\r\n vec3 brightRgb = baseColor.rgb + brighten;\r\n\r\n const float maxTween = 0.75;\r\n float hiliteFraction = isFlashed ? u_flash_intensity * maxTween : 0.0;\r\n vec3 tweenRgb = baseColor.rgb * (1.0 - hiliteFraction);\r\n tweenRgb += u_hilite_settings[0] * hiliteFraction;\r\n\r\n return vec4(mix(tweenRgb, brightRgb, u_flash_mode), baseColor.a);\r\n}\r\n`;\r\n\r\nconst doClassifierFlash = `\r\nvec4 applyClassifierFlash(vec4 baseColor) {\r\n const float maxBrighten = 0.2;\r\n float brighten = u_flash_intensity * maxBrighten;\r\n vec3 brightRgb = baseColor.rgb + brighten;\r\n return vec4(brightRgb, baseColor.a);\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport function addClassifierFlash(frag: FragmentShaderBuilder): void {\r\n addFlashIntensity(frag);\r\n addHiliteSettings(frag, false);\r\n frag.addFunction(doClassifierFlash);\r\n}\r\n\r\nfunction addFlashIntensity(frag: FragmentShaderBuilder): void {\r\n frag.addUniform(\"u_flash_intensity\", VariableType.Float, (prog) => {\r\n prog.addProgramUniform(\"u_flash_intensity\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.flashIntensity);\r\n });\r\n });\r\n}\r\n\r\nfunction addApplyFlash(frag: FragmentShaderBuilder) {\r\n addHiliteSettings(frag, true);\r\n addEmphasisFlags(frag);\r\n\r\n addExtractNthBit(frag);\r\n frag.addFunction(doApplyFlash);\r\n frag.set(FragmentShaderComponent.ApplyFlash, applyFlash);\r\n addFlashIntensity(frag);\r\n}\r\n\r\n/** @internal */\r\nexport function addFeatureSymbology(builder: ProgramBuilder, feat: FeatureMode, opts: FeatureSymbologyOptions): void {\r\n if (!addCommon(builder, feat, opts) || FeatureSymbologyOptions.None === opts)\r\n return;\r\n\r\n assert((FeatureSymbologyOptions.HasOverrides | FeatureSymbologyOptions.Color) === (opts & (FeatureSymbologyOptions.HasOverrides | FeatureSymbologyOptions.Color)));\r\n\r\n builder.addGlobal(\"feature_rgb\", VariableType.Vec3);\r\n builder.addGlobal(\"feature_alpha\", VariableType.Float);\r\n builder.addVarying(\"v_feature_emphasis\", VariableType.Float);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"feature_invisible\", VariableType.Boolean, \"false\");\r\n vert.addGlobal(\"feature_viewIndependentTransparency\", VariableType.Boolean, \"false\");\r\n\r\n addEmphasisFlags(vert);\r\n vert.addGlobal(\"use_material\", VariableType.Boolean, \"true\");\r\n addRenderOrder(vert);\r\n addRenderOrderConstants(vert);\r\n vert.set(VertexShaderComponent.ComputeFeatureOverrides, computeFeatureOverrides);\r\n vert.set(VertexShaderComponent.ApplyFeatureColor, applyFeatureColor);\r\n\r\n addApplyFlash(builder.frag);\r\n}\r\n\r\n/** If we're running the hilite shader for a uniform feature, it follows that the feature must be hilited.\r\n * So the hilite shader simply needs to output '1' for every fragment.\r\n * @internal\r\n */\r\nexport function addUniformHiliter(builder: ProgramBuilder): void {\r\n builder.frag.addUniform(\"v_feature_hilited\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"v_feature_hilited\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformSymbologyFlags(uniform);\r\n });\r\n });\r\n\r\n addEmphasisFlags(builder.frag);\r\n addExtractNthBit(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteColor);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n}\r\n\r\n/** For a uniform feature table, the feature ID output to pick buffers is equal to the batch ID.\r\n * The following symbology overrides are supported:\r\n * - Visibility - implcitly, because if the feature is invisible its geometry will never be drawn.\r\n * - Flash\r\n * - Hilite\r\n * - Color and Transparency- only for point clouds currently which set addFeatureColor to true.\r\n * This shader could be simplified, but want to share code with the non-uniform versions...hence uniforms/globals with \"v_\" prefix typically used for varyings on no prefix...\r\n * @internal\r\n */\r\nexport function addUniformFeatureSymbology(builder: ProgramBuilder, addFeatureColor: boolean): void {\r\n builder.vert.addGlobal(\"g_featureIndex\", VariableType.Vec3, \"vec3(0.0)\", true);\r\n\r\n builder.frag.addUniform(\"v_feature_emphasis\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"v_feature_emphasis\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformSymbologyFlags(uniform);\r\n });\r\n });\r\n\r\n if (addFeatureColor) {\r\n builder.vert.addUniform(\"feature_rgb\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"feature_rgb\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformColorOverride(uniform);\r\n });\r\n });\r\n\r\n builder.vert.addUniform(\"feature_alpha\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"feature_alpha\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformTransparencyOverride(uniform);\r\n });\r\n });\r\n\r\n builder.vert.set(VertexShaderComponent.ApplyFeatureColor, applyFeatureColor);\r\n addAlpha(builder.vert);\r\n addMaxAlpha(builder.vert);\r\n addRenderPass(builder.vert);\r\n addTransparencyDiscardFlags(builder.vert);\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, checkVertexDiscard);\r\n } else {\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, \"return feature_invisible;\");\r\n }\r\n\r\n // Non-Locatable... Discard if picking\r\n builder.vert.addUniform(\"feature_invisible\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"feature_invisible\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformNonLocatable(uniform, params.target.drawNonLocatable);\r\n });\r\n });\r\n\r\n builder.vert.addGlobal(\"feature_viewIndependentTransparency\", VariableType.Boolean, \"false\");\r\n\r\n addApplyFlash(builder.frag);\r\n}\r\n"]}