@itwin/core-frontend 4.10.0-dev.9 → 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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  809. package/lib/esm/tile/map/WmsCapabilities.d.ts.map +1 -1
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  820. package/package.json +30 -36
@@ -7,7 +7,8 @@
7
7
  * @module WebGL
8
8
  */
9
9
  Object.defineProperty(exports, "__esModule", { value: true });
10
- exports.addThematicDisplay = exports.getComputeThematicIndex = void 0;
10
+ exports.getComputeThematicIndex = getComputeThematicIndex;
11
+ exports.addThematicDisplay = addThematicDisplay;
11
12
  const core_common_1 = require("@itwin/core-common");
12
13
  const System_1 = require("../System");
13
14
  const RenderPass_1 = require("./RenderPass");
@@ -180,7 +181,6 @@ function getComputeThematicIndex(instanced, skipSlopeAndHillShade, decodeNormal)
180
181
  }`;
181
182
  return skipSlopeAndHillShade ? heightMode : heightMode + (decodeNormal ? hillShadeMode : hillShadeMode2);
182
183
  }
183
- exports.getComputeThematicIndex = getComputeThematicIndex;
184
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  // Determine the fractional position of c on line segment ab. Assumes the three points are aligned on the same axis.
185
185
  const findFractionalPositionOnLine = `
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186
  float abDist = distance(a, b);
@@ -305,5 +305,4 @@ function addThematicDisplay(builder, isForPointClouds = false, isForTerrainMesh
305
305
  frag.addFunction(getIsoLineColor);
306
306
  frag.set(7 /* FragmentShaderComponent.ApplyThematicDisplay */, _getShader(isForPointClouds));
307
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  }
308
- exports.addThematicDisplay = addThematicDisplay;
309
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  //# sourceMappingURL=Thematic.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 { ThematicDisplayMode, ThematicGradientMode } from \"@itwin/core-common\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addInstancedRtcMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { addEyeSpace } from \"./Common\";\r\n\r\nconst getSensorFloat = `\r\nvec4 getSensor(int index) {\r\n float x = 0.5;\r\n float y = (float(index) + 0.5) / float(u_numSensors);\r\n return TEXTURE(s_sensorSampler, vec2(x, y));\r\n}\r\n`;\r\n\r\n// Access a gradient texture at the specified index.\r\n// A stepped gradient texture is arranged with single unique color pixels for each step. The dimension of a stepped gradient texture is stepCount.\r\n// A smooth gradient texture is arranged with blended color pixels across the entire span of the texture. The dimension of a smooth gradient texture is the system's maximum texture size.\r\nconst getColor = `\r\nvec4 getColor(float ndx) {\r\n if (ndx < 0.0 || ndx > 1.0)\r\n return u_marginColor;\r\n\r\n return TEXTURE(s_texture, vec2(0.0, ndx));\r\n}\r\n`;\r\n\r\n// Access a stepped gradient texture at the specified index taking into account isolines.\r\n// The texture format is exactly as described above for stepped mode. We just access the gradient differently,\r\n// specifically to ensure that the texels sampled result in lines of overall singular colors - no stepping into the\r\n// neighboring bands.\r\nconst getIsoLineColor = `\r\nvec4 getIsoLineColor(float ndx, float stepCount) {\r\n if (ndx < 0.01 || ndx > 0.99)\r\n return u_marginColor;\r\n\r\n ndx += 0.5 / stepCount; // center on step pixels\r\n return TEXTURE(s_texture, vec2(0.0, ndx));\r\n}\r\n`;\r\n\r\nconst fwidth = `\\nfloat _universal_fwidth(float coord) { return fwidth(coord); }\\n`;\r\n\r\nconst slopeAndHillShadeShader = ` else if (kThematicDisplayMode_Slope == u_thematicDisplayMode) {\r\n float d = dot(g_normal, u_thematicAxis);\r\n if (d < 0.0)\r\n d = -d;\r\n\r\n // The range of d is now 0 to 1 (90 degrees to 0 degrees).\r\n // However, the range from 0 to 1 is not linear. Therefore, we use acos() to find the actual angle in radians.\r\n d = acos(d);\r\n\r\n // range of d is currently 1.5708 to 0 radians.\r\n if (d < u_thematicRange.x || d > u_thematicRange.y)\r\n d = -1.0; // use marginColor if outside the requested range\r\n else { // convert d from radians to 0 to 1 using requested range\r\n d -= u_thematicRange.x;\r\n d /= (u_thematicRange.y - u_thematicRange.x);\r\n }\r\n\r\n ndx = d;\r\n } else if (kThematicDisplayMode_HillShade == u_thematicDisplayMode) {\r\n float d = dot(g_normal, u_thematicSunDirection);\r\n\r\n ndx = max(0.0, d);\r\n }`;\r\n\r\n// Access the appropriate gradient texel for a particular index based on display mode and gradient mode.\r\nconst applyThematicColorPrelude = `\r\n float ndx = v_thematicIndex;\r\n\r\n if (kThematicDisplayMode_InverseDistanceWeightedSensors == u_thematicDisplayMode) {\r\n float sensorSum = 0.0;\r\n float contributionSum = 0.0;\r\n\r\n vec3 sensorPos;\r\n float sensorValue;\r\n float sensorWeight;\r\n\r\n ndx = -1.0; // default index = marginColor\r\n\r\n float distanceCutoff = u_thematicSettings.y;\r\n\r\n for (int i = 0; i < 8192; i++) { // ###TODO: set maximum number of sensors during an incremental form of shader construction\r\n if (i >= u_numSensors)\r\n break;\r\n\r\n vec4 sensor = getSensor(i);\r\n\r\n float dist = distance(v_eyeSpace, sensor.xyz);\r\n\r\n bool skipThisSensor = (distanceCutoff > 0.0 && dist > distanceCutoff);\r\n if (!skipThisSensor) {\r\n float contribution = 1.0 / pow(dist, 2.0);\r\n sensorSum += sensor.w * contribution;\r\n contributionSum += contribution;\r\n }\r\n }\r\n\r\n if (contributionSum > 0.0) // avoid division by zero\r\n ndx = sensorSum / contributionSum;\r\n }`;\r\n\r\nconst applyThematicColorPostlude = `\r\n float gradientMode = u_thematicSettings.x;\r\n float stepCount = u_thematicSettings.z;\r\n\r\n vec4 rgba = (kThematicGradientMode_IsoLines == gradientMode) ? getIsoLineColor(ndx, stepCount) : getColor(ndx);\r\n rgba.a = baseColor.a * (u_thematicSettings.w > 0.0 ? rgba.a : 1.0);\r\n rgba = mix(rgba, baseColor, u_thematicColorMix);\r\n\r\n if (kThematicGradientMode_IsoLines == gradientMode) {\r\n float coord = v_thematicIndex * stepCount;\r\n float line = abs(fract(coord - 0.5) - 0.5) / _universal_fwidth(coord);\r\n rgba.a = 1.0 - min(line, 1.0);\r\n if (u_discardBetweenIsolines && 0.0 == rgba.a)\r\n discard;\r\n } else if (kThematicGradientMode_SteppedWithDelimiter == gradientMode) {\r\n float coord = v_thematicIndex * stepCount;\r\n float line = abs(fract(coord - 0.5) - 0.5) / _universal_fwidth(coord);\r\n float value = min(line, 1.0);\r\n rgba.rgb *= value;\r\n }\r\n\r\n return rgba;\r\n`;\r\n\r\n// fwidth does not function for point clouds, so we work around the limitation with a less-than-ideal rendering of isolines and delimiters\r\n// using a tolerance not based on neighboring fragments.\r\nconst delimiterToleranceForPointClouds = `0.025`; // / (stepCount * 40.0)`;\r\nconst applyThematicColorPostludeForPointClouds = `\r\n float gradientMode = u_thematicSettings.x;\r\n float stepCount = u_thematicSettings.z;\r\n\r\n vec4 rgba = (kThematicGradientMode_IsoLines == gradientMode) ? getIsoLineColor(ndx, stepCount) : getColor(ndx);\r\n rgba.a = baseColor.a * (u_thematicSettings.w > 0.0 ? rgba.a : 1.0);\r\n rgba = mix(rgba, baseColor, u_thematicColorMix);\r\n\r\n if (kThematicGradientMode_IsoLines == gradientMode) {\r\n float coord = v_thematicIndex * stepCount;\r\n float line = abs(fract(coord - 0.5) - 0.5);\r\n if (line > ${delimiterToleranceForPointClouds})\r\n discard;\r\n } else if (kThematicGradientMode_SteppedWithDelimiter == gradientMode) {\r\n float coord = v_thematicIndex * stepCount;\r\n float line = abs(fract(coord - 0.5) - 0.5);\r\n float value = min(line, 1.0);\r\n if (line < ${delimiterToleranceForPointClouds} && value < 1.0)\r\n rgba.rgb *= 0.0;\r\n }\r\n\r\n return rgba;\r\n`;\r\n\r\nfunction _getShader(isPointCloud: boolean) {\r\n return isPointCloud ?\r\n applyThematicColorPrelude + applyThematicColorPostludeForPointClouds : // do not include slope and hillshade for point clouds\r\n applyThematicColorPrelude + slopeAndHillShadeShader + applyThematicColorPostlude; // include all modes for everything else\r\n}\r\n\r\n// Compute the value for the varying to be interpolated to the fragment shader in order to access the color in the thematic gradient texture\r\n// We will project a vector onto another vector using this equation: proju = (v . u) / (v . v) * v\r\nexport function getComputeThematicIndex(instanced: boolean, skipSlopeAndHillShade: boolean, decodeNormal: boolean): string {\r\n const modelPos = instanced ? \"(g_instancedRtcMatrix * rawPosition)\" : \"rawPosition\";\r\n const heightMode = `\r\n if (kThematicDisplayMode_Height == u_thematicDisplayMode) {\r\n vec3 u = (u_modelToWorld * ${modelPos}).xyz;\r\n vec3 v = u_thematicAxis;\r\n vec3 proju = (dot(v, u) / dot(v, v)) * v;\r\n vec3 a = v * u_thematicRange.s;\r\n vec3 b = v * u_thematicRange.t;\r\n vec3 c = proju;\r\n v_thematicIndex = findFractionalPositionOnLine(a, b, c);\r\n }`;\r\n const hillShadeMode = ` else if (kThematicDisplayMode_HillShade == u_thematicDisplayMode) {\r\n v_thematicIndex = computeSurfaceNormal().z;\r\n }`;\r\n const hillShadeMode2 = ` else if (kThematicDisplayMode_HillShade == u_thematicDisplayMode) {\r\n v_thematicIndex = g_hillshadeIndex;\r\n }`;\r\n return skipSlopeAndHillShade ? heightMode : heightMode + (decodeNormal ? hillShadeMode : hillShadeMode2);\r\n}\r\n\r\n// Determine the fractional position of c on line segment ab. Assumes the three points are aligned on the same axis.\r\nconst findFractionalPositionOnLine = `\r\n float abDist = distance(a, b);\r\n return dot(b - a, c - a) / (abDist * abDist);\r\n`;\r\n\r\nfunction addThematicDisplayModeConstants(builder: ShaderBuilder) {\r\n builder.addDefine(\"kThematicDisplayMode_Height\", ThematicDisplayMode.Height.toFixed(1));\r\n builder.addDefine(\"kThematicDisplayMode_InverseDistanceWeightedSensors\", ThematicDisplayMode.InverseDistanceWeightedSensors.toFixed(1));\r\n builder.addDefine(\"kThematicDisplayMode_Slope\", ThematicDisplayMode.Slope.toFixed(1));\r\n builder.addDefine(\"kThematicDisplayMode_HillShade\", ThematicDisplayMode.HillShade.toFixed(1));\r\n}\r\n\r\nfunction addThematicGradientModeConstants(builder: ShaderBuilder) {\r\n builder.addDefine(\"kThematicGradientMode_Smooth\", ThematicGradientMode.Smooth.toFixed(1));\r\n builder.addDefine(\"kThematicGradientMode_Stepped\", ThematicGradientMode.Stepped.toFixed(1));\r\n builder.addDefine(\"kThematicGradientMode_SteppedWithDelimiter\", ThematicGradientMode.SteppedWithDelimiter.toFixed(1));\r\n builder.addDefine(\"kThematicGradientMode_IsoLines\", ThematicGradientMode.IsoLines.toFixed(1));\r\n}\r\n\r\n/** @internal */\r\nexport function addThematicDisplay(builder: ProgramBuilder, isForPointClouds = false, isForTerrainMesh = false) {\r\n const frag = builder.frag;\r\n const vert = builder.vert;\r\n\r\n addRenderPass(builder.frag);\r\n\r\n if (!isForPointClouds && !isForTerrainMesh)\r\n addProjectionMatrix(vert);\r\n\r\n addEyeSpace(builder);\r\n\r\n if (vert.usesInstancedGeometry)\r\n addInstancedRtcMatrix(vert);\r\n\r\n vert.addFunction(\"float findFractionalPositionOnLine(vec3 a, vec3 b, vec3 c)\", findFractionalPositionOnLine);\r\n\r\n vert.addUniform(\"u_modelToWorld\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_modelToWorld\", (uniform, params) => {\r\n params.target.uniforms.branch.bindModelToWorldTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n\r\n builder.addUniform(\"u_thematicRange\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicRange\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindRange(uniform);\r\n });\r\n });\r\n\r\n builder.addUniform(\"u_thematicAxis\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicAxis\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindAxis(uniform);\r\n });\r\n });\r\n\r\n if (!isForPointClouds) {\r\n builder.addUniform(\"u_thematicSunDirection\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicSunDirection\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindSunDirection(uniform);\r\n });\r\n });\r\n }\r\n\r\n addThematicGradientModeConstants(builder.frag);\r\n\r\n addThematicDisplayModeConstants(builder.frag);\r\n addThematicDisplayModeConstants(builder.vert);\r\n\r\n builder.addUniform(\"u_thematicDisplayMode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicDisplayMode\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindDisplayMode(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_marginColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_marginColor\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindMarginColor(uniform);\r\n });\r\n });\r\n\r\n // gradientMode, distanceCutoff, stepCount\r\n builder.addUniform(\"u_thematicSettings\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicSettings\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindFragSettings(uniform);\r\n });\r\n });\r\n\r\n if (isForPointClouds || isForTerrainMesh) {\r\n builder.frag.addUniform(\"u_thematicColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicColorMix\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.uniforms.thematic.thematicDisplay?.gradientSettings.colorMix || 0.0);\r\n });\r\n });\r\n } else {\r\n builder.frag.addUniform(\"u_thematicColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicColorMix\", (uniform, _params) => {\r\n uniform.setUniform1f(0.0);\r\n });\r\n });\r\n }\r\n\r\n frag.addUniform(\"u_numSensors\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_numSensors\", (uniform, params) => {\r\n if (params.target.wantThematicSensors) {\r\n if (params.target.uniforms.thematic.wantGlobalSensorTexture)\r\n params.target.uniforms.thematic.bindNumSensors(uniform);\r\n else // we are batching separate sensor textures per-tile; use the number of sensors from the batch\r\n params.target.uniforms.batch.bindNumThematicSensors(uniform);\r\n } else {\r\n uniform.setUniform1i(0);\r\n }\r\n });\r\n });\r\n\r\n frag.addUniform(\"s_sensorSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_sensorSampler\", (uniform, params) => {\r\n if (params.target.wantThematicSensors) {\r\n if (params.target.uniforms.thematic.wantGlobalSensorTexture) {\r\n params.target.uniforms.thematic.bindSensors(uniform);\r\n } else { // we are batching separate sensor textures per-tile; bind the batch's sensor texture\r\n params.target.uniforms.batch.bindThematicSensors(uniform);\r\n }\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.ThematicSensors);\r\n }\r\n });\r\n });\r\n\r\n if (!isForPointClouds) { // allows us to know when to discard between isolines to make them pickable\r\n builder.frag.addUniform(\"u_discardBetweenIsolines\", VariableType.Boolean, (prog) => {\r\n prog.addProgramUniform(\"u_discardBetweenIsolines\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\r\n });\r\n });\r\n }\r\n\r\n frag.addFunction(fwidth);\r\n frag.addFunction(getSensorFloat);\r\n\r\n frag.addFunction(getColor);\r\n frag.addFunction(getIsoLineColor);\r\n\r\n frag.set(FragmentShaderComponent.ApplyThematicDisplay, _getShader(isForPointClouds));\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 { ThematicDisplayMode, ThematicGradientMode } from \"@itwin/core-common\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addInstancedRtcMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { addEyeSpace } from \"./Common\";\r\n\r\nconst getSensorFloat = `\r\nvec4 getSensor(int index) {\r\n float x = 0.5;\r\n float y = (float(index) + 0.5) / float(u_numSensors);\r\n return TEXTURE(s_sensorSampler, vec2(x, y));\r\n}\r\n`;\r\n\r\n// Access a gradient texture at the specified index.\r\n// A stepped gradient texture is arranged with single unique color pixels for each step. The dimension of a stepped gradient texture is stepCount.\r\n// A smooth gradient texture is arranged with blended color pixels across the entire span of the texture. The dimension of a smooth gradient texture is the system's maximum texture size.\r\nconst getColor = `\r\nvec4 getColor(float ndx) {\r\n if (ndx < 0.0 || ndx > 1.0)\r\n return u_marginColor;\r\n\r\n return TEXTURE(s_texture, vec2(0.0, ndx));\r\n}\r\n`;\r\n\r\n// Access a stepped gradient texture at the specified index taking into account isolines.\r\n// The texture format is exactly as described above for stepped mode. We just access the gradient differently,\r\n// specifically to ensure that the texels sampled result in lines of overall singular colors - no stepping into the\r\n// neighboring bands.\r\nconst getIsoLineColor = `\r\nvec4 getIsoLineColor(float ndx, float stepCount) {\r\n if (ndx < 0.01 || ndx > 0.99)\r\n return u_marginColor;\r\n\r\n ndx += 0.5 / stepCount; // center on step pixels\r\n return TEXTURE(s_texture, vec2(0.0, ndx));\r\n}\r\n`;\r\n\r\nconst fwidth = `\\nfloat _universal_fwidth(float coord) { return fwidth(coord); }\\n`;\r\n\r\nconst slopeAndHillShadeShader = ` else if (kThematicDisplayMode_Slope == u_thematicDisplayMode) {\r\n float d = dot(g_normal, u_thematicAxis);\r\n if (d < 0.0)\r\n d = -d;\r\n\r\n // The range of d is now 0 to 1 (90 degrees to 0 degrees).\r\n // However, the range from 0 to 1 is not linear. Therefore, we use acos() to find the actual angle in radians.\r\n d = acos(d);\r\n\r\n // range of d is currently 1.5708 to 0 radians.\r\n if (d < u_thematicRange.x || d > u_thematicRange.y)\r\n d = -1.0; // use marginColor if outside the requested range\r\n else { // convert d from radians to 0 to 1 using requested range\r\n d -= u_thematicRange.x;\r\n d /= (u_thematicRange.y - u_thematicRange.x);\r\n }\r\n\r\n ndx = d;\r\n } else if (kThematicDisplayMode_HillShade == u_thematicDisplayMode) {\r\n float d = dot(g_normal, u_thematicSunDirection);\r\n\r\n ndx = max(0.0, d);\r\n }`;\r\n\r\n// Access the appropriate gradient texel for a particular index based on display mode and gradient mode.\r\nconst applyThematicColorPrelude = `\r\n float ndx = v_thematicIndex;\r\n\r\n if (kThematicDisplayMode_InverseDistanceWeightedSensors == u_thematicDisplayMode) {\r\n float sensorSum = 0.0;\r\n float contributionSum = 0.0;\r\n\r\n vec3 sensorPos;\r\n float sensorValue;\r\n float sensorWeight;\r\n\r\n ndx = -1.0; // default index = marginColor\r\n\r\n float distanceCutoff = u_thematicSettings.y;\r\n\r\n for (int i = 0; i < 8192; i++) { // ###TODO: set maximum number of sensors during an incremental form of shader construction\r\n if (i >= u_numSensors)\r\n break;\r\n\r\n vec4 sensor = getSensor(i);\r\n\r\n float dist = distance(v_eyeSpace, sensor.xyz);\r\n\r\n bool skipThisSensor = (distanceCutoff > 0.0 && dist > distanceCutoff);\r\n if (!skipThisSensor) {\r\n float contribution = 1.0 / pow(dist, 2.0);\r\n sensorSum += sensor.w * contribution;\r\n contributionSum += contribution;\r\n }\r\n }\r\n\r\n if (contributionSum > 0.0) // avoid division by zero\r\n ndx = sensorSum / contributionSum;\r\n }`;\r\n\r\nconst applyThematicColorPostlude = `\r\n float gradientMode = u_thematicSettings.x;\r\n float stepCount = u_thematicSettings.z;\r\n\r\n vec4 rgba = (kThematicGradientMode_IsoLines == gradientMode) ? getIsoLineColor(ndx, stepCount) : getColor(ndx);\r\n rgba.a = baseColor.a * (u_thematicSettings.w > 0.0 ? rgba.a : 1.0);\r\n rgba = mix(rgba, baseColor, u_thematicColorMix);\r\n\r\n if (kThematicGradientMode_IsoLines == gradientMode) {\r\n float coord = v_thematicIndex * stepCount;\r\n float line = abs(fract(coord - 0.5) - 0.5) / _universal_fwidth(coord);\r\n rgba.a = 1.0 - min(line, 1.0);\r\n if (u_discardBetweenIsolines && 0.0 == rgba.a)\r\n discard;\r\n } else if (kThematicGradientMode_SteppedWithDelimiter == gradientMode) {\r\n float coord = v_thematicIndex * stepCount;\r\n float line = abs(fract(coord - 0.5) - 0.5) / _universal_fwidth(coord);\r\n float value = min(line, 1.0);\r\n rgba.rgb *= value;\r\n }\r\n\r\n return rgba;\r\n`;\r\n\r\n// fwidth does not function for point clouds, so we work around the limitation with a less-than-ideal rendering of isolines and delimiters\r\n// using a tolerance not based on neighboring fragments.\r\nconst delimiterToleranceForPointClouds = `0.025`; // / (stepCount * 40.0)`;\r\nconst applyThematicColorPostludeForPointClouds = `\r\n float gradientMode = u_thematicSettings.x;\r\n float stepCount = u_thematicSettings.z;\r\n\r\n vec4 rgba = (kThematicGradientMode_IsoLines == gradientMode) ? getIsoLineColor(ndx, stepCount) : getColor(ndx);\r\n rgba.a = baseColor.a * (u_thematicSettings.w > 0.0 ? rgba.a : 1.0);\r\n rgba = mix(rgba, baseColor, u_thematicColorMix);\r\n\r\n if (kThematicGradientMode_IsoLines == gradientMode) {\r\n float coord = v_thematicIndex * stepCount;\r\n float line = abs(fract(coord - 0.5) - 0.5);\r\n if (line > ${delimiterToleranceForPointClouds})\r\n discard;\r\n } else if (kThematicGradientMode_SteppedWithDelimiter == gradientMode) {\r\n float coord = v_thematicIndex * stepCount;\r\n float line = abs(fract(coord - 0.5) - 0.5);\r\n float value = min(line, 1.0);\r\n if (line < ${delimiterToleranceForPointClouds} && value < 1.0)\r\n rgba.rgb *= 0.0;\r\n }\r\n\r\n return rgba;\r\n`;\r\n\r\nfunction _getShader(isPointCloud: boolean) {\r\n return isPointCloud ?\r\n applyThematicColorPrelude + applyThematicColorPostludeForPointClouds : // do not include slope and hillshade for point clouds\r\n applyThematicColorPrelude + slopeAndHillShadeShader + applyThematicColorPostlude; // include all modes for everything else\r\n}\r\n\r\n// Compute the value for the varying to be interpolated to the fragment shader in order to access the color in the thematic gradient texture\r\n// We will project a vector onto another vector using this equation: proju = (v . u) / (v . v) * v\r\nexport function getComputeThematicIndex(instanced: boolean, skipSlopeAndHillShade: boolean, decodeNormal: boolean): string {\r\n const modelPos = instanced ? \"(g_instancedRtcMatrix * rawPosition)\" : \"rawPosition\";\r\n const heightMode = `\r\n if (kThematicDisplayMode_Height == u_thematicDisplayMode) {\r\n vec3 u = (u_modelToWorld * ${modelPos}).xyz;\r\n vec3 v = u_thematicAxis;\r\n vec3 proju = (dot(v, u) / dot(v, v)) * v;\r\n vec3 a = v * u_thematicRange.s;\r\n vec3 b = v * u_thematicRange.t;\r\n vec3 c = proju;\r\n v_thematicIndex = findFractionalPositionOnLine(a, b, c);\r\n }`;\r\n const hillShadeMode = ` else if (kThematicDisplayMode_HillShade == u_thematicDisplayMode) {\r\n v_thematicIndex = computeSurfaceNormal().z;\r\n }`;\r\n const hillShadeMode2 = ` else if (kThematicDisplayMode_HillShade == u_thematicDisplayMode) {\r\n v_thematicIndex = g_hillshadeIndex;\r\n }`;\r\n return skipSlopeAndHillShade ? heightMode : heightMode + (decodeNormal ? hillShadeMode : hillShadeMode2);\r\n}\r\n\r\n// Determine the fractional position of c on line segment ab. Assumes the three points are aligned on the same axis.\r\nconst findFractionalPositionOnLine = `\r\n float abDist = distance(a, b);\r\n return dot(b - a, c - a) / (abDist * abDist);\r\n`;\r\n\r\nfunction addThematicDisplayModeConstants(builder: ShaderBuilder) {\r\n builder.addDefine(\"kThematicDisplayMode_Height\", ThematicDisplayMode.Height.toFixed(1));\r\n builder.addDefine(\"kThematicDisplayMode_InverseDistanceWeightedSensors\", ThematicDisplayMode.InverseDistanceWeightedSensors.toFixed(1));\r\n builder.addDefine(\"kThematicDisplayMode_Slope\", ThematicDisplayMode.Slope.toFixed(1));\r\n builder.addDefine(\"kThematicDisplayMode_HillShade\", ThematicDisplayMode.HillShade.toFixed(1));\r\n}\r\n\r\nfunction addThematicGradientModeConstants(builder: ShaderBuilder) {\r\n builder.addDefine(\"kThematicGradientMode_Smooth\", ThematicGradientMode.Smooth.toFixed(1));\r\n builder.addDefine(\"kThematicGradientMode_Stepped\", ThematicGradientMode.Stepped.toFixed(1));\r\n builder.addDefine(\"kThematicGradientMode_SteppedWithDelimiter\", ThematicGradientMode.SteppedWithDelimiter.toFixed(1));\r\n builder.addDefine(\"kThematicGradientMode_IsoLines\", ThematicGradientMode.IsoLines.toFixed(1));\r\n}\r\n\r\n/** @internal */\r\nexport function addThematicDisplay(builder: ProgramBuilder, isForPointClouds = false, isForTerrainMesh = false) {\r\n const frag = builder.frag;\r\n const vert = builder.vert;\r\n\r\n addRenderPass(builder.frag);\r\n\r\n if (!isForPointClouds && !isForTerrainMesh)\r\n addProjectionMatrix(vert);\r\n\r\n addEyeSpace(builder);\r\n\r\n if (vert.usesInstancedGeometry)\r\n addInstancedRtcMatrix(vert);\r\n\r\n vert.addFunction(\"float findFractionalPositionOnLine(vec3 a, vec3 b, vec3 c)\", findFractionalPositionOnLine);\r\n\r\n vert.addUniform(\"u_modelToWorld\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_modelToWorld\", (uniform, params) => {\r\n params.target.uniforms.branch.bindModelToWorldTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n\r\n builder.addUniform(\"u_thematicRange\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicRange\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindRange(uniform);\r\n });\r\n });\r\n\r\n builder.addUniform(\"u_thematicAxis\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicAxis\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindAxis(uniform);\r\n });\r\n });\r\n\r\n if (!isForPointClouds) {\r\n builder.addUniform(\"u_thematicSunDirection\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicSunDirection\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindSunDirection(uniform);\r\n });\r\n });\r\n }\r\n\r\n addThematicGradientModeConstants(builder.frag);\r\n\r\n addThematicDisplayModeConstants(builder.frag);\r\n addThematicDisplayModeConstants(builder.vert);\r\n\r\n builder.addUniform(\"u_thematicDisplayMode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicDisplayMode\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindDisplayMode(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_marginColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_marginColor\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindMarginColor(uniform);\r\n });\r\n });\r\n\r\n // gradientMode, distanceCutoff, stepCount\r\n builder.addUniform(\"u_thematicSettings\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicSettings\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindFragSettings(uniform);\r\n });\r\n });\r\n\r\n if (isForPointClouds || isForTerrainMesh) {\r\n builder.frag.addUniform(\"u_thematicColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicColorMix\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.uniforms.thematic.thematicDisplay?.gradientSettings.colorMix || 0.0);\r\n });\r\n });\r\n } else {\r\n builder.frag.addUniform(\"u_thematicColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicColorMix\", (uniform, _params) => {\r\n uniform.setUniform1f(0.0);\r\n });\r\n });\r\n }\r\n\r\n frag.addUniform(\"u_numSensors\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_numSensors\", (uniform, params) => {\r\n if (params.target.wantThematicSensors) {\r\n if (params.target.uniforms.thematic.wantGlobalSensorTexture)\r\n params.target.uniforms.thematic.bindNumSensors(uniform);\r\n else // we are batching separate sensor textures per-tile; use the number of sensors from the batch\r\n params.target.uniforms.batch.bindNumThematicSensors(uniform);\r\n } else {\r\n uniform.setUniform1i(0);\r\n }\r\n });\r\n });\r\n\r\n frag.addUniform(\"s_sensorSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_sensorSampler\", (uniform, params) => {\r\n if (params.target.wantThematicSensors) {\r\n if (params.target.uniforms.thematic.wantGlobalSensorTexture) {\r\n params.target.uniforms.thematic.bindSensors(uniform);\r\n } else { // we are batching separate sensor textures per-tile; bind the batch's sensor texture\r\n params.target.uniforms.batch.bindThematicSensors(uniform);\r\n }\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.ThematicSensors);\r\n }\r\n });\r\n });\r\n\r\n if (!isForPointClouds) { // allows us to know when to discard between isolines to make them pickable\r\n builder.frag.addUniform(\"u_discardBetweenIsolines\", VariableType.Boolean, (prog) => {\r\n prog.addProgramUniform(\"u_discardBetweenIsolines\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\r\n });\r\n });\r\n }\r\n\r\n frag.addFunction(fwidth);\r\n frag.addFunction(getSensorFloat);\r\n\r\n frag.addFunction(getColor);\r\n frag.addFunction(getIsoLineColor);\r\n\r\n frag.set(FragmentShaderComponent.ApplyThematicDisplay, _getShader(isForPointClouds));\r\n}\r\n"]}
@@ -7,7 +7,8 @@
7
7
  * @module WebGL
8
8
  */
9
9
  Object.defineProperty(exports, "__esModule", { value: true });
10
- exports.addTranslucency = exports.computeOutputs = exports.computeAlphaWeight = void 0;
10
+ exports.computeOutputs = exports.computeAlphaWeight = void 0;
11
+ exports.addTranslucency = addTranslucency;
11
12
  const Common_1 = require("./Common");
12
13
  const Fragment_1 = require("./Fragment");
13
14
  const Vertex_1 = require("./Vertex");
@@ -49,7 +50,6 @@ function addTranslucency(prog) {
49
50
  frag.addFunction(Fragment_1.computeLinearDepth);
50
51
  frag.addFunction(exports.computeAlphaWeight);
51
52
  frag.addDrawBuffersExtension(2);
52
- frag.set(16 /* FragmentShaderComponent.AssignFragData */, assignFragData);
53
+ frag.set(17 /* FragmentShaderComponent.AssignFragData */, assignFragData);
53
54
  }
54
- exports.addTranslucency = addTranslucency;
55
55
  //# sourceMappingURL=Translucency.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"Translucency.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Translucency.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAGH,qCAAmD;AACnD,yCAAgD;AAChD,qCAA8C;AAE9C,qGAAqG;AACrG,wCAAwC;AACxC,yGAAyG;AACzG,iGAAiG;AACjG,2EAA2E;AAC3E,oGAAoG;AACvF,QAAA,kBAAkB,GAAG;;;;;;CAMjC,CAAC;AAEF,uDAAuD;AAC1C,QAAA,cAAc,GAAG;;;;;;;;;;CAU7B,CAAC;AAEF,MAAM,cAAc,GAAG,GAAG,sBAAc;;;CAGvC,CAAC;AAEF,gBAAgB;AAChB,SAAgB,eAAe,CAAC,IAAoB;IAClD,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;IAEvB,IAAA,oBAAW,EAAC,IAAI,CAAC,CAAC;IAClB,IAAA,mBAAU,EAAC,IAAI,CAAC,CAAC;IACjB,IAAA,2BAAkB,EAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAE9B,IAAI,CAAC,WAAW,CAAC,6BAAkB,CAAC,CAAC;IACrC,IAAI,CAAC,WAAW,CAAC,0BAAkB,CAAC,CAAC;IAErC,IAAI,CAAC,uBAAuB,CAAC,CAAC,CAAC,CAAC;IAChC,IAAI,CAAC,GAAG,kDAAyC,cAAc,CAAC,CAAC;AACnE,CAAC;AAZD,0CAYC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { FragmentShaderComponent, ProgramBuilder } from \"../ShaderBuilder\";\r\nimport { addEyeSpace, addFrustum } from \"./Common\";\r\nimport { computeLinearDepth } from \"./Fragment\";\r\nimport { addModelViewMatrix } from \"./Vertex\";\r\n\r\n// See Weighted Blended Order-Independent Transparency for examples of different weighting functions:\r\n// http://jcgt.org/published/0002/02/09/\r\n// We are using Equation 10 from the above paper. Equation 10 directly uses screen-space gl_FragCoord.z.\r\n// flatAlphaWeight bit is set if we want to apply OIT transparency using a constant Z value of 1.\r\n// computeLinearDepth() removes the perspective and puts z in linear [0..1]\r\n// To avoid excessively low weight for fragments close to the far plane, scale depth to [0.15, 1.0].\r\nexport const computeAlphaWeight = `\r\nfloat computeAlphaWeight(float a) {\r\n float d = computeLinearDepth(v_eyeSpace.z) * .85 + .15;\r\n float z = (u_shaderFlags[kShaderBit_OITFlatAlphaWeight] ? 1.0 : d);\r\n return pow(a + 0.01, 4.0) + max(1e-2, 3.0 * 1e3 * pow(z, 3.0));\r\n}\r\n`;\r\n\r\n// NB: Our blending algorithm uses pre-multiplied alpha\r\nexport const computeOutputs = `\r\n vec3 Ci = baseColor.rgb * baseColor.a;\r\n float ai = min(0.99, baseColor.a); // OIT algorithm does not nicely handle a=1\r\n float wzi = computeAlphaWeight(ai);\r\n\r\n // If we are scaling output into the 0 to 1 range, we use the maximum output of the alpha weight function.\r\n float outputScale = (u_shaderFlags[kShaderBit_OITScaleOutput] ? 1.0 / 3001.040604 : 1.0);\r\n\r\n vec4 output0 = vec4(Ci * wzi * outputScale, ai);\r\n vec4 output1 = vec4(ai * wzi * outputScale, 0.0, 0.0, ai * wzi * outputScale);\r\n`;\r\n\r\nconst assignFragData = `${computeOutputs}\r\n FragColor0 = output0;\r\n FragColor1 = output1;\r\n`;\r\n\r\n/** @internal */\r\nexport function addTranslucency(prog: ProgramBuilder): void {\r\n const frag = prog.frag;\r\n\r\n addEyeSpace(prog);\r\n addFrustum(prog);\r\n addModelViewMatrix(prog.vert);\r\n\r\n frag.addFunction(computeLinearDepth);\r\n frag.addFunction(computeAlphaWeight);\r\n\r\n frag.addDrawBuffersExtension(2);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragData);\r\n}\r\n"]}
1
+ {"version":3,"file":"Translucency.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Translucency.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAwCH,0CAYC;AAjDD,qCAAmD;AACnD,yCAAgD;AAChD,qCAA8C;AAE9C,qGAAqG;AACrG,wCAAwC;AACxC,yGAAyG;AACzG,iGAAiG;AACjG,2EAA2E;AAC3E,oGAAoG;AACvF,QAAA,kBAAkB,GAAG;;;;;;CAMjC,CAAC;AAEF,uDAAuD;AAC1C,QAAA,cAAc,GAAG;;;;;;;;;;CAU7B,CAAC;AAEF,MAAM,cAAc,GAAG,GAAG,sBAAc;;;CAGvC,CAAC;AAEF,gBAAgB;AAChB,SAAgB,eAAe,CAAC,IAAoB;IAClD,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;IAEvB,IAAA,oBAAW,EAAC,IAAI,CAAC,CAAC;IAClB,IAAA,mBAAU,EAAC,IAAI,CAAC,CAAC;IACjB,IAAA,2BAAkB,EAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAE9B,IAAI,CAAC,WAAW,CAAC,6BAAkB,CAAC,CAAC;IACrC,IAAI,CAAC,WAAW,CAAC,0BAAkB,CAAC,CAAC;IAErC,IAAI,CAAC,uBAAuB,CAAC,CAAC,CAAC,CAAC;IAChC,IAAI,CAAC,GAAG,kDAAyC,cAAc,CAAC,CAAC;AACnE,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { FragmentShaderComponent, ProgramBuilder } from \"../ShaderBuilder\";\r\nimport { addEyeSpace, addFrustum } from \"./Common\";\r\nimport { computeLinearDepth } from \"./Fragment\";\r\nimport { addModelViewMatrix } from \"./Vertex\";\r\n\r\n// See Weighted Blended Order-Independent Transparency for examples of different weighting functions:\r\n// http://jcgt.org/published/0002/02/09/\r\n// We are using Equation 10 from the above paper. Equation 10 directly uses screen-space gl_FragCoord.z.\r\n// flatAlphaWeight bit is set if we want to apply OIT transparency using a constant Z value of 1.\r\n// computeLinearDepth() removes the perspective and puts z in linear [0..1]\r\n// To avoid excessively low weight for fragments close to the far plane, scale depth to [0.15, 1.0].\r\nexport const computeAlphaWeight = `\r\nfloat computeAlphaWeight(float a) {\r\n float d = computeLinearDepth(v_eyeSpace.z) * .85 + .15;\r\n float z = (u_shaderFlags[kShaderBit_OITFlatAlphaWeight] ? 1.0 : d);\r\n return pow(a + 0.01, 4.0) + max(1e-2, 3.0 * 1e3 * pow(z, 3.0));\r\n}\r\n`;\r\n\r\n// NB: Our blending algorithm uses pre-multiplied alpha\r\nexport const computeOutputs = `\r\n vec3 Ci = baseColor.rgb * baseColor.a;\r\n float ai = min(0.99, baseColor.a); // OIT algorithm does not nicely handle a=1\r\n float wzi = computeAlphaWeight(ai);\r\n\r\n // If we are scaling output into the 0 to 1 range, we use the maximum output of the alpha weight function.\r\n float outputScale = (u_shaderFlags[kShaderBit_OITScaleOutput] ? 1.0 / 3001.040604 : 1.0);\r\n\r\n vec4 output0 = vec4(Ci * wzi * outputScale, ai);\r\n vec4 output1 = vec4(ai * wzi * outputScale, 0.0, 0.0, ai * wzi * outputScale);\r\n`;\r\n\r\nconst assignFragData = `${computeOutputs}\r\n FragColor0 = output0;\r\n FragColor1 = output1;\r\n`;\r\n\r\n/** @internal */\r\nexport function addTranslucency(prog: ProgramBuilder): void {\r\n const frag = prog.frag;\r\n\r\n addEyeSpace(prog);\r\n addFrustum(prog);\r\n addModelViewMatrix(prog.vert);\r\n\r\n frag.addFunction(computeLinearDepth);\r\n frag.addFunction(computeAlphaWeight);\r\n\r\n frag.addDrawBuffersExtension(2);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragData);\r\n}\r\n"]}
@@ -7,7 +7,19 @@
7
7
  * @module WebGL
8
8
  */
9
9
  Object.defineProperty(exports, "__esModule", { value: true });
10
- exports.lateVertexDiscard = exports.vertexDiscard = exports.earlyVertexDiscard = exports.replaceLineCode = exports.addLineCode = exports.replaceLineWeight = exports.addLineWeight = exports.addAlpha = exports.addPosition = exports.addNormalMatrix = exports.addModelViewMatrix = exports.addInstancedRtcMatrix = exports.addProjectionMatrix = exports.addModelViewProjectionMatrix = exports.addSamplePosition = exports.unquantizePosition = void 0;
10
+ exports.lateVertexDiscard = exports.vertexDiscard = exports.earlyVertexDiscard = exports.unquantizePosition = void 0;
11
+ exports.addSamplePosition = addSamplePosition;
12
+ exports.addModelViewProjectionMatrix = addModelViewProjectionMatrix;
13
+ exports.addProjectionMatrix = addProjectionMatrix;
14
+ exports.addInstancedRtcMatrix = addInstancedRtcMatrix;
15
+ exports.addModelViewMatrix = addModelViewMatrix;
16
+ exports.addNormalMatrix = addNormalMatrix;
17
+ exports.addPosition = addPosition;
18
+ exports.addAlpha = addAlpha;
19
+ exports.addLineWeight = addLineWeight;
20
+ exports.replaceLineWeight = replaceLineWeight;
21
+ exports.addLineCode = addLineCode;
22
+ exports.replaceLineCode = replaceLineCode;
11
23
  const core_bentley_1 = require("@itwin/core-bentley");
12
24
  const Matrix_1 = require("../Matrix");
13
25
  const RenderFlags_1 = require("../RenderFlags");
@@ -52,7 +64,6 @@ const computeLineCode = "\nfloat computeLineCode() { return g_lineCode; }\n";
52
64
  function addSamplePosition(vert) {
53
65
  vert.addFunction(getSamplePosition(vert.positionType));
54
66
  }
55
- exports.addSamplePosition = addSamplePosition;
56
67
  const getSamplePositionPrelude = `
57
68
  vec4 samplePosition(float index) {
58
69
  vec2 tc = compute_vert_coords(index);`;
@@ -95,7 +106,6 @@ function addModelViewProjectionMatrix(vert) {
95
106
  });
96
107
  }
97
108
  }
98
- exports.addModelViewProjectionMatrix = addModelViewProjectionMatrix;
99
109
  /** @internal */
100
110
  function addProjectionMatrix(vert) {
101
111
  vert.addUniform("u_proj", 7 /* VariableType.Mat4 */, (prog) => {
@@ -104,7 +114,6 @@ function addProjectionMatrix(vert) {
104
114
  });
105
115
  });
106
116
  }
107
- exports.addProjectionMatrix = addProjectionMatrix;
108
117
  const computeInstancedRtcMatrix = `
109
118
  g_instancedRtcMatrix = u_instanced_rtc * g_modelMatrixRTC;
110
119
  `;
@@ -122,7 +131,6 @@ function addInstancedRtcMatrix(vert) {
122
131
  vert.addGlobal("g_instancedRtcMatrix", 7 /* VariableType.Mat4 */);
123
132
  vert.addInitializer(computeInstancedRtcMatrix);
124
133
  }
125
- exports.addInstancedRtcMatrix = addInstancedRtcMatrix;
126
134
  /** @internal */
127
135
  function addModelViewMatrix(vert) {
128
136
  const bind = (uniform, params) => {
@@ -142,7 +150,6 @@ function addModelViewMatrix(vert) {
142
150
  });
143
151
  }
144
152
  }
145
- exports.addModelViewMatrix = addModelViewMatrix;
146
153
  const computeNormalMatrix = `
147
154
  g_nmx = transpose(inverse(mat3(MAT_MV)));
148
155
  g_nmx[0][0] *= u_frustumScale.x;
@@ -159,7 +166,6 @@ function addNormalMatrix(vert) {
159
166
  });
160
167
  vert.addInitializer(computeNormalMatrix);
161
168
  }
162
- exports.addNormalMatrix = addNormalMatrix;
163
169
  function readVertexData(index) {
164
170
  return `g_vertLutData${index} = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);`;
165
171
  }
@@ -245,7 +251,6 @@ function addPosition(vert, fromLUT) {
245
251
  addPositionFromLUT(vert);
246
252
  }
247
253
  }
248
- exports.addPosition = addPosition;
249
254
  /** @internal */
250
255
  function addAlpha(vert) {
251
256
  vert.addUniform("u_hasAlpha", 2 /* VariableType.Float */, (prog) => {
@@ -254,7 +259,6 @@ function addAlpha(vert) {
254
259
  });
255
260
  });
256
261
  }
257
- exports.addAlpha = addAlpha;
258
262
  /** @internal */
259
263
  function addLineWeight(vert) {
260
264
  vert.addUniform("u_lineWeight", 2 /* VariableType.Float */, (prog) => {
@@ -272,12 +276,10 @@ function addLineWeight(vert) {
272
276
  }
273
277
  vert.addFunction(computeLineWeight);
274
278
  }
275
- exports.addLineWeight = addLineWeight;
276
279
  /** @internal */
277
280
  function replaceLineWeight(vert, func) {
278
281
  vert.replaceFunction(computeLineWeight, func);
279
282
  }
280
- exports.replaceLineWeight = replaceLineWeight;
281
283
  /** @internal */
282
284
  function addLineCode(vert) {
283
285
  vert.addUniform("u_lineCode", 2 /* VariableType.Float */, (prog) => {
@@ -295,12 +297,10 @@ function addLineCode(vert) {
295
297
  }
296
298
  vert.addFunction(computeLineCode);
297
299
  }
298
- exports.addLineCode = addLineCode;
299
300
  /** @internal */
300
301
  function replaceLineCode(vert, func) {
301
302
  vert.replaceFunction(computeLineCode, func);
302
303
  }
303
- exports.replaceLineCode = replaceLineCode;
304
304
  // This vertex belongs to a triangle which should not be rendered. Produce a degenerate triangle.
305
305
  // Also place it outside NDC range (for GL_POINTS)
306
306
  const discardVertex = ` {
@@ -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 { DrawParams } from \"../DrawCommand\";\r\nimport { UniformHandle } from \"../UniformHandle\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { Pass, TextureUnit } from \"../RenderFlags\";\r\nimport { PositionType } from \"../TechniqueFlags\";\r\nimport { VariableType, VertexShaderBuilder } from \"../ShaderBuilder\";\r\nimport { decodeUint16, decodeUint24 } from \"./Decode\";\r\nimport { addInstanceOverrides } from \"./Instancing\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\n\r\nconst initializeVertLUTCoords = `\r\n g_vertexLUTIndex = decodeUInt24(qpos);\r\n g_vertexBaseCoords = compute_vert_coords(g_vertexLUTIndex);\r\n`;\r\n\r\n/** @internal */\r\nexport const unquantizePosition = `\r\nvec4 unquantizePosition(vec3 pos, vec3 origin, vec3 scale) { return vec4(origin + scale * pos, 1.0); }\r\n`;\r\n\r\nconst computeQuantizedPosition = `\r\nvec4 computeVertexPosition(vec3 pos) { return unquantizePosition(pos, u_qOrigin, u_qScale); }\r\n`;\r\n\r\n// Need to read 2 rgba values to obtain 6 16-bit integers for position\r\nconst computeVertexPositionFromLUT = `\r\nvec4 computeVertexPosition(vec3 encodedIndex) {\r\n vec3 qpos = vec3(decodeUInt16(g_vertLutData0.xy), decodeUInt16(g_vertLutData0.zw), decodeUInt16(g_vertLutData1.xy));\r\n g_featureAndMaterialIndex = g_vertLutData2;\r\n return unquantizePosition(qpos, u_qOrigin, u_qScale);\r\n}\r\n`;\r\n\r\nconst computeUnquantizedPosition = `\r\nvec4 computeVertexPosition(vec3 encodedIndex) {\r\n uvec3 vux = uvec3(g_vertLutData0.xyz);\r\n g_featureAndMaterialIndex.x = g_vertLutData0.w;\r\n uvec3 vuy = uvec3(g_vertLutData1.xyz);\r\n g_featureAndMaterialIndex.y = g_vertLutData1.w;\r\n uvec3 vuz = uvec3(g_vertLutData2.xyz);\r\n g_featureAndMaterialIndex.z = g_vertLutData2.w;\r\n uvec3 vuw = uvec3(g_vertLutData3.xyz);\r\n g_featureAndMaterialIndex.w = g_vertLutData3.w;\r\n uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;\r\n return vec4(uintBitsToFloat(u), 1.0);\r\n}\r\n`;\r\n\r\nconst computeLineWeight = \"\\nfloat computeLineWeight() { return g_lineWeight; }\\n\";\r\nconst computeLineCode = \"\\nfloat computeLineCode() { return g_lineCode; }\\n\";\r\n\r\nexport function addSamplePosition(vert: VertexShaderBuilder): void {\r\n vert.addFunction(getSamplePosition(vert.positionType));\r\n}\r\n\r\nconst getSamplePositionPrelude = `\r\nvec4 samplePosition(float index) {\r\n vec2 tc = compute_vert_coords(index);`;\r\n\r\nconst getSamplePositionQuantizedPostlude = `\r\n vec4 e0 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_vert_stepX;\r\n vec4 e1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n vec3 qpos = vec3(decodeUInt16(e0.xy), decodeUInt16(e0.zw), decodeUInt16(e1.xy));\r\n return unquantizePosition(qpos, u_qOrigin, u_qScale);\r\n}\r\n`;\r\n\r\nconst getSamplePositionUnquantizedPostlude = `\r\n uvec3 vux = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\r\n tc.x += g_vert_stepX;\r\n uvec3 vuy = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\r\n tc.x += g_vert_stepX;\r\n uvec3 vuz = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\r\n tc.x += g_vert_stepX;\r\n uvec3 vuw = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\r\n uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;\r\n return vec4(uintBitsToFloat(u), 1.0);\r\n}\r\n`;\r\n\r\nfunction getSamplePosition(type: PositionType): string {\r\n return `${getSamplePositionPrelude}${\"quantized\" === type ? getSamplePositionQuantizedPostlude : getSamplePositionUnquantizedPostlude}`;\r\n}\r\n\r\n/** @internal */\r\nexport function addModelViewProjectionMatrix(vert: VertexShaderBuilder): void {\r\n if (vert.usesInstancedGeometry) {\r\n addModelViewMatrix(vert);\r\n addProjectionMatrix(vert);\r\n vert.addGlobal(\"g_mvp\", VariableType.Mat4);\r\n vert.addInitializer(\"g_mvp = u_proj * g_mv;\");\r\n } else {\r\n vert.addUniform(\"u_mvp\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_mvp\", (uniform, params) => {\r\n params.target.uniforms.branch.bindModelViewProjectionMatrix(uniform, params.geometry, params.isViewCoords);\r\n });\r\n });\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addProjectionMatrix(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_proj\", VariableType.Mat4, (prog) => {\r\n prog.addProgramUniform(\"u_proj\", (uniform, params) => {\r\n params.bindProjectionMatrix(uniform);\r\n });\r\n });\r\n}\r\n\r\nconst computeInstancedRtcMatrix = `\r\n g_instancedRtcMatrix = u_instanced_rtc * g_modelMatrixRTC;\r\n`;\r\n\r\n/** @internal */\r\nexport function addInstancedRtcMatrix(vert: VertexShaderBuilder): void {\r\n if (!vert.usesInstancedGeometry)\r\n return;\r\n\r\n assert(undefined !== vert.find(\"g_modelMatrixRTC\")); // set up in VertexShaderBuilder constructor...\r\n vert.addUniform(\"u_instanced_rtc\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_instanced_rtc\", (uniform, params) => {\r\n const modelt = params.geometry.asInstanced!.getRtcOnlyTransform();\r\n uniform.setMatrix4(Matrix4.fromTransform(modelt));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_instancedRtcMatrix\", VariableType.Mat4);\r\n vert.addInitializer(computeInstancedRtcMatrix);\r\n}\r\n\r\n/** @internal */\r\nexport function addModelViewMatrix(vert: VertexShaderBuilder): void {\r\n const bind = (uniform: UniformHandle, params: DrawParams) => {\r\n params.target.uniforms.branch.bindModelViewMatrix(uniform, params.geometry, params.isViewCoords);\r\n };\r\n\r\n if (vert.usesInstancedGeometry) {\r\n vert.addUniform(\"u_instanced_modelView\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_instanced_modelView\", bind);\r\n });\r\n\r\n vert.addGlobal(\"g_mv\", VariableType.Mat4);\r\n vert.addInitializer(\"g_mv = u_instanced_modelView * g_modelMatrixRTC;\");\r\n } else {\r\n vert.addUniform(\"u_mv\", VariableType.Mat4, (prog) => {\r\n // ###TODO: We only need 3 rows, not 4...\r\n prog.addGraphicUniform(\"u_mv\", bind);\r\n });\r\n }\r\n}\r\n\r\nconst computeNormalMatrix = `\r\n g_nmx = transpose(inverse(mat3(MAT_MV)));\r\n g_nmx[0][0] *= u_frustumScale.x;\r\n g_nmx[1][1] *= u_frustumScale.y;\r\n`;\r\n\r\n/** @internal */\r\nexport function addNormalMatrix(vert: VertexShaderBuilder) {\r\n vert.addGlobal(\"g_nmx\", VariableType.Mat3);\r\n vert.addUniform(\"u_frustumScale\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_frustumScale\", (uniform, params) => {\r\n const scale = params.target.uniforms.branch.top.frustumScale;\r\n uniform.setUniform2fv([scale.x, scale.y]);\r\n });\r\n });\r\n\r\n vert.addInitializer(computeNormalMatrix);\r\n}\r\n\r\nfunction readVertexData(index: number): string {\r\n return `g_vertLutData${index} = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);`;\r\n}\r\n\r\nconst nextVertexData = \"tc.x += g_vert_stepX;\";\r\n\r\nfunction readNextVertexData(index: number): string {\r\n return `\r\n ${nextVertexData}\r\n ${readVertexData(index)}`;\r\n}\r\n\r\nconst prereadVertexDataPrelude = `\r\n vec2 tc = g_vertexBaseCoords;\r\n ${readVertexData(0)}\r\n ${readNextVertexData(1)}\r\n ${readNextVertexData(2)}\r\n`;\r\n\r\nconst prereadQuantizedVertexData = `${prereadVertexDataPrelude}\r\n if (3.0 < u_vertParams.z) {\r\n ${readNextVertexData(3)}\r\n }\r\n`;\r\n\r\nconst prereadUnquantizedVertexData = `${prereadVertexDataPrelude}\r\n ${readNextVertexData(3)}\r\n ${readNextVertexData(4)}\r\n if (5.0 < u_vertParams.z) {\r\n ${readNextVertexData(5)}\r\n }\r\n`;\r\n\r\nconst scratchLutParams = new Float32Array(4);\r\nfunction addPositionFromLUT(vert: VertexShaderBuilder) {\r\n vert.addGlobal(\"g_vertexLUTIndex\", VariableType.Float);\r\n vert.addGlobal(\"g_vertexBaseCoords\", VariableType.Vec2);\r\n\r\n const unquantized = \"unquantized\" === vert.positionType;\r\n const maxRgbaPerVert = unquantized ? 6 : 4;\r\n for (let i = 0; i < maxRgbaPerVert; i++)\r\n vert.addGlobal(`g_vertLutData${i}`, VariableType.Vec4);\r\n\r\n vert.addFunction(decodeUint24);\r\n vert.addFunction(decodeUint16);\r\n\r\n vert.addFunction(unquantized ? computeUnquantizedPosition : computeVertexPositionFromLUT);\r\n\r\n vert.addUniform(\"u_vertLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_vertLUT\", (uniform, params) => {\r\n (params.geometry.asLUT!).lut.texture.bindSampler(uniform, TextureUnit.VertexLUT);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_vertParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_vertParams\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asLUT);\r\n const lut = params.geometry.asLUT.lut;\r\n const lutParams = scratchLutParams;\r\n lutParams[0] = lut.texture.width;\r\n lutParams[1] = lut.texture.height;\r\n lutParams[2] = lut.numRgbaPerVertex;\r\n lutParams[3] = lut.numVertices;\r\n uniform.setUniform4fv(lutParams);\r\n });\r\n });\r\n\r\n addLookupTable(vert, \"vert\", \"u_vertParams.z\");\r\n vert.addInitializer(initializeVertLUTCoords);\r\n\r\n vert.addGlobal(\"g_featureAndMaterialIndex\", VariableType.Vec4);\r\n\r\n // Read the vertex data from the vertex table up front. Yields a consistent (if unexplainable) small performance boost.\r\n vert.addInitializer(unquantized ? prereadUnquantizedVertexData : prereadQuantizedVertexData);\r\n}\r\n\r\n/** @internal */\r\nexport function addPosition(vert: VertexShaderBuilder, fromLUT: boolean) {\r\n if (!fromLUT || \"quantized\" === vert.positionType) {\r\n vert.addFunction(unquantizePosition);\r\n vert.addUniform(\"u_qScale\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qScale\", (uniform, params) => {\r\n assert(params.geometry.usesQuantizedPositions);\r\n uniform.setUniform3fv(params.geometry.qScale);\r\n });\r\n });\r\n vert.addUniform(\"u_qOrigin\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qOrigin\", (uniform, params) => {\r\n assert(params.geometry.usesQuantizedPositions);\r\n uniform.setUniform3fv(params.geometry.qOrigin);\r\n });\r\n });\r\n }\r\n\r\n if (!fromLUT) {\r\n vert.addFunction(computeQuantizedPosition);\r\n } else {\r\n addPositionFromLUT(vert);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addAlpha(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_hasAlpha\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_hasAlpha\", (uniform, params) => {\r\n uniform.setUniform1f(Pass.rendersTranslucent(params.geometry.getPass(params.target)) ? 1 : 0);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addLineWeight(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_lineWeight\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_lineWeight\", (attr, params) => {\r\n attr.setUniform1f(params.geometry.getLineWeight(params.programParams));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_lineWeight\", VariableType.Float);\r\n if (vert.usesInstancedGeometry) {\r\n addInstanceOverrides(vert);\r\n vert.addInitializer(\"g_lineWeight = mix(u_lineWeight, a_instanceOverrides.g, extractInstanceBit(kOvrBit_Weight));\");\r\n } else {\r\n vert.addInitializer(\"g_lineWeight = u_lineWeight;\");\r\n }\r\n\r\n vert.addFunction(computeLineWeight);\r\n}\r\n\r\n/** @internal */\r\nexport function replaceLineWeight(vert: VertexShaderBuilder, func: string): void {\r\n vert.replaceFunction(computeLineWeight, func);\r\n}\r\n\r\n/** @internal */\r\nexport function addLineCode(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_lineCode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_lineCode\", (attr, params) => {\r\n attr.setUniform1f(params.geometry.getLineCode(params.programParams));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_lineCode\", VariableType.Float);\r\n if (vert.usesInstancedGeometry) {\r\n addInstanceOverrides(vert);\r\n vert.addInitializer(\"g_lineCode = mix(u_lineCode, a_instanceOverrides.b, extractInstanceBit(kOvrBit_LineCode));\");\r\n } else {\r\n vert.addInitializer(\"g_lineCode = u_lineCode;\");\r\n }\r\n\r\n vert.addFunction(computeLineCode);\r\n}\r\n\r\n/** @internal */\r\nexport function replaceLineCode(vert: VertexShaderBuilder, func: string): void {\r\n vert.replaceFunction(computeLineCode, func);\r\n}\r\n\r\n// This vertex belongs to a triangle which should not be rendered. Produce a degenerate triangle.\r\n// Also place it outside NDC range (for GL_POINTS)\r\nconst discardVertex = ` {\r\n gl_Position = vec4(2.0, 2.0, 2.0, 1.0);\r\n return;\r\n }\r\n`;\r\n\r\n/** @internal */\r\nexport const earlyVertexDiscard = ` if (checkForEarlyDiscard(rawPosition))${discardVertex}`;\r\n/** @internal */\r\nexport const vertexDiscard = ` if (checkForDiscard())${discardVertex}`;\r\n/** @internal */\r\nexport const lateVertexDiscard = ` if (checkForLateDiscard())${discardVertex}`;\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 { DrawParams } from \"../DrawCommand\";\r\nimport { UniformHandle } from \"../UniformHandle\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { Pass, TextureUnit } from \"../RenderFlags\";\r\nimport { PositionType } from \"../TechniqueFlags\";\r\nimport { VariableType, VertexShaderBuilder } from \"../ShaderBuilder\";\r\nimport { decodeUint16, decodeUint24 } from \"./Decode\";\r\nimport { addInstanceOverrides } from \"./Instancing\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\n\r\nconst initializeVertLUTCoords = `\r\n g_vertexLUTIndex = decodeUInt24(qpos);\r\n g_vertexBaseCoords = compute_vert_coords(g_vertexLUTIndex);\r\n`;\r\n\r\n/** @internal */\r\nexport const unquantizePosition = `\r\nvec4 unquantizePosition(vec3 pos, vec3 origin, vec3 scale) { return vec4(origin + scale * pos, 1.0); }\r\n`;\r\n\r\nconst computeQuantizedPosition = `\r\nvec4 computeVertexPosition(vec3 pos) { return unquantizePosition(pos, u_qOrigin, u_qScale); }\r\n`;\r\n\r\n// Need to read 2 rgba values to obtain 6 16-bit integers for position\r\nconst computeVertexPositionFromLUT = `\r\nvec4 computeVertexPosition(vec3 encodedIndex) {\r\n vec3 qpos = vec3(decodeUInt16(g_vertLutData0.xy), decodeUInt16(g_vertLutData0.zw), decodeUInt16(g_vertLutData1.xy));\r\n g_featureAndMaterialIndex = g_vertLutData2;\r\n return unquantizePosition(qpos, u_qOrigin, u_qScale);\r\n}\r\n`;\r\n\r\nconst computeUnquantizedPosition = `\r\nvec4 computeVertexPosition(vec3 encodedIndex) {\r\n uvec3 vux = uvec3(g_vertLutData0.xyz);\r\n g_featureAndMaterialIndex.x = g_vertLutData0.w;\r\n uvec3 vuy = uvec3(g_vertLutData1.xyz);\r\n g_featureAndMaterialIndex.y = g_vertLutData1.w;\r\n uvec3 vuz = uvec3(g_vertLutData2.xyz);\r\n g_featureAndMaterialIndex.z = g_vertLutData2.w;\r\n uvec3 vuw = uvec3(g_vertLutData3.xyz);\r\n g_featureAndMaterialIndex.w = g_vertLutData3.w;\r\n uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;\r\n return vec4(uintBitsToFloat(u), 1.0);\r\n}\r\n`;\r\n\r\nconst computeLineWeight = \"\\nfloat computeLineWeight() { return g_lineWeight; }\\n\";\r\nconst computeLineCode = \"\\nfloat computeLineCode() { return g_lineCode; }\\n\";\r\n\r\nexport function addSamplePosition(vert: VertexShaderBuilder): void {\r\n vert.addFunction(getSamplePosition(vert.positionType));\r\n}\r\n\r\nconst getSamplePositionPrelude = `\r\nvec4 samplePosition(float index) {\r\n vec2 tc = compute_vert_coords(index);`;\r\n\r\nconst getSamplePositionQuantizedPostlude = `\r\n vec4 e0 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_vert_stepX;\r\n vec4 e1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n vec3 qpos = vec3(decodeUInt16(e0.xy), decodeUInt16(e0.zw), decodeUInt16(e1.xy));\r\n return unquantizePosition(qpos, u_qOrigin, u_qScale);\r\n}\r\n`;\r\n\r\nconst getSamplePositionUnquantizedPostlude = `\r\n uvec3 vux = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\r\n tc.x += g_vert_stepX;\r\n uvec3 vuy = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\r\n tc.x += g_vert_stepX;\r\n uvec3 vuz = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\r\n tc.x += g_vert_stepX;\r\n uvec3 vuw = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\r\n uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;\r\n return vec4(uintBitsToFloat(u), 1.0);\r\n}\r\n`;\r\n\r\nfunction getSamplePosition(type: PositionType): string {\r\n return `${getSamplePositionPrelude}${\"quantized\" === type ? getSamplePositionQuantizedPostlude : getSamplePositionUnquantizedPostlude}`;\r\n}\r\n\r\n/** @internal */\r\nexport function addModelViewProjectionMatrix(vert: VertexShaderBuilder): void {\r\n if (vert.usesInstancedGeometry) {\r\n addModelViewMatrix(vert);\r\n addProjectionMatrix(vert);\r\n vert.addGlobal(\"g_mvp\", VariableType.Mat4);\r\n vert.addInitializer(\"g_mvp = u_proj * g_mv;\");\r\n } else {\r\n vert.addUniform(\"u_mvp\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_mvp\", (uniform, params) => {\r\n params.target.uniforms.branch.bindModelViewProjectionMatrix(uniform, params.geometry, params.isViewCoords);\r\n });\r\n });\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addProjectionMatrix(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_proj\", VariableType.Mat4, (prog) => {\r\n prog.addProgramUniform(\"u_proj\", (uniform, params) => {\r\n params.bindProjectionMatrix(uniform);\r\n });\r\n });\r\n}\r\n\r\nconst computeInstancedRtcMatrix = `\r\n g_instancedRtcMatrix = u_instanced_rtc * g_modelMatrixRTC;\r\n`;\r\n\r\n/** @internal */\r\nexport function addInstancedRtcMatrix(vert: VertexShaderBuilder): void {\r\n if (!vert.usesInstancedGeometry)\r\n return;\r\n\r\n assert(undefined !== vert.find(\"g_modelMatrixRTC\")); // set up in VertexShaderBuilder constructor...\r\n vert.addUniform(\"u_instanced_rtc\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_instanced_rtc\", (uniform, params) => {\r\n const modelt = params.geometry.asInstanced!.getRtcOnlyTransform();\r\n uniform.setMatrix4(Matrix4.fromTransform(modelt));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_instancedRtcMatrix\", VariableType.Mat4);\r\n vert.addInitializer(computeInstancedRtcMatrix);\r\n}\r\n\r\n/** @internal */\r\nexport function addModelViewMatrix(vert: VertexShaderBuilder): void {\r\n const bind = (uniform: UniformHandle, params: DrawParams) => {\r\n params.target.uniforms.branch.bindModelViewMatrix(uniform, params.geometry, params.isViewCoords);\r\n };\r\n\r\n if (vert.usesInstancedGeometry) {\r\n vert.addUniform(\"u_instanced_modelView\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_instanced_modelView\", bind);\r\n });\r\n\r\n vert.addGlobal(\"g_mv\", VariableType.Mat4);\r\n vert.addInitializer(\"g_mv = u_instanced_modelView * g_modelMatrixRTC;\");\r\n } else {\r\n vert.addUniform(\"u_mv\", VariableType.Mat4, (prog) => {\r\n // ###TODO: We only need 3 rows, not 4...\r\n prog.addGraphicUniform(\"u_mv\", bind);\r\n });\r\n }\r\n}\r\n\r\nconst computeNormalMatrix = `\r\n g_nmx = transpose(inverse(mat3(MAT_MV)));\r\n g_nmx[0][0] *= u_frustumScale.x;\r\n g_nmx[1][1] *= u_frustumScale.y;\r\n`;\r\n\r\n/** @internal */\r\nexport function addNormalMatrix(vert: VertexShaderBuilder) {\r\n vert.addGlobal(\"g_nmx\", VariableType.Mat3);\r\n vert.addUniform(\"u_frustumScale\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_frustumScale\", (uniform, params) => {\r\n const scale = params.target.uniforms.branch.top.frustumScale;\r\n uniform.setUniform2fv([scale.x, scale.y]);\r\n });\r\n });\r\n\r\n vert.addInitializer(computeNormalMatrix);\r\n}\r\n\r\nfunction readVertexData(index: number): string {\r\n return `g_vertLutData${index} = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);`;\r\n}\r\n\r\nconst nextVertexData = \"tc.x += g_vert_stepX;\";\r\n\r\nfunction readNextVertexData(index: number): string {\r\n return `\r\n ${nextVertexData}\r\n ${readVertexData(index)}`;\r\n}\r\n\r\nconst prereadVertexDataPrelude = `\r\n vec2 tc = g_vertexBaseCoords;\r\n ${readVertexData(0)}\r\n ${readNextVertexData(1)}\r\n ${readNextVertexData(2)}\r\n`;\r\n\r\nconst prereadQuantizedVertexData = `${prereadVertexDataPrelude}\r\n if (3.0 < u_vertParams.z) {\r\n ${readNextVertexData(3)}\r\n }\r\n`;\r\n\r\nconst prereadUnquantizedVertexData = `${prereadVertexDataPrelude}\r\n ${readNextVertexData(3)}\r\n ${readNextVertexData(4)}\r\n if (5.0 < u_vertParams.z) {\r\n ${readNextVertexData(5)}\r\n }\r\n`;\r\n\r\nconst scratchLutParams = new Float32Array(4);\r\nfunction addPositionFromLUT(vert: VertexShaderBuilder) {\r\n vert.addGlobal(\"g_vertexLUTIndex\", VariableType.Float);\r\n vert.addGlobal(\"g_vertexBaseCoords\", VariableType.Vec2);\r\n\r\n const unquantized = \"unquantized\" === vert.positionType;\r\n const maxRgbaPerVert = unquantized ? 6 : 4;\r\n for (let i = 0; i < maxRgbaPerVert; i++)\r\n vert.addGlobal(`g_vertLutData${i}`, VariableType.Vec4);\r\n\r\n vert.addFunction(decodeUint24);\r\n vert.addFunction(decodeUint16);\r\n\r\n vert.addFunction(unquantized ? computeUnquantizedPosition : computeVertexPositionFromLUT);\r\n\r\n vert.addUniform(\"u_vertLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_vertLUT\", (uniform, params) => {\r\n (params.geometry.asLUT!).lut.texture.bindSampler(uniform, TextureUnit.VertexLUT);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_vertParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_vertParams\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asLUT);\r\n const lut = params.geometry.asLUT.lut;\r\n const lutParams = scratchLutParams;\r\n lutParams[0] = lut.texture.width;\r\n lutParams[1] = lut.texture.height;\r\n lutParams[2] = lut.numRgbaPerVertex;\r\n lutParams[3] = lut.numVertices;\r\n uniform.setUniform4fv(lutParams);\r\n });\r\n });\r\n\r\n addLookupTable(vert, \"vert\", \"u_vertParams.z\");\r\n vert.addInitializer(initializeVertLUTCoords);\r\n\r\n vert.addGlobal(\"g_featureAndMaterialIndex\", VariableType.Vec4);\r\n\r\n // Read the vertex data from the vertex table up front. Yields a consistent (if unexplainable) small performance boost.\r\n vert.addInitializer(unquantized ? prereadUnquantizedVertexData : prereadQuantizedVertexData);\r\n}\r\n\r\n/** @internal */\r\nexport function addPosition(vert: VertexShaderBuilder, fromLUT: boolean) {\r\n if (!fromLUT || \"quantized\" === vert.positionType) {\r\n vert.addFunction(unquantizePosition);\r\n vert.addUniform(\"u_qScale\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qScale\", (uniform, params) => {\r\n assert(params.geometry.usesQuantizedPositions);\r\n uniform.setUniform3fv(params.geometry.qScale);\r\n });\r\n });\r\n vert.addUniform(\"u_qOrigin\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qOrigin\", (uniform, params) => {\r\n assert(params.geometry.usesQuantizedPositions);\r\n uniform.setUniform3fv(params.geometry.qOrigin);\r\n });\r\n });\r\n }\r\n\r\n if (!fromLUT) {\r\n vert.addFunction(computeQuantizedPosition);\r\n } else {\r\n addPositionFromLUT(vert);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addAlpha(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_hasAlpha\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_hasAlpha\", (uniform, params) => {\r\n uniform.setUniform1f(Pass.rendersTranslucent(params.geometry.getPass(params.target)) ? 1 : 0);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addLineWeight(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_lineWeight\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_lineWeight\", (attr, params) => {\r\n attr.setUniform1f(params.geometry.getLineWeight(params.programParams));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_lineWeight\", VariableType.Float);\r\n if (vert.usesInstancedGeometry) {\r\n addInstanceOverrides(vert);\r\n vert.addInitializer(\"g_lineWeight = mix(u_lineWeight, a_instanceOverrides.g, extractInstanceBit(kOvrBit_Weight));\");\r\n } else {\r\n vert.addInitializer(\"g_lineWeight = u_lineWeight;\");\r\n }\r\n\r\n vert.addFunction(computeLineWeight);\r\n}\r\n\r\n/** @internal */\r\nexport function replaceLineWeight(vert: VertexShaderBuilder, func: string): void {\r\n vert.replaceFunction(computeLineWeight, func);\r\n}\r\n\r\n/** @internal */\r\nexport function addLineCode(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_lineCode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_lineCode\", (attr, params) => {\r\n attr.setUniform1f(params.geometry.getLineCode(params.programParams));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_lineCode\", VariableType.Float);\r\n if (vert.usesInstancedGeometry) {\r\n addInstanceOverrides(vert);\r\n vert.addInitializer(\"g_lineCode = mix(u_lineCode, a_instanceOverrides.b, extractInstanceBit(kOvrBit_LineCode));\");\r\n } else {\r\n vert.addInitializer(\"g_lineCode = u_lineCode;\");\r\n }\r\n\r\n vert.addFunction(computeLineCode);\r\n}\r\n\r\n/** @internal */\r\nexport function replaceLineCode(vert: VertexShaderBuilder, func: string): void {\r\n vert.replaceFunction(computeLineCode, func);\r\n}\r\n\r\n// This vertex belongs to a triangle which should not be rendered. Produce a degenerate triangle.\r\n// Also place it outside NDC range (for GL_POINTS)\r\nconst discardVertex = ` {\r\n gl_Position = vec4(2.0, 2.0, 2.0, 1.0);\r\n return;\r\n }\r\n`;\r\n\r\n/** @internal */\r\nexport const earlyVertexDiscard = ` if (checkForEarlyDiscard(rawPosition))${discardVertex}`;\r\n/** @internal */\r\nexport const vertexDiscard = ` if (checkForDiscard())${discardVertex}`;\r\n/** @internal */\r\nexport const lateVertexDiscard = ` if (checkForLateDiscard())${discardVertex}`;\r\n"]}
@@ -7,7 +7,9 @@
7
7
  * @module WebGL
8
8
  */
9
9
  Object.defineProperty(exports, "__esModule", { value: true });
10
- exports.addModelToWindowCoordinates = exports.addViewportTransformation = exports.addViewport = void 0;
10
+ exports.addViewport = addViewport;
11
+ exports.addViewportTransformation = addViewportTransformation;
12
+ exports.addModelToWindowCoordinates = addModelToWindowCoordinates;
11
13
  const RenderPass_1 = require("./RenderPass");
12
14
  const Vertex_1 = require("./Vertex");
13
15
  /** @internal */
@@ -18,7 +20,6 @@ function addViewport(shader) {
18
20
  });
19
21
  });
20
22
  }
21
- exports.addViewport = addViewport;
22
23
  /** @internal */
23
24
  function addViewportTransformation(shader) {
24
25
  shader.addUniform("u_viewportTransformation", 7 /* VariableType.Mat4 */, (prog) => {
@@ -27,7 +28,6 @@ function addViewportTransformation(shader) {
27
28
  });
28
29
  });
29
30
  }
30
- exports.addViewportTransformation = addViewportTransformation;
31
31
  const modelToWindowCoordinates = `
32
32
  vec4 modelToWindowCoordinates(vec4 position, vec4 next, out vec4 clippedMvpPos, out vec3 clippedMvPos) {
33
33
  if (kRenderPass_ViewOverlay == u_renderPass || kRenderPass_Background == u_renderPass) {
@@ -75,5 +75,4 @@ function addModelToWindowCoordinates(vert) {
75
75
  (0, RenderPass_1.addRenderPass)(vert);
76
76
  vert.addFunction(modelToWindowCoordinates);
77
77
  }
78
- exports.addModelToWindowCoordinates = addModelToWindowCoordinates;
79
78
  //# sourceMappingURL=Viewport.js.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"Viewport.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Viewport.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AAOH,kCAMC;AAGD,8DAMC;AA2CD,kEAMC;AApED,6CAA6C;AAC7C,qCAAmE;AAEnE,gBAAgB;AAChB,SAAgB,WAAW,CAAC,MAAqB;IAC/C,MAAM,CAAC,UAAU,CAAC,YAAY,6BAAqB,CAAC,IAAI,EAAE,EAAE;QAC1D,IAAI,CAAC,iBAAiB,CAAC,YAAY,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACvD,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,cAAc,CAAC,OAAO,CAAC,CAAC;QAC1D,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,SAAgB,yBAAyB,CAAC,MAAqB;IAC7D,MAAM,CAAC,UAAU,CAAC,0BAA0B,6BAAqB,CAAC,IAAI,EAAE,EAAE;QACxE,IAAI,CAAC,iBAAiB,CAAC,0BAA0B,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACrE,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,kBAAkB,CAAC,OAAO,CAAC,CAAC;QAC9D,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;AACL,CAAC;AAED,MAAM,wBAAwB,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsChC,CAAC;AAEF,gBAAgB;AAChB,SAAgB,2BAA2B,CAAC,IAAyB;IACnE,IAAA,2BAAkB,EAAC,IAAI,CAAC,CAAC;IACzB,IAAA,4BAAmB,EAAC,IAAI,CAAC,CAAC;IAC1B,yBAAyB,CAAC,IAAI,CAAC,CAAC;IAChC,IAAA,0BAAa,EAAC,IAAI,CAAC,CAAC;IACpB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,CAAC;AAC7C,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { ShaderBuilder, VariableType, VertexShaderBuilder } from \"../ShaderBuilder\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addModelViewMatrix, addProjectionMatrix } from \"./Vertex\";\r\n\r\n/** @internal */\r\nexport function addViewport(shader: ShaderBuilder) {\r\n shader.addUniform(\"u_viewport\", VariableType.Vec2, (prog) => {\r\n prog.addProgramUniform(\"u_viewport\", (uniform, params) => {\r\n params.target.uniforms.viewRect.bindDimensions(uniform);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addViewportTransformation(shader: ShaderBuilder) {\r\n shader.addUniform(\"u_viewportTransformation\", VariableType.Mat4, (prog) => {\r\n prog.addProgramUniform(\"u_viewportTransformation\", (uniform, params) => {\r\n params.target.uniforms.viewRect.bindViewportMatrix(uniform);\r\n });\r\n });\r\n}\r\n\r\nconst modelToWindowCoordinates = `\r\nvec4 modelToWindowCoordinates(vec4 position, vec4 next, out vec4 clippedMvpPos, out vec3 clippedMvPos) {\r\n if (kRenderPass_ViewOverlay == u_renderPass || kRenderPass_Background == u_renderPass) {\r\n vec4 q = MAT_MV * position;\r\n clippedMvPos = q.xyz;\r\n q = u_proj * q;\r\n clippedMvpPos = q;\r\n q.xyz /= q.w;\r\n q.xyz = (u_viewportTransformation * vec4(q.xyz, 1.0)).xyz;\r\n return q;\r\n }\r\n\r\n // Negative values are in front of the camera (visible).\r\n float s_maxZ = -u_frustum.x; // use -near (front) plane for segment drop test since u_frustum's near & far are pos.\r\n vec4 q = MAT_MV * position; // eye coordinates.\r\n vec4 n = MAT_MV * next;\r\n\r\n if (q.z > s_maxZ) {\r\n if (n.z > s_maxZ) {\r\n clippedMvPos = vec3(0.0, 0.0, 1.0);\r\n clippedMvpPos = vec4(0.0, 0.0, 1.0, 0.0);\r\n return vec4(0.0, 0.0, 1.0, 0.0); // Entire segment behind front clip plane.\r\n }\r\n\r\n float t = (s_maxZ - q.z) / (n.z - q.z);\r\n\r\n q.x += t * (n.x - q.x);\r\n q.y += t * (n.y - q.y);\r\n q.z = s_maxZ; // q.z + (s_maxZ - q.z) / (n.z - q.z) * (n.z - q.z) = s_maxZ\r\n }\r\n\r\n clippedMvPos = q.xyz;\r\n q = u_proj * q;\r\n clippedMvpPos = q;\r\n q.xyz /= q.w; // normalized device coords\r\n q.xyz = (u_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // window coords\r\n return q;\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport function addModelToWindowCoordinates(vert: VertexShaderBuilder) {\r\n addModelViewMatrix(vert);\r\n addProjectionMatrix(vert);\r\n addViewportTransformation(vert);\r\n addRenderPass(vert);\r\n vert.addFunction(modelToWindowCoordinates);\r\n}\r\n"]}
@@ -7,7 +7,7 @@
7
7
  * @module WebGL
8
8
  */
9
9
  Object.defineProperty(exports, "__esModule", { value: true });
10
- exports.createViewportQuadBuilder = void 0;
10
+ exports.createViewportQuadBuilder = createViewportQuadBuilder;
11
11
  const AttributeMap_1 = require("../AttributeMap");
12
12
  const ShaderBuilder_1 = require("../ShaderBuilder");
13
13
  // Positions are in NDC [-1..1]. Compute UV params in [0..1]
@@ -26,5 +26,4 @@ function createViewportQuadBuilder(textured, attrMapOverride) {
26
26
  }
27
27
  return prog;
28
28
  }
29
- exports.createViewportQuadBuilder = createViewportQuadBuilder;
30
29
  //# sourceMappingURL=ViewportQuad.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"ViewportQuad.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/ViewportQuad.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,kDAAiE;AACjE,oDAAuF;AAEvF,4DAA4D;AAC5D,MAAM,eAAe,GAAG,4CAA4C,CAAC;AACrE,MAAM,eAAe,GAAG,gBAAgB,CAAC;AAEzC,SAAS,UAAU,CAAC,IAAoB;IACtC,IAAI,CAAC,wBAAwB,CAAC,YAAY,6BAAqB,eAAe,CAAC,CAAC;AAClF,CAAC;AAED,gBAAgB;AAChB,SAAgB,yBAAyB,CAAC,QAAiB,EAAE,eAA+C;IAC1G,MAAM,OAAO,GAAG,SAAS,KAAK,eAAe,CAAC,CAAC,CAAC,eAAe,CAAC,CAAC,CAAC,2BAAY,CAAC,gBAAgB,CAAC,SAAS,EAAE,KAAK,CAAC,CAAC;IAClH,MAAM,IAAI,GAAG,IAAI,8BAAc,CAAC,OAAO,CAAC,CAAC;IACzC,IAAI,CAAC,IAAI,CAAC,GAAG,iDAAwC,eAAe,CAAC,CAAC;IACtE,IAAI,QAAQ,EAAE,CAAC;QACb,UAAU,CAAC,IAAI,CAAC,CAAC;IACnB,CAAC;IAED,OAAO,IAAI,CAAC;AACd,CAAC;AATD,8DASC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { AttributeDetails, AttributeMap } from \"../AttributeMap\";\r\nimport { ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\n\r\n// Positions are in NDC [-1..1]. Compute UV params in [0..1]\r\nconst computeTexCoord = \"v_texCoord = (rawPosition.xy + 1.0) * 0.5;\";\r\nconst computePosition = \"return rawPos;\";\r\n\r\nfunction addTexture(prog: ProgramBuilder) {\r\n prog.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\r\n}\r\n\r\n/** @internal */\r\nexport function createViewportQuadBuilder(textured: boolean, attrMapOverride?: Map<string, AttributeDetails>): ProgramBuilder {\r\n const attrMap = undefined !== attrMapOverride ? attrMapOverride : AttributeMap.findAttributeMap(undefined, false);\r\n const prog = new ProgramBuilder(attrMap);\r\n prog.vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n if (textured) {\r\n addTexture(prog);\r\n }\r\n\r\n return prog;\r\n}\r\n"]}
1
+ {"version":3,"file":"ViewportQuad.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/ViewportQuad.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AAcH,8DASC;AArBD,kDAAiE;AACjE,oDAAuF;AAEvF,4DAA4D;AAC5D,MAAM,eAAe,GAAG,4CAA4C,CAAC;AACrE,MAAM,eAAe,GAAG,gBAAgB,CAAC;AAEzC,SAAS,UAAU,CAAC,IAAoB;IACtC,IAAI,CAAC,wBAAwB,CAAC,YAAY,6BAAqB,eAAe,CAAC,CAAC;AAClF,CAAC;AAED,gBAAgB;AAChB,SAAgB,yBAAyB,CAAC,QAAiB,EAAE,eAA+C;IAC1G,MAAM,OAAO,GAAG,SAAS,KAAK,eAAe,CAAC,CAAC,CAAC,eAAe,CAAC,CAAC,CAAC,2BAAY,CAAC,gBAAgB,CAAC,SAAS,EAAE,KAAK,CAAC,CAAC;IAClH,MAAM,IAAI,GAAG,IAAI,8BAAc,CAAC,OAAO,CAAC,CAAC;IACzC,IAAI,CAAC,IAAI,CAAC,GAAG,iDAAwC,eAAe,CAAC,CAAC;IACtE,IAAI,QAAQ,EAAE,CAAC;QACb,UAAU,CAAC,IAAI,CAAC,CAAC;IACnB,CAAC;IAED,OAAO,IAAI,CAAC;AACd,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { AttributeDetails, AttributeMap } from \"../AttributeMap\";\r\nimport { ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\n\r\n// Positions are in NDC [-1..1]. Compute UV params in [0..1]\r\nconst computeTexCoord = \"v_texCoord = (rawPosition.xy + 1.0) * 0.5;\";\r\nconst computePosition = \"return rawPos;\";\r\n\r\nfunction addTexture(prog: ProgramBuilder) {\r\n prog.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\r\n}\r\n\r\n/** @internal */\r\nexport function createViewportQuadBuilder(textured: boolean, attrMapOverride?: Map<string, AttributeDetails>): ProgramBuilder {\r\n const attrMap = undefined !== attrMapOverride ? attrMapOverride : AttributeMap.findAttributeMap(undefined, false);\r\n const prog = new ProgramBuilder(attrMap);\r\n prog.vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n if (textured) {\r\n addTexture(prog);\r\n }\r\n\r\n return prog;\r\n}\r\n"]}
@@ -7,7 +7,7 @@
7
7
  * @module WebGL
8
8
  */
9
9
  Object.defineProperty(exports, "__esModule", { value: true });
10
- exports.addWiremesh = void 0;
10
+ exports.addWiremesh = addWiremesh;
11
11
  // Vertex shader produces barycentric coordinate for corner of triangle to be smoothly interpolated over face of triangle.
12
12
  // This requires WebGL 2 because gl_VertexID.
13
13
  // It also requires that we are drawing non-indexed vertices, or using an index buffer in which each set of 3 consecutive indices correspond to one triangle -
@@ -31,7 +31,6 @@ const applyWiremesh = `
31
31
  */
32
32
  function addWiremesh(builder) {
33
33
  builder.addInlineComputedVarying("v_barycentric", 4 /* VariableType.Vec3 */, computeBarycentric);
34
- builder.frag.set(14 /* FragmentShaderComponent.ApplyWiremesh */, applyWiremesh);
34
+ builder.frag.set(15 /* FragmentShaderComponent.ApplyWiremesh */, applyWiremesh);
35
35
  }
36
- exports.addWiremesh = addWiremesh;
37
36
  //# sourceMappingURL=Wiremesh.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"Wiremesh.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Wiremesh.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAIH,0HAA0H;AAC1H,6CAA6C;AAC7C,8JAA8J;AAC9J,gEAAgE;AAChE,MAAM,kBAAkB,GAAG;;;CAG1B,CAAC;AAEF,2FAA2F;AAC3F,gHAAgH;AAChH,MAAM,aAAa,GAAG;;;;;;;CAOrB,CAAC;AAEF;;GAEG;AACH,SAAgB,WAAW,CAAC,OAAuB;IACjD,OAAO,CAAC,wBAAwB,CAAC,eAAe,6BAAqB,kBAAkB,CAAC,CAAC;IACzF,OAAO,CAAC,IAAI,CAAC,GAAG,iDAAwC,aAAa,CAAC,CAAC;AACzE,CAAC;AAHD,kCAGC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType } from \"../ShaderBuilder\";\r\n\r\n// Vertex shader produces barycentric coordinate for corner of triangle to be smoothly interpolated over face of triangle.\r\n// This requires WebGL 2 because gl_VertexID.\r\n// It also requires that we are drawing non-indexed vertices, or using an index buffer in which each set of 3 consecutive indices correspond to one triangle -\r\n// otherwise gl_VertexID will not correlate to triangle corners.\r\nconst computeBarycentric = `\r\n int vertIndex = gl_VertexID % 3;\r\n v_barycentric = vec3(float(0 == vertIndex), float(1 == vertIndex), float(2 == vertIndex));\r\n`;\r\n\r\n// Fragment shader draws in the line color for fragments close to the edge of the triangle.\r\n// Vertex shader requires WebGL 2 which includes the functionality of the GL_OES_standard_derivatives extension.\r\nconst applyWiremesh = `\r\n const float lineWidth = 1.0;\r\n const vec3 lineColor = vec3(0.0);\r\n vec3 delta = fwidth(v_barycentric);\r\n vec3 factor = smoothstep(vec3(0.0), delta * lineWidth, v_barycentric);\r\n vec3 color = mix(lineColor, baseColor.rgb, min(min(factor.x, factor.y), factor.z));\r\n return vec4(color, baseColor.a);\r\n`;\r\n\r\n/** Adds to a mesh shader logic to produce an overlaid wiremesh.\r\n * @internal\r\n */\r\nexport function addWiremesh(builder: ProgramBuilder): void {\r\n builder.addInlineComputedVarying(\"v_barycentric\", VariableType.Vec3, computeBarycentric);\r\n builder.frag.set(FragmentShaderComponent.ApplyWiremesh, applyWiremesh);\r\n}\r\n"]}
1
+ {"version":3,"file":"Wiremesh.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Wiremesh.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AA2BH,kCAGC;AA1BD,0HAA0H;AAC1H,6CAA6C;AAC7C,8JAA8J;AAC9J,gEAAgE;AAChE,MAAM,kBAAkB,GAAG;;;CAG1B,CAAC;AAEF,2FAA2F;AAC3F,gHAAgH;AAChH,MAAM,aAAa,GAAG;;;;;;;CAOrB,CAAC;AAEF;;GAEG;AACH,SAAgB,WAAW,CAAC,OAAuB;IACjD,OAAO,CAAC,wBAAwB,CAAC,eAAe,6BAAqB,kBAAkB,CAAC,CAAC;IACzF,OAAO,CAAC,IAAI,CAAC,GAAG,iDAAwC,aAAa,CAAC,CAAC;AACzE,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType } from \"../ShaderBuilder\";\r\n\r\n// Vertex shader produces barycentric coordinate for corner of triangle to be smoothly interpolated over face of triangle.\r\n// This requires WebGL 2 because gl_VertexID.\r\n// It also requires that we are drawing non-indexed vertices, or using an index buffer in which each set of 3 consecutive indices correspond to one triangle -\r\n// otherwise gl_VertexID will not correlate to triangle corners.\r\nconst computeBarycentric = `\r\n int vertIndex = gl_VertexID % 3;\r\n v_barycentric = vec3(float(0 == vertIndex), float(1 == vertIndex), float(2 == vertIndex));\r\n`;\r\n\r\n// Fragment shader draws in the line color for fragments close to the edge of the triangle.\r\n// Vertex shader requires WebGL 2 which includes the functionality of the GL_OES_standard_derivatives extension.\r\nconst applyWiremesh = `\r\n const float lineWidth = 1.0;\r\n const vec3 lineColor = vec3(0.0);\r\n vec3 delta = fwidth(v_barycentric);\r\n vec3 factor = smoothstep(vec3(0.0), delta * lineWidth, v_barycentric);\r\n vec3 color = mix(lineColor, baseColor.rgb, min(min(factor.x, factor.y), factor.z));\r\n return vec4(color, baseColor.a);\r\n`;\r\n\r\n/** Adds to a mesh shader logic to produce an overlaid wiremesh.\r\n * @internal\r\n */\r\nexport function addWiremesh(builder: ProgramBuilder): void {\r\n builder.addInlineComputedVarying(\"v_barycentric\", VariableType.Vec3, computeBarycentric);\r\n builder.frag.set(FragmentShaderComponent.ApplyWiremesh, applyWiremesh);\r\n}\r\n"]}
@@ -1 +1 @@
1
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+ {"version":3,"file":"Request.d.ts","sourceRoot":"","sources":["../../../src/request/Request.ts"],"names":[],"mappings":"AAKA,gBAAgB;AAChB,MAAM,WAAW,uBAAuB;IACtC,IAAI,EAAE,MAAM,CAAC;IACb,QAAQ,EAAE,MAAM,CAAC;CAClB;AAED;;GAEG;AACH,qBAAa,iBAAkB,SAAQ,KAAK;IAGjC,MAAM,EAAE,MAAM;IACd,YAAY,CAAC,EAAE,MAAM;gBADrB,MAAM,EAAE,MAAM,EACd,YAAY,CAAC,EAAE,MAAM,YAAA;CAQ/B;AAED,gBAAgB;AAChB,MAAM,WAAW,cAAc;IAC7B,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,OAAO,CAAC,EAAE,GAAG,CAAC;IACd,OAAO,CAAC,EAAE,MAAM,CAAC;IACjB,IAAI,CAAC,EAAE,uBAAuB,CAAC;CAChC;AAED,gBAAgB;AAChB,wBAAsB,OAAO,CAAC,GAAG,EAAE,MAAM,EAAE,YAAY,EAAE,aAAa,EAAE,OAAO,CAAC,EAAE,cAAc,GAAG,OAAO,CAAC,WAAW,CAAC,CAAC;AAExH,gBAAgB;AAChB,wBAAsB,OAAO,CAAC,GAAG,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE,cAAc,GAAG,OAAO,CAAC,GAAG,CAAC,CAAC;AAEzG,gBAAgB;AAChB,wBAAsB,OAAO,CAAC,GAAG,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE,cAAc,GAAG,OAAO,CAAC,MAAM,CAAC,CAAC;AAkD5G;;;GAGG;AACH,MAAM,WAAW,YAAY;IAC3B,OAAO,CAAC,EAAE,MAAM,CAAC;IACjB,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,MAAM,EAAE,MAAM,CAAC;CAChB;AAED;;;GAGG;AACH,MAAM,MAAM,gBAAgB,GAAG,CAAC,QAAQ,EAAE,YAAY,KAAK,IAAI,CAAC"}
@@ -4,7 +4,8 @@
4
4
  * See LICENSE.md in the project root for license terms and full copyright notice.
5
5
  *--------------------------------------------------------------------------------------------*/
6
6
  Object.defineProperty(exports, "__esModule", { value: true });
7
- exports.request = exports.HttpResponseError = void 0;
7
+ exports.HttpResponseError = void 0;
8
+ exports.request = request;
8
9
  /** Error object that's thrown if the status is *not* in the range of 200-299 (inclusive).
9
10
  * @internal
10
11
  */
@@ -46,7 +47,6 @@ async function request(url, responseType, options) {
46
47
  return response.text();
47
48
  }
48
49
  }
49
- exports.request = request;
50
50
  async function fetchWithRetry(fetchFunc, remainingRetries) {
51
51
  try {
52
52
  return await fetchFunc();
@@ -1 +1 @@
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @internal */\r\nexport interface RequestBasicCredentials { // axios: AxiosBasicCredentials\r\n user: string; // axios: username\r\n password: string; // axios: password\r\n}\r\n\r\n/** Error object that's thrown if the status is *not* in the range of 200-299 (inclusive).\r\n * @internal\r\n */\r\nexport class HttpResponseError extends Error {\r\n\r\n public constructor(\r\n public status: number,\r\n public responseText?: string,\r\n ) {\r\n let message = `HTTP response status code: ${status}.`;\r\n if (responseText)\r\n message += ` Response body: ${responseText}`;\r\n\r\n super(message);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface RequestOptions {\r\n retryCount?: number;\r\n headers?: any;\r\n timeout?: number;\r\n auth?: RequestBasicCredentials;\r\n}\r\n\r\n/** @internal */\r\nexport async function request(url: string, responseType: \"arraybuffer\", options?: RequestOptions): Promise<ArrayBuffer>;\r\n\r\n/** @internal */\r\nexport async function request(url: string, responseType: \"json\", options?: RequestOptions): Promise<any>;\r\n\r\n/** @internal */\r\nexport async function request(url: string, responseType: \"text\", options?: RequestOptions): Promise<string>;\r\n\r\n/** @internal */\r\nexport async function request(url: string, responseType: \"arraybuffer\" | \"json\" | \"text\", options?: RequestOptions): Promise<any> {\r\n const headers: any = {\r\n ...options?.headers,\r\n };\r\n\r\n if (options?.auth)\r\n headers.authorization = `Basic ${window.btoa(`${options.auth.user}:${options.auth.password}`)}`;\r\n\r\n const controller = new AbortController();\r\n if (options?.timeout)\r\n setTimeout(() => controller.abort(), options.timeout);\r\n\r\n const fetchOptions: RequestInit = {\r\n headers,\r\n signal: controller.signal,\r\n };\r\n\r\n const fetchFunc = async () => fetch(url, fetchOptions);\r\n const response = await fetchWithRetry(fetchFunc, options?.retryCount ?? 4);\r\n\r\n if (!response.ok)\r\n throw new HttpResponseError(response.status, await response.text());\r\n\r\n switch (responseType) {\r\n case \"arraybuffer\":\r\n return response.arrayBuffer();\r\n case \"json\":\r\n return response.json();\r\n case \"text\":\r\n return response.text();\r\n }\r\n}\r\n\r\nasync function fetchWithRetry(fetchFunc: () => Promise<Response>, remainingRetries: number): Promise<Response> {\r\n try {\r\n return await fetchFunc();\r\n } catch (error: unknown) {\r\n if (error instanceof Error && error.name === \"AbortError\")\r\n throw error;\r\n\r\n if (remainingRetries === 0)\r\n throw error;\r\n\r\n return fetchWithRetry(fetchFunc, --remainingRetries);\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n * @deprecated in 4.0. Use [[DownloadProgressInfo]].\r\n */\r\nexport interface ProgressInfo {\r\n percent?: number;\r\n total?: number;\r\n loaded: number;\r\n}\r\n\r\n/**\r\n * @internal\r\n * @deprecated in 4.0. Use [[OnDownloadProgress]].\r\n */\r\n// eslint-disable-next-line deprecation/deprecation\r\nexport type ProgressCallback = (progress: ProgressInfo) => void;\r\n"]}
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @internal */\r\nexport interface RequestBasicCredentials { // axios: AxiosBasicCredentials\r\n user: string; // axios: username\r\n password: string; // axios: password\r\n}\r\n\r\n/** Error object that's thrown if the status is *not* in the range of 200-299 (inclusive).\r\n * @internal\r\n */\r\nexport class HttpResponseError extends Error {\r\n\r\n public constructor(\r\n public status: number,\r\n public responseText?: string,\r\n ) {\r\n let message = `HTTP response status code: ${status}.`;\r\n if (responseText)\r\n message += ` Response body: ${responseText}`;\r\n\r\n super(message);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface RequestOptions {\r\n retryCount?: number;\r\n headers?: any;\r\n timeout?: number;\r\n auth?: RequestBasicCredentials;\r\n}\r\n\r\n/** @internal */\r\nexport async function request(url: string, responseType: \"arraybuffer\", options?: RequestOptions): Promise<ArrayBuffer>;\r\n\r\n/** @internal */\r\nexport async function request(url: string, responseType: \"json\", options?: RequestOptions): Promise<any>;\r\n\r\n/** @internal */\r\nexport async function request(url: string, responseType: \"text\", options?: RequestOptions): Promise<string>;\r\n\r\n/** @internal */\r\nexport async function request(url: string, responseType: \"arraybuffer\" | \"json\" | \"text\", options?: RequestOptions): Promise<any> {\r\n const headers: any = {\r\n ...options?.headers,\r\n };\r\n\r\n if (options?.auth)\r\n headers.authorization = `Basic ${window.btoa(`${options.auth.user}:${options.auth.password}`)}`;\r\n\r\n const controller = new AbortController();\r\n if (options?.timeout)\r\n setTimeout(() => controller.abort(), options.timeout);\r\n\r\n const fetchOptions: RequestInit = {\r\n headers,\r\n signal: controller.signal,\r\n };\r\n\r\n const fetchFunc = async () => fetch(url, fetchOptions);\r\n const response = await fetchWithRetry(fetchFunc, options?.retryCount ?? 4);\r\n\r\n if (!response.ok)\r\n throw new HttpResponseError(response.status, await response.text());\r\n\r\n switch (responseType) {\r\n case \"arraybuffer\":\r\n return response.arrayBuffer();\r\n case \"json\":\r\n return response.json();\r\n case \"text\":\r\n return response.text();\r\n }\r\n}\r\n\r\nasync function fetchWithRetry(fetchFunc: () => Promise<Response>, remainingRetries: number): Promise<Response> {\r\n try {\r\n return await fetchFunc();\r\n } catch (error: unknown) {\r\n if (error instanceof Error && error.name === \"AbortError\")\r\n throw error;\r\n\r\n if (remainingRetries === 0)\r\n throw error;\r\n\r\n return fetchWithRetry(fetchFunc, --remainingRetries);\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n * @deprecated in 4.0. Use [[DownloadProgressInfo]].\r\n */\r\nexport interface ProgressInfo {\r\n percent?: number;\r\n total?: number;\r\n loaded: number;\r\n}\r\n\r\n/**\r\n * @internal\r\n * @deprecated in 4.0. Use [[OnDownloadProgress]].\r\n */\r\nexport type ProgressCallback = (progress: ProgressInfo) => void;\r\n"]}
@@ -4,7 +4,9 @@
4
4
  * See LICENSE.md in the project root for license terms and full copyright notice.
5
5
  *--------------------------------------------------------------------------------------------*/
6
6
  Object.defineProperty(exports, "__esModule", { value: true });
7
- exports.setRequestTimeout = exports.setBasicAuthorization = exports.headersIncludeAuthMethod = void 0;
7
+ exports.headersIncludeAuthMethod = headersIncludeAuthMethod;
8
+ exports.setBasicAuthorization = setBasicAuthorization;
9
+ exports.setRequestTimeout = setRequestTimeout;
8
10
  const core_common_1 = require("@itwin/core-common");
9
11
  /**
10
12
  * Check whether or not one of the requested authentication method is listed in the HTTP 'WWW-Authenticate' response header
@@ -25,7 +27,6 @@ function headersIncludeAuthMethod(headers, query) {
25
27
  }
26
28
  return false;
27
29
  }
28
- exports.headersIncludeAuthMethod = headersIncludeAuthMethod;
29
30
  /** @internal */
30
31
  function setBasicAuthorization(headers, userOrCreds, password) {
31
32
  let username;
@@ -41,7 +42,6 @@ function setBasicAuthorization(headers, userOrCreds, password) {
41
42
  if (username !== undefined && pwd !== undefined)
42
43
  headers.set("Authorization", `Basic ${core_common_1.Base64EncodedString.encode(`${username}:${pwd}`)}`);
43
44
  }
44
- exports.setBasicAuthorization = setBasicAuthorization;
45
45
  /**
46
46
  * Set number of milliseconds a request can take before automatically being terminated
47
47
  * @internal
@@ -51,5 +51,4 @@ function setRequestTimeout(opts, ms, abortController) {
51
51
  setTimeout(() => controller.abort(), ms);
52
52
  opts.signal = controller.signal;
53
53
  }
54
- exports.setRequestTimeout = setRequestTimeout;
55
54
  //# sourceMappingURL=utils.js.map