@itwin/core-frontend 4.2.0-dev.20 → 4.2.0-dev.23

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 (59) hide show
  1. package/lib/cjs/Viewport.d.ts +10 -4
  2. package/lib/cjs/Viewport.d.ts.map +1 -1
  3. package/lib/cjs/Viewport.js +10 -4
  4. package/lib/cjs/Viewport.js.map +1 -1
  5. package/lib/cjs/render/webgl/glsl/Surface.js +1 -1
  6. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  7. package/lib/cjs/tile/TileTreeReference.d.ts +2 -2
  8. package/lib/cjs/tile/TileTreeReference.d.ts.map +1 -1
  9. package/lib/cjs/tile/TileTreeReference.js +1 -1
  10. package/lib/cjs/tile/TileTreeReference.js.map +1 -1
  11. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +2 -2
  12. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  13. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +3 -2
  14. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  15. package/lib/cjs/tile/map/ImageryTileTree.d.ts +2 -2
  16. package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
  17. package/lib/cjs/tile/map/ImageryTileTree.js +2 -2
  18. package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
  19. package/lib/cjs/tile/map/MapFeatureInfo.d.ts +7 -0
  20. package/lib/cjs/tile/map/MapFeatureInfo.d.ts.map +1 -1
  21. package/lib/cjs/tile/map/MapFeatureInfo.js.map +1 -1
  22. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts +2 -2
  23. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  24. package/lib/cjs/tile/map/MapLayerImageryProvider.js +1 -1
  25. package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
  26. package/lib/cjs/tile/map/MapTileTree.d.ts +9 -3
  27. package/lib/cjs/tile/map/MapTileTree.d.ts.map +1 -1
  28. package/lib/cjs/tile/map/MapTileTree.js +8 -3
  29. package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
  30. package/lib/esm/Viewport.d.ts +10 -4
  31. package/lib/esm/Viewport.d.ts.map +1 -1
  32. package/lib/esm/Viewport.js +10 -4
  33. package/lib/esm/Viewport.js.map +1 -1
  34. package/lib/esm/render/webgl/glsl/Surface.js +1 -1
  35. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  36. package/lib/esm/tile/TileTreeReference.d.ts +2 -2
  37. package/lib/esm/tile/TileTreeReference.d.ts.map +1 -1
  38. package/lib/esm/tile/TileTreeReference.js +1 -1
  39. package/lib/esm/tile/TileTreeReference.js.map +1 -1
  40. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +2 -2
  41. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  42. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +3 -2
  43. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  44. package/lib/esm/tile/map/ImageryTileTree.d.ts +2 -2
  45. package/lib/esm/tile/map/ImageryTileTree.d.ts.map +1 -1
  46. package/lib/esm/tile/map/ImageryTileTree.js +2 -2
  47. package/lib/esm/tile/map/ImageryTileTree.js.map +1 -1
  48. package/lib/esm/tile/map/MapFeatureInfo.d.ts +7 -0
  49. package/lib/esm/tile/map/MapFeatureInfo.d.ts.map +1 -1
  50. package/lib/esm/tile/map/MapFeatureInfo.js.map +1 -1
  51. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts +2 -2
  52. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  53. package/lib/esm/tile/map/MapLayerImageryProvider.js +1 -1
  54. package/lib/esm/tile/map/MapLayerImageryProvider.js.map +1 -1
  55. package/lib/esm/tile/map/MapTileTree.d.ts +9 -3
  56. package/lib/esm/tile/map/MapTileTree.d.ts.map +1 -1
  57. package/lib/esm/tile/map/MapTileTree.js +8 -3
  58. package/lib/esm/tile/map/MapTileTree.js.map +1 -1
  59. package/package.json +18 -18
@@ -171,7 +171,7 @@ function addMaterial(builder, instanced) {
171
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  vert.addGlobal("mat_rgb", 5 /* VariableType.Vec4 */); // a = 0 if not overridden, else 1
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  vert.addGlobal("mat_alpha", 3 /* VariableType.Vec2 */); // a = 0 if not overridden, else 1
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  vert.addGlobal("use_material", 0 /* VariableType.Boolean */);
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- vert.addInitializer("use_material = (0u == (surfaceFlags & kSurfaceBit_IgnoreMaterial));");
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+ vert.addInitializer("use_material = !u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial];");
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  // Uniform material
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  vert.addFunction(decodeMaterialColor);
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  vert.addUniform("u_materialColor", 5 /* VariableType.Vec4 */, (prog) => {
@@ -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 { AttributeMap } from \"../AttributeMap\";\r\nimport { Material } from \"../Material\";\r\nimport { Pass, SurfaceBitIndex, SurfaceFlags, TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport {\r\n FeatureMode, IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, PositionType, TechniqueFlags,\r\n} from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { unpackFloat } from \"./Clipping\";\r\nimport { addColor } from \"./Color\";\r\nimport { addChooseVec2WithBitFlagsFunction, addChooseVec3WithBitFlagFunction, addExtractNthBit, addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addUnpackAndNormalize2Bytes, decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport {\r\n addFeatureSymbology, addMaxAlpha, addRenderOrder, addRenderOrderConstants, addSurfaceDiscard, addSurfaceHiliter, FeatureSymbologyOptions,\r\n} from \"./FeatureSymbology\";\r\nimport {\r\n addAltPickBufferOutputs, addFragColorWithPreMultipliedAlpha, addPickBufferOutputs, addWhiteOnWhiteReversal, assignFragColor,\r\n} from \"./Fragment\";\r\nimport { addLighting } from \"./Lighting\";\r\nimport { addSurfaceMonochrome } from \"./Monochrome\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier, addOverrideClassifierColor } from \"./PlanarClassification\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addTranslucency } from \"./Translucency\";\r\nimport { addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { wantMaterials } from \"../SurfaceGeometry\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\nimport { Npc } from \"@itwin/core-common\";\r\n\r\nconst constantLodTextureLookup = `\r\nvec4 constantLodTextureLookup(sampler2D textureSampler) {\r\n float logDepth = log2(v_uvCustom.z);\r\n float f = fract(logDepth);\r\n float p = floor(logDepth);\r\n // When p changes, both tc1 and tc2 jumped by a power of 2 at that transition (and f goes from ~1 to 0).\r\n // This caused a line to show up with incorrect tex coords, we believe due to a problem with the derivative\r\n // that is auto calculated on the tex coords for the mip-map. The below approach attempts to \"smooth\"\r\n // the transition of the coord in use at the transition by only changing the coord that is not in use\r\n // (but by 2 powers of 2) and switching the mix selector to account for it. It does this by using whether\r\n // p is odd or even to select which way it is going, so it alternates at the boundaries. This fixes the\r\n // line problem.\r\n float p1, p2;\r\n if (0u == (uint(p) & 1u)) { // p is even\r\n p1 = p;\r\n p2 = p + 1.0;\r\n } else { // p is odd\r\n p1 = p + 1.0;\r\n p2 = p;\r\n f = 1.0 - f;\r\n }\r\n\r\n vec2 tc1 = v_uvCustom.xy / clamp(pow(2.0, p1), float(u_constantLodFParams.x), float(u_constantLodFParams.y)) * u_constantLodFParams.z;\r\n vec2 tc2 = v_uvCustom.xy / clamp(pow(2.0, p2), float(u_constantLodFParams.x), float(u_constantLodFParams.y)) * u_constantLodFParams.z;\r\n return mix(TEXTURE(textureSampler, tc1), TEXTURE(textureSampler, tc2), f);\r\n}\r\n`;\r\n\r\n// NB: Textures do not contain pre-multiplied alpha.\r\nconst sampleSurfaceTexture = `\r\nvec4 sampleSurfaceTexture() {\r\n vec4 clr;\r\n if (!isSurfaceBitSet(kSurfaceBit_HasTexture))\r\n clr = vec4(1.0, 1.0, 1.0, 1.0);\r\n else if (u_surfaceFlags[kSurfaceBitIndex_UseConstantLodTextureMapping])\r\n clr = constantLodTextureLookup(s_texture);\r\n else\r\n clr = TEXTURE(s_texture, v_texCoord);\r\n return clr;\r\n}\r\n`;\r\n\r\nconst applyMaterialColor = `\r\n float useMatColor = float(use_material);\r\n vec3 rgb = mix(baseColor.rgb, mat_rgb.rgb, useMatColor * mat_rgb.a);\r\n float a = mix(baseColor.a, mat_alpha.x, useMatColor * mat_alpha.y);\r\n return vec4(rgb, a);\r\n`;\r\n\r\n// if this is a raster glyph, the sampled color has already been modified - do not modify further.\r\n// Mix diffuse color with texel based on texture weight.\r\n// Replace with diffuse RGB if RGB overridden.\r\n// Replace with diffuse alpha if alpha overridden.\r\n// Multiply texel alpha with diffuse alpha if specified.\r\nconst applyTextureWeight = `\r\n bool applyTexture = !u_applyGlyphTex && isSurfaceBitSet(kSurfaceBit_HasTexture);\r\n float textureWeight = applyTexture ? mat_texture_weight : 0.0;\r\n vec3 rgb = mix(baseColor.rgb, g_surfaceTexel.rgb, textureWeight);\r\n rgb = chooseVec3WithBitFlag(rgb, baseColor.rgb, surfaceFlags, kSurfaceBit_OverrideRgb);\r\n\r\n float a = applyTexture ? baseColor.a * g_surfaceTexel.a : baseColor.a;\r\n\r\n return vec4(rgb, a);\r\n`;\r\n\r\nconst decodeFragMaterialParams = `\r\nvoid decodeMaterialParams(vec4 params) {\r\n mat_weights = unpackAndNormalize2Bytes(params.x);\r\n\r\n vec2 texAndSpecR = unpackAndNormalize2Bytes(params.y);\r\n mat_texture_weight = texAndSpecR.x;\r\n\r\n vec2 specGB = unpackAndNormalize2Bytes(params.z);\r\n mat_specular = vec4(texAndSpecR.y, specGB, params.w);\r\n}\r\n`;\r\n\r\nconst decodeMaterialColor = `\r\nvoid decodeMaterialColor(vec4 rgba) {\r\n mat_rgb = vec4(rgba.rgb, float(rgba.r >= 0.0));\r\n mat_alpha = vec2(rgba.a, float(rgba.a >= 0.0));\r\n}\r\n`;\r\n\r\n// defaults: (0x6699, 0xffff, 0xffff, 13.5)\r\nconst computeMaterialParams = `\r\n const vec4 defaults = vec4(26265.0, 65535.0, 65535.0, 13.5);\r\n return use_material ? g_materialParams : defaults;\r\n`;\r\n\r\n// The 8-bit material index is stored with the 24-bit feature index, in the high byte.\r\nconst readMaterialAtlas = `\r\nvoid readMaterialAtlas() {\r\n float materialAtlasStart = u_vertParams.z * u_vertParams.w + u_numColors;\r\n float materialIndex = g_featureAndMaterialIndex.w * 4.0 + materialAtlasStart;\r\n\r\n vec2 tc = computeLUTCoords(materialIndex, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 rgba = TEXTURE(u_vertLUT, tc);\r\n\r\n tc = computeLUTCoords(materialIndex + 1.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 weightsAndFlags = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n\r\n tc = computeLUTCoords(materialIndex + 2.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec3 specularRgb = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5).rgb;\r\n\r\n tc = computeLUTCoords(materialIndex + 3.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 packedSpecularExponent = TEXTURE(u_vertLUT, tc);\r\n\r\n float flags = weightsAndFlags.w;\r\n mat_rgb = vec4(rgba.rgb, float(flags == 1.0 || flags == 3.0));\r\n mat_alpha = vec2(rgba.a, float(flags == 2.0 || flags == 3.0));\r\n\r\n float specularExponent = unpackFloat(packedSpecularExponent);\r\n g_materialParams.x = weightsAndFlags.y + weightsAndFlags.z * 256.0;\r\n g_materialParams.y = 255.0 + specularRgb.r * 256.0;\r\n g_materialParams.z = specularRgb.g + specularRgb.b * 256.0;\r\n g_materialParams.w = specularExponent;\r\n}\r\n`;\r\n\r\nconst computeMaterial = `\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasMaterialAtlas]) {\r\n readMaterialAtlas();\r\n } else {\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n }\r\n`;\r\n\r\nconst computeMaterialInstanced = `\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n`;\r\n\r\nfunction addMaterial(builder: ProgramBuilder, instanced: boolean): void {\r\n const frag = builder.frag;\r\n assert(undefined !== frag.find(\"v_surfaceFlags\"));\r\n\r\n frag.addGlobal(\"mat_texture_weight\", VariableType.Float);\r\n frag.addGlobal(\"mat_weights\", VariableType.Vec2); // diffuse, specular\r\n frag.addGlobal(\"mat_specular\", VariableType.Vec4); // rgb, exponent\r\n\r\n addUnpackAndNormalize2Bytes(frag);\r\n frag.addFunction(decodeFragMaterialParams);\r\n frag.addInitializer(\"decodeMaterialParams(v_materialParams);\");\r\n\r\n addChooseVec3WithBitFlagFunction(frag);\r\n frag.set(FragmentShaderComponent.ApplyMaterialOverrides, applyTextureWeight);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"mat_rgb\", VariableType.Vec4); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"mat_alpha\", VariableType.Vec2); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"use_material\", VariableType.Boolean);\r\n vert.addInitializer(\"use_material = (0u == (surfaceFlags & kSurfaceBit_IgnoreMaterial));\");\r\n\r\n // Uniform material\r\n vert.addFunction(decodeMaterialColor);\r\n vert.addUniform(\"u_materialColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialColor\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.rgba);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_materialParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialParams\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.fragUniforms);\r\n });\r\n });\r\n\r\n if (!instanced) {\r\n // Material atlas\r\n vert.addFunction(unpackFloat);\r\n vert.addFunction(readMaterialAtlas);\r\n vert.addUniform(\"u_numColors\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_numColors\", (uniform, params) => {\r\n const info = params.geometry.materialInfo;\r\n const numColors = undefined !== info && info.isAtlas ? info.vertexTableOffset : 0;\r\n uniform.setUniform1f(numColors);\r\n });\r\n });\r\n }\r\n vert.addGlobal(\"g_materialParams\", VariableType.Vec4);\r\n vert.set(VertexShaderComponent.ComputeMaterial, instanced ? computeMaterialInstanced : computeMaterial);\r\n vert.set(VertexShaderComponent.ApplyMaterialColor, applyMaterialColor);\r\n builder.addFunctionComputedVarying(\"v_materialParams\", VariableType.Vec4, \"computeMaterialParams\", computeMaterialParams);\r\n}\r\n\r\nconst computePositionPrelude = `\r\n vec4 pos = MAT_MV * rawPos;\r\n`;\r\n\r\n// We used to use gl.polygonOffset() for blanking regions, but that doesn't work with logarithmic depth buffer which overwrites the\r\n// computed Z. Instead we must manually offset in vertex shader. We do this even if log depth is not enabled/supported.\r\n// NOTE: If log depth is *not* supported, then the hilite surface vertex shaders previously would still include this logic, but the\r\n// fragment shaders would not use v_eyeSpace. Some Ubuntu 20.04 graphics drivers cleverly and correctly optimized out the varying and the uniform,\r\n// causing an exception when gl.getProgramLocation() failed. So, omit this bit in that case.\r\nconst adjustEyeSpace = `\r\n v_eyeSpace = pos.xyz;\r\n const float blankingRegionOffset = 2.0 / 65536.0;\r\n if (kRenderOrder_BlankingRegion == u_renderOrder)\r\n v_eyeSpace.z -= blankingRegionOffset * (u_frustum.y - u_frustum.x);\r\n`;\r\n\r\nconst computeConstantLodUvCustom = `\r\n vec2 worldpos = (u_modelToWorld * vec4(rawPos.xyz, 0.0)).xy;\r\n v_uvCustom = vec3((u_constantLodVParams.xy + worldpos) * vec2(1.0, -1.0), kFrustumType_Perspective == u_frustum.z ? -v_eyeSpace.z : u_constantLodVParams.z);\r\n`;\r\n\r\nconst computePositionPostlude = `\r\n return u_proj * pos;\r\n`;\r\n\r\nfunction createCommon(isInstanced: IsInstanced, animated: IsAnimated, shadowable: IsShadowable, isHiliter: boolean, positionType: PositionType): ProgramBuilder {\r\n const instanced = IsInstanced.Yes === isInstanced;\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.Surface, instanced);\r\n const builder = new ProgramBuilder(attrMap, { positionType, instanced });\r\n const vert = builder.vert;\r\n\r\n if (animated)\r\n addAnimation(vert, true);\r\n\r\n if (shadowable)\r\n addSolarShadowMap(builder);\r\n\r\n addProjectionMatrix(vert);\r\n addModelViewMatrix(vert);\r\n\r\n let computePosition = computePositionPrelude;\r\n if (!isHiliter || System.instance.supportsLogZBuffer) {\r\n addFrustum(builder);\r\n addRenderOrder(builder.vert);\r\n addRenderOrderConstants(builder.vert);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n computePosition += adjustEyeSpace;\r\n }\r\n if (!isHiliter)\r\n computePosition += computeConstantLodUvCustom;\r\n computePosition += computePositionPostlude;\r\n\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceHiliter(instanced: IsInstanced, classified: IsClassified, posType: PositionType): ProgramBuilder {\r\n const builder = createCommon(instanced, IsAnimated.No, IsShadowable.No, true, posType);\r\n\r\n addSurfaceFlags(builder, true, false);\r\n addTexture(builder, IsAnimated.No, IsThematic.No, false, true);\r\n if (classified) {\r\n addHilitePlanarClassifier(builder);\r\n builder.vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n } else {\r\n addSurfaceHiliter(builder);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\nconst isSurfaceBitSet = `\r\nbool isSurfaceBitSet(uint flag) { return 0u != (surfaceFlags & flag); }\r\n`;\r\n\r\n/** @internal */\r\nfunction addSurfaceFlagsLookup(builder: ShaderBuilder) {\r\n builder.addConstant(\"kSurfaceBitIndex_HasTexture\", VariableType.Int, SurfaceBitIndex.HasTexture.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_ApplyLighting\", VariableType.Int, SurfaceBitIndex.ApplyLighting.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormals\", VariableType.Int, SurfaceBitIndex.HasNormals.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_IgnoreMaterial\", VariableType.Int, SurfaceBitIndex.IgnoreMaterial.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_TransparencyThreshold\", VariableType.Int, SurfaceBitIndex.TransparencyThreshold.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_BackgroundFill\", VariableType.Int, SurfaceBitIndex.BackgroundFill.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasColorAndNormal\", VariableType.Int, SurfaceBitIndex.HasColorAndNormal.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_OverrideRgb\", VariableType.Int, SurfaceBitIndex.OverrideRgb.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormalMap\", VariableType.Int, SurfaceBitIndex.HasNormalMap.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasMaterialAtlas\", VariableType.Int, SurfaceBitIndex.HasMaterialAtlas.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_UseConstantLodTextureMapping\", VariableType.Int, SurfaceBitIndex.UseConstantLodTextureMapping.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_UseConstantLodNormalMapMapping\", VariableType.Int, SurfaceBitIndex.UseConstantLodNormalMapMapping.toString());\r\n\r\n // Surface flags which get modified in vertex shader are still passed to fragment shader as a single float & are thus\r\n // used differently there & so require different constants. Unused constants are commented out.\r\n builder.addBitFlagConstant(\"kSurfaceBit_HasTexture\", SurfaceBitIndex.HasTexture);\r\n builder.addBitFlagConstant(\"kSurfaceBit_IgnoreMaterial\", SurfaceBitIndex.IgnoreMaterial);\r\n builder.addBitFlagConstant(\"kSurfaceBit_OverrideRgb\", SurfaceBitIndex.OverrideRgb);\r\n builder.addBitFlagConstant(\"kSurfaceBit_HasNormalMap\", SurfaceBitIndex.HasNormalMap);\r\n\r\n // Only need masks for flags modified in vertex shader\r\n const suffix = \"u\";\r\n const type = VariableType.Uint;\r\n builder.addConstant(\"kSurfaceMask_HasTexture\", type, SurfaceFlags.HasTexture.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_IgnoreMaterial\", type, SurfaceFlags.IgnoreMaterial.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_OverrideRgb\", type, SurfaceFlags.OverrideRgb.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_HasNormalMap\", type, SurfaceFlags.HasNormalMap.toString() + suffix);\r\n\r\n addExtractNthBit(builder);\r\n builder.addFunction(isSurfaceBitSet);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Uint);\r\n}\r\n\r\nconst initSurfaceFlags = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_HasNormalMap] ? kSurfaceMask_HasNormalMap : 0u;\r\n`;\r\n\r\nconst computeBaseSurfaceFlags = `\r\n if (feature_ignore_material) {\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasTexture])\r\n surfaceFlags -= kSurfaceMask_HasTexture;\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasNormalMap])\r\n surfaceFlags -= kSurfaceMask_HasNormalMap;\r\n\r\n surfaceFlags += kSurfaceMask_IgnoreMaterial;\r\n }\r\n`;\r\n\r\n// Textured surfaces (including raster glyphs) always *multiply* the sampled alpha by the alpha override.\r\nconst computeColorSurfaceFlags = `\r\n if (feature_rgb.r >= 0.0)\r\n surfaceFlags += kSurfaceMask_OverrideRgb;\r\n`;\r\n\r\nconst returnSurfaceFlags = \" return float(surfaceFlags);\\n\";\r\n\r\nconst computeSurfaceFlags = computeBaseSurfaceFlags;\r\nconst computeSurfaceFlagsWithColor = computeBaseSurfaceFlags + computeColorSurfaceFlags;\r\n\r\n/** @internal */\r\nexport const octDecodeNormal = `\r\nvec3 octDecodeNormal(vec2 e) {\r\n e = e / 255.0 * 2.0 - 1.0;\r\n vec3 n = vec3(e.x, e.y, 1.0 - abs(e.x) - abs(e.y));\r\n if (n.z < 0.0) {\r\n vec2 signNotZero = vec2(n.x >= 0.0 ? 1.0 : -1.0, n.y >= 0.0 ? 1.0 : -1.0);\r\n n.xy = (1.0 - abs(n.yx)) * signNotZero;\r\n }\r\n\r\n return normalize(n);\r\n}\r\n`;\r\n\r\nfunction getComputeNormal(quantized: boolean): string {\r\n const a = quantized ? \"g_vertLutData3.xy\" : \"g_vertLutData4.zw\";\r\n const b = quantized ? \"g_vertLutData1.zw\" : \"g_vertLutData5.xy\";\r\n return `\r\n if (!u_surfaceFlags[kSurfaceBitIndex_HasNormals])\r\n return vec3(0.0);\r\n\r\n vec2 normal = (u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal]) ? ${a} : ${b};\r\n return normalize(MAT_NORM * octDecodeNormal(normal));\r\n`;\r\n}\r\n\r\nconst finalizeNormalPrelude = `\r\n vec3 normal = normalize(v_n) * (2.0 * float(gl_FrontFacing) - 1.0);\r\n`;\r\n\r\nconst finalizeNormalNormalMap = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasNormalMap)) {\r\n // Modify the normal with the normal map texture.\r\n // First calculate the tangent.\r\n vec3 dp1 = dFdx(v_eyeSpace);\r\n vec3 dp2 = dFdy(v_eyeSpace);\r\n vec2 duv1 = dFdx(v_texCoord);\r\n vec2 duv2 = dFdy(v_texCoord);\r\n vec3 tangent = normalize(duv2.y * dp1 - duv1.y * dp2);\r\n tangent = normalize (tangent - normal * dot (normal, tangent)); // re-orthogonalize with normal\r\n bool flip = (duv1.x * duv2.y - duv2.x * duv1.y) < 0.0;\r\n if (flip)\r\n tangent = -tangent;\r\n vec3 biTangent = cross (normal, tangent);\r\n if (flip)\r\n biTangent = -biTangent;\r\n vec3 normM;\r\n if (u_surfaceFlags[kSurfaceBitIndex_UseConstantLodNormalMapMapping])\r\n normM = constantLodTextureLookup(s_normalMap).xyz;\r\n else\r\n normM = TEXTURE(s_normalMap, v_texCoord).xyz;\r\n if (length (normM) > 0.0001) { // check for empty normal texture\r\n normM = (normM - 0.5) * 2.0;\r\n normM = normalize (normM);\r\n normM.x *= abs(u_normalMapScale);\r\n normM.y *= u_normalMapScale;\r\n normM = normalize (normM);\r\n normal = normalize (normM.x * tangent + normM.y * biTangent + normM.z * normal);\r\n }\r\n }\r\n`;\r\n\r\nconst finalizeNormalPostlude = `\r\n return normal;\r\n`;\r\n\r\nfunction getComputeAnimatedNormal(quantized: boolean): string {\r\n return `\r\n if (u_animNormalParams.x >= 0.0)\r\n return normalize(MAT_NORM * computeAnimationNormal(u_animNormalParams.x, u_animNormalParams.y, u_animNormalParams.z));\r\n\r\n ${getComputeNormal(quantized)}`;\r\n}\r\n\r\nconst applyBackgroundColor = `\r\n return u_surfaceFlags[kSurfaceBitIndex_BackgroundFill] ? vec4(u_bgColor.rgb, baseColor.a) : baseColor;\r\n`;\r\n\r\nfunction getComputeTexCoord(quantized: boolean): string {\r\n const vertData = quantized ? \"g_vertLutData3\" : \"g_vertLutData4\";\r\n return `\r\n vec4 rgba = ${vertData};\r\n vec2 qcoords = vec2(decodeUInt16(rgba.xy), decodeUInt16(rgba.zw));\r\n return chooseVec2With2BitFlags(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture, kSurfaceBit_HasNormalMap);\r\n`;\r\n}\r\n\r\nfunction getComputeAnimatedTexCoord(quantized: boolean): string {\r\n return `\r\n if (u_animScalarQParams.x >= 0.0)\r\n return computeAnimationParam(u_animScalarParams.x, u_animScalarParams.y, u_animScalarParams.z, u_animScalarQParams.x, u_animScalarQParams.y);\r\n\r\n ${getComputeTexCoord(quantized)}\r\n`;\r\n}\r\n\r\nconst getSurfaceColor = `\r\nvec4 getSurfaceColor() { return v_color; }\r\n`;\r\n\r\n// If we have texture weight < 1.0 we must compute the element/material color first then mix with texture color\r\n// in ApplyMaterialOverrides(). Do the sample once, here, and store in a global variable for possible later use.\r\n// If a glyph texture, must mix getSurfaceColor() with texture color so texture color alpha is applied 100% and\r\n// surface color rgb is scaled by texture color rgb (latter is full white originally but stretched via mipmapping).\r\nconst computeBaseColor = `\r\n g_surfaceTexel = sampleSurfaceTexture();\r\n vec4 surfaceColor = getSurfaceColor();\r\n\r\n if (!u_applyGlyphTex)\r\n return surfaceColor;\r\n\r\n // Compute color for raster glyph.\r\n const vec3 white = vec3(1.0);\r\n const vec3 epsilon = vec3(0.0001);\r\n const vec3 almostWhite = white - epsilon;\r\n\r\n // set to black if almost white and reverse white-on-white is on\r\n bvec3 isAlmostWhite = greaterThan(surfaceColor.rgb, almostWhite);\r\n surfaceColor.rgb = (u_reverseWhiteOnWhite && isAlmostWhite.r && isAlmostWhite.g && isAlmostWhite.b ? vec3(0.0, 0.0, 0.0) : surfaceColor.rgb);\r\n return vec4(surfaceColor.rgb * g_surfaceTexel.rgb, g_surfaceTexel.a);\r\n`;\r\n\r\nconst surfaceFlagArray = new Int32Array(SurfaceBitIndex.Count);\r\n\r\n/** @internal */\r\nexport function addSurfaceFlags(builder: ProgramBuilder, withFeatureOverrides: boolean, withFeatureColor: boolean) {\r\n addSurfaceFlagsLookup(builder.vert);\r\n addSurfaceFlagsLookup(builder.frag);\r\n\r\n let compute = initSurfaceFlags;\r\n if (withFeatureOverrides)\r\n compute += `${withFeatureColor ? computeSurfaceFlagsWithColor : computeSurfaceFlags}\\n`;\r\n compute += returnSurfaceFlags;\r\n builder.addFunctionComputedVarying(\"v_surfaceFlags\", VariableType.Float, \"computeSurfaceFlags\", compute);\r\n\r\n builder.frag.addInitializer(\"surfaceFlags = uint(floor(v_surfaceFlags + 0.5));\");\r\n\r\n builder.addUniformArray(\"u_surfaceFlags\", VariableType.Boolean, SurfaceBitIndex.Count, (prog) => {\r\n prog.addGraphicUniform(\"u_surfaceFlags\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asSurface);\r\n const mesh = params.geometry.asSurface;\r\n mesh.computeSurfaceFlags(params.programParams, surfaceFlagArray);\r\n uniform.setUniform1iv(surfaceFlagArray);\r\n });\r\n });\r\n}\r\n\r\nfunction addNormal(builder: ProgramBuilder, animated: IsAnimated) {\r\n addNormalMatrix(builder.vert);\r\n\r\n const quantized = \"quantized\" === builder.vert.positionType;\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addFunction(\"vec3 computeSurfaceNormal()\", getComputeNormal(quantized));\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", animated ? getComputeAnimatedNormal(quantized) : \"return computeSurfaceNormal();\");\r\n builder.frag.addGlobal(\"g_normal\", VariableType.Vec3);\r\n let finalizeNormal = finalizeNormalPrelude;\r\n\r\n finalizeNormal += finalizeNormalNormalMap;\r\n builder.frag.addFunction(constantLodTextureLookup);\r\n builder.frag.addUniform(\"u_normalMapScale\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_normalMapScale\", (uniform, params) => {\r\n if (undefined !== params.geometry.materialInfo && !params.geometry.materialInfo.isAtlas) {\r\n const normalMapParams = params.geometry.materialInfo.textureMapping?.normalMapParams;\r\n if (undefined !== normalMapParams) {\r\n let normalMapScale = 1.0;\r\n normalMapScale = normalMapParams.scale ?? 1.0;\r\n if (normalMapParams.greenUp)\r\n normalMapScale = -normalMapScale;\r\n uniform.setUniform1f(normalMapScale);\r\n }\r\n }\r\n });\r\n });\r\n\r\n finalizeNormal += finalizeNormalPostlude;\r\n builder.frag.set(FragmentShaderComponent.FinalizeNormal, finalizeNormal);\r\n\r\n // Set to true to colorize surfaces based on normals (in world space).\r\n // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.\r\n const debugNormals = false;\r\n if (debugNormals) {\r\n builder.frag.set(FragmentShaderComponent.ApplyDebugColor, \"return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);\");\r\n builder.addInlineComputedVarying(\"v_normal\", VariableType.Vec3, \"v_normal = computeSurfaceNormal();\");\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addTexture(builder: ProgramBuilder, animated: IsAnimated, isThematic: IsThematic, isPointCloud: boolean, isHilite: boolean) {\r\n if (isThematic) {\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, isPointCloud, true));\r\n }\r\n\r\n // Point clouds do not need to compute texture coordinates since the only texture they use is the thematic gradient.\r\n // Surfaces now need texture coordinates even for thematic in case they have a normal map.\r\n if (!isPointCloud) {\r\n builder.vert.addFunction(unquantize2d);\r\n addChooseVec2WithBitFlagsFunction(builder.vert);\r\n const quantized = \"quantized\" === builder.vert.positionType;\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", animated ? getComputeAnimatedTexCoord(quantized) : getComputeTexCoord(quantized));\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (surfGeom.useTexture(params.programParams) || (surfGeom.useNormalMap(params.programParams) && !isPointCloud)) {\r\n const uvQParams = surfGeom.lut.uvQParams;\r\n if (undefined !== uvQParams) {\r\n uniform.setUniform4fv(uvQParams);\r\n }\r\n }\r\n });\r\n });\r\n }\r\n\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (params.geometry.supportsThematicDisplay && params.target.wantThematicDisplay) { // NB: if thematic display is enabled, bind the thematic texture and ignore any applied surface textures\r\n params.target.uniforms.thematic.bindTexture(uniform, TextureUnit.SurfaceTexture);\r\n } else if (surfGeom.useTexture(params.programParams)) {\r\n const texture = (params.geometry.hasAnimation && params.target.analysisTexture) ? (params.target.analysisTexture as Texture) : surfGeom.texture;\r\n assert(undefined !== texture);\r\n texture.texture.bindSampler(uniform, TextureUnit.SurfaceTexture);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.SurfaceTexture);\r\n }\r\n });\r\n });\r\n\r\n if (!isHilite && !isPointCloud) {\r\n builder.frag.addUniform(\"s_normalMap\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_normalMap\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (surfGeom.useNormalMap(params.programParams)) {\r\n const normalMap = surfGeom.normalMap;\r\n assert(undefined !== normalMap);\r\n normalMap.texture.bindSampler(uniform, TextureUnit.NormalMap);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.NormalMap);\r\n }\r\n });\r\n });\r\n }\r\n}\r\n\r\nexport const discardClassifiedByAlpha = `\r\n if (u_no_classifier_discard)\r\n return false;\r\n\r\n bool hasAlpha = alpha <= s_maxAlpha;\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\nconst discardByTextureAlpha = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture)) {\r\n float cutoff = abs(u_alphaCutoff);\r\n if (kRenderPass_Translucent == u_renderPass)\r\n return u_alphaCutoff > 0.0 && alpha >= cutoff;\r\n else\r\n return alpha < cutoff;\r\n }\r\n\r\n return false;\r\n`;\r\n\r\nfunction addTransparencyDiscard(frag: FragmentShaderBuilder): void {\r\n addRenderPass(frag);\r\n frag.addUniform(\"u_alphaCutoff\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_alphaCutoff\", (uniform, params) => {\r\n // This cutoff is used to discard pixels based on the alpha value sampled from the surface texture.\r\n // During readPixels, or when transparency is disabled, only discard 100% opaque pixels.\r\n // Otherwise, if the geometry draws in both opaque and translucent passes, use DisplayParams.minTransparency to filter pixels into appropriate pass to produce appropriate blending.\r\n // Negative cutoff applies only during opaque pass; positive cutoff applies during opaque and translucent passes.\r\n const pass = params.geometry.getPass(params.target);\r\n const cutoff = (!Pass.rendersOpaqueAndTranslucent(pass) || params.target.isReadPixelsInProgress || !params.target.currentViewFlags.transparency) ? -1 / 255 : 241 / 255;\r\n uniform.setUniform1f(cutoff);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.DiscardByAlpha, discardByTextureAlpha);\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = createCommon(flags.isInstanced, flags.isAnimated, flags.isShadowable, false, flags.positionType);\r\n addShaderFlags(builder);\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n }\r\n\r\n if (flags.isThematic) {\r\n addThematicDisplay(builder);\r\n } else {\r\n builder.vert.addUniform(\"u_modelToWorld\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_modelToWorld\", (uniform, params) => {\r\n if (undefined !== params.geometry.asSurface?.mesh.constantLodVParams)\r\n params.target.uniforms.branch.bindModelToWorldTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n addSurfaceFlags(builder, FeatureMode.Overrides === feat, true);\r\n addSurfaceDiscard(builder, flags);\r\n addNormal(builder, flags.isAnimated);\r\n\r\n // In HiddenLine mode, we must compute the base color (plus feature overrides etc) in order to get the alpha, then replace with background color (preserving alpha for the transparency threshold test).\r\n builder.frag.set(FragmentShaderComponent.FinalizeBaseColor, applyBackgroundColor);\r\n builder.frag.addUniform(\"u_bgColor\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\r\n params.target.uniforms.style.bindBackgroundRgb(uniform);\r\n });\r\n });\r\n\r\n addTexture(builder, flags.isAnimated, flags.isThematic, false, false);\r\n\r\n builder.frag.addUniform(\"u_applyGlyphTex\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_applyGlyphTex\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n uniform.setUniform1i(surfGeom.useTexture(params.programParams) && surfGeom.isGlyph ? 1 : 0);\r\n });\r\n });\r\n\r\n // Fragment and Vertex\r\n addColor(builder);\r\n\r\n // Fragment\r\n builder.frag.addFunction(getSurfaceColor);\r\n addLighting(builder);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n\r\n if (flags.isTranslucent) {\r\n addTranslucency(builder);\r\n } else {\r\n if (FeatureMode.None === feat) {\r\n addFragColorWithPreMultipliedAlpha(builder.frag);\r\n } else {\r\n if (!flags.isClassified)\r\n addOverrideClassifierColor(builder, flags.isThematic);\r\n else\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isEdgeTestNeeded || flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n builder.addVarying(\"v_uvCustom\", VariableType.Vec3);\r\n\r\n builder.vert.addUniform(\"u_constantLodVParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_constantLodVParams\", (uniform, params) => {\r\n const vParams = params.geometry.asSurface?.mesh.constantLodVParams;\r\n if (undefined !== vParams) {\r\n vParams[2] = params.target.planFrustum.points[Npc.LeftTopRear].distance(params.target.planFrustum.points[Npc.RightTopRear]);\r\n uniform.setUniform3fv(vParams);\r\n }\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_constantLodFParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_constantLodFParams\", (uniform, params) => {\r\n const fParams = params.geometry.asSurface?.mesh.constantLodFParams;\r\n if (undefined !== fParams)\r\n uniform.setUniform3fv(fParams);\r\n });\r\n });\r\n builder.frag.addFunction(constantLodTextureLookup);\r\n builder.frag.addFunction(sampleSurfaceTexture);\r\n\r\n builder.frag.addGlobal(\"g_surfaceTexel\", VariableType.Vec4);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, (flags.isThematic === IsThematic.No) ? computeBaseColor : \"return getSurfaceColor();\");\r\n\r\n if (flags.isClassified)\r\n addClassificationTranslucencyDiscard(builder);\r\n else\r\n addTransparencyDiscard(builder.frag);\r\n\r\n addSurfaceMonochrome(builder.frag);\r\n addMaterial(builder, flags.isInstanced === IsInstanced.Yes);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\nexport function addClassificationTranslucencyDiscard(builder: ProgramBuilder) {\r\n // For unclassified geometry, we need to render in both the translucent and opaque passes if any feature transparency overrides are applied that would change the default render pass used.\r\n // Those shaders compute the transparency in the vertex shader and discard the vertex in one pass or the other.\r\n // For classified geometry, the transparency comes from the classifier geometry (when using Display.ElementColor), so even if there are no feature overrides, we may need to draw in both passes.\r\n // Since the transparency is not known until the fragment shader, we must perform the discard there instead.\r\n addMaxAlpha(builder.frag);\r\n addRenderPass(builder.frag);\r\n\r\n // Do not discard transparent classified geometry if we're trying to do a pick...\r\n builder.frag.addUniform(\"u_no_classifier_discard\", VariableType.Boolean, (prog) => {\r\n prog.addProgramUniform(\"u_no_classifier_discard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\r\n });\r\n });\r\n\r\n builder.frag.set(FragmentShaderComponent.DiscardByAlpha, discardClassifiedByAlpha);\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Material } from \"../Material\";\r\nimport { Pass, SurfaceBitIndex, SurfaceFlags, TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport {\r\n FeatureMode, IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, PositionType, TechniqueFlags,\r\n} from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { unpackFloat } from \"./Clipping\";\r\nimport { addColor } from \"./Color\";\r\nimport { addChooseVec2WithBitFlagsFunction, addChooseVec3WithBitFlagFunction, addExtractNthBit, addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addUnpackAndNormalize2Bytes, decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport {\r\n addFeatureSymbology, addMaxAlpha, addRenderOrder, addRenderOrderConstants, addSurfaceDiscard, addSurfaceHiliter, FeatureSymbologyOptions,\r\n} from \"./FeatureSymbology\";\r\nimport {\r\n addAltPickBufferOutputs, addFragColorWithPreMultipliedAlpha, addPickBufferOutputs, addWhiteOnWhiteReversal, assignFragColor,\r\n} from \"./Fragment\";\r\nimport { addLighting } from \"./Lighting\";\r\nimport { addSurfaceMonochrome } from \"./Monochrome\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier, addOverrideClassifierColor } from \"./PlanarClassification\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addTranslucency } from \"./Translucency\";\r\nimport { addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { wantMaterials } from \"../SurfaceGeometry\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\nimport { Npc } from \"@itwin/core-common\";\r\n\r\nconst constantLodTextureLookup = `\r\nvec4 constantLodTextureLookup(sampler2D textureSampler) {\r\n float logDepth = log2(v_uvCustom.z);\r\n float f = fract(logDepth);\r\n float p = floor(logDepth);\r\n // When p changes, both tc1 and tc2 jumped by a power of 2 at that transition (and f goes from ~1 to 0).\r\n // This caused a line to show up with incorrect tex coords, we believe due to a problem with the derivative\r\n // that is auto calculated on the tex coords for the mip-map. The below approach attempts to \"smooth\"\r\n // the transition of the coord in use at the transition by only changing the coord that is not in use\r\n // (but by 2 powers of 2) and switching the mix selector to account for it. It does this by using whether\r\n // p is odd or even to select which way it is going, so it alternates at the boundaries. This fixes the\r\n // line problem.\r\n float p1, p2;\r\n if (0u == (uint(p) & 1u)) { // p is even\r\n p1 = p;\r\n p2 = p + 1.0;\r\n } else { // p is odd\r\n p1 = p + 1.0;\r\n p2 = p;\r\n f = 1.0 - f;\r\n }\r\n\r\n vec2 tc1 = v_uvCustom.xy / clamp(pow(2.0, p1), float(u_constantLodFParams.x), float(u_constantLodFParams.y)) * u_constantLodFParams.z;\r\n vec2 tc2 = v_uvCustom.xy / clamp(pow(2.0, p2), float(u_constantLodFParams.x), float(u_constantLodFParams.y)) * u_constantLodFParams.z;\r\n return mix(TEXTURE(textureSampler, tc1), TEXTURE(textureSampler, tc2), f);\r\n}\r\n`;\r\n\r\n// NB: Textures do not contain pre-multiplied alpha.\r\nconst sampleSurfaceTexture = `\r\nvec4 sampleSurfaceTexture() {\r\n vec4 clr;\r\n if (!isSurfaceBitSet(kSurfaceBit_HasTexture))\r\n clr = vec4(1.0, 1.0, 1.0, 1.0);\r\n else if (u_surfaceFlags[kSurfaceBitIndex_UseConstantLodTextureMapping])\r\n clr = constantLodTextureLookup(s_texture);\r\n else\r\n clr = TEXTURE(s_texture, v_texCoord);\r\n return clr;\r\n}\r\n`;\r\n\r\nconst applyMaterialColor = `\r\n float useMatColor = float(use_material);\r\n vec3 rgb = mix(baseColor.rgb, mat_rgb.rgb, useMatColor * mat_rgb.a);\r\n float a = mix(baseColor.a, mat_alpha.x, useMatColor * mat_alpha.y);\r\n return vec4(rgb, a);\r\n`;\r\n\r\n// if this is a raster glyph, the sampled color has already been modified - do not modify further.\r\n// Mix diffuse color with texel based on texture weight.\r\n// Replace with diffuse RGB if RGB overridden.\r\n// Replace with diffuse alpha if alpha overridden.\r\n// Multiply texel alpha with diffuse alpha if specified.\r\nconst applyTextureWeight = `\r\n bool applyTexture = !u_applyGlyphTex && isSurfaceBitSet(kSurfaceBit_HasTexture);\r\n float textureWeight = applyTexture ? mat_texture_weight : 0.0;\r\n vec3 rgb = mix(baseColor.rgb, g_surfaceTexel.rgb, textureWeight);\r\n rgb = chooseVec3WithBitFlag(rgb, baseColor.rgb, surfaceFlags, kSurfaceBit_OverrideRgb);\r\n\r\n float a = applyTexture ? baseColor.a * g_surfaceTexel.a : baseColor.a;\r\n\r\n return vec4(rgb, a);\r\n`;\r\n\r\nconst decodeFragMaterialParams = `\r\nvoid decodeMaterialParams(vec4 params) {\r\n mat_weights = unpackAndNormalize2Bytes(params.x);\r\n\r\n vec2 texAndSpecR = unpackAndNormalize2Bytes(params.y);\r\n mat_texture_weight = texAndSpecR.x;\r\n\r\n vec2 specGB = unpackAndNormalize2Bytes(params.z);\r\n mat_specular = vec4(texAndSpecR.y, specGB, params.w);\r\n}\r\n`;\r\n\r\nconst decodeMaterialColor = `\r\nvoid decodeMaterialColor(vec4 rgba) {\r\n mat_rgb = vec4(rgba.rgb, float(rgba.r >= 0.0));\r\n mat_alpha = vec2(rgba.a, float(rgba.a >= 0.0));\r\n}\r\n`;\r\n\r\n// defaults: (0x6699, 0xffff, 0xffff, 13.5)\r\nconst computeMaterialParams = `\r\n const vec4 defaults = vec4(26265.0, 65535.0, 65535.0, 13.5);\r\n return use_material ? g_materialParams : defaults;\r\n`;\r\n\r\n// The 8-bit material index is stored with the 24-bit feature index, in the high byte.\r\nconst readMaterialAtlas = `\r\nvoid readMaterialAtlas() {\r\n float materialAtlasStart = u_vertParams.z * u_vertParams.w + u_numColors;\r\n float materialIndex = g_featureAndMaterialIndex.w * 4.0 + materialAtlasStart;\r\n\r\n vec2 tc = computeLUTCoords(materialIndex, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 rgba = TEXTURE(u_vertLUT, tc);\r\n\r\n tc = computeLUTCoords(materialIndex + 1.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 weightsAndFlags = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n\r\n tc = computeLUTCoords(materialIndex + 2.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec3 specularRgb = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5).rgb;\r\n\r\n tc = computeLUTCoords(materialIndex + 3.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 packedSpecularExponent = TEXTURE(u_vertLUT, tc);\r\n\r\n float flags = weightsAndFlags.w;\r\n mat_rgb = vec4(rgba.rgb, float(flags == 1.0 || flags == 3.0));\r\n mat_alpha = vec2(rgba.a, float(flags == 2.0 || flags == 3.0));\r\n\r\n float specularExponent = unpackFloat(packedSpecularExponent);\r\n g_materialParams.x = weightsAndFlags.y + weightsAndFlags.z * 256.0;\r\n g_materialParams.y = 255.0 + specularRgb.r * 256.0;\r\n g_materialParams.z = specularRgb.g + specularRgb.b * 256.0;\r\n g_materialParams.w = specularExponent;\r\n}\r\n`;\r\n\r\nconst computeMaterial = `\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasMaterialAtlas]) {\r\n readMaterialAtlas();\r\n } else {\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n }\r\n`;\r\n\r\nconst computeMaterialInstanced = `\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n`;\r\n\r\nfunction addMaterial(builder: ProgramBuilder, instanced: boolean): void {\r\n const frag = builder.frag;\r\n assert(undefined !== frag.find(\"v_surfaceFlags\"));\r\n\r\n frag.addGlobal(\"mat_texture_weight\", VariableType.Float);\r\n frag.addGlobal(\"mat_weights\", VariableType.Vec2); // diffuse, specular\r\n frag.addGlobal(\"mat_specular\", VariableType.Vec4); // rgb, exponent\r\n\r\n addUnpackAndNormalize2Bytes(frag);\r\n frag.addFunction(decodeFragMaterialParams);\r\n frag.addInitializer(\"decodeMaterialParams(v_materialParams);\");\r\n\r\n addChooseVec3WithBitFlagFunction(frag);\r\n frag.set(FragmentShaderComponent.ApplyMaterialOverrides, applyTextureWeight);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"mat_rgb\", VariableType.Vec4); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"mat_alpha\", VariableType.Vec2); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"use_material\", VariableType.Boolean);\r\n vert.addInitializer(\"use_material = !u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial];\");\r\n\r\n // Uniform material\r\n vert.addFunction(decodeMaterialColor);\r\n vert.addUniform(\"u_materialColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialColor\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.rgba);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_materialParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialParams\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.fragUniforms);\r\n });\r\n });\r\n\r\n if (!instanced) {\r\n // Material atlas\r\n vert.addFunction(unpackFloat);\r\n vert.addFunction(readMaterialAtlas);\r\n vert.addUniform(\"u_numColors\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_numColors\", (uniform, params) => {\r\n const info = params.geometry.materialInfo;\r\n const numColors = undefined !== info && info.isAtlas ? info.vertexTableOffset : 0;\r\n uniform.setUniform1f(numColors);\r\n });\r\n });\r\n }\r\n vert.addGlobal(\"g_materialParams\", VariableType.Vec4);\r\n vert.set(VertexShaderComponent.ComputeMaterial, instanced ? computeMaterialInstanced : computeMaterial);\r\n vert.set(VertexShaderComponent.ApplyMaterialColor, applyMaterialColor);\r\n builder.addFunctionComputedVarying(\"v_materialParams\", VariableType.Vec4, \"computeMaterialParams\", computeMaterialParams);\r\n}\r\n\r\nconst computePositionPrelude = `\r\n vec4 pos = MAT_MV * rawPos;\r\n`;\r\n\r\n// We used to use gl.polygonOffset() for blanking regions, but that doesn't work with logarithmic depth buffer which overwrites the\r\n// computed Z. Instead we must manually offset in vertex shader. We do this even if log depth is not enabled/supported.\r\n// NOTE: If log depth is *not* supported, then the hilite surface vertex shaders previously would still include this logic, but the\r\n// fragment shaders would not use v_eyeSpace. Some Ubuntu 20.04 graphics drivers cleverly and correctly optimized out the varying and the uniform,\r\n// causing an exception when gl.getProgramLocation() failed. So, omit this bit in that case.\r\nconst adjustEyeSpace = `\r\n v_eyeSpace = pos.xyz;\r\n const float blankingRegionOffset = 2.0 / 65536.0;\r\n if (kRenderOrder_BlankingRegion == u_renderOrder)\r\n v_eyeSpace.z -= blankingRegionOffset * (u_frustum.y - u_frustum.x);\r\n`;\r\n\r\nconst computeConstantLodUvCustom = `\r\n vec2 worldpos = (u_modelToWorld * vec4(rawPos.xyz, 0.0)).xy;\r\n v_uvCustom = vec3((u_constantLodVParams.xy + worldpos) * vec2(1.0, -1.0), kFrustumType_Perspective == u_frustum.z ? -v_eyeSpace.z : u_constantLodVParams.z);\r\n`;\r\n\r\nconst computePositionPostlude = `\r\n return u_proj * pos;\r\n`;\r\n\r\nfunction createCommon(isInstanced: IsInstanced, animated: IsAnimated, shadowable: IsShadowable, isHiliter: boolean, positionType: PositionType): ProgramBuilder {\r\n const instanced = IsInstanced.Yes === isInstanced;\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.Surface, instanced);\r\n const builder = new ProgramBuilder(attrMap, { positionType, instanced });\r\n const vert = builder.vert;\r\n\r\n if (animated)\r\n addAnimation(vert, true);\r\n\r\n if (shadowable)\r\n addSolarShadowMap(builder);\r\n\r\n addProjectionMatrix(vert);\r\n addModelViewMatrix(vert);\r\n\r\n let computePosition = computePositionPrelude;\r\n if (!isHiliter || System.instance.supportsLogZBuffer) {\r\n addFrustum(builder);\r\n addRenderOrder(builder.vert);\r\n addRenderOrderConstants(builder.vert);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n computePosition += adjustEyeSpace;\r\n }\r\n if (!isHiliter)\r\n computePosition += computeConstantLodUvCustom;\r\n computePosition += computePositionPostlude;\r\n\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceHiliter(instanced: IsInstanced, classified: IsClassified, posType: PositionType): ProgramBuilder {\r\n const builder = createCommon(instanced, IsAnimated.No, IsShadowable.No, true, posType);\r\n\r\n addSurfaceFlags(builder, true, false);\r\n addTexture(builder, IsAnimated.No, IsThematic.No, false, true);\r\n if (classified) {\r\n addHilitePlanarClassifier(builder);\r\n builder.vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n } else {\r\n addSurfaceHiliter(builder);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\nconst isSurfaceBitSet = `\r\nbool isSurfaceBitSet(uint flag) { return 0u != (surfaceFlags & flag); }\r\n`;\r\n\r\n/** @internal */\r\nfunction addSurfaceFlagsLookup(builder: ShaderBuilder) {\r\n builder.addConstant(\"kSurfaceBitIndex_HasTexture\", VariableType.Int, SurfaceBitIndex.HasTexture.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_ApplyLighting\", VariableType.Int, SurfaceBitIndex.ApplyLighting.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormals\", VariableType.Int, SurfaceBitIndex.HasNormals.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_IgnoreMaterial\", VariableType.Int, SurfaceBitIndex.IgnoreMaterial.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_TransparencyThreshold\", VariableType.Int, SurfaceBitIndex.TransparencyThreshold.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_BackgroundFill\", VariableType.Int, SurfaceBitIndex.BackgroundFill.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasColorAndNormal\", VariableType.Int, SurfaceBitIndex.HasColorAndNormal.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_OverrideRgb\", VariableType.Int, SurfaceBitIndex.OverrideRgb.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormalMap\", VariableType.Int, SurfaceBitIndex.HasNormalMap.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasMaterialAtlas\", VariableType.Int, SurfaceBitIndex.HasMaterialAtlas.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_UseConstantLodTextureMapping\", VariableType.Int, SurfaceBitIndex.UseConstantLodTextureMapping.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_UseConstantLodNormalMapMapping\", VariableType.Int, SurfaceBitIndex.UseConstantLodNormalMapMapping.toString());\r\n\r\n // Surface flags which get modified in vertex shader are still passed to fragment shader as a single float & are thus\r\n // used differently there & so require different constants. Unused constants are commented out.\r\n builder.addBitFlagConstant(\"kSurfaceBit_HasTexture\", SurfaceBitIndex.HasTexture);\r\n builder.addBitFlagConstant(\"kSurfaceBit_IgnoreMaterial\", SurfaceBitIndex.IgnoreMaterial);\r\n builder.addBitFlagConstant(\"kSurfaceBit_OverrideRgb\", SurfaceBitIndex.OverrideRgb);\r\n builder.addBitFlagConstant(\"kSurfaceBit_HasNormalMap\", SurfaceBitIndex.HasNormalMap);\r\n\r\n // Only need masks for flags modified in vertex shader\r\n const suffix = \"u\";\r\n const type = VariableType.Uint;\r\n builder.addConstant(\"kSurfaceMask_HasTexture\", type, SurfaceFlags.HasTexture.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_IgnoreMaterial\", type, SurfaceFlags.IgnoreMaterial.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_OverrideRgb\", type, SurfaceFlags.OverrideRgb.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_HasNormalMap\", type, SurfaceFlags.HasNormalMap.toString() + suffix);\r\n\r\n addExtractNthBit(builder);\r\n builder.addFunction(isSurfaceBitSet);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Uint);\r\n}\r\n\r\nconst initSurfaceFlags = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_HasNormalMap] ? kSurfaceMask_HasNormalMap : 0u;\r\n`;\r\n\r\nconst computeBaseSurfaceFlags = `\r\n if (feature_ignore_material) {\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasTexture])\r\n surfaceFlags -= kSurfaceMask_HasTexture;\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasNormalMap])\r\n surfaceFlags -= kSurfaceMask_HasNormalMap;\r\n\r\n surfaceFlags += kSurfaceMask_IgnoreMaterial;\r\n }\r\n`;\r\n\r\n// Textured surfaces (including raster glyphs) always *multiply* the sampled alpha by the alpha override.\r\nconst computeColorSurfaceFlags = `\r\n if (feature_rgb.r >= 0.0)\r\n surfaceFlags += kSurfaceMask_OverrideRgb;\r\n`;\r\n\r\nconst returnSurfaceFlags = \" return float(surfaceFlags);\\n\";\r\n\r\nconst computeSurfaceFlags = computeBaseSurfaceFlags;\r\nconst computeSurfaceFlagsWithColor = computeBaseSurfaceFlags + computeColorSurfaceFlags;\r\n\r\n/** @internal */\r\nexport const octDecodeNormal = `\r\nvec3 octDecodeNormal(vec2 e) {\r\n e = e / 255.0 * 2.0 - 1.0;\r\n vec3 n = vec3(e.x, e.y, 1.0 - abs(e.x) - abs(e.y));\r\n if (n.z < 0.0) {\r\n vec2 signNotZero = vec2(n.x >= 0.0 ? 1.0 : -1.0, n.y >= 0.0 ? 1.0 : -1.0);\r\n n.xy = (1.0 - abs(n.yx)) * signNotZero;\r\n }\r\n\r\n return normalize(n);\r\n}\r\n`;\r\n\r\nfunction getComputeNormal(quantized: boolean): string {\r\n const a = quantized ? \"g_vertLutData3.xy\" : \"g_vertLutData4.zw\";\r\n const b = quantized ? \"g_vertLutData1.zw\" : \"g_vertLutData5.xy\";\r\n return `\r\n if (!u_surfaceFlags[kSurfaceBitIndex_HasNormals])\r\n return vec3(0.0);\r\n\r\n vec2 normal = (u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal]) ? ${a} : ${b};\r\n return normalize(MAT_NORM * octDecodeNormal(normal));\r\n`;\r\n}\r\n\r\nconst finalizeNormalPrelude = `\r\n vec3 normal = normalize(v_n) * (2.0 * float(gl_FrontFacing) - 1.0);\r\n`;\r\n\r\nconst finalizeNormalNormalMap = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasNormalMap)) {\r\n // Modify the normal with the normal map texture.\r\n // First calculate the tangent.\r\n vec3 dp1 = dFdx(v_eyeSpace);\r\n vec3 dp2 = dFdy(v_eyeSpace);\r\n vec2 duv1 = dFdx(v_texCoord);\r\n vec2 duv2 = dFdy(v_texCoord);\r\n vec3 tangent = normalize(duv2.y * dp1 - duv1.y * dp2);\r\n tangent = normalize (tangent - normal * dot (normal, tangent)); // re-orthogonalize with normal\r\n bool flip = (duv1.x * duv2.y - duv2.x * duv1.y) < 0.0;\r\n if (flip)\r\n tangent = -tangent;\r\n vec3 biTangent = cross (normal, tangent);\r\n if (flip)\r\n biTangent = -biTangent;\r\n vec3 normM;\r\n if (u_surfaceFlags[kSurfaceBitIndex_UseConstantLodNormalMapMapping])\r\n normM = constantLodTextureLookup(s_normalMap).xyz;\r\n else\r\n normM = TEXTURE(s_normalMap, v_texCoord).xyz;\r\n if (length (normM) > 0.0001) { // check for empty normal texture\r\n normM = (normM - 0.5) * 2.0;\r\n normM = normalize (normM);\r\n normM.x *= abs(u_normalMapScale);\r\n normM.y *= u_normalMapScale;\r\n normM = normalize (normM);\r\n normal = normalize (normM.x * tangent + normM.y * biTangent + normM.z * normal);\r\n }\r\n }\r\n`;\r\n\r\nconst finalizeNormalPostlude = `\r\n return normal;\r\n`;\r\n\r\nfunction getComputeAnimatedNormal(quantized: boolean): string {\r\n return `\r\n if (u_animNormalParams.x >= 0.0)\r\n return normalize(MAT_NORM * computeAnimationNormal(u_animNormalParams.x, u_animNormalParams.y, u_animNormalParams.z));\r\n\r\n ${getComputeNormal(quantized)}`;\r\n}\r\n\r\nconst applyBackgroundColor = `\r\n return u_surfaceFlags[kSurfaceBitIndex_BackgroundFill] ? vec4(u_bgColor.rgb, baseColor.a) : baseColor;\r\n`;\r\n\r\nfunction getComputeTexCoord(quantized: boolean): string {\r\n const vertData = quantized ? \"g_vertLutData3\" : \"g_vertLutData4\";\r\n return `\r\n vec4 rgba = ${vertData};\r\n vec2 qcoords = vec2(decodeUInt16(rgba.xy), decodeUInt16(rgba.zw));\r\n return chooseVec2With2BitFlags(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture, kSurfaceBit_HasNormalMap);\r\n`;\r\n}\r\n\r\nfunction getComputeAnimatedTexCoord(quantized: boolean): string {\r\n return `\r\n if (u_animScalarQParams.x >= 0.0)\r\n return computeAnimationParam(u_animScalarParams.x, u_animScalarParams.y, u_animScalarParams.z, u_animScalarQParams.x, u_animScalarQParams.y);\r\n\r\n ${getComputeTexCoord(quantized)}\r\n`;\r\n}\r\n\r\nconst getSurfaceColor = `\r\nvec4 getSurfaceColor() { return v_color; }\r\n`;\r\n\r\n// If we have texture weight < 1.0 we must compute the element/material color first then mix with texture color\r\n// in ApplyMaterialOverrides(). Do the sample once, here, and store in a global variable for possible later use.\r\n// If a glyph texture, must mix getSurfaceColor() with texture color so texture color alpha is applied 100% and\r\n// surface color rgb is scaled by texture color rgb (latter is full white originally but stretched via mipmapping).\r\nconst computeBaseColor = `\r\n g_surfaceTexel = sampleSurfaceTexture();\r\n vec4 surfaceColor = getSurfaceColor();\r\n\r\n if (!u_applyGlyphTex)\r\n return surfaceColor;\r\n\r\n // Compute color for raster glyph.\r\n const vec3 white = vec3(1.0);\r\n const vec3 epsilon = vec3(0.0001);\r\n const vec3 almostWhite = white - epsilon;\r\n\r\n // set to black if almost white and reverse white-on-white is on\r\n bvec3 isAlmostWhite = greaterThan(surfaceColor.rgb, almostWhite);\r\n surfaceColor.rgb = (u_reverseWhiteOnWhite && isAlmostWhite.r && isAlmostWhite.g && isAlmostWhite.b ? vec3(0.0, 0.0, 0.0) : surfaceColor.rgb);\r\n return vec4(surfaceColor.rgb * g_surfaceTexel.rgb, g_surfaceTexel.a);\r\n`;\r\n\r\nconst surfaceFlagArray = new Int32Array(SurfaceBitIndex.Count);\r\n\r\n/** @internal */\r\nexport function addSurfaceFlags(builder: ProgramBuilder, withFeatureOverrides: boolean, withFeatureColor: boolean) {\r\n addSurfaceFlagsLookup(builder.vert);\r\n addSurfaceFlagsLookup(builder.frag);\r\n\r\n let compute = initSurfaceFlags;\r\n if (withFeatureOverrides)\r\n compute += `${withFeatureColor ? computeSurfaceFlagsWithColor : computeSurfaceFlags}\\n`;\r\n compute += returnSurfaceFlags;\r\n builder.addFunctionComputedVarying(\"v_surfaceFlags\", VariableType.Float, \"computeSurfaceFlags\", compute);\r\n\r\n builder.frag.addInitializer(\"surfaceFlags = uint(floor(v_surfaceFlags + 0.5));\");\r\n\r\n builder.addUniformArray(\"u_surfaceFlags\", VariableType.Boolean, SurfaceBitIndex.Count, (prog) => {\r\n prog.addGraphicUniform(\"u_surfaceFlags\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asSurface);\r\n const mesh = params.geometry.asSurface;\r\n mesh.computeSurfaceFlags(params.programParams, surfaceFlagArray);\r\n uniform.setUniform1iv(surfaceFlagArray);\r\n });\r\n });\r\n}\r\n\r\nfunction addNormal(builder: ProgramBuilder, animated: IsAnimated) {\r\n addNormalMatrix(builder.vert);\r\n\r\n const quantized = \"quantized\" === builder.vert.positionType;\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addFunction(\"vec3 computeSurfaceNormal()\", getComputeNormal(quantized));\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", animated ? getComputeAnimatedNormal(quantized) : \"return computeSurfaceNormal();\");\r\n builder.frag.addGlobal(\"g_normal\", VariableType.Vec3);\r\n let finalizeNormal = finalizeNormalPrelude;\r\n\r\n finalizeNormal += finalizeNormalNormalMap;\r\n builder.frag.addFunction(constantLodTextureLookup);\r\n builder.frag.addUniform(\"u_normalMapScale\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_normalMapScale\", (uniform, params) => {\r\n if (undefined !== params.geometry.materialInfo && !params.geometry.materialInfo.isAtlas) {\r\n const normalMapParams = params.geometry.materialInfo.textureMapping?.normalMapParams;\r\n if (undefined !== normalMapParams) {\r\n let normalMapScale = 1.0;\r\n normalMapScale = normalMapParams.scale ?? 1.0;\r\n if (normalMapParams.greenUp)\r\n normalMapScale = -normalMapScale;\r\n uniform.setUniform1f(normalMapScale);\r\n }\r\n }\r\n });\r\n });\r\n\r\n finalizeNormal += finalizeNormalPostlude;\r\n builder.frag.set(FragmentShaderComponent.FinalizeNormal, finalizeNormal);\r\n\r\n // Set to true to colorize surfaces based on normals (in world space).\r\n // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.\r\n const debugNormals = false;\r\n if (debugNormals) {\r\n builder.frag.set(FragmentShaderComponent.ApplyDebugColor, \"return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);\");\r\n builder.addInlineComputedVarying(\"v_normal\", VariableType.Vec3, \"v_normal = computeSurfaceNormal();\");\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addTexture(builder: ProgramBuilder, animated: IsAnimated, isThematic: IsThematic, isPointCloud: boolean, isHilite: boolean) {\r\n if (isThematic) {\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, isPointCloud, true));\r\n }\r\n\r\n // Point clouds do not need to compute texture coordinates since the only texture they use is the thematic gradient.\r\n // Surfaces now need texture coordinates even for thematic in case they have a normal map.\r\n if (!isPointCloud) {\r\n builder.vert.addFunction(unquantize2d);\r\n addChooseVec2WithBitFlagsFunction(builder.vert);\r\n const quantized = \"quantized\" === builder.vert.positionType;\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", animated ? getComputeAnimatedTexCoord(quantized) : getComputeTexCoord(quantized));\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (surfGeom.useTexture(params.programParams) || (surfGeom.useNormalMap(params.programParams) && !isPointCloud)) {\r\n const uvQParams = surfGeom.lut.uvQParams;\r\n if (undefined !== uvQParams) {\r\n uniform.setUniform4fv(uvQParams);\r\n }\r\n }\r\n });\r\n });\r\n }\r\n\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (params.geometry.supportsThematicDisplay && params.target.wantThematicDisplay) { // NB: if thematic display is enabled, bind the thematic texture and ignore any applied surface textures\r\n params.target.uniforms.thematic.bindTexture(uniform, TextureUnit.SurfaceTexture);\r\n } else if (surfGeom.useTexture(params.programParams)) {\r\n const texture = (params.geometry.hasAnimation && params.target.analysisTexture) ? (params.target.analysisTexture as Texture) : surfGeom.texture;\r\n assert(undefined !== texture);\r\n texture.texture.bindSampler(uniform, TextureUnit.SurfaceTexture);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.SurfaceTexture);\r\n }\r\n });\r\n });\r\n\r\n if (!isHilite && !isPointCloud) {\r\n builder.frag.addUniform(\"s_normalMap\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_normalMap\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (surfGeom.useNormalMap(params.programParams)) {\r\n const normalMap = surfGeom.normalMap;\r\n assert(undefined !== normalMap);\r\n normalMap.texture.bindSampler(uniform, TextureUnit.NormalMap);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.NormalMap);\r\n }\r\n });\r\n });\r\n }\r\n}\r\n\r\nexport const discardClassifiedByAlpha = `\r\n if (u_no_classifier_discard)\r\n return false;\r\n\r\n bool hasAlpha = alpha <= s_maxAlpha;\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\nconst discardByTextureAlpha = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture)) {\r\n float cutoff = abs(u_alphaCutoff);\r\n if (kRenderPass_Translucent == u_renderPass)\r\n return u_alphaCutoff > 0.0 && alpha >= cutoff;\r\n else\r\n return alpha < cutoff;\r\n }\r\n\r\n return false;\r\n`;\r\n\r\nfunction addTransparencyDiscard(frag: FragmentShaderBuilder): void {\r\n addRenderPass(frag);\r\n frag.addUniform(\"u_alphaCutoff\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_alphaCutoff\", (uniform, params) => {\r\n // This cutoff is used to discard pixels based on the alpha value sampled from the surface texture.\r\n // During readPixels, or when transparency is disabled, only discard 100% opaque pixels.\r\n // Otherwise, if the geometry draws in both opaque and translucent passes, use DisplayParams.minTransparency to filter pixels into appropriate pass to produce appropriate blending.\r\n // Negative cutoff applies only during opaque pass; positive cutoff applies during opaque and translucent passes.\r\n const pass = params.geometry.getPass(params.target);\r\n const cutoff = (!Pass.rendersOpaqueAndTranslucent(pass) || params.target.isReadPixelsInProgress || !params.target.currentViewFlags.transparency) ? -1 / 255 : 241 / 255;\r\n uniform.setUniform1f(cutoff);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.DiscardByAlpha, discardByTextureAlpha);\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = createCommon(flags.isInstanced, flags.isAnimated, flags.isShadowable, false, flags.positionType);\r\n addShaderFlags(builder);\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n }\r\n\r\n if (flags.isThematic) {\r\n addThematicDisplay(builder);\r\n } else {\r\n builder.vert.addUniform(\"u_modelToWorld\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_modelToWorld\", (uniform, params) => {\r\n if (undefined !== params.geometry.asSurface?.mesh.constantLodVParams)\r\n params.target.uniforms.branch.bindModelToWorldTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n addSurfaceFlags(builder, FeatureMode.Overrides === feat, true);\r\n addSurfaceDiscard(builder, flags);\r\n addNormal(builder, flags.isAnimated);\r\n\r\n // In HiddenLine mode, we must compute the base color (plus feature overrides etc) in order to get the alpha, then replace with background color (preserving alpha for the transparency threshold test).\r\n builder.frag.set(FragmentShaderComponent.FinalizeBaseColor, applyBackgroundColor);\r\n builder.frag.addUniform(\"u_bgColor\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\r\n params.target.uniforms.style.bindBackgroundRgb(uniform);\r\n });\r\n });\r\n\r\n addTexture(builder, flags.isAnimated, flags.isThematic, false, false);\r\n\r\n builder.frag.addUniform(\"u_applyGlyphTex\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_applyGlyphTex\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n uniform.setUniform1i(surfGeom.useTexture(params.programParams) && surfGeom.isGlyph ? 1 : 0);\r\n });\r\n });\r\n\r\n // Fragment and Vertex\r\n addColor(builder);\r\n\r\n // Fragment\r\n builder.frag.addFunction(getSurfaceColor);\r\n addLighting(builder);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n\r\n if (flags.isTranslucent) {\r\n addTranslucency(builder);\r\n } else {\r\n if (FeatureMode.None === feat) {\r\n addFragColorWithPreMultipliedAlpha(builder.frag);\r\n } else {\r\n if (!flags.isClassified)\r\n addOverrideClassifierColor(builder, flags.isThematic);\r\n else\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isEdgeTestNeeded || flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n builder.addVarying(\"v_uvCustom\", VariableType.Vec3);\r\n\r\n builder.vert.addUniform(\"u_constantLodVParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_constantLodVParams\", (uniform, params) => {\r\n const vParams = params.geometry.asSurface?.mesh.constantLodVParams;\r\n if (undefined !== vParams) {\r\n vParams[2] = params.target.planFrustum.points[Npc.LeftTopRear].distance(params.target.planFrustum.points[Npc.RightTopRear]);\r\n uniform.setUniform3fv(vParams);\r\n }\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_constantLodFParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_constantLodFParams\", (uniform, params) => {\r\n const fParams = params.geometry.asSurface?.mesh.constantLodFParams;\r\n if (undefined !== fParams)\r\n uniform.setUniform3fv(fParams);\r\n });\r\n });\r\n builder.frag.addFunction(constantLodTextureLookup);\r\n builder.frag.addFunction(sampleSurfaceTexture);\r\n\r\n builder.frag.addGlobal(\"g_surfaceTexel\", VariableType.Vec4);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, (flags.isThematic === IsThematic.No) ? computeBaseColor : \"return getSurfaceColor();\");\r\n\r\n if (flags.isClassified)\r\n addClassificationTranslucencyDiscard(builder);\r\n else\r\n addTransparencyDiscard(builder.frag);\r\n\r\n addSurfaceMonochrome(builder.frag);\r\n addMaterial(builder, flags.isInstanced === IsInstanced.Yes);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\nexport function addClassificationTranslucencyDiscard(builder: ProgramBuilder) {\r\n // For unclassified geometry, we need to render in both the translucent and opaque passes if any feature transparency overrides are applied that would change the default render pass used.\r\n // Those shaders compute the transparency in the vertex shader and discard the vertex in one pass or the other.\r\n // For classified geometry, the transparency comes from the classifier geometry (when using Display.ElementColor), so even if there are no feature overrides, we may need to draw in both passes.\r\n // Since the transparency is not known until the fragment shader, we must perform the discard there instead.\r\n addMaxAlpha(builder.frag);\r\n addRenderPass(builder.frag);\r\n\r\n // Do not discard transparent classified geometry if we're trying to do a pick...\r\n builder.frag.addUniform(\"u_no_classifier_discard\", VariableType.Boolean, (prog) => {\r\n prog.addProgramUniform(\"u_no_classifier_discard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\r\n });\r\n });\r\n\r\n builder.frag.set(FragmentShaderComponent.DiscardByAlpha, discardClassifiedByAlpha);\r\n}\r\n"]}
@@ -9,7 +9,7 @@ import { RenderClipVolume } from "../render/RenderClipVolume";
9
9
  import { RenderMemory } from "../render/RenderMemory";
10
10
  import { DecorateContext, SceneContext } from "../ViewContext";
11
11
  import { ScreenViewport } from "../Viewport";
12
- import { DisclosedTileTreeSet, GeometryTileTreeReference, MapLayerFeatureInfo, TileDrawArgs, TileGeometryCollector, TileTree, TileTreeOwner } from "./internal";
12
+ import { DisclosedTileTreeSet, GeometryTileTreeReference, MapFeatureInfoOptions, MapLayerFeatureInfo, TileDrawArgs, TileGeometryCollector, TileTree, TileTreeOwner } from "./internal";
13
13
  /** Describes the type of graphics produced by a [[TileTreeReference]].
14
14
  * @public
15
15
  * @extensions
@@ -53,7 +53,7 @@ export declare abstract class TileTreeReference {
53
53
  /** Optionally return a MapLayerFeatureInfo object describing the hit.].
54
54
  * @alpha
55
55
  */
56
- getMapFeatureInfo(_hit: HitDetail): Promise<MapLayerFeatureInfo[] | undefined>;
56
+ getMapFeatureInfo(_hit: HitDetail, _options?: MapFeatureInfoOptions): Promise<MapLayerFeatureInfo[] | undefined>;
57
57
  /** Optionally add any decorations specific to this reference. For example, map tile trees may add a logo image and/or copyright attributions.
58
58
  * @note This is currently only invoked for background maps and TiledGraphicsProviders - others have no decorations, but if they did implement this it would not be called.
59
59
  */
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"TileTreeReference.d.ts","sourceRoot":"","sources":["../../../src/tile/TileTreeReference.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAC7E,OAAO,EAAE,mBAAmB,EAAE,yBAAyB,EAAE,aAAa,EAAE,UAAU,EAA0B,iBAAiB,EAAE,MAAM,oBAAoB,CAAC;AAC1J,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AACzC,OAAO,EAAE,gBAAgB,EAAE,MAAM,4BAA4B,CAAC;AAC9D,OAAO,EAAE,gBAAgB,EAAE,MAAM,4BAA4B,CAAC;AAC9D,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AACtD,OAAO,EAAE,eAAe,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC/D,OAAO,EAAE,cAAc,EAAE,MAAM,aAAa,CAAC;AAC7C,OAAO,EACL,oBAAoB,EAAE,yBAAyB,EAAE,qBAAqB,EAAE,mBAAmB,EAAE,YAAY,EAAE,qBAAqB,EAAE,QAAQ,EAAsB,aAAa,EAC9K,MAAM,YAAY,CAAC;AAEpB;;;GAGG;AACH,oBAAY,eAAe;IACzB,wDAAwD;IACxD,aAAa,IAAI;IACjB,2CAA2C;IAC3C,KAAK,IAAI;IACT,+CAA+C;IAC/C,OAAO,IAAI;CACZ;AAED;;;;;;;;;;GAUG;AACH,8BAAsB,iBAAiB;IACrC,uJAAuJ;IACvJ,aAAoB,SAAS,IAAI,aAAa,CAAC;IAE/C;mBACe;IACR,cAAc;IAErB;;;OAGG;IACI,iBAAiB,CAAC,KAAK,EAAE,oBAAoB,GAAG,IAAI;IAM3D,qFAAqF;IAC9E,UAAU,CAAC,OAAO,EAAE,YAAY,GAAG,IAAI;IAM9C,0IAA0I;IACnI,IAAI,CAAC,IAAI,EAAE,YAAY,GAAG,IAAI;IAIrC,sDAAsD;IACzC,UAAU,CAAC,IAAI,EAAE,SAAS,GAAG,OAAO,CAAC,WAAW,GAAG,MAAM,GAAG,SAAS,CAAC;IAEnF;;OAEG;IACU,iBAAiB,CAAC,IAAI,EAAE,SAAS,EAAE,QAAQ,CAAC,EAAE,qBAAqB,GAAG,OAAO,CAAC,mBAAmB,EAAE,GAAG,SAAS,CAAC;IAE7H;;OAEG;IACI,QAAQ,CAAC,QAAQ,EAAE,eAAe,GAAG,IAAI;IAEhD;;OAEG;IACI,aAAa,CAAC,KAAK,EAAE,OAAO,GAAG,IAAI;IAM1C,mEAAmE;IAC5D,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAM9D;;;;OAIG;IACH,IAAW,iBAAiB,IAAI,OAAO,CAUtC;IAED;;OAEG;IACH,SAAS,KAAK,kBAAkB,IAAI,OAAO,CAE1C;IAED;;;OAGG;IACI,cAAc,CAAC,OAAO,EAAE,YAAY,GAAG,YAAY,GAAG,SAAS;IAoBtE,gBAAgB;IAChB,SAAS,CAAC,2BAA2B,CAAC,KAAK,EAAE,QAAQ,GAAG,MAAM,GAAG,SAAS;IAI1E;;OAEG;IACI,WAAW,IAAI,SAAS,GAAG,SAAS;IAK3C,2HAA2H;IAC3H,SAAS,CAAC,gBAAgB,CAAC,IAAI,EAAE,QAAQ,GAAG,SAAS;IAIrD;;OAEG;IACI,wBAAwB,IAAI,mBAAmB;IAStD,4EAA4E;IAC5E,SAAS,CAAC,aAAa,CAAC,IAAI,EAAE,QAAQ,GAAG,gBAAgB,GAAG,SAAS;IAIrE,iIAAiI;IACjI,SAAS,CAAC,oBAAoB,CAAC,IAAI,EAAE,QAAQ,GAAG,iBAAiB;IAIjE,gEAAgE;IAChE,SAAS,CAAC,qBAAqB,CAAC,KAAK,EAAE,QAAQ,GAAG,gBAAgB,CAAC,SAAS,GAAG,SAAS;IAIxF,4EAA4E;IAC5E,SAAS,CAAC,qBAAqB,CAAC,KAAK,EAAE,QAAQ,GAAG,yBAAyB,GAAG,SAAS;IAIvF,yEAAyE;IACzE,SAAS,CAAC,qBAAqB,CAAC,KAAK,EAAE,QAAQ,GAAG,UAAU,CAAC,QAAQ,GAAG,SAAS;IAO1E,0BAA0B,CAAC,KAAK,EAAE,OAAO,EAAE,MAAM,EAAE,QAAQ,EAAE,aAAa,CAAC,EAAE,aAAa;IASjG,gBAAgB;IACT,gBAAgB,CAAC,eAAe,EAAE,OAAO,GAAG,IAAI;IAEvD,6GAA6G;IAC7G,IAAW,YAAY,IAAI,OAAO,CAEjC;IAED,iKAAiK;IACjK,IAAW,QAAQ,IAAI,OAAO,CAAkB;IAEhD;;;OAGG;IACH,IAAW,sBAAsB,IAAI,MAAM,CAA+C;IAE1F,iGAAiG;IAC1F,YAAY,CAAC,MAAM,EAAE,gBAAgB,EAAE,GAAG,EAAE,cAAc,GAAG,IAAI;IAExE;;;;OAIG;IACH,SAAS,CAAC,4BAA4B,IAAI,yBAAyB,GAAG,SAAS;IAI/E;;OAEG;IACI,mBAAmB,CAAC,EAAE,CAAC,SAAS,EAAE,qBAAqB,KAAK,IAAI,CAAC;IAExE;;OAEG;IACH,SAAS,CAAC,oBAAoB,CAAC,SAAS,EAAE,qBAAqB,GAAG,IAAI;IAatE;;;;;OAKG;IACI,2BAA2B,IAAI,yBAAyB,GAAG,SAAS;CAQ5E"}
@@ -64,7 +64,7 @@ class TileTreeReference /* implements RenderMemory.Consumer */ {
64
64
  /** Optionally return a MapLayerFeatureInfo object describing the hit.].
65
65
  * @alpha
66
66
  */
67
- async getMapFeatureInfo(_hit) { return undefined; }
67
+ async getMapFeatureInfo(_hit, _options) { return undefined; }
68
68
  /** Optionally add any decorations specific to this reference. For example, map tile trees may add a logo image and/or copyright attributions.
69
69
  * @note This is currently only invoked for background maps and TiledGraphicsProviders - others have no decorations, but if they did implement this it would not be called.
70
70
  */
@@ -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/** @packageDocumentation\r\n * @module Tiles\r\n */\r\n\r\nimport { assert, BeTimePoint } from \"@itwin/core-bentley\";\r\nimport { Matrix4d, Range1d, Range3d, Transform } from \"@itwin/core-geometry\";\r\nimport { ElementAlignedBox3d, FeatureAppearanceProvider, FrustumPlanes, HiddenLine, PlanarClipMaskPriority, ViewFlagOverrides } from \"@itwin/core-common\";\r\nimport { HitDetail } from \"../HitDetail\";\r\nimport { FeatureSymbology } from \"../render/FeatureSymbology\";\r\nimport { RenderClipVolume } from \"../render/RenderClipVolume\";\r\nimport { RenderMemory } from \"../render/RenderMemory\";\r\nimport { DecorateContext, SceneContext } from \"../ViewContext\";\r\nimport { ScreenViewport } from \"../Viewport\";\r\nimport {\r\n DisclosedTileTreeSet, GeometryTileTreeReference, MapLayerFeatureInfo, TileDrawArgs, TileGeometryCollector, TileTree, TileTreeLoadStatus, TileTreeOwner,\r\n} from \"./internal\";\r\n\r\n/** Describes the type of graphics produced by a [[TileTreeReference]].\r\n * @public\r\n * @extensions\r\n */\r\nexport enum TileGraphicType {\r\n /** Rendered behind all other geometry without depth. */\r\n BackgroundMap = 0,\r\n /** Rendered with normal scene graphics. */\r\n Scene = 1,\r\n /** Rendered in front of all other geometry. */\r\n Overlay = 2,\r\n}\r\n\r\n/** A reference to a [[TileTree]] suitable for drawing within a [[Viewport]]. The reference does not *own* its tile tree - it merely refers to it by\r\n * way of the tree's [[TileTreeOwner]].\r\n * The specific [[TileTree]] referenced by this object may change based on the current state of the Viewport in which it is drawn - for example,\r\n * as a result of changing the RenderMode, or animation settings, or classification settings, etc.\r\n * A reference to a TileTree is typically associated with a [[ViewState]], a [[DisplayStyleState]], or a [[Viewport]].\r\n * Multiple TileTreeReferences can refer to the same TileTree with different parameters and logic - for example, the same background map tiles can be displayed in two viewports with\r\n * differing levels of transparency.\r\n * @see [[TiledGraphicsProvider]] to supply custom [[TileTreeReference]]s to be drawn within a [[Viewport]].\r\n * @public\r\n * @extensions\r\n */\r\nexport abstract class TileTreeReference /* implements RenderMemory.Consumer */ {\r\n /** The owner of the currently-referenced [[TileTree]]. Do not store a direct reference to it, because it may change or become disposed at any time. */\r\n public abstract get treeOwner(): TileTreeOwner;\r\n\r\n /** Force a new tree owner / tile tree to be created for the current tile tree reference\r\n /* @internal */\r\n public resetTreeOwner() {}\r\n\r\n /** Disclose *all* TileTrees use by this reference. This may include things like map tiles used for draping on terrain.\r\n * Override this and call super if you have such auxiliary trees.\r\n * @note Any tree *NOT* disclosed becomes a candidate for *purging* (being unloaded from memory along with all of its tiles and graphics).\r\n */\r\n public discloseTileTrees(trees: DisclosedTileTreeSet): void {\r\n const tree = this.treeOwner.tileTree;\r\n if (undefined !== tree)\r\n trees.add(tree);\r\n }\r\n\r\n /** Adds this reference's graphics to the scene. By default this invokes [[draw]]. */\r\n public addToScene(context: SceneContext): void {\r\n const args = this.createDrawArgs(context);\r\n if (undefined !== args)\r\n this.draw(args);\r\n }\r\n\r\n /** Adds this reference's graphics to the scene. By default this invokes [[TileTree.draw]] on the referenced TileTree, if it is loaded. */\r\n public draw(args: TileDrawArgs): void {\r\n args.tree.draw(args);\r\n }\r\n\r\n /** Optionally return a tooltip describing the hit. */\r\n public async getToolTip(_hit: HitDetail): Promise<HTMLElement | string | undefined> { return undefined; }\r\n\r\n /** Optionally return a MapLayerFeatureInfo object describing the hit.].\r\n * @alpha\r\n */\r\n public async getMapFeatureInfo(_hit: HitDetail): Promise<MapLayerFeatureInfo[] | undefined> { return undefined; }\r\n\r\n /** Optionally add any decorations specific to this reference. For example, map tile trees may add a logo image and/or copyright attributions.\r\n * @note This is currently only invoked for background maps and TiledGraphicsProviders - others have no decorations, but if they did implement this it would not be called.\r\n */\r\n public decorate(_context: DecorateContext): void { }\r\n\r\n /** Unions this reference's range with the supplied range to help compute a volume in world space for fitting a viewport to its contents.\r\n * Override this function if a reference's range should not be included in the fit range, or a range different from its tile tree's range should be used.\r\n */\r\n public unionFitRange(union: Range3d): void {\r\n const contentRange = this.computeWorldContentRange();\r\n if (!contentRange.isNull)\r\n union.extendRange(contentRange);\r\n }\r\n\r\n /** Record graphics memory consumed by this tile tree reference. */\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n const tree = this.treeOwner.tileTree;\r\n if (undefined !== tree)\r\n tree.collectStatistics(stats);\r\n }\r\n\r\n /** Return true if the tile tree is fully loaded and ready to draw.\r\n * The default implementation returns true if the tile tree loading process completed (whether it resulted in success or failure).\r\n * @note Do *not* override this property - override [[_isLoadingComplete]] instead..\r\n * @public\r\n */\r\n public get isLoadingComplete(): boolean {\r\n switch (this.treeOwner.loadStatus) {\r\n case TileTreeLoadStatus.NotLoaded:\r\n case TileTreeLoadStatus.Loading:\r\n return false;\r\n case TileTreeLoadStatus.NotFound:\r\n return true; // we tried, and failed, to load.\r\n case TileTreeLoadStatus.Loaded:\r\n return this._isLoadingComplete;\r\n }\r\n }\r\n\r\n /** Override if additional asynchronous loading is required after the tile tree is successfully loaded, to indicate when that loading has completed.\r\n * @public\r\n */\r\n protected get _isLoadingComplete(): boolean {\r\n return true;\r\n }\r\n\r\n /** Create context for drawing the tile tree, if it is ready for drawing.\r\n * TileTreeReferences can override individual portions of the context, e.g. apply their own transform.\r\n * Returns undefined if, e.g., the tile tree is not yet loaded.\r\n */\r\n public createDrawArgs(context: SceneContext): TileDrawArgs | undefined {\r\n const tree = this.treeOwner.load();\r\n if (undefined === tree)\r\n return undefined;\r\n\r\n return new TileDrawArgs({\r\n context,\r\n tree,\r\n now: BeTimePoint.now(),\r\n location: this.computeTransform(tree),\r\n viewFlagOverrides: this.getViewFlagOverrides(tree),\r\n clipVolume: this.getClipVolume(tree),\r\n parentsAndChildrenExclusive: tree.parentsAndChildrenExclusive,\r\n symbologyOverrides: this.getSymbologyOverrides(tree),\r\n appearanceProvider: this.getAppearanceProvider(tree),\r\n hiddenLineSettings: this.getHiddenLineSettings(tree),\r\n animationTransformNodeId: this.getAnimationTransformNodeId(tree),\r\n });\r\n }\r\n\r\n /** @internal */\r\n protected getAnimationTransformNodeId(_tree: TileTree): number | undefined {\r\n return undefined;\r\n }\r\n\r\n /** Supply transform from this tile tree reference's location to iModel coordinate space.\r\n * @returns undefined if the TileTree is not yet loaded.\r\n */\r\n public getLocation(): Transform | undefined {\r\n const tree = this.treeOwner.load();\r\n return undefined !== tree ? this.computeTransform(tree) : undefined;\r\n }\r\n\r\n /** Compute a transform from this tile tree reference's coordinate space to the [[IModelConnection]]'s coordinate space. */\r\n protected computeTransform(tree: TileTree): Transform {\r\n return tree.iModelTransform.clone();\r\n }\r\n\r\n /** Compute the range of this tile tree's contents in world coordinates.\r\n * @returns The content range in world coodinates, or a null range if the tile tree is not loaded or has a null content range.\r\n */\r\n public computeWorldContentRange(): ElementAlignedBox3d {\r\n const range = new Range3d();\r\n const tree = this.treeOwner.tileTree;\r\n if (undefined !== tree && !tree.rootTile.contentRange.isNull)\r\n this.computeTransform(tree).multiplyRange(tree.rootTile.contentRange, range);\r\n\r\n return range;\r\n }\r\n\r\n /** Return the clip volume applied to this reference's tile tree, if any. */\r\n protected getClipVolume(tree: TileTree): RenderClipVolume | undefined {\r\n return tree.clipVolume;\r\n }\r\n\r\n /** Supply overrides that should be applied to the [[ViewState]]'s [ViewFlags]($common) when drawing this tile tree reference. */\r\n protected getViewFlagOverrides(tree: TileTree): ViewFlagOverrides {\r\n return tree.viewFlagOverrides;\r\n }\r\n\r\n /** Return overrides that *replace* any defined for the view. */\r\n protected getSymbologyOverrides(_tree: TileTree): FeatureSymbology.Overrides | undefined {\r\n return undefined;\r\n }\r\n\r\n /** Return a provider that can supplement the view's symbology overrides. */\r\n protected getAppearanceProvider(_tree: TileTree): FeatureAppearanceProvider | undefined {\r\n return undefined;\r\n }\r\n\r\n /** Return hidden line settings to replace those defined for the view. */\r\n protected getHiddenLineSettings(_tree: TileTree): HiddenLine.Settings | undefined {\r\n return undefined;\r\n }\r\n\r\n /* Extend range to include transformed range of this tile tree.\r\n * @internal\r\n */\r\n public accumulateTransformedRange(range: Range3d, matrix: Matrix4d, frustumPlanes?: FrustumPlanes) {\r\n const tree = this.treeOwner.tileTree;\r\n if (undefined === tree)\r\n return;\r\n\r\n const location = this.computeTransform(tree);\r\n tree.accumulateTransformedRange(range, matrix, location, frustumPlanes);\r\n }\r\n\r\n /** @internal */\r\n public getTerrainHeight(_terrainHeights: Range1d): void { }\r\n\r\n /** Return whether the geometry exposed by this tile tree reference should cast shadows on other geometry. */\r\n public get castsShadows(): boolean {\r\n return true;\r\n }\r\n\r\n /** Return whether this reference has global coverage. Mapping data is global and some non-primary models such as the OSM building layer have global coverage */\r\n public get isGlobal(): boolean { return false; }\r\n\r\n /** Return the clip mask priority for this model - models will be clipped by any other viewed model with a higher proirity.\r\n * BIM models have highest prioirty and are never clipped.\r\n * @alpha\r\n */\r\n public get planarclipMaskPriority(): number { return PlanarClipMaskPriority.DesignModel; }\r\n\r\n /** Add attribution logo cards for the tile tree source logo cards to the viewport's logo div. */\r\n public addLogoCards(_cards: HTMLTableElement, _vp: ScreenViewport): void { }\r\n\r\n /** Create a tile tree reference equivalent to this one that also supplies an implementation of [[GeometryTileTreeReference.collectTileGeometry]].\r\n * Return `undefined` if geometry collection is not supported.\r\n * @see [[createGeometryTreeReference]].\r\n * @beta\r\n */\r\n protected _createGeometryTreeReference(): GeometryTileTreeReference | undefined {\r\n return undefined;\r\n }\r\n\r\n /** If defined, supplies the implementation of [[GeometryTileTreeReference.collectTileGeometry]].\r\n * @beta\r\n */\r\n public collectTileGeometry?: (collector: TileGeometryCollector) => void;\r\n\r\n /** A function that can be assigned to [[collectTileGeometry]] to enable geometry collection for references to tile trees that support geometry collection.\r\n * @beta\r\n */\r\n protected _collectTileGeometry(collector: TileGeometryCollector): void {\r\n const tree = this.treeOwner.load();\r\n switch (this.treeOwner.loadStatus) {\r\n case TileTreeLoadStatus.Loaded:\r\n assert(undefined !== tree);\r\n tree.collectTileGeometry(collector);\r\n break;\r\n case TileTreeLoadStatus.Loading:\r\n collector.markLoading();\r\n break;\r\n }\r\n }\r\n\r\n /** Obtain a tile tree reference equivalent to this one that also supplies an implementation of [[GeometryTileTreeReference.collectTileGeometry]], or\r\n * undefined if geometry collection is not supported.\r\n * Currently, only terrain and reality model tiles support geometry collection.\r\n * @note Do not override this method - override [[_createGeometryTreeReference]] instead.\r\n * @beta\r\n */\r\n public createGeometryTreeReference(): GeometryTileTreeReference | undefined {\r\n if (this.collectTileGeometry) {\r\n // Unclear why compiler doesn't detect that `this` satisfies the GeometryTileTreeReference interface...it must be looking only at the types, not this particular instance.\r\n return this as GeometryTileTreeReference;\r\n }\r\n\r\n return this._createGeometryTreeReference();\r\n }\r\n}\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/** @packageDocumentation\r\n * @module Tiles\r\n */\r\n\r\nimport { assert, BeTimePoint } from \"@itwin/core-bentley\";\r\nimport { Matrix4d, Range1d, Range3d, Transform } from \"@itwin/core-geometry\";\r\nimport { ElementAlignedBox3d, FeatureAppearanceProvider, FrustumPlanes, HiddenLine, PlanarClipMaskPriority, ViewFlagOverrides } from \"@itwin/core-common\";\r\nimport { HitDetail } from \"../HitDetail\";\r\nimport { FeatureSymbology } from \"../render/FeatureSymbology\";\r\nimport { RenderClipVolume } from \"../render/RenderClipVolume\";\r\nimport { RenderMemory } from \"../render/RenderMemory\";\r\nimport { DecorateContext, SceneContext } from \"../ViewContext\";\r\nimport { ScreenViewport } from \"../Viewport\";\r\nimport {\r\n DisclosedTileTreeSet, GeometryTileTreeReference, MapFeatureInfoOptions, MapLayerFeatureInfo, TileDrawArgs, TileGeometryCollector, TileTree, TileTreeLoadStatus, TileTreeOwner,\r\n} from \"./internal\";\r\n\r\n/** Describes the type of graphics produced by a [[TileTreeReference]].\r\n * @public\r\n * @extensions\r\n */\r\nexport enum TileGraphicType {\r\n /** Rendered behind all other geometry without depth. */\r\n BackgroundMap = 0,\r\n /** Rendered with normal scene graphics. */\r\n Scene = 1,\r\n /** Rendered in front of all other geometry. */\r\n Overlay = 2,\r\n}\r\n\r\n/** A reference to a [[TileTree]] suitable for drawing within a [[Viewport]]. The reference does not *own* its tile tree - it merely refers to it by\r\n * way of the tree's [[TileTreeOwner]].\r\n * The specific [[TileTree]] referenced by this object may change based on the current state of the Viewport in which it is drawn - for example,\r\n * as a result of changing the RenderMode, or animation settings, or classification settings, etc.\r\n * A reference to a TileTree is typically associated with a [[ViewState]], a [[DisplayStyleState]], or a [[Viewport]].\r\n * Multiple TileTreeReferences can refer to the same TileTree with different parameters and logic - for example, the same background map tiles can be displayed in two viewports with\r\n * differing levels of transparency.\r\n * @see [[TiledGraphicsProvider]] to supply custom [[TileTreeReference]]s to be drawn within a [[Viewport]].\r\n * @public\r\n * @extensions\r\n */\r\nexport abstract class TileTreeReference /* implements RenderMemory.Consumer */ {\r\n /** The owner of the currently-referenced [[TileTree]]. Do not store a direct reference to it, because it may change or become disposed at any time. */\r\n public abstract get treeOwner(): TileTreeOwner;\r\n\r\n /** Force a new tree owner / tile tree to be created for the current tile tree reference\r\n /* @internal */\r\n public resetTreeOwner() {}\r\n\r\n /** Disclose *all* TileTrees use by this reference. This may include things like map tiles used for draping on terrain.\r\n * Override this and call super if you have such auxiliary trees.\r\n * @note Any tree *NOT* disclosed becomes a candidate for *purging* (being unloaded from memory along with all of its tiles and graphics).\r\n */\r\n public discloseTileTrees(trees: DisclosedTileTreeSet): void {\r\n const tree = this.treeOwner.tileTree;\r\n if (undefined !== tree)\r\n trees.add(tree);\r\n }\r\n\r\n /** Adds this reference's graphics to the scene. By default this invokes [[draw]]. */\r\n public addToScene(context: SceneContext): void {\r\n const args = this.createDrawArgs(context);\r\n if (undefined !== args)\r\n this.draw(args);\r\n }\r\n\r\n /** Adds this reference's graphics to the scene. By default this invokes [[TileTree.draw]] on the referenced TileTree, if it is loaded. */\r\n public draw(args: TileDrawArgs): void {\r\n args.tree.draw(args);\r\n }\r\n\r\n /** Optionally return a tooltip describing the hit. */\r\n public async getToolTip(_hit: HitDetail): Promise<HTMLElement | string | undefined> { return undefined; }\r\n\r\n /** Optionally return a MapLayerFeatureInfo object describing the hit.].\r\n * @alpha\r\n */\r\n public async getMapFeatureInfo(_hit: HitDetail, _options?: MapFeatureInfoOptions): Promise<MapLayerFeatureInfo[] | undefined> { return undefined; }\r\n\r\n /** Optionally add any decorations specific to this reference. For example, map tile trees may add a logo image and/or copyright attributions.\r\n * @note This is currently only invoked for background maps and TiledGraphicsProviders - others have no decorations, but if they did implement this it would not be called.\r\n */\r\n public decorate(_context: DecorateContext): void { }\r\n\r\n /** Unions this reference's range with the supplied range to help compute a volume in world space for fitting a viewport to its contents.\r\n * Override this function if a reference's range should not be included in the fit range, or a range different from its tile tree's range should be used.\r\n */\r\n public unionFitRange(union: Range3d): void {\r\n const contentRange = this.computeWorldContentRange();\r\n if (!contentRange.isNull)\r\n union.extendRange(contentRange);\r\n }\r\n\r\n /** Record graphics memory consumed by this tile tree reference. */\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n const tree = this.treeOwner.tileTree;\r\n if (undefined !== tree)\r\n tree.collectStatistics(stats);\r\n }\r\n\r\n /** Return true if the tile tree is fully loaded and ready to draw.\r\n * The default implementation returns true if the tile tree loading process completed (whether it resulted in success or failure).\r\n * @note Do *not* override this property - override [[_isLoadingComplete]] instead..\r\n * @public\r\n */\r\n public get isLoadingComplete(): boolean {\r\n switch (this.treeOwner.loadStatus) {\r\n case TileTreeLoadStatus.NotLoaded:\r\n case TileTreeLoadStatus.Loading:\r\n return false;\r\n case TileTreeLoadStatus.NotFound:\r\n return true; // we tried, and failed, to load.\r\n case TileTreeLoadStatus.Loaded:\r\n return this._isLoadingComplete;\r\n }\r\n }\r\n\r\n /** Override if additional asynchronous loading is required after the tile tree is successfully loaded, to indicate when that loading has completed.\r\n * @public\r\n */\r\n protected get _isLoadingComplete(): boolean {\r\n return true;\r\n }\r\n\r\n /** Create context for drawing the tile tree, if it is ready for drawing.\r\n * TileTreeReferences can override individual portions of the context, e.g. apply their own transform.\r\n * Returns undefined if, e.g., the tile tree is not yet loaded.\r\n */\r\n public createDrawArgs(context: SceneContext): TileDrawArgs | undefined {\r\n const tree = this.treeOwner.load();\r\n if (undefined === tree)\r\n return undefined;\r\n\r\n return new TileDrawArgs({\r\n context,\r\n tree,\r\n now: BeTimePoint.now(),\r\n location: this.computeTransform(tree),\r\n viewFlagOverrides: this.getViewFlagOverrides(tree),\r\n clipVolume: this.getClipVolume(tree),\r\n parentsAndChildrenExclusive: tree.parentsAndChildrenExclusive,\r\n symbologyOverrides: this.getSymbologyOverrides(tree),\r\n appearanceProvider: this.getAppearanceProvider(tree),\r\n hiddenLineSettings: this.getHiddenLineSettings(tree),\r\n animationTransformNodeId: this.getAnimationTransformNodeId(tree),\r\n });\r\n }\r\n\r\n /** @internal */\r\n protected getAnimationTransformNodeId(_tree: TileTree): number | undefined {\r\n return undefined;\r\n }\r\n\r\n /** Supply transform from this tile tree reference's location to iModel coordinate space.\r\n * @returns undefined if the TileTree is not yet loaded.\r\n */\r\n public getLocation(): Transform | undefined {\r\n const tree = this.treeOwner.load();\r\n return undefined !== tree ? this.computeTransform(tree) : undefined;\r\n }\r\n\r\n /** Compute a transform from this tile tree reference's coordinate space to the [[IModelConnection]]'s coordinate space. */\r\n protected computeTransform(tree: TileTree): Transform {\r\n return tree.iModelTransform.clone();\r\n }\r\n\r\n /** Compute the range of this tile tree's contents in world coordinates.\r\n * @returns The content range in world coodinates, or a null range if the tile tree is not loaded or has a null content range.\r\n */\r\n public computeWorldContentRange(): ElementAlignedBox3d {\r\n const range = new Range3d();\r\n const tree = this.treeOwner.tileTree;\r\n if (undefined !== tree && !tree.rootTile.contentRange.isNull)\r\n this.computeTransform(tree).multiplyRange(tree.rootTile.contentRange, range);\r\n\r\n return range;\r\n }\r\n\r\n /** Return the clip volume applied to this reference's tile tree, if any. */\r\n protected getClipVolume(tree: TileTree): RenderClipVolume | undefined {\r\n return tree.clipVolume;\r\n }\r\n\r\n /** Supply overrides that should be applied to the [[ViewState]]'s [ViewFlags]($common) when drawing this tile tree reference. */\r\n protected getViewFlagOverrides(tree: TileTree): ViewFlagOverrides {\r\n return tree.viewFlagOverrides;\r\n }\r\n\r\n /** Return overrides that *replace* any defined for the view. */\r\n protected getSymbologyOverrides(_tree: TileTree): FeatureSymbology.Overrides | undefined {\r\n return undefined;\r\n }\r\n\r\n /** Return a provider that can supplement the view's symbology overrides. */\r\n protected getAppearanceProvider(_tree: TileTree): FeatureAppearanceProvider | undefined {\r\n return undefined;\r\n }\r\n\r\n /** Return hidden line settings to replace those defined for the view. */\r\n protected getHiddenLineSettings(_tree: TileTree): HiddenLine.Settings | undefined {\r\n return undefined;\r\n }\r\n\r\n /* Extend range to include transformed range of this tile tree.\r\n * @internal\r\n */\r\n public accumulateTransformedRange(range: Range3d, matrix: Matrix4d, frustumPlanes?: FrustumPlanes) {\r\n const tree = this.treeOwner.tileTree;\r\n if (undefined === tree)\r\n return;\r\n\r\n const location = this.computeTransform(tree);\r\n tree.accumulateTransformedRange(range, matrix, location, frustumPlanes);\r\n }\r\n\r\n /** @internal */\r\n public getTerrainHeight(_terrainHeights: Range1d): void { }\r\n\r\n /** Return whether the geometry exposed by this tile tree reference should cast shadows on other geometry. */\r\n public get castsShadows(): boolean {\r\n return true;\r\n }\r\n\r\n /** Return whether this reference has global coverage. Mapping data is global and some non-primary models such as the OSM building layer have global coverage */\r\n public get isGlobal(): boolean { return false; }\r\n\r\n /** Return the clip mask priority for this model - models will be clipped by any other viewed model with a higher proirity.\r\n * BIM models have highest prioirty and are never clipped.\r\n * @alpha\r\n */\r\n public get planarclipMaskPriority(): number { return PlanarClipMaskPriority.DesignModel; }\r\n\r\n /** Add attribution logo cards for the tile tree source logo cards to the viewport's logo div. */\r\n public addLogoCards(_cards: HTMLTableElement, _vp: ScreenViewport): void { }\r\n\r\n /** Create a tile tree reference equivalent to this one that also supplies an implementation of [[GeometryTileTreeReference.collectTileGeometry]].\r\n * Return `undefined` if geometry collection is not supported.\r\n * @see [[createGeometryTreeReference]].\r\n * @beta\r\n */\r\n protected _createGeometryTreeReference(): GeometryTileTreeReference | undefined {\r\n return undefined;\r\n }\r\n\r\n /** If defined, supplies the implementation of [[GeometryTileTreeReference.collectTileGeometry]].\r\n * @beta\r\n */\r\n public collectTileGeometry?: (collector: TileGeometryCollector) => void;\r\n\r\n /** A function that can be assigned to [[collectTileGeometry]] to enable geometry collection for references to tile trees that support geometry collection.\r\n * @beta\r\n */\r\n protected _collectTileGeometry(collector: TileGeometryCollector): void {\r\n const tree = this.treeOwner.load();\r\n switch (this.treeOwner.loadStatus) {\r\n case TileTreeLoadStatus.Loaded:\r\n assert(undefined !== tree);\r\n tree.collectTileGeometry(collector);\r\n break;\r\n case TileTreeLoadStatus.Loading:\r\n collector.markLoading();\r\n break;\r\n }\r\n }\r\n\r\n /** Obtain a tile tree reference equivalent to this one that also supplies an implementation of [[GeometryTileTreeReference.collectTileGeometry]], or\r\n * undefined if geometry collection is not supported.\r\n * Currently, only terrain and reality model tiles support geometry collection.\r\n * @note Do not override this method - override [[_createGeometryTreeReference]] instead.\r\n * @beta\r\n */\r\n public createGeometryTreeReference(): GeometryTileTreeReference | undefined {\r\n if (this.collectTileGeometry) {\r\n // Unclear why compiler doesn't detect that `this` satisfies the GeometryTileTreeReference interface...it must be looking only at the types, not this particular instance.\r\n return this as GeometryTileTreeReference;\r\n }\r\n\r\n return this._createGeometryTreeReference();\r\n }\r\n}\r\n"]}
@@ -2,7 +2,7 @@
2
2
  * @module Tiles
3
3
  */
4
4
  import { Cartographic, ImageMapLayerSettings, ImageSource } from "@itwin/core-common";
5
- import { ArcGISImageryProvider, ImageryMapTile, ImageryMapTileTree, MapLayerFeatureInfo, QuadId } from "../../internal";
5
+ import { ArcGISImageryProvider, ImageryMapTile, ImageryMapTileTree, MapFeatureInfoOptions, MapLayerFeatureInfo, QuadId } from "../../internal";
6
6
  import { Range2dProps, XYProps } from "@itwin/core-geometry";
7
7
  import { HitDetail } from "../../../HitDetail";
8
8
  /** @internal */
@@ -82,7 +82,7 @@ export declare class ArcGISMapLayerImageryProvider extends ArcGISImageryProvider
82
82
  addLogoCards(cards: HTMLTableElement): void;
83
83
  private getIdentifyData;
84
84
  getToolTip(strings: string[], quadId: QuadId, carto: Cartographic, tree: ImageryMapTileTree): Promise<void>;
85
- getFeatureInfo(featureInfos: MapLayerFeatureInfo[], quadId: QuadId, carto: Cartographic, _tree: ImageryMapTileTree, hit: HitDetail): Promise<void>;
85
+ getFeatureInfo(featureInfos: MapLayerFeatureInfo[], quadId: QuadId, carto: Cartographic, _tree: ImageryMapTileTree, hit: HitDetail, options?: MapFeatureInfoOptions): Promise<void>;
86
86
  protected getLayerString(prefix?: string): string;
87
87
  constructUrl(row: number, column: number, zoomLevel: number): Promise<string>;
88
88
  }
@@ -1 +1 @@
1
- {"version":3,"file":"ArcGISMapLayerImageryProvider.d.ts","sourceRoot":"","sources":["../../../../../src/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.ts"],"names":[],"mappings":"AAIA;;GAEG;AACH,OAAO,EAAE,YAAY,EAAE,qBAAqB,EAAE,WAAW,EAA6B,MAAM,oBAAoB,CAAC;AAEjH,OAAO,EAC8D,qBAAqB,EAExF,cAAc,EAAE,kBAAkB,EAAsC,mBAAmB,EACpC,MAAM,EAC9D,MAAM,gBAAgB,CAAC;AAExB,OAAO,EAAoB,YAAY,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAE/E,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAI/C,gBAAgB;AAChB,MAAM,WAAW,+BAA+B;IAC9C,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IACf,GAAG,EAAE,MAAM,CAAC;CACb;AAED,gBAAgB;AAChB,MAAM,WAAW,yBAAyB;IACxC,MAAM,EAAE,KAAK,GAAC,SAAS,GAAC,KAAK,CAAC;IAC9B,QAAQ,CAAC,EAAE,MAAM,EAAE,CAAC;CACrB;AAED,gBAAgB;AAChB,MAAM,WAAW,6BAA6B;IAC5C,uDAAuD;IACvD,QAAQ,EAAE,OAAO,CAAC;IAElB,mFAAmF;IACnF,YAAY,EAAE,mBAAmB,CAAC;IAElC,8GAA8G;IAC9G,EAAE,CAAC,EAAE,MAAM,CAAC;IAEZ;;MAEE;IACF,MAAM,CAAC,EAAE,yBAAyB,CAAC;IAEnC;;OAEG;IACH,SAAS,EAAE,MAAM,CAAC;IAElB;;OAEG;IACH,SAAS,EAAE,YAAY,CAAC;IAExB;;OAEG;IACH,YAAY,EAAE,+BAA+B,CAAC;IAE9C;OACG;IACH,cAAc,CAAC,EAAE,OAAO,CAAC;IAEzB;;OAEG;IACH,kBAAkB,CAAC,EAAE,MAAM,CAAC;IAE5B;OACG;IACH,CAAC,CAAC,EAAE,MAAM,GAAC,MAAM,CAAC;CAEnB;AAED,gBAAgB;AAChB,qBAAa,wBAAwB;WACrB,QAAQ,CAAC,OAAO,EAAE,GAAG,GAAC,MAAM,EAAE,IAAI,EAAE,6BAA6B,EAAE,gBAAgB,CAAC,EAAE,MAAM,GAAG,GAAG;WAsClG,OAAO,CAAC,KAAK,EAAE,MAAM,EAAE,gBAAgB,CAAC,EAAE,MAAM;WAIhD,eAAe,CAAC,KAAK,EAAE,YAAY,EAAE,gBAAgB,CAAC,EAAE,MAAM;CAM7E;AAED,gBAAgB;AAChB,qBAAa,6BAA8B,SAAQ,qBAAqB;IACtE,OAAO,CAAC,gBAAgB,CAAK;IAC7B,OAAO,CAAC,gBAAgB,CAAK;IAC7B,OAAO,CAAC,cAAc,CAAe;IACrC,OAAO,CAAC,iBAAiB,CAAS;IAClC,OAAO,CAAC,aAAa,CAAS;IAC9B,OAAO,CAAC,UAAU,CAAS;IAC3B,OAAO,CAAC,QAAQ,CAA0B;IAEnC,WAAW,EAAE,GAAG,CAAC;gBACZ,QAAQ,EAAE,qBAAqB;IAK3C,cAAuB,mBAAmB,YAAoB;IAE9D,IAAoB,gBAAgB,WAAsE;IAC1G,IAAoB,gBAAgB,WAAyF;IAEtH,YAAY,CAAC,SAAS,EAAE,GAAG;;;;YAKpB,SAAS;IAOD,QAAQ,CAAC,GAAG,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG,OAAO,CAAC,WAAW,GAAG,SAAS,CAAC;cAoB7F,iBAAiB,CAAC,IAAI,EAAE,cAAc,EAAE,eAAe,EAAE,CAAC,QAAQ,EAAE,MAAM,EAAE,KAAK,IAAI;IAmClF,UAAU,IAAI,OAAO,CAAC,IAAI,CAAC;IA4FjC,YAAY,CAAC,KAAK,EAAE,gBAAgB,GAAG,IAAI;YAS7C,eAAe;IAwBP,UAAU,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,YAAY,EAAE,IAAI,EAAE,kBAAkB,GAAG,OAAO,CAAC,IAAI,CAAC;IAuB3G,cAAc,CAAC,YAAY,EAAE,mBAAmB,EAAE,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,YAAY,EAAE,KAAK,EAAE,kBAAkB,EAAE,GAAG,EAAE,SAAS,GAAG,OAAO,CAAC,IAAI,CAAC;IA8DxK,SAAS,CAAC,cAAc,CAAC,MAAM,SAAS,GAAG,MAAM;IAWpC,YAAY,CAAC,GAAG,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;CAU3F"}
1
+ {"version":3,"file":"ArcGISMapLayerImageryProvider.d.ts","sourceRoot":"","sources":["../../../../../src/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.ts"],"names":[],"mappings":"AAIA;;GAEG;AACH,OAAO,EAAE,YAAY,EAAE,qBAAqB,EAAE,WAAW,EAA6B,MAAM,oBAAoB,CAAC;AAEjH,OAAO,EAC8D,qBAAqB,EAExF,cAAc,EAAE,kBAAkB,EAAqB,qBAAqB,EAAmB,mBAAmB,EAC3D,MAAM,EAC9D,MAAM,gBAAgB,CAAC;AAExB,OAAO,EAAoB,YAAY,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAE/E,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAI/C,gBAAgB;AAChB,MAAM,WAAW,+BAA+B;IAC9C,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IACf,GAAG,EAAE,MAAM,CAAC;CACb;AAED,gBAAgB;AAChB,MAAM,WAAW,yBAAyB;IACxC,MAAM,EAAE,KAAK,GAAC,SAAS,GAAC,KAAK,CAAC;IAC9B,QAAQ,CAAC,EAAE,MAAM,EAAE,CAAC;CACrB;AAED,gBAAgB;AAChB,MAAM,WAAW,6BAA6B;IAC5C,uDAAuD;IACvD,QAAQ,EAAE,OAAO,CAAC;IAElB,mFAAmF;IACnF,YAAY,EAAE,mBAAmB,CAAC;IAElC,8GAA8G;IAC9G,EAAE,CAAC,EAAE,MAAM,CAAC;IAEZ;;MAEE;IACF,MAAM,CAAC,EAAE,yBAAyB,CAAC;IAEnC;;OAEG;IACH,SAAS,EAAE,MAAM,CAAC;IAElB;;OAEG;IACH,SAAS,EAAE,YAAY,CAAC;IAExB;;OAEG;IACH,YAAY,EAAE,+BAA+B,CAAC;IAE9C;OACG;IACH,cAAc,CAAC,EAAE,OAAO,CAAC;IAEzB;;OAEG;IACH,kBAAkB,CAAC,EAAE,MAAM,CAAC;IAE5B;OACG;IACH,CAAC,CAAC,EAAE,MAAM,GAAC,MAAM,CAAC;CAEnB;AAED,gBAAgB;AAChB,qBAAa,wBAAwB;WACrB,QAAQ,CAAC,OAAO,EAAE,GAAG,GAAC,MAAM,EAAE,IAAI,EAAE,6BAA6B,EAAE,gBAAgB,CAAC,EAAE,MAAM,GAAG,GAAG;WAsClG,OAAO,CAAC,KAAK,EAAE,MAAM,EAAE,gBAAgB,CAAC,EAAE,MAAM;WAIhD,eAAe,CAAC,KAAK,EAAE,YAAY,EAAE,gBAAgB,CAAC,EAAE,MAAM;CAM7E;AAED,gBAAgB;AAChB,qBAAa,6BAA8B,SAAQ,qBAAqB;IACtE,OAAO,CAAC,gBAAgB,CAAK;IAC7B,OAAO,CAAC,gBAAgB,CAAK;IAC7B,OAAO,CAAC,cAAc,CAAe;IACrC,OAAO,CAAC,iBAAiB,CAAS;IAClC,OAAO,CAAC,aAAa,CAAS;IAC9B,OAAO,CAAC,UAAU,CAAS;IAC3B,OAAO,CAAC,QAAQ,CAA0B;IAEnC,WAAW,EAAE,GAAG,CAAC;gBACZ,QAAQ,EAAE,qBAAqB;IAK3C,cAAuB,mBAAmB,YAAoB;IAE9D,IAAoB,gBAAgB,WAAsE;IAC1G,IAAoB,gBAAgB,WAAyF;IAEtH,YAAY,CAAC,SAAS,EAAE,GAAG;;;;YAKpB,SAAS;IAOD,QAAQ,CAAC,GAAG,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG,OAAO,CAAC,WAAW,GAAG,SAAS,CAAC;cAoB7F,iBAAiB,CAAC,IAAI,EAAE,cAAc,EAAE,eAAe,EAAE,CAAC,QAAQ,EAAE,MAAM,EAAE,KAAK,IAAI;IAmClF,UAAU,IAAI,OAAO,CAAC,IAAI,CAAC;IA4FjC,YAAY,CAAC,KAAK,EAAE,gBAAgB,GAAG,IAAI;YAS7C,eAAe;IAwBP,UAAU,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,YAAY,EAAE,IAAI,EAAE,kBAAkB,GAAG,OAAO,CAAC,IAAI,CAAC;IAuB3G,cAAc,CAAC,YAAY,EAAE,mBAAmB,EAAE,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,YAAY,EAAE,KAAK,EAAE,kBAAkB,EAAE,GAAG,EAAE,SAAS,EAAE,OAAO,CAAC,EAAE,qBAAqB,GAAG,OAAO,CAAC,IAAI,CAAC;IA+DzM,SAAS,CAAC,cAAc,CAAC,MAAM,SAAS,GAAG,MAAM;IAWpC,YAAY,CAAC,GAAG,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;CAU3F"}
@@ -257,14 +257,15 @@ class ArcGISMapLayerImageryProvider extends internal_1.ArcGISImageryProvider {
257
257
  }
258
258
  }
259
259
  // Makes an identify request to ESRI MapService , and return it as a list MapLayerFeatureInfo object
260
- async getFeatureInfo(featureInfos, quadId, carto, _tree, hit) {
260
+ async getFeatureInfo(featureInfos, quadId, carto, _tree, hit, options) {
261
261
  if (!this._querySupported)
262
262
  return;
263
263
  const tileExtent = this.getEPSG3857Extent(quadId.row, quadId.column, quadId.level);
264
264
  const toleranceWorld = (tileExtent.top - tileExtent.bottom) / this.tileSize;
265
265
  const maxAllowableOffsetFactor = 2;
266
266
  const maxAllowableOffset = maxAllowableOffsetFactor * toleranceWorld;
267
- const json = await this.getIdentifyData(quadId, carto, 5, true, maxAllowableOffset);
267
+ const tolerancePixel = options?.tolerance ?? 7;
268
+ const json = await this.getIdentifyData(quadId, carto, tolerancePixel, true, maxAllowableOffset);
268
269
  if (json && Array.isArray(json.results)) {
269
270
  const renderer = new internal_1.ArcGisGraphicsRenderer(hit.iModel);
270
271
  const layerInfo = { layerName: this._settings.name, subLayerInfos: [] };