@itwin/core-frontend 4.3.0-dev.33 → 4.3.0-dev.35

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Files changed (126) hide show
  1. package/CHANGELOG.md +6 -1
  2. package/lib/cjs/extension/ExtensionRuntime.js +1 -0
  3. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  4. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  5. package/lib/cjs/render/webgl/SurfaceGeometry.js +28 -2
  6. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  7. package/lib/cjs/render/webgl/ThematicUniforms.d.ts.map +1 -1
  8. package/lib/cjs/render/webgl/ThematicUniforms.js +6 -8
  9. package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
  10. package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
  11. package/lib/cjs/render/webgl/glsl/Surface.js +7 -11
  12. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  13. package/lib/cjs/render/webgl/glsl/Thematic.d.ts.map +1 -1
  14. package/lib/cjs/render/webgl/glsl/Thematic.js +10 -8
  15. package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
  16. package/lib/cjs/tile/map/ArcGISTileMap.d.ts +5 -3
  17. package/lib/cjs/tile/map/ArcGISTileMap.d.ts.map +1 -1
  18. package/lib/cjs/tile/map/ArcGISTileMap.js +4 -16
  19. package/lib/cjs/tile/map/ArcGISTileMap.js.map +1 -1
  20. package/lib/cjs/tile/map/ArcGisUtilities.d.ts +27 -12
  21. package/lib/cjs/tile/map/ArcGisUtilities.d.ts.map +1 -1
  22. package/lib/cjs/tile/map/ArcGisUtilities.js +25 -17
  23. package/lib/cjs/tile/map/ArcGisUtilities.js.map +1 -1
  24. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +1 -1
  25. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js +6 -1
  26. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -1
  27. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  28. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +4 -1
  29. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  30. package/lib/cjs/tile/map/ImageryProviders/TileUrlImageryProvider.d.ts.map +1 -1
  31. package/lib/cjs/tile/map/ImageryProviders/TileUrlImageryProvider.js +2 -1
  32. package/lib/cjs/tile/map/ImageryProviders/TileUrlImageryProvider.js.map +1 -1
  33. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
  34. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +4 -2
  35. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
  36. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.d.ts.map +1 -1
  37. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +5 -4
  38. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
  39. package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts +16 -2
  40. package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts.map +1 -1
  41. package/lib/cjs/tile/map/MapLayerFormatRegistry.js +33 -10
  42. package/lib/cjs/tile/map/MapLayerFormatRegistry.js.map +1 -1
  43. package/lib/cjs/tile/map/MapLayerImageryFormats.d.ts +3 -4
  44. package/lib/cjs/tile/map/MapLayerImageryFormats.d.ts.map +1 -1
  45. package/lib/cjs/tile/map/MapLayerImageryFormats.js +32 -4
  46. package/lib/cjs/tile/map/MapLayerImageryFormats.js.map +1 -1
  47. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts +5 -0
  48. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  49. package/lib/cjs/tile/map/MapLayerImageryProvider.js +41 -0
  50. package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
  51. package/lib/cjs/tile/map/MapLayerSources.d.ts +26 -7
  52. package/lib/cjs/tile/map/MapLayerSources.d.ts.map +1 -1
  53. package/lib/cjs/tile/map/MapLayerSources.js +22 -4
  54. package/lib/cjs/tile/map/MapLayerSources.js.map +1 -1
  55. package/lib/cjs/tile/map/WmsCapabilities.d.ts +3 -1
  56. package/lib/cjs/tile/map/WmsCapabilities.d.ts.map +1 -1
  57. package/lib/cjs/tile/map/WmsCapabilities.js +11 -2
  58. package/lib/cjs/tile/map/WmsCapabilities.js.map +1 -1
  59. package/lib/cjs/tile/map/WmtsCapabilities.d.ts +3 -1
  60. package/lib/cjs/tile/map/WmtsCapabilities.d.ts.map +1 -1
  61. package/lib/cjs/tile/map/WmtsCapabilities.js +11 -2
  62. package/lib/cjs/tile/map/WmtsCapabilities.js.map +1 -1
  63. package/lib/esm/extension/ExtensionRuntime.js +2 -1
  64. package/lib/esm/extension/ExtensionRuntime.js.map +1 -1
  65. package/lib/esm/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  66. package/lib/esm/render/webgl/SurfaceGeometry.js +29 -3
  67. package/lib/esm/render/webgl/SurfaceGeometry.js.map +1 -1
  68. package/lib/esm/render/webgl/ThematicUniforms.d.ts.map +1 -1
  69. package/lib/esm/render/webgl/ThematicUniforms.js +8 -10
  70. package/lib/esm/render/webgl/ThematicUniforms.js.map +1 -1
  71. package/lib/esm/render/webgl/glsl/Surface.d.ts.map +1 -1
  72. package/lib/esm/render/webgl/glsl/Surface.js +7 -11
  73. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  74. package/lib/esm/render/webgl/glsl/Thematic.d.ts.map +1 -1
  75. package/lib/esm/render/webgl/glsl/Thematic.js +10 -8
  76. package/lib/esm/render/webgl/glsl/Thematic.js.map +1 -1
  77. package/lib/esm/tile/map/ArcGISTileMap.d.ts +5 -3
  78. package/lib/esm/tile/map/ArcGISTileMap.d.ts.map +1 -1
  79. package/lib/esm/tile/map/ArcGISTileMap.js +5 -17
  80. package/lib/esm/tile/map/ArcGISTileMap.js.map +1 -1
  81. package/lib/esm/tile/map/ArcGisUtilities.d.ts +27 -12
  82. package/lib/esm/tile/map/ArcGisUtilities.d.ts.map +1 -1
  83. package/lib/esm/tile/map/ArcGisUtilities.js +25 -17
  84. package/lib/esm/tile/map/ArcGisUtilities.js.map +1 -1
  85. package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +1 -1
  86. package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.js +6 -1
  87. package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -1
  88. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  89. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +4 -1
  90. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  91. package/lib/esm/tile/map/ImageryProviders/TileUrlImageryProvider.d.ts.map +1 -1
  92. package/lib/esm/tile/map/ImageryProviders/TileUrlImageryProvider.js +2 -1
  93. package/lib/esm/tile/map/ImageryProviders/TileUrlImageryProvider.js.map +1 -1
  94. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
  95. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +4 -2
  96. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
  97. package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.d.ts.map +1 -1
  98. package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +5 -4
  99. package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
  100. package/lib/esm/tile/map/MapLayerFormatRegistry.d.ts +16 -2
  101. package/lib/esm/tile/map/MapLayerFormatRegistry.d.ts.map +1 -1
  102. package/lib/esm/tile/map/MapLayerFormatRegistry.js +34 -11
  103. package/lib/esm/tile/map/MapLayerFormatRegistry.js.map +1 -1
  104. package/lib/esm/tile/map/MapLayerImageryFormats.d.ts +3 -4
  105. package/lib/esm/tile/map/MapLayerImageryFormats.d.ts.map +1 -1
  106. package/lib/esm/tile/map/MapLayerImageryFormats.js +33 -5
  107. package/lib/esm/tile/map/MapLayerImageryFormats.js.map +1 -1
  108. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts +5 -0
  109. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  110. package/lib/esm/tile/map/MapLayerImageryProvider.js +41 -0
  111. package/lib/esm/tile/map/MapLayerImageryProvider.js.map +1 -1
  112. package/lib/esm/tile/map/MapLayerSources.d.ts +26 -7
  113. package/lib/esm/tile/map/MapLayerSources.d.ts.map +1 -1
  114. package/lib/esm/tile/map/MapLayerSources.js +22 -4
  115. package/lib/esm/tile/map/MapLayerSources.js.map +1 -1
  116. package/lib/esm/tile/map/WmsCapabilities.d.ts +3 -1
  117. package/lib/esm/tile/map/WmsCapabilities.d.ts.map +1 -1
  118. package/lib/esm/tile/map/WmsCapabilities.js +11 -2
  119. package/lib/esm/tile/map/WmsCapabilities.js.map +1 -1
  120. package/lib/esm/tile/map/WmtsCapabilities.d.ts +3 -1
  121. package/lib/esm/tile/map/WmtsCapabilities.d.ts.map +1 -1
  122. package/lib/esm/tile/map/WmtsCapabilities.js +11 -2
  123. package/lib/esm/tile/map/WmtsCapabilities.js.map +1 -1
  124. package/lib/public/scripts/parse-imdl-worker.js +1 -1
  125. package/lib/workers/webpack/parse-imdl-worker.js +1 -1
  126. package/package.json +18 -18
@@ -22,11 +22,11 @@ vec4 getSensor(int index) {
22
22
  // A stepped gradient texture is arranged with single unique color pixels for each step. The dimension of a stepped gradient texture is stepCount.
23
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  // A smooth gradient texture is arranged with blended color pixels across the entire span of the texture. The dimension of a smooth gradient texture is the system's maximum texture size.
24
24
  const getColor = `
25
- vec3 getColor(float ndx) {
25
+ vec4 getColor(float ndx) {
26
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  if (ndx < 0.0 || ndx > 1.0)
27
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  return u_marginColor;
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28
 
29
- return TEXTURE(s_texture, vec2(0.0, ndx)).rgb;
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+ return TEXTURE(s_texture, vec2(0.0, ndx));
30
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  }
31
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  `;
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  // Access a stepped gradient texture at the specified index taking into account isolines.
@@ -34,12 +34,12 @@ vec3 getColor(float ndx) {
34
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  // specifically to ensure that the texels sampled result in lines of overall singular colors - no stepping into the
35
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  // neighboring bands.
36
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  const getIsoLineColor = `
37
- vec3 getIsoLineColor(float ndx, float stepCount) {
37
+ vec4 getIsoLineColor(float ndx, float stepCount) {
38
38
  if (ndx < 0.01 || ndx > 0.99)
39
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  return u_marginColor;
40
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41
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  ndx += 0.5 / stepCount; // center on step pixels
42
- return TEXTURE(s_texture, vec2(0.0, ndx)).rgb;
42
+ return TEXTURE(s_texture, vec2(0.0, ndx));
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  }
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  `;
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  const fwidth = `\nfloat _universal_fwidth(float coord) { return fwidth(coord); }\n`;
@@ -105,7 +105,8 @@ const applyThematicColorPostlude = `
105
105
  float gradientMode = u_thematicSettings.x;
106
106
  float stepCount = u_thematicSettings.z;
107
107
 
108
- vec4 rgba = vec4((kThematicGradientMode_IsoLines == gradientMode) ? getIsoLineColor(ndx, stepCount) : getColor(ndx), baseColor.a);
108
+ vec4 rgba = (kThematicGradientMode_IsoLines == gradientMode) ? getIsoLineColor(ndx, stepCount) : getColor(ndx);
109
+ rgba.a = baseColor.a * (u_thematicSettings.w > 0.0 ? rgba.a : 1.0);
109
110
  rgba = mix(rgba, baseColor, u_thematicColorMix);
110
111
 
111
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  if (kThematicGradientMode_IsoLines == gradientMode) {
@@ -130,7 +131,8 @@ const applyThematicColorPostludeForPointClouds = `
130
131
  float gradientMode = u_thematicSettings.x;
131
132
  float stepCount = u_thematicSettings.z;
132
133
 
133
- vec4 rgba = vec4((kThematicGradientMode_IsoLines == gradientMode) ? getIsoLineColor(ndx, stepCount) : getColor(ndx), baseColor.a);
134
+ vec4 rgba = (kThematicGradientMode_IsoLines == gradientMode) ? getIsoLineColor(ndx, stepCount) : getColor(ndx);
135
+ rgba.a = baseColor.a * (u_thematicSettings.w > 0.0 ? rgba.a : 1.0);
134
136
  rgba = mix(rgba, baseColor, u_thematicColorMix);
135
137
 
136
138
  if (kThematicGradientMode_IsoLines == gradientMode) {
@@ -233,13 +235,13 @@ export function addThematicDisplay(builder, isForPointClouds = false, isForTerra
233
235
  params.target.uniforms.thematic.bindDisplayMode(uniform);
234
236
  });
235
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  });
236
- frag.addUniform("u_marginColor", 4 /* VariableType.Vec3 */, (prog) => {
238
+ frag.addUniform("u_marginColor", 5 /* VariableType.Vec4 */, (prog) => {
237
239
  prog.addGraphicUniform("u_marginColor", (uniform, params) => {
238
240
  params.target.uniforms.thematic.bindMarginColor(uniform);
239
241
  });
240
242
  });
241
243
  // gradientMode, distanceCutoff, stepCount
242
- builder.addUniform("u_thematicSettings", 4 /* VariableType.Vec3 */, (prog) => {
244
+ builder.addUniform("u_thematicSettings", 5 /* VariableType.Vec4 */, (prog) => {
243
245
  prog.addGraphicUniform("u_thematicSettings", (uniform, params) => {
244
246
  params.target.uniforms.thematic.bindFragSettings(uniform);
245
247
  });
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { ThematicDisplayMode, ThematicGradientMode } from \"@itwin/core-common\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addInstancedRtcMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { addEyeSpace } from \"./Common\";\r\n\r\nconst getSensorFloat = `\r\nvec4 getSensor(int index) {\r\n float x = 0.5;\r\n float y = (float(index) + 0.5) / float(u_numSensors);\r\n return TEXTURE(s_sensorSampler, vec2(x, y));\r\n}\r\n`;\r\n\r\n// Access a gradient texture at the specified index.\r\n// A stepped gradient texture is arranged with single unique color pixels for each step. The dimension of a stepped gradient texture is stepCount.\r\n// A smooth gradient texture is arranged with blended color pixels across the entire span of the texture. The dimension of a smooth gradient texture is the system's maximum texture size.\r\nconst getColor = `\r\nvec3 getColor(float ndx) {\r\n if (ndx < 0.0 || ndx > 1.0)\r\n return u_marginColor;\r\n\r\n return TEXTURE(s_texture, vec2(0.0, ndx)).rgb;\r\n}\r\n`;\r\n\r\n// Access a stepped gradient texture at the specified index taking into account isolines.\r\n// The texture format is exactly as described above for stepped mode. We just access the gradient differently,\r\n// specifically to ensure that the texels sampled result in lines of overall singular colors - no stepping into the\r\n// neighboring bands.\r\nconst getIsoLineColor = `\r\nvec3 getIsoLineColor(float ndx, float stepCount) {\r\n if (ndx < 0.01 || ndx > 0.99)\r\n return u_marginColor;\r\n\r\n ndx += 0.5 / stepCount; // center on step pixels\r\n return TEXTURE(s_texture, vec2(0.0, ndx)).rgb;\r\n}\r\n`;\r\n\r\nconst fwidth = `\\nfloat _universal_fwidth(float coord) { return fwidth(coord); }\\n`;\r\n\r\nconst slopeAndHillShadeShader = ` else if (kThematicDisplayMode_Slope == u_thematicDisplayMode) {\r\n float d = dot(g_normal, u_thematicAxis);\r\n if (d < 0.0)\r\n d = -d;\r\n\r\n // The range of d is now 0 to 1 (90 degrees to 0 degrees).\r\n // However, the range from 0 to 1 is not linear. Therefore, we use acos() to find the actual angle in radians.\r\n d = acos(d);\r\n\r\n // range of d is currently 1.5708 to 0 radians.\r\n if (d < u_thematicRange.x || d > u_thematicRange.y)\r\n d = -1.0; // use marginColor if outside the requested range\r\n else { // convert d from radians to 0 to 1 using requested range\r\n d -= u_thematicRange.x;\r\n d /= (u_thematicRange.y - u_thematicRange.x);\r\n }\r\n\r\n ndx = d;\r\n } else if (kThematicDisplayMode_HillShade == u_thematicDisplayMode) {\r\n float d = dot(g_normal, u_thematicSunDirection);\r\n\r\n ndx = max(0.0, d);\r\n }`;\r\n\r\n// Access the appropriate gradient texel for a particular index based on display mode and gradient mode.\r\nconst applyThematicColorPrelude = `\r\n float ndx = v_thematicIndex;\r\n\r\n if (kThematicDisplayMode_InverseDistanceWeightedSensors == u_thematicDisplayMode) {\r\n float sensorSum = 0.0;\r\n float contributionSum = 0.0;\r\n\r\n vec3 sensorPos;\r\n float sensorValue;\r\n float sensorWeight;\r\n\r\n ndx = -1.0; // default index = marginColor\r\n\r\n float distanceCutoff = u_thematicSettings.y;\r\n\r\n for (int i = 0; i < 8192; i++) { // ###TODO: set maximum number of sensors during an incremental form of shader construction\r\n if (i >= u_numSensors)\r\n break;\r\n\r\n vec4 sensor = getSensor(i);\r\n\r\n float dist = distance(v_eyeSpace, sensor.xyz);\r\n\r\n bool skipThisSensor = (distanceCutoff > 0.0 && dist > distanceCutoff);\r\n if (!skipThisSensor) {\r\n float contribution = 1.0 / pow(dist, 2.0);\r\n sensorSum += sensor.w * contribution;\r\n contributionSum += contribution;\r\n }\r\n }\r\n\r\n if (contributionSum > 0.0) // avoid division by zero\r\n ndx = sensorSum / contributionSum;\r\n }`;\r\n\r\nconst applyThematicColorPostlude = `\r\n float gradientMode = u_thematicSettings.x;\r\n float stepCount = u_thematicSettings.z;\r\n\r\n vec4 rgba = vec4((kThematicGradientMode_IsoLines == gradientMode) ? getIsoLineColor(ndx, stepCount) : getColor(ndx), baseColor.a);\r\n rgba = mix(rgba, baseColor, u_thematicColorMix);\r\n\r\n if (kThematicGradientMode_IsoLines == gradientMode) {\r\n float coord = v_thematicIndex * stepCount;\r\n float line = abs(fract(coord - 0.5) - 0.5) / _universal_fwidth(coord);\r\n rgba.a = 1.0 - min(line, 1.0);\r\n if (u_discardBetweenIsolines && 0.0 == rgba.a)\r\n discard;\r\n } else if (kThematicGradientMode_SteppedWithDelimiter == gradientMode) {\r\n float coord = v_thematicIndex * stepCount;\r\n float line = abs(fract(coord - 0.5) - 0.5) / _universal_fwidth(coord);\r\n float value = min(line, 1.0);\r\n rgba.rgb *= value;\r\n }\r\n\r\n return rgba;\r\n`;\r\n\r\n// fwidth does not function for point clouds, so we work around the limitation with a less-than-ideal rendering of isolines and delimiters\r\n// using a tolerance not based on neighboring fragments.\r\nconst delimiterToleranceForPointClouds = `0.025`; // / (stepCount * 40.0)`;\r\nconst applyThematicColorPostludeForPointClouds = `\r\n float gradientMode = u_thematicSettings.x;\r\n float stepCount = u_thematicSettings.z;\r\n\r\n vec4 rgba = vec4((kThematicGradientMode_IsoLines == gradientMode) ? getIsoLineColor(ndx, stepCount) : getColor(ndx), baseColor.a);\r\n rgba = mix(rgba, baseColor, u_thematicColorMix);\r\n\r\n if (kThematicGradientMode_IsoLines == gradientMode) {\r\n float coord = v_thematicIndex * stepCount;\r\n float line = abs(fract(coord - 0.5) - 0.5);\r\n if (line > ${delimiterToleranceForPointClouds})\r\n discard;\r\n } else if (kThematicGradientMode_SteppedWithDelimiter == gradientMode) {\r\n float coord = v_thematicIndex * stepCount;\r\n float line = abs(fract(coord - 0.5) - 0.5);\r\n float value = min(line, 1.0);\r\n if (line < ${delimiterToleranceForPointClouds} && value < 1.0)\r\n rgba.rgb *= 0.0;\r\n }\r\n\r\n return rgba;\r\n`;\r\n\r\nfunction _getShader(isPointCloud: boolean) {\r\n return isPointCloud ?\r\n applyThematicColorPrelude + applyThematicColorPostludeForPointClouds : // do not include slope and hillshade for point clouds\r\n applyThematicColorPrelude + slopeAndHillShadeShader + applyThematicColorPostlude; // include all modes for everything else\r\n}\r\n\r\n// Compute the value for the varying to be interpolated to the fragment shader in order to access the color in the thematic gradient texture\r\n// We will project a vector onto another vector using this equation: proju = (v . u) / (v . v) * v\r\nexport function getComputeThematicIndex(instanced: boolean, skipSlopeAndHillShade: boolean, decodeNormal: boolean): string {\r\n const modelPos = instanced ? \"(g_instancedRtcMatrix * rawPosition)\" : \"rawPosition\";\r\n const heightMode = `\r\n if (kThematicDisplayMode_Height == u_thematicDisplayMode) {\r\n vec3 u = (u_modelToWorld * ${modelPos}).xyz;\r\n vec3 v = u_thematicAxis;\r\n vec3 proju = (dot(v, u) / dot(v, v)) * v;\r\n vec3 a = v * u_thematicRange.s;\r\n vec3 b = v * u_thematicRange.t;\r\n vec3 c = proju;\r\n v_thematicIndex = findFractionalPositionOnLine(a, b, c);\r\n }`;\r\n const hillShadeMode = ` else if (kThematicDisplayMode_HillShade == u_thematicDisplayMode) {\r\n v_thematicIndex = computeSurfaceNormal().z;\r\n }`;\r\n const hillShadeMode2 = ` else if (kThematicDisplayMode_HillShade == u_thematicDisplayMode) {\r\n v_thematicIndex = g_hillshadeIndex;\r\n }`;\r\n return skipSlopeAndHillShade ? heightMode : heightMode + (decodeNormal ? hillShadeMode : hillShadeMode2);\r\n}\r\n\r\n// Determine the fractional position of c on line segment ab. Assumes the three points are aligned on the same axis.\r\nconst findFractionalPositionOnLine = `\r\n float abDist = distance(a, b);\r\n return dot(b - a, c - a) / (abDist * abDist);\r\n`;\r\n\r\nfunction addThematicDisplayModeConstants(builder: ShaderBuilder) {\r\n builder.addDefine(\"kThematicDisplayMode_Height\", ThematicDisplayMode.Height.toFixed(1));\r\n builder.addDefine(\"kThematicDisplayMode_InverseDistanceWeightedSensors\", ThematicDisplayMode.InverseDistanceWeightedSensors.toFixed(1));\r\n builder.addDefine(\"kThematicDisplayMode_Slope\", ThematicDisplayMode.Slope.toFixed(1));\r\n builder.addDefine(\"kThematicDisplayMode_HillShade\", ThematicDisplayMode.HillShade.toFixed(1));\r\n}\r\n\r\nfunction addThematicGradientModeConstants(builder: ShaderBuilder) {\r\n builder.addDefine(\"kThematicGradientMode_Smooth\", ThematicGradientMode.Smooth.toFixed(1));\r\n builder.addDefine(\"kThematicGradientMode_Stepped\", ThematicGradientMode.Stepped.toFixed(1));\r\n builder.addDefine(\"kThematicGradientMode_SteppedWithDelimiter\", ThematicGradientMode.SteppedWithDelimiter.toFixed(1));\r\n builder.addDefine(\"kThematicGradientMode_IsoLines\", ThematicGradientMode.IsoLines.toFixed(1));\r\n}\r\n\r\n/** @internal */\r\nexport function addThematicDisplay(builder: ProgramBuilder, isForPointClouds = false, isForTerrainMesh = false) {\r\n const frag = builder.frag;\r\n const vert = builder.vert;\r\n\r\n addRenderPass(builder.frag);\r\n\r\n if (!isForPointClouds && !isForTerrainMesh)\r\n addProjectionMatrix(vert);\r\n\r\n addEyeSpace(builder);\r\n\r\n if (vert.usesInstancedGeometry)\r\n addInstancedRtcMatrix(vert);\r\n\r\n vert.addFunction(\"float findFractionalPositionOnLine(vec3 a, vec3 b, vec3 c)\", findFractionalPositionOnLine);\r\n\r\n vert.addUniform(\"u_modelToWorld\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_modelToWorld\", (uniform, params) => {\r\n params.target.uniforms.branch.bindModelToWorldTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n\r\n builder.addUniform(\"u_thematicRange\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicRange\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindRange(uniform);\r\n });\r\n });\r\n\r\n builder.addUniform(\"u_thematicAxis\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicAxis\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindAxis(uniform);\r\n });\r\n });\r\n\r\n if (!isForPointClouds) {\r\n builder.addUniform(\"u_thematicSunDirection\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicSunDirection\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindSunDirection(uniform);\r\n });\r\n });\r\n }\r\n\r\n addThematicGradientModeConstants(builder.frag);\r\n\r\n addThematicDisplayModeConstants(builder.frag);\r\n addThematicDisplayModeConstants(builder.vert);\r\n\r\n builder.addUniform(\"u_thematicDisplayMode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicDisplayMode\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindDisplayMode(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_marginColor\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_marginColor\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindMarginColor(uniform);\r\n });\r\n });\r\n\r\n // gradientMode, distanceCutoff, stepCount\r\n builder.addUniform(\"u_thematicSettings\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicSettings\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindFragSettings(uniform);\r\n });\r\n });\r\n\r\n if (isForPointClouds || isForTerrainMesh) {\r\n builder.frag.addUniform(\"u_thematicColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicColorMix\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.uniforms.thematic.thematicDisplay?.gradientSettings.colorMix || 0.0);\r\n });\r\n });\r\n } else {\r\n builder.frag.addUniform(\"u_thematicColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicColorMix\", (uniform, _params) => {\r\n uniform.setUniform1f(0.0);\r\n });\r\n });\r\n }\r\n\r\n frag.addUniform(\"u_numSensors\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_numSensors\", (uniform, params) => {\r\n if (params.target.wantThematicSensors) {\r\n if (params.target.uniforms.thematic.wantGlobalSensorTexture)\r\n params.target.uniforms.thematic.bindNumSensors(uniform);\r\n else // we are batching separate sensor textures per-tile; use the number of sensors from the batch\r\n params.target.uniforms.batch.bindNumThematicSensors(uniform);\r\n } else {\r\n uniform.setUniform1i(0);\r\n }\r\n });\r\n });\r\n\r\n frag.addUniform(\"s_sensorSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_sensorSampler\", (uniform, params) => {\r\n if (params.target.wantThematicSensors) {\r\n if (params.target.uniforms.thematic.wantGlobalSensorTexture) {\r\n params.target.uniforms.thematic.bindSensors(uniform);\r\n } else { // we are batching separate sensor textures per-tile; bind the batch's sensor texture\r\n params.target.uniforms.batch.bindThematicSensors(uniform);\r\n }\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.ThematicSensors);\r\n }\r\n });\r\n });\r\n\r\n if (!isForPointClouds) { // allows us to know when to discard between isolines to make them pickable\r\n builder.frag.addUniform(\"u_discardBetweenIsolines\", VariableType.Boolean, (prog) => {\r\n prog.addProgramUniform(\"u_discardBetweenIsolines\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\r\n });\r\n });\r\n }\r\n\r\n frag.addFunction(fwidth);\r\n frag.addFunction(getSensorFloat);\r\n\r\n frag.addFunction(getColor);\r\n frag.addFunction(getIsoLineColor);\r\n\r\n frag.set(FragmentShaderComponent.ApplyThematicDisplay, _getShader(isForPointClouds));\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { ThematicDisplayMode, ThematicGradientMode } from \"@itwin/core-common\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addInstancedRtcMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { addEyeSpace } from \"./Common\";\r\n\r\nconst getSensorFloat = `\r\nvec4 getSensor(int index) {\r\n float x = 0.5;\r\n float y = (float(index) + 0.5) / float(u_numSensors);\r\n return TEXTURE(s_sensorSampler, vec2(x, y));\r\n}\r\n`;\r\n\r\n// Access a gradient texture at the specified index.\r\n// A stepped gradient texture is arranged with single unique color pixels for each step. The dimension of a stepped gradient texture is stepCount.\r\n// A smooth gradient texture is arranged with blended color pixels across the entire span of the texture. The dimension of a smooth gradient texture is the system's maximum texture size.\r\nconst getColor = `\r\nvec4 getColor(float ndx) {\r\n if (ndx < 0.0 || ndx > 1.0)\r\n return u_marginColor;\r\n\r\n return TEXTURE(s_texture, vec2(0.0, ndx));\r\n}\r\n`;\r\n\r\n// Access a stepped gradient texture at the specified index taking into account isolines.\r\n// The texture format is exactly as described above for stepped mode. We just access the gradient differently,\r\n// specifically to ensure that the texels sampled result in lines of overall singular colors - no stepping into the\r\n// neighboring bands.\r\nconst getIsoLineColor = `\r\nvec4 getIsoLineColor(float ndx, float stepCount) {\r\n if (ndx < 0.01 || ndx > 0.99)\r\n return u_marginColor;\r\n\r\n ndx += 0.5 / stepCount; // center on step pixels\r\n return TEXTURE(s_texture, vec2(0.0, ndx));\r\n}\r\n`;\r\n\r\nconst fwidth = `\\nfloat _universal_fwidth(float coord) { return fwidth(coord); }\\n`;\r\n\r\nconst slopeAndHillShadeShader = ` else if (kThematicDisplayMode_Slope == u_thematicDisplayMode) {\r\n float d = dot(g_normal, u_thematicAxis);\r\n if (d < 0.0)\r\n d = -d;\r\n\r\n // The range of d is now 0 to 1 (90 degrees to 0 degrees).\r\n // However, the range from 0 to 1 is not linear. Therefore, we use acos() to find the actual angle in radians.\r\n d = acos(d);\r\n\r\n // range of d is currently 1.5708 to 0 radians.\r\n if (d < u_thematicRange.x || d > u_thematicRange.y)\r\n d = -1.0; // use marginColor if outside the requested range\r\n else { // convert d from radians to 0 to 1 using requested range\r\n d -= u_thematicRange.x;\r\n d /= (u_thematicRange.y - u_thematicRange.x);\r\n }\r\n\r\n ndx = d;\r\n } else if (kThematicDisplayMode_HillShade == u_thematicDisplayMode) {\r\n float d = dot(g_normal, u_thematicSunDirection);\r\n\r\n ndx = max(0.0, d);\r\n }`;\r\n\r\n// Access the appropriate gradient texel for a particular index based on display mode and gradient mode.\r\nconst applyThematicColorPrelude = `\r\n float ndx = v_thematicIndex;\r\n\r\n if (kThematicDisplayMode_InverseDistanceWeightedSensors == u_thematicDisplayMode) {\r\n float sensorSum = 0.0;\r\n float contributionSum = 0.0;\r\n\r\n vec3 sensorPos;\r\n float sensorValue;\r\n float sensorWeight;\r\n\r\n ndx = -1.0; // default index = marginColor\r\n\r\n float distanceCutoff = u_thematicSettings.y;\r\n\r\n for (int i = 0; i < 8192; i++) { // ###TODO: set maximum number of sensors during an incremental form of shader construction\r\n if (i >= u_numSensors)\r\n break;\r\n\r\n vec4 sensor = getSensor(i);\r\n\r\n float dist = distance(v_eyeSpace, sensor.xyz);\r\n\r\n bool skipThisSensor = (distanceCutoff > 0.0 && dist > distanceCutoff);\r\n if (!skipThisSensor) {\r\n float contribution = 1.0 / pow(dist, 2.0);\r\n sensorSum += sensor.w * contribution;\r\n contributionSum += contribution;\r\n }\r\n }\r\n\r\n if (contributionSum > 0.0) // avoid division by zero\r\n ndx = sensorSum / contributionSum;\r\n }`;\r\n\r\nconst applyThematicColorPostlude = `\r\n float gradientMode = u_thematicSettings.x;\r\n float stepCount = u_thematicSettings.z;\r\n\r\n vec4 rgba = (kThematicGradientMode_IsoLines == gradientMode) ? getIsoLineColor(ndx, stepCount) : getColor(ndx);\r\n rgba.a = baseColor.a * (u_thematicSettings.w > 0.0 ? rgba.a : 1.0);\r\n rgba = mix(rgba, baseColor, u_thematicColorMix);\r\n\r\n if (kThematicGradientMode_IsoLines == gradientMode) {\r\n float coord = v_thematicIndex * stepCount;\r\n float line = abs(fract(coord - 0.5) - 0.5) / _universal_fwidth(coord);\r\n rgba.a = 1.0 - min(line, 1.0);\r\n if (u_discardBetweenIsolines && 0.0 == rgba.a)\r\n discard;\r\n } else if (kThematicGradientMode_SteppedWithDelimiter == gradientMode) {\r\n float coord = v_thematicIndex * stepCount;\r\n float line = abs(fract(coord - 0.5) - 0.5) / _universal_fwidth(coord);\r\n float value = min(line, 1.0);\r\n rgba.rgb *= value;\r\n }\r\n\r\n return rgba;\r\n`;\r\n\r\n// fwidth does not function for point clouds, so we work around the limitation with a less-than-ideal rendering of isolines and delimiters\r\n// using a tolerance not based on neighboring fragments.\r\nconst delimiterToleranceForPointClouds = `0.025`; // / (stepCount * 40.0)`;\r\nconst applyThematicColorPostludeForPointClouds = `\r\n float gradientMode = u_thematicSettings.x;\r\n float stepCount = u_thematicSettings.z;\r\n\r\n vec4 rgba = (kThematicGradientMode_IsoLines == gradientMode) ? getIsoLineColor(ndx, stepCount) : getColor(ndx);\r\n rgba.a = baseColor.a * (u_thematicSettings.w > 0.0 ? rgba.a : 1.0);\r\n rgba = mix(rgba, baseColor, u_thematicColorMix);\r\n\r\n if (kThematicGradientMode_IsoLines == gradientMode) {\r\n float coord = v_thematicIndex * stepCount;\r\n float line = abs(fract(coord - 0.5) - 0.5);\r\n if (line > ${delimiterToleranceForPointClouds})\r\n discard;\r\n } else if (kThematicGradientMode_SteppedWithDelimiter == gradientMode) {\r\n float coord = v_thematicIndex * stepCount;\r\n float line = abs(fract(coord - 0.5) - 0.5);\r\n float value = min(line, 1.0);\r\n if (line < ${delimiterToleranceForPointClouds} && value < 1.0)\r\n rgba.rgb *= 0.0;\r\n }\r\n\r\n return rgba;\r\n`;\r\n\r\nfunction _getShader(isPointCloud: boolean) {\r\n return isPointCloud ?\r\n applyThematicColorPrelude + applyThematicColorPostludeForPointClouds : // do not include slope and hillshade for point clouds\r\n applyThematicColorPrelude + slopeAndHillShadeShader + applyThematicColorPostlude; // include all modes for everything else\r\n}\r\n\r\n// Compute the value for the varying to be interpolated to the fragment shader in order to access the color in the thematic gradient texture\r\n// We will project a vector onto another vector using this equation: proju = (v . u) / (v . v) * v\r\nexport function getComputeThematicIndex(instanced: boolean, skipSlopeAndHillShade: boolean, decodeNormal: boolean): string {\r\n const modelPos = instanced ? \"(g_instancedRtcMatrix * rawPosition)\" : \"rawPosition\";\r\n const heightMode = `\r\n if (kThematicDisplayMode_Height == u_thematicDisplayMode) {\r\n vec3 u = (u_modelToWorld * ${modelPos}).xyz;\r\n vec3 v = u_thematicAxis;\r\n vec3 proju = (dot(v, u) / dot(v, v)) * v;\r\n vec3 a = v * u_thematicRange.s;\r\n vec3 b = v * u_thematicRange.t;\r\n vec3 c = proju;\r\n v_thematicIndex = findFractionalPositionOnLine(a, b, c);\r\n }`;\r\n const hillShadeMode = ` else if (kThematicDisplayMode_HillShade == u_thematicDisplayMode) {\r\n v_thematicIndex = computeSurfaceNormal().z;\r\n }`;\r\n const hillShadeMode2 = ` else if (kThematicDisplayMode_HillShade == u_thematicDisplayMode) {\r\n v_thematicIndex = g_hillshadeIndex;\r\n }`;\r\n return skipSlopeAndHillShade ? heightMode : heightMode + (decodeNormal ? hillShadeMode : hillShadeMode2);\r\n}\r\n\r\n// Determine the fractional position of c on line segment ab. Assumes the three points are aligned on the same axis.\r\nconst findFractionalPositionOnLine = `\r\n float abDist = distance(a, b);\r\n return dot(b - a, c - a) / (abDist * abDist);\r\n`;\r\n\r\nfunction addThematicDisplayModeConstants(builder: ShaderBuilder) {\r\n builder.addDefine(\"kThematicDisplayMode_Height\", ThematicDisplayMode.Height.toFixed(1));\r\n builder.addDefine(\"kThematicDisplayMode_InverseDistanceWeightedSensors\", ThematicDisplayMode.InverseDistanceWeightedSensors.toFixed(1));\r\n builder.addDefine(\"kThematicDisplayMode_Slope\", ThematicDisplayMode.Slope.toFixed(1));\r\n builder.addDefine(\"kThematicDisplayMode_HillShade\", ThematicDisplayMode.HillShade.toFixed(1));\r\n}\r\n\r\nfunction addThematicGradientModeConstants(builder: ShaderBuilder) {\r\n builder.addDefine(\"kThematicGradientMode_Smooth\", ThematicGradientMode.Smooth.toFixed(1));\r\n builder.addDefine(\"kThematicGradientMode_Stepped\", ThematicGradientMode.Stepped.toFixed(1));\r\n builder.addDefine(\"kThematicGradientMode_SteppedWithDelimiter\", ThematicGradientMode.SteppedWithDelimiter.toFixed(1));\r\n builder.addDefine(\"kThematicGradientMode_IsoLines\", ThematicGradientMode.IsoLines.toFixed(1));\r\n}\r\n\r\n/** @internal */\r\nexport function addThematicDisplay(builder: ProgramBuilder, isForPointClouds = false, isForTerrainMesh = false) {\r\n const frag = builder.frag;\r\n const vert = builder.vert;\r\n\r\n addRenderPass(builder.frag);\r\n\r\n if (!isForPointClouds && !isForTerrainMesh)\r\n addProjectionMatrix(vert);\r\n\r\n addEyeSpace(builder);\r\n\r\n if (vert.usesInstancedGeometry)\r\n addInstancedRtcMatrix(vert);\r\n\r\n vert.addFunction(\"float findFractionalPositionOnLine(vec3 a, vec3 b, vec3 c)\", findFractionalPositionOnLine);\r\n\r\n vert.addUniform(\"u_modelToWorld\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_modelToWorld\", (uniform, params) => {\r\n params.target.uniforms.branch.bindModelToWorldTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n\r\n builder.addUniform(\"u_thematicRange\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicRange\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindRange(uniform);\r\n });\r\n });\r\n\r\n builder.addUniform(\"u_thematicAxis\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicAxis\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindAxis(uniform);\r\n });\r\n });\r\n\r\n if (!isForPointClouds) {\r\n builder.addUniform(\"u_thematicSunDirection\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicSunDirection\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindSunDirection(uniform);\r\n });\r\n });\r\n }\r\n\r\n addThematicGradientModeConstants(builder.frag);\r\n\r\n addThematicDisplayModeConstants(builder.frag);\r\n addThematicDisplayModeConstants(builder.vert);\r\n\r\n builder.addUniform(\"u_thematicDisplayMode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicDisplayMode\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindDisplayMode(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_marginColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_marginColor\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindMarginColor(uniform);\r\n });\r\n });\r\n\r\n // gradientMode, distanceCutoff, stepCount\r\n builder.addUniform(\"u_thematicSettings\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicSettings\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindFragSettings(uniform);\r\n });\r\n });\r\n\r\n if (isForPointClouds || isForTerrainMesh) {\r\n builder.frag.addUniform(\"u_thematicColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicColorMix\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.uniforms.thematic.thematicDisplay?.gradientSettings.colorMix || 0.0);\r\n });\r\n });\r\n } else {\r\n builder.frag.addUniform(\"u_thematicColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_thematicColorMix\", (uniform, _params) => {\r\n uniform.setUniform1f(0.0);\r\n });\r\n });\r\n }\r\n\r\n frag.addUniform(\"u_numSensors\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_numSensors\", (uniform, params) => {\r\n if (params.target.wantThematicSensors) {\r\n if (params.target.uniforms.thematic.wantGlobalSensorTexture)\r\n params.target.uniforms.thematic.bindNumSensors(uniform);\r\n else // we are batching separate sensor textures per-tile; use the number of sensors from the batch\r\n params.target.uniforms.batch.bindNumThematicSensors(uniform);\r\n } else {\r\n uniform.setUniform1i(0);\r\n }\r\n });\r\n });\r\n\r\n frag.addUniform(\"s_sensorSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_sensorSampler\", (uniform, params) => {\r\n if (params.target.wantThematicSensors) {\r\n if (params.target.uniforms.thematic.wantGlobalSensorTexture) {\r\n params.target.uniforms.thematic.bindSensors(uniform);\r\n } else { // we are batching separate sensor textures per-tile; bind the batch's sensor texture\r\n params.target.uniforms.batch.bindThematicSensors(uniform);\r\n }\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.ThematicSensors);\r\n }\r\n });\r\n });\r\n\r\n if (!isForPointClouds) { // allows us to know when to discard between isolines to make them pickable\r\n builder.frag.addUniform(\"u_discardBetweenIsolines\", VariableType.Boolean, (prog) => {\r\n prog.addProgramUniform(\"u_discardBetweenIsolines\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\r\n });\r\n });\r\n }\r\n\r\n frag.addFunction(fwidth);\r\n frag.addFunction(getSensorFloat);\r\n\r\n frag.addFunction(getColor);\r\n frag.addFunction(getIsoLineColor);\r\n\r\n frag.set(FragmentShaderComponent.ApplyThematicDisplay, _getShader(isForPointClouds));\r\n}\r\n"]}
@@ -1,18 +1,20 @@
1
1
  /** @packageDocumentation
2
2
  * @module Tiles
3
3
  */
4
- import { MapLayerAccessClient, QuadId } from "../internal";
4
+ import { QuadId } from "../internal";
5
5
  import { ImageMapLayerSettings } from "@itwin/core-common";
6
6
  /** @internal */
7
+ export type FetchFunction = (url: URL, options?: RequestInit) => Promise<Response>;
8
+ /** @internal */
7
9
  export declare class ArcGISTileMap {
8
10
  tileMapRequestSize: number;
9
11
  fallbackTileMapRequestSize: number;
10
12
  private _callQueues;
11
13
  private _tilesCache;
12
14
  private _restBaseUrl;
13
- private _accessClient;
15
+ private _fetchFunc;
14
16
  private _settings;
15
- constructor(restBaseUrl: string, settings: ImageMapLayerSettings, nbLods?: number, accessClient?: MapLayerAccessClient);
17
+ constructor(restBaseUrl: string, settings: ImageMapLayerSettings, fetchFunc: FetchFunction, nbLods?: number);
16
18
  protected fetchTileMapFromServer(level: number, row: number, column: number, width: number, height: number): Promise<any>;
17
19
  protected getAvailableTilesFromCache(tiles: QuadId[]): {
18
20
  allTilesFound: boolean;
@@ -1 +1 @@
1
- {"version":3,"file":"ArcGISTileMap.d.ts","sourceRoot":"","sources":["../../../../src/tile/map/ArcGISTileMap.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EAAmB,oBAAoB,EAAE,MAAM,EAAE,MAAM,aAAa,CAAC;AAC5E,OAAO,EAAE,qBAAqB,EAAE,MAAM,oBAAoB,CAAC;AAG3D,gBAAgB;AAChB,qBAAa,aAAa;IAChB,kBAAkB,SAAM;IACxB,0BAA0B,SAAK;IAEvC,OAAO,CAAC,WAAW,CAAwC;IAC3D,OAAO,CAAC,WAAW,CAA2E;IAC9F,OAAO,CAAC,YAAY,CAAS;IAC7B,OAAO,CAAC,aAAa,CAAiC;IACtD,OAAO,CAAC,SAAS,CAAwB;gBAE7B,WAAW,EAAE,MAAM,EAAE,QAAQ,EAAE,qBAAqB,EAAE,MAAM,CAAC,EAAE,MAAM,EAAE,YAAY,CAAC,EAAE,oBAAoB;cAStG,sBAAsB,CAAC,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,OAAO,CAAC,GAAG,CAAC;IAkB/H,SAAS,CAAC,0BAA0B,CAAC,KAAK,EAAE,MAAM,EAAE,GAAG;QAAC,aAAa,EAAE,OAAO,CAAC;QAAC,SAAS,EAAE,OAAO,EAAE,CAAA;KAAC;IAexF,uBAAuB,CAAC,QAAQ,EAAE,MAAM,EAAE,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;cA4B5D,mBAAmB,CAAC,UAAU,EAAE,MAAM,EAAE,EAAE,QAAQ,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM;cA6E7E,iCAAiC,CAAC,QAAQ,EAAE,MAAM,EAAE,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;CAkC1F"}
1
+ {"version":3,"file":"ArcGISTileMap.d.ts","sourceRoot":"","sources":["../../../../src/tile/map/ArcGISTileMap.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,MAAM,EAAE,MAAM,aAAa,CAAC;AACrC,OAAO,EAAE,qBAAqB,EAAE,MAAM,oBAAoB,CAAC;AAE3D,gBAAgB;AAChB,MAAM,MAAM,aAAa,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,OAAO,CAAC,EAAE,WAAW,KAAK,OAAO,CAAC,QAAQ,CAAC,CAAC;AAInF,gBAAgB;AAChB,qBAAa,aAAa;IAChB,kBAAkB,SAAM;IACxB,0BAA0B,SAAK;IAEvC,OAAO,CAAC,WAAW,CAAwC;IAC3D,OAAO,CAAC,WAAW,CAA2E;IAC9F,OAAO,CAAC,YAAY,CAAS;IAC7B,OAAO,CAAC,UAAU,CAAgB;IAClC,OAAO,CAAC,SAAS,CAAwB;gBAE7B,WAAW,EAAE,MAAM,EAAE,QAAQ,EAAE,qBAAqB,EAAE,SAAS,EAAE,aAAa,EAAE,MAAM,CAAC,EAAE,MAAM;cAS3F,sBAAsB,CAAC,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,OAAO,CAAC,GAAG,CAAC;IAM/H,SAAS,CAAC,0BAA0B,CAAC,KAAK,EAAE,MAAM,EAAE,GAAG;QAAC,aAAa,EAAE,OAAO,CAAC;QAAC,SAAS,EAAE,OAAO,EAAE,CAAA;KAAC;IAexF,uBAAuB,CAAC,QAAQ,EAAE,MAAM,EAAE,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;cA4B5D,mBAAmB,CAAC,UAAU,EAAE,MAAM,EAAE,EAAE,QAAQ,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM;cA6E7E,iCAAiC,CAAC,QAAQ,EAAE,MAAM,EAAE,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;CAkC1F"}
@@ -5,18 +5,17 @@
5
5
  /** @packageDocumentation
6
6
  * @module Tiles
7
7
  */
8
- import { request } from "../../request/Request";
9
8
  import { assert, compareStrings, Dictionary } from "@itwin/core-bentley";
10
- import { ArcGisUtilities, QuadId } from "../internal";
9
+ import { QuadId } from "../internal";
11
10
  const nonVisibleChildren = [false, false, false, false];
12
11
  /** @internal */
13
12
  export class ArcGISTileMap {
14
- constructor(restBaseUrl, settings, nbLods, accessClient) {
13
+ constructor(restBaseUrl, settings, fetchFunc, nbLods) {
15
14
  this.tileMapRequestSize = 32;
16
15
  this.fallbackTileMapRequestSize = 2;
17
16
  this._tilesCache = new Dictionary((lhs, rhs) => compareStrings(lhs, rhs));
18
17
  this._restBaseUrl = restBaseUrl;
19
- this._accessClient = accessClient;
18
+ this._fetchFunc = fetchFunc;
20
19
  this._settings = settings;
21
20
  if (nbLods !== undefined && nbLods > 0) {
22
21
  this._callQueues = new Array(nbLods).fill(Promise.resolve(nonVisibleChildren));
@@ -24,19 +23,8 @@ export class ArcGISTileMap {
24
23
  }
25
24
  async fetchTileMapFromServer(level, row, column, width, height) {
26
25
  const tmpUrl = `${this._restBaseUrl}/tilemap/${level}/${row}/${column}/${width}/${height}?f=json`;
27
- const urlObj = new URL(tmpUrl);
28
- try {
29
- if (this._accessClient) {
30
- await ArcGisUtilities.appendSecurityToken(urlObj, this._accessClient, {
31
- mapLayerUrl: new URL(this._settings.url),
32
- userName: this._settings.userName,
33
- password: this._settings.password,
34
- });
35
- }
36
- }
37
- catch {
38
- }
39
- return request(urlObj.toString(), "json");
26
+ const response = await this._fetchFunc(new URL(tmpUrl));
27
+ return response.json();
40
28
  }
41
29
  getAvailableTilesFromCache(tiles) {
42
30
  let allTilesFound = true;
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Tiles\r\n */\r\n\r\nimport { request } from \"../../request/Request\";\r\nimport { assert, compareStrings, Dictionary } from \"@itwin/core-bentley\";\r\nimport { ArcGisUtilities, MapLayerAccessClient, QuadId } from \"../internal\";\r\nimport { ImageMapLayerSettings } from \"@itwin/core-common\";\r\n\r\nconst nonVisibleChildren = [false, false, false, false];\r\n/** @internal */\r\nexport class ArcGISTileMap {\r\n public tileMapRequestSize = 32;\r\n public fallbackTileMapRequestSize = 2;\r\n\r\n private _callQueues: Array<Promise<boolean[]>> | undefined;\r\n private _tilesCache = new Dictionary<string, boolean>((lhs, rhs) => compareStrings(lhs, rhs));\r\n private _restBaseUrl: string;\r\n private _accessClient: MapLayerAccessClient|undefined;\r\n private _settings: ImageMapLayerSettings;\r\n\r\n constructor(restBaseUrl: string, settings: ImageMapLayerSettings, nbLods?: number, accessClient?: MapLayerAccessClient) {\r\n this._restBaseUrl = restBaseUrl;\r\n this._accessClient = accessClient;\r\n this._settings = settings;\r\n if (nbLods !== undefined && nbLods > 0) {\r\n this._callQueues = new Array<Promise<boolean[]>>(nbLods).fill(Promise.resolve<boolean[]>(nonVisibleChildren));\r\n }\r\n\r\n }\r\n protected async fetchTileMapFromServer(level: number, row: number, column: number, width: number, height: number): Promise<any> {\r\n const tmpUrl = `${this._restBaseUrl}/tilemap/${level}/${row}/${column}/${width}/${height}?f=json`;\r\n const urlObj = new URL(tmpUrl);\r\n try {\r\n if (this._accessClient) {\r\n await ArcGisUtilities.appendSecurityToken(urlObj, this._accessClient, {\r\n mapLayerUrl: new URL(this._settings.url),\r\n userName: this._settings.userName,\r\n password: this._settings.password,\r\n });\r\n }\r\n\r\n } catch {\r\n }\r\n\r\n return request(urlObj.toString(), \"json\");\r\n }\r\n\r\n protected getAvailableTilesFromCache(tiles: QuadId[]): {allTilesFound: boolean, available: boolean[]} {\r\n let allTilesFound = true;\r\n\r\n // Check children visibility from cache\r\n const available = tiles.map((tileId) => {\r\n const avail = this._tilesCache.get(tileId.contentId);\r\n if (undefined === avail) {\r\n allTilesFound = false;\r\n }\r\n return avail ?? false;\r\n });\r\n\r\n return {allTilesFound, available};\r\n }\r\n\r\n public async getChildrenAvailability(childIds: QuadId[]): Promise<boolean[]> {\r\n if (!childIds.length)\r\n return [];\r\n\r\n // We need to check cache again:\r\n // Tiles we are looking for may have been added to cache while we were waiting in the call queue.\r\n const cacheInfo = this.getAvailableTilesFromCache(childIds);\r\n if (cacheInfo.allTilesFound) {\r\n return cacheInfo.available;\r\n }\r\n\r\n // If we never encountered this tile level before, then a tilemap request must be made to get tiles visibility.\r\n // However, we dont want several overlapping large tilemap request being made simultaneously for tiles on the same level.\r\n // To avoid this from happening, we 'serialize' async calls so that we wait until the first tilemap request has completed\r\n // before making another one.\r\n const childLevel = childIds[0].level+1;\r\n if (this._callQueues && childLevel < this._callQueues.length ) {\r\n const res = this._callQueues[childLevel].then(async () => this.getChildrenAvailabilityFromServer(childIds));\r\n this._callQueues[childLevel] = res.catch(() => nonVisibleChildren);\r\n return res;\r\n } else {\r\n // We should not be in this case, probably because server info is missing LODs in the capabilities?!\r\n return this.getChildrenAvailabilityFromServer(childIds);\r\n }\r\n }\r\n\r\n // Query tiles are tiles that we need to check availability\r\n // The array is assumed to be in in row major orientation, i.e.: [TileRow0Col0, TileRow0Col1, TileRow1Col0, TileRow1Col1,]\r\n protected async fetchAndReadTilemap(queryTiles: QuadId[], reqWidth: number, reqHeight: number) {\r\n let available: boolean[] = [];\r\n if (queryTiles.length === 0) {\r\n return available;\r\n }\r\n\r\n const row = queryTiles[0].row;\r\n const column = queryTiles[0].column;\r\n const level = queryTiles[0].level;\r\n\r\n let reqRow, reqColumn;\r\n if (reqWidth === this.fallbackTileMapRequestSize && reqHeight === this.fallbackTileMapRequestSize){\r\n reqRow = row;\r\n reqColumn = column;\r\n } else {\r\n // If tile map if big enough. create offset that will place the current tile in the middle of the tilemap.\r\n // If we place the first query tile in the top-left corner (i.e. without offset), any query for a tile located above or on the left\r\n // will trigger a new request.\r\n const offsetRow = (reqHeight/2.0)-1;\r\n const offsetColumn = (reqWidth/2.0)-1;\r\n reqRow = Math.max(row - offsetRow, 0);\r\n reqColumn = Math.max(column - offsetColumn, 0);\r\n }\r\n\r\n try {\r\n // console.log(`Tilemap request: ${level},${reqRow},${reqColumn},${reqWidth},${reqHeight}`);\r\n const json = await this.fetchTileMapFromServer(level, reqRow, reqColumn, reqWidth, reqHeight);\r\n let tileMapWidth = reqWidth;\r\n let tileMapHeight = reqHeight;\r\n if (Array.isArray(json.data)){\r\n\r\n // The response width and height might be different than the requested dimensions.\r\n // Ref: https://developers.arcgis.com/rest/services-reference/enterprise/tile-map.htm\r\n if (json.adjusted) {\r\n // If tilemap size got adjusted, I'm expecting to get adjusted size...\r\n // otherwise there is something really odd with this server.\r\n assert(json.location?.width !== undefined && json.location?.height !== undefined);\r\n if (json.location?.width !== undefined && json.location?.height !== undefined) {\r\n tileMapWidth = json.location?.width;\r\n tileMapHeight = json.location?.height;\r\n }\r\n }\r\n let k = 0;\r\n for (let j = 0; j < tileMapWidth; j++) {\r\n for (let i = 0; i < tileMapHeight; i++) {\r\n const avail = json.data[(j*tileMapWidth)+i] !== 0;\r\n const curColumn = reqColumn + i;\r\n const curRow = reqRow + j;\r\n // console.log(`Tilemap tile:: ${level},${curRow},${curColumn} => ${avail}`);\r\n this._tilesCache.set(QuadId.getTileContentId(level, curColumn, curRow), avail);\r\n\r\n // Check if actual tile is among the children we are looking for, if so update the availability array.\r\n if ( curColumn >= queryTiles[0].column && curColumn <= queryTiles[queryTiles.length-1].column\r\n && curRow >= queryTiles[0].row && curRow <= queryTiles[queryTiles.length-1].row ) {\r\n available[k++] = avail;\r\n }\r\n\r\n }\r\n }\r\n } else {\r\n // If server returns data (i.e. error 422), thats fine we assume all tiles of tilemap are not available.\r\n available = queryTiles.map(()=>false);\r\n\r\n // Mark all tilemap tiles to non-available in the cache too\r\n for (let j = 0; j < tileMapWidth; j++) {\r\n for (let i = 0; i < tileMapHeight; i++) {\r\n this._tilesCache.set(QuadId.getTileContentId(level, reqColumn + i, reqRow + j), false);\r\n }\r\n }\r\n }\r\n } catch (_error) {\r\n available = queryTiles.map(()=>false);\r\n }\r\n\r\n return available;\r\n }\r\n\r\n protected async getChildrenAvailabilityFromServer(childIds: QuadId[]): Promise<boolean[]> {\r\n // We need to check cache again:\r\n // Tiles we are looking for may have been added to cache while we were waiting in the call queue.\r\n const cacheInfo = this.getAvailableTilesFromCache(childIds);\r\n if (cacheInfo.allTilesFound) {\r\n return cacheInfo.available;\r\n }\r\n\r\n let available;\r\n try {\r\n available = await this.fetchAndReadTilemap(childIds, this.tileMapRequestSize, this.tileMapRequestSize);\r\n if (available.length !== childIds.length) {\r\n if (this.tileMapRequestSize > this.fallbackTileMapRequestSize) {\r\n // Maybe we were unlucky and the tilemap got adjusted our the tiles we are looking for got clipped,\r\n // so let try we a smaller tilemap\r\n available = await this.fetchAndReadTilemap(childIds, this.fallbackTileMapRequestSize, this.fallbackTileMapRequestSize);\r\n }\r\n\r\n if (available.length < childIds.length) {\r\n // Could not all tiles children tiles, returns what we got and fill any gaps with false.\r\n const tmpAvail = childIds.map(()=>false);\r\n for (let i=0; i<available.length;i++ ) {\r\n tmpAvail[i] = available[i];\r\n }\r\n available = tmpAvail;\r\n }\r\n }\r\n } catch (_error) {\r\n // if any error occurs, we assume tiles not to be visible\r\n available = childIds.map(()=>false);\r\n }\r\n\r\n return available;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Tiles\r\n */\r\n\r\nimport { assert, compareStrings, Dictionary } from \"@itwin/core-bentley\";\r\nimport { QuadId } from \"../internal\";\r\nimport { ImageMapLayerSettings } from \"@itwin/core-common\";\r\n\r\n/** @internal */\r\nexport type FetchFunction = (url: URL, options?: RequestInit) => Promise<Response>;\r\n\r\nconst nonVisibleChildren = [false, false, false, false];\r\n\r\n/** @internal */\r\nexport class ArcGISTileMap {\r\n public tileMapRequestSize = 32;\r\n public fallbackTileMapRequestSize = 2;\r\n\r\n private _callQueues: Array<Promise<boolean[]>> | undefined;\r\n private _tilesCache = new Dictionary<string, boolean>((lhs, rhs) => compareStrings(lhs, rhs));\r\n private _restBaseUrl: string;\r\n private _fetchFunc: FetchFunction;\r\n private _settings: ImageMapLayerSettings;\r\n\r\n constructor(restBaseUrl: string, settings: ImageMapLayerSettings, fetchFunc: FetchFunction, nbLods?: number ){\r\n this._restBaseUrl = restBaseUrl;\r\n this._fetchFunc = fetchFunc;\r\n this._settings = settings;\r\n if (nbLods !== undefined && nbLods > 0) {\r\n this._callQueues = new Array<Promise<boolean[]>>(nbLods).fill(Promise.resolve<boolean[]>(nonVisibleChildren));\r\n }\r\n\r\n }\r\n protected async fetchTileMapFromServer(level: number, row: number, column: number, width: number, height: number): Promise<any> {\r\n const tmpUrl = `${this._restBaseUrl}/tilemap/${level}/${row}/${column}/${width}/${height}?f=json`;\r\n const response = await this._fetchFunc(new URL(tmpUrl));\r\n return response.json();\r\n }\r\n\r\n protected getAvailableTilesFromCache(tiles: QuadId[]): {allTilesFound: boolean, available: boolean[]} {\r\n let allTilesFound = true;\r\n\r\n // Check children visibility from cache\r\n const available = tiles.map((tileId) => {\r\n const avail = this._tilesCache.get(tileId.contentId);\r\n if (undefined === avail) {\r\n allTilesFound = false;\r\n }\r\n return avail ?? false;\r\n });\r\n\r\n return {allTilesFound, available};\r\n }\r\n\r\n public async getChildrenAvailability(childIds: QuadId[]): Promise<boolean[]> {\r\n if (!childIds.length)\r\n return [];\r\n\r\n // We need to check cache again:\r\n // Tiles we are looking for may have been added to cache while we were waiting in the call queue.\r\n const cacheInfo = this.getAvailableTilesFromCache(childIds);\r\n if (cacheInfo.allTilesFound) {\r\n return cacheInfo.available;\r\n }\r\n\r\n // If we never encountered this tile level before, then a tilemap request must be made to get tiles visibility.\r\n // However, we dont want several overlapping large tilemap request being made simultaneously for tiles on the same level.\r\n // To avoid this from happening, we 'serialize' async calls so that we wait until the first tilemap request has completed\r\n // before making another one.\r\n const childLevel = childIds[0].level+1;\r\n if (this._callQueues && childLevel < this._callQueues.length ) {\r\n const res = this._callQueues[childLevel].then(async () => this.getChildrenAvailabilityFromServer(childIds));\r\n this._callQueues[childLevel] = res.catch(() => nonVisibleChildren);\r\n return res;\r\n } else {\r\n // We should not be in this case, probably because server info is missing LODs in the capabilities?!\r\n return this.getChildrenAvailabilityFromServer(childIds);\r\n }\r\n }\r\n\r\n // Query tiles are tiles that we need to check availability\r\n // The array is assumed to be in in row major orientation, i.e.: [TileRow0Col0, TileRow0Col1, TileRow1Col0, TileRow1Col1,]\r\n protected async fetchAndReadTilemap(queryTiles: QuadId[], reqWidth: number, reqHeight: number) {\r\n let available: boolean[] = [];\r\n if (queryTiles.length === 0) {\r\n return available;\r\n }\r\n\r\n const row = queryTiles[0].row;\r\n const column = queryTiles[0].column;\r\n const level = queryTiles[0].level;\r\n\r\n let reqRow, reqColumn;\r\n if (reqWidth === this.fallbackTileMapRequestSize && reqHeight === this.fallbackTileMapRequestSize){\r\n reqRow = row;\r\n reqColumn = column;\r\n } else {\r\n // If tile map if big enough. create offset that will place the current tile in the middle of the tilemap.\r\n // If we place the first query tile in the top-left corner (i.e. without offset), any query for a tile located above or on the left\r\n // will trigger a new request.\r\n const offsetRow = (reqHeight/2.0)-1;\r\n const offsetColumn = (reqWidth/2.0)-1;\r\n reqRow = Math.max(row - offsetRow, 0);\r\n reqColumn = Math.max(column - offsetColumn, 0);\r\n }\r\n\r\n try {\r\n // console.log(`Tilemap request: ${level},${reqRow},${reqColumn},${reqWidth},${reqHeight}`);\r\n const json = await this.fetchTileMapFromServer(level, reqRow, reqColumn, reqWidth, reqHeight);\r\n let tileMapWidth = reqWidth;\r\n let tileMapHeight = reqHeight;\r\n if (Array.isArray(json.data)){\r\n\r\n // The response width and height might be different than the requested dimensions.\r\n // Ref: https://developers.arcgis.com/rest/services-reference/enterprise/tile-map.htm\r\n if (json.adjusted) {\r\n // If tilemap size got adjusted, I'm expecting to get adjusted size...\r\n // otherwise there is something really odd with this server.\r\n assert(json.location?.width !== undefined && json.location?.height !== undefined);\r\n if (json.location?.width !== undefined && json.location?.height !== undefined) {\r\n tileMapWidth = json.location?.width;\r\n tileMapHeight = json.location?.height;\r\n }\r\n }\r\n let k = 0;\r\n for (let j = 0; j < tileMapWidth; j++) {\r\n for (let i = 0; i < tileMapHeight; i++) {\r\n const avail = json.data[(j*tileMapWidth)+i] !== 0;\r\n const curColumn = reqColumn + i;\r\n const curRow = reqRow + j;\r\n // console.log(`Tilemap tile:: ${level},${curRow},${curColumn} => ${avail}`);\r\n this._tilesCache.set(QuadId.getTileContentId(level, curColumn, curRow), avail);\r\n\r\n // Check if actual tile is among the children we are looking for, if so update the availability array.\r\n if ( curColumn >= queryTiles[0].column && curColumn <= queryTiles[queryTiles.length-1].column\r\n && curRow >= queryTiles[0].row && curRow <= queryTiles[queryTiles.length-1].row ) {\r\n available[k++] = avail;\r\n }\r\n\r\n }\r\n }\r\n } else {\r\n // If server returns data (i.e. error 422), thats fine we assume all tiles of tilemap are not available.\r\n available = queryTiles.map(()=>false);\r\n\r\n // Mark all tilemap tiles to non-available in the cache too\r\n for (let j = 0; j < tileMapWidth; j++) {\r\n for (let i = 0; i < tileMapHeight; i++) {\r\n this._tilesCache.set(QuadId.getTileContentId(level, reqColumn + i, reqRow + j), false);\r\n }\r\n }\r\n }\r\n } catch (_error) {\r\n available = queryTiles.map(()=>false);\r\n }\r\n\r\n return available;\r\n }\r\n\r\n protected async getChildrenAvailabilityFromServer(childIds: QuadId[]): Promise<boolean[]> {\r\n // We need to check cache again:\r\n // Tiles we are looking for may have been added to cache while we were waiting in the call queue.\r\n const cacheInfo = this.getAvailableTilesFromCache(childIds);\r\n if (cacheInfo.allTilesFound) {\r\n return cacheInfo.available;\r\n }\r\n\r\n let available;\r\n try {\r\n available = await this.fetchAndReadTilemap(childIds, this.tileMapRequestSize, this.tileMapRequestSize);\r\n if (available.length !== childIds.length) {\r\n if (this.tileMapRequestSize > this.fallbackTileMapRequestSize) {\r\n // Maybe we were unlucky and the tilemap got adjusted our the tiles we are looking for got clipped,\r\n // so let try we a smaller tilemap\r\n available = await this.fetchAndReadTilemap(childIds, this.fallbackTileMapRequestSize, this.fallbackTileMapRequestSize);\r\n }\r\n\r\n if (available.length < childIds.length) {\r\n // Could not all tiles children tiles, returns what we got and fill any gaps with false.\r\n const tmpAvail = childIds.map(()=>false);\r\n for (let i=0; i<available.length;i++ ) {\r\n tmpAvail[i] = available[i];\r\n }\r\n available = tmpAvail;\r\n }\r\n }\r\n } catch (_error) {\r\n // if any error occurs, we assume tiles not to be visible\r\n available = childIds.map(()=>false);\r\n }\r\n\r\n return available;\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import { MapCartoRectangle, MapLayerAccessClient, MapLayerAccessToken, MapLayerAccessTokenParams, MapLayerSource, MapLayerSourceStatus, MapLayerSourceValidation } from "../internal";
1
+ import { MapCartoRectangle, MapLayerAccessClient, MapLayerAccessToken, MapLayerAccessTokenParams, MapLayerSource, MapLayerSourceStatus, MapLayerSourceValidation, ValidateSourceArgs } from "../internal";
2
2
  /** @packageDocumentation
3
3
  * @module Tiles
4
4
  */
@@ -23,6 +23,27 @@ export interface ArcGISServiceMetadata {
23
23
  /** Indicates if an access token is required to access the service */
24
24
  accessTokenRequired: boolean;
25
25
  }
26
+ /** Arguments for validating ArcGIS sources
27
+ * @internal
28
+ */
29
+ export interface ArcGisValidateSourceArgs extends ValidateSourceArgs {
30
+ /** List of capabilities 'keyword' that needs to be advertised in the service's metadata in order to be valid. For example: 'Map', 'Query', etc*/
31
+ capabilitiesFilter: string[];
32
+ }
33
+ /** Arguments for fetching service metadata
34
+ * @internal
35
+ */
36
+ export interface ArcGisGetServiceJsonArgs {
37
+ url: string;
38
+ formatId: string;
39
+ userName?: string;
40
+ password?: string;
41
+ queryParams?: {
42
+ [key: string]: string;
43
+ };
44
+ ignoreCache?: boolean;
45
+ requireToken?: boolean;
46
+ }
26
47
  /**
27
48
  * Class containing utilities relating to ArcGIS services and coordinate systems.
28
49
  * @internal
@@ -47,16 +68,10 @@ export declare class ArcGisUtilities {
47
68
  static validateUrl(url: string, serviceType: string): MapLayerSourceStatus;
48
69
  /**
49
70
  * Attempt to access an ArcGIS service, and validate its service metadata.
50
- * @param url URL of the source to validate.
51
- * @param formatId Format Id of the source.
52
- * @param capabilitiesFilter List of capabilities 'keyword' that needs to be advertised in the service's metadata
53
- * in order to be valid. For example: 'Map', 'Query', etc
54
- * @param userName Username to use for legacy token based security.
55
- * @param password Password to use for legacy token based security.
56
- * @param ignoreCache Flag to skip cache lookup (i.e. force a new server request)
57
- * @return Validation Status. If successful, a list of available sub-layers will also be returned.
58
- */
59
- static validateSource(url: string, formatId: string, capabilitiesFilter: string[], userName?: string, password?: string, ignoreCache?: boolean): Promise<MapLayerSourceValidation>;
71
+ * @param source Source to validate.
72
+ * @param opts Validation options
73
+ */
74
+ static validateSource(args: ArcGisValidateSourceArgs): Promise<MapLayerSourceValidation>;
60
75
  /** Validate MapService tiling metadata and checks if the tile tree is 'Google Maps' compatible. */
61
76
  static isEpsg3857Compatible(tileInfo: any): boolean;
62
77
  private static _serviceCache;
@@ -72,7 +87,7 @@ export declare class ArcGisUtilities {
72
87
  * @param ignoreCache Flag to skip cache lookup (i.e. force a new server request)
73
88
  * @param requireToken Flag to indicate if a token is required
74
89
  */
75
- static getServiceJson(url: string, formatId: string, userName?: string, password?: string, ignoreCache?: boolean, requireToken?: boolean): Promise<ArcGISServiceMetadata | undefined>;
90
+ static getServiceJson(args: ArcGisGetServiceJsonArgs): Promise<ArcGISServiceMetadata | undefined>;
76
91
  /** Read a response from ArcGIS server and check for error code in the response. */
77
92
  static checkForResponseErrorCode(response: Response): Promise<number | undefined>;
78
93
  static appendSecurityToken(url: URL, accessClient: MapLayerAccessClient, accessTokenParams: MapLayerAccessTokenParams): Promise<MapLayerAccessToken | undefined>;
@@ -1 +1 @@
1
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@@ -128,17 +128,12 @@ class ArcGisUtilities {
128
128
  }
129
129
  /**
130
130
  * Attempt to access an ArcGIS service, and validate its service metadata.
131
- * @param url URL of the source to validate.
132
- * @param formatId Format Id of the source.
133
- * @param capabilitiesFilter List of capabilities 'keyword' that needs to be advertised in the service's metadata
134
- * in order to be valid. For example: 'Map', 'Query', etc
135
- * @param userName Username to use for legacy token based security.
136
- * @param password Password to use for legacy token based security.
137
- * @param ignoreCache Flag to skip cache lookup (i.e. force a new server request)
138
- * @return Validation Status. If successful, a list of available sub-layers will also be returned.
139
- */
140
- static async validateSource(url, formatId, capabilitiesFilter, userName, password, ignoreCache) {
141
- const metadata = await this.getServiceJson(url, formatId, userName, password, ignoreCache);
131
+ * @param source Source to validate.
132
+ * @param opts Validation options
133
+ */
134
+ static async validateSource(args) {
135
+ const { source, ignoreCache, capabilitiesFilter } = args;
136
+ const metadata = await this.getServiceJson({ url: source.url, formatId: source.formatId, userName: source.userName, password: source.password, queryParams: source.collectQueryParams(), ignoreCache });
142
137
  const json = metadata?.content;
143
138
  if (json === undefined) {
144
139
  return { status: MapLayerSourceStatus.InvalidUrl };
@@ -148,7 +143,7 @@ class ArcGisUtilities {
148
143
  // and return information needed to initiate the authentification process... the end-user
149
144
  // will have to provide his credentials before we can fully validate this source.
150
145
  if (json.error.code === ArcGisErrorCode.TokenRequired) {
151
- return (userName || password) ? { status: MapLayerSourceStatus.InvalidCredentials } : { status: MapLayerSourceStatus.RequireAuth };
146
+ return (source.userName || source.password) ? { status: MapLayerSourceStatus.InvalidCredentials } : { status: MapLayerSourceStatus.RequireAuth };
152
147
  }
153
148
  else if (json.error.code === ArcGisErrorCode.InvalidCredentials)
154
149
  return { status: MapLayerSourceStatus.InvalidCredentials };
@@ -199,16 +194,30 @@ class ArcGisUtilities {
199
194
  * @param ignoreCache Flag to skip cache lookup (i.e. force a new server request)
200
195
  * @param requireToken Flag to indicate if a token is required
201
196
  */
202
- static async getServiceJson(url, formatId, userName, password, ignoreCache, requireToken) {
197
+ static async getServiceJson(args) {
198
+ const { url, formatId, userName, password, queryParams, ignoreCache, requireToken } = args;
203
199
  if (!ignoreCache) {
204
200
  const cached = ArcGisUtilities._serviceCache.get(url);
205
201
  if (cached !== undefined)
206
202
  return cached;
207
203
  }
204
+ const appendParams = (urlObj, params) => {
205
+ if (params) {
206
+ Object.keys(params).forEach((paramKey) => {
207
+ if (!urlObj.searchParams.has(paramKey))
208
+ urlObj.searchParams.append(paramKey, params[paramKey]);
209
+ });
210
+ }
211
+ };
212
+ const createUrlObj = () => {
213
+ const tmpUrl = new URL(url);
214
+ tmpUrl.searchParams.append("f", "json");
215
+ appendParams(tmpUrl, queryParams);
216
+ return tmpUrl;
217
+ };
208
218
  let accessTokenRequired = false;
209
219
  try {
210
- let tmpUrl = new URL(url);
211
- tmpUrl.searchParams.append("f", "json");
220
+ let tmpUrl = createUrlObj();
212
221
  // In some cases, caller might already know token is required, so append it immediately
213
222
  if (requireToken) {
214
223
  const accessClient = IModelApp.mapLayerFormatRegistry.getAccessClient(formatId);
@@ -227,8 +236,7 @@ class ArcGisUtilities {
227
236
  // If token required
228
237
  const accessClient = IModelApp.mapLayerFormatRegistry.getAccessClient(formatId);
229
238
  if (accessClient) {
230
- tmpUrl = new URL(url);
231
- tmpUrl.searchParams.append("f", "json");
239
+ tmpUrl = createUrlObj();
232
240
  await ArcGisUtilities.appendSecurityToken(tmpUrl, accessClient, { mapLayerUrl: new URL(url), userName, password });
233
241
  response = await fetch(tmpUrl.toString(), { method: "GET" });
234
242
  errorCode = await ArcGisUtilities.checkForResponseErrorCode(response);