@itwin/core-frontend 5.1.1 → 5.1.3-experimental.1

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 (884) hide show
  1. package/CHANGELOG.md +13 -1
  2. package/lib/cjs/AccuDraw.js.map +1 -1
  3. package/lib/cjs/AccuSnap.js.map +1 -1
  4. package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
  5. package/lib/cjs/ApproximateTerrainHeightsProps.js.map +1 -1
  6. package/lib/cjs/AuxCoordSys.js.map +1 -1
  7. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  8. package/lib/cjs/BingLocation.js.map +1 -1
  9. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  10. package/lib/cjs/BriefcaseTxns.js.map +1 -1
  11. package/lib/cjs/CatalogConnection.js.map +1 -1
  12. package/lib/cjs/CategorySelectorState.js.map +1 -1
  13. package/lib/cjs/ChangeFlags.js.map +1 -1
  14. package/lib/cjs/CheckpointConnection.js.map +1 -1
  15. package/lib/cjs/ContextRealityModelState.js.map +1 -1
  16. package/lib/cjs/CoordSystem.js.map +1 -1
  17. package/lib/cjs/DecorationsCache.js.map +1 -1
  18. package/lib/cjs/DevTools.js.map +1 -1
  19. package/lib/cjs/DisplayStyleState.js.map +1 -1
  20. package/lib/cjs/DrawingViewState.js.map +1 -1
  21. package/lib/cjs/ElementLocateManager.js.map +1 -1
  22. package/lib/cjs/EmphasizeElements.js.map +1 -1
  23. package/lib/cjs/EntityState.js.map +1 -1
  24. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  25. package/lib/cjs/FeatureOverrideProvider.js.map +1 -1
  26. package/lib/cjs/FlashSettings.js.map +1 -1
  27. package/lib/cjs/FrontendHubAccess.js.map +1 -1
  28. package/lib/cjs/Frustum2d.js.map +1 -1
  29. package/lib/cjs/FrustumAnimator.js.map +1 -1
  30. package/lib/cjs/FuzzySearch.js.map +1 -1
  31. package/lib/cjs/GeoServices.js.map +1 -1
  32. package/lib/cjs/GlobeAnimator.js.map +1 -1
  33. package/lib/cjs/GraphicalEditingScope.js.map +1 -1
  34. package/lib/cjs/HitDetail.js.map +1 -1
  35. package/lib/cjs/IModelApp.js.map +1 -1
  36. package/lib/cjs/IModelConnection.js.map +1 -1
  37. package/lib/cjs/IModelRoutingContext.js.map +1 -1
  38. package/lib/cjs/IModeljs-css.js.map +1 -1
  39. package/lib/cjs/IpcApp.js.map +1 -1
  40. package/lib/cjs/LinePlaneIntersect.js.map +1 -1
  41. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  42. package/lib/cjs/MarginPercent.js.map +1 -1
  43. package/lib/cjs/Marker.js.map +1 -1
  44. package/lib/cjs/ModelSelectorState.js.map +1 -1
  45. package/lib/cjs/ModelState.js.map +1 -1
  46. package/lib/cjs/NativeApp.js.map +1 -1
  47. package/lib/cjs/NativeAppLogger.js.map +1 -1
  48. package/lib/cjs/NoRenderApp.js.map +1 -1
  49. package/lib/cjs/NotificationManager.js.map +1 -1
  50. package/lib/cjs/PerModelCategoryVisibility.js.map +1 -1
  51. package/lib/cjs/PlanarClipMaskState.js.map +1 -1
  52. package/lib/cjs/RealityDataSource.js.map +1 -1
  53. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
  54. package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
  55. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
  56. package/lib/cjs/SelectionSet.js.map +1 -1
  57. package/lib/cjs/SheetViewState.js.map +1 -1
  58. package/lib/cjs/SpatialClassifiersState.js.map +1 -1
  59. package/lib/cjs/SpatialViewState.js.map +1 -1
  60. package/lib/cjs/Sprites.js.map +1 -1
  61. package/lib/cjs/StandardView.js.map +1 -1
  62. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  63. package/lib/cjs/TentativePoint.js.map +1 -1
  64. package/lib/cjs/Tiles.js.map +1 -1
  65. package/lib/cjs/TxnEntityChanges.js.map +1 -1
  66. package/lib/cjs/UserPreferences.js.map +1 -1
  67. package/lib/cjs/ViewAnimation.js.map +1 -1
  68. package/lib/cjs/ViewContext.js.map +1 -1
  69. package/lib/cjs/ViewCreator2d.js.map +1 -1
  70. package/lib/cjs/ViewCreator3d.js.map +1 -1
  71. package/lib/cjs/ViewGlobalLocation.js.map +1 -1
  72. package/lib/cjs/ViewManager.js.map +1 -1
  73. package/lib/cjs/ViewPose.js.map +1 -1
  74. package/lib/cjs/ViewState.js.map +1 -1
  75. package/lib/cjs/ViewStatus.js.map +1 -1
  76. package/lib/cjs/ViewingSpace.js.map +1 -1
  77. package/lib/cjs/Viewport.js.map +1 -1
  78. package/lib/cjs/ViewportSync.js.map +1 -1
  79. package/lib/cjs/common/FrontendLoggerCategory.js.map +1 -1
  80. package/lib/cjs/common/ImageUtil.js.map +1 -1
  81. package/lib/cjs/common/ViewRect.js.map +1 -1
  82. package/lib/cjs/common/WorkerProxy.js.map +1 -1
  83. package/lib/cjs/common/gltf/GltfModel.js.map +1 -1
  84. package/lib/cjs/common/gltf/GltfParser.js.map +1 -1
  85. package/lib/cjs/common/gltf/GltfSchema.js.map +1 -1
  86. package/lib/cjs/common/imdl/CompactEdges.js.map +1 -1
  87. package/lib/cjs/common/imdl/ImdlModel.js.map +1 -1
  88. package/lib/cjs/common/imdl/ImdlSchema.js.map +1 -1
  89. package/lib/cjs/common/imdl/ParseImdlDocument.js.map +1 -1
  90. package/lib/cjs/common/internal/Symbols.js.map +1 -1
  91. package/lib/cjs/common/internal/render/AnimationNodeId.js.map +1 -1
  92. package/lib/cjs/common/internal/render/AuxChannelTable.js.map +1 -1
  93. package/lib/cjs/common/internal/render/ColorMap.js.map +1 -1
  94. package/lib/cjs/common/internal/render/DisplayParams.js.map +1 -1
  95. package/lib/cjs/common/internal/render/EdgeParams.js.map +1 -1
  96. package/lib/cjs/common/internal/render/GeometryAccumulator.js.map +1 -1
  97. package/lib/cjs/common/internal/render/GeometryList.js.map +1 -1
  98. package/lib/cjs/common/internal/render/GeometryPrimitives.js.map +1 -1
  99. package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js.map +1 -1
  100. package/lib/cjs/common/internal/render/GraphicDescriptionContextImpl.js.map +1 -1
  101. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.js.map +1 -1
  102. package/lib/cjs/common/internal/render/LineCode.js.map +1 -1
  103. package/lib/cjs/common/internal/render/MeshBuilder.js.map +1 -1
  104. package/lib/cjs/common/internal/render/MeshBuilderMap.js.map +1 -1
  105. package/lib/cjs/common/internal/render/MeshParams.js.map +1 -1
  106. package/lib/cjs/common/internal/render/MeshPrimitive.js.map +1 -1
  107. package/lib/cjs/common/internal/render/MeshPrimitives.js.map +1 -1
  108. package/lib/cjs/common/internal/render/OvrFlags.js.map +1 -1
  109. package/lib/cjs/common/internal/render/PointCloudPrimitive.js.map +1 -1
  110. package/lib/cjs/common/internal/render/PointStringParams.js.map +1 -1
  111. package/lib/cjs/common/internal/render/Polyface.js.map +1 -1
  112. package/lib/cjs/common/internal/render/PolylineParams.js.map +1 -1
  113. package/lib/cjs/common/internal/render/Primitives.js.map +1 -1
  114. package/lib/cjs/common/internal/render/Strokes.js.map +1 -1
  115. package/lib/cjs/common/internal/render/SurfaceParams.js.map +1 -1
  116. package/lib/cjs/common/internal/render/VertexIndices.js.map +1 -1
  117. package/lib/cjs/common/internal/render/VertexKey.js.map +1 -1
  118. package/lib/cjs/common/internal/render/VertexTable.js.map +1 -1
  119. package/lib/cjs/common/internal/render/VertexTableBuilder.js.map +1 -1
  120. package/lib/cjs/common/internal/render/VertexTableSplitter.js.map +1 -1
  121. package/lib/cjs/common/render/BatchOptions.js.map +1 -1
  122. package/lib/cjs/common/render/GraphicAssembler.js.map +1 -1
  123. package/lib/cjs/common/render/GraphicDescriptionBuilder.js.map +1 -1
  124. package/lib/cjs/common/render/GraphicDescriptionContext.js.map +1 -1
  125. package/lib/cjs/common/render/GraphicPrimitive.js.map +1 -1
  126. package/lib/cjs/common/render/GraphicType.js.map +1 -1
  127. package/lib/cjs/common/render/InstancedGraphicParams.js.map +1 -1
  128. package/lib/cjs/common/render/MaterialParams.js.map +1 -1
  129. package/lib/cjs/common/render/RenderInstancesParams.js.map +1 -1
  130. package/lib/cjs/common/render/TextureParams.js.map +1 -1
  131. package/lib/cjs/common.js.map +1 -1
  132. package/lib/cjs/core-frontend.js.map +1 -1
  133. package/lib/cjs/extension/Extension.js.map +1 -1
  134. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
  135. package/lib/cjs/extension/ExtensionHost.js.map +1 -1
  136. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  137. package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
  138. package/lib/cjs/extension/providers/LocalExtensionProvider.js.map +1 -1
  139. package/lib/cjs/extension/providers/RemoteExtensionProvider.js.map +1 -1
  140. package/lib/cjs/internal/GoogleMapsDecorator.js.map +1 -1
  141. package/lib/cjs/internal/RealityDataSourceGoogle3dTilesImpl.js.map +1 -1
  142. package/lib/cjs/internal/ScriptUtils.js.map +1 -1
  143. package/lib/cjs/internal/cross-package.js.map +1 -1
  144. package/lib/cjs/internal/render/AnimationBranchState.js.map +1 -1
  145. package/lib/cjs/internal/render/FrameStatsCollector.js.map +1 -1
  146. package/lib/cjs/internal/render/GraphicBranchFrustum.js.map +1 -1
  147. package/lib/cjs/internal/render/GraphicTemplateImpl.js.map +1 -1
  148. package/lib/cjs/internal/render/MeshMapLayerGraphicParams.js.map +1 -1
  149. package/lib/cjs/internal/render/MockRender.js.map +1 -1
  150. package/lib/cjs/internal/render/PrimitiveBuilder.js.map +1 -1
  151. package/lib/cjs/internal/render/QueryVisibileFeatures.js.map +1 -1
  152. package/lib/cjs/internal/render/RenderAreaPattern.js.map +1 -1
  153. package/lib/cjs/internal/render/RenderGeometry.js.map +1 -1
  154. package/lib/cjs/internal/render/RenderInstancesParamsImpl.js.map +1 -1
  155. package/lib/cjs/internal/render/RenderMaterialSource.js.map +1 -1
  156. package/lib/cjs/internal/render/RenderPlan.js.map +1 -1
  157. package/lib/cjs/internal/render/RenderPlanarClassifier.js.map +1 -1
  158. package/lib/cjs/internal/render/RenderSkyBoxParams.js.map +1 -1
  159. package/lib/cjs/internal/render/RenderSystemDebugControl.js.map +1 -1
  160. package/lib/cjs/internal/render/RenderTargetDebugControl.js.map +1 -1
  161. package/lib/cjs/internal/render/RenderTerrain.js.map +1 -1
  162. package/lib/cjs/internal/render/RenderTextureDrape.js.map +1 -1
  163. package/lib/cjs/internal/render/SceneVolumeClassifier.js.map +1 -1
  164. package/lib/cjs/internal/render/UpsampleRealityMeshParams.js.map +1 -1
  165. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.js.map +1 -1
  166. package/lib/cjs/internal/render/webgl/AttributeBuffers.js.map +1 -1
  167. package/lib/cjs/internal/render/webgl/AttributeMap.js.map +1 -1
  168. package/lib/cjs/internal/render/webgl/BackgroundMapDrape.js +1 -1
  169. package/lib/cjs/internal/render/webgl/BackgroundMapDrape.js.map +1 -1
  170. package/lib/cjs/internal/render/webgl/BatchState.js.map +1 -1
  171. package/lib/cjs/internal/render/webgl/BatchUniforms.js.map +1 -1
  172. package/lib/cjs/internal/render/webgl/BranchStack.js.map +1 -1
  173. package/lib/cjs/internal/render/webgl/BranchState.js.map +1 -1
  174. package/lib/cjs/internal/render/webgl/BranchUniforms.js.map +1 -1
  175. package/lib/cjs/internal/render/webgl/CachedGeometry.js.map +1 -1
  176. package/lib/cjs/internal/render/webgl/ClipStack.js.map +1 -1
  177. package/lib/cjs/internal/render/webgl/ClipVolume.js.map +1 -1
  178. package/lib/cjs/internal/render/webgl/ClippingProgram.js.map +1 -1
  179. package/lib/cjs/internal/render/webgl/ColorInfo.js.map +1 -1
  180. package/lib/cjs/internal/render/webgl/ContourUniforms.js.map +1 -1
  181. package/lib/cjs/internal/render/webgl/Contours.js.map +1 -1
  182. package/lib/cjs/internal/render/webgl/Diagnostics.js.map +1 -1
  183. package/lib/cjs/internal/render/webgl/Disposable.js.map +1 -1
  184. package/lib/cjs/internal/render/webgl/DrawCommand.js.map +1 -1
  185. package/lib/cjs/internal/render/webgl/EDL.js.map +1 -1
  186. package/lib/cjs/internal/render/webgl/EdgeGeometry.js.map +1 -1
  187. package/lib/cjs/internal/render/webgl/EdgeSettings.js.map +1 -1
  188. package/lib/cjs/internal/render/webgl/FeatureOverrides.js.map +1 -1
  189. package/lib/cjs/internal/render/webgl/FloatRGBA.js.map +1 -1
  190. package/lib/cjs/internal/render/webgl/FrameBuffer.js.map +1 -1
  191. package/lib/cjs/internal/render/webgl/FrustumUniforms.js.map +1 -1
  192. package/lib/cjs/internal/render/webgl/GL.js.map +1 -1
  193. package/lib/cjs/internal/render/webgl/GLTimer.js.map +1 -1
  194. package/lib/cjs/internal/render/webgl/Graphic.js.map +1 -1
  195. package/lib/cjs/internal/render/webgl/HiliteUniforms.js.map +1 -1
  196. package/lib/cjs/internal/render/webgl/IModelFrameLifecycle.js.map +1 -1
  197. package/lib/cjs/internal/render/webgl/IndexedEdgeGeometry.js.map +1 -1
  198. package/lib/cjs/internal/render/webgl/InstancedGeometry.js.map +1 -1
  199. package/lib/cjs/internal/render/webgl/Layer.js.map +1 -1
  200. package/lib/cjs/internal/render/webgl/LayerCommands.js.map +1 -1
  201. package/lib/cjs/internal/render/webgl/LightingUniforms.js.map +1 -1
  202. package/lib/cjs/internal/render/webgl/LineCode.js.map +1 -1
  203. package/lib/cjs/internal/render/webgl/MapLayerParams.js.map +1 -1
  204. package/lib/cjs/internal/render/webgl/Material.js.map +1 -1
  205. package/lib/cjs/internal/render/webgl/Matrix.js.map +1 -1
  206. package/lib/cjs/internal/render/webgl/Mesh.js.map +1 -1
  207. package/lib/cjs/internal/render/webgl/MeshData.js.map +1 -1
  208. package/lib/cjs/internal/render/webgl/MeshGeometry.js.map +1 -1
  209. package/lib/cjs/internal/render/webgl/PerformanceMetrics.js.map +1 -1
  210. package/lib/cjs/internal/render/webgl/PlanarClassifier.js +1 -1
  211. package/lib/cjs/internal/render/webgl/PlanarClassifier.js.map +1 -1
  212. package/lib/cjs/internal/render/webgl/PlanarGrid.js.map +1 -1
  213. package/lib/cjs/internal/render/webgl/PlanarTextureProjection.js.map +1 -1
  214. package/lib/cjs/internal/render/webgl/PointCloud.js.map +1 -1
  215. package/lib/cjs/internal/render/webgl/PointString.js.map +1 -1
  216. package/lib/cjs/internal/render/webgl/Polyline.js.map +1 -1
  217. package/lib/cjs/internal/render/webgl/Primitive.js.map +1 -1
  218. package/lib/cjs/internal/render/webgl/RealityMesh.js.map +1 -1
  219. package/lib/cjs/internal/render/webgl/RealityModelUniforms.js.map +1 -1
  220. package/lib/cjs/internal/render/webgl/RenderBuffer.js.map +1 -1
  221. package/lib/cjs/internal/render/webgl/RenderCommands.js.map +1 -1
  222. package/lib/cjs/internal/render/webgl/RenderFlags.js.map +1 -1
  223. package/lib/cjs/internal/render/webgl/RenderState.js.map +1 -1
  224. package/lib/cjs/internal/render/webgl/SceneCompositor.js.map +1 -1
  225. package/lib/cjs/internal/render/webgl/ScratchDrawParams.js.map +1 -1
  226. package/lib/cjs/internal/render/webgl/ScreenSpaceEffect.js.map +1 -1
  227. package/lib/cjs/internal/render/webgl/ShaderBuilder.js.map +1 -1
  228. package/lib/cjs/internal/render/webgl/ShaderProgram.js.map +1 -1
  229. package/lib/cjs/internal/render/webgl/ShadowUniforms.js.map +1 -1
  230. package/lib/cjs/internal/render/webgl/SolarShadowMap.js.map +1 -1
  231. package/lib/cjs/internal/render/webgl/StyleUniforms.js.map +1 -1
  232. package/lib/cjs/internal/render/webgl/SurfaceGeometry.js.map +1 -1
  233. package/lib/cjs/internal/render/webgl/Sync.js.map +1 -1
  234. package/lib/cjs/internal/render/webgl/System.js.map +1 -1
  235. package/lib/cjs/internal/render/webgl/Target.js.map +1 -1
  236. package/lib/cjs/internal/render/webgl/TargetGraphics.js.map +1 -1
  237. package/lib/cjs/internal/render/webgl/TargetUniforms.js.map +1 -1
  238. package/lib/cjs/internal/render/webgl/Technique.js.map +1 -1
  239. package/lib/cjs/internal/render/webgl/TechniqueFlags.js.map +1 -1
  240. package/lib/cjs/internal/render/webgl/TechniqueId.js.map +1 -1
  241. package/lib/cjs/internal/render/webgl/Texture.js.map +1 -1
  242. package/lib/cjs/internal/render/webgl/TextureDrape.js.map +1 -1
  243. package/lib/cjs/internal/render/webgl/ThematicSensors.js.map +1 -1
  244. package/lib/cjs/internal/render/webgl/ThematicUniforms.js.map +1 -1
  245. package/lib/cjs/internal/render/webgl/UniformHandle.js.map +1 -1
  246. package/lib/cjs/internal/render/webgl/VertexLUT.js.map +1 -1
  247. package/lib/cjs/internal/render/webgl/ViewRectUniforms.js.map +1 -1
  248. package/lib/cjs/internal/render/webgl/VisibleTileFeatures.js.map +1 -1
  249. package/lib/cjs/internal/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  250. package/lib/cjs/internal/render/webgl/glsl/Animation.js.map +1 -1
  251. package/lib/cjs/internal/render/webgl/glsl/Atmosphere.js.map +1 -1
  252. package/lib/cjs/internal/render/webgl/glsl/Blur.js.map +1 -1
  253. package/lib/cjs/internal/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
  254. package/lib/cjs/internal/render/webgl/glsl/ClearTranslucent.js.map +1 -1
  255. package/lib/cjs/internal/render/webgl/glsl/Clipping.js.map +1 -1
  256. package/lib/cjs/internal/render/webgl/glsl/Color.js.map +1 -1
  257. package/lib/cjs/internal/render/webgl/glsl/Combine3Textures.js.map +1 -1
  258. package/lib/cjs/internal/render/webgl/glsl/CombineTextures.js.map +1 -1
  259. package/lib/cjs/internal/render/webgl/glsl/Common.js.map +1 -1
  260. package/lib/cjs/internal/render/webgl/glsl/Composite.js.map +1 -1
  261. package/lib/cjs/internal/render/webgl/glsl/Contours.js.map +1 -1
  262. package/lib/cjs/internal/render/webgl/glsl/CopyColor.js.map +1 -1
  263. package/lib/cjs/internal/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
  264. package/lib/cjs/internal/render/webgl/glsl/CopyStencil.js.map +1 -1
  265. package/lib/cjs/internal/render/webgl/glsl/Decode.js.map +1 -1
  266. package/lib/cjs/internal/render/webgl/glsl/EDL.js.map +1 -1
  267. package/lib/cjs/internal/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  268. package/lib/cjs/internal/render/webgl/glsl/Edge.js.map +1 -1
  269. package/lib/cjs/internal/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  270. package/lib/cjs/internal/render/webgl/glsl/Fragment.js.map +1 -1
  271. package/lib/cjs/internal/render/webgl/glsl/Instancing.js.map +1 -1
  272. package/lib/cjs/internal/render/webgl/glsl/Lighting.js.map +1 -1
  273. package/lib/cjs/internal/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
  274. package/lib/cjs/internal/render/webgl/glsl/LookupTable.js.map +1 -1
  275. package/lib/cjs/internal/render/webgl/glsl/MaplayerDraping.js.map +1 -1
  276. package/lib/cjs/internal/render/webgl/glsl/Monochrome.js.map +1 -1
  277. package/lib/cjs/internal/render/webgl/glsl/PlanarClassification.js.map +1 -1
  278. package/lib/cjs/internal/render/webgl/glsl/PlanarGrid.js.map +1 -1
  279. package/lib/cjs/internal/render/webgl/glsl/PointCloud.js.map +1 -1
  280. package/lib/cjs/internal/render/webgl/glsl/PointString.js.map +1 -1
  281. package/lib/cjs/internal/render/webgl/glsl/Polyline.js.map +1 -1
  282. package/lib/cjs/internal/render/webgl/glsl/RealityMesh.js.map +1 -1
  283. package/lib/cjs/internal/render/webgl/glsl/RenderPass.js.map +1 -1
  284. package/lib/cjs/internal/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
  285. package/lib/cjs/internal/render/webgl/glsl/SkyBox.js.map +1 -1
  286. package/lib/cjs/internal/render/webgl/glsl/SkySphere.js.map +1 -1
  287. package/lib/cjs/internal/render/webgl/glsl/SolarShadowMapping.js.map +1 -1
  288. package/lib/cjs/internal/render/webgl/glsl/Surface.js.map +1 -1
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  869. package/lib/esm/tools/ClipViewTool.js.map +1 -1
  870. package/lib/esm/tools/EditManipulator.js.map +1 -1
  871. package/lib/esm/tools/ElementSetTool.js.map +1 -1
  872. package/lib/esm/tools/EventController.js.map +1 -1
  873. package/lib/esm/tools/IdleTool.js.map +1 -1
  874. package/lib/esm/tools/MeasureTool.js.map +1 -1
  875. package/lib/esm/tools/PrimitiveTool.js.map +1 -1
  876. package/lib/esm/tools/SelectTool.js.map +1 -1
  877. package/lib/esm/tools/Tool.js.map +1 -1
  878. package/lib/esm/tools/ToolAdmin.js.map +1 -1
  879. package/lib/esm/tools/ToolAssistance.js.map +1 -1
  880. package/lib/esm/tools/ToolSettings.js.map +1 -1
  881. package/lib/esm/tools/ViewTool.js.map +1 -1
  882. package/lib/esm/workers/ImdlParser/Worker.js.map +1 -1
  883. package/lib/esm/workers/RegisterWorker.js.map +1 -1
  884. package/package.json +20 -20
@@ -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 WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { VariableType, VertexShaderBuilder } from \"../ShaderBuilder\";\r\nimport { UniformHandle } from \"../UniformHandle\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { addExtractNthBit } from \"./Common\";\r\nimport { addOvrFlagConstants } from \"./FeatureSymbology\";\r\n\r\nconst extractInstanceBit = `\r\nfloat extractInstanceBit(uint flag) { return extractNthBit(a_instanceOverrides.r, flag); }\r\n`;\r\n\r\nconst computeInstancedModelMatrixRTC = `\r\n if (g_isAreaPattern) {\r\n vec2 spacing = u_patternParams.yz;\r\n float scale = u_patternParams.w;\r\n\r\n float x = u_patternOrigin.x + a_patternX * spacing.x;\r\n float y = u_patternOrigin.y + a_patternY * spacing.y;\r\n vec4 translation = vec4(x / scale, y / scale, 0.0, 1.0);\r\n mat4 symbolTrans = u_patOrg;\r\n symbolTrans[3] = symbolTrans * translation;\r\n\r\n g_modelMatrixRTC = u_patLocalToModel * symbolTrans * u_patSymbolToLocal;\r\n } else {\r\n g_modelMatrixRTC = mat4(\r\n a_instanceMatrixRow0.x, a_instanceMatrixRow1.x, a_instanceMatrixRow2.x, 0.0,\r\n a_instanceMatrixRow0.y, a_instanceMatrixRow1.y, a_instanceMatrixRow2.y, 0.0,\r\n a_instanceMatrixRow0.z, a_instanceMatrixRow1.z, a_instanceMatrixRow2.z, 0.0,\r\n a_instanceMatrixRow0.w, a_instanceMatrixRow1.w, a_instanceMatrixRow2.w, 1.0);\r\n }\r\n`;\r\nfunction setMatrix(uniform: UniformHandle, matrix: Matrix4 | undefined): void {\r\n if (matrix)\r\n uniform.setMatrix4(matrix);\r\n}\r\n\r\nfunction addPatternTransforms(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_patOrg\", VariableType.Mat4, (prog) =>\r\n prog.addGraphicUniform(\"u_patOrg\", (uniform, params) =>\r\n setMatrix(uniform, params.geometry.asInstanced?.patternTransforms?.orgTransform)));\r\n\r\n vert.addUniform(\"u_patLocalToModel\", VariableType.Mat4, (prog) =>\r\n prog.addGraphicUniform(\"u_patLocalToModel\", (uniform, params) =>\r\n setMatrix(uniform, params.geometry.asInstanced?.patternTransforms?.localToModel)));\r\n\r\n vert.addUniform(\"u_patSymbolToLocal\", VariableType.Mat4, (prog) =>\r\n prog.addGraphicUniform(\"u_patSymbolToLocal\", (uniform, params) =>\r\n setMatrix(uniform, params.geometry.asInstanced?.patternTransforms?.symbolToLocal)));\r\n\r\n vert.addUniform(\"u_patternOrigin\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_patternOrigin\", (uniform, params) => {\r\n const origin = params.geometry.asInstanced?.patternTransforms?.origin;\r\n if (origin)\r\n uniform.setUniform2fv(origin);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addInstancedModelMatrixRTC(vert: VertexShaderBuilder) {\r\n assert(vert.usesInstancedGeometry);\r\n\r\n vert.addUniform(\"u_patternParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_patternParams\", (uniform, params) => {\r\n const inst = params.geometry.asInstanced;\r\n assert(undefined !== inst);\r\n if (inst)\r\n uniform.setUniform4fv(inst.patternParams);\r\n });\r\n });\r\n\r\n addPatternTransforms(vert);\r\n\r\n vert.addGlobal(\"g_isAreaPattern\", VariableType.Boolean);\r\n vert.addInitializer(\"g_isAreaPattern = 0.0 != u_patternParams.x;\");\r\n\r\n vert.addGlobal(\"g_modelMatrixRTC\", VariableType.Mat4);\r\n vert.addInitializer(computeInstancedModelMatrixRTC);\r\n}\r\n\r\n/** @internal */\r\nexport function addInstanceOverrides(vert: VertexShaderBuilder): void {\r\n if (undefined !== vert.find(\"a_instanceOverrides\"))\r\n return;\r\n\r\n addOvrFlagConstants(vert);\r\n\r\n addExtractNthBit(vert);\r\n vert.addFunction(extractInstanceBit);\r\n}\r\n\r\n/** @internal */\r\nexport function addInstanceColor(vert: VertexShaderBuilder): void {\r\n addInstanceOverrides(vert);\r\n\r\n vert.addUniform(\"u_applyInstanceColor\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_applyInstanceColor\", (uniform, params) => {\r\n let val = 1.0;\r\n if (params.geometry.isEdge && undefined !== params.target.currentEdgeSettings.getColor(params.target.currentViewFlags))\r\n val = 0.0;\r\n\r\n uniform.setUniform1f(val);\r\n });\r\n });\r\n}\r\n"]}
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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 WebGL\r\n */\r\n\r\nimport { FragmentShaderComponent, ProgramBuilder, VariablePrecision, VariableType } from \"../ShaderBuilder\";\r\nimport { addFrustum } from \"./Common\";\r\n\r\nconst computeDirectionalLighting = `\r\nvoid computeDirectionalLight (inout float diffuse, inout float specular, vec3 normal, vec3 toEye, vec3 lightDir, float lightIntensity, float specularExponent) {\r\n diffuse += lightIntensity * max(dot(normal, lightDir), 0.0);\r\n vec3 toReflectedLight = normalize(reflect(lightDir, normal));\r\n float specularDot = max(dot(toReflectedLight, toEye), 0.0001);\r\n // NB: If specularDot and specularExponent are both zero, 0^0 done below can return NaN. Must make sure specularDot is larger than zero (hence 0.0001 or greater, as ensured above).\r\n specular += lightIntensity * pow(specularDot, specularExponent);\r\n}\r\n`;\r\n\r\n// mat_weights: x=diffuse y=specular\r\nconst applyLighting = `\r\n if (baseColor.a <= 0.0 || !u_surfaceFlags[kSurfaceBitIndex_ApplyLighting])\r\n return baseColor;\r\n\r\n // Extract surface properties\r\n vec3 rgb = baseColor.rgb;\r\n vec3 toEye = kFrustumType_Perspective == u_frustum.z ? normalize(v_eyeSpace.xyz) : vec3(0.0, 0.0, -1.0);\r\n\r\n // Extract material properties\r\n float diffuseWeight = mat_weights.x;\r\n float specularWeight = mat_weights.y * u_lightSettings[13];\r\n float specularExponent = mat_specular.a;\r\n vec3 specularColor = mat_specular.rgb;\r\n const float ambientWeight = 1.0; // Ignore MicroStation's ambient weights - usually bogus.\r\n\r\n // Compute directional lights\r\n const vec3 portraitDir = vec3(-0.7071, 0.0, 0.7071);\r\n float portraitIntensity = u_lightSettings[12];\r\n float sunIntensity = u_lightSettings[0];\r\n\r\n float directionalDiffuseIntensity = 0.0;\r\n float directionalSpecularIntensity = 0.0;\r\n computeDirectionalLight(directionalDiffuseIntensity, directionalSpecularIntensity, g_normal, toEye, u_sunDir, sunIntensity, specularExponent);\r\n computeDirectionalLight(directionalDiffuseIntensity, directionalSpecularIntensity, g_normal ,toEye, portraitDir, portraitIntensity, specularExponent);\r\n\r\n const float directionalFudge = 0.92; // leftover from old lighting implementation\r\n vec3 diffuseAccum = directionalDiffuseIntensity * diffuseWeight * rgb * directionalFudge; // directional light is white.\r\n vec3 specularAccum = directionalSpecularIntensity * specularWeight * specularColor;\r\n\r\n // Compute ambient light\r\n float ambientIntensity = u_lightSettings[4];\r\n vec3 ambientColor = vec3(u_lightSettings[1], u_lightSettings[2], u_lightSettings[3]);\r\n if (ambientColor.r + ambientColor.g + ambientColor.b == 0.0)\r\n ambientColor = rgb;\r\n\r\n diffuseAccum += ambientIntensity * ambientWeight * ambientColor;\r\n\r\n // Compute hemisphere lights\r\n vec3 ground = vec3(u_lightSettings[5], u_lightSettings[6], u_lightSettings[7]);\r\n vec3 sky = vec3(u_lightSettings[8], u_lightSettings[9], u_lightSettings[10]);\r\n float hemiIntensity = u_lightSettings[11];\r\n\r\n // diffuse\r\n float hemiDot = dot(g_normal, u_upVector);\r\n float hemiDiffuseWeight = 0.5 * hemiDot + 0.5;\r\n vec3 hemiColor = mix(ground, sky, hemiDiffuseWeight);\r\n diffuseAccum += hemiIntensity * hemiColor * rgb;\r\n\r\n // sky specular\r\n vec3 reflectSky = normalize(reflect(u_upVector, g_normal));\r\n float skyDot = max(dot(reflectSky, toEye), 0.0001);\r\n float hemiSpecWeight = hemiIntensity * pow(skyDot, specularExponent);\r\n\r\n // ground specular\r\n vec3 reflectGround = normalize(reflect(-u_upVector, g_normal));\r\n float groundDot = max(dot(reflectGround, toEye), 0.0001);\r\n hemiSpecWeight += hemiIntensity * pow(groundDot, specularExponent);\r\n\r\n specularAccum += hemiSpecWeight * specularColor * hemiColor;\r\n\r\n vec3 litColor = diffuseAccum + specularAccum;\r\n\r\n // Apply fresnel reflection.\r\n float fresnelIntensity = u_lightSettings[15];\r\n if (0.0 != fresnelIntensity) {\r\n float fresnel = -dot(toEye, g_normal);\r\n if (fresnelIntensity < 0.0) {\r\n fresnelIntensity = abs(fresnelIntensity);\r\n fresnel = 1.0 - fresnel;\r\n }\r\n\r\n fresnel = clamp(1.0 - fresnel, 0.0, 1.0);\r\n litColor = litColor * (1.0 + fresnelIntensity * fresnel);\r\n }\r\n\r\n // Clamp while preserving hue.\r\n float maxIntensity = max(litColor.r, max(litColor.g, litColor.b));\r\n float numCel = u_lightSettings[14];\r\n if (numCel > 0.0)\r\n baseColor.rgb = baseColor.rgb * ceil(maxIntensity * numCel) / numCel;\r\n else\r\n baseColor.rgb = litColor / max(1.0, maxIntensity);\r\n\r\n return baseColor;\r\n`;\r\n\r\n/** NB: addMaterial() sets up the mat_* variables used by applyLighting.\r\n * @internal\r\n */\r\nexport function addLighting(builder: ProgramBuilder) {\r\n addFrustum(builder);\r\n\r\n const frag = builder.frag;\r\n\r\n frag.addFunction(computeDirectionalLighting);\r\n frag.set(FragmentShaderComponent.ApplyLighting, applyLighting);\r\n\r\n frag.addUniform(\"u_sunDir\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_sunDir\", (uniform, params) => {\r\n params.target.uniforms.bindSunDirection(uniform);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n frag.addUniform(\"u_lightSettings[16]\", VariableType.Float, (prog) => {\r\n prog.addProgramUniform(\"u_lightSettings[0]\", (uniform, params) => {\r\n params.target.uniforms.lights.bind(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_upVector\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_upVector\", (uniform, params) => {\r\n params.target.uniforms.frustum.bindUpVector(uniform);\r\n });\r\n });\r\n}\r\n"]}
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@@ -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 WebGL\r\n */\r\nimport { FragmentShaderBuilder, FragmentShaderComponent, VariableType } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { addUInt32s } from \"./Common\";\r\n\r\nexport const testInside = `\r\nbool testInside(float x0, float y0, float x1, float y1, float x, float y) {\r\n vec2 perp = vec2(y0 - y1, x1 - x0), test = vec2(x - x0, y - y0);\r\n float dot = (test.x * perp.x + test.y * perp.y) / sqrt(perp.x * perp.x + perp.y * perp.y);\r\n return dot >= -0.001;\r\n}\r\n`;\r\n\r\nexport const applyTexture = (isRealityTile: boolean) => `\r\nbool applyTexture(inout vec4 col, sampler2D sampler, mat4 params, mat4 matrix) {\r\n vec2 uv;\r\n float layerAlpha;\r\n bool isProjected = params[0][0] != 0.0;\r\n float imageCount = params[0][1];\r\n vec2 classPos;\r\n\r\n if (isProjected) {\r\n vec4 eye4 = vec4(v_eyeSpace, 1.0);\r\n vec4 classPos4 = matrix * eye4;\r\n classPos = classPos4.xy / classPos4.w;\r\n\r\n if (!testInside(params[2].x, params[2].y, params[2].z, params[2].w, classPos.x, classPos.y)\r\n ${isRealityTile ? \"||\" : \"&&\"}\r\n !testInside(params[2].z, params[2].w, params[3].x, params[3].y, classPos.x, classPos.y)\r\n ${isRealityTile ? \"||\" : \"&&\"}\r\n !testInside(params[3].x, params[3].y, params[3].z, params[3].w, classPos.x, classPos.y)\r\n ${isRealityTile ? \"||\" : \"&&\"}\r\n !testInside(params[3].z, params[3].w, params[2].x, params[2].y, classPos.x, classPos.y))\r\n return false;\r\n\r\n uv.x = classPos.x;\r\n uv.y = classPos.y / imageCount;\r\n layerAlpha = params[0][2];\r\n\r\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)\r\n return false;\r\n\r\n } else {\r\n vec4 texTransform = matrix[0].xyzw;\r\n vec4 texClip = matrix[1].xyzw;\r\n layerAlpha = matrix[2].x;\r\n uv = vec2(texTransform[0] + texTransform[2] * v_texCoord.x, texTransform[1] + texTransform[3] * v_texCoord.y);\r\n\r\n if (uv.x < texClip[0] || uv.x > texClip[2] || uv.y < texClip[1] || uv.y > texClip[3])\r\n return false;\r\n\r\n uv.y = 1.0 - uv.y;\r\n }\r\n\r\n vec4 texCol = TEXTURE(sampler, uv);\r\n float alpha = layerAlpha * texCol.a;\r\n\r\n if (alpha > 0.05) {\r\n vec3 texRgb = isProjected ? (texCol.rgb / texCol.a) : texCol.rgb; // If projected, undo premultiplication\r\n // Texture color is premultiplied earlier by alpha only if projected (from classification).\r\n\r\n col.rgb = (1.0 - alpha) * col.rgb + alpha * texRgb;\r\n\r\n if (isProjected) {\r\n vec4 featureTexel = TEXTURE(sampler, vec2(uv.x, (1.0 + classPos.y) / imageCount));\r\n classifierId = addUInt32s(params[1], featureTexel * 255.0) / 255.0;\r\n } else {\r\n featureIncrement = matrix[2].y;\r\n classifierId = vec4(0);\r\n }\r\n\r\n if (alpha > col.a)\r\n col.a = alpha;\r\n\r\n return true;\r\n }\r\n\r\n // If texture color is transparent but base color is not, return true (don't discard)\r\n // Else return false (discard) if both the texture and base color are transparent\r\n return (col.a > 0.05);\r\n}\r\n`;\r\n\r\nexport const overrideFeatureId = `return (classifierId == vec4(0)) ? (addUInt32s(feature_id * 255.0, vec4(featureIncrement, 0.0, 0.0, 0.0)) / 255.0) : classifierId;`;\r\n\r\nfunction applyDraping(){\r\n const applyTextureStrings = [];\r\n\r\n for (let i = 0; i < System.instance.maxRealityImageryLayers; i++)\r\n applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texParams${i}, u_texMatrix${i})) doDiscard = false; `);\r\n\r\n return `\r\n if (!u_texturesPresent) {\r\n vec4 col = baseColor;\r\n return col;\r\n }\r\n\r\n bool doDiscard = baseColor.a < 0.05;\r\n vec4 col = baseColor;\r\n ${applyTextureStrings.join(\"\\n \")}\r\n if (doDiscard)\r\n discard;\r\n\r\n return col;\r\n `;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport function addApplySurfaceDraping(frag: FragmentShaderBuilder) {\r\n frag.addGlobal(\"featureIncrement\", VariableType.Float, \"0.0\");\r\n frag.addGlobal(\"classifierId\", VariableType.Vec4);\r\n frag.addFunction(addUInt32s);\r\n frag.addFunction(testInside);\r\n frag.addFunction(applyTexture(false));\r\n frag.set(FragmentShaderComponent.ApplyDraping, applyDraping());\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n}"]}
1
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@@ -1 +1 @@
1
- {"version":3,"file":"Monochrome.js","sourceRoot":"","sources":["../../../../../../src/internal/render/webgl/glsl/Monochrome.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AA+BH,gDAGC;AAGD,oDASC;AA5CD,oDAAoD;AAGpD,MAAM,yBAAyB,GAAG;;;CAGjC,CAAC;AAEF,MAAM,2BAA2B,GAAG;;;;;;;;;;CAUnC,CAAC;AAEF,SAAS,UAAU,CAAC,IAA2B;IAC7C,IAAI,CAAC,UAAU,CAAC,WAAW,6BAAqB,CAAC,IAAI,EAAE,EAAE;QACvD,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACtD,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC;QAC1D,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,SAAgB,kBAAkB,CAAC,IAA2B;IAC5D,UAAU,CAAC,IAAI,CAAC,CAAC;IACjB,IAAI,CAAC,GAAG,kDAA0C,yBAAyB,CAAC,CAAC;AAC/E,CAAC;AAED,gBAAgB;AAChB,SAAgB,oBAAoB,CAAC,IAA2B;IAC9D,UAAU,CAAC,IAAI,CAAC,CAAC;IACjB,IAAI,CAAC,UAAU,CAAC,gBAAgB,8BAAsB,CAAC,IAAI,EAAE,EAAE;QAC7D,IAAI,CAAC,iBAAiB,CAAC,gBAAgB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC3D,OAAO,CAAC,YAAY,CAAC,4BAAc,CAAC,MAAM,KAAK,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,cAAc,IAAI,MAAM,CAAC,QAAQ,CAAC,sBAAsB,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;QACzJ,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,GAAG,kDAA0C,2BAA2B,CAAC,CAAC;AACjF,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { MonochromeMode } from \"@itwin/core-common\";\r\nimport { FragmentShaderBuilder, FragmentShaderComponent, VariableType } from \"../ShaderBuilder\";\r\n\r\nconst applyUnlitMonochromeColor = `\r\n vec4 monoColor = vec4(u_monoRgb, baseColor.a);\r\n return u_shaderFlags[kShaderBit_Monochrome] ? monoColor : baseColor;\r\n`;\r\n\r\nconst applySurfaceMonochromeColor = `\r\n vec4 monoColor = vec4(u_monoRgb, baseColor.a);\r\n if (1.0 == u_mixMonoColor) {\r\n vec3 rgb = baseColor.rgb;\r\n rgb = vec3(dot(rgb, vec3(.222, .707, .071)));\r\n rgb *= u_monoRgb;\r\n monoColor.rgb = rgb;\r\n }\r\n\r\n return u_shaderFlags[kShaderBit_Monochrome] ? monoColor : baseColor;\r\n`;\r\n\r\nfunction addMonoRgb(frag: FragmentShaderBuilder): void {\r\n frag.addUniform(\"u_monoRgb\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_monoRgb\", (uniform, params) => {\r\n params.target.uniforms.style.bindMonochromeRgb(uniform);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addUnlitMonochrome(frag: FragmentShaderBuilder): void {\r\n addMonoRgb(frag);\r\n frag.set(FragmentShaderComponent.ApplyMonochrome, applyUnlitMonochromeColor);\r\n}\r\n\r\n/** @internal */\r\nexport function addSurfaceMonochrome(frag: FragmentShaderBuilder): void {\r\n addMonoRgb(frag);\r\n frag.addUniform(\"u_mixMonoColor\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_mixMonoColor\", (uniform, params) => {\r\n uniform.setUniform1f(MonochromeMode.Scaled === params.target.plan.monochromeMode && params.geometry.wantMixMonochromeColor(params.target) ? 1.0 : 0.0);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.ApplyMonochrome, applySurfaceMonochromeColor);\r\n}\r\n"]}
1
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@@ -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\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { SpatialClassifierInsideDisplay } from \"@itwin/core-common\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { PlanarClassifierContent } from \"../PlanarClassifier\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { IsThematic } from \"../TechniqueFlags\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { addClassifierFlash } from \"./FeatureSymbology\";\r\nimport { addWindowToTexCoords } from \"./Fragment\";\r\nimport { addInstancedRtcMatrix } from \"./Vertex\";\r\n\r\nexport const volClassOpaqueColor = `\r\nvec4 volClassColor(vec4 baseColor, float depth) {\r\n if (depth <= TEXTURE(s_pClassSampler, windowCoordsToTexCoords(gl_FragCoord.xy)).r)\r\n discard;\r\n return vec4(baseColor.rgb, 1.0);\r\n}\r\n`;\r\n\r\nconst volClassTranslucentColor = `\r\nvec4 volClassColor(vec4 baseColor, float depth) {\r\n return vec4(baseColor.rgb, depth); // This will never be called, so we use depth here to avoid a compile error\r\n}\r\n`;\r\n\r\nconst applyPlanarClassificationPrelude = `\r\nconst float dimScale = .7;\r\n\r\nvec2 classPos = v_pClassPos.xy / v_pClassPosW;\r\nbool isOutside = classPos.x < 0.0 || classPos.x > 1.0 || classPos.y < 0.0 || classPos.y > 1.0;\r\nif (u_pClassColorParams.x > kClassifierDisplay_Element) { // texture/terrain drape.\r\n if (u_pClassColorParams.x > kTextureDrape) {\r\n return volClassColor(baseColor, depth);\r\n }\r\n if (isOutside)\r\n discard;\r\n\r\n vec3 rgb = TEXTURE(s_pClassSampler, classPos.xy).rgb;\r\n return vec4(rgb, baseColor.a);\r\n}\r\nfloat imageCount = u_pClassColorParams.z;\r\n// If imageCount is less than zero - the mask sense is inverted - inside rather than outside. (masks only)\r\nbool doInvert = false;\r\nif (imageCount < 0.0) {\r\n imageCount = - imageCount;\r\n doInvert = true;\r\n}\r\n\r\nvec4 colorTexel = vec4(0);\r\nvec4 maskTexel = vec4(0);\r\nbool doMask = imageCount != kTextureContentClassifierOnly;\r\nbool doClassify = imageCount != kTextureContentMaskOnly;\r\n\r\nif (!isOutside) {\r\n if (imageCount == kTextureContentClassifierOnly) {\r\n colorTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y / imageCount));\r\n } else if (imageCount == kTextureContentMaskOnly) {\r\n maskTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y));\r\n } else if (imageCount == kTextureContentClassifierAndMask) {\r\n colorTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y / imageCount));\r\n maskTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, (2.0 + classPos.y) / imageCount));\r\n }\r\n if (colorTexel.b >= 0.5) {\r\n if (u_shaderFlags[kShaderBit_IgnoreNonLocatable]) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n colorTexel.b = (colorTexel.b * 255.0 - 128.0) / 127.0;\r\n } else {\r\n colorTexel.b *= 255.0 / 127.0;\r\n }\r\n}\r\nif (doMask) {\r\n bool masked = !isOutside && (maskTexel.r + maskTexel.g + maskTexel.b + maskTexel.a) > 0.0;\r\n if (doInvert)\r\n masked = !masked;\r\n if (masked) {\r\n float maskTransparency = u_pClassColorParams.w < 0.0 ? (1.0 - maskTexel.a) : u_pClassColorParams.w;\r\n if (maskTransparency <= 0.0) {\r\n discard;\r\n return vec4(0);\r\n }\r\n\r\n baseColor.a = baseColor.a * maskTransparency;\r\n }\r\n\r\n if (!doClassify)\r\n return baseColor;\r\n }\r\n\r\n bool isClassified = !isOutside && (colorTexel.r + colorTexel.g + colorTexel.b + colorTexel.a > 0.0);\r\n float param = isClassified ? u_pClassColorParams.x : u_pClassColorParams.y;\r\n if (kClassifierDisplay_Off == param) {\r\n discard;\r\n return vec4(0);\r\n}\r\n`\r\n ;\r\n\r\n// Currently we discard if classifier is pure black (acts as clipping mask).\r\n// These could be more efficiently handled with masks.\r\nconst applyPlanarClassificationColor = applyPlanarClassificationPrelude + // eslint-disable-line prefer-template\r\n `\r\n float colorMix = u_pClassPointCloud ? .65 : .35;\r\n vec4 classColor;\r\n if (kClassifierDisplay_On == param)\r\n classColor = baseColor;\r\n else if (!isClassified || kClassifierDisplay_Dimmed == param)\r\n classColor = vec4(baseColor.rgb * dimScale, baseColor.a);\r\n else if (kClassifierDisplay_Hilite == param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), baseColor.a);\r\n else {\r\n if (colorTexel.b > colorTexel.a) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n\r\n // NB: colorTexel contains pre-multiplied alpha. We know it is greater than zero from above.\r\n float alpha = colorTexel.a * baseColor.a;\r\n vec3 rgb = colorTexel.rgb / colorTexel.a;\r\n rgb = mix(baseColor.rgb, rgb, colorMix);\r\n classColor = vec4(rgb, alpha);\r\n }\r\n\r\n if (kClassifierDisplay_Element != param && isClassified) {\r\n if (colorTexel.r > colorTexel.a && kClassifierDisplay_Hilite != param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), 1.0);\r\n\r\n if (colorTexel.g > colorTexel.a)\r\n classColor = applyClassifierFlash(classColor);\r\n }\r\n\r\n return classColor;\r\n`;\r\n\r\nconst applyPlanarClassificationColorForThematic = applyPlanarClassificationPrelude + // eslint-disable-line prefer-template\r\n `\r\n vec4 classColor = baseColor;\r\n\r\n if (kClassifierDisplay_Element == param) {\r\n if (colorTexel.b > colorTexel.a) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n\r\n // We stashed the element alpha in blue channel. Make sure to handle pre-multiplied alpha.\r\n baseColor.rgb = baseColor.rgb / baseColor.a;\r\n classColor = vec4(baseColor.rgb, colorTexel.b);\r\n classColor.rgb *= classColor.a;\r\n colorTexel.a = 0.5; // make conditions below potentially pass\r\n }\r\n\r\n if (isClassified) {\r\n if (colorTexel.r > colorTexel.a && kClassifierDisplay_Hilite != param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), 1.0);\r\n\r\n if (colorTexel.g > colorTexel.a)\r\n classColor = applyClassifierFlash(classColor);\r\n }\r\n\r\n return classColor;\r\n`;\r\n\r\nconst overrideFeatureId = `\r\n if (u_pClassColorParams.x != kClassifierDisplay_Element) return currentId;\r\n vec2 classPos = v_pClassPos / v_pClassPosW;\r\n vec4 featureTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, (1.0 + classPos.y) / u_pClassColorParams.z));\r\n return (featureTexel == vec4(0)) ? currentId : addUInt32s(u_batchBase, featureTexel * 255.0) / 255.0;\r\n `;\r\n\r\nconst computeClassifiedHiliteColor = `\r\n vec2 classPos = v_pClassPos / v_pClassPosW;\r\n return TEXTURE(s_pClassHiliteSampler, classPos);\r\n`;\r\nconst computeClassifiedSurfaceHiliteColor = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture) && TEXTURE(s_texture, v_texCoord).a <= 0.15)\r\n return vec4(0.0);\r\n${computeClassifiedHiliteColor}`;\r\n\r\nconst computeClassifierPos = \"vec4 classProj = u_pClassProj * rawPosition; v_pClassPos = classProj.xy;\";\r\nconst computeInstancedClassifierPos = \"vec4 classProj = u_pClassProj * g_instancedRtcMatrix * rawPosition; v_pClassPos = classProj.xy;\";\r\nconst computeClassifierPosW = \"v_pClassPosW = classProj.w;\";\r\n\r\nconst scratchBytes = new Uint8Array(4);\r\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\r\nconst scratchBatchBaseComponents = [0, 0, 0, 0];\r\nconst scratchColorParams = new Float32Array(4); // Unclassified scale, classified base scale, classified classifier scale, content/image count... MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3\r\nconst scratchModel = Matrix4d.createIdentity();\r\nconst scratchModelProjection = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nfunction addPlanarClassifierCommon(builder: ProgramBuilder) {\r\n const vert = builder.vert;\r\n vert.addUniform(\"u_pClassProj\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassProj\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape!;\r\n assert(undefined !== source || undefined !== params.target.activeVolumeClassifierTexture);\r\n if (undefined !== params.target.currentPlanarClassifierOrDrape) {\r\n source.projectionMatrix.multiplyMatrixMatrix(Matrix4d.createTransform(params.target.currentTransform, scratchModel), scratchModelProjection);\r\n scratchMatrix.initFromMatrix4d(scratchModelProjection);\r\n } else\r\n scratchMatrix.initIdentity(); // needs to be identity for volume classifiers\r\n uniform.setMatrix4(scratchMatrix);\r\n });\r\n });\r\n\r\n if (vert.usesInstancedGeometry)\r\n addInstancedRtcMatrix(vert);\r\n\r\n builder.addInlineComputedVarying(\"v_pClassPos\", VariableType.Vec2, vert.usesInstancedGeometry ? computeInstancedClassifierPos : computeClassifierPos);\r\n builder.addInlineComputedVarying(\"v_pClassPosW\", VariableType.Float, computeClassifierPosW);\r\n\r\n addPlanarClassifierConstants(builder.frag);\r\n}\r\n\r\nfunction addPlanarClassifierConstants(builder: ShaderBuilder) {\r\n builder.addDefine(\"kClassifierDisplay_Off\", SpatialClassifierInsideDisplay.Off.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_On\", SpatialClassifierInsideDisplay.On.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Dimmed\", SpatialClassifierInsideDisplay.Dimmed.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Hilite\", SpatialClassifierInsideDisplay.Hilite.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Element\", SpatialClassifierInsideDisplay.ElementColor.toFixed(1));\r\n const td = SpatialClassifierInsideDisplay.ElementColor + 1;\r\n builder.addDefine(\"kTextureDrape\", td.toFixed(1));\r\n builder.addDefine(\"kTextureContentClassifierOnly\", PlanarClassifierContent.ClassifierOnly.toFixed(1));\r\n builder.addDefine(\"kTextureContentMaskOnly\", PlanarClassifierContent.MaskOnly.toFixed(1));\r\n builder.addDefine(\"kTextureContentClassifierAndMask\", PlanarClassifierContent.ClassifierAndMask.toFixed(1));\r\n}\r\n\r\n/** @internal */\r\nexport function addColorPlanarClassifier(builder: ProgramBuilder, translucent: boolean, isThematic: IsThematic) {\r\n addPlanarClassifierCommon(builder);\r\n const frag = builder.frag;\r\n frag.addUniform(\"s_pClassSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_pClassSampler\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape;\r\n const volClass = params.target.activeVolumeClassifierTexture;\r\n assert(undefined !== source || undefined !== volClass);\r\n if (source) {\r\n assert(undefined !== source.texture);\r\n source.texture.texture.bindSampler(uniform, TextureUnit.PlanarClassification);\r\n } else\r\n Texture2DHandle.bindSampler(uniform, volClass!, TextureUnit.PlanarClassification);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_pClassColorParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassColorParams\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape;\r\n const volClass = params.target.activeVolumeClassifierTexture;\r\n assert(undefined !== source || undefined !== volClass);\r\n if (undefined !== source) {\r\n source.getParams(scratchColorParams);\r\n } else {\r\n scratchColorParams[0] = 6.0; // Volume classifier, by element color.\r\n scratchColorParams[1] = 0.5; // used for alpha value\r\n scratchColorParams[2] = 0.0; // Not used for volume.\r\n scratchColorParams[3] = 0.0; // Not used for volume.\r\n }\r\n uniform.setUniform4fv(scratchColorParams);\r\n });\r\n });\r\n\r\n if (isThematic === IsThematic.No) {\r\n frag.addUniform(\"u_pClassPointCloud\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassPointCloud\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier;\r\n const isPointCloud = undefined !== classifier && classifier.isClassifyingPointCloud;\r\n uniform.setUniform1i(isPointCloud ? 1 : 0);\r\n });\r\n });\r\n }\r\n\r\n addClassifierFlash(frag);\r\n\r\n if (translucent)\r\n // We will never call the shaders for volume classifiers with translucency,\r\n // so use a different version of the function which does not use glFragCoord to reduce the varyings count\r\n frag.addFunction(volClassTranslucentColor);\r\n else {\r\n addWindowToTexCoords(frag);\r\n frag.addFunction(volClassOpaqueColor);\r\n }\r\n\r\n addShaderFlags(builder);\r\n\r\n frag.set(FragmentShaderComponent.ApplyPlanarClassifier, (isThematic === IsThematic.No) ? applyPlanarClassificationColor : applyPlanarClassificationColorForThematic);\r\n}\r\n\r\n/** @internal */\r\nexport function addFeaturePlanarClassifier(builder: ProgramBuilder) {\r\n const frag = builder.frag;\r\n frag.addUniform(\"u_batchBase\", VariableType.Vec4, (prog) => { // TBD. Instancing.\r\n prog.addGraphicUniform(\"u_batchBase\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier;\r\n if (classifier !== undefined) {\r\n scratchBatchBaseId[0] = classifier.baseBatchId;\r\n scratchBatchBaseComponents[0] = scratchBytes[0];\r\n scratchBatchBaseComponents[1] = scratchBytes[1];\r\n scratchBatchBaseComponents[2] = scratchBytes[2];\r\n scratchBatchBaseComponents[3] = scratchBytes[3];\r\n }\r\n uniform.setUniform4fv(scratchBatchBaseComponents);\r\n });\r\n });\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n frag.addFunction(addUInt32s);\r\n}\r\n\r\n/** @internal */\r\nexport function addHilitePlanarClassifier(builder: ProgramBuilder, supportTextures = true) {\r\n addPlanarClassifierCommon(builder);\r\n const frag = builder.frag;\r\n frag.addUniform(\"s_pClassHiliteSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_pClassHiliteSampler\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier!;\r\n assert(undefined !== classifier && undefined !== classifier.hiliteTexture);\r\n classifier.hiliteTexture.texture.bindSampler(uniform, TextureUnit.PlanarClassificationHilite);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, supportTextures ? computeClassifiedSurfaceHiliteColor : computeClassifiedHiliteColor);\r\n}\r\n\r\n// NonLocatable flag is put in upper bit of blue component when drawing the classification texture.\r\nconst encodeNonLocatableWithFeatures = `\r\nvec4 encodeNonLocatable(vec4 clr) {\r\n float encoded_b = (floor(clr.b * 127.0) + float(extractNthBit(floor(v_feature_emphasis + 0.5), kEmphBit_NonLocatable)) * 128.0) / 255.0;\r\n return vec4(clr.r, clr.g, encoded_b, clr.a);\r\n}\r\n`;\r\n\r\nconst encodeNonLocatable = `\r\nvec4 encodeNonLocatable(vec4 clr) {\r\n float encoded_b = floor(clr.b * 127.0) / 255.0;\r\n return vec4(clr.r, clr.g, encoded_b, clr.a);\r\n}\r\n`;\r\n\r\nconst overrideClassifierColorPrelude = `\r\n if (0.0 == u_planarClassifierInsideMode)\r\n return currentColor;\r\n\r\n if (0.0 == currentColor.a)\r\n return encodeNonLocatable(vec4(0.0, 0.0, 1.0, 0.5));\r\n`;\r\n\r\nconst overrideClassifierEmphasis = `\r\n if (kClassifierDisplay_Element != u_planarClassifierInsideMode) {\r\n float emph = floor(v_feature_emphasis + 0.5);\r\n if (0.0 != emph)\r\n return encodeNonLocatable(vec4(extractNthBit(emph, kEmphBit_Hilite), extractNthBit(emph, kEmphBit_Flash), 0.0, 0.5));\r\n }\r\n`;\r\n\r\nconst overrideClassifierColorPostlude = `\r\n return encodeNonLocatable(currentColor);\r\n`;\r\n\r\nconst overrideClassifierWithFeatures = overrideClassifierColorPrelude + overrideClassifierEmphasis + overrideClassifierColorPostlude;\r\nconst overrideClassifierForClip = overrideClassifierColorPrelude + overrideClassifierColorPostlude;\r\n\r\nconst overrideClassifierColorPreludeForThematic = `\r\n if (0.0 == u_planarClassifierInsideMode)\r\n return currentColor;\r\n\r\n if (0.0 == currentColor.a)\r\n return encodeNonLocatable(vec4(0.0, 0.0, 1.0, 0.5));\r\n\r\n bool isElem = kClassifierDisplay_Element == u_planarClassifierInsideMode;\r\n`;\r\n\r\nconst overrideClassifierEmphasisForThematic = `\r\n float emph = floor(v_feature_emphasis + 0.5);\r\n if (0.0 != emph)\r\n return encodeNonLocatable(vec4(extractNthBit(emph, kEmphBit_Hilite), extractNthBit(emph, kEmphBit_Flash), isElem ? currentColor.a : 0.0, isElem ? 1.0 : 0.5));\r\n else if (kClassifierDisplay_Element == u_planarClassifierInsideMode)\r\n return encodeNonLocatable(vec4(0.0, 0.0, currentColor.a, 1.0));\r\n`;\r\n\r\n// Thematic classifiers use alpha of 1 to blend; we just want thematic colors to largely win out except when selecting and flashing classifiers.\r\nconst overrideClassifierColorPostludeClipForThematic = `\r\n return encodeNonLocatable(isElem ? vec4(0.0, 0.0, 1.0, 1.0) : currentColor);\r\n`;\r\n\r\nconst overrideClassifierWithFeaturesForThematic = overrideClassifierColorPreludeForThematic + overrideClassifierEmphasisForThematic + overrideClassifierColorPostlude;\r\nconst overrideClassifierForClipForThematic = overrideClassifierColorPreludeForThematic + overrideClassifierColorPostludeClipForThematic;\r\n\r\n/** The classified geometry needs some information about the classifier geometry. The classified fragment shader outputs special values that do not represent valid RGB+A combinations when using\r\n * pre-multiplied alpha. The alpha channel will be 0.5, and the red, green, and/or blue channels will be 1.0:\r\n * - Red: hilited.\r\n * - Green: flashed.\r\n * - Blue: fully-transparent. Indicates clipping mask (discard the classified pixel).\r\n * @internal\r\n */\r\nexport function addOverrideClassifierColor(builder: ProgramBuilder, isThematic: IsThematic): void {\r\n addPlanarClassifierConstants(builder.frag);\r\n builder.frag.addUniform(\"u_planarClassifierInsideMode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_planarClassifierInsideMode\", (uniform, params) => {\r\n const classifier = params.target.currentlyDrawingClassifier;\r\n const override = undefined !== classifier ? classifier.insideDisplay : 0;\r\n uniform.setUniform1f(override);\r\n });\r\n });\r\n\r\n const haveOverrides = undefined !== builder.frag.find(\"v_feature_emphasis\");\r\n builder.frag.addFunction(haveOverrides ? encodeNonLocatableWithFeatures : encodeNonLocatable);\r\n if (isThematic === IsThematic.No)\r\n builder.frag.set(FragmentShaderComponent.OverrideColor, haveOverrides ? overrideClassifierWithFeatures : overrideClassifierForClip);\r\n else\r\n builder.frag.set(FragmentShaderComponent.OverrideColor, haveOverrides ? overrideClassifierWithFeaturesForThematic : overrideClassifierForClipForThematic);\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 WebGL\r\n */\r\n\r\nimport { PlanarGridTransparency } from \"../../../../render/RenderSystem\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { System } from \"../System\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { addShaderFlags } from \"./Common\";\r\nimport { unquantize2d } from \"./Decode\";\r\nimport { addLogDepth } from \"./LogarithmicDepthBuffer\";\r\nimport { addTranslucency } from \"./Translucency\";\r\nimport { addModelViewProjectionMatrix } from \"./Vertex\";\r\n\r\nconst computePosition = \"gl_PointSize = 1.0; return MAT_MVP * rawPos;\";\r\nconst computeTexCoord = \"return unquantize2d(a_uvParam, u_qTexCoordParams);\";\r\n\r\nconst computeBaseColor = `\r\n // u_gridProps - x = gridsPerRef, y - planeAlpha, z = line alpha, w = ref alpha.\r\n vec4 color = vec4(u_gridColor, u_gridProps.y);\r\n float refsPerGrid = u_gridProps.x;\r\n if (0.0 == refsPerGrid || !drawGridLine(color, 1.0 / refsPerGrid, u_gridProps.w - color.a))\r\n drawGridLine(color, 1.0, u_gridProps.z - color.a);\r\n\r\n return color;\r\n`;\r\n\r\nconst drawGridLine = `\r\n bool drawGridLine(inout vec4 color, float mult, float alphaScale) {\r\n vec2 scaledTexCoord = v_texCoord * mult;\r\n vec2 deriv = mult * screenSpaceDeriv(v_texCoord);\r\n if (deriv.x != 0.0 && deriv.y != 0.0) {\r\n vec2 grid = abs(fract(mult * v_texCoord - 0.5) - 0.5) / deriv;\r\n float line = min(grid.x, grid.y);\r\n if (line < 1.0) {\r\n color.a += alphaScale * (1.0 - min(line, 1.0)) / max(1.0, length(deriv));\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n`;\r\n\r\nconst fwidth2d = `\\nvec2 screenSpaceDeriv(vec2 screenXY) { return fwidth(screenXY); }\\n`;\r\n\r\nconst defaultTransparency = new PlanarGridTransparency();\r\n/** @internal */\r\nexport default function createPlanarGridProgram(context: WebGL2RenderingContext): ShaderProgram {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.PlanarGrid, false));\r\n const vert = builder.vert;\r\n const frag = builder.frag;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n addShaderFlags(builder);\r\n\r\n addTranslucency(builder);\r\n frag.addFunction(fwidth2d);\r\n\r\n if (System.instance.supportsLogZBuffer)\r\n addLogDepth(builder);\r\n\r\n frag.addFunction(drawGridLine);\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeBaseColor);\r\n\r\n vert.headerComment = `//!V! PlanarGrid`;\r\n frag.headerComment = `//!F! PlanarGrid`;\r\n\r\n vert.addFunction(unquantize2d);\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", computeTexCoord);\r\n vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const planarGrid = params.geometry.asPlanarGrid!;\r\n uniform.setUniform4fv(planarGrid.uvParams.params);\r\n });\r\n });\r\n frag.addUniform(\"u_gridColor\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_gridColor\", (uniform, params) => {\r\n const planarGrid = params.geometry.asPlanarGrid!;\r\n const color = planarGrid.props.color.colors;\r\n uniform.setUniform3fv([color.r / 255, color.g / 255, color.b / 255]);\r\n });\r\n });\r\n frag.addUniform(\"u_gridProps\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_gridProps\", (uniform, params) => {\r\n const planarGridProps = params.geometry.asPlanarGrid!.props;\r\n const transparency = planarGridProps.transparency ? planarGridProps.transparency : defaultTransparency;\r\n uniform.setUniform4fv([planarGridProps.gridsPerRef, 1.0 - transparency.planeTransparency, 1.0 - transparency.lineTransparency, 1.0 - transparency.refTransparency]);\r\n });\r\n });\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n"]}
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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 WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { FeatureMode, IsAnimated, IsClassified, IsThematic } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { addUniformHiliter } from \"./FeatureSymbology\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from \"./PlanarClassification\";\r\nimport { addModelViewProjectionMatrix } from \"./Vertex\";\r\nimport { addViewportTransformation } from \"./Viewport\";\r\nimport { addThematicDisplay } from \"./Thematic\";\r\nimport { addTexture } from \"./Surface\";\r\nimport { assignFragColor } from \"./Fragment\";\r\n\r\n// Revert components if color format is BGR instead of RGB.\r\nconst computeColor = `\r\n return u_pointCloud.y == 1.0 ? vec4(a_color.b, a_color.g, a_color.r, 1.0) : vec4(a_color, 1.0);\r\n`;\r\n\r\nconst computeBaseColor = \"return v_color;\";\r\n\r\n// Round the point unless drawing square points.\r\nconst roundPointDiscard = `\r\n if (u_pointCloudSettings.w == 1.0)\r\n return false;\r\n\r\n vec2 pointXY = (2.0 * gl_PointCoord - 1.0);\r\n return dot(pointXY, pointXY) > 1.0;\r\n`;\r\n\r\nconst checkForClassifiedDiscard = \"return baseColor.a == 0.0;\";\r\n\r\nconst computePosition = `\r\n gl_PointSize = 1.0;\r\n vec4 pos = MAT_MVP * rawPos;\r\n if (u_pointCloudSettings.x > 0.0) {\r\n // Size is specified in pixels.\r\n gl_PointSize = u_pointCloudSettings.x;\r\n return pos;\r\n }\r\n\r\n // Point size is in meters (voxel size).\r\n if (pos.w <= 0.0) {\r\n // Cannot perform perspective divide below.\r\n return pos;\r\n }\r\n\r\n // Convert voxel size in meters into pixel size, then compute pixel size, taking perspective into account.\r\n mat4 toView = u_viewportTransformation * MAT_MVP;\r\n float scale = length(toView[0].xyz);\r\n gl_PointSize = -u_pointCloudSettings.x * clamp(u_pointCloud.x * scale / pos.w, u_pointCloudSettings.y, u_pointCloudSettings.z);\r\n return pos;\r\n`;\r\n\r\nfunction createBuilder(): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.PointCloud, false));\r\n const vert = builder.vert;\r\n addViewportTransformation(vert);\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n\r\n builder.frag.set(FragmentShaderComponent.CheckForEarlyDiscard, roundPointDiscard);\r\n\r\n // Uniforms based on the PointCloudDisplaySettings.\r\n builder.addUniform(\"u_pointCloudSettings\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_pointCloudSettings\", (uniform, params) => {\r\n params.target.uniforms.realityModel.pointCloud.bind(uniform);\r\n });\r\n });\r\n\r\n // Uniforms based on the PointCloudGeometry.\r\n builder.vert.addUniform(\"u_pointCloud\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_pointCloud\", (uniform, params) => {\r\n assert(params.geometry.asPointCloud !== undefined);\r\n scratchPointCloud[0] = params.geometry.asPointCloud.voxelSize;\r\n scratchPointCloud[1] = params.geometry.asPointCloud.colorIsBgr ? 1 : 0;\r\n uniform.setUniform2fv(scratchPointCloud);\r\n });\r\n });\r\n\r\n return builder;\r\n}\r\n\r\nconst scratchPointCloud = new Float32Array([0, 0]);\r\n\r\n/** @internal */\r\nexport function createPointCloudBuilder(classified: IsClassified, featureMode: FeatureMode, thematic: IsThematic): ProgramBuilder {\r\n const builder = createBuilder();\r\n\r\n builder.addVarying(\"v_color\", VariableType.Vec4);\r\n builder.vert.set(VertexShaderComponent.ComputeBaseColor, computeColor);\r\n\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeBaseColor);\r\n if (classified) {\r\n addColorPlanarClassifier(builder, false, thematic);\r\n builder.frag.set(FragmentShaderComponent.CheckForDiscard, checkForClassifiedDiscard);\r\n\r\n if (FeatureMode.None !== featureMode)\r\n addFeaturePlanarClassifier(builder);\r\n }\r\n\r\n if (IsThematic.Yes === thematic) {\r\n addThematicDisplay(builder, true);\r\n addTexture(builder, IsAnimated.No, IsThematic.Yes, true, false, false);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createPointCloudHiliter(classified: IsClassified): ProgramBuilder {\r\n const builder = createBuilder();\r\n if (classified) {\r\n addHilitePlanarClassifier(builder, false);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n } else {\r\n addUniformHiliter(builder);\r\n }\r\n\r\n return builder;\r\n}\r\n"]}
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@@ -1 +1 @@
1
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@@ -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 WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderBuilder, VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { IsInstanced, PositionType } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { addColor } from \"./Color\";\r\nimport { addEdgeContrast } from \"./Edge\";\r\nimport { addFrustum, addShaderFlags } from \"./Common\";\r\nimport { unquantize2d } from \"./Decode\";\r\nimport { addHiliter } from \"./FeatureSymbology\";\r\nimport { addWhiteOnWhiteReversal } from \"./Fragment\";\r\nimport {\r\n addLineCode as addLineCodeUniform, addLineWeight, addModelViewMatrix, addProjectionMatrix, addSamplePosition,\r\n} from \"./Vertex\";\r\nimport { addModelToWindowCoordinates, addViewport } from \"./Viewport\";\r\n\r\nconst checkForDiscard = \"return discardByLineCode;\";\r\n\r\nconst applyLineCode = `\r\n if (v_texc.x >= 0.0) { // v_texc = (-1,-1) for solid lines - don't bother with any of this\r\n vec4 texColor = TEXTURE(u_lineCodeTexture, v_texc);\r\n discardByLineCode = (0.0 == texColor.r);\r\n }\r\n\r\n if (v_lnInfo.w > 0.5) { // line needs pixel trimming\r\n // calculate pixel distance from pixel center to expected line center, opposite dir from major\r\n vec2 dxy = gl_FragCoord.xy - v_lnInfo.xy;\r\n if (v_lnInfo.w < 1.5) // not x-major\r\n dxy = dxy.yx;\r\n\r\n float dist = v_lnInfo.z * dxy.x - dxy.y;\r\n float distA = abs(dist);\r\n if (distA > 0.5 || (distA == 0.5 && dist < 0.0))\r\n discardByLineCode = true; // borrow this flag to force discard\r\n }\r\n\r\n return baseColor;\r\n`;\r\n\r\nconst computeTextureCoord = `\r\nvec2 computeLineCodeTextureCoords(vec2 windowDir, vec4 projPos, float adjust) {\r\n vec2 texc;\r\n float lineCode = computeLineCode();\r\n if (0.0 == lineCode) {\r\n // Solid line - tell frag shader not to bother.\r\n texc = vec2(-1.0, -1.0);\r\n } else {\r\n const float imagesPerPixel = 1.0/32.0;\r\n const float textureCoordinateBase = 8192.0; // Temp workardound for clipping problem in perspective views (negative values don't seem to interpolate correctly).\r\n\r\n if (abs(windowDir.x) > abs(windowDir.y))\r\n texc.x = textureCoordinateBase + imagesPerPixel * (projPos.x + adjust * windowDir.x);\r\n else\r\n texc.x = textureCoordinateBase + imagesPerPixel * (projPos.y + adjust * windowDir.y);\r\n\r\n const float numLineCodes = 16.0; // NB: Actually only 10, but texture is 16px tall because it needs to be a power of 2.\r\n const float rowsPerCode = 1.0;\r\n const float numRows = numLineCodes*rowsPerCode;\r\n const float centerY = 0.5/numRows;\r\n const float stepY = rowsPerCode/numRows;\r\n texc.y = stepY * lineCode + centerY;\r\n }\r\n\r\n return texc;\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport const adjustWidth = `\r\nvoid adjustWidth(inout float width, vec2 d2, vec2 org) {\r\n if (u_aaSamples > 1) {\r\n if (width < 5.0)\r\n width += (5.0 - width) * 0.125;\r\n return;\r\n }\r\n\r\n // calculate slope based width adjustment for non-AA lines, widths 1 to 4\r\n vec2 d2A = abs(d2);\r\n const float s_myFltEpsilon = 0.0001; // limit test resolution to 4 digits in case 24 bit (s16e7) is used in hardware\r\n if (d2A.y > s_myFltEpsilon && width < 4.5) {\r\n float len = length(d2A);\r\n float tan = d2A.x / d2A.y;\r\n\r\n if (width < 1.5) { // width 1\r\n if (tan <= 1.0)\r\n width = d2A.y;\r\n else\r\n width = d2A.x;\r\n // width 1 requires additional adjustment plus trimming in frag shader using v_lnInfo\r\n width *= 1.01;\r\n v_lnInfo.xy = org;\r\n v_lnInfo.w = 1.0; // set flag to do trimming\r\n // set slope in v_lnInfo.z\r\n if (d2A.x - d2A.y > s_myFltEpsilon) {\r\n v_lnInfo.z = d2.y / d2.x;\r\n v_lnInfo.w += 2.0; // add in x-major flag\r\n } else\r\n v_lnInfo.z = d2.x / d2.y;\r\n\r\n } else if (width < 2.5) { // width 2\r\n if (tan <= 0.5)\r\n width = 2.0 * d2A.y;\r\n else\r\n width = (d2A.y + 2.0 * d2A.x);\r\n\r\n } else if (width < 3.5) { // width 3\r\n if (tan <= 1.0)\r\n width = (3.0 * d2A.y + d2A.x);\r\n else\r\n width = (d2A.y + 3.0 * d2A.x);\r\n\r\n } else { // if (width < 4.5) // width 4\r\n if (tan <= 0.5)\r\n width = (4.0 * d2A.y + d2A.x);\r\n else if (tan <= 2.0)\r\n width = (3.0 * d2A.y + 3.0 * d2A.x);\r\n else\r\n width = (d2A.y + 4.0 * d2A.x);\r\n }\r\n width /= len;\r\n }\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport function addAdjustWidth(vert: VertexShaderBuilder) {\r\n vert.addUniform(\"u_aaSamples\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_aaSamples\", (attr, params) => {\r\n const numSamples = System.instance.frameBufferStack.currentFbMultisampled ? params.target.compositor.antialiasSamples : 1;\r\n attr.setUniform1i(numSamples);\r\n });\r\n });\r\n vert.addFunction(adjustWidth);\r\n}\r\n\r\n/** @internal */\r\nexport function addLineCodeTexture(frag: FragmentShaderBuilder) {\r\n frag.addUniform(\"u_lineCodeTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addProgramUniform(\"u_lineCodeTexture\", (uniform) => {\r\n const lct = System.instance.lineCodeTexture;\r\n assert(undefined !== lct);\r\n if (undefined !== lct)\r\n lct.bindSampler(uniform, TextureUnit.LineCode);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addLineCode(prog: ProgramBuilder, args: string) {\r\n const vert = prog.vert;\r\n const frag = prog.frag;\r\n\r\n addLineCodeUniform(vert);\r\n\r\n const funcCall: string = `computeLineCodeTextureCoords(${args})`;\r\n\r\n prog.addFunctionComputedVaryingWithArgs(\"v_texc\", VariableType.Vec2, funcCall, computeTextureCoord);\r\n\r\n addFrustum(prog);\r\n addLineCodeTexture(prog.frag);\r\n\r\n frag.set(FragmentShaderComponent.FinalizeBaseColor, applyLineCode);\r\n frag.set(FragmentShaderComponent.CheckForDiscard, checkForDiscard);\r\n frag.addGlobal(\"discardByLineCode\", VariableType.Boolean, \"false\");\r\n}\r\n\r\nfunction polylineAddLineCode(prog: ProgramBuilder) {\r\n addLineCode(prog, lineCodeArgs);\r\n addModelViewMatrix(prog.vert);\r\n}\r\n\r\nfunction addCommon(prog: ProgramBuilder) {\r\n const vert = prog.vert;\r\n addModelToWindowCoordinates(vert); // adds u_mvp, u_viewportTransformation\r\n addProjectionMatrix(vert);\r\n addModelViewMatrix(vert);\r\n addViewport(vert);\r\n\r\n vert.addGlobal(\"g_windowPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_prevPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_nextPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_windowDir\", VariableType.Vec2);\r\n vert.addInitializer(decodeAdjacentPositions);\r\n\r\n vert.addFunction(unquantize2d);\r\n\r\n addLineWeight(vert);\r\n\r\n vert.addGlobal(\"miterAdjust\", VariableType.Float, \"0.0\");\r\n prog.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n prog.addVarying(\"v_lnInfo\", VariableType.Vec4);\r\n addAdjustWidth(vert);\r\n\r\n addSamplePosition(vert);\r\n vert.addFunction(decodePosition);\r\n}\r\n\r\nconst decodePosition = `\r\nvec4 decodePosition(vec3 baseIndex) {\r\n float index = decodeUInt24(baseIndex);\r\n return samplePosition(index);\r\n}\r\n`;\r\n\r\nconst decodeAdjacentPositions = `\r\n g_prevPos = decodePosition(a_prevIndex);\r\n g_nextPos = decodePosition(a_nextIndex);\r\n`;\r\n\r\nconst computePosition = `\r\n const float kNone = 0.0,\r\n kSquare = 1.0*3.0,\r\n kMiter = 2.0*3.0,\r\n kMiterInsideOnly = 3.0*3.0,\r\n kJointBase = 4.0*3.0,\r\n kNegatePerp = 8.0*3.0,\r\n kNegateAlong = 16.0*3.0,\r\n kNoneAdjWt = 32.0*3.0;\r\n\r\n v_lnInfo = vec4(0.0, 0.0, 0.0, 0.0); // init and set flag to false\r\n\r\n vec4 next = g_nextPos;\r\n vec4 pos;\r\n g_windowPos = modelToWindowCoordinates(rawPos, next, pos, v_eyeSpace);\r\n if (g_windowPos.w == 0.0)\r\n return g_windowPos;\r\n\r\n float param = a_param;\r\n float weight = computeLineWeight();\r\n float scale = 1.0, directionScale = 1.0;\r\n\r\n if (param >= kNoneAdjWt)\r\n param -= kNoneAdjWt;\r\n\r\n if (param >= kNegateAlong) {\r\n directionScale = -directionScale;\r\n param -= kNegateAlong;\r\n }\r\n\r\n if (param >= kNegatePerp) {\r\n scale = -1.0;\r\n param -= kNegatePerp;\r\n }\r\n\r\n vec4 otherPos;\r\n vec3 otherMvPos;\r\n vec4 projNext = modelToWindowCoordinates(next, rawPos, otherPos, otherMvPos);\r\n g_windowDir = projNext.xy - g_windowPos.xy;\r\n\r\n if (param < kJointBase) {\r\n vec2 dir = (directionScale > 0.0) ? g_windowDir : -g_windowDir;\r\n vec2 pos = (directionScale > 0.0) ? g_windowPos.xy : projNext.xy;\r\n adjustWidth(weight, dir, pos);\r\n }\r\n\r\n if (kNone != param) {\r\n vec2 delta = vec2(0.0);\r\n vec4 prev = g_prevPos;\r\n vec4 projPrev = modelToWindowCoordinates(prev, rawPos, otherPos, otherMvPos);\r\n vec2 prevDir = g_windowPos.xy - projPrev.xy;\r\n float thisLength = sqrt(g_windowDir.x * g_windowDir.x + g_windowDir.y * g_windowDir.y);\r\n const float s_minNormalizeLength = 1.0E-5; // avoid normalizing zero length vectors.\r\n float dist = weight / 2.0;\r\n\r\n if (thisLength > s_minNormalizeLength) {\r\n g_windowDir /= thisLength;\r\n\r\n float prevLength = sqrt(prevDir.x * prevDir.x + prevDir.y * prevDir.y);\r\n\r\n if (prevLength > s_minNormalizeLength) {\r\n prevDir /= prevLength;\r\n const float s_minParallelDot= -.9999, s_maxParallelDot = .9999;\r\n float prevNextDot = dot(prevDir, g_windowDir);\r\n\r\n if (prevNextDot < s_minParallelDot || prevNextDot > s_maxParallelDot) // No miter if parallel or antiparallel.\r\n param = kSquare;\r\n } else\r\n param = kSquare;\r\n } else {\r\n g_windowDir = -normalize(prevDir);\r\n param = kSquare;\r\n }\r\n\r\n vec2 perp = scale * vec2(-g_windowDir.y, g_windowDir.x);\r\n\r\n if (param == kSquare) {\r\n delta = perp;\r\n } else {\r\n vec2 bisector = normalize(prevDir - g_windowDir);\r\n float dotP = dot (bisector, perp);\r\n\r\n if (dotP != 0.0) { // Should never occur - but avoid divide by zero.\r\n const float maxMiter = 3.0;\r\n float miterDistance = 1.0/dotP;\r\n\r\n if (param == kMiter) { // Straight miter.\r\n delta = (abs(miterDistance) > maxMiter) ? perp : bisector * miterDistance;\r\n\r\n } else if (param == kMiterInsideOnly) { // Miter at inside, square at outside (to make room for joint).\r\n delta = (dotP > 0.0 || abs(miterDistance) > maxMiter) ? perp : bisector * miterDistance;\r\n\r\n } else {\r\n const float jointTriangleCount = 3.0;\r\n float ratio = (param - kJointBase) / jointTriangleCount; // 3 triangles per half-joint as defined in Graphics.cpp\r\n delta = normalize((1.0 - ratio) * bisector + (dotP < 0.0 ? -ratio : ratio) * perp); // Miter/Straight combination.\r\n }\r\n }\r\n }\r\n\r\n miterAdjust = dot(g_windowDir, delta) * dist; // Not actually used for hilite shader but meh.\r\n pos.x += dist * delta.x * 2.0 * pos.w / u_viewport.x;\r\n pos.y += dist * delta.y * 2.0 * pos.w / u_viewport.y;\r\n }\r\n\r\n return pos;\r\n`;\r\n\r\nconst lineCodeArgs = \"g_windowDir, g_windowPos, miterAdjust\";\r\n\r\n/** @internal */\r\nexport function createPolylineBuilder(isInstanced: IsInstanced, positionType: PositionType): ProgramBuilder {\r\n const instanced = IsInstanced.Yes === isInstanced;\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.Polyline, instanced);\r\n const builder = new ProgramBuilder(attrMap, { positionType, instanced });\r\n\r\n addShaderFlags(builder);\r\n\r\n addCommon(builder);\r\n\r\n polylineAddLineCode(builder);\r\n\r\n addColor(builder);\r\n addEdgeContrast(builder.vert);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createPolylineHiliter(isInstanced: IsInstanced, positionType: PositionType): ProgramBuilder {\r\n const instanced = IsInstanced.Yes === isInstanced;\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.Polyline, instanced);\r\n const builder = new ProgramBuilder(attrMap, { positionType, instanced });\r\n\r\n addCommon(builder);\r\n addFrustum(builder);\r\n addHiliter(builder, true);\r\n return builder;\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ColorDef } from \"@itwin/core-common\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, IsShadowable, IsThematic, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addAtmosphericScatteringEffect } from \"./Atmosphere\";\r\nimport { addVaryingColor } from \"./Color\";\r\nimport { addEyeSpace, addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport { addFeatureSymbology, addHiliter, FeatureSymbologyOptions } from \"./FeatureSymbology\";\r\nimport { addAltPickBufferOutputs, addPickBufferOutputs, assignFragColor } from \"./Fragment\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from \"./PlanarClassification\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addClassificationTranslucencyDiscard, octDecodeNormal } from \"./Surface\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addModelViewProjectionMatrix, addNormalMatrix } from \"./Vertex\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\nimport { applyTexture, overrideFeatureId, testInside } from \"./MaplayerDraping\";\r\n\r\nconst computePosition = \"gl_PointSize = 1.0; return MAT_MVP * rawPos;\";\r\nconst computeNormal = `\r\n vec3 normal = octDecodeNormal(a_norm); // normal coming in for is already in world space\r\n g_hillshadeIndex = normal.z; // save off world Z for thematic hill shade mode index\r\n return normalize(u_worldToViewN * normal);\r\n`;\r\n\r\nexport const finalizeNormal = `\r\n return normalize(v_n) * (2.0 * float(gl_FrontFacing) - 1.0);\r\n`;\r\n\r\nconst computeTexCoord = \"return unquantize2d(a_uvParam, u_qTexCoordParams);\";\r\nconst scratchMatrix4d1 = Matrix4d.createIdentity();\r\nconst scratchMatrix4d2 = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nfunction addTextures(builder: ProgramBuilder, maxTexturesPerMesh: number) {\r\n builder.vert.addFunction(unquantize2d);\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", computeTexCoord);\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n if (undefined !== realityMesh.uvQParams) {\r\n uniform.setUniform4fv(realityMesh.uvQParams);\r\n }\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_texturesPresent\", VariableType.Boolean, (program) => {\r\n program.addGraphicUniform(\"u_texturesPresent\", (uniform, params) => {\r\n uniform.setUniform1i(params.geometry.asRealityMesh!.hasTextures ? 1 : 0);\r\n });\r\n });\r\n\r\n for (let i = 0; i < maxTexturesPerMesh; i++) {\r\n const textureLabel = `s_texture${i}`;\r\n builder.frag.addUniform(textureLabel, VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(textureLabel, (uniform, params) => {\r\n const textureUnits = [TextureUnit.RealityMesh0, TextureUnit.RealityMesh1, params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder, TextureUnit.RealityMesh3, TextureUnit.RealityMesh4, TextureUnit.RealityMesh5];\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const realityTexture = realityMesh.textureParams ? realityMesh.textureParams.params[i].texture : undefined;\r\n if (realityTexture !== undefined) {\r\n const texture = realityTexture as Texture;\r\n texture.texture.bindSampler(uniform, textureUnits[i]);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, textureUnits[i]);\r\n }\r\n });\r\n });\r\n const paramsLabel = `u_texParams${i}`, matrixLabel = `u_texMatrix${i}`;\r\n builder.frag.addUniform(matrixLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(matrixLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n const projectionMatrix = textureParam.getProjectionMatrix();\r\n if (projectionMatrix) {\r\n const eyeToModel = Matrix4d.createTransform(params.target.uniforms.frustum.viewMatrix.inverse()!, scratchMatrix4d1);\r\n const eyeToTexture = projectionMatrix.multiplyMatrixMatrix(eyeToModel, scratchMatrix4d2);\r\n uniform.setMatrix4(Matrix4.fromMatrix4d(eyeToTexture, scratchMatrix));\r\n } else\r\n uniform.setMatrix4(textureParam.getTerrainMatrix()!);\r\n }\r\n });\r\n });\r\n builder.frag.addUniform(paramsLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(paramsLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n uniform.setMatrix4(textureParam.getParams(scratchMatrix));\r\n }\r\n });\r\n });\r\n }\r\n}\r\nfunction baseColorFromTextures(textureCount: number, applyFeatureColor: string) {\r\n const applyTextureStrings = [];\r\n\r\n for (let i = 0; i < textureCount; i++)\r\n applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texParams${i}, u_texMatrix${i})) doDiscard = false; `);\r\n\r\n return `\r\n if (!u_texturesPresent) {\r\n vec4 col = u_baseColor;\r\n ${applyFeatureColor}\r\n return col;\r\n }\r\n\r\n bool doDiscard = true;\r\n vec4 col = u_baseColor;\r\n ${applyTextureStrings.join(\"\\n \")}\r\n if (doDiscard)\r\n discard;\r\n\r\n ${applyFeatureColor}\r\n\r\n return col;\r\n`;\r\n}\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nconst mixFeatureColor = `\r\n col.rgb = mix(col.rgb, mix(col.rgb, v_color.rgb, u_overrideColorMix), step(0.0, v_color.r));\r\n col.a = mix(col.a, v_color.a, step(0.0, v_color.a));\r\n `;\r\n\r\nfunction addThematicToRealityMesh(builder: ProgramBuilder, gradientTextureUnit: TextureUnit) {\r\n addNormalMatrix(builder.vert);\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addGlobal(\"g_hillshadeIndex\", VariableType.Float);\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", computeNormal);\r\n builder.frag.addGlobal(\"g_normal\", VariableType.Vec3);\r\n builder.frag.set(FragmentShaderComponent.FinalizeNormal, finalizeNormal);\r\n addThematicDisplay(builder, false, true);\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, false, false));\r\n builder.vert.addUniform(\"u_worldToViewN\", VariableType.Mat3, (prog) => {\r\n prog.addGraphicUniform(\"u_worldToViewN\", (uniform, params) => {\r\n params.target.uniforms.branch.bindWorldToViewNTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindTexture(uniform, gradientTextureUnit >= 0 ? gradientTextureUnit : (params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder));\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addColorOverrideMix(frag: ShaderBuilder) {\r\n frag.addUniform(\"u_overrideColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_overrideColorMix\", (uniform, params) => {\r\n params.target.uniforms.realityModel.bindOverrideColorMix(uniform);\r\n });\r\n });\r\n}\r\n\r\nfunction createRealityMeshHiliterBuilder(): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n return builder;\r\n\r\n}\r\n\r\n/** @internal */\r\nexport function createClassifierRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHilitePlanarClassifier(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHiliter(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n\r\n if (flags.isShadowable === IsShadowable.Yes)\r\n addSolarShadowMap(builder, true);\r\n\r\n const frag = builder.frag;\r\n frag.addGlobal(\"featureIncrement\", VariableType.Float, \"0.0\");\r\n frag.addGlobal(\"classifierId\", VariableType.Vec4);\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n const textureCount = System.instance.maxRealityImageryLayers;\r\n const gradientTextureUnit = TextureUnit.RealityMeshThematicGradient;\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n let applyFragmentFeatureColor = \"\";\r\n\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n addClassificationTranslucencyDiscard(builder);\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n if (feat === FeatureMode.Overrides) {\r\n addShaderFlags(builder);\r\n addVaryingColor(builder, \"return vec4(-1.0, -1.0, -1.0, -1.0);\");\r\n applyFragmentFeatureColor = mixFeatureColor;\r\n addColorOverrideMix(builder.frag);\r\n }\r\n const computeFragmentBaseColor = baseColorFromTextures(textureCount, applyFragmentFeatureColor);\r\n\r\n frag.addFunction(addUInt32s);\r\n frag.addFunction(testInside);\r\n addEyeSpace(builder);\r\n frag.addFunction(applyTexture(true));\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n builder.frag.addUniform(\"u_baseColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_baseColor\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const baseColor = (realityMesh.baseColor ? realityMesh.baseColor : ColorDef.create(0xff000000)).colors;\r\n uniform.setUniform4fv([baseColor.r / 255, baseColor.g / 255, baseColor.b / 255, 1 - baseColor.t / 255]);\r\n });\r\n });\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n if (!flags.isTranslucent) {\r\n if (FeatureMode.None !== feat) {\r\n if (flags.isClassified)\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n addTextures(builder, textureCount);\r\n\r\n if (IsThematic.Yes === flags.isThematic)\r\n addThematicToRealityMesh(builder, gradientTextureUnit);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n if (flags.enableAtmosphere)\r\n addAtmosphericScatteringEffect(builder, false, false);\r\n\r\n return builder;\r\n}\r\n"]}
1
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@@ -1 +1 @@
1
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1
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1
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1
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@@ -1 +1 @@
1
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1
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@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { Angle, Point3d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Npc } from \"@itwin/core-common\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { SkySphereViewportQuadGeometry } from \"../CachedGeometry\";\r\nimport { fromSumOf, FrustumUniformType } from \"../FrustumUniforms\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderType, VariableType } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\nimport { addAtmosphericScatteringEffect } from \"./Atmosphere\";\r\nimport { TechniqueFlags } from \"../TechniqueFlags\";\r\n\r\nconst computeGradientValue = `\r\n // For the gradient sky it's good enough to calculate these in the vertex shader.\r\n vec3 eyeToVert = a_worldPos - u_worldEye;\r\n float radius = sqrt(eyeToVert.x * eyeToVert.x + eyeToVert.y * eyeToVert.y);\r\n float zValue = eyeToVert.z - radius * u_zOffset;\r\n float d = atan(zValue, radius);\r\n if (u_skyParams.x < 0.0) { // 2-color gradient\r\n d = 0.5 - d / 3.14159265359;\r\n return vec4(d, 0.0, 0.0, 0.0);\r\n }\r\n d = d / 1.570796326795;\r\n return vec4(d, 1.0 - (d - horizonSize) / (1.0 - horizonSize), 1.0 - (-d - horizonSize) / (1.0 - horizonSize), (d + horizonSize) / (horizonSize * 2.0));\r\n`;\r\n\r\nconst computeSkySphereColorGradient = `\r\n if (u_skyParams.x < 0.0) // 2-color\r\n return vec4(mix(u_zenithColor, u_nadirColor, v_gradientValue.x), 1.0);\r\n\r\n if (v_gradientValue.x > horizonSize) // above horizon\r\n return vec4(mix(u_zenithColor, u_skyColor, pow(v_gradientValue.y, u_skyParams.y)), 1.0);\r\n else if (v_gradientValue.x < -horizonSize) // below horizon\r\n return vec4(mix(u_nadirColor, u_groundColor, pow(v_gradientValue.z, u_skyParams.z)), 1.0);\r\n\r\n return vec4(mix(u_groundColor, u_skyColor, v_gradientValue.w), 1.0);\r\n`;\r\n\r\nconst computeSkySphereColorAtmosphere = `\r\n return vec4(0.0, 0.0, 0.0, 1.0);\r\n`;\r\n\r\nconst computeEyeToVert = \"v_eyeToVert = a_worldPos - u_worldEye;\";\r\n\r\nconst computeSkySphereColorTexture = `\r\n // For the texture we must calculate these per pixel. Alternatively we could use a finer mesh.\r\n float radius = sqrt(v_eyeToVert.x * v_eyeToVert.x + v_eyeToVert.y * v_eyeToVert.y);\r\n float zValue = v_eyeToVert.z - radius * u_zOffset;\r\n float u = 0.25 - (atan(v_eyeToVert.y, v_eyeToVert.x) + u_rotation) / 6.28318530718;\r\n float v = 0.5 - atan(zValue, radius) / 3.14159265359;\r\n if (u < 0.0)\r\n u += 1.0;\r\n if (v < 0.0)\r\n v += 1.0;\r\n return TEXTURE(s_skyTxtr, vec2(u, v));\r\n`;\r\n\r\n/**\r\n * Eye Space for the SkySphere is unique because the ViewportQuad is already aligned with the view.\r\n * For this reason, the modelView matrix is not useful in calculating eyeSpace.\r\n * Instead, we can calculate the eyeSpace coordinates via the frustum values directly.\r\n */\r\nconst computeEyeSpace = `\r\nvec3 computeEyeSpace(vec4 rawPos) {\r\n vec3 pos01 = rawPos.xyz * 0.5 + 0.5;\r\n\r\n float top = u_frustumPlanes.x;\r\n float bottom = u_frustumPlanes.y;\r\n float left = u_frustumPlanes.z;\r\n float right = u_frustumPlanes.w;\r\n\r\n return vec3(\r\n mix(left, right, pos01.x),\r\n mix(bottom, top, pos01.y),\r\n -u_frustum.x\r\n );\r\n}`;\r\n\r\nconst scratch3Floats = new Float32Array(3);\r\nconst scratchVec3 = new Vector3d();\r\nconst scratchPoint3 = new Point3d();\r\n\r\n/** @internal */\r\nfunction modulateColor(colorIn: Float32Array, t: number, colorOut: Float32Array): void {\r\n const b = 1.0 - t;\r\n colorOut[0] = colorIn[0] * b;\r\n colorOut[1] = colorIn[1] * b;\r\n colorOut[2] = colorIn[2] * b;\r\n}\r\n\r\n/** @internal */\r\nfunction addGradientUniforms(builder: ProgramBuilder): void {\r\n builder.vert.addUniform(\"u_skyParams\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_skyParams\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n uniform.setUniform3fv(geom.typeAndExponents);\r\n });\r\n });\r\n builder.vert.addUniform(\"u_zOffset\", VariableType.Float, (shader) => {\r\n shader.addGraphicUniform(\"u_zOffset\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n uniform.setUniform1f(geom.zOffset);\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_skyParams\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_skyParams\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n uniform.setUniform3fv(geom.typeAndExponents);\r\n });\r\n });\r\n builder.frag.addUniform(\"u_zenithColor\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_zenithColor\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n const plan = params.target.plan;\r\n if (plan.backgroundMapOn && plan.isGlobeMode3D) {\r\n modulateColor(geom.zenithColor, plan.globalViewTransition, scratch3Floats);\r\n uniform.setUniform3fv(scratch3Floats);\r\n } else\r\n uniform.setUniform3fv(geom.zenithColor);\r\n });\r\n });\r\n builder.frag.addUniform(\"u_skyColor\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_skyColor\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n const plan = params.target.plan;\r\n if (plan.backgroundMapOn && plan.isGlobeMode3D) {\r\n modulateColor(geom.skyColor, plan.globalViewTransition, scratch3Floats);\r\n uniform.setUniform3fv(scratch3Floats);\r\n } else\r\n uniform.setUniform3fv(geom.skyColor);\r\n });\r\n });\r\n builder.frag.addUniform(\"u_groundColor\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_groundColor\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n const plan = params.target.plan;\r\n if (plan.backgroundMapOn) {\r\n let clr = geom.skyColor;\r\n if (-1 === geom.typeAndExponents[0]) // 2-color gradient\r\n clr = geom.zenithColor;\r\n if (plan.isGlobeMode3D) {\r\n modulateColor(clr, plan.globalViewTransition, scratch3Floats);\r\n uniform.setUniform3fv(scratch3Floats);\r\n } else\r\n uniform.setUniform3fv(clr);\r\n } else {\r\n uniform.setUniform3fv(geom.groundColor);\r\n }\r\n });\r\n });\r\n builder.frag.addUniform(\"u_nadirColor\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_nadirColor\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n const plan = params.target.plan;\r\n if (plan.backgroundMapOn) {\r\n let clr = geom.skyColor;\r\n if (-1 === geom.typeAndExponents[0]) // 2-color gradient\r\n clr = geom.nadirColor;\r\n if (plan.isGlobeMode3D) {\r\n modulateColor(clr, plan.globalViewTransition, scratch3Floats);\r\n uniform.setUniform3fv(scratch3Floats);\r\n } else\r\n uniform.setUniform3fv(clr);\r\n } else {\r\n uniform.setUniform3fv(geom.nadirColor);\r\n }\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nfunction addTextureUniforms(builder: ProgramBuilder): void {\r\n builder.frag.addUniform(\"s_skyTxtr\", VariableType.Sampler2D, (shader) => {\r\n shader.addGraphicUniform(\"s_skyTxtr\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n if (undefined !== geom.skyTexture)\r\n (geom.skyTexture as Texture).texture.bindSampler(uniform, TextureUnit.Zero);\r\n else\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.FeatureSymbology);\r\n });\r\n });\r\n builder.frag.addUniform(\"u_zOffset\", VariableType.Float, (shader) => {\r\n shader.addGraphicUniform(\"u_zOffset\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n uniform.setUniform1f(geom.zOffset);\r\n });\r\n });\r\n builder.frag.addUniform(\"u_rotation\", VariableType.Float, (shader) => {\r\n shader.addGraphicUniform(\"u_rotation\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n uniform.setUniform1f(geom.rotation);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function createSkySphereBuilder(isGradient: boolean, flags: TechniqueFlags): ProgramBuilder {\r\n const attrMap = AttributeMap.findAttributeMap(isGradient ? TechniqueId.SkySphereGradient : TechniqueId.SkySphereTexture, false);\r\n const builder = createViewportQuadBuilder(false, attrMap);\r\n const vert = builder.vert;\r\n const frag = builder.frag;\r\n\r\n vert.addFunction(computeEyeSpace);\r\n builder.addInlineComputedVarying(\"v_eyeSpace\", VariableType.Vec3, \"v_eyeSpace = computeEyeSpace(rawPosition);\");\r\n\r\n vert.addUniform(\"u_frustumPlanes\", VariableType.Vec4, (prg) => {\r\n prg.addGraphicUniform(\"u_frustumPlanes\", (uniform, params) => {\r\n uniform.setUniform4fv(params.target.uniforms.frustum.planes); // { top, bottom, left, right }\r\n });\r\n });\r\n vert.addUniform(\"u_frustum\", VariableType.Vec3, (prg) => {\r\n prg.addGraphicUniform(\"u_frustum\", (uniform, params) => {\r\n uniform.setUniform3fv(params.target.uniforms.frustum.frustum); // { near, far, type }\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n if (flags.enableAtmosphere) {\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSkySphereColorAtmosphere);\r\n addAtmosphericScatteringEffect(builder, true, true);\r\n return builder;\r\n }\r\n\r\n builder.vert.addUniform(\"u_worldEye\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_worldEye\", (uniform, params) => {\r\n const frustum = params.target.planFrustum;\r\n if (FrustumUniformType.Perspective === params.target.uniforms.frustum.type) {\r\n // compute eye point from frustum.\r\n const farLowerLeft = frustum.getCorner(Npc.LeftBottomRear);\r\n const nearLowerLeft = frustum.getCorner(Npc.LeftBottomFront);\r\n const scale = 1.0 / (1.0 - params.target.planFraction);\r\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, scratchVec3);\r\n const cameraPosition = fromSumOf(farLowerLeft, zVec, scale, scratchPoint3);\r\n scratch3Floats[0] = cameraPosition.x;\r\n scratch3Floats[1] = cameraPosition.y;\r\n scratch3Floats[2] = cameraPosition.z;\r\n uniform.setUniform3fv(scratch3Floats);\r\n } else {\r\n const delta = Vector3d.createStartEnd(frustum.getCorner(Npc.LeftBottomRear), frustum.getCorner(Npc.LeftBottomFront), scratchVec3);\r\n const pseudoCameraHalfAngle = 22.5;\r\n const diagonal = frustum.getCorner(Npc.LeftBottomRear).distance(frustum.getCorner(Npc.RightTopRear));\r\n const focalLength = diagonal / (2 * Math.atan(pseudoCameraHalfAngle * Angle.radiansPerDegree));\r\n let zScale = focalLength / delta.magnitude();\r\n if (zScale < 1.000001)\r\n zScale = 1.000001; // prevent worldEye front being on or inside the frustum front plane\r\n const worldEye = Point3d.createAdd3Scaled(frustum.getCorner(Npc.LeftBottomRear), .5, frustum.getCorner(Npc.RightTopRear), .5, delta, zScale, scratchPoint3);\r\n scratch3Floats[0] = worldEye.x;\r\n scratch3Floats[1] = worldEye.y;\r\n scratch3Floats[2] = worldEye.z;\r\n uniform.setUniform3fv(scratch3Floats);\r\n }\r\n });\r\n });\r\n\r\n if (isGradient) {\r\n addGradientUniforms(builder);\r\n builder.addGlobal(\"horizonSize\", VariableType.Float, ShaderType.Both, \"0.0015\", true);\r\n builder.addFunctionComputedVarying(\"v_gradientValue\", VariableType.Vec4, \"computeGradientValue\", computeGradientValue);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSkySphereColorGradient);\r\n } else {\r\n addTextureUniforms(builder);\r\n builder.addInlineComputedVarying(\"v_eyeToVert\", VariableType.Vec3, computeEyeToVert);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSkySphereColorTexture);\r\n }\r\n\r\n return builder;\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 WebGL\r\n */\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { RenderType } from \"@itwin/webgl-compatibility\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { addInstancedRtcMatrix } from \"./Vertex\";\r\n\r\nconst computeShadowPos = `\r\n vec4 shadowProj = u_shadowProj * rawPosition;\r\n v_shadowPos = shadowProj.xyz/shadowProj.w;\r\n v_shadowPos.z = 1.0 - v_shadowPos.z;\r\n`;\r\nconst computeInstancedShadowPos = `\r\n vec4 shadowProj = u_shadowProj * g_instancedRtcMatrix * rawPosition;\r\n v_shadowPos = shadowProj.xyz/shadowProj.w;\r\n v_shadowPos.z = 1.0 - v_shadowPos.z;\r\n`;\r\n\r\n// for 32-bit float, max exponent should be 44.36, for 16-bit should be 5.545\r\nconst evsm32Exp = 42.0;\r\nconst evsm16Exp = 5.545;\r\n\r\nexport const warpDepth = `\r\n// Applies exponential warp to shadow map depth, input depth should be in [0, 1]\r\nvec2 warpDepth(float depth, float exponent) {\r\n depth = 2.0 * depth - 1.0; // Rescale depth into [-1, 1]\r\n float pos = exp( exponent * depth);\r\n float neg = -exp(-exponent * depth);\r\n return vec2(pos, neg);\r\n}\r\n`;\r\n\r\nconst chebyshevUpperBound = `\r\nfloat chebyshevUpperBound(vec2 moments, float mean, float minVariance) {\r\n float variance = moments.y - (moments.x * moments.x);\r\n variance = max(variance, minVariance);\r\n\r\n // Compute probabilistic upper bound\r\n float d = mean - moments.x;\r\n float pMax = variance / (variance + (d * d));\r\n\r\n return (mean <= moments.x ? 1.0 : pMax); // One-tailed Chebyshev\r\n}\r\n`;\r\n\r\nconst shadowMapEVSM = `\r\nfloat shadowMapEVSM(vec3 shadowPos) {\r\n vec2 warpedDepth = warpDepth(shadowPos.z, u_evsmExponent);\r\n vec4 occluder = TEXTURE(s_shadowSampler, shadowPos.xy/* * 0.5*/); // shadow texture is 1/2 size (both dirs)\r\n\r\n // Derivative of warping at depth\r\n vec2 depthScale = kVSMBias * 0.01 * u_evsmExponent * warpedDepth;\r\n vec2 minVariance = depthScale * depthScale;\r\n\r\n float posContrib = chebyshevUpperBound(occluder.xz, warpedDepth.x, minVariance.x);\r\n float negContrib = chebyshevUpperBound(occluder.yw, warpedDepth.y, minVariance.y);\r\n return min(posContrib, negContrib);\r\n}\r\n`;\r\n\r\nconst applySolarShadowMap = `\r\n if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)\r\n return baseColor;\r\n float visible = (u_surfaceFlags[kSurfaceBitIndex_HasNormals] && (dot(g_normal, u_sunDir) < 0.0)) ? 0.0 : shadowMapEVSM(v_shadowPos);\r\n return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);\r\n`;\r\n\r\nconst applySolarShadowMapTerrain = `\r\n if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)\r\n return baseColor;\r\n\r\n float visible = shadowMapEVSM(v_shadowPos);\r\n return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);\r\n`;\r\n\r\n/** @internal */\r\nexport function addEvsmExponent(frag: FragmentShaderBuilder): void {\r\n frag.addUniform(\"u_evsmExponent\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_evsmExponent\", (uniform) => {\r\n uniform.setUniform1f((RenderType.TextureFloat === System.instance.maxRenderType) ? evsm32Exp : evsm16Exp);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addSolarShadowMap(builder: ProgramBuilder, toTerrain = false) {\r\n const frag = builder.frag;\r\n const vert = builder.vert;\r\n\r\n frag.addUniform(\"s_shadowSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_shadowSampler\", (uniform, params) => {\r\n const shadowMap = params.target.solarShadowMap;\r\n assert(undefined !== shadowMap.shadowMapTexture);\r\n shadowMap.shadowMapTexture.texture.bindSampler(uniform, TextureUnit.ShadowMap);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_shadowParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_shadowParams\", (uniform, params) => {\r\n params.target.uniforms.shadow.bindColorAndBias(uniform);\r\n });\r\n });\r\n\r\n if (!toTerrain) {\r\n frag.addUniform(\"u_sunDir\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_sunDir\", (uniform, params) => {\r\n params.target.uniforms.bindSunDirection(uniform);\r\n });\r\n });\r\n }\r\n\r\n vert.addUniform(\"u_shadowProj\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_shadowProj\", (uniform, params) => {\r\n params.target.uniforms.shadow.bindProjectionMatrix(uniform);\r\n });\r\n });\r\n\r\n addEvsmExponent(frag);\r\n\r\n if (vert.usesInstancedGeometry)\r\n addInstancedRtcMatrix(vert);\r\n builder.addInlineComputedVarying(\"v_shadowPos\", VariableType.Vec3, vert.usesInstancedGeometry ? computeInstancedShadowPos : computeShadowPos);\r\n /* This is the EVSM bias value, which makes tradeoffs in shadow quality. Normally it should be set to 0.1.\r\n Lower values can introduce shadows where they should not be, including shadow acne. Higher values can cause Peter\r\n Panning effect and light bleeding. Tested 0.01 and 1.0, woth more focus on 0.1 to 0.5 inclusive, chose 0.2 for a\r\n while (on 9/13/19) then after having shadow tiles match view tile resolution for ones in view, retested and went\r\n back to 0.1 (on 11/5/19). */\r\n frag.addGlobal(\"kVSMBias\", VariableType.Float, \"0.1\", true);\r\n frag.addFunction(warpDepth);\r\n frag.addFunction(chebyshevUpperBound);\r\n frag.addFunction(shadowMapEVSM);\r\n frag.set(FragmentShaderComponent.ApplySolarShadowMap, toTerrain ? applySolarShadowMapTerrain : applySolarShadowMap);\r\n}\r\n"]}
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