@itwin/core-frontend 5.1.2 → 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 (982) hide show
  1. package/CHANGELOG.md +6 -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 +5 -5
  21. package/lib/cjs/DrawingViewState.js.map +1 -1
  22. package/lib/cjs/ElementLocateManager.js.map +1 -1
  23. package/lib/cjs/EmphasizeElements.js.map +1 -1
  24. package/lib/cjs/EntityState.js.map +1 -1
  25. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  26. package/lib/cjs/FeatureOverrideProvider.js.map +1 -1
  27. package/lib/cjs/FlashSettings.js.map +1 -1
  28. package/lib/cjs/FrontendHubAccess.js.map +1 -1
  29. package/lib/cjs/Frustum2d.js.map +1 -1
  30. package/lib/cjs/FrustumAnimator.js.map +1 -1
  31. package/lib/cjs/FuzzySearch.js.map +1 -1
  32. package/lib/cjs/GeoServices.js.map +1 -1
  33. package/lib/cjs/GlobeAnimator.js.map +1 -1
  34. package/lib/cjs/GraphicalEditingScope.js.map +1 -1
  35. package/lib/cjs/HitDetail.js.map +1 -1
  36. package/lib/cjs/IModelApp.js.map +1 -1
  37. package/lib/cjs/IModelConnection.js +26 -26
  38. package/lib/cjs/IModelConnection.js.map +1 -1
  39. package/lib/cjs/IModelRoutingContext.js.map +1 -1
  40. package/lib/cjs/IModeljs-css.js +133 -133
  41. package/lib/cjs/IModeljs-css.js.map +1 -1
  42. package/lib/cjs/IpcApp.js.map +1 -1
  43. package/lib/cjs/LinePlaneIntersect.js.map +1 -1
  44. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  45. package/lib/cjs/MarginPercent.js.map +1 -1
  46. package/lib/cjs/Marker.js.map +1 -1
  47. package/lib/cjs/ModelSelectorState.js.map +1 -1
  48. package/lib/cjs/ModelState.js.map +1 -1
  49. package/lib/cjs/NativeApp.js.map +1 -1
  50. package/lib/cjs/NativeAppLogger.js.map +1 -1
  51. package/lib/cjs/NoRenderApp.js.map +1 -1
  52. package/lib/cjs/NotificationManager.js.map +1 -1
  53. package/lib/cjs/PerModelCategoryVisibility.js.map +1 -1
  54. package/lib/cjs/PlanarClipMaskState.js.map +1 -1
  55. package/lib/cjs/RealityDataSource.js.map +1 -1
  56. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
  57. package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
  58. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
  59. package/lib/cjs/SelectionSet.js.map +1 -1
  60. package/lib/cjs/SheetViewState.js.map +1 -1
  61. package/lib/cjs/SpatialClassifiersState.js.map +1 -1
  62. package/lib/cjs/SpatialViewState.js.map +1 -1
  63. package/lib/cjs/Sprites.js.map +1 -1
  64. package/lib/cjs/StandardView.js.map +1 -1
  65. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  66. package/lib/cjs/TentativePoint.js.map +1 -1
  67. package/lib/cjs/Tiles.js.map +1 -1
  68. package/lib/cjs/TxnEntityChanges.js.map +1 -1
  69. package/lib/cjs/UserPreferences.js.map +1 -1
  70. package/lib/cjs/ViewAnimation.js.map +1 -1
  71. package/lib/cjs/ViewContext.js.map +1 -1
  72. package/lib/cjs/ViewCreator2d.js.map +1 -1
  73. package/lib/cjs/ViewCreator3d.js.map +1 -1
  74. package/lib/cjs/ViewGlobalLocation.js.map +1 -1
  75. package/lib/cjs/ViewManager.js.map +1 -1
  76. package/lib/cjs/ViewPose.js.map +1 -1
  77. package/lib/cjs/ViewState.js.map +1 -1
  78. package/lib/cjs/ViewStatus.js.map +1 -1
  79. package/lib/cjs/ViewingSpace.js.map +1 -1
  80. package/lib/cjs/Viewport.js.map +1 -1
  81. package/lib/cjs/ViewportSync.js.map +1 -1
  82. package/lib/cjs/common/FrontendLoggerCategory.js.map +1 -1
  83. package/lib/cjs/common/ImageUtil.js.map +1 -1
  84. package/lib/cjs/common/ViewRect.js.map +1 -1
  85. package/lib/cjs/common/WorkerProxy.js.map +1 -1
  86. package/lib/cjs/common/gltf/GltfModel.js.map +1 -1
  87. package/lib/cjs/common/gltf/GltfParser.js.map +1 -1
  88. package/lib/cjs/common/gltf/GltfSchema.js.map +1 -1
  89. package/lib/cjs/common/imdl/CompactEdges.js.map +1 -1
  90. package/lib/cjs/common/imdl/ImdlModel.js.map +1 -1
  91. package/lib/cjs/common/imdl/ImdlSchema.js.map +1 -1
  92. package/lib/cjs/common/imdl/ParseImdlDocument.js.map +1 -1
  93. package/lib/cjs/common/internal/Symbols.js.map +1 -1
  94. package/lib/cjs/common/internal/render/AnimationNodeId.js.map +1 -1
  95. package/lib/cjs/common/internal/render/AuxChannelTable.js.map +1 -1
  96. package/lib/cjs/common/internal/render/ColorMap.js.map +1 -1
  97. package/lib/cjs/common/internal/render/DisplayParams.js.map +1 -1
  98. package/lib/cjs/common/internal/render/EdgeParams.js.map +1 -1
  99. package/lib/cjs/common/internal/render/GeometryAccumulator.js.map +1 -1
  100. package/lib/cjs/common/internal/render/GeometryList.js.map +1 -1
  101. package/lib/cjs/common/internal/render/GeometryPrimitives.js.map +1 -1
  102. package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js.map +1 -1
  103. package/lib/cjs/common/internal/render/GraphicDescriptionContextImpl.js.map +1 -1
  104. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.js.map +1 -1
  105. package/lib/cjs/common/internal/render/LineCode.js.map +1 -1
  106. package/lib/cjs/common/internal/render/MeshBuilder.js.map +1 -1
  107. package/lib/cjs/common/internal/render/MeshBuilderMap.js.map +1 -1
  108. package/lib/cjs/common/internal/render/MeshParams.js.map +1 -1
  109. package/lib/cjs/common/internal/render/MeshPrimitive.js.map +1 -1
  110. package/lib/cjs/common/internal/render/MeshPrimitives.js.map +1 -1
  111. package/lib/cjs/common/internal/render/OvrFlags.js.map +1 -1
  112. package/lib/cjs/common/internal/render/PointCloudPrimitive.js.map +1 -1
  113. package/lib/cjs/common/internal/render/PointStringParams.js.map +1 -1
  114. package/lib/cjs/common/internal/render/Polyface.js.map +1 -1
  115. package/lib/cjs/common/internal/render/PolylineParams.js.map +1 -1
  116. package/lib/cjs/common/internal/render/Primitives.js.map +1 -1
  117. package/lib/cjs/common/internal/render/Strokes.js.map +1 -1
  118. package/lib/cjs/common/internal/render/SurfaceParams.js.map +1 -1
  119. package/lib/cjs/common/internal/render/VertexIndices.js.map +1 -1
  120. package/lib/cjs/common/internal/render/VertexKey.js.map +1 -1
  121. package/lib/cjs/common/internal/render/VertexTable.js.map +1 -1
  122. package/lib/cjs/common/internal/render/VertexTableBuilder.js.map +1 -1
  123. package/lib/cjs/common/internal/render/VertexTableSplitter.js.map +1 -1
  124. package/lib/cjs/common/render/BatchOptions.js.map +1 -1
  125. package/lib/cjs/common/render/GraphicAssembler.js.map +1 -1
  126. package/lib/cjs/common/render/GraphicDescriptionBuilder.js.map +1 -1
  127. package/lib/cjs/common/render/GraphicDescriptionContext.js.map +1 -1
  128. package/lib/cjs/common/render/GraphicPrimitive.js.map +1 -1
  129. package/lib/cjs/common/render/GraphicType.js.map +1 -1
  130. package/lib/cjs/common/render/InstancedGraphicParams.js.map +1 -1
  131. package/lib/cjs/common/render/MaterialParams.js.map +1 -1
  132. package/lib/cjs/common/render/RenderInstancesParams.js.map +1 -1
  133. package/lib/cjs/common/render/TextureParams.js.map +1 -1
  134. package/lib/cjs/common.js.map +1 -1
  135. package/lib/cjs/core-frontend.js.map +1 -1
  136. package/lib/cjs/extension/Extension.js.map +1 -1
  137. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
  138. package/lib/cjs/extension/ExtensionHost.js.map +1 -1
  139. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  140. package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
  141. package/lib/cjs/extension/providers/LocalExtensionProvider.js.map +1 -1
  142. package/lib/cjs/extension/providers/RemoteExtensionProvider.js.map +1 -1
  143. package/lib/cjs/internal/GoogleMapsDecorator.js.map +1 -1
  144. package/lib/cjs/internal/RealityDataSourceGoogle3dTilesImpl.js.map +1 -1
  145. package/lib/cjs/internal/ScriptUtils.js.map +1 -1
  146. package/lib/cjs/internal/cross-package.js.map +1 -1
  147. package/lib/cjs/internal/render/AnimationBranchState.js.map +1 -1
  148. package/lib/cjs/internal/render/FrameStatsCollector.js.map +1 -1
  149. package/lib/cjs/internal/render/GraphicBranchFrustum.js.map +1 -1
  150. package/lib/cjs/internal/render/GraphicTemplateImpl.js.map +1 -1
  151. package/lib/cjs/internal/render/MeshMapLayerGraphicParams.js.map +1 -1
  152. package/lib/cjs/internal/render/MockRender.js.map +1 -1
  153. package/lib/cjs/internal/render/PrimitiveBuilder.js.map +1 -1
  154. package/lib/cjs/internal/render/QueryVisibileFeatures.js.map +1 -1
  155. package/lib/cjs/internal/render/RenderAreaPattern.js.map +1 -1
  156. package/lib/cjs/internal/render/RenderGeometry.js.map +1 -1
  157. package/lib/cjs/internal/render/RenderInstancesParamsImpl.js.map +1 -1
  158. package/lib/cjs/internal/render/RenderMaterialSource.js.map +1 -1
  159. package/lib/cjs/internal/render/RenderPlan.js.map +1 -1
  160. package/lib/cjs/internal/render/RenderPlanarClassifier.js.map +1 -1
  161. package/lib/cjs/internal/render/RenderSkyBoxParams.js.map +1 -1
  162. package/lib/cjs/internal/render/RenderSystemDebugControl.js.map +1 -1
  163. package/lib/cjs/internal/render/RenderTargetDebugControl.js.map +1 -1
  164. package/lib/cjs/internal/render/RenderTerrain.js.map +1 -1
  165. package/lib/cjs/internal/render/RenderTextureDrape.js.map +1 -1
  166. package/lib/cjs/internal/render/SceneVolumeClassifier.js.map +1 -1
  167. package/lib/cjs/internal/render/UpsampleRealityMeshParams.js.map +1 -1
  168. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.js.map +1 -1
  169. package/lib/cjs/internal/render/webgl/AttributeBuffers.js.map +1 -1
  170. package/lib/cjs/internal/render/webgl/AttributeMap.js.map +1 -1
  171. package/lib/cjs/internal/render/webgl/BackgroundMapDrape.js +1 -1
  172. package/lib/cjs/internal/render/webgl/BackgroundMapDrape.js.map +1 -1
  173. package/lib/cjs/internal/render/webgl/BatchState.js.map +1 -1
  174. package/lib/cjs/internal/render/webgl/BatchUniforms.js.map +1 -1
  175. package/lib/cjs/internal/render/webgl/BranchStack.js.map +1 -1
  176. package/lib/cjs/internal/render/webgl/BranchState.js.map +1 -1
  177. package/lib/cjs/internal/render/webgl/BranchUniforms.js.map +1 -1
  178. package/lib/cjs/internal/render/webgl/CachedGeometry.js.map +1 -1
  179. package/lib/cjs/internal/render/webgl/ClipStack.js.map +1 -1
  180. package/lib/cjs/internal/render/webgl/ClipVolume.js.map +1 -1
  181. package/lib/cjs/internal/render/webgl/ClippingProgram.js.map +1 -1
  182. package/lib/cjs/internal/render/webgl/ColorInfo.js.map +1 -1
  183. package/lib/cjs/internal/render/webgl/ContourUniforms.js.map +1 -1
  184. package/lib/cjs/internal/render/webgl/Contours.js.map +1 -1
  185. package/lib/cjs/internal/render/webgl/Diagnostics.js.map +1 -1
  186. package/lib/cjs/internal/render/webgl/Disposable.js.map +1 -1
  187. package/lib/cjs/internal/render/webgl/DrawCommand.js.map +1 -1
  188. package/lib/cjs/internal/render/webgl/EDL.js.map +1 -1
  189. package/lib/cjs/internal/render/webgl/EdgeGeometry.js.map +1 -1
  190. package/lib/cjs/internal/render/webgl/EdgeSettings.js.map +1 -1
  191. package/lib/cjs/internal/render/webgl/FeatureOverrides.js.map +1 -1
  192. package/lib/cjs/internal/render/webgl/FloatRGBA.js.map +1 -1
  193. package/lib/cjs/internal/render/webgl/FrameBuffer.js.map +1 -1
  194. package/lib/cjs/internal/render/webgl/FrustumUniforms.js.map +1 -1
  195. package/lib/cjs/internal/render/webgl/GL.js.map +1 -1
  196. package/lib/cjs/internal/render/webgl/GLTimer.js.map +1 -1
  197. package/lib/cjs/internal/render/webgl/Graphic.js.map +1 -1
  198. package/lib/cjs/internal/render/webgl/HiliteUniforms.js.map +1 -1
  199. package/lib/cjs/internal/render/webgl/IModelFrameLifecycle.js.map +1 -1
  200. package/lib/cjs/internal/render/webgl/IndexedEdgeGeometry.js.map +1 -1
  201. package/lib/cjs/internal/render/webgl/InstancedGeometry.js.map +1 -1
  202. package/lib/cjs/internal/render/webgl/Layer.js.map +1 -1
  203. package/lib/cjs/internal/render/webgl/LayerCommands.js.map +1 -1
  204. package/lib/cjs/internal/render/webgl/LightingUniforms.js.map +1 -1
  205. package/lib/cjs/internal/render/webgl/LineCode.js.map +1 -1
  206. package/lib/cjs/internal/render/webgl/MapLayerParams.js.map +1 -1
  207. package/lib/cjs/internal/render/webgl/Material.js.map +1 -1
  208. package/lib/cjs/internal/render/webgl/Matrix.js.map +1 -1
  209. package/lib/cjs/internal/render/webgl/Mesh.js.map +1 -1
  210. package/lib/cjs/internal/render/webgl/MeshData.js.map +1 -1
  211. package/lib/cjs/internal/render/webgl/MeshGeometry.js.map +1 -1
  212. package/lib/cjs/internal/render/webgl/PerformanceMetrics.js.map +1 -1
  213. package/lib/cjs/internal/render/webgl/PlanarClassifier.js +1 -1
  214. package/lib/cjs/internal/render/webgl/PlanarClassifier.js.map +1 -1
  215. package/lib/cjs/internal/render/webgl/PlanarGrid.js.map +1 -1
  216. package/lib/cjs/internal/render/webgl/PlanarTextureProjection.js.map +1 -1
  217. package/lib/cjs/internal/render/webgl/PointCloud.js.map +1 -1
  218. package/lib/cjs/internal/render/webgl/PointString.js.map +1 -1
  219. package/lib/cjs/internal/render/webgl/Polyline.js.map +1 -1
  220. package/lib/cjs/internal/render/webgl/Primitive.js.map +1 -1
  221. package/lib/cjs/internal/render/webgl/RealityMesh.js.map +1 -1
  222. package/lib/cjs/internal/render/webgl/RealityModelUniforms.js.map +1 -1
  223. package/lib/cjs/internal/render/webgl/RenderBuffer.js.map +1 -1
  224. package/lib/cjs/internal/render/webgl/RenderCommands.js.map +1 -1
  225. package/lib/cjs/internal/render/webgl/RenderFlags.js.map +1 -1
  226. package/lib/cjs/internal/render/webgl/RenderState.js.map +1 -1
  227. package/lib/cjs/internal/render/webgl/SceneCompositor.js.map +1 -1
  228. package/lib/cjs/internal/render/webgl/ScratchDrawParams.js.map +1 -1
  229. package/lib/cjs/internal/render/webgl/ScreenSpaceEffect.js.map +1 -1
  230. package/lib/cjs/internal/render/webgl/ShaderBuilder.js.map +1 -1
  231. package/lib/cjs/internal/render/webgl/ShaderProgram.js.map +1 -1
  232. package/lib/cjs/internal/render/webgl/ShadowUniforms.js.map +1 -1
  233. package/lib/cjs/internal/render/webgl/SolarShadowMap.js.map +1 -1
  234. package/lib/cjs/internal/render/webgl/StyleUniforms.js.map +1 -1
  235. package/lib/cjs/internal/render/webgl/SurfaceGeometry.js.map +1 -1
  236. package/lib/cjs/internal/render/webgl/Sync.js.map +1 -1
  237. package/lib/cjs/internal/render/webgl/System.js.map +1 -1
  238. package/lib/cjs/internal/render/webgl/Target.js.map +1 -1
  239. package/lib/cjs/internal/render/webgl/TargetGraphics.js.map +1 -1
  240. package/lib/cjs/internal/render/webgl/TargetUniforms.js.map +1 -1
  241. package/lib/cjs/internal/render/webgl/Technique.js.map +1 -1
  242. package/lib/cjs/internal/render/webgl/TechniqueFlags.js.map +1 -1
  243. package/lib/cjs/internal/render/webgl/TechniqueId.js.map +1 -1
  244. package/lib/cjs/internal/render/webgl/Texture.js.map +1 -1
  245. package/lib/cjs/internal/render/webgl/TextureDrape.js.map +1 -1
  246. package/lib/cjs/internal/render/webgl/ThematicSensors.js.map +1 -1
  247. package/lib/cjs/internal/render/webgl/ThematicUniforms.js.map +1 -1
  248. package/lib/cjs/internal/render/webgl/UniformHandle.js.map +1 -1
  249. package/lib/cjs/internal/render/webgl/VertexLUT.js.map +1 -1
  250. package/lib/cjs/internal/render/webgl/ViewRectUniforms.js.map +1 -1
  251. package/lib/cjs/internal/render/webgl/VisibleTileFeatures.js.map +1 -1
  252. package/lib/cjs/internal/render/webgl/glsl/AmbientOcclusion.js +154 -154
  253. package/lib/cjs/internal/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  254. package/lib/cjs/internal/render/webgl/glsl/Animation.js +83 -83
  255. package/lib/cjs/internal/render/webgl/glsl/Animation.js.map +1 -1
  256. package/lib/cjs/internal/render/webgl/glsl/Atmosphere.js +266 -266
  257. package/lib/cjs/internal/render/webgl/glsl/Atmosphere.js.map +1 -1
  258. package/lib/cjs/internal/render/webgl/glsl/Blur.js +37 -37
  259. package/lib/cjs/internal/render/webgl/glsl/Blur.js.map +1 -1
  260. package/lib/cjs/internal/render/webgl/glsl/ClearPickAndColor.js +5 -5
  261. package/lib/cjs/internal/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
  262. package/lib/cjs/internal/render/webgl/glsl/ClearTranslucent.js +3 -3
  263. package/lib/cjs/internal/render/webgl/glsl/ClearTranslucent.js.map +1 -1
  264. package/lib/cjs/internal/render/webgl/glsl/Clipping.js +96 -96
  265. package/lib/cjs/internal/render/webgl/glsl/Clipping.js.map +1 -1
  266. package/lib/cjs/internal/render/webgl/glsl/Color.js +12 -12
  267. package/lib/cjs/internal/render/webgl/glsl/Color.js.map +1 -1
  268. package/lib/cjs/internal/render/webgl/glsl/Combine3Textures.js +7 -7
  269. package/lib/cjs/internal/render/webgl/glsl/Combine3Textures.js.map +1 -1
  270. package/lib/cjs/internal/render/webgl/glsl/CombineTextures.js +5 -5
  271. package/lib/cjs/internal/render/webgl/glsl/CombineTextures.js.map +1 -1
  272. package/lib/cjs/internal/render/webgl/glsl/Common.js +16 -16
  273. package/lib/cjs/internal/render/webgl/glsl/Common.js.map +1 -1
  274. package/lib/cjs/internal/render/webgl/glsl/Composite.js +71 -71
  275. package/lib/cjs/internal/render/webgl/glsl/Composite.js.map +1 -1
  276. package/lib/cjs/internal/render/webgl/glsl/Contours.js +101 -101
  277. package/lib/cjs/internal/render/webgl/glsl/Contours.js.map +1 -1
  278. package/lib/cjs/internal/render/webgl/glsl/CopyColor.js +6 -6
  279. package/lib/cjs/internal/render/webgl/glsl/CopyColor.js.map +1 -1
  280. package/lib/cjs/internal/render/webgl/glsl/CopyPickBuffers.js +3 -3
  281. package/lib/cjs/internal/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
  282. package/lib/cjs/internal/render/webgl/glsl/CopyStencil.js +4 -4
  283. package/lib/cjs/internal/render/webgl/glsl/CopyStencil.js.map +1 -1
  284. package/lib/cjs/internal/render/webgl/glsl/Decode.js +65 -65
  285. package/lib/cjs/internal/render/webgl/glsl/Decode.js.map +1 -1
  286. package/lib/cjs/internal/render/webgl/glsl/EDL.js +103 -103
  287. package/lib/cjs/internal/render/webgl/glsl/EDL.js.map +1 -1
  288. package/lib/cjs/internal/render/webgl/glsl/EVSMFromDepth.js +25 -25
  289. package/lib/cjs/internal/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  290. package/lib/cjs/internal/render/webgl/glsl/Edge.js +146 -146
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert } from \"@itwin/core-bentley\";\nimport { ColorDef } from \"@itwin/core-common\";\nimport { Matrix4d } from \"@itwin/core-geometry\";\nimport { AttributeMap } from \"../AttributeMap\";\nimport { Matrix4 } from \"../Matrix\";\nimport { TextureUnit } from \"../RenderFlags\";\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\nimport { System } from \"../System\";\nimport { FeatureMode, IsShadowable, IsThematic, TechniqueFlags } from \"../TechniqueFlags\";\nimport { TechniqueId } from \"../TechniqueId\";\nimport { Texture } from \"../Texture\";\nimport { addAtmosphericScatteringEffect } from \"./Atmosphere\";\nimport { addVaryingColor } from \"./Color\";\nimport { addEyeSpace, addShaderFlags, addUInt32s } from \"./Common\";\nimport { decodeDepthRgb, unquantize2d } from \"./Decode\";\nimport { addFeatureSymbology, addHiliter, FeatureSymbologyOptions } from \"./FeatureSymbology\";\nimport { addAltPickBufferOutputs, addPickBufferOutputs, assignFragColor } from \"./Fragment\";\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from \"./PlanarClassification\";\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\nimport { addClassificationTranslucencyDiscard, octDecodeNormal } from \"./Surface\";\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\nimport { addModelViewProjectionMatrix, addNormalMatrix } from \"./Vertex\";\nimport { addWiremesh } from \"./Wiremesh\";\nimport { applyTexture, overrideFeatureId, testInside } from \"./MaplayerDraping\";\n\nconst computePosition = \"gl_PointSize = 1.0; return MAT_MVP * rawPos;\";\nconst computeNormal = `\n vec3 normal = octDecodeNormal(a_norm); // normal coming in for is already in world space\n g_hillshadeIndex = normal.z; // save off world Z for thematic hill shade mode index\n return normalize(u_worldToViewN * normal);\n`;\n\nexport const finalizeNormal = `\n return normalize(v_n) * (2.0 * float(gl_FrontFacing) - 1.0);\n`;\n\nconst computeTexCoord = \"return unquantize2d(a_uvParam, u_qTexCoordParams);\";\nconst scratchMatrix4d1 = Matrix4d.createIdentity();\nconst scratchMatrix4d2 = Matrix4d.createIdentity();\nconst scratchMatrix = new Matrix4();\n\nfunction addTextures(builder: ProgramBuilder, maxTexturesPerMesh: number) {\n builder.vert.addFunction(unquantize2d);\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", computeTexCoord);\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\n const realityMesh = params.geometry.asRealityMesh!;\n if (undefined !== realityMesh.uvQParams) {\n uniform.setUniform4fv(realityMesh.uvQParams);\n }\n });\n });\n\n builder.frag.addUniform(\"u_texturesPresent\", VariableType.Boolean, (program) => {\n program.addGraphicUniform(\"u_texturesPresent\", (uniform, params) => {\n uniform.setUniform1i(params.geometry.asRealityMesh!.hasTextures ? 1 : 0);\n });\n });\n\n for (let i = 0; i < maxTexturesPerMesh; i++) {\n const textureLabel = `s_texture${i}`;\n builder.frag.addUniform(textureLabel, VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(textureLabel, (uniform, params) => {\n const textureUnits = [TextureUnit.RealityMesh0, TextureUnit.RealityMesh1, params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder, TextureUnit.RealityMesh3, TextureUnit.RealityMesh4, TextureUnit.RealityMesh5];\n const realityMesh = params.geometry.asRealityMesh!;\n const realityTexture = realityMesh.textureParams ? realityMesh.textureParams.params[i].texture : undefined;\n if (realityTexture !== undefined) {\n const texture = realityTexture as Texture;\n texture.texture.bindSampler(uniform, textureUnits[i]);\n } else {\n System.instance.ensureSamplerBound(uniform, textureUnits[i]);\n }\n });\n });\n const paramsLabel = `u_texParams${i}`, matrixLabel = `u_texMatrix${i}`;\n builder.frag.addUniform(matrixLabel, VariableType.Mat4, (prog) => {\n prog.addGraphicUniform(matrixLabel, (uniform, params) => {\n const realityMesh = params.geometry.asRealityMesh!;\n const textureParam = realityMesh.textureParams?.params[i];\n assert(undefined !== textureParam);\n if (undefined !== textureParam) {\n const projectionMatrix = textureParam.getProjectionMatrix();\n if (projectionMatrix) {\n const eyeToModel = Matrix4d.createTransform(params.target.uniforms.frustum.viewMatrix.inverse()!, scratchMatrix4d1);\n const eyeToTexture = projectionMatrix.multiplyMatrixMatrix(eyeToModel, scratchMatrix4d2);\n uniform.setMatrix4(Matrix4.fromMatrix4d(eyeToTexture, scratchMatrix));\n } else\n uniform.setMatrix4(textureParam.getTerrainMatrix()!);\n }\n });\n });\n builder.frag.addUniform(paramsLabel, VariableType.Mat4, (prog) => {\n prog.addGraphicUniform(paramsLabel, (uniform, params) => {\n const realityMesh = params.geometry.asRealityMesh!;\n const textureParam = realityMesh.textureParams?.params[i];\n assert(undefined !== textureParam);\n if (undefined !== textureParam) {\n uniform.setMatrix4(textureParam.getParams(scratchMatrix));\n }\n });\n });\n }\n}\nfunction baseColorFromTextures(textureCount: number, applyFeatureColor: string) {\n const applyTextureStrings = [];\n\n for (let i = 0; i < textureCount; i++)\n applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texParams${i}, u_texMatrix${i})) doDiscard = false; `);\n\n return `\n if (!u_texturesPresent) {\n vec4 col = u_baseColor;\n ${applyFeatureColor}\n return col;\n }\n\n bool doDiscard = true;\n vec4 col = u_baseColor;\n ${applyTextureStrings.join(\"\\n \")}\n if (doDiscard)\n discard;\n\n ${applyFeatureColor}\n\n return col;\n`;\n}\n\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\n// feature_alpha = -1.0 if alpha not overridden for feature.\nconst mixFeatureColor = `\n col.rgb = mix(col.rgb, mix(col.rgb, v_color.rgb, u_overrideColorMix), step(0.0, v_color.r));\n col.a = mix(col.a, v_color.a, step(0.0, v_color.a));\n `;\n\nfunction addThematicToRealityMesh(builder: ProgramBuilder, gradientTextureUnit: TextureUnit) {\n addNormalMatrix(builder.vert);\n builder.vert.addFunction(octDecodeNormal);\n builder.vert.addGlobal(\"g_hillshadeIndex\", VariableType.Float);\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", computeNormal);\n builder.frag.addGlobal(\"g_normal\", VariableType.Vec3);\n builder.frag.set(FragmentShaderComponent.FinalizeNormal, finalizeNormal);\n addThematicDisplay(builder, false, true);\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, false, false));\n builder.vert.addUniform(\"u_worldToViewN\", VariableType.Mat3, (prog) => {\n prog.addGraphicUniform(\"u_worldToViewN\", (uniform, params) => {\n params.target.uniforms.branch.bindWorldToViewNTransform(uniform, params.geometry, false);\n });\n });\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\n params.target.uniforms.thematic.bindTexture(uniform, gradientTextureUnit >= 0 ? gradientTextureUnit : (params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder));\n });\n });\n}\n\n/** @internal */\nexport function addColorOverrideMix(frag: ShaderBuilder) {\n frag.addUniform(\"u_overrideColorMix\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_overrideColorMix\", (uniform, params) => {\n params.target.uniforms.realityModel.bindOverrideColorMix(uniform);\n });\n });\n}\n\nfunction createRealityMeshHiliterBuilder(): ProgramBuilder {\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\n const vert = builder.vert;\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\n addModelViewProjectionMatrix(vert);\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\n return builder;\n\n}\n\n/** @internal */\nexport function createClassifierRealityMeshHiliter(): ProgramBuilder {\n const builder = createRealityMeshHiliterBuilder();\n addHilitePlanarClassifier(builder, false);\n return builder;\n}\n\n/** @internal */\nexport function createRealityMeshHiliter(): ProgramBuilder {\n const builder = createRealityMeshHiliterBuilder();\n addHiliter(builder, false);\n return builder;\n}\n\n/** @internal */\nexport function createRealityMeshBuilder(flags: TechniqueFlags): ProgramBuilder {\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\n const vert = builder.vert;\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\n addModelViewProjectionMatrix(vert);\n\n if (flags.isShadowable === IsShadowable.Yes)\n addSolarShadowMap(builder, true);\n\n const frag = builder.frag;\n frag.addGlobal(\"featureIncrement\", VariableType.Float, \"0.0\");\n frag.addGlobal(\"classifierId\", VariableType.Vec4);\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\n const textureCount = System.instance.maxRealityImageryLayers;\n const gradientTextureUnit = TextureUnit.RealityMeshThematicGradient;\n\n const feat = flags.featureMode;\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\n let applyFragmentFeatureColor = \"\";\n\n if (flags.isClassified) {\n opts &= ~FeatureSymbologyOptions.Alpha;\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\n addClassificationTranslucencyDiscard(builder);\n }\n\n addFeatureSymbology(builder, feat, opts);\n if (feat === FeatureMode.Overrides) {\n addShaderFlags(builder);\n addVaryingColor(builder, \"return vec4(-1.0, -1.0, -1.0, -1.0);\");\n applyFragmentFeatureColor = mixFeatureColor;\n addColorOverrideMix(builder.frag);\n }\n const computeFragmentBaseColor = baseColorFromTextures(textureCount, applyFragmentFeatureColor);\n\n frag.addFunction(addUInt32s);\n frag.addFunction(testInside);\n addEyeSpace(builder);\n frag.addFunction(applyTexture(true));\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\n builder.frag.addUniform(\"u_baseColor\", VariableType.Vec4, (prog) => {\n prog.addGraphicUniform(\"u_baseColor\", (uniform, params) => {\n const realityMesh = params.geometry.asRealityMesh!;\n const baseColor = (realityMesh.baseColor ? realityMesh.baseColor : ColorDef.create(0xff000000)).colors;\n uniform.setUniform4fv([baseColor.r / 255, baseColor.g / 255, baseColor.b / 255, 1 - baseColor.t / 255]);\n });\n });\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\n if (!flags.isTranslucent) {\n if (FeatureMode.None !== feat) {\n if (flags.isClassified)\n addFeaturePlanarClassifier(builder);\n\n builder.frag.addFunction(decodeDepthRgb);\n if (flags.isClassified)\n addPickBufferOutputs(builder.frag);\n else\n addAltPickBufferOutputs(builder.frag);\n }\n }\n\n addTextures(builder, textureCount);\n\n if (IsThematic.Yes === flags.isThematic)\n addThematicToRealityMesh(builder, gradientTextureUnit);\n\n if (flags.isWiremesh)\n addWiremesh(builder);\n\n if (flags.enableAtmosphere)\n addAtmosphericScatteringEffect(builder, false, false);\n\n return builder;\n}\n"]}
1
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1
- {"version":3,"file":"RenderPass.js","sourceRoot":"","sources":["../../../../../../src/internal/render/webgl/glsl/RenderPass.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AA0BH,sCAoBC;AAzCD,8CAA8C;AAC9C,MAAM,YAAY,GAAG;IACnB,gCAAwB,YAAY,CAAC;IACrC,kCAA0B,QAAQ,CAAC,EAAE,0CAA0C;IAC/E,kCAA0B,cAAc,CAAC;IACzC,kCAA0B,cAAc,CAAC;IACzC,mCAA2B,eAAe,CAAC;IAC3C,oCAA4B,gBAAgB,CAAC;IAC7C,iCAAyB,aAAa,CAAC;IACvC,gCAAwB,YAAY,CAAC;IACrC,6BAAoB,QAAQ,CAAC;IAC7B,mCAA0B,cAAc,CAAC;IACzC,kCAAyB,aAAa,CAAC;IACvC,2CAAkC,sBAAsB,CAAC;CAC1D,CAAC;AAEF;;;;GAIG;AACH,SAAgB,aAAa,CAAC,OAAsB;IAClD,OAAO,CAAC,UAAU,CAAC,cAAc,8BAAsB,CAAC,IAAI,EAAE,EAAE;QAC9D,IAAI,CAAC,iBAAiB,CAAC,cAAc,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACzD,IAAI,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;YACnC,QAAQ,UAAU,EAAE,CAAC;gBACnB;oBACE,UAAU,mCAA2B,CAAC,CAAC,oCAAoC;oBAC3E,MAAM;gBACR,uCAA8B;gBAC9B;oBACE,UAAU,kCAA0B,CAAC,CAAC,oCAAoC;oBAC1E,MAAM;YACV,CAAC;YAED,OAAO,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;QACnC,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,KAAK,MAAM,UAAU,IAAI,YAAY;QACnC,OAAO,CAAC,SAAS,CAAC,eAAe,UAAU,CAAC,CAAC,CAAC,EAAE,8BAAsB,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC,QAAQ,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;AACjH,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { RenderPass } from \"../RenderFlags\";\nimport { ShaderBuilder, VariableType } from \"../ShaderBuilder\";\n\n// render passes actually used in shader code.\nconst renderPasses = [\n [RenderPass.Background, \"Background\"],\n [RenderPass.OpaqueLayers, \"Layers\"], // Shaders treat all layer passes the same\n [RenderPass.OpaqueLinear, \"OpaqueLinear\"],\n [RenderPass.OpaquePlanar, \"OpaquePlanar\"],\n [RenderPass.OpaqueGeneral, \"OpaqueGeneral\"],\n [RenderPass.Classification, \"Classification\"],\n [RenderPass.Translucent, \"Translucent\"],\n [RenderPass.HiddenEdge, \"HiddenEdge\"],\n [RenderPass.Hilite, \"Hilite\"],\n [RenderPass.WorldOverlay, \"WorldOverlay\"],\n [RenderPass.ViewOverlay, \"ViewOverlay\"],\n [RenderPass.PlanarClassification, \"PlanarClassification\"],\n];\n\n/**\n * Adds a uniform holding the current render pass and a set of kRenderPass_* constants\n * uniform float u_renderPass\n * @internal\n */\nexport function addRenderPass(builder: ShaderBuilder) {\n builder.addUniform(\"u_renderPass\", VariableType.Float, (prog) => {\n prog.addProgramUniform(\"u_renderPass\", (uniform, params) => {\n let renderPass = params.renderPass;\n switch (renderPass) {\n case RenderPass.HiddenEdge:\n renderPass = RenderPass.OpaqueGeneral; // no distinction from shader POV...\n break;\n case RenderPass.OverlayLayers:\n case RenderPass.TranslucentLayers:\n renderPass = RenderPass.OpaqueLayers; // no distinction from shader POV...\n break;\n }\n\n uniform.setUniform1f(renderPass);\n });\n });\n\n for (const renderPass of renderPasses)\n builder.addGlobal(`kRenderPass_${renderPass[1]}`, VariableType.Float, `${renderPass[0].toString()}.0`, true);\n}\n"]}
1
+ {"version":3,"file":"RenderPass.js","sourceRoot":"","sources":["../../../../../../src/internal/render/webgl/glsl/RenderPass.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AA0BH,sCAoBC;AAzCD,8CAA8C;AAC9C,MAAM,YAAY,GAAG;IACnB,gCAAwB,YAAY,CAAC;IACrC,kCAA0B,QAAQ,CAAC,EAAE,0CAA0C;IAC/E,kCAA0B,cAAc,CAAC;IACzC,kCAA0B,cAAc,CAAC;IACzC,mCAA2B,eAAe,CAAC;IAC3C,oCAA4B,gBAAgB,CAAC;IAC7C,iCAAyB,aAAa,CAAC;IACvC,gCAAwB,YAAY,CAAC;IACrC,6BAAoB,QAAQ,CAAC;IAC7B,mCAA0B,cAAc,CAAC;IACzC,kCAAyB,aAAa,CAAC;IACvC,2CAAkC,sBAAsB,CAAC;CAC1D,CAAC;AAEF;;;;GAIG;AACH,SAAgB,aAAa,CAAC,OAAsB;IAClD,OAAO,CAAC,UAAU,CAAC,cAAc,8BAAsB,CAAC,IAAI,EAAE,EAAE;QAC9D,IAAI,CAAC,iBAAiB,CAAC,cAAc,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACzD,IAAI,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;YACnC,QAAQ,UAAU,EAAE,CAAC;gBACnB;oBACE,UAAU,mCAA2B,CAAC,CAAC,oCAAoC;oBAC3E,MAAM;gBACR,uCAA8B;gBAC9B;oBACE,UAAU,kCAA0B,CAAC,CAAC,oCAAoC;oBAC1E,MAAM;YACV,CAAC;YAED,OAAO,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;QACnC,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,KAAK,MAAM,UAAU,IAAI,YAAY;QACnC,OAAO,CAAC,SAAS,CAAC,eAAe,UAAU,CAAC,CAAC,CAAC,EAAE,8BAAsB,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC,QAAQ,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;AACjH,CAAC"}
@@ -12,18 +12,18 @@ const RenderFlags_1 = require("../RenderFlags");
12
12
  const AttributeMap_1 = require("../AttributeMap");
13
13
  const ShaderBuilder_1 = require("../ShaderBuilder");
14
14
  const Fragment_1 = require("./Fragment");
15
- const computePosition = `
16
- effectMain(rawPos);
17
- return rawPos;
15
+ const computePosition = `
16
+ effectMain(rawPos);
17
+ return rawPos;
18
18
  `;
19
- const textureCoordFromPosition = `
20
- vec2 textureCoordFromPosition(vec4 pos) {
21
- return (pos.xy + 1.0) * 0.5;
22
- }
19
+ const textureCoordFromPosition = `
20
+ vec2 textureCoordFromPosition(vec4 pos) {
21
+ return (pos.xy + 1.0) * 0.5;
22
+ }
23
23
  `;
24
24
  const computeBaseColor = " return effectMain();";
25
- const computeBaseColorWithShift = `
26
- return u_readingPixels ? sampleSourcePixel() : effectMain();
25
+ const computeBaseColorWithShift = `
26
+ return u_readingPixels ? sampleSourcePixel() : effectMain();
27
27
  `;
28
28
  /** @internal */
29
29
  function createScreenSpaceEffectProgramBuilder(params) {
@@ -1 +1 @@
1
- {"version":3,"file":"ScreenSpaceEffect.js","sourceRoot":"","sources":["../../../../../../src/internal/render/webgl/glsl/ScreenSpaceEffect.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AA0BH,sFAkCC;AAzDD,gDAA6C;AAC7C,kDAA+C;AAC/C,oDAAgH;AAChH,yCAA6C;AAE7C,MAAM,eAAe,GAAG;;;CAGvB,CAAC;AAEF,MAAM,wBAAwB,GAAG;;;;CAIhC,CAAC;AAEF,MAAM,gBAAgB,GAAG,wBAAwB,CAAC;AAElD,MAAM,yBAAyB,GAAG;;CAEjC,CAAC;AAEF,gBAAgB;AAChB,SAAgB,qCAAqC,CAAC,MAAsC;IAC1F,MAAM,OAAO,GAAG,IAAI,8BAAc,CAAC,2BAAY,CAAC,gBAAgB,CAAC,SAAS,EAAE,KAAK,CAAC,CAAC,CAAC;IAEpF,IAAI,MAAM,CAAC,wBAAwB;QACjC,OAAO,CAAC,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,CAAC;IAErD,OAAO,CAAC,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;IAC/C,OAAO,CAAC,IAAI,CAAC,GAAG,iDAAwC,eAAe,CAAC,CAAC;IAEzE,IAAI,MAAM,CAAC,MAAM,CAAC,iBAAiB;QACjC,OAAO,CAAC,IAAI,CAAC,WAAW,CAAC,0BAA0B,EAAE,MAAM,CAAC,MAAM,CAAC,iBAAiB,CAAC,CAAC;IAExF,OAAO,CAAC,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;IACjD,OAAO,CAAC,UAAU,CAAC,WAAW,kCAA0B,CAAC,IAAI,EAAE,EAAE;QAC/D,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE,CAAC,OAAO,EAAE,UAAU,EAAE,EAAE;YAC1D,MAAM,OAAO,GAAG,UAAU,CAAC,MAAM,CAAC,UAAU,CAAC,oBAAoB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;YAC9E,OAAO,CAAC,WAAW,CAAC,OAAO,EAAE,yBAAW,CAAC,IAAI,CAAC,CAAC;QACjD,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,OAAO,CAAC,IAAI,CAAC,GAAG,kDAAyC,0BAAe,CAAC,CAAC;IAE1E,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,iBAAiB,EAAE,CAAC;QACrC,OAAO,CAAC,IAAI,CAAC,GAAG,mDAA2C,gBAAgB,CAAC,CAAC;IAC/E,CAAC;SAAM,CAAC;QACN,OAAO,CAAC,IAAI,CAAC,GAAG,mDAA2C,yBAAyB,CAAC,CAAC;QACtF,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,iBAAiB,gCAAwB,CAAC,IAAI,EAAE,EAAE;YACxE,IAAI,CAAC,iBAAiB,CAAC,iBAAiB,EAAE,CAAC,OAAO,EAAE,UAAU,EAAE,EAAE;gBAChE,OAAO,CAAC,YAAY,CAAC,UAAU,CAAC,MAAM,CAAC,sBAAsB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACzE,CAAC,CAAC,CAAC;QACL,CAAC,CAAC,CAAC;IACL,CAAC;IAED,OAAO,OAAO,CAAC;AACjB,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { ScreenSpaceEffectBuilderParams } from \"../../../../render/ScreenSpaceEffectBuilder\";\nimport { TextureUnit } from \"../RenderFlags\";\nimport { AttributeMap } from \"../AttributeMap\";\nimport { FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\nimport { assignFragColor } from \"./Fragment\";\n\nconst computePosition = `\n effectMain(rawPos);\n return rawPos;\n`;\n\nconst textureCoordFromPosition = `\n vec2 textureCoordFromPosition(vec4 pos) {\n return (pos.xy + 1.0) * 0.5;\n }\n`;\n\nconst computeBaseColor = \" return effectMain();\";\n\nconst computeBaseColorWithShift = `\n return u_readingPixels ? sampleSourcePixel() : effectMain();\n`;\n\n/** @internal */\nexport function createScreenSpaceEffectProgramBuilder(params: ScreenSpaceEffectBuilderParams): ProgramBuilder {\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(undefined, false));\n\n if (params.textureCoordFromPosition)\n builder.vert.addFunction(textureCoordFromPosition);\n\n builder.vert.addFunction(params.source.vertex);\n builder.vert.set(VertexShaderComponent.ComputePosition, computePosition);\n\n if (params.source.sampleSourcePixel)\n builder.frag.addFunction(\"vec4 sampleSourcePixel()\", params.source.sampleSourcePixel);\n\n builder.frag.addFunction(params.source.fragment);\n builder.addUniform(\"u_diffuse\", VariableType.Sampler2D, (prog) => {\n prog.addProgramUniform(\"u_diffuse\", (uniform, progParams) => {\n const texture = progParams.target.compositor.screenSpaceEffectFbo.getColor(0);\n texture.bindSampler(uniform, TextureUnit.Zero);\n });\n });\n\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\n\n if (!params.source.sampleSourcePixel) {\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeBaseColor);\n } else {\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeBaseColorWithShift);\n builder.frag.addUniform(\"u_readingPixels\", VariableType.Boolean, (prog) => {\n prog.addProgramUniform(\"u_readingPixels\", (uniform, progParams) => {\n uniform.setUniform1i(progParams.target.isReadPixelsInProgress ? 1 : 0);\n });\n });\n }\n\n return builder;\n}\n"]}
1
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@@ -1 +1 @@
1
- {"version":3,"file":"SkyBox.js","sourceRoot":"","sources":["../../../../../../src/internal/render/webgl/glsl/SkyBox.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AAkBH,kDAmCC;AAnDD,kDAA+C;AAE/C,sCAAoC;AACpC,gDAA6C;AAC7C,oDAAgH;AAIhH,MAAM,gBAAgB,GAAG,0BAA0B,CAAC;AACpD,MAAM,cAAc,GAAG,6CAA6C,CAAC;AACrE,MAAM,eAAe,GAAG,0EAA0E,CAAC,CAAC,iDAAiD;AACrJ,MAAM,aAAa,GAAG,6BAA6B,CAAC;AAEpD,MAAM,gBAAgB,GAAG,IAAI,gBAAO,EAAE,CAAC;AAEvC,gBAAgB;AAChB,SAAgB,mBAAmB,CAAC,OAA+B;IACjE,MAAM,IAAI,GAAG,IAAI,8BAAc,CAAC,2BAAY,CAAC,gBAAgB,CAAC,SAAS,EAAE,KAAK,CAAC,CAAC,CAAC;IAEjF,IAAI,CAAC,IAAI,CAAC,GAAG,mDAA2C,gBAAgB,CAAC,CAAC;IAC1E,IAAI,CAAC,IAAI,CAAC,GAAG,kDAAyC,cAAc,CAAC,CAAC;IACtE,IAAI,CAAC,IAAI,CAAC,GAAG,iDAAwC,eAAe,CAAC,CAAC;IACtE,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,6BAAqB,CAAC,GAAG,EAAE,EAAE;QACvD,GAAG,CAAC,iBAAiB,CAAC,OAAO,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACjD,MAAM,GAAG,GAAG,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,UAAU,CAAC,MAAM,CAAC;YAC7D,MAAM,IAAI,GAAG,gBAAgB,CAAC;YAC9B,IAAI,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACzB,IAAI,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACzB,IAAI,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACzB,IAAI,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACzB,IAAI,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACzB,IAAI,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACzB,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACxB,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACxB,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACxB,OAAO,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;QAC3B,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,QAAQ,oCAA4B,CAAC,GAAG,EAAE,EAAE;QAC/D,GAAG,CAAC,iBAAiB,CAAC,QAAQ,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAClD,MAAM,IAAI,GAAG,MAAM,CAAC,QAA+B,CAAC;YACnD,IAAI,CAAC,IAAgB,CAAC,OAAO,CAAC,WAAW,CAAC,OAAO,EAAE,yBAAW,CAAC,IAAI,CAAC,CAAC;QACxE,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IACH,IAAI,CAAC,wBAAwB,CAAC,UAAU,6BAAqB,aAAa,CAAC,CAAC;IAE5E,IAAI,CAAC,IAAI,CAAC,aAAa,GAAG,cAAc,CAAC;IACzC,IAAI,CAAC,IAAI,CAAC,aAAa,GAAG,cAAc,CAAC;IAEzC,OAAO,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AACpC,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { AttributeMap } from \"../AttributeMap\";\nimport { SkyBoxQuadsGeometry } from \"../CachedGeometry\";\nimport { Matrix3 } from \"../Matrix\";\nimport { TextureUnit } from \"../RenderFlags\";\nimport { FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\nimport { ShaderProgram } from \"../ShaderProgram\";\nimport { Texture } from \"../Texture\";\n\nconst computeBaseColor = `return vec4(0, 0, 0, 0);`;\nconst assignFragData = `FragColor = TEXTURE_CUBE(s_cube, v_texDir);`;\nconst computePosition = `vec3 pos = u_rot * vec3(rawPos.x, rawPos.z, -rawPos.y); return pos.xyzz;`; // rawPos swizzling accounts for iModel rotation.\nconst computeTexDir = `v_texDir = rawPosition.xyz;`;\n\nconst scratchRotMatrix = new Matrix3();\n\n/** @internal */\nexport function createSkyBoxProgram(context: WebGL2RenderingContext): ShaderProgram {\n const prog = new ProgramBuilder(AttributeMap.findAttributeMap(undefined, false));\n\n prog.frag.set(FragmentShaderComponent.ComputeBaseColor, computeBaseColor);\n prog.frag.set(FragmentShaderComponent.AssignFragData, assignFragData);\n prog.vert.set(VertexShaderComponent.ComputePosition, computePosition);\n prog.vert.addUniform(\"u_rot\", VariableType.Mat3, (prg) => {\n prg.addGraphicUniform(\"u_rot\", (uniform, params) => {\n const rot = params.target.uniforms.frustum.viewMatrix.matrix;\n const mat3 = scratchRotMatrix;\n mat3.m00 = -rot.at(0, 0);\n mat3.m01 = -rot.at(0, 1);\n mat3.m02 = -rot.at(0, 2);\n mat3.m10 = -rot.at(1, 0);\n mat3.m11 = -rot.at(1, 1);\n mat3.m12 = -rot.at(1, 2);\n mat3.m20 = rot.at(2, 0);\n mat3.m21 = rot.at(2, 1);\n mat3.m22 = rot.at(2, 2);\n uniform.setMatrix3(mat3);\n });\n });\n\n prog.frag.addUniform(\"s_cube\", VariableType.SamplerCube, (prg) => {\n prg.addGraphicUniform(\"s_cube\", (uniform, params) => {\n const geom = params.geometry as SkyBoxQuadsGeometry;\n (geom.cube as Texture).texture.bindSampler(uniform, TextureUnit.Zero);\n });\n });\n prog.addInlineComputedVarying(\"v_texDir\", VariableType.Vec3, computeTexDir);\n\n prog.vert.headerComment = \"//!V! SkyBox\";\n prog.frag.headerComment = \"//!F! SkyBox\";\n\n return prog.buildProgram(context);\n}\n"]}
1
+ {"version":3,"file":"SkyBox.js","sourceRoot":"","sources":["../../../../../../src/internal/render/webgl/glsl/SkyBox.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AAkBH,kDAmCC;AAnDD,kDAA+C;AAE/C,sCAAoC;AACpC,gDAA6C;AAC7C,oDAAgH;AAIhH,MAAM,gBAAgB,GAAG,0BAA0B,CAAC;AACpD,MAAM,cAAc,GAAG,6CAA6C,CAAC;AACrE,MAAM,eAAe,GAAG,0EAA0E,CAAC,CAAC,iDAAiD;AACrJ,MAAM,aAAa,GAAG,6BAA6B,CAAC;AAEpD,MAAM,gBAAgB,GAAG,IAAI,gBAAO,EAAE,CAAC;AAEvC,gBAAgB;AAChB,SAAgB,mBAAmB,CAAC,OAA+B;IACjE,MAAM,IAAI,GAAG,IAAI,8BAAc,CAAC,2BAAY,CAAC,gBAAgB,CAAC,SAAS,EAAE,KAAK,CAAC,CAAC,CAAC;IAEjF,IAAI,CAAC,IAAI,CAAC,GAAG,mDAA2C,gBAAgB,CAAC,CAAC;IAC1E,IAAI,CAAC,IAAI,CAAC,GAAG,kDAAyC,cAAc,CAAC,CAAC;IACtE,IAAI,CAAC,IAAI,CAAC,GAAG,iDAAwC,eAAe,CAAC,CAAC;IACtE,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,6BAAqB,CAAC,GAAG,EAAE,EAAE;QACvD,GAAG,CAAC,iBAAiB,CAAC,OAAO,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACjD,MAAM,GAAG,GAAG,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,UAAU,CAAC,MAAM,CAAC;YAC7D,MAAM,IAAI,GAAG,gBAAgB,CAAC;YAC9B,IAAI,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACzB,IAAI,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACzB,IAAI,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACzB,IAAI,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACzB,IAAI,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACzB,IAAI,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACzB,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACxB,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACxB,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACxB,OAAO,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;QAC3B,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,QAAQ,oCAA4B,CAAC,GAAG,EAAE,EAAE;QAC/D,GAAG,CAAC,iBAAiB,CAAC,QAAQ,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAClD,MAAM,IAAI,GAAG,MAAM,CAAC,QAA+B,CAAC;YACnD,IAAI,CAAC,IAAgB,CAAC,OAAO,CAAC,WAAW,CAAC,OAAO,EAAE,yBAAW,CAAC,IAAI,CAAC,CAAC;QACxE,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IACH,IAAI,CAAC,wBAAwB,CAAC,UAAU,6BAAqB,aAAa,CAAC,CAAC;IAE5E,IAAI,CAAC,IAAI,CAAC,aAAa,GAAG,cAAc,CAAC;IACzC,IAAI,CAAC,IAAI,CAAC,aAAa,GAAG,cAAc,CAAC;IAEzC,OAAO,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AACpC,CAAC"}
@@ -17,65 +17,65 @@ const System_1 = require("../System");
17
17
  const Fragment_1 = require("./Fragment");
18
18
  const ViewportQuad_1 = require("./ViewportQuad");
19
19
  const Atmosphere_1 = require("./Atmosphere");
20
- const computeGradientValue = `
21
- // For the gradient sky it's good enough to calculate these in the vertex shader.
22
- vec3 eyeToVert = a_worldPos - u_worldEye;
23
- float radius = sqrt(eyeToVert.x * eyeToVert.x + eyeToVert.y * eyeToVert.y);
24
- float zValue = eyeToVert.z - radius * u_zOffset;
25
- float d = atan(zValue, radius);
26
- if (u_skyParams.x < 0.0) { // 2-color gradient
27
- d = 0.5 - d / 3.14159265359;
28
- return vec4(d, 0.0, 0.0, 0.0);
29
- }
30
- d = d / 1.570796326795;
31
- return vec4(d, 1.0 - (d - horizonSize) / (1.0 - horizonSize), 1.0 - (-d - horizonSize) / (1.0 - horizonSize), (d + horizonSize) / (horizonSize * 2.0));
20
+ const computeGradientValue = `
21
+ // For the gradient sky it's good enough to calculate these in the vertex shader.
22
+ vec3 eyeToVert = a_worldPos - u_worldEye;
23
+ float radius = sqrt(eyeToVert.x * eyeToVert.x + eyeToVert.y * eyeToVert.y);
24
+ float zValue = eyeToVert.z - radius * u_zOffset;
25
+ float d = atan(zValue, radius);
26
+ if (u_skyParams.x < 0.0) { // 2-color gradient
27
+ d = 0.5 - d / 3.14159265359;
28
+ return vec4(d, 0.0, 0.0, 0.0);
29
+ }
30
+ d = d / 1.570796326795;
31
+ return vec4(d, 1.0 - (d - horizonSize) / (1.0 - horizonSize), 1.0 - (-d - horizonSize) / (1.0 - horizonSize), (d + horizonSize) / (horizonSize * 2.0));
32
32
  `;
33
- const computeSkySphereColorGradient = `
34
- if (u_skyParams.x < 0.0) // 2-color
35
- return vec4(mix(u_zenithColor, u_nadirColor, v_gradientValue.x), 1.0);
36
-
37
- if (v_gradientValue.x > horizonSize) // above horizon
38
- return vec4(mix(u_zenithColor, u_skyColor, pow(v_gradientValue.y, u_skyParams.y)), 1.0);
39
- else if (v_gradientValue.x < -horizonSize) // below horizon
40
- return vec4(mix(u_nadirColor, u_groundColor, pow(v_gradientValue.z, u_skyParams.z)), 1.0);
41
-
42
- return vec4(mix(u_groundColor, u_skyColor, v_gradientValue.w), 1.0);
33
+ const computeSkySphereColorGradient = `
34
+ if (u_skyParams.x < 0.0) // 2-color
35
+ return vec4(mix(u_zenithColor, u_nadirColor, v_gradientValue.x), 1.0);
36
+
37
+ if (v_gradientValue.x > horizonSize) // above horizon
38
+ return vec4(mix(u_zenithColor, u_skyColor, pow(v_gradientValue.y, u_skyParams.y)), 1.0);
39
+ else if (v_gradientValue.x < -horizonSize) // below horizon
40
+ return vec4(mix(u_nadirColor, u_groundColor, pow(v_gradientValue.z, u_skyParams.z)), 1.0);
41
+
42
+ return vec4(mix(u_groundColor, u_skyColor, v_gradientValue.w), 1.0);
43
43
  `;
44
- const computeSkySphereColorAtmosphere = `
45
- return vec4(0.0, 0.0, 0.0, 1.0);
44
+ const computeSkySphereColorAtmosphere = `
45
+ return vec4(0.0, 0.0, 0.0, 1.0);
46
46
  `;
47
47
  const computeEyeToVert = "v_eyeToVert = a_worldPos - u_worldEye;";
48
- const computeSkySphereColorTexture = `
49
- // For the texture we must calculate these per pixel. Alternatively we could use a finer mesh.
50
- float radius = sqrt(v_eyeToVert.x * v_eyeToVert.x + v_eyeToVert.y * v_eyeToVert.y);
51
- float zValue = v_eyeToVert.z - radius * u_zOffset;
52
- float u = 0.25 - (atan(v_eyeToVert.y, v_eyeToVert.x) + u_rotation) / 6.28318530718;
53
- float v = 0.5 - atan(zValue, radius) / 3.14159265359;
54
- if (u < 0.0)
55
- u += 1.0;
56
- if (v < 0.0)
57
- v += 1.0;
58
- return TEXTURE(s_skyTxtr, vec2(u, v));
48
+ const computeSkySphereColorTexture = `
49
+ // For the texture we must calculate these per pixel. Alternatively we could use a finer mesh.
50
+ float radius = sqrt(v_eyeToVert.x * v_eyeToVert.x + v_eyeToVert.y * v_eyeToVert.y);
51
+ float zValue = v_eyeToVert.z - radius * u_zOffset;
52
+ float u = 0.25 - (atan(v_eyeToVert.y, v_eyeToVert.x) + u_rotation) / 6.28318530718;
53
+ float v = 0.5 - atan(zValue, radius) / 3.14159265359;
54
+ if (u < 0.0)
55
+ u += 1.0;
56
+ if (v < 0.0)
57
+ v += 1.0;
58
+ return TEXTURE(s_skyTxtr, vec2(u, v));
59
59
  `;
60
60
  /**
61
61
  * Eye Space for the SkySphere is unique because the ViewportQuad is already aligned with the view.
62
62
  * For this reason, the modelView matrix is not useful in calculating eyeSpace.
63
63
  * Instead, we can calculate the eyeSpace coordinates via the frustum values directly.
64
64
  */
65
- const computeEyeSpace = `
66
- vec3 computeEyeSpace(vec4 rawPos) {
67
- vec3 pos01 = rawPos.xyz * 0.5 + 0.5;
68
-
69
- float top = u_frustumPlanes.x;
70
- float bottom = u_frustumPlanes.y;
71
- float left = u_frustumPlanes.z;
72
- float right = u_frustumPlanes.w;
73
-
74
- return vec3(
75
- mix(left, right, pos01.x),
76
- mix(bottom, top, pos01.y),
77
- -u_frustum.x
78
- );
65
+ const computeEyeSpace = `
66
+ vec3 computeEyeSpace(vec4 rawPos) {
67
+ vec3 pos01 = rawPos.xyz * 0.5 + 0.5;
68
+
69
+ float top = u_frustumPlanes.x;
70
+ float bottom = u_frustumPlanes.y;
71
+ float left = u_frustumPlanes.z;
72
+ float right = u_frustumPlanes.w;
73
+
74
+ return vec3(
75
+ mix(left, right, pos01.x),
76
+ mix(bottom, top, pos01.y),
77
+ -u_frustum.x
78
+ );
79
79
  }`;
80
80
  const scratch3Floats = new Float32Array(3);
81
81
  const scratchVec3 = new core_geometry_1.Vector3d();
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { Angle, Point3d, Vector3d } from \"@itwin/core-geometry\";\nimport { Npc } from \"@itwin/core-common\";\nimport { AttributeMap } from \"../AttributeMap\";\nimport { SkySphereViewportQuadGeometry } from \"../CachedGeometry\";\nimport { fromSumOf, FrustumUniformType } from \"../FrustumUniforms\";\nimport { TextureUnit } from \"../RenderFlags\";\nimport { FragmentShaderComponent, ProgramBuilder, ShaderType, VariableType } from \"../ShaderBuilder\";\nimport { System } from \"../System\";\nimport { TechniqueId } from \"../TechniqueId\";\nimport { Texture } from \"../Texture\";\nimport { assignFragColor } from \"./Fragment\";\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\nimport { addAtmosphericScatteringEffect } from \"./Atmosphere\";\nimport { TechniqueFlags } from \"../TechniqueFlags\";\n\nconst computeGradientValue = `\n // For the gradient sky it's good enough to calculate these in the vertex shader.\n vec3 eyeToVert = a_worldPos - u_worldEye;\n float radius = sqrt(eyeToVert.x * eyeToVert.x + eyeToVert.y * eyeToVert.y);\n float zValue = eyeToVert.z - radius * u_zOffset;\n float d = atan(zValue, radius);\n if (u_skyParams.x < 0.0) { // 2-color gradient\n d = 0.5 - d / 3.14159265359;\n return vec4(d, 0.0, 0.0, 0.0);\n }\n d = d / 1.570796326795;\n return vec4(d, 1.0 - (d - horizonSize) / (1.0 - horizonSize), 1.0 - (-d - horizonSize) / (1.0 - horizonSize), (d + horizonSize) / (horizonSize * 2.0));\n`;\n\nconst computeSkySphereColorGradient = `\n if (u_skyParams.x < 0.0) // 2-color\n return vec4(mix(u_zenithColor, u_nadirColor, v_gradientValue.x), 1.0);\n\n if (v_gradientValue.x > horizonSize) // above horizon\n return vec4(mix(u_zenithColor, u_skyColor, pow(v_gradientValue.y, u_skyParams.y)), 1.0);\n else if (v_gradientValue.x < -horizonSize) // below horizon\n return vec4(mix(u_nadirColor, u_groundColor, pow(v_gradientValue.z, u_skyParams.z)), 1.0);\n\n return vec4(mix(u_groundColor, u_skyColor, v_gradientValue.w), 1.0);\n`;\n\nconst computeSkySphereColorAtmosphere = `\n return vec4(0.0, 0.0, 0.0, 1.0);\n`;\n\nconst computeEyeToVert = \"v_eyeToVert = a_worldPos - u_worldEye;\";\n\nconst computeSkySphereColorTexture = `\n // For the texture we must calculate these per pixel. Alternatively we could use a finer mesh.\n float radius = sqrt(v_eyeToVert.x * v_eyeToVert.x + v_eyeToVert.y * v_eyeToVert.y);\n float zValue = v_eyeToVert.z - radius * u_zOffset;\n float u = 0.25 - (atan(v_eyeToVert.y, v_eyeToVert.x) + u_rotation) / 6.28318530718;\n float v = 0.5 - atan(zValue, radius) / 3.14159265359;\n if (u < 0.0)\n u += 1.0;\n if (v < 0.0)\n v += 1.0;\n return TEXTURE(s_skyTxtr, vec2(u, v));\n`;\n\n/**\n * Eye Space for the SkySphere is unique because the ViewportQuad is already aligned with the view.\n * For this reason, the modelView matrix is not useful in calculating eyeSpace.\n * Instead, we can calculate the eyeSpace coordinates via the frustum values directly.\n */\nconst computeEyeSpace = `\nvec3 computeEyeSpace(vec4 rawPos) {\n vec3 pos01 = rawPos.xyz * 0.5 + 0.5;\n\n float top = u_frustumPlanes.x;\n float bottom = u_frustumPlanes.y;\n float left = u_frustumPlanes.z;\n float right = u_frustumPlanes.w;\n\n return vec3(\n mix(left, right, pos01.x),\n mix(bottom, top, pos01.y),\n -u_frustum.x\n );\n}`;\n\nconst scratch3Floats = new Float32Array(3);\nconst scratchVec3 = new Vector3d();\nconst scratchPoint3 = new Point3d();\n\n/** @internal */\nfunction modulateColor(colorIn: Float32Array, t: number, colorOut: Float32Array): void {\n const b = 1.0 - t;\n colorOut[0] = colorIn[0] * b;\n colorOut[1] = colorIn[1] * b;\n colorOut[2] = colorIn[2] * b;\n}\n\n/** @internal */\nfunction addGradientUniforms(builder: ProgramBuilder): void {\n builder.vert.addUniform(\"u_skyParams\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_skyParams\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n uniform.setUniform3fv(geom.typeAndExponents);\n });\n });\n builder.vert.addUniform(\"u_zOffset\", VariableType.Float, (shader) => {\n shader.addGraphicUniform(\"u_zOffset\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n uniform.setUniform1f(geom.zOffset);\n });\n });\n\n builder.frag.addUniform(\"u_skyParams\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_skyParams\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n uniform.setUniform3fv(geom.typeAndExponents);\n });\n });\n builder.frag.addUniform(\"u_zenithColor\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_zenithColor\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n const plan = params.target.plan;\n if (plan.backgroundMapOn && plan.isGlobeMode3D) {\n modulateColor(geom.zenithColor, plan.globalViewTransition, scratch3Floats);\n uniform.setUniform3fv(scratch3Floats);\n } else\n uniform.setUniform3fv(geom.zenithColor);\n });\n });\n builder.frag.addUniform(\"u_skyColor\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_skyColor\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n const plan = params.target.plan;\n if (plan.backgroundMapOn && plan.isGlobeMode3D) {\n modulateColor(geom.skyColor, plan.globalViewTransition, scratch3Floats);\n uniform.setUniform3fv(scratch3Floats);\n } else\n uniform.setUniform3fv(geom.skyColor);\n });\n });\n builder.frag.addUniform(\"u_groundColor\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_groundColor\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n const plan = params.target.plan;\n if (plan.backgroundMapOn) {\n let clr = geom.skyColor;\n if (-1 === geom.typeAndExponents[0]) // 2-color gradient\n clr = geom.zenithColor;\n if (plan.isGlobeMode3D) {\n modulateColor(clr, plan.globalViewTransition, scratch3Floats);\n uniform.setUniform3fv(scratch3Floats);\n } else\n uniform.setUniform3fv(clr);\n } else {\n uniform.setUniform3fv(geom.groundColor);\n }\n });\n });\n builder.frag.addUniform(\"u_nadirColor\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_nadirColor\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n const plan = params.target.plan;\n if (plan.backgroundMapOn) {\n let clr = geom.skyColor;\n if (-1 === geom.typeAndExponents[0]) // 2-color gradient\n clr = geom.nadirColor;\n if (plan.isGlobeMode3D) {\n modulateColor(clr, plan.globalViewTransition, scratch3Floats);\n uniform.setUniform3fv(scratch3Floats);\n } else\n uniform.setUniform3fv(clr);\n } else {\n uniform.setUniform3fv(geom.nadirColor);\n }\n });\n });\n}\n\n/** @internal */\nfunction addTextureUniforms(builder: ProgramBuilder): void {\n builder.frag.addUniform(\"s_skyTxtr\", VariableType.Sampler2D, (shader) => {\n shader.addGraphicUniform(\"s_skyTxtr\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n if (undefined !== geom.skyTexture)\n (geom.skyTexture as Texture).texture.bindSampler(uniform, TextureUnit.Zero);\n else\n System.instance.ensureSamplerBound(uniform, TextureUnit.FeatureSymbology);\n });\n });\n builder.frag.addUniform(\"u_zOffset\", VariableType.Float, (shader) => {\n shader.addGraphicUniform(\"u_zOffset\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n uniform.setUniform1f(geom.zOffset);\n });\n });\n builder.frag.addUniform(\"u_rotation\", VariableType.Float, (shader) => {\n shader.addGraphicUniform(\"u_rotation\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n uniform.setUniform1f(geom.rotation);\n });\n });\n}\n\n/** @internal */\nexport function createSkySphereBuilder(isGradient: boolean, flags: TechniqueFlags): ProgramBuilder {\n const attrMap = AttributeMap.findAttributeMap(isGradient ? TechniqueId.SkySphereGradient : TechniqueId.SkySphereTexture, false);\n const builder = createViewportQuadBuilder(false, attrMap);\n const vert = builder.vert;\n const frag = builder.frag;\n\n vert.addFunction(computeEyeSpace);\n builder.addInlineComputedVarying(\"v_eyeSpace\", VariableType.Vec3, \"v_eyeSpace = computeEyeSpace(rawPosition);\");\n\n vert.addUniform(\"u_frustumPlanes\", VariableType.Vec4, (prg) => {\n prg.addGraphicUniform(\"u_frustumPlanes\", (uniform, params) => {\n uniform.setUniform4fv(params.target.uniforms.frustum.planes); // { top, bottom, left, right }\n });\n });\n vert.addUniform(\"u_frustum\", VariableType.Vec3, (prg) => {\n prg.addGraphicUniform(\"u_frustum\", (uniform, params) => {\n uniform.setUniform3fv(params.target.uniforms.frustum.frustum); // { near, far, type }\n });\n });\n\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\n\n if (flags.enableAtmosphere) {\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSkySphereColorAtmosphere);\n addAtmosphericScatteringEffect(builder, true, true);\n return builder;\n }\n\n builder.vert.addUniform(\"u_worldEye\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_worldEye\", (uniform, params) => {\n const frustum = params.target.planFrustum;\n if (FrustumUniformType.Perspective === params.target.uniforms.frustum.type) {\n // compute eye point from frustum.\n const farLowerLeft = frustum.getCorner(Npc.LeftBottomRear);\n const nearLowerLeft = frustum.getCorner(Npc.LeftBottomFront);\n const scale = 1.0 / (1.0 - params.target.planFraction);\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, scratchVec3);\n const cameraPosition = fromSumOf(farLowerLeft, zVec, scale, scratchPoint3);\n scratch3Floats[0] = cameraPosition.x;\n scratch3Floats[1] = cameraPosition.y;\n scratch3Floats[2] = cameraPosition.z;\n uniform.setUniform3fv(scratch3Floats);\n } else {\n const delta = Vector3d.createStartEnd(frustum.getCorner(Npc.LeftBottomRear), frustum.getCorner(Npc.LeftBottomFront), scratchVec3);\n const pseudoCameraHalfAngle = 22.5;\n const diagonal = frustum.getCorner(Npc.LeftBottomRear).distance(frustum.getCorner(Npc.RightTopRear));\n const focalLength = diagonal / (2 * Math.atan(pseudoCameraHalfAngle * Angle.radiansPerDegree));\n let zScale = focalLength / delta.magnitude();\n if (zScale < 1.000001)\n zScale = 1.000001; // prevent worldEye front being on or inside the frustum front plane\n const worldEye = Point3d.createAdd3Scaled(frustum.getCorner(Npc.LeftBottomRear), .5, frustum.getCorner(Npc.RightTopRear), .5, delta, zScale, scratchPoint3);\n scratch3Floats[0] = worldEye.x;\n scratch3Floats[1] = worldEye.y;\n scratch3Floats[2] = worldEye.z;\n uniform.setUniform3fv(scratch3Floats);\n }\n });\n });\n\n if (isGradient) {\n addGradientUniforms(builder);\n builder.addGlobal(\"horizonSize\", VariableType.Float, ShaderType.Both, \"0.0015\", true);\n builder.addFunctionComputedVarying(\"v_gradientValue\", VariableType.Vec4, \"computeGradientValue\", computeGradientValue);\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSkySphereColorGradient);\n } else {\n addTextureUniforms(builder);\n builder.addInlineComputedVarying(\"v_eyeToVert\", VariableType.Vec3, computeEyeToVert);\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSkySphereColorTexture);\n }\n\n return builder;\n}\n"]}
1
+ 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@@ -15,66 +15,66 @@ const webgl_compatibility_1 = require("@itwin/webgl-compatibility");
15
15
  const RenderFlags_1 = require("../RenderFlags");
16
16
  const System_1 = require("../System");
17
17
  const Vertex_1 = require("./Vertex");
18
- const computeShadowPos = `
19
- vec4 shadowProj = u_shadowProj * rawPosition;
20
- v_shadowPos = shadowProj.xyz/shadowProj.w;
21
- v_shadowPos.z = 1.0 - v_shadowPos.z;
18
+ const computeShadowPos = `
19
+ vec4 shadowProj = u_shadowProj * rawPosition;
20
+ v_shadowPos = shadowProj.xyz/shadowProj.w;
21
+ v_shadowPos.z = 1.0 - v_shadowPos.z;
22
22
  `;
23
- const computeInstancedShadowPos = `
24
- vec4 shadowProj = u_shadowProj * g_instancedRtcMatrix * rawPosition;
25
- v_shadowPos = shadowProj.xyz/shadowProj.w;
26
- v_shadowPos.z = 1.0 - v_shadowPos.z;
23
+ const computeInstancedShadowPos = `
24
+ vec4 shadowProj = u_shadowProj * g_instancedRtcMatrix * rawPosition;
25
+ v_shadowPos = shadowProj.xyz/shadowProj.w;
26
+ v_shadowPos.z = 1.0 - v_shadowPos.z;
27
27
  `;
28
28
  // for 32-bit float, max exponent should be 44.36, for 16-bit should be 5.545
29
29
  const evsm32Exp = 42.0;
30
30
  const evsm16Exp = 5.545;
31
- exports.warpDepth = `
32
- // Applies exponential warp to shadow map depth, input depth should be in [0, 1]
33
- vec2 warpDepth(float depth, float exponent) {
34
- depth = 2.0 * depth - 1.0; // Rescale depth into [-1, 1]
35
- float pos = exp( exponent * depth);
36
- float neg = -exp(-exponent * depth);
37
- return vec2(pos, neg);
38
- }
31
+ exports.warpDepth = `
32
+ // Applies exponential warp to shadow map depth, input depth should be in [0, 1]
33
+ vec2 warpDepth(float depth, float exponent) {
34
+ depth = 2.0 * depth - 1.0; // Rescale depth into [-1, 1]
35
+ float pos = exp( exponent * depth);
36
+ float neg = -exp(-exponent * depth);
37
+ return vec2(pos, neg);
38
+ }
39
39
  `;
40
- const chebyshevUpperBound = `
41
- float chebyshevUpperBound(vec2 moments, float mean, float minVariance) {
42
- float variance = moments.y - (moments.x * moments.x);
43
- variance = max(variance, minVariance);
44
-
45
- // Compute probabilistic upper bound
46
- float d = mean - moments.x;
47
- float pMax = variance / (variance + (d * d));
48
-
49
- return (mean <= moments.x ? 1.0 : pMax); // One-tailed Chebyshev
50
- }
40
+ const chebyshevUpperBound = `
41
+ float chebyshevUpperBound(vec2 moments, float mean, float minVariance) {
42
+ float variance = moments.y - (moments.x * moments.x);
43
+ variance = max(variance, minVariance);
44
+
45
+ // Compute probabilistic upper bound
46
+ float d = mean - moments.x;
47
+ float pMax = variance / (variance + (d * d));
48
+
49
+ return (mean <= moments.x ? 1.0 : pMax); // One-tailed Chebyshev
50
+ }
51
51
  `;
52
- const shadowMapEVSM = `
53
- float shadowMapEVSM(vec3 shadowPos) {
54
- vec2 warpedDepth = warpDepth(shadowPos.z, u_evsmExponent);
55
- vec4 occluder = TEXTURE(s_shadowSampler, shadowPos.xy/* * 0.5*/); // shadow texture is 1/2 size (both dirs)
56
-
57
- // Derivative of warping at depth
58
- vec2 depthScale = kVSMBias * 0.01 * u_evsmExponent * warpedDepth;
59
- vec2 minVariance = depthScale * depthScale;
60
-
61
- float posContrib = chebyshevUpperBound(occluder.xz, warpedDepth.x, minVariance.x);
62
- float negContrib = chebyshevUpperBound(occluder.yw, warpedDepth.y, minVariance.y);
63
- return min(posContrib, negContrib);
64
- }
52
+ const shadowMapEVSM = `
53
+ float shadowMapEVSM(vec3 shadowPos) {
54
+ vec2 warpedDepth = warpDepth(shadowPos.z, u_evsmExponent);
55
+ vec4 occluder = TEXTURE(s_shadowSampler, shadowPos.xy/* * 0.5*/); // shadow texture is 1/2 size (both dirs)
56
+
57
+ // Derivative of warping at depth
58
+ vec2 depthScale = kVSMBias * 0.01 * u_evsmExponent * warpedDepth;
59
+ vec2 minVariance = depthScale * depthScale;
60
+
61
+ float posContrib = chebyshevUpperBound(occluder.xz, warpedDepth.x, minVariance.x);
62
+ float negContrib = chebyshevUpperBound(occluder.yw, warpedDepth.y, minVariance.y);
63
+ return min(posContrib, negContrib);
64
+ }
65
65
  `;
66
- const applySolarShadowMap = `
67
- 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)
68
- return baseColor;
69
- float visible = (u_surfaceFlags[kSurfaceBitIndex_HasNormals] && (dot(g_normal, u_sunDir) < 0.0)) ? 0.0 : shadowMapEVSM(v_shadowPos);
70
- return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);
66
+ const applySolarShadowMap = `
67
+ 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)
68
+ return baseColor;
69
+ float visible = (u_surfaceFlags[kSurfaceBitIndex_HasNormals] && (dot(g_normal, u_sunDir) < 0.0)) ? 0.0 : shadowMapEVSM(v_shadowPos);
70
+ return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);
71
71
  `;
72
- const applySolarShadowMapTerrain = `
73
- 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)
74
- return baseColor;
75
-
76
- float visible = shadowMapEVSM(v_shadowPos);
77
- return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);
72
+ const applySolarShadowMapTerrain = `
73
+ 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)
74
+ return baseColor;
75
+
76
+ float visible = shadowMapEVSM(v_shadowPos);
77
+ return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);
78
78
  `;
79
79
  /** @internal */
80
80
  function addEvsmExponent(frag) {
@@ -1 +1 @@
1
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\nimport { assert } from \"@itwin/core-bentley\";\nimport { RenderType } from \"@itwin/webgl-compatibility\";\nimport { TextureUnit } from \"../RenderFlags\";\nimport { FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, VariableType } from \"../ShaderBuilder\";\nimport { System } from \"../System\";\nimport { addInstancedRtcMatrix } from \"./Vertex\";\n\nconst computeShadowPos = `\n vec4 shadowProj = u_shadowProj * rawPosition;\n v_shadowPos = shadowProj.xyz/shadowProj.w;\n v_shadowPos.z = 1.0 - v_shadowPos.z;\n`;\nconst computeInstancedShadowPos = `\n vec4 shadowProj = u_shadowProj * g_instancedRtcMatrix * rawPosition;\n v_shadowPos = shadowProj.xyz/shadowProj.w;\n v_shadowPos.z = 1.0 - v_shadowPos.z;\n`;\n\n// for 32-bit float, max exponent should be 44.36, for 16-bit should be 5.545\nconst evsm32Exp = 42.0;\nconst evsm16Exp = 5.545;\n\nexport const warpDepth = `\n// Applies exponential warp to shadow map depth, input depth should be in [0, 1]\nvec2 warpDepth(float depth, float exponent) {\n depth = 2.0 * depth - 1.0; // Rescale depth into [-1, 1]\n float pos = exp( exponent * depth);\n float neg = -exp(-exponent * depth);\n return vec2(pos, neg);\n}\n`;\n\nconst chebyshevUpperBound = `\nfloat chebyshevUpperBound(vec2 moments, float mean, float minVariance) {\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, minVariance);\n\n // Compute probabilistic upper bound\n float d = mean - moments.x;\n float pMax = variance / (variance + (d * d));\n\n return (mean <= moments.x ? 1.0 : pMax); // One-tailed Chebyshev\n}\n`;\n\nconst shadowMapEVSM = `\nfloat shadowMapEVSM(vec3 shadowPos) {\n vec2 warpedDepth = warpDepth(shadowPos.z, u_evsmExponent);\n vec4 occluder = TEXTURE(s_shadowSampler, shadowPos.xy/* * 0.5*/); // shadow texture is 1/2 size (both dirs)\n\n // Derivative of warping at depth\n vec2 depthScale = kVSMBias * 0.01 * u_evsmExponent * warpedDepth;\n vec2 minVariance = depthScale * depthScale;\n\n float posContrib = chebyshevUpperBound(occluder.xz, warpedDepth.x, minVariance.x);\n float negContrib = chebyshevUpperBound(occluder.yw, warpedDepth.y, minVariance.y);\n return min(posContrib, negContrib);\n}\n`;\n\nconst applySolarShadowMap = `\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)\n return baseColor;\n float visible = (u_surfaceFlags[kSurfaceBitIndex_HasNormals] && (dot(g_normal, u_sunDir) < 0.0)) ? 0.0 : shadowMapEVSM(v_shadowPos);\n return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);\n`;\n\nconst applySolarShadowMapTerrain = `\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)\n return baseColor;\n\n float visible = shadowMapEVSM(v_shadowPos);\n return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);\n`;\n\n/** @internal */\nexport function addEvsmExponent(frag: FragmentShaderBuilder): void {\n frag.addUniform(\"u_evsmExponent\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_evsmExponent\", (uniform) => {\n uniform.setUniform1f((RenderType.TextureFloat === System.instance.maxRenderType) ? evsm32Exp : evsm16Exp);\n });\n });\n}\n\n/** @internal */\nexport function addSolarShadowMap(builder: ProgramBuilder, toTerrain = false) {\n const frag = builder.frag;\n const vert = builder.vert;\n\n frag.addUniform(\"s_shadowSampler\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"s_shadowSampler\", (uniform, params) => {\n const shadowMap = params.target.solarShadowMap;\n assert(undefined !== shadowMap.shadowMapTexture);\n shadowMap.shadowMapTexture.texture.bindSampler(uniform, TextureUnit.ShadowMap);\n });\n });\n\n frag.addUniform(\"u_shadowParams\", VariableType.Vec4, (prog) => {\n prog.addGraphicUniform(\"u_shadowParams\", (uniform, params) => {\n params.target.uniforms.shadow.bindColorAndBias(uniform);\n });\n });\n\n if (!toTerrain) {\n frag.addUniform(\"u_sunDir\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"u_sunDir\", (uniform, params) => {\n params.target.uniforms.bindSunDirection(uniform);\n });\n });\n }\n\n vert.addUniform(\"u_shadowProj\", VariableType.Mat4, (prog) => {\n prog.addGraphicUniform(\"u_shadowProj\", (uniform, params) => {\n params.target.uniforms.shadow.bindProjectionMatrix(uniform);\n });\n });\n\n addEvsmExponent(frag);\n\n if (vert.usesInstancedGeometry)\n addInstancedRtcMatrix(vert);\n builder.addInlineComputedVarying(\"v_shadowPos\", VariableType.Vec3, vert.usesInstancedGeometry ? computeInstancedShadowPos : computeShadowPos);\n /* This is the EVSM bias value, which makes tradeoffs in shadow quality. Normally it should be set to 0.1.\n Lower values can introduce shadows where they should not be, including shadow acne. Higher values can cause Peter\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\n while (on 9/13/19) then after having shadow tiles match view tile resolution for ones in view, retested and went\n back to 0.1 (on 11/5/19). */\n frag.addGlobal(\"kVSMBias\", VariableType.Float, \"0.1\", true);\n frag.addFunction(warpDepth);\n frag.addFunction(chebyshevUpperBound);\n frag.addFunction(shadowMapEVSM);\n frag.set(FragmentShaderComponent.ApplySolarShadowMap, toTerrain ? applySolarShadowMapTerrain : applySolarShadowMap);\n}\n"]}
1
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