@itwin/core-frontend 5.2.0-dev.13 → 5.2.0-dev.15

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.
@@ -197,9 +197,9 @@ function addPlanarClassifierCommon(builder) {
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  const vert = builder.vert;
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  vert.addUniform("u_pClassProj", 7 /* VariableType.Mat4 */, (prog) => {
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  prog.addGraphicUniform("u_pClassProj", (uniform, params) => {
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- const source = (0, core_bentley_1.expectDefined)(params.target.currentPlanarClassifierOrDrape);
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+ const source = params.target.currentPlanarClassifierOrDrape;
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  (0, core_bentley_1.assert)(undefined !== source || undefined !== params.target.activeVolumeClassifierTexture);
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- if (undefined !== params.target.currentPlanarClassifierOrDrape) {
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+ if (undefined !== source) {
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  source.projectionMatrix.multiplyMatrixMatrix(core_geometry_1.Matrix4d.createTransform(params.target.currentTransform, scratchModel), scratchModelProjection);
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  scratchMatrix.initFromMatrix4d(scratchModelProjection);
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  }
@@ -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\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, expectDefined } from \"@itwin/core-bentley\";\nimport { Matrix4d } from \"@itwin/core-geometry\";\nimport { SpatialClassifierInsideDisplay } from \"@itwin/core-common\";\nimport { Matrix4 } from \"../Matrix\";\nimport { PlanarClassifierContent } from \"../PlanarClassifier\";\nimport { TextureUnit } from \"../RenderFlags\";\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType } from \"../ShaderBuilder\";\nimport { IsThematic } from \"../TechniqueFlags\";\nimport { Texture2DHandle } from \"../Texture\";\nimport { addShaderFlags, addUInt32s } from \"./Common\";\nimport { addClassifierFlash } from \"./FeatureSymbology\";\nimport { addWindowToTexCoords } from \"./Fragment\";\nimport { addInstancedRtcMatrix } from \"./Vertex\";\n\nexport const volClassOpaqueColor = `\nvec4 volClassColor(vec4 baseColor, float depth) {\n if (depth <= TEXTURE(s_pClassSampler, windowCoordsToTexCoords(gl_FragCoord.xy)).r)\n discard;\n return vec4(baseColor.rgb, 1.0);\n}\n`;\n\nconst volClassTranslucentColor = `\nvec4 volClassColor(vec4 baseColor, float depth) {\n return vec4(baseColor.rgb, depth); // This will never be called, so we use depth here to avoid a compile error\n}\n`;\n\nconst applyPlanarClassificationPrelude = `\nconst float dimScale = .7;\n\nvec2 classPos = v_pClassPos.xy / v_pClassPosW;\nbool isOutside = classPos.x < 0.0 || classPos.x > 1.0 || classPos.y < 0.0 || classPos.y > 1.0;\nif (u_pClassColorParams.x > kClassifierDisplay_Element) { // texture/terrain drape.\n if (u_pClassColorParams.x > kTextureDrape) {\n return volClassColor(baseColor, depth);\n }\n if (isOutside)\n discard;\n\n vec3 rgb = TEXTURE(s_pClassSampler, classPos.xy).rgb;\n return vec4(rgb, baseColor.a);\n}\nfloat imageCount = u_pClassColorParams.z;\n// If imageCount is less than zero - the mask sense is inverted - inside rather than outside. (masks only)\nbool doInvert = false;\nif (imageCount < 0.0) {\n imageCount = - imageCount;\n doInvert = true;\n}\n\nvec4 colorTexel = vec4(0);\nvec4 maskTexel = vec4(0);\nbool doMask = imageCount != kTextureContentClassifierOnly;\nbool doClassify = imageCount != kTextureContentMaskOnly;\n\nif (!isOutside) {\n if (imageCount == kTextureContentClassifierOnly) {\n colorTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y / imageCount));\n } else if (imageCount == kTextureContentMaskOnly) {\n maskTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y));\n } else if (imageCount == kTextureContentClassifierAndMask) {\n colorTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y / imageCount));\n maskTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, (2.0 + classPos.y) / imageCount));\n }\n if (colorTexel.b >= 0.5) {\n if (u_shaderFlags[kShaderBit_IgnoreNonLocatable]) {\n discard;\n return vec4(0.0);\n }\n colorTexel.b = (colorTexel.b * 255.0 - 128.0) / 127.0;\n } else {\n colorTexel.b *= 255.0 / 127.0;\n }\n}\nif (doMask) {\n bool masked = !isOutside && (maskTexel.r + maskTexel.g + maskTexel.b + maskTexel.a) > 0.0;\n if (doInvert)\n masked = !masked;\n if (masked) {\n float maskTransparency = u_pClassColorParams.w < 0.0 ? (1.0 - maskTexel.a) : u_pClassColorParams.w;\n if (maskTransparency <= 0.0) {\n discard;\n return vec4(0);\n }\n\n baseColor.a = baseColor.a * maskTransparency;\n }\n\n if (!doClassify)\n return baseColor;\n }\n\n bool isClassified = !isOutside && (colorTexel.r + colorTexel.g + colorTexel.b + colorTexel.a > 0.0);\n float param = isClassified ? u_pClassColorParams.x : u_pClassColorParams.y;\n if (kClassifierDisplay_Off == param) {\n discard;\n return vec4(0);\n}\n`\n ;\n\n// Currently we discard if classifier is pure black (acts as clipping mask).\n// These could be more efficiently handled with masks.\nconst applyPlanarClassificationColor = applyPlanarClassificationPrelude + // eslint-disable-line prefer-template\n `\n float colorMix = u_pClassPointCloud ? .65 : .35;\n vec4 classColor;\n if (kClassifierDisplay_On == param)\n classColor = baseColor;\n else if (!isClassified || kClassifierDisplay_Dimmed == param)\n classColor = vec4(baseColor.rgb * dimScale, baseColor.a);\n else if (kClassifierDisplay_Hilite == param)\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), baseColor.a);\n else {\n if (colorTexel.b > colorTexel.a) {\n discard;\n return vec4(0.0);\n }\n\n // NB: colorTexel contains pre-multiplied alpha. We know it is greater than zero from above.\n float alpha = colorTexel.a * baseColor.a;\n vec3 rgb = colorTexel.rgb / colorTexel.a;\n rgb = mix(baseColor.rgb, rgb, colorMix);\n classColor = vec4(rgb, alpha);\n }\n\n if (kClassifierDisplay_Element != param && isClassified) {\n if (colorTexel.r > colorTexel.a && kClassifierDisplay_Hilite != param)\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), 1.0);\n\n if (colorTexel.g > colorTexel.a)\n classColor = applyClassifierFlash(classColor);\n }\n\n return classColor;\n`;\n\nconst applyPlanarClassificationColorForThematic = applyPlanarClassificationPrelude + // eslint-disable-line prefer-template\n `\n vec4 classColor = baseColor;\n\n if (kClassifierDisplay_Element == param) {\n if (colorTexel.b > colorTexel.a) {\n discard;\n return vec4(0.0);\n }\n\n // We stashed the element alpha in blue channel. Make sure to handle pre-multiplied alpha.\n baseColor.rgb = baseColor.rgb / baseColor.a;\n classColor = vec4(baseColor.rgb, colorTexel.b);\n classColor.rgb *= classColor.a;\n colorTexel.a = 0.5; // make conditions below potentially pass\n }\n\n if (isClassified) {\n if (colorTexel.r > colorTexel.a && kClassifierDisplay_Hilite != param)\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), 1.0);\n\n if (colorTexel.g > colorTexel.a)\n classColor = applyClassifierFlash(classColor);\n }\n\n return classColor;\n`;\n\nconst overrideFeatureId = `\n if (u_pClassColorParams.x != kClassifierDisplay_Element) return currentId;\n vec2 classPos = v_pClassPos / v_pClassPosW;\n vec4 featureTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, (1.0 + classPos.y) / u_pClassColorParams.z));\n return (featureTexel == vec4(0)) ? currentId : addUInt32s(u_batchBase, featureTexel * 255.0) / 255.0;\n `;\n\nconst computeClassifiedHiliteColor = `\n vec2 classPos = v_pClassPos / v_pClassPosW;\n return TEXTURE(s_pClassHiliteSampler, classPos);\n`;\nconst computeClassifiedSurfaceHiliteColor = `\n if (isSurfaceBitSet(kSurfaceBit_HasTexture) && TEXTURE(s_texture, v_texCoord).a <= 0.15)\n return vec4(0.0);\n${computeClassifiedHiliteColor}`;\n\nconst computeClassifierPos = \"vec4 classProj = u_pClassProj * rawPosition; v_pClassPos = classProj.xy;\";\nconst computeInstancedClassifierPos = \"vec4 classProj = u_pClassProj * g_instancedRtcMatrix * rawPosition; v_pClassPos = classProj.xy;\";\nconst computeClassifierPosW = \"v_pClassPosW = classProj.w;\";\n\nconst scratchBytes = new Uint8Array(4);\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\nconst scratchBatchBaseComponents = [0, 0, 0, 0];\nconst scratchColorParams = new Float32Array(4); // Unclassified scale, classified base scale, classified classifier scale, content/image count... MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3\nconst scratchModel = Matrix4d.createIdentity();\nconst scratchModelProjection = Matrix4d.createIdentity();\nconst scratchMatrix = new Matrix4();\n\nfunction addPlanarClassifierCommon(builder: ProgramBuilder) {\n const vert = builder.vert;\n vert.addUniform(\"u_pClassProj\", VariableType.Mat4, (prog) => {\n prog.addGraphicUniform(\"u_pClassProj\", (uniform, params) => {\n const source = expectDefined(params.target.currentPlanarClassifierOrDrape);\n assert(undefined !== source || undefined !== params.target.activeVolumeClassifierTexture);\n if (undefined !== params.target.currentPlanarClassifierOrDrape) {\n source.projectionMatrix.multiplyMatrixMatrix(Matrix4d.createTransform(params.target.currentTransform, scratchModel), scratchModelProjection);\n scratchMatrix.initFromMatrix4d(scratchModelProjection);\n } else\n scratchMatrix.initIdentity(); // needs to be identity for volume classifiers\n uniform.setMatrix4(scratchMatrix);\n });\n });\n\n if (vert.usesInstancedGeometry)\n addInstancedRtcMatrix(vert);\n\n builder.addInlineComputedVarying(\"v_pClassPos\", VariableType.Vec2, vert.usesInstancedGeometry ? computeInstancedClassifierPos : computeClassifierPos);\n builder.addInlineComputedVarying(\"v_pClassPosW\", VariableType.Float, computeClassifierPosW);\n\n addPlanarClassifierConstants(builder.frag);\n}\n\nfunction addPlanarClassifierConstants(builder: ShaderBuilder) {\n builder.addDefine(\"kClassifierDisplay_Off\", SpatialClassifierInsideDisplay.Off.toFixed(1));\n builder.addDefine(\"kClassifierDisplay_On\", SpatialClassifierInsideDisplay.On.toFixed(1));\n builder.addDefine(\"kClassifierDisplay_Dimmed\", SpatialClassifierInsideDisplay.Dimmed.toFixed(1));\n builder.addDefine(\"kClassifierDisplay_Hilite\", SpatialClassifierInsideDisplay.Hilite.toFixed(1));\n builder.addDefine(\"kClassifierDisplay_Element\", SpatialClassifierInsideDisplay.ElementColor.toFixed(1));\n const td = SpatialClassifierInsideDisplay.ElementColor + 1;\n builder.addDefine(\"kTextureDrape\", td.toFixed(1));\n builder.addDefine(\"kTextureContentClassifierOnly\", PlanarClassifierContent.ClassifierOnly.toFixed(1));\n builder.addDefine(\"kTextureContentMaskOnly\", PlanarClassifierContent.MaskOnly.toFixed(1));\n builder.addDefine(\"kTextureContentClassifierAndMask\", PlanarClassifierContent.ClassifierAndMask.toFixed(1));\n}\n\n/** @internal */\nexport function addColorPlanarClassifier(builder: ProgramBuilder, translucent: boolean, isThematic: IsThematic) {\n addPlanarClassifierCommon(builder);\n const frag = builder.frag;\n frag.addUniform(\"s_pClassSampler\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"s_pClassSampler\", (uniform, params) => {\n const source = params.target.currentPlanarClassifierOrDrape;\n const volClass = params.target.activeVolumeClassifierTexture;\n assert(undefined !== source || undefined !== volClass);\n if (source) {\n assert(undefined !== source.texture);\n source.texture.texture.bindSampler(uniform, TextureUnit.PlanarClassification);\n } else\n Texture2DHandle.bindSampler(uniform, expectDefined(volClass), TextureUnit.PlanarClassification);\n });\n });\n\n frag.addUniform(\"u_pClassColorParams\", VariableType.Vec4, (prog) => {\n prog.addGraphicUniform(\"u_pClassColorParams\", (uniform, params) => {\n const source = params.target.currentPlanarClassifierOrDrape;\n const volClass = params.target.activeVolumeClassifierTexture;\n assert(undefined !== source || undefined !== volClass);\n if (undefined !== source) {\n source.getParams(scratchColorParams);\n } else {\n scratchColorParams[0] = 6.0; // Volume classifier, by element color.\n scratchColorParams[1] = 0.5; // used for alpha value\n scratchColorParams[2] = 0.0; // Not used for volume.\n scratchColorParams[3] = 0.0; // Not used for volume.\n }\n uniform.setUniform4fv(scratchColorParams);\n });\n });\n\n if (isThematic === IsThematic.No) {\n frag.addUniform(\"u_pClassPointCloud\", VariableType.Boolean, (prog) => {\n prog.addGraphicUniform(\"u_pClassPointCloud\", (uniform, params) => {\n const classifier = params.target.currentPlanarClassifier;\n const isPointCloud = undefined !== classifier && classifier.isClassifyingPointCloud;\n uniform.setUniform1i(isPointCloud ? 1 : 0);\n });\n });\n }\n\n addClassifierFlash(frag);\n\n if (translucent)\n // We will never call the shaders for volume classifiers with translucency,\n // so use a different version of the function which does not use glFragCoord to reduce the varyings count\n frag.addFunction(volClassTranslucentColor);\n else {\n addWindowToTexCoords(frag);\n frag.addFunction(volClassOpaqueColor);\n }\n\n addShaderFlags(builder);\n\n frag.set(FragmentShaderComponent.ApplyPlanarClassifier, (isThematic === IsThematic.No) ? applyPlanarClassificationColor : applyPlanarClassificationColorForThematic);\n}\n\n/** @internal */\nexport function addFeaturePlanarClassifier(builder: ProgramBuilder) {\n const frag = builder.frag;\n frag.addUniform(\"u_batchBase\", VariableType.Vec4, (prog) => { // TBD. Instancing.\n prog.addGraphicUniform(\"u_batchBase\", (uniform, params) => {\n const classifier = params.target.currentPlanarClassifier;\n if (classifier !== undefined) {\n scratchBatchBaseId[0] = classifier.baseBatchId;\n scratchBatchBaseComponents[0] = scratchBytes[0];\n scratchBatchBaseComponents[1] = scratchBytes[1];\n scratchBatchBaseComponents[2] = scratchBytes[2];\n scratchBatchBaseComponents[3] = scratchBytes[3];\n }\n uniform.setUniform4fv(scratchBatchBaseComponents);\n });\n });\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\n frag.addFunction(addUInt32s);\n}\n\n/** @internal */\nexport function addHilitePlanarClassifier(builder: ProgramBuilder, supportTextures = true) {\n addPlanarClassifierCommon(builder);\n const frag = builder.frag;\n frag.addUniform(\"s_pClassHiliteSampler\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"s_pClassHiliteSampler\", (uniform, params) => {\n const classifier = expectDefined(params.target.currentPlanarClassifier);\n assert(undefined !== classifier && undefined !== classifier.hiliteTexture);\n classifier.hiliteTexture.texture.bindSampler(uniform, TextureUnit.PlanarClassificationHilite);\n });\n });\n\n frag.set(FragmentShaderComponent.ComputeBaseColor, supportTextures ? computeClassifiedSurfaceHiliteColor : computeClassifiedHiliteColor);\n}\n\n// NonLocatable flag is put in upper bit of blue component when drawing the classification texture.\nconst encodeNonLocatableWithFeatures = `\nvec4 encodeNonLocatable(vec4 clr) {\n float encoded_b = (floor(clr.b * 127.0) + float(extractNthBit(floor(v_feature_emphasis + 0.5), kEmphBit_NonLocatable)) * 128.0) / 255.0;\n return vec4(clr.r, clr.g, encoded_b, clr.a);\n}\n`;\n\nconst encodeNonLocatable = `\nvec4 encodeNonLocatable(vec4 clr) {\n float encoded_b = floor(clr.b * 127.0) / 255.0;\n return vec4(clr.r, clr.g, encoded_b, clr.a);\n}\n`;\n\nconst overrideClassifierColorPrelude = `\n if (0.0 == u_planarClassifierInsideMode)\n return currentColor;\n\n if (0.0 == currentColor.a)\n return encodeNonLocatable(vec4(0.0, 0.0, 1.0, 0.5));\n`;\n\nconst overrideClassifierEmphasis = `\n if (kClassifierDisplay_Element != u_planarClassifierInsideMode) {\n float emph = floor(v_feature_emphasis + 0.5);\n if (0.0 != emph)\n return encodeNonLocatable(vec4(extractNthBit(emph, kEmphBit_Hilite), extractNthBit(emph, kEmphBit_Flash), 0.0, 0.5));\n }\n`;\n\nconst overrideClassifierColorPostlude = `\n return encodeNonLocatable(currentColor);\n`;\n\nconst overrideClassifierWithFeatures = overrideClassifierColorPrelude + overrideClassifierEmphasis + overrideClassifierColorPostlude;\nconst overrideClassifierForClip = overrideClassifierColorPrelude + overrideClassifierColorPostlude;\n\nconst overrideClassifierColorPreludeForThematic = `\n if (0.0 == u_planarClassifierInsideMode)\n return currentColor;\n\n if (0.0 == currentColor.a)\n return encodeNonLocatable(vec4(0.0, 0.0, 1.0, 0.5));\n\n bool isElem = kClassifierDisplay_Element == u_planarClassifierInsideMode;\n`;\n\nconst overrideClassifierEmphasisForThematic = `\n float emph = floor(v_feature_emphasis + 0.5);\n if (0.0 != emph)\n return encodeNonLocatable(vec4(extractNthBit(emph, kEmphBit_Hilite), extractNthBit(emph, kEmphBit_Flash), isElem ? currentColor.a : 0.0, isElem ? 1.0 : 0.5));\n else if (kClassifierDisplay_Element == u_planarClassifierInsideMode)\n return encodeNonLocatable(vec4(0.0, 0.0, currentColor.a, 1.0));\n`;\n\n// Thematic classifiers use alpha of 1 to blend; we just want thematic colors to largely win out except when selecting and flashing classifiers.\nconst overrideClassifierColorPostludeClipForThematic = `\n return encodeNonLocatable(isElem ? vec4(0.0, 0.0, 1.0, 1.0) : currentColor);\n`;\n\nconst overrideClassifierWithFeaturesForThematic = overrideClassifierColorPreludeForThematic + overrideClassifierEmphasisForThematic + overrideClassifierColorPostlude;\nconst overrideClassifierForClipForThematic = overrideClassifierColorPreludeForThematic + overrideClassifierColorPostludeClipForThematic;\n\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\n * pre-multiplied alpha. The alpha channel will be 0.5, and the red, green, and/or blue channels will be 1.0:\n * - Red: hilited.\n * - Green: flashed.\n * - Blue: fully-transparent. Indicates clipping mask (discard the classified pixel).\n * @internal\n */\nexport function addOverrideClassifierColor(builder: ProgramBuilder, isThematic: IsThematic): void {\n addPlanarClassifierConstants(builder.frag);\n builder.frag.addUniform(\"u_planarClassifierInsideMode\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_planarClassifierInsideMode\", (uniform, params) => {\n const classifier = params.target.currentlyDrawingClassifier;\n const override = undefined !== classifier ? classifier.insideDisplay : 0;\n uniform.setUniform1f(override);\n });\n });\n\n const haveOverrides = undefined !== builder.frag.find(\"v_feature_emphasis\");\n builder.frag.addFunction(haveOverrides ? encodeNonLocatableWithFeatures : encodeNonLocatable);\n if (isThematic === IsThematic.No)\n builder.frag.set(FragmentShaderComponent.OverrideColor, haveOverrides ? overrideClassifierWithFeatures : overrideClassifierForClip);\n else\n builder.frag.set(FragmentShaderComponent.OverrideColor, haveOverrides ? overrideClassifierWithFeaturesForThematic : overrideClassifierForClipForThematic);\n}\n"]}
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\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, expectDefined } from \"@itwin/core-bentley\";\nimport { Matrix4d } from \"@itwin/core-geometry\";\nimport { SpatialClassifierInsideDisplay } from \"@itwin/core-common\";\nimport { Matrix4 } from \"../Matrix\";\nimport { PlanarClassifierContent } from \"../PlanarClassifier\";\nimport { TextureUnit } from \"../RenderFlags\";\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType } from \"../ShaderBuilder\";\nimport { IsThematic } from \"../TechniqueFlags\";\nimport { Texture2DHandle } from \"../Texture\";\nimport { addShaderFlags, addUInt32s } from \"./Common\";\nimport { addClassifierFlash } from \"./FeatureSymbology\";\nimport { addWindowToTexCoords } from \"./Fragment\";\nimport { addInstancedRtcMatrix } from \"./Vertex\";\n\nexport const volClassOpaqueColor = `\nvec4 volClassColor(vec4 baseColor, float depth) {\n if (depth <= TEXTURE(s_pClassSampler, windowCoordsToTexCoords(gl_FragCoord.xy)).r)\n discard;\n return vec4(baseColor.rgb, 1.0);\n}\n`;\n\nconst volClassTranslucentColor = `\nvec4 volClassColor(vec4 baseColor, float depth) {\n return vec4(baseColor.rgb, depth); // This will never be called, so we use depth here to avoid a compile error\n}\n`;\n\nconst applyPlanarClassificationPrelude = `\nconst float dimScale = .7;\n\nvec2 classPos = v_pClassPos.xy / v_pClassPosW;\nbool isOutside = classPos.x < 0.0 || classPos.x > 1.0 || classPos.y < 0.0 || classPos.y > 1.0;\nif (u_pClassColorParams.x > kClassifierDisplay_Element) { // texture/terrain drape.\n if (u_pClassColorParams.x > kTextureDrape) {\n return volClassColor(baseColor, depth);\n }\n if (isOutside)\n discard;\n\n vec3 rgb = TEXTURE(s_pClassSampler, classPos.xy).rgb;\n return vec4(rgb, baseColor.a);\n}\nfloat imageCount = u_pClassColorParams.z;\n// If imageCount is less than zero - the mask sense is inverted - inside rather than outside. (masks only)\nbool doInvert = false;\nif (imageCount < 0.0) {\n imageCount = - imageCount;\n doInvert = true;\n}\n\nvec4 colorTexel = vec4(0);\nvec4 maskTexel = vec4(0);\nbool doMask = imageCount != kTextureContentClassifierOnly;\nbool doClassify = imageCount != kTextureContentMaskOnly;\n\nif (!isOutside) {\n if (imageCount == kTextureContentClassifierOnly) {\n colorTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y / imageCount));\n } else if (imageCount == kTextureContentMaskOnly) {\n maskTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y));\n } else if (imageCount == kTextureContentClassifierAndMask) {\n colorTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y / imageCount));\n maskTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, (2.0 + classPos.y) / imageCount));\n }\n if (colorTexel.b >= 0.5) {\n if (u_shaderFlags[kShaderBit_IgnoreNonLocatable]) {\n discard;\n return vec4(0.0);\n }\n colorTexel.b = (colorTexel.b * 255.0 - 128.0) / 127.0;\n } else {\n colorTexel.b *= 255.0 / 127.0;\n }\n}\nif (doMask) {\n bool masked = !isOutside && (maskTexel.r + maskTexel.g + maskTexel.b + maskTexel.a) > 0.0;\n if (doInvert)\n masked = !masked;\n if (masked) {\n float maskTransparency = u_pClassColorParams.w < 0.0 ? (1.0 - maskTexel.a) : u_pClassColorParams.w;\n if (maskTransparency <= 0.0) {\n discard;\n return vec4(0);\n }\n\n baseColor.a = baseColor.a * maskTransparency;\n }\n\n if (!doClassify)\n return baseColor;\n }\n\n bool isClassified = !isOutside && (colorTexel.r + colorTexel.g + colorTexel.b + colorTexel.a > 0.0);\n float param = isClassified ? u_pClassColorParams.x : u_pClassColorParams.y;\n if (kClassifierDisplay_Off == param) {\n discard;\n return vec4(0);\n}\n`\n ;\n\n// Currently we discard if classifier is pure black (acts as clipping mask).\n// These could be more efficiently handled with masks.\nconst applyPlanarClassificationColor = applyPlanarClassificationPrelude + // eslint-disable-line prefer-template\n `\n float colorMix = u_pClassPointCloud ? .65 : .35;\n vec4 classColor;\n if (kClassifierDisplay_On == param)\n classColor = baseColor;\n else if (!isClassified || kClassifierDisplay_Dimmed == param)\n classColor = vec4(baseColor.rgb * dimScale, baseColor.a);\n else if (kClassifierDisplay_Hilite == param)\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), baseColor.a);\n else {\n if (colorTexel.b > colorTexel.a) {\n discard;\n return vec4(0.0);\n }\n\n // NB: colorTexel contains pre-multiplied alpha. We know it is greater than zero from above.\n float alpha = colorTexel.a * baseColor.a;\n vec3 rgb = colorTexel.rgb / colorTexel.a;\n rgb = mix(baseColor.rgb, rgb, colorMix);\n classColor = vec4(rgb, alpha);\n }\n\n if (kClassifierDisplay_Element != param && isClassified) {\n if (colorTexel.r > colorTexel.a && kClassifierDisplay_Hilite != param)\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), 1.0);\n\n if (colorTexel.g > colorTexel.a)\n classColor = applyClassifierFlash(classColor);\n }\n\n return classColor;\n`;\n\nconst applyPlanarClassificationColorForThematic = applyPlanarClassificationPrelude + // eslint-disable-line prefer-template\n `\n vec4 classColor = baseColor;\n\n if (kClassifierDisplay_Element == param) {\n if (colorTexel.b > colorTexel.a) {\n discard;\n return vec4(0.0);\n }\n\n // We stashed the element alpha in blue channel. Make sure to handle pre-multiplied alpha.\n baseColor.rgb = baseColor.rgb / baseColor.a;\n classColor = vec4(baseColor.rgb, colorTexel.b);\n classColor.rgb *= classColor.a;\n colorTexel.a = 0.5; // make conditions below potentially pass\n }\n\n if (isClassified) {\n if (colorTexel.r > colorTexel.a && kClassifierDisplay_Hilite != param)\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), 1.0);\n\n if (colorTexel.g > colorTexel.a)\n classColor = applyClassifierFlash(classColor);\n }\n\n return classColor;\n`;\n\nconst overrideFeatureId = `\n if (u_pClassColorParams.x != kClassifierDisplay_Element) return currentId;\n vec2 classPos = v_pClassPos / v_pClassPosW;\n vec4 featureTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, (1.0 + classPos.y) / u_pClassColorParams.z));\n return (featureTexel == vec4(0)) ? currentId : addUInt32s(u_batchBase, featureTexel * 255.0) / 255.0;\n `;\n\nconst computeClassifiedHiliteColor = `\n vec2 classPos = v_pClassPos / v_pClassPosW;\n return TEXTURE(s_pClassHiliteSampler, classPos);\n`;\nconst computeClassifiedSurfaceHiliteColor = `\n if (isSurfaceBitSet(kSurfaceBit_HasTexture) && TEXTURE(s_texture, v_texCoord).a <= 0.15)\n return vec4(0.0);\n${computeClassifiedHiliteColor}`;\n\nconst computeClassifierPos = \"vec4 classProj = u_pClassProj * rawPosition; v_pClassPos = classProj.xy;\";\nconst computeInstancedClassifierPos = \"vec4 classProj = u_pClassProj * g_instancedRtcMatrix * rawPosition; v_pClassPos = classProj.xy;\";\nconst computeClassifierPosW = \"v_pClassPosW = classProj.w;\";\n\nconst scratchBytes = new Uint8Array(4);\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\nconst scratchBatchBaseComponents = [0, 0, 0, 0];\nconst scratchColorParams = new Float32Array(4); // Unclassified scale, classified base scale, classified classifier scale, content/image count... MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3\nconst scratchModel = Matrix4d.createIdentity();\nconst scratchModelProjection = Matrix4d.createIdentity();\nconst scratchMatrix = new Matrix4();\n\nfunction addPlanarClassifierCommon(builder: ProgramBuilder) {\n const vert = builder.vert;\n vert.addUniform(\"u_pClassProj\", VariableType.Mat4, (prog) => {\n prog.addGraphicUniform(\"u_pClassProj\", (uniform, params) => {\n const source = params.target.currentPlanarClassifierOrDrape;\n assert(undefined !== source || undefined !== params.target.activeVolumeClassifierTexture);\n if (undefined !== source) {\n source.projectionMatrix.multiplyMatrixMatrix(Matrix4d.createTransform(params.target.currentTransform, scratchModel), scratchModelProjection);\n scratchMatrix.initFromMatrix4d(scratchModelProjection);\n } else\n scratchMatrix.initIdentity(); // needs to be identity for volume classifiers\n uniform.setMatrix4(scratchMatrix);\n });\n });\n\n if (vert.usesInstancedGeometry)\n addInstancedRtcMatrix(vert);\n\n builder.addInlineComputedVarying(\"v_pClassPos\", VariableType.Vec2, vert.usesInstancedGeometry ? computeInstancedClassifierPos : computeClassifierPos);\n builder.addInlineComputedVarying(\"v_pClassPosW\", VariableType.Float, computeClassifierPosW);\n\n addPlanarClassifierConstants(builder.frag);\n}\n\nfunction addPlanarClassifierConstants(builder: ShaderBuilder) {\n builder.addDefine(\"kClassifierDisplay_Off\", SpatialClassifierInsideDisplay.Off.toFixed(1));\n builder.addDefine(\"kClassifierDisplay_On\", SpatialClassifierInsideDisplay.On.toFixed(1));\n builder.addDefine(\"kClassifierDisplay_Dimmed\", SpatialClassifierInsideDisplay.Dimmed.toFixed(1));\n builder.addDefine(\"kClassifierDisplay_Hilite\", SpatialClassifierInsideDisplay.Hilite.toFixed(1));\n builder.addDefine(\"kClassifierDisplay_Element\", SpatialClassifierInsideDisplay.ElementColor.toFixed(1));\n const td = SpatialClassifierInsideDisplay.ElementColor + 1;\n builder.addDefine(\"kTextureDrape\", td.toFixed(1));\n builder.addDefine(\"kTextureContentClassifierOnly\", PlanarClassifierContent.ClassifierOnly.toFixed(1));\n builder.addDefine(\"kTextureContentMaskOnly\", PlanarClassifierContent.MaskOnly.toFixed(1));\n builder.addDefine(\"kTextureContentClassifierAndMask\", PlanarClassifierContent.ClassifierAndMask.toFixed(1));\n}\n\n/** @internal */\nexport function addColorPlanarClassifier(builder: ProgramBuilder, translucent: boolean, isThematic: IsThematic) {\n addPlanarClassifierCommon(builder);\n const frag = builder.frag;\n frag.addUniform(\"s_pClassSampler\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"s_pClassSampler\", (uniform, params) => {\n const source = params.target.currentPlanarClassifierOrDrape;\n const volClass = params.target.activeVolumeClassifierTexture;\n assert(undefined !== source || undefined !== volClass);\n if (source) {\n assert(undefined !== source.texture);\n source.texture.texture.bindSampler(uniform, TextureUnit.PlanarClassification);\n } else\n Texture2DHandle.bindSampler(uniform, expectDefined(volClass), TextureUnit.PlanarClassification);\n });\n });\n\n frag.addUniform(\"u_pClassColorParams\", VariableType.Vec4, (prog) => {\n prog.addGraphicUniform(\"u_pClassColorParams\", (uniform, params) => {\n const source = params.target.currentPlanarClassifierOrDrape;\n const volClass = params.target.activeVolumeClassifierTexture;\n assert(undefined !== source || undefined !== volClass);\n if (undefined !== source) {\n source.getParams(scratchColorParams);\n } else {\n scratchColorParams[0] = 6.0; // Volume classifier, by element color.\n scratchColorParams[1] = 0.5; // used for alpha value\n scratchColorParams[2] = 0.0; // Not used for volume.\n scratchColorParams[3] = 0.0; // Not used for volume.\n }\n uniform.setUniform4fv(scratchColorParams);\n });\n });\n\n if (isThematic === IsThematic.No) {\n frag.addUniform(\"u_pClassPointCloud\", VariableType.Boolean, (prog) => {\n prog.addGraphicUniform(\"u_pClassPointCloud\", (uniform, params) => {\n const classifier = params.target.currentPlanarClassifier;\n const isPointCloud = undefined !== classifier && classifier.isClassifyingPointCloud;\n uniform.setUniform1i(isPointCloud ? 1 : 0);\n });\n });\n }\n\n addClassifierFlash(frag);\n\n if (translucent)\n // We will never call the shaders for volume classifiers with translucency,\n // so use a different version of the function which does not use glFragCoord to reduce the varyings count\n frag.addFunction(volClassTranslucentColor);\n else {\n addWindowToTexCoords(frag);\n frag.addFunction(volClassOpaqueColor);\n }\n\n addShaderFlags(builder);\n\n frag.set(FragmentShaderComponent.ApplyPlanarClassifier, (isThematic === IsThematic.No) ? applyPlanarClassificationColor : applyPlanarClassificationColorForThematic);\n}\n\n/** @internal */\nexport function addFeaturePlanarClassifier(builder: ProgramBuilder) {\n const frag = builder.frag;\n frag.addUniform(\"u_batchBase\", VariableType.Vec4, (prog) => { // TBD. Instancing.\n prog.addGraphicUniform(\"u_batchBase\", (uniform, params) => {\n const classifier = params.target.currentPlanarClassifier;\n if (classifier !== undefined) {\n scratchBatchBaseId[0] = classifier.baseBatchId;\n scratchBatchBaseComponents[0] = scratchBytes[0];\n scratchBatchBaseComponents[1] = scratchBytes[1];\n scratchBatchBaseComponents[2] = scratchBytes[2];\n scratchBatchBaseComponents[3] = scratchBytes[3];\n }\n uniform.setUniform4fv(scratchBatchBaseComponents);\n });\n });\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\n frag.addFunction(addUInt32s);\n}\n\n/** @internal */\nexport function addHilitePlanarClassifier(builder: ProgramBuilder, supportTextures = true) {\n addPlanarClassifierCommon(builder);\n const frag = builder.frag;\n frag.addUniform(\"s_pClassHiliteSampler\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"s_pClassHiliteSampler\", (uniform, params) => {\n const classifier = expectDefined(params.target.currentPlanarClassifier);\n assert(undefined !== classifier && undefined !== classifier.hiliteTexture);\n classifier.hiliteTexture.texture.bindSampler(uniform, TextureUnit.PlanarClassificationHilite);\n });\n });\n\n frag.set(FragmentShaderComponent.ComputeBaseColor, supportTextures ? computeClassifiedSurfaceHiliteColor : computeClassifiedHiliteColor);\n}\n\n// NonLocatable flag is put in upper bit of blue component when drawing the classification texture.\nconst encodeNonLocatableWithFeatures = `\nvec4 encodeNonLocatable(vec4 clr) {\n float encoded_b = (floor(clr.b * 127.0) + float(extractNthBit(floor(v_feature_emphasis + 0.5), kEmphBit_NonLocatable)) * 128.0) / 255.0;\n return vec4(clr.r, clr.g, encoded_b, clr.a);\n}\n`;\n\nconst encodeNonLocatable = `\nvec4 encodeNonLocatable(vec4 clr) {\n float encoded_b = floor(clr.b * 127.0) / 255.0;\n return vec4(clr.r, clr.g, encoded_b, clr.a);\n}\n`;\n\nconst overrideClassifierColorPrelude = `\n if (0.0 == u_planarClassifierInsideMode)\n return currentColor;\n\n if (0.0 == currentColor.a)\n return encodeNonLocatable(vec4(0.0, 0.0, 1.0, 0.5));\n`;\n\nconst overrideClassifierEmphasis = `\n if (kClassifierDisplay_Element != u_planarClassifierInsideMode) {\n float emph = floor(v_feature_emphasis + 0.5);\n if (0.0 != emph)\n return encodeNonLocatable(vec4(extractNthBit(emph, kEmphBit_Hilite), extractNthBit(emph, kEmphBit_Flash), 0.0, 0.5));\n }\n`;\n\nconst overrideClassifierColorPostlude = `\n return encodeNonLocatable(currentColor);\n`;\n\nconst overrideClassifierWithFeatures = overrideClassifierColorPrelude + overrideClassifierEmphasis + overrideClassifierColorPostlude;\nconst overrideClassifierForClip = overrideClassifierColorPrelude + overrideClassifierColorPostlude;\n\nconst overrideClassifierColorPreludeForThematic = `\n if (0.0 == u_planarClassifierInsideMode)\n return currentColor;\n\n if (0.0 == currentColor.a)\n return encodeNonLocatable(vec4(0.0, 0.0, 1.0, 0.5));\n\n bool isElem = kClassifierDisplay_Element == u_planarClassifierInsideMode;\n`;\n\nconst overrideClassifierEmphasisForThematic = `\n float emph = floor(v_feature_emphasis + 0.5);\n if (0.0 != emph)\n return encodeNonLocatable(vec4(extractNthBit(emph, kEmphBit_Hilite), extractNthBit(emph, kEmphBit_Flash), isElem ? currentColor.a : 0.0, isElem ? 1.0 : 0.5));\n else if (kClassifierDisplay_Element == u_planarClassifierInsideMode)\n return encodeNonLocatable(vec4(0.0, 0.0, currentColor.a, 1.0));\n`;\n\n// Thematic classifiers use alpha of 1 to blend; we just want thematic colors to largely win out except when selecting and flashing classifiers.\nconst overrideClassifierColorPostludeClipForThematic = `\n return encodeNonLocatable(isElem ? vec4(0.0, 0.0, 1.0, 1.0) : currentColor);\n`;\n\nconst overrideClassifierWithFeaturesForThematic = overrideClassifierColorPreludeForThematic + overrideClassifierEmphasisForThematic + overrideClassifierColorPostlude;\nconst overrideClassifierForClipForThematic = overrideClassifierColorPreludeForThematic + overrideClassifierColorPostludeClipForThematic;\n\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\n * pre-multiplied alpha. The alpha channel will be 0.5, and the red, green, and/or blue channels will be 1.0:\n * - Red: hilited.\n * - Green: flashed.\n * - Blue: fully-transparent. Indicates clipping mask (discard the classified pixel).\n * @internal\n */\nexport function addOverrideClassifierColor(builder: ProgramBuilder, isThematic: IsThematic): void {\n addPlanarClassifierConstants(builder.frag);\n builder.frag.addUniform(\"u_planarClassifierInsideMode\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_planarClassifierInsideMode\", (uniform, params) => {\n const classifier = params.target.currentlyDrawingClassifier;\n const override = undefined !== classifier ? classifier.insideDisplay : 0;\n uniform.setUniform1f(override);\n });\n });\n\n const haveOverrides = undefined !== builder.frag.find(\"v_feature_emphasis\");\n builder.frag.addFunction(haveOverrides ? encodeNonLocatableWithFeatures : encodeNonLocatable);\n if (isThematic === IsThematic.No)\n builder.frag.set(FragmentShaderComponent.OverrideColor, haveOverrides ? overrideClassifierWithFeatures : overrideClassifierForClip);\n else\n builder.frag.set(FragmentShaderComponent.OverrideColor, haveOverrides ? overrideClassifierWithFeaturesForThematic : overrideClassifierForClipForThematic);\n}\n"]}
@@ -515,8 +515,8 @@ function addTexture(builder, animated, isThematic, isPointCloud, isHilite, isMap
515
515
  builder.addFunctionComputedVarying("v_texCoord", 3 /* VariableType.Vec2 */, "computeTexCoord", animated ? getComputeAnimatedTexCoord(quantized) : getComputeTexCoord(quantized));
516
516
  builder.vert.addUniform("u_qTexCoordParams", 5 /* VariableType.Vec4 */, (prog) => {
517
517
  prog.addGraphicUniform("u_qTexCoordParams", (uniform, params) => {
518
- const surfGeom = (0, core_bentley_1.expectDefined)(params.geometry.asSurface);
519
- if (surfGeom.useTexture(params.programParams) || (surfGeom.useNormalMap(params.programParams) && !isPointCloud)) {
518
+ const surfGeom = params.geometry.asSurface;
519
+ if (surfGeom?.useTexture(params.programParams) || (surfGeom?.useNormalMap(params.programParams) && !isPointCloud)) {
520
520
  const uvQParams = surfGeom.lut.uvQParams;
521
521
  if (undefined !== uvQParams) {
522
522
  uniform.setUniform4fv(uvQParams);
@@ -527,11 +527,11 @@ function addTexture(builder, animated, isThematic, isPointCloud, isHilite, isMap
527
527
  }
528
528
  builder.frag.addUniform("s_texture", 8 /* VariableType.Sampler2D */, (prog) => {
529
529
  prog.addGraphicUniform("s_texture", (uniform, params) => {
530
- const surfGeom = (0, core_bentley_1.expectDefined)(params.geometry.asSurface);
530
+ const surfGeom = params.geometry.asSurface;
531
531
  if (params.geometry.supportsThematicDisplay && params.target.wantThematicDisplay) { // NB: if thematic display is enabled, bind the thematic texture and ignore any applied surface textures
532
532
  params.target.uniforms.thematic.bindTexture(uniform, RenderFlags_1.TextureUnit.SurfaceTexture);
533
533
  }
534
- else if (surfGeom.useTexture(params.programParams)) {
534
+ else if (surfGeom?.useTexture(params.programParams)) {
535
535
  const texture = (params.geometry.hasAnimation && params.target.analysisTexture) ? params.target.analysisTexture : surfGeom.texture;
536
536
  (0, core_bentley_1.assert)(undefined !== texture);
537
537
  texture.texture.bindSampler(uniform, RenderFlags_1.TextureUnit.SurfaceTexture);
@@ -544,8 +544,8 @@ function addTexture(builder, animated, isThematic, isPointCloud, isHilite, isMap
544
544
  if (!isHilite && !isPointCloud) {
545
545
  builder.frag.addUniform("s_normalMap", 8 /* VariableType.Sampler2D */, (prog) => {
546
546
  prog.addGraphicUniform("s_normalMap", (uniform, params) => {
547
- const surfGeom = (0, core_bentley_1.expectDefined)(params.geometry.asSurface);
548
- if (surfGeom.useNormalMap(params.programParams)) {
547
+ const surfGeom = params.geometry.asSurface;
548
+ if (surfGeom?.useNormalMap(params.programParams)) {
549
549
  const normalMap = surfGeom.normalMap;
550
550
  (0, core_bentley_1.assert)(undefined !== normalMap);
551
551
  normalMap.texture.bindSampler(uniform, RenderFlags_1.TextureUnit.NormalMap);
@@ -559,7 +559,7 @@ function addTexture(builder, animated, isThematic, isPointCloud, isHilite, isMap
559
559
  if (isMaplayer) {
560
560
  builder.frag.addUniform("u_texturesPresent", 0 /* VariableType.Boolean */, (program) => {
561
561
  program.addGraphicUniform("u_texturesPresent", (uniform, params) => {
562
- uniform.setUniform1i((0, core_bentley_1.expectDefined)(params.geometry.asSurface).hasTextures ? 1 : 0);
562
+ uniform.setUniform1i(params.geometry.asSurface?.hasTextures ? 1 : 0);
563
563
  });
564
564
  });
565
565
  const textureUnits = [
@@ -575,8 +575,8 @@ function addTexture(builder, animated, isThematic, isPointCloud, isHilite, isMap
575
575
  builder.frag.addUniform(textureLabel, 8 /* VariableType.Sampler2D */, (prog) => {
576
576
  prog.addGraphicUniform(textureLabel, (uniform, params) => {
577
577
  const textureUnit = textureUnits[i];
578
- const mesh = (0, core_bentley_1.expectDefined)(params.geometry.asSurface);
579
- const drapeTexture = mesh.textureParams ? mesh.textureParams.params[i].texture : undefined;
578
+ const mesh = params.geometry.asSurface;
579
+ const drapeTexture = mesh?.textureParams ? mesh.textureParams.params[i].texture : undefined;
580
580
  if (drapeTexture !== undefined) {
581
581
  const texture = drapeTexture;
582
582
  texture.texture.bindSampler(uniform, textureUnit);
@@ -590,8 +590,8 @@ function addTexture(builder, animated, isThematic, isPointCloud, isHilite, isMap
590
590
  const paramsLabel = `u_texParams${i}`, matrixLabel = `u_texMatrix${i}`;
591
591
  builder.frag.addUniform(matrixLabel, 7 /* VariableType.Mat4 */, (prog) => {
592
592
  prog.addGraphicUniform(matrixLabel, (uniform, params) => {
593
- const mesh = (0, core_bentley_1.expectDefined)(params.geometry.asSurface);
594
- const textureParam = mesh.textureParams?.params[i];
593
+ const mesh = params.geometry.asSurface;
594
+ const textureParam = mesh?.textureParams?.params[i];
595
595
  if (undefined !== textureParam) {
596
596
  const projectionMatrix = textureParam.getProjectionMatrix();
597
597
  if (projectionMatrix) {
@@ -606,8 +606,8 @@ function addTexture(builder, animated, isThematic, isPointCloud, isHilite, isMap
606
606
  });
607
607
  builder.frag.addUniform(paramsLabel, 7 /* VariableType.Mat4 */, (prog) => {
608
608
  prog.addGraphicUniform(paramsLabel, (uniform, params) => {
609
- const mesh = (0, core_bentley_1.expectDefined)(params.geometry.asSurface);
610
- const textureParam = mesh.textureParams?.params[i];
609
+ const mesh = params.geometry.asSurface;
610
+ const textureParam = mesh?.textureParams?.params[i];
611
611
  if (undefined !== textureParam) {
612
612
  uniform.setMatrix4(textureParam.getParams(scratchMatrix));
613
613
  }
@@ -682,8 +682,8 @@ function createSurfaceBuilder(flags) {
682
682
  addTexture(builder, flags.isAnimated, flags.isThematic, false, false, true);
683
683
  builder.frag.addUniform("u_applyGlyphTex", 0 /* VariableType.Boolean */, (prog) => {
684
684
  prog.addGraphicUniform("u_applyGlyphTex", (uniform, params) => {
685
- const surfGeom = (0, core_bentley_1.expectDefined)(params.geometry.asSurface);
686
- uniform.setUniform1i(surfGeom.useTexture(params.programParams) && surfGeom.isGlyph ? 1 : 0);
685
+ const surfGeom = params.geometry.asSurface;
686
+ uniform.setUniform1i(surfGeom?.useTexture(params.programParams) && surfGeom.isGlyph ? 1 : 0);
687
687
  });
688
688
  });
689
689
  // Fragment and Vertex
@@ -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 { assert, expectDefined } from \"@itwin/core-bentley\";\nimport { AttributeMap } from \"../AttributeMap\";\nimport { Material } from \"../Material\";\nimport { Pass, SurfaceBitIndex, SurfaceFlags, TextureUnit } from \"../RenderFlags\";\nimport {\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent,\n} from \"../ShaderBuilder\";\nimport { System } from \"../System\";\nimport {\n FeatureMode, IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, PositionType, TechniqueFlags,\n} from \"../TechniqueFlags\";\nimport { TechniqueId } from \"../TechniqueId\";\nimport { Texture } from \"../Texture\";\nimport { addAnimation } from \"./Animation\";\nimport { unpackFloat } from \"./Clipping\";\nimport { addColor } from \"./Color\";\nimport { addChooseVec2WithBitFlagsFunction, addChooseVec3WithBitFlagFunction, addExtractNthBit, addFrustum, addShaderFlags } from \"./Common\";\nimport { addUnpackAndNormalize2Bytes, decodeDepthRgb, unquantize2d } from \"./Decode\";\nimport {\n addFeatureSymbology, addMaxAlpha, addRenderOrder, addRenderOrderConstants, addSurfaceDiscard, addSurfaceHiliter, FeatureSymbologyOptions,\n} from \"./FeatureSymbology\";\nimport {\n addAltPickBufferOutputs, addFragColorWithPreMultipliedAlpha, addPickBufferOutputs, addWhiteOnWhiteReversal, assignFragColor,\n} from \"./Fragment\";\nimport { addLighting } from \"./Lighting\";\nimport { addSurfaceMonochrome } from \"./Monochrome\";\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier, addOverrideClassifierColor } from \"./PlanarClassification\";\nimport { addRenderPass } from \"./RenderPass\";\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\nimport { addTranslucency } from \"./Translucency\";\nimport { addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\nimport { wantMaterials } from \"../SurfaceGeometry\";\nimport { addWiremesh } from \"./Wiremesh\";\nimport { Npc } from \"@itwin/core-common\";\nimport { addApplyContours } from \"./Contours\";\nimport { Matrix4d } from \"@itwin/core-geometry\";\nimport { Matrix4 } from \"../Matrix\";\nimport { addApplySurfaceDraping } from \"./MaplayerDraping\";\n\nconst constantLodTextureLookup = `\nvec4 constantLodTextureLookup(sampler2D textureSampler) {\n float logDepth = log2(v_uvCustom.z);\n float f = fract(logDepth);\n float p = floor(logDepth);\n // When p changes, both tc1 and tc2 jumped by a power of 2 at that transition (and f goes from ~1 to 0).\n // This caused a line to show up with incorrect tex coords, we believe due to a problem with the derivative\n // that is auto calculated on the tex coords for the mip-map. The below approach attempts to \"smooth\"\n // the transition of the coord in use at the transition by only changing the coord that is not in use\n // (but by 2 powers of 2) and switching the mix selector to account for it. It does this by using whether\n // p is odd or even to select which way it is going, so it alternates at the boundaries. This fixes the\n // line problem.\n float p1, p2;\n if (0u == (uint(p) & 1u)) { // p is even\n p1 = p;\n p2 = p + 1.0;\n } else { // p is odd\n p1 = p + 1.0;\n p2 = p;\n f = 1.0 - f;\n }\n\n vec2 tc1 = v_uvCustom.xy / clamp(pow(2.0, p1), float(u_constantLodFParams.x), float(u_constantLodFParams.y)) * u_constantLodFParams.z;\n vec2 tc2 = v_uvCustom.xy / clamp(pow(2.0, p2), float(u_constantLodFParams.x), float(u_constantLodFParams.y)) * u_constantLodFParams.z;\n return mix(TEXTURE(textureSampler, tc1), TEXTURE(textureSampler, tc2), f);\n}\n`;\n\n// NB: Textures do not contain pre-multiplied alpha.\nconst sampleSurfaceTexture = `\nvec4 sampleSurfaceTexture() {\n vec4 clr;\n if (!isSurfaceBitSet(kSurfaceBit_HasTexture))\n clr = vec4(1.0, 1.0, 1.0, 1.0);\n else if (u_surfaceFlags[kSurfaceBitIndex_UseConstantLodTextureMapping])\n clr = constantLodTextureLookup(s_texture);\n else\n clr = TEXTURE(s_texture, v_texCoord);\n return clr;\n}\n`;\n\nconst applyMaterialColor = `\n float useMatColor = float(use_material);\n vec3 rgb = mix(baseColor.rgb, mat_rgb.rgb, useMatColor * mat_rgb.a);\n float a = mix(baseColor.a, mat_alpha.x, useMatColor * mat_alpha.y);\n return vec4(rgb, a);\n`;\n\n// if this is a raster glyph, the sampled color has already been modified - do not modify further.\n// Mix diffuse color with texel based on texture weight.\n// Replace with diffuse RGB if RGB overridden.\n// Replace with diffuse alpha if alpha overridden.\n// Multiply texel alpha with diffuse alpha if specified.\nconst applyTextureWeight = `\n bool applyTexture = !u_applyGlyphTex && isSurfaceBitSet(kSurfaceBit_HasTexture);\n float textureWeight = applyTexture ? mat_texture_weight : 0.0;\n vec3 rgb = mix(baseColor.rgb, g_surfaceTexel.rgb, textureWeight);\n rgb = chooseVec3WithBitFlag(rgb, baseColor.rgb, surfaceFlags, kSurfaceBit_OverrideRgb);\n\n float a = applyTexture ? baseColor.a * g_surfaceTexel.a : baseColor.a;\n\n return vec4(rgb, a);\n`;\n\nconst decodeFragMaterialParams = `\nvoid decodeMaterialParams(vec4 params) {\n mat_weights = unpackAndNormalize2Bytes(params.x);\n\n vec2 texAndSpecR = unpackAndNormalize2Bytes(params.y);\n mat_texture_weight = texAndSpecR.x;\n\n vec2 specGB = unpackAndNormalize2Bytes(params.z);\n mat_specular = vec4(texAndSpecR.y, specGB, params.w);\n}\n`;\n\nconst decodeMaterialColor = `\nvoid decodeMaterialColor(vec4 rgba) {\n mat_rgb = vec4(rgba.rgb, float(rgba.r >= 0.0));\n mat_alpha = vec2(rgba.a, float(rgba.a >= 0.0));\n}\n`;\n\n// defaults: (0x6699, 0xffff, 0xffff, 13.5)\nconst computeMaterialParams = `\n const vec4 defaults = vec4(26265.0, 65535.0, 65535.0, 13.5);\n return use_material ? g_materialParams : defaults;\n`;\n\n// The 8-bit material index is stored with the 24-bit feature index, in the high byte.\nconst readMaterialAtlas = `\nvoid readMaterialAtlas() {\n float materialAtlasStart = u_vertParams.z * u_vertParams.w + u_numColors;\n float materialIndex = g_featureAndMaterialIndex.w * 4.0 + materialAtlasStart;\n\n vec2 tc = computeLUTCoords(materialIndex, u_vertParams.xy, g_vert_center, 1.0);\n vec4 rgba = TEXTURE(u_vertLUT, tc);\n\n tc = computeLUTCoords(materialIndex + 1.0, u_vertParams.xy, g_vert_center, 1.0);\n vec4 weightsAndFlags = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\n\n tc = computeLUTCoords(materialIndex + 2.0, u_vertParams.xy, g_vert_center, 1.0);\n vec3 specularRgb = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5).rgb;\n\n tc = computeLUTCoords(materialIndex + 3.0, u_vertParams.xy, g_vert_center, 1.0);\n vec4 packedSpecularExponent = TEXTURE(u_vertLUT, tc);\n\n float flags = weightsAndFlags.w;\n mat_rgb = vec4(rgba.rgb, float(flags == 1.0 || flags == 3.0));\n mat_alpha = vec2(rgba.a, float(flags == 2.0 || flags == 3.0));\n\n float specularExponent = unpackFloat(packedSpecularExponent);\n g_materialParams.x = weightsAndFlags.y + weightsAndFlags.z * 256.0;\n g_materialParams.y = 255.0 + specularRgb.r * 256.0;\n g_materialParams.z = specularRgb.g + specularRgb.b * 256.0;\n g_materialParams.w = specularExponent;\n}\n`;\n\nconst computeMaterial = `\n if (u_surfaceFlags[kSurfaceBitIndex_HasMaterialAtlas]) {\n readMaterialAtlas();\n } else {\n decodeMaterialColor(u_materialColor);\n g_materialParams = u_materialParams;\n }\n`;\n\nconst computeMaterialInstanced = `\n decodeMaterialColor(u_materialColor);\n g_materialParams = u_materialParams;\n`;\n\nfunction addMaterial(builder: ProgramBuilder, instanced: boolean): void {\n const frag = builder.frag;\n assert(undefined !== frag.find(\"v_surfaceFlags\"));\n\n frag.addGlobal(\"mat_texture_weight\", VariableType.Float);\n frag.addGlobal(\"mat_weights\", VariableType.Vec2); // diffuse, specular\n frag.addGlobal(\"mat_specular\", VariableType.Vec4); // rgb, exponent\n\n addUnpackAndNormalize2Bytes(frag);\n frag.addFunction(decodeFragMaterialParams);\n frag.addInitializer(\"decodeMaterialParams(v_materialParams);\");\n\n addChooseVec3WithBitFlagFunction(frag);\n frag.set(FragmentShaderComponent.ApplyMaterialOverrides, applyTextureWeight);\n\n const vert = builder.vert;\n vert.addGlobal(\"mat_rgb\", VariableType.Vec4); // a = 0 if not overridden, else 1\n vert.addGlobal(\"mat_alpha\", VariableType.Vec2); // a = 0 if not overridden, else 1\n vert.addGlobal(\"use_material\", VariableType.Boolean);\n vert.addInitializer(\"use_material = !u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial];\");\n\n // Uniform material\n vert.addFunction(decodeMaterialColor);\n vert.addUniform(\"u_materialColor\", VariableType.Vec4, (prog) => {\n prog.addGraphicUniform(\"u_materialColor\", (uniform, params) => {\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\n uniform.setUniform4fv(mat.rgba);\n });\n });\n\n vert.addUniform(\"u_materialParams\", VariableType.Vec4, (prog) => {\n prog.addGraphicUniform(\"u_materialParams\", (uniform, params) => {\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\n uniform.setUniform4fv(mat.fragUniforms);\n });\n });\n\n if (!instanced) {\n // Material atlas\n vert.addFunction(unpackFloat);\n vert.addFunction(readMaterialAtlas);\n vert.addUniform(\"u_numColors\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_numColors\", (uniform, params) => {\n const info = params.geometry.materialInfo;\n const numColors = undefined !== info && info.isAtlas ? info.vertexTableOffset : 0;\n uniform.setUniform1f(numColors);\n });\n });\n }\n vert.addGlobal(\"g_materialParams\", VariableType.Vec4);\n vert.set(VertexShaderComponent.ComputeMaterial, instanced ? computeMaterialInstanced : computeMaterial);\n vert.set(VertexShaderComponent.ApplyMaterialColor, applyMaterialColor);\n builder.addFunctionComputedVarying(\"v_materialParams\", VariableType.Vec4, \"computeMaterialParams\", computeMaterialParams);\n}\n\nconst computePositionPrelude = `\n vec4 pos = MAT_MV * rawPos;\n`;\n\n// We used to use gl.polygonOffset() for blanking regions, but that doesn't work with logarithmic depth buffer which overwrites the\n// computed Z. Instead we must manually offset in vertex shader. We do this even if log depth is not enabled/supported.\n// NOTE: If log depth is *not* supported, then the hilite surface vertex shaders previously would still include this logic, but the\n// fragment shaders would not use v_eyeSpace. Some Ubuntu 20.04 graphics drivers cleverly and correctly optimized out the varying and the uniform,\n// causing an exception when gl.getProgramLocation() failed. So, omit this bit in that case.\nconst adjustEyeSpace = `\n v_eyeSpace = pos.xyz;\n const float blankingRegionOffset = 2.0 / 65536.0;\n if (kRenderOrder_BlankingRegion == u_renderOrder)\n v_eyeSpace.z -= blankingRegionOffset * (u_frustum.y - u_frustum.x);\n`;\n\nconst computeConstantLodUvCustom = `\n vec2 worldpos = (u_modelToWorld * vec4(rawPos.xyz, 0.0)).xy;\n v_uvCustom = vec3((u_constantLodVParams.xy + worldpos) * vec2(1.0, -1.0), kFrustumType_Perspective == u_frustum.z ? -v_eyeSpace.z : u_constantLodVParams.z);\n`;\n\nconst computePositionPostlude = `\n return u_proj * pos;\n`;\n\nfunction createCommon(isInstanced: IsInstanced, animated: IsAnimated, shadowable: IsShadowable, isHiliter: boolean, positionType: PositionType): ProgramBuilder {\n const instanced = IsInstanced.Yes === isInstanced;\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.Surface, instanced);\n const builder = new ProgramBuilder(attrMap, { positionType, instanced });\n const vert = builder.vert;\n\n if (animated)\n addAnimation(vert, true);\n\n if (shadowable)\n addSolarShadowMap(builder);\n\n addProjectionMatrix(vert);\n addModelViewMatrix(vert);\n\n let computePosition = computePositionPrelude;\n if (!isHiliter || System.instance.supportsLogZBuffer) {\n addFrustum(builder);\n addRenderOrder(builder.vert);\n addRenderOrderConstants(builder.vert);\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\n computePosition += adjustEyeSpace;\n }\n if (!isHiliter)\n computePosition += computeConstantLodUvCustom;\n computePosition += computePositionPostlude;\n\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\n\n return builder;\n}\n\n/** @internal */\nexport function createSurfaceHiliter(instanced: IsInstanced, classified: IsClassified, posType: PositionType): ProgramBuilder {\n const builder = createCommon(instanced, IsAnimated.No, IsShadowable.No, true, posType);\n\n addSurfaceFlags(builder, true, false);\n addTexture(builder, IsAnimated.No, IsThematic.No, false, true, false);\n if (classified) {\n addHilitePlanarClassifier(builder);\n builder.vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\n } else {\n addSurfaceHiliter(builder);\n }\n\n return builder;\n}\n\nconst isSurfaceBitSet = `\nbool isSurfaceBitSet(uint flag) { return 0u != (surfaceFlags & flag); }\n`;\n\n/** @internal */\nfunction addSurfaceFlagsLookup(builder: ShaderBuilder) {\n builder.addConstant(\"kSurfaceBitIndex_HasTexture\", VariableType.Int, SurfaceBitIndex.HasTexture.toString());\n builder.addConstant(\"kSurfaceBitIndex_ApplyLighting\", VariableType.Int, SurfaceBitIndex.ApplyLighting.toString());\n builder.addConstant(\"kSurfaceBitIndex_HasNormals\", VariableType.Int, SurfaceBitIndex.HasNormals.toString());\n builder.addConstant(\"kSurfaceBitIndex_IgnoreMaterial\", VariableType.Int, SurfaceBitIndex.IgnoreMaterial.toString());\n builder.addConstant(\"kSurfaceBitIndex_TransparencyThreshold\", VariableType.Int, SurfaceBitIndex.TransparencyThreshold.toString());\n builder.addConstant(\"kSurfaceBitIndex_BackgroundFill\", VariableType.Int, SurfaceBitIndex.BackgroundFill.toString());\n builder.addConstant(\"kSurfaceBitIndex_HasColorAndNormal\", VariableType.Int, SurfaceBitIndex.HasColorAndNormal.toString());\n builder.addConstant(\"kSurfaceBitIndex_OverrideRgb\", VariableType.Int, SurfaceBitIndex.OverrideRgb.toString());\n builder.addConstant(\"kSurfaceBitIndex_HasNormalMap\", VariableType.Int, SurfaceBitIndex.HasNormalMap.toString());\n builder.addConstant(\"kSurfaceBitIndex_HasMaterialAtlas\", VariableType.Int, SurfaceBitIndex.HasMaterialAtlas.toString());\n builder.addConstant(\"kSurfaceBitIndex_UseConstantLodTextureMapping\", VariableType.Int, SurfaceBitIndex.UseConstantLodTextureMapping.toString());\n builder.addConstant(\"kSurfaceBitIndex_UseConstantLodNormalMapMapping\", VariableType.Int, SurfaceBitIndex.UseConstantLodNormalMapMapping.toString());\n\n // Surface flags which get modified in vertex shader are still passed to fragment shader as a single float & are thus\n // used differently there & so require different constants. Unused constants are commented out.\n builder.addBitFlagConstant(\"kSurfaceBit_HasTexture\", SurfaceBitIndex.HasTexture);\n builder.addBitFlagConstant(\"kSurfaceBit_IgnoreMaterial\", SurfaceBitIndex.IgnoreMaterial);\n builder.addBitFlagConstant(\"kSurfaceBit_OverrideRgb\", SurfaceBitIndex.OverrideRgb);\n builder.addBitFlagConstant(\"kSurfaceBit_HasNormalMap\", SurfaceBitIndex.HasNormalMap);\n\n // Only need masks for flags modified in vertex shader\n const suffix = \"u\";\n const type = VariableType.Uint;\n builder.addConstant(\"kSurfaceMask_HasTexture\", type, SurfaceFlags.HasTexture.toString() + suffix);\n builder.addConstant(\"kSurfaceMask_IgnoreMaterial\", type, SurfaceFlags.IgnoreMaterial.toString() + suffix);\n builder.addConstant(\"kSurfaceMask_OverrideRgb\", type, SurfaceFlags.OverrideRgb.toString() + suffix);\n builder.addConstant(\"kSurfaceMask_HasNormalMap\", type, SurfaceFlags.HasNormalMap.toString() + suffix);\n\n addExtractNthBit(builder);\n builder.addFunction(isSurfaceBitSet);\n builder.addGlobal(\"surfaceFlags\", VariableType.Uint);\n}\n\nconst initSurfaceFlags = `\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0u;\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0u;\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0u;\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_HasNormalMap] ? kSurfaceMask_HasNormalMap : 0u;\n`;\n\nconst computeBaseSurfaceFlags = `\n if (feature_ignore_material) {\n if (u_surfaceFlags[kSurfaceBitIndex_HasTexture])\n surfaceFlags -= kSurfaceMask_HasTexture;\n if (u_surfaceFlags[kSurfaceBitIndex_HasNormalMap])\n surfaceFlags -= kSurfaceMask_HasNormalMap;\n\n surfaceFlags += kSurfaceMask_IgnoreMaterial;\n }\n`;\n\n// Textured surfaces (including raster glyphs) always *multiply* the sampled alpha by the alpha override.\nconst computeColorSurfaceFlags = `\n if (feature_rgb.r >= 0.0)\n surfaceFlags += kSurfaceMask_OverrideRgb;\n`;\n\nconst returnSurfaceFlags = \" return float(surfaceFlags);\\n\";\n\nconst computeSurfaceFlags = computeBaseSurfaceFlags;\nconst computeSurfaceFlagsWithColor = computeBaseSurfaceFlags + computeColorSurfaceFlags;\n\n/** @internal */\nexport const octDecodeNormal = `\nvec3 octDecodeNormal(vec2 e) {\n e = e / 255.0 * 2.0 - 1.0;\n vec3 n = vec3(e.x, e.y, 1.0 - abs(e.x) - abs(e.y));\n if (n.z < 0.0) {\n vec2 signNotZero = vec2(n.x >= 0.0 ? 1.0 : -1.0, n.y >= 0.0 ? 1.0 : -1.0);\n n.xy = (1.0 - abs(n.yx)) * signNotZero;\n }\n\n return normalize(n);\n}\n`;\n\nfunction getComputeNormal(quantized: boolean): string {\n const a = quantized ? \"g_vertLutData3.xy\" : \"g_vertLutData4.zw\";\n const b = quantized ? \"g_vertLutData1.zw\" : \"g_vertLutData5.xy\";\n return `\n if (!u_surfaceFlags[kSurfaceBitIndex_HasNormals])\n return vec3(0.0);\n\n vec2 normal = (u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal]) ? ${a} : ${b};\n return normalize(MAT_NORM * octDecodeNormal(normal));\n`;\n}\n\nconst finalizeNormalPrelude = `\n vec3 normal = normalize(v_n) * (2.0 * float(gl_FrontFacing) - 1.0);\n`;\n\nconst finalizeNormalNormalMap = `\n if (isSurfaceBitSet(kSurfaceBit_HasNormalMap)) {\n // Modify the normal with the normal map texture.\n // First calculate the tangent.\n vec3 dp1 = dFdx(v_eyeSpace);\n vec3 dp2 = dFdy(v_eyeSpace);\n vec2 duv1 = dFdx(v_texCoord);\n vec2 duv2 = dFdy(v_texCoord);\n vec3 tangent = normalize(duv2.y * dp1 - duv1.y * dp2);\n tangent = normalize (tangent - normal * dot (normal, tangent)); // re-orthogonalize with normal\n bool flip = (duv1.x * duv2.y - duv2.x * duv1.y) < 0.0;\n if (flip)\n tangent = -tangent;\n vec3 biTangent = cross (normal, tangent);\n if (flip)\n biTangent = -biTangent;\n vec3 normM;\n if (u_surfaceFlags[kSurfaceBitIndex_UseConstantLodNormalMapMapping])\n normM = constantLodTextureLookup(s_normalMap).xyz;\n else\n normM = TEXTURE(s_normalMap, v_texCoord).xyz;\n if (length (normM) > 0.0001) { // check for empty normal texture\n normM = (normM - 0.5) * 2.0;\n normM = normalize (normM);\n normM.x *= abs(u_normalMapScale);\n normM.y *= u_normalMapScale;\n normM = normalize (normM);\n normal = normalize (normM.x * tangent + normM.y * biTangent + normM.z * normal);\n }\n }\n`;\n\nconst finalizeNormalPostlude = `\n return normal;\n`;\n\nfunction getComputeAnimatedNormal(quantized: boolean): string {\n return `\n if (u_animNormalParams.x >= 0.0)\n return normalize(MAT_NORM * computeAnimationNormal(u_animNormalParams.x, u_animNormalParams.y, u_animNormalParams.z));\n\n ${getComputeNormal(quantized)}`;\n}\n\nconst applyBackgroundColor = `\n return u_surfaceFlags[kSurfaceBitIndex_BackgroundFill] ? vec4(u_bgColor.rgb, baseColor.a) : baseColor;\n`;\n\nfunction getComputeTexCoord(quantized: boolean): string {\n const vertData = quantized ? \"g_vertLutData3\" : \"g_vertLutData4\";\n return `\n vec4 rgba = ${vertData};\n vec2 qcoords = vec2(decodeUInt16(rgba.xy), decodeUInt16(rgba.zw));\n return chooseVec2With2BitFlags(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture, kSurfaceBit_HasNormalMap);\n`;\n}\n\nfunction getComputeAnimatedTexCoord(quantized: boolean): string {\n return `\n if (u_animScalarQParams.x >= 0.0)\n return computeAnimationParam(u_animScalarParams.x, u_animScalarParams.y, u_animScalarParams.z, u_animScalarQParams.x, u_animScalarQParams.y);\n\n ${getComputeTexCoord(quantized)}\n`;\n}\n\nconst getSurfaceColor = `\nvec4 getSurfaceColor() { return v_color; }\n`;\n\n// If we have texture weight < 1.0 we must compute the element/material color first then mix with texture color\n// in ApplyMaterialOverrides(). Do the sample once, here, and store in a global variable for possible later use.\n// If a glyph texture, must mix getSurfaceColor() with texture color so texture color alpha is applied 100% and\n// surface color rgb is scaled by texture color rgb (latter is full white originally but stretched via mipmapping).\nconst computeBaseColor = `\n g_surfaceTexel = sampleSurfaceTexture();\n vec4 surfaceColor = getSurfaceColor();\n\n if (!u_applyGlyphTex)\n return surfaceColor;\n\n // Compute color for raster glyph.\n const vec3 white = vec3(1.0);\n const vec3 epsilon = vec3(0.0001);\n vec3 almostWhite = white - epsilon;\n\n // set to black if almost white and reverse white-on-white is on\n bvec3 isAlmostWhite = greaterThan(surfaceColor.rgb, almostWhite);\n surfaceColor.rgb = (u_reverseWhiteOnWhite && isAlmostWhite.r && isAlmostWhite.g && isAlmostWhite.b ? vec3(0.0, 0.0, 0.0) : surfaceColor.rgb);\n return vec4(surfaceColor.rgb * g_surfaceTexel.rgb, g_surfaceTexel.a * surfaceColor.a);\n`;\n\nconst surfaceFlagArray = new Int32Array(SurfaceBitIndex.Count);\n\n/** @internal */\nexport function addSurfaceFlags(builder: ProgramBuilder, withFeatureOverrides: boolean, withFeatureColor: boolean) {\n addSurfaceFlagsLookup(builder.vert);\n addSurfaceFlagsLookup(builder.frag);\n\n let compute = initSurfaceFlags;\n if (withFeatureOverrides)\n compute += `${withFeatureColor ? computeSurfaceFlagsWithColor : computeSurfaceFlags}\\n`;\n compute += returnSurfaceFlags;\n builder.addFunctionComputedVarying(\"v_surfaceFlags\", VariableType.Float, \"computeSurfaceFlags\", compute);\n\n builder.frag.addInitializer(\"surfaceFlags = uint(floor(v_surfaceFlags + 0.5));\");\n\n builder.addUniformArray(\"u_surfaceFlags\", VariableType.Boolean, SurfaceBitIndex.Count, (prog) => {\n prog.addGraphicUniform(\"u_surfaceFlags\", (uniform, params) => {\n assert(undefined !== params.geometry.asSurface);\n const mesh = params.geometry.asSurface;\n mesh.computeSurfaceFlags(params.programParams, surfaceFlagArray);\n uniform.setUniform1iv(surfaceFlagArray);\n });\n });\n}\n\nfunction addNormal(builder: ProgramBuilder, animated: IsAnimated) {\n addNormalMatrix(builder.vert);\n\n const quantized = \"quantized\" === builder.vert.positionType;\n builder.vert.addFunction(octDecodeNormal);\n builder.vert.addFunction(\"vec3 computeSurfaceNormal()\", getComputeNormal(quantized));\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", animated ? getComputeAnimatedNormal(quantized) : \"return computeSurfaceNormal();\");\n builder.frag.addGlobal(\"g_normal\", VariableType.Vec3);\n let finalizeNormal = finalizeNormalPrelude;\n\n finalizeNormal += finalizeNormalNormalMap;\n builder.frag.addFunction(constantLodTextureLookup);\n builder.frag.addUniform(\"u_normalMapScale\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_normalMapScale\", (uniform, params) => {\n if (undefined !== params.geometry.materialInfo && !params.geometry.materialInfo.isAtlas) {\n const normalMapParams = params.geometry.materialInfo.textureMapping?.normalMapParams;\n if (undefined !== normalMapParams) {\n let normalMapScale = 1.0;\n normalMapScale = normalMapParams.scale ?? 1.0;\n if (normalMapParams.greenUp)\n normalMapScale = -normalMapScale;\n uniform.setUniform1f(normalMapScale);\n }\n }\n });\n });\n\n finalizeNormal += finalizeNormalPostlude;\n builder.frag.set(FragmentShaderComponent.FinalizeNormal, finalizeNormal);\n\n // Set to true to colorize surfaces based on normals (in world space).\n // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.\n const debugNormals = false;\n if (debugNormals) {\n builder.frag.set(FragmentShaderComponent.ApplyDebugColor, \"return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);\");\n builder.addInlineComputedVarying(\"v_normal\", VariableType.Vec3, \"v_normal = computeSurfaceNormal();\");\n }\n}\nconst scratchMatrix4d1 = Matrix4d.createIdentity();\nconst scratchMatrix4d2 = Matrix4d.createIdentity();\nconst scratchMatrix = new Matrix4();\n/** @internal */\nexport function addTexture(builder: ProgramBuilder, animated: IsAnimated, isThematic: IsThematic, isPointCloud: boolean, isHilite: boolean, isMaplayer:boolean) {\n if (isThematic) {\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, isPointCloud, true));\n }\n\n // Point clouds do not need to compute texture coordinates since the only texture they use is the thematic gradient.\n // Surfaces now need texture coordinates even for thematic in case they have a normal map.\n if (!isPointCloud) {\n builder.vert.addFunction(unquantize2d);\n addChooseVec2WithBitFlagsFunction(builder.vert);\n const quantized = \"quantized\" === builder.vert.positionType;\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", animated ? getComputeAnimatedTexCoord(quantized) : getComputeTexCoord(quantized));\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\n const surfGeom = expectDefined(params.geometry.asSurface);\n if (surfGeom.useTexture(params.programParams) || (surfGeom.useNormalMap(params.programParams) && !isPointCloud)) {\n const uvQParams = surfGeom.lut.uvQParams;\n if (undefined !== uvQParams) {\n uniform.setUniform4fv(uvQParams);\n }\n }\n });\n });\n }\n\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\n const surfGeom = expectDefined(params.geometry.asSurface);\n if (params.geometry.supportsThematicDisplay && params.target.wantThematicDisplay) { // NB: if thematic display is enabled, bind the thematic texture and ignore any applied surface textures\n params.target.uniforms.thematic.bindTexture(uniform, TextureUnit.SurfaceTexture);\n } else if (surfGeom.useTexture(params.programParams)) {\n const texture = (params.geometry.hasAnimation && params.target.analysisTexture) ? (params.target.analysisTexture as Texture) : surfGeom.texture;\n assert(undefined !== texture);\n texture.texture.bindSampler(uniform, TextureUnit.SurfaceTexture);\n } else {\n System.instance.ensureSamplerBound(uniform, TextureUnit.SurfaceTexture);\n }\n });\n });\n\n if (!isHilite && !isPointCloud) {\n builder.frag.addUniform(\"s_normalMap\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"s_normalMap\", (uniform, params) => {\n const surfGeom = expectDefined(params.geometry.asSurface);\n if (surfGeom.useNormalMap(params.programParams)) {\n const normalMap = surfGeom.normalMap;\n assert(undefined !== normalMap);\n normalMap.texture.bindSampler(uniform, TextureUnit.NormalMap);\n } else {\n System.instance.ensureSamplerBound(uniform, TextureUnit.NormalMap);\n }\n });\n });\n }\n\n if (isMaplayer) {\n builder.frag.addUniform(\"u_texturesPresent\", VariableType.Boolean, (program) => {\n program.addGraphicUniform(\"u_texturesPresent\", (uniform, params) => {\n uniform.setUniform1i(expectDefined(params.geometry.asSurface).hasTextures ? 1 : 0);\n });\n });\n\n const textureUnits = [\n TextureUnit.SurfaceDraping0,\n TextureUnit.SurfaceDraping1,\n TextureUnit.SurfaceDraping2,\n TextureUnit.SurfaceDraping3,\n TextureUnit.SurfaceDraping4,\n TextureUnit.SurfaceDraping5,\n ];\n\n for (let i = 0; i < textureUnits.length; i++) {\n const textureLabel = `s_texture${i}`;\n\n builder.frag.addUniform(textureLabel, VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(textureLabel, (uniform, params) => {\n const textureUnit = textureUnits[i];\n const mesh = expectDefined(params.geometry.asSurface);\n const drapeTexture = mesh.textureParams ? mesh.textureParams.params[i].texture : undefined;\n if (drapeTexture !== undefined) {\n const texture = drapeTexture as Texture;\n texture.texture.bindSampler(uniform, textureUnit);\n params.context\n } else {\n System.instance.ensureSamplerBound(uniform, textureUnit);\n }\n });\n });\n const paramsLabel = `u_texParams${i}`, matrixLabel = `u_texMatrix${i}`;\n builder.frag.addUniform(matrixLabel, VariableType.Mat4, (prog) => {\n prog.addGraphicUniform(matrixLabel, (uniform, params) => {\n const mesh = expectDefined(params.geometry.asSurface);\n const textureParam = mesh.textureParams?.params[i];\n if (undefined !== textureParam) {\n const projectionMatrix = textureParam.getProjectionMatrix();\n if (projectionMatrix) {\n const eyeToModel = Matrix4d.createTransform(expectDefined(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(expectDefined(textureParam.getTerrainMatrix()));\n }\n });\n });\n builder.frag.addUniform(paramsLabel, VariableType.Mat4, (prog) => {\n prog.addGraphicUniform(paramsLabel, (uniform, params) => {\n const mesh = expectDefined(params.geometry.asSurface);\n const textureParam = mesh.textureParams?.params[i];\n if (undefined !== textureParam) {\n uniform.setMatrix4(textureParam.getParams(scratchMatrix));\n }\n });\n });\n }\n }\n\n}\n\nexport const discardClassifiedByAlpha = `\n if (u_no_classifier_discard)\n return false;\n\n bool hasAlpha = alpha <= s_maxAlpha;\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\n`;\n\nconst discardByAlphaCutoff = `\n float cutoff = abs(u_alphaCutoff);\n if (kRenderPass_Translucent == u_renderPass)\n return u_alphaCutoff > 0.0 && alpha >= cutoff;\n else\n return alpha < cutoff;\n`;\n\nfunction addTransparencyDiscard(frag: FragmentShaderBuilder): void {\n addRenderPass(frag);\n frag.addUniform(\"u_alphaCutoff\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_alphaCutoff\", (uniform, params) => {\n // This cutoff is used to discard pixels based on the alpha value sampled from the surface texture.\n // During readPixels, or when transparency is disabled, only discard 100% opaque pixels.\n // Otherwise, if the geometry draws in both opaque and translucent passes, use DisplayParams.minTransparency to filter pixels into appropriate pass to produce appropriate blending.\n // Negative cutoff applies only during opaque pass; positive cutoff applies during opaque and translucent passes.\n const pass = params.geometry.getPass(params.target);\n const cutoff = (!Pass.rendersOpaqueAndTranslucent(pass) || params.target.isReadPixelsInProgress || !params.target.currentViewFlags.transparency) ? -1 / 255 : 241 / 255;\n uniform.setUniform1f(cutoff);\n });\n });\n\n frag.set(FragmentShaderComponent.DiscardByAlpha, discardByAlphaCutoff);\n}\n\n/** @internal */\nexport function createSurfaceBuilder(flags: TechniqueFlags): ProgramBuilder {\n const builder = createCommon(flags.isInstanced, flags.isAnimated, flags.isShadowable, false, flags.positionType);\n addShaderFlags(builder);\n\n const feat = flags.featureMode;\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\n if (flags.isClassified) {\n opts &= ~FeatureSymbologyOptions.Alpha;\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\n }\n\n if (flags.isThematic) {\n addThematicDisplay(builder);\n } else {\n builder.vert.addUniform(\"u_modelToWorld\", VariableType.Mat4, (prog) => {\n prog.addGraphicUniform(\"u_modelToWorld\", (uniform, params) => {\n if (undefined !== params.geometry.asSurface?.mesh.constantLodVParams)\n params.target.uniforms.branch.bindModelToWorldTransform(uniform, params.geometry, false);\n });\n });\n }\n\n addFeatureSymbology(builder, feat, opts);\n addSurfaceFlags(builder, FeatureMode.Overrides === feat, true);\n addSurfaceDiscard(builder, flags);\n addNormal(builder, flags.isAnimated);\n\n // In HiddenLine mode, we must compute the base color (plus feature overrides etc) in order to get the alpha, then replace with background color (preserving alpha for the transparency threshold test).\n builder.frag.set(FragmentShaderComponent.FinalizeBaseColor, applyBackgroundColor);\n builder.frag.addUniform(\"u_bgColor\", VariableType.Vec3, (prog) => {\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\n params.target.uniforms.style.bindBackgroundRgb(uniform);\n });\n });\n\n addTexture(builder, flags.isAnimated, flags.isThematic, false, false, true);\n\n builder.frag.addUniform(\"u_applyGlyphTex\", VariableType.Boolean, (prog) => {\n prog.addGraphicUniform(\"u_applyGlyphTex\", (uniform, params) => {\n const surfGeom = expectDefined(params.geometry.asSurface);\n uniform.setUniform1i(surfGeom.useTexture(params.programParams) && surfGeom.isGlyph ? 1 : 0);\n });\n });\n\n // Fragment and Vertex\n addColor(builder);\n\n // Fragment\n builder.frag.addFunction(getSurfaceColor);\n addLighting(builder);\n addWhiteOnWhiteReversal(builder.frag);\n addApplyContours(builder);\n addApplySurfaceDraping(builder.frag);\n\n if (flags.isTranslucent) {\n addTranslucency(builder);\n } else {\n if (FeatureMode.None === feat) {\n addFragColorWithPreMultipliedAlpha(builder.frag);\n } else {\n if (!flags.isClassified)\n addOverrideClassifierColor(builder, flags.isThematic);\n else\n addFeaturePlanarClassifier(builder);\n\n builder.frag.addFunction(decodeDepthRgb);\n if (flags.isEdgeTestNeeded || flags.isClassified)\n addPickBufferOutputs(builder.frag);\n else\n addAltPickBufferOutputs(builder.frag);\n }\n }\n\n builder.addVarying(\"v_uvCustom\", VariableType.Vec3);\n\n builder.vert.addUniform(\"u_constantLodVParams\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"u_constantLodVParams\", (uniform, params) => {\n const vParams = params.geometry.asSurface?.mesh.constantLodVParams;\n if (undefined !== vParams) {\n vParams[2] = params.target.planFrustum.points[Npc.LeftTopRear].distance(params.target.planFrustum.points[Npc.RightTopRear]);\n uniform.setUniform3fv(vParams);\n }\n });\n });\n\n builder.frag.addUniform(\"u_constantLodFParams\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"u_constantLodFParams\", (uniform, params) => {\n const fParams = params.geometry.asSurface?.mesh.constantLodFParams;\n if (undefined !== fParams)\n uniform.setUniform3fv(fParams);\n });\n });\n builder.frag.addFunction(constantLodTextureLookup);\n builder.frag.addFunction(sampleSurfaceTexture);\n\n builder.frag.addGlobal(\"g_surfaceTexel\", VariableType.Vec4);\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, (flags.isThematic === IsThematic.No) ? computeBaseColor : \"return getSurfaceColor();\");\n\n if (flags.isClassified)\n addClassificationTranslucencyDiscard(builder);\n else\n addTransparencyDiscard(builder.frag);\n\n addSurfaceMonochrome(builder.frag);\n addMaterial(builder, flags.isInstanced === IsInstanced.Yes);\n\n if (flags.isWiremesh)\n addWiremesh(builder);\n\n return builder;\n}\n\nexport function addClassificationTranslucencyDiscard(builder: ProgramBuilder) {\n // For unclassified geometry, we need to render in both the translucent and opaque passes if any feature transparency overrides are applied that would change the default render pass used.\n // Those shaders compute the transparency in the vertex shader and discard the vertex in one pass or the other.\n // For classified geometry, the transparency comes from the classifier geometry (when using Display.ElementColor), so even if there are no feature overrides, we may need to draw in both passes.\n // Since the transparency is not known until the fragment shader, we must perform the discard there instead.\n addMaxAlpha(builder.frag);\n addRenderPass(builder.frag);\n\n // Do not discard transparent classified geometry if we're trying to do a pick...\n builder.frag.addUniform(\"u_no_classifier_discard\", VariableType.Boolean, (prog) => {\n prog.addProgramUniform(\"u_no_classifier_discard\", (uniform, params) => {\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\n });\n });\n\n builder.frag.set(FragmentShaderComponent.DiscardByAlpha, discardClassifiedByAlpha);\n}\n"]}
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 { assert, expectDefined } from \"@itwin/core-bentley\";\nimport { AttributeMap } from \"../AttributeMap\";\nimport { Material } from \"../Material\";\nimport { Pass, SurfaceBitIndex, SurfaceFlags, TextureUnit } from \"../RenderFlags\";\nimport {\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent,\n} from \"../ShaderBuilder\";\nimport { System } from \"../System\";\nimport {\n FeatureMode, IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, PositionType, TechniqueFlags,\n} from \"../TechniqueFlags\";\nimport { TechniqueId } from \"../TechniqueId\";\nimport { Texture } from \"../Texture\";\nimport { addAnimation } from \"./Animation\";\nimport { unpackFloat } from \"./Clipping\";\nimport { addColor } from \"./Color\";\nimport { addChooseVec2WithBitFlagsFunction, addChooseVec3WithBitFlagFunction, addExtractNthBit, addFrustum, addShaderFlags } from \"./Common\";\nimport { addUnpackAndNormalize2Bytes, decodeDepthRgb, unquantize2d } from \"./Decode\";\nimport {\n addFeatureSymbology, addMaxAlpha, addRenderOrder, addRenderOrderConstants, addSurfaceDiscard, addSurfaceHiliter, FeatureSymbologyOptions,\n} from \"./FeatureSymbology\";\nimport {\n addAltPickBufferOutputs, addFragColorWithPreMultipliedAlpha, addPickBufferOutputs, addWhiteOnWhiteReversal, assignFragColor,\n} from \"./Fragment\";\nimport { addLighting } from \"./Lighting\";\nimport { addSurfaceMonochrome } from \"./Monochrome\";\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier, addOverrideClassifierColor } from \"./PlanarClassification\";\nimport { addRenderPass } from \"./RenderPass\";\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\nimport { addTranslucency } from \"./Translucency\";\nimport { addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\nimport { wantMaterials } from \"../SurfaceGeometry\";\nimport { addWiremesh } from \"./Wiremesh\";\nimport { Npc } from \"@itwin/core-common\";\nimport { addApplyContours } from \"./Contours\";\nimport { Matrix4d } from \"@itwin/core-geometry\";\nimport { Matrix4 } from \"../Matrix\";\nimport { addApplySurfaceDraping } from \"./MaplayerDraping\";\n\nconst constantLodTextureLookup = `\nvec4 constantLodTextureLookup(sampler2D textureSampler) {\n float logDepth = log2(v_uvCustom.z);\n float f = fract(logDepth);\n float p = floor(logDepth);\n // When p changes, both tc1 and tc2 jumped by a power of 2 at that transition (and f goes from ~1 to 0).\n // This caused a line to show up with incorrect tex coords, we believe due to a problem with the derivative\n // that is auto calculated on the tex coords for the mip-map. The below approach attempts to \"smooth\"\n // the transition of the coord in use at the transition by only changing the coord that is not in use\n // (but by 2 powers of 2) and switching the mix selector to account for it. It does this by using whether\n // p is odd or even to select which way it is going, so it alternates at the boundaries. This fixes the\n // line problem.\n float p1, p2;\n if (0u == (uint(p) & 1u)) { // p is even\n p1 = p;\n p2 = p + 1.0;\n } else { // p is odd\n p1 = p + 1.0;\n p2 = p;\n f = 1.0 - f;\n }\n\n vec2 tc1 = v_uvCustom.xy / clamp(pow(2.0, p1), float(u_constantLodFParams.x), float(u_constantLodFParams.y)) * u_constantLodFParams.z;\n vec2 tc2 = v_uvCustom.xy / clamp(pow(2.0, p2), float(u_constantLodFParams.x), float(u_constantLodFParams.y)) * u_constantLodFParams.z;\n return mix(TEXTURE(textureSampler, tc1), TEXTURE(textureSampler, tc2), f);\n}\n`;\n\n// NB: Textures do not contain pre-multiplied alpha.\nconst sampleSurfaceTexture = `\nvec4 sampleSurfaceTexture() {\n vec4 clr;\n if (!isSurfaceBitSet(kSurfaceBit_HasTexture))\n clr = vec4(1.0, 1.0, 1.0, 1.0);\n else if (u_surfaceFlags[kSurfaceBitIndex_UseConstantLodTextureMapping])\n clr = constantLodTextureLookup(s_texture);\n else\n clr = TEXTURE(s_texture, v_texCoord);\n return clr;\n}\n`;\n\nconst applyMaterialColor = `\n float useMatColor = float(use_material);\n vec3 rgb = mix(baseColor.rgb, mat_rgb.rgb, useMatColor * mat_rgb.a);\n float a = mix(baseColor.a, mat_alpha.x, useMatColor * mat_alpha.y);\n return vec4(rgb, a);\n`;\n\n// if this is a raster glyph, the sampled color has already been modified - do not modify further.\n// Mix diffuse color with texel based on texture weight.\n// Replace with diffuse RGB if RGB overridden.\n// Replace with diffuse alpha if alpha overridden.\n// Multiply texel alpha with diffuse alpha if specified.\nconst applyTextureWeight = `\n bool applyTexture = !u_applyGlyphTex && isSurfaceBitSet(kSurfaceBit_HasTexture);\n float textureWeight = applyTexture ? mat_texture_weight : 0.0;\n vec3 rgb = mix(baseColor.rgb, g_surfaceTexel.rgb, textureWeight);\n rgb = chooseVec3WithBitFlag(rgb, baseColor.rgb, surfaceFlags, kSurfaceBit_OverrideRgb);\n\n float a = applyTexture ? baseColor.a * g_surfaceTexel.a : baseColor.a;\n\n return vec4(rgb, a);\n`;\n\nconst decodeFragMaterialParams = `\nvoid decodeMaterialParams(vec4 params) {\n mat_weights = unpackAndNormalize2Bytes(params.x);\n\n vec2 texAndSpecR = unpackAndNormalize2Bytes(params.y);\n mat_texture_weight = texAndSpecR.x;\n\n vec2 specGB = unpackAndNormalize2Bytes(params.z);\n mat_specular = vec4(texAndSpecR.y, specGB, params.w);\n}\n`;\n\nconst decodeMaterialColor = `\nvoid decodeMaterialColor(vec4 rgba) {\n mat_rgb = vec4(rgba.rgb, float(rgba.r >= 0.0));\n mat_alpha = vec2(rgba.a, float(rgba.a >= 0.0));\n}\n`;\n\n// defaults: (0x6699, 0xffff, 0xffff, 13.5)\nconst computeMaterialParams = `\n const vec4 defaults = vec4(26265.0, 65535.0, 65535.0, 13.5);\n return use_material ? g_materialParams : defaults;\n`;\n\n// The 8-bit material index is stored with the 24-bit feature index, in the high byte.\nconst readMaterialAtlas = `\nvoid readMaterialAtlas() {\n float materialAtlasStart = u_vertParams.z * u_vertParams.w + u_numColors;\n float materialIndex = g_featureAndMaterialIndex.w * 4.0 + materialAtlasStart;\n\n vec2 tc = computeLUTCoords(materialIndex, u_vertParams.xy, g_vert_center, 1.0);\n vec4 rgba = TEXTURE(u_vertLUT, tc);\n\n tc = computeLUTCoords(materialIndex + 1.0, u_vertParams.xy, g_vert_center, 1.0);\n vec4 weightsAndFlags = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\n\n tc = computeLUTCoords(materialIndex + 2.0, u_vertParams.xy, g_vert_center, 1.0);\n vec3 specularRgb = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5).rgb;\n\n tc = computeLUTCoords(materialIndex + 3.0, u_vertParams.xy, g_vert_center, 1.0);\n vec4 packedSpecularExponent = TEXTURE(u_vertLUT, tc);\n\n float flags = weightsAndFlags.w;\n mat_rgb = vec4(rgba.rgb, float(flags == 1.0 || flags == 3.0));\n mat_alpha = vec2(rgba.a, float(flags == 2.0 || flags == 3.0));\n\n float specularExponent = unpackFloat(packedSpecularExponent);\n g_materialParams.x = weightsAndFlags.y + weightsAndFlags.z * 256.0;\n g_materialParams.y = 255.0 + specularRgb.r * 256.0;\n g_materialParams.z = specularRgb.g + specularRgb.b * 256.0;\n g_materialParams.w = specularExponent;\n}\n`;\n\nconst computeMaterial = `\n if (u_surfaceFlags[kSurfaceBitIndex_HasMaterialAtlas]) {\n readMaterialAtlas();\n } else {\n decodeMaterialColor(u_materialColor);\n g_materialParams = u_materialParams;\n }\n`;\n\nconst computeMaterialInstanced = `\n decodeMaterialColor(u_materialColor);\n g_materialParams = u_materialParams;\n`;\n\nfunction addMaterial(builder: ProgramBuilder, instanced: boolean): void {\n const frag = builder.frag;\n assert(undefined !== frag.find(\"v_surfaceFlags\"));\n\n frag.addGlobal(\"mat_texture_weight\", VariableType.Float);\n frag.addGlobal(\"mat_weights\", VariableType.Vec2); // diffuse, specular\n frag.addGlobal(\"mat_specular\", VariableType.Vec4); // rgb, exponent\n\n addUnpackAndNormalize2Bytes(frag);\n frag.addFunction(decodeFragMaterialParams);\n frag.addInitializer(\"decodeMaterialParams(v_materialParams);\");\n\n addChooseVec3WithBitFlagFunction(frag);\n frag.set(FragmentShaderComponent.ApplyMaterialOverrides, applyTextureWeight);\n\n const vert = builder.vert;\n vert.addGlobal(\"mat_rgb\", VariableType.Vec4); // a = 0 if not overridden, else 1\n vert.addGlobal(\"mat_alpha\", VariableType.Vec2); // a = 0 if not overridden, else 1\n vert.addGlobal(\"use_material\", VariableType.Boolean);\n vert.addInitializer(\"use_material = !u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial];\");\n\n // Uniform material\n vert.addFunction(decodeMaterialColor);\n vert.addUniform(\"u_materialColor\", VariableType.Vec4, (prog) => {\n prog.addGraphicUniform(\"u_materialColor\", (uniform, params) => {\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\n uniform.setUniform4fv(mat.rgba);\n });\n });\n\n vert.addUniform(\"u_materialParams\", VariableType.Vec4, (prog) => {\n prog.addGraphicUniform(\"u_materialParams\", (uniform, params) => {\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\n uniform.setUniform4fv(mat.fragUniforms);\n });\n });\n\n if (!instanced) {\n // Material atlas\n vert.addFunction(unpackFloat);\n vert.addFunction(readMaterialAtlas);\n vert.addUniform(\"u_numColors\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_numColors\", (uniform, params) => {\n const info = params.geometry.materialInfo;\n const numColors = undefined !== info && info.isAtlas ? info.vertexTableOffset : 0;\n uniform.setUniform1f(numColors);\n });\n });\n }\n vert.addGlobal(\"g_materialParams\", VariableType.Vec4);\n vert.set(VertexShaderComponent.ComputeMaterial, instanced ? computeMaterialInstanced : computeMaterial);\n vert.set(VertexShaderComponent.ApplyMaterialColor, applyMaterialColor);\n builder.addFunctionComputedVarying(\"v_materialParams\", VariableType.Vec4, \"computeMaterialParams\", computeMaterialParams);\n}\n\nconst computePositionPrelude = `\n vec4 pos = MAT_MV * rawPos;\n`;\n\n// We used to use gl.polygonOffset() for blanking regions, but that doesn't work with logarithmic depth buffer which overwrites the\n// computed Z. Instead we must manually offset in vertex shader. We do this even if log depth is not enabled/supported.\n// NOTE: If log depth is *not* supported, then the hilite surface vertex shaders previously would still include this logic, but the\n// fragment shaders would not use v_eyeSpace. Some Ubuntu 20.04 graphics drivers cleverly and correctly optimized out the varying and the uniform,\n// causing an exception when gl.getProgramLocation() failed. So, omit this bit in that case.\nconst adjustEyeSpace = `\n v_eyeSpace = pos.xyz;\n const float blankingRegionOffset = 2.0 / 65536.0;\n if (kRenderOrder_BlankingRegion == u_renderOrder)\n v_eyeSpace.z -= blankingRegionOffset * (u_frustum.y - u_frustum.x);\n`;\n\nconst computeConstantLodUvCustom = `\n vec2 worldpos = (u_modelToWorld * vec4(rawPos.xyz, 0.0)).xy;\n v_uvCustom = vec3((u_constantLodVParams.xy + worldpos) * vec2(1.0, -1.0), kFrustumType_Perspective == u_frustum.z ? -v_eyeSpace.z : u_constantLodVParams.z);\n`;\n\nconst computePositionPostlude = `\n return u_proj * pos;\n`;\n\nfunction createCommon(isInstanced: IsInstanced, animated: IsAnimated, shadowable: IsShadowable, isHiliter: boolean, positionType: PositionType): ProgramBuilder {\n const instanced = IsInstanced.Yes === isInstanced;\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.Surface, instanced);\n const builder = new ProgramBuilder(attrMap, { positionType, instanced });\n const vert = builder.vert;\n\n if (animated)\n addAnimation(vert, true);\n\n if (shadowable)\n addSolarShadowMap(builder);\n\n addProjectionMatrix(vert);\n addModelViewMatrix(vert);\n\n let computePosition = computePositionPrelude;\n if (!isHiliter || System.instance.supportsLogZBuffer) {\n addFrustum(builder);\n addRenderOrder(builder.vert);\n addRenderOrderConstants(builder.vert);\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\n computePosition += adjustEyeSpace;\n }\n if (!isHiliter)\n computePosition += computeConstantLodUvCustom;\n computePosition += computePositionPostlude;\n\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\n\n return builder;\n}\n\n/** @internal */\nexport function createSurfaceHiliter(instanced: IsInstanced, classified: IsClassified, posType: PositionType): ProgramBuilder {\n const builder = createCommon(instanced, IsAnimated.No, IsShadowable.No, true, posType);\n\n addSurfaceFlags(builder, true, false);\n addTexture(builder, IsAnimated.No, IsThematic.No, false, true, false);\n if (classified) {\n addHilitePlanarClassifier(builder);\n builder.vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\n } else {\n addSurfaceHiliter(builder);\n }\n\n return builder;\n}\n\nconst isSurfaceBitSet = `\nbool isSurfaceBitSet(uint flag) { return 0u != (surfaceFlags & flag); }\n`;\n\n/** @internal */\nfunction addSurfaceFlagsLookup(builder: ShaderBuilder) {\n builder.addConstant(\"kSurfaceBitIndex_HasTexture\", VariableType.Int, SurfaceBitIndex.HasTexture.toString());\n builder.addConstant(\"kSurfaceBitIndex_ApplyLighting\", VariableType.Int, SurfaceBitIndex.ApplyLighting.toString());\n builder.addConstant(\"kSurfaceBitIndex_HasNormals\", VariableType.Int, SurfaceBitIndex.HasNormals.toString());\n builder.addConstant(\"kSurfaceBitIndex_IgnoreMaterial\", VariableType.Int, SurfaceBitIndex.IgnoreMaterial.toString());\n builder.addConstant(\"kSurfaceBitIndex_TransparencyThreshold\", VariableType.Int, SurfaceBitIndex.TransparencyThreshold.toString());\n builder.addConstant(\"kSurfaceBitIndex_BackgroundFill\", VariableType.Int, SurfaceBitIndex.BackgroundFill.toString());\n builder.addConstant(\"kSurfaceBitIndex_HasColorAndNormal\", VariableType.Int, SurfaceBitIndex.HasColorAndNormal.toString());\n builder.addConstant(\"kSurfaceBitIndex_OverrideRgb\", VariableType.Int, SurfaceBitIndex.OverrideRgb.toString());\n builder.addConstant(\"kSurfaceBitIndex_HasNormalMap\", VariableType.Int, SurfaceBitIndex.HasNormalMap.toString());\n builder.addConstant(\"kSurfaceBitIndex_HasMaterialAtlas\", VariableType.Int, SurfaceBitIndex.HasMaterialAtlas.toString());\n builder.addConstant(\"kSurfaceBitIndex_UseConstantLodTextureMapping\", VariableType.Int, SurfaceBitIndex.UseConstantLodTextureMapping.toString());\n builder.addConstant(\"kSurfaceBitIndex_UseConstantLodNormalMapMapping\", VariableType.Int, SurfaceBitIndex.UseConstantLodNormalMapMapping.toString());\n\n // Surface flags which get modified in vertex shader are still passed to fragment shader as a single float & are thus\n // used differently there & so require different constants. Unused constants are commented out.\n builder.addBitFlagConstant(\"kSurfaceBit_HasTexture\", SurfaceBitIndex.HasTexture);\n builder.addBitFlagConstant(\"kSurfaceBit_IgnoreMaterial\", SurfaceBitIndex.IgnoreMaterial);\n builder.addBitFlagConstant(\"kSurfaceBit_OverrideRgb\", SurfaceBitIndex.OverrideRgb);\n builder.addBitFlagConstant(\"kSurfaceBit_HasNormalMap\", SurfaceBitIndex.HasNormalMap);\n\n // Only need masks for flags modified in vertex shader\n const suffix = \"u\";\n const type = VariableType.Uint;\n builder.addConstant(\"kSurfaceMask_HasTexture\", type, SurfaceFlags.HasTexture.toString() + suffix);\n builder.addConstant(\"kSurfaceMask_IgnoreMaterial\", type, SurfaceFlags.IgnoreMaterial.toString() + suffix);\n builder.addConstant(\"kSurfaceMask_OverrideRgb\", type, SurfaceFlags.OverrideRgb.toString() + suffix);\n builder.addConstant(\"kSurfaceMask_HasNormalMap\", type, SurfaceFlags.HasNormalMap.toString() + suffix);\n\n addExtractNthBit(builder);\n builder.addFunction(isSurfaceBitSet);\n builder.addGlobal(\"surfaceFlags\", VariableType.Uint);\n}\n\nconst initSurfaceFlags = `\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0u;\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0u;\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0u;\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_HasNormalMap] ? kSurfaceMask_HasNormalMap : 0u;\n`;\n\nconst computeBaseSurfaceFlags = `\n if (feature_ignore_material) {\n if (u_surfaceFlags[kSurfaceBitIndex_HasTexture])\n surfaceFlags -= kSurfaceMask_HasTexture;\n if (u_surfaceFlags[kSurfaceBitIndex_HasNormalMap])\n surfaceFlags -= kSurfaceMask_HasNormalMap;\n\n surfaceFlags += kSurfaceMask_IgnoreMaterial;\n }\n`;\n\n// Textured surfaces (including raster glyphs) always *multiply* the sampled alpha by the alpha override.\nconst computeColorSurfaceFlags = `\n if (feature_rgb.r >= 0.0)\n surfaceFlags += kSurfaceMask_OverrideRgb;\n`;\n\nconst returnSurfaceFlags = \" return float(surfaceFlags);\\n\";\n\nconst computeSurfaceFlags = computeBaseSurfaceFlags;\nconst computeSurfaceFlagsWithColor = computeBaseSurfaceFlags + computeColorSurfaceFlags;\n\n/** @internal */\nexport const octDecodeNormal = `\nvec3 octDecodeNormal(vec2 e) {\n e = e / 255.0 * 2.0 - 1.0;\n vec3 n = vec3(e.x, e.y, 1.0 - abs(e.x) - abs(e.y));\n if (n.z < 0.0) {\n vec2 signNotZero = vec2(n.x >= 0.0 ? 1.0 : -1.0, n.y >= 0.0 ? 1.0 : -1.0);\n n.xy = (1.0 - abs(n.yx)) * signNotZero;\n }\n\n return normalize(n);\n}\n`;\n\nfunction getComputeNormal(quantized: boolean): string {\n const a = quantized ? \"g_vertLutData3.xy\" : \"g_vertLutData4.zw\";\n const b = quantized ? \"g_vertLutData1.zw\" : \"g_vertLutData5.xy\";\n return `\n if (!u_surfaceFlags[kSurfaceBitIndex_HasNormals])\n return vec3(0.0);\n\n vec2 normal = (u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal]) ? ${a} : ${b};\n return normalize(MAT_NORM * octDecodeNormal(normal));\n`;\n}\n\nconst finalizeNormalPrelude = `\n vec3 normal = normalize(v_n) * (2.0 * float(gl_FrontFacing) - 1.0);\n`;\n\nconst finalizeNormalNormalMap = `\n if (isSurfaceBitSet(kSurfaceBit_HasNormalMap)) {\n // Modify the normal with the normal map texture.\n // First calculate the tangent.\n vec3 dp1 = dFdx(v_eyeSpace);\n vec3 dp2 = dFdy(v_eyeSpace);\n vec2 duv1 = dFdx(v_texCoord);\n vec2 duv2 = dFdy(v_texCoord);\n vec3 tangent = normalize(duv2.y * dp1 - duv1.y * dp2);\n tangent = normalize (tangent - normal * dot (normal, tangent)); // re-orthogonalize with normal\n bool flip = (duv1.x * duv2.y - duv2.x * duv1.y) < 0.0;\n if (flip)\n tangent = -tangent;\n vec3 biTangent = cross (normal, tangent);\n if (flip)\n biTangent = -biTangent;\n vec3 normM;\n if (u_surfaceFlags[kSurfaceBitIndex_UseConstantLodNormalMapMapping])\n normM = constantLodTextureLookup(s_normalMap).xyz;\n else\n normM = TEXTURE(s_normalMap, v_texCoord).xyz;\n if (length (normM) > 0.0001) { // check for empty normal texture\n normM = (normM - 0.5) * 2.0;\n normM = normalize (normM);\n normM.x *= abs(u_normalMapScale);\n normM.y *= u_normalMapScale;\n normM = normalize (normM);\n normal = normalize (normM.x * tangent + normM.y * biTangent + normM.z * normal);\n }\n }\n`;\n\nconst finalizeNormalPostlude = `\n return normal;\n`;\n\nfunction getComputeAnimatedNormal(quantized: boolean): string {\n return `\n if (u_animNormalParams.x >= 0.0)\n return normalize(MAT_NORM * computeAnimationNormal(u_animNormalParams.x, u_animNormalParams.y, u_animNormalParams.z));\n\n ${getComputeNormal(quantized)}`;\n}\n\nconst applyBackgroundColor = `\n return u_surfaceFlags[kSurfaceBitIndex_BackgroundFill] ? vec4(u_bgColor.rgb, baseColor.a) : baseColor;\n`;\n\nfunction getComputeTexCoord(quantized: boolean): string {\n const vertData = quantized ? \"g_vertLutData3\" : \"g_vertLutData4\";\n return `\n vec4 rgba = ${vertData};\n vec2 qcoords = vec2(decodeUInt16(rgba.xy), decodeUInt16(rgba.zw));\n return chooseVec2With2BitFlags(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture, kSurfaceBit_HasNormalMap);\n`;\n}\n\nfunction getComputeAnimatedTexCoord(quantized: boolean): string {\n return `\n if (u_animScalarQParams.x >= 0.0)\n return computeAnimationParam(u_animScalarParams.x, u_animScalarParams.y, u_animScalarParams.z, u_animScalarQParams.x, u_animScalarQParams.y);\n\n ${getComputeTexCoord(quantized)}\n`;\n}\n\nconst getSurfaceColor = `\nvec4 getSurfaceColor() { return v_color; }\n`;\n\n// If we have texture weight < 1.0 we must compute the element/material color first then mix with texture color\n// in ApplyMaterialOverrides(). Do the sample once, here, and store in a global variable for possible later use.\n// If a glyph texture, must mix getSurfaceColor() with texture color so texture color alpha is applied 100% and\n// surface color rgb is scaled by texture color rgb (latter is full white originally but stretched via mipmapping).\nconst computeBaseColor = `\n g_surfaceTexel = sampleSurfaceTexture();\n vec4 surfaceColor = getSurfaceColor();\n\n if (!u_applyGlyphTex)\n return surfaceColor;\n\n // Compute color for raster glyph.\n const vec3 white = vec3(1.0);\n const vec3 epsilon = vec3(0.0001);\n vec3 almostWhite = white - epsilon;\n\n // set to black if almost white and reverse white-on-white is on\n bvec3 isAlmostWhite = greaterThan(surfaceColor.rgb, almostWhite);\n surfaceColor.rgb = (u_reverseWhiteOnWhite && isAlmostWhite.r && isAlmostWhite.g && isAlmostWhite.b ? vec3(0.0, 0.0, 0.0) : surfaceColor.rgb);\n return vec4(surfaceColor.rgb * g_surfaceTexel.rgb, g_surfaceTexel.a * surfaceColor.a);\n`;\n\nconst surfaceFlagArray = new Int32Array(SurfaceBitIndex.Count);\n\n/** @internal */\nexport function addSurfaceFlags(builder: ProgramBuilder, withFeatureOverrides: boolean, withFeatureColor: boolean) {\n addSurfaceFlagsLookup(builder.vert);\n addSurfaceFlagsLookup(builder.frag);\n\n let compute = initSurfaceFlags;\n if (withFeatureOverrides)\n compute += `${withFeatureColor ? computeSurfaceFlagsWithColor : computeSurfaceFlags}\\n`;\n compute += returnSurfaceFlags;\n builder.addFunctionComputedVarying(\"v_surfaceFlags\", VariableType.Float, \"computeSurfaceFlags\", compute);\n\n builder.frag.addInitializer(\"surfaceFlags = uint(floor(v_surfaceFlags + 0.5));\");\n\n builder.addUniformArray(\"u_surfaceFlags\", VariableType.Boolean, SurfaceBitIndex.Count, (prog) => {\n prog.addGraphicUniform(\"u_surfaceFlags\", (uniform, params) => {\n assert(undefined !== params.geometry.asSurface);\n const mesh = params.geometry.asSurface;\n mesh.computeSurfaceFlags(params.programParams, surfaceFlagArray);\n uniform.setUniform1iv(surfaceFlagArray);\n });\n });\n}\n\nfunction addNormal(builder: ProgramBuilder, animated: IsAnimated) {\n addNormalMatrix(builder.vert);\n\n const quantized = \"quantized\" === builder.vert.positionType;\n builder.vert.addFunction(octDecodeNormal);\n builder.vert.addFunction(\"vec3 computeSurfaceNormal()\", getComputeNormal(quantized));\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", animated ? getComputeAnimatedNormal(quantized) : \"return computeSurfaceNormal();\");\n builder.frag.addGlobal(\"g_normal\", VariableType.Vec3);\n let finalizeNormal = finalizeNormalPrelude;\n\n finalizeNormal += finalizeNormalNormalMap;\n builder.frag.addFunction(constantLodTextureLookup);\n builder.frag.addUniform(\"u_normalMapScale\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_normalMapScale\", (uniform, params) => {\n if (undefined !== params.geometry.materialInfo && !params.geometry.materialInfo.isAtlas) {\n const normalMapParams = params.geometry.materialInfo.textureMapping?.normalMapParams;\n if (undefined !== normalMapParams) {\n let normalMapScale = 1.0;\n normalMapScale = normalMapParams.scale ?? 1.0;\n if (normalMapParams.greenUp)\n normalMapScale = -normalMapScale;\n uniform.setUniform1f(normalMapScale);\n }\n }\n });\n });\n\n finalizeNormal += finalizeNormalPostlude;\n builder.frag.set(FragmentShaderComponent.FinalizeNormal, finalizeNormal);\n\n // Set to true to colorize surfaces based on normals (in world space).\n // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.\n const debugNormals = false;\n if (debugNormals) {\n builder.frag.set(FragmentShaderComponent.ApplyDebugColor, \"return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);\");\n builder.addInlineComputedVarying(\"v_normal\", VariableType.Vec3, \"v_normal = computeSurfaceNormal();\");\n }\n}\nconst scratchMatrix4d1 = Matrix4d.createIdentity();\nconst scratchMatrix4d2 = Matrix4d.createIdentity();\nconst scratchMatrix = new Matrix4();\n/** @internal */\nexport function addTexture(builder: ProgramBuilder, animated: IsAnimated, isThematic: IsThematic, isPointCloud: boolean, isHilite: boolean, isMaplayer:boolean) {\n if (isThematic) {\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, isPointCloud, true));\n }\n\n // Point clouds do not need to compute texture coordinates since the only texture they use is the thematic gradient.\n // Surfaces now need texture coordinates even for thematic in case they have a normal map.\n if (!isPointCloud) {\n builder.vert.addFunction(unquantize2d);\n addChooseVec2WithBitFlagsFunction(builder.vert);\n const quantized = \"quantized\" === builder.vert.positionType;\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", animated ? getComputeAnimatedTexCoord(quantized) : getComputeTexCoord(quantized));\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\n const surfGeom = params.geometry.asSurface;\n if (surfGeom?.useTexture(params.programParams) || (surfGeom?.useNormalMap(params.programParams) && !isPointCloud)) {\n const uvQParams = surfGeom.lut.uvQParams;\n if (undefined !== uvQParams) {\n uniform.setUniform4fv(uvQParams);\n }\n }\n });\n });\n }\n\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\n const surfGeom = params.geometry.asSurface;\n if (params.geometry.supportsThematicDisplay && params.target.wantThematicDisplay) { // NB: if thematic display is enabled, bind the thematic texture and ignore any applied surface textures\n params.target.uniforms.thematic.bindTexture(uniform, TextureUnit.SurfaceTexture);\n } else if (surfGeom?.useTexture(params.programParams)) {\n const texture = (params.geometry.hasAnimation && params.target.analysisTexture) ? (params.target.analysisTexture as Texture) : surfGeom.texture;\n assert(undefined !== texture);\n texture.texture.bindSampler(uniform, TextureUnit.SurfaceTexture);\n } else {\n System.instance.ensureSamplerBound(uniform, TextureUnit.SurfaceTexture);\n }\n });\n });\n\n if (!isHilite && !isPointCloud) {\n builder.frag.addUniform(\"s_normalMap\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"s_normalMap\", (uniform, params) => {\n const surfGeom = params.geometry.asSurface;\n if (surfGeom?.useNormalMap(params.programParams)) {\n const normalMap = surfGeom.normalMap;\n assert(undefined !== normalMap);\n normalMap.texture.bindSampler(uniform, TextureUnit.NormalMap);\n } else {\n System.instance.ensureSamplerBound(uniform, TextureUnit.NormalMap);\n }\n });\n });\n }\n\n if (isMaplayer) {\n builder.frag.addUniform(\"u_texturesPresent\", VariableType.Boolean, (program) => {\n program.addGraphicUniform(\"u_texturesPresent\", (uniform, params) => {\n uniform.setUniform1i(params.geometry.asSurface?.hasTextures ? 1 : 0);\n });\n });\n\n const textureUnits = [\n TextureUnit.SurfaceDraping0,\n TextureUnit.SurfaceDraping1,\n TextureUnit.SurfaceDraping2,\n TextureUnit.SurfaceDraping3,\n TextureUnit.SurfaceDraping4,\n TextureUnit.SurfaceDraping5,\n ];\n\n for (let i = 0; i < textureUnits.length; i++) {\n const textureLabel = `s_texture${i}`;\n\n builder.frag.addUniform(textureLabel, VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(textureLabel, (uniform, params) => {\n const textureUnit = textureUnits[i];\n const mesh = params.geometry.asSurface;\n const drapeTexture = mesh?.textureParams ? mesh.textureParams.params[i].texture : undefined;\n if (drapeTexture !== undefined) {\n const texture = drapeTexture as Texture;\n texture.texture.bindSampler(uniform, textureUnit);\n params.context\n } else {\n System.instance.ensureSamplerBound(uniform, textureUnit);\n }\n });\n });\n const paramsLabel = `u_texParams${i}`, matrixLabel = `u_texMatrix${i}`;\n builder.frag.addUniform(matrixLabel, VariableType.Mat4, (prog) => {\n prog.addGraphicUniform(matrixLabel, (uniform, params) => {\n const mesh = params.geometry.asSurface;\n const textureParam = mesh?.textureParams?.params[i];\n if (undefined !== textureParam) {\n const projectionMatrix = textureParam.getProjectionMatrix();\n if (projectionMatrix) {\n const eyeToModel = Matrix4d.createTransform(expectDefined(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(expectDefined(textureParam.getTerrainMatrix()));\n }\n });\n });\n builder.frag.addUniform(paramsLabel, VariableType.Mat4, (prog) => {\n prog.addGraphicUniform(paramsLabel, (uniform, params) => {\n const mesh = params.geometry.asSurface;\n const textureParam = mesh?.textureParams?.params[i];\n if (undefined !== textureParam) {\n uniform.setMatrix4(textureParam.getParams(scratchMatrix));\n }\n });\n });\n }\n }\n\n}\n\nexport const discardClassifiedByAlpha = `\n if (u_no_classifier_discard)\n return false;\n\n bool hasAlpha = alpha <= s_maxAlpha;\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\n`;\n\nconst discardByAlphaCutoff = `\n float cutoff = abs(u_alphaCutoff);\n if (kRenderPass_Translucent == u_renderPass)\n return u_alphaCutoff > 0.0 && alpha >= cutoff;\n else\n return alpha < cutoff;\n`;\n\nfunction addTransparencyDiscard(frag: FragmentShaderBuilder): void {\n addRenderPass(frag);\n frag.addUniform(\"u_alphaCutoff\", VariableType.Float, (prog) => {\n prog.addGraphicUniform(\"u_alphaCutoff\", (uniform, params) => {\n // This cutoff is used to discard pixels based on the alpha value sampled from the surface texture.\n // During readPixels, or when transparency is disabled, only discard 100% opaque pixels.\n // Otherwise, if the geometry draws in both opaque and translucent passes, use DisplayParams.minTransparency to filter pixels into appropriate pass to produce appropriate blending.\n // Negative cutoff applies only during opaque pass; positive cutoff applies during opaque and translucent passes.\n const pass = params.geometry.getPass(params.target);\n const cutoff = (!Pass.rendersOpaqueAndTranslucent(pass) || params.target.isReadPixelsInProgress || !params.target.currentViewFlags.transparency) ? -1 / 255 : 241 / 255;\n uniform.setUniform1f(cutoff);\n });\n });\n\n frag.set(FragmentShaderComponent.DiscardByAlpha, discardByAlphaCutoff);\n}\n\n/** @internal */\nexport function createSurfaceBuilder(flags: TechniqueFlags): ProgramBuilder {\n const builder = createCommon(flags.isInstanced, flags.isAnimated, flags.isShadowable, false, flags.positionType);\n addShaderFlags(builder);\n\n const feat = flags.featureMode;\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\n if (flags.isClassified) {\n opts &= ~FeatureSymbologyOptions.Alpha;\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\n }\n\n if (flags.isThematic) {\n addThematicDisplay(builder);\n } else {\n builder.vert.addUniform(\"u_modelToWorld\", VariableType.Mat4, (prog) => {\n prog.addGraphicUniform(\"u_modelToWorld\", (uniform, params) => {\n if (undefined !== params.geometry.asSurface?.mesh.constantLodVParams)\n params.target.uniforms.branch.bindModelToWorldTransform(uniform, params.geometry, false);\n });\n });\n }\n\n addFeatureSymbology(builder, feat, opts);\n addSurfaceFlags(builder, FeatureMode.Overrides === feat, true);\n addSurfaceDiscard(builder, flags);\n addNormal(builder, flags.isAnimated);\n\n // In HiddenLine mode, we must compute the base color (plus feature overrides etc) in order to get the alpha, then replace with background color (preserving alpha for the transparency threshold test).\n builder.frag.set(FragmentShaderComponent.FinalizeBaseColor, applyBackgroundColor);\n builder.frag.addUniform(\"u_bgColor\", VariableType.Vec3, (prog) => {\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\n params.target.uniforms.style.bindBackgroundRgb(uniform);\n });\n });\n\n addTexture(builder, flags.isAnimated, flags.isThematic, false, false, true);\n\n builder.frag.addUniform(\"u_applyGlyphTex\", VariableType.Boolean, (prog) => {\n prog.addGraphicUniform(\"u_applyGlyphTex\", (uniform, params) => {\n const surfGeom = params.geometry.asSurface;\n uniform.setUniform1i(surfGeom?.useTexture(params.programParams) && surfGeom.isGlyph ? 1 : 0);\n });\n });\n\n // Fragment and Vertex\n addColor(builder);\n\n // Fragment\n builder.frag.addFunction(getSurfaceColor);\n addLighting(builder);\n addWhiteOnWhiteReversal(builder.frag);\n addApplyContours(builder);\n addApplySurfaceDraping(builder.frag);\n\n if (flags.isTranslucent) {\n addTranslucency(builder);\n } else {\n if (FeatureMode.None === feat) {\n addFragColorWithPreMultipliedAlpha(builder.frag);\n } else {\n if (!flags.isClassified)\n addOverrideClassifierColor(builder, flags.isThematic);\n else\n addFeaturePlanarClassifier(builder);\n\n builder.frag.addFunction(decodeDepthRgb);\n if (flags.isEdgeTestNeeded || flags.isClassified)\n addPickBufferOutputs(builder.frag);\n else\n addAltPickBufferOutputs(builder.frag);\n }\n }\n\n builder.addVarying(\"v_uvCustom\", VariableType.Vec3);\n\n builder.vert.addUniform(\"u_constantLodVParams\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"u_constantLodVParams\", (uniform, params) => {\n const vParams = params.geometry.asSurface?.mesh.constantLodVParams;\n if (undefined !== vParams) {\n vParams[2] = params.target.planFrustum.points[Npc.LeftTopRear].distance(params.target.planFrustum.points[Npc.RightTopRear]);\n uniform.setUniform3fv(vParams);\n }\n });\n });\n\n builder.frag.addUniform(\"u_constantLodFParams\", VariableType.Vec3, (prog) => {\n prog.addGraphicUniform(\"u_constantLodFParams\", (uniform, params) => {\n const fParams = params.geometry.asSurface?.mesh.constantLodFParams;\n if (undefined !== fParams)\n uniform.setUniform3fv(fParams);\n });\n });\n builder.frag.addFunction(constantLodTextureLookup);\n builder.frag.addFunction(sampleSurfaceTexture);\n\n builder.frag.addGlobal(\"g_surfaceTexel\", VariableType.Vec4);\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, (flags.isThematic === IsThematic.No) ? computeBaseColor : \"return getSurfaceColor();\");\n\n if (flags.isClassified)\n addClassificationTranslucencyDiscard(builder);\n else\n addTransparencyDiscard(builder.frag);\n\n addSurfaceMonochrome(builder.frag);\n addMaterial(builder, flags.isInstanced === IsInstanced.Yes);\n\n if (flags.isWiremesh)\n addWiremesh(builder);\n\n return builder;\n}\n\nexport function addClassificationTranslucencyDiscard(builder: ProgramBuilder) {\n // For unclassified geometry, we need to render in both the translucent and opaque passes if any feature transparency overrides are applied that would change the default render pass used.\n // Those shaders compute the transparency in the vertex shader and discard the vertex in one pass or the other.\n // For classified geometry, the transparency comes from the classifier geometry (when using Display.ElementColor), so even if there are no feature overrides, we may need to draw in both passes.\n // Since the transparency is not known until the fragment shader, we must perform the discard there instead.\n addMaxAlpha(builder.frag);\n addRenderPass(builder.frag);\n\n // Do not discard transparent classified geometry if we're trying to do a pick...\n builder.frag.addUniform(\"u_no_classifier_discard\", VariableType.Boolean, (prog) => {\n prog.addProgramUniform(\"u_no_classifier_discard\", (uniform, params) => {\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\n });\n });\n\n builder.frag.set(FragmentShaderComponent.DiscardByAlpha, discardClassifiedByAlpha);\n}\n"]}
@@ -1 +1 @@
1
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@@ -358,10 +358,13 @@ class FrameBuffers {
358
358
  if (undefined === boundColor)
359
359
  return;
360
360
  if (undefined === this.stencilSet) {
361
- if (undefined === textures.volClassBlend || undefined === textures.volClassBlendMsBuff) {
361
+ if (undefined === textures.volClassBlend) {
362
362
  throw new Error("Volume classifier blend texture is not defined.");
363
363
  }
364
364
  if (undefined !== depthMS) { // if multisampling use the multisampled depth everywhere
365
+ if (undefined === textures.volClassBlendMsBuff) {
366
+ throw new Error("Volume classifier blend multisample buffer is not defined.");
367
+ }
365
368
  this.stencilSet = FrameBuffer.create([], depth, [], [], depthMS);
366
369
  this.altZOnly = FrameBuffer.create([], volClassDepth, [], [], volClassDepthMS);
367
370
  this.volClassCreateBlend = FrameBuffer.create([textures.volClassBlend], depth, [textures.volClassBlendMsBuff], [GL.MultiSampling.Filter.Nearest], depthMS);