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/*--------------------------------------------------------------------------------------------- * Copyright (c) Bentley Systems, Incorporated. All rights reserved. * See LICENSE.md in the project root for license terms and full copyright notice. *--------------------------------------------------------------------------------------------*/ /** @packageDocumentation * @module WebGL */ import { assert, expectDefined } from "@itwin/core-bentley"; import { AttributeMap } from "../AttributeMap"; import { Material } from "../Material"; import { Pass, TextureUnit } from "../RenderFlags"; import { ProgramBuilder, } from "../ShaderBuilder"; import { System } from "../System"; import { addAnimation } from "./Animation"; import { unpackFloat } from "./Clipping"; import { addColor } from "./Color"; import { addChooseVec2WithBitFlagsFunction, addChooseVec3WithBitFlagFunction, addExtractNthBit, addFrustum, addShaderFlags } from "./Common"; import { addUnpackAndNormalize2Bytes, decodeDepthRgb, unquantize2d } from "./Decode"; import { addFeatureSymbology, addMaxAlpha, addRenderOrder, addRenderOrderConstants, addSurfaceDiscard, addSurfaceHiliter, } from "./FeatureSymbology"; import { addAltPickBufferOutputs, addFragColorWithPreMultipliedAlpha, addPickBufferOutputs, addWhiteOnWhiteReversal, assignFragColor, } from "./Fragment"; import { addLighting } from "./Lighting"; import { addSurfaceMonochrome } from "./Monochrome"; import { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier, addOverrideClassifierColor } from "./PlanarClassification"; import { addRenderPass } from "./RenderPass"; import { addSolarShadowMap } from "./SolarShadowMapping"; import { addThematicDisplay, getComputeThematicIndex } from "./Thematic"; import { addTranslucency } from "./Translucency"; import { addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from "./Vertex"; import { wantMaterials } from "../SurfaceGeometry"; import { addWiremesh } from "./Wiremesh"; import { Npc } from "@itwin/core-common"; import { addApplyContours } from "./Contours"; import { Matrix4d } from "@itwin/core-geometry"; import { Matrix4 } from "../Matrix"; import { addApplySurfaceDraping } from "./MaplayerDraping"; const constantLodTextureLookup = ` vec4 constantLodTextureLookup(sampler2D textureSampler) { float logDepth = log2(v_uvCustom.z); float f = fract(logDepth); float p = floor(logDepth); // When p changes, both tc1 and tc2 jumped by a power of 2 at that transition (and f goes from ~1 to 0). // This caused a line to show up with incorrect tex coords, we believe due to a problem with the derivative // that is auto calculated on the tex coords for the mip-map. The below approach attempts to "smooth" // the transition of the coord in use at the transition by only changing the coord that is not in use // (but by 2 powers of 2) and switching the mix selector to account for it. It does this by using whether // p is odd or even to select which way it is going, so it alternates at the boundaries. This fixes the // line problem. float p1, p2; if (0u == (uint(p) & 1u)) { // p is even p1 = p; p2 = p + 1.0; } else { // p is odd p1 = p + 1.0; p2 = p; f = 1.0 - f; } vec2 tc1 = v_uvCustom.xy / clamp(pow(2.0, p1), float(u_constantLodFParams.x), float(u_constantLodFParams.y)) * u_constantLodFParams.z; vec2 tc2 = v_uvCustom.xy / clamp(pow(2.0, p2), float(u_constantLodFParams.x), float(u_constantLodFParams.y)) * u_constantLodFParams.z; return mix(TEXTURE(textureSampler, tc1), TEXTURE(textureSampler, tc2), f); } `; // NB: Textures do not contain pre-multiplied alpha. const sampleSurfaceTexture = ` vec4 sampleSurfaceTexture() { vec4 clr; if (!isSurfaceBitSet(kSurfaceBit_HasTexture)) clr = vec4(1.0, 1.0, 1.0, 1.0); else if (u_surfaceFlags[kSurfaceBitIndex_UseConstantLodTextureMapping]) clr = constantLodTextureLookup(s_texture); else clr = TEXTURE(s_texture, v_texCoord); return clr; } `; const applyMaterialColor = ` float useMatColor = float(use_material); vec3 rgb = mix(baseColor.rgb, mat_rgb.rgb, useMatColor * mat_rgb.a); float a = mix(baseColor.a, mat_alpha.x, useMatColor * mat_alpha.y); return vec4(rgb, a); `; // if this is a raster glyph, the sampled color has already been modified - do not modify further. // Mix diffuse color with texel based on texture weight. // Replace with diffuse RGB if RGB overridden. // Replace with diffuse alpha if alpha overridden. // Multiply texel alpha with diffuse alpha if specified. const applyTextureWeight = ` bool applyTexture = !u_applyGlyphTex && isSurfaceBitSet(kSurfaceBit_HasTexture); float textureWeight = applyTexture ? mat_texture_weight : 0.0; vec3 rgb = mix(baseColor.rgb, g_surfaceTexel.rgb, textureWeight); rgb = chooseVec3WithBitFlag(rgb, baseColor.rgb, surfaceFlags, kSurfaceBit_OverrideRgb); float a = applyTexture ? baseColor.a * g_surfaceTexel.a : baseColor.a; return vec4(rgb, a); `; const decodeFragMaterialParams = ` void decodeMaterialParams(vec4 params) { mat_weights = unpackAndNormalize2Bytes(params.x); vec2 texAndSpecR = unpackAndNormalize2Bytes(params.y); mat_texture_weight = texAndSpecR.x; vec2 specGB = unpackAndNormalize2Bytes(params.z); mat_specular = vec4(texAndSpecR.y, specGB, params.w); } `; const decodeMaterialColor = ` void decodeMaterialColor(vec4 rgba) { mat_rgb = vec4(rgba.rgb, float(rgba.r >= 0.0)); mat_alpha = vec2(rgba.a, float(rgba.a >= 0.0)); } `; // defaults: (0x6699, 0xffff, 0xffff, 13.5) const computeMaterialParams = ` const vec4 defaults = vec4(26265.0, 65535.0, 65535.0, 13.5); return use_material ? g_materialParams : defaults; `; // The 8-bit material index is stored with the 24-bit feature index, in the high byte. const readMaterialAtlas = ` void readMaterialAtlas() { float materialAtlasStart = u_vertParams.z * u_vertParams.w + u_numColors; float materialIndex = g_featureAndMaterialIndex.w * 4.0 + materialAtlasStart; vec2 tc = computeLUTCoords(materialIndex, u_vertParams.xy, g_vert_center, 1.0); vec4 rgba = TEXTURE(u_vertLUT, tc); tc = computeLUTCoords(materialIndex + 1.0, u_vertParams.xy, g_vert_center, 1.0); vec4 weightsAndFlags = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5); tc = computeLUTCoords(materialIndex + 2.0, u_vertParams.xy, g_vert_center, 1.0); vec3 specularRgb = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5).rgb; tc = computeLUTCoords(materialIndex + 3.0, u_vertParams.xy, g_vert_center, 1.0); vec4 packedSpecularExponent = TEXTURE(u_vertLUT, tc); float flags = weightsAndFlags.w; mat_rgb = vec4(rgba.rgb, float(flags == 1.0 || flags == 3.0)); mat_alpha = vec2(rgba.a, float(flags == 2.0 || flags == 3.0)); float specularExponent = unpackFloat(packedSpecularExponent); g_materialParams.x = weightsAndFlags.y + weightsAndFlags.z * 256.0; g_materialParams.y = 255.0 + specularRgb.r * 256.0; g_materialParams.z = specularRgb.g + specularRgb.b * 256.0; g_materialParams.w = specularExponent; } `; const computeMaterial = ` if (u_surfaceFlags[kSurfaceBitIndex_HasMaterialAtlas]) { readMaterialAtlas(); } else { decodeMaterialColor(u_materialColor); g_materialParams = u_materialParams; } `; const computeMaterialInstanced = ` decodeMaterialColor(u_materialColor); g_materialParams = u_materialParams; `; function addMaterial(builder, instanced) { const frag = builder.frag; assert(undefined !== frag.find("v_surfaceFlags")); frag.addGlobal("mat_texture_weight", 2 /* VariableType.Float */); frag.addGlobal("mat_weights", 3 /* VariableType.Vec2 */); // diffuse, specular frag.addGlobal("mat_specular", 5 /* VariableType.Vec4 */); // rgb, exponent addUnpackAndNormalize2Bytes(frag); frag.addFunction(decodeFragMaterialParams); frag.addInitializer("decodeMaterialParams(v_materialParams);"); addChooseVec3WithBitFlagFunction(frag); frag.set(2 /* FragmentShaderComponent.ApplyMaterialOverrides */, applyTextureWeight); const vert = builder.vert; vert.addGlobal("mat_rgb", 5 /* VariableType.Vec4 */); // a = 0 if not overridden, else 1 vert.addGlobal("mat_alpha", 3 /* VariableType.Vec2 */); // a = 0 if not overridden, else 1 vert.addGlobal("use_material", 0 /* VariableType.Boolean */); vert.addInitializer("use_material = !u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial];"); // Uniform material vert.addFunction(decodeMaterialColor); vert.addUniform("u_materialColor", 5 /* VariableType.Vec4 */, (prog) => { prog.addGraphicUniform("u_materialColor", (uniform, params) => { const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined; const mat = undefined !== info && !info.isAtlas ? info : Material.default; uniform.setUniform4fv(mat.rgba); }); }); vert.addUniform("u_materialParams", 5 /* VariableType.Vec4 */, (prog) => { prog.addGraphicUniform("u_materialParams", (uniform, params) => { const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined; const mat = undefined !== info && !info.isAtlas ? info : Material.default; uniform.setUniform4fv(mat.fragUniforms); }); }); if (!instanced) { // Material atlas vert.addFunction(unpackFloat); vert.addFunction(readMaterialAtlas); vert.addUniform("u_numColors", 2 /* VariableType.Float */, (prog) => { prog.addGraphicUniform("u_numColors", (uniform, params) => { const info = params.geometry.materialInfo; const numColors = undefined !== info && info.isAtlas ? info.vertexTableOffset : 0; uniform.setUniform1f(numColors); }); }); } vert.addGlobal("g_materialParams", 5 /* VariableType.Vec4 */); vert.set(4 /* VertexShaderComponent.ComputeMaterial */, instanced ? computeMaterialInstanced : computeMaterial); vert.set(6 /* VertexShaderComponent.ApplyMaterialColor */, applyMaterialColor); builder.addFunctionComputedVarying("v_materialParams", 5 /* VariableType.Vec4 */, "computeMaterialParams", computeMaterialParams); } const computePositionPrelude = ` vec4 pos = MAT_MV * rawPos; `; // We used to use gl.polygonOffset() for blanking regions, but that doesn't work with logarithmic depth buffer which overwrites the // computed Z. Instead we must manually offset in vertex shader. We do this even if log depth is not enabled/supported. // NOTE: If log depth is *not* supported, then the hilite surface vertex shaders previously would still include this logic, but the // fragment shaders would not use v_eyeSpace. Some Ubuntu 20.04 graphics drivers cleverly and correctly optimized out the varying and the uniform, // causing an exception when gl.getProgramLocation() failed. So, omit this bit in that case. const adjustEyeSpace = ` v_eyeSpace = pos.xyz; const float blankingRegionOffset = 2.0 / 65536.0; if (kRenderOrder_BlankingRegion == u_renderOrder) v_eyeSpace.z -= blankingRegionOffset * (u_frustum.y - u_frustum.x); `; const computeConstantLodUvCustom = ` vec2 worldpos = (u_modelToWorld * vec4(rawPos.xyz, 0.0)).xy; v_uvCustom = vec3((u_constantLodVParams.xy + worldpos) * vec2(1.0, -1.0), kFrustumType_Perspective == u_frustum.z ? -v_eyeSpace.z : u_constantLodVParams.z); `; const computePositionPostlude = ` return u_proj * pos; `; function createCommon(isInstanced, animated, shadowable, isHiliter, positionType) { const instanced = 1 /* IsInstanced.Yes */ === isInstanced; const attrMap = AttributeMap.findAttributeMap(0 /* TechniqueId.Surface */, instanced); const builder = new ProgramBuilder(attrMap, { positionType, instanced }); const vert = builder.vert; if (animated) addAnimation(vert, true); if (shadowable) addSolarShadowMap(builder); addProjectionMatrix(vert); addModelViewMatrix(vert); let computePosition = computePositionPrelude; if (!isHiliter || System.instance.supportsLogZBuffer) { addFrustum(builder); addRenderOrder(builder.vert); addRenderOrderConstants(builder.vert); builder.addVarying("v_eyeSpace", 4 /* VariableType.Vec3 */); computePosition += adjustEyeSpace; } if (!isHiliter) computePosition += computeConstantLodUvCustom; computePosition += computePositionPostlude; vert.set(10 /* VertexShaderComponent.ComputePosition */, computePosition); return builder; } /** @internal */ export function createSurfaceHiliter(instanced, classified, posType) { const builder = createCommon(instanced, 0 /* IsAnimated.No */, 0 /* IsShadowable.No */, true, posType); addSurfaceFlags(builder, true, false); addTexture(builder, 0 /* IsAnimated.No */, 0 /* IsThematic.No */, false, true, false); if (classified) { addHilitePlanarClassifier(builder); builder.vert.addGlobal("feature_ignore_material", 0 /* VariableType.Boolean */, "false"); builder.frag.set(18 /* FragmentShaderComponent.AssignFragData */, assignFragColor); } else { addSurfaceHiliter(builder); } return builder; } const isSurfaceBitSet = ` bool isSurfaceBitSet(uint flag) { return 0u != (surfaceFlags & flag); } `; /** @internal */ function addSurfaceFlagsLookup(builder) { builder.addConstant("kSurfaceBitIndex_HasTexture", 1 /* VariableType.Int */, 0 /* SurfaceBitIndex.HasTexture */.toString()); builder.addConstant("kSurfaceBitIndex_ApplyLighting", 1 /* VariableType.Int */, 1 /* SurfaceBitIndex.ApplyLighting */.toString()); builder.addConstant("kSurfaceBitIndex_HasNormals", 1 /* VariableType.Int */, 2 /* SurfaceBitIndex.HasNormals */.toString()); builder.addConstant("kSurfaceBitIndex_IgnoreMaterial", 1 /* VariableType.Int */, 3 /* SurfaceBitIndex.IgnoreMaterial */.toString()); builder.addConstant("kSurfaceBitIndex_TransparencyThreshold", 1 /* VariableType.Int */, 4 /* SurfaceBitIndex.TransparencyThreshold */.toString()); builder.addConstant("kSurfaceBitIndex_BackgroundFill", 1 /* VariableType.Int */, 5 /* SurfaceBitIndex.BackgroundFill */.toString()); builder.addConstant("kSurfaceBitIndex_HasColorAndNormal", 1 /* VariableType.Int */, 6 /* SurfaceBitIndex.HasColorAndNormal */.toString()); builder.addConstant("kSurfaceBitIndex_OverrideRgb", 1 /* VariableType.Int */, 7 /* SurfaceBitIndex.OverrideRgb */.toString()); builder.addConstant("kSurfaceBitIndex_HasNormalMap", 1 /* VariableType.Int */, 8 /* SurfaceBitIndex.HasNormalMap */.toString()); builder.addConstant("kSurfaceBitIndex_HasMaterialAtlas", 1 /* VariableType.Int */, 9 /* SurfaceBitIndex.HasMaterialAtlas */.toString()); builder.addConstant("kSurfaceBitIndex_UseConstantLodTextureMapping", 1 /* VariableType.Int */, 10 /* SurfaceBitIndex.UseConstantLodTextureMapping */.toString()); builder.addConstant("kSurfaceBitIndex_UseConstantLodNormalMapMapping", 1 /* VariableType.Int */, 11 /* SurfaceBitIndex.UseConstantLodNormalMapMapping */.toString()); // Surface flags which get modified in vertex shader are still passed to fragment shader as a single float & are thus // used differently there & so require different constants. Unused constants are commented out. builder.addBitFlagConstant("kSurfaceBit_HasTexture", 0 /* SurfaceBitIndex.HasTexture */); builder.addBitFlagConstant("kSurfaceBit_IgnoreMaterial", 3 /* SurfaceBitIndex.IgnoreMaterial */); builder.addBitFlagConstant("kSurfaceBit_OverrideRgb", 7 /* SurfaceBitIndex.OverrideRgb */); builder.addBitFlagConstant("kSurfaceBit_HasNormalMap", 8 /* SurfaceBitIndex.HasNormalMap */); // Only need masks for flags modified in vertex shader const suffix = "u"; const type = 10 /* VariableType.Uint */; builder.addConstant("kSurfaceMask_HasTexture", type, 1 /* SurfaceFlags.HasTexture */.toString() + suffix); builder.addConstant("kSurfaceMask_IgnoreMaterial", type, 8 /* SurfaceFlags.IgnoreMaterial */.toString() + suffix); builder.addConstant("kSurfaceMask_OverrideRgb", type, 128 /* SurfaceFlags.OverrideRgb */.toString() + suffix); builder.addConstant("kSurfaceMask_HasNormalMap", type, 256 /* SurfaceFlags.HasNormalMap */.toString() + suffix); addExtractNthBit(builder); builder.addFunction(isSurfaceBitSet); builder.addGlobal("surfaceFlags", 10 /* VariableType.Uint */); } const initSurfaceFlags = ` surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0u; surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0u; surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0u; surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_HasNormalMap] ? kSurfaceMask_HasNormalMap : 0u; `; const computeBaseSurfaceFlags = ` if (feature_ignore_material) { if (u_surfaceFlags[kSurfaceBitIndex_HasTexture]) surfaceFlags -= kSurfaceMask_HasTexture; if (u_surfaceFlags[kSurfaceBitIndex_HasNormalMap]) surfaceFlags -= kSurfaceMask_HasNormalMap; surfaceFlags += kSurfaceMask_IgnoreMaterial; } `; // Textured surfaces (including raster glyphs) always *multiply* the sampled alpha by the alpha override. const computeColorSurfaceFlags = ` if (feature_rgb.r >= 0.0) surfaceFlags += kSurfaceMask_OverrideRgb; `; const returnSurfaceFlags = " return float(surfaceFlags);\n"; const computeSurfaceFlags = computeBaseSurfaceFlags; const computeSurfaceFlagsWithColor = computeBaseSurfaceFlags + computeColorSurfaceFlags; /** @internal */ export const octDecodeNormal = ` vec3 octDecodeNormal(vec2 e) { e = e / 255.0 * 2.0 - 1.0; vec3 n = vec3(e.x, e.y, 1.0 - abs(e.x) - abs(e.y)); if (n.z < 0.0) { vec2 signNotZero = vec2(n.x >= 0.0 ? 1.0 : -1.0, n.y >= 0.0 ? 1.0 : -1.0); n.xy = (1.0 - abs(n.yx)) * signNotZero; } return normalize(n); } `; function getComputeNormal(quantized) { const a = quantized ? "g_vertLutData3.xy" : "g_vertLutData4.zw"; const b = quantized ? "g_vertLutData1.zw" : "g_vertLutData5.xy"; return ` if (!u_surfaceFlags[kSurfaceBitIndex_HasNormals]) return vec3(0.0); vec2 normal = (u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal]) ? ${a} : ${b}; return normalize(MAT_NORM * octDecodeNormal(normal)); `; } const finalizeNormalPrelude = ` vec3 normal = normalize(v_n) * (2.0 * float(gl_FrontFacing) - 1.0); `; const finalizeNormalNormalMap = ` if (isSurfaceBitSet(kSurfaceBit_HasNormalMap)) { // Modify the normal with the normal map texture. // First calculate the tangent. vec3 dp1 = dFdx(v_eyeSpace); vec3 dp2 = dFdy(v_eyeSpace); vec2 duv1 = dFdx(v_texCoord); vec2 duv2 = dFdy(v_texCoord); vec3 tangent = normalize(duv2.y * dp1 - duv1.y * dp2); tangent = normalize (tangent - normal * dot (normal, tangent)); // re-orthogonalize with normal bool flip = (duv1.x * duv2.y - duv2.x * duv1.y) < 0.0; if (flip) tangent = -tangent; vec3 biTangent = cross (normal, tangent); if (flip) biTangent = -biTangent; vec3 normM; if (u_surfaceFlags[kSurfaceBitIndex_UseConstantLodNormalMapMapping]) normM = constantLodTextureLookup(s_normalMap).xyz; else normM = TEXTURE(s_normalMap, v_texCoord).xyz; if (length (normM) > 0.0001) { // check for empty normal texture normM = (normM - 0.5) * 2.0; normM = normalize (normM); normM.x *= abs(u_normalMapScale); normM.y *= u_normalMapScale; normM = normalize (normM); normal = normalize (normM.x * tangent + normM.y * biTangent + normM.z * normal); } } `; const finalizeNormalPostlude = ` return normal; `; function getComputeAnimatedNormal(quantized) { return ` if (u_animNormalParams.x >= 0.0) return normalize(MAT_NORM * computeAnimationNormal(u_animNormalParams.x, u_animNormalParams.y, u_animNormalParams.z)); ${getComputeNormal(quantized)}`; } const applyBackgroundColor = ` return u_surfaceFlags[kSurfaceBitIndex_BackgroundFill] ? vec4(u_bgColor.rgb, baseColor.a) : baseColor; `; function getComputeTexCoord(quantized) { const vertData = quantized ? "g_vertLutData3" : "g_vertLutData4"; return ` vec4 rgba = ${vertData}; vec2 qcoords = vec2(decodeUInt16(rgba.xy), decodeUInt16(rgba.zw)); return chooseVec2With2BitFlags(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture, kSurfaceBit_HasNormalMap); `; } function getComputeAnimatedTexCoord(quantized) { return ` if (u_animScalarQParams.x >= 0.0) return computeAnimationParam(u_animScalarParams.x, u_animScalarParams.y, u_animScalarParams.z, u_animScalarQParams.x, u_animScalarQParams.y); ${getComputeTexCoord(quantized)} `; } const getSurfaceColor = ` vec4 getSurfaceColor() { return v_color; } `; // If we have texture weight < 1.0 we must compute the element/material color first then mix with texture color // in ApplyMaterialOverrides(). Do the sample once, here, and store in a global variable for possible later use. // If a glyph texture, must mix getSurfaceColor() with texture color so texture color alpha is applied 100% and // surface color rgb is scaled by texture color rgb (latter is full white originally but stretched via mipmapping). const computeBaseColor = ` g_surfaceTexel = sampleSurfaceTexture(); vec4 surfaceColor = getSurfaceColor(); if (!u_applyGlyphTex) return surfaceColor; // Compute color for raster glyph. const vec3 white = vec3(1.0); const vec3 epsilon = vec3(0.0001); vec3 almostWhite = white - epsilon; // set to black if almost white and reverse white-on-white is on bvec3 isAlmostWhite = greaterThan(surfaceColor.rgb, almostWhite); surfaceColor.rgb = (u_reverseWhiteOnWhite && isAlmostWhite.r && isAlmostWhite.g && isAlmostWhite.b ? vec3(0.0, 0.0, 0.0) : surfaceColor.rgb); return vec4(surfaceColor.rgb * g_surfaceTexel.rgb, g_surfaceTexel.a * surfaceColor.a); `; const surfaceFlagArray = new Int32Array(12 /* SurfaceBitIndex.Count */); /** @internal */ export function addSurfaceFlags(builder, withFeatureOverrides, withFeatureColor) { addSurfaceFlagsLookup(builder.vert); addSurfaceFlagsLookup(builder.frag); let compute = initSurfaceFlags; if (withFeatureOverrides) compute += `${withFeatureColor ? computeSurfaceFlagsWithColor : computeSurfaceFlags}\n`; compute += returnSurfaceFlags; builder.addFunctionComputedVarying("v_surfaceFlags", 2 /* VariableType.Float */, "computeSurfaceFlags", compute); builder.frag.addInitializer("surfaceFlags = uint(floor(v_surfaceFlags + 0.5));"); builder.addUniformArray("u_surfaceFlags", 0 /* VariableType.Boolean */, 12 /* SurfaceBitIndex.Count */, (prog) => { prog.addGraphicUniform("u_surfaceFlags", (uniform, params) => { assert(undefined !== params.geometry.asSurface); const mesh = params.geometry.asSurface; mesh.computeSurfaceFlags(params.programParams, surfaceFlagArray); uniform.setUniform1iv(surfaceFlagArray); }); }); } function addNormal(builder, animated) { addNormalMatrix(builder.vert); const quantized = "quantized" === builder.vert.positionType; builder.vert.addFunction(octDecodeNormal); builder.vert.addFunction("vec3 computeSurfaceNormal()", getComputeNormal(quantized)); builder.addFunctionComputedVarying("v_n", 4 /* VariableType.Vec3 */, "computeLightingNormal", animated ? getComputeAnimatedNormal(quantized) : "return computeSurfaceNormal();"); builder.frag.addGlobal("g_normal", 4 /* VariableType.Vec3 */); let finalizeNormal = finalizeNormalPrelude; finalizeNormal += finalizeNormalNormalMap; builder.frag.addFunction(constantLodTextureLookup); builder.frag.addUniform("u_normalMapScale", 2 /* VariableType.Float */, (prog) => { prog.addGraphicUniform("u_normalMapScale", (uniform, params) => { if (undefined !== params.geometry.materialInfo && !params.geometry.materialInfo.isAtlas) { const normalMapParams = params.geometry.materialInfo.textureMapping?.normalMapParams; if (undefined !== normalMapParams) { let normalMapScale = 1.0; normalMapScale = normalMapParams.scale ?? 1.0; if (normalMapParams.greenUp) normalMapScale = -normalMapScale; uniform.setUniform1f(normalMapScale); } } }); }); finalizeNormal += finalizeNormalPostlude; builder.frag.set(24 /* FragmentShaderComponent.FinalizeNormal */, finalizeNormal); // Set to true to colorize surfaces based on normals (in world space). // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build. const debugNormals = false; if (debugNormals) { builder.frag.set(17 /* FragmentShaderComponent.ApplyDebugColor */, "return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);"); builder.addInlineComputedVarying("v_normal", 4 /* VariableType.Vec3 */, "v_normal = computeSurfaceNormal();"); } } const scratchMatrix4d1 = Matrix4d.createIdentity(); const scratchMatrix4d2 = Matrix4d.createIdentity(); const scratchMatrix = new Matrix4(); /** @internal */ export function addTexture(builder, animated, isThematic, isPointCloud, isHilite, isMaplayer) { if (isThematic) { builder.addInlineComputedVarying("v_thematicIndex", 2 /* VariableType.Float */, getComputeThematicIndex(builder.vert.usesInstancedGeometry, isPointCloud, true)); } // Point clouds do not need to compute texture coordinates since the only texture they use is the thematic gradient. // Surfaces now need texture coordinates even for thematic in case they have a normal map. if (!isPointCloud) { builder.vert.addFunction(unquantize2d); addChooseVec2WithBitFlagsFunction(builder.vert); const quantized = "quantized" === builder.vert.positionType; builder.addFunctionComputedVarying("v_texCoord", 3 /* VariableType.Vec2 */, "computeTexCoord", animated ? getComputeAnimatedTexCoord(quantized) : getComputeTexCoord(quantized)); builder.vert.addUniform("u_qTexCoordParams", 5 /* VariableType.Vec4 */, (prog) => { prog.addGraphicUniform("u_qTexCoordParams", (uniform, params) => { const surfGeom = params.geometry.asSurface; if (surfGeom?.useTexture(params.programParams) || (surfGeom?.useNormalMap(params.programParams) && !isPointCloud)) { const uvQParams = surfGeom.lut.uvQParams; if (undefined !== uvQParams) { uniform.setUniform4fv(uvQParams); } } }); }); } builder.frag.addUniform("s_texture", 8 /* VariableType.Sampler2D */, (prog) => { prog.addGraphicUniform("s_texture", (uniform, params) => { const surfGeom = params.geometry.asSurface; if (params.geometry.supportsThematicDisplay && params.target.wantThematicDisplay) { // NB: if thematic display is enabled, bind the thematic texture and ignore any applied surface textures params.target.uniforms.thematic.bindTexture(uniform, TextureUnit.SurfaceTexture); } else if (surfGeom?.useTexture(params.programParams)) { const texture = (params.geometry.hasAnimation && params.target.analysisTexture) ? params.target.analysisTexture : surfGeom.texture; assert(undefined !== texture); texture.texture.bindSampler(uniform, TextureUnit.SurfaceTexture); } else { System.instance.ensureSamplerBound(uniform, TextureUnit.SurfaceTexture); } }); }); if (!isHilite && !isPointCloud) { builder.frag.addUniform("s_normalMap", 8 /* VariableType.Sampler2D */, (prog) => { prog.addGraphicUniform("s_normalMap", (uniform, params) => { const surfGeom = params.geometry.asSurface; if (surfGeom?.useNormalMap(params.programParams)) { const normalMap = surfGeom.normalMap; assert(undefined !== normalMap); normalMap.texture.bindSampler(uniform, TextureUnit.NormalMap); } else { System.instance.ensureSamplerBound(uniform, TextureUnit.NormalMap); } }); }); } if (isMaplayer) { builder.frag.addUniform("u_texturesPresent", 0 /* VariableType.Boolean */, (program) => { program.addGraphicUniform("u_texturesPresent", (uniform, params) => { uniform.setUniform1i(params.geometry.asSurface?.hasTextures ? 1 : 0); }); }); const textureUnits = [ TextureUnit.SurfaceDraping0, TextureUnit.SurfaceDraping1, TextureUnit.SurfaceDraping2, TextureUnit.SurfaceDraping3, TextureUnit.SurfaceDraping4, TextureUnit.SurfaceDraping5, ]; for (let i = 0; i < textureUnits.length; i++) { const textureLabel = `s_texture${i}`; builder.frag.addUniform(textureLabel, 8 /* VariableType.Sampler2D */, (prog) => { prog.addGraphicUniform(textureLabel, (uniform, params) => { const textureUnit = textureUnits[i]; const mesh = params.geometry.asSurface; const drapeTexture = mesh?.textureParams ? mesh.textureParams.params[i].texture : undefined; if (drapeTexture !== undefined) { const texture = drapeTexture; texture.texture.bindSampler(uniform, textureUnit); params.context; } else { System.instance.ensureSamplerBound(uniform, textureUnit); } }); }); const paramsLabel = `u_texParams${i}`, matrixLabel = `u_texMatrix${i}`; builder.frag.addUniform(matrixLabel, 7 /* VariableType.Mat4 */, (prog) => { prog.addGraphicUniform(matrixLabel, (uniform, params) => { const mesh = params.geometry.asSurface; const textureParam = mesh?.textureParams?.params[i]; if (undefined !== textureParam) { const projectionMatrix = textureParam.getProjectionMatrix(); if (projectionMatrix) { const eyeToModel = Matrix4d.createTransform(expectDefined(params.target.uniforms.frustum.viewMatrix.inverse()), scratchMatrix4d1); const eyeToTexture = projectionMatrix.multiplyMatrixMatrix(eyeToModel, scratchMatrix4d2); uniform.setMatrix4(Matrix4.fromMatrix4d(eyeToTexture, scratchMatrix)); } else uniform.setMatrix4(expectDefined(textureParam.getTerrainMatrix())); } }); }); builder.frag.addUniform(paramsLabel, 7 /* VariableType.Mat4 */, (prog) => { prog.addGraphicUniform(paramsLabel, (uniform, params) => { const mesh = params.geometry.asSurface; const textureParam = mesh?.textureParams?.params[i]; if (undefined !== textureParam) { uniform.setMatrix4(textureParam.getParams(scratchMatrix)); } }); }); } } } export const discardClassifiedByAlpha = ` if (u_no_classifier_discard) return false; bool hasAlpha = alpha <= s_maxAlpha; bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass); bool isTranslucentPass = kRenderPass_Translucent == u_renderPass; return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha); `; const discardByAlphaCutoff = ` float cutoff = abs(u_alphaCutoff); if (kRenderPass_Translucent == u_renderPass) return u_alphaCutoff > 0.0 && alpha >= cutoff; else return alpha < cutoff; `; function addTransparencyDiscard(frag) { addRenderPass(frag); frag.addUniform("u_alphaCutoff", 2 /* VariableType.Float */, (prog) => { prog.addGraphicUniform("u_alphaCutoff", (uniform, params) => { // This cutoff is used to discard pixels based on the alpha value sampled from the surface texture. // During readPixels, or when transparency is disabled, only discard 100% opaque pixels. // Otherwise, if the geometry draws in both opaque and translucent passes, use DisplayParams.minTransparency to filter pixels into appropriate pass to produce appropriate blending. // Negative cutoff applies only during opaque pass; positive cutoff applies during opaque and translucent passes. const pass = params.geometry.getPass(params.target); const cutoff = (!Pass.rendersOpaqueAndTranslucent(pass) || params.target.isReadPixelsInProgress || !params.target.currentViewFlags.transparency) ? -1 / 255 : 241 / 255; uniform.setUniform1f(cutoff); }); }); frag.set(5 /* FragmentShaderComponent.DiscardByAlpha */, discardByAlphaCutoff); } /** @internal */ export function createSurfaceBuilder(flags) { const builder = createCommon(flags.isInstanced, flags.isAnimated, flags.isShadowable, false, flags.positionType); addShaderFlags(builder); const feat = flags.featureMode; let opts = 2 /* FeatureMode.Overrides */ === feat ? 28 /* FeatureSymbologyOptions.Surface */ : 0 /* FeatureSymbologyOptions.None */; if (flags.isClassified) { opts &= ~16 /* FeatureSymbologyOptions.Alpha */; addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic); } if (flags.isThematic) { addThematicDisplay(builder); } else { builder.vert.addUniform("u_modelToWorld", 7 /* VariableType.Mat4 */, (prog) => { prog.addGraphicUniform("u_modelToWorld", (uniform, params) => { if (undefined !== params.geometry.asSurface?.mesh.constantLodVParams) params.target.uniforms.branch.bindModelToWorldTransform(uniform, params.geometry, false); }); }); } addFeatureSymbology(builder, feat, opts); addSurfaceFlags(builder, 2 /* FeatureMode.Overrides */ === feat, true); addSurfaceDiscard(builder, flags); addNormal(builder, flags.isAnimated); // 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). builder.frag.set(3 /* FragmentShaderComponent.FinalizeBaseColor */, applyBackgroundColor); builder.frag.addUniform("u_bgColor", 4 /* VariableType.Vec3 */, (prog) => { prog.addProgramUniform("u_bgColor", (uniform, params) => { params.target.uniforms.style.bindBackgroundRgb(uniform); }); }); addTexture(builder, flags.isAnimated, flags.isThematic, false, false, true); builder.frag.addUniform("u_applyGlyphTex", 0 /* VariableType.Boolean */, (prog) => { prog.addGraphicUniform("u_applyGlyphTex", (uniform, params) => { const surfGeom = params.geometry.asSurface; uniform.setUniform1i(surfGeom?.useTexture(params.programParams) && surfGeom.isGlyph ? 1 : 0); }); }); // Fragment and Vertex addColor(builder); // Fragment builder.frag.addFunction(getSurfaceColor); addLighting(builder); addWhiteOnWhiteReversal(builder.frag); addApplyContours(builder); addApplySurfaceDraping(builder.frag); if (flags.isTranslucent) { addTranslucency(builder); } else { if (0 /* FeatureMode.None */ === feat) { addFragColorWithPreMultipliedAlpha(builder.frag); } else { if (!flags.isClassified) addOverrideClassifierColor(builder, flags.isThematic); else addFeaturePlanarClassifier(builder); builder.frag.addFunction(decodeDepthRgb); if (flags.isEdgeTestNeeded || flags.isClassified) addPickBufferOutputs(builder.frag); else addAltPickBufferOutputs(builder.frag); } } builder.addVarying("v_uvCustom", 4 /* VariableType.Vec3 */); builder.vert.addUniform("u_constantLodVParams", 4 /* VariableType.Vec3 */, (prog) => { prog.addGraphicUniform("u_constantLodVParams", (uniform, params) => { const vParams = params.geometry.asSurface?.mesh.constantLodVParams; if (undefined !== vParams) { vParams[2] = params.target.planFrustum.points[Npc.LeftTopRear].distance(params.target.planFrustum.points[Npc.RightTopRear]); uniform.setUniform3fv(vParams); } }); }); builder.frag.addUniform("u_constantLodFParams", 4 /* VariableType.Vec3 */, (prog) => { prog.addGraphicUniform("u_constantLodFParams", (uniform, params) => { const fParams = params.geometry.asSurface?.mesh.constantLodFParams; if (undefined !== fParams) uniform.setUniform3fv(fParams); }); }); builder.frag.addFunction(constantLodTextureLookup); builder.frag.addFunction(sampleSurfaceTexture); builder.frag.addGlobal("g_surfaceTexel", 5 /* VariableType.Vec4 */); builder.frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, (flags.isThematic === 0 /* IsThematic.No */) ? computeBaseColor : "return getSurfaceColor();"); if (flags.isClassified) addClassificationTranslucencyDiscard(builder); else addTransparencyDiscard(builder.frag); addSurfaceMonochrome(builder.frag); addMaterial(builder, flags.isInstanced === 1 /* IsInstanced.Yes */); if (flags.isWiremesh) addWiremesh(builder); return builder; } export function addClassificationTranslucencyDiscard(builder) { // 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. // Those shaders compute the transparency in the vertex shader and discard the vertex in one pass or the other. // 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. // Since the transparency is not known until the fragment shader, we must perform the discard there instead. addMaxAlpha(builder.frag); addRenderPass(builder.frag); // Do not discard transparent classified geometry if we're trying to do a pick... builder.frag.addUniform("u_no_classifier_discard", 0 /* VariableType.Boolean */, (prog) => { prog.addProgramUniform("u_no_classifier_discard", (uniform, params) => { uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0); }); }); builder.frag.set(5 /* FragmentShaderComponent.DiscardByAlpha */, discardClassifiedByAlpha); } //# sourceMappingURL=Surface.js.map