@itwin/core-frontend 3.0.0-dev.140 → 3.0.0-dev.141

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Files changed (159) hide show
  1. package/lib/cjs/render/MockRender.d.ts +3 -1
  2. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  3. package/lib/cjs/render/MockRender.js.map +1 -1
  4. package/lib/cjs/render/RenderSystem.d.ts +3 -1
  5. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  6. package/lib/cjs/render/RenderSystem.js +4 -2
  7. package/lib/cjs/render/RenderSystem.js.map +1 -1
  8. package/lib/cjs/render/primitives/EdgeParams.d.ts +50 -0
  9. package/lib/cjs/render/primitives/EdgeParams.d.ts.map +1 -0
  10. package/lib/cjs/render/primitives/EdgeParams.js +116 -0
  11. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -0
  12. package/lib/cjs/render/primitives/PointStringParams.d.ts +16 -0
  13. package/lib/cjs/render/primitives/PointStringParams.d.ts.map +1 -0
  14. package/lib/cjs/render/primitives/PointStringParams.js +43 -0
  15. package/lib/cjs/render/primitives/PointStringParams.js.map +1 -0
  16. package/lib/cjs/render/primitives/PolylineParams.d.ts +44 -0
  17. package/lib/cjs/render/primitives/PolylineParams.d.ts.map +1 -0
  18. package/lib/cjs/render/primitives/PolylineParams.js +205 -0
  19. package/lib/cjs/render/primitives/PolylineParams.js.map +1 -0
  20. package/lib/cjs/render/primitives/SurfaceParams.d.ts +46 -0
  21. package/lib/cjs/render/primitives/SurfaceParams.d.ts.map +1 -0
  22. package/lib/cjs/render/primitives/SurfaceParams.js +42 -0
  23. package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -0
  24. package/lib/cjs/render/primitives/VertexTable.d.ts +3 -123
  25. package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
  26. package/lib/cjs/render/primitives/VertexTable.js +10 -351
  27. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  28. package/lib/cjs/render/webgl/CachedGeometry.d.ts +4 -2
  29. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  30. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  31. package/lib/cjs/render/webgl/EdgeGeometry.d.ts +73 -0
  32. package/lib/cjs/render/webgl/EdgeGeometry.d.ts.map +1 -0
  33. package/lib/cjs/render/webgl/EdgeGeometry.js +141 -0
  34. package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -0
  35. package/lib/cjs/render/webgl/InstancedGeometry.d.ts +4 -4
  36. package/lib/cjs/render/webgl/InstancedGeometry.d.ts.map +1 -1
  37. package/lib/cjs/render/webgl/Material.d.ts +1 -1
  38. package/lib/cjs/render/webgl/Material.d.ts.map +1 -1
  39. package/lib/cjs/render/webgl/Material.js.map +1 -1
  40. package/lib/cjs/render/webgl/Mesh.d.ts +6 -162
  41. package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
  42. package/lib/cjs/render/webgl/Mesh.js +11 -456
  43. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  44. package/lib/cjs/render/webgl/MeshData.d.ts +38 -0
  45. package/lib/cjs/render/webgl/MeshData.d.ts.map +1 -0
  46. package/lib/cjs/render/webgl/MeshData.js +66 -0
  47. package/lib/cjs/render/webgl/MeshData.js.map +1 -0
  48. package/lib/cjs/render/webgl/MeshGeometry.d.ts +38 -0
  49. package/lib/cjs/render/webgl/MeshGeometry.d.ts.map +1 -0
  50. package/lib/cjs/render/webgl/MeshGeometry.js +60 -0
  51. package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -0
  52. package/lib/cjs/render/webgl/PointString.d.ts +1 -1
  53. package/lib/cjs/render/webgl/PointString.d.ts.map +1 -1
  54. package/lib/cjs/render/webgl/PointString.js.map +1 -1
  55. package/lib/cjs/render/webgl/Polyline.d.ts +1 -1
  56. package/lib/cjs/render/webgl/Polyline.d.ts.map +1 -1
  57. package/lib/cjs/render/webgl/Polyline.js.map +1 -1
  58. package/lib/cjs/render/webgl/RenderCommands.js +4 -4
  59. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  60. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts +54 -0
  61. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -0
  62. package/lib/cjs/render/webgl/SurfaceGeometry.js +240 -0
  63. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -0
  64. package/lib/cjs/render/webgl/System.d.ts +3 -1
  65. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  66. package/lib/cjs/render/webgl/System.js.map +1 -1
  67. package/lib/cjs/render/webgl/glsl/Surface.js +3 -3
  68. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  69. package/lib/cjs/render-primitives.d.ts +5 -1
  70. package/lib/cjs/render-primitives.d.ts.map +1 -1
  71. package/lib/cjs/render-primitives.js +5 -1
  72. package/lib/cjs/render-primitives.js.map +1 -1
  73. package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
  74. package/lib/cjs/tile/ImdlReader.js +8 -5
  75. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  76. package/lib/cjs/webgl.d.ts +4 -0
  77. package/lib/cjs/webgl.d.ts.map +1 -1
  78. package/lib/cjs/webgl.js +4 -0
  79. package/lib/cjs/webgl.js.map +1 -1
  80. package/lib/esm/render/MockRender.d.ts +3 -1
  81. package/lib/esm/render/MockRender.d.ts.map +1 -1
  82. package/lib/esm/render/MockRender.js.map +1 -1
  83. package/lib/esm/render/RenderSystem.d.ts +3 -1
  84. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  85. package/lib/esm/render/RenderSystem.js +3 -1
  86. package/lib/esm/render/RenderSystem.js.map +1 -1
  87. package/lib/esm/render/primitives/EdgeParams.d.ts +50 -0
  88. package/lib/esm/render/primitives/EdgeParams.d.ts.map +1 -0
  89. package/lib/esm/render/primitives/EdgeParams.js +113 -0
  90. package/lib/esm/render/primitives/EdgeParams.js.map +1 -0
  91. package/lib/esm/render/primitives/PointStringParams.d.ts +16 -0
  92. package/lib/esm/render/primitives/PointStringParams.d.ts.map +1 -0
  93. package/lib/esm/render/primitives/PointStringParams.js +39 -0
  94. package/lib/esm/render/primitives/PointStringParams.js.map +1 -0
  95. package/lib/esm/render/primitives/PolylineParams.d.ts +44 -0
  96. package/lib/esm/render/primitives/PolylineParams.d.ts.map +1 -0
  97. package/lib/esm/render/primitives/PolylineParams.js +199 -0
  98. package/lib/esm/render/primitives/PolylineParams.js.map +1 -0
  99. package/lib/esm/render/primitives/SurfaceParams.d.ts +46 -0
  100. package/lib/esm/render/primitives/SurfaceParams.d.ts.map +1 -0
  101. package/lib/esm/render/primitives/SurfaceParams.js +37 -0
  102. package/lib/esm/render/primitives/SurfaceParams.js.map +1 -0
  103. package/lib/esm/render/primitives/VertexTable.d.ts +3 -123
  104. package/lib/esm/render/primitives/VertexTable.d.ts.map +1 -1
  105. package/lib/esm/render/primitives/VertexTable.js +5 -341
  106. package/lib/esm/render/primitives/VertexTable.js.map +1 -1
  107. package/lib/esm/render/webgl/CachedGeometry.d.ts +4 -2
  108. package/lib/esm/render/webgl/CachedGeometry.d.ts.map +1 -1
  109. package/lib/esm/render/webgl/CachedGeometry.js.map +1 -1
  110. package/lib/esm/render/webgl/EdgeGeometry.d.ts +73 -0
  111. package/lib/esm/render/webgl/EdgeGeometry.d.ts.map +1 -0
  112. package/lib/esm/render/webgl/EdgeGeometry.js +135 -0
  113. package/lib/esm/render/webgl/EdgeGeometry.js.map +1 -0
  114. package/lib/esm/render/webgl/InstancedGeometry.d.ts +4 -4
  115. package/lib/esm/render/webgl/InstancedGeometry.d.ts.map +1 -1
  116. package/lib/esm/render/webgl/Material.d.ts +1 -1
  117. package/lib/esm/render/webgl/Material.d.ts.map +1 -1
  118. package/lib/esm/render/webgl/Material.js.map +1 -1
  119. package/lib/esm/render/webgl/Mesh.d.ts +6 -162
  120. package/lib/esm/render/webgl/Mesh.d.ts.map +1 -1
  121. package/lib/esm/render/webgl/Mesh.js +5 -443
  122. package/lib/esm/render/webgl/Mesh.js.map +1 -1
  123. package/lib/esm/render/webgl/MeshData.d.ts +38 -0
  124. package/lib/esm/render/webgl/MeshData.d.ts.map +1 -0
  125. package/lib/esm/render/webgl/MeshData.js +62 -0
  126. package/lib/esm/render/webgl/MeshData.js.map +1 -0
  127. package/lib/esm/render/webgl/MeshGeometry.d.ts +38 -0
  128. package/lib/esm/render/webgl/MeshGeometry.d.ts.map +1 -0
  129. package/lib/esm/render/webgl/MeshGeometry.js +56 -0
  130. package/lib/esm/render/webgl/MeshGeometry.js.map +1 -0
  131. package/lib/esm/render/webgl/PointString.d.ts +1 -1
  132. package/lib/esm/render/webgl/PointString.d.ts.map +1 -1
  133. package/lib/esm/render/webgl/PointString.js.map +1 -1
  134. package/lib/esm/render/webgl/Polyline.d.ts +1 -1
  135. package/lib/esm/render/webgl/Polyline.d.ts.map +1 -1
  136. package/lib/esm/render/webgl/Polyline.js.map +1 -1
  137. package/lib/esm/render/webgl/RenderCommands.js +1 -1
  138. package/lib/esm/render/webgl/RenderCommands.js.map +1 -1
  139. package/lib/esm/render/webgl/SurfaceGeometry.d.ts +54 -0
  140. package/lib/esm/render/webgl/SurfaceGeometry.d.ts.map +1 -0
  141. package/lib/esm/render/webgl/SurfaceGeometry.js +235 -0
  142. package/lib/esm/render/webgl/SurfaceGeometry.js.map +1 -0
  143. package/lib/esm/render/webgl/System.d.ts +3 -1
  144. package/lib/esm/render/webgl/System.d.ts.map +1 -1
  145. package/lib/esm/render/webgl/System.js.map +1 -1
  146. package/lib/esm/render/webgl/glsl/Surface.js +1 -1
  147. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  148. package/lib/esm/render-primitives.d.ts +5 -1
  149. package/lib/esm/render-primitives.d.ts.map +1 -1
  150. package/lib/esm/render-primitives.js +5 -1
  151. package/lib/esm/render-primitives.js.map +1 -1
  152. package/lib/esm/tile/ImdlReader.d.ts.map +1 -1
  153. package/lib/esm/tile/ImdlReader.js +4 -1
  154. package/lib/esm/tile/ImdlReader.js.map +1 -1
  155. package/lib/esm/webgl.d.ts +4 -0
  156. package/lib/esm/webgl.d.ts.map +1 -1
  157. package/lib/esm/webgl.js +4 -0
  158. package/lib/esm/webgl.js.map +1 -1
  159. package/package.json +22 -22
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { Angle, Point2d, Point3d, Range3d, Vector2d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Npc, QParams2d, QParams3d, QPoint2dList, QPoint3dList, RenderMode, RenderTexture } from \"@itwin/core-common\";\r\nimport { RenderSkyGradientParams, RenderSkySphereParams } from \"../RenderSystem\";\r\nimport { FlashMode } from \"../../FlashSettings\";\r\nimport { TesselatedPolyline } from \"../primitives/VertexTable\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { ColorInfo } from \"./ColorInfo\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DrawParams, ShaderProgramParams } from \"./DrawCommand\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { fromSumOf, FrustumUniformType } from \"./FrustumUniforms\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { InstancedGeometry } from \"./InstancedGeometry\";\r\nimport { MaterialInfo } from \"./Material\";\r\nimport { EdgeGeometry, MeshGeometry, SilhouetteEdgeGeometry, SurfaceGeometry } from \"./Mesh\";\r\nimport { PointCloudGeometry } from \"./PointCloud\";\r\nimport { CompositeFlags, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { computeCompositeTechniqueId, TechniqueId } from \"./TechniqueId\";\r\nimport { RealityMeshGeometry } from \"./RealityMesh\";\r\nimport { TextureHandle } from \"./Texture\";\r\nimport { VertexLUT } from \"./VertexLUT\";\r\nimport { PlanarGridGeometry } from \"./PlanarGrid\";\r\n\r\nconst scratchVec3a = new Vector3d();\r\nconst scratchVec3b = new Vector3d();\r\nconst scratchVec3c = new Vector3d();\r\nconst scratchPoint3a = new Point3d();\r\nconst scratchPoint3b = new Point3d();\r\nconst scratchPoint3c = new Point3d();\r\nconst scratchPoint3d = new Point3d();\r\n\r\n/** Represents a geometric primitive ready to be submitted to the GPU for rendering.\r\n * @internal\r\n */\r\nexport abstract class CachedGeometry implements WebGLDisposable, RenderMemory.Consumer {\r\n protected _range?: Range3d;\r\n /**\r\n * Functions for obtaining a subclass of CachedGeometry.\r\n * IMPORTANT: Do NOT use code like `const surface = cachedGeom as SurfaceGeometry`.\r\n * Instanced geometry holds a reference to the shared geometry rendered for each instance - such casts will fail,\r\n * while the casting `functions` will forward to the shared geometry.\r\n */\r\n public get asLUT(): LUTGeometry | undefined { return undefined; }\r\n public get asSurface(): SurfaceGeometry | undefined { return undefined; }\r\n public get asMesh(): MeshGeometry | undefined { return undefined; }\r\n public get asEdge(): EdgeGeometry | undefined { return undefined; }\r\n public get asRealityMesh(): RealityMeshGeometry | undefined { return undefined; }\r\n public get asSilhouette(): SilhouetteEdgeGeometry | undefined { return undefined; }\r\n public get asInstanced(): InstancedGeometry | undefined { return undefined; }\r\n public get isInstanced() { return undefined !== this.asInstanced; }\r\n public get asPointCloud(): PointCloudGeometry | undefined { return undefined; }\r\n public get asPlanarGrid(): PlanarGridGeometry | undefined { return undefined; }\r\n public get alwaysRenderTranslucent(): boolean { return false; }\r\n public get allowColorOverride(): boolean { return true; }\r\n\r\n // Returns true if white portions of this geometry should render as black on white background\r\n protected abstract _wantWoWReversal(_target: Target): boolean;\r\n // Returns the edge/line weight used to render this geometry\r\n protected _getLineWeight(_params: ShaderProgramParams): number { return 0; }\r\n // Returns the edge/line pattern used to render this geometry\r\n protected _getLineCode(_params: ShaderProgramParams): number { return LineCode.solid; }\r\n\r\n public abstract get isDisposed(): boolean;\r\n // Returns the Id of the Technique used to render this geometry\r\n public abstract get techniqueId(): TechniqueId;\r\n // Returns the pass in which to render this geometry. RenderPass.None indicates it should not be rendered.\r\n public abstract getRenderPass(target: Target): RenderPass;\r\n // Returns the 'order' of this geometry, which determines how z-fighting is resolved.\r\n public abstract get renderOrder(): RenderOrder;\r\n // Returns true if this is a lit surface\r\n public get isLitSurface(): boolean { return false; }\r\n // Returns true if this is an unlit surface with baked-in lighting (e.g. 3mx, scalable mesh reality models)\r\n public get hasBakedLighting(): boolean { return false; }\r\n // Returns true if this primitive contains auxillary animation data.\r\n public get hasAnimation(): boolean { return false; }\r\n\r\n /** Returns the origin of this geometry's quantization parameters. */\r\n public abstract get qOrigin(): Float32Array;\r\n /** Returns the scale of this geometry's quantization parameters. */\r\n public abstract get qScale(): Float32Array;\r\n // Draws this geometry\r\n public abstract draw(): void;\r\n\r\n public abstract dispose(): void;\r\n\r\n // Intended to be overridden by specific subclasses\r\n public get materialInfo(): MaterialInfo | undefined { return undefined; }\r\n public get hasMaterialAtlas(): boolean {\r\n const mat = this.materialInfo;\r\n return undefined !== mat && mat.isAtlas;\r\n }\r\n\r\n public get polylineBuffers(): PolylineBuffers | undefined { return undefined; }\r\n public get hasFeatures(): boolean { return false; }\r\n public get viewIndependentOrigin(): Point3d | undefined { return undefined; }\r\n public get isViewIndependent(): boolean { return undefined !== this.viewIndependentOrigin; }\r\n\r\n public get supportsThematicDisplay() { return false; }\r\n\r\n public get isEdge(): boolean {\r\n switch (this.renderOrder) {\r\n case RenderOrder.Edge:\r\n case RenderOrder.Silhouette:\r\n case RenderOrder.PlanarEdge:\r\n case RenderOrder.PlanarSilhouette:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n public wantWoWReversal(params: ShaderProgramParams): boolean {\r\n return params.target.currentViewFlags.whiteOnWhiteReversal && this._wantWoWReversal(params.target);\r\n }\r\n public getLineCode(params: ShaderProgramParams): number {\r\n return params.target.currentViewFlags.styles ? this._getLineCode(params) : LineCode.solid;\r\n }\r\n public getLineWeight(params: ShaderProgramParams): number {\r\n if (!params.target.currentViewFlags.weights) {\r\n return 1.0;\r\n }\r\n\r\n const minWeight = 1;\r\n let weight = this._getLineWeight(params);\r\n weight = Math.max(weight, minWeight);\r\n weight = Math.min(weight, 31.0);\r\n return weight;\r\n }\r\n\r\n public getFlashMode(params: DrawParams): FlashMode {\r\n // By default only surfaces rendered with lighting get brightened. Overridden for reality meshes since they have lighting baked-in.\r\n // NB: If the reality model is classified, the classifiers are drawn without lighting, therefore we mix the hilite color.\r\n if (this.hasBakedLighting)\r\n return FlashMode.Hilite;\r\n\r\n const vf = params.target.currentViewFlags;\r\n if (!this.isLitSurface || RenderMode.SmoothShade !== vf.renderMode)\r\n return FlashMode.Hilite;\r\n\r\n return vf.lighting ? params.target.plan.flashSettings.litMode : FlashMode.Hilite;\r\n }\r\n\r\n public wantMixMonochromeColor(_target: Target): boolean { return false; }\r\n public wantMonochrome(_target: Target): boolean { return true; }\r\n\r\n public abstract collectStatistics(stats: RenderMemory.Statistics): void;\r\n\r\n public computeRange(output?: Range3d): Range3d {\r\n if (undefined === this._range) {\r\n const lowX = this.qOrigin[0];\r\n const lowY = this.qOrigin[1];\r\n const lowZ = this.qOrigin[2];\r\n\r\n const hiX = 0xffff * this.qScale[0] + lowX;\r\n const hiY = 0xffff * this.qScale[1] + lowY;\r\n const hiZ = 0xffff * this.qScale[2] + lowZ;\r\n\r\n this._range = Range3d.createXYZXYZ(lowX, lowY, lowZ, hiX, hiY, hiZ);\r\n }\r\n\r\n return this._range.clone(output);\r\n }\r\n}\r\n\r\n/** Geometry which is drawn using indices into a look-up texture of vertex data, via gl.drawArrays()\r\n * @internal\r\n */\r\nexport abstract class LUTGeometry extends CachedGeometry {\r\n private readonly _viewIndependentOrigin?: Point3d;\r\n\r\n public abstract get lutBuffers(): BuffersContainer;\r\n\r\n // The texture containing the vertex data.\r\n public abstract get lut(): VertexLUT;\r\n public override get asLUT() { return this; }\r\n public override get viewIndependentOrigin() { return this._viewIndependentOrigin; }\r\n\r\n protected abstract _draw(_numInstances: number, _instanceBuffersContainer?: BuffersContainer): void;\r\n public draw(): void { this._draw(0); }\r\n public drawInstanced(numInstances: number, instanceBuffersContainer: BuffersContainer): void { this._draw(numInstances, instanceBuffersContainer); }\r\n\r\n // Override this if your color varies based on the target\r\n public getColor(_target: Target): ColorInfo { return this.lut.colorInfo; }\r\n\r\n public get qOrigin(): Float32Array { return this.lut.qOrigin; }\r\n public get qScale(): Float32Array { return this.lut.qScale; }\r\n public override get hasAnimation() { return this.lut.hasAnimation; }\r\n\r\n protected constructor(viewIndependentOrigin?: Point3d) {\r\n super();\r\n this._viewIndependentOrigin = viewIndependentOrigin;\r\n }\r\n}\r\n\r\n/** Parameters used to construct an IndexedGeometry\r\n * @internal\r\n */\r\nexport class IndexedGeometryParams implements WebGLDisposable {\r\n public readonly buffers: BuffersContainer;\r\n public readonly positions: QBufferHandle3d;\r\n public readonly indices: BufferHandle;\r\n public readonly numIndices: number;\r\n\r\n protected constructor(positions: QBufferHandle3d, indices: BufferHandle, numIndices: number) {\r\n this.buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", undefined, false);\r\n assert(attrPos !== undefined);\r\n this.buffers.addBuffer(positions, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.buffers.addBuffer(indices, []);\r\n this.positions = positions;\r\n this.indices = indices;\r\n this.numIndices = numIndices;\r\n }\r\n\r\n public static create(positions: Uint16Array, qParams: QParams3d, indices: Uint32Array) {\r\n const posBuf = QBufferHandle3d.create(qParams, positions);\r\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\r\n if (undefined === posBuf || undefined === indBuf)\r\n return undefined;\r\n\r\n return new IndexedGeometryParams(posBuf, indBuf, indices.length);\r\n }\r\n public static createFromList(positions: QPoint3dList, indices: Uint32Array) {\r\n return IndexedGeometryParams.create(positions.toTypedArray(), positions.params, indices);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.buffers.isDisposed\r\n && this.positions.isDisposed\r\n && this.indices.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this.positions);\r\n dispose(this.indices);\r\n }\r\n}\r\n\r\n/** A geometric primitive which is rendered using gl.drawElements() with one or more vertex buffers indexed by an index buffer.\r\n * @internal\r\n */\r\nexport abstract class IndexedGeometry extends CachedGeometry {\r\n protected readonly _params: IndexedGeometryParams;\r\n protected _wantWoWReversal(_target: Target): boolean { return false; }\r\n protected constructor(params: IndexedGeometryParams) {\r\n super();\r\n this._params = params;\r\n }\r\n\r\n public get isDisposed(): boolean { return this._params.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this._params);\r\n }\r\n\r\n public draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, GL.DataType.UnsignedInt, 0);\r\n this._params.buffers.unbind();\r\n }\r\n\r\n public get qOrigin() { return this._params.positions.origin; }\r\n public get qScale() { return this._params.positions.scale; }\r\n}\r\n\r\n/** a cube of quads in normalized device coordinates for skybox rendering techniques\r\n * @internal\r\n */\r\nclass SkyBoxQuads {\r\n public readonly vertices: Uint16Array;\r\n public readonly vertexParams: QParams3d;\r\n\r\n public constructor() {\r\n const skyBoxSz = 1.0;\r\n\r\n const qVerts = new QPoint3dList(QParams3d.fromNormalizedRange());\r\n\r\n // NB: After applying the rotation matrix in the shader, Back becomes (Bottom), etc.\r\n // See the notes in the parens below.\r\n\r\n // ###TODO: Make this indexed. Currently not indexed because of previous six-sided texture system.\r\n\r\n // Back (Bottom after rotation)\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, skyBoxSz)); // back upper left - 0\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, skyBoxSz)); // back upper right - 1\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower left - 2\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, skyBoxSz)); // back upper right - 1\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower right - 3\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower left - 2\r\n\r\n // Front (Top after rotation)\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper left - 4\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper right - 5\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower left - 6\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper right - 5\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower right - 7\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower left - 6\r\n\r\n // Top (Front after rotation)\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper left - 4\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper right - 5\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, skyBoxSz)); // back upper right - 1\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper left - 4\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, skyBoxSz)); // back upper left - 0\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, skyBoxSz)); // back upper right - 1\r\n\r\n // Bottom (Back after rotation)\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower left - 2\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower right - 3\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower left - 6\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower right - 3\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower right - 7\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower left - 6\r\n\r\n // Left (Right after rotation)\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, skyBoxSz)); // back upper left - 0\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper left - 4\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower left - 2\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper left - 4\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower left - 6\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower left - 2\r\n\r\n // Right (Left after rotation)\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, skyBoxSz)); // back upper right - 1\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper right - 5\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower right - 3\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper right - 5\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower right - 7\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower right - 3\r\n\r\n this.vertices = qVerts.toTypedArray();\r\n this.vertexParams = qVerts.params;\r\n }\r\n\r\n public createParams() {\r\n return SkyBoxGeometryParams.create(this.vertices, this.vertexParams);\r\n }\r\n}\r\n\r\n/** Parameters used to construct an SkyBox\r\n * @internal\r\n */\r\nexport class SkyBoxGeometryParams implements WebGLDisposable {\r\n public readonly buffers: BuffersContainer;\r\n public readonly positions: QBufferHandle3d;\r\n\r\n protected constructor(positions: QBufferHandle3d) {\r\n this.buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", undefined, false);\r\n assert(attrPos !== undefined);\r\n this.buffers.addBuffer(positions, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.positions = positions;\r\n }\r\n\r\n public static create(positions: Uint16Array, qparams: QParams3d) {\r\n const posBuf = QBufferHandle3d.create(qparams, positions);\r\n if (undefined === posBuf)\r\n return undefined;\r\n\r\n return new SkyBoxGeometryParams(posBuf);\r\n }\r\n\r\n public get isDisposed(): boolean { return this.buffers.isDisposed && this.positions.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this.positions);\r\n }\r\n}\r\n\r\n/** @internal */\r\nnamespace SkyBoxQuads { // eslint-disable-line no-redeclare\r\n let skyBoxQuads: SkyBoxQuads | undefined;\r\n\r\n export function getInstance(): SkyBoxQuads {\r\n if (undefined === skyBoxQuads)\r\n skyBoxQuads = new SkyBoxQuads();\r\n\r\n return skyBoxQuads;\r\n }\r\n}\r\n\r\n/** Geometry used for view-space rendering techniques.\r\n * @internal\r\n */\r\nexport class SkyBoxQuadsGeometry extends CachedGeometry {\r\n protected _techniqueId: TechniqueId;\r\n public readonly cube: RenderTexture;\r\n protected readonly _params: SkyBoxGeometryParams;\r\n\r\n protected constructor(ndxGeomParams: SkyBoxGeometryParams, texture: RenderTexture) {\r\n super();\r\n this.cube = texture;\r\n this._techniqueId = TechniqueId.SkyBox;\r\n this._params = ndxGeomParams;\r\n }\r\n\r\n public static create(texture: RenderTexture): SkyBoxQuadsGeometry | undefined {\r\n const sbxGeomParams = SkyBoxQuads.getInstance().createParams();\r\n return undefined !== sbxGeomParams ? new SkyBoxQuadsGeometry(sbxGeomParams, texture) : undefined;\r\n }\r\n\r\n public collectStatistics(_stats: RenderMemory.Statistics): void {\r\n // Not interested in tracking this.\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return this._techniqueId; }\r\n public getRenderPass(_target: Target) { return RenderPass.SkyBox; }\r\n public get renderOrder() { return RenderOrder.UnlitSurface; }\r\n\r\n public draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawArrays(GL.PrimitiveType.Triangles, 0, 36);\r\n this._params.buffers.unbind();\r\n }\r\n\r\n public get qOrigin() { return this._params.positions.origin; }\r\n public get qScale() { return this._params.positions.scale; }\r\n\r\n public get isDisposed(): boolean { return this._params.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this._params);\r\n }\r\n\r\n protected _wantWoWReversal(_target: Target): boolean { return false; }\r\n}\r\n\r\n/** A quad with its corners mapped to the dimensions as the viewport, used for special rendering techniques.\r\n * @internal\r\n */\r\nclass ViewportQuad {\r\n public readonly vertices: Uint16Array;\r\n public readonly vertexParams: QParams3d;\r\n public readonly indices = new Uint32Array(6);\r\n\r\n public constructor() {\r\n const pt = new Point3d(-1, -1, 0);\r\n const vertices = new QPoint3dList(QParams3d.fromNormalizedRange());\r\n vertices.add(pt);\r\n pt.x = 1;\r\n vertices.add(pt);\r\n pt.y = 1;\r\n vertices.add(pt);\r\n pt.x = -1;\r\n vertices.add(pt);\r\n\r\n this.vertices = vertices.toTypedArray();\r\n this.vertexParams = vertices.params;\r\n\r\n this.indices[0] = 0;\r\n this.indices[1] = 1;\r\n this.indices[2] = 2;\r\n this.indices[3] = 0;\r\n this.indices[4] = 2;\r\n this.indices[5] = 3;\r\n }\r\n\r\n public createParams() {\r\n return IndexedGeometryParams.create(this.vertices, this.vertexParams, this.indices);\r\n }\r\n}\r\n\r\n/** @internal */\r\nnamespace ViewportQuad { // eslint-disable-line no-redeclare\r\n let viewportQuad: ViewportQuad | undefined;\r\n\r\n export function getInstance(): ViewportQuad {\r\n if (undefined === viewportQuad)\r\n viewportQuad = new ViewportQuad();\r\n\r\n return viewportQuad;\r\n }\r\n}\r\n\r\n/** Geometry used for view-space rendering techniques.\r\n * @internal\r\n */\r\nexport class ViewportQuadGeometry extends IndexedGeometry {\r\n protected _techniqueId: TechniqueId;\r\n\r\n protected constructor(params: IndexedGeometryParams, techniqueId: TechniqueId) {\r\n super(params);\r\n this._techniqueId = techniqueId;\r\n }\r\n public static create(techniqueId: TechniqueId) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n return undefined !== params ? new this(params, techniqueId) : undefined;\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return this._techniqueId; }\r\n public getRenderPass(_target: Target) { return RenderPass.OpaqueGeneral; }\r\n public get renderOrder() { return RenderOrder.UnlitSurface; }\r\n\r\n public collectStatistics(_stats: RenderMemory.Statistics): void {\r\n // NB: These don't really count...\r\n }\r\n}\r\n\r\n/** Geometry used for view-space rendering techniques which involve sampling one or more textures.\r\n * @internal\r\n */\r\nexport class TexturedViewportQuadGeometry extends ViewportQuadGeometry {\r\n protected readonly _textures: WebGLTexture[];\r\n\r\n protected constructor(params: IndexedGeometryParams, techniqueId: TechniqueId, textures: WebGLTexture[]) {\r\n super(params, techniqueId);\r\n this._textures = textures;\r\n\r\n // TypeScript compiler will happily accept TextureHandle (or any other type) in place of WebGLTexture.\r\n // There is no such 'type' as WebGLTexture at run-time.\r\n assert(this._textures.every((tx) => !(tx instanceof TextureHandle)));\r\n }\r\n\r\n public static createTexturedViewportQuadGeometry(techniqueId: TechniqueId, textures: WebGLTexture[]): TexturedViewportQuadGeometry | undefined {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params)\r\n return undefined;\r\n\r\n return new this(params, techniqueId, textures);\r\n }\r\n}\r\n\r\n/** Geometry used for rendering default gradient-style or single texture spherical skybox.\r\n * @internal\r\n */\r\nexport class SkySphereViewportQuadGeometry extends ViewportQuadGeometry {\r\n public worldPos: Float32Array; // LeftBottom, RightBottom, RightTop, LeftTop worl pos of frustum at mid depth.\r\n public readonly typeAndExponents: Float32Array; // [0] -1.0 for 2-color gradient, 1.0 for 4-color gradient, 0.0 for texture; [1] sky exponent (4-color only) [2] ground exponent (4-color only)\r\n public readonly zOffset: number;\r\n public readonly rotation: number;\r\n public readonly zenithColor: Float32Array;\r\n public readonly skyColor: Float32Array;\r\n public readonly groundColor: Float32Array;\r\n public readonly nadirColor: Float32Array;\r\n public readonly skyTexture?: RenderTexture;\r\n protected readonly _worldPosBuff: BufferHandle;\r\n private _isWorldPosSet: boolean = false;\r\n\r\n public initWorldPos(target: Target): void {\r\n if (this._isWorldPosSet)\r\n return;\r\n\r\n this._isWorldPosSet = true;\r\n this._setPointsFromFrustum(target);\r\n this._worldPosBuff.bindData(this.worldPos, GL.Buffer.Usage.StreamDraw);\r\n const attrWorldPos = AttributeMap.findAttribute(\"a_worldPos\", TechniqueId.SkySphereGradient, false);\r\n assert(attrWorldPos !== undefined);\r\n this._params.buffers.addBuffer(this._worldPosBuff, [BufferParameters.create(attrWorldPos.location, 3, GL.DataType.Float, false, 0, 0, false)]);\r\n }\r\n\r\n private _setPointsFromFrustum(target: Target) {\r\n const frustum = target.planFrustum;\r\n const wp = this.worldPos;\r\n\r\n const lb = frustum.getCorner(Npc.LeftBottomRear).interpolate(0.5, frustum.getCorner(Npc.LeftBottomFront), scratchPoint3a);\r\n const rb = frustum.getCorner(Npc.RightBottomRear).interpolate(0.5, frustum.getCorner(Npc.RightBottomFront), scratchPoint3b);\r\n const rt = frustum.getCorner(Npc.RightTopRear).interpolate(0.5, frustum.getCorner(Npc.RightTopFront), scratchPoint3c);\r\n if (!target.plan.backgroundMapOn || !target.plan.isGlobeMode3D) {\r\n wp[0] = lb.x;\r\n wp[1] = lb.y;\r\n wp[2] = lb.z;\r\n wp[3] = rb.x;\r\n wp[4] = rb.y;\r\n wp[5] = rb.z;\r\n wp[6] = rt.x;\r\n wp[7] = rt.y;\r\n wp[8] = rt.z;\r\n const lt = frustum.getCorner(Npc.LeftTopRear).interpolate(0.5, frustum.getCorner(Npc.LeftTopFront), scratchPoint3d);\r\n wp[9] = lt.x;\r\n wp[10] = lt.y;\r\n wp[11] = lt.z;\r\n } else {\r\n // Need to fake a different frustum to orient the 4 corners properly.\r\n // First find true frustum center & size.\r\n const fCenter = lb.interpolate(0.5, rt, scratchPoint3d);\r\n const upScreen = Vector3d.createStartEnd(rb, rt, scratchVec3a);\r\n let rightScreen = Vector3d.createStartEnd(lb, rb, scratchVec3b);\r\n const halfWidth = upScreen.magnitude() * 0.5;\r\n const halfHeight = rightScreen.magnitude() * 0.5;\r\n // Find the projection of the globe up onto the frustum plane.\r\n upScreen.normalizeInPlace();\r\n rightScreen.normalizeInPlace();\r\n const projUp = target.plan.upVector.dotProduct(upScreen);\r\n const projRt = target.plan.upVector.dotProduct(rightScreen);\r\n // Find camera position (create one for ortho).\r\n let camPos: Point3d;\r\n if (FrustumUniformType.Perspective === target.uniforms.frustum.type) {\r\n const farLowerLeft = frustum.getCorner(Npc.LeftBottomRear);\r\n const nearLowerLeft = frustum.getCorner(Npc.LeftBottomFront);\r\n const scale = 1.0 / (1.0 - target.planFraction);\r\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, scratchVec3c);\r\n camPos = fromSumOf(farLowerLeft, zVec, scale, scratchPoint3a);\r\n } else {\r\n const delta = Vector3d.createStartEnd(frustum.getCorner(Npc.LeftBottomRear), frustum.getCorner(Npc.LeftBottomFront), scratchVec3c);\r\n const pseudoCameraHalfAngle = 22.5;\r\n const diagonal = frustum.getCorner(Npc.LeftBottomRear).distance(frustum.getCorner(Npc.RightTopRear));\r\n const focalLength = diagonal / (2 * Math.atan(pseudoCameraHalfAngle * Angle.radiansPerDegree));\r\n let zScale = focalLength / delta.magnitude();\r\n if (zScale < 1.000001)\r\n zScale = 1.000001; // prevent worldEye front being on or inside the frustum front plane\r\n camPos = Point3d.createAdd3Scaled(frustum.getCorner(Npc.LeftBottomRear), .5, frustum.getCorner(Npc.RightTopRear), .5, delta, zScale, scratchPoint3a);\r\n }\r\n // Compute the distance from the camera to the frustum center.\r\n const camDist = camPos.distance(fCenter);\r\n // Now use a fixed camera direction and compute a new frustum center.\r\n const camDir = Vector3d.create(0.0, 1.0, 0.0, scratchVec3c);\r\n fCenter.setFromPoint3d(camPos);\r\n fCenter.addScaledInPlace(camDir, camDist);\r\n // Create an up vector that mimics the projection of the globl up onto the real frustum.\r\n upScreen.set(projRt, 0.0, projUp);\r\n upScreen.normalizeInPlace();\r\n // Compute a new right vector and then compute the 4 points for the sky.\r\n rightScreen = upScreen.crossProduct(camDir, scratchVec3b);\r\n upScreen.scaleInPlace(halfHeight);\r\n rightScreen.scaleInPlace(halfWidth);\r\n wp[0] = fCenter.x - rightScreen.x - upScreen.x; // left bottom\r\n wp[1] = fCenter.y - rightScreen.y - upScreen.y;\r\n wp[2] = fCenter.z - rightScreen.z - upScreen.z;\r\n wp[3] = fCenter.x + rightScreen.x - upScreen.x; // right bottom\r\n wp[4] = fCenter.y + rightScreen.y - upScreen.y;\r\n wp[5] = fCenter.z + rightScreen.z - upScreen.z;\r\n wp[6] = fCenter.x + rightScreen.x + upScreen.x; // right top\r\n wp[7] = fCenter.y + rightScreen.y + upScreen.y;\r\n wp[8] = fCenter.z + rightScreen.z + upScreen.z;\r\n wp[9] = fCenter.x - rightScreen.x + upScreen.x; // left top\r\n wp[10] = fCenter.y - rightScreen.y + upScreen.y;\r\n wp[11] = fCenter.z - rightScreen.z + upScreen.z;\r\n }\r\n }\r\n\r\n protected constructor(params: IndexedGeometryParams, skybox: RenderSkySphereParams | RenderSkyGradientParams, techniqueId: TechniqueId) {\r\n super(params, techniqueId);\r\n\r\n this.worldPos = new Float32Array(4 * 3);\r\n this._worldPosBuff = new BufferHandle(GL.Buffer.Target.ArrayBuffer);\r\n this.typeAndExponents = new Float32Array(3);\r\n this.zenithColor = new Float32Array(3);\r\n this.skyColor = new Float32Array(3);\r\n this.groundColor = new Float32Array(3);\r\n this.nadirColor = new Float32Array(3);\r\n this.zOffset = skybox.zOffset;\r\n\r\n this.rotation = \"sphere\" === skybox.type ? skybox.rotation : 0;\r\n if (skybox.type === \"sphere\") {\r\n this.skyTexture = skybox.texture;\r\n this.typeAndExponents[0] = 0.0;\r\n this.typeAndExponents[1] = 1.0;\r\n this.typeAndExponents[2] = 1.0;\r\n this.zenithColor[0] = 0.0;\r\n this.zenithColor[1] = 0.0;\r\n this.zenithColor[2] = 0.0;\r\n this.nadirColor[0] = 0.0;\r\n this.nadirColor[1] = 0.0;\r\n this.nadirColor[2] = 0.0;\r\n this.skyColor[0] = 0.0;\r\n this.skyColor[1] = 0.0;\r\n this.skyColor[2] = 0.0;\r\n this.groundColor[0] = 0.0;\r\n this.groundColor[1] = 0.0;\r\n this.groundColor[2] = 0.0;\r\n } else {\r\n const gradient = skybox.gradient;\r\n\r\n this.zenithColor[0] = gradient.zenithColor.colors.r / 255.0;\r\n this.zenithColor[1] = gradient.zenithColor.colors.g / 255.0;\r\n this.zenithColor[2] = gradient.zenithColor.colors.b / 255.0;\r\n this.nadirColor[0] = gradient.nadirColor.colors.r / 255.0;\r\n this.nadirColor[1] = gradient.nadirColor.colors.g / 255.0;\r\n this.nadirColor[2] = gradient.nadirColor.colors.b / 255.0;\r\n\r\n if (gradient.twoColor) {\r\n this.typeAndExponents[0] = -1.0;\r\n this.typeAndExponents[1] = 4.0;\r\n this.typeAndExponents[2] = 4.0;\r\n this.skyColor[0] = 0.0;\r\n this.skyColor[1] = 0.0;\r\n this.skyColor[2] = 0.0;\r\n this.groundColor[0] = 0.0;\r\n this.groundColor[1] = 0.0;\r\n this.groundColor[2] = 0.0;\r\n } else {\r\n this.typeAndExponents[0] = 1.0;\r\n this.typeAndExponents[1] = gradient.skyExponent;\r\n this.typeAndExponents[2] = gradient.groundExponent;\r\n this.skyColor[0] = gradient.skyColor.colors.r / 255.0;\r\n this.skyColor[1] = gradient.skyColor.colors.g / 255.0;\r\n this.skyColor[2] = gradient.skyColor.colors.b / 255.0;\r\n this.groundColor[0] = gradient.groundColor.colors.r / 255.0;\r\n this.groundColor[1] = gradient.groundColor.colors.g / 255.0;\r\n this.groundColor[2] = gradient.groundColor.colors.b / 255.0;\r\n }\r\n }\r\n }\r\n\r\n public static createGeometry(skybox: RenderSkySphereParams | RenderSkyGradientParams) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params)\r\n return undefined;\r\n\r\n const technique = \"sphere\" === skybox.type ? TechniqueId.SkySphereTexture : TechniqueId.SkySphereGradient;\r\n return new SkySphereViewportQuadGeometry(params, skybox, technique);\r\n }\r\n\r\n public override get isDisposed(): boolean { return super.isDisposed && this._worldPosBuff.isDisposed; }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this._worldPosBuff);\r\n }\r\n}\r\n\r\n/** Geometry used when rendering ambient occlusion information to an output texture\r\n * @internal\r\n */\r\nexport class AmbientOcclusionGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(depthAndOrder: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params) {\r\n return undefined;\r\n }\r\n\r\n // Will derive positions and normals from depthAndOrder.\r\n return new AmbientOcclusionGeometry(params, [depthAndOrder]);\r\n }\r\n\r\n public get depthAndOrder() { return this._textures[0]; }\r\n public get noise() { return System.instance.noiseTexture!.getHandle()!; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[]) {\r\n super(params, TechniqueId.AmbientOcclusion, textures);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class BlurGeometry extends TexturedViewportQuadGeometry {\r\n public readonly blurDir: Vector2d;\r\n\r\n public static createGeometry(texToBlur: WebGLTexture, depthAndOrder: WebGLTexture, blurDir: Vector2d) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params) {\r\n return undefined;\r\n }\r\n return new BlurGeometry(params, [texToBlur, depthAndOrder], blurDir);\r\n }\r\n\r\n public get textureToBlur() { return this._textures[0]; }\r\n public get depthAndOrder() { return this._textures[1]; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[], blurDir: Vector2d) {\r\n super(params, TechniqueId.Blur, textures);\r\n this.blurDir = blurDir;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class EVSMGeometry extends TexturedViewportQuadGeometry {\r\n public readonly stepSize = new Float32Array(2);\r\n\r\n public static createGeometry(depthBuffer: WebGLTexture, width: number, height: number) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params)\r\n return undefined;\r\n\r\n return new EVSMGeometry(params, [depthBuffer], width, height);\r\n }\r\n\r\n public get depthTexture() { return this._textures[0]; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[], width: number, height: number) {\r\n super(params, TechniqueId.EVSMFromDepth, textures);\r\n this.stepSize[0] = 1.0 / width;\r\n this.stepSize[1] = 1.0 / height;\r\n }\r\n}\r\n\r\n/** Geometry used during the 'composite' pass to apply transparency and/or hilite effects.\r\n * @internal\r\n */\r\nexport class CompositeGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(opaque: WebGLTexture, accum: WebGLTexture, reveal: WebGLTexture, hilite: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params)\r\n return undefined;\r\n\r\n const textures = [opaque, accum, reveal, hilite];\r\n return new CompositeGeometry(params, textures);\r\n }\r\n\r\n public get opaque() { return this._textures[0]; }\r\n public get accum() { return this._textures[1]; }\r\n public get reveal() { return this._textures[2]; }\r\n public get hilite() { return this._textures[3]; }\r\n public get occlusion(): WebGLTexture | undefined {\r\n return this._textures.length > 4 ? this._textures[4] : undefined;\r\n }\r\n public set occlusion(occlusion: WebGLTexture | undefined) {\r\n assert((undefined === occlusion) === (undefined !== this.occlusion));\r\n if (undefined !== occlusion)\r\n this._textures[4] = occlusion;\r\n else\r\n this._textures.length = 4;\r\n }\r\n\r\n // Invoked each frame to determine the appropriate Technique to use.\r\n public update(flags: CompositeFlags): void { this._techniqueId = this.determineTechnique(flags); }\r\n\r\n private determineTechnique(flags: CompositeFlags): TechniqueId {\r\n return computeCompositeTechniqueId(flags);\r\n }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[]) {\r\n super(params, TechniqueId.CompositeHilite, textures);\r\n assert(4 <= this._textures.length);\r\n }\r\n}\r\n\r\n/** Geometry used to ping-pong the pick buffer data in between opaque passes.\r\n * @internal\r\n */\r\nexport class CopyPickBufferGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(featureId: WebGLTexture, depthAndOrder: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined !== params) {\r\n return new CopyPickBufferGeometry(params, [featureId, depthAndOrder]);\r\n } else {\r\n return undefined;\r\n }\r\n }\r\n\r\n public get featureId() { return this._textures[0]; }\r\n public get depthAndOrder() { return this._textures[1]; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[]) {\r\n super(params, TechniqueId.CopyPickBuffers, textures);\r\n }\r\n}\r\nexport class CombineTexturesGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(texture0: WebGLTexture, texture1: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined !== params) {\r\n return new CombineTexturesGeometry(params, [texture0, texture1]);\r\n } else {\r\n return undefined;\r\n }\r\n }\r\n\r\n public get texture0() { return this._textures[0]; }\r\n public get texture1() { return this._textures[1]; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[]) {\r\n super(params, TechniqueId.CombineTextures, textures);\r\n }\r\n}\r\n\r\nexport class Combine3TexturesGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(texture0: WebGLTexture, texture1: WebGLTexture, texture2: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined !== params) {\r\n return new Combine3TexturesGeometry(params, [texture0, texture1, texture2]);\r\n } else {\r\n return undefined;\r\n }\r\n }\r\n\r\n public get texture0() { return this._textures[0]; }\r\n public get texture1() { return this._textures[1]; }\r\n public get texture2() { return this._textures[2]; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[]) {\r\n super(params, TechniqueId.Combine3Textures, textures);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class SingleTexturedViewportQuadGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(texture: WebGLTexture, techId: TechniqueId) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params) {\r\n return undefined;\r\n }\r\n\r\n return new SingleTexturedViewportQuadGeometry(params, texture, techId);\r\n }\r\n\r\n public get texture(): WebGLTexture { return this._textures[0]; }\r\n public set texture(texture: WebGLTexture) { this._textures[0] = texture; }\r\n\r\n protected constructor(params: IndexedGeometryParams, texture: WebGLTexture, techId: TechniqueId) {\r\n super(params, techId, [texture]);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport enum BoundaryType {\r\n Outside = 0,\r\n Inside = 1,\r\n Selected = 2,\r\n}\r\n\r\n/** @internal */\r\nexport class VolumeClassifierGeometry extends SingleTexturedViewportQuadGeometry {\r\n public boundaryType: BoundaryType = BoundaryType.Inside;\r\n\r\n public static createVCGeometry(texture: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params)\r\n return undefined;\r\n return new VolumeClassifierGeometry(params, texture);\r\n }\r\n\r\n private constructor(params: IndexedGeometryParams, texture: WebGLTexture) {\r\n super(params, texture, TechniqueId.VolClassSetBlend);\r\n }\r\n}\r\n\r\n/** A geometric primitive which renders gl points using gl.drawArrays() with one vertex buffer.\r\n * @internal\r\n */\r\nexport class ScreenPointsGeometry extends CachedGeometry {\r\n protected _numPoints: number;\r\n protected _origin: Float32Array;\r\n protected _scale: Float32Array;\r\n protected _positions: QBufferHandle2d;\r\n public readonly buffers: BuffersContainer;\r\n public readonly zTexture: WebGLTexture;\r\n\r\n protected constructor(vertices: QPoint2dList, zTexture: WebGLTexture) {\r\n super();\r\n\r\n this.zTexture = zTexture;\r\n\r\n this._numPoints = vertices.length;\r\n\r\n this._positions = QBufferHandle2d.create(vertices.params, vertices.toTypedArray())!;\r\n\r\n this._origin = new Float32Array(3);\r\n this._origin[0] = this._positions.params[0];\r\n this._origin[1] = this._positions.params[1];\r\n this._origin[2] = 0.0;\r\n this._scale = new Float32Array(3);\r\n this._scale[0] = this._positions.params[2];\r\n this._scale[1] = this._positions.params[3];\r\n this._scale[2] = this._positions.params[3]; // just copy the scale from y\r\n\r\n this.buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.VolClassCopyZ, false);\r\n assert(attrPos !== undefined);\r\n this.buffers.addBuffer(this._positions, [BufferParameters.create(attrPos.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n }\r\n\r\n public static createGeometry(width: number, height: number, depth: WebGLTexture): ScreenPointsGeometry {\r\n const pixWidth = 2.0 / width;\r\n const pixHeight = 2.0 / height;\r\n\r\n const startX = pixWidth * 0.5 - 1.0;\r\n const startY = pixHeight * 0.5 - 1.0;\r\n\r\n const pt = new Point2d(startX, startY);\r\n const vertices = new QPoint2dList(QParams2d.fromNormalizedRange());\r\n\r\n for (let y = 0; y < height; ++y) {\r\n pt.x = startX;\r\n for (let x = 0; x < width; ++x) {\r\n vertices.add(pt);\r\n pt.x += pixWidth;\r\n }\r\n pt.y += pixHeight;\r\n }\r\n return new ScreenPointsGeometry(vertices, depth);\r\n }\r\n\r\n public draw(): void {\r\n this.buffers.bind();\r\n System.instance.context.drawArrays(GL.PrimitiveType.Points, 0, this._numPoints);\r\n this.buffers.unbind();\r\n }\r\n\r\n public get isDisposed(): boolean { return this.buffers.isDisposed && this._positions.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this._positions);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addBuffer(RenderMemory.BufferType.PointStrings, this._positions.bytesUsed);\r\n }\r\n\r\n protected _wantWoWReversal(_target: Target): boolean { return false; }\r\n public get techniqueId(): TechniqueId { return TechniqueId.VolClassCopyZ; }\r\n public getRenderPass(_target: Target) { return RenderPass.Classification; }\r\n public get renderOrder() { return RenderOrder.None; }\r\n public get qOrigin() { return this._origin; }\r\n public get qScale() { return this._scale; }\r\n}\r\n\r\n/** @internal */\r\nexport class PolylineBuffers implements WebGLDisposable {\r\n public buffers: BuffersContainer;\r\n public indices: BufferHandle;\r\n public prevIndices: BufferHandle;\r\n public nextIndicesAndParams: BufferHandle;\r\n private constructor(indices: BufferHandle, prevIndices: BufferHandle, nextIndicesAndParams: BufferHandle) {\r\n this.buffers = BuffersContainer.create();\r\n\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Polyline, false);\r\n const attrPrevIndex = AttributeMap.findAttribute(\"a_prevIndex\", TechniqueId.Polyline, false);\r\n const attrNextIndex = AttributeMap.findAttribute(\"a_nextIndex\", TechniqueId.Polyline, false);\r\n const attrParam = AttributeMap.findAttribute(\"a_param\", TechniqueId.Polyline, false);\r\n assert(attrPos !== undefined);\r\n assert(attrPrevIndex !== undefined);\r\n assert(attrNextIndex !== undefined);\r\n assert(attrParam !== undefined);\r\n\r\n this.buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.buffers.addBuffer(prevIndices, [BufferParameters.create(attrPrevIndex.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.buffers.addBuffer(nextIndicesAndParams, [\r\n BufferParameters.create(attrNextIndex.location, 3, GL.DataType.UnsignedByte, false, 4, 0, false),\r\n BufferParameters.create(attrParam.location, 1, GL.DataType.UnsignedByte, false, 4, 3, false),\r\n ]);\r\n\r\n this.indices = indices;\r\n this.prevIndices = prevIndices;\r\n this.nextIndicesAndParams = nextIndicesAndParams;\r\n }\r\n\r\n public static create(polyline: TesselatedPolyline): PolylineBuffers | undefined {\r\n const indices = BufferHandle.createArrayBuffer(polyline.indices.data);\r\n const prev = BufferHandle.createArrayBuffer(polyline.prevIndices.data);\r\n const next = BufferHandle.createArrayBuffer(polyline.nextIndicesAndParams);\r\n return undefined !== indices && undefined !== prev && undefined !== next ? new PolylineBuffers(indices, prev, next) : undefined;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics, type: RenderMemory.BufferType): void {\r\n stats.addBuffer(type, this.indices.bytesUsed + this.prevIndices.bytesUsed + this.nextIndicesAndParams.bytesUsed);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.buffers.isDisposed\r\n && this.indices.isDisposed\r\n && this.prevIndices.isDisposed\r\n && this.nextIndicesAndParams.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this.indices);\r\n dispose(this.prevIndices);\r\n dispose(this.nextIndicesAndParams);\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { Angle, Point2d, Point3d, Range3d, Vector2d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Npc, QParams2d, QParams3d, QPoint2dList, QPoint3dList, RenderMode, RenderTexture } from \"@itwin/core-common\";\r\nimport { RenderSkyGradientParams, RenderSkySphereParams } from \"../RenderSystem\";\r\nimport { FlashMode } from \"../../FlashSettings\";\r\nimport { TesselatedPolyline } from \"../primitives/PolylineParams\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { ColorInfo } from \"./ColorInfo\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DrawParams, ShaderProgramParams } from \"./DrawCommand\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { fromSumOf, FrustumUniformType } from \"./FrustumUniforms\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { InstancedGeometry } from \"./InstancedGeometry\";\r\nimport { MaterialInfo } from \"./Material\";\r\nimport { MeshGeometry } from \"./MeshGeometry\";\r\nimport { EdgeGeometry, SilhouetteEdgeGeometry } from \"./EdgeGeometry\";\r\nimport { SurfaceGeometry } from \"./SurfaceGeometry\";\r\nimport { PointCloudGeometry } from \"./PointCloud\";\r\nimport { CompositeFlags, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { computeCompositeTechniqueId, TechniqueId } from \"./TechniqueId\";\r\nimport { RealityMeshGeometry } from \"./RealityMesh\";\r\nimport { TextureHandle } from \"./Texture\";\r\nimport { VertexLUT } from \"./VertexLUT\";\r\nimport { PlanarGridGeometry } from \"./PlanarGrid\";\r\n\r\nconst scratchVec3a = new Vector3d();\r\nconst scratchVec3b = new Vector3d();\r\nconst scratchVec3c = new Vector3d();\r\nconst scratchPoint3a = new Point3d();\r\nconst scratchPoint3b = new Point3d();\r\nconst scratchPoint3c = new Point3d();\r\nconst scratchPoint3d = new Point3d();\r\n\r\n/** Represents a geometric primitive ready to be submitted to the GPU for rendering.\r\n * @internal\r\n */\r\nexport abstract class CachedGeometry implements WebGLDisposable, RenderMemory.Consumer {\r\n protected _range?: Range3d;\r\n /**\r\n * Functions for obtaining a subclass of CachedGeometry.\r\n * IMPORTANT: Do NOT use code like `const surface = cachedGeom as SurfaceGeometry`.\r\n * Instanced geometry holds a reference to the shared geometry rendered for each instance - such casts will fail,\r\n * while the casting `functions` will forward to the shared geometry.\r\n */\r\n public get asLUT(): LUTGeometry | undefined { return undefined; }\r\n public get asSurface(): SurfaceGeometry | undefined { return undefined; }\r\n public get asMesh(): MeshGeometry | undefined { return undefined; }\r\n public get asEdge(): EdgeGeometry | undefined { return undefined; }\r\n public get asRealityMesh(): RealityMeshGeometry | undefined { return undefined; }\r\n public get asSilhouette(): SilhouetteEdgeGeometry | undefined { return undefined; }\r\n public get asInstanced(): InstancedGeometry | undefined { return undefined; }\r\n public get isInstanced() { return undefined !== this.asInstanced; }\r\n public get asPointCloud(): PointCloudGeometry | undefined { return undefined; }\r\n public get asPlanarGrid(): PlanarGridGeometry | undefined { return undefined; }\r\n public get alwaysRenderTranslucent(): boolean { return false; }\r\n public get allowColorOverride(): boolean { return true; }\r\n\r\n // Returns true if white portions of this geometry should render as black on white background\r\n protected abstract _wantWoWReversal(_target: Target): boolean;\r\n // Returns the edge/line weight used to render this geometry\r\n protected _getLineWeight(_params: ShaderProgramParams): number { return 0; }\r\n // Returns the edge/line pattern used to render this geometry\r\n protected _getLineCode(_params: ShaderProgramParams): number { return LineCode.solid; }\r\n\r\n public abstract get isDisposed(): boolean;\r\n // Returns the Id of the Technique used to render this geometry\r\n public abstract get techniqueId(): TechniqueId;\r\n // Returns the pass in which to render this geometry. RenderPass.None indicates it should not be rendered.\r\n public abstract getRenderPass(target: Target): RenderPass;\r\n // Returns the 'order' of this geometry, which determines how z-fighting is resolved.\r\n public abstract get renderOrder(): RenderOrder;\r\n // Returns true if this is a lit surface\r\n public get isLitSurface(): boolean { return false; }\r\n // Returns true if this is an unlit surface with baked-in lighting (e.g. 3mx, scalable mesh reality models)\r\n public get hasBakedLighting(): boolean { return false; }\r\n // Returns true if this primitive contains auxillary animation data.\r\n public get hasAnimation(): boolean { return false; }\r\n\r\n /** Returns the origin of this geometry's quantization parameters. */\r\n public abstract get qOrigin(): Float32Array;\r\n /** Returns the scale of this geometry's quantization parameters. */\r\n public abstract get qScale(): Float32Array;\r\n // Draws this geometry\r\n public abstract draw(): void;\r\n\r\n public abstract dispose(): void;\r\n\r\n // Intended to be overridden by specific subclasses\r\n public get materialInfo(): MaterialInfo | undefined { return undefined; }\r\n public get hasMaterialAtlas(): boolean {\r\n const mat = this.materialInfo;\r\n return undefined !== mat && mat.isAtlas;\r\n }\r\n\r\n public get polylineBuffers(): PolylineBuffers | undefined { return undefined; }\r\n public get hasFeatures(): boolean { return false; }\r\n public get viewIndependentOrigin(): Point3d | undefined { return undefined; }\r\n public get isViewIndependent(): boolean { return undefined !== this.viewIndependentOrigin; }\r\n\r\n public get supportsThematicDisplay() { return false; }\r\n\r\n public get isEdge(): boolean {\r\n switch (this.renderOrder) {\r\n case RenderOrder.Edge:\r\n case RenderOrder.Silhouette:\r\n case RenderOrder.PlanarEdge:\r\n case RenderOrder.PlanarSilhouette:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n public wantWoWReversal(params: ShaderProgramParams): boolean {\r\n return params.target.currentViewFlags.whiteOnWhiteReversal && this._wantWoWReversal(params.target);\r\n }\r\n public getLineCode(params: ShaderProgramParams): number {\r\n return params.target.currentViewFlags.styles ? this._getLineCode(params) : LineCode.solid;\r\n }\r\n public getLineWeight(params: ShaderProgramParams): number {\r\n if (!params.target.currentViewFlags.weights) {\r\n return 1.0;\r\n }\r\n\r\n const minWeight = 1;\r\n let weight = this._getLineWeight(params);\r\n weight = Math.max(weight, minWeight);\r\n weight = Math.min(weight, 31.0);\r\n return weight;\r\n }\r\n\r\n public getFlashMode(params: DrawParams): FlashMode {\r\n // By default only surfaces rendered with lighting get brightened. Overridden for reality meshes since they have lighting baked-in.\r\n // NB: If the reality model is classified, the classifiers are drawn without lighting, therefore we mix the hilite color.\r\n if (this.hasBakedLighting)\r\n return FlashMode.Hilite;\r\n\r\n const vf = params.target.currentViewFlags;\r\n if (!this.isLitSurface || RenderMode.SmoothShade !== vf.renderMode)\r\n return FlashMode.Hilite;\r\n\r\n return vf.lighting ? params.target.plan.flashSettings.litMode : FlashMode.Hilite;\r\n }\r\n\r\n public wantMixMonochromeColor(_target: Target): boolean { return false; }\r\n public wantMonochrome(_target: Target): boolean { return true; }\r\n\r\n public abstract collectStatistics(stats: RenderMemory.Statistics): void;\r\n\r\n public computeRange(output?: Range3d): Range3d {\r\n if (undefined === this._range) {\r\n const lowX = this.qOrigin[0];\r\n const lowY = this.qOrigin[1];\r\n const lowZ = this.qOrigin[2];\r\n\r\n const hiX = 0xffff * this.qScale[0] + lowX;\r\n const hiY = 0xffff * this.qScale[1] + lowY;\r\n const hiZ = 0xffff * this.qScale[2] + lowZ;\r\n\r\n this._range = Range3d.createXYZXYZ(lowX, lowY, lowZ, hiX, hiY, hiZ);\r\n }\r\n\r\n return this._range.clone(output);\r\n }\r\n}\r\n\r\n/** Geometry which is drawn using indices into a look-up texture of vertex data, via gl.drawArrays()\r\n * @internal\r\n */\r\nexport abstract class LUTGeometry extends CachedGeometry {\r\n private readonly _viewIndependentOrigin?: Point3d;\r\n\r\n public abstract get lutBuffers(): BuffersContainer;\r\n\r\n // The texture containing the vertex data.\r\n public abstract get lut(): VertexLUT;\r\n public override get asLUT() { return this; }\r\n public override get viewIndependentOrigin() { return this._viewIndependentOrigin; }\r\n\r\n protected abstract _draw(_numInstances: number, _instanceBuffersContainer?: BuffersContainer): void;\r\n public draw(): void { this._draw(0); }\r\n public drawInstanced(numInstances: number, instanceBuffersContainer: BuffersContainer): void { this._draw(numInstances, instanceBuffersContainer); }\r\n\r\n // Override this if your color varies based on the target\r\n public getColor(_target: Target): ColorInfo { return this.lut.colorInfo; }\r\n\r\n public get qOrigin(): Float32Array { return this.lut.qOrigin; }\r\n public get qScale(): Float32Array { return this.lut.qScale; }\r\n public override get hasAnimation() { return this.lut.hasAnimation; }\r\n\r\n protected constructor(viewIndependentOrigin?: Point3d) {\r\n super();\r\n this._viewIndependentOrigin = viewIndependentOrigin;\r\n }\r\n}\r\n\r\n/** Parameters used to construct an IndexedGeometry\r\n * @internal\r\n */\r\nexport class IndexedGeometryParams implements WebGLDisposable {\r\n public readonly buffers: BuffersContainer;\r\n public readonly positions: QBufferHandle3d;\r\n public readonly indices: BufferHandle;\r\n public readonly numIndices: number;\r\n\r\n protected constructor(positions: QBufferHandle3d, indices: BufferHandle, numIndices: number) {\r\n this.buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", undefined, false);\r\n assert(attrPos !== undefined);\r\n this.buffers.addBuffer(positions, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.buffers.addBuffer(indices, []);\r\n this.positions = positions;\r\n this.indices = indices;\r\n this.numIndices = numIndices;\r\n }\r\n\r\n public static create(positions: Uint16Array, qParams: QParams3d, indices: Uint32Array) {\r\n const posBuf = QBufferHandle3d.create(qParams, positions);\r\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\r\n if (undefined === posBuf || undefined === indBuf)\r\n return undefined;\r\n\r\n return new IndexedGeometryParams(posBuf, indBuf, indices.length);\r\n }\r\n public static createFromList(positions: QPoint3dList, indices: Uint32Array) {\r\n return IndexedGeometryParams.create(positions.toTypedArray(), positions.params, indices);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.buffers.isDisposed\r\n && this.positions.isDisposed\r\n && this.indices.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this.positions);\r\n dispose(this.indices);\r\n }\r\n}\r\n\r\n/** A geometric primitive which is rendered using gl.drawElements() with one or more vertex buffers indexed by an index buffer.\r\n * @internal\r\n */\r\nexport abstract class IndexedGeometry extends CachedGeometry {\r\n protected readonly _params: IndexedGeometryParams;\r\n protected _wantWoWReversal(_target: Target): boolean { return false; }\r\n protected constructor(params: IndexedGeometryParams) {\r\n super();\r\n this._params = params;\r\n }\r\n\r\n public get isDisposed(): boolean { return this._params.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this._params);\r\n }\r\n\r\n public draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, GL.DataType.UnsignedInt, 0);\r\n this._params.buffers.unbind();\r\n }\r\n\r\n public get qOrigin() { return this._params.positions.origin; }\r\n public get qScale() { return this._params.positions.scale; }\r\n}\r\n\r\n/** a cube of quads in normalized device coordinates for skybox rendering techniques\r\n * @internal\r\n */\r\nclass SkyBoxQuads {\r\n public readonly vertices: Uint16Array;\r\n public readonly vertexParams: QParams3d;\r\n\r\n public constructor() {\r\n const skyBoxSz = 1.0;\r\n\r\n const qVerts = new QPoint3dList(QParams3d.fromNormalizedRange());\r\n\r\n // NB: After applying the rotation matrix in the shader, Back becomes (Bottom), etc.\r\n // See the notes in the parens below.\r\n\r\n // ###TODO: Make this indexed. Currently not indexed because of previous six-sided texture system.\r\n\r\n // Back (Bottom after rotation)\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, skyBoxSz)); // back upper left - 0\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, skyBoxSz)); // back upper right - 1\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower left - 2\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, skyBoxSz)); // back upper right - 1\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower right - 3\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower left - 2\r\n\r\n // Front (Top after rotation)\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper left - 4\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper right - 5\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower left - 6\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper right - 5\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower right - 7\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower left - 6\r\n\r\n // Top (Front after rotation)\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper left - 4\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper right - 5\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, skyBoxSz)); // back upper right - 1\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper left - 4\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, skyBoxSz)); // back upper left - 0\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, skyBoxSz)); // back upper right - 1\r\n\r\n // Bottom (Back after rotation)\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower left - 2\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower right - 3\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower left - 6\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower right - 3\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower right - 7\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower left - 6\r\n\r\n // Left (Right after rotation)\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, skyBoxSz)); // back upper left - 0\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper left - 4\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower left - 2\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper left - 4\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower left - 6\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower left - 2\r\n\r\n // Right (Left after rotation)\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, skyBoxSz)); // back upper right - 1\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper right - 5\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower right - 3\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper right - 5\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower right - 7\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower right - 3\r\n\r\n this.vertices = qVerts.toTypedArray();\r\n this.vertexParams = qVerts.params;\r\n }\r\n\r\n public createParams() {\r\n return SkyBoxGeometryParams.create(this.vertices, this.vertexParams);\r\n }\r\n}\r\n\r\n/** Parameters used to construct an SkyBox\r\n * @internal\r\n */\r\nexport class SkyBoxGeometryParams implements WebGLDisposable {\r\n public readonly buffers: BuffersContainer;\r\n public readonly positions: QBufferHandle3d;\r\n\r\n protected constructor(positions: QBufferHandle3d) {\r\n this.buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", undefined, false);\r\n assert(attrPos !== undefined);\r\n this.buffers.addBuffer(positions, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.positions = positions;\r\n }\r\n\r\n public static create(positions: Uint16Array, qparams: QParams3d) {\r\n const posBuf = QBufferHandle3d.create(qparams, positions);\r\n if (undefined === posBuf)\r\n return undefined;\r\n\r\n return new SkyBoxGeometryParams(posBuf);\r\n }\r\n\r\n public get isDisposed(): boolean { return this.buffers.isDisposed && this.positions.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this.positions);\r\n }\r\n}\r\n\r\n/** @internal */\r\nnamespace SkyBoxQuads { // eslint-disable-line no-redeclare\r\n let skyBoxQuads: SkyBoxQuads | undefined;\r\n\r\n export function getInstance(): SkyBoxQuads {\r\n if (undefined === skyBoxQuads)\r\n skyBoxQuads = new SkyBoxQuads();\r\n\r\n return skyBoxQuads;\r\n }\r\n}\r\n\r\n/** Geometry used for view-space rendering techniques.\r\n * @internal\r\n */\r\nexport class SkyBoxQuadsGeometry extends CachedGeometry {\r\n protected _techniqueId: TechniqueId;\r\n public readonly cube: RenderTexture;\r\n protected readonly _params: SkyBoxGeometryParams;\r\n\r\n protected constructor(ndxGeomParams: SkyBoxGeometryParams, texture: RenderTexture) {\r\n super();\r\n this.cube = texture;\r\n this._techniqueId = TechniqueId.SkyBox;\r\n this._params = ndxGeomParams;\r\n }\r\n\r\n public static create(texture: RenderTexture): SkyBoxQuadsGeometry | undefined {\r\n const sbxGeomParams = SkyBoxQuads.getInstance().createParams();\r\n return undefined !== sbxGeomParams ? new SkyBoxQuadsGeometry(sbxGeomParams, texture) : undefined;\r\n }\r\n\r\n public collectStatistics(_stats: RenderMemory.Statistics): void {\r\n // Not interested in tracking this.\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return this._techniqueId; }\r\n public getRenderPass(_target: Target) { return RenderPass.SkyBox; }\r\n public get renderOrder() { return RenderOrder.UnlitSurface; }\r\n\r\n public draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawArrays(GL.PrimitiveType.Triangles, 0, 36);\r\n this._params.buffers.unbind();\r\n }\r\n\r\n public get qOrigin() { return this._params.positions.origin; }\r\n public get qScale() { return this._params.positions.scale; }\r\n\r\n public get isDisposed(): boolean { return this._params.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this._params);\r\n }\r\n\r\n protected _wantWoWReversal(_target: Target): boolean { return false; }\r\n}\r\n\r\n/** A quad with its corners mapped to the dimensions as the viewport, used for special rendering techniques.\r\n * @internal\r\n */\r\nclass ViewportQuad {\r\n public readonly vertices: Uint16Array;\r\n public readonly vertexParams: QParams3d;\r\n public readonly indices = new Uint32Array(6);\r\n\r\n public constructor() {\r\n const pt = new Point3d(-1, -1, 0);\r\n const vertices = new QPoint3dList(QParams3d.fromNormalizedRange());\r\n vertices.add(pt);\r\n pt.x = 1;\r\n vertices.add(pt);\r\n pt.y = 1;\r\n vertices.add(pt);\r\n pt.x = -1;\r\n vertices.add(pt);\r\n\r\n this.vertices = vertices.toTypedArray();\r\n this.vertexParams = vertices.params;\r\n\r\n this.indices[0] = 0;\r\n this.indices[1] = 1;\r\n this.indices[2] = 2;\r\n this.indices[3] = 0;\r\n this.indices[4] = 2;\r\n this.indices[5] = 3;\r\n }\r\n\r\n public createParams() {\r\n return IndexedGeometryParams.create(this.vertices, this.vertexParams, this.indices);\r\n }\r\n}\r\n\r\n/** @internal */\r\nnamespace ViewportQuad { // eslint-disable-line no-redeclare\r\n let viewportQuad: ViewportQuad | undefined;\r\n\r\n export function getInstance(): ViewportQuad {\r\n if (undefined === viewportQuad)\r\n viewportQuad = new ViewportQuad();\r\n\r\n return viewportQuad;\r\n }\r\n}\r\n\r\n/** Geometry used for view-space rendering techniques.\r\n * @internal\r\n */\r\nexport class ViewportQuadGeometry extends IndexedGeometry {\r\n protected _techniqueId: TechniqueId;\r\n\r\n protected constructor(params: IndexedGeometryParams, techniqueId: TechniqueId) {\r\n super(params);\r\n this._techniqueId = techniqueId;\r\n }\r\n public static create(techniqueId: TechniqueId) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n return undefined !== params ? new this(params, techniqueId) : undefined;\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return this._techniqueId; }\r\n public getRenderPass(_target: Target) { return RenderPass.OpaqueGeneral; }\r\n public get renderOrder() { return RenderOrder.UnlitSurface; }\r\n\r\n public collectStatistics(_stats: RenderMemory.Statistics): void {\r\n // NB: These don't really count...\r\n }\r\n}\r\n\r\n/** Geometry used for view-space rendering techniques which involve sampling one or more textures.\r\n * @internal\r\n */\r\nexport class TexturedViewportQuadGeometry extends ViewportQuadGeometry {\r\n protected readonly _textures: WebGLTexture[];\r\n\r\n protected constructor(params: IndexedGeometryParams, techniqueId: TechniqueId, textures: WebGLTexture[]) {\r\n super(params, techniqueId);\r\n this._textures = textures;\r\n\r\n // TypeScript compiler will happily accept TextureHandle (or any other type) in place of WebGLTexture.\r\n // There is no such 'type' as WebGLTexture at run-time.\r\n assert(this._textures.every((tx) => !(tx instanceof TextureHandle)));\r\n }\r\n\r\n public static createTexturedViewportQuadGeometry(techniqueId: TechniqueId, textures: WebGLTexture[]): TexturedViewportQuadGeometry | undefined {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params)\r\n return undefined;\r\n\r\n return new this(params, techniqueId, textures);\r\n }\r\n}\r\n\r\n/** Geometry used for rendering default gradient-style or single texture spherical skybox.\r\n * @internal\r\n */\r\nexport class SkySphereViewportQuadGeometry extends ViewportQuadGeometry {\r\n public worldPos: Float32Array; // LeftBottom, RightBottom, RightTop, LeftTop worl pos of frustum at mid depth.\r\n public readonly typeAndExponents: Float32Array; // [0] -1.0 for 2-color gradient, 1.0 for 4-color gradient, 0.0 for texture; [1] sky exponent (4-color only) [2] ground exponent (4-color only)\r\n public readonly zOffset: number;\r\n public readonly rotation: number;\r\n public readonly zenithColor: Float32Array;\r\n public readonly skyColor: Float32Array;\r\n public readonly groundColor: Float32Array;\r\n public readonly nadirColor: Float32Array;\r\n public readonly skyTexture?: RenderTexture;\r\n protected readonly _worldPosBuff: BufferHandle;\r\n private _isWorldPosSet: boolean = false;\r\n\r\n public initWorldPos(target: Target): void {\r\n if (this._isWorldPosSet)\r\n return;\r\n\r\n this._isWorldPosSet = true;\r\n this._setPointsFromFrustum(target);\r\n this._worldPosBuff.bindData(this.worldPos, GL.Buffer.Usage.StreamDraw);\r\n const attrWorldPos = AttributeMap.findAttribute(\"a_worldPos\", TechniqueId.SkySphereGradient, false);\r\n assert(attrWorldPos !== undefined);\r\n this._params.buffers.addBuffer(this._worldPosBuff, [BufferParameters.create(attrWorldPos.location, 3, GL.DataType.Float, false, 0, 0, false)]);\r\n }\r\n\r\n private _setPointsFromFrustum(target: Target) {\r\n const frustum = target.planFrustum;\r\n const wp = this.worldPos;\r\n\r\n const lb = frustum.getCorner(Npc.LeftBottomRear).interpolate(0.5, frustum.getCorner(Npc.LeftBottomFront), scratchPoint3a);\r\n const rb = frustum.getCorner(Npc.RightBottomRear).interpolate(0.5, frustum.getCorner(Npc.RightBottomFront), scratchPoint3b);\r\n const rt = frustum.getCorner(Npc.RightTopRear).interpolate(0.5, frustum.getCorner(Npc.RightTopFront), scratchPoint3c);\r\n if (!target.plan.backgroundMapOn || !target.plan.isGlobeMode3D) {\r\n wp[0] = lb.x;\r\n wp[1] = lb.y;\r\n wp[2] = lb.z;\r\n wp[3] = rb.x;\r\n wp[4] = rb.y;\r\n wp[5] = rb.z;\r\n wp[6] = rt.x;\r\n wp[7] = rt.y;\r\n wp[8] = rt.z;\r\n const lt = frustum.getCorner(Npc.LeftTopRear).interpolate(0.5, frustum.getCorner(Npc.LeftTopFront), scratchPoint3d);\r\n wp[9] = lt.x;\r\n wp[10] = lt.y;\r\n wp[11] = lt.z;\r\n } else {\r\n // Need to fake a different frustum to orient the 4 corners properly.\r\n // First find true frustum center & size.\r\n const fCenter = lb.interpolate(0.5, rt, scratchPoint3d);\r\n const upScreen = Vector3d.createStartEnd(rb, rt, scratchVec3a);\r\n let rightScreen = Vector3d.createStartEnd(lb, rb, scratchVec3b);\r\n const halfWidth = upScreen.magnitude() * 0.5;\r\n const halfHeight = rightScreen.magnitude() * 0.5;\r\n // Find the projection of the globe up onto the frustum plane.\r\n upScreen.normalizeInPlace();\r\n rightScreen.normalizeInPlace();\r\n const projUp = target.plan.upVector.dotProduct(upScreen);\r\n const projRt = target.plan.upVector.dotProduct(rightScreen);\r\n // Find camera position (create one for ortho).\r\n let camPos: Point3d;\r\n if (FrustumUniformType.Perspective === target.uniforms.frustum.type) {\r\n const farLowerLeft = frustum.getCorner(Npc.LeftBottomRear);\r\n const nearLowerLeft = frustum.getCorner(Npc.LeftBottomFront);\r\n const scale = 1.0 / (1.0 - target.planFraction);\r\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, scratchVec3c);\r\n camPos = fromSumOf(farLowerLeft, zVec, scale, scratchPoint3a);\r\n } else {\r\n const delta = Vector3d.createStartEnd(frustum.getCorner(Npc.LeftBottomRear), frustum.getCorner(Npc.LeftBottomFront), scratchVec3c);\r\n const pseudoCameraHalfAngle = 22.5;\r\n const diagonal = frustum.getCorner(Npc.LeftBottomRear).distance(frustum.getCorner(Npc.RightTopRear));\r\n const focalLength = diagonal / (2 * Math.atan(pseudoCameraHalfAngle * Angle.radiansPerDegree));\r\n let zScale = focalLength / delta.magnitude();\r\n if (zScale < 1.000001)\r\n zScale = 1.000001; // prevent worldEye front being on or inside the frustum front plane\r\n camPos = Point3d.createAdd3Scaled(frustum.getCorner(Npc.LeftBottomRear), .5, frustum.getCorner(Npc.RightTopRear), .5, delta, zScale, scratchPoint3a);\r\n }\r\n // Compute the distance from the camera to the frustum center.\r\n const camDist = camPos.distance(fCenter);\r\n // Now use a fixed camera direction and compute a new frustum center.\r\n const camDir = Vector3d.create(0.0, 1.0, 0.0, scratchVec3c);\r\n fCenter.setFromPoint3d(camPos);\r\n fCenter.addScaledInPlace(camDir, camDist);\r\n // Create an up vector that mimics the projection of the globl up onto the real frustum.\r\n upScreen.set(projRt, 0.0, projUp);\r\n upScreen.normalizeInPlace();\r\n // Compute a new right vector and then compute the 4 points for the sky.\r\n rightScreen = upScreen.crossProduct(camDir, scratchVec3b);\r\n upScreen.scaleInPlace(halfHeight);\r\n rightScreen.scaleInPlace(halfWidth);\r\n wp[0] = fCenter.x - rightScreen.x - upScreen.x; // left bottom\r\n wp[1] = fCenter.y - rightScreen.y - upScreen.y;\r\n wp[2] = fCenter.z - rightScreen.z - upScreen.z;\r\n wp[3] = fCenter.x + rightScreen.x - upScreen.x; // right bottom\r\n wp[4] = fCenter.y + rightScreen.y - upScreen.y;\r\n wp[5] = fCenter.z + rightScreen.z - upScreen.z;\r\n wp[6] = fCenter.x + rightScreen.x + upScreen.x; // right top\r\n wp[7] = fCenter.y + rightScreen.y + upScreen.y;\r\n wp[8] = fCenter.z + rightScreen.z + upScreen.z;\r\n wp[9] = fCenter.x - rightScreen.x + upScreen.x; // left top\r\n wp[10] = fCenter.y - rightScreen.y + upScreen.y;\r\n wp[11] = fCenter.z - rightScreen.z + upScreen.z;\r\n }\r\n }\r\n\r\n protected constructor(params: IndexedGeometryParams, skybox: RenderSkySphereParams | RenderSkyGradientParams, techniqueId: TechniqueId) {\r\n super(params, techniqueId);\r\n\r\n this.worldPos = new Float32Array(4 * 3);\r\n this._worldPosBuff = new BufferHandle(GL.Buffer.Target.ArrayBuffer);\r\n this.typeAndExponents = new Float32Array(3);\r\n this.zenithColor = new Float32Array(3);\r\n this.skyColor = new Float32Array(3);\r\n this.groundColor = new Float32Array(3);\r\n this.nadirColor = new Float32Array(3);\r\n this.zOffset = skybox.zOffset;\r\n\r\n this.rotation = \"sphere\" === skybox.type ? skybox.rotation : 0;\r\n if (skybox.type === \"sphere\") {\r\n this.skyTexture = skybox.texture;\r\n this.typeAndExponents[0] = 0.0;\r\n this.typeAndExponents[1] = 1.0;\r\n this.typeAndExponents[2] = 1.0;\r\n this.zenithColor[0] = 0.0;\r\n this.zenithColor[1] = 0.0;\r\n this.zenithColor[2] = 0.0;\r\n this.nadirColor[0] = 0.0;\r\n this.nadirColor[1] = 0.0;\r\n this.nadirColor[2] = 0.0;\r\n this.skyColor[0] = 0.0;\r\n this.skyColor[1] = 0.0;\r\n this.skyColor[2] = 0.0;\r\n this.groundColor[0] = 0.0;\r\n this.groundColor[1] = 0.0;\r\n this.groundColor[2] = 0.0;\r\n } else {\r\n const gradient = skybox.gradient;\r\n\r\n this.zenithColor[0] = gradient.zenithColor.colors.r / 255.0;\r\n this.zenithColor[1] = gradient.zenithColor.colors.g / 255.0;\r\n this.zenithColor[2] = gradient.zenithColor.colors.b / 255.0;\r\n this.nadirColor[0] = gradient.nadirColor.colors.r / 255.0;\r\n this.nadirColor[1] = gradient.nadirColor.colors.g / 255.0;\r\n this.nadirColor[2] = gradient.nadirColor.colors.b / 255.0;\r\n\r\n if (gradient.twoColor) {\r\n this.typeAndExponents[0] = -1.0;\r\n this.typeAndExponents[1] = 4.0;\r\n this.typeAndExponents[2] = 4.0;\r\n this.skyColor[0] = 0.0;\r\n this.skyColor[1] = 0.0;\r\n this.skyColor[2] = 0.0;\r\n this.groundColor[0] = 0.0;\r\n this.groundColor[1] = 0.0;\r\n this.groundColor[2] = 0.0;\r\n } else {\r\n this.typeAndExponents[0] = 1.0;\r\n this.typeAndExponents[1] = gradient.skyExponent;\r\n this.typeAndExponents[2] = gradient.groundExponent;\r\n this.skyColor[0] = gradient.skyColor.colors.r / 255.0;\r\n this.skyColor[1] = gradient.skyColor.colors.g / 255.0;\r\n this.skyColor[2] = gradient.skyColor.colors.b / 255.0;\r\n this.groundColor[0] = gradient.groundColor.colors.r / 255.0;\r\n this.groundColor[1] = gradient.groundColor.colors.g / 255.0;\r\n this.groundColor[2] = gradient.groundColor.colors.b / 255.0;\r\n }\r\n }\r\n }\r\n\r\n public static createGeometry(skybox: RenderSkySphereParams | RenderSkyGradientParams) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params)\r\n return undefined;\r\n\r\n const technique = \"sphere\" === skybox.type ? TechniqueId.SkySphereTexture : TechniqueId.SkySphereGradient;\r\n return new SkySphereViewportQuadGeometry(params, skybox, technique);\r\n }\r\n\r\n public override get isDisposed(): boolean { return super.isDisposed && this._worldPosBuff.isDisposed; }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this._worldPosBuff);\r\n }\r\n}\r\n\r\n/** Geometry used when rendering ambient occlusion information to an output texture\r\n * @internal\r\n */\r\nexport class AmbientOcclusionGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(depthAndOrder: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params) {\r\n return undefined;\r\n }\r\n\r\n // Will derive positions and normals from depthAndOrder.\r\n return new AmbientOcclusionGeometry(params, [depthAndOrder]);\r\n }\r\n\r\n public get depthAndOrder() { return this._textures[0]; }\r\n public get noise() { return System.instance.noiseTexture!.getHandle()!; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[]) {\r\n super(params, TechniqueId.AmbientOcclusion, textures);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class BlurGeometry extends TexturedViewportQuadGeometry {\r\n public readonly blurDir: Vector2d;\r\n\r\n public static createGeometry(texToBlur: WebGLTexture, depthAndOrder: WebGLTexture, blurDir: Vector2d) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params) {\r\n return undefined;\r\n }\r\n return new BlurGeometry(params, [texToBlur, depthAndOrder], blurDir);\r\n }\r\n\r\n public get textureToBlur() { return this._textures[0]; }\r\n public get depthAndOrder() { return this._textures[1]; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[], blurDir: Vector2d) {\r\n super(params, TechniqueId.Blur, textures);\r\n this.blurDir = blurDir;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class EVSMGeometry extends TexturedViewportQuadGeometry {\r\n public readonly stepSize = new Float32Array(2);\r\n\r\n public static createGeometry(depthBuffer: WebGLTexture, width: number, height: number) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params)\r\n return undefined;\r\n\r\n return new EVSMGeometry(params, [depthBuffer], width, height);\r\n }\r\n\r\n public get depthTexture() { return this._textures[0]; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[], width: number, height: number) {\r\n super(params, TechniqueId.EVSMFromDepth, textures);\r\n this.stepSize[0] = 1.0 / width;\r\n this.stepSize[1] = 1.0 / height;\r\n }\r\n}\r\n\r\n/** Geometry used during the 'composite' pass to apply transparency and/or hilite effects.\r\n * @internal\r\n */\r\nexport class CompositeGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(opaque: WebGLTexture, accum: WebGLTexture, reveal: WebGLTexture, hilite: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params)\r\n return undefined;\r\n\r\n const textures = [opaque, accum, reveal, hilite];\r\n return new CompositeGeometry(params, textures);\r\n }\r\n\r\n public get opaque() { return this._textures[0]; }\r\n public get accum() { return this._textures[1]; }\r\n public get reveal() { return this._textures[2]; }\r\n public get hilite() { return this._textures[3]; }\r\n public get occlusion(): WebGLTexture | undefined {\r\n return this._textures.length > 4 ? this._textures[4] : undefined;\r\n }\r\n public set occlusion(occlusion: WebGLTexture | undefined) {\r\n assert((undefined === occlusion) === (undefined !== this.occlusion));\r\n if (undefined !== occlusion)\r\n this._textures[4] = occlusion;\r\n else\r\n this._textures.length = 4;\r\n }\r\n\r\n // Invoked each frame to determine the appropriate Technique to use.\r\n public update(flags: CompositeFlags): void { this._techniqueId = this.determineTechnique(flags); }\r\n\r\n private determineTechnique(flags: CompositeFlags): TechniqueId {\r\n return computeCompositeTechniqueId(flags);\r\n }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[]) {\r\n super(params, TechniqueId.CompositeHilite, textures);\r\n assert(4 <= this._textures.length);\r\n }\r\n}\r\n\r\n/** Geometry used to ping-pong the pick buffer data in between opaque passes.\r\n * @internal\r\n */\r\nexport class CopyPickBufferGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(featureId: WebGLTexture, depthAndOrder: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined !== params) {\r\n return new CopyPickBufferGeometry(params, [featureId, depthAndOrder]);\r\n } else {\r\n return undefined;\r\n }\r\n }\r\n\r\n public get featureId() { return this._textures[0]; }\r\n public get depthAndOrder() { return this._textures[1]; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[]) {\r\n super(params, TechniqueId.CopyPickBuffers, textures);\r\n }\r\n}\r\nexport class CombineTexturesGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(texture0: WebGLTexture, texture1: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined !== params) {\r\n return new CombineTexturesGeometry(params, [texture0, texture1]);\r\n } else {\r\n return undefined;\r\n }\r\n }\r\n\r\n public get texture0() { return this._textures[0]; }\r\n public get texture1() { return this._textures[1]; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[]) {\r\n super(params, TechniqueId.CombineTextures, textures);\r\n }\r\n}\r\n\r\nexport class Combine3TexturesGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(texture0: WebGLTexture, texture1: WebGLTexture, texture2: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined !== params) {\r\n return new Combine3TexturesGeometry(params, [texture0, texture1, texture2]);\r\n } else {\r\n return undefined;\r\n }\r\n }\r\n\r\n public get texture0() { return this._textures[0]; }\r\n public get texture1() { return this._textures[1]; }\r\n public get texture2() { return this._textures[2]; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[]) {\r\n super(params, TechniqueId.Combine3Textures, textures);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class SingleTexturedViewportQuadGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(texture: WebGLTexture, techId: TechniqueId) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params) {\r\n return undefined;\r\n }\r\n\r\n return new SingleTexturedViewportQuadGeometry(params, texture, techId);\r\n }\r\n\r\n public get texture(): WebGLTexture { return this._textures[0]; }\r\n public set texture(texture: WebGLTexture) { this._textures[0] = texture; }\r\n\r\n protected constructor(params: IndexedGeometryParams, texture: WebGLTexture, techId: TechniqueId) {\r\n super(params, techId, [texture]);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport enum BoundaryType {\r\n Outside = 0,\r\n Inside = 1,\r\n Selected = 2,\r\n}\r\n\r\n/** @internal */\r\nexport class VolumeClassifierGeometry extends SingleTexturedViewportQuadGeometry {\r\n public boundaryType: BoundaryType = BoundaryType.Inside;\r\n\r\n public static createVCGeometry(texture: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params)\r\n return undefined;\r\n return new VolumeClassifierGeometry(params, texture);\r\n }\r\n\r\n private constructor(params: IndexedGeometryParams, texture: WebGLTexture) {\r\n super(params, texture, TechniqueId.VolClassSetBlend);\r\n }\r\n}\r\n\r\n/** A geometric primitive which renders gl points using gl.drawArrays() with one vertex buffer.\r\n * @internal\r\n */\r\nexport class ScreenPointsGeometry extends CachedGeometry {\r\n protected _numPoints: number;\r\n protected _origin: Float32Array;\r\n protected _scale: Float32Array;\r\n protected _positions: QBufferHandle2d;\r\n public readonly buffers: BuffersContainer;\r\n public readonly zTexture: WebGLTexture;\r\n\r\n protected constructor(vertices: QPoint2dList, zTexture: WebGLTexture) {\r\n super();\r\n\r\n this.zTexture = zTexture;\r\n\r\n this._numPoints = vertices.length;\r\n\r\n this._positions = QBufferHandle2d.create(vertices.params, vertices.toTypedArray())!;\r\n\r\n this._origin = new Float32Array(3);\r\n this._origin[0] = this._positions.params[0];\r\n this._origin[1] = this._positions.params[1];\r\n this._origin[2] = 0.0;\r\n this._scale = new Float32Array(3);\r\n this._scale[0] = this._positions.params[2];\r\n this._scale[1] = this._positions.params[3];\r\n this._scale[2] = this._positions.params[3]; // just copy the scale from y\r\n\r\n this.buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.VolClassCopyZ, false);\r\n assert(attrPos !== undefined);\r\n this.buffers.addBuffer(this._positions, [BufferParameters.create(attrPos.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n }\r\n\r\n public static createGeometry(width: number, height: number, depth: WebGLTexture): ScreenPointsGeometry {\r\n const pixWidth = 2.0 / width;\r\n const pixHeight = 2.0 / height;\r\n\r\n const startX = pixWidth * 0.5 - 1.0;\r\n const startY = pixHeight * 0.5 - 1.0;\r\n\r\n const pt = new Point2d(startX, startY);\r\n const vertices = new QPoint2dList(QParams2d.fromNormalizedRange());\r\n\r\n for (let y = 0; y < height; ++y) {\r\n pt.x = startX;\r\n for (let x = 0; x < width; ++x) {\r\n vertices.add(pt);\r\n pt.x += pixWidth;\r\n }\r\n pt.y += pixHeight;\r\n }\r\n return new ScreenPointsGeometry(vertices, depth);\r\n }\r\n\r\n public draw(): void {\r\n this.buffers.bind();\r\n System.instance.context.drawArrays(GL.PrimitiveType.Points, 0, this._numPoints);\r\n this.buffers.unbind();\r\n }\r\n\r\n public get isDisposed(): boolean { return this.buffers.isDisposed && this._positions.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this._positions);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addBuffer(RenderMemory.BufferType.PointStrings, this._positions.bytesUsed);\r\n }\r\n\r\n protected _wantWoWReversal(_target: Target): boolean { return false; }\r\n public get techniqueId(): TechniqueId { return TechniqueId.VolClassCopyZ; }\r\n public getRenderPass(_target: Target) { return RenderPass.Classification; }\r\n public get renderOrder() { return RenderOrder.None; }\r\n public get qOrigin() { return this._origin; }\r\n public get qScale() { return this._scale; }\r\n}\r\n\r\n/** @internal */\r\nexport class PolylineBuffers implements WebGLDisposable {\r\n public buffers: BuffersContainer;\r\n public indices: BufferHandle;\r\n public prevIndices: BufferHandle;\r\n public nextIndicesAndParams: BufferHandle;\r\n private constructor(indices: BufferHandle, prevIndices: BufferHandle, nextIndicesAndParams: BufferHandle) {\r\n this.buffers = BuffersContainer.create();\r\n\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Polyline, false);\r\n const attrPrevIndex = AttributeMap.findAttribute(\"a_prevIndex\", TechniqueId.Polyline, false);\r\n const attrNextIndex = AttributeMap.findAttribute(\"a_nextIndex\", TechniqueId.Polyline, false);\r\n const attrParam = AttributeMap.findAttribute(\"a_param\", TechniqueId.Polyline, false);\r\n assert(attrPos !== undefined);\r\n assert(attrPrevIndex !== undefined);\r\n assert(attrNextIndex !== undefined);\r\n assert(attrParam !== undefined);\r\n\r\n this.buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.buffers.addBuffer(prevIndices, [BufferParameters.create(attrPrevIndex.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.buffers.addBuffer(nextIndicesAndParams, [\r\n BufferParameters.create(attrNextIndex.location, 3, GL.DataType.UnsignedByte, false, 4, 0, false),\r\n BufferParameters.create(attrParam.location, 1, GL.DataType.UnsignedByte, false, 4, 3, false),\r\n ]);\r\n\r\n this.indices = indices;\r\n this.prevIndices = prevIndices;\r\n this.nextIndicesAndParams = nextIndicesAndParams;\r\n }\r\n\r\n public static create(polyline: TesselatedPolyline): PolylineBuffers | undefined {\r\n const indices = BufferHandle.createArrayBuffer(polyline.indices.data);\r\n const prev = BufferHandle.createArrayBuffer(polyline.prevIndices.data);\r\n const next = BufferHandle.createArrayBuffer(polyline.nextIndicesAndParams);\r\n return undefined !== indices && undefined !== prev && undefined !== next ? new PolylineBuffers(indices, prev, next) : undefined;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics, type: RenderMemory.BufferType): void {\r\n stats.addBuffer(type, this.indices.bytesUsed + this.prevIndices.bytesUsed + this.nextIndicesAndParams.bytesUsed);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.buffers.isDisposed\r\n && this.indices.isDisposed\r\n && this.prevIndices.isDisposed\r\n && this.nextIndicesAndParams.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this.indices);\r\n dispose(this.prevIndices);\r\n dispose(this.nextIndicesAndParams);\r\n }\r\n}\r\n"]}
@@ -0,0 +1,73 @@
1
+ /** @packageDocumentation
2
+ * @module WebGL
3
+ */
4
+ import { TesselatedPolyline } from "../primitives/PolylineParams";
5
+ import { SegmentEdgeParams, SilhouetteParams } from "../primitives/EdgeParams";
6
+ import { RenderMemory } from "../RenderMemory";
7
+ import { PolylineBuffers } from "./CachedGeometry";
8
+ import { ColorInfo } from "./ColorInfo";
9
+ import { ShaderProgramParams } from "./DrawCommand";
10
+ import { BufferHandle, BuffersContainer } from "./AttributeBuffers";
11
+ import { RenderOrder, RenderPass } from "./RenderFlags";
12
+ import { Target } from "./Target";
13
+ import { TechniqueId } from "./TechniqueId";
14
+ import { MeshData } from "./MeshData";
15
+ import { MeshGeometry } from "./MeshGeometry";
16
+ /** @internal */
17
+ export declare class EdgeGeometry extends MeshGeometry {
18
+ readonly buffers: BuffersContainer;
19
+ protected readonly _indices: BufferHandle;
20
+ protected readonly _endPointAndQuadIndices: BufferHandle;
21
+ get lutBuffers(): BuffersContainer;
22
+ get asSurface(): undefined;
23
+ get asEdge(): this;
24
+ get asSilhouette(): SilhouetteEdgeGeometry | undefined;
25
+ static create(mesh: MeshData, edges: SegmentEdgeParams): EdgeGeometry | undefined;
26
+ get isDisposed(): boolean;
27
+ dispose(): void;
28
+ collectStatistics(stats: RenderMemory.Statistics): void;
29
+ protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void;
30
+ protected _wantWoWReversal(_target: Target): boolean;
31
+ protected _getLineCode(params: ShaderProgramParams): number;
32
+ get techniqueId(): TechniqueId;
33
+ getRenderPass(target: Target): RenderPass;
34
+ get renderOrder(): RenderOrder;
35
+ getColor(target: Target): ColorInfo;
36
+ get endPointAndQuadIndices(): BufferHandle;
37
+ wantMonochrome(target: Target): boolean;
38
+ protected constructor(indices: BufferHandle, endPointAndQuadsIndices: BufferHandle, numIndices: number, mesh: MeshData);
39
+ }
40
+ /** @internal */
41
+ export declare class SilhouetteEdgeGeometry extends EdgeGeometry {
42
+ private readonly _normalPairs;
43
+ get asSilhouette(): this;
44
+ static createSilhouettes(mesh: MeshData, params: SilhouetteParams): SilhouetteEdgeGeometry | undefined;
45
+ get isDisposed(): boolean;
46
+ dispose(): void;
47
+ collectStatistics(stats: RenderMemory.Statistics): void;
48
+ get techniqueId(): TechniqueId;
49
+ get renderOrder(): RenderOrder;
50
+ get normalPairs(): BufferHandle;
51
+ private constructor();
52
+ }
53
+ /** @internal */
54
+ export declare class PolylineEdgeGeometry extends MeshGeometry {
55
+ private _buffers;
56
+ get lutBuffers(): BuffersContainer;
57
+ static create(mesh: MeshData, polyline: TesselatedPolyline): PolylineEdgeGeometry | undefined;
58
+ get isDisposed(): boolean;
59
+ dispose(): void;
60
+ collectStatistics(stats: RenderMemory.Statistics): void;
61
+ protected _wantWoWReversal(_target: Target): boolean;
62
+ protected _getLineWeight(params: ShaderProgramParams): number;
63
+ protected _getLineCode(params: ShaderProgramParams): number;
64
+ getColor(target: Target): ColorInfo;
65
+ get techniqueId(): TechniqueId;
66
+ getRenderPass(target: Target): RenderPass;
67
+ get renderOrder(): RenderOrder;
68
+ get polylineBuffers(): PolylineBuffers;
69
+ wantMonochrome(target: Target): boolean;
70
+ protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void;
71
+ private constructor();
72
+ }
73
+ //# sourceMappingURL=EdgeGeometry.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,141 @@
1
+ "use strict";
2
+ /*---------------------------------------------------------------------------------------------
3
+ * Copyright (c) Bentley Systems, Incorporated. All rights reserved.
4
+ * See LICENSE.md in the project root for license terms and full copyright notice.
5
+ *--------------------------------------------------------------------------------------------*/
6
+ /** @packageDocumentation
7
+ * @module WebGL
8
+ */
9
+ Object.defineProperty(exports, "__esModule", { value: true });
10
+ exports.PolylineEdgeGeometry = exports.SilhouetteEdgeGeometry = exports.EdgeGeometry = void 0;
11
+ const core_bentley_1 = require("@itwin/core-bentley");
12
+ const core_common_1 = require("@itwin/core-common");
13
+ const RenderMemory_1 = require("../RenderMemory");
14
+ const AttributeMap_1 = require("./AttributeMap");
15
+ const CachedGeometry_1 = require("./CachedGeometry");
16
+ const GL_1 = require("./GL");
17
+ const AttributeBuffers_1 = require("./AttributeBuffers");
18
+ const System_1 = require("./System");
19
+ const MeshGeometry_1 = require("./MeshGeometry");
20
+ /** @internal */
21
+ class EdgeGeometry extends MeshGeometry_1.MeshGeometry {
22
+ constructor(indices, endPointAndQuadsIndices, numIndices, mesh) {
23
+ super(mesh, numIndices);
24
+ this.buffers = AttributeBuffers_1.BuffersContainer.create();
25
+ const attrPos = AttributeMap_1.AttributeMap.findAttribute("a_pos", 4 /* Edge */, false);
26
+ const attrEndPointAndQuadIndices = AttributeMap_1.AttributeMap.findAttribute("a_endPointAndQuadIndices", 4 /* Edge */, false);
27
+ (0, core_bentley_1.assert)(attrPos !== undefined);
28
+ (0, core_bentley_1.assert)(attrEndPointAndQuadIndices !== undefined);
29
+ this.buffers.addBuffer(indices, [AttributeBuffers_1.BufferParameters.create(attrPos.location, 3, GL_1.GL.DataType.UnsignedByte, false, 0, 0, false)]);
30
+ this.buffers.addBuffer(endPointAndQuadsIndices, [AttributeBuffers_1.BufferParameters.create(attrEndPointAndQuadIndices.location, 4, GL_1.GL.DataType.UnsignedByte, false, 0, 0, false)]);
31
+ this._indices = indices;
32
+ this._endPointAndQuadIndices = endPointAndQuadsIndices;
33
+ }
34
+ get lutBuffers() { return this.buffers; }
35
+ get asSurface() { return undefined; }
36
+ get asEdge() { return this; }
37
+ get asSilhouette() { return undefined; }
38
+ static create(mesh, edges) {
39
+ const indexBuffer = AttributeBuffers_1.BufferHandle.createArrayBuffer(edges.indices.data);
40
+ const endPointBuffer = AttributeBuffers_1.BufferHandle.createArrayBuffer(edges.endPointAndQuadIndices);
41
+ return undefined !== indexBuffer && undefined !== endPointBuffer ? new EdgeGeometry(indexBuffer, endPointBuffer, edges.indices.length, mesh) : undefined;
42
+ }
43
+ get isDisposed() {
44
+ return this.buffers.isDisposed
45
+ && this._indices.isDisposed
46
+ && this._endPointAndQuadIndices.isDisposed;
47
+ }
48
+ dispose() {
49
+ (0, core_bentley_1.dispose)(this.buffers);
50
+ (0, core_bentley_1.dispose)(this._indices);
51
+ (0, core_bentley_1.dispose)(this._endPointAndQuadIndices);
52
+ }
53
+ collectStatistics(stats) {
54
+ stats.addVisibleEdges(this._indices.bytesUsed + this._endPointAndQuadIndices.bytesUsed);
55
+ }
56
+ _draw(numInstances, instanceBuffersContainer) {
57
+ const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this.buffers;
58
+ bufs.bind();
59
+ System_1.System.instance.drawArrays(GL_1.GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);
60
+ bufs.unbind();
61
+ }
62
+ _wantWoWReversal(_target) { return true; }
63
+ _getLineCode(params) { return this.computeEdgeLineCode(params); }
64
+ get techniqueId() { return 4 /* Edge */; }
65
+ getRenderPass(target) { return this.computeEdgePass(target); }
66
+ get renderOrder() { return this.isPlanar ? 14 /* PlanarEdge */ : 6 /* Edge */; }
67
+ getColor(target) { return this.computeEdgeColor(target); }
68
+ get endPointAndQuadIndices() { return this._endPointAndQuadIndices; }
69
+ wantMonochrome(target) {
70
+ return target.currentViewFlags.renderMode === core_common_1.RenderMode.Wireframe;
71
+ }
72
+ }
73
+ exports.EdgeGeometry = EdgeGeometry;
74
+ /** @internal */
75
+ class SilhouetteEdgeGeometry extends EdgeGeometry {
76
+ constructor(indices, endPointAndQuadsIndices, normalPairs, numIndices, mesh) {
77
+ super(indices, endPointAndQuadsIndices, numIndices, mesh);
78
+ const attrNormals = AttributeMap_1.AttributeMap.findAttribute("a_normals", 5 /* SilhouetteEdge */, false);
79
+ (0, core_bentley_1.assert)(attrNormals !== undefined);
80
+ this.buffers.addBuffer(normalPairs, [AttributeBuffers_1.BufferParameters.create(attrNormals.location, 4, GL_1.GL.DataType.UnsignedByte, false, 0, 0, false)]);
81
+ this._normalPairs = normalPairs;
82
+ }
83
+ get asSilhouette() { return this; }
84
+ static createSilhouettes(mesh, params) {
85
+ const indexBuffer = AttributeBuffers_1.BufferHandle.createArrayBuffer(params.indices.data);
86
+ const endPointBuffer = AttributeBuffers_1.BufferHandle.createArrayBuffer(params.endPointAndQuadIndices);
87
+ const normalsBuffer = AttributeBuffers_1.BufferHandle.createArrayBuffer(params.normalPairs);
88
+ return undefined !== indexBuffer && undefined !== endPointBuffer && undefined !== normalsBuffer ? new SilhouetteEdgeGeometry(indexBuffer, endPointBuffer, normalsBuffer, params.indices.length, mesh) : undefined;
89
+ }
90
+ get isDisposed() { return super.isDisposed && this._normalPairs.isDisposed; }
91
+ dispose() {
92
+ super.dispose();
93
+ (0, core_bentley_1.dispose)(this._normalPairs);
94
+ }
95
+ collectStatistics(stats) {
96
+ stats.addSilhouetteEdges(this._indices.bytesUsed + this._endPointAndQuadIndices.bytesUsed + this._normalPairs.bytesUsed);
97
+ }
98
+ get techniqueId() { return 5 /* SilhouetteEdge */; }
99
+ get renderOrder() { return this.isPlanar ? 15 /* PlanarSilhouette */ : 7 /* Silhouette */; }
100
+ get normalPairs() { return this._normalPairs; }
101
+ }
102
+ exports.SilhouetteEdgeGeometry = SilhouetteEdgeGeometry;
103
+ /** @internal */
104
+ class PolylineEdgeGeometry extends MeshGeometry_1.MeshGeometry {
105
+ constructor(numIndices, buffers, mesh) {
106
+ super(mesh, numIndices);
107
+ this._buffers = buffers;
108
+ }
109
+ get lutBuffers() { return this._buffers.buffers; }
110
+ static create(mesh, polyline) {
111
+ const buffers = CachedGeometry_1.PolylineBuffers.create(polyline);
112
+ return undefined !== buffers ? new PolylineEdgeGeometry(polyline.indices.length, buffers, mesh) : undefined;
113
+ }
114
+ get isDisposed() { return this._buffers.isDisposed; }
115
+ dispose() {
116
+ (0, core_bentley_1.dispose)(this._buffers);
117
+ }
118
+ collectStatistics(stats) {
119
+ this._buffers.collectStatistics(stats, RenderMemory_1.RenderMemory.BufferType.PolylineEdges);
120
+ }
121
+ _wantWoWReversal(_target) { return true; }
122
+ _getLineWeight(params) { return this.computeEdgeWeight(params); }
123
+ _getLineCode(params) { return this.computeEdgeLineCode(params); }
124
+ getColor(target) { return this.computeEdgeColor(target); }
125
+ get techniqueId() { return 1 /* Polyline */; }
126
+ getRenderPass(target) { return this.computeEdgePass(target); }
127
+ get renderOrder() { return this.isPlanar ? 14 /* PlanarEdge */ : 6 /* Edge */; }
128
+ get polylineBuffers() { return this._buffers; }
129
+ wantMonochrome(target) {
130
+ return target.currentViewFlags.renderMode === core_common_1.RenderMode.Wireframe;
131
+ }
132
+ _draw(numInstances, instanceBuffersContainer) {
133
+ const gl = System_1.System.instance;
134
+ const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers.buffers;
135
+ bufs.bind();
136
+ gl.drawArrays(GL_1.GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);
137
+ bufs.unbind();
138
+ }
139
+ }
140
+ exports.PolylineEdgeGeometry = PolylineEdgeGeometry;
141
+ //# sourceMappingURL=EdgeGeometry.js.map