@itwin/core-frontend 3.0.0-dev.149 → 3.0.0-dev.154

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (259) hide show
  1. package/lib/cjs/Marker.d.ts +9 -2
  2. package/lib/cjs/Marker.d.ts.map +1 -1
  3. package/lib/cjs/Marker.js +33 -5
  4. package/lib/cjs/Marker.js.map +1 -1
  5. package/lib/cjs/RealityDataSource.js +1 -12
  6. package/lib/cjs/RealityDataSource.js.map +1 -1
  7. package/lib/cjs/render/RenderMemory.d.ts +21 -15
  8. package/lib/cjs/render/RenderMemory.d.ts.map +1 -1
  9. package/lib/cjs/render/RenderMemory.js +21 -15
  10. package/lib/cjs/render/RenderMemory.js.map +1 -1
  11. package/lib/cjs/render/RenderSystem.d.ts +2 -0
  12. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  13. package/lib/cjs/render/RenderSystem.js +2 -0
  14. package/lib/cjs/render/RenderSystem.js.map +1 -1
  15. package/lib/cjs/render/primitives/EdgeParams.d.ts +35 -1
  16. package/lib/cjs/render/primitives/EdgeParams.d.ts.map +1 -1
  17. package/lib/cjs/render/primitives/EdgeParams.js +114 -10
  18. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
  19. package/lib/cjs/render/primitives/VertexTable.d.ts +1 -0
  20. package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
  21. package/lib/cjs/render/primitives/VertexTable.js +6 -1
  22. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  23. package/lib/cjs/render/webgl/AttributeMap.js +5 -5
  24. package/lib/cjs/render/webgl/CachedGeometry.d.ts +2 -0
  25. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  26. package/lib/cjs/render/webgl/CachedGeometry.js +14 -13
  27. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  28. package/lib/cjs/render/webgl/DrawCommand.js +2 -2
  29. package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts +51 -0
  30. package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -0
  31. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js +90 -0
  32. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -0
  33. package/lib/cjs/render/webgl/InstancedGeometry.d.ts +1 -0
  34. package/lib/cjs/render/webgl/InstancedGeometry.d.ts.map +1 -1
  35. package/lib/cjs/render/webgl/InstancedGeometry.js +1 -0
  36. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  37. package/lib/cjs/render/webgl/Mesh.d.ts +2 -0
  38. package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
  39. package/lib/cjs/render/webgl/Mesh.js +7 -1
  40. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  41. package/lib/cjs/render/webgl/PlanarClassifier.js +1 -1
  42. package/lib/cjs/render/webgl/PlanarGrid.js +2 -2
  43. package/lib/cjs/render/webgl/RealityMesh.js +5 -5
  44. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  45. package/lib/cjs/render/webgl/RenderFlags.d.ts +4 -1
  46. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  47. package/lib/cjs/render/webgl/RenderFlags.js +6 -1
  48. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  49. package/lib/cjs/render/webgl/SceneCompositor.js +6 -6
  50. package/lib/cjs/render/webgl/ScreenSpaceEffect.js +1 -1
  51. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +16 -14
  52. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  53. package/lib/cjs/render/webgl/ShaderBuilder.js +19 -15
  54. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  55. package/lib/cjs/render/webgl/System.d.ts +2 -0
  56. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  57. package/lib/cjs/render/webgl/System.js +2 -0
  58. package/lib/cjs/render/webgl/System.js.map +1 -1
  59. package/lib/cjs/render/webgl/Target.js +1 -1
  60. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  61. package/lib/cjs/render/webgl/Technique.js +72 -57
  62. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  63. package/lib/cjs/render/webgl/TechniqueId.d.ts +29 -28
  64. package/lib/cjs/render/webgl/TechniqueId.d.ts.map +1 -1
  65. package/lib/cjs/render/webgl/TechniqueId.js +7 -7
  66. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  67. package/lib/cjs/render/webgl/glsl/Animation.js +1 -1
  68. package/lib/cjs/render/webgl/glsl/Color.js +1 -1
  69. package/lib/cjs/render/webgl/glsl/CopyStencil.d.ts.map +1 -1
  70. package/lib/cjs/render/webgl/glsl/CopyStencil.js +4 -7
  71. package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
  72. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +1 -1
  73. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  74. package/lib/cjs/render/webgl/glsl/Edge.d.ts +2 -1
  75. package/lib/cjs/render/webgl/glsl/Edge.d.ts.map +1 -1
  76. package/lib/cjs/render/webgl/glsl/Edge.js +132 -14
  77. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  78. package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  79. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +13 -10
  80. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  81. package/lib/cjs/render/webgl/glsl/Fragment.d.ts.map +1 -1
  82. package/lib/cjs/render/webgl/glsl/Fragment.js +9 -1
  83. package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
  84. package/lib/cjs/render/webgl/glsl/LookupTable.d.ts +4 -2
  85. package/lib/cjs/render/webgl/glsl/LookupTable.d.ts.map +1 -1
  86. package/lib/cjs/render/webgl/glsl/LookupTable.js +7 -3
  87. package/lib/cjs/render/webgl/glsl/LookupTable.js.map +1 -1
  88. package/lib/cjs/render/webgl/glsl/PlanarGrid.js +2 -2
  89. package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
  90. package/lib/cjs/render/webgl/glsl/PointCloud.js +2 -2
  91. package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
  92. package/lib/cjs/render/webgl/glsl/PointString.js +1 -1
  93. package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
  94. package/lib/cjs/render/webgl/glsl/Polyline.js +1 -1
  95. package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
  96. package/lib/cjs/render/webgl/glsl/RealityMesh.js +4 -4
  97. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  98. package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js +1 -1
  99. package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
  100. package/lib/cjs/render/webgl/glsl/SkyBox.js +1 -1
  101. package/lib/cjs/render/webgl/glsl/SkyBox.js.map +1 -1
  102. package/lib/cjs/render/webgl/glsl/SkySphere.js +1 -1
  103. package/lib/cjs/render/webgl/glsl/Surface.js +3 -3
  104. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  105. package/lib/cjs/render/webgl/glsl/Vertex.js +1 -1
  106. package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
  107. package/lib/cjs/render/webgl/glsl/ViewportQuad.js +1 -1
  108. package/lib/cjs/render/webgl/glsl/ViewportQuad.js.map +1 -1
  109. package/lib/cjs/tile/IModelTile.d.ts.map +1 -1
  110. package/lib/cjs/tile/IModelTile.js +1 -0
  111. package/lib/cjs/tile/IModelTile.js.map +1 -1
  112. package/lib/cjs/tile/ImdlReader.d.ts +1 -0
  113. package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
  114. package/lib/cjs/tile/ImdlReader.js +21 -1
  115. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  116. package/lib/cjs/tile/PrimaryTileTree.d.ts.map +1 -1
  117. package/lib/cjs/tile/PrimaryTileTree.js +4 -3
  118. package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
  119. package/lib/cjs/tile/TileAdmin.d.ts +9 -0
  120. package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
  121. package/lib/cjs/tile/TileAdmin.js +18 -13
  122. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  123. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  124. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +4 -3
  125. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  126. package/lib/cjs/webgl.d.ts +1 -0
  127. package/lib/cjs/webgl.d.ts.map +1 -1
  128. package/lib/cjs/webgl.js +1 -0
  129. package/lib/cjs/webgl.js.map +1 -1
  130. package/lib/esm/Marker.d.ts +9 -2
  131. package/lib/esm/Marker.d.ts.map +1 -1
  132. package/lib/esm/Marker.js +34 -6
  133. package/lib/esm/Marker.js.map +1 -1
  134. package/lib/esm/RealityDataSource.js +2 -13
  135. package/lib/esm/RealityDataSource.js.map +1 -1
  136. package/lib/esm/render/RenderMemory.d.ts +21 -15
  137. package/lib/esm/render/RenderMemory.d.ts.map +1 -1
  138. package/lib/esm/render/RenderMemory.js +21 -15
  139. package/lib/esm/render/RenderMemory.js.map +1 -1
  140. package/lib/esm/render/RenderSystem.d.ts +2 -0
  141. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  142. package/lib/esm/render/RenderSystem.js +2 -0
  143. package/lib/esm/render/RenderSystem.js.map +1 -1
  144. package/lib/esm/render/primitives/EdgeParams.d.ts +35 -1
  145. package/lib/esm/render/primitives/EdgeParams.d.ts.map +1 -1
  146. package/lib/esm/render/primitives/EdgeParams.js +114 -10
  147. package/lib/esm/render/primitives/EdgeParams.js.map +1 -1
  148. package/lib/esm/render/primitives/VertexTable.d.ts +1 -0
  149. package/lib/esm/render/primitives/VertexTable.d.ts.map +1 -1
  150. package/lib/esm/render/primitives/VertexTable.js +6 -1
  151. package/lib/esm/render/primitives/VertexTable.js.map +1 -1
  152. package/lib/esm/render/webgl/AttributeMap.js +5 -5
  153. package/lib/esm/render/webgl/CachedGeometry.d.ts +2 -0
  154. package/lib/esm/render/webgl/CachedGeometry.d.ts.map +1 -1
  155. package/lib/esm/render/webgl/CachedGeometry.js +14 -13
  156. package/lib/esm/render/webgl/CachedGeometry.js.map +1 -1
  157. package/lib/esm/render/webgl/DrawCommand.js +2 -2
  158. package/lib/esm/render/webgl/IndexedEdgeGeometry.d.ts +51 -0
  159. package/lib/esm/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -0
  160. package/lib/esm/render/webgl/IndexedEdgeGeometry.js +85 -0
  161. package/lib/esm/render/webgl/IndexedEdgeGeometry.js.map +1 -0
  162. package/lib/esm/render/webgl/InstancedGeometry.d.ts +1 -0
  163. package/lib/esm/render/webgl/InstancedGeometry.d.ts.map +1 -1
  164. package/lib/esm/render/webgl/InstancedGeometry.js +1 -0
  165. package/lib/esm/render/webgl/InstancedGeometry.js.map +1 -1
  166. package/lib/esm/render/webgl/Mesh.d.ts +2 -0
  167. package/lib/esm/render/webgl/Mesh.d.ts.map +1 -1
  168. package/lib/esm/render/webgl/Mesh.js +7 -1
  169. package/lib/esm/render/webgl/Mesh.js.map +1 -1
  170. package/lib/esm/render/webgl/PlanarClassifier.js +1 -1
  171. package/lib/esm/render/webgl/PlanarGrid.js +2 -2
  172. package/lib/esm/render/webgl/RealityMesh.js +5 -5
  173. package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
  174. package/lib/esm/render/webgl/RenderFlags.d.ts +4 -1
  175. package/lib/esm/render/webgl/RenderFlags.d.ts.map +1 -1
  176. package/lib/esm/render/webgl/RenderFlags.js +6 -1
  177. package/lib/esm/render/webgl/RenderFlags.js.map +1 -1
  178. package/lib/esm/render/webgl/SceneCompositor.js +6 -6
  179. package/lib/esm/render/webgl/ScreenSpaceEffect.js +1 -1
  180. package/lib/esm/render/webgl/ShaderBuilder.d.ts +16 -14
  181. package/lib/esm/render/webgl/ShaderBuilder.d.ts.map +1 -1
  182. package/lib/esm/render/webgl/ShaderBuilder.js +19 -15
  183. package/lib/esm/render/webgl/ShaderBuilder.js.map +1 -1
  184. package/lib/esm/render/webgl/System.d.ts +2 -0
  185. package/lib/esm/render/webgl/System.d.ts.map +1 -1
  186. package/lib/esm/render/webgl/System.js +2 -0
  187. package/lib/esm/render/webgl/System.js.map +1 -1
  188. package/lib/esm/render/webgl/Target.js +1 -1
  189. package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
  190. package/lib/esm/render/webgl/Technique.js +72 -57
  191. package/lib/esm/render/webgl/Technique.js.map +1 -1
  192. package/lib/esm/render/webgl/TechniqueId.d.ts +29 -28
  193. package/lib/esm/render/webgl/TechniqueId.d.ts.map +1 -1
  194. package/lib/esm/render/webgl/TechniqueId.js +7 -7
  195. package/lib/esm/render/webgl/TechniqueId.js.map +1 -1
  196. package/lib/esm/render/webgl/glsl/Animation.js +1 -1
  197. package/lib/esm/render/webgl/glsl/Color.js +1 -1
  198. package/lib/esm/render/webgl/glsl/CopyStencil.d.ts.map +1 -1
  199. package/lib/esm/render/webgl/glsl/CopyStencil.js +4 -7
  200. package/lib/esm/render/webgl/glsl/CopyStencil.js.map +1 -1
  201. package/lib/esm/render/webgl/glsl/EVSMFromDepth.js +1 -1
  202. package/lib/esm/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  203. package/lib/esm/render/webgl/glsl/Edge.d.ts +2 -1
  204. package/lib/esm/render/webgl/glsl/Edge.d.ts.map +1 -1
  205. package/lib/esm/render/webgl/glsl/Edge.js +132 -14
  206. package/lib/esm/render/webgl/glsl/Edge.js.map +1 -1
  207. package/lib/esm/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  208. package/lib/esm/render/webgl/glsl/FeatureSymbology.js +13 -10
  209. package/lib/esm/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  210. package/lib/esm/render/webgl/glsl/Fragment.d.ts.map +1 -1
  211. package/lib/esm/render/webgl/glsl/Fragment.js +9 -1
  212. package/lib/esm/render/webgl/glsl/Fragment.js.map +1 -1
  213. package/lib/esm/render/webgl/glsl/LookupTable.d.ts +4 -2
  214. package/lib/esm/render/webgl/glsl/LookupTable.d.ts.map +1 -1
  215. package/lib/esm/render/webgl/glsl/LookupTable.js +7 -3
  216. package/lib/esm/render/webgl/glsl/LookupTable.js.map +1 -1
  217. package/lib/esm/render/webgl/glsl/PlanarGrid.js +2 -2
  218. package/lib/esm/render/webgl/glsl/PlanarGrid.js.map +1 -1
  219. package/lib/esm/render/webgl/glsl/PointCloud.js +2 -2
  220. package/lib/esm/render/webgl/glsl/PointCloud.js.map +1 -1
  221. package/lib/esm/render/webgl/glsl/PointString.js +1 -1
  222. package/lib/esm/render/webgl/glsl/PointString.js.map +1 -1
  223. package/lib/esm/render/webgl/glsl/Polyline.js +1 -1
  224. package/lib/esm/render/webgl/glsl/Polyline.js.map +1 -1
  225. package/lib/esm/render/webgl/glsl/RealityMesh.js +4 -4
  226. package/lib/esm/render/webgl/glsl/RealityMesh.js.map +1 -1
  227. package/lib/esm/render/webgl/glsl/ScreenSpaceEffect.js +1 -1
  228. package/lib/esm/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
  229. package/lib/esm/render/webgl/glsl/SkyBox.js +1 -1
  230. package/lib/esm/render/webgl/glsl/SkyBox.js.map +1 -1
  231. package/lib/esm/render/webgl/glsl/SkySphere.js +1 -1
  232. package/lib/esm/render/webgl/glsl/Surface.js +3 -3
  233. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  234. package/lib/esm/render/webgl/glsl/Vertex.js +1 -1
  235. package/lib/esm/render/webgl/glsl/Vertex.js.map +1 -1
  236. package/lib/esm/render/webgl/glsl/ViewportQuad.js +1 -1
  237. package/lib/esm/render/webgl/glsl/ViewportQuad.js.map +1 -1
  238. package/lib/esm/tile/IModelTile.d.ts.map +1 -1
  239. package/lib/esm/tile/IModelTile.js +1 -0
  240. package/lib/esm/tile/IModelTile.js.map +1 -1
  241. package/lib/esm/tile/ImdlReader.d.ts +1 -0
  242. package/lib/esm/tile/ImdlReader.d.ts.map +1 -1
  243. package/lib/esm/tile/ImdlReader.js +21 -1
  244. package/lib/esm/tile/ImdlReader.js.map +1 -1
  245. package/lib/esm/tile/PrimaryTileTree.d.ts.map +1 -1
  246. package/lib/esm/tile/PrimaryTileTree.js +5 -4
  247. package/lib/esm/tile/PrimaryTileTree.js.map +1 -1
  248. package/lib/esm/tile/TileAdmin.d.ts +9 -0
  249. package/lib/esm/tile/TileAdmin.d.ts.map +1 -1
  250. package/lib/esm/tile/TileAdmin.js +19 -14
  251. package/lib/esm/tile/TileAdmin.js.map +1 -1
  252. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  253. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +4 -3
  254. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  255. package/lib/esm/webgl.d.ts +1 -0
  256. package/lib/esm/webgl.d.ts.map +1 -1
  257. package/lib/esm/webgl.js +1 -0
  258. package/lib/esm/webgl.js.map +1 -1
  259. 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, BentleyStatus, Dictionary, dispose, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport { ClipVector, Point3d, Transform } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorDef, ElementAlignedBox3d, Frustum, Gradient, ImageBuffer, ImageBufferFormat, ImageSourceFormat, IModelError, PackedFeatureTable, RenderMaterial, RenderTexture,\r\n} from \"@itwin/core-common\";\r\nimport { Capabilities, DepthType, WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { imageElementFromImageSource } from \"../../ImageUtil\";\r\nimport { IModelApp } from \"../../IModelApp\";\r\nimport { IModelConnection } from \"../../IModelConnection\";\r\nimport { MapTileTreeReference, TileTreeReference } from \"../../tile/internal\";\r\nimport { ViewRect } from \"../../ViewRect\";\r\nimport { GraphicBranch, GraphicBranchOptions } from \"../GraphicBranch\";\r\nimport { BatchOptions, CustomGraphicBuilderOptions, GraphicBuilder, ViewportGraphicBuilderOptions } from \"../GraphicBuilder\";\r\nimport { InstancedGraphicParams, PatternGraphicParams } from \"../InstancedGraphicParams\";\r\nimport { PrimitiveBuilder } from \"../primitives/geometry/GeometryListBuilder\";\r\nimport { RealityMeshPrimitive } from \"../primitives/mesh/RealityMeshPrimitive\";\r\nimport { TerrainMeshPrimitive } from \"../primitives/mesh/TerrainMeshPrimitive\";\r\nimport { PointCloudArgs } from \"../primitives/PointCloudPrimitive\";\r\nimport { MeshParams } from \"../primitives/VertexTable\";\r\nimport { PointStringParams } from \"../primitives/PointStringParams\";\r\nimport { PolylineParams } from \"../primitives/PolylineParams\";\r\nimport { RenderClipVolume } from \"../RenderClipVolume\";\r\nimport { RenderGraphic, RenderGraphicOwner } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { CreateTextureArgs, CreateTextureFromSourceArgs, TextureCacheKey, TextureTransparency } from \"../RenderTexture\";\r\nimport {\r\n DebugShaderFile, GLTimerResultCallback, PlanarGridProps, RenderAreaPattern, RenderDiagnostics, RenderGeometry, RenderSkyBoxParams,\r\n RenderSystem, RenderSystemDebugControl, TerrainTexture,\r\n} from \"../RenderSystem\";\r\nimport { RenderTarget } from \"../RenderTarget\";\r\nimport { ScreenSpaceEffectBuilder, ScreenSpaceEffectBuilderParams } from \"../ScreenSpaceEffectBuilder\";\r\nimport { BackgroundMapDrape } from \"./BackgroundMapDrape\";\r\nimport { SkyBoxQuadsGeometry, SkySphereViewportQuadGeometry } from \"./CachedGeometry\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { isInstancedGraphicParams, PatternBuffers } from \"./InstancedGeometry\";\r\nimport { Debug } from \"./Diagnostics\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DepthBuffer, FrameBufferStack } from \"./FrameBuffer\";\r\nimport { GL } from \"./GL\";\r\nimport { GLTimer } from \"./GLTimer\";\r\nimport { AnimationTransformBranch, Batch, Branch, Graphic, GraphicOwner, GraphicsArray } from \"./Graphic\";\r\nimport { Layer, LayerContainer } from \"./Layer\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { Material } from \"./Material\";\r\nimport { MeshGraphic, MeshRenderGeometry } from \"./Mesh\";\r\nimport { PointCloudGeometry } from \"./PointCloud\";\r\nimport { PointStringGeometry } from \"./PointString\";\r\nimport { PolylineGeometry } from \"./Polyline\";\r\nimport { Primitive, SkyCubePrimitive, SkySpherePrimitive } from \"./Primitive\";\r\nimport { RenderBuffer, RenderBufferMultiSample } from \"./RenderBuffer\";\r\nimport { TextureUnit } from \"./RenderFlags\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { createScreenSpaceEffectBuilder, ScreenSpaceEffects } from \"./ScreenSpaceEffect\";\r\nimport { OffScreenTarget, OnScreenTarget } from \"./Target\";\r\nimport { Techniques } from \"./Technique\";\r\nimport { RealityMeshGeometry } from \"./RealityMesh\";\r\nimport { ExternalTextureLoader, Texture, TextureHandle } from \"./Texture\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { PlanarGridGeometry } from \"./PlanarGrid\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport const enum ContextState {\r\n Uninitialized,\r\n Success,\r\n Error,\r\n}\r\n\r\n/** Describes WebGL extension methods.\r\n * @internal\r\n */\r\nabstract class WebGLExtensions {\r\n private _system: System;\r\n public constructor(system: System) {\r\n this._system = system;\r\n }\r\n public get system() { return this._system; }\r\n public abstract setDrawBuffers(attachments: GLenum[]): void;\r\n public abstract vertexAttribDivisor(index: number, divisor: number): void;\r\n public abstract drawArraysInst(type: GL.PrimitiveType, first: number, count: number, numInstances: number): void;\r\n public abstract invalidateFrameBuffer(_attachments: number[]): void;\r\n}\r\n\r\n/** Describes WebGL1 extension methods.\r\n * @internal\r\n */\r\nclass WebGL1Extensions extends WebGLExtensions {\r\n private readonly _drawBuffersExtension?: WEBGL_draw_buffers;\r\n private readonly _instancingExtension?: ANGLE_instanced_arrays;\r\n\r\n public constructor(system: System, drawBuffersExt: WEBGL_draw_buffers | undefined, instancingExt: ANGLE_instanced_arrays | undefined) {\r\n super(system);\r\n this._drawBuffersExtension = drawBuffersExt;\r\n this._instancingExtension = instancingExt;\r\n }\r\n\r\n public setDrawBuffers(attachments: GLenum[]): void {\r\n // NB: The WEBGL_draw_buffers member is not exported directly because that type name is not available in some contexts (e.g. test-imodel-service).\r\n if (undefined !== this._drawBuffersExtension)\r\n this._drawBuffersExtension.drawBuffersWEBGL(attachments);\r\n }\r\n\r\n public vertexAttribDivisor(index: number, divisor: number): void {\r\n assert(undefined !== this._instancingExtension);\r\n this._instancingExtension.vertexAttribDivisorANGLE(index, divisor);\r\n }\r\n\r\n public drawArraysInst(type: GL.PrimitiveType, first: number, count: number, numInstances: number): void {\r\n if (undefined !== this._instancingExtension) {\r\n this._instancingExtension.drawArraysInstancedANGLE(type, first, count, numInstances);\r\n }\r\n }\r\n\r\n public invalidateFrameBuffer(_attachments: number[]): void { } // does not exist in WebGL1\r\n}\r\n\r\n/** Describes WebGL2 extension methods.\r\n * @internal\r\n */\r\nclass WebGL2Extensions extends WebGLExtensions {\r\n private _context: WebGL2RenderingContext;\r\n public constructor(system: System) {\r\n super(system);\r\n this._context = system.context as WebGL2RenderingContext;\r\n }\r\n\r\n public setDrawBuffers(attachments: GLenum[]): void {\r\n this._context.drawBuffers(attachments);\r\n }\r\n\r\n public vertexAttribDivisor(index: number, divisor: number): void {\r\n this._context.vertexAttribDivisor(index, divisor);\r\n }\r\n\r\n public drawArraysInst(type: GL.PrimitiveType, first: number, count: number, numInstances: number): void { this._context.drawArraysInstanced(type, first, count, numInstances); }\r\n\r\n public invalidateFrameBuffer(attachments: number[]): void {\r\n this._context.invalidateFramebuffer(this._context.FRAMEBUFFER, attachments);\r\n }\r\n}\r\n\r\n/** Id map holds key value pairs for both materials and textures, useful for caching such objects.\r\n * @internal\r\n */\r\nexport class IdMap implements WebGLDisposable {\r\n private readonly _iModel: IModelConnection;\r\n /** Mapping of materials by their key values. */\r\n public readonly materials = new Map<string, RenderMaterial>();\r\n /** Mapping of textures by their key values. */\r\n public readonly textures = new Map<string, RenderTexture>();\r\n /** Mapping of textures using gradient symbology. */\r\n public readonly gradients = new Dictionary<Gradient.Symb, RenderTexture>(Gradient.Symb.compareSymb);\r\n /** Pending promises to create a texture from an ImageSource. This prevents us from decoding the same ImageSource multiple times */\r\n public readonly texturesFromImageSources = new Map<string, Promise<RenderTexture | undefined>>();\r\n\r\n public constructor(iModel: IModelConnection) {\r\n this._iModel = iModel;\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return 0 === this.textures.size && 0 === this.gradients.size;\r\n }\r\n\r\n public dispose() {\r\n const textureArr = Array.from(this.textures.values());\r\n const gradientArr = this.gradients.extractArrays().values;\r\n\r\n for (const texture of textureArr)\r\n dispose(texture);\r\n\r\n for (const gradient of gradientArr)\r\n dispose(gradient);\r\n\r\n this.textures.clear();\r\n this.gradients.clear();\r\n this.materials.clear();\r\n }\r\n\r\n /** Add a material to this IdMap, given that it has a valid key. */\r\n public addMaterial(material: RenderMaterial) {\r\n if (material.key)\r\n this.materials.set(material.key, material);\r\n }\r\n\r\n /** Add a texture to this IdMap, given that it has a valid string key. If specified, it will instead use the key parameter, which could also be a gradient symb. */\r\n public addTexture(texture: RenderTexture, key?: TextureCacheKey) {\r\n assert(texture instanceof Texture);\r\n if (undefined !== key) {\r\n if (\"string\" === typeof key)\r\n this.textures.set(key, texture);\r\n else\r\n this.addGradient(key, texture);\r\n } else if (texture.key)\r\n this.textures.set(texture.key, texture);\r\n }\r\n\r\n /** Add a texture to this IdMap using gradient symbology. */\r\n public addGradient(gradientSymb: Gradient.Symb, texture: RenderTexture) {\r\n this.gradients.set(gradientSymb, texture);\r\n }\r\n\r\n /** Find a cached material using its key. If not found, returns undefined. */\r\n public findMaterial(key: string): RenderMaterial | undefined {\r\n return this.materials.get(key);\r\n }\r\n\r\n /** Find a cached gradient using the gradient symbology. If not found, returns undefined. */\r\n public findGradient(symb: Gradient.Symb): RenderTexture | undefined {\r\n return this.gradients.get(symb);\r\n }\r\n\r\n /** Find or create a new material given material parameters. This will cache the material if its key is valid. */\r\n public getMaterial(params: RenderMaterial.Params): RenderMaterial {\r\n if (!params.key || !Id64.isValidId64(params.key)) // Only cache persistent materials.\r\n return new Material(params);\r\n\r\n let material = this.materials.get(params.key);\r\n if (!material) {\r\n material = new Material(params);\r\n this.materials.set(params.key, material);\r\n }\r\n return material;\r\n }\r\n\r\n public findTexture(key?: string | Gradient.Symb): RenderTexture | undefined {\r\n if (undefined === key)\r\n return undefined;\r\n else if (typeof key === \"string\")\r\n return this.textures.get(key);\r\n else\r\n return this.findGradient(key);\r\n }\r\n\r\n // eslint-disable-next-line deprecation/deprecation\r\n public getTextureFromElement(key: Id64String, iModel: IModelConnection, params: RenderTexture.Params, format: ImageSourceFormat): RenderTexture | undefined {\r\n let tex = this.findTexture(params.key);\r\n if (tex)\r\n return tex;\r\n\r\n const handle = TextureHandle.createForElement(key, iModel, params.type, format);\r\n if (!handle)\r\n return undefined;\r\n\r\n tex = new Texture({ handle, type: params.type, ownership: { key, iModel } });\r\n this.addTexture(tex);\r\n return tex;\r\n }\r\n\r\n public async getTextureFromImageSource(args: CreateTextureFromSourceArgs, key: string): Promise<RenderTexture | undefined> {\r\n const texture = this.findTexture(key);\r\n if (texture)\r\n return texture;\r\n\r\n // Are we already in the process of decoding this image?\r\n let promise = this.texturesFromImageSources.get(key);\r\n if (promise)\r\n return promise;\r\n\r\n promise = this.createTextureFromImageSource(args, key);\r\n this.texturesFromImageSources.set(key, promise);\r\n return promise;\r\n }\r\n\r\n public async createTextureFromImageSource(args: CreateTextureFromSourceArgs, key: string): Promise<RenderTexture | undefined> {\r\n // JPEGs don't support transparency.\r\n const transparency = ImageSourceFormat.Jpeg === args.source.format ? TextureTransparency.Opaque : (args.transparency ?? TextureTransparency.Translucent);\r\n try {\r\n const image = await imageElementFromImageSource(args.source);\r\n if (!IModelApp.hasRenderSystem)\r\n return undefined;\r\n\r\n return IModelApp.renderSystem.createTexture({\r\n type: args.type,\r\n ownership: args.ownership,\r\n image: {\r\n source: image,\r\n transparency,\r\n },\r\n });\r\n } catch {\r\n return undefined;\r\n } finally {\r\n this.texturesFromImageSources.delete(key);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line deprecation/deprecation\r\n public getTextureFromCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement, params: RenderTexture.Params): RenderTexture | undefined {\r\n let tex = this.findTexture(params.key);\r\n if (tex)\r\n return tex;\r\n\r\n const handle = TextureHandle.createForCubeImages(posX, negX, posY, negY, posZ, negZ);\r\n if (!handle)\r\n return undefined;\r\n\r\n const ownership = params.key ? { key: params.key, iModel: this._iModel } : (params.isOwned ? \"external\" : undefined);\r\n tex = new Texture({ handle, ownership, type: params.type });\r\n this.addTexture(tex);\r\n return tex;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n for (const texture of this.textures.values())\r\n if (texture instanceof Texture)\r\n stats.addTexture(texture.bytesUsed);\r\n\r\n for (const gradient of this.gradients)\r\n if (gradient instanceof Texture)\r\n stats.addTexture(gradient.bytesUsed);\r\n }\r\n}\r\n\r\nexport type TextureBinding = WebGLTexture | undefined;\r\n\r\nconst enum VertexAttribState {\r\n Disabled = 0,\r\n Enabled = 1 << 0,\r\n Instanced = 1 << 2,\r\n InstancedEnabled = Instanced | Enabled,\r\n}\r\n\r\ninterface TextureCacheInfo {\r\n idMap: IdMap;\r\n key: TextureCacheKey;\r\n}\r\n\r\n/** @internal */\r\nexport class System extends RenderSystem implements RenderSystemDebugControl, RenderMemory.Consumer, WebGLDisposable {\r\n public readonly canvas: HTMLCanvasElement;\r\n public readonly currentRenderState = new RenderState();\r\n public readonly context: WebGLContext;\r\n public readonly frameBufferStack = new FrameBufferStack(); // frame buffers are not owned by the system\r\n public readonly capabilities: Capabilities;\r\n public readonly resourceCache: Map<IModelConnection, IdMap>;\r\n public readonly glTimer: GLTimer;\r\n private readonly _extensions: WebGLExtensions;\r\n private readonly _textureBindings: TextureBinding[] = [];\r\n private _removeEventListener?: () => void;\r\n\r\n // NB: Increase the size of these arrays when the maximum number of attributes used by any one shader increases.\r\n private readonly _curVertexAttribStates: VertexAttribState[] = [\r\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\r\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\r\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\r\n ];\r\n private readonly _nextVertexAttribStates: VertexAttribState[] = [\r\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\r\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\r\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\r\n ];\r\n\r\n // The following are initialized immediately after the System is constructed.\r\n private _lineCodeTexture?: TextureHandle;\r\n private _noiseTexture?: TextureHandle;\r\n private _techniques?: Techniques;\r\n private _screenSpaceEffects?: ScreenSpaceEffects;\r\n public readonly debugShaderFiles: DebugShaderFile[] = [];\r\n\r\n public static get instance() { return IModelApp.renderSystem as System; }\r\n\r\n public get isValid(): boolean { return this.canvas !== undefined; }\r\n public get lineCodeTexture() { return this._lineCodeTexture; }\r\n public get noiseTexture() { return this._noiseTexture; }\r\n\r\n public get techniques() {\r\n assert(undefined !== this._techniques);\r\n return this._techniques;\r\n }\r\n\r\n public get screenSpaceEffects() {\r\n assert(undefined !== this._screenSpaceEffects);\r\n return this._screenSpaceEffects;\r\n }\r\n\r\n public override get maxTextureSize(): number { return this.capabilities.maxTextureSize; }\r\n public override get supportsInstancing(): boolean { return this.capabilities.supportsInstancing; }\r\n public override get supportsNonuniformScaledInstancing(): boolean { return this.capabilities.isWebGL2; }\r\n public get isWebGL2(): boolean { return this.capabilities.isWebGL2; }\r\n public override get isMobile(): boolean { return this.capabilities.isMobile; }\r\n\r\n public setDrawBuffers(attachments: GLenum[]): void { this._extensions.setDrawBuffers(attachments); }\r\n\r\n public doIdleWork(): boolean {\r\n return this.techniques.idleCompileNextShader();\r\n }\r\n\r\n /** Return a Promise which when resolved indicates that all pending external textures have finished loading from the backend. */\r\n public override async waitForAllExternalTextures(): Promise<void> {\r\n const extTexLoader = ExternalTextureLoader.instance;\r\n if (extTexLoader.numActiveRequests < 1 && extTexLoader.numPendingRequests < 1)\r\n return Promise.resolve();\r\n const promise = new Promise<void>((resolve: any) => {\r\n extTexLoader.onTexturesLoaded.addOnce(() => {\r\n resolve();\r\n });\r\n });\r\n return promise;\r\n }\r\n\r\n /** Attempt to create a WebGLRenderingContext, returning undefined if unsuccessful. */\r\n public static createContext(canvas: HTMLCanvasElement, useWebGL2: boolean, inputContextAttributes?: WebGLContextAttributes): WebGLContext | undefined {\r\n let contextAttributes: WebGLContextAttributes = { powerPreference: \"high-performance\" };\r\n if (undefined !== inputContextAttributes) {\r\n // NOTE: Order matters with spread operator - if caller wants to override powerPreference, he should be able to.\r\n contextAttributes = { ...contextAttributes, ...inputContextAttributes };\r\n }\r\n\r\n // If requested, first try obtaining a WebGL2 context.\r\n let context = null;\r\n if (useWebGL2)\r\n context = canvas.getContext(\"webgl2\", contextAttributes);\r\n\r\n // Fall back to WebGL1 if necessary.\r\n if (null === context)\r\n context = canvas.getContext(\"webgl\", contextAttributes);\r\n\r\n return context ?? undefined;\r\n }\r\n\r\n public static create(optionsIn?: RenderSystem.Options): System {\r\n const options: RenderSystem.Options = undefined !== optionsIn ? optionsIn : {};\r\n const canvas = document.createElement(\"canvas\");\r\n if (null === canvas)\r\n throw new IModelError(BentleyStatus.ERROR, \"Failed to obtain HTMLCanvasElement\");\r\n\r\n const useWebGL2 = (undefined === options.useWebGL2 ? true : options.useWebGL2);\r\n const context = this.createContext(canvas, useWebGL2, optionsIn?.contextAttributes);\r\n if (undefined === context) {\r\n throw new IModelError(BentleyStatus.ERROR, \"Failed to obtain WebGL context\");\r\n }\r\n\r\n const capabilities = Capabilities.create(context, options.disabledExtensions);\r\n if (undefined === capabilities)\r\n throw new IModelError(BentleyStatus.ERROR, \"Failed to initialize rendering capabilities\");\r\n\r\n // set actual gl state to match desired state defaults\r\n context.depthFunc(GL.DepthFunc.Default); // LessOrEqual\r\n\r\n if (!capabilities.supportsShadowMaps)\r\n options.displaySolarShadows = false;\r\n if (!capabilities.supportsFragDepth)\r\n options.logarithmicDepthBuffer = false;\r\n if (!capabilities.supportsTextureFilterAnisotropic) {\r\n options.filterMapTextures = false;\r\n options.filterMapDrapeTextures = false;\r\n }\r\n return new this(canvas, context, capabilities, options);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return undefined === this._techniques\r\n && undefined === this._lineCodeTexture\r\n && undefined === this._noiseTexture\r\n && undefined === this._screenSpaceEffects;\r\n }\r\n\r\n // Note: FrameBuffers inside of the FrameBufferStack are not owned by the System, and are only used as a central storage device\r\n public dispose() {\r\n this._techniques = dispose(this._techniques);\r\n this._screenSpaceEffects = dispose(this._screenSpaceEffects);\r\n this._lineCodeTexture = dispose(this._lineCodeTexture);\r\n this._noiseTexture = dispose(this._noiseTexture);\r\n\r\n // We must attempt to dispose of each idmap in the resourceCache (if idmap is already disposed, has no effect)\r\n this.resourceCache.forEach((idMap: IdMap) => {\r\n dispose(idMap);\r\n });\r\n\r\n this.resourceCache.clear();\r\n if (undefined !== this._removeEventListener) {\r\n this._removeEventListener();\r\n this._removeEventListener = undefined;\r\n }\r\n }\r\n\r\n public override onInitialized(): void {\r\n this._techniques = Techniques.create(this.context);\r\n\r\n const noiseDim = 4;\r\n const noiseArr = new Uint8Array([152, 235, 94, 173, 219, 215, 115, 176, 73, 205, 43, 201, 10, 81, 205, 198]);\r\n this._noiseTexture = TextureHandle.createForData(noiseDim, noiseDim, noiseArr, false, GL.Texture.WrapMode.Repeat, GL.Texture.Format.Luminance);\r\n assert(undefined !== this._noiseTexture, \"System.noiseTexture not created.\");\r\n\r\n this._lineCodeTexture = TextureHandle.createForData(LineCode.size, LineCode.count, new Uint8Array(LineCode.lineCodeData), false, GL.Texture.WrapMode.Repeat, GL.Texture.Format.Luminance);\r\n assert(undefined !== this._lineCodeTexture, \"System.lineCodeTexture not created.\");\r\n\r\n this._screenSpaceEffects = new ScreenSpaceEffects();\r\n }\r\n\r\n public createTarget(canvas: HTMLCanvasElement): RenderTarget {\r\n return new OnScreenTarget(canvas);\r\n }\r\n\r\n public createOffscreenTarget(rect: ViewRect): RenderTarget {\r\n return new OffScreenTarget(rect);\r\n }\r\n\r\n public createGraphic(options: CustomGraphicBuilderOptions | ViewportGraphicBuilderOptions): GraphicBuilder {\r\n return new PrimitiveBuilder(this, options);\r\n }\r\n\r\n public override createPlanarGrid(frustum: Frustum, grid: PlanarGridProps): RenderGraphic | undefined {\r\n return PlanarGridGeometry.create(frustum, grid, this);\r\n }\r\n\r\n public override createRealityMeshFromTerrain(terrainMesh: TerrainMeshPrimitive, transform?: Transform): RealityMeshGeometry | undefined {\r\n return RealityMeshGeometry.createFromTerrainMesh(terrainMesh, transform);\r\n }\r\n\r\n public override createRealityMeshGraphic(terrainGeometry: RealityMeshGeometry, featureTable: PackedFeatureTable, tileId: string | undefined, baseColor: ColorDef | undefined, baseTransparent: boolean, textures?: TerrainTexture[]): RenderGraphic | undefined {\r\n return RealityMeshGeometry.createGraphic(this, terrainGeometry, featureTable, tileId, baseColor, baseTransparent, textures);\r\n }\r\n public override createRealityMesh(realityMesh: RealityMeshPrimitive): RenderGraphic | undefined {\r\n const geom = RealityMeshGeometry.createFromRealityMesh(realityMesh);\r\n return geom ? Primitive.create(geom) : undefined;\r\n }\r\n\r\n public override createMeshGeometry(params: MeshParams, viOrigin?: Point3d): MeshRenderGeometry | undefined {\r\n return MeshRenderGeometry.create(params, viOrigin);\r\n }\r\n\r\n public override createPolylineGeometry(params: PolylineParams, viOrigin?: Point3d): PolylineGeometry | undefined {\r\n return PolylineGeometry.create(params, viOrigin);\r\n }\r\n\r\n public override createPointStringGeometry(params: PointStringParams, viOrigin?: Point3d): PointStringGeometry | undefined {\r\n return PointStringGeometry.create(params, viOrigin);\r\n }\r\n\r\n public override createAreaPattern(params: PatternGraphicParams): PatternBuffers | undefined {\r\n return PatternBuffers.create(params);\r\n }\r\n\r\n public override createRenderGraphic(geometry: RenderGeometry, instances?: InstancedGraphicParams | RenderAreaPattern): RenderGraphic | undefined {\r\n if (!(geometry instanceof MeshRenderGeometry)) {\r\n if (geometry instanceof PolylineGeometry || geometry instanceof PointStringGeometry)\r\n return Primitive.create(geometry, instances);\r\n\r\n assert(false, \"Invalid RenderGeometry for System.createRenderGraphic\");\r\n return undefined;\r\n }\r\n\r\n assert(!instances || instances instanceof PatternBuffers || isInstancedGraphicParams(instances));\r\n return MeshGraphic.create(geometry, instances);\r\n }\r\n\r\n public override createPointCloud(args: PointCloudArgs): RenderGraphic | undefined {\r\n return Primitive.create(new PointCloudGeometry(args));\r\n }\r\n\r\n public createGraphicList(primitives: RenderGraphic[]): RenderGraphic {\r\n return new GraphicsArray(primitives);\r\n }\r\n\r\n public createGraphicBranch(branch: GraphicBranch, transform: Transform, options?: GraphicBranchOptions): RenderGraphic {\r\n return new Branch(branch, transform, undefined, options);\r\n }\r\n\r\n public override createAnimationTransformNode(graphic: RenderGraphic, nodeId: number): RenderGraphic {\r\n return new AnimationTransformBranch(graphic, nodeId);\r\n }\r\n\r\n public createBatch(graphic: RenderGraphic, features: PackedFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions): RenderGraphic {\r\n return new Batch(graphic, features, range, options);\r\n }\r\n\r\n public override createGraphicOwner(owned: RenderGraphic): RenderGraphicOwner {\r\n return new GraphicOwner(owned as Graphic);\r\n }\r\n\r\n public override createGraphicLayer(graphic: RenderGraphic, layerId: string) {\r\n return new Layer(graphic as Graphic, layerId);\r\n }\r\n\r\n public override createGraphicLayerContainer(graphic: RenderGraphic, drawAsOverlay: boolean, transparency: number, elevation: number) {\r\n return new LayerContainer(graphic as Graphic, drawAsOverlay, transparency, elevation);\r\n }\r\n\r\n public override createSkyBox(params: RenderSkyBoxParams): RenderGraphic | undefined {\r\n if (\"cube\" === params.type)\r\n return SkyCubePrimitive.create(SkyBoxQuadsGeometry.create(params.texture));\r\n\r\n return SkySpherePrimitive.create(SkySphereViewportQuadGeometry.createGeometry(params));\r\n }\r\n\r\n public override createScreenSpaceEffectBuilder(params: ScreenSpaceEffectBuilderParams): ScreenSpaceEffectBuilder {\r\n return createScreenSpaceEffectBuilder(params);\r\n }\r\n\r\n public applyRenderState(newState: RenderState) {\r\n newState.apply(this.currentRenderState);\r\n this.currentRenderState.copyFrom(newState);\r\n }\r\n\r\n public createDepthBuffer(width: number, height: number, numSamples: number = 1): DepthBuffer | undefined {\r\n // Note: The buffer/texture created here have ownership passed to the caller (system will not dispose of these)\r\n switch (this.capabilities.maxDepthType) {\r\n case DepthType.RenderBufferUnsignedShort16: {\r\n return RenderBuffer.create(width, height);\r\n }\r\n case DepthType.TextureUnsignedInt32: {\r\n return TextureHandle.createForAttachment(width, height, GL.Texture.Format.DepthComponent, GL.Texture.DataType.UnsignedInt);\r\n }\r\n case DepthType.TextureUnsignedInt24Stencil8: {\r\n if (this.capabilities.isWebGL2) {\r\n if (numSamples > 1) {\r\n return RenderBufferMultiSample.create(width, height, WebGL2RenderingContext.DEPTH24_STENCIL8, numSamples);\r\n } else {\r\n const context2 = this.context as WebGL2RenderingContext;\r\n return TextureHandle.createForAttachment(width, height, GL.Texture.Format.DepthStencil, context2.UNSIGNED_INT_24_8);\r\n }\r\n } else {\r\n const dtExt: WEBGL_depth_texture | undefined = this.capabilities.queryExtensionObject<WEBGL_depth_texture>(\"WEBGL_depth_texture\");\r\n return TextureHandle.createForAttachment(width, height, GL.Texture.Format.DepthStencil, dtExt!.UNSIGNED_INT_24_8_WEBGL);\r\n }\r\n }\r\n default: {\r\n assert(false);\r\n return undefined;\r\n }\r\n }\r\n }\r\n\r\n /** Returns the corresponding IdMap for an IModelConnection. Creates a new one if it doesn't exist. */\r\n public createIModelMap(imodel: IModelConnection): IdMap {\r\n let idMap = this.resourceCache.get(imodel);\r\n if (!idMap) {\r\n idMap = new IdMap(imodel);\r\n this.resourceCache.set(imodel, idMap);\r\n }\r\n return idMap;\r\n }\r\n\r\n /** Removes an IModelConnection-IdMap pairing from the system's resource cache. */\r\n private removeIModelMap(imodel: IModelConnection) {\r\n const idMap = this.resourceCache.get(imodel);\r\n if (idMap === undefined)\r\n return;\r\n dispose(idMap);\r\n this.resourceCache.delete(imodel);\r\n }\r\n\r\n /** Attempt to create a material for the given iModel using a set of material parameters. */\r\n public override createMaterial(params: RenderMaterial.Params, imodel: IModelConnection): RenderMaterial | undefined {\r\n const idMap = this.getIdMap(imodel);\r\n const material = idMap.getMaterial(params);\r\n return material;\r\n }\r\n\r\n /** Using its key, search for an existing material of an open iModel. */\r\n public override findMaterial(key: string, imodel: IModelConnection): RenderMaterial | undefined {\r\n const idMap = this.resourceCache.get(imodel);\r\n if (!idMap)\r\n return undefined;\r\n return idMap.findMaterial(key);\r\n }\r\n\r\n private getTextureCacheInfo(args: CreateTextureArgs): TextureCacheInfo | undefined {\r\n const owner = undefined !== args.ownership && args.ownership !== \"external\" ? args.ownership : undefined;\r\n return owner ? { idMap: this.getIdMap(owner.iModel), key: owner.key } : undefined;\r\n }\r\n\r\n public override createTexture(args: CreateTextureArgs): RenderTexture | undefined {\r\n const info = this.getTextureCacheInfo(args);\r\n const existing = info?.idMap.findTexture(info?.key);\r\n if (existing)\r\n return existing;\r\n\r\n const type = args.type ?? RenderTexture.Type.Normal;\r\n const source = args.image.source;\r\n\r\n // ###TODO createForImageBuffer should take args.transparency.\r\n let handle;\r\n if (source instanceof ImageBuffer)\r\n handle = TextureHandle.createForImageBuffer(source, type); // ###TODO use transparency from args\r\n else\r\n handle = TextureHandle.createForImage(source, TextureTransparency.Opaque !== args.image.transparency, type);\r\n\r\n if (!handle)\r\n return undefined;\r\n\r\n const texture = new Texture({ handle, type, ownership: args.ownership });\r\n if (texture && info)\r\n info.idMap.addTexture(texture, info.key);\r\n\r\n return texture;\r\n }\r\n\r\n public override async createTextureFromSource(args: CreateTextureFromSourceArgs): Promise<RenderTexture | undefined> {\r\n if (typeof args.ownership !== \"object\")\r\n return super.createTextureFromSource(args);\r\n\r\n return this.getIdMap(args.ownership.iModel).getTextureFromImageSource(args, args.ownership.key);\r\n }\r\n\r\n // eslint-disable-next-line deprecation/deprecation\r\n public override createTextureFromElement(id: Id64String, imodel: IModelConnection, params: RenderTexture.Params, format: ImageSourceFormat): RenderTexture | undefined {\r\n return this.getIdMap(imodel).getTextureFromElement(id, imodel, params, format);\r\n }\r\n\r\n // eslint-disable-next-line deprecation/deprecation\r\n public override createTextureFromCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement, imodel: IModelConnection, params: RenderTexture.Params): RenderTexture | undefined {\r\n return this.getIdMap(imodel).getTextureFromCubeImages(posX, negX, posY, negY, posZ, negZ, params);\r\n }\r\n\r\n /** Attempt to create a texture using gradient symbology. */\r\n public override getGradientTexture(symb: Gradient.Symb, iModel?: IModelConnection): RenderTexture | undefined {\r\n const source = symb.getImage(0x100, 0x100);\r\n return this.createTexture({\r\n image: {\r\n source,\r\n transparency: ImageBufferFormat.Rgba === source.format ? TextureTransparency.Translucent : TextureTransparency.Opaque,\r\n },\r\n ownership: iModel ? { iModel, key: symb } : undefined,\r\n type: RenderTexture.Type.Normal,\r\n });\r\n }\r\n\r\n /** Using its key, search for an existing texture of an open iModel. */\r\n public override findTexture(key: TextureCacheKey, imodel: IModelConnection): RenderTexture | undefined {\r\n const idMap = this.resourceCache.get(imodel);\r\n if (!idMap)\r\n return undefined;\r\n\r\n return idMap.findTexture(key);\r\n }\r\n\r\n public override createClipVolume(clipVector: ClipVector): RenderClipVolume | undefined {\r\n return ClipVolume.create(clipVector);\r\n }\r\n public override createBackgroundMapDrape(drapedTree: TileTreeReference, mapTree: MapTileTreeReference) {\r\n return BackgroundMapDrape.create(drapedTree, mapTree);\r\n }\r\n\r\n protected constructor(canvas: HTMLCanvasElement, context: WebGLContext, capabilities: Capabilities, options: RenderSystem.Options) {\r\n super(options);\r\n this.canvas = canvas;\r\n this.context = context;\r\n this.capabilities = capabilities;\r\n this.resourceCache = new Map<IModelConnection, IdMap>();\r\n this.glTimer = GLTimer.create(this);\r\n if (capabilities.isWebGL2)\r\n this._extensions = new WebGL2Extensions(this);\r\n else {\r\n const drawBuffersExtension = capabilities.queryExtensionObject<WEBGL_draw_buffers>(\"WEBGL_draw_buffers\");\r\n const instancingExtension = capabilities.queryExtensionObject<ANGLE_instanced_arrays>(\"ANGLE_instanced_arrays\");\r\n this._extensions = new WebGL1Extensions(this, drawBuffersExtension, instancingExtension);\r\n }\r\n\r\n // Make this System a subscriber to the the IModelConnection onClose event\r\n this._removeEventListener = IModelConnection.onClose.addListener((imodel) => this.removeIModelMap(imodel));\r\n\r\n canvas.addEventListener(\"webglcontextlost\", async () => RenderSystem.contextLossHandler(), false);\r\n }\r\n\r\n /** Exposed strictly for tests. */\r\n public getIdMap(imodel: IModelConnection): IdMap {\r\n const map = this.resourceCache.get(imodel);\r\n return undefined !== map ? map : this.createIModelMap(imodel);\r\n }\r\n\r\n private bindTexture(unit: TextureUnit, target: GL.Texture.Target, texture: TextureBinding, makeActive: boolean): void {\r\n const index = unit - TextureUnit.Zero;\r\n if (this._textureBindings[index] === texture) {\r\n if (makeActive)\r\n this.context.activeTexture(unit);\r\n\r\n return;\r\n }\r\n\r\n this._textureBindings[index] = texture;\r\n this.context.activeTexture(unit);\r\n this.context.bindTexture(target, undefined !== texture ? texture : null);\r\n }\r\n\r\n /** Bind the specified texture to the specified unit. This may *or may not* make the texture *active* */\r\n public bindTexture2d(unit: TextureUnit, texture: TextureBinding) { this.bindTexture(unit, GL.Texture.Target.TwoDee, texture, false); }\r\n /** Bind the specified texture to the specified unit. This may *or may not* make the texture *active* */\r\n public bindTextureCubeMap(unit: TextureUnit, texture: TextureBinding) { this.bindTexture(unit, GL.Texture.Target.CubeMap, texture, false); }\r\n /** Bind the specified texture to the specified unit. This *always* makes the texture *active* */\r\n public activateTexture2d(unit: TextureUnit, texture: TextureBinding) { this.bindTexture(unit, GL.Texture.Target.TwoDee, texture, true); }\r\n /** Bind the specified texture to the specified unit. This *always* makes the texture *active* */\r\n public activateTextureCubeMap(unit: TextureUnit, texture: TextureBinding) { this.bindTexture(unit, GL.Texture.Target.CubeMap, texture, true); }\r\n\r\n // Ensure *something* is bound to suppress 'no texture assigned to unit x' warnings.\r\n public ensureSamplerBound(uniform: UniformHandle, unit: TextureUnit): void {\r\n this.lineCodeTexture!.bindSampler(uniform, unit);\r\n }\r\n public override get maxRealityImageryLayers() { return Math.min(this.capabilities.maxFragTextureUnits, this.capabilities.maxVertTextureUnits) < 16 ? 3 : 6; }\r\n\r\n public disposeTexture(texture: WebGLTexture) {\r\n System.instance.context.deleteTexture(texture);\r\n for (let i = 0; i < this._textureBindings.length; i++) {\r\n if (this._textureBindings[i] === texture) {\r\n this._textureBindings[i] = undefined;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n // System keeps track of current enabled state of vertex attribute arrays.\r\n // This prevents errors caused by leaving a vertex attrib array enabled after disposing of the buffer bound to it;\r\n // also prevents unnecessarily 'updating' the enabled state of a vertex attrib array when it hasn't actually changed.\r\n public enableVertexAttribArray(id: number, instanced: boolean): void {\r\n assert(id < this._nextVertexAttribStates.length, \"if you add new vertex attributes you must update array length\");\r\n assert(id < this._curVertexAttribStates.length, \"if you add new vertex attributes you must update array length\");\r\n\r\n this._nextVertexAttribStates[id] = instanced ? VertexAttribState.InstancedEnabled : VertexAttribState.Enabled;\r\n }\r\n\r\n public updateVertexAttribArrays(): void {\r\n const cur = this._curVertexAttribStates;\r\n const next = this._nextVertexAttribStates;\r\n const context = this.context;\r\n\r\n for (let i = 0; i < next.length; i++) {\r\n const oldState = cur[i];\r\n const newState = next[i];\r\n if (oldState !== newState) {\r\n // Update the enabled state if it changed.\r\n const wasEnabled = 0 !== (VertexAttribState.Enabled & oldState);\r\n const nowEnabled = 0 !== (VertexAttribState.Enabled & newState);\r\n if (wasEnabled !== nowEnabled) {\r\n if (nowEnabled) {\r\n context.enableVertexAttribArray(i);\r\n } else {\r\n context.disableVertexAttribArray(i);\r\n }\r\n }\r\n\r\n // Only update the divisor if the attribute is enabled.\r\n if (nowEnabled) {\r\n const wasInstanced = 0 !== (VertexAttribState.Instanced & oldState);\r\n const nowInstanced = 0 !== (VertexAttribState.Instanced & newState);\r\n if (wasInstanced !== nowInstanced) {\r\n this.vertexAttribDivisor(i, nowInstanced ? 1 : 0);\r\n }\r\n }\r\n\r\n cur[i] = newState;\r\n }\r\n\r\n // Set the attribute back to disabled, but preserve the divisor.\r\n next[i] &= ~VertexAttribState.Enabled;\r\n }\r\n }\r\n\r\n public vertexAttribDivisor(index: number, divisor: number) { this._extensions.vertexAttribDivisor(index, divisor); }\r\n\r\n public drawArrays(type: GL.PrimitiveType, first: number, count: number, numInstances: number): void {\r\n if (0 !== numInstances) {\r\n this._extensions.drawArraysInst(type, first, count, numInstances);\r\n } else {\r\n this.context.drawArrays(type, first, count);\r\n }\r\n }\r\n\r\n public invalidateFrameBuffer(attachments: number[]): void { this._extensions.invalidateFrameBuffer(attachments); }\r\n\r\n public override enableDiagnostics(enable: RenderDiagnostics): void {\r\n Debug.printEnabled = RenderDiagnostics.None !== (enable & RenderDiagnostics.DebugOutput);\r\n Debug.evaluateEnabled = RenderDiagnostics.None !== (enable & RenderDiagnostics.WebGL);\r\n }\r\n\r\n // RenderSystemDebugControl\r\n public override get debugControl(): RenderSystemDebugControl { return this; }\r\n\r\n private _dpiAwareLOD?: boolean;\r\n public override get dpiAwareLOD(): boolean { return this._dpiAwareLOD ?? super.dpiAwareLOD; }\r\n public override set dpiAwareLOD(dpiAware: boolean) { this._dpiAwareLOD = dpiAware; }\r\n\r\n public loseContext(): boolean {\r\n const ext = this.capabilities.queryExtensionObject<WEBGL_lose_context>(\"WEBGL_lose_context\");\r\n if (undefined === ext)\r\n return false;\r\n\r\n ext.loseContext();\r\n return true;\r\n }\r\n\r\n public compileAllShaders(): boolean {\r\n return this.techniques.compileShaders();\r\n }\r\n\r\n public get isGLTimerSupported(): boolean { return this.glTimer.isSupported; }\r\n public set resultsCallback(callback: GLTimerResultCallback | undefined) {\r\n this.glTimer.resultsCallback = callback;\r\n }\r\n\r\n public override collectStatistics(stats: RenderMemory.Statistics): void {\r\n if (undefined !== this._lineCodeTexture)\r\n stats.addTexture(this._lineCodeTexture.bytesUsed);\r\n\r\n if (undefined !== this._noiseTexture)\r\n stats.addTexture(this._noiseTexture.bytesUsed);\r\n\r\n for (const idMap of this.resourceCache.values())\r\n idMap.collectStatistics(stats);\r\n }\r\n\r\n public setMaxAnisotropy(max: number | undefined): void {\r\n this.capabilities.setMaxAnisotropy(max, this.context);\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, BentleyStatus, Dictionary, dispose, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport { ClipVector, Point3d, Transform } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorDef, ElementAlignedBox3d, Frustum, Gradient, ImageBuffer, ImageBufferFormat, ImageSourceFormat, IModelError, PackedFeatureTable, RenderMaterial, RenderTexture,\r\n} from \"@itwin/core-common\";\r\nimport { Capabilities, DepthType, WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { imageElementFromImageSource } from \"../../ImageUtil\";\r\nimport { IModelApp } from \"../../IModelApp\";\r\nimport { IModelConnection } from \"../../IModelConnection\";\r\nimport { MapTileTreeReference, TileTreeReference } from \"../../tile/internal\";\r\nimport { ViewRect } from \"../../ViewRect\";\r\nimport { GraphicBranch, GraphicBranchOptions } from \"../GraphicBranch\";\r\nimport { BatchOptions, CustomGraphicBuilderOptions, GraphicBuilder, ViewportGraphicBuilderOptions } from \"../GraphicBuilder\";\r\nimport { InstancedGraphicParams, PatternGraphicParams } from \"../InstancedGraphicParams\";\r\nimport { PrimitiveBuilder } from \"../primitives/geometry/GeometryListBuilder\";\r\nimport { RealityMeshPrimitive } from \"../primitives/mesh/RealityMeshPrimitive\";\r\nimport { TerrainMeshPrimitive } from \"../primitives/mesh/TerrainMeshPrimitive\";\r\nimport { PointCloudArgs } from \"../primitives/PointCloudPrimitive\";\r\nimport { MeshParams } from \"../primitives/VertexTable\";\r\nimport { PointStringParams } from \"../primitives/PointStringParams\";\r\nimport { PolylineParams } from \"../primitives/PolylineParams\";\r\nimport { RenderClipVolume } from \"../RenderClipVolume\";\r\nimport { RenderGraphic, RenderGraphicOwner } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { CreateTextureArgs, CreateTextureFromSourceArgs, TextureCacheKey, TextureTransparency } from \"../RenderTexture\";\r\nimport {\r\n DebugShaderFile, GLTimerResultCallback, PlanarGridProps, RenderAreaPattern, RenderDiagnostics, RenderGeometry, RenderSkyBoxParams,\r\n RenderSystem, RenderSystemDebugControl, TerrainTexture,\r\n} from \"../RenderSystem\";\r\nimport { RenderTarget } from \"../RenderTarget\";\r\nimport { ScreenSpaceEffectBuilder, ScreenSpaceEffectBuilderParams } from \"../ScreenSpaceEffectBuilder\";\r\nimport { BackgroundMapDrape } from \"./BackgroundMapDrape\";\r\nimport { SkyBoxQuadsGeometry, SkySphereViewportQuadGeometry } from \"./CachedGeometry\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { isInstancedGraphicParams, PatternBuffers } from \"./InstancedGeometry\";\r\nimport { Debug } from \"./Diagnostics\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DepthBuffer, FrameBufferStack } from \"./FrameBuffer\";\r\nimport { GL } from \"./GL\";\r\nimport { GLTimer } from \"./GLTimer\";\r\nimport { AnimationTransformBranch, Batch, Branch, Graphic, GraphicOwner, GraphicsArray } from \"./Graphic\";\r\nimport { Layer, LayerContainer } from \"./Layer\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { Material } from \"./Material\";\r\nimport { MeshGraphic, MeshRenderGeometry } from \"./Mesh\";\r\nimport { PointCloudGeometry } from \"./PointCloud\";\r\nimport { PointStringGeometry } from \"./PointString\";\r\nimport { PolylineGeometry } from \"./Polyline\";\r\nimport { Primitive, SkyCubePrimitive, SkySpherePrimitive } from \"./Primitive\";\r\nimport { RenderBuffer, RenderBufferMultiSample } from \"./RenderBuffer\";\r\nimport { TextureUnit } from \"./RenderFlags\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { createScreenSpaceEffectBuilder, ScreenSpaceEffects } from \"./ScreenSpaceEffect\";\r\nimport { OffScreenTarget, OnScreenTarget } from \"./Target\";\r\nimport { Techniques } from \"./Technique\";\r\nimport { RealityMeshGeometry } from \"./RealityMesh\";\r\nimport { ExternalTextureLoader, Texture, TextureHandle } from \"./Texture\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { PlanarGridGeometry } from \"./PlanarGrid\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport const enum ContextState {\r\n Uninitialized,\r\n Success,\r\n Error,\r\n}\r\n\r\n/** Describes WebGL extension methods.\r\n * @internal\r\n */\r\nabstract class WebGLExtensions {\r\n private _system: System;\r\n public constructor(system: System) {\r\n this._system = system;\r\n }\r\n public get system() { return this._system; }\r\n public abstract setDrawBuffers(attachments: GLenum[]): void;\r\n public abstract vertexAttribDivisor(index: number, divisor: number): void;\r\n public abstract drawArraysInst(type: GL.PrimitiveType, first: number, count: number, numInstances: number): void;\r\n public abstract invalidateFrameBuffer(_attachments: number[]): void;\r\n}\r\n\r\n/** Describes WebGL1 extension methods.\r\n * @internal\r\n */\r\nclass WebGL1Extensions extends WebGLExtensions {\r\n private readonly _drawBuffersExtension?: WEBGL_draw_buffers;\r\n private readonly _instancingExtension?: ANGLE_instanced_arrays;\r\n\r\n public constructor(system: System, drawBuffersExt: WEBGL_draw_buffers | undefined, instancingExt: ANGLE_instanced_arrays | undefined) {\r\n super(system);\r\n this._drawBuffersExtension = drawBuffersExt;\r\n this._instancingExtension = instancingExt;\r\n }\r\n\r\n public setDrawBuffers(attachments: GLenum[]): void {\r\n // NB: The WEBGL_draw_buffers member is not exported directly because that type name is not available in some contexts (e.g. test-imodel-service).\r\n if (undefined !== this._drawBuffersExtension)\r\n this._drawBuffersExtension.drawBuffersWEBGL(attachments);\r\n }\r\n\r\n public vertexAttribDivisor(index: number, divisor: number): void {\r\n assert(undefined !== this._instancingExtension);\r\n this._instancingExtension.vertexAttribDivisorANGLE(index, divisor);\r\n }\r\n\r\n public drawArraysInst(type: GL.PrimitiveType, first: number, count: number, numInstances: number): void {\r\n if (undefined !== this._instancingExtension) {\r\n this._instancingExtension.drawArraysInstancedANGLE(type, first, count, numInstances);\r\n }\r\n }\r\n\r\n public invalidateFrameBuffer(_attachments: number[]): void { } // does not exist in WebGL1\r\n}\r\n\r\n/** Describes WebGL2 extension methods.\r\n * @internal\r\n */\r\nclass WebGL2Extensions extends WebGLExtensions {\r\n private _context: WebGL2RenderingContext;\r\n public constructor(system: System) {\r\n super(system);\r\n this._context = system.context as WebGL2RenderingContext;\r\n }\r\n\r\n public setDrawBuffers(attachments: GLenum[]): void {\r\n this._context.drawBuffers(attachments);\r\n }\r\n\r\n public vertexAttribDivisor(index: number, divisor: number): void {\r\n this._context.vertexAttribDivisor(index, divisor);\r\n }\r\n\r\n public drawArraysInst(type: GL.PrimitiveType, first: number, count: number, numInstances: number): void { this._context.drawArraysInstanced(type, first, count, numInstances); }\r\n\r\n public invalidateFrameBuffer(attachments: number[]): void {\r\n this._context.invalidateFramebuffer(this._context.FRAMEBUFFER, attachments);\r\n }\r\n}\r\n\r\n/** Id map holds key value pairs for both materials and textures, useful for caching such objects.\r\n * @internal\r\n */\r\nexport class IdMap implements WebGLDisposable {\r\n private readonly _iModel: IModelConnection;\r\n /** Mapping of materials by their key values. */\r\n public readonly materials = new Map<string, RenderMaterial>();\r\n /** Mapping of textures by their key values. */\r\n public readonly textures = new Map<string, RenderTexture>();\r\n /** Mapping of textures using gradient symbology. */\r\n public readonly gradients = new Dictionary<Gradient.Symb, RenderTexture>(Gradient.Symb.compareSymb);\r\n /** Pending promises to create a texture from an ImageSource. This prevents us from decoding the same ImageSource multiple times */\r\n public readonly texturesFromImageSources = new Map<string, Promise<RenderTexture | undefined>>();\r\n\r\n public constructor(iModel: IModelConnection) {\r\n this._iModel = iModel;\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return 0 === this.textures.size && 0 === this.gradients.size;\r\n }\r\n\r\n public dispose() {\r\n const textureArr = Array.from(this.textures.values());\r\n const gradientArr = this.gradients.extractArrays().values;\r\n\r\n for (const texture of textureArr)\r\n dispose(texture);\r\n\r\n for (const gradient of gradientArr)\r\n dispose(gradient);\r\n\r\n this.textures.clear();\r\n this.gradients.clear();\r\n this.materials.clear();\r\n }\r\n\r\n /** Add a material to this IdMap, given that it has a valid key. */\r\n public addMaterial(material: RenderMaterial) {\r\n if (material.key)\r\n this.materials.set(material.key, material);\r\n }\r\n\r\n /** Add a texture to this IdMap, given that it has a valid string key. If specified, it will instead use the key parameter, which could also be a gradient symb. */\r\n public addTexture(texture: RenderTexture, key?: TextureCacheKey) {\r\n assert(texture instanceof Texture);\r\n if (undefined !== key) {\r\n if (\"string\" === typeof key)\r\n this.textures.set(key, texture);\r\n else\r\n this.addGradient(key, texture);\r\n } else if (texture.key)\r\n this.textures.set(texture.key, texture);\r\n }\r\n\r\n /** Add a texture to this IdMap using gradient symbology. */\r\n public addGradient(gradientSymb: Gradient.Symb, texture: RenderTexture) {\r\n this.gradients.set(gradientSymb, texture);\r\n }\r\n\r\n /** Find a cached material using its key. If not found, returns undefined. */\r\n public findMaterial(key: string): RenderMaterial | undefined {\r\n return this.materials.get(key);\r\n }\r\n\r\n /** Find a cached gradient using the gradient symbology. If not found, returns undefined. */\r\n public findGradient(symb: Gradient.Symb): RenderTexture | undefined {\r\n return this.gradients.get(symb);\r\n }\r\n\r\n /** Find or create a new material given material parameters. This will cache the material if its key is valid. */\r\n public getMaterial(params: RenderMaterial.Params): RenderMaterial {\r\n if (!params.key || !Id64.isValidId64(params.key)) // Only cache persistent materials.\r\n return new Material(params);\r\n\r\n let material = this.materials.get(params.key);\r\n if (!material) {\r\n material = new Material(params);\r\n this.materials.set(params.key, material);\r\n }\r\n return material;\r\n }\r\n\r\n public findTexture(key?: string | Gradient.Symb): RenderTexture | undefined {\r\n if (undefined === key)\r\n return undefined;\r\n else if (typeof key === \"string\")\r\n return this.textures.get(key);\r\n else\r\n return this.findGradient(key);\r\n }\r\n\r\n // eslint-disable-next-line deprecation/deprecation\r\n public getTextureFromElement(key: Id64String, iModel: IModelConnection, params: RenderTexture.Params, format: ImageSourceFormat): RenderTexture | undefined {\r\n let tex = this.findTexture(params.key);\r\n if (tex)\r\n return tex;\r\n\r\n const handle = TextureHandle.createForElement(key, iModel, params.type, format);\r\n if (!handle)\r\n return undefined;\r\n\r\n tex = new Texture({ handle, type: params.type, ownership: { key, iModel } });\r\n this.addTexture(tex);\r\n return tex;\r\n }\r\n\r\n public async getTextureFromImageSource(args: CreateTextureFromSourceArgs, key: string): Promise<RenderTexture | undefined> {\r\n const texture = this.findTexture(key);\r\n if (texture)\r\n return texture;\r\n\r\n // Are we already in the process of decoding this image?\r\n let promise = this.texturesFromImageSources.get(key);\r\n if (promise)\r\n return promise;\r\n\r\n promise = this.createTextureFromImageSource(args, key);\r\n this.texturesFromImageSources.set(key, promise);\r\n return promise;\r\n }\r\n\r\n public async createTextureFromImageSource(args: CreateTextureFromSourceArgs, key: string): Promise<RenderTexture | undefined> {\r\n // JPEGs don't support transparency.\r\n const transparency = ImageSourceFormat.Jpeg === args.source.format ? TextureTransparency.Opaque : (args.transparency ?? TextureTransparency.Translucent);\r\n try {\r\n const image = await imageElementFromImageSource(args.source);\r\n if (!IModelApp.hasRenderSystem)\r\n return undefined;\r\n\r\n return IModelApp.renderSystem.createTexture({\r\n type: args.type,\r\n ownership: args.ownership,\r\n image: {\r\n source: image,\r\n transparency,\r\n },\r\n });\r\n } catch {\r\n return undefined;\r\n } finally {\r\n this.texturesFromImageSources.delete(key);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line deprecation/deprecation\r\n public getTextureFromCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement, params: RenderTexture.Params): RenderTexture | undefined {\r\n let tex = this.findTexture(params.key);\r\n if (tex)\r\n return tex;\r\n\r\n const handle = TextureHandle.createForCubeImages(posX, negX, posY, negY, posZ, negZ);\r\n if (!handle)\r\n return undefined;\r\n\r\n const ownership = params.key ? { key: params.key, iModel: this._iModel } : (params.isOwned ? \"external\" : undefined);\r\n tex = new Texture({ handle, ownership, type: params.type });\r\n this.addTexture(tex);\r\n return tex;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n for (const texture of this.textures.values())\r\n if (texture instanceof Texture)\r\n stats.addTexture(texture.bytesUsed);\r\n\r\n for (const gradient of this.gradients)\r\n if (gradient instanceof Texture)\r\n stats.addTexture(gradient.bytesUsed);\r\n }\r\n}\r\n\r\nexport type TextureBinding = WebGLTexture | undefined;\r\n\r\nconst enum VertexAttribState {\r\n Disabled = 0,\r\n Enabled = 1 << 0,\r\n Instanced = 1 << 2,\r\n InstancedEnabled = Instanced | Enabled,\r\n}\r\n\r\ninterface TextureCacheInfo {\r\n idMap: IdMap;\r\n key: TextureCacheKey;\r\n}\r\n\r\n/** @internal */\r\nexport class System extends RenderSystem implements RenderSystemDebugControl, RenderMemory.Consumer, WebGLDisposable {\r\n public readonly canvas: HTMLCanvasElement;\r\n public readonly currentRenderState = new RenderState();\r\n public readonly context: WebGLContext;\r\n public readonly frameBufferStack = new FrameBufferStack(); // frame buffers are not owned by the system\r\n public readonly capabilities: Capabilities;\r\n public readonly resourceCache: Map<IModelConnection, IdMap>;\r\n public readonly glTimer: GLTimer;\r\n private readonly _extensions: WebGLExtensions;\r\n private readonly _textureBindings: TextureBinding[] = [];\r\n private _removeEventListener?: () => void;\r\n\r\n // NB: Increase the size of these arrays when the maximum number of attributes used by any one shader increases.\r\n private readonly _curVertexAttribStates: VertexAttribState[] = [\r\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\r\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\r\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\r\n ];\r\n private readonly _nextVertexAttribStates: VertexAttribState[] = [\r\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\r\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\r\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\r\n ];\r\n\r\n // The following are initialized immediately after the System is constructed.\r\n private _lineCodeTexture?: TextureHandle;\r\n private _noiseTexture?: TextureHandle;\r\n private _techniques?: Techniques;\r\n private _screenSpaceEffects?: ScreenSpaceEffects;\r\n public readonly debugShaderFiles: DebugShaderFile[] = [];\r\n\r\n public static get instance() { return IModelApp.renderSystem as System; }\r\n\r\n public get isValid(): boolean { return this.canvas !== undefined; }\r\n public get lineCodeTexture() { return this._lineCodeTexture; }\r\n public get noiseTexture() { return this._noiseTexture; }\r\n\r\n public get techniques() {\r\n assert(undefined !== this._techniques);\r\n return this._techniques;\r\n }\r\n\r\n public get screenSpaceEffects() {\r\n assert(undefined !== this._screenSpaceEffects);\r\n return this._screenSpaceEffects;\r\n }\r\n\r\n public override get maxTextureSize(): number { return this.capabilities.maxTextureSize; }\r\n public override get supportsInstancing(): boolean { return this.capabilities.supportsInstancing; }\r\n public override get supportsNonuniformScaledInstancing(): boolean { return this.capabilities.isWebGL2; }\r\n\r\n /** Requires gl_VertexID (WebGL 2 only) and > 8 texture units (WebGL 1 only guarantees 8). */\r\n public override get supportsIndexedEdges(): boolean { return this.isWebGL2; }\r\n public get isWebGL2(): boolean { return this.capabilities.isWebGL2; }\r\n public override get isMobile(): boolean { return this.capabilities.isMobile; }\r\n\r\n public setDrawBuffers(attachments: GLenum[]): void { this._extensions.setDrawBuffers(attachments); }\r\n\r\n public doIdleWork(): boolean {\r\n return this.techniques.idleCompileNextShader();\r\n }\r\n\r\n /** Return a Promise which when resolved indicates that all pending external textures have finished loading from the backend. */\r\n public override async waitForAllExternalTextures(): Promise<void> {\r\n const extTexLoader = ExternalTextureLoader.instance;\r\n if (extTexLoader.numActiveRequests < 1 && extTexLoader.numPendingRequests < 1)\r\n return Promise.resolve();\r\n const promise = new Promise<void>((resolve: any) => {\r\n extTexLoader.onTexturesLoaded.addOnce(() => {\r\n resolve();\r\n });\r\n });\r\n return promise;\r\n }\r\n\r\n /** Attempt to create a WebGLRenderingContext, returning undefined if unsuccessful. */\r\n public static createContext(canvas: HTMLCanvasElement, useWebGL2: boolean, inputContextAttributes?: WebGLContextAttributes): WebGLContext | undefined {\r\n let contextAttributes: WebGLContextAttributes = { powerPreference: \"high-performance\" };\r\n if (undefined !== inputContextAttributes) {\r\n // NOTE: Order matters with spread operator - if caller wants to override powerPreference, he should be able to.\r\n contextAttributes = { ...contextAttributes, ...inputContextAttributes };\r\n }\r\n\r\n // If requested, first try obtaining a WebGL2 context.\r\n let context = null;\r\n if (useWebGL2)\r\n context = canvas.getContext(\"webgl2\", contextAttributes);\r\n\r\n // Fall back to WebGL1 if necessary.\r\n if (null === context)\r\n context = canvas.getContext(\"webgl\", contextAttributes);\r\n\r\n return context ?? undefined;\r\n }\r\n\r\n public static create(optionsIn?: RenderSystem.Options): System {\r\n const options: RenderSystem.Options = undefined !== optionsIn ? optionsIn : {};\r\n const canvas = document.createElement(\"canvas\");\r\n if (null === canvas)\r\n throw new IModelError(BentleyStatus.ERROR, \"Failed to obtain HTMLCanvasElement\");\r\n\r\n const useWebGL2 = (undefined === options.useWebGL2 ? true : options.useWebGL2);\r\n const context = this.createContext(canvas, useWebGL2, optionsIn?.contextAttributes);\r\n if (undefined === context) {\r\n throw new IModelError(BentleyStatus.ERROR, \"Failed to obtain WebGL context\");\r\n }\r\n\r\n const capabilities = Capabilities.create(context, options.disabledExtensions);\r\n if (undefined === capabilities)\r\n throw new IModelError(BentleyStatus.ERROR, \"Failed to initialize rendering capabilities\");\r\n\r\n // set actual gl state to match desired state defaults\r\n context.depthFunc(GL.DepthFunc.Default); // LessOrEqual\r\n\r\n if (!capabilities.supportsShadowMaps)\r\n options.displaySolarShadows = false;\r\n if (!capabilities.supportsFragDepth)\r\n options.logarithmicDepthBuffer = false;\r\n if (!capabilities.supportsTextureFilterAnisotropic) {\r\n options.filterMapTextures = false;\r\n options.filterMapDrapeTextures = false;\r\n }\r\n return new this(canvas, context, capabilities, options);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return undefined === this._techniques\r\n && undefined === this._lineCodeTexture\r\n && undefined === this._noiseTexture\r\n && undefined === this._screenSpaceEffects;\r\n }\r\n\r\n // Note: FrameBuffers inside of the FrameBufferStack are not owned by the System, and are only used as a central storage device\r\n public dispose() {\r\n this._techniques = dispose(this._techniques);\r\n this._screenSpaceEffects = dispose(this._screenSpaceEffects);\r\n this._lineCodeTexture = dispose(this._lineCodeTexture);\r\n this._noiseTexture = dispose(this._noiseTexture);\r\n\r\n // We must attempt to dispose of each idmap in the resourceCache (if idmap is already disposed, has no effect)\r\n this.resourceCache.forEach((idMap: IdMap) => {\r\n dispose(idMap);\r\n });\r\n\r\n this.resourceCache.clear();\r\n if (undefined !== this._removeEventListener) {\r\n this._removeEventListener();\r\n this._removeEventListener = undefined;\r\n }\r\n }\r\n\r\n public override onInitialized(): void {\r\n this._techniques = Techniques.create(this.context);\r\n\r\n const noiseDim = 4;\r\n const noiseArr = new Uint8Array([152, 235, 94, 173, 219, 215, 115, 176, 73, 205, 43, 201, 10, 81, 205, 198]);\r\n this._noiseTexture = TextureHandle.createForData(noiseDim, noiseDim, noiseArr, false, GL.Texture.WrapMode.Repeat, GL.Texture.Format.Luminance);\r\n assert(undefined !== this._noiseTexture, \"System.noiseTexture not created.\");\r\n\r\n this._lineCodeTexture = TextureHandle.createForData(LineCode.size, LineCode.count, new Uint8Array(LineCode.lineCodeData), false, GL.Texture.WrapMode.Repeat, GL.Texture.Format.Luminance);\r\n assert(undefined !== this._lineCodeTexture, \"System.lineCodeTexture not created.\");\r\n\r\n this._screenSpaceEffects = new ScreenSpaceEffects();\r\n }\r\n\r\n public createTarget(canvas: HTMLCanvasElement): RenderTarget {\r\n return new OnScreenTarget(canvas);\r\n }\r\n\r\n public createOffscreenTarget(rect: ViewRect): RenderTarget {\r\n return new OffScreenTarget(rect);\r\n }\r\n\r\n public createGraphic(options: CustomGraphicBuilderOptions | ViewportGraphicBuilderOptions): GraphicBuilder {\r\n return new PrimitiveBuilder(this, options);\r\n }\r\n\r\n public override createPlanarGrid(frustum: Frustum, grid: PlanarGridProps): RenderGraphic | undefined {\r\n return PlanarGridGeometry.create(frustum, grid, this);\r\n }\r\n\r\n public override createRealityMeshFromTerrain(terrainMesh: TerrainMeshPrimitive, transform?: Transform): RealityMeshGeometry | undefined {\r\n return RealityMeshGeometry.createFromTerrainMesh(terrainMesh, transform);\r\n }\r\n\r\n public override createRealityMeshGraphic(terrainGeometry: RealityMeshGeometry, featureTable: PackedFeatureTable, tileId: string | undefined, baseColor: ColorDef | undefined, baseTransparent: boolean, textures?: TerrainTexture[]): RenderGraphic | undefined {\r\n return RealityMeshGeometry.createGraphic(this, terrainGeometry, featureTable, tileId, baseColor, baseTransparent, textures);\r\n }\r\n public override createRealityMesh(realityMesh: RealityMeshPrimitive): RenderGraphic | undefined {\r\n const geom = RealityMeshGeometry.createFromRealityMesh(realityMesh);\r\n return geom ? Primitive.create(geom) : undefined;\r\n }\r\n\r\n public override createMeshGeometry(params: MeshParams, viOrigin?: Point3d): MeshRenderGeometry | undefined {\r\n return MeshRenderGeometry.create(params, viOrigin);\r\n }\r\n\r\n public override createPolylineGeometry(params: PolylineParams, viOrigin?: Point3d): PolylineGeometry | undefined {\r\n return PolylineGeometry.create(params, viOrigin);\r\n }\r\n\r\n public override createPointStringGeometry(params: PointStringParams, viOrigin?: Point3d): PointStringGeometry | undefined {\r\n return PointStringGeometry.create(params, viOrigin);\r\n }\r\n\r\n public override createAreaPattern(params: PatternGraphicParams): PatternBuffers | undefined {\r\n return PatternBuffers.create(params);\r\n }\r\n\r\n public override createRenderGraphic(geometry: RenderGeometry, instances?: InstancedGraphicParams | RenderAreaPattern): RenderGraphic | undefined {\r\n if (!(geometry instanceof MeshRenderGeometry)) {\r\n if (geometry instanceof PolylineGeometry || geometry instanceof PointStringGeometry)\r\n return Primitive.create(geometry, instances);\r\n\r\n assert(false, \"Invalid RenderGeometry for System.createRenderGraphic\");\r\n return undefined;\r\n }\r\n\r\n assert(!instances || instances instanceof PatternBuffers || isInstancedGraphicParams(instances));\r\n return MeshGraphic.create(geometry, instances);\r\n }\r\n\r\n public override createPointCloud(args: PointCloudArgs): RenderGraphic | undefined {\r\n return Primitive.create(new PointCloudGeometry(args));\r\n }\r\n\r\n public createGraphicList(primitives: RenderGraphic[]): RenderGraphic {\r\n return new GraphicsArray(primitives);\r\n }\r\n\r\n public createGraphicBranch(branch: GraphicBranch, transform: Transform, options?: GraphicBranchOptions): RenderGraphic {\r\n return new Branch(branch, transform, undefined, options);\r\n }\r\n\r\n public override createAnimationTransformNode(graphic: RenderGraphic, nodeId: number): RenderGraphic {\r\n return new AnimationTransformBranch(graphic, nodeId);\r\n }\r\n\r\n public createBatch(graphic: RenderGraphic, features: PackedFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions): RenderGraphic {\r\n return new Batch(graphic, features, range, options);\r\n }\r\n\r\n public override createGraphicOwner(owned: RenderGraphic): RenderGraphicOwner {\r\n return new GraphicOwner(owned as Graphic);\r\n }\r\n\r\n public override createGraphicLayer(graphic: RenderGraphic, layerId: string) {\r\n return new Layer(graphic as Graphic, layerId);\r\n }\r\n\r\n public override createGraphicLayerContainer(graphic: RenderGraphic, drawAsOverlay: boolean, transparency: number, elevation: number) {\r\n return new LayerContainer(graphic as Graphic, drawAsOverlay, transparency, elevation);\r\n }\r\n\r\n public override createSkyBox(params: RenderSkyBoxParams): RenderGraphic | undefined {\r\n if (\"cube\" === params.type)\r\n return SkyCubePrimitive.create(SkyBoxQuadsGeometry.create(params.texture));\r\n\r\n return SkySpherePrimitive.create(SkySphereViewportQuadGeometry.createGeometry(params));\r\n }\r\n\r\n public override createScreenSpaceEffectBuilder(params: ScreenSpaceEffectBuilderParams): ScreenSpaceEffectBuilder {\r\n return createScreenSpaceEffectBuilder(params);\r\n }\r\n\r\n public applyRenderState(newState: RenderState) {\r\n newState.apply(this.currentRenderState);\r\n this.currentRenderState.copyFrom(newState);\r\n }\r\n\r\n public createDepthBuffer(width: number, height: number, numSamples: number = 1): DepthBuffer | undefined {\r\n // Note: The buffer/texture created here have ownership passed to the caller (system will not dispose of these)\r\n switch (this.capabilities.maxDepthType) {\r\n case DepthType.RenderBufferUnsignedShort16: {\r\n return RenderBuffer.create(width, height);\r\n }\r\n case DepthType.TextureUnsignedInt32: {\r\n return TextureHandle.createForAttachment(width, height, GL.Texture.Format.DepthComponent, GL.Texture.DataType.UnsignedInt);\r\n }\r\n case DepthType.TextureUnsignedInt24Stencil8: {\r\n if (this.capabilities.isWebGL2) {\r\n if (numSamples > 1) {\r\n return RenderBufferMultiSample.create(width, height, WebGL2RenderingContext.DEPTH24_STENCIL8, numSamples);\r\n } else {\r\n const context2 = this.context as WebGL2RenderingContext;\r\n return TextureHandle.createForAttachment(width, height, GL.Texture.Format.DepthStencil, context2.UNSIGNED_INT_24_8);\r\n }\r\n } else {\r\n const dtExt: WEBGL_depth_texture | undefined = this.capabilities.queryExtensionObject<WEBGL_depth_texture>(\"WEBGL_depth_texture\");\r\n return TextureHandle.createForAttachment(width, height, GL.Texture.Format.DepthStencil, dtExt!.UNSIGNED_INT_24_8_WEBGL);\r\n }\r\n }\r\n default: {\r\n assert(false);\r\n return undefined;\r\n }\r\n }\r\n }\r\n\r\n /** Returns the corresponding IdMap for an IModelConnection. Creates a new one if it doesn't exist. */\r\n public createIModelMap(imodel: IModelConnection): IdMap {\r\n let idMap = this.resourceCache.get(imodel);\r\n if (!idMap) {\r\n idMap = new IdMap(imodel);\r\n this.resourceCache.set(imodel, idMap);\r\n }\r\n return idMap;\r\n }\r\n\r\n /** Removes an IModelConnection-IdMap pairing from the system's resource cache. */\r\n private removeIModelMap(imodel: IModelConnection) {\r\n const idMap = this.resourceCache.get(imodel);\r\n if (idMap === undefined)\r\n return;\r\n dispose(idMap);\r\n this.resourceCache.delete(imodel);\r\n }\r\n\r\n /** Attempt to create a material for the given iModel using a set of material parameters. */\r\n public override createMaterial(params: RenderMaterial.Params, imodel: IModelConnection): RenderMaterial | undefined {\r\n const idMap = this.getIdMap(imodel);\r\n const material = idMap.getMaterial(params);\r\n return material;\r\n }\r\n\r\n /** Using its key, search for an existing material of an open iModel. */\r\n public override findMaterial(key: string, imodel: IModelConnection): RenderMaterial | undefined {\r\n const idMap = this.resourceCache.get(imodel);\r\n if (!idMap)\r\n return undefined;\r\n return idMap.findMaterial(key);\r\n }\r\n\r\n private getTextureCacheInfo(args: CreateTextureArgs): TextureCacheInfo | undefined {\r\n const owner = undefined !== args.ownership && args.ownership !== \"external\" ? args.ownership : undefined;\r\n return owner ? { idMap: this.getIdMap(owner.iModel), key: owner.key } : undefined;\r\n }\r\n\r\n public override createTexture(args: CreateTextureArgs): RenderTexture | undefined {\r\n const info = this.getTextureCacheInfo(args);\r\n const existing = info?.idMap.findTexture(info?.key);\r\n if (existing)\r\n return existing;\r\n\r\n const type = args.type ?? RenderTexture.Type.Normal;\r\n const source = args.image.source;\r\n\r\n // ###TODO createForImageBuffer should take args.transparency.\r\n let handle;\r\n if (source instanceof ImageBuffer)\r\n handle = TextureHandle.createForImageBuffer(source, type); // ###TODO use transparency from args\r\n else\r\n handle = TextureHandle.createForImage(source, TextureTransparency.Opaque !== args.image.transparency, type);\r\n\r\n if (!handle)\r\n return undefined;\r\n\r\n const texture = new Texture({ handle, type, ownership: args.ownership });\r\n if (texture && info)\r\n info.idMap.addTexture(texture, info.key);\r\n\r\n return texture;\r\n }\r\n\r\n public override async createTextureFromSource(args: CreateTextureFromSourceArgs): Promise<RenderTexture | undefined> {\r\n if (typeof args.ownership !== \"object\")\r\n return super.createTextureFromSource(args);\r\n\r\n return this.getIdMap(args.ownership.iModel).getTextureFromImageSource(args, args.ownership.key);\r\n }\r\n\r\n // eslint-disable-next-line deprecation/deprecation\r\n public override createTextureFromElement(id: Id64String, imodel: IModelConnection, params: RenderTexture.Params, format: ImageSourceFormat): RenderTexture | undefined {\r\n return this.getIdMap(imodel).getTextureFromElement(id, imodel, params, format);\r\n }\r\n\r\n // eslint-disable-next-line deprecation/deprecation\r\n public override createTextureFromCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement, imodel: IModelConnection, params: RenderTexture.Params): RenderTexture | undefined {\r\n return this.getIdMap(imodel).getTextureFromCubeImages(posX, negX, posY, negY, posZ, negZ, params);\r\n }\r\n\r\n /** Attempt to create a texture using gradient symbology. */\r\n public override getGradientTexture(symb: Gradient.Symb, iModel?: IModelConnection): RenderTexture | undefined {\r\n const source = symb.getImage(0x100, 0x100);\r\n return this.createTexture({\r\n image: {\r\n source,\r\n transparency: ImageBufferFormat.Rgba === source.format ? TextureTransparency.Translucent : TextureTransparency.Opaque,\r\n },\r\n ownership: iModel ? { iModel, key: symb } : undefined,\r\n type: RenderTexture.Type.Normal,\r\n });\r\n }\r\n\r\n /** Using its key, search for an existing texture of an open iModel. */\r\n public override findTexture(key: TextureCacheKey, imodel: IModelConnection): RenderTexture | undefined {\r\n const idMap = this.resourceCache.get(imodel);\r\n if (!idMap)\r\n return undefined;\r\n\r\n return idMap.findTexture(key);\r\n }\r\n\r\n public override createClipVolume(clipVector: ClipVector): RenderClipVolume | undefined {\r\n return ClipVolume.create(clipVector);\r\n }\r\n public override createBackgroundMapDrape(drapedTree: TileTreeReference, mapTree: MapTileTreeReference) {\r\n return BackgroundMapDrape.create(drapedTree, mapTree);\r\n }\r\n\r\n protected constructor(canvas: HTMLCanvasElement, context: WebGLContext, capabilities: Capabilities, options: RenderSystem.Options) {\r\n super(options);\r\n this.canvas = canvas;\r\n this.context = context;\r\n this.capabilities = capabilities;\r\n this.resourceCache = new Map<IModelConnection, IdMap>();\r\n this.glTimer = GLTimer.create(this);\r\n if (capabilities.isWebGL2)\r\n this._extensions = new WebGL2Extensions(this);\r\n else {\r\n const drawBuffersExtension = capabilities.queryExtensionObject<WEBGL_draw_buffers>(\"WEBGL_draw_buffers\");\r\n const instancingExtension = capabilities.queryExtensionObject<ANGLE_instanced_arrays>(\"ANGLE_instanced_arrays\");\r\n this._extensions = new WebGL1Extensions(this, drawBuffersExtension, instancingExtension);\r\n }\r\n\r\n // Make this System a subscriber to the the IModelConnection onClose event\r\n this._removeEventListener = IModelConnection.onClose.addListener((imodel) => this.removeIModelMap(imodel));\r\n\r\n canvas.addEventListener(\"webglcontextlost\", async () => RenderSystem.contextLossHandler(), false);\r\n }\r\n\r\n /** Exposed strictly for tests. */\r\n public getIdMap(imodel: IModelConnection): IdMap {\r\n const map = this.resourceCache.get(imodel);\r\n return undefined !== map ? map : this.createIModelMap(imodel);\r\n }\r\n\r\n private bindTexture(unit: TextureUnit, target: GL.Texture.Target, texture: TextureBinding, makeActive: boolean): void {\r\n const index = unit - TextureUnit.Zero;\r\n if (this._textureBindings[index] === texture) {\r\n if (makeActive)\r\n this.context.activeTexture(unit);\r\n\r\n return;\r\n }\r\n\r\n this._textureBindings[index] = texture;\r\n this.context.activeTexture(unit);\r\n this.context.bindTexture(target, undefined !== texture ? texture : null);\r\n }\r\n\r\n /** Bind the specified texture to the specified unit. This may *or may not* make the texture *active* */\r\n public bindTexture2d(unit: TextureUnit, texture: TextureBinding) { this.bindTexture(unit, GL.Texture.Target.TwoDee, texture, false); }\r\n /** Bind the specified texture to the specified unit. This may *or may not* make the texture *active* */\r\n public bindTextureCubeMap(unit: TextureUnit, texture: TextureBinding) { this.bindTexture(unit, GL.Texture.Target.CubeMap, texture, false); }\r\n /** Bind the specified texture to the specified unit. This *always* makes the texture *active* */\r\n public activateTexture2d(unit: TextureUnit, texture: TextureBinding) { this.bindTexture(unit, GL.Texture.Target.TwoDee, texture, true); }\r\n /** Bind the specified texture to the specified unit. This *always* makes the texture *active* */\r\n public activateTextureCubeMap(unit: TextureUnit, texture: TextureBinding) { this.bindTexture(unit, GL.Texture.Target.CubeMap, texture, true); }\r\n\r\n // Ensure *something* is bound to suppress 'no texture assigned to unit x' warnings.\r\n public ensureSamplerBound(uniform: UniformHandle, unit: TextureUnit): void {\r\n this.lineCodeTexture!.bindSampler(uniform, unit);\r\n }\r\n public override get maxRealityImageryLayers() { return Math.min(this.capabilities.maxFragTextureUnits, this.capabilities.maxVertTextureUnits) < 16 ? 3 : 6; }\r\n\r\n public disposeTexture(texture: WebGLTexture) {\r\n System.instance.context.deleteTexture(texture);\r\n for (let i = 0; i < this._textureBindings.length; i++) {\r\n if (this._textureBindings[i] === texture) {\r\n this._textureBindings[i] = undefined;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n // System keeps track of current enabled state of vertex attribute arrays.\r\n // This prevents errors caused by leaving a vertex attrib array enabled after disposing of the buffer bound to it;\r\n // also prevents unnecessarily 'updating' the enabled state of a vertex attrib array when it hasn't actually changed.\r\n public enableVertexAttribArray(id: number, instanced: boolean): void {\r\n assert(id < this._nextVertexAttribStates.length, \"if you add new vertex attributes you must update array length\");\r\n assert(id < this._curVertexAttribStates.length, \"if you add new vertex attributes you must update array length\");\r\n\r\n this._nextVertexAttribStates[id] = instanced ? VertexAttribState.InstancedEnabled : VertexAttribState.Enabled;\r\n }\r\n\r\n public updateVertexAttribArrays(): void {\r\n const cur = this._curVertexAttribStates;\r\n const next = this._nextVertexAttribStates;\r\n const context = this.context;\r\n\r\n for (let i = 0; i < next.length; i++) {\r\n const oldState = cur[i];\r\n const newState = next[i];\r\n if (oldState !== newState) {\r\n // Update the enabled state if it changed.\r\n const wasEnabled = 0 !== (VertexAttribState.Enabled & oldState);\r\n const nowEnabled = 0 !== (VertexAttribState.Enabled & newState);\r\n if (wasEnabled !== nowEnabled) {\r\n if (nowEnabled) {\r\n context.enableVertexAttribArray(i);\r\n } else {\r\n context.disableVertexAttribArray(i);\r\n }\r\n }\r\n\r\n // Only update the divisor if the attribute is enabled.\r\n if (nowEnabled) {\r\n const wasInstanced = 0 !== (VertexAttribState.Instanced & oldState);\r\n const nowInstanced = 0 !== (VertexAttribState.Instanced & newState);\r\n if (wasInstanced !== nowInstanced) {\r\n this.vertexAttribDivisor(i, nowInstanced ? 1 : 0);\r\n }\r\n }\r\n\r\n cur[i] = newState;\r\n }\r\n\r\n // Set the attribute back to disabled, but preserve the divisor.\r\n next[i] &= ~VertexAttribState.Enabled;\r\n }\r\n }\r\n\r\n public vertexAttribDivisor(index: number, divisor: number) { this._extensions.vertexAttribDivisor(index, divisor); }\r\n\r\n public drawArrays(type: GL.PrimitiveType, first: number, count: number, numInstances: number): void {\r\n if (0 !== numInstances) {\r\n this._extensions.drawArraysInst(type, first, count, numInstances);\r\n } else {\r\n this.context.drawArrays(type, first, count);\r\n }\r\n }\r\n\r\n public invalidateFrameBuffer(attachments: number[]): void { this._extensions.invalidateFrameBuffer(attachments); }\r\n\r\n public override enableDiagnostics(enable: RenderDiagnostics): void {\r\n Debug.printEnabled = RenderDiagnostics.None !== (enable & RenderDiagnostics.DebugOutput);\r\n Debug.evaluateEnabled = RenderDiagnostics.None !== (enable & RenderDiagnostics.WebGL);\r\n }\r\n\r\n // RenderSystemDebugControl\r\n public override get debugControl(): RenderSystemDebugControl { return this; }\r\n\r\n private _dpiAwareLOD?: boolean;\r\n public override get dpiAwareLOD(): boolean { return this._dpiAwareLOD ?? super.dpiAwareLOD; }\r\n public override set dpiAwareLOD(dpiAware: boolean) { this._dpiAwareLOD = dpiAware; }\r\n\r\n public loseContext(): boolean {\r\n const ext = this.capabilities.queryExtensionObject<WEBGL_lose_context>(\"WEBGL_lose_context\");\r\n if (undefined === ext)\r\n return false;\r\n\r\n ext.loseContext();\r\n return true;\r\n }\r\n\r\n public compileAllShaders(): boolean {\r\n return this.techniques.compileShaders();\r\n }\r\n\r\n public get isGLTimerSupported(): boolean { return this.glTimer.isSupported; }\r\n public set resultsCallback(callback: GLTimerResultCallback | undefined) {\r\n this.glTimer.resultsCallback = callback;\r\n }\r\n\r\n public override collectStatistics(stats: RenderMemory.Statistics): void {\r\n if (undefined !== this._lineCodeTexture)\r\n stats.addTexture(this._lineCodeTexture.bytesUsed);\r\n\r\n if (undefined !== this._noiseTexture)\r\n stats.addTexture(this._noiseTexture.bytesUsed);\r\n\r\n for (const idMap of this.resourceCache.values())\r\n idMap.collectStatistics(stats);\r\n }\r\n\r\n public setMaxAnisotropy(max: number | undefined): void {\r\n this.capabilities.setMaxAnisotropy(max, this.context);\r\n }\r\n}\r\n"]}
@@ -940,7 +940,7 @@ class OnScreenTarget extends Target {
940
940
  return false;
941
941
  const tx = fbo.getColor(0);
942
942
  (0, core_bentley_1.assert)(undefined !== tx.getHandle());
943
- this._blitGeom = CachedGeometry_1.SingleTexturedViewportQuadGeometry.createGeometry(tx.getHandle(), 18 /* CopyColorNoAlpha */);
943
+ this._blitGeom = CachedGeometry_1.SingleTexturedViewportQuadGeometry.createGeometry(tx.getHandle(), 19 /* CopyColorNoAlpha */);
944
944
  if (undefined === this._blitGeom)
945
945
  this.disposeFbo();
946
946
  return undefined !== this._blitGeom;
@@ -1 +1 @@
1
- {"version":3,"file":"Technique.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/Technique.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,YAAY,EAAE,MAAM,4BAA4B,CAAC;AAE1D,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AA+BzD,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC3C,OAAO,EAAE,cAAc,EAAuC,MAAM,iBAAiB,CAAC;AACtF,OAAO,EAAiB,aAAa,EAAyB,MAAM,iBAAiB,CAAC;AAEtF,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EACL,WAAW,EAAc,YAAY,EAAoB,WAAW,EAAwC,cAAc,EAC3H,MAAM,kBAAkB,CAAC;AAC1B,OAAO,EAA+B,WAAW,EAAE,MAAM,eAAe,CAAC;AAEzE;;GAEG;AACH,MAAM,WAAW,SAAU,SAAQ,eAAe;IAChD,SAAS,CAAC,KAAK,EAAE,cAAc,GAAG,aAAa,CAAC;IAChD,gBAAgB,CAAC,KAAK,EAAE,MAAM,GAAG,aAAa,CAAC;IAC/C,cAAc,IAAI,MAAM,CAAC;IAGzB,cAAc,IAAI,OAAO,CAAC;CAC3B;AAED;;GAEG;AACH,qBAAa,iBAAkB,YAAW,SAAS;IACjD,SAAgB,OAAO,EAAE,aAAa,CAAC;gBAGpB,OAAO,EAAE,aAAa;IAElC,SAAS,CAAC,MAAM,EAAE,cAAc;IAChC,gBAAgB,CAAC,MAAM,EAAE,MAAM;IAC/B,cAAc;IACd,cAAc,IAAI,OAAO;IAEhC,IAAW,UAAU,IAAI,OAAO,CAAoC;IAE7D,OAAO,IAAI,IAAI;CAGvB;AAQD;;GAEG;AACH,8BAAsB,eAAgB,YAAW,SAAS;IACxD,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAuB;IACtD,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAAyB;IAE3D;;;OAGG;IACH,SAAS,CAAC,YAAY,EAAE,cAAc,EAAE,CAAM;IAEvC,cAAc,IAAI,OAAO;IAchC,SAAS,CAAC,kBAAkB,IAAI,IAAI;IAQpC,OAAO,CAAC,WAAW,CAAS;IAC5B,IAAW,UAAU,IAAI,OAAO,CAA6B;IAEtD,OAAO,IAAI,IAAI;IAmBtB,SAAS,aAAa,WAAW,EAAE,MAAM;IAIzC,SAAS,CAAC,QAAQ,CAAC,kBAAkB,CAAC,KAAK,EAAE,cAAc,GAAG,MAAM;IACpE,SAAS,CAAC,QAAQ,KAAK,iBAAiB,IAAI,MAAM,CAAC;IAEnD,SAAS,CAAC,SAAS,CAAC,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,cAAc,EAAE,EAAE,EAAE,YAAY,GAAG,IAAI;IAkB3F,OAAO,CAAC,UAAU;IAalB,SAAS,CAAC,eAAe,CAAC,EAAE,EAAE,YAAY,EAAE,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,EAAE,CAAC,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,YAAY,KAAK,cAAc,GAAG,IAAI;IAMjL,SAAS,CAAC,oBAAoB,CAAC,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,cAAc,EAAE,EAAE,EAAE,YAAY,GAAG,IAAI;IAMtG,SAAS,CAAC,YAAY,CAAC,OAAO,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW;IAejE,OAAO,CAAC,cAAc;IAOf,SAAS,CAAC,KAAK,EAAE,cAAc,GAAG,aAAa;IAiB/C,gBAAgB,CAAC,KAAK,EAAE,MAAM,GAAG,aAAa;IAK9C,cAAc,IAAI,MAAM;IAI/B,iBAAiB;IACV,cAAc,CAAC,IAAI,EAAE,CAAC,OAAO,EAAE,aAAa,KAAK,IAAI,GAAG,IAAI;CAUpE;AAgjBD;;GAEG;AACH,qBAAa,UAAW,YAAW,eAAe;IAChD,OAAO,CAAC,QAAQ,CAAC,KAAK,CAA0B;IAChD,OAAO,CAAC,QAAQ,CAAC,oBAAoB,CAAuB;IAC5D,OAAO,CAAC,yBAAyB,CAAK;IACtC,OAAO,CAAC,YAAY,CAAK;WAEX,MAAM,CAAC,EAAE,EAAE,YAAY,GAAG,UAAU;IAM3C,YAAY,CAAC,EAAE,EAAE,WAAW,GAAG,SAAS;IAK/C,IAAW,aAAa,IAAI,MAAM,CAEjC;IAEM,mBAAmB,CAAC,SAAS,EAAE,SAAS,EAAE,IAAI,EAAE,MAAM,GAAG,WAAW;IAUpE,qBAAqB,CAAC,IAAI,EAAE,MAAM,GAAG,WAAW,GAAG,SAAS;IAKnE,uCAAuC;IAChC,OAAO,CAAC,MAAM,EAAE,MAAM,EAAE,QAAQ,EAAE,YAAY,EAAE,UAAU,EAAE,UAAU;IAU7E,0IAA0I;IACnI,2BAA2B,CAAC,MAAM,EAAE,MAAM,EAAE,WAAW,EAAE,YAAY,EAAE,UAAU,EAAE,UAAU;IAKpG,sFAAsF;IAC/E,IAAI,CAAC,MAAM,EAAE,UAAU,GAAG,IAAI;IAYrC,IAAW,UAAU,IAAI,OAAO,CAAoC;IAE7D,OAAO,IAAI,IAAI;IAOf,cAAc,IAAI,OAAO;IAYhC,yHAAyH;IAClH,qBAAqB,IAAI,OAAO;IA0CvC,iBAAiB;IACV,oBAAoB,CAAC,IAAI,EAAE,CAAC,OAAO,EAAE,aAAa,KAAK,IAAI,GAAG,IAAI;IAMzE,OAAO;IAEP,OAAO,CAAC,kBAAkB;CAqC3B"}
1
+ {"version":3,"file":"Technique.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/Technique.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,YAAY,EAAE,MAAM,4BAA4B,CAAC;AAE1D,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AA+BzD,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC3C,OAAO,EAAE,cAAc,EAAuC,MAAM,iBAAiB,CAAC;AACtF,OAAO,EAAiB,aAAa,EAAyB,MAAM,iBAAiB,CAAC;AAEtF,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EACL,WAAW,EAAc,YAAY,EAAoB,WAAW,EAAwC,cAAc,EAC3H,MAAM,kBAAkB,CAAC;AAC1B,OAAO,EAA+B,WAAW,EAAE,MAAM,eAAe,CAAC;AAEzE;;GAEG;AACH,MAAM,WAAW,SAAU,SAAQ,eAAe;IAChD,SAAS,CAAC,KAAK,EAAE,cAAc,GAAG,aAAa,CAAC;IAChD,gBAAgB,CAAC,KAAK,EAAE,MAAM,GAAG,aAAa,CAAC;IAC/C,cAAc,IAAI,MAAM,CAAC;IAGzB,cAAc,IAAI,OAAO,CAAC;CAC3B;AAcD;;GAEG;AACH,qBAAa,iBAAkB,YAAW,SAAS;IACjD,SAAgB,OAAO,EAAE,aAAa,CAAC;gBAGpB,OAAO,EAAE,aAAa;IAElC,SAAS,CAAC,MAAM,EAAE,cAAc;IAChC,gBAAgB,CAAC,MAAM,EAAE,MAAM;IAC/B,cAAc;IACd,cAAc,IAAI,OAAO;IAEhC,IAAW,UAAU,IAAI,OAAO,CAAoC;IAE7D,OAAO,IAAI,IAAI;CAGvB;AAQD;;GAEG;AACH,8BAAsB,eAAgB,YAAW,SAAS;IACxD,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAuB;IACtD,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAAyB;IAE3D;;;OAGG;IACH,SAAS,CAAC,YAAY,EAAE,cAAc,EAAE,CAAM;IAEvC,cAAc,IAAI,OAAO;IAchC,SAAS,CAAC,kBAAkB,IAAI,IAAI;IAQpC,OAAO,CAAC,WAAW,CAAS;IAC5B,IAAW,UAAU,IAAI,OAAO,CAA6B;IAEtD,OAAO,IAAI,IAAI;IAmBtB,SAAS,aAAa,WAAW,EAAE,MAAM;IAIzC,SAAS,CAAC,QAAQ,CAAC,kBAAkB,CAAC,KAAK,EAAE,cAAc,GAAG,MAAM;IACpE,SAAS,CAAC,QAAQ,KAAK,iBAAiB,IAAI,MAAM,CAAC;IAEnD,SAAS,CAAC,SAAS,CAAC,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,cAAc,EAAE,EAAE,EAAE,YAAY,GAAG,IAAI;IAkB3F,OAAO,CAAC,UAAU;IAalB,SAAS,CAAC,eAAe,CAAC,EAAE,EAAE,YAAY,EAAE,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,EAAE,CAAC,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,YAAY,KAAK,cAAc,GAAG,IAAI;IAMjL,SAAS,CAAC,oBAAoB,CAAC,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,cAAc,EAAE,EAAE,EAAE,YAAY,GAAG,IAAI;IAMtG,SAAS,CAAC,YAAY,CAAC,OAAO,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW;IAejE,OAAO,CAAC,cAAc;IAOf,SAAS,CAAC,KAAK,EAAE,cAAc,GAAG,aAAa;IAiB/C,gBAAgB,CAAC,KAAK,EAAE,MAAM,GAAG,aAAa;IAK9C,cAAc,IAAI,MAAM;IAI/B,iBAAiB;IACV,cAAc,CAAC,IAAI,EAAE,CAAC,OAAO,EAAE,aAAa,KAAK,IAAI,GAAG,IAAI;CAUpE;AAgjBD;;GAEG;AACH,qBAAa,UAAW,YAAW,eAAe;IAChD,OAAO,CAAC,QAAQ,CAAC,KAAK,CAA0B;IAChD,OAAO,CAAC,QAAQ,CAAC,oBAAoB,CAAuB;IAC5D,OAAO,CAAC,yBAAyB,CAAK;IACtC,OAAO,CAAC,YAAY,CAAK;WAEX,MAAM,CAAC,EAAE,EAAE,YAAY,GAAG,UAAU;IAM3C,YAAY,CAAC,EAAE,EAAE,WAAW,GAAG,SAAS;IAK/C,IAAW,aAAa,IAAI,MAAM,CAEjC;IAEM,mBAAmB,CAAC,SAAS,EAAE,SAAS,EAAE,IAAI,EAAE,MAAM,GAAG,WAAW;IAUpE,qBAAqB,CAAC,IAAI,EAAE,MAAM,GAAG,WAAW,GAAG,SAAS;IAKnE,uCAAuC;IAChC,OAAO,CAAC,MAAM,EAAE,MAAM,EAAE,QAAQ,EAAE,YAAY,EAAE,UAAU,EAAE,UAAU;IAU7E,0IAA0I;IACnI,2BAA2B,CAAC,MAAM,EAAE,MAAM,EAAE,WAAW,EAAE,YAAY,EAAE,UAAU,EAAE,UAAU;IAKpG,sFAAsF;IAC/E,IAAI,CAAC,MAAM,EAAE,UAAU,GAAG,IAAI;IAYrC,IAAW,UAAU,IAAI,OAAO,CAAoC;IAE7D,OAAO,IAAI,IAAI;IAOf,cAAc,IAAI,OAAO;IAYhC,yHAAyH;IAClH,qBAAqB,IAAI,OAAO;IA0CvC,iBAAiB;IACV,oBAAoB,CAAC,IAAI,EAAE,CAAC,OAAO,EAAE,aAAa,KAAK,IAAI,GAAG,IAAI;IAMzE,OAAO;IAEP,OAAO,CAAC,kBAAkB;CA4C3B"}
@@ -63,6 +63,17 @@ const ShaderProgram_1 = require("./ShaderProgram");
63
63
  const System_1 = require("./System");
64
64
  const TechniqueFlags_1 = require("./TechniqueFlags");
65
65
  const TechniqueId_1 = require("./TechniqueId");
66
+ /* Placeholder technique used for techniques not supported by particular client.
67
+ * e.g., IndexedEdgeTechnique only supported on WebGL 2.
68
+ */
69
+ const unsupportedTechnique = {
70
+ getShader: () => { throw new Error("Unsupported technique"); },
71
+ getShaderByIndex: () => { throw new Error("Unsupported technique"); },
72
+ getShaderCount: () => 0,
73
+ compileShaders: () => true,
74
+ isDisposed: true,
75
+ dispose: () => undefined,
76
+ };
66
77
  /** A rendering technique implemented using a single shader program, typically for some specialized purpose.
67
78
  * @internal
68
79
  */
@@ -450,19 +461,19 @@ PolylineTechnique._kInstanced = 2;
450
461
  PolylineTechnique._kFeature = 4;
451
462
  PolylineTechnique._kHilite = numFeatureVariants(PolylineTechnique._kFeature);
452
463
  class EdgeTechnique extends VariedTechnique {
453
- constructor(gl, isSilhouette = false) {
464
+ constructor(gl, type) {
454
465
  super(numFeatureVariants(EdgeTechnique._kFeature));
455
- this._isSilhouette = isSilhouette;
466
+ this._type = type;
456
467
  const flags = scratchTechniqueFlags;
457
468
  for (let instanced = 0 /* No */; instanced <= 1 /* Yes */; instanced++) {
458
469
  for (let iAnimate = 0 /* No */; iAnimate <= 1 /* Yes */; iAnimate++) {
459
470
  for (const featureMode of featureModes) {
460
471
  flags.reset(featureMode, instanced, 0 /* No */, 0 /* No */);
461
472
  flags.isAnimated = iAnimate;
462
- const builder = (0, Edge_1.createEdgeBuilder)(isSilhouette, flags.isInstanced, flags.isAnimated);
473
+ const builder = (0, Edge_1.createEdgeBuilder)(type, flags.isInstanced, flags.isAnimated);
463
474
  (0, Monochrome_1.addUnlitMonochrome)(builder.frag);
464
475
  // The translucent shaders do not need the element IDs.
465
- const builderTrans = (0, Edge_1.createEdgeBuilder)(isSilhouette, flags.isInstanced, flags.isAnimated);
476
+ const builderTrans = (0, Edge_1.createEdgeBuilder)(type, flags.isInstanced, flags.isAnimated);
466
477
  (0, Monochrome_1.addUnlitMonochrome)(builderTrans.frag);
467
478
  if (2 /* Overrides */ === featureMode) {
468
479
  (0, FeatureSymbology_1.addFeatureSymbology)(builderTrans, featureMode, 31 /* Linear */);
@@ -482,7 +493,7 @@ class EdgeTechnique extends VariedTechnique {
482
493
  }
483
494
  this.finishConstruction();
484
495
  }
485
- get _debugDescription() { return this._isSilhouette ? "Silhouette" : "Edge"; }
496
+ get _debugDescription() { return this._type; }
486
497
  computeShaderIndex(flags) {
487
498
  let index = flags.isTranslucent ? EdgeTechnique._kTranslucent : EdgeTechnique._kOpaque;
488
499
  index += EdgeTechnique._kFeature * flags.featureMode;
@@ -567,7 +578,7 @@ class PointCloudTechnique extends VariedTechnique {
567
578
  uniform.setUniform1f(params.geometry.asPointCloud.overrideColorMix);
568
579
  });
569
580
  });
570
- builder.vert.set(6 /* ApplyFeatureColor */, FeatureSymbology_1.mixFeatureColor);
581
+ builder.vert.set(7 /* ApplyFeatureColor */, FeatureSymbology_1.mixFeatureColor);
571
582
  }
572
583
  this.addFeatureId(builder, featureMode);
573
584
  this.addShader(builder, flags, gl);
@@ -669,33 +680,33 @@ const techniquesByPriority = [
669
680
  { techniqueId: 1 /* Polyline */ },
670
681
  { techniqueId: 3 /* PointString */ },
671
682
  { techniqueId: 2 /* PointCloud */ },
672
- { techniqueId: 6 /* RealityMesh */ },
683
+ { techniqueId: 7 /* RealityMesh */ },
673
684
  // The following techniques take a trivial amount of time to compile - do them last
674
- { techniqueId: 15 /* OITClearTranslucent */ },
675
- { techniqueId: 16 /* CopyPickBuffers */ },
676
- { techniqueId: 17 /* CopyColor */ },
677
- { techniqueId: 18 /* CopyColorNoAlpha */ },
678
- { techniqueId: 20 /* ClearPickAndColor */ },
679
- { techniqueId: 9 /* CompositeTranslucent */ },
680
- { techniqueId: 8 /* CompositeHilite */ },
681
- { techniqueId: 10 /* CompositeHiliteAndTranslucent */ },
682
- { techniqueId: 11 /* CompositeOcclusion */ },
683
- { techniqueId: 12 /* CompositeTranslucentAndOcclusion */ },
684
- { techniqueId: 13 /* CompositeHiliteAndOcclusion */ },
685
- { techniqueId: 14 /* CompositeAll */ },
686
- { techniqueId: 19 /* VolClassColorUsingStencil */ },
687
- { techniqueId: 21 /* EVSMFromDepth */ },
688
- { techniqueId: 22 /* SkyBox */ },
689
- { techniqueId: 23 /* SkySphereGradient */ },
690
- { techniqueId: 24 /* SkySphereTexture */ },
691
- { techniqueId: 25 /* AmbientOcclusion */ },
692
- { techniqueId: 26 /* Blur */ },
693
- { techniqueId: 27 /* CombineTextures */ },
694
- { techniqueId: 29 /* VolClassCopyZ */ },
695
- { techniqueId: 30 /* VolClassSetBlend */ },
696
- { techniqueId: 31 /* VolClassBlend */ },
697
- { techniqueId: 28 /* Combine3Textures */ },
698
- { techniqueId: 7 /* PlanarGrid */ },
685
+ { techniqueId: 16 /* OITClearTranslucent */ },
686
+ { techniqueId: 17 /* CopyPickBuffers */ },
687
+ { techniqueId: 18 /* CopyColor */ },
688
+ { techniqueId: 19 /* CopyColorNoAlpha */ },
689
+ { techniqueId: 21 /* ClearPickAndColor */ },
690
+ { techniqueId: 10 /* CompositeTranslucent */ },
691
+ { techniqueId: 9 /* CompositeHilite */ },
692
+ { techniqueId: 11 /* CompositeHiliteAndTranslucent */ },
693
+ { techniqueId: 12 /* CompositeOcclusion */ },
694
+ { techniqueId: 13 /* CompositeTranslucentAndOcclusion */ },
695
+ { techniqueId: 14 /* CompositeHiliteAndOcclusion */ },
696
+ { techniqueId: 15 /* CompositeAll */ },
697
+ { techniqueId: 20 /* VolClassColorUsingStencil */ },
698
+ { techniqueId: 22 /* EVSMFromDepth */ },
699
+ { techniqueId: 23 /* SkyBox */ },
700
+ { techniqueId: 24 /* SkySphereGradient */ },
701
+ { techniqueId: 25 /* SkySphereTexture */ },
702
+ { techniqueId: 26 /* AmbientOcclusion */ },
703
+ { techniqueId: 27 /* Blur */ },
704
+ { techniqueId: 28 /* CombineTextures */ },
705
+ { techniqueId: 30 /* VolClassCopyZ */ },
706
+ { techniqueId: 31 /* VolClassSetBlend */ },
707
+ { techniqueId: 32 /* VolClassBlend */ },
708
+ { techniqueId: 29 /* Combine3Textures */ },
709
+ { techniqueId: 8 /* PlanarGrid */ },
699
710
  ];
700
711
  const numTechniquesByPriority = techniquesByPriority.length;
701
712
  /** A collection of rendering techniques accessed by ID.
@@ -726,11 +737,11 @@ class Techniques {
726
737
  return id;
727
738
  this._dynamicTechniqueIds.push(name);
728
739
  this._list.push(technique);
729
- return 32 /* NumBuiltIn */ + this._dynamicTechniqueIds.length - 1;
740
+ return 33 /* NumBuiltIn */ + this._dynamicTechniqueIds.length - 1;
730
741
  }
731
742
  getDynamicTechniqueId(name) {
732
743
  const index = this._dynamicTechniqueIds.indexOf(name);
733
- return -1 !== index ? index + 32 /* NumBuiltIn */ + index : undefined;
744
+ return -1 !== index ? index + 33 /* NumBuiltIn */ + index : undefined;
734
745
  }
735
746
  /** Execute each command in the list */
736
747
  execute(target, commands, renderPass) {
@@ -817,39 +828,43 @@ class Techniques {
817
828
  technique.forEachProgram(func);
818
829
  }
819
830
  initializeBuiltIns(gl) {
820
- this._list[15 /* OITClearTranslucent */] = new SingularTechnique((0, ClearTranslucent_1.createClearTranslucentProgram)(gl));
821
- this._list[20 /* ClearPickAndColor */] = new SingularTechnique((0, ClearPickAndColor_1.createClearPickAndColorProgram)(gl));
822
- this._list[17 /* CopyColor */] = new SingularTechnique((0, CopyColor_1.createCopyColorProgram)(gl));
823
- this._list[18 /* CopyColorNoAlpha */] = new SingularTechnique((0, CopyColor_1.createCopyColorProgram)(gl, false));
824
- this._list[16 /* CopyPickBuffers */] = new SingularTechnique((0, CopyPickBuffers_1.createCopyPickBuffersProgram)(gl));
825
- this._list[21 /* EVSMFromDepth */] = new SingularTechnique((0, EVSMFromDepth_1.createEVSMProgram)(gl));
826
- this._list[22 /* SkyBox */] = new SingularTechnique((0, SkyBox_1.createSkyBoxProgram)(gl));
827
- this._list[23 /* SkySphereGradient */] = new SingularTechnique((0, SkySphere_1.createSkySphereProgram)(gl, true));
828
- this._list[24 /* SkySphereTexture */] = new SingularTechnique((0, SkySphere_1.createSkySphereProgram)(gl, false));
829
- this._list[25 /* AmbientOcclusion */] = new SingularTechnique((0, AmbientOcclusion_1.createAmbientOcclusionProgram)(gl));
830
- this._list[26 /* Blur */] = new SingularTechnique((0, Blur_1.createBlurProgram)(gl));
831
- this._list[27 /* CombineTextures */] = new SingularTechnique((0, CombineTextures_1.createCombineTexturesProgram)(gl));
832
- this._list[28 /* Combine3Textures */] = new SingularTechnique((0, Combine3Textures_1.createCombine3TexturesProgram)(gl));
831
+ this._list[16 /* OITClearTranslucent */] = new SingularTechnique((0, ClearTranslucent_1.createClearTranslucentProgram)(gl));
832
+ this._list[21 /* ClearPickAndColor */] = new SingularTechnique((0, ClearPickAndColor_1.createClearPickAndColorProgram)(gl));
833
+ this._list[18 /* CopyColor */] = new SingularTechnique((0, CopyColor_1.createCopyColorProgram)(gl));
834
+ this._list[19 /* CopyColorNoAlpha */] = new SingularTechnique((0, CopyColor_1.createCopyColorProgram)(gl, false));
835
+ this._list[17 /* CopyPickBuffers */] = new SingularTechnique((0, CopyPickBuffers_1.createCopyPickBuffersProgram)(gl));
836
+ this._list[22 /* EVSMFromDepth */] = new SingularTechnique((0, EVSMFromDepth_1.createEVSMProgram)(gl));
837
+ this._list[23 /* SkyBox */] = new SingularTechnique((0, SkyBox_1.createSkyBoxProgram)(gl));
838
+ this._list[24 /* SkySphereGradient */] = new SingularTechnique((0, SkySphere_1.createSkySphereProgram)(gl, true));
839
+ this._list[25 /* SkySphereTexture */] = new SingularTechnique((0, SkySphere_1.createSkySphereProgram)(gl, false));
840
+ this._list[26 /* AmbientOcclusion */] = new SingularTechnique((0, AmbientOcclusion_1.createAmbientOcclusionProgram)(gl));
841
+ this._list[27 /* Blur */] = new SingularTechnique((0, Blur_1.createBlurProgram)(gl));
842
+ this._list[28 /* CombineTextures */] = new SingularTechnique((0, CombineTextures_1.createCombineTexturesProgram)(gl));
843
+ this._list[29 /* Combine3Textures */] = new SingularTechnique((0, Combine3Textures_1.createCombine3TexturesProgram)(gl));
833
844
  this._list[0 /* Surface */] = new SurfaceTechnique(gl);
834
- this._list[4 /* Edge */] = new EdgeTechnique(gl, false);
835
- this._list[5 /* SilhouetteEdge */] = new EdgeTechnique(gl, true);
845
+ this._list[4 /* Edge */] = new EdgeTechnique(gl, "SegmentEdge");
846
+ this._list[5 /* SilhouetteEdge */] = new EdgeTechnique(gl, "Silhouette");
836
847
  this._list[1 /* Polyline */] = new PolylineTechnique(gl);
837
848
  this._list[3 /* PointString */] = new PointStringTechnique(gl);
838
849
  this._list[2 /* PointCloud */] = new PointCloudTechnique(gl);
839
- this._list[6 /* RealityMesh */] = new RealityMeshTechnique(gl);
840
- this._list[7 /* PlanarGrid */] = new SingularTechnique((0, PlanarGrid_1.default)(gl));
850
+ this._list[7 /* RealityMesh */] = new RealityMeshTechnique(gl);
851
+ this._list[8 /* PlanarGrid */] = new SingularTechnique((0, PlanarGrid_1.default)(gl));
852
+ if (System_1.System.instance.supportsIndexedEdges)
853
+ this._list[6 /* IndexedEdge */] = new EdgeTechnique(gl, "IndexedEdge");
854
+ else
855
+ this._list[6 /* IndexedEdge */] = unsupportedTechnique;
841
856
  if (System_1.System.instance.capabilities.supportsFragDepth)
842
- this._list[29 /* VolClassCopyZ */] = new SingularTechnique((0, CopyStencil_1.createVolClassCopyZProgram)(gl));
857
+ this._list[30 /* VolClassCopyZ */] = new SingularTechnique((0, CopyStencil_1.createVolClassCopyZProgram)(gl));
843
858
  else
844
- this._list[29 /* VolClassCopyZ */] = new SingularTechnique((0, CopyStencil_1.createVolClassCopyZUsingPointsProgram)(gl));
845
- this._list[30 /* VolClassSetBlend */] = new SingularTechnique((0, CopyStencil_1.createVolClassSetBlendProgram)(gl));
846
- this._list[31 /* VolClassBlend */] = new SingularTechnique((0, CopyStencil_1.createVolClassBlendProgram)(gl));
847
- this._list[19 /* VolClassColorUsingStencil */] = new SingularTechnique((0, CopyStencil_1.createVolClassColorUsingStencilProgram)(gl));
859
+ this._list[30 /* VolClassCopyZ */] = new SingularTechnique((0, CopyStencil_1.createVolClassCopyZUsingPointsProgram)(gl));
860
+ this._list[31 /* VolClassSetBlend */] = new SingularTechnique((0, CopyStencil_1.createVolClassSetBlendProgram)(gl));
861
+ this._list[32 /* VolClassBlend */] = new SingularTechnique((0, CopyStencil_1.createVolClassBlendProgram)(gl));
862
+ this._list[20 /* VolClassColorUsingStencil */] = new SingularTechnique((0, CopyStencil_1.createVolClassColorUsingStencilProgram)(gl));
848
863
  for (let compositeFlags = 1; compositeFlags <= 7; compositeFlags++) {
849
864
  const techId = (0, TechniqueId_1.computeCompositeTechniqueId)(compositeFlags);
850
865
  this._list[techId] = new SingularTechnique((0, Composite_1.createCompositeProgram)(compositeFlags, gl));
851
866
  }
852
- (0, core_bentley_1.assert)(this._list.length === 32 /* NumBuiltIn */, "unexpected number of built-in techniques");
867
+ (0, core_bentley_1.assert)(this._list.length === 33 /* NumBuiltIn */, "unexpected number of built-in techniques");
853
868
  }
854
869
  }
855
870
  exports.Techniques = Techniques;