@itwin/core-frontend 3.0.0-dev.151 → 3.0.0-dev.155

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 (274) 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/CesiumTerrainProvider.d.ts.map +1 -1
  124. package/lib/cjs/tile/map/CesiumTerrainProvider.js +16 -5
  125. package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
  126. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  127. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +4 -3
  128. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  129. package/lib/cjs/tile/map/MapTileTree.d.ts +1 -1
  130. package/lib/cjs/tile/map/MapTileTree.d.ts.map +1 -1
  131. package/lib/cjs/tile/map/MapTileTree.js +12 -13
  132. package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
  133. package/lib/cjs/webgl.d.ts +1 -0
  134. package/lib/cjs/webgl.d.ts.map +1 -1
  135. package/lib/cjs/webgl.js +1 -0
  136. package/lib/cjs/webgl.js.map +1 -1
  137. package/lib/esm/Marker.d.ts +9 -2
  138. package/lib/esm/Marker.d.ts.map +1 -1
  139. package/lib/esm/Marker.js +34 -6
  140. package/lib/esm/Marker.js.map +1 -1
  141. package/lib/esm/RealityDataSource.js +2 -13
  142. package/lib/esm/RealityDataSource.js.map +1 -1
  143. package/lib/esm/render/RenderMemory.d.ts +21 -15
  144. package/lib/esm/render/RenderMemory.d.ts.map +1 -1
  145. package/lib/esm/render/RenderMemory.js +21 -15
  146. package/lib/esm/render/RenderMemory.js.map +1 -1
  147. package/lib/esm/render/RenderSystem.d.ts +2 -0
  148. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  149. package/lib/esm/render/RenderSystem.js +2 -0
  150. package/lib/esm/render/RenderSystem.js.map +1 -1
  151. package/lib/esm/render/primitives/EdgeParams.d.ts +35 -1
  152. package/lib/esm/render/primitives/EdgeParams.d.ts.map +1 -1
  153. package/lib/esm/render/primitives/EdgeParams.js +114 -10
  154. package/lib/esm/render/primitives/EdgeParams.js.map +1 -1
  155. package/lib/esm/render/primitives/VertexTable.d.ts +1 -0
  156. package/lib/esm/render/primitives/VertexTable.d.ts.map +1 -1
  157. package/lib/esm/render/primitives/VertexTable.js +6 -1
  158. package/lib/esm/render/primitives/VertexTable.js.map +1 -1
  159. package/lib/esm/render/webgl/AttributeMap.js +5 -5
  160. package/lib/esm/render/webgl/CachedGeometry.d.ts +2 -0
  161. package/lib/esm/render/webgl/CachedGeometry.d.ts.map +1 -1
  162. package/lib/esm/render/webgl/CachedGeometry.js +14 -13
  163. package/lib/esm/render/webgl/CachedGeometry.js.map +1 -1
  164. package/lib/esm/render/webgl/DrawCommand.js +2 -2
  165. package/lib/esm/render/webgl/IndexedEdgeGeometry.d.ts +51 -0
  166. package/lib/esm/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -0
  167. package/lib/esm/render/webgl/IndexedEdgeGeometry.js +85 -0
  168. package/lib/esm/render/webgl/IndexedEdgeGeometry.js.map +1 -0
  169. package/lib/esm/render/webgl/InstancedGeometry.d.ts +1 -0
  170. package/lib/esm/render/webgl/InstancedGeometry.d.ts.map +1 -1
  171. package/lib/esm/render/webgl/InstancedGeometry.js +1 -0
  172. package/lib/esm/render/webgl/InstancedGeometry.js.map +1 -1
  173. package/lib/esm/render/webgl/Mesh.d.ts +2 -0
  174. package/lib/esm/render/webgl/Mesh.d.ts.map +1 -1
  175. package/lib/esm/render/webgl/Mesh.js +7 -1
  176. package/lib/esm/render/webgl/Mesh.js.map +1 -1
  177. package/lib/esm/render/webgl/PlanarClassifier.js +1 -1
  178. package/lib/esm/render/webgl/PlanarGrid.js +2 -2
  179. package/lib/esm/render/webgl/RealityMesh.js +5 -5
  180. package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
  181. package/lib/esm/render/webgl/RenderFlags.d.ts +4 -1
  182. package/lib/esm/render/webgl/RenderFlags.d.ts.map +1 -1
  183. package/lib/esm/render/webgl/RenderFlags.js +6 -1
  184. package/lib/esm/render/webgl/RenderFlags.js.map +1 -1
  185. package/lib/esm/render/webgl/SceneCompositor.js +6 -6
  186. package/lib/esm/render/webgl/ScreenSpaceEffect.js +1 -1
  187. package/lib/esm/render/webgl/ShaderBuilder.d.ts +16 -14
  188. package/lib/esm/render/webgl/ShaderBuilder.d.ts.map +1 -1
  189. package/lib/esm/render/webgl/ShaderBuilder.js +19 -15
  190. package/lib/esm/render/webgl/ShaderBuilder.js.map +1 -1
  191. package/lib/esm/render/webgl/System.d.ts +2 -0
  192. package/lib/esm/render/webgl/System.d.ts.map +1 -1
  193. package/lib/esm/render/webgl/System.js +2 -0
  194. package/lib/esm/render/webgl/System.js.map +1 -1
  195. package/lib/esm/render/webgl/Target.js +1 -1
  196. package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
  197. package/lib/esm/render/webgl/Technique.js +72 -57
  198. package/lib/esm/render/webgl/Technique.js.map +1 -1
  199. package/lib/esm/render/webgl/TechniqueId.d.ts +29 -28
  200. package/lib/esm/render/webgl/TechniqueId.d.ts.map +1 -1
  201. package/lib/esm/render/webgl/TechniqueId.js +7 -7
  202. package/lib/esm/render/webgl/TechniqueId.js.map +1 -1
  203. package/lib/esm/render/webgl/glsl/Animation.js +1 -1
  204. package/lib/esm/render/webgl/glsl/Color.js +1 -1
  205. package/lib/esm/render/webgl/glsl/CopyStencil.d.ts.map +1 -1
  206. package/lib/esm/render/webgl/glsl/CopyStencil.js +4 -7
  207. package/lib/esm/render/webgl/glsl/CopyStencil.js.map +1 -1
  208. package/lib/esm/render/webgl/glsl/EVSMFromDepth.js +1 -1
  209. package/lib/esm/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  210. package/lib/esm/render/webgl/glsl/Edge.d.ts +2 -1
  211. package/lib/esm/render/webgl/glsl/Edge.d.ts.map +1 -1
  212. package/lib/esm/render/webgl/glsl/Edge.js +132 -14
  213. package/lib/esm/render/webgl/glsl/Edge.js.map +1 -1
  214. package/lib/esm/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  215. package/lib/esm/render/webgl/glsl/FeatureSymbology.js +13 -10
  216. package/lib/esm/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  217. package/lib/esm/render/webgl/glsl/Fragment.d.ts.map +1 -1
  218. package/lib/esm/render/webgl/glsl/Fragment.js +9 -1
  219. package/lib/esm/render/webgl/glsl/Fragment.js.map +1 -1
  220. package/lib/esm/render/webgl/glsl/LookupTable.d.ts +4 -2
  221. package/lib/esm/render/webgl/glsl/LookupTable.d.ts.map +1 -1
  222. package/lib/esm/render/webgl/glsl/LookupTable.js +7 -3
  223. package/lib/esm/render/webgl/glsl/LookupTable.js.map +1 -1
  224. package/lib/esm/render/webgl/glsl/PlanarGrid.js +2 -2
  225. package/lib/esm/render/webgl/glsl/PlanarGrid.js.map +1 -1
  226. package/lib/esm/render/webgl/glsl/PointCloud.js +2 -2
  227. package/lib/esm/render/webgl/glsl/PointCloud.js.map +1 -1
  228. package/lib/esm/render/webgl/glsl/PointString.js +1 -1
  229. package/lib/esm/render/webgl/glsl/PointString.js.map +1 -1
  230. package/lib/esm/render/webgl/glsl/Polyline.js +1 -1
  231. package/lib/esm/render/webgl/glsl/Polyline.js.map +1 -1
  232. package/lib/esm/render/webgl/glsl/RealityMesh.js +4 -4
  233. package/lib/esm/render/webgl/glsl/RealityMesh.js.map +1 -1
  234. package/lib/esm/render/webgl/glsl/ScreenSpaceEffect.js +1 -1
  235. package/lib/esm/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
  236. package/lib/esm/render/webgl/glsl/SkyBox.js +1 -1
  237. package/lib/esm/render/webgl/glsl/SkyBox.js.map +1 -1
  238. package/lib/esm/render/webgl/glsl/SkySphere.js +1 -1
  239. package/lib/esm/render/webgl/glsl/Surface.js +3 -3
  240. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  241. package/lib/esm/render/webgl/glsl/Vertex.js +1 -1
  242. package/lib/esm/render/webgl/glsl/Vertex.js.map +1 -1
  243. package/lib/esm/render/webgl/glsl/ViewportQuad.js +1 -1
  244. package/lib/esm/render/webgl/glsl/ViewportQuad.js.map +1 -1
  245. package/lib/esm/tile/IModelTile.d.ts.map +1 -1
  246. package/lib/esm/tile/IModelTile.js +1 -0
  247. package/lib/esm/tile/IModelTile.js.map +1 -1
  248. package/lib/esm/tile/ImdlReader.d.ts +1 -0
  249. package/lib/esm/tile/ImdlReader.d.ts.map +1 -1
  250. package/lib/esm/tile/ImdlReader.js +21 -1
  251. package/lib/esm/tile/ImdlReader.js.map +1 -1
  252. package/lib/esm/tile/PrimaryTileTree.d.ts.map +1 -1
  253. package/lib/esm/tile/PrimaryTileTree.js +5 -4
  254. package/lib/esm/tile/PrimaryTileTree.js.map +1 -1
  255. package/lib/esm/tile/TileAdmin.d.ts +9 -0
  256. package/lib/esm/tile/TileAdmin.d.ts.map +1 -1
  257. package/lib/esm/tile/TileAdmin.js +19 -14
  258. package/lib/esm/tile/TileAdmin.js.map +1 -1
  259. package/lib/esm/tile/map/CesiumTerrainProvider.d.ts.map +1 -1
  260. package/lib/esm/tile/map/CesiumTerrainProvider.js +16 -5
  261. package/lib/esm/tile/map/CesiumTerrainProvider.js.map +1 -1
  262. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  263. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +4 -3
  264. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  265. package/lib/esm/tile/map/MapTileTree.d.ts +1 -1
  266. package/lib/esm/tile/map/MapTileTree.d.ts.map +1 -1
  267. package/lib/esm/tile/map/MapTileTree.js +12 -13
  268. package/lib/esm/tile/map/MapTileTree.js.map +1 -1
  269. package/lib/esm/webgl.d.ts +1 -0
  270. package/lib/esm/webgl.d.ts.map +1 -1
  271. package/lib/esm/webgl.js +1 -0
  272. package/lib/esm/webgl.js.map +1 -1
  273. package/lib/public/locales/en/iModelJs.json +3 -1
  274. package/package.json +22 -22
@@ -42,6 +42,7 @@ class CachedGeometry {
42
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  get asSurface() { return undefined; }
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  get asMesh() { return undefined; }
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  get asEdge() { return undefined; }
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+ get asIndexedEdge() { return undefined; }
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  get asRealityMesh() { return undefined; }
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  get asSilhouette() { return undefined; }
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  get asInstanced() { return undefined; }
@@ -301,7 +302,7 @@ class SkyBoxQuadsGeometry extends CachedGeometry {
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  constructor(ndxGeomParams, texture) {
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  super();
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  this.cube = texture;
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- this._techniqueId = 22 /* SkyBox */;
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+ this._techniqueId = 23 /* SkyBox */;
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  this._params = ndxGeomParams;
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  }
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  static create(texture) {
@@ -477,7 +478,7 @@ class SkySphereViewportQuadGeometry extends ViewportQuadGeometry {
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  this._isWorldPosSet = true;
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  this._setPointsFromFrustum(target);
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  this._worldPosBuff.bindData(this.worldPos, GL_1.GL.Buffer.Usage.StreamDraw);
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- const attrWorldPos = AttributeMap_1.AttributeMap.findAttribute("a_worldPos", 23 /* SkySphereGradient */, false);
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+ const attrWorldPos = AttributeMap_1.AttributeMap.findAttribute("a_worldPos", 24 /* SkySphereGradient */, false);
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  (0, core_bentley_1.assert)(attrWorldPos !== undefined);
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  this._params.buffers.addBuffer(this._worldPosBuff, [AttributeBuffers_1.BufferParameters.create(attrWorldPos.location, 3, GL_1.GL.DataType.Float, false, 0, 0, false)]);
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  }
@@ -565,7 +566,7 @@ class SkySphereViewportQuadGeometry extends ViewportQuadGeometry {
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  const params = ViewportQuad.getInstance().createParams();
566
567
  if (undefined === params)
567
568
  return undefined;
568
- const technique = "sphere" === skybox.type ? 24 /* SkySphereTexture */ : 23 /* SkySphereGradient */;
569
+ const technique = "sphere" === skybox.type ? 25 /* SkySphereTexture */ : 24 /* SkySphereGradient */;
569
570
  return new SkySphereViewportQuadGeometry(params, skybox, technique);
570
571
  }
571
572
  get isDisposed() { return super.isDisposed && this._worldPosBuff.isDisposed; }
@@ -590,14 +591,14 @@ class AmbientOcclusionGeometry extends TexturedViewportQuadGeometry {
590
591
  get depthAndOrder() { return this._textures[0]; }
591
592
  get noise() { return System_1.System.instance.noiseTexture.getHandle(); }
592
593
  constructor(params, textures) {
593
- super(params, 25 /* AmbientOcclusion */, textures);
594
+ super(params, 26 /* AmbientOcclusion */, textures);
594
595
  }
595
596
  }
596
597
  exports.AmbientOcclusionGeometry = AmbientOcclusionGeometry;
597
598
  /** @internal */
598
599
  class BlurGeometry extends TexturedViewportQuadGeometry {
599
600
  constructor(params, textures, blurDir) {
600
- super(params, 26 /* Blur */, textures);
601
+ super(params, 27 /* Blur */, textures);
601
602
  this.blurDir = blurDir;
602
603
  }
603
604
  static createGeometry(texToBlur, depthAndOrder, blurDir) {
@@ -614,7 +615,7 @@ exports.BlurGeometry = BlurGeometry;
614
615
  /** @internal */
615
616
  class EVSMGeometry extends TexturedViewportQuadGeometry {
616
617
  constructor(params, textures, width, height) {
617
- super(params, 21 /* EVSMFromDepth */, textures);
618
+ super(params, 22 /* EVSMFromDepth */, textures);
618
619
  this.stepSize = new Float32Array(2);
619
620
  this.stepSize[0] = 1.0 / width;
620
621
  this.stepSize[1] = 1.0 / height;
@@ -659,7 +660,7 @@ class CompositeGeometry extends TexturedViewportQuadGeometry {
659
660
  return (0, TechniqueId_1.computeCompositeTechniqueId)(flags);
660
661
  }
661
662
  constructor(params, textures) {
662
- super(params, 8 /* CompositeHilite */, textures);
663
+ super(params, 9 /* CompositeHilite */, textures);
663
664
  (0, core_bentley_1.assert)(4 <= this._textures.length);
664
665
  }
665
666
  }
@@ -680,7 +681,7 @@ class CopyPickBufferGeometry extends TexturedViewportQuadGeometry {
680
681
  get featureId() { return this._textures[0]; }
681
682
  get depthAndOrder() { return this._textures[1]; }
682
683
  constructor(params, textures) {
683
- super(params, 16 /* CopyPickBuffers */, textures);
684
+ super(params, 17 /* CopyPickBuffers */, textures);
684
685
  }
685
686
  }
686
687
  exports.CopyPickBufferGeometry = CopyPickBufferGeometry;
@@ -697,7 +698,7 @@ class CombineTexturesGeometry extends TexturedViewportQuadGeometry {
697
698
  get texture0() { return this._textures[0]; }
698
699
  get texture1() { return this._textures[1]; }
699
700
  constructor(params, textures) {
700
- super(params, 27 /* CombineTextures */, textures);
701
+ super(params, 28 /* CombineTextures */, textures);
701
702
  }
702
703
  }
703
704
  exports.CombineTexturesGeometry = CombineTexturesGeometry;
@@ -715,7 +716,7 @@ class Combine3TexturesGeometry extends TexturedViewportQuadGeometry {
715
716
  get texture1() { return this._textures[1]; }
716
717
  get texture2() { return this._textures[2]; }
717
718
  constructor(params, textures) {
718
- super(params, 28 /* Combine3Textures */, textures);
719
+ super(params, 29 /* Combine3Textures */, textures);
719
720
  }
720
721
  }
721
722
  exports.Combine3TexturesGeometry = Combine3TexturesGeometry;
@@ -745,7 +746,7 @@ var BoundaryType;
745
746
  /** @internal */
746
747
  class VolumeClassifierGeometry extends SingleTexturedViewportQuadGeometry {
747
748
  constructor(params, texture) {
748
- super(params, texture, 30 /* VolClassSetBlend */);
749
+ super(params, texture, 31 /* VolClassSetBlend */);
749
750
  this.boundaryType = BoundaryType.Inside;
750
751
  }
751
752
  static createVCGeometry(texture) {
@@ -774,7 +775,7 @@ class ScreenPointsGeometry extends CachedGeometry {
774
775
  this._scale[1] = this._positions.params[3];
775
776
  this._scale[2] = this._positions.params[3]; // just copy the scale from y
776
777
  this.buffers = AttributeBuffers_1.BuffersContainer.create();
777
- const attrPos = AttributeMap_1.AttributeMap.findAttribute("a_pos", 29 /* VolClassCopyZ */, false);
778
+ const attrPos = AttributeMap_1.AttributeMap.findAttribute("a_pos", 30 /* VolClassCopyZ */, false);
778
779
  (0, core_bentley_1.assert)(attrPos !== undefined);
779
780
  this.buffers.addBuffer(this._positions, [AttributeBuffers_1.BufferParameters.create(attrPos.location, 2, GL_1.GL.DataType.UnsignedShort, false, 0, 0, false)]);
780
781
  }
@@ -809,7 +810,7 @@ class ScreenPointsGeometry extends CachedGeometry {
809
810
  stats.addBuffer(RenderMemory_1.RenderMemory.BufferType.PointStrings, this._positions.bytesUsed);
810
811
  }
811
812
  _wantWoWReversal(_target) { return false; }
812
- get techniqueId() { return 29 /* VolClassCopyZ */; }
813
+ get techniqueId() { return 30 /* VolClassCopyZ */; }
813
814
  getRenderPass(_target) { return 5 /* Classification */; }
814
815
  get renderOrder() { return 0 /* None */; }
815
816
  get qOrigin() { return this._origin; }
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { Angle, Point2d, Point3d, Range3d, Vector2d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Npc, QParams2d, QParams3d, QPoint2dList, QPoint3dList, RenderMode, RenderTexture } from \"@itwin/core-common\";\r\nimport { RenderSkyGradientParams, RenderSkySphereParams } from \"../RenderSystem\";\r\nimport { FlashMode } from \"../../FlashSettings\";\r\nimport { TesselatedPolyline } from \"../primitives/PolylineParams\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { ColorInfo } from \"./ColorInfo\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DrawParams, ShaderProgramParams } from \"./DrawCommand\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { fromSumOf, FrustumUniformType } from \"./FrustumUniforms\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { InstancedGeometry } from \"./InstancedGeometry\";\r\nimport { MaterialInfo } from \"./Material\";\r\nimport { MeshGeometry } from \"./MeshGeometry\";\r\nimport { EdgeGeometry, SilhouetteEdgeGeometry } from \"./EdgeGeometry\";\r\nimport { SurfaceGeometry } from \"./SurfaceGeometry\";\r\nimport { PointCloudGeometry } from \"./PointCloud\";\r\nimport { CompositeFlags, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { computeCompositeTechniqueId, TechniqueId } from \"./TechniqueId\";\r\nimport { RealityMeshGeometry } from \"./RealityMesh\";\r\nimport { TextureHandle } from \"./Texture\";\r\nimport { VertexLUT } from \"./VertexLUT\";\r\nimport { PlanarGridGeometry } from \"./PlanarGrid\";\r\n\r\nconst scratchVec3a = new Vector3d();\r\nconst scratchVec3b = new Vector3d();\r\nconst scratchVec3c = new Vector3d();\r\nconst scratchPoint3a = new Point3d();\r\nconst scratchPoint3b = new Point3d();\r\nconst scratchPoint3c = new Point3d();\r\nconst scratchPoint3d = new Point3d();\r\n\r\n/** Represents a geometric primitive ready to be submitted to the GPU for rendering.\r\n * @internal\r\n */\r\nexport abstract class CachedGeometry implements WebGLDisposable, RenderMemory.Consumer {\r\n protected _range?: Range3d;\r\n /**\r\n * Functions for obtaining a subclass of CachedGeometry.\r\n * IMPORTANT: Do NOT use code like `const surface = cachedGeom as SurfaceGeometry`.\r\n * Instanced geometry holds a reference to the shared geometry rendered for each instance - such casts will fail,\r\n * while the casting `functions` will forward to the shared geometry.\r\n */\r\n public get asLUT(): LUTGeometry | undefined { return undefined; }\r\n public get asSurface(): SurfaceGeometry | undefined { return undefined; }\r\n public get asMesh(): MeshGeometry | undefined { return undefined; }\r\n public get asEdge(): EdgeGeometry | undefined { return undefined; }\r\n public get asRealityMesh(): RealityMeshGeometry | undefined { return undefined; }\r\n public get asSilhouette(): SilhouetteEdgeGeometry | undefined { return undefined; }\r\n public get asInstanced(): InstancedGeometry | undefined { return undefined; }\r\n public get isInstanced() { return undefined !== this.asInstanced; }\r\n public get asPointCloud(): PointCloudGeometry | undefined { return undefined; }\r\n public get asPlanarGrid(): PlanarGridGeometry | undefined { return undefined; }\r\n public get alwaysRenderTranslucent(): boolean { return false; }\r\n public get allowColorOverride(): boolean { return true; }\r\n\r\n // Returns true if white portions of this geometry should render as black on white background\r\n protected abstract _wantWoWReversal(_target: Target): boolean;\r\n // Returns the edge/line weight used to render this geometry\r\n protected _getLineWeight(_params: ShaderProgramParams): number { return 0; }\r\n // Returns the edge/line pattern used to render this geometry\r\n protected _getLineCode(_params: ShaderProgramParams): number { return LineCode.solid; }\r\n\r\n public abstract get isDisposed(): boolean;\r\n // Returns the Id of the Technique used to render this geometry\r\n public abstract get techniqueId(): TechniqueId;\r\n // Returns the pass in which to render this geometry. RenderPass.None indicates it should not be rendered.\r\n public abstract getRenderPass(target: Target): RenderPass;\r\n // Returns the 'order' of this geometry, which determines how z-fighting is resolved.\r\n public abstract get renderOrder(): RenderOrder;\r\n // Returns true if this is a lit surface\r\n public get isLitSurface(): boolean { return false; }\r\n // Returns true if this is an unlit surface with baked-in lighting (e.g. 3mx, scalable mesh reality models)\r\n public get hasBakedLighting(): boolean { return false; }\r\n // Returns true if this primitive contains auxillary animation data.\r\n public get hasAnimation(): boolean { return false; }\r\n\r\n /** Returns the origin of this geometry's quantization parameters. */\r\n public abstract get qOrigin(): Float32Array;\r\n /** Returns the scale of this geometry's quantization parameters. */\r\n public abstract get qScale(): Float32Array;\r\n // Draws this geometry\r\n public abstract draw(): void;\r\n\r\n public abstract dispose(): void;\r\n\r\n // Intended to be overridden by specific subclasses\r\n public get materialInfo(): MaterialInfo | undefined { return undefined; }\r\n public get hasMaterialAtlas(): boolean {\r\n const mat = this.materialInfo;\r\n return undefined !== mat && mat.isAtlas;\r\n }\r\n\r\n public get polylineBuffers(): PolylineBuffers | undefined { return undefined; }\r\n public get hasFeatures(): boolean { return false; }\r\n public get viewIndependentOrigin(): Point3d | undefined { return undefined; }\r\n public get isViewIndependent(): boolean { return undefined !== this.viewIndependentOrigin; }\r\n\r\n public get supportsThematicDisplay() { return false; }\r\n\r\n public get isEdge(): boolean {\r\n switch (this.renderOrder) {\r\n case RenderOrder.Edge:\r\n case RenderOrder.Silhouette:\r\n case RenderOrder.PlanarEdge:\r\n case RenderOrder.PlanarSilhouette:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n public wantWoWReversal(params: ShaderProgramParams): boolean {\r\n return params.target.currentViewFlags.whiteOnWhiteReversal && this._wantWoWReversal(params.target);\r\n }\r\n public getLineCode(params: ShaderProgramParams): number {\r\n return params.target.currentViewFlags.styles ? this._getLineCode(params) : LineCode.solid;\r\n }\r\n public getLineWeight(params: ShaderProgramParams): number {\r\n if (!params.target.currentViewFlags.weights) {\r\n return 1.0;\r\n }\r\n\r\n const minWeight = 1;\r\n let weight = this._getLineWeight(params);\r\n weight = Math.max(weight, minWeight);\r\n weight = Math.min(weight, 31.0);\r\n return weight;\r\n }\r\n\r\n public getFlashMode(params: DrawParams): FlashMode {\r\n // By default only surfaces rendered with lighting get brightened. Overridden for reality meshes since they have lighting baked-in.\r\n // NB: If the reality model is classified, the classifiers are drawn without lighting, therefore we mix the hilite color.\r\n if (this.hasBakedLighting)\r\n return FlashMode.Hilite;\r\n\r\n const vf = params.target.currentViewFlags;\r\n if (!this.isLitSurface || RenderMode.SmoothShade !== vf.renderMode)\r\n return FlashMode.Hilite;\r\n\r\n return vf.lighting ? params.target.plan.flashSettings.litMode : FlashMode.Hilite;\r\n }\r\n\r\n public wantMixMonochromeColor(_target: Target): boolean { return false; }\r\n public wantMonochrome(_target: Target): boolean { return true; }\r\n\r\n public abstract collectStatistics(stats: RenderMemory.Statistics): void;\r\n\r\n public computeRange(output?: Range3d): Range3d {\r\n if (undefined === this._range) {\r\n const lowX = this.qOrigin[0];\r\n const lowY = this.qOrigin[1];\r\n const lowZ = this.qOrigin[2];\r\n\r\n const hiX = 0xffff * this.qScale[0] + lowX;\r\n const hiY = 0xffff * this.qScale[1] + lowY;\r\n const hiZ = 0xffff * this.qScale[2] + lowZ;\r\n\r\n this._range = Range3d.createXYZXYZ(lowX, lowY, lowZ, hiX, hiY, hiZ);\r\n }\r\n\r\n return this._range.clone(output);\r\n }\r\n}\r\n\r\n/** Geometry which is drawn using indices into a look-up texture of vertex data, via gl.drawArrays()\r\n * @internal\r\n */\r\nexport abstract class LUTGeometry extends CachedGeometry {\r\n private readonly _viewIndependentOrigin?: Point3d;\r\n\r\n public abstract get lutBuffers(): BuffersContainer;\r\n\r\n // The texture containing the vertex data.\r\n public abstract get lut(): VertexLUT;\r\n public override get asLUT() { return this; }\r\n public override get viewIndependentOrigin() { return this._viewIndependentOrigin; }\r\n\r\n protected abstract _draw(_numInstances: number, _instanceBuffersContainer?: BuffersContainer): void;\r\n public draw(): void { this._draw(0); }\r\n public drawInstanced(numInstances: number, instanceBuffersContainer: BuffersContainer): void { this._draw(numInstances, instanceBuffersContainer); }\r\n\r\n // Override this if your color varies based on the target\r\n public getColor(_target: Target): ColorInfo { return this.lut.colorInfo; }\r\n\r\n public get qOrigin(): Float32Array { return this.lut.qOrigin; }\r\n public get qScale(): Float32Array { return this.lut.qScale; }\r\n public override get hasAnimation() { return this.lut.hasAnimation; }\r\n\r\n protected constructor(viewIndependentOrigin?: Point3d) {\r\n super();\r\n this._viewIndependentOrigin = viewIndependentOrigin;\r\n }\r\n}\r\n\r\n/** Parameters used to construct an IndexedGeometry\r\n * @internal\r\n */\r\nexport class IndexedGeometryParams implements WebGLDisposable {\r\n public readonly buffers: BuffersContainer;\r\n public readonly positions: QBufferHandle3d;\r\n public readonly indices: BufferHandle;\r\n public readonly numIndices: number;\r\n\r\n protected constructor(positions: QBufferHandle3d, indices: BufferHandle, numIndices: number) {\r\n this.buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", undefined, false);\r\n assert(attrPos !== undefined);\r\n this.buffers.addBuffer(positions, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.buffers.addBuffer(indices, []);\r\n this.positions = positions;\r\n this.indices = indices;\r\n this.numIndices = numIndices;\r\n }\r\n\r\n public static create(positions: Uint16Array, qParams: QParams3d, indices: Uint32Array) {\r\n const posBuf = QBufferHandle3d.create(qParams, positions);\r\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\r\n if (undefined === posBuf || undefined === indBuf)\r\n return undefined;\r\n\r\n return new IndexedGeometryParams(posBuf, indBuf, indices.length);\r\n }\r\n public static createFromList(positions: QPoint3dList, indices: Uint32Array) {\r\n return IndexedGeometryParams.create(positions.toTypedArray(), positions.params, indices);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.buffers.isDisposed\r\n && this.positions.isDisposed\r\n && this.indices.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this.positions);\r\n dispose(this.indices);\r\n }\r\n}\r\n\r\n/** A geometric primitive which is rendered using gl.drawElements() with one or more vertex buffers indexed by an index buffer.\r\n * @internal\r\n */\r\nexport abstract class IndexedGeometry extends CachedGeometry {\r\n protected readonly _params: IndexedGeometryParams;\r\n protected _wantWoWReversal(_target: Target): boolean { return false; }\r\n protected constructor(params: IndexedGeometryParams) {\r\n super();\r\n this._params = params;\r\n }\r\n\r\n public get isDisposed(): boolean { return this._params.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this._params);\r\n }\r\n\r\n public draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, GL.DataType.UnsignedInt, 0);\r\n this._params.buffers.unbind();\r\n }\r\n\r\n public get qOrigin() { return this._params.positions.origin; }\r\n public get qScale() { return this._params.positions.scale; }\r\n}\r\n\r\n/** a cube of quads in normalized device coordinates for skybox rendering techniques\r\n * @internal\r\n */\r\nclass SkyBoxQuads {\r\n public readonly vertices: Uint16Array;\r\n public readonly vertexParams: QParams3d;\r\n\r\n public constructor() {\r\n const skyBoxSz = 1.0;\r\n\r\n const qVerts = new QPoint3dList(QParams3d.fromNormalizedRange());\r\n\r\n // NB: After applying the rotation matrix in the shader, Back becomes (Bottom), etc.\r\n // See the notes in the parens below.\r\n\r\n // ###TODO: Make this indexed. Currently not indexed because of previous six-sided texture system.\r\n\r\n // Back (Bottom after rotation)\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, skyBoxSz)); // back upper left - 0\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, skyBoxSz)); // back upper right - 1\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower left - 2\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, skyBoxSz)); // back upper right - 1\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower right - 3\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower left - 2\r\n\r\n // Front (Top after rotation)\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper left - 4\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper right - 5\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower left - 6\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper right - 5\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower right - 7\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower left - 6\r\n\r\n // Top (Front after rotation)\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper left - 4\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper right - 5\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, skyBoxSz)); // back upper right - 1\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper left - 4\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, skyBoxSz)); // back upper left - 0\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, skyBoxSz)); // back upper right - 1\r\n\r\n // Bottom (Back after rotation)\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower left - 2\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower right - 3\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower left - 6\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower right - 3\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower right - 7\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower left - 6\r\n\r\n // Left (Right after rotation)\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, skyBoxSz)); // back upper left - 0\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper left - 4\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower left - 2\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper left - 4\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower left - 6\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower left - 2\r\n\r\n // Right (Left after rotation)\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, skyBoxSz)); // back upper right - 1\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper right - 5\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower right - 3\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper right - 5\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower right - 7\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower right - 3\r\n\r\n this.vertices = qVerts.toTypedArray();\r\n this.vertexParams = qVerts.params;\r\n }\r\n\r\n public createParams() {\r\n return SkyBoxGeometryParams.create(this.vertices, this.vertexParams);\r\n }\r\n}\r\n\r\n/** Parameters used to construct an SkyBox\r\n * @internal\r\n */\r\nexport class SkyBoxGeometryParams implements WebGLDisposable {\r\n public readonly buffers: BuffersContainer;\r\n public readonly positions: QBufferHandle3d;\r\n\r\n protected constructor(positions: QBufferHandle3d) {\r\n this.buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", undefined, false);\r\n assert(attrPos !== undefined);\r\n this.buffers.addBuffer(positions, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.positions = positions;\r\n }\r\n\r\n public static create(positions: Uint16Array, qparams: QParams3d) {\r\n const posBuf = QBufferHandle3d.create(qparams, positions);\r\n if (undefined === posBuf)\r\n return undefined;\r\n\r\n return new SkyBoxGeometryParams(posBuf);\r\n }\r\n\r\n public get isDisposed(): boolean { return this.buffers.isDisposed && this.positions.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this.positions);\r\n }\r\n}\r\n\r\n/** @internal */\r\nnamespace SkyBoxQuads { // eslint-disable-line no-redeclare\r\n let skyBoxQuads: SkyBoxQuads | undefined;\r\n\r\n export function getInstance(): SkyBoxQuads {\r\n if (undefined === skyBoxQuads)\r\n skyBoxQuads = new SkyBoxQuads();\r\n\r\n return skyBoxQuads;\r\n }\r\n}\r\n\r\n/** Geometry used for view-space rendering techniques.\r\n * @internal\r\n */\r\nexport class SkyBoxQuadsGeometry extends CachedGeometry {\r\n protected _techniqueId: TechniqueId;\r\n public readonly cube: RenderTexture;\r\n protected readonly _params: SkyBoxGeometryParams;\r\n\r\n protected constructor(ndxGeomParams: SkyBoxGeometryParams, texture: RenderTexture) {\r\n super();\r\n this.cube = texture;\r\n this._techniqueId = TechniqueId.SkyBox;\r\n this._params = ndxGeomParams;\r\n }\r\n\r\n public static create(texture: RenderTexture): SkyBoxQuadsGeometry | undefined {\r\n const sbxGeomParams = SkyBoxQuads.getInstance().createParams();\r\n return undefined !== sbxGeomParams ? new SkyBoxQuadsGeometry(sbxGeomParams, texture) : undefined;\r\n }\r\n\r\n public collectStatistics(_stats: RenderMemory.Statistics): void {\r\n // Not interested in tracking this.\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return this._techniqueId; }\r\n public getRenderPass(_target: Target) { return RenderPass.SkyBox; }\r\n public get renderOrder() { return RenderOrder.UnlitSurface; }\r\n\r\n public draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawArrays(GL.PrimitiveType.Triangles, 0, 36);\r\n this._params.buffers.unbind();\r\n }\r\n\r\n public get qOrigin() { return this._params.positions.origin; }\r\n public get qScale() { return this._params.positions.scale; }\r\n\r\n public get isDisposed(): boolean { return this._params.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this._params);\r\n }\r\n\r\n protected _wantWoWReversal(_target: Target): boolean { return false; }\r\n}\r\n\r\n/** A quad with its corners mapped to the dimensions as the viewport, used for special rendering techniques.\r\n * @internal\r\n */\r\nclass ViewportQuad {\r\n public readonly vertices: Uint16Array;\r\n public readonly vertexParams: QParams3d;\r\n public readonly indices = new Uint32Array(6);\r\n\r\n public constructor() {\r\n const pt = new Point3d(-1, -1, 0);\r\n const vertices = new QPoint3dList(QParams3d.fromNormalizedRange());\r\n vertices.add(pt);\r\n pt.x = 1;\r\n vertices.add(pt);\r\n pt.y = 1;\r\n vertices.add(pt);\r\n pt.x = -1;\r\n vertices.add(pt);\r\n\r\n this.vertices = vertices.toTypedArray();\r\n this.vertexParams = vertices.params;\r\n\r\n this.indices[0] = 0;\r\n this.indices[1] = 1;\r\n this.indices[2] = 2;\r\n this.indices[3] = 0;\r\n this.indices[4] = 2;\r\n this.indices[5] = 3;\r\n }\r\n\r\n public createParams() {\r\n return IndexedGeometryParams.create(this.vertices, this.vertexParams, this.indices);\r\n }\r\n}\r\n\r\n/** @internal */\r\nnamespace ViewportQuad { // eslint-disable-line no-redeclare\r\n let viewportQuad: ViewportQuad | undefined;\r\n\r\n export function getInstance(): ViewportQuad {\r\n if (undefined === viewportQuad)\r\n viewportQuad = new ViewportQuad();\r\n\r\n return viewportQuad;\r\n }\r\n}\r\n\r\n/** Geometry used for view-space rendering techniques.\r\n * @internal\r\n */\r\nexport class ViewportQuadGeometry extends IndexedGeometry {\r\n protected _techniqueId: TechniqueId;\r\n\r\n protected constructor(params: IndexedGeometryParams, techniqueId: TechniqueId) {\r\n super(params);\r\n this._techniqueId = techniqueId;\r\n }\r\n public static create(techniqueId: TechniqueId) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n return undefined !== params ? new this(params, techniqueId) : undefined;\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return this._techniqueId; }\r\n public getRenderPass(_target: Target) { return RenderPass.OpaqueGeneral; }\r\n public get renderOrder() { return RenderOrder.UnlitSurface; }\r\n\r\n public collectStatistics(_stats: RenderMemory.Statistics): void {\r\n // NB: These don't really count...\r\n }\r\n}\r\n\r\n/** Geometry used for view-space rendering techniques which involve sampling one or more textures.\r\n * @internal\r\n */\r\nexport class TexturedViewportQuadGeometry extends ViewportQuadGeometry {\r\n protected readonly _textures: WebGLTexture[];\r\n\r\n protected constructor(params: IndexedGeometryParams, techniqueId: TechniqueId, textures: WebGLTexture[]) {\r\n super(params, techniqueId);\r\n this._textures = textures;\r\n\r\n // TypeScript compiler will happily accept TextureHandle (or any other type) in place of WebGLTexture.\r\n // There is no such 'type' as WebGLTexture at run-time.\r\n assert(this._textures.every((tx) => !(tx instanceof TextureHandle)));\r\n }\r\n\r\n public static createTexturedViewportQuadGeometry(techniqueId: TechniqueId, textures: WebGLTexture[]): TexturedViewportQuadGeometry | undefined {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params)\r\n return undefined;\r\n\r\n return new this(params, techniqueId, textures);\r\n }\r\n}\r\n\r\n/** Geometry used for rendering default gradient-style or single texture spherical skybox.\r\n * @internal\r\n */\r\nexport class SkySphereViewportQuadGeometry extends ViewportQuadGeometry {\r\n public worldPos: Float32Array; // LeftBottom, RightBottom, RightTop, LeftTop worl pos of frustum at mid depth.\r\n public readonly typeAndExponents: Float32Array; // [0] -1.0 for 2-color gradient, 1.0 for 4-color gradient, 0.0 for texture; [1] sky exponent (4-color only) [2] ground exponent (4-color only)\r\n public readonly zOffset: number;\r\n public readonly rotation: number;\r\n public readonly zenithColor: Float32Array;\r\n public readonly skyColor: Float32Array;\r\n public readonly groundColor: Float32Array;\r\n public readonly nadirColor: Float32Array;\r\n public readonly skyTexture?: RenderTexture;\r\n protected readonly _worldPosBuff: BufferHandle;\r\n private _isWorldPosSet: boolean = false;\r\n\r\n public initWorldPos(target: Target): void {\r\n if (this._isWorldPosSet)\r\n return;\r\n\r\n this._isWorldPosSet = true;\r\n this._setPointsFromFrustum(target);\r\n this._worldPosBuff.bindData(this.worldPos, GL.Buffer.Usage.StreamDraw);\r\n const attrWorldPos = AttributeMap.findAttribute(\"a_worldPos\", TechniqueId.SkySphereGradient, false);\r\n assert(attrWorldPos !== undefined);\r\n this._params.buffers.addBuffer(this._worldPosBuff, [BufferParameters.create(attrWorldPos.location, 3, GL.DataType.Float, false, 0, 0, false)]);\r\n }\r\n\r\n private _setPointsFromFrustum(target: Target) {\r\n const frustum = target.planFrustum;\r\n const wp = this.worldPos;\r\n\r\n const lb = frustum.getCorner(Npc.LeftBottomRear).interpolate(0.5, frustum.getCorner(Npc.LeftBottomFront), scratchPoint3a);\r\n const rb = frustum.getCorner(Npc.RightBottomRear).interpolate(0.5, frustum.getCorner(Npc.RightBottomFront), scratchPoint3b);\r\n const rt = frustum.getCorner(Npc.RightTopRear).interpolate(0.5, frustum.getCorner(Npc.RightTopFront), scratchPoint3c);\r\n if (!target.plan.backgroundMapOn || !target.plan.isGlobeMode3D) {\r\n wp[0] = lb.x;\r\n wp[1] = lb.y;\r\n wp[2] = lb.z;\r\n wp[3] = rb.x;\r\n wp[4] = rb.y;\r\n wp[5] = rb.z;\r\n wp[6] = rt.x;\r\n wp[7] = rt.y;\r\n wp[8] = rt.z;\r\n const lt = frustum.getCorner(Npc.LeftTopRear).interpolate(0.5, frustum.getCorner(Npc.LeftTopFront), scratchPoint3d);\r\n wp[9] = lt.x;\r\n wp[10] = lt.y;\r\n wp[11] = lt.z;\r\n } else {\r\n // Need to fake a different frustum to orient the 4 corners properly.\r\n // First find true frustum center & size.\r\n const fCenter = lb.interpolate(0.5, rt, scratchPoint3d);\r\n const upScreen = Vector3d.createStartEnd(rb, rt, scratchVec3a);\r\n let rightScreen = Vector3d.createStartEnd(lb, rb, scratchVec3b);\r\n const halfWidth = upScreen.magnitude() * 0.5;\r\n const halfHeight = rightScreen.magnitude() * 0.5;\r\n // Find the projection of the globe up onto the frustum plane.\r\n upScreen.normalizeInPlace();\r\n rightScreen.normalizeInPlace();\r\n const projUp = target.plan.upVector.dotProduct(upScreen);\r\n const projRt = target.plan.upVector.dotProduct(rightScreen);\r\n // Find camera position (create one for ortho).\r\n let camPos: Point3d;\r\n if (FrustumUniformType.Perspective === target.uniforms.frustum.type) {\r\n const farLowerLeft = frustum.getCorner(Npc.LeftBottomRear);\r\n const nearLowerLeft = frustum.getCorner(Npc.LeftBottomFront);\r\n const scale = 1.0 / (1.0 - target.planFraction);\r\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, scratchVec3c);\r\n camPos = fromSumOf(farLowerLeft, zVec, scale, scratchPoint3a);\r\n } else {\r\n const delta = Vector3d.createStartEnd(frustum.getCorner(Npc.LeftBottomRear), frustum.getCorner(Npc.LeftBottomFront), scratchVec3c);\r\n const pseudoCameraHalfAngle = 22.5;\r\n const diagonal = frustum.getCorner(Npc.LeftBottomRear).distance(frustum.getCorner(Npc.RightTopRear));\r\n const focalLength = diagonal / (2 * Math.atan(pseudoCameraHalfAngle * Angle.radiansPerDegree));\r\n let zScale = focalLength / delta.magnitude();\r\n if (zScale < 1.000001)\r\n zScale = 1.000001; // prevent worldEye front being on or inside the frustum front plane\r\n camPos = Point3d.createAdd3Scaled(frustum.getCorner(Npc.LeftBottomRear), .5, frustum.getCorner(Npc.RightTopRear), .5, delta, zScale, scratchPoint3a);\r\n }\r\n // Compute the distance from the camera to the frustum center.\r\n const camDist = camPos.distance(fCenter);\r\n // Now use a fixed camera direction and compute a new frustum center.\r\n const camDir = Vector3d.create(0.0, 1.0, 0.0, scratchVec3c);\r\n fCenter.setFromPoint3d(camPos);\r\n fCenter.addScaledInPlace(camDir, camDist);\r\n // Create an up vector that mimics the projection of the globl up onto the real frustum.\r\n upScreen.set(projRt, 0.0, projUp);\r\n upScreen.normalizeInPlace();\r\n // Compute a new right vector and then compute the 4 points for the sky.\r\n rightScreen = upScreen.crossProduct(camDir, scratchVec3b);\r\n upScreen.scaleInPlace(halfHeight);\r\n rightScreen.scaleInPlace(halfWidth);\r\n wp[0] = fCenter.x - rightScreen.x - upScreen.x; // left bottom\r\n wp[1] = fCenter.y - rightScreen.y - upScreen.y;\r\n wp[2] = fCenter.z - rightScreen.z - upScreen.z;\r\n wp[3] = fCenter.x + rightScreen.x - upScreen.x; // right bottom\r\n wp[4] = fCenter.y + rightScreen.y - upScreen.y;\r\n wp[5] = fCenter.z + rightScreen.z - upScreen.z;\r\n wp[6] = fCenter.x + rightScreen.x + upScreen.x; // right top\r\n wp[7] = fCenter.y + rightScreen.y + upScreen.y;\r\n wp[8] = fCenter.z + rightScreen.z + upScreen.z;\r\n wp[9] = fCenter.x - rightScreen.x + upScreen.x; // left top\r\n wp[10] = fCenter.y - rightScreen.y + upScreen.y;\r\n wp[11] = fCenter.z - rightScreen.z + upScreen.z;\r\n }\r\n }\r\n\r\n protected constructor(params: IndexedGeometryParams, skybox: RenderSkySphereParams | RenderSkyGradientParams, techniqueId: TechniqueId) {\r\n super(params, techniqueId);\r\n\r\n this.worldPos = new Float32Array(4 * 3);\r\n this._worldPosBuff = new BufferHandle(GL.Buffer.Target.ArrayBuffer);\r\n this.typeAndExponents = new Float32Array(3);\r\n this.zenithColor = new Float32Array(3);\r\n this.skyColor = new Float32Array(3);\r\n this.groundColor = new Float32Array(3);\r\n this.nadirColor = new Float32Array(3);\r\n this.zOffset = skybox.zOffset;\r\n\r\n this.rotation = \"sphere\" === skybox.type ? skybox.rotation : 0;\r\n if (skybox.type === \"sphere\") {\r\n this.skyTexture = skybox.texture;\r\n this.typeAndExponents[0] = 0.0;\r\n this.typeAndExponents[1] = 1.0;\r\n this.typeAndExponents[2] = 1.0;\r\n this.zenithColor[0] = 0.0;\r\n this.zenithColor[1] = 0.0;\r\n this.zenithColor[2] = 0.0;\r\n this.nadirColor[0] = 0.0;\r\n this.nadirColor[1] = 0.0;\r\n this.nadirColor[2] = 0.0;\r\n this.skyColor[0] = 0.0;\r\n this.skyColor[1] = 0.0;\r\n this.skyColor[2] = 0.0;\r\n this.groundColor[0] = 0.0;\r\n this.groundColor[1] = 0.0;\r\n this.groundColor[2] = 0.0;\r\n } else {\r\n const gradient = skybox.gradient;\r\n\r\n this.zenithColor[0] = gradient.zenithColor.colors.r / 255.0;\r\n this.zenithColor[1] = gradient.zenithColor.colors.g / 255.0;\r\n this.zenithColor[2] = gradient.zenithColor.colors.b / 255.0;\r\n this.nadirColor[0] = gradient.nadirColor.colors.r / 255.0;\r\n this.nadirColor[1] = gradient.nadirColor.colors.g / 255.0;\r\n this.nadirColor[2] = gradient.nadirColor.colors.b / 255.0;\r\n\r\n if (gradient.twoColor) {\r\n this.typeAndExponents[0] = -1.0;\r\n this.typeAndExponents[1] = 4.0;\r\n this.typeAndExponents[2] = 4.0;\r\n this.skyColor[0] = 0.0;\r\n this.skyColor[1] = 0.0;\r\n this.skyColor[2] = 0.0;\r\n this.groundColor[0] = 0.0;\r\n this.groundColor[1] = 0.0;\r\n this.groundColor[2] = 0.0;\r\n } else {\r\n this.typeAndExponents[0] = 1.0;\r\n this.typeAndExponents[1] = gradient.skyExponent;\r\n this.typeAndExponents[2] = gradient.groundExponent;\r\n this.skyColor[0] = gradient.skyColor.colors.r / 255.0;\r\n this.skyColor[1] = gradient.skyColor.colors.g / 255.0;\r\n this.skyColor[2] = gradient.skyColor.colors.b / 255.0;\r\n this.groundColor[0] = gradient.groundColor.colors.r / 255.0;\r\n this.groundColor[1] = gradient.groundColor.colors.g / 255.0;\r\n this.groundColor[2] = gradient.groundColor.colors.b / 255.0;\r\n }\r\n }\r\n }\r\n\r\n public static createGeometry(skybox: RenderSkySphereParams | RenderSkyGradientParams) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params)\r\n return undefined;\r\n\r\n const technique = \"sphere\" === skybox.type ? TechniqueId.SkySphereTexture : TechniqueId.SkySphereGradient;\r\n return new SkySphereViewportQuadGeometry(params, skybox, technique);\r\n }\r\n\r\n public override get isDisposed(): boolean { return super.isDisposed && this._worldPosBuff.isDisposed; }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this._worldPosBuff);\r\n }\r\n}\r\n\r\n/** Geometry used when rendering ambient occlusion information to an output texture\r\n * @internal\r\n */\r\nexport class AmbientOcclusionGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(depthAndOrder: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params) {\r\n return undefined;\r\n }\r\n\r\n // Will derive positions and normals from depthAndOrder.\r\n return new AmbientOcclusionGeometry(params, [depthAndOrder]);\r\n }\r\n\r\n public get depthAndOrder() { return this._textures[0]; }\r\n public get noise() { return System.instance.noiseTexture!.getHandle()!; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[]) {\r\n super(params, TechniqueId.AmbientOcclusion, textures);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class BlurGeometry extends TexturedViewportQuadGeometry {\r\n public readonly blurDir: Vector2d;\r\n\r\n public static createGeometry(texToBlur: WebGLTexture, depthAndOrder: WebGLTexture, blurDir: Vector2d) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params) {\r\n return undefined;\r\n }\r\n return new BlurGeometry(params, [texToBlur, depthAndOrder], blurDir);\r\n }\r\n\r\n public get textureToBlur() { return this._textures[0]; }\r\n public get depthAndOrder() { return this._textures[1]; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[], blurDir: Vector2d) {\r\n super(params, TechniqueId.Blur, textures);\r\n this.blurDir = blurDir;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class EVSMGeometry extends TexturedViewportQuadGeometry {\r\n public readonly stepSize = new Float32Array(2);\r\n\r\n public static createGeometry(depthBuffer: WebGLTexture, width: number, height: number) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params)\r\n return undefined;\r\n\r\n return new EVSMGeometry(params, [depthBuffer], width, height);\r\n }\r\n\r\n public get depthTexture() { return this._textures[0]; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[], width: number, height: number) {\r\n super(params, TechniqueId.EVSMFromDepth, textures);\r\n this.stepSize[0] = 1.0 / width;\r\n this.stepSize[1] = 1.0 / height;\r\n }\r\n}\r\n\r\n/** Geometry used during the 'composite' pass to apply transparency and/or hilite effects.\r\n * @internal\r\n */\r\nexport class CompositeGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(opaque: WebGLTexture, accum: WebGLTexture, reveal: WebGLTexture, hilite: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params)\r\n return undefined;\r\n\r\n const textures = [opaque, accum, reveal, hilite];\r\n return new CompositeGeometry(params, textures);\r\n }\r\n\r\n public get opaque() { return this._textures[0]; }\r\n public get accum() { return this._textures[1]; }\r\n public get reveal() { return this._textures[2]; }\r\n public get hilite() { return this._textures[3]; }\r\n public get occlusion(): WebGLTexture | undefined {\r\n return this._textures.length > 4 ? this._textures[4] : undefined;\r\n }\r\n public set occlusion(occlusion: WebGLTexture | undefined) {\r\n assert((undefined === occlusion) === (undefined !== this.occlusion));\r\n if (undefined !== occlusion)\r\n this._textures[4] = occlusion;\r\n else\r\n this._textures.length = 4;\r\n }\r\n\r\n // Invoked each frame to determine the appropriate Technique to use.\r\n public update(flags: CompositeFlags): void { this._techniqueId = this.determineTechnique(flags); }\r\n\r\n private determineTechnique(flags: CompositeFlags): TechniqueId {\r\n return computeCompositeTechniqueId(flags);\r\n }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[]) {\r\n super(params, TechniqueId.CompositeHilite, textures);\r\n assert(4 <= this._textures.length);\r\n }\r\n}\r\n\r\n/** Geometry used to ping-pong the pick buffer data in between opaque passes.\r\n * @internal\r\n */\r\nexport class CopyPickBufferGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(featureId: WebGLTexture, depthAndOrder: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined !== params) {\r\n return new CopyPickBufferGeometry(params, [featureId, depthAndOrder]);\r\n } else {\r\n return undefined;\r\n }\r\n }\r\n\r\n public get featureId() { return this._textures[0]; }\r\n public get depthAndOrder() { return this._textures[1]; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[]) {\r\n super(params, TechniqueId.CopyPickBuffers, textures);\r\n }\r\n}\r\nexport class CombineTexturesGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(texture0: WebGLTexture, texture1: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined !== params) {\r\n return new CombineTexturesGeometry(params, [texture0, texture1]);\r\n } else {\r\n return undefined;\r\n }\r\n }\r\n\r\n public get texture0() { return this._textures[0]; }\r\n public get texture1() { return this._textures[1]; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[]) {\r\n super(params, TechniqueId.CombineTextures, textures);\r\n }\r\n}\r\n\r\nexport class Combine3TexturesGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(texture0: WebGLTexture, texture1: WebGLTexture, texture2: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined !== params) {\r\n return new Combine3TexturesGeometry(params, [texture0, texture1, texture2]);\r\n } else {\r\n return undefined;\r\n }\r\n }\r\n\r\n public get texture0() { return this._textures[0]; }\r\n public get texture1() { return this._textures[1]; }\r\n public get texture2() { return this._textures[2]; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[]) {\r\n super(params, TechniqueId.Combine3Textures, textures);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class SingleTexturedViewportQuadGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(texture: WebGLTexture, techId: TechniqueId) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params) {\r\n return undefined;\r\n }\r\n\r\n return new SingleTexturedViewportQuadGeometry(params, texture, techId);\r\n }\r\n\r\n public get texture(): WebGLTexture { return this._textures[0]; }\r\n public set texture(texture: WebGLTexture) { this._textures[0] = texture; }\r\n\r\n protected constructor(params: IndexedGeometryParams, texture: WebGLTexture, techId: TechniqueId) {\r\n super(params, techId, [texture]);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport enum BoundaryType {\r\n Outside = 0,\r\n Inside = 1,\r\n Selected = 2,\r\n}\r\n\r\n/** @internal */\r\nexport class VolumeClassifierGeometry extends SingleTexturedViewportQuadGeometry {\r\n public boundaryType: BoundaryType = BoundaryType.Inside;\r\n\r\n public static createVCGeometry(texture: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params)\r\n return undefined;\r\n return new VolumeClassifierGeometry(params, texture);\r\n }\r\n\r\n private constructor(params: IndexedGeometryParams, texture: WebGLTexture) {\r\n super(params, texture, TechniqueId.VolClassSetBlend);\r\n }\r\n}\r\n\r\n/** A geometric primitive which renders gl points using gl.drawArrays() with one vertex buffer.\r\n * @internal\r\n */\r\nexport class ScreenPointsGeometry extends CachedGeometry {\r\n protected _numPoints: number;\r\n protected _origin: Float32Array;\r\n protected _scale: Float32Array;\r\n protected _positions: QBufferHandle2d;\r\n public readonly buffers: BuffersContainer;\r\n public readonly zTexture: WebGLTexture;\r\n\r\n protected constructor(vertices: QPoint2dList, zTexture: WebGLTexture) {\r\n super();\r\n\r\n this.zTexture = zTexture;\r\n\r\n this._numPoints = vertices.length;\r\n\r\n this._positions = QBufferHandle2d.create(vertices.params, vertices.toTypedArray())!;\r\n\r\n this._origin = new Float32Array(3);\r\n this._origin[0] = this._positions.params[0];\r\n this._origin[1] = this._positions.params[1];\r\n this._origin[2] = 0.0;\r\n this._scale = new Float32Array(3);\r\n this._scale[0] = this._positions.params[2];\r\n this._scale[1] = this._positions.params[3];\r\n this._scale[2] = this._positions.params[3]; // just copy the scale from y\r\n\r\n this.buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.VolClassCopyZ, false);\r\n assert(attrPos !== undefined);\r\n this.buffers.addBuffer(this._positions, [BufferParameters.create(attrPos.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n }\r\n\r\n public static createGeometry(width: number, height: number, depth: WebGLTexture): ScreenPointsGeometry {\r\n const pixWidth = 2.0 / width;\r\n const pixHeight = 2.0 / height;\r\n\r\n const startX = pixWidth * 0.5 - 1.0;\r\n const startY = pixHeight * 0.5 - 1.0;\r\n\r\n const pt = new Point2d(startX, startY);\r\n const vertices = new QPoint2dList(QParams2d.fromNormalizedRange());\r\n\r\n for (let y = 0; y < height; ++y) {\r\n pt.x = startX;\r\n for (let x = 0; x < width; ++x) {\r\n vertices.add(pt);\r\n pt.x += pixWidth;\r\n }\r\n pt.y += pixHeight;\r\n }\r\n return new ScreenPointsGeometry(vertices, depth);\r\n }\r\n\r\n public draw(): void {\r\n this.buffers.bind();\r\n System.instance.context.drawArrays(GL.PrimitiveType.Points, 0, this._numPoints);\r\n this.buffers.unbind();\r\n }\r\n\r\n public get isDisposed(): boolean { return this.buffers.isDisposed && this._positions.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this._positions);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addBuffer(RenderMemory.BufferType.PointStrings, this._positions.bytesUsed);\r\n }\r\n\r\n protected _wantWoWReversal(_target: Target): boolean { return false; }\r\n public get techniqueId(): TechniqueId { return TechniqueId.VolClassCopyZ; }\r\n public getRenderPass(_target: Target) { return RenderPass.Classification; }\r\n public get renderOrder() { return RenderOrder.None; }\r\n public get qOrigin() { return this._origin; }\r\n public get qScale() { return this._scale; }\r\n}\r\n\r\n/** @internal */\r\nexport class PolylineBuffers implements WebGLDisposable {\r\n public buffers: BuffersContainer;\r\n public indices: BufferHandle;\r\n public prevIndices: BufferHandle;\r\n public nextIndicesAndParams: BufferHandle;\r\n private constructor(indices: BufferHandle, prevIndices: BufferHandle, nextIndicesAndParams: BufferHandle) {\r\n this.buffers = BuffersContainer.create();\r\n\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Polyline, false);\r\n const attrPrevIndex = AttributeMap.findAttribute(\"a_prevIndex\", TechniqueId.Polyline, false);\r\n const attrNextIndex = AttributeMap.findAttribute(\"a_nextIndex\", TechniqueId.Polyline, false);\r\n const attrParam = AttributeMap.findAttribute(\"a_param\", TechniqueId.Polyline, false);\r\n assert(attrPos !== undefined);\r\n assert(attrPrevIndex !== undefined);\r\n assert(attrNextIndex !== undefined);\r\n assert(attrParam !== undefined);\r\n\r\n this.buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.buffers.addBuffer(prevIndices, [BufferParameters.create(attrPrevIndex.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.buffers.addBuffer(nextIndicesAndParams, [\r\n BufferParameters.create(attrNextIndex.location, 3, GL.DataType.UnsignedByte, false, 4, 0, false),\r\n BufferParameters.create(attrParam.location, 1, GL.DataType.UnsignedByte, false, 4, 3, false),\r\n ]);\r\n\r\n this.indices = indices;\r\n this.prevIndices = prevIndices;\r\n this.nextIndicesAndParams = nextIndicesAndParams;\r\n }\r\n\r\n public static create(polyline: TesselatedPolyline): PolylineBuffers | undefined {\r\n const indices = BufferHandle.createArrayBuffer(polyline.indices.data);\r\n const prev = BufferHandle.createArrayBuffer(polyline.prevIndices.data);\r\n const next = BufferHandle.createArrayBuffer(polyline.nextIndicesAndParams);\r\n return undefined !== indices && undefined !== prev && undefined !== next ? new PolylineBuffers(indices, prev, next) : undefined;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics, type: RenderMemory.BufferType): void {\r\n stats.addBuffer(type, this.indices.bytesUsed + this.prevIndices.bytesUsed + this.nextIndicesAndParams.bytesUsed);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.buffers.isDisposed\r\n && this.indices.isDisposed\r\n && this.prevIndices.isDisposed\r\n && this.nextIndicesAndParams.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this.indices);\r\n dispose(this.prevIndices);\r\n dispose(this.nextIndicesAndParams);\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { Angle, Point2d, Point3d, Range3d, Vector2d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Npc, QParams2d, QParams3d, QPoint2dList, QPoint3dList, RenderMode, RenderTexture } from \"@itwin/core-common\";\r\nimport { RenderSkyGradientParams, RenderSkySphereParams } from \"../RenderSystem\";\r\nimport { FlashMode } from \"../../FlashSettings\";\r\nimport { TesselatedPolyline } from \"../primitives/PolylineParams\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { ColorInfo } from \"./ColorInfo\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DrawParams, ShaderProgramParams } from \"./DrawCommand\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { fromSumOf, FrustumUniformType } from \"./FrustumUniforms\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { InstancedGeometry } from \"./InstancedGeometry\";\r\nimport { MaterialInfo } from \"./Material\";\r\nimport { MeshGeometry } from \"./MeshGeometry\";\r\nimport { EdgeGeometry, SilhouetteEdgeGeometry } from \"./EdgeGeometry\";\r\nimport { IndexedEdgeGeometry } from \"./IndexedEdgeGeometry\";\r\nimport { SurfaceGeometry } from \"./SurfaceGeometry\";\r\nimport { PointCloudGeometry } from \"./PointCloud\";\r\nimport { CompositeFlags, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { computeCompositeTechniqueId, TechniqueId } from \"./TechniqueId\";\r\nimport { RealityMeshGeometry } from \"./RealityMesh\";\r\nimport { TextureHandle } from \"./Texture\";\r\nimport { VertexLUT } from \"./VertexLUT\";\r\nimport { PlanarGridGeometry } from \"./PlanarGrid\";\r\n\r\nconst scratchVec3a = new Vector3d();\r\nconst scratchVec3b = new Vector3d();\r\nconst scratchVec3c = new Vector3d();\r\nconst scratchPoint3a = new Point3d();\r\nconst scratchPoint3b = new Point3d();\r\nconst scratchPoint3c = new Point3d();\r\nconst scratchPoint3d = new Point3d();\r\n\r\n/** Represents a geometric primitive ready to be submitted to the GPU for rendering.\r\n * @internal\r\n */\r\nexport abstract class CachedGeometry implements WebGLDisposable, RenderMemory.Consumer {\r\n protected _range?: Range3d;\r\n /**\r\n * Functions for obtaining a subclass of CachedGeometry.\r\n * IMPORTANT: Do NOT use code like `const surface = cachedGeom as SurfaceGeometry`.\r\n * Instanced geometry holds a reference to the shared geometry rendered for each instance - such casts will fail,\r\n * while the casting `functions` will forward to the shared geometry.\r\n */\r\n public get asLUT(): LUTGeometry | undefined { return undefined; }\r\n public get asSurface(): SurfaceGeometry | undefined { return undefined; }\r\n public get asMesh(): MeshGeometry | undefined { return undefined; }\r\n public get asEdge(): EdgeGeometry | undefined { return undefined; }\r\n public get asIndexedEdge(): IndexedEdgeGeometry | undefined { return undefined; }\r\n public get asRealityMesh(): RealityMeshGeometry | undefined { return undefined; }\r\n public get asSilhouette(): SilhouetteEdgeGeometry | undefined { return undefined; }\r\n public get asInstanced(): InstancedGeometry | undefined { return undefined; }\r\n public get isInstanced() { return undefined !== this.asInstanced; }\r\n public get asPointCloud(): PointCloudGeometry | undefined { return undefined; }\r\n public get asPlanarGrid(): PlanarGridGeometry | undefined { return undefined; }\r\n public get alwaysRenderTranslucent(): boolean { return false; }\r\n public get allowColorOverride(): boolean { return true; }\r\n\r\n // Returns true if white portions of this geometry should render as black on white background\r\n protected abstract _wantWoWReversal(_target: Target): boolean;\r\n // Returns the edge/line weight used to render this geometry\r\n protected _getLineWeight(_params: ShaderProgramParams): number { return 0; }\r\n // Returns the edge/line pattern used to render this geometry\r\n protected _getLineCode(_params: ShaderProgramParams): number { return LineCode.solid; }\r\n\r\n public abstract get isDisposed(): boolean;\r\n // Returns the Id of the Technique used to render this geometry\r\n public abstract get techniqueId(): TechniqueId;\r\n // Returns the pass in which to render this geometry. RenderPass.None indicates it should not be rendered.\r\n public abstract getRenderPass(target: Target): RenderPass;\r\n // Returns the 'order' of this geometry, which determines how z-fighting is resolved.\r\n public abstract get renderOrder(): RenderOrder;\r\n // Returns true if this is a lit surface\r\n public get isLitSurface(): boolean { return false; }\r\n // Returns true if this is an unlit surface with baked-in lighting (e.g. 3mx, scalable mesh reality models)\r\n public get hasBakedLighting(): boolean { return false; }\r\n // Returns true if this primitive contains auxillary animation data.\r\n public get hasAnimation(): boolean { return false; }\r\n\r\n /** Returns the origin of this geometry's quantization parameters. */\r\n public abstract get qOrigin(): Float32Array;\r\n /** Returns the scale of this geometry's quantization parameters. */\r\n public abstract get qScale(): Float32Array;\r\n // Draws this geometry\r\n public abstract draw(): void;\r\n\r\n public abstract dispose(): void;\r\n\r\n // Intended to be overridden by specific subclasses\r\n public get materialInfo(): MaterialInfo | undefined { return undefined; }\r\n public get hasMaterialAtlas(): boolean {\r\n const mat = this.materialInfo;\r\n return undefined !== mat && mat.isAtlas;\r\n }\r\n\r\n public get polylineBuffers(): PolylineBuffers | undefined { return undefined; }\r\n public get hasFeatures(): boolean { return false; }\r\n public get viewIndependentOrigin(): Point3d | undefined { return undefined; }\r\n public get isViewIndependent(): boolean { return undefined !== this.viewIndependentOrigin; }\r\n\r\n public get supportsThematicDisplay() { return false; }\r\n\r\n public get isEdge(): boolean {\r\n switch (this.renderOrder) {\r\n case RenderOrder.Edge:\r\n case RenderOrder.Silhouette:\r\n case RenderOrder.PlanarEdge:\r\n case RenderOrder.PlanarSilhouette:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n public wantWoWReversal(params: ShaderProgramParams): boolean {\r\n return params.target.currentViewFlags.whiteOnWhiteReversal && this._wantWoWReversal(params.target);\r\n }\r\n public getLineCode(params: ShaderProgramParams): number {\r\n return params.target.currentViewFlags.styles ? this._getLineCode(params) : LineCode.solid;\r\n }\r\n public getLineWeight(params: ShaderProgramParams): number {\r\n if (!params.target.currentViewFlags.weights) {\r\n return 1.0;\r\n }\r\n\r\n const minWeight = 1;\r\n let weight = this._getLineWeight(params);\r\n weight = Math.max(weight, minWeight);\r\n weight = Math.min(weight, 31.0);\r\n return weight;\r\n }\r\n\r\n public getFlashMode(params: DrawParams): FlashMode {\r\n // By default only surfaces rendered with lighting get brightened. Overridden for reality meshes since they have lighting baked-in.\r\n // NB: If the reality model is classified, the classifiers are drawn without lighting, therefore we mix the hilite color.\r\n if (this.hasBakedLighting)\r\n return FlashMode.Hilite;\r\n\r\n const vf = params.target.currentViewFlags;\r\n if (!this.isLitSurface || RenderMode.SmoothShade !== vf.renderMode)\r\n return FlashMode.Hilite;\r\n\r\n return vf.lighting ? params.target.plan.flashSettings.litMode : FlashMode.Hilite;\r\n }\r\n\r\n public wantMixMonochromeColor(_target: Target): boolean { return false; }\r\n public wantMonochrome(_target: Target): boolean { return true; }\r\n\r\n public abstract collectStatistics(stats: RenderMemory.Statistics): void;\r\n\r\n public computeRange(output?: Range3d): Range3d {\r\n if (undefined === this._range) {\r\n const lowX = this.qOrigin[0];\r\n const lowY = this.qOrigin[1];\r\n const lowZ = this.qOrigin[2];\r\n\r\n const hiX = 0xffff * this.qScale[0] + lowX;\r\n const hiY = 0xffff * this.qScale[1] + lowY;\r\n const hiZ = 0xffff * this.qScale[2] + lowZ;\r\n\r\n this._range = Range3d.createXYZXYZ(lowX, lowY, lowZ, hiX, hiY, hiZ);\r\n }\r\n\r\n return this._range.clone(output);\r\n }\r\n}\r\n\r\n/** Geometry which is drawn using indices into a look-up texture of vertex data, via gl.drawArrays()\r\n * @internal\r\n */\r\nexport abstract class LUTGeometry extends CachedGeometry {\r\n private readonly _viewIndependentOrigin?: Point3d;\r\n\r\n public abstract get lutBuffers(): BuffersContainer;\r\n\r\n // The texture containing the vertex data.\r\n public abstract get lut(): VertexLUT;\r\n public override get asLUT() { return this; }\r\n public override get viewIndependentOrigin() { return this._viewIndependentOrigin; }\r\n\r\n protected abstract _draw(_numInstances: number, _instanceBuffersContainer?: BuffersContainer): void;\r\n public draw(): void { this._draw(0); }\r\n public drawInstanced(numInstances: number, instanceBuffersContainer: BuffersContainer): void { this._draw(numInstances, instanceBuffersContainer); }\r\n\r\n // Override this if your color varies based on the target\r\n public getColor(_target: Target): ColorInfo { return this.lut.colorInfo; }\r\n\r\n public get qOrigin(): Float32Array { return this.lut.qOrigin; }\r\n public get qScale(): Float32Array { return this.lut.qScale; }\r\n public override get hasAnimation() { return this.lut.hasAnimation; }\r\n\r\n protected constructor(viewIndependentOrigin?: Point3d) {\r\n super();\r\n this._viewIndependentOrigin = viewIndependentOrigin;\r\n }\r\n}\r\n\r\n/** Parameters used to construct an IndexedGeometry\r\n * @internal\r\n */\r\nexport class IndexedGeometryParams implements WebGLDisposable {\r\n public readonly buffers: BuffersContainer;\r\n public readonly positions: QBufferHandle3d;\r\n public readonly indices: BufferHandle;\r\n public readonly numIndices: number;\r\n\r\n protected constructor(positions: QBufferHandle3d, indices: BufferHandle, numIndices: number) {\r\n this.buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", undefined, false);\r\n assert(attrPos !== undefined);\r\n this.buffers.addBuffer(positions, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.buffers.addBuffer(indices, []);\r\n this.positions = positions;\r\n this.indices = indices;\r\n this.numIndices = numIndices;\r\n }\r\n\r\n public static create(positions: Uint16Array, qParams: QParams3d, indices: Uint32Array) {\r\n const posBuf = QBufferHandle3d.create(qParams, positions);\r\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\r\n if (undefined === posBuf || undefined === indBuf)\r\n return undefined;\r\n\r\n return new IndexedGeometryParams(posBuf, indBuf, indices.length);\r\n }\r\n public static createFromList(positions: QPoint3dList, indices: Uint32Array) {\r\n return IndexedGeometryParams.create(positions.toTypedArray(), positions.params, indices);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.buffers.isDisposed\r\n && this.positions.isDisposed\r\n && this.indices.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this.positions);\r\n dispose(this.indices);\r\n }\r\n}\r\n\r\n/** A geometric primitive which is rendered using gl.drawElements() with one or more vertex buffers indexed by an index buffer.\r\n * @internal\r\n */\r\nexport abstract class IndexedGeometry extends CachedGeometry {\r\n protected readonly _params: IndexedGeometryParams;\r\n protected _wantWoWReversal(_target: Target): boolean { return false; }\r\n protected constructor(params: IndexedGeometryParams) {\r\n super();\r\n this._params = params;\r\n }\r\n\r\n public get isDisposed(): boolean { return this._params.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this._params);\r\n }\r\n\r\n public draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, GL.DataType.UnsignedInt, 0);\r\n this._params.buffers.unbind();\r\n }\r\n\r\n public get qOrigin() { return this._params.positions.origin; }\r\n public get qScale() { return this._params.positions.scale; }\r\n}\r\n\r\n/** a cube of quads in normalized device coordinates for skybox rendering techniques\r\n * @internal\r\n */\r\nclass SkyBoxQuads {\r\n public readonly vertices: Uint16Array;\r\n public readonly vertexParams: QParams3d;\r\n\r\n public constructor() {\r\n const skyBoxSz = 1.0;\r\n\r\n const qVerts = new QPoint3dList(QParams3d.fromNormalizedRange());\r\n\r\n // NB: After applying the rotation matrix in the shader, Back becomes (Bottom), etc.\r\n // See the notes in the parens below.\r\n\r\n // ###TODO: Make this indexed. Currently not indexed because of previous six-sided texture system.\r\n\r\n // Back (Bottom after rotation)\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, skyBoxSz)); // back upper left - 0\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, skyBoxSz)); // back upper right - 1\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower left - 2\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, skyBoxSz)); // back upper right - 1\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower right - 3\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower left - 2\r\n\r\n // Front (Top after rotation)\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper left - 4\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper right - 5\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower left - 6\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper right - 5\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower right - 7\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower left - 6\r\n\r\n // Top (Front after rotation)\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper left - 4\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper right - 5\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, skyBoxSz)); // back upper right - 1\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper left - 4\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, skyBoxSz)); // back upper left - 0\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, skyBoxSz)); // back upper right - 1\r\n\r\n // Bottom (Back after rotation)\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower left - 2\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower right - 3\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower left - 6\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower right - 3\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower right - 7\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower left - 6\r\n\r\n // Left (Right after rotation)\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, skyBoxSz)); // back upper left - 0\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper left - 4\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower left - 2\r\n qVerts.add(new Point3d(-skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper left - 4\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower left - 6\r\n qVerts.add(new Point3d(-skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower left - 2\r\n\r\n // Right (Left after rotation)\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, skyBoxSz)); // back upper right - 1\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper right - 5\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower right - 3\r\n qVerts.add(new Point3d(skyBoxSz, skyBoxSz, -skyBoxSz)); // front upper right - 5\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, -skyBoxSz)); // front lower right - 7\r\n qVerts.add(new Point3d(skyBoxSz, -skyBoxSz, skyBoxSz)); // back lower right - 3\r\n\r\n this.vertices = qVerts.toTypedArray();\r\n this.vertexParams = qVerts.params;\r\n }\r\n\r\n public createParams() {\r\n return SkyBoxGeometryParams.create(this.vertices, this.vertexParams);\r\n }\r\n}\r\n\r\n/** Parameters used to construct an SkyBox\r\n * @internal\r\n */\r\nexport class SkyBoxGeometryParams implements WebGLDisposable {\r\n public readonly buffers: BuffersContainer;\r\n public readonly positions: QBufferHandle3d;\r\n\r\n protected constructor(positions: QBufferHandle3d) {\r\n this.buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", undefined, false);\r\n assert(attrPos !== undefined);\r\n this.buffers.addBuffer(positions, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.positions = positions;\r\n }\r\n\r\n public static create(positions: Uint16Array, qparams: QParams3d) {\r\n const posBuf = QBufferHandle3d.create(qparams, positions);\r\n if (undefined === posBuf)\r\n return undefined;\r\n\r\n return new SkyBoxGeometryParams(posBuf);\r\n }\r\n\r\n public get isDisposed(): boolean { return this.buffers.isDisposed && this.positions.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this.positions);\r\n }\r\n}\r\n\r\n/** @internal */\r\nnamespace SkyBoxQuads { // eslint-disable-line no-redeclare\r\n let skyBoxQuads: SkyBoxQuads | undefined;\r\n\r\n export function getInstance(): SkyBoxQuads {\r\n if (undefined === skyBoxQuads)\r\n skyBoxQuads = new SkyBoxQuads();\r\n\r\n return skyBoxQuads;\r\n }\r\n}\r\n\r\n/** Geometry used for view-space rendering techniques.\r\n * @internal\r\n */\r\nexport class SkyBoxQuadsGeometry extends CachedGeometry {\r\n protected _techniqueId: TechniqueId;\r\n public readonly cube: RenderTexture;\r\n protected readonly _params: SkyBoxGeometryParams;\r\n\r\n protected constructor(ndxGeomParams: SkyBoxGeometryParams, texture: RenderTexture) {\r\n super();\r\n this.cube = texture;\r\n this._techniqueId = TechniqueId.SkyBox;\r\n this._params = ndxGeomParams;\r\n }\r\n\r\n public static create(texture: RenderTexture): SkyBoxQuadsGeometry | undefined {\r\n const sbxGeomParams = SkyBoxQuads.getInstance().createParams();\r\n return undefined !== sbxGeomParams ? new SkyBoxQuadsGeometry(sbxGeomParams, texture) : undefined;\r\n }\r\n\r\n public collectStatistics(_stats: RenderMemory.Statistics): void {\r\n // Not interested in tracking this.\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return this._techniqueId; }\r\n public getRenderPass(_target: Target) { return RenderPass.SkyBox; }\r\n public get renderOrder() { return RenderOrder.UnlitSurface; }\r\n\r\n public draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawArrays(GL.PrimitiveType.Triangles, 0, 36);\r\n this._params.buffers.unbind();\r\n }\r\n\r\n public get qOrigin() { return this._params.positions.origin; }\r\n public get qScale() { return this._params.positions.scale; }\r\n\r\n public get isDisposed(): boolean { return this._params.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this._params);\r\n }\r\n\r\n protected _wantWoWReversal(_target: Target): boolean { return false; }\r\n}\r\n\r\n/** A quad with its corners mapped to the dimensions as the viewport, used for special rendering techniques.\r\n * @internal\r\n */\r\nclass ViewportQuad {\r\n public readonly vertices: Uint16Array;\r\n public readonly vertexParams: QParams3d;\r\n public readonly indices = new Uint32Array(6);\r\n\r\n public constructor() {\r\n const pt = new Point3d(-1, -1, 0);\r\n const vertices = new QPoint3dList(QParams3d.fromNormalizedRange());\r\n vertices.add(pt);\r\n pt.x = 1;\r\n vertices.add(pt);\r\n pt.y = 1;\r\n vertices.add(pt);\r\n pt.x = -1;\r\n vertices.add(pt);\r\n\r\n this.vertices = vertices.toTypedArray();\r\n this.vertexParams = vertices.params;\r\n\r\n this.indices[0] = 0;\r\n this.indices[1] = 1;\r\n this.indices[2] = 2;\r\n this.indices[3] = 0;\r\n this.indices[4] = 2;\r\n this.indices[5] = 3;\r\n }\r\n\r\n public createParams() {\r\n return IndexedGeometryParams.create(this.vertices, this.vertexParams, this.indices);\r\n }\r\n}\r\n\r\n/** @internal */\r\nnamespace ViewportQuad { // eslint-disable-line no-redeclare\r\n let viewportQuad: ViewportQuad | undefined;\r\n\r\n export function getInstance(): ViewportQuad {\r\n if (undefined === viewportQuad)\r\n viewportQuad = new ViewportQuad();\r\n\r\n return viewportQuad;\r\n }\r\n}\r\n\r\n/** Geometry used for view-space rendering techniques.\r\n * @internal\r\n */\r\nexport class ViewportQuadGeometry extends IndexedGeometry {\r\n protected _techniqueId: TechniqueId;\r\n\r\n protected constructor(params: IndexedGeometryParams, techniqueId: TechniqueId) {\r\n super(params);\r\n this._techniqueId = techniqueId;\r\n }\r\n public static create(techniqueId: TechniqueId) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n return undefined !== params ? new this(params, techniqueId) : undefined;\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return this._techniqueId; }\r\n public getRenderPass(_target: Target) { return RenderPass.OpaqueGeneral; }\r\n public get renderOrder() { return RenderOrder.UnlitSurface; }\r\n\r\n public collectStatistics(_stats: RenderMemory.Statistics): void {\r\n // NB: These don't really count...\r\n }\r\n}\r\n\r\n/** Geometry used for view-space rendering techniques which involve sampling one or more textures.\r\n * @internal\r\n */\r\nexport class TexturedViewportQuadGeometry extends ViewportQuadGeometry {\r\n protected readonly _textures: WebGLTexture[];\r\n\r\n protected constructor(params: IndexedGeometryParams, techniqueId: TechniqueId, textures: WebGLTexture[]) {\r\n super(params, techniqueId);\r\n this._textures = textures;\r\n\r\n // TypeScript compiler will happily accept TextureHandle (or any other type) in place of WebGLTexture.\r\n // There is no such 'type' as WebGLTexture at run-time.\r\n assert(this._textures.every((tx) => !(tx instanceof TextureHandle)));\r\n }\r\n\r\n public static createTexturedViewportQuadGeometry(techniqueId: TechniqueId, textures: WebGLTexture[]): TexturedViewportQuadGeometry | undefined {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params)\r\n return undefined;\r\n\r\n return new this(params, techniqueId, textures);\r\n }\r\n}\r\n\r\n/** Geometry used for rendering default gradient-style or single texture spherical skybox.\r\n * @internal\r\n */\r\nexport class SkySphereViewportQuadGeometry extends ViewportQuadGeometry {\r\n public worldPos: Float32Array; // LeftBottom, RightBottom, RightTop, LeftTop worl pos of frustum at mid depth.\r\n public readonly typeAndExponents: Float32Array; // [0] -1.0 for 2-color gradient, 1.0 for 4-color gradient, 0.0 for texture; [1] sky exponent (4-color only) [2] ground exponent (4-color only)\r\n public readonly zOffset: number;\r\n public readonly rotation: number;\r\n public readonly zenithColor: Float32Array;\r\n public readonly skyColor: Float32Array;\r\n public readonly groundColor: Float32Array;\r\n public readonly nadirColor: Float32Array;\r\n public readonly skyTexture?: RenderTexture;\r\n protected readonly _worldPosBuff: BufferHandle;\r\n private _isWorldPosSet: boolean = false;\r\n\r\n public initWorldPos(target: Target): void {\r\n if (this._isWorldPosSet)\r\n return;\r\n\r\n this._isWorldPosSet = true;\r\n this._setPointsFromFrustum(target);\r\n this._worldPosBuff.bindData(this.worldPos, GL.Buffer.Usage.StreamDraw);\r\n const attrWorldPos = AttributeMap.findAttribute(\"a_worldPos\", TechniqueId.SkySphereGradient, false);\r\n assert(attrWorldPos !== undefined);\r\n this._params.buffers.addBuffer(this._worldPosBuff, [BufferParameters.create(attrWorldPos.location, 3, GL.DataType.Float, false, 0, 0, false)]);\r\n }\r\n\r\n private _setPointsFromFrustum(target: Target) {\r\n const frustum = target.planFrustum;\r\n const wp = this.worldPos;\r\n\r\n const lb = frustum.getCorner(Npc.LeftBottomRear).interpolate(0.5, frustum.getCorner(Npc.LeftBottomFront), scratchPoint3a);\r\n const rb = frustum.getCorner(Npc.RightBottomRear).interpolate(0.5, frustum.getCorner(Npc.RightBottomFront), scratchPoint3b);\r\n const rt = frustum.getCorner(Npc.RightTopRear).interpolate(0.5, frustum.getCorner(Npc.RightTopFront), scratchPoint3c);\r\n if (!target.plan.backgroundMapOn || !target.plan.isGlobeMode3D) {\r\n wp[0] = lb.x;\r\n wp[1] = lb.y;\r\n wp[2] = lb.z;\r\n wp[3] = rb.x;\r\n wp[4] = rb.y;\r\n wp[5] = rb.z;\r\n wp[6] = rt.x;\r\n wp[7] = rt.y;\r\n wp[8] = rt.z;\r\n const lt = frustum.getCorner(Npc.LeftTopRear).interpolate(0.5, frustum.getCorner(Npc.LeftTopFront), scratchPoint3d);\r\n wp[9] = lt.x;\r\n wp[10] = lt.y;\r\n wp[11] = lt.z;\r\n } else {\r\n // Need to fake a different frustum to orient the 4 corners properly.\r\n // First find true frustum center & size.\r\n const fCenter = lb.interpolate(0.5, rt, scratchPoint3d);\r\n const upScreen = Vector3d.createStartEnd(rb, rt, scratchVec3a);\r\n let rightScreen = Vector3d.createStartEnd(lb, rb, scratchVec3b);\r\n const halfWidth = upScreen.magnitude() * 0.5;\r\n const halfHeight = rightScreen.magnitude() * 0.5;\r\n // Find the projection of the globe up onto the frustum plane.\r\n upScreen.normalizeInPlace();\r\n rightScreen.normalizeInPlace();\r\n const projUp = target.plan.upVector.dotProduct(upScreen);\r\n const projRt = target.plan.upVector.dotProduct(rightScreen);\r\n // Find camera position (create one for ortho).\r\n let camPos: Point3d;\r\n if (FrustumUniformType.Perspective === target.uniforms.frustum.type) {\r\n const farLowerLeft = frustum.getCorner(Npc.LeftBottomRear);\r\n const nearLowerLeft = frustum.getCorner(Npc.LeftBottomFront);\r\n const scale = 1.0 / (1.0 - target.planFraction);\r\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, scratchVec3c);\r\n camPos = fromSumOf(farLowerLeft, zVec, scale, scratchPoint3a);\r\n } else {\r\n const delta = Vector3d.createStartEnd(frustum.getCorner(Npc.LeftBottomRear), frustum.getCorner(Npc.LeftBottomFront), scratchVec3c);\r\n const pseudoCameraHalfAngle = 22.5;\r\n const diagonal = frustum.getCorner(Npc.LeftBottomRear).distance(frustum.getCorner(Npc.RightTopRear));\r\n const focalLength = diagonal / (2 * Math.atan(pseudoCameraHalfAngle * Angle.radiansPerDegree));\r\n let zScale = focalLength / delta.magnitude();\r\n if (zScale < 1.000001)\r\n zScale = 1.000001; // prevent worldEye front being on or inside the frustum front plane\r\n camPos = Point3d.createAdd3Scaled(frustum.getCorner(Npc.LeftBottomRear), .5, frustum.getCorner(Npc.RightTopRear), .5, delta, zScale, scratchPoint3a);\r\n }\r\n // Compute the distance from the camera to the frustum center.\r\n const camDist = camPos.distance(fCenter);\r\n // Now use a fixed camera direction and compute a new frustum center.\r\n const camDir = Vector3d.create(0.0, 1.0, 0.0, scratchVec3c);\r\n fCenter.setFromPoint3d(camPos);\r\n fCenter.addScaledInPlace(camDir, camDist);\r\n // Create an up vector that mimics the projection of the globl up onto the real frustum.\r\n upScreen.set(projRt, 0.0, projUp);\r\n upScreen.normalizeInPlace();\r\n // Compute a new right vector and then compute the 4 points for the sky.\r\n rightScreen = upScreen.crossProduct(camDir, scratchVec3b);\r\n upScreen.scaleInPlace(halfHeight);\r\n rightScreen.scaleInPlace(halfWidth);\r\n wp[0] = fCenter.x - rightScreen.x - upScreen.x; // left bottom\r\n wp[1] = fCenter.y - rightScreen.y - upScreen.y;\r\n wp[2] = fCenter.z - rightScreen.z - upScreen.z;\r\n wp[3] = fCenter.x + rightScreen.x - upScreen.x; // right bottom\r\n wp[4] = fCenter.y + rightScreen.y - upScreen.y;\r\n wp[5] = fCenter.z + rightScreen.z - upScreen.z;\r\n wp[6] = fCenter.x + rightScreen.x + upScreen.x; // right top\r\n wp[7] = fCenter.y + rightScreen.y + upScreen.y;\r\n wp[8] = fCenter.z + rightScreen.z + upScreen.z;\r\n wp[9] = fCenter.x - rightScreen.x + upScreen.x; // left top\r\n wp[10] = fCenter.y - rightScreen.y + upScreen.y;\r\n wp[11] = fCenter.z - rightScreen.z + upScreen.z;\r\n }\r\n }\r\n\r\n protected constructor(params: IndexedGeometryParams, skybox: RenderSkySphereParams | RenderSkyGradientParams, techniqueId: TechniqueId) {\r\n super(params, techniqueId);\r\n\r\n this.worldPos = new Float32Array(4 * 3);\r\n this._worldPosBuff = new BufferHandle(GL.Buffer.Target.ArrayBuffer);\r\n this.typeAndExponents = new Float32Array(3);\r\n this.zenithColor = new Float32Array(3);\r\n this.skyColor = new Float32Array(3);\r\n this.groundColor = new Float32Array(3);\r\n this.nadirColor = new Float32Array(3);\r\n this.zOffset = skybox.zOffset;\r\n\r\n this.rotation = \"sphere\" === skybox.type ? skybox.rotation : 0;\r\n if (skybox.type === \"sphere\") {\r\n this.skyTexture = skybox.texture;\r\n this.typeAndExponents[0] = 0.0;\r\n this.typeAndExponents[1] = 1.0;\r\n this.typeAndExponents[2] = 1.0;\r\n this.zenithColor[0] = 0.0;\r\n this.zenithColor[1] = 0.0;\r\n this.zenithColor[2] = 0.0;\r\n this.nadirColor[0] = 0.0;\r\n this.nadirColor[1] = 0.0;\r\n this.nadirColor[2] = 0.0;\r\n this.skyColor[0] = 0.0;\r\n this.skyColor[1] = 0.0;\r\n this.skyColor[2] = 0.0;\r\n this.groundColor[0] = 0.0;\r\n this.groundColor[1] = 0.0;\r\n this.groundColor[2] = 0.0;\r\n } else {\r\n const gradient = skybox.gradient;\r\n\r\n this.zenithColor[0] = gradient.zenithColor.colors.r / 255.0;\r\n this.zenithColor[1] = gradient.zenithColor.colors.g / 255.0;\r\n this.zenithColor[2] = gradient.zenithColor.colors.b / 255.0;\r\n this.nadirColor[0] = gradient.nadirColor.colors.r / 255.0;\r\n this.nadirColor[1] = gradient.nadirColor.colors.g / 255.0;\r\n this.nadirColor[2] = gradient.nadirColor.colors.b / 255.0;\r\n\r\n if (gradient.twoColor) {\r\n this.typeAndExponents[0] = -1.0;\r\n this.typeAndExponents[1] = 4.0;\r\n this.typeAndExponents[2] = 4.0;\r\n this.skyColor[0] = 0.0;\r\n this.skyColor[1] = 0.0;\r\n this.skyColor[2] = 0.0;\r\n this.groundColor[0] = 0.0;\r\n this.groundColor[1] = 0.0;\r\n this.groundColor[2] = 0.0;\r\n } else {\r\n this.typeAndExponents[0] = 1.0;\r\n this.typeAndExponents[1] = gradient.skyExponent;\r\n this.typeAndExponents[2] = gradient.groundExponent;\r\n this.skyColor[0] = gradient.skyColor.colors.r / 255.0;\r\n this.skyColor[1] = gradient.skyColor.colors.g / 255.0;\r\n this.skyColor[2] = gradient.skyColor.colors.b / 255.0;\r\n this.groundColor[0] = gradient.groundColor.colors.r / 255.0;\r\n this.groundColor[1] = gradient.groundColor.colors.g / 255.0;\r\n this.groundColor[2] = gradient.groundColor.colors.b / 255.0;\r\n }\r\n }\r\n }\r\n\r\n public static createGeometry(skybox: RenderSkySphereParams | RenderSkyGradientParams) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params)\r\n return undefined;\r\n\r\n const technique = \"sphere\" === skybox.type ? TechniqueId.SkySphereTexture : TechniqueId.SkySphereGradient;\r\n return new SkySphereViewportQuadGeometry(params, skybox, technique);\r\n }\r\n\r\n public override get isDisposed(): boolean { return super.isDisposed && this._worldPosBuff.isDisposed; }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this._worldPosBuff);\r\n }\r\n}\r\n\r\n/** Geometry used when rendering ambient occlusion information to an output texture\r\n * @internal\r\n */\r\nexport class AmbientOcclusionGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(depthAndOrder: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params) {\r\n return undefined;\r\n }\r\n\r\n // Will derive positions and normals from depthAndOrder.\r\n return new AmbientOcclusionGeometry(params, [depthAndOrder]);\r\n }\r\n\r\n public get depthAndOrder() { return this._textures[0]; }\r\n public get noise() { return System.instance.noiseTexture!.getHandle()!; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[]) {\r\n super(params, TechniqueId.AmbientOcclusion, textures);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class BlurGeometry extends TexturedViewportQuadGeometry {\r\n public readonly blurDir: Vector2d;\r\n\r\n public static createGeometry(texToBlur: WebGLTexture, depthAndOrder: WebGLTexture, blurDir: Vector2d) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params) {\r\n return undefined;\r\n }\r\n return new BlurGeometry(params, [texToBlur, depthAndOrder], blurDir);\r\n }\r\n\r\n public get textureToBlur() { return this._textures[0]; }\r\n public get depthAndOrder() { return this._textures[1]; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[], blurDir: Vector2d) {\r\n super(params, TechniqueId.Blur, textures);\r\n this.blurDir = blurDir;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class EVSMGeometry extends TexturedViewportQuadGeometry {\r\n public readonly stepSize = new Float32Array(2);\r\n\r\n public static createGeometry(depthBuffer: WebGLTexture, width: number, height: number) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params)\r\n return undefined;\r\n\r\n return new EVSMGeometry(params, [depthBuffer], width, height);\r\n }\r\n\r\n public get depthTexture() { return this._textures[0]; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[], width: number, height: number) {\r\n super(params, TechniqueId.EVSMFromDepth, textures);\r\n this.stepSize[0] = 1.0 / width;\r\n this.stepSize[1] = 1.0 / height;\r\n }\r\n}\r\n\r\n/** Geometry used during the 'composite' pass to apply transparency and/or hilite effects.\r\n * @internal\r\n */\r\nexport class CompositeGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(opaque: WebGLTexture, accum: WebGLTexture, reveal: WebGLTexture, hilite: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params)\r\n return undefined;\r\n\r\n const textures = [opaque, accum, reveal, hilite];\r\n return new CompositeGeometry(params, textures);\r\n }\r\n\r\n public get opaque() { return this._textures[0]; }\r\n public get accum() { return this._textures[1]; }\r\n public get reveal() { return this._textures[2]; }\r\n public get hilite() { return this._textures[3]; }\r\n public get occlusion(): WebGLTexture | undefined {\r\n return this._textures.length > 4 ? this._textures[4] : undefined;\r\n }\r\n public set occlusion(occlusion: WebGLTexture | undefined) {\r\n assert((undefined === occlusion) === (undefined !== this.occlusion));\r\n if (undefined !== occlusion)\r\n this._textures[4] = occlusion;\r\n else\r\n this._textures.length = 4;\r\n }\r\n\r\n // Invoked each frame to determine the appropriate Technique to use.\r\n public update(flags: CompositeFlags): void { this._techniqueId = this.determineTechnique(flags); }\r\n\r\n private determineTechnique(flags: CompositeFlags): TechniqueId {\r\n return computeCompositeTechniqueId(flags);\r\n }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[]) {\r\n super(params, TechniqueId.CompositeHilite, textures);\r\n assert(4 <= this._textures.length);\r\n }\r\n}\r\n\r\n/** Geometry used to ping-pong the pick buffer data in between opaque passes.\r\n * @internal\r\n */\r\nexport class CopyPickBufferGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(featureId: WebGLTexture, depthAndOrder: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined !== params) {\r\n return new CopyPickBufferGeometry(params, [featureId, depthAndOrder]);\r\n } else {\r\n return undefined;\r\n }\r\n }\r\n\r\n public get featureId() { return this._textures[0]; }\r\n public get depthAndOrder() { return this._textures[1]; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[]) {\r\n super(params, TechniqueId.CopyPickBuffers, textures);\r\n }\r\n}\r\nexport class CombineTexturesGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(texture0: WebGLTexture, texture1: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined !== params) {\r\n return new CombineTexturesGeometry(params, [texture0, texture1]);\r\n } else {\r\n return undefined;\r\n }\r\n }\r\n\r\n public get texture0() { return this._textures[0]; }\r\n public get texture1() { return this._textures[1]; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[]) {\r\n super(params, TechniqueId.CombineTextures, textures);\r\n }\r\n}\r\n\r\nexport class Combine3TexturesGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(texture0: WebGLTexture, texture1: WebGLTexture, texture2: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined !== params) {\r\n return new Combine3TexturesGeometry(params, [texture0, texture1, texture2]);\r\n } else {\r\n return undefined;\r\n }\r\n }\r\n\r\n public get texture0() { return this._textures[0]; }\r\n public get texture1() { return this._textures[1]; }\r\n public get texture2() { return this._textures[2]; }\r\n\r\n private constructor(params: IndexedGeometryParams, textures: WebGLTexture[]) {\r\n super(params, TechniqueId.Combine3Textures, textures);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class SingleTexturedViewportQuadGeometry extends TexturedViewportQuadGeometry {\r\n public static createGeometry(texture: WebGLTexture, techId: TechniqueId) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params) {\r\n return undefined;\r\n }\r\n\r\n return new SingleTexturedViewportQuadGeometry(params, texture, techId);\r\n }\r\n\r\n public get texture(): WebGLTexture { return this._textures[0]; }\r\n public set texture(texture: WebGLTexture) { this._textures[0] = texture; }\r\n\r\n protected constructor(params: IndexedGeometryParams, texture: WebGLTexture, techId: TechniqueId) {\r\n super(params, techId, [texture]);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport enum BoundaryType {\r\n Outside = 0,\r\n Inside = 1,\r\n Selected = 2,\r\n}\r\n\r\n/** @internal */\r\nexport class VolumeClassifierGeometry extends SingleTexturedViewportQuadGeometry {\r\n public boundaryType: BoundaryType = BoundaryType.Inside;\r\n\r\n public static createVCGeometry(texture: WebGLTexture) {\r\n const params = ViewportQuad.getInstance().createParams();\r\n if (undefined === params)\r\n return undefined;\r\n return new VolumeClassifierGeometry(params, texture);\r\n }\r\n\r\n private constructor(params: IndexedGeometryParams, texture: WebGLTexture) {\r\n super(params, texture, TechniqueId.VolClassSetBlend);\r\n }\r\n}\r\n\r\n/** A geometric primitive which renders gl points using gl.drawArrays() with one vertex buffer.\r\n * @internal\r\n */\r\nexport class ScreenPointsGeometry extends CachedGeometry {\r\n protected _numPoints: number;\r\n protected _origin: Float32Array;\r\n protected _scale: Float32Array;\r\n protected _positions: QBufferHandle2d;\r\n public readonly buffers: BuffersContainer;\r\n public readonly zTexture: WebGLTexture;\r\n\r\n protected constructor(vertices: QPoint2dList, zTexture: WebGLTexture) {\r\n super();\r\n\r\n this.zTexture = zTexture;\r\n\r\n this._numPoints = vertices.length;\r\n\r\n this._positions = QBufferHandle2d.create(vertices.params, vertices.toTypedArray())!;\r\n\r\n this._origin = new Float32Array(3);\r\n this._origin[0] = this._positions.params[0];\r\n this._origin[1] = this._positions.params[1];\r\n this._origin[2] = 0.0;\r\n this._scale = new Float32Array(3);\r\n this._scale[0] = this._positions.params[2];\r\n this._scale[1] = this._positions.params[3];\r\n this._scale[2] = this._positions.params[3]; // just copy the scale from y\r\n\r\n this.buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.VolClassCopyZ, false);\r\n assert(attrPos !== undefined);\r\n this.buffers.addBuffer(this._positions, [BufferParameters.create(attrPos.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n }\r\n\r\n public static createGeometry(width: number, height: number, depth: WebGLTexture): ScreenPointsGeometry {\r\n const pixWidth = 2.0 / width;\r\n const pixHeight = 2.0 / height;\r\n\r\n const startX = pixWidth * 0.5 - 1.0;\r\n const startY = pixHeight * 0.5 - 1.0;\r\n\r\n const pt = new Point2d(startX, startY);\r\n const vertices = new QPoint2dList(QParams2d.fromNormalizedRange());\r\n\r\n for (let y = 0; y < height; ++y) {\r\n pt.x = startX;\r\n for (let x = 0; x < width; ++x) {\r\n vertices.add(pt);\r\n pt.x += pixWidth;\r\n }\r\n pt.y += pixHeight;\r\n }\r\n return new ScreenPointsGeometry(vertices, depth);\r\n }\r\n\r\n public draw(): void {\r\n this.buffers.bind();\r\n System.instance.context.drawArrays(GL.PrimitiveType.Points, 0, this._numPoints);\r\n this.buffers.unbind();\r\n }\r\n\r\n public get isDisposed(): boolean { return this.buffers.isDisposed && this._positions.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this._positions);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addBuffer(RenderMemory.BufferType.PointStrings, this._positions.bytesUsed);\r\n }\r\n\r\n protected _wantWoWReversal(_target: Target): boolean { return false; }\r\n public get techniqueId(): TechniqueId { return TechniqueId.VolClassCopyZ; }\r\n public getRenderPass(_target: Target) { return RenderPass.Classification; }\r\n public get renderOrder() { return RenderOrder.None; }\r\n public get qOrigin() { return this._origin; }\r\n public get qScale() { return this._scale; }\r\n}\r\n\r\n/** @internal */\r\nexport class PolylineBuffers implements WebGLDisposable {\r\n public buffers: BuffersContainer;\r\n public indices: BufferHandle;\r\n public prevIndices: BufferHandle;\r\n public nextIndicesAndParams: BufferHandle;\r\n private constructor(indices: BufferHandle, prevIndices: BufferHandle, nextIndicesAndParams: BufferHandle) {\r\n this.buffers = BuffersContainer.create();\r\n\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Polyline, false);\r\n const attrPrevIndex = AttributeMap.findAttribute(\"a_prevIndex\", TechniqueId.Polyline, false);\r\n const attrNextIndex = AttributeMap.findAttribute(\"a_nextIndex\", TechniqueId.Polyline, false);\r\n const attrParam = AttributeMap.findAttribute(\"a_param\", TechniqueId.Polyline, false);\r\n assert(attrPos !== undefined);\r\n assert(attrPrevIndex !== undefined);\r\n assert(attrNextIndex !== undefined);\r\n assert(attrParam !== undefined);\r\n\r\n this.buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.buffers.addBuffer(prevIndices, [BufferParameters.create(attrPrevIndex.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.buffers.addBuffer(nextIndicesAndParams, [\r\n BufferParameters.create(attrNextIndex.location, 3, GL.DataType.UnsignedByte, false, 4, 0, false),\r\n BufferParameters.create(attrParam.location, 1, GL.DataType.UnsignedByte, false, 4, 3, false),\r\n ]);\r\n\r\n this.indices = indices;\r\n this.prevIndices = prevIndices;\r\n this.nextIndicesAndParams = nextIndicesAndParams;\r\n }\r\n\r\n public static create(polyline: TesselatedPolyline): PolylineBuffers | undefined {\r\n const indices = BufferHandle.createArrayBuffer(polyline.indices.data);\r\n const prev = BufferHandle.createArrayBuffer(polyline.prevIndices.data);\r\n const next = BufferHandle.createArrayBuffer(polyline.nextIndicesAndParams);\r\n return undefined !== indices && undefined !== prev && undefined !== next ? new PolylineBuffers(indices, prev, next) : undefined;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics, type: RenderMemory.BufferType): void {\r\n stats.addBuffer(type, this.indices.bytesUsed + this.prevIndices.bytesUsed + this.nextIndicesAndParams.bytesUsed);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.buffers.isDisposed\r\n && this.indices.isDisposed\r\n && this.prevIndices.isDisposed\r\n && this.nextIndicesAndParams.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this.indices);\r\n dispose(this.prevIndices);\r\n dispose(this.nextIndicesAndParams);\r\n }\r\n}\r\n"]}
@@ -154,7 +154,7 @@ class PrimitiveCommand {
154
154
  return;
155
155
  const target = exec.target;
156
156
  const thematic = this.primitive.cachedGeometry.supportsThematicDisplay && target.wantThematicDisplay;
157
- const shadowable = (techniqueId === 0 /* Surface */ || techniqueId === 6 /* RealityMesh */) && target.solarShadowMap.isReady && target.currentViewFlags.shadows && !thematic;
157
+ const shadowable = (techniqueId === 0 /* Surface */ || techniqueId === 7 /* RealityMesh */) && target.solarShadowMap.isReady && target.currentViewFlags.shadows && !thematic;
158
158
  const isShadowable = shadowable ? 1 /* Yes */ : 0 /* No */;
159
159
  let isThematic = thematic ? 1 /* Yes */ : 0 /* No */;
160
160
  const isClassified = (undefined !== target.currentPlanarClassifierOrDrape || undefined !== target.activeVolumeClassifierTexture) ? 1 /* Yes */ : 0 /* No */;
@@ -163,7 +163,7 @@ class PrimitiveCommand {
163
163
  // Point clouds do not support hillshade or slope mode for thematic display.
164
164
  if (isThematic && (undefined !== this.primitive.cachedGeometry.asPointCloud) && (target.uniforms.thematic.wantSlopeMode || target.uniforms.thematic.wantHillShadeMode))
165
165
  isThematic = 0 /* No */;
166
- const wiremesh = target.currentViewFlags.wiremesh && System_1.System.instance.isWebGL2 && (techniqueId === 0 /* Surface */ || techniqueId === 6 /* RealityMesh */);
166
+ const wiremesh = target.currentViewFlags.wiremesh && System_1.System.instance.isWebGL2 && (techniqueId === 0 /* Surface */ || techniqueId === 7 /* RealityMesh */);
167
167
  const isWiremesh = wiremesh ? 1 /* Yes */ : 0 /* No */;
168
168
  const flags = PrimitiveCommand._scratchTechniqueFlags;
169
169
  flags.init(target, exec.renderPass, isInstanced, isAnimated, isClassified, isShadowable, isThematic, isWiremesh);
@@ -0,0 +1,51 @@
1
+ /** @packageDocumentation
2
+ * @module WebGL
3
+ */
4
+ import { EdgeTable, IndexedEdgeParams } from "../primitives/EdgeParams";
5
+ import { RenderMemory } from "../RenderMemory";
6
+ import { TextureHandle } from "./Texture";
7
+ import { BuffersContainer } from "./AttributeBuffers";
8
+ import { WebGLDisposable } from "./Disposable";
9
+ import { MeshData } from "./MeshData";
10
+ import { MeshGeometry } from "./MeshGeometry";
11
+ import { TechniqueId } from "./TechniqueId";
12
+ import { Target } from "./Target";
13
+ import { ShaderProgramParams } from "./DrawCommand";
14
+ import { RenderOrder } from "./RenderFlags";
15
+ /** @see [[EdgeTable]]
16
+ * @internal
17
+ */
18
+ export declare class EdgeLUT implements WebGLDisposable {
19
+ readonly texture: TextureHandle;
20
+ readonly numSegments: number;
21
+ readonly silhouettePadding: number;
22
+ private constructor();
23
+ dispose(): void;
24
+ static create(table: EdgeTable): EdgeLUT | undefined;
25
+ get bytesUsed(): number;
26
+ get isDisposed(): boolean;
27
+ }
28
+ /** @see [[IndexedEdgeParams]]
29
+ * @internal
30
+ */
31
+ export declare class IndexedEdgeGeometry extends MeshGeometry {
32
+ private readonly _buffers;
33
+ private readonly _indices;
34
+ readonly edgeLut: EdgeLUT;
35
+ get lutBuffers(): BuffersContainer;
36
+ get asIndexedEdge(): this;
37
+ private constructor();
38
+ dispose(): void;
39
+ get isDisposed(): boolean;
40
+ static create(mesh: MeshData, params: IndexedEdgeParams): IndexedEdgeGeometry | undefined;
41
+ collectStatistics(stats: RenderMemory.Statistics): void;
42
+ protected _draw(numInstances: number, instances?: BuffersContainer): void;
43
+ protected _wantWoWReversal(): boolean;
44
+ protected _getLineCode(params: ShaderProgramParams): number;
45
+ get techniqueId(): TechniqueId;
46
+ getRenderPass(target: Target): import("./RenderFlags").RenderPass;
47
+ get renderOrder(): RenderOrder;
48
+ getColor(target: Target): import("./ColorInfo").ColorInfo;
49
+ wantMonochrome(target: Target): boolean;
50
+ }
51
+ //# sourceMappingURL=IndexedEdgeGeometry.d.ts.map
@@ -0,0 +1 @@
1
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