@itwin/core-frontend 3.1.0-dev.11 → 3.1.0-dev.12
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.
- package/lib/cjs/render/webgl/DrawCommand.js +1 -1
- package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.d.ts +3 -0
- package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.js +31 -6
- package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderProgram.d.ts +1 -0
- package/lib/cjs/render/webgl/ShaderProgram.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ShaderProgram.js +1 -0
- package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
- package/lib/esm/render/webgl/DrawCommand.js +1 -1
- package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
- package/lib/esm/render/webgl/SceneCompositor.d.ts +3 -0
- package/lib/esm/render/webgl/SceneCompositor.d.ts.map +1 -1
- package/lib/esm/render/webgl/SceneCompositor.js +31 -6
- package/lib/esm/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/esm/render/webgl/ShaderProgram.d.ts +1 -0
- package/lib/esm/render/webgl/ShaderProgram.d.ts.map +1 -1
- package/lib/esm/render/webgl/ShaderProgram.js +1 -0
- package/lib/esm/render/webgl/ShaderProgram.js.map +1 -1
- package/package.json +20 -20
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@@ -87,6 +87,7 @@ export declare class ShaderProgram implements WebGLDisposable {
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private _fragGNdx;
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private _vertHNdx;
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private _fragHNdx;
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+
readonly outputsToPick: boolean;
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constructor(gl: WebGLContext, vertSource: string, fragSource: string, attrMap: Map<string, AttributeDetails> | undefined, description: string, fragDescription: string);
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get isDisposed(): boolean;
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dispose(): void;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"ShaderProgram.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/ShaderProgram.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,YAAY,EAAE,MAAM,4BAA4B,CAAC;AAE1D,OAAO,EAAE,gBAAgB,EAAE,MAAM,gBAAgB,CAAC;AAClD,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,UAAU,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AAEhE,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,WAAW,CAAC;AAC1C,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAChD,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAE3C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAKlC;;GAEG;AACH,0BAAkB,WAAW;IAC3B,IAAI,IAAI;IACR,UAAU,IAAS;IACnB,eAAe,IAAS;IACxB,kBAAkB,IAAS;IAC3B,cAAc,IAAS;IACvB,kBAAkB,KAAS;CAC5B;AAED;;GAEG;AACH,qBAAa,OAAO;IAClB,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAS;IAC/B,SAAS,CAAC,OAAO,CAAC,EAAE,aAAa,CAAC;IAElC,SAAS,aAAa,IAAI,EAAE,MAAM;IAE3B,OAAO,CAAC,IAAI,EAAE,aAAa,GAAG,OAAO;IAS5C,IAAW,OAAO,IAAI,OAAO,CAAuC;CACrE;AAED;;;;GAIG;AACH,oBAAY,kBAAkB,GAAG,CAAC,OAAO,EAAE,aAAa,EAAE,MAAM,EAAE,mBAAmB,KAAK,IAAI,CAAC;AAE/F;;;;GAIG;AACH,qBAAa,cAAe,SAAQ,OAAO;IACzC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAqB;gBAExB,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,kBAAkB;IAKlD,IAAI,CAAC,MAAM,EAAE,mBAAmB,GAAG,IAAI;CAK/C;AAED;;;;GAIG;AACH,oBAAY,kBAAkB,GAAG,CAAC,OAAO,EAAE,aAAa,EAAE,MAAM,EAAE,UAAU,KAAK,IAAI,CAAC;AAEtF;;;;;GAKG;AACH,qBAAa,cAAe,SAAQ,OAAO;IACzC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAqB;gBAExB,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,kBAAkB;IAKlD,IAAI,CAAC,MAAM,EAAE,UAAU,GAAG,IAAI;CAKtC;AAED;;GAEG;AACH,0BAAkB,aAAa;IAC7B,OAAO,IAAA;IACP,OAAO,IAAA;IACP,UAAU,IAAA;CACX;AAED,gBAAgB;AAChB,qBAAa,aAAc,YAAW,eAAe;IAC5C,UAAU,EAAE,MAAM,CAAC;IACnB,UAAU,EAAE,MAAM,CAAC;IAC1B,OAAO,CAAC,UAAU,CAAC,CAAe;IAClC,OAAO,CAAC,MAAM,CAAkB;IAChC,OAAO,CAAC,OAAO,CAA2C;IAC1D,OAAO,CAAC,QAAQ,CAAC,gBAAgB,CAA+B;IAChE,OAAO,CAAC,QAAQ,CAAC,gBAAgB,CAA+B;IAChE,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAgC;IAE1D,SAAgB,WAAW,EAAE,MAAM,CAAC;IACpC,OAAO,CAAC,gBAAgB,CAAS;IACjC,OAAO,CAAC,SAAS,CAAc;IAC/B,OAAO,CAAC,SAAS,CAAc;IAC/B,OAAO,CAAC,SAAS,CAAc;IAC/B,OAAO,CAAC,SAAS,CAAc;
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+
{"version":3,"file":"ShaderProgram.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/ShaderProgram.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,YAAY,EAAE,MAAM,4BAA4B,CAAC;AAE1D,OAAO,EAAE,gBAAgB,EAAE,MAAM,gBAAgB,CAAC;AAClD,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,UAAU,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AAEhE,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,WAAW,CAAC;AAC1C,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAChD,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAE3C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAKlC;;GAEG;AACH,0BAAkB,WAAW;IAC3B,IAAI,IAAI;IACR,UAAU,IAAS;IACnB,eAAe,IAAS;IACxB,kBAAkB,IAAS;IAC3B,cAAc,IAAS;IACvB,kBAAkB,KAAS;CAC5B;AAED;;GAEG;AACH,qBAAa,OAAO;IAClB,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAS;IAC/B,SAAS,CAAC,OAAO,CAAC,EAAE,aAAa,CAAC;IAElC,SAAS,aAAa,IAAI,EAAE,MAAM;IAE3B,OAAO,CAAC,IAAI,EAAE,aAAa,GAAG,OAAO;IAS5C,IAAW,OAAO,IAAI,OAAO,CAAuC;CACrE;AAED;;;;GAIG;AACH,oBAAY,kBAAkB,GAAG,CAAC,OAAO,EAAE,aAAa,EAAE,MAAM,EAAE,mBAAmB,KAAK,IAAI,CAAC;AAE/F;;;;GAIG;AACH,qBAAa,cAAe,SAAQ,OAAO;IACzC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAqB;gBAExB,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,kBAAkB;IAKlD,IAAI,CAAC,MAAM,EAAE,mBAAmB,GAAG,IAAI;CAK/C;AAED;;;;GAIG;AACH,oBAAY,kBAAkB,GAAG,CAAC,OAAO,EAAE,aAAa,EAAE,MAAM,EAAE,UAAU,KAAK,IAAI,CAAC;AAEtF;;;;;GAKG;AACH,qBAAa,cAAe,SAAQ,OAAO;IACzC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAqB;gBAExB,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,kBAAkB;IAKlD,IAAI,CAAC,MAAM,EAAE,UAAU,GAAG,IAAI;CAKtC;AAED;;GAEG;AACH,0BAAkB,aAAa;IAC7B,OAAO,IAAA;IACP,OAAO,IAAA;IACP,UAAU,IAAA;CACX;AAED,gBAAgB;AAChB,qBAAa,aAAc,YAAW,eAAe;IAC5C,UAAU,EAAE,MAAM,CAAC;IACnB,UAAU,EAAE,MAAM,CAAC;IAC1B,OAAO,CAAC,UAAU,CAAC,CAAe;IAClC,OAAO,CAAC,MAAM,CAAkB;IAChC,OAAO,CAAC,OAAO,CAA2C;IAC1D,OAAO,CAAC,QAAQ,CAAC,gBAAgB,CAA+B;IAChE,OAAO,CAAC,QAAQ,CAAC,gBAAgB,CAA+B;IAChE,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAgC;IAE1D,SAAgB,WAAW,EAAE,MAAM,CAAC;IACpC,OAAO,CAAC,gBAAgB,CAAS;IACjC,OAAO,CAAC,SAAS,CAAc;IAC/B,OAAO,CAAC,SAAS,CAAc;IAC/B,OAAO,CAAC,SAAS,CAAc;IAC/B,OAAO,CAAC,SAAS,CAAc;IAC/B,SAAgB,aAAa,UAAC;gBAEX,EAAE,EAAE,YAAY,EAAE,UAAU,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,EAAE,OAAO,EAAE,GAAG,CAAC,MAAM,EAAE,gBAAgB,CAAC,GAAG,SAAS,EAAE,WAAW,EAAE,MAAM,EAAE,eAAe,EAAE,MAAM;IAY7K,IAAW,UAAU,IAAI,OAAO,CAA0C;IAEnE,OAAO,IAAI,IAAI;IAStB,IAAW,SAAS,IAAI,YAAY,GAAG,SAAS,CAA4B;IAC5E,IAAW,YAAY,YAAwD;IAC/E,IAAW,UAAU,YAAqD;IAE1E,OAAO,CAAC,aAAa;IAyBrB,OAAO,CAAC,WAAW;IA+BZ,OAAO,CAAC,MAAM,GAAE,OAAe,GAAG,aAAa;IAiC/C,GAAG,CAAC,MAAM,EAAE,mBAAmB,GAAG,OAAO;IAkBzC,MAAM;IAKN,IAAI,CAAC,MAAM,EAAE,UAAU,GAAG,IAAI;IAQ9B,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,EAAE,kBAAkB;IAK3D,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,EAAE,kBAAkB;IAKlE,OAAO,CAAC,eAAe;IASvB,OAAO,CAAC,mBAAmB;IAkB3B,OAAO,CAAC,cAAc;CA8SvB;AAED;;;;GAIG;AACH,qBAAa,qBAAqB;IAChC,OAAO,CAAC,QAAQ,CAAC,CAAgB;IACjC,OAAO,CAAC,MAAM,CAAC,OAAO,CAAC,CAAsB;gBAE1B,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,OAAO,CAAC,EAAE,aAAa;WAK9D,UAAU,IAAI,IAAI;IAIhC,OAAO,CAAC,WAAW,CAAS;IAC5B,IAAW,UAAU,IAAI,OAAO,CAA6B;IAE7D,0HAA0H;IACnH,OAAO;IAMP,UAAU,CAAC,OAAO,EAAE,aAAa,GAAG,OAAO;IAClD,IAAW,OAAO,YAA0C;IAC5D,IAAW,MAAM,WAAiC;IAClD,IAAW,UAAU,eAAqC;IAC1D,IAAW,MAAM,wBAKhB;IAEM,IAAI,CAAC,MAAM,EAAE,UAAU;IAMvB,aAAa,CAAC,MAAM,EAAE,UAAU;IAUhC,UAAU,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAChC,SAAS,IAAI,IAAI;IACjB,SAAS,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI;IAC7B,QAAQ,IAAI,IAAI;IAEvB,OAAO,CAAC,aAAa;CAetB"}
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@@ -77,6 +77,7 @@ class ShaderProgram {
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this._vertHNdx = -1;
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this._fragHNdx = -1;
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this.description = description;
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this.outputsToPick = description.includes("Overrides") || description.includes("Pick");
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this._fragDescription = fragDescription;
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this.vertSource = vertSource;
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this.fragSource = fragSource;
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@@ -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 } from \"@itwin/core-bentley\";\r\nimport { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { DebugShaderFile } from \"../RenderSystem\";\r\nimport { AttributeDetails } from \"./AttributeMap\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DrawParams, ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueFlags } from \"./TechniqueFlags\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** Flags which control some conditional branches in shader code\r\n * @internal\r\n */\r\nexport const enum ShaderFlags {\r\n None = 0,\r\n Monochrome = 1 << 0,\r\n NonUniformColor = 1 << 1,\r\n OITFlatAlphaWeight = 1 << 2,\r\n OITScaleOutput = 1 << 3,\r\n IgnoreNonLocatable = 1 << 4,\r\n}\r\n\r\n/** Describes the location of a uniform variable within a shader program.\r\n * @internal\r\n */\r\nexport class Uniform {\r\n private readonly _name: string;\r\n protected _handle?: UniformHandle;\r\n\r\n protected constructor(name: string) { this._name = name; }\r\n\r\n public compile(prog: ShaderProgram): boolean {\r\n assert(!this.isValid);\r\n if (undefined !== prog.glProgram) {\r\n this._handle = UniformHandle.create(prog.glProgram, this._name);\r\n }\r\n\r\n return this.isValid;\r\n }\r\n\r\n public get isValid(): boolean { return undefined !== this._handle; }\r\n}\r\n\r\n/**\r\n * A function associated with a ProgramUniform which is invoked each time the shader program becomes active.\r\n * The function is responsible for setting the value of the uniform.\r\n * @internal\r\n */\r\nexport type BindProgramUniform = (uniform: UniformHandle, params: ShaderProgramParams) => void;\r\n\r\n/**\r\n * Describes the location of a uniform variable within a shader program, the value of which does not change while the program is active.\r\n * The supplied binding function will be invoked once each time the shader becomes active to set the value of the uniform.\r\n * @internal\r\n */\r\nexport class ProgramUniform extends Uniform {\r\n private readonly _bind: BindProgramUniform;\r\n\r\n public constructor(name: string, bind: BindProgramUniform) {\r\n super(name);\r\n this._bind = bind;\r\n }\r\n\r\n public bind(params: ShaderProgramParams): void {\r\n if (undefined !== this._handle) {\r\n this._bind(this._handle, params);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * A function associated with a GraphicUniform which is invoked each time a new graphic primitive is rendered using the associated shader.\r\n * The function is responsible for setting the value of the uniform.\r\n * @internal\r\n */\r\nexport type BindGraphicUniform = (uniform: UniformHandle, params: DrawParams) => void;\r\n\r\n/**\r\n * Describes the location of a uniform variable within a shader program, the value of which is dependent upon the graphic primitive\r\n * currently being rendered by the program. The supplied binding function will be invoked once for each graphic primitive submitted\r\n * to the program to set the value of the uniform.\r\n * @internal\r\n */\r\nexport class GraphicUniform extends Uniform {\r\n private readonly _bind: BindGraphicUniform;\r\n\r\n public constructor(name: string, bind: BindGraphicUniform) {\r\n super(name);\r\n this._bind = bind;\r\n }\r\n\r\n public bind(params: DrawParams): void {\r\n if (undefined !== this._handle) {\r\n this._bind(this._handle, params);\r\n }\r\n }\r\n}\r\n\r\n/** Describes the compilation status of a shader program. Programs may be compiled during idle time, or upon first use.\r\n * @internal\r\n */\r\nexport const enum CompileStatus {\r\n Success, // The program was successfully compiled.\r\n Failure, // The program failed to compile.\r\n Uncompiled, // No attempt has yet been made to compile the program.\r\n}\r\n\r\n/** @internal */\r\nexport class ShaderProgram implements WebGLDisposable {\r\n public vertSource: string;\r\n public fragSource: string;\r\n private _glProgram?: WebGLProgram;\r\n private _inUse: boolean = false;\r\n private _status: CompileStatus = CompileStatus.Uncompiled;\r\n private readonly _programUniforms = new Array<ProgramUniform>();\r\n private readonly _graphicUniforms = new Array<GraphicUniform>();\r\n private readonly _attrMap?: Map<string, AttributeDetails>;\r\n // for debugging purposes...\r\n public readonly description: string;\r\n private _fragDescription: string;\r\n private _vertGNdx: number = -1;\r\n private _fragGNdx: number = -1;\r\n private _vertHNdx: number = -1;\r\n private _fragHNdx: number = -1;\r\n\r\n public constructor(gl: WebGLContext, vertSource: string, fragSource: string, attrMap: Map<string, AttributeDetails> | undefined, description: string, fragDescription: string) {\r\n this.description = description;\r\n this._fragDescription = fragDescription;\r\n this.vertSource = vertSource;\r\n this.fragSource = fragSource;\r\n this._attrMap = attrMap;\r\n\r\n const glProgram = gl.createProgram();\r\n this._glProgram = (null === glProgram) ? undefined : glProgram;\r\n }\r\n\r\n public get isDisposed(): boolean { return this._glProgram === undefined; }\r\n\r\n public dispose(): void {\r\n if (!this.isDisposed) {\r\n assert(!this._inUse);\r\n System.instance.context.deleteProgram(this._glProgram!);\r\n this._glProgram = undefined;\r\n this._status = CompileStatus.Uncompiled;\r\n }\r\n }\r\n\r\n public get glProgram(): WebGLProgram | undefined { return this._glProgram; }\r\n public get isUncompiled() { return CompileStatus.Uncompiled === this._status; }\r\n public get isCompiled() { return CompileStatus.Success === this._status; }\r\n\r\n private compileShader(type: GL.ShaderType): WebGLShader | undefined {\r\n const gl = System.instance.context;\r\n\r\n const shader = gl.createShader(type);\r\n if (null === shader)\r\n return undefined;\r\n\r\n const src = GL.ShaderType.Vertex === type ? this.vertSource : this.fragSource;\r\n gl.shaderSource(shader, src);\r\n gl.compileShader(shader);\r\n const succeeded = gl.getShaderParameter(shader, GL.ShaderParameter.CompileStatus) as boolean;\r\n if (!succeeded) {\r\n const compileLog = `${GL.ShaderType.Vertex === type ? \"Vertex\" : \"Fragment\"} shader failed to compile. Errors: ${gl.getShaderInfoLog(shader)} Program description: ${this.description}`;\r\n throw new Error(compileLog);\r\n }\r\n\r\n if (System.instance.options.debugShaders) {\r\n const isVS = GL.ShaderType.Vertex === type;\r\n const desc = isVS ? this.description : this._fragDescription;\r\n this.saveShaderCode(isVS, desc, src, shader);\r\n }\r\n\r\n return shader;\r\n }\r\n\r\n private linkProgram(vert: WebGLShader, frag: WebGLShader): boolean {\r\n assert(undefined !== this.glProgram);\r\n if (undefined === this._glProgram || null === this._glProgram) // because WebGL APIs used Thing|null, not Thing|undefined...\r\n return false;\r\n\r\n const gl = System.instance.context;\r\n gl.attachShader(this._glProgram, vert);\r\n gl.attachShader(this._glProgram, frag);\r\n\r\n // bind attribute locations before final linking\r\n if (this._attrMap !== undefined) {\r\n this._attrMap.forEach((attr: AttributeDetails, key: string) => {\r\n gl.bindAttribLocation(this._glProgram!, attr.location, key);\r\n });\r\n }\r\n\r\n gl.linkProgram(this._glProgram);\r\n\r\n const linkLog = gl.getProgramInfoLog(this._glProgram);\r\n gl.validateProgram(this._glProgram);\r\n\r\n const succeeded = gl.getProgramParameter(this._glProgram, GL.ProgramParameter.LinkStatus) as boolean;\r\n if (!succeeded) {\r\n const validateLog = gl.getProgramInfoLog(this._glProgram);\r\n const msg = `Shader program failed to link. Link errors: ${linkLog} Validation errors: ${validateLog} Program description: ${this.description}`;\r\n throw new Error(msg);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public compile(forUse: boolean = false): CompileStatus {\r\n if (System.instance.options.debugShaders && forUse && this._status === CompileStatus.Success)\r\n this.setDebugShaderUsage();\r\n\r\n switch (this._status) {\r\n case CompileStatus.Failure: return CompileStatus.Failure;\r\n case CompileStatus.Success: return CompileStatus.Success;\r\n default: {\r\n if (this.isDisposed) {\r\n this._status = CompileStatus.Failure;\r\n return CompileStatus.Failure;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n this._status = CompileStatus.Failure;\r\n\r\n const vert = this.compileShader(GL.ShaderType.Vertex);\r\n const frag = this.compileShader(GL.ShaderType.Fragment);\r\n if (undefined !== vert && undefined !== frag)\r\n if (this.linkProgram(vert, frag) && this.compileUniforms(this._programUniforms) && this.compileUniforms(this._graphicUniforms))\r\n this._status = CompileStatus.Success;\r\n\r\n if (System.instance.options.debugShaders && forUse && this._status === CompileStatus.Success)\r\n this.setDebugShaderUsage();\r\n\r\n if (true !== System.instance.options.preserveShaderSourceCode)\r\n this.vertSource = this.fragSource = \"\";\r\n\r\n return this._status;\r\n }\r\n\r\n public use(params: ShaderProgramParams): boolean {\r\n if (this.compile(true) !== CompileStatus.Success)\r\n return false;\r\n\r\n assert(undefined !== this._glProgram);\r\n if (null === this._glProgram || undefined === this._glProgram)\r\n return false;\r\n\r\n assert(!this._inUse);\r\n this._inUse = true;\r\n params.context.useProgram(this._glProgram);\r\n\r\n for (const uniform of this._programUniforms)\r\n uniform.bind(params);\r\n\r\n return true;\r\n }\r\n\r\n public endUse() {\r\n this._inUse = false;\r\n System.instance.context.useProgram(null);\r\n }\r\n\r\n public draw(params: DrawParams): void {\r\n assert(this._inUse);\r\n for (const uniform of this._graphicUniforms)\r\n uniform.bind(params);\r\n\r\n params.geometry.draw();\r\n }\r\n\r\n public addProgramUniform(name: string, binding: BindProgramUniform) {\r\n assert(this.isUncompiled);\r\n this._programUniforms.push(new ProgramUniform(name, binding));\r\n }\r\n\r\n public addGraphicUniform(name: string, binding: BindGraphicUniform) {\r\n assert(this.isUncompiled);\r\n this._graphicUniforms.push(new GraphicUniform(name, binding));\r\n }\r\n\r\n private compileUniforms<T extends Uniform>(uniforms: T[]): boolean {\r\n for (const uniform of uniforms) {\r\n if (!uniform.compile(this))\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private setDebugShaderUsage() {\r\n if (!System.instance.options.debugShaders)\r\n return;\r\n\r\n const shaderFiles = System.instance.debugShaderFiles;\r\n if (this._vertGNdx >= 0)\r\n shaderFiles[this._vertGNdx].isUsed = true;\r\n\r\n if (this._fragGNdx >= 0)\r\n shaderFiles[this._fragGNdx].isUsed = true;\r\n\r\n if (this._vertHNdx >= 0)\r\n shaderFiles[this._vertHNdx].isUsed = true;\r\n\r\n if (this._fragHNdx >= 0)\r\n shaderFiles[this._fragHNdx].isUsed = true;\r\n }\r\n\r\n private saveShaderCode(isVS: boolean, desc: string, src: string, shader: WebGLShader) {\r\n // save glsl and hlsl (from Angle and fixed up) in DebugShaderFile\r\n if (!System.instance.options.debugShaders)\r\n return;\r\n\r\n const shaderFiles = System.instance.debugShaderFiles;\r\n let sname: string;\r\n if (desc) {\r\n sname = desc.split(isVS ? \"//!V! \" : \"//!F! \").join(\"\");\r\n sname = sname.split(\": \").join(\"-\");\r\n sname = sname.split(\"; \").join(\"-\");\r\n } else {\r\n // need to investigate shaders with no comments to derive names, for now come up with unique name\r\n sname = `noname-${shaderFiles.length}`;\r\n }\r\n\r\n sname += isVS ? \"_VS\" : \"_FS\";\r\n const fname = `${sname}.glsl`;\r\n let dsfNdx = shaderFiles.push(new DebugShaderFile(fname, src, isVS, true, false));\r\n if (isVS)\r\n this._vertGNdx = dsfNdx - 1;\r\n else\r\n this._fragGNdx = dsfNdx - 1;\r\n\r\n const ext2 = System.instance.context.getExtension(\"WEBGL_debug_shaders\");\r\n if (!ext2)\r\n return;\r\n\r\n const srcH = ext2.getTranslatedShaderSource(shader);\r\n if (!srcH)\r\n return;\r\n\r\n // TODO: implement WebGL2 specific inputs for gl_VertexID and gl_InstanceID if ever used\r\n\r\n // parse and edit srcH to make it compilable\r\n const fnameH = `${sname}.hlsl`;\r\n let numTargets = 0; // for gl_Color cases\r\n let haveGLpos = false;\r\n let haveGLpntsz = false;\r\n let haveGLDepth = false;\r\n let haveGLFrontFacing = false;\r\n let haveGLPointCoord = false;\r\n let haveGLFragCoord = false;\r\n let haveGLFragColorOnly = false; // for only 1 output\r\n const haveGLFragColor = [false, false, false, false, false, false, false, false];\r\n const attrs: string[] = new Array<string>();\r\n const varyings: string[] = new Array<string>();\r\n const lines = srcH.split(\"\\n\");\r\n let toss = true;\r\n for (let ndx = 0; ndx < lines.length;) {\r\n let line = lines[ndx];\r\n if (line.indexOf(\"// INITIAL HLSL END\") >= 0)\r\n toss = true;\r\n\r\n if (toss)\r\n lines.splice(ndx, 1);\r\n\r\n if (line.indexOf(\"// INITIAL HLSL BEGIN\") >= 0) {\r\n toss = false;\r\n } else if (!toss) { // look for lines that need editing\r\n if (line.indexOf(\"Varyings\") >= 0) { // save off varyings in either case\r\n while (ndx + 1 < lines.length && lines[ndx + 1].indexOf(\"static\") >= 0) {\r\n ++ndx;\r\n line = lines[ndx].substring(6).trimLeft();\r\n varyings.push(line.substring(0, line.indexOf(\"=\")));\r\n }\r\n }\r\n\r\n if (isVS) {\r\n if (line.indexOf(\"Attributes\") >= 0) { // save off attributes\r\n while (ndx + 1 < lines.length && lines[ndx + 1].indexOf(\"static\") >= 0) {\r\n ++ndx;\r\n line = lines[ndx].substring(6).trimLeft();\r\n attrs.push(line.substring(0, line.indexOf(\"=\")));\r\n }\r\n } else if (line.indexOf(\"static float4 gl_Position\") >= 0) {\r\n haveGLpos = true;\r\n } else if (line.indexOf(\"static float gl_PointSize\") >= 0) {\r\n haveGLpntsz = true;\r\n } else if (line.indexOf(\"@@ VERTEX ATTRIBUTES @@\") >= 0) {\r\n lines[ndx] = \"// @@ VERTEX ATTRIBUTES @@\";\r\n } else if (line.indexOf(\"@@ MAIN PROLOGUE @@\") >= 0) {\r\n lines[ndx] = \"// @@ MAIN PROLOGUE @@\\ngetInput(input);\";\r\n } else if (line.indexOf(\"@@ VERTEX OUTPUT @@\") >= 0) {\r\n // have to create a VS_OUTPUT struct and a generateOutput function from varyings\r\n lines[ndx] = \"// @@ VERTEX OUTPUT @@\\nstruct VS_INPUT\\n {\";\r\n let aNdx = 0;\r\n for (const tstr of attrs) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${aNdx};`);\r\n ++aNdx;\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" };\\nvoid getInput(VS_INPUT input) {\");\r\n for (const tstr of attrs) {\r\n let t = tstr.indexOf(\"_a\");\r\n let vName = tstr.substring(t);\r\n t = vName.indexOf(\" \");\r\n vName = vName.substring(0, t);\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${vName} = input.${vName};`);\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \"}\\nstruct VS_OUTPUT\\n {\");\r\n if (haveGLpos) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float4 _v_position : SV_Position;\");\r\n }\r\n\r\n if (haveGLpntsz) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float gl_PointSize : PointSize;\");\r\n }\r\n\r\n let vNdx = 0;\r\n for (const tstr of varyings) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${vNdx};`);\r\n ++vNdx;\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" };\\nVS_OUTPUT generateOutput(VS_INPUT input) {\\n VS_OUTPUT output;\");\r\n if (haveGLpos) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" output._v_position = gl_Position;\");\r\n }\r\n\r\n if (haveGLpntsz) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" output.gl_PointSize = gl_PointSize;\");\r\n }\r\n\r\n for (const tstr of varyings) {\r\n let t = tstr.indexOf(\"_v\");\r\n let vName = tstr.substring(t);\r\n t = vName.indexOf(\" \");\r\n vName = vName.substring(0, t);\r\n ++ndx;\r\n lines.splice(ndx, 0, ` output.${vName} = ${vName};`);\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" return output;\\n}\");\r\n }\r\n } else { // fragment shader\r\n let tNdx = 0;\r\n if (line.indexOf(\"static float4 gl_Color[\") >= 0) {\r\n //\r\n } else if (line.indexOf(\"gl_Color[0] =\") >= 0) {\r\n if (numTargets < 1)\r\n numTargets = 1;\r\n } else if (line.indexOf(\"gl_Color[1] =\") >= 0) {\r\n if (numTargets < 2)\r\n numTargets = 2;\r\n } else if (line.indexOf(\"gl_Color[2] =\") >= 0) {\r\n if (numTargets < 3)\r\n numTargets = 3;\r\n } else if (line.indexOf(\"gl_Color[3] =\") >= 0) {\r\n numTargets = 4;\r\n } else if (line.indexOf(\"gl_Depth\") >= 0) {\r\n haveGLDepth = true;\r\n } else if (line.indexOf(\"gl_FrontFacing\") >= 0) {\r\n haveGLFrontFacing = true;\r\n } else if (line.indexOf(\"gl_PointCoord\") >= 0) {\r\n haveGLPointCoord = true;\r\n } else if (line.indexOf(\"gl_FragCoord\") >= 0) {\r\n haveGLFragCoord = true;\r\n } else if ((tNdx = line.indexOf(\"out_FragColor\")) >= 0) {\r\n const c = line.substr(tNdx + 13, 1);\r\n if (c === \" \" || c === \"=\")\r\n haveGLFragColorOnly = true;\r\n else {\r\n tNdx = +c;\r\n haveGLFragColor[tNdx] = true;\r\n }\r\n } else if (line.indexOf(\"@@ PIXEL OUTPUT @@\") >= 0) {\r\n // have to create a VS_OUTPUT struct, a getInputs function (both from varyings),\r\n // a PS_OUTPUT struct, and a generateOutput function (both based on numTargets or haveGLFragColor)\r\n lines[ndx] = \"// @@ PIXEL OUTPUT @@\\nstruct VS_OUTPUT\\n {\";\r\n if (haveGLFragCoord) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float4 gl_FragCoord : SV_POSITION;\");\r\n }\r\n\r\n let vNdx = 0;\r\n for (const tstr of varyings) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${vNdx};`);\r\n ++vNdx;\r\n }\r\n\r\n if (haveGLFrontFacing) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" bool gl_FrontFacing : SV_IsFrontFace;\");\r\n }\r\n\r\n if (haveGLPointCoord) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float2 gl_PointCoord : PointCoord;\");\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" };\\nvoid getInputs(VS_OUTPUT input) {\");\r\n if (haveGLFragCoord) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" gl_FragCoord = input.gl_FragCoord;\");\r\n }\r\n\r\n for (const tstr of varyings) {\r\n let t = tstr.indexOf(\"_v\");\r\n let vName = tstr.substring(t);\r\n t = vName.indexOf(\" \");\r\n vName = vName.substring(0, t);\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${vName} = input.${vName};`);\r\n }\r\n\r\n if (haveGLFrontFacing) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" gl_FrontFacing = input.gl_FrontFacing;\");\r\n }\r\n\r\n if (haveGLPointCoord) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" gl_PointCoord = input.gl_PointCoord;\");\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \"}\\nstruct PS_OUTPUT\\n {\");\r\n let cNdx = 0;\r\n while (cNdx < numTargets) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` float4 col${cNdx} : SV_TARGET${cNdx};`);\r\n ++cNdx;\r\n }\r\n\r\n if (haveGLFragColorOnly) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float4 out_FragColor : SV_TARGET;\");\r\n } else {\r\n for (cNdx = 0; cNdx < haveGLFragColor.length; ++cNdx) {\r\n if (haveGLFragColor[cNdx]) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` float4 out_FragColor${cNdx} : SV_TARGET${cNdx};`);\r\n }\r\n }\r\n }\r\n\r\n if (haveGLDepth) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float gl_Depth : SV_Depth;\");\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" };\\nPS_OUTPUT generateOutput () {\\n PS_OUTPUT output;\");\r\n cNdx = 0;\r\n while (cNdx < numTargets) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` output.col${cNdx} = gl_Color[${cNdx}];`);\r\n ++cNdx;\r\n }\r\n\r\n if (haveGLFragColorOnly) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" output.out_FragColor = out_FragColor;\");\r\n } else {\r\n for (cNdx = 0; cNdx < haveGLFragColor.length; ++cNdx) {\r\n if (haveGLFragColor[cNdx]) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` output.out_FragColor${cNdx} = out_FragColor${cNdx};`);\r\n }\r\n }\r\n }\r\n\r\n if (haveGLDepth) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" output.gl_Depth = gl_Depth;\");\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" return output;\\n}\");\r\n } else if (line.indexOf(\"PS_OUTPUT main\") >= 0) {\r\n lines[ndx] = `// ${line}\\nPS_OUTPUT main(VS_OUTPUT input){`;\r\n } else if (line.indexOf(\"@@ MAIN PROLOGUE @@\") >= 0) {\r\n lines[ndx] = `// ${line}\\ngetInputs(input);`;\r\n }\r\n }\r\n\r\n ++ndx;\r\n }\r\n }\r\n\r\n const srcH2 = lines.join(\"\\n\");\r\n dsfNdx = shaderFiles.push(new DebugShaderFile(fnameH, srcH2, isVS, false, false));\r\n if (isVS)\r\n this._vertHNdx = dsfNdx - 1;\r\n else\r\n this._fragHNdx = dsfNdx - 1;\r\n }\r\n}\r\n\r\n/** Context in which ShaderPrograms are executed. Avoids switching shaders unnecessarily.\r\n * Ensures shader programs are compiled before use and un-bound when scope is disposed.\r\n * This class must *only* be used inside a using() function!\r\n * @internal\r\n */\r\nexport class ShaderProgramExecutor {\r\n private _program?: ShaderProgram;\r\n private static _params?: ShaderProgramParams;\r\n\r\n public constructor(target: Target, pass: RenderPass, program?: ShaderProgram) {\r\n this.params.init(target, pass);\r\n this.changeProgram(program);\r\n }\r\n\r\n public static freeParams(): void {\r\n this._params = undefined;\r\n }\r\n\r\n private _isDisposed = false;\r\n public get isDisposed(): boolean { return this._isDisposed; }\r\n\r\n /** Clears the current program to be executed. This does not free WebGL resources, since those are owned by Techniques. */\r\n public dispose() {\r\n this.changeProgram(undefined);\r\n ShaderProgramExecutor.freeParams();\r\n this._isDisposed = true;\r\n }\r\n\r\n public setProgram(program: ShaderProgram): boolean { return this.changeProgram(program); }\r\n public get isValid() { return undefined !== this._program; }\r\n public get target() { return this.params.target; }\r\n public get renderPass() { return this.params.renderPass; }\r\n public get params() {\r\n if (undefined === ShaderProgramExecutor._params)\r\n ShaderProgramExecutor._params = new ShaderProgramParams();\r\n\r\n return ShaderProgramExecutor._params;\r\n }\r\n\r\n public draw(params: DrawParams) {\r\n assert(this.isValid);\r\n if (undefined !== this._program) {\r\n this._program.draw(params);\r\n }\r\n }\r\n public drawInterrupt(params: DrawParams) {\r\n assert(params.target === this.params.target);\r\n\r\n const tech = params.target.techniques.getTechnique(params.geometry.techniqueId);\r\n const program = tech.getShader(TechniqueFlags.defaults);\r\n if (this.setProgram(program)) {\r\n this.draw(params);\r\n }\r\n }\r\n\r\n public pushBranch(branch: Branch): void { this.target.pushBranch(branch); }\r\n public popBranch(): void { this.target.popBranch(); }\r\n public pushBatch(batch: Batch): void { this.target.pushBatch(batch); }\r\n public popBatch(): void { this.target.popBatch(); }\r\n\r\n private changeProgram(program?: ShaderProgram): boolean {\r\n if (this._program === program) {\r\n return true;\r\n } else if (undefined !== this._program) {\r\n this._program.endUse();\r\n }\r\n\r\n this._program = program;\r\n if (undefined !== program && !program.use(this.params)) {\r\n this._program = undefined;\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n"]}
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1
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+
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,sDAsEC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* 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 } from \"@itwin/core-bentley\";\r\nimport { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { DebugShaderFile } from \"../RenderSystem\";\r\nimport { AttributeDetails } from \"./AttributeMap\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DrawParams, ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueFlags } from \"./TechniqueFlags\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** Flags which control some conditional branches in shader code\r\n * @internal\r\n */\r\nexport const enum ShaderFlags {\r\n None = 0,\r\n Monochrome = 1 << 0,\r\n NonUniformColor = 1 << 1,\r\n OITFlatAlphaWeight = 1 << 2,\r\n OITScaleOutput = 1 << 3,\r\n IgnoreNonLocatable = 1 << 4,\r\n}\r\n\r\n/** Describes the location of a uniform variable within a shader program.\r\n * @internal\r\n */\r\nexport class Uniform {\r\n private readonly _name: string;\r\n protected _handle?: UniformHandle;\r\n\r\n protected constructor(name: string) { this._name = name; }\r\n\r\n public compile(prog: ShaderProgram): boolean {\r\n assert(!this.isValid);\r\n if (undefined !== prog.glProgram) {\r\n this._handle = UniformHandle.create(prog.glProgram, this._name);\r\n }\r\n\r\n return this.isValid;\r\n }\r\n\r\n public get isValid(): boolean { return undefined !== this._handle; }\r\n}\r\n\r\n/**\r\n * A function associated with a ProgramUniform which is invoked each time the shader program becomes active.\r\n * The function is responsible for setting the value of the uniform.\r\n * @internal\r\n */\r\nexport type BindProgramUniform = (uniform: UniformHandle, params: ShaderProgramParams) => void;\r\n\r\n/**\r\n * Describes the location of a uniform variable within a shader program, the value of which does not change while the program is active.\r\n * The supplied binding function will be invoked once each time the shader becomes active to set the value of the uniform.\r\n * @internal\r\n */\r\nexport class ProgramUniform extends Uniform {\r\n private readonly _bind: BindProgramUniform;\r\n\r\n public constructor(name: string, bind: BindProgramUniform) {\r\n super(name);\r\n this._bind = bind;\r\n }\r\n\r\n public bind(params: ShaderProgramParams): void {\r\n if (undefined !== this._handle) {\r\n this._bind(this._handle, params);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * A function associated with a GraphicUniform which is invoked each time a new graphic primitive is rendered using the associated shader.\r\n * The function is responsible for setting the value of the uniform.\r\n * @internal\r\n */\r\nexport type BindGraphicUniform = (uniform: UniformHandle, params: DrawParams) => void;\r\n\r\n/**\r\n * Describes the location of a uniform variable within a shader program, the value of which is dependent upon the graphic primitive\r\n * currently being rendered by the program. The supplied binding function will be invoked once for each graphic primitive submitted\r\n * to the program to set the value of the uniform.\r\n * @internal\r\n */\r\nexport class GraphicUniform extends Uniform {\r\n private readonly _bind: BindGraphicUniform;\r\n\r\n public constructor(name: string, bind: BindGraphicUniform) {\r\n super(name);\r\n this._bind = bind;\r\n }\r\n\r\n public bind(params: DrawParams): void {\r\n if (undefined !== this._handle) {\r\n this._bind(this._handle, params);\r\n }\r\n }\r\n}\r\n\r\n/** Describes the compilation status of a shader program. Programs may be compiled during idle time, or upon first use.\r\n * @internal\r\n */\r\nexport const enum CompileStatus {\r\n Success, // The program was successfully compiled.\r\n Failure, // The program failed to compile.\r\n Uncompiled, // No attempt has yet been made to compile the program.\r\n}\r\n\r\n/** @internal */\r\nexport class ShaderProgram implements WebGLDisposable {\r\n public vertSource: string;\r\n public fragSource: string;\r\n private _glProgram?: WebGLProgram;\r\n private _inUse: boolean = false;\r\n private _status: CompileStatus = CompileStatus.Uncompiled;\r\n private readonly _programUniforms = new Array<ProgramUniform>();\r\n private readonly _graphicUniforms = new Array<GraphicUniform>();\r\n private readonly _attrMap?: Map<string, AttributeDetails>;\r\n // for debugging purposes...\r\n public readonly description: string;\r\n private _fragDescription: string;\r\n private _vertGNdx: number = -1;\r\n private _fragGNdx: number = -1;\r\n private _vertHNdx: number = -1;\r\n private _fragHNdx: number = -1;\r\n public readonly outputsToPick;\r\n\r\n public constructor(gl: WebGLContext, vertSource: string, fragSource: string, attrMap: Map<string, AttributeDetails> | undefined, description: string, fragDescription: string) {\r\n this.description = description;\r\n this.outputsToPick = description.includes(\"Overrides\") || description.includes(\"Pick\");\r\n this._fragDescription = fragDescription;\r\n this.vertSource = vertSource;\r\n this.fragSource = fragSource;\r\n this._attrMap = attrMap;\r\n\r\n const glProgram = gl.createProgram();\r\n this._glProgram = (null === glProgram) ? undefined : glProgram;\r\n }\r\n\r\n public get isDisposed(): boolean { return this._glProgram === undefined; }\r\n\r\n public dispose(): void {\r\n if (!this.isDisposed) {\r\n assert(!this._inUse);\r\n System.instance.context.deleteProgram(this._glProgram!);\r\n this._glProgram = undefined;\r\n this._status = CompileStatus.Uncompiled;\r\n }\r\n }\r\n\r\n public get glProgram(): WebGLProgram | undefined { return this._glProgram; }\r\n public get isUncompiled() { return CompileStatus.Uncompiled === this._status; }\r\n public get isCompiled() { return CompileStatus.Success === this._status; }\r\n\r\n private compileShader(type: GL.ShaderType): WebGLShader | undefined {\r\n const gl = System.instance.context;\r\n\r\n const shader = gl.createShader(type);\r\n if (null === shader)\r\n return undefined;\r\n\r\n const src = GL.ShaderType.Vertex === type ? this.vertSource : this.fragSource;\r\n gl.shaderSource(shader, src);\r\n gl.compileShader(shader);\r\n const succeeded = gl.getShaderParameter(shader, GL.ShaderParameter.CompileStatus) as boolean;\r\n if (!succeeded) {\r\n const compileLog = `${GL.ShaderType.Vertex === type ? \"Vertex\" : \"Fragment\"} shader failed to compile. Errors: ${gl.getShaderInfoLog(shader)} Program description: ${this.description}`;\r\n throw new Error(compileLog);\r\n }\r\n\r\n if (System.instance.options.debugShaders) {\r\n const isVS = GL.ShaderType.Vertex === type;\r\n const desc = isVS ? this.description : this._fragDescription;\r\n this.saveShaderCode(isVS, desc, src, shader);\r\n }\r\n\r\n return shader;\r\n }\r\n\r\n private linkProgram(vert: WebGLShader, frag: WebGLShader): boolean {\r\n assert(undefined !== this.glProgram);\r\n if (undefined === this._glProgram || null === this._glProgram) // because WebGL APIs used Thing|null, not Thing|undefined...\r\n return false;\r\n\r\n const gl = System.instance.context;\r\n gl.attachShader(this._glProgram, vert);\r\n gl.attachShader(this._glProgram, frag);\r\n\r\n // bind attribute locations before final linking\r\n if (this._attrMap !== undefined) {\r\n this._attrMap.forEach((attr: AttributeDetails, key: string) => {\r\n gl.bindAttribLocation(this._glProgram!, attr.location, key);\r\n });\r\n }\r\n\r\n gl.linkProgram(this._glProgram);\r\n\r\n const linkLog = gl.getProgramInfoLog(this._glProgram);\r\n gl.validateProgram(this._glProgram);\r\n\r\n const succeeded = gl.getProgramParameter(this._glProgram, GL.ProgramParameter.LinkStatus) as boolean;\r\n if (!succeeded) {\r\n const validateLog = gl.getProgramInfoLog(this._glProgram);\r\n const msg = `Shader program failed to link. Link errors: ${linkLog} Validation errors: ${validateLog} Program description: ${this.description}`;\r\n throw new Error(msg);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public compile(forUse: boolean = false): CompileStatus {\r\n if (System.instance.options.debugShaders && forUse && this._status === CompileStatus.Success)\r\n this.setDebugShaderUsage();\r\n\r\n switch (this._status) {\r\n case CompileStatus.Failure: return CompileStatus.Failure;\r\n case CompileStatus.Success: return CompileStatus.Success;\r\n default: {\r\n if (this.isDisposed) {\r\n this._status = CompileStatus.Failure;\r\n return CompileStatus.Failure;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n this._status = CompileStatus.Failure;\r\n\r\n const vert = this.compileShader(GL.ShaderType.Vertex);\r\n const frag = this.compileShader(GL.ShaderType.Fragment);\r\n if (undefined !== vert && undefined !== frag)\r\n if (this.linkProgram(vert, frag) && this.compileUniforms(this._programUniforms) && this.compileUniforms(this._graphicUniforms))\r\n this._status = CompileStatus.Success;\r\n\r\n if (System.instance.options.debugShaders && forUse && this._status === CompileStatus.Success)\r\n this.setDebugShaderUsage();\r\n\r\n if (true !== System.instance.options.preserveShaderSourceCode)\r\n this.vertSource = this.fragSource = \"\";\r\n\r\n return this._status;\r\n }\r\n\r\n public use(params: ShaderProgramParams): boolean {\r\n if (this.compile(true) !== CompileStatus.Success)\r\n return false;\r\n\r\n assert(undefined !== this._glProgram);\r\n if (null === this._glProgram || undefined === this._glProgram)\r\n return false;\r\n\r\n assert(!this._inUse);\r\n this._inUse = true;\r\n params.context.useProgram(this._glProgram);\r\n\r\n for (const uniform of this._programUniforms)\r\n uniform.bind(params);\r\n\r\n return true;\r\n }\r\n\r\n public endUse() {\r\n this._inUse = false;\r\n System.instance.context.useProgram(null);\r\n }\r\n\r\n public draw(params: DrawParams): void {\r\n assert(this._inUse);\r\n for (const uniform of this._graphicUniforms)\r\n uniform.bind(params);\r\n\r\n params.geometry.draw();\r\n }\r\n\r\n public addProgramUniform(name: string, binding: BindProgramUniform) {\r\n assert(this.isUncompiled);\r\n this._programUniforms.push(new ProgramUniform(name, binding));\r\n }\r\n\r\n public addGraphicUniform(name: string, binding: BindGraphicUniform) {\r\n assert(this.isUncompiled);\r\n this._graphicUniforms.push(new GraphicUniform(name, binding));\r\n }\r\n\r\n private compileUniforms<T extends Uniform>(uniforms: T[]): boolean {\r\n for (const uniform of uniforms) {\r\n if (!uniform.compile(this))\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private setDebugShaderUsage() {\r\n if (!System.instance.options.debugShaders)\r\n return;\r\n\r\n const shaderFiles = System.instance.debugShaderFiles;\r\n if (this._vertGNdx >= 0)\r\n shaderFiles[this._vertGNdx].isUsed = true;\r\n\r\n if (this._fragGNdx >= 0)\r\n shaderFiles[this._fragGNdx].isUsed = true;\r\n\r\n if (this._vertHNdx >= 0)\r\n shaderFiles[this._vertHNdx].isUsed = true;\r\n\r\n if (this._fragHNdx >= 0)\r\n shaderFiles[this._fragHNdx].isUsed = true;\r\n }\r\n\r\n private saveShaderCode(isVS: boolean, desc: string, src: string, shader: WebGLShader) {\r\n // save glsl and hlsl (from Angle and fixed up) in DebugShaderFile\r\n if (!System.instance.options.debugShaders)\r\n return;\r\n\r\n const shaderFiles = System.instance.debugShaderFiles;\r\n let sname: string;\r\n if (desc) {\r\n sname = desc.split(isVS ? \"//!V! \" : \"//!F! \").join(\"\");\r\n sname = sname.split(\": \").join(\"-\");\r\n sname = sname.split(\"; \").join(\"-\");\r\n } else {\r\n // need to investigate shaders with no comments to derive names, for now come up with unique name\r\n sname = `noname-${shaderFiles.length}`;\r\n }\r\n\r\n sname += isVS ? \"_VS\" : \"_FS\";\r\n const fname = `${sname}.glsl`;\r\n let dsfNdx = shaderFiles.push(new DebugShaderFile(fname, src, isVS, true, false));\r\n if (isVS)\r\n this._vertGNdx = dsfNdx - 1;\r\n else\r\n this._fragGNdx = dsfNdx - 1;\r\n\r\n const ext2 = System.instance.context.getExtension(\"WEBGL_debug_shaders\");\r\n if (!ext2)\r\n return;\r\n\r\n const srcH = ext2.getTranslatedShaderSource(shader);\r\n if (!srcH)\r\n return;\r\n\r\n // TODO: implement WebGL2 specific inputs for gl_VertexID and gl_InstanceID if ever used\r\n\r\n // parse and edit srcH to make it compilable\r\n const fnameH = `${sname}.hlsl`;\r\n let numTargets = 0; // for gl_Color cases\r\n let haveGLpos = false;\r\n let haveGLpntsz = false;\r\n let haveGLDepth = false;\r\n let haveGLFrontFacing = false;\r\n let haveGLPointCoord = false;\r\n let haveGLFragCoord = false;\r\n let haveGLFragColorOnly = false; // for only 1 output\r\n const haveGLFragColor = [false, false, false, false, false, false, false, false];\r\n const attrs: string[] = new Array<string>();\r\n const varyings: string[] = new Array<string>();\r\n const lines = srcH.split(\"\\n\");\r\n let toss = true;\r\n for (let ndx = 0; ndx < lines.length;) {\r\n let line = lines[ndx];\r\n if (line.indexOf(\"// INITIAL HLSL END\") >= 0)\r\n toss = true;\r\n\r\n if (toss)\r\n lines.splice(ndx, 1);\r\n\r\n if (line.indexOf(\"// INITIAL HLSL BEGIN\") >= 0) {\r\n toss = false;\r\n } else if (!toss) { // look for lines that need editing\r\n if (line.indexOf(\"Varyings\") >= 0) { // save off varyings in either case\r\n while (ndx + 1 < lines.length && lines[ndx + 1].indexOf(\"static\") >= 0) {\r\n ++ndx;\r\n line = lines[ndx].substring(6).trimLeft();\r\n varyings.push(line.substring(0, line.indexOf(\"=\")));\r\n }\r\n }\r\n\r\n if (isVS) {\r\n if (line.indexOf(\"Attributes\") >= 0) { // save off attributes\r\n while (ndx + 1 < lines.length && lines[ndx + 1].indexOf(\"static\") >= 0) {\r\n ++ndx;\r\n line = lines[ndx].substring(6).trimLeft();\r\n attrs.push(line.substring(0, line.indexOf(\"=\")));\r\n }\r\n } else if (line.indexOf(\"static float4 gl_Position\") >= 0) {\r\n haveGLpos = true;\r\n } else if (line.indexOf(\"static float gl_PointSize\") >= 0) {\r\n haveGLpntsz = true;\r\n } else if (line.indexOf(\"@@ VERTEX ATTRIBUTES @@\") >= 0) {\r\n lines[ndx] = \"// @@ VERTEX ATTRIBUTES @@\";\r\n } else if (line.indexOf(\"@@ MAIN PROLOGUE @@\") >= 0) {\r\n lines[ndx] = \"// @@ MAIN PROLOGUE @@\\ngetInput(input);\";\r\n } else if (line.indexOf(\"@@ VERTEX OUTPUT @@\") >= 0) {\r\n // have to create a VS_OUTPUT struct and a generateOutput function from varyings\r\n lines[ndx] = \"// @@ VERTEX OUTPUT @@\\nstruct VS_INPUT\\n {\";\r\n let aNdx = 0;\r\n for (const tstr of attrs) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${aNdx};`);\r\n ++aNdx;\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" };\\nvoid getInput(VS_INPUT input) {\");\r\n for (const tstr of attrs) {\r\n let t = tstr.indexOf(\"_a\");\r\n let vName = tstr.substring(t);\r\n t = vName.indexOf(\" \");\r\n vName = vName.substring(0, t);\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${vName} = input.${vName};`);\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \"}\\nstruct VS_OUTPUT\\n {\");\r\n if (haveGLpos) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float4 _v_position : SV_Position;\");\r\n }\r\n\r\n if (haveGLpntsz) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float gl_PointSize : PointSize;\");\r\n }\r\n\r\n let vNdx = 0;\r\n for (const tstr of varyings) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${vNdx};`);\r\n ++vNdx;\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" };\\nVS_OUTPUT generateOutput(VS_INPUT input) {\\n VS_OUTPUT output;\");\r\n if (haveGLpos) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" output._v_position = gl_Position;\");\r\n }\r\n\r\n if (haveGLpntsz) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" output.gl_PointSize = gl_PointSize;\");\r\n }\r\n\r\n for (const tstr of varyings) {\r\n let t = tstr.indexOf(\"_v\");\r\n let vName = tstr.substring(t);\r\n t = vName.indexOf(\" \");\r\n vName = vName.substring(0, t);\r\n ++ndx;\r\n lines.splice(ndx, 0, ` output.${vName} = ${vName};`);\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" return output;\\n}\");\r\n }\r\n } else { // fragment shader\r\n let tNdx = 0;\r\n if (line.indexOf(\"static float4 gl_Color[\") >= 0) {\r\n //\r\n } else if (line.indexOf(\"gl_Color[0] =\") >= 0) {\r\n if (numTargets < 1)\r\n numTargets = 1;\r\n } else if (line.indexOf(\"gl_Color[1] =\") >= 0) {\r\n if (numTargets < 2)\r\n numTargets = 2;\r\n } else if (line.indexOf(\"gl_Color[2] =\") >= 0) {\r\n if (numTargets < 3)\r\n numTargets = 3;\r\n } else if (line.indexOf(\"gl_Color[3] =\") >= 0) {\r\n numTargets = 4;\r\n } else if (line.indexOf(\"gl_Depth\") >= 0) {\r\n haveGLDepth = true;\r\n } else if (line.indexOf(\"gl_FrontFacing\") >= 0) {\r\n haveGLFrontFacing = true;\r\n } else if (line.indexOf(\"gl_PointCoord\") >= 0) {\r\n haveGLPointCoord = true;\r\n } else if (line.indexOf(\"gl_FragCoord\") >= 0) {\r\n haveGLFragCoord = true;\r\n } else if ((tNdx = line.indexOf(\"out_FragColor\")) >= 0) {\r\n const c = line.substr(tNdx + 13, 1);\r\n if (c === \" \" || c === \"=\")\r\n haveGLFragColorOnly = true;\r\n else {\r\n tNdx = +c;\r\n haveGLFragColor[tNdx] = true;\r\n }\r\n } else if (line.indexOf(\"@@ PIXEL OUTPUT @@\") >= 0) {\r\n // have to create a VS_OUTPUT struct, a getInputs function (both from varyings),\r\n // a PS_OUTPUT struct, and a generateOutput function (both based on numTargets or haveGLFragColor)\r\n lines[ndx] = \"// @@ PIXEL OUTPUT @@\\nstruct VS_OUTPUT\\n {\";\r\n if (haveGLFragCoord) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float4 gl_FragCoord : SV_POSITION;\");\r\n }\r\n\r\n let vNdx = 0;\r\n for (const tstr of varyings) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${vNdx};`);\r\n ++vNdx;\r\n }\r\n\r\n if (haveGLFrontFacing) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" bool gl_FrontFacing : SV_IsFrontFace;\");\r\n }\r\n\r\n if (haveGLPointCoord) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float2 gl_PointCoord : PointCoord;\");\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" };\\nvoid getInputs(VS_OUTPUT input) {\");\r\n if (haveGLFragCoord) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" gl_FragCoord = input.gl_FragCoord;\");\r\n }\r\n\r\n for (const tstr of varyings) {\r\n let t = tstr.indexOf(\"_v\");\r\n let vName = tstr.substring(t);\r\n t = vName.indexOf(\" \");\r\n vName = vName.substring(0, t);\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${vName} = input.${vName};`);\r\n }\r\n\r\n if (haveGLFrontFacing) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" gl_FrontFacing = input.gl_FrontFacing;\");\r\n }\r\n\r\n if (haveGLPointCoord) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" gl_PointCoord = input.gl_PointCoord;\");\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \"}\\nstruct PS_OUTPUT\\n {\");\r\n let cNdx = 0;\r\n while (cNdx < numTargets) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` float4 col${cNdx} : SV_TARGET${cNdx};`);\r\n ++cNdx;\r\n }\r\n\r\n if (haveGLFragColorOnly) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float4 out_FragColor : SV_TARGET;\");\r\n } else {\r\n for (cNdx = 0; cNdx < haveGLFragColor.length; ++cNdx) {\r\n if (haveGLFragColor[cNdx]) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` float4 out_FragColor${cNdx} : SV_TARGET${cNdx};`);\r\n }\r\n }\r\n }\r\n\r\n if (haveGLDepth) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float gl_Depth : SV_Depth;\");\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" };\\nPS_OUTPUT generateOutput () {\\n PS_OUTPUT output;\");\r\n cNdx = 0;\r\n while (cNdx < numTargets) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` output.col${cNdx} = gl_Color[${cNdx}];`);\r\n ++cNdx;\r\n }\r\n\r\n if (haveGLFragColorOnly) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" output.out_FragColor = out_FragColor;\");\r\n } else {\r\n for (cNdx = 0; cNdx < haveGLFragColor.length; ++cNdx) {\r\n if (haveGLFragColor[cNdx]) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` output.out_FragColor${cNdx} = out_FragColor${cNdx};`);\r\n }\r\n }\r\n }\r\n\r\n if (haveGLDepth) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" output.gl_Depth = gl_Depth;\");\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" return output;\\n}\");\r\n } else if (line.indexOf(\"PS_OUTPUT main\") >= 0) {\r\n lines[ndx] = `// ${line}\\nPS_OUTPUT main(VS_OUTPUT input){`;\r\n } else if (line.indexOf(\"@@ MAIN PROLOGUE @@\") >= 0) {\r\n lines[ndx] = `// ${line}\\ngetInputs(input);`;\r\n }\r\n }\r\n\r\n ++ndx;\r\n }\r\n }\r\n\r\n const srcH2 = lines.join(\"\\n\");\r\n dsfNdx = shaderFiles.push(new DebugShaderFile(fnameH, srcH2, isVS, false, false));\r\n if (isVS)\r\n this._vertHNdx = dsfNdx - 1;\r\n else\r\n this._fragHNdx = dsfNdx - 1;\r\n }\r\n}\r\n\r\n/** Context in which ShaderPrograms are executed. Avoids switching shaders unnecessarily.\r\n * Ensures shader programs are compiled before use and un-bound when scope is disposed.\r\n * This class must *only* be used inside a using() function!\r\n * @internal\r\n */\r\nexport class ShaderProgramExecutor {\r\n private _program?: ShaderProgram;\r\n private static _params?: ShaderProgramParams;\r\n\r\n public constructor(target: Target, pass: RenderPass, program?: ShaderProgram) {\r\n this.params.init(target, pass);\r\n this.changeProgram(program);\r\n }\r\n\r\n public static freeParams(): void {\r\n this._params = undefined;\r\n }\r\n\r\n private _isDisposed = false;\r\n public get isDisposed(): boolean { return this._isDisposed; }\r\n\r\n /** Clears the current program to be executed. This does not free WebGL resources, since those are owned by Techniques. */\r\n public dispose() {\r\n this.changeProgram(undefined);\r\n ShaderProgramExecutor.freeParams();\r\n this._isDisposed = true;\r\n }\r\n\r\n public setProgram(program: ShaderProgram): boolean { return this.changeProgram(program); }\r\n public get isValid() { return undefined !== this._program; }\r\n public get target() { return this.params.target; }\r\n public get renderPass() { return this.params.renderPass; }\r\n public get params() {\r\n if (undefined === ShaderProgramExecutor._params)\r\n ShaderProgramExecutor._params = new ShaderProgramParams();\r\n\r\n return ShaderProgramExecutor._params;\r\n }\r\n\r\n public draw(params: DrawParams) {\r\n assert(this.isValid);\r\n if (undefined !== this._program) {\r\n this._program.draw(params);\r\n }\r\n }\r\n public drawInterrupt(params: DrawParams) {\r\n assert(params.target === this.params.target);\r\n\r\n const tech = params.target.techniques.getTechnique(params.geometry.techniqueId);\r\n const program = tech.getShader(TechniqueFlags.defaults);\r\n if (this.setProgram(program)) {\r\n this.draw(params);\r\n }\r\n }\r\n\r\n public pushBranch(branch: Branch): void { this.target.pushBranch(branch); }\r\n public popBranch(): void { this.target.popBranch(); }\r\n public pushBatch(batch: Batch): void { this.target.pushBatch(batch); }\r\n public popBatch(): void { this.target.popBatch(); }\r\n\r\n private changeProgram(program?: ShaderProgram): boolean {\r\n if (this._program === program) {\r\n return true;\r\n } else if (undefined !== this._program) {\r\n this._program.endUse();\r\n }\r\n\r\n this._program = program;\r\n if (undefined !== program && !program.use(this.params)) {\r\n this._program = undefined;\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n"]}
|
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@@ -158,7 +158,7 @@ export class PrimitiveCommand {
|
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158
158
|
const technique = target.techniques.getTechnique(techniqueId);
|
|
159
159
|
const program = technique.getShader(flags);
|
|
160
160
|
if (exec.setProgram(program))
|
|
161
|
-
this.primitive.
|
|
161
|
+
exec.target.compositor.drawPrimitive(this.primitive, exec, program.outputsToPick);
|
|
162
162
|
}
|
|
163
163
|
get hasFeatures() { return this.primitive.hasFeatures; }
|
|
164
164
|
get renderOrder() { return this.primitive.renderOrder; }
|
|
@@ -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, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { isFeatureHilited } from \"./FeatureOverrides\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { ShaderProgramExecutor } from \"./ShaderProgram\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, IsWiremesh, TechniqueFlags } from \"./TechniqueFlags\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport class ShaderProgramParams {\r\n private _target?: Target;\r\n private _renderPass: RenderPass = RenderPass.None;\r\n\r\n public get target(): Target { assert(undefined !== this._target); return this._target; }\r\n public get renderPass() { return this._renderPass; }\r\n\r\n public get projectionMatrix() { return this.target.uniforms.getProjectionMatrix32(this.isViewCoords); }\r\n public bindProjectionMatrix(uniform: UniformHandle) { this.target.uniforms.bindProjectionMatrix(uniform, this.isViewCoords); }\r\n\r\n public get isViewCoords() { return RenderPass.ViewOverlay === this.renderPass || RenderPass.Background === this.renderPass; }\r\n public get isOverlayPass() { return RenderPass.WorldOverlay === this.renderPass || RenderPass.ViewOverlay === this.renderPass; }\r\n public get context() { return System.instance.context; }\r\n\r\n public init(target: Target, pass: RenderPass = RenderPass.OpaqueGeneral) {\r\n this._renderPass = pass;\r\n this._target = target;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class DrawParams {\r\n private _programParams?: ShaderProgramParams;\r\n private _geometry?: CachedGeometry;\r\n\r\n public get geometry(): CachedGeometry { assert(undefined !== this._geometry); return this._geometry; }\r\n public get programParams(): ShaderProgramParams { assert(undefined !== this._programParams); return this._programParams; }\r\n\r\n public get target() { return this.programParams.target; }\r\n public get renderPass() { return this.programParams.renderPass; }\r\n public get projectionMatrix() { return this.programParams.projectionMatrix; }\r\n public get isViewCoords() { return this.programParams.isViewCoords; }\r\n public get isOverlayPass() { return this.programParams.isOverlayPass; }\r\n public get context() { return this.programParams.context; }\r\n\r\n public init(programParams: ShaderProgramParams, geometry: CachedGeometry) {\r\n this._programParams = programParams;\r\n this._geometry = geometry;\r\n }\r\n}\r\n\r\n/** Defines operation associated with pushing or popping a branch\r\n * @internal\r\n */\r\nexport const enum PushOrPop {\r\n Push,\r\n Pop,\r\n}\r\n\r\n/** Represents a command to be executed within a RenderPass. The most common command is\r\n * to draw a primitive; others involve state changes such as pushing/popping transforms\r\n * and symbology overrides, which require that commands be executed in order.\r\n * @internal\r\n */\r\nexport enum DrawOpCode {\r\n Primitive = \"drawPrimitive\", // eslint-disable-line @typescript-eslint/no-shadow\r\n PushBranch = \"pushBranch\",\r\n PopBranch = \"popBranch\",\r\n PushBatch = \"pushBatch\",\r\n PopBatch = \"popBatch\",\r\n PushState = \"pushState\",\r\n PushClip = \"pushClip\",\r\n PopClip = \"popClip\",\r\n}\r\n\r\n/** @internal */\r\nexport class PopBatchCommand {\r\n public readonly opcode = \"popBatch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBatchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.popBatch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBatchCommand {\r\n public readonly opcode = \"pushBatch\";\r\n\r\n public constructor(public readonly batch: Batch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushBatch(this.batch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushStateCommand {\r\n public readonly opcode = \"pushState\";\r\n\r\n public constructor(public readonly state: BranchState) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushState(this.state);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBranchCommand {\r\n public readonly opcode = \"pushBranch\";\r\n\r\n public constructor(public readonly branch: Branch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.pushBranch(this.branch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopBranchCommand {\r\n public readonly opcode = \"popBranch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBranchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.popBranch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushClipCommand {\r\n public readonly opcode = \"pushClip\";\r\n\r\n public constructor(public readonly clip: ClipVolume) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.push(this.clip);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopClipCommand {\r\n public readonly opcode = \"popClip\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopClipCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.pop();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PrimitiveCommand {\r\n public readonly opcode = \"drawPrimitive\";\r\n\r\n public constructor(public readonly primitive: Primitive) { }\r\n\r\n private static readonly _scratchTechniqueFlags = new TechniqueFlags();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n if (exec.target.isGeometryOutsideActiveVolume(this.primitive.cachedGeometry))\r\n return;\r\n\r\n const techniqueId = this.primitive.techniqueId;\r\n if (TechniqueId.Invalid === techniqueId)\r\n return;\r\n\r\n const target = exec.target;\r\n const thematic = this.primitive.cachedGeometry.supportsThematicDisplay && target.wantThematicDisplay;\r\n const shadowable = (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh) && target.solarShadowMap.isReady && target.currentViewFlags.shadows && !thematic;\r\n const isShadowable = shadowable ? IsShadowable.Yes : IsShadowable.No;\r\n let isThematic = thematic ? IsThematic.Yes : IsThematic.No;\r\n const isClassified = (undefined !== target.currentPlanarClassifierOrDrape || undefined !== target.activeVolumeClassifierTexture) ? IsClassified.Yes : IsClassified.No;\r\n const isInstanced = this.primitive.isInstanced ? IsInstanced.Yes : IsInstanced.No;\r\n const isAnimated = this.primitive.hasAnimation ? IsAnimated.Yes : IsAnimated.No;\r\n\r\n // Point clouds do not support hillshade or slope mode for thematic display.\r\n if (isThematic && (undefined !== this.primitive.cachedGeometry.asPointCloud) && (target.uniforms.thematic.wantSlopeMode || target.uniforms.thematic.wantHillShadeMode))\r\n isThematic = IsThematic.No;\r\n\r\n const wiremesh = target.currentViewFlags.wiremesh && System.instance.isWebGL2 && (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh);\r\n const isWiremesh = wiremesh ? IsWiremesh.Yes : IsWiremesh.No;\r\n const flags = PrimitiveCommand._scratchTechniqueFlags;\r\n flags.init(target, exec.renderPass, isInstanced, isAnimated, isClassified, isShadowable, isThematic, isWiremesh);\r\n\r\n const technique = target.techniques.getTechnique(techniqueId);\r\n const program = technique.getShader(flags);\r\n\r\n if (exec.setProgram(program))\r\n this.primitive.draw(exec);\r\n }\r\n\r\n public get hasFeatures(): boolean { return this.primitive.hasFeatures; }\r\n public get renderOrder(): RenderOrder { return this.primitive.renderOrder; }\r\n\r\n public getPass(target: Target): Pass {\r\n return this.primitive.getPass(target);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport type PushCommand = PushBranchCommand | PushBatchCommand | PushStateCommand | PushClipCommand;\r\n/** @internal */\r\nexport type PopCommand = PopBranchCommand | PopBatchCommand | PopClipCommand;\r\n/** @internal */\r\nexport type DrawCommand = PushCommand | PopCommand | PrimitiveCommand;\r\n\r\n/** For a single RenderPass, an ordered list of commands to be executed during that pass.\r\n * @internal\r\n */\r\nexport type DrawCommands = DrawCommand[];\r\n\r\n/** Extracts the commands for rendering the flashed classifier (if any) from the by-index set of volume classifier commands.\r\n * NB: Cmds will be sets of some pushes, a primitive, and then some pops (equal to number of pushes).\r\n * The primitive should be right in the middle of a set. We need to find the set which matches the flashID.\r\n * @internal\r\n */\r\nexport function extractFlashedVolumeClassifierCommands(flashedId: Id64String, cmds: DrawCommands, numCmdsPerClassifier: number): DrawCommands | undefined {\r\n if (!Id64.isValid(flashedId) || 0 === numCmdsPerClassifier)\r\n return undefined;\r\n\r\n const firstPrim = (numCmdsPerClassifier - 1) / 2;\r\n for (let i = firstPrim; i < cmds.length; i += numCmdsPerClassifier) {\r\n assert(\"drawPrimitive\" === cmds[i].opcode, \"Command list not configured as expected.\");\r\n const pc: PrimitiveCommand = cmds[i] as PrimitiveCommand;\r\n const surface = pc.primitive.cachedGeometry.asSurface;\r\n if (undefined !== surface && undefined !== surface.mesh.uniformFeatureId) {\r\n let j = i - 1;\r\n while (j >= 0 && \"pushBatch\" !== cmds[j].opcode) // Find batch for this primitive\r\n j--;\r\n if (j < 0) continue;\r\n const pushBatch = cmds[j] as PushBatchCommand;\r\n const elemId = pushBatch.batch.featureTable.findElementId(surface.mesh.uniformFeatureId);\r\n if (undefined !== elemId && elemId === flashedId) {\r\n return cmds.slice(i - firstPrim, i + firstPrim + 1);\r\n }\r\n }\r\n }\r\n\r\n return undefined;\r\n}\r\n\r\n/** @internal */\r\nexport function extractHilitedVolumeClassifierCommands(hilites: Hilites, cmds: DrawCommands): DrawCommands {\r\n // TODO: This could really be done at the time the HiliteClassification render pass commands are being generated\r\n // by just not putting the ones which are not hilited into the ClassificationHilite command list.\r\n const result: DrawCommand[] = [];\r\n\r\n let batch;\r\n for (const cmd of cmds) {\r\n switch (cmd.opcode) {\r\n case \"popBranch\":\r\n if (result.length > 0 && \"pushBranch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"popBatch\":\r\n batch = undefined;\r\n if (result.length > 0 && \"pushBatch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"pushBatch\":\r\n batch = cmd.batch;\r\n break;\r\n case \"drawPrimitive\":\r\n if (undefined !== batch) {\r\n // Skip any primitives that are not hilited.\r\n const surface = cmd.primitive.cachedGeometry.asSurface;\r\n if (undefined === surface || undefined === surface.mesh.uniformFeatureId)\r\n continue;\r\n\r\n const feature = batch.featureTable.getPackedFeature(surface.mesh.uniformFeatureId);\r\n if (undefined === feature || !isFeatureHilited(feature, hilites))\r\n continue;\r\n\r\n break;\r\n }\r\n }\r\n\r\n result.push(cmd);\r\n }\r\n\r\n return result;\r\n}\r\n"]}
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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, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { isFeatureHilited } from \"./FeatureOverrides\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { ShaderProgramExecutor } from \"./ShaderProgram\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, IsWiremesh, TechniqueFlags } from \"./TechniqueFlags\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport class ShaderProgramParams {\r\n private _target?: Target;\r\n private _renderPass: RenderPass = RenderPass.None;\r\n\r\n public get target(): Target { assert(undefined !== this._target); return this._target; }\r\n public get renderPass() { return this._renderPass; }\r\n\r\n public get projectionMatrix() { return this.target.uniforms.getProjectionMatrix32(this.isViewCoords); }\r\n public bindProjectionMatrix(uniform: UniformHandle) { this.target.uniforms.bindProjectionMatrix(uniform, this.isViewCoords); }\r\n\r\n public get isViewCoords() { return RenderPass.ViewOverlay === this.renderPass || RenderPass.Background === this.renderPass; }\r\n public get isOverlayPass() { return RenderPass.WorldOverlay === this.renderPass || RenderPass.ViewOverlay === this.renderPass; }\r\n public get context() { return System.instance.context; }\r\n\r\n public init(target: Target, pass: RenderPass = RenderPass.OpaqueGeneral) {\r\n this._renderPass = pass;\r\n this._target = target;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class DrawParams {\r\n private _programParams?: ShaderProgramParams;\r\n private _geometry?: CachedGeometry;\r\n\r\n public get geometry(): CachedGeometry { assert(undefined !== this._geometry); return this._geometry; }\r\n public get programParams(): ShaderProgramParams { assert(undefined !== this._programParams); return this._programParams; }\r\n\r\n public get target() { return this.programParams.target; }\r\n public get renderPass() { return this.programParams.renderPass; }\r\n public get projectionMatrix() { return this.programParams.projectionMatrix; }\r\n public get isViewCoords() { return this.programParams.isViewCoords; }\r\n public get isOverlayPass() { return this.programParams.isOverlayPass; }\r\n public get context() { return this.programParams.context; }\r\n\r\n public init(programParams: ShaderProgramParams, geometry: CachedGeometry) {\r\n this._programParams = programParams;\r\n this._geometry = geometry;\r\n }\r\n}\r\n\r\n/** Defines operation associated with pushing or popping a branch\r\n * @internal\r\n */\r\nexport const enum PushOrPop {\r\n Push,\r\n Pop,\r\n}\r\n\r\n/** Represents a command to be executed within a RenderPass. The most common command is\r\n * to draw a primitive; others involve state changes such as pushing/popping transforms\r\n * and symbology overrides, which require that commands be executed in order.\r\n * @internal\r\n */\r\nexport enum DrawOpCode {\r\n Primitive = \"drawPrimitive\", // eslint-disable-line @typescript-eslint/no-shadow\r\n PushBranch = \"pushBranch\",\r\n PopBranch = \"popBranch\",\r\n PushBatch = \"pushBatch\",\r\n PopBatch = \"popBatch\",\r\n PushState = \"pushState\",\r\n PushClip = \"pushClip\",\r\n PopClip = \"popClip\",\r\n}\r\n\r\n/** @internal */\r\nexport class PopBatchCommand {\r\n public readonly opcode = \"popBatch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBatchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.popBatch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBatchCommand {\r\n public readonly opcode = \"pushBatch\";\r\n\r\n public constructor(public readonly batch: Batch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushBatch(this.batch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushStateCommand {\r\n public readonly opcode = \"pushState\";\r\n\r\n public constructor(public readonly state: BranchState) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushState(this.state);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBranchCommand {\r\n public readonly opcode = \"pushBranch\";\r\n\r\n public constructor(public readonly branch: Branch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.pushBranch(this.branch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopBranchCommand {\r\n public readonly opcode = \"popBranch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBranchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.popBranch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushClipCommand {\r\n public readonly opcode = \"pushClip\";\r\n\r\n public constructor(public readonly clip: ClipVolume) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.push(this.clip);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopClipCommand {\r\n public readonly opcode = \"popClip\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopClipCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.pop();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PrimitiveCommand {\r\n public readonly opcode = \"drawPrimitive\";\r\n\r\n public constructor(public readonly primitive: Primitive) { }\r\n\r\n private static readonly _scratchTechniqueFlags = new TechniqueFlags();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n if (exec.target.isGeometryOutsideActiveVolume(this.primitive.cachedGeometry))\r\n return;\r\n\r\n const techniqueId = this.primitive.techniqueId;\r\n if (TechniqueId.Invalid === techniqueId)\r\n return;\r\n\r\n const target = exec.target;\r\n const thematic = this.primitive.cachedGeometry.supportsThematicDisplay && target.wantThematicDisplay;\r\n const shadowable = (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh) && target.solarShadowMap.isReady && target.currentViewFlags.shadows && !thematic;\r\n const isShadowable = shadowable ? IsShadowable.Yes : IsShadowable.No;\r\n let isThematic = thematic ? IsThematic.Yes : IsThematic.No;\r\n const isClassified = (undefined !== target.currentPlanarClassifierOrDrape || undefined !== target.activeVolumeClassifierTexture) ? IsClassified.Yes : IsClassified.No;\r\n const isInstanced = this.primitive.isInstanced ? IsInstanced.Yes : IsInstanced.No;\r\n const isAnimated = this.primitive.hasAnimation ? IsAnimated.Yes : IsAnimated.No;\r\n\r\n // Point clouds do not support hillshade or slope mode for thematic display.\r\n if (isThematic && (undefined !== this.primitive.cachedGeometry.asPointCloud) && (target.uniforms.thematic.wantSlopeMode || target.uniforms.thematic.wantHillShadeMode))\r\n isThematic = IsThematic.No;\r\n\r\n const wiremesh = target.currentViewFlags.wiremesh && System.instance.isWebGL2 && (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh);\r\n const isWiremesh = wiremesh ? IsWiremesh.Yes : IsWiremesh.No;\r\n const flags = PrimitiveCommand._scratchTechniqueFlags;\r\n flags.init(target, exec.renderPass, isInstanced, isAnimated, isClassified, isShadowable, isThematic, isWiremesh);\r\n\r\n const technique = target.techniques.getTechnique(techniqueId);\r\n const program = technique.getShader(flags);\r\n\r\n if (exec.setProgram(program))\r\n exec.target.compositor.drawPrimitive(this.primitive, exec, program.outputsToPick);\r\n }\r\n\r\n public get hasFeatures(): boolean { return this.primitive.hasFeatures; }\r\n public get renderOrder(): RenderOrder { return this.primitive.renderOrder; }\r\n\r\n public getPass(target: Target): Pass {\r\n return this.primitive.getPass(target);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport type PushCommand = PushBranchCommand | PushBatchCommand | PushStateCommand | PushClipCommand;\r\n/** @internal */\r\nexport type PopCommand = PopBranchCommand | PopBatchCommand | PopClipCommand;\r\n/** @internal */\r\nexport type DrawCommand = PushCommand | PopCommand | PrimitiveCommand;\r\n\r\n/** For a single RenderPass, an ordered list of commands to be executed during that pass.\r\n * @internal\r\n */\r\nexport type DrawCommands = DrawCommand[];\r\n\r\n/** Extracts the commands for rendering the flashed classifier (if any) from the by-index set of volume classifier commands.\r\n * NB: Cmds will be sets of some pushes, a primitive, and then some pops (equal to number of pushes).\r\n * The primitive should be right in the middle of a set. We need to find the set which matches the flashID.\r\n * @internal\r\n */\r\nexport function extractFlashedVolumeClassifierCommands(flashedId: Id64String, cmds: DrawCommands, numCmdsPerClassifier: number): DrawCommands | undefined {\r\n if (!Id64.isValid(flashedId) || 0 === numCmdsPerClassifier)\r\n return undefined;\r\n\r\n const firstPrim = (numCmdsPerClassifier - 1) / 2;\r\n for (let i = firstPrim; i < cmds.length; i += numCmdsPerClassifier) {\r\n assert(\"drawPrimitive\" === cmds[i].opcode, \"Command list not configured as expected.\");\r\n const pc: PrimitiveCommand = cmds[i] as PrimitiveCommand;\r\n const surface = pc.primitive.cachedGeometry.asSurface;\r\n if (undefined !== surface && undefined !== surface.mesh.uniformFeatureId) {\r\n let j = i - 1;\r\n while (j >= 0 && \"pushBatch\" !== cmds[j].opcode) // Find batch for this primitive\r\n j--;\r\n if (j < 0) continue;\r\n const pushBatch = cmds[j] as PushBatchCommand;\r\n const elemId = pushBatch.batch.featureTable.findElementId(surface.mesh.uniformFeatureId);\r\n if (undefined !== elemId && elemId === flashedId) {\r\n return cmds.slice(i - firstPrim, i + firstPrim + 1);\r\n }\r\n }\r\n }\r\n\r\n return undefined;\r\n}\r\n\r\n/** @internal */\r\nexport function extractHilitedVolumeClassifierCommands(hilites: Hilites, cmds: DrawCommands): DrawCommands {\r\n // TODO: This could really be done at the time the HiliteClassification render pass commands are being generated\r\n // by just not putting the ones which are not hilited into the ClassificationHilite command list.\r\n const result: DrawCommand[] = [];\r\n\r\n let batch;\r\n for (const cmd of cmds) {\r\n switch (cmd.opcode) {\r\n case \"popBranch\":\r\n if (result.length > 0 && \"pushBranch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"popBatch\":\r\n batch = undefined;\r\n if (result.length > 0 && \"pushBatch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"pushBatch\":\r\n batch = cmd.batch;\r\n break;\r\n case \"drawPrimitive\":\r\n if (undefined !== batch) {\r\n // Skip any primitives that are not hilited.\r\n const surface = cmd.primitive.cachedGeometry.asSurface;\r\n if (undefined === surface || undefined === surface.mesh.uniformFeatureId)\r\n continue;\r\n\r\n const feature = batch.featureTable.getPackedFeature(surface.mesh.uniformFeatureId);\r\n if (undefined === feature || !isFeatureHilited(feature, hilites))\r\n continue;\r\n\r\n break;\r\n }\r\n }\r\n\r\n result.push(cmd);\r\n }\r\n\r\n return result;\r\n}\r\n"]}
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@@ -12,6 +12,8 @@ import { RenderCommands } from "./RenderCommands";
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import { SolarShadowMap } from "./SolarShadowMap";
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import { Target } from "./Target";
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import { TextureHandle } from "./Texture";
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+
import { Primitive } from "./Primitive";
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import { ShaderProgramExecutor } from "./ShaderProgram";
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/** Orchestrates rendering of the scene on behalf of a Target.
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* This base class exists only so we don't have to export all the types of the shared Compositor members like Textures, FrameBuffers, etc.
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* @internal
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@@ -30,6 +32,7 @@ export declare abstract class SceneCompositor implements WebGLDisposable, Render
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abstract readDepthAndOrder(rect: ViewRect): Uint8Array | undefined;
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abstract readFeatureIds(rect: ViewRect): Uint8Array | undefined;
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abstract updateSolarShadows(context: SceneContext | undefined): void;
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+
abstract drawPrimitive(primitive: Primitive, exec: ShaderProgramExecutor, outputsToPick: boolean): void;
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/** Obtain a framebuffer with a single spare RGBA texture that can be used for screen-space effect shaders. */
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abstract get screenSpaceEffectFbo(): FrameBuffer;
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abstract get featureIds(): TextureHandle;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"SceneCompositor.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/SceneCompositor.ts"],"names":[],"mappings":"AAIA;;GAEG;AASH,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,QAAQ,EAAE,MAAM,gBAAgB,CAAC;AAC1C,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAQ/C,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAG/C,OAAO,EAAe,WAAW,EAAE,MAAM,eAAe,CAAC;AAIzD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAIlD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAElD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAElC,OAAO,EAAE,aAAa,EAAE,MAAM,WAAW,CAAC;
|
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1
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+
{"version":3,"file":"SceneCompositor.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/SceneCompositor.ts"],"names":[],"mappings":"AAIA;;GAEG;AASH,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,QAAQ,EAAE,MAAM,gBAAgB,CAAC;AAC1C,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAQ/C,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAG/C,OAAO,EAAe,WAAW,EAAE,MAAM,eAAe,CAAC;AAIzD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAIlD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAElD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAElC,OAAO,EAAE,aAAa,EAAE,MAAM,WAAW,CAAC;AAE1C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,qBAAqB,EAAE,MAAM,iBAAiB,CAAC;AA8jBxD;;;GAGG;AACH,8BAAsB,eAAgB,YAAW,eAAe,EAAE,YAAY,CAAC,QAAQ;IACrF,SAAgB,MAAM,EAAE,MAAM,CAAC;IAC/B,SAAgB,cAAc,EAAE,cAAc,CAAC;IAE/C,aAAoB,wBAAwB,IAAI,MAAM,CAAC;IACvD,aAAoB,wBAAwB,CAAC,MAAM,EAAE,MAAM,EAAE;IAC7D,aAAoB,UAAU,IAAI,OAAO,CAAC;aAC1B,OAAO,IAAI,IAAI;aACf,OAAO,IAAI,IAAI;aACf,IAAI,CAAC,SAAS,EAAE,cAAc,GAAG,IAAI;aACrC,iBAAiB,CAAC,SAAS,EAAE,cAAc,EAAE,aAAa,EAAE,WAAW,EAAE,kBAAkB,EAAE,WAAW,GAAG,SAAS,GAAG,IAAI;aAC3H,UAAU,CAAC,IAAI,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC,MAAM,GAAG,SAAS;aAC9E,iBAAiB,CAAC,IAAI,EAAE,QAAQ,GAAG,UAAU,GAAG,SAAS;aACzD,cAAc,CAAC,IAAI,EAAE,QAAQ,GAAG,UAAU,GAAG,SAAS;aACtD,kBAAkB,CAAC,OAAO,EAAE,YAAY,GAAG,SAAS,GAAG,IAAI;aAC3D,aAAa,CAAC,SAAS,EAAE,SAAS,EAAE,IAAI,EAAE,qBAAqB,EAAE,aAAa,EAAE,OAAO,GAAG,IAAI;IAE9G,8GAA8G;IAC9G,aAAoB,oBAAoB,IAAI,WAAW,CAAC;IAExD,aAAoB,UAAU,IAAI,aAAa,CAAC;IAChD,aAAoB,aAAa,IAAI,aAAa,CAAC;IACnD,aAAoB,gBAAgB,IAAI,MAAM,CAAC;IAE/C,SAAS,aAAa,MAAM,EAAE,MAAM;WAKtB,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,eAAe;aAIrC,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;CACxE"}
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@@ -500,6 +500,13 @@ export class SceneCompositor {
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return System.instance.capabilities.supportsDrawBuffers ? new MRTCompositor(target) : new MPCompositor(target);
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}
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}
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+
// This describes what types of primitives a compositor should draw. See the `drawPrimitive` method of Compositor.
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+
var PrimitiveDrawState;
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505
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+
(function (PrimitiveDrawState) {
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+
PrimitiveDrawState[PrimitiveDrawState["Both"] = 0] = "Both";
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+
PrimitiveDrawState[PrimitiveDrawState["Pickable"] = 1] = "Pickable";
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+
PrimitiveDrawState[PrimitiveDrawState["NonPickable"] = 2] = "NonPickable";
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+
})(PrimitiveDrawState || (PrimitiveDrawState = {}));
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// The actual base class. Specializations are provided based on whether or not multiple render targets are supported.
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class Compositor extends SceneCompositor {
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constructor(target, fbos, geometry) {
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@@ -519,6 +526,7 @@ class Compositor extends SceneCompositor {
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this._haveVolumeClassifier = false;
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this._antialiasSamples = 1;
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|
this._viewProjectionMatrix = new Matrix4();
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+
this._primitiveDrawState = PrimitiveDrawState.Both; // used by drawPrimitive to decide whether a primitive needs to be drawn.
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this._frameBuffers = fbos;
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this._geom = geometry;
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this._opaqueRenderState.flags.depthTest = true;
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@@ -539,6 +547,11 @@ class Compositor extends SceneCompositor {
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this._layerRenderState.depthFunc = GL.DepthFunc.Always;
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this._layerRenderState.blend.setBlendFunc(GL.BlendFactor.One, GL.BlendFactor.OneMinusSrcAlpha);
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541
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}
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550
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+
drawPrimitive(primitive, exec, outputsToPick) {
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+
if ((outputsToPick && this._primitiveDrawState !== PrimitiveDrawState.NonPickable) ||
|
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+
(!outputsToPick && this._primitiveDrawState !== PrimitiveDrawState.Pickable))
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+
primitive.draw(exec);
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+
}
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get antialiasSamples() { return this._antialiasSamples; }
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get useMsBuffers() { return this._antialiasSamples > 1 && !this.target.isReadPixelsInProgress; }
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enableVolumeClassifierFbos(textures, depth, volClassDepth, depthMS, volClassDepthMS) {
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@@ -1669,20 +1682,24 @@ class MRTCompositor extends Compositor {
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this.drawPass(commands, 2 /* OpaqueLinear */);
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this.drawPass(commands, 3 /* OpaquePlanar */, true);
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if (needAO || renderForReadPixels) {
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+
if (needAO)
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+
this._primitiveDrawState = PrimitiveDrawState.Pickable;
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1672
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|
this.drawPass(commands, 4 /* OpaqueGeneral */, true);
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+
this._primitiveDrawState = PrimitiveDrawState.Both;
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if (this.useMsBuffers) {
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|
const fbo = (needComposite ? this._fbos.opaqueAndCompositeAll : this._fbos.opaqueAll);
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fbo.blitMsBuffersToTextures(true);
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}
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-
if (needAO)
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|
-
this.renderAmbientOcclusion();
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1693
|
}
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});
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this._readPickDataFromPingPong = false;
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|
// The general pass (and following) will not bother to write to pick buffers and so can read from the actual pick buffers.
|
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1683
|
-
if (!renderForReadPixels
|
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1697
|
+
if (!renderForReadPixels) {
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|
fbStack.execute(needComposite ? this._fbos.opaqueAndCompositeColor : this._fbos.opaqueColor, true, this.useMsBuffers, () => {
|
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+
if (needAO)
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1700
|
+
this._primitiveDrawState = PrimitiveDrawState.NonPickable;
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1685
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|
this.drawPass(commands, 4 /* OpaqueGeneral */, false);
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1702
|
+
this._primitiveDrawState = PrimitiveDrawState.Both;
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1686
1703
|
this.drawPass(commands, 8 /* HiddenEdge */, false);
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});
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if (this.useMsBuffers) {
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@@ -1690,6 +1707,8 @@ class MRTCompositor extends Compositor {
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1690
1707
|
fbo.blitMsBuffersToTextures(needComposite);
|
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1708
|
}
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1709
|
}
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|
1710
|
+
if (needAO)
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1711
|
+
this.renderAmbientOcclusion();
|
|
1693
1712
|
}
|
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1694
1713
|
renderLayers(commands, needComposite, pass) {
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1695
1714
|
this._readPickDataFromPingPong = true;
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@@ -1862,19 +1881,25 @@ class MPCompositor extends Compositor {
|
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1862
1881
|
this.drawOpaquePass(colorFbo, commands, 2 /* OpaqueLinear */, false);
|
|
1863
1882
|
this.drawOpaquePass(colorFbo, commands, 3 /* OpaquePlanar */, true);
|
|
1864
1883
|
if (renderForReadPixels || needAO) {
|
|
1865
|
-
this.drawOpaquePass(colorFbo, commands, 4 /* OpaqueGeneral */, true);
|
|
1866
1884
|
if (needAO)
|
|
1867
|
-
this.
|
|
1885
|
+
this._primitiveDrawState = PrimitiveDrawState.Pickable;
|
|
1886
|
+
this.drawOpaquePass(colorFbo, commands, 4 /* OpaqueGeneral */, true);
|
|
1887
|
+
this._primitiveDrawState = PrimitiveDrawState.Both;
|
|
1868
1888
|
}
|
|
1869
1889
|
this._readPickDataFromPingPong = false;
|
|
1870
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|
// The general pass (and following) will not bother to write to pick buffers and so can read from the actual pick buffers.
|
|
1871
|
-
if (!renderForReadPixels
|
|
1891
|
+
if (!renderForReadPixels) {
|
|
1872
1892
|
System.instance.frameBufferStack.execute(colorFbo, true, false, () => {
|
|
1873
1893
|
this._drawMultiPassDepth = true; // for OpaqueGeneral
|
|
1894
|
+
if (needAO)
|
|
1895
|
+
this._primitiveDrawState = PrimitiveDrawState.NonPickable;
|
|
1874
1896
|
this.drawPass(commands, 4 /* OpaqueGeneral */, false);
|
|
1897
|
+
this._primitiveDrawState = PrimitiveDrawState.Both;
|
|
1875
1898
|
this.drawPass(commands, 8 /* HiddenEdge */, false);
|
|
1876
1899
|
});
|
|
1877
1900
|
}
|
|
1901
|
+
if (needAO)
|
|
1902
|
+
this.renderAmbientOcclusion();
|
|
1878
1903
|
}
|
|
1879
1904
|
renderLayers(commands, needComposite, pass) {
|
|
1880
1905
|
this._readPickDataFromPingPong = true;
|