@itwin/core-frontend 3.1.0-dev.11 → 3.1.0-dev.15
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/ApproximateTerrainHeights.d.ts +1 -1
- package/lib/cjs/ApproximateTerrainHeights.d.ts.map +1 -1
- package/lib/cjs/ApproximateTerrainHeights.js +21 -9
- package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
- package/lib/cjs/ApproximateTerrainHeightsProps.d.ts +12 -0
- package/lib/cjs/ApproximateTerrainHeightsProps.d.ts.map +1 -0
- package/lib/cjs/ApproximateTerrainHeightsProps.js +13 -0
- package/lib/cjs/ApproximateTerrainHeightsProps.js.map +1 -0
- package/lib/cjs/FrontendLoggerCategory.d.ts +3 -1
- package/lib/cjs/FrontendLoggerCategory.d.ts.map +1 -1
- package/lib/cjs/FrontendLoggerCategory.js +2 -0
- package/lib/cjs/FrontendLoggerCategory.js.map +1 -1
- package/lib/cjs/LocalhostIpcApp.d.ts +2 -0
- package/lib/cjs/LocalhostIpcApp.d.ts.map +1 -1
- package/lib/cjs/LocalhostIpcApp.js +10 -4
- package/lib/cjs/LocalhostIpcApp.js.map +1 -1
- package/lib/cjs/RealityDataSource.d.ts +2 -0
- package/lib/cjs/RealityDataSource.d.ts.map +1 -1
- package/lib/cjs/RealityDataSource.js +13 -0
- package/lib/cjs/RealityDataSource.js.map +1 -1
- 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/cjs/tile/GltfReader.d.ts +16 -2
- package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
- package/lib/cjs/tile/GltfReader.js +122 -13
- package/lib/cjs/tile/GltfReader.js.map +1 -1
- package/lib/cjs/tile/PntsReader.d.ts +1 -1
- package/lib/cjs/tile/PntsReader.d.ts.map +1 -1
- package/lib/cjs/tile/PntsReader.js +107 -35
- package/lib/cjs/tile/PntsReader.js.map +1 -1
- package/lib/cjs/tile/RealityTileLoader.js +1 -1
- package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
- package/lib/esm/ApproximateTerrainHeights.d.ts +1 -1
- package/lib/esm/ApproximateTerrainHeights.d.ts.map +1 -1
- package/lib/esm/ApproximateTerrainHeights.js +2 -9
- package/lib/esm/ApproximateTerrainHeights.js.map +1 -1
- package/lib/esm/ApproximateTerrainHeightsProps.d.ts +12 -0
- package/lib/esm/ApproximateTerrainHeightsProps.d.ts.map +1 -0
- package/lib/esm/ApproximateTerrainHeightsProps.js +10 -0
- package/lib/esm/ApproximateTerrainHeightsProps.js.map +1 -0
- package/lib/esm/FrontendLoggerCategory.d.ts +3 -1
- package/lib/esm/FrontendLoggerCategory.d.ts.map +1 -1
- package/lib/esm/FrontendLoggerCategory.js +2 -0
- package/lib/esm/FrontendLoggerCategory.js.map +1 -1
- package/lib/esm/LocalhostIpcApp.d.ts +2 -0
- package/lib/esm/LocalhostIpcApp.d.ts.map +1 -1
- package/lib/esm/LocalhostIpcApp.js +10 -4
- package/lib/esm/LocalhostIpcApp.js.map +1 -1
- package/lib/esm/RealityDataSource.d.ts +2 -0
- package/lib/esm/RealityDataSource.d.ts.map +1 -1
- package/lib/esm/RealityDataSource.js +14 -1
- package/lib/esm/RealityDataSource.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/lib/esm/tile/GltfReader.d.ts +16 -2
- package/lib/esm/tile/GltfReader.d.ts.map +1 -1
- package/lib/esm/tile/GltfReader.js +104 -14
- package/lib/esm/tile/GltfReader.js.map +1 -1
- package/lib/esm/tile/PntsReader.d.ts +1 -1
- package/lib/esm/tile/PntsReader.d.ts.map +1 -1
- package/lib/esm/tile/PntsReader.js +91 -38
- package/lib/esm/tile/PntsReader.js.map +1 -1
- package/lib/esm/tile/RealityTileLoader.js +1 -1
- package/lib/esm/tile/RealityTileLoader.js.map +1 -1
- package/package.json +22 -20
- package/lib/cjs/tile/DracoDecoder.d.ts +0 -20
- package/lib/cjs/tile/DracoDecoder.d.ts.map +0 -1
- package/lib/cjs/tile/DracoDecoder.js +0 -169
- package/lib/cjs/tile/DracoDecoder.js.map +0 -1
- package/lib/esm/tile/DracoDecoder.d.ts +0 -20
- package/lib/esm/tile/DracoDecoder.d.ts.map +0 -1
- package/lib/esm/tile/DracoDecoder.js +0 -165
- package/lib/esm/tile/DracoDecoder.js.map +0 -1
- package/lib/public/assets/approximateTerrainHeights.json +0 -1
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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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-
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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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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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@@ -96,6 +96,12 @@ interface GltfChildOfRootProperty extends GltfProperty {
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/** Optional name, strictly for human consumption. */
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name?: string;
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}
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+
interface DracoMeshCompression {
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+
bufferView: GltfId;
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attributes: {
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+
[k: string]: number | undefined;
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};
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}
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/** A unit of geometry belonging to a [[GltfMesh]]. */
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interface GltfMeshPrimitive extends GltfProperty {
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/** Maps the name of each mesh attribute semantic to the Id of the [[GltfAccessor]] providing the attribute's data. */
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@@ -123,6 +129,10 @@ interface GltfMeshPrimitive extends GltfProperty {
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*/
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indices?: GltfId;
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};
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+
/** The [KHR_draco_mesh_compression](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_draco_mesh_compression/README.md) extension
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* allows glTF to support geometry compressed with Draco geometry compression.
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*/
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+
KHR_draco_mesh_compression?: DracoMeshCompression;
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};
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}
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/** A collection of [[GltfMeshPrimitive]]s to be rendered. Each mesh is referenced by a node. Multiple nodes can refer to the same mesh.
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@@ -468,8 +478,8 @@ export declare class GltfReaderProps {
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468
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static create(source: Uint8Array | Gltf, yAxisUp?: boolean, baseUrl?: string): GltfReaderProps | undefined;
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}
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/** The GltfMeshData contains the raw GLTF mesh data. If the data is suitable to create a [[RealityMesh]] directly, basically in the quantized format produced by
|
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471
|
-
* ContextCapture, then a RealityMesh is created directly from this data.
|
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472
|
-
* is generated.
|
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481
|
+
* ContextCapture, then a RealityMesh is created directly from this data. Otherwise, the mesh primitive is populated from the raw data and a MeshPrimitive
|
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482
|
+
* is generated. The MeshPrimitve path is much less efficient but should be rarely used.
|
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*
|
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474
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|
* @internal
|
|
475
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|
*/
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@@ -535,6 +545,7 @@ export declare abstract class GltfReader {
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535
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|
protected readonly _sceneNodes: GltfId[];
|
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536
546
|
protected _computedContentRange?: ElementAlignedBox3d;
|
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537
547
|
private readonly _resolvedTextures;
|
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548
|
+
private readonly _dracoMeshes;
|
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538
549
|
protected get _nodes(): GltfDictionary<GltfNode>;
|
|
539
550
|
protected get _meshes(): GltfDictionary<GltfMesh>;
|
|
540
551
|
protected get _accessors(): GltfDictionary<GltfAccessor>;
|
|
@@ -593,6 +604,7 @@ export declare abstract class GltfReader {
|
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593
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|
protected createDisplayParams(material: GltfMaterial, hasBakedLighting: boolean): DisplayParams | undefined;
|
|
594
605
|
private readMeshPrimitives;
|
|
595
606
|
protected readMeshPrimitive(primitive: GltfMeshPrimitive, featureTable?: FeatureTable, pseudoRtcBias?: Vector3d): GltfMeshData | undefined;
|
|
607
|
+
private readDracoMeshPrimitive;
|
|
596
608
|
private deduplicateVertices;
|
|
597
609
|
/**
|
|
598
610
|
*
|
|
@@ -618,6 +630,8 @@ export declare abstract class GltfReader {
|
|
|
618
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|
[k: string]: any;
|
|
619
631
|
}, accessorName: string, disjoint: boolean): boolean;
|
|
620
632
|
protected resolveResources(): Promise<void>;
|
|
633
|
+
private _resolveResources;
|
|
634
|
+
private decodeDracoMesh;
|
|
621
635
|
private resolveUrl;
|
|
622
636
|
private resolveBuffer;
|
|
623
637
|
private resolveImage;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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1
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CAAC,CAA2B;CAC9E"}
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@@ -6,17 +6,38 @@
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/** @packageDocumentation
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* @module Tiles
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*/
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var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
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if (k2 === undefined) k2 = k;
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Object.defineProperty(o, k2, { enumerable: true, get: function() { return m[k]; } });
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}) : (function(o, m, k, k2) {
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o[k2] = m[k];
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}));
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var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
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Object.defineProperty(o, "default", { enumerable: true, value: v });
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}) : function(o, v) {
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o["default"] = v;
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});
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var __importStar = (this && this.__importStar) || function (mod) {
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if (mod && mod.__esModule) return mod;
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var result = {};
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if (mod != null) for (var k in mod) if (k !== "default" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);
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__setModuleDefault(result, mod);
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return result;
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};
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.GltfGraphicsReader = exports.readGltfGraphics = exports.GltfReader = exports.GltfMeshData = exports.GltfReaderProps = exports.GltfBufferData = exports.GltfDataType = void 0;
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const core_bentley_1 = require("@itwin/core-bentley");
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const core_geometry_1 = require("@itwin/core-geometry");
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const core_common_1 = require("@itwin/core-common");
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33
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+
const FrontendLoggerCategory_1 = require("../FrontendLoggerCategory");
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34
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const ImageUtil_1 = require("../ImageUtil");
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35
|
const IModelApp_1 = require("../IModelApp");
|
|
16
36
|
const GraphicBranch_1 = require("../render/GraphicBranch");
|
|
17
37
|
const DisplayParams_1 = require("../render/primitives/DisplayParams");
|
|
18
38
|
const MeshPrimitives_1 = require("../render/primitives/mesh/MeshPrimitives");
|
|
19
39
|
const RealityMeshPrimitive_1 = require("../render/primitives/mesh/RealityMeshPrimitive");
|
|
40
|
+
const Primitives_1 = require("../render/primitives/Primitives");
|
|
20
41
|
/* eslint-disable no-restricted-syntax */
|
|
21
42
|
/** Enumerates the types of [[GltfMeshPrimitive]] topologies. */
|
|
22
43
|
var GltfMeshMode;
|
|
@@ -269,8 +290,8 @@ class GltfReaderProps {
|
|
|
269
290
|
}
|
|
270
291
|
exports.GltfReaderProps = GltfReaderProps;
|
|
271
292
|
/** The GltfMeshData contains the raw GLTF mesh data. If the data is suitable to create a [[RealityMesh]] directly, basically in the quantized format produced by
|
|
272
|
-
* ContextCapture, then a RealityMesh is created directly from this data.
|
|
273
|
-
* is generated.
|
|
293
|
+
* ContextCapture, then a RealityMesh is created directly from this data. Otherwise, the mesh primitive is populated from the raw data and a MeshPrimitive
|
|
294
|
+
* is generated. The MeshPrimitve path is much less efficient but should be rarely used.
|
|
274
295
|
*
|
|
275
296
|
* @internal
|
|
276
297
|
*/
|
|
@@ -385,6 +406,7 @@ class GltfReader {
|
|
|
385
406
|
constructor(args) {
|
|
386
407
|
var _a, _b, _c, _d, _e, _f, _g;
|
|
387
408
|
this._resolvedTextures = new core_bentley_1.Dictionary((lhs, rhs) => compareTextureKeys(lhs, rhs));
|
|
409
|
+
this._dracoMeshes = new Map();
|
|
388
410
|
this._glTF = args.props.glTF;
|
|
389
411
|
this._version = args.props.version;
|
|
390
412
|
this._yAxisUp = args.props.yAxisUp;
|
|
@@ -516,7 +538,7 @@ class GltfReader {
|
|
|
516
538
|
}
|
|
517
539
|
graphicFromMeshData(gltfMesh, meshGraphicArgs, instances) {
|
|
518
540
|
if (!gltfMesh.points || !gltfMesh.pointRange)
|
|
519
|
-
return;
|
|
541
|
+
return gltfMesh.primitive.getGraphics(meshGraphicArgs, this._system, instances);
|
|
520
542
|
const realityMeshPrimitive = (this._vertexTableRequired || instances) ? undefined : RealityMeshPrimitive_1.RealityMeshPrimitive.createFromGltfMesh(gltfMesh);
|
|
521
543
|
if (realityMeshPrimitive) {
|
|
522
544
|
const realityMesh = this._system.createRealityMesh(realityMeshPrimitive);
|
|
@@ -839,16 +861,9 @@ class GltfReader {
|
|
|
839
861
|
mesh.uvQParams = paramList.params;
|
|
840
862
|
}
|
|
841
863
|
}
|
|
842
|
-
|
|
843
|
-
|
|
844
|
-
|
|
845
|
-
const dracoExtension = primitive.extensions.KHR_draco_mesh_compression;
|
|
846
|
-
const bufferView = this._bufferViews[dracoExtension.bufferView];
|
|
847
|
-
if (undefined === bufferView) return undefined;
|
|
848
|
-
const bufferData = this._binaryData.subarray(bufferView.byteOffset, bufferView.byteOffset + bufferView.byteLength);
|
|
849
|
-
|
|
850
|
-
return DracoDecoder.readDracoMesh(mesh, primitive, bufferData, dracoExtension.attributes); */
|
|
851
|
-
}
|
|
864
|
+
const draco = (_f = primitive.extensions) === null || _f === void 0 ? void 0 : _f.KHR_draco_mesh_compression;
|
|
865
|
+
if (draco)
|
|
866
|
+
return this.readDracoMeshPrimitive(mesh.primitive, draco) ? mesh : undefined;
|
|
852
867
|
this.readBatchTable(mesh.primitive, primitive);
|
|
853
868
|
if (!this.readVertices(mesh, primitive, pseudoRtcBias))
|
|
854
869
|
return undefined;
|
|
@@ -892,6 +907,60 @@ class GltfReader {
|
|
|
892
907
|
}
|
|
893
908
|
return mesh;
|
|
894
909
|
}
|
|
910
|
+
readDracoMeshPrimitive(mesh, ext) {
|
|
911
|
+
var _a, _b, _c, _d, _e, _f;
|
|
912
|
+
const draco = this._dracoMeshes.get(ext);
|
|
913
|
+
if (!draco || "triangle-list" !== draco.topology)
|
|
914
|
+
return false;
|
|
915
|
+
const indices = (_a = draco.indices) === null || _a === void 0 ? void 0 : _a.value;
|
|
916
|
+
if (!indices || (indices.length % 3) !== 0)
|
|
917
|
+
return false;
|
|
918
|
+
const pos = (_b = draco.attributes.POSITION) === null || _b === void 0 ? void 0 : _b.value;
|
|
919
|
+
if (!pos || (pos.length % 3) !== 0)
|
|
920
|
+
return false;
|
|
921
|
+
// ###TODO: I have yet to see a draco-encoded mesh with interleaved attributes. Currently not checking.
|
|
922
|
+
const triangle = new Primitives_1.Triangle();
|
|
923
|
+
for (let i = 0; i < indices.length; i += 3) {
|
|
924
|
+
triangle.setIndices(indices[i], indices[i + 1], indices[i + 2]);
|
|
925
|
+
mesh.addTriangle(triangle);
|
|
926
|
+
}
|
|
927
|
+
let posRange;
|
|
928
|
+
const bbox = (_c = draco.header) === null || _c === void 0 ? void 0 : _c.boundingBox;
|
|
929
|
+
if (bbox) {
|
|
930
|
+
posRange = core_geometry_1.Range3d.createXYZXYZ(bbox[0][0], bbox[0][1], bbox[0][2], bbox[1][0], bbox[1][1], bbox[1][2]);
|
|
931
|
+
}
|
|
932
|
+
else {
|
|
933
|
+
posRange = core_geometry_1.Range3d.createNull();
|
|
934
|
+
for (let i = 0; i < pos.length; i += 3)
|
|
935
|
+
posRange.extendXYZ(pos[i], pos[i + 1], pos[i + 2]);
|
|
936
|
+
}
|
|
937
|
+
mesh.points.params.setFromRange(posRange);
|
|
938
|
+
const pt = core_geometry_1.Point3d.createZero();
|
|
939
|
+
for (let i = 0; i < pos.length; i += 3) {
|
|
940
|
+
pt.set(pos[i], pos[i + 1], pos[i + 2]);
|
|
941
|
+
mesh.points.add(pt);
|
|
942
|
+
}
|
|
943
|
+
const normals = (_d = draco.attributes.NORMAL) === null || _d === void 0 ? void 0 : _d.value;
|
|
944
|
+
if (normals && (normals.length % 3) === 0) {
|
|
945
|
+
const vec = core_geometry_1.Vector3d.createZero();
|
|
946
|
+
for (let i = 0; i < normals.length; i += 3) {
|
|
947
|
+
vec.set(normals[i], normals[i + 1], normals[i + 2]);
|
|
948
|
+
mesh.normals.push(core_common_1.OctEncodedNormal.fromVector(vec));
|
|
949
|
+
}
|
|
950
|
+
}
|
|
951
|
+
const uvs = (_e = draco.attributes.TEXCOORD_0) === null || _e === void 0 ? void 0 : _e.value;
|
|
952
|
+
if (uvs && (uvs.length & 2) === 0)
|
|
953
|
+
for (let i = 0; i < uvs.length; i += 2)
|
|
954
|
+
mesh.uvParams.push(new core_geometry_1.Point2d(uvs[i], uvs[i + 1]));
|
|
955
|
+
const batchIds = (_f = draco.attributes._BATCHID) === null || _f === void 0 ? void 0 : _f.value;
|
|
956
|
+
if (batchIds && mesh.features) {
|
|
957
|
+
const featureIndices = [];
|
|
958
|
+
for (const batchId of batchIds)
|
|
959
|
+
featureIndices.push(batchId);
|
|
960
|
+
mesh.features.setIndices(featureIndices);
|
|
961
|
+
}
|
|
962
|
+
return true;
|
|
963
|
+
}
|
|
895
964
|
deduplicateVertices(mesh) {
|
|
896
965
|
if (!mesh.points || !mesh.indices)
|
|
897
966
|
return false;
|
|
@@ -1140,6 +1209,32 @@ class GltfReader {
|
|
|
1140
1209
|
return true;
|
|
1141
1210
|
}
|
|
1142
1211
|
async resolveResources() {
|
|
1212
|
+
var _a;
|
|
1213
|
+
// Load any external images and buffers.
|
|
1214
|
+
await this._resolveResources();
|
|
1215
|
+
// If any meshes are draco-compressed, dynamically load the decoder module and then decode the meshes.
|
|
1216
|
+
const dracoMeshes = [];
|
|
1217
|
+
for (const node of this.traverseScene()) {
|
|
1218
|
+
for (const meshId of getNodeMeshIds(node)) {
|
|
1219
|
+
const mesh = this._meshes[meshId];
|
|
1220
|
+
if (mesh === null || mesh === void 0 ? void 0 : mesh.primitives)
|
|
1221
|
+
for (const primitive of mesh.primitives)
|
|
1222
|
+
if ((_a = primitive.extensions) === null || _a === void 0 ? void 0 : _a.KHR_draco_mesh_compression)
|
|
1223
|
+
dracoMeshes.push(primitive.extensions.KHR_draco_mesh_compression);
|
|
1224
|
+
}
|
|
1225
|
+
}
|
|
1226
|
+
if (dracoMeshes.length === 0)
|
|
1227
|
+
return;
|
|
1228
|
+
try {
|
|
1229
|
+
const dracoLoader = (await Promise.resolve().then(() => __importStar(require("@loaders.gl/draco")))).DracoLoader;
|
|
1230
|
+
await Promise.all(dracoMeshes.map(async (x) => this.decodeDracoMesh(x, dracoLoader)));
|
|
1231
|
+
}
|
|
1232
|
+
catch (err) {
|
|
1233
|
+
core_bentley_1.Logger.logWarning(FrontendLoggerCategory_1.FrontendLoggerCategory.Render, "Failed to decode draco-encoded glTF mesh");
|
|
1234
|
+
core_bentley_1.Logger.logException(FrontendLoggerCategory_1.FrontendLoggerCategory.Render, err);
|
|
1235
|
+
}
|
|
1236
|
+
}
|
|
1237
|
+
async _resolveResources() {
|
|
1143
1238
|
// ###TODO traverse the scene nodes to find resources referenced by them, instead of resolving everything - some resources may not
|
|
1144
1239
|
// be required for the scene.
|
|
1145
1240
|
const promises = [];
|
|
@@ -1159,6 +1254,20 @@ class GltfReader {
|
|
|
1159
1254
|
catch (_) {
|
|
1160
1255
|
}
|
|
1161
1256
|
}
|
|
1257
|
+
async decodeDracoMesh(ext, loader) {
|
|
1258
|
+
var _a, _b;
|
|
1259
|
+
const bv = this._bufferViews[ext.bufferView];
|
|
1260
|
+
if (!bv || !bv.byteLength)
|
|
1261
|
+
return;
|
|
1262
|
+
let buf = (_a = this._buffers[bv.buffer]) === null || _a === void 0 ? void 0 : _a.resolvedBuffer;
|
|
1263
|
+
if (!buf)
|
|
1264
|
+
return;
|
|
1265
|
+
const offset = (_b = bv.byteOffset) !== null && _b !== void 0 ? _b : 0;
|
|
1266
|
+
buf = buf.subarray(offset, offset + bv.byteLength);
|
|
1267
|
+
const mesh = await loader.parse(buf, {}); // NB: `options` argument declared optional but will produce exception if not supplied.
|
|
1268
|
+
if (mesh)
|
|
1269
|
+
this._dracoMeshes.set(ext, mesh);
|
|
1270
|
+
}
|
|
1162
1271
|
resolveUrl(uri) {
|
|
1163
1272
|
try {
|
|
1164
1273
|
return new URL(uri, this._baseUrl).toString();
|