@itwin/core-frontend 3.1.0-dev.6 → 3.2.0-dev.0
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/CHANGELOG.md +163 -35
- package/lib/cjs/AccuSnap.js +2 -2
- package/lib/cjs/AccuSnap.js.map +1 -1
- 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/BriefcaseConnection.d.ts.map +1 -1
- package/lib/cjs/BriefcaseConnection.js +6 -5
- package/lib/cjs/BriefcaseConnection.js.map +1 -1
- package/lib/cjs/CategorySelectorState.js +1 -1
- package/lib/cjs/CategorySelectorState.js.map +1 -1
- package/lib/cjs/DisplayStyleState.d.ts +4 -3
- package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
- package/lib/cjs/DisplayStyleState.js +32 -8
- package/lib/cjs/DisplayStyleState.js.map +1 -1
- package/lib/cjs/DrawingViewState.d.ts.map +1 -1
- package/lib/cjs/DrawingViewState.js +9 -8
- package/lib/cjs/DrawingViewState.js.map +1 -1
- 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/IModelApp.d.ts +8 -4
- package/lib/cjs/IModelApp.d.ts.map +1 -1
- package/lib/cjs/IModelApp.js +20 -10
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.d.ts +3 -5
- package/lib/cjs/IModelConnection.d.ts.map +1 -1
- package/lib/cjs/IModelConnection.js +4 -10
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/ImageUtil.d.ts.map +1 -1
- package/lib/cjs/ImageUtil.js +8 -14
- package/lib/cjs/ImageUtil.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 +60 -14
- package/lib/cjs/RealityDataSource.d.ts.map +1 -1
- package/lib/cjs/RealityDataSource.js +36 -235
- package/lib/cjs/RealityDataSource.js.map +1 -1
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts +67 -0
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts.map +1 -0
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js +166 -0
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -0
- package/lib/cjs/RealityDataSourceContextShareImpl.d.ts +83 -0
- package/lib/cjs/RealityDataSourceContextShareImpl.d.ts.map +1 -0
- package/lib/cjs/RealityDataSourceContextShareImpl.js +234 -0
- package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -0
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.d.ts +65 -0
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.d.ts.map +1 -0
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.js +135 -0
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -0
- package/lib/cjs/SheetViewState.js +7 -3
- package/lib/cjs/SheetViewState.js.map +1 -1
- package/lib/cjs/ViewState.d.ts +8 -0
- package/lib/cjs/ViewState.d.ts.map +1 -1
- package/lib/cjs/ViewState.js +1 -1
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/Viewport.d.ts +35 -14
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +59 -10
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/core-frontend.d.ts +6 -4
- package/lib/cjs/core-frontend.d.ts.map +1 -1
- package/lib/cjs/core-frontend.js +6 -4
- package/lib/cjs/core-frontend.js.map +1 -1
- package/lib/cjs/extension/Extension.d.ts +48 -0
- package/lib/cjs/extension/Extension.d.ts.map +1 -0
- package/lib/cjs/extension/Extension.js +18 -0
- package/lib/cjs/extension/Extension.js.map +1 -0
- package/lib/cjs/extension/ExtensionAdmin.d.ts +64 -0
- package/lib/cjs/extension/ExtensionAdmin.d.ts.map +1 -0
- package/lib/cjs/extension/ExtensionAdmin.js +106 -0
- package/lib/cjs/extension/ExtensionAdmin.js.map +1 -0
- package/lib/cjs/extension/ExtensionHost.d.ts +23 -0
- package/lib/cjs/extension/ExtensionHost.d.ts.map +1 -0
- package/lib/cjs/extension/ExtensionHost.js +26 -0
- package/lib/cjs/extension/ExtensionHost.js.map +1 -0
- package/lib/cjs/extension/ExtensionImpl.d.ts +21 -0
- package/lib/cjs/extension/ExtensionImpl.d.ts.map +1 -0
- package/lib/cjs/extension/ExtensionImpl.js +45 -0
- package/lib/cjs/extension/ExtensionImpl.js.map +1 -0
- package/lib/cjs/extension/ExtensionLoader.d.ts +26 -0
- package/lib/cjs/extension/ExtensionLoader.d.ts.map +1 -0
- package/lib/cjs/extension/ExtensionLoader.js +10 -0
- package/lib/cjs/extension/ExtensionLoader.js.map +1 -0
- package/lib/cjs/extension/ExtensionRuntime.d.ts +5 -0
- package/lib/cjs/extension/ExtensionRuntime.d.ts.map +1 -0
- package/lib/cjs/extension/ExtensionRuntime.js +86 -0
- package/lib/cjs/extension/ExtensionRuntime.js.map +1 -0
- package/lib/cjs/extension/extensions.d.ts +19 -0
- package/lib/cjs/extension/extensions.d.ts.map +1 -0
- package/lib/cjs/extension/extensions.js +36 -0
- package/lib/cjs/extension/extensions.js.map +1 -0
- package/lib/cjs/quantity-formatting/BasicUnitsProvider.d.ts +2 -2
- package/lib/cjs/quantity-formatting/BasicUnitsProvider.d.ts.map +1 -1
- package/lib/cjs/quantity-formatting/BasicUnitsProvider.js +48 -44
- package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts +90 -80
- package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.js +85 -45
- package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.d.ts +54 -0
- package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.d.ts.map +1 -0
- package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.js +32 -0
- package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.js.map +1 -0
- package/lib/cjs/quantity-formatting/UnitsData.d.ts +11 -0
- package/lib/cjs/quantity-formatting/UnitsData.d.ts.map +1 -0
- package/lib/cjs/quantity-formatting/UnitsData.js +59 -0
- package/lib/cjs/quantity-formatting/UnitsData.js.map +1 -0
- package/lib/cjs/render/GraphicBranch.d.ts +2 -0
- package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBranch.js.map +1 -1
- package/lib/cjs/render/RenderPlanarClassifier.d.ts +1 -1
- package/lib/cjs/render/RenderPlanarClassifier.d.ts.map +1 -1
- package/lib/cjs/render/RenderPlanarClassifier.js.map +1 -1
- package/lib/cjs/render/RenderSystem.d.ts +12 -7
- package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
- package/lib/cjs/render/RenderSystem.js +8 -5
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/RenderTarget.d.ts +4 -4
- package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
- package/lib/cjs/render/RenderTarget.js.map +1 -1
- package/lib/cjs/render/Scene.d.ts.map +1 -1
- package/lib/cjs/render/Scene.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/RealityMeshPrimitive.d.ts +17 -2
- package/lib/cjs/render/primitives/mesh/RealityMeshPrimitive.d.ts.map +1 -1
- package/lib/cjs/render/primitives/mesh/RealityMeshPrimitive.js +39 -2
- package/lib/cjs/render/primitives/mesh/RealityMeshPrimitive.js.map +1 -1
- package/lib/cjs/render/webgl/BackgroundMapDrape.js +1 -1
- package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
- package/lib/cjs/render/webgl/BranchState.d.ts +2 -0
- package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
- package/lib/cjs/render/webgl/BranchState.js +5 -3
- package/lib/cjs/render/webgl/BranchState.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/Graphic.d.ts +5 -3
- package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Graphic.js +7 -2
- package/lib/cjs/render/webgl/Graphic.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarClassifier.d.ts +4 -1
- package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
- package/lib/cjs/render/webgl/PlanarClassifier.js +22 -9
- package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarTextureProjection.d.ts +2 -2
- package/lib/cjs/render/webgl/PlanarTextureProjection.d.ts.map +1 -1
- package/lib/cjs/render/webgl/PlanarTextureProjection.js +5 -3
- package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.d.ts +31 -11
- package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.js +155 -52
- package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/RenderCommands.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RenderCommands.js +4 -0
- package/lib/cjs/render/webgl/RenderCommands.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 +45 -19
- 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/render/webgl/System.d.ts +9 -9
- package/lib/cjs/render/webgl/System.d.ts.map +1 -1
- package/lib/cjs/render/webgl/System.js +5 -5
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Target.js.map +1 -1
- package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Texture.js +2 -2
- package/lib/cjs/render/webgl/Texture.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PlanarClassification.js +1 -1
- package/lib/cjs/render/webgl/glsl/PlanarClassification.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.js +102 -27
- package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/cjs/tile/ClassifierTileTree.d.ts +4 -2
- package/lib/cjs/tile/ClassifierTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/ClassifierTileTree.js +31 -16
- package/lib/cjs/tile/ClassifierTileTree.js.map +1 -1
- package/lib/cjs/tile/DynamicIModelTile.d.ts.map +1 -1
- package/lib/cjs/tile/DynamicIModelTile.js +1 -1
- package/lib/cjs/tile/DynamicIModelTile.js.map +1 -1
- package/lib/cjs/tile/GltfReader.d.ts +22 -3
- package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
- package/lib/cjs/tile/GltfReader.js +224 -40
- package/lib/cjs/tile/GltfReader.js.map +1 -1
- package/lib/cjs/tile/LRUTileList.d.ts +29 -29
- package/lib/cjs/tile/LRUTileList.d.ts.map +1 -1
- package/lib/cjs/tile/LRUTileList.js +50 -50
- package/lib/cjs/tile/LRUTileList.js.map +1 -1
- package/lib/cjs/tile/OPCFormatInterpreter.d.ts +22 -0
- package/lib/cjs/tile/OPCFormatInterpreter.d.ts.map +1 -0
- package/lib/cjs/tile/OPCFormatInterpreter.js +92 -0
- package/lib/cjs/tile/OPCFormatInterpreter.js.map +1 -0
- package/lib/cjs/tile/OrbitGtTileTree.js +1 -1
- package/lib/cjs/tile/OrbitGtTileTree.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 +170 -36
- package/lib/cjs/tile/PntsReader.js.map +1 -1
- package/lib/cjs/tile/PrimaryTileTree.d.ts +18 -2
- package/lib/cjs/tile/PrimaryTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/PrimaryTileTree.js +53 -2
- package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
- package/lib/cjs/tile/RealityModelTileTree.d.ts +24 -3
- package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/RealityModelTileTree.js +37 -12
- package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
- package/lib/cjs/tile/RealityTile.d.ts +17 -3
- package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTile.js +34 -2
- package/lib/cjs/tile/RealityTile.js.map +1 -1
- package/lib/cjs/tile/RealityTileDrawArgs.d.ts +4 -1
- package/lib/cjs/tile/RealityTileDrawArgs.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTileDrawArgs.js +3 -1
- package/lib/cjs/tile/RealityTileDrawArgs.js.map +1 -1
- package/lib/cjs/tile/RealityTileLoader.d.ts +8 -5
- package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTileLoader.js +20 -6
- package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
- package/lib/cjs/tile/RealityTileTree.d.ts +4 -1
- package/lib/cjs/tile/RealityTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTileTree.js +12 -4
- package/lib/cjs/tile/RealityTileTree.js.map +1 -1
- package/lib/cjs/tile/ThreeDTileFormatInterpreter.d.ts +52 -0
- package/lib/cjs/tile/ThreeDTileFormatInterpreter.d.ts.map +1 -0
- package/lib/cjs/tile/ThreeDTileFormatInterpreter.js +179 -0
- package/lib/cjs/tile/ThreeDTileFormatInterpreter.js.map +1 -0
- package/lib/cjs/tile/Tile.d.ts +5 -4
- package/lib/cjs/tile/Tile.d.ts.map +1 -1
- package/lib/cjs/tile/Tile.js +3 -2
- package/lib/cjs/tile/Tile.js.map +1 -1
- package/lib/cjs/tile/TileAdmin.d.ts +43 -45
- package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
- package/lib/cjs/tile/TileAdmin.js +104 -99
- package/lib/cjs/tile/TileAdmin.js.map +1 -1
- package/lib/cjs/tile/TileDrawArgs.d.ts +2 -0
- package/lib/cjs/tile/TileDrawArgs.d.ts.map +1 -1
- package/lib/cjs/tile/TileDrawArgs.js +5 -0
- package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
- package/lib/cjs/tile/TileGeometryCollector.d.ts +80 -0
- package/lib/cjs/tile/TileGeometryCollector.d.ts.map +1 -0
- package/lib/cjs/tile/TileGeometryCollector.js +71 -0
- package/lib/cjs/tile/TileGeometryCollector.js.map +1 -0
- package/lib/cjs/tile/TileRequest.d.ts +12 -9
- package/lib/cjs/tile/TileRequest.d.ts.map +1 -1
- package/lib/cjs/tile/TileRequest.js +19 -11
- package/lib/cjs/tile/TileRequest.js.map +1 -1
- package/lib/cjs/tile/TileRequestChannel.js +3 -3
- package/lib/cjs/tile/TileRequestChannel.js.map +1 -1
- package/lib/cjs/tile/TileTree.d.ts +7 -1
- package/lib/cjs/tile/TileTree.d.ts.map +1 -1
- package/lib/cjs/tile/TileTree.js +8 -1
- package/lib/cjs/tile/TileTree.js.map +1 -1
- package/lib/cjs/tile/TileTreeReference.d.ts +27 -2
- package/lib/cjs/tile/TileTreeReference.d.ts.map +1 -1
- package/lib/cjs/tile/TileTreeReference.js +41 -1
- package/lib/cjs/tile/TileTreeReference.js.map +1 -1
- package/lib/cjs/tile/TileUsageMarker.d.ts +9 -9
- package/lib/cjs/tile/TileUsageMarker.d.ts.map +1 -1
- package/lib/cjs/tile/TileUsageMarker.js +9 -9
- package/lib/cjs/tile/TileUsageMarker.js.map +1 -1
- package/lib/cjs/tile/TileUser.d.ts +33 -0
- package/lib/cjs/tile/TileUser.d.ts.map +1 -0
- package/lib/cjs/tile/TileUser.js +28 -0
- package/lib/cjs/tile/TileUser.js.map +1 -0
- package/lib/cjs/tile/TileUserSet.d.ts +28 -0
- package/lib/cjs/tile/TileUserSet.d.ts.map +1 -0
- package/lib/cjs/tile/TileUserSet.js +123 -0
- package/lib/cjs/tile/TileUserSet.js.map +1 -0
- package/lib/cjs/tile/internal.d.ts +6 -0
- package/lib/cjs/tile/internal.d.ts.map +1 -1
- package/lib/cjs/tile/internal.js +6 -0
- package/lib/cjs/tile/internal.js.map +1 -1
- package/lib/cjs/tile/map/CesiumTerrainProvider.js +2 -2
- package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +6 -5
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +46 -13
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.d.ts +3 -4
- package/lib/cjs/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.js +1 -1
- package/lib/cjs/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.d.ts +2 -2
- package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js +1 -1
- package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/MapBoxLayerImageryProvider.d.ts +3 -4
- package/lib/cjs/tile/map/ImageryProviders/MapBoxLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js +5 -4
- package/lib/cjs/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/TileUrlImageryProvider.d.ts +2 -2
- package/lib/cjs/tile/map/ImageryProviders/TileUrlImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/TileUrlImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts +2 -2
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.d.ts +2 -2
- package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryTileTree.d.ts +4 -5
- package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryTileTree.js +5 -4
- package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
- package/lib/cjs/tile/map/MapFeatureInfo.d.ts +26 -0
- package/lib/cjs/tile/map/MapFeatureInfo.d.ts.map +1 -0
- package/lib/cjs/tile/map/MapFeatureInfo.js +19 -0
- package/lib/cjs/tile/map/MapFeatureInfo.js.map +1 -0
- package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts +4 -4
- package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapLayerFormatRegistry.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryFormats.d.ts +3 -3
- package/lib/cjs/tile/map/MapLayerImageryFormats.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryFormats.js.map +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, BeEvent, dispose, Id64String } from \"@itwin/core-bentley\";\r\nimport {\r\n ImageBuffer, ImageBufferFormat, ImageSource, ImageSourceFormat, isPowerOfTwo, nextHighestPowerOfTwo, RenderTexture, TextureData, TextureTransparency,\r\n} from \"@itwin/core-common\";\r\nimport { getImageSourceMimeType, imageBufferToPngDataUrl, imageElementFromImageSource, openImageDataUrlInNewWindow } from \"../../ImageUtil\";\r\nimport { IModelConnection } from \"../../IModelConnection\";\r\nimport { IModelApp } from \"../../IModelApp\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { GL } from \"./GL\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { OvrFlags, TextureUnit } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { TextureOwnership } from \"../RenderTexture\";\r\n\r\ntype CanvasOrImage = HTMLCanvasElement | HTMLImageElement;\r\n\r\n/** @internal */\r\nexport type Texture2DData = Uint8Array | Float32Array;\r\n\r\nfunction computeBytesUsed(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType): number {\r\n const bytesPerComponent = GL.Texture.DataType.UnsignedByte === dataType ? 1 : 4;\r\n let componentsPerPixel = 1;\r\n switch (format) {\r\n case GL.Texture.Format.Rgb:\r\n componentsPerPixel = 3;\r\n break;\r\n case GL.Texture.Format.Rgba:\r\n componentsPerPixel = 4;\r\n break;\r\n }\r\n\r\n return width * height * componentsPerPixel * bytesPerComponent;\r\n}\r\n\r\n/** Associate texture data with a WebGLTexture from a canvas, image, OR a bitmap. */\r\nfunction loadTexture2DImageData(handle: TextureHandle, params: Texture2DCreateParams, bytes?: Texture2DData, element?: CanvasOrImage): void {\r\n handle.bytesUsed = undefined !== bytes ? bytes.byteLength : computeBytesUsed(params.width, params.height, params.format, params.dataType);\r\n\r\n const tex = handle.getHandle()!;\r\n const gl = System.instance.context;\r\n\r\n // Use tightly packed data\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n\r\n // Bind the texture object; make sure we do not interfere with other active textures\r\n System.instance.activateTexture2d(TextureUnit.Zero, tex);\r\n\r\n // Figure out the internal format. For all but WebGL2 float/half-float datatypes it is just same as format.\r\n // TODO: probably need to just support internal format types in Texture2DCreateParams.\r\n let internalFormat = params.format;\r\n if (System.instance.capabilities.isWebGL2) {\r\n const context2 = System.instance.context as WebGL2RenderingContext;\r\n if (GL.Texture.Format.Rgba === params.format) {\r\n if (GL.Texture.DataType.Float === params.dataType)\r\n internalFormat = context2.RGBA32F;\r\n else if (context2.HALF_FLOAT === params.dataType)\r\n internalFormat = context2.RGBA16F;\r\n } else if (GL.Texture.Format.DepthStencil === params.format)\r\n internalFormat = context2.DEPTH24_STENCIL8;\r\n }\r\n\r\n // send the texture data\r\n if (undefined !== element) {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, params.format, params.dataType, element);\r\n } else {\r\n const pixelData = undefined !== bytes ? bytes : null;\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, params.width, params.height, 0, params.format, params.dataType, pixelData);\r\n }\r\n\r\n if (params.useMipMaps) {\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n } else {\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, params.interpolate ? gl.LINEAR : gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, params.interpolate ? gl.LINEAR : gl.NEAREST);\r\n }\r\n if (params.anisotropicFilter) {\r\n System.instance.setMaxAnisotropy(params.anisotropicFilter);\r\n }\r\n\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, params.wrapMode);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, params.wrapMode);\r\n\r\n System.instance.bindTexture2d(TextureUnit.Zero, undefined);\r\n}\r\n\r\nfunction loadTextureFromBytes(handle: TextureHandle, params: Texture2DCreateParams, bytes?: Texture2DData): void { loadTexture2DImageData(handle, params, bytes); }\r\n\r\n/** Associate cube texture data with a WebGLTexture from an image. */\r\nfunction loadTextureCubeImageData(handle: TextureHandle, params: TextureCubeCreateParams, images: CanvasOrImage[]): void {\r\n handle.bytesUsed = computeBytesUsed(params.dim * 6, params.dim, params.format, params.dataType);\r\n\r\n const tex = handle.getHandle()!;\r\n const gl = System.instance.context;\r\n\r\n // Use tightly packed data\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n\r\n // Bind the texture object; make sure we do not interfere with other active textures\r\n System.instance.activateTextureCubeMap(TextureUnit.Zero, tex);\r\n\r\n const cubeTargets: number[] = [GL.Texture.Target.CubeMapPositiveX, GL.Texture.Target.CubeMapNegativeX, GL.Texture.Target.CubeMapPositiveY, GL.Texture.Target.CubeMapNegativeY, GL.Texture.Target.CubeMapPositiveZ, GL.Texture.Target.CubeMapNegativeZ];\r\n\r\n for (let i = 0; i < 6; i++) {\r\n gl.texImage2D(cubeTargets[i], 0, params.format, params.format, params.dataType, images[i]);\r\n }\r\n\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_WRAP_S, params.wrapMode);\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_WRAP_T, params.wrapMode);\r\n // gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_WRAP_R, params.wrapMode); // Unavailable in GLES2\r\n\r\n System.instance.bindTextureCubeMap(TextureUnit.Zero, undefined);\r\n}\r\n\r\ntype TextureFlag = true | undefined;\r\ntype TextureAnisotropicFilter = number | undefined;\r\ntype Load2DImageData = (handle: TextureHandle, params: Texture2DCreateParams) => void;\r\ntype LoadCubeImageData = (handle: TextureHandle, params: TextureCubeCreateParams) => void;\r\n\r\ninterface TextureImageProperties {\r\n wrapMode: GL.Texture.WrapMode;\r\n useMipMaps: TextureFlag;\r\n interpolate: TextureFlag;\r\n format: GL.Texture.Format;\r\n anisotropicFilter: TextureAnisotropicFilter;\r\n}\r\n\r\n/** @internal */\r\nexport interface TextureParams {\r\n type: RenderTexture.Type;\r\n ownership?: TextureOwnership;\r\n transparency: TextureTransparency;\r\n handle: TextureHandle;\r\n}\r\n\r\n/** Wrapper class for a WebGL texture handle and parameters specific to an individual texture.\r\n * @internal\r\n */\r\nexport class Texture extends RenderTexture implements WebGLDisposable {\r\n public readonly texture: TextureHandle;\r\n public readonly ownership?: TextureOwnership;\r\n public transparency: TextureTransparency;\r\n\r\n public get bytesUsed(): number { return this.texture.bytesUsed; }\r\n public get hasOwner(): boolean { return undefined !== this.ownership; }\r\n public get key(): string | undefined {\r\n return typeof this.ownership !== \"string\" && typeof this.ownership?.key === \"string\" ? this.ownership.key : undefined;\r\n }\r\n\r\n public constructor(params: TextureParams) {\r\n super(params.type);\r\n this.ownership = params.ownership;\r\n this.texture = params.handle;\r\n this.transparency = params.handle.format === GL.Texture.Format.Rgba ? params.transparency : TextureTransparency.Opaque;\r\n }\r\n\r\n public get isDisposed(): boolean { return this.texture.isDisposed; }\r\n\r\n /** Free this object in the WebGL wrapper. */\r\n public dispose() {\r\n dispose(this.texture);\r\n }\r\n}\r\n\r\nfunction getDataType(data: Texture2DData): GL.Texture.DataType {\r\n return data instanceof Float32Array ? GL.Texture.DataType.Float : GL.Texture.DataType.UnsignedByte;\r\n}\r\n\r\n/** Parameters used internally to define how to create a texture for use with WebGL. */\r\nclass Texture2DCreateParams {\r\n private constructor(\r\n public width: number,\r\n public height: number,\r\n public format: GL.Texture.Format,\r\n public dataType: GL.Texture.DataType,\r\n public wrapMode: GL.Texture.WrapMode,\r\n public loadImageData: Load2DImageData,\r\n public useMipMaps?: TextureFlag,\r\n public interpolate?: TextureFlag,\r\n public anisotropicFilter?: TextureAnisotropicFilter,\r\n public dataBytes?: Uint8Array) { }\r\n\r\n public static createForData(width: number, height: number, data: Texture2DData, preserveData = false, wrapMode = GL.Texture.WrapMode.ClampToEdge, format = GL.Texture.Format.Rgba) {\r\n const bytes = (preserveData && data instanceof Uint8Array) ? data : undefined;\r\n return new Texture2DCreateParams(width, height, format, getDataType(data), wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTextureFromBytes(tex, params, data), undefined, undefined, undefined, bytes);\r\n }\r\n\r\n public static createForImageBuffer(image: ImageBuffer, type: RenderTexture.Type) {\r\n const props = this.getImageProperties(type);\r\n if (ImageBufferFormat.Rgb === image.format)\r\n props.format = GL.Texture.Format.Rgb;\r\n\r\n return new Texture2DCreateParams(image.width, image.height, props.format, GL.Texture.DataType.UnsignedByte, props.wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTextureFromBytes(tex, params, image.data), props.useMipMaps, props.interpolate);\r\n }\r\n\r\n public static createForAttachment(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType) {\r\n return new Texture2DCreateParams(width, height, format, dataType, GL.Texture.WrapMode.ClampToEdge,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTextureFromBytes(tex, params), undefined, undefined);\r\n }\r\n\r\n public static createForImage(image: HTMLImageElement, type: RenderTexture.Type) {\r\n const props = this.getImageProperties(type);\r\n\r\n let targetWidth = image.naturalWidth;\r\n let targetHeight = image.naturalHeight;\r\n\r\n const caps = System.instance.capabilities;\r\n if (RenderTexture.Type.Glyph === type) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n } else if (!caps.supportsNonPowerOf2Textures && (!isPowerOfTwo(targetWidth) || !isPowerOfTwo(targetHeight))) {\r\n if (GL.Texture.WrapMode.ClampToEdge === props.wrapMode) {\r\n // NPOT are supported but not mipmaps\r\n // Probably on poor hardware so I choose to disable mipmaps for lower memory usage over quality. If quality is required we need to resize the image to a pow of 2.\r\n // Above comment is not necessarily true - WebGL doesn't support NPOT mipmapping, only supporting base NPOT caps\r\n props.useMipMaps = undefined;\r\n } else if (GL.Texture.WrapMode.Repeat === props.wrapMode) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n }\r\n }\r\n\r\n // Cap texture dimensions to system WebGL capabilities\r\n const maxTexSize = System.instance.capabilities.maxTextureSize;\r\n targetWidth = Math.min(targetWidth, maxTexSize);\r\n targetHeight = Math.min(targetHeight, maxTexSize);\r\n\r\n let element: CanvasOrImage = image;\r\n if (targetWidth !== image.naturalWidth || targetHeight !== image.naturalHeight) {\r\n // Resize so dimensions are powers-of-two\r\n const canvas = document.createElement(\"canvas\");\r\n canvas.width = targetWidth;\r\n canvas.height = targetHeight;\r\n\r\n const context = canvas.getContext(\"2d\")!;\r\n context.drawImage(image, 0, 0, canvas.width, canvas.height);\r\n\r\n element = canvas;\r\n }\r\n\r\n return new Texture2DCreateParams(targetWidth, targetHeight, props.format, GL.Texture.DataType.UnsignedByte, props.wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTexture2DImageData(tex, params, undefined, element), props.useMipMaps, props.interpolate, props.anisotropicFilter);\r\n }\r\n\r\n public static createForImageBitmap(image: ImageBitmap, type: RenderTexture.Type) {\r\n const props = this.getImageProperties(type);\r\n\r\n let targetWidth = image.width;\r\n let targetHeight = image.height;\r\n\r\n const caps = System.instance.capabilities;\r\n if (RenderTexture.Type.Glyph === type) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n } else if (!caps.supportsNonPowerOf2Textures && (!isPowerOfTwo(targetWidth) || !isPowerOfTwo(targetHeight))) {\r\n if (GL.Texture.WrapMode.ClampToEdge === props.wrapMode) {\r\n // NPOT are supported but not mipmaps\r\n // Probably on poor hardware so I choose to disable mipmaps for lower memory usage over quality. If quality is required we need to resize the image to a pow of 2.\r\n // Above comment is not necessarily true - WebGL doesn't support NPOT mipmapping, only supporting base NPOT caps\r\n props.useMipMaps = undefined;\r\n } else if (GL.Texture.WrapMode.Repeat === props.wrapMode) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n }\r\n }\r\n\r\n // Always draw to canvas for ImageBitmap\r\n const canvas = document.createElement(\"canvas\");\r\n canvas.width = targetWidth;\r\n canvas.height = targetHeight;\r\n const context = canvas.getContext(\"2d\")!;\r\n context.drawImage(image, 0, 0, canvas.width, canvas.height);\r\n\r\n return new Texture2DCreateParams(targetWidth, targetHeight, props.format, GL.Texture.DataType.UnsignedByte, props.wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTexture2DImageData(tex, params, undefined, canvas), props.useMipMaps, props.interpolate, props.anisotropicFilter);\r\n }\r\n\r\n private static getImageProperties(type: RenderTexture.Type): TextureImageProperties {\r\n const isSky = RenderTexture.Type.SkyBox === type;\r\n const isTile = RenderTexture.Type.TileSection === type;\r\n const isThematic = RenderTexture.Type.ThematicGradient === type;\r\n const isFilteredTile = RenderTexture.Type.FilteredTileSection === type;\r\n const maxAnisotropicFilterLevel = 16;\r\n\r\n const wrapMode = RenderTexture.Type.Normal === type ? GL.Texture.WrapMode.Repeat : GL.Texture.WrapMode.ClampToEdge;\r\n const useMipMaps: TextureFlag = (!isSky && !isTile && !isFilteredTile && !isThematic) ? true : undefined;\r\n const interpolate: TextureFlag = isThematic ? undefined : true;\r\n const anisotropicFilter = isFilteredTile ? maxAnisotropicFilterLevel : undefined;\r\n\r\n // Always use RGBA. RGB is much slower and almost certainly does not actually save any GPU memory.\r\n const format = GL.Texture.Format.Rgba;\r\n\r\n return { format, wrapMode, useMipMaps, interpolate, anisotropicFilter };\r\n }\r\n\r\n public static readonly placeholderParams = new Texture2DCreateParams(1, 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte, GL.Texture.WrapMode.ClampToEdge,\r\n (_tex: TextureHandle, _params: Texture2DCreateParams) => undefined);\r\n}\r\n\r\nclass TextureCubeCreateParams {\r\n private constructor(\r\n public dim: number,\r\n public format: GL.Texture.Format,\r\n public dataType: GL.Texture.DataType,\r\n public wrapMode: GL.Texture.WrapMode,\r\n public loadImageData: LoadCubeImageData) { }\r\n\r\n public static createForCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement): TextureCubeCreateParams | undefined {\r\n const targetDim = posX.naturalWidth;\r\n\r\n if (posX.naturalHeight !== targetDim) // Cube texture dimensions must match (width must equal height)\r\n return undefined;\r\n\r\n const images: HTMLImageElement[] = [posX, negX, posY, negY, posZ, negZ];\r\n\r\n for (let i = 1; i < images.length; i++) { // Dimensions of all six sides must match each other\r\n if (images[i].naturalWidth !== targetDim || images[i].naturalHeight !== targetDim)\r\n return undefined;\r\n }\r\n\r\n return new TextureCubeCreateParams(targetDim, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte, GL.Texture.WrapMode.ClampToEdge,\r\n (tex: TextureHandle, params: TextureCubeCreateParams) => loadTextureCubeImageData(tex, params, images));\r\n }\r\n}\r\n\r\n/** Wraps a WebGLTextureHandle\r\n * @internal\r\n */\r\nexport abstract class TextureHandle implements WebGLDisposable {\r\n protected _glTexture?: WebGLTexture;\r\n protected _bytesUsed = 0;\r\n\r\n public abstract get width(): number;\r\n public abstract get height(): number;\r\n public abstract get format(): GL.Texture.Format;\r\n public abstract get dataType(): GL.Texture.DataType;\r\n public abstract get dataBytes(): Uint8Array | undefined;\r\n public get bytesUsed(): number { return this._bytesUsed; }\r\n public set bytesUsed(bytesUsed: number) {\r\n // assert(0 === this.bytesUsed);\r\n this._bytesUsed = bytesUsed;\r\n }\r\n\r\n /** Get the WebGLTexture for this TextureHandle. */\r\n public getHandle(): WebGLTexture | undefined { return this._glTexture; }\r\n\r\n /** Bind texture handle (if available) associated with an instantiation of this class to specified texture unit. */\r\n public abstract bind(_texUnit: TextureUnit): boolean;\r\n\r\n /** Bind this texture to a uniform sampler. */\r\n public abstract bindSampler(_uniform: UniformHandle, _unit: TextureUnit): void;\r\n\r\n public get isDisposed(): boolean { return this._glTexture === undefined; }\r\n\r\n public dispose() {\r\n if (!this.isDisposed) {\r\n System.instance.disposeTexture(this._glTexture!);\r\n this._glTexture = undefined;\r\n this.bytesUsed = 0;\r\n }\r\n }\r\n\r\n /** Create a 2D texture for use as a color attachment for rendering */\r\n public static createForAttachment(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType) {\r\n return Texture2DHandle.createForAttachment(width, height, format, dataType);\r\n }\r\n\r\n /** Create a 2D texture to hold non-image data */\r\n public static createForData(width: number, height: number, data: Texture2DData, wantPreserveData = false, wrapMode = GL.Texture.WrapMode.ClampToEdge, format = GL.Texture.Format.Rgba) {\r\n return Texture2DHandle.createForData(width, height, data, wantPreserveData, wrapMode, format);\r\n }\r\n\r\n /** Create a 2D texture from a bitmap */\r\n public static createForImageBuffer(image: ImageBuffer, type: RenderTexture.Type) {\r\n return Texture2DHandle.createForImageBuffer(image, type);\r\n }\r\n\r\n /** Create a 2D texture from an HTMLImageElement. */\r\n public static createForImage(image: HTMLImageElement, type: RenderTexture.Type) {\r\n return Texture2DHandle.createForImage(image, type);\r\n }\r\n\r\n /** Create a 2D texture from an ImageBitmap. */\r\n public static createForImageBitmap(image: ImageBitmap, type: RenderTexture.Type) {\r\n return Texture2DHandle.createForImageBitmap(image, type);\r\n }\r\n\r\n /** Create a cube map texture from six HTMLImageElement objects. */\r\n public static createForCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement) {\r\n return TextureCubeHandle.createForCubeImages(posX, negX, posY, negY, posZ, negZ);\r\n }\r\n\r\n public static createForElement(id: Id64String, imodel: IModelConnection, type: RenderTexture.Type, format: ImageSourceFormat, onLoaded: ExternalTextureLoadCallback) {\r\n return Texture2DHandle.createForElement(id, imodel, type, format, onLoaded);\r\n }\r\n\r\n protected constructor(glTexture: WebGLTexture) {\r\n this._glTexture = glTexture;\r\n }\r\n\r\n /** For debugging purposes, open a new window containing this texture as an image. */\r\n public showDebugImage(): void {\r\n const gl = System.instance.context;\r\n const fbo = gl.createFramebuffer();\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.getHandle()!, 0);\r\n if (gl.FRAMEBUFFER_COMPLETE === gl.checkFramebufferStatus(gl.FRAMEBUFFER)) {\r\n const w = this.width;\r\n const h = this.height;\r\n const pixels = new Uint8Array(w * h * 4);\r\n gl.readPixels(0, 0, w, h, gl.RGBA, gl.UNSIGNED_BYTE, pixels);\r\n\r\n const buffer = ImageBuffer.create(pixels, ImageBufferFormat.Rgba, w)!;\r\n const url = imageBufferToPngDataUrl(buffer, false);\r\n openImageDataUrlInNewWindow(url!, \"Classifiers\");\r\n }\r\n\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\r\n gl.deleteFramebuffer(fbo);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Texture2DHandle extends TextureHandle {\r\n private _width: number;\r\n private _height: number;\r\n private _format: GL.Texture.Format;\r\n private _dataType: GL.Texture.DataType;\r\n private _dataBytes?: Uint8Array;\r\n\r\n public get width(): number { return this._width; }\r\n public get height(): number { return this._height; }\r\n public get format(): GL.Texture.Format { return this._format; }\r\n public get dataType(): GL.Texture.DataType { return this._dataType; }\r\n public get dataBytes(): Uint8Array | undefined { return this._dataBytes; }\r\n\r\n /** Bind specified texture handle to specified texture unit. */\r\n public static bindTexture(texUnit: TextureUnit, glTex: WebGLTexture | undefined) {\r\n assert(!(glTex instanceof TextureHandle));\r\n System.instance.bindTexture2d(texUnit, glTex);\r\n }\r\n\r\n /** Bind the specified texture to a uniform sampler2D */\r\n public static bindSampler(uniform: UniformHandle, tex: WebGLTexture, unit: TextureUnit): void {\r\n assert(!(tex instanceof TextureHandle));\r\n this.bindTexture(unit, tex);\r\n uniform.setUniform1i(unit - TextureUnit.Zero);\r\n }\r\n\r\n /** Bind texture handle (if available) associated with an instantiation of this class to specified texture unit. */\r\n public bind(texUnit: TextureUnit): boolean {\r\n if (undefined === this._glTexture)\r\n return false;\r\n Texture2DHandle.bindTexture(texUnit, this._glTexture);\r\n return true;\r\n }\r\n\r\n /** Bind this texture to a uniform sampler2D */\r\n public bindSampler(uniform: UniformHandle, unit: TextureUnit): void {\r\n if (undefined !== this._glTexture)\r\n Texture2DHandle.bindSampler(uniform, this._glTexture, unit);\r\n }\r\n\r\n /** Update the 2D texture contents. */\r\n public update(updater: Texture2DDataUpdater): boolean {\r\n if (0 === this.width || 0 === this.height || undefined === this._dataBytes || 0 === this._dataBytes.length) {\r\n assert(false);\r\n return false;\r\n }\r\n\r\n if (!updater.modified)\r\n return false;\r\n\r\n return this.replaceTextureData(this._dataBytes);\r\n }\r\n\r\n /** Replace the 2D texture contents. */\r\n public replaceTextureData(data: Texture2DData): boolean {\r\n assert((GL.Texture.DataType.Float === this._dataType) === (data instanceof Float32Array));\r\n\r\n const tex = this.getHandle()!;\r\n if (undefined === tex)\r\n return false;\r\n\r\n const gl = System.instance.context;\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n\r\n // Go through System to ensure we don't interfere with currently-bound textures!\r\n System.instance.activateTexture2d(TextureUnit.Zero, tex);\r\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, this.width, this.height, this._format, this._dataType, data);\r\n System.instance.bindTexture2d(TextureUnit.Zero, undefined);\r\n\r\n return true;\r\n }\r\n\r\n private static create(params: Texture2DCreateParams): Texture2DHandle | undefined {\r\n const glTex = System.instance.context.createTexture();\r\n return null !== glTex ? new Texture2DHandle(glTex, params) : undefined;\r\n }\r\n\r\n /** Create a texture for use as a color attachment for rendering */\r\n public static override createForAttachment(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType) {\r\n return this.create(Texture2DCreateParams.createForAttachment(width, height, format, dataType));\r\n }\r\n\r\n /** Create a texture to hold non-image data */\r\n public static override createForData(width: number, height: number, data: Texture2DData, wantPreserveData = false, wrapMode = GL.Texture.WrapMode.ClampToEdge, format = GL.Texture.Format.Rgba) {\r\n return this.create(Texture2DCreateParams.createForData(width, height, data, wantPreserveData, wrapMode, format));\r\n }\r\n\r\n /** Create a texture from a bitmap */\r\n public static override createForImageBuffer(image: ImageBuffer, type: RenderTexture.Type) {\r\n if (RenderTexture.Type.TileSection !== type && RenderTexture.Type.ThematicGradient !== type)\r\n assert(isPowerOfTwo(image.width) && isPowerOfTwo(image.height), \"###TODO: Resize image dimensions to powers-of-two if necessary\");\r\n\r\n return this.create(Texture2DCreateParams.createForImageBuffer(image, type));\r\n }\r\n\r\n /** Create a 2D texture from an HTMLImageElement. */\r\n public static override createForImage(image: HTMLImageElement, type: RenderTexture.Type) {\r\n return this.create(Texture2DCreateParams.createForImage(image, type));\r\n }\r\n\r\n /** Create a 2D texture from an ImageBitmap. */\r\n public static override createForImageBitmap(image: ImageBitmap, type: RenderTexture.Type) {\r\n return this.create(Texture2DCreateParams.createForImageBitmap(image, type));\r\n }\r\n\r\n private static _placeHolderTextureData = new Uint8Array([128, 128, 128]);\r\n\r\n public static override createForElement(id: Id64String, imodel: IModelConnection, type: RenderTexture.Type, format: ImageSourceFormat, onLoaded: ExternalTextureLoadCallback) {\r\n // set a placeholder texture while we wait for the external texture to load\r\n const handle = this.createForData(1, 1, this._placeHolderTextureData, undefined, undefined, GL.Texture.Format.Rgb);\r\n\r\n if (undefined === handle)\r\n return undefined;\r\n\r\n // kick off loading the texture from the backend\r\n ExternalTextureLoader.instance.loadTexture(handle, id, imodel, type, format, onLoaded);\r\n\r\n return handle;\r\n }\r\n\r\n public reload(params: Texture2DCreateParams) {\r\n this._width = params.width;\r\n this._height = params.height;\r\n this._format = params.format;\r\n this._dataType = params.dataType;\r\n this._dataBytes = params.dataBytes;\r\n\r\n params.loadImageData(this, params);\r\n }\r\n\r\n private constructor(glTexture: WebGLTexture, params: Texture2DCreateParams) {\r\n super(glTexture);\r\n this._width = params.width;\r\n this._height = params.height;\r\n this._format = params.format;\r\n this._dataType = params.dataType;\r\n this._dataBytes = params.dataBytes;\r\n\r\n params.loadImageData(this, params);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport type ExternalTextureLoadCallback = (req: ExternalTextureRequest, data: TextureData) => void;\r\n\r\n/** @internal */\r\nexport interface ExternalTextureRequest {\r\n handle: Texture2DHandle;\r\n name: Id64String;\r\n imodel: IModelConnection;\r\n type: RenderTexture.Type;\r\n format: ImageSourceFormat;\r\n onLoaded?: ExternalTextureLoadCallback;\r\n}\r\n\r\n/** @internal */\r\ninterface TextureConvertRequest {\r\n req: ExternalTextureRequest;\r\n texData: TextureData;\r\n}\r\n\r\n/** @internal */\r\nexport class ExternalTextureLoader { /* currently exported for tests only */\r\n public static readonly instance = new ExternalTextureLoader(2);\r\n public readonly onTexturesLoaded = new BeEvent<() => void>();\r\n private readonly _maxActiveRequests: number;\r\n private _activeRequests: Array<ExternalTextureRequest> = [];\r\n private _pendingRequests: Array<ExternalTextureRequest> = [];\r\n private _convertRequests: Array<TextureConvertRequest> = [];\r\n private _convertPending = false;\r\n\r\n public get numActiveRequests() { return this._activeRequests.length; }\r\n public get numPendingRequests() { return this._pendingRequests.length; }\r\n public get maxActiveRequests() { return this._maxActiveRequests; }\r\n\r\n private constructor(maxActiveRequests: number) {\r\n this._maxActiveRequests = maxActiveRequests;\r\n }\r\n\r\n private async _nextRequest(prevReq: ExternalTextureRequest) {\r\n this._activeRequests.splice(this._activeRequests.indexOf(prevReq), 1);\r\n if (this._activeRequests.length < this._maxActiveRequests && this._pendingRequests.length > 0) {\r\n const req = this._pendingRequests.shift()!;\r\n await this._activateRequest(req);\r\n }\r\n if (this._activeRequests.length < 1 && this._pendingRequests.length < 1)\r\n this.onTexturesLoaded.raiseEvent();\r\n }\r\n\r\n private async _activateRequest(req: ExternalTextureRequest) {\r\n if (req.imodel.isClosed)\r\n return;\r\n\r\n this._activeRequests.push(req);\r\n\r\n try {\r\n if (!req.imodel.isClosed) {\r\n const maxTextureSize = System.instance.capabilities.maxTexSizeAllow;\r\n const texData = await req.imodel.queryTextureData({ name: req.name, maxTextureSize });\r\n if (undefined !== texData) {\r\n const cnvReq = { req, texData };\r\n this._convertRequests.push(cnvReq);\r\n // _convertPending is used to prevent overlapping calls to _convertTexture (from overlapping calls to _activateRequest)\r\n // it has been put on the list, so if it doesn't get converted here it will get converted by the loop that is converting the current one\r\n do {\r\n if (!this._convertPending)\r\n await this._convertTexture();\r\n } while (!this._convertPending && this._convertRequests.length > 0);\r\n if (!req.imodel.isClosed) {\r\n IModelApp.tileAdmin.invalidateAllScenes();\r\n if (undefined !== req.onLoaded)\r\n req.onLoaded(req, texData);\r\n }\r\n }\r\n }\r\n } catch (_e) { }\r\n\r\n return this._nextRequest(req);\r\n }\r\n\r\n private async _convertTexture(): Promise<void> {\r\n this._convertPending = true;\r\n try {\r\n const cnvReq = this._convertRequests.shift();\r\n if (undefined !== cnvReq) {\r\n const imageSource = new ImageSource(cnvReq.texData.bytes, cnvReq.texData.format);\r\n if (System.instance.capabilities.supportsCreateImageBitmap) {\r\n const blob = new Blob([imageSource.data], { type: getImageSourceMimeType(imageSource.format) });\r\n const image = await createImageBitmap(blob, 0, 0, cnvReq.texData.width, cnvReq.texData.height);\r\n if (!cnvReq.req.imodel.isClosed) {\r\n cnvReq.req.handle.reload(Texture2DCreateParams.createForImageBitmap(image, cnvReq.req.type));\r\n }\r\n } else {\r\n const image = await imageElementFromImageSource(imageSource);\r\n if (!cnvReq.req.imodel.isClosed) {\r\n cnvReq.req.handle.reload(Texture2DCreateParams.createForImage(image, cnvReq.req.type));\r\n }\r\n }\r\n }\r\n } catch (_e) { }\r\n this._convertPending = false;\r\n }\r\n\r\n private _requestExists(reqToCheck: ExternalTextureRequest) {\r\n for (const r of this._activeRequests)\r\n if (reqToCheck.name === r.name && reqToCheck.imodel === r.imodel)\r\n return true;\r\n\r\n for (const r of this._pendingRequests)\r\n if (reqToCheck.name === r.name && reqToCheck.imodel === r.imodel)\r\n return true;\r\n\r\n return false;\r\n }\r\n\r\n public loadTexture(handle: Texture2DHandle, name: Id64String, imodel: IModelConnection, type: RenderTexture.Type, format: ImageSourceFormat, onLoaded?: ExternalTextureLoadCallback) {\r\n const req = { handle, name, imodel, type, format, onLoaded };\r\n if (this._requestExists(req))\r\n return;\r\n\r\n if (this._activeRequests.length + 1 > this._maxActiveRequests) {\r\n this._pendingRequests.push(req);\r\n } else\r\n this._activateRequest(req); // eslint-disable-line @typescript-eslint/no-floating-promises\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class TextureCubeHandle extends TextureHandle {\r\n private _dim: number; // Cubemap texture height and width must match. This must be the same for each of the six faces.\r\n private _format: GL.Texture.Format; // Format must be the same for each of the six faces.\r\n private _dataType: GL.Texture.DataType; // Type must be the same for each of the six faces.\r\n\r\n public get width(): number { return this._dim; }\r\n public get height(): number { return this._dim; }\r\n public get format(): GL.Texture.Format { return this._format; }\r\n public get dataType(): GL.Texture.DataType { return this._dataType; }\r\n public get dataBytes(): Uint8Array | undefined { return undefined; }\r\n\r\n /** Bind specified cubemap texture handle to specified texture unit. */\r\n public static bindTexture(texUnit: TextureUnit, glTex: WebGLTexture | undefined) {\r\n assert(!(glTex instanceof TextureHandle));\r\n System.instance.bindTextureCubeMap(texUnit, glTex);\r\n }\r\n\r\n /** Bind the specified texture to a uniform sampler2D */\r\n public static bindSampler(uniform: UniformHandle, tex: WebGLTexture, unit: TextureUnit): void {\r\n assert(!(tex instanceof TextureHandle));\r\n this.bindTexture(unit, tex);\r\n uniform.setUniform1i(unit - TextureUnit.Zero);\r\n }\r\n\r\n /** Bind texture handle (if available) associated with an instantiation of this class to specified texture unit. */\r\n public bind(texUnit: TextureUnit): boolean {\r\n if (undefined === this._glTexture)\r\n return false;\r\n TextureCubeHandle.bindTexture(texUnit, this._glTexture);\r\n return true;\r\n }\r\n\r\n /** Bind this texture to a uniform sampler2D */\r\n public bindSampler(uniform: UniformHandle, unit: TextureUnit): void {\r\n if (undefined !== this._glTexture)\r\n TextureCubeHandle.bindSampler(uniform, this._glTexture, unit);\r\n }\r\n\r\n private static create(params: TextureCubeCreateParams): TextureHandle | undefined {\r\n const glTex = System.instance.context.createTexture();\r\n return null !== glTex ? new TextureCubeHandle(glTex, params) : undefined;\r\n }\r\n\r\n /** Create a cube map texture from six HTMLImageElement objects. */\r\n public static override createForCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement) {\r\n const params = TextureCubeCreateParams.createForCubeImages(posX, negX, posY, negY, posZ, negZ);\r\n return params !== undefined ? this.create(params) : undefined;\r\n }\r\n\r\n private constructor(glTexture: WebGLTexture, params: TextureCubeCreateParams) {\r\n super(glTexture);\r\n this._dim = params.dim;\r\n this._format = params.format;\r\n this._dataType = params.dataType;\r\n\r\n params.loadImageData(this, params);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Texture2DDataUpdater {\r\n public data: Uint8Array;\r\n public modified: boolean = false;\r\n\r\n public constructor(data: Uint8Array) { this.data = data; }\r\n\r\n public setByteAtIndex(index: number, byte: number) {\r\n assert(index < this.data.length);\r\n if (byte !== this.data[index]) {\r\n this.data[index] = byte;\r\n this.modified = true;\r\n }\r\n }\r\n\r\n public setOvrFlagsAtIndex(index: number, value: OvrFlags) {\r\n assert(index < this.data.length - 1);\r\n assert(value < 0xffff);\r\n this.setByteAtIndex(index, value & 0xff);\r\n this.setByteAtIndex(index + 1, (value & 0xff00) >> 8);\r\n }\r\n\r\n public getByteAtIndex(index: number): number { assert(index < this.data.length); return this.data[index]; }\r\n public getOvrFlagsAtIndex(index: number): OvrFlags {\r\n const lo = this.getByteAtIndex(index);\r\n const hi = this.getByteAtIndex(index + 1);\r\n return lo | (hi << 8);\r\n }\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, BeEvent, dispose, Id64String } from \"@itwin/core-bentley\";\r\nimport {\r\n ImageBuffer, ImageBufferFormat, ImageSource, ImageSourceFormat, isPowerOfTwo, nextHighestPowerOfTwo, RenderTexture, TextureData, TextureTransparency,\r\n} from \"@itwin/core-common\";\r\nimport { getImageSourceMimeType, imageBufferToPngDataUrl, imageElementFromImageSource, openImageDataUrlInNewWindow } from \"../../ImageUtil\";\r\nimport { IModelConnection } from \"../../IModelConnection\";\r\nimport { IModelApp } from \"../../IModelApp\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { GL } from \"./GL\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { OvrFlags, TextureUnit } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { TextureOwnership } from \"../RenderTexture\";\r\n\r\ntype CanvasOrImage = HTMLCanvasElement | HTMLImageElement;\r\n\r\n/** @internal */\r\nexport type Texture2DData = Uint8Array | Float32Array;\r\n\r\nfunction computeBytesUsed(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType): number {\r\n const bytesPerComponent = GL.Texture.DataType.UnsignedByte === dataType ? 1 : 4;\r\n let componentsPerPixel = 1;\r\n switch (format) {\r\n case GL.Texture.Format.Rgb:\r\n componentsPerPixel = 3;\r\n break;\r\n case GL.Texture.Format.Rgba:\r\n componentsPerPixel = 4;\r\n break;\r\n }\r\n\r\n return width * height * componentsPerPixel * bytesPerComponent;\r\n}\r\n\r\n/** Associate texture data with a WebGLTexture from a canvas, image, OR a bitmap. */\r\nfunction loadTexture2DImageData(handle: TextureHandle, params: Texture2DCreateParams, bytes?: Texture2DData, element?: CanvasOrImage): void {\r\n handle.bytesUsed = undefined !== bytes ? bytes.byteLength : computeBytesUsed(params.width, params.height, params.format, params.dataType);\r\n\r\n const tex = handle.getHandle()!;\r\n const gl = System.instance.context;\r\n\r\n // Use tightly packed data\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n\r\n // Bind the texture object; make sure we do not interfere with other active textures\r\n System.instance.activateTexture2d(TextureUnit.Zero, tex);\r\n\r\n // Figure out the internal format. For all but WebGL2 float/half-float datatypes it is just same as format.\r\n // TODO: probably need to just support internal format types in Texture2DCreateParams.\r\n let internalFormat = params.format;\r\n if (System.instance.capabilities.isWebGL2) {\r\n const context2 = System.instance.context as WebGL2RenderingContext;\r\n if (GL.Texture.Format.Rgba === params.format) {\r\n if (GL.Texture.DataType.Float === params.dataType)\r\n internalFormat = context2.RGBA32F;\r\n else if (context2.HALF_FLOAT === params.dataType)\r\n internalFormat = context2.RGBA16F;\r\n } else if (GL.Texture.Format.DepthStencil === params.format)\r\n internalFormat = context2.DEPTH24_STENCIL8;\r\n }\r\n\r\n // send the texture data\r\n if (undefined !== element) {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, params.format, params.dataType, element);\r\n } else {\r\n const pixelData = undefined !== bytes ? bytes : null;\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, params.width, params.height, 0, params.format, params.dataType, pixelData);\r\n }\r\n\r\n if (params.useMipMaps) {\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n } else {\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, params.interpolate ? gl.LINEAR : gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, params.interpolate ? gl.LINEAR : gl.NEAREST);\r\n }\r\n if (params.anisotropicFilter) {\r\n System.instance.setMaxAnisotropy(params.anisotropicFilter);\r\n }\r\n\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, params.wrapMode);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, params.wrapMode);\r\n\r\n System.instance.bindTexture2d(TextureUnit.Zero, undefined);\r\n}\r\n\r\nfunction loadTextureFromBytes(handle: TextureHandle, params: Texture2DCreateParams, bytes?: Texture2DData): void { loadTexture2DImageData(handle, params, bytes); }\r\n\r\n/** Associate cube texture data with a WebGLTexture from an image. */\r\nfunction loadTextureCubeImageData(handle: TextureHandle, params: TextureCubeCreateParams, images: CanvasOrImage[]): void {\r\n handle.bytesUsed = computeBytesUsed(params.dim * 6, params.dim, params.format, params.dataType);\r\n\r\n const tex = handle.getHandle()!;\r\n const gl = System.instance.context;\r\n\r\n // Use tightly packed data\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n\r\n // Bind the texture object; make sure we do not interfere with other active textures\r\n System.instance.activateTextureCubeMap(TextureUnit.Zero, tex);\r\n\r\n const cubeTargets: number[] = [GL.Texture.Target.CubeMapPositiveX, GL.Texture.Target.CubeMapNegativeX, GL.Texture.Target.CubeMapPositiveY, GL.Texture.Target.CubeMapNegativeY, GL.Texture.Target.CubeMapPositiveZ, GL.Texture.Target.CubeMapNegativeZ];\r\n\r\n for (let i = 0; i < 6; i++) {\r\n gl.texImage2D(cubeTargets[i], 0, params.format, params.format, params.dataType, images[i]);\r\n }\r\n\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_WRAP_S, params.wrapMode);\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_WRAP_T, params.wrapMode);\r\n // gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_WRAP_R, params.wrapMode); // Unavailable in GLES2\r\n\r\n System.instance.bindTextureCubeMap(TextureUnit.Zero, undefined);\r\n}\r\n\r\ntype TextureFlag = true | undefined;\r\ntype TextureAnisotropicFilter = number | undefined;\r\ntype Load2DImageData = (handle: TextureHandle, params: Texture2DCreateParams) => void;\r\ntype LoadCubeImageData = (handle: TextureHandle, params: TextureCubeCreateParams) => void;\r\n\r\ninterface TextureImageProperties {\r\n wrapMode: GL.Texture.WrapMode;\r\n useMipMaps: TextureFlag;\r\n interpolate: TextureFlag;\r\n format: GL.Texture.Format;\r\n anisotropicFilter: TextureAnisotropicFilter;\r\n}\r\n\r\n/** @internal */\r\nexport interface TextureParams {\r\n type: RenderTexture.Type;\r\n ownership?: TextureOwnership;\r\n transparency: TextureTransparency;\r\n handle: TextureHandle;\r\n}\r\n\r\n/** Wrapper class for a WebGL texture handle and parameters specific to an individual texture.\r\n * @internal\r\n */\r\nexport class Texture extends RenderTexture implements WebGLDisposable {\r\n public readonly texture: TextureHandle;\r\n public readonly ownership?: TextureOwnership;\r\n public transparency: TextureTransparency;\r\n\r\n public get bytesUsed(): number { return this.texture.bytesUsed; }\r\n public get hasOwner(): boolean { return undefined !== this.ownership; }\r\n public get key(): string | undefined {\r\n return typeof this.ownership !== \"string\" && typeof this.ownership?.key === \"string\" ? this.ownership.key : undefined;\r\n }\r\n\r\n public constructor(params: TextureParams) {\r\n super(params.type);\r\n this.ownership = params.ownership;\r\n this.texture = params.handle;\r\n this.transparency = params.handle.format === GL.Texture.Format.Rgba ? params.transparency : TextureTransparency.Opaque;\r\n }\r\n\r\n public get isDisposed(): boolean { return this.texture.isDisposed; }\r\n\r\n /** Free this object in the WebGL wrapper. */\r\n public dispose() {\r\n dispose(this.texture);\r\n }\r\n}\r\n\r\nfunction getDataType(data: Texture2DData): GL.Texture.DataType {\r\n return data instanceof Float32Array ? GL.Texture.DataType.Float : GL.Texture.DataType.UnsignedByte;\r\n}\r\n\r\n/** Parameters used internally to define how to create a texture for use with WebGL. */\r\nclass Texture2DCreateParams {\r\n private constructor(\r\n public width: number,\r\n public height: number,\r\n public format: GL.Texture.Format,\r\n public dataType: GL.Texture.DataType,\r\n public wrapMode: GL.Texture.WrapMode,\r\n public loadImageData: Load2DImageData,\r\n public useMipMaps?: TextureFlag,\r\n public interpolate?: TextureFlag,\r\n public anisotropicFilter?: TextureAnisotropicFilter,\r\n public dataBytes?: Uint8Array) { }\r\n\r\n public static createForData(width: number, height: number, data: Texture2DData, preserveData = false, wrapMode = GL.Texture.WrapMode.ClampToEdge, format = GL.Texture.Format.Rgba) {\r\n const bytes = (preserveData && data instanceof Uint8Array) ? data : undefined;\r\n return new Texture2DCreateParams(width, height, format, getDataType(data), wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTextureFromBytes(tex, params, data), undefined, undefined, undefined, bytes);\r\n }\r\n\r\n public static createForImageBuffer(image: ImageBuffer, type: RenderTexture.Type) {\r\n const props = this.getImageProperties(type);\r\n if (ImageBufferFormat.Rgb === image.format)\r\n props.format = GL.Texture.Format.Rgb;\r\n\r\n return new Texture2DCreateParams(image.width, image.height, props.format, GL.Texture.DataType.UnsignedByte, props.wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTextureFromBytes(tex, params, image.data), props.useMipMaps, props.interpolate);\r\n }\r\n\r\n public static createForAttachment(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType) {\r\n return new Texture2DCreateParams(width, height, format, dataType, GL.Texture.WrapMode.ClampToEdge,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTextureFromBytes(tex, params), undefined, undefined);\r\n }\r\n\r\n public static createForImage(image: HTMLImageElement, type: RenderTexture.Type) {\r\n const props = this.getImageProperties(type);\r\n\r\n let targetWidth = image.naturalWidth;\r\n let targetHeight = image.naturalHeight;\r\n\r\n const caps = System.instance.capabilities;\r\n if (RenderTexture.Type.Glyph === type) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n } else if (!caps.supportsNonPowerOf2Textures && (!isPowerOfTwo(targetWidth) || !isPowerOfTwo(targetHeight))) {\r\n if (GL.Texture.WrapMode.ClampToEdge === props.wrapMode) {\r\n // NPOT are supported but not mipmaps\r\n // Probably on poor hardware so I choose to disable mipmaps for lower memory usage over quality. If quality is required we need to resize the image to a pow of 2.\r\n // Above comment is not necessarily true - WebGL doesn't support NPOT mipmapping, only supporting base NPOT caps\r\n props.useMipMaps = undefined;\r\n } else if (GL.Texture.WrapMode.Repeat === props.wrapMode) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n }\r\n }\r\n\r\n // Cap texture dimensions to system WebGL capabilities\r\n const maxTexSize = System.instance.capabilities.maxTextureSize;\r\n targetWidth = Math.min(targetWidth, maxTexSize);\r\n targetHeight = Math.min(targetHeight, maxTexSize);\r\n\r\n let element: CanvasOrImage = image;\r\n if (targetWidth !== image.naturalWidth || targetHeight !== image.naturalHeight) {\r\n // Resize so dimensions are powers-of-two\r\n const canvas = document.createElement(\"canvas\");\r\n canvas.width = targetWidth;\r\n canvas.height = targetHeight;\r\n\r\n const context = canvas.getContext(\"2d\")!;\r\n context.drawImage(image, 0, 0, canvas.width, canvas.height);\r\n\r\n element = canvas;\r\n }\r\n\r\n return new Texture2DCreateParams(targetWidth, targetHeight, props.format, GL.Texture.DataType.UnsignedByte, props.wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTexture2DImageData(tex, params, undefined, element), props.useMipMaps, props.interpolate, props.anisotropicFilter);\r\n }\r\n\r\n public static createForImageBitmap(image: ImageBitmap, type: RenderTexture.Type) {\r\n const props = this.getImageProperties(type);\r\n\r\n let targetWidth = image.width;\r\n let targetHeight = image.height;\r\n\r\n const caps = System.instance.capabilities;\r\n if (RenderTexture.Type.Glyph === type) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n } else if (!caps.supportsNonPowerOf2Textures && (!isPowerOfTwo(targetWidth) || !isPowerOfTwo(targetHeight))) {\r\n if (GL.Texture.WrapMode.ClampToEdge === props.wrapMode) {\r\n // NPOT are supported but not mipmaps\r\n // Probably on poor hardware so I choose to disable mipmaps for lower memory usage over quality. If quality is required we need to resize the image to a pow of 2.\r\n // Above comment is not necessarily true - WebGL doesn't support NPOT mipmapping, only supporting base NPOT caps\r\n props.useMipMaps = undefined;\r\n } else if (GL.Texture.WrapMode.Repeat === props.wrapMode) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n }\r\n }\r\n\r\n // Always draw to canvas for ImageBitmap\r\n const canvas = document.createElement(\"canvas\");\r\n canvas.width = targetWidth;\r\n canvas.height = targetHeight;\r\n const context = canvas.getContext(\"2d\")!;\r\n context.drawImage(image, 0, 0, canvas.width, canvas.height);\r\n\r\n return new Texture2DCreateParams(targetWidth, targetHeight, props.format, GL.Texture.DataType.UnsignedByte, props.wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTexture2DImageData(tex, params, undefined, canvas), props.useMipMaps, props.interpolate, props.anisotropicFilter);\r\n }\r\n\r\n private static getImageProperties(type: RenderTexture.Type): TextureImageProperties {\r\n const isSky = RenderTexture.Type.SkyBox === type;\r\n const isTile = RenderTexture.Type.TileSection === type;\r\n const isThematic = RenderTexture.Type.ThematicGradient === type;\r\n const isFilteredTile = RenderTexture.Type.FilteredTileSection === type;\r\n const maxAnisotropicFilterLevel = 16;\r\n\r\n const wrapMode = RenderTexture.Type.Normal === type ? GL.Texture.WrapMode.Repeat : GL.Texture.WrapMode.ClampToEdge;\r\n const useMipMaps: TextureFlag = (!isSky && !isTile && !isFilteredTile && !isThematic) ? true : undefined;\r\n const interpolate: TextureFlag = isThematic ? undefined : true;\r\n const anisotropicFilter = isFilteredTile ? maxAnisotropicFilterLevel : undefined;\r\n\r\n // Always use RGBA. RGB is much slower and almost certainly does not actually save any GPU memory.\r\n const format = GL.Texture.Format.Rgba;\r\n\r\n return { format, wrapMode, useMipMaps, interpolate, anisotropicFilter };\r\n }\r\n\r\n public static readonly placeholderParams = new Texture2DCreateParams(1, 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte, GL.Texture.WrapMode.ClampToEdge,\r\n (_tex: TextureHandle, _params: Texture2DCreateParams) => undefined);\r\n}\r\n\r\nclass TextureCubeCreateParams {\r\n private constructor(\r\n public dim: number,\r\n public format: GL.Texture.Format,\r\n public dataType: GL.Texture.DataType,\r\n public wrapMode: GL.Texture.WrapMode,\r\n public loadImageData: LoadCubeImageData) { }\r\n\r\n public static createForCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement): TextureCubeCreateParams | undefined {\r\n const targetDim = posX.naturalWidth;\r\n\r\n if (posX.naturalHeight !== targetDim) // Cube texture dimensions must match (width must equal height)\r\n return undefined;\r\n\r\n const images: HTMLImageElement[] = [posX, negX, posY, negY, posZ, negZ];\r\n\r\n for (let i = 1; i < images.length; i++) { // Dimensions of all six sides must match each other\r\n if (images[i].naturalWidth !== targetDim || images[i].naturalHeight !== targetDim)\r\n return undefined;\r\n }\r\n\r\n return new TextureCubeCreateParams(targetDim, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte, GL.Texture.WrapMode.ClampToEdge,\r\n (tex: TextureHandle, params: TextureCubeCreateParams) => loadTextureCubeImageData(tex, params, images));\r\n }\r\n}\r\n\r\n/** Wraps a WebGLTextureHandle\r\n * @internal\r\n */\r\nexport abstract class TextureHandle implements WebGLDisposable {\r\n protected _glTexture?: WebGLTexture;\r\n protected _bytesUsed = 0;\r\n\r\n public abstract get width(): number;\r\n public abstract get height(): number;\r\n public abstract get format(): GL.Texture.Format;\r\n public abstract get dataType(): GL.Texture.DataType;\r\n public abstract get dataBytes(): Uint8Array | undefined;\r\n public get bytesUsed(): number { return this._bytesUsed; }\r\n public set bytesUsed(bytesUsed: number) {\r\n // assert(0 === this.bytesUsed);\r\n this._bytesUsed = bytesUsed;\r\n }\r\n\r\n /** Get the WebGLTexture for this TextureHandle. */\r\n public getHandle(): WebGLTexture | undefined { return this._glTexture; }\r\n\r\n /** Bind texture handle (if available) associated with an instantiation of this class to specified texture unit. */\r\n public abstract bind(_texUnit: TextureUnit): boolean;\r\n\r\n /** Bind this texture to a uniform sampler. */\r\n public abstract bindSampler(_uniform: UniformHandle, _unit: TextureUnit): void;\r\n\r\n public get isDisposed(): boolean { return this._glTexture === undefined; }\r\n\r\n public dispose() {\r\n if (!this.isDisposed) {\r\n System.instance.disposeTexture(this._glTexture!);\r\n this._glTexture = undefined;\r\n this.bytesUsed = 0;\r\n }\r\n }\r\n\r\n /** Create a 2D texture for use as a color attachment for rendering */\r\n public static createForAttachment(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType) {\r\n return Texture2DHandle.createForAttachment(width, height, format, dataType);\r\n }\r\n\r\n /** Create a 2D texture to hold non-image data */\r\n public static createForData(width: number, height: number, data: Texture2DData, wantPreserveData = false, wrapMode = GL.Texture.WrapMode.ClampToEdge, format = GL.Texture.Format.Rgba) {\r\n return Texture2DHandle.createForData(width, height, data, wantPreserveData, wrapMode, format);\r\n }\r\n\r\n /** Create a 2D texture from a bitmap */\r\n public static createForImageBuffer(image: ImageBuffer, type: RenderTexture.Type) {\r\n return Texture2DHandle.createForImageBuffer(image, type);\r\n }\r\n\r\n /** Create a 2D texture from an HTMLImageElement. */\r\n public static createForImage(image: HTMLImageElement, type: RenderTexture.Type) {\r\n return Texture2DHandle.createForImage(image, type);\r\n }\r\n\r\n /** Create a 2D texture from an ImageBitmap. */\r\n public static createForImageBitmap(image: ImageBitmap, type: RenderTexture.Type) {\r\n return Texture2DHandle.createForImageBitmap(image, type);\r\n }\r\n\r\n /** Create a cube map texture from six HTMLImageElement objects. */\r\n public static createForCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement) {\r\n return TextureCubeHandle.createForCubeImages(posX, negX, posY, negY, posZ, negZ);\r\n }\r\n\r\n public static createForElement(id: Id64String, imodel: IModelConnection, type: RenderTexture.Type, format: ImageSourceFormat, onLoaded: ExternalTextureLoadCallback) {\r\n return Texture2DHandle.createForElement(id, imodel, type, format, onLoaded);\r\n }\r\n\r\n protected constructor(glTexture: WebGLTexture) {\r\n this._glTexture = glTexture;\r\n }\r\n\r\n /** For debugging purposes, open a new window containing this texture as an image. */\r\n public showDebugImage(): void {\r\n const gl = System.instance.context;\r\n const fbo = gl.createFramebuffer();\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.getHandle()!, 0);\r\n if (gl.FRAMEBUFFER_COMPLETE === gl.checkFramebufferStatus(gl.FRAMEBUFFER)) {\r\n const w = this.width;\r\n const h = this.height;\r\n const pixels = new Uint8Array(w * h * 4);\r\n gl.readPixels(0, 0, w, h, gl.RGBA, gl.UNSIGNED_BYTE, pixels);\r\n\r\n const buffer = ImageBuffer.create(pixels, ImageBufferFormat.Rgba, w)!;\r\n const url = imageBufferToPngDataUrl(buffer, false);\r\n openImageDataUrlInNewWindow(url!, \"Classifiers\");\r\n }\r\n\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\r\n gl.deleteFramebuffer(fbo);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Texture2DHandle extends TextureHandle {\r\n private _width: number;\r\n private _height: number;\r\n private _format: GL.Texture.Format;\r\n private _dataType: GL.Texture.DataType;\r\n private _dataBytes?: Uint8Array;\r\n\r\n public get width(): number { return this._width; }\r\n public get height(): number { return this._height; }\r\n public get format(): GL.Texture.Format { return this._format; }\r\n public get dataType(): GL.Texture.DataType { return this._dataType; }\r\n public get dataBytes(): Uint8Array | undefined { return this._dataBytes; }\r\n\r\n /** Bind specified texture handle to specified texture unit. */\r\n public static bindTexture(texUnit: TextureUnit, glTex: WebGLTexture | undefined) {\r\n assert(!(glTex instanceof TextureHandle));\r\n System.instance.bindTexture2d(texUnit, glTex);\r\n }\r\n\r\n /** Bind the specified texture to a uniform sampler2D */\r\n public static bindSampler(uniform: UniformHandle, tex: WebGLTexture, unit: TextureUnit): void {\r\n assert(!(tex instanceof TextureHandle));\r\n this.bindTexture(unit, tex);\r\n uniform.setUniform1i(unit - TextureUnit.Zero);\r\n }\r\n\r\n /** Bind texture handle (if available) associated with an instantiation of this class to specified texture unit. */\r\n public bind(texUnit: TextureUnit): boolean {\r\n if (undefined === this._glTexture)\r\n return false;\r\n Texture2DHandle.bindTexture(texUnit, this._glTexture);\r\n return true;\r\n }\r\n\r\n /** Bind this texture to a uniform sampler2D */\r\n public bindSampler(uniform: UniformHandle, unit: TextureUnit): void {\r\n if (undefined !== this._glTexture)\r\n Texture2DHandle.bindSampler(uniform, this._glTexture, unit);\r\n }\r\n\r\n /** Update the 2D texture contents. */\r\n public update(updater: Texture2DDataUpdater): boolean {\r\n if (0 === this.width || 0 === this.height || undefined === this._dataBytes || 0 === this._dataBytes.length) {\r\n assert(false);\r\n return false;\r\n }\r\n\r\n if (!updater.modified)\r\n return false;\r\n\r\n return this.replaceTextureData(this._dataBytes);\r\n }\r\n\r\n /** Replace the 2D texture contents. */\r\n public replaceTextureData(data: Texture2DData): boolean {\r\n assert((GL.Texture.DataType.Float === this._dataType) === (data instanceof Float32Array));\r\n\r\n const tex = this.getHandle()!;\r\n if (undefined === tex)\r\n return false;\r\n\r\n const gl = System.instance.context;\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n\r\n // Go through System to ensure we don't interfere with currently-bound textures!\r\n System.instance.activateTexture2d(TextureUnit.Zero, tex);\r\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, this.width, this.height, this._format, this._dataType, data);\r\n System.instance.bindTexture2d(TextureUnit.Zero, undefined);\r\n\r\n return true;\r\n }\r\n\r\n private static create(params: Texture2DCreateParams): Texture2DHandle | undefined {\r\n const glTex = System.instance.context.createTexture();\r\n return null !== glTex ? new Texture2DHandle(glTex, params) : undefined;\r\n }\r\n\r\n /** Create a texture for use as a color attachment for rendering */\r\n public static override createForAttachment(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType) {\r\n return this.create(Texture2DCreateParams.createForAttachment(width, height, format, dataType));\r\n }\r\n\r\n /** Create a texture to hold non-image data */\r\n public static override createForData(width: number, height: number, data: Texture2DData, wantPreserveData = false, wrapMode = GL.Texture.WrapMode.ClampToEdge, format = GL.Texture.Format.Rgba) {\r\n return this.create(Texture2DCreateParams.createForData(width, height, data, wantPreserveData, wrapMode, format));\r\n }\r\n\r\n /** Create a texture from a bitmap */\r\n public static override createForImageBuffer(image: ImageBuffer, type: RenderTexture.Type) {\r\n if (RenderTexture.Type.TileSection !== type && RenderTexture.Type.ThematicGradient !== type)\r\n assert(isPowerOfTwo(image.width) && isPowerOfTwo(image.height), \"###TODO: Resize image dimensions to powers-of-two if necessary\");\r\n\r\n return this.create(Texture2DCreateParams.createForImageBuffer(image, type));\r\n }\r\n\r\n /** Create a 2D texture from an HTMLImageElement. */\r\n public static override createForImage(image: HTMLImageElement, type: RenderTexture.Type) {\r\n return this.create(Texture2DCreateParams.createForImage(image, type));\r\n }\r\n\r\n /** Create a 2D texture from an ImageBitmap. */\r\n public static override createForImageBitmap(image: ImageBitmap, type: RenderTexture.Type) {\r\n return this.create(Texture2DCreateParams.createForImageBitmap(image, type));\r\n }\r\n\r\n private static _placeHolderTextureData = new Uint8Array([128, 128, 128, 255]);\r\n\r\n public static override createForElement(id: Id64String, imodel: IModelConnection, type: RenderTexture.Type, format: ImageSourceFormat, onLoaded: ExternalTextureLoadCallback) {\r\n // set a placeholder texture while we wait for the external texture to load\r\n const handle = this.createForData(1, 1, this._placeHolderTextureData, undefined, undefined, GL.Texture.Format.Rgba);\r\n\r\n if (undefined === handle)\r\n return undefined;\r\n\r\n // kick off loading the texture from the backend\r\n ExternalTextureLoader.instance.loadTexture(handle, id, imodel, type, format, onLoaded);\r\n\r\n return handle;\r\n }\r\n\r\n public reload(params: Texture2DCreateParams) {\r\n this._width = params.width;\r\n this._height = params.height;\r\n this._format = params.format;\r\n this._dataType = params.dataType;\r\n this._dataBytes = params.dataBytes;\r\n\r\n params.loadImageData(this, params);\r\n }\r\n\r\n private constructor(glTexture: WebGLTexture, params: Texture2DCreateParams) {\r\n super(glTexture);\r\n this._width = params.width;\r\n this._height = params.height;\r\n this._format = params.format;\r\n this._dataType = params.dataType;\r\n this._dataBytes = params.dataBytes;\r\n\r\n params.loadImageData(this, params);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport type ExternalTextureLoadCallback = (req: ExternalTextureRequest, data: TextureData) => void;\r\n\r\n/** @internal */\r\nexport interface ExternalTextureRequest {\r\n handle: Texture2DHandle;\r\n name: Id64String;\r\n imodel: IModelConnection;\r\n type: RenderTexture.Type;\r\n format: ImageSourceFormat;\r\n onLoaded?: ExternalTextureLoadCallback;\r\n}\r\n\r\n/** @internal */\r\ninterface TextureConvertRequest {\r\n req: ExternalTextureRequest;\r\n texData: TextureData;\r\n}\r\n\r\n/** @internal */\r\nexport class ExternalTextureLoader { /* currently exported for tests only */\r\n public static readonly instance = new ExternalTextureLoader(2);\r\n public readonly onTexturesLoaded = new BeEvent<() => void>();\r\n private readonly _maxActiveRequests: number;\r\n private _activeRequests: Array<ExternalTextureRequest> = [];\r\n private _pendingRequests: Array<ExternalTextureRequest> = [];\r\n private _convertRequests: Array<TextureConvertRequest> = [];\r\n private _convertPending = false;\r\n\r\n public get numActiveRequests() { return this._activeRequests.length; }\r\n public get numPendingRequests() { return this._pendingRequests.length; }\r\n public get maxActiveRequests() { return this._maxActiveRequests; }\r\n\r\n private constructor(maxActiveRequests: number) {\r\n this._maxActiveRequests = maxActiveRequests;\r\n }\r\n\r\n private async _nextRequest(prevReq: ExternalTextureRequest) {\r\n this._activeRequests.splice(this._activeRequests.indexOf(prevReq), 1);\r\n if (this._activeRequests.length < this._maxActiveRequests && this._pendingRequests.length > 0) {\r\n const req = this._pendingRequests.shift()!;\r\n await this._activateRequest(req);\r\n }\r\n if (this._activeRequests.length < 1 && this._pendingRequests.length < 1)\r\n this.onTexturesLoaded.raiseEvent();\r\n }\r\n\r\n private async _activateRequest(req: ExternalTextureRequest) {\r\n if (req.imodel.isClosed)\r\n return;\r\n\r\n this._activeRequests.push(req);\r\n\r\n try {\r\n if (!req.imodel.isClosed) {\r\n const maxTextureSize = System.instance.capabilities.maxTexSizeAllow;\r\n const texData = await req.imodel.queryTextureData({ name: req.name, maxTextureSize });\r\n if (undefined !== texData) {\r\n const cnvReq = { req, texData };\r\n this._convertRequests.push(cnvReq);\r\n // _convertPending is used to prevent overlapping calls to _convertTexture (from overlapping calls to _activateRequest)\r\n // it has been put on the list, so if it doesn't get converted here it will get converted by the loop that is converting the current one\r\n do {\r\n if (!this._convertPending)\r\n await this._convertTexture();\r\n } while (!this._convertPending && this._convertRequests.length > 0);\r\n if (!req.imodel.isClosed) {\r\n IModelApp.tileAdmin.invalidateAllScenes();\r\n if (undefined !== req.onLoaded)\r\n req.onLoaded(req, texData);\r\n }\r\n }\r\n }\r\n } catch (_e) { }\r\n\r\n return this._nextRequest(req);\r\n }\r\n\r\n private async _convertTexture(): Promise<void> {\r\n this._convertPending = true;\r\n try {\r\n const cnvReq = this._convertRequests.shift();\r\n if (undefined !== cnvReq) {\r\n const imageSource = new ImageSource(cnvReq.texData.bytes, cnvReq.texData.format);\r\n if (System.instance.capabilities.supportsCreateImageBitmap) {\r\n const blob = new Blob([imageSource.data], { type: getImageSourceMimeType(imageSource.format) });\r\n const image = await createImageBitmap(blob, 0, 0, cnvReq.texData.width, cnvReq.texData.height);\r\n if (!cnvReq.req.imodel.isClosed) {\r\n cnvReq.req.handle.reload(Texture2DCreateParams.createForImageBitmap(image, cnvReq.req.type));\r\n }\r\n } else {\r\n const image = await imageElementFromImageSource(imageSource);\r\n if (!cnvReq.req.imodel.isClosed) {\r\n cnvReq.req.handle.reload(Texture2DCreateParams.createForImage(image, cnvReq.req.type));\r\n }\r\n }\r\n }\r\n } catch (_e) { }\r\n this._convertPending = false;\r\n }\r\n\r\n private _requestExists(reqToCheck: ExternalTextureRequest) {\r\n for (const r of this._activeRequests)\r\n if (reqToCheck.name === r.name && reqToCheck.imodel === r.imodel)\r\n return true;\r\n\r\n for (const r of this._pendingRequests)\r\n if (reqToCheck.name === r.name && reqToCheck.imodel === r.imodel)\r\n return true;\r\n\r\n return false;\r\n }\r\n\r\n public loadTexture(handle: Texture2DHandle, name: Id64String, imodel: IModelConnection, type: RenderTexture.Type, format: ImageSourceFormat, onLoaded?: ExternalTextureLoadCallback) {\r\n const req = { handle, name, imodel, type, format, onLoaded };\r\n if (this._requestExists(req))\r\n return;\r\n\r\n if (this._activeRequests.length + 1 > this._maxActiveRequests) {\r\n this._pendingRequests.push(req);\r\n } else\r\n this._activateRequest(req); // eslint-disable-line @typescript-eslint/no-floating-promises\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class TextureCubeHandle extends TextureHandle {\r\n private _dim: number; // Cubemap texture height and width must match. This must be the same for each of the six faces.\r\n private _format: GL.Texture.Format; // Format must be the same for each of the six faces.\r\n private _dataType: GL.Texture.DataType; // Type must be the same for each of the six faces.\r\n\r\n public get width(): number { return this._dim; }\r\n public get height(): number { return this._dim; }\r\n public get format(): GL.Texture.Format { return this._format; }\r\n public get dataType(): GL.Texture.DataType { return this._dataType; }\r\n public get dataBytes(): Uint8Array | undefined { return undefined; }\r\n\r\n /** Bind specified cubemap texture handle to specified texture unit. */\r\n public static bindTexture(texUnit: TextureUnit, glTex: WebGLTexture | undefined) {\r\n assert(!(glTex instanceof TextureHandle));\r\n System.instance.bindTextureCubeMap(texUnit, glTex);\r\n }\r\n\r\n /** Bind the specified texture to a uniform sampler2D */\r\n public static bindSampler(uniform: UniformHandle, tex: WebGLTexture, unit: TextureUnit): void {\r\n assert(!(tex instanceof TextureHandle));\r\n this.bindTexture(unit, tex);\r\n uniform.setUniform1i(unit - TextureUnit.Zero);\r\n }\r\n\r\n /** Bind texture handle (if available) associated with an instantiation of this class to specified texture unit. */\r\n public bind(texUnit: TextureUnit): boolean {\r\n if (undefined === this._glTexture)\r\n return false;\r\n TextureCubeHandle.bindTexture(texUnit, this._glTexture);\r\n return true;\r\n }\r\n\r\n /** Bind this texture to a uniform sampler2D */\r\n public bindSampler(uniform: UniformHandle, unit: TextureUnit): void {\r\n if (undefined !== this._glTexture)\r\n TextureCubeHandle.bindSampler(uniform, this._glTexture, unit);\r\n }\r\n\r\n private static create(params: TextureCubeCreateParams): TextureHandle | undefined {\r\n const glTex = System.instance.context.createTexture();\r\n return null !== glTex ? new TextureCubeHandle(glTex, params) : undefined;\r\n }\r\n\r\n /** Create a cube map texture from six HTMLImageElement objects. */\r\n public static override createForCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement) {\r\n const params = TextureCubeCreateParams.createForCubeImages(posX, negX, posY, negY, posZ, negZ);\r\n return params !== undefined ? this.create(params) : undefined;\r\n }\r\n\r\n private constructor(glTexture: WebGLTexture, params: TextureCubeCreateParams) {\r\n super(glTexture);\r\n this._dim = params.dim;\r\n this._format = params.format;\r\n this._dataType = params.dataType;\r\n\r\n params.loadImageData(this, params);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Texture2DDataUpdater {\r\n public data: Uint8Array;\r\n public modified: boolean = false;\r\n\r\n public constructor(data: Uint8Array) { this.data = data; }\r\n\r\n public setByteAtIndex(index: number, byte: number) {\r\n assert(index < this.data.length);\r\n if (byte !== this.data[index]) {\r\n this.data[index] = byte;\r\n this.modified = true;\r\n }\r\n }\r\n\r\n public setOvrFlagsAtIndex(index: number, value: OvrFlags) {\r\n assert(index < this.data.length - 1);\r\n assert(value < 0xffff);\r\n this.setByteAtIndex(index, value & 0xff);\r\n this.setByteAtIndex(index + 1, (value & 0xff00) >> 8);\r\n }\r\n\r\n public getByteAtIndex(index: number): number { assert(index < this.data.length); return this.data[index]; }\r\n public getOvrFlagsAtIndex(index: number): OvrFlags {\r\n const lo = this.getByteAtIndex(index);\r\n const hi = this.getByteAtIndex(index + 1);\r\n return lo | (hi << 8);\r\n }\r\n}\r\n"]}
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@@ -31,7 +31,7 @@ vec4 volClassColor(vec4 baseColor, float depth) {
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31
31
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const applyPlanarClassificationPrelude = `
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32
32
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const float dimScale = .7;
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33
33
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34
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-
vec2 classPos = v_pClassPos / v_pClassPosW;
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34
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+
vec2 classPos = v_pClassPos.xy / v_pClassPosW;
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35
35
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bool isOutside = classPos.x < 0.0 || classPos.x > 1.0 || classPos.y < 0.0 || classPos.y > 1.0;
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36
36
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if (u_pClassColorParams.x > kClassifierDisplay_Element) { // texture/terrain drape.
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37
37
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if (u_pClassColorParams.x > kTextureDrape) {
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@@ -1 +1 @@
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1
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-
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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\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { SpatialClassifierInsideDisplay } from \"@itwin/core-common\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { PlanarClassifierContent } from \"../PlanarClassifier\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { IsThematic } from \"../TechniqueFlags\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { addClassifierFlash } from \"./FeatureSymbology\";\r\nimport { addWindowToTexCoords } from \"./Fragment\";\r\nimport { addInstancedRtcMatrix } from \"./Vertex\";\r\n\r\nexport const volClassOpaqueColor = `\r\nvec4 volClassColor(vec4 baseColor, float depth) {\r\n if (depth <= TEXTURE(s_pClassSampler, windowCoordsToTexCoords(gl_FragCoord.xy)).r)\r\n discard;\r\n return vec4(baseColor.rgb, 1.0);\r\n}\r\n`;\r\n\r\nconst volClassTranslucentColor = `\r\nvec4 volClassColor(vec4 baseColor, float depth) {\r\n return vec4(baseColor.rgb, depth); // This will never be called, so we use depth here to avoid a compile error\r\n}\r\n`;\r\n\r\nconst applyPlanarClassificationPrelude = `\r\nconst float dimScale = .7;\r\n\r\nvec2 classPos = v_pClassPos / v_pClassPosW;\r\nbool isOutside = classPos.x < 0.0 || classPos.x > 1.0 || classPos.y < 0.0 || classPos.y > 1.0;\r\nif (u_pClassColorParams.x > kClassifierDisplay_Element) { // texture/terrain drape.\r\n if (u_pClassColorParams.x > kTextureDrape) {\r\n return volClassColor(baseColor, depth);\r\n }\r\n if (isOutside)\r\n discard;\r\n\r\n vec3 rgb = TEXTURE(s_pClassSampler, classPos.xy).rgb;\r\n return vec4(rgb, baseColor.a);\r\n}\r\nfloat imageCount = u_pClassColorParams.z;\r\n// If imageCount is less than zero - the mask sense is inverted - inside rather than outside. (masks only)\r\nbool doInvert = false;\r\nif (imageCount < 0.0) {\r\n imageCount = - imageCount;\r\n doInvert = true;\r\n}\r\n\r\nvec4 colorTexel = vec4(0);\r\nvec4 maskTexel = vec4(0);\r\nbool doMask = imageCount != kTextureContentClassifierOnly;\r\nbool doClassify = imageCount != kTextureContentMaskOnly;\r\n\r\nif (!isOutside) {\r\n if (imageCount == kTextureContentClassifierOnly) {\r\n colorTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y / imageCount));\r\n } else if (imageCount == kTextureContentMaskOnly) {\r\n maskTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y));\r\n } else if (imageCount == kTextureContentClassifierAndMask) {\r\n colorTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y / imageCount));\r\n maskTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, (2.0 + classPos.y) / imageCount));\r\n }\r\n if (colorTexel.b >= 0.5) {\r\n if (u_shaderFlags[kShaderBit_IgnoreNonLocatable]) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n colorTexel.b = (colorTexel.b * 255.0 - 128.0) / 127.0;\r\n } else {\r\n colorTexel.b *= 255.0 / 127.0;\r\n }\r\n}\r\nif (doMask) {\r\n bool masked = !isOutside && (maskTexel.r + maskTexel.g + maskTexel.b + maskTexel.a) > 0.0;\r\n if (doInvert)\r\n masked = !masked;\r\n if (masked) {\r\n float maskTransparency = u_pClassColorParams.w < 0.0 ? (1.0 - maskTexel.a) : u_pClassColorParams.w;\r\n if (maskTransparency <= 0.0) {\r\n discard;\r\n return vec4(0);\r\n }\r\n\r\n baseColor.a = baseColor.a * maskTransparency;\r\n }\r\n\r\n if (!doClassify)\r\n return baseColor;\r\n }\r\n\r\n bool isClassified = !isOutside && (colorTexel.r + colorTexel.g + colorTexel.b + colorTexel.a > 0.0);\r\n float param = isClassified ? u_pClassColorParams.x : u_pClassColorParams.y;\r\n if (kClassifierDisplay_Off == param) {\r\n discard;\r\n return vec4(0);\r\n}\r\n`\r\n ;\r\n\r\n// Currently we discard if classifier is pure black (acts as clipping mask).\r\n// These could be more efficiently handled with masks.\r\nconst applyPlanarClassificationColor = applyPlanarClassificationPrelude + // eslint-disable-line prefer-template\r\n `\r\n float colorMix = u_pClassPointCloud ? .65 : .35;\r\n vec4 classColor;\r\n if (kClassifierDisplay_On == param)\r\n classColor = baseColor;\r\n else if (!isClassified || kClassifierDisplay_Dimmed == param)\r\n classColor = vec4(baseColor.rgb * dimScale, baseColor.a);\r\n else if (kClassifierDisplay_Hilite == param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), baseColor.a);\r\n else {\r\n if (colorTexel.b > colorTexel.a) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n\r\n // NB: colorTexel contains pre-multiplied alpha. We know it is greater than zero from above.\r\n float alpha = colorTexel.a * baseColor.a;\r\n vec3 rgb = colorTexel.rgb / colorTexel.a;\r\n rgb = mix(baseColor.rgb, rgb, colorMix);\r\n classColor = vec4(rgb, alpha);\r\n }\r\n\r\n if (kClassifierDisplay_Element != param && isClassified) {\r\n if (colorTexel.r > colorTexel.a && kClassifierDisplay_Hilite != param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), 1.0);\r\n\r\n if (colorTexel.g > colorTexel.a)\r\n classColor = applyClassifierFlash(classColor);\r\n }\r\n\r\n return classColor;\r\n`;\r\n\r\nconst applyPlanarClassificationColorForThematic = applyPlanarClassificationPrelude + // eslint-disable-line prefer-template\r\n `\r\n vec4 classColor = baseColor;\r\n\r\n if (kClassifierDisplay_Element == param) {\r\n if (colorTexel.b > colorTexel.a) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n\r\n // We stashed the element alpha in blue channel. Make sure to handle pre-multiplied alpha.\r\n baseColor.rgb = baseColor.rgb / baseColor.a;\r\n classColor = vec4(baseColor.rgb, colorTexel.b);\r\n classColor.rgb *= classColor.a;\r\n colorTexel.a = 0.5; // make conditions below potentially pass\r\n }\r\n\r\n if (isClassified) {\r\n if (colorTexel.r > colorTexel.a && kClassifierDisplay_Hilite != param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), 1.0);\r\n\r\n if (colorTexel.g > colorTexel.a)\r\n classColor = applyClassifierFlash(classColor);\r\n }\r\n\r\n return classColor;\r\n`;\r\n\r\nconst overrideFeatureId = `\r\n if (u_pClassColorParams.x > kClassifierDisplay_Element) return currentId;\r\n vec2 classPos = v_pClassPos / v_pClassPosW;\r\n vec4 featureTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, (1.0 + classPos.y) / u_pClassColorParams.z));\r\n return (featureTexel == vec4(0)) ? currentId : addUInt32s(u_batchBase, featureTexel * 255.0) / 255.0;\r\n `;\r\n\r\nconst computeClassifiedHiliteColor = `\r\n vec2 classPos = v_pClassPos / v_pClassPosW;\r\n return TEXTURE(s_pClassHiliteSampler, classPos);\r\n`;\r\nconst computeClassifiedSurfaceHiliteColor = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture) && TEXTURE(s_texture, v_texCoord).a <= 0.15)\r\n return vec4(0.0);\r\n${computeClassifiedHiliteColor}`;\r\n\r\nconst computeClassifierPos = \"vec4 classProj = u_pClassProj * rawPosition; v_pClassPos = classProj.xy;\";\r\nconst computeInstancedClassifierPos = \"vec4 classProj = u_pClassProj * g_instancedRtcMatrix * rawPosition; v_pClassPos = classProj.xy;\";\r\nconst computeClassifierPosW = \"v_pClassPosW = classProj.w;\";\r\n\r\nconst scratchBytes = new Uint8Array(4);\r\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\r\nconst scratchBatchBaseComponents = [0, 0, 0, 0];\r\nconst scratchColorParams = new Float32Array(4); // Unclassified scale, classified base scale, classified classifier scale, content/image count... MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3\r\nconst scratchModel = Matrix4d.createIdentity();\r\nconst scratchModelProjection = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nfunction addPlanarClassifierCommon(builder: ProgramBuilder) {\r\n const vert = builder.vert;\r\n vert.addUniform(\"u_pClassProj\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassProj\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape!;\r\n assert(undefined !== source || undefined !== params.target.activeVolumeClassifierTexture);\r\n if (undefined !== params.target.currentPlanarClassifierOrDrape) {\r\n source.projectionMatrix.multiplyMatrixMatrix(Matrix4d.createTransform(params.target.currentTransform, scratchModel), scratchModelProjection);\r\n scratchMatrix.initFromMatrix4d(scratchModelProjection);\r\n } else\r\n scratchMatrix.initIdentity(); // needs to be identity for volume classifiers\r\n uniform.setMatrix4(scratchMatrix);\r\n });\r\n });\r\n\r\n if (vert.usesInstancedGeometry)\r\n addInstancedRtcMatrix(vert);\r\n\r\n builder.addInlineComputedVarying(\"v_pClassPos\", VariableType.Vec2, vert.usesInstancedGeometry ? computeInstancedClassifierPos : computeClassifierPos);\r\n builder.addInlineComputedVarying(\"v_pClassPosW\", VariableType.Float, computeClassifierPosW);\r\n\r\n addPlanarClassifierConstants(builder.frag);\r\n}\r\n\r\nfunction addPlanarClassifierConstants(builder: ShaderBuilder) {\r\n builder.addDefine(\"kClassifierDisplay_Off\", SpatialClassifierInsideDisplay.Off.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_On\", SpatialClassifierInsideDisplay.On.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Dimmed\", SpatialClassifierInsideDisplay.Dimmed.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Hilite\", SpatialClassifierInsideDisplay.Hilite.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Element\", SpatialClassifierInsideDisplay.ElementColor.toFixed(1));\r\n const td = SpatialClassifierInsideDisplay.ElementColor + 1;\r\n builder.addDefine(\"kTextureDrape\", td.toFixed(1));\r\n builder.addDefine(\"kTextureContentClassifierOnly\", PlanarClassifierContent.ClassifierOnly.toFixed(1));\r\n builder.addDefine(\"kTextureContentMaskOnly\", PlanarClassifierContent.MaskOnly.toFixed(1));\r\n builder.addDefine(\"kTextureContentClassifierAndMask\", PlanarClassifierContent.ClassifierAndMask.toFixed(1));\r\n}\r\n\r\n/** @internal */\r\nexport function addColorPlanarClassifier(builder: ProgramBuilder, translucent: boolean, isThematic: IsThematic) {\r\n addPlanarClassifierCommon(builder);\r\n const frag = builder.frag;\r\n frag.addUniform(\"s_pClassSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_pClassSampler\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape;\r\n const volClass = params.target.activeVolumeClassifierTexture;\r\n assert(undefined !== source || undefined !== volClass);\r\n if (source) {\r\n assert(undefined !== source.texture);\r\n source.texture.texture.bindSampler(uniform, TextureUnit.PlanarClassification);\r\n } else\r\n Texture2DHandle.bindSampler(uniform, volClass!, TextureUnit.PlanarClassification);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_pClassColorParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassColorParams\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape;\r\n const volClass = params.target.activeVolumeClassifierTexture;\r\n assert(undefined !== source || undefined !== volClass);\r\n if (undefined !== source) {\r\n source.getParams(scratchColorParams);\r\n } else {\r\n scratchColorParams[0] = 6.0; // Volume classifier, by element color.\r\n scratchColorParams[1] = 0.5; // used for alpha value\r\n scratchColorParams[2] = 0.0; // Not used for volume.\r\n scratchColorParams[3] = 0.0; // Not used for volume.\r\n }\r\n uniform.setUniform4fv(scratchColorParams);\r\n });\r\n });\r\n\r\n if (isThematic === IsThematic.No) {\r\n frag.addUniform(\"u_pClassPointCloud\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassPointCloud\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier;\r\n const isPointCloud = undefined !== classifier && classifier.isClassifyingPointCloud;\r\n uniform.setUniform1i(isPointCloud ? 1 : 0);\r\n });\r\n });\r\n }\r\n\r\n addClassifierFlash(frag);\r\n\r\n if (translucent)\r\n // We will never call the shaders for volume classifiers with translucency,\r\n // so use a different version of the function which does not use glFragCoord to reduce the varyings count\r\n frag.addFunction(volClassTranslucentColor);\r\n else {\r\n addWindowToTexCoords(frag);\r\n frag.addFunction(volClassOpaqueColor);\r\n }\r\n\r\n addShaderFlags(builder);\r\n\r\n frag.set(FragmentShaderComponent.ApplyPlanarClassifier, (isThematic === IsThematic.No) ? applyPlanarClassificationColor : applyPlanarClassificationColorForThematic);\r\n}\r\n\r\n/** @internal */\r\nexport function addFeaturePlanarClassifier(builder: ProgramBuilder) {\r\n const frag = builder.frag;\r\n frag.addUniform(\"u_batchBase\", VariableType.Vec4, (prog) => { // TBD. Instancing.\r\n prog.addGraphicUniform(\"u_batchBase\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier;\r\n if (classifier !== undefined) {\r\n scratchBatchBaseId[0] = classifier.baseBatchId;\r\n scratchBatchBaseComponents[0] = scratchBytes[0];\r\n scratchBatchBaseComponents[1] = scratchBytes[1];\r\n scratchBatchBaseComponents[2] = scratchBytes[2];\r\n scratchBatchBaseComponents[3] = scratchBytes[3];\r\n }\r\n uniform.setUniform4fv(scratchBatchBaseComponents);\r\n });\r\n });\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n frag.addFunction(addUInt32s);\r\n}\r\n\r\n/** @internal */\r\nexport function addHilitePlanarClassifier(builder: ProgramBuilder, supportTextures = true) {\r\n addPlanarClassifierCommon(builder);\r\n const frag = builder.frag;\r\n frag.addUniform(\"s_pClassHiliteSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_pClassHiliteSampler\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier!;\r\n assert(undefined !== classifier && undefined !== classifier.hiliteTexture);\r\n classifier.hiliteTexture.texture.bindSampler(uniform, TextureUnit.PlanarClassificationHilite);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, supportTextures ? computeClassifiedSurfaceHiliteColor : computeClassifiedHiliteColor);\r\n}\r\n\r\n// NonLocatable flag is put in upper bit of blue component when drawing the classification texture.\r\nconst encodeNonLocatableWithFeatures = `\r\nvec4 encodeNonLocatable(vec4 clr) {\r\n float encoded_b = (floor(clr.b * 127.0) + float(extractNthBit(floor(v_feature_emphasis + 0.5), kEmphBit_NonLocatable)) * 128.0) / 255.0;\r\n return vec4(clr.r, clr.g, encoded_b, clr.a);\r\n}\r\n`;\r\n\r\nconst encodeNonLocatable = `\r\nvec4 encodeNonLocatable(vec4 clr) {\r\n float encoded_b = floor(clr.b * 127.0) / 255.0;\r\n return vec4(clr.r, clr.g, encoded_b, clr.a);\r\n}\r\n`;\r\n\r\nconst overrideClassifierColorPrelude = `\r\n if (0.0 == u_planarClassifierInsideMode)\r\n return currentColor;\r\n\r\n if (0.0 == currentColor.a)\r\n return encodeNonLocatable(vec4(0.0, 0.0, 1.0, 0.5));\r\n`;\r\n\r\nconst overrideClassifierEmphasis = `\r\n if (kClassifierDisplay_Element != u_planarClassifierInsideMode) {\r\n float emph = floor(v_feature_emphasis + 0.5);\r\n if (0.0 != emph)\r\n return encodeNonLocatable(vec4(extractNthBit(emph, kEmphBit_Hilite), extractNthBit(emph, kEmphBit_Flash), 0.0, 0.5));\r\n }\r\n`;\r\n\r\nconst overrideClassifierColorPostlude = `\r\n return encodeNonLocatable(currentColor);\r\n`;\r\n\r\nconst overrideClassifierWithFeatures = overrideClassifierColorPrelude + overrideClassifierEmphasis + overrideClassifierColorPostlude;\r\nconst overrideClassifierForClip = overrideClassifierColorPrelude + overrideClassifierColorPostlude;\r\n\r\nconst overrideClassifierColorPreludeForThematic = `\r\n if (0.0 == u_planarClassifierInsideMode)\r\n return currentColor;\r\n\r\n if (0.0 == currentColor.a)\r\n return encodeNonLocatable(vec4(0.0, 0.0, 1.0, 0.5));\r\n\r\n bool isElem = kClassifierDisplay_Element == u_planarClassifierInsideMode;\r\n`;\r\n\r\nconst overrideClassifierEmphasisForThematic = `\r\n float emph = floor(v_feature_emphasis + 0.5);\r\n if (0.0 != emph)\r\n return encodeNonLocatable(vec4(extractNthBit(emph, kEmphBit_Hilite), extractNthBit(emph, kEmphBit_Flash), isElem ? currentColor.a : 0.0, isElem ? 1.0 : 0.5));\r\n else if (kClassifierDisplay_Element == u_planarClassifierInsideMode)\r\n return encodeNonLocatable(vec4(0.0, 0.0, currentColor.a, 1.0));\r\n`;\r\n\r\n// Thematic classifiers use alpha of 1 to blend; we just want thematic colors to largely win out except when selecting and flashing classifiers.\r\nconst overrideClassifierColorPostludeClipForThematic = `\r\n return encodeNonLocatable(isElem ? vec4(0.0, 0.0, 1.0, 1.0) : currentColor);\r\n`;\r\n\r\nconst overrideClassifierWithFeaturesForThematic = overrideClassifierColorPreludeForThematic + overrideClassifierEmphasisForThematic + overrideClassifierColorPostlude;\r\nconst overrideClassifierForClipForThematic = overrideClassifierColorPreludeForThematic + overrideClassifierColorPostludeClipForThematic;\r\n\r\n/** The classified geometry needs some information about the classifier geometry. The classified fragment shader outputs special values that do not represent valid RGB+A combinations when using\r\n * pre-multiplied alpha. The alpha channel will be 0.5, and the red, green, and/or blue channels will be 1.0:\r\n * - Red: hilited.\r\n * - Green: flashed.\r\n * - Blue: fully-transparent. Indicates clipping mask (discard the classified pixel).\r\n * @internal\r\n */\r\nexport function addOverrideClassifierColor(builder: ProgramBuilder, isThematic: IsThematic): void {\r\n addPlanarClassifierConstants(builder.frag);\r\n builder.frag.addUniform(\"u_planarClassifierInsideMode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_planarClassifierInsideMode\", (uniform, params) => {\r\n const classifier = params.target.currentlyDrawingClassifier;\r\n const override = undefined !== classifier ? classifier.insideDisplay : 0;\r\n uniform.setUniform1f(override);\r\n });\r\n });\r\n\r\n const haveOverrides = undefined !== builder.frag.find(\"v_feature_emphasis\");\r\n builder.frag.addFunction(haveOverrides ? encodeNonLocatableWithFeatures : encodeNonLocatable);\r\n if (isThematic === IsThematic.No)\r\n builder.frag.set(FragmentShaderComponent.OverrideColor, haveOverrides ? overrideClassifierWithFeatures : overrideClassifierForClip);\r\n else\r\n builder.frag.set(FragmentShaderComponent.OverrideColor, haveOverrides ? overrideClassifierWithFeaturesForThematic : overrideClassifierForClipForThematic);\r\n}\r\n"]}
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+
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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\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { SpatialClassifierInsideDisplay } from \"@itwin/core-common\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { PlanarClassifierContent } from \"../PlanarClassifier\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { IsThematic } from \"../TechniqueFlags\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { addClassifierFlash } from \"./FeatureSymbology\";\r\nimport { addWindowToTexCoords } from \"./Fragment\";\r\nimport { addInstancedRtcMatrix } from \"./Vertex\";\r\n\r\nexport const volClassOpaqueColor = `\r\nvec4 volClassColor(vec4 baseColor, float depth) {\r\n if (depth <= TEXTURE(s_pClassSampler, windowCoordsToTexCoords(gl_FragCoord.xy)).r)\r\n discard;\r\n return vec4(baseColor.rgb, 1.0);\r\n}\r\n`;\r\n\r\nconst volClassTranslucentColor = `\r\nvec4 volClassColor(vec4 baseColor, float depth) {\r\n return vec4(baseColor.rgb, depth); // This will never be called, so we use depth here to avoid a compile error\r\n}\r\n`;\r\n\r\nconst applyPlanarClassificationPrelude = `\r\nconst float dimScale = .7;\r\n\r\nvec2 classPos = v_pClassPos.xy / v_pClassPosW;\r\nbool isOutside = classPos.x < 0.0 || classPos.x > 1.0 || classPos.y < 0.0 || classPos.y > 1.0;\r\nif (u_pClassColorParams.x > kClassifierDisplay_Element) { // texture/terrain drape.\r\n if (u_pClassColorParams.x > kTextureDrape) {\r\n return volClassColor(baseColor, depth);\r\n }\r\n if (isOutside)\r\n discard;\r\n\r\n vec3 rgb = TEXTURE(s_pClassSampler, classPos.xy).rgb;\r\n return vec4(rgb, baseColor.a);\r\n}\r\nfloat imageCount = u_pClassColorParams.z;\r\n// If imageCount is less than zero - the mask sense is inverted - inside rather than outside. (masks only)\r\nbool doInvert = false;\r\nif (imageCount < 0.0) {\r\n imageCount = - imageCount;\r\n doInvert = true;\r\n}\r\n\r\nvec4 colorTexel = vec4(0);\r\nvec4 maskTexel = vec4(0);\r\nbool doMask = imageCount != kTextureContentClassifierOnly;\r\nbool doClassify = imageCount != kTextureContentMaskOnly;\r\n\r\nif (!isOutside) {\r\n if (imageCount == kTextureContentClassifierOnly) {\r\n colorTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y / imageCount));\r\n } else if (imageCount == kTextureContentMaskOnly) {\r\n maskTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y));\r\n } else if (imageCount == kTextureContentClassifierAndMask) {\r\n colorTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y / imageCount));\r\n maskTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, (2.0 + classPos.y) / imageCount));\r\n }\r\n if (colorTexel.b >= 0.5) {\r\n if (u_shaderFlags[kShaderBit_IgnoreNonLocatable]) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n colorTexel.b = (colorTexel.b * 255.0 - 128.0) / 127.0;\r\n } else {\r\n colorTexel.b *= 255.0 / 127.0;\r\n }\r\n}\r\nif (doMask) {\r\n bool masked = !isOutside && (maskTexel.r + maskTexel.g + maskTexel.b + maskTexel.a) > 0.0;\r\n if (doInvert)\r\n masked = !masked;\r\n if (masked) {\r\n float maskTransparency = u_pClassColorParams.w < 0.0 ? (1.0 - maskTexel.a) : u_pClassColorParams.w;\r\n if (maskTransparency <= 0.0) {\r\n discard;\r\n return vec4(0);\r\n }\r\n\r\n baseColor.a = baseColor.a * maskTransparency;\r\n }\r\n\r\n if (!doClassify)\r\n return baseColor;\r\n }\r\n\r\n bool isClassified = !isOutside && (colorTexel.r + colorTexel.g + colorTexel.b + colorTexel.a > 0.0);\r\n float param = isClassified ? u_pClassColorParams.x : u_pClassColorParams.y;\r\n if (kClassifierDisplay_Off == param) {\r\n discard;\r\n return vec4(0);\r\n}\r\n`\r\n ;\r\n\r\n// Currently we discard if classifier is pure black (acts as clipping mask).\r\n// These could be more efficiently handled with masks.\r\nconst applyPlanarClassificationColor = applyPlanarClassificationPrelude + // eslint-disable-line prefer-template\r\n `\r\n float colorMix = u_pClassPointCloud ? .65 : .35;\r\n vec4 classColor;\r\n if (kClassifierDisplay_On == param)\r\n classColor = baseColor;\r\n else if (!isClassified || kClassifierDisplay_Dimmed == param)\r\n classColor = vec4(baseColor.rgb * dimScale, baseColor.a);\r\n else if (kClassifierDisplay_Hilite == param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), baseColor.a);\r\n else {\r\n if (colorTexel.b > colorTexel.a) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n\r\n // NB: colorTexel contains pre-multiplied alpha. We know it is greater than zero from above.\r\n float alpha = colorTexel.a * baseColor.a;\r\n vec3 rgb = colorTexel.rgb / colorTexel.a;\r\n rgb = mix(baseColor.rgb, rgb, colorMix);\r\n classColor = vec4(rgb, alpha);\r\n }\r\n\r\n if (kClassifierDisplay_Element != param && isClassified) {\r\n if (colorTexel.r > colorTexel.a && kClassifierDisplay_Hilite != param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), 1.0);\r\n\r\n if (colorTexel.g > colorTexel.a)\r\n classColor = applyClassifierFlash(classColor);\r\n }\r\n\r\n return classColor;\r\n`;\r\n\r\nconst applyPlanarClassificationColorForThematic = applyPlanarClassificationPrelude + // eslint-disable-line prefer-template\r\n `\r\n vec4 classColor = baseColor;\r\n\r\n if (kClassifierDisplay_Element == param) {\r\n if (colorTexel.b > colorTexel.a) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n\r\n // We stashed the element alpha in blue channel. Make sure to handle pre-multiplied alpha.\r\n baseColor.rgb = baseColor.rgb / baseColor.a;\r\n classColor = vec4(baseColor.rgb, colorTexel.b);\r\n classColor.rgb *= classColor.a;\r\n colorTexel.a = 0.5; // make conditions below potentially pass\r\n }\r\n\r\n if (isClassified) {\r\n if (colorTexel.r > colorTexel.a && kClassifierDisplay_Hilite != param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), 1.0);\r\n\r\n if (colorTexel.g > colorTexel.a)\r\n classColor = applyClassifierFlash(classColor);\r\n }\r\n\r\n return classColor;\r\n`;\r\n\r\nconst overrideFeatureId = `\r\n if (u_pClassColorParams.x > kClassifierDisplay_Element) return currentId;\r\n vec2 classPos = v_pClassPos / v_pClassPosW;\r\n vec4 featureTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, (1.0 + classPos.y) / u_pClassColorParams.z));\r\n return (featureTexel == vec4(0)) ? currentId : addUInt32s(u_batchBase, featureTexel * 255.0) / 255.0;\r\n `;\r\n\r\nconst computeClassifiedHiliteColor = `\r\n vec2 classPos = v_pClassPos / v_pClassPosW;\r\n return TEXTURE(s_pClassHiliteSampler, classPos);\r\n`;\r\nconst computeClassifiedSurfaceHiliteColor = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture) && TEXTURE(s_texture, v_texCoord).a <= 0.15)\r\n return vec4(0.0);\r\n${computeClassifiedHiliteColor}`;\r\n\r\nconst computeClassifierPos = \"vec4 classProj = u_pClassProj * rawPosition; v_pClassPos = classProj.xy;\";\r\nconst computeInstancedClassifierPos = \"vec4 classProj = u_pClassProj * g_instancedRtcMatrix * rawPosition; v_pClassPos = classProj.xy;\";\r\nconst computeClassifierPosW = \"v_pClassPosW = classProj.w;\";\r\n\r\nconst scratchBytes = new Uint8Array(4);\r\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\r\nconst scratchBatchBaseComponents = [0, 0, 0, 0];\r\nconst scratchColorParams = new Float32Array(4); // Unclassified scale, classified base scale, classified classifier scale, content/image count... MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3\r\nconst scratchModel = Matrix4d.createIdentity();\r\nconst scratchModelProjection = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nfunction addPlanarClassifierCommon(builder: ProgramBuilder) {\r\n const vert = builder.vert;\r\n vert.addUniform(\"u_pClassProj\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassProj\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape!;\r\n assert(undefined !== source || undefined !== params.target.activeVolumeClassifierTexture);\r\n if (undefined !== params.target.currentPlanarClassifierOrDrape) {\r\n source.projectionMatrix.multiplyMatrixMatrix(Matrix4d.createTransform(params.target.currentTransform, scratchModel), scratchModelProjection);\r\n scratchMatrix.initFromMatrix4d(scratchModelProjection);\r\n } else\r\n scratchMatrix.initIdentity(); // needs to be identity for volume classifiers\r\n uniform.setMatrix4(scratchMatrix);\r\n });\r\n });\r\n\r\n if (vert.usesInstancedGeometry)\r\n addInstancedRtcMatrix(vert);\r\n\r\n builder.addInlineComputedVarying(\"v_pClassPos\", VariableType.Vec2, vert.usesInstancedGeometry ? computeInstancedClassifierPos : computeClassifierPos);\r\n builder.addInlineComputedVarying(\"v_pClassPosW\", VariableType.Float, computeClassifierPosW);\r\n\r\n addPlanarClassifierConstants(builder.frag);\r\n}\r\n\r\nfunction addPlanarClassifierConstants(builder: ShaderBuilder) {\r\n builder.addDefine(\"kClassifierDisplay_Off\", SpatialClassifierInsideDisplay.Off.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_On\", SpatialClassifierInsideDisplay.On.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Dimmed\", SpatialClassifierInsideDisplay.Dimmed.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Hilite\", SpatialClassifierInsideDisplay.Hilite.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Element\", SpatialClassifierInsideDisplay.ElementColor.toFixed(1));\r\n const td = SpatialClassifierInsideDisplay.ElementColor + 1;\r\n builder.addDefine(\"kTextureDrape\", td.toFixed(1));\r\n builder.addDefine(\"kTextureContentClassifierOnly\", PlanarClassifierContent.ClassifierOnly.toFixed(1));\r\n builder.addDefine(\"kTextureContentMaskOnly\", PlanarClassifierContent.MaskOnly.toFixed(1));\r\n builder.addDefine(\"kTextureContentClassifierAndMask\", PlanarClassifierContent.ClassifierAndMask.toFixed(1));\r\n}\r\n\r\n/** @internal */\r\nexport function addColorPlanarClassifier(builder: ProgramBuilder, translucent: boolean, isThematic: IsThematic) {\r\n addPlanarClassifierCommon(builder);\r\n const frag = builder.frag;\r\n frag.addUniform(\"s_pClassSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_pClassSampler\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape;\r\n const volClass = params.target.activeVolumeClassifierTexture;\r\n assert(undefined !== source || undefined !== volClass);\r\n if (source) {\r\n assert(undefined !== source.texture);\r\n source.texture.texture.bindSampler(uniform, TextureUnit.PlanarClassification);\r\n } else\r\n Texture2DHandle.bindSampler(uniform, volClass!, TextureUnit.PlanarClassification);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_pClassColorParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassColorParams\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape;\r\n const volClass = params.target.activeVolumeClassifierTexture;\r\n assert(undefined !== source || undefined !== volClass);\r\n if (undefined !== source) {\r\n source.getParams(scratchColorParams);\r\n } else {\r\n scratchColorParams[0] = 6.0; // Volume classifier, by element color.\r\n scratchColorParams[1] = 0.5; // used for alpha value\r\n scratchColorParams[2] = 0.0; // Not used for volume.\r\n scratchColorParams[3] = 0.0; // Not used for volume.\r\n }\r\n uniform.setUniform4fv(scratchColorParams);\r\n });\r\n });\r\n\r\n if (isThematic === IsThematic.No) {\r\n frag.addUniform(\"u_pClassPointCloud\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassPointCloud\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier;\r\n const isPointCloud = undefined !== classifier && classifier.isClassifyingPointCloud;\r\n uniform.setUniform1i(isPointCloud ? 1 : 0);\r\n });\r\n });\r\n }\r\n\r\n addClassifierFlash(frag);\r\n\r\n if (translucent)\r\n // We will never call the shaders for volume classifiers with translucency,\r\n // so use a different version of the function which does not use glFragCoord to reduce the varyings count\r\n frag.addFunction(volClassTranslucentColor);\r\n else {\r\n addWindowToTexCoords(frag);\r\n frag.addFunction(volClassOpaqueColor);\r\n }\r\n\r\n addShaderFlags(builder);\r\n\r\n frag.set(FragmentShaderComponent.ApplyPlanarClassifier, (isThematic === IsThematic.No) ? applyPlanarClassificationColor : applyPlanarClassificationColorForThematic);\r\n}\r\n\r\n/** @internal */\r\nexport function addFeaturePlanarClassifier(builder: ProgramBuilder) {\r\n const frag = builder.frag;\r\n frag.addUniform(\"u_batchBase\", VariableType.Vec4, (prog) => { // TBD. Instancing.\r\n prog.addGraphicUniform(\"u_batchBase\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier;\r\n if (classifier !== undefined) {\r\n scratchBatchBaseId[0] = classifier.baseBatchId;\r\n scratchBatchBaseComponents[0] = scratchBytes[0];\r\n scratchBatchBaseComponents[1] = scratchBytes[1];\r\n scratchBatchBaseComponents[2] = scratchBytes[2];\r\n scratchBatchBaseComponents[3] = scratchBytes[3];\r\n }\r\n uniform.setUniform4fv(scratchBatchBaseComponents);\r\n });\r\n });\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n frag.addFunction(addUInt32s);\r\n}\r\n\r\n/** @internal */\r\nexport function addHilitePlanarClassifier(builder: ProgramBuilder, supportTextures = true) {\r\n addPlanarClassifierCommon(builder);\r\n const frag = builder.frag;\r\n frag.addUniform(\"s_pClassHiliteSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_pClassHiliteSampler\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier!;\r\n assert(undefined !== classifier && undefined !== classifier.hiliteTexture);\r\n classifier.hiliteTexture.texture.bindSampler(uniform, TextureUnit.PlanarClassificationHilite);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, supportTextures ? computeClassifiedSurfaceHiliteColor : computeClassifiedHiliteColor);\r\n}\r\n\r\n// NonLocatable flag is put in upper bit of blue component when drawing the classification texture.\r\nconst encodeNonLocatableWithFeatures = `\r\nvec4 encodeNonLocatable(vec4 clr) {\r\n float encoded_b = (floor(clr.b * 127.0) + float(extractNthBit(floor(v_feature_emphasis + 0.5), kEmphBit_NonLocatable)) * 128.0) / 255.0;\r\n return vec4(clr.r, clr.g, encoded_b, clr.a);\r\n}\r\n`;\r\n\r\nconst encodeNonLocatable = `\r\nvec4 encodeNonLocatable(vec4 clr) {\r\n float encoded_b = floor(clr.b * 127.0) / 255.0;\r\n return vec4(clr.r, clr.g, encoded_b, clr.a);\r\n}\r\n`;\r\n\r\nconst overrideClassifierColorPrelude = `\r\n if (0.0 == u_planarClassifierInsideMode)\r\n return currentColor;\r\n\r\n if (0.0 == currentColor.a)\r\n return encodeNonLocatable(vec4(0.0, 0.0, 1.0, 0.5));\r\n`;\r\n\r\nconst overrideClassifierEmphasis = `\r\n if (kClassifierDisplay_Element != u_planarClassifierInsideMode) {\r\n float emph = floor(v_feature_emphasis + 0.5);\r\n if (0.0 != emph)\r\n return encodeNonLocatable(vec4(extractNthBit(emph, kEmphBit_Hilite), extractNthBit(emph, kEmphBit_Flash), 0.0, 0.5));\r\n }\r\n`;\r\n\r\nconst overrideClassifierColorPostlude = `\r\n return encodeNonLocatable(currentColor);\r\n`;\r\n\r\nconst overrideClassifierWithFeatures = overrideClassifierColorPrelude + overrideClassifierEmphasis + overrideClassifierColorPostlude;\r\nconst overrideClassifierForClip = overrideClassifierColorPrelude + overrideClassifierColorPostlude;\r\n\r\nconst overrideClassifierColorPreludeForThematic = `\r\n if (0.0 == u_planarClassifierInsideMode)\r\n return currentColor;\r\n\r\n if (0.0 == currentColor.a)\r\n return encodeNonLocatable(vec4(0.0, 0.0, 1.0, 0.5));\r\n\r\n bool isElem = kClassifierDisplay_Element == u_planarClassifierInsideMode;\r\n`;\r\n\r\nconst overrideClassifierEmphasisForThematic = `\r\n float emph = floor(v_feature_emphasis + 0.5);\r\n if (0.0 != emph)\r\n return encodeNonLocatable(vec4(extractNthBit(emph, kEmphBit_Hilite), extractNthBit(emph, kEmphBit_Flash), isElem ? currentColor.a : 0.0, isElem ? 1.0 : 0.5));\r\n else if (kClassifierDisplay_Element == u_planarClassifierInsideMode)\r\n return encodeNonLocatable(vec4(0.0, 0.0, currentColor.a, 1.0));\r\n`;\r\n\r\n// Thematic classifiers use alpha of 1 to blend; we just want thematic colors to largely win out except when selecting and flashing classifiers.\r\nconst overrideClassifierColorPostludeClipForThematic = `\r\n return encodeNonLocatable(isElem ? vec4(0.0, 0.0, 1.0, 1.0) : currentColor);\r\n`;\r\n\r\nconst overrideClassifierWithFeaturesForThematic = overrideClassifierColorPreludeForThematic + overrideClassifierEmphasisForThematic + overrideClassifierColorPostlude;\r\nconst overrideClassifierForClipForThematic = overrideClassifierColorPreludeForThematic + overrideClassifierColorPostludeClipForThematic;\r\n\r\n/** The classified geometry needs some information about the classifier geometry. The classified fragment shader outputs special values that do not represent valid RGB+A combinations when using\r\n * pre-multiplied alpha. The alpha channel will be 0.5, and the red, green, and/or blue channels will be 1.0:\r\n * - Red: hilited.\r\n * - Green: flashed.\r\n * - Blue: fully-transparent. Indicates clipping mask (discard the classified pixel).\r\n * @internal\r\n */\r\nexport function addOverrideClassifierColor(builder: ProgramBuilder, isThematic: IsThematic): void {\r\n addPlanarClassifierConstants(builder.frag);\r\n builder.frag.addUniform(\"u_planarClassifierInsideMode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_planarClassifierInsideMode\", (uniform, params) => {\r\n const classifier = params.target.currentlyDrawingClassifier;\r\n const override = undefined !== classifier ? classifier.insideDisplay : 0;\r\n uniform.setUniform1f(override);\r\n });\r\n });\r\n\r\n const haveOverrides = undefined !== builder.frag.find(\"v_feature_emphasis\");\r\n builder.frag.addFunction(haveOverrides ? encodeNonLocatableWithFeatures : encodeNonLocatable);\r\n if (isThematic === IsThematic.No)\r\n builder.frag.set(FragmentShaderComponent.OverrideColor, haveOverrides ? overrideClassifierWithFeatures : overrideClassifierForClip);\r\n else\r\n builder.frag.set(FragmentShaderComponent.OverrideColor, haveOverrides ? overrideClassifierWithFeaturesForThematic : overrideClassifierForClipForThematic);\r\n}\r\n"]}
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