@itwin/core-frontend 3.3.0-dev.5 → 3.3.0-dev.52
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 +62 -1
- package/lib/cjs/DisplayStyleState.d.ts +80 -31
- package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
- package/lib/cjs/DisplayStyleState.js +150 -89
- package/lib/cjs/DisplayStyleState.js.map +1 -1
- package/lib/cjs/DrawingViewState.js +1 -1
- package/lib/cjs/DrawingViewState.js.map +1 -1
- package/lib/cjs/EntityState.d.ts +5 -5
- package/lib/cjs/EntityState.d.ts.map +1 -1
- package/lib/cjs/EntityState.js.map +1 -1
- package/lib/cjs/IModelApp.d.ts.map +1 -1
- package/lib/cjs/IModelApp.js +1 -1
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.d.ts +1 -1
- package/lib/cjs/IModelConnection.d.ts.map +1 -1
- package/lib/cjs/IModelConnection.js +2 -2
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/RealityDataSource.d.ts.map +1 -1
- package/lib/cjs/RealityDataSource.js +6 -2
- package/lib/cjs/RealityDataSource.js.map +1 -1
- package/lib/cjs/SheetViewState.js +1 -1
- package/lib/cjs/SheetViewState.js.map +1 -1
- package/lib/cjs/TentativePoint.js +1 -1
- package/lib/cjs/TentativePoint.js.map +1 -1
- package/lib/cjs/ViewRect.d.ts +5 -3
- package/lib/cjs/ViewRect.d.ts.map +1 -1
- package/lib/cjs/ViewRect.js +11 -7
- package/lib/cjs/ViewRect.js.map +1 -1
- package/lib/cjs/ViewState.d.ts +1 -2
- package/lib/cjs/ViewState.d.ts.map +1 -1
- package/lib/cjs/ViewState.js +6 -2
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/Viewport.d.ts +1 -1
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +11 -6
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/core-frontend.d.ts +0 -2
- package/lib/cjs/core-frontend.d.ts.map +1 -1
- package/lib/cjs/core-frontend.js +0 -2
- package/lib/cjs/core-frontend.js.map +1 -1
- package/lib/cjs/extension/ExtensionAdmin.d.ts +5 -2
- package/lib/cjs/extension/ExtensionAdmin.d.ts.map +1 -1
- package/lib/cjs/extension/ExtensionAdmin.js +24 -6
- package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
- package/lib/cjs/extension/providers/RemoteExtensionProvider.d.ts +0 -2
- package/lib/cjs/extension/providers/RemoteExtensionProvider.d.ts.map +1 -1
- package/lib/cjs/extension/providers/RemoteExtensionProvider.js +9 -22
- package/lib/cjs/extension/providers/RemoteExtensionProvider.js.map +1 -1
- package/lib/cjs/render/FeatureSymbology.js +2 -2
- package/lib/cjs/render/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/GraphicBranch.d.ts +15 -9
- package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBranch.js +38 -1
- package/lib/cjs/render/GraphicBranch.js.map +1 -1
- package/lib/cjs/render/RenderSystem.d.ts +5 -0
- package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/primitives/EdgeParams.d.ts +11 -0
- package/lib/cjs/render/primitives/EdgeParams.d.ts.map +1 -1
- package/lib/cjs/render/primitives/EdgeParams.js +36 -29
- package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTable.d.ts +11 -4
- package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
- package/lib/cjs/render/primitives/VertexTable.js +13 -6
- package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTableSplitter.d.ts +41 -0
- package/lib/cjs/render/primitives/VertexTableSplitter.d.ts.map +1 -0
- package/lib/cjs/render/primitives/VertexTableSplitter.js +662 -0
- package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -0
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.d.ts.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js +3 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderProgram.js +1 -1
- package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
- package/lib/cjs/render/webgl/Target.d.ts +1 -1
- package/lib/cjs/render/webgl/Target.js +2 -2
- package/lib/cjs/render/webgl/Target.js.map +1 -1
- package/lib/cjs/render/webgl/UniformHandle.d.ts +2 -1
- package/lib/cjs/render/webgl/UniformHandle.d.ts.map +1 -1
- package/lib/cjs/render/webgl/UniformHandle.js +15 -3
- package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.js +5 -2
- package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/cjs/render-primitives.d.ts +1 -0
- package/lib/cjs/render-primitives.d.ts.map +1 -1
- package/lib/cjs/render-primitives.js +1 -0
- package/lib/cjs/render-primitives.js.map +1 -1
- package/lib/cjs/tile/ClassifierTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/ClassifierTileTree.js +8 -8
- package/lib/cjs/tile/ClassifierTileTree.js.map +1 -1
- package/lib/cjs/tile/IModelTile.d.ts.map +1 -1
- package/lib/cjs/tile/IModelTile.js +1 -0
- package/lib/cjs/tile/IModelTile.js.map +1 -1
- package/lib/cjs/tile/IModelTileTree.d.ts +3 -1
- package/lib/cjs/tile/IModelTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/IModelTileTree.js +1 -0
- package/lib/cjs/tile/IModelTileTree.js.map +1 -1
- package/lib/cjs/tile/ImdlReader.d.ts +9 -4
- package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
- package/lib/cjs/tile/ImdlReader.js +174 -60
- package/lib/cjs/tile/ImdlReader.js.map +1 -1
- package/lib/cjs/tile/PrimaryTileTree.d.ts +7 -6
- package/lib/cjs/tile/PrimaryTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/PrimaryTileTree.js +30 -25
- package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
- package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/RealityModelTileTree.js +2 -1
- package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
- package/lib/cjs/tile/TileAdmin.d.ts +21 -2
- package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
- package/lib/cjs/tile/TileAdmin.js +32 -12
- package/lib/cjs/tile/TileAdmin.js.map +1 -1
- package/lib/cjs/tile/map/CesiumTerrainProvider.js +6 -2
- package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +1 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +51 -4
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.d.ts +1 -1
- package/lib/cjs/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.js +5 -2
- package/lib/cjs/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.d.ts +1 -1
- package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js +2 -2
- package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/MapBoxLayerImageryProvider.d.ts +1 -1
- package/lib/cjs/tile/map/ImageryProviders/MapBoxLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js +5 -2
- package/lib/cjs/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryTileTree.d.ts +2 -2
- package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryTileTree.js +6 -2
- package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
- package/lib/cjs/tile/map/MapCartoRectangle.d.ts +1 -0
- package/lib/cjs/tile/map/MapCartoRectangle.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapCartoRectangle.js +1 -0
- package/lib/cjs/tile/map/MapCartoRectangle.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts +2 -1
- 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/MapLayerImageryProvider.d.ts +3 -1
- package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryProvider.js +24 -10
- package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerSources.d.ts +14 -9
- package/lib/cjs/tile/map/MapLayerSources.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapLayerSources.js +14 -6
- package/lib/cjs/tile/map/MapLayerSources.js.map +1 -1
- package/lib/cjs/tile/map/MapTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapTileTree.js +3 -5
- package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
- package/lib/cjs/tile/map/TerrainMeshProvider.d.ts +2 -1
- package/lib/cjs/tile/map/TerrainMeshProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/TerrainMeshProvider.js +1 -1
- package/lib/cjs/tile/map/TerrainMeshProvider.js.map +1 -1
- package/lib/cjs/tools/PrimitiveTool.js +4 -4
- package/lib/cjs/tools/PrimitiveTool.js.map +1 -1
- package/lib/cjs/tools/ToolAdmin.d.ts.map +1 -1
- package/lib/cjs/tools/ToolAdmin.js +25 -10
- package/lib/cjs/tools/ToolAdmin.js.map +1 -1
- package/lib/esm/DisplayStyleState.d.ts +80 -31
- package/lib/esm/DisplayStyleState.d.ts.map +1 -1
- package/lib/esm/DisplayStyleState.js +150 -89
- package/lib/esm/DisplayStyleState.js.map +1 -1
- package/lib/esm/DrawingViewState.js +1 -1
- package/lib/esm/DrawingViewState.js.map +1 -1
- package/lib/esm/EntityState.d.ts +5 -5
- package/lib/esm/EntityState.d.ts.map +1 -1
- package/lib/esm/EntityState.js.map +1 -1
- package/lib/esm/IModelApp.d.ts.map +1 -1
- package/lib/esm/IModelApp.js +2 -2
- package/lib/esm/IModelApp.js.map +1 -1
- package/lib/esm/IModelConnection.d.ts +1 -1
- package/lib/esm/IModelConnection.d.ts.map +1 -1
- package/lib/esm/IModelConnection.js +2 -2
- package/lib/esm/IModelConnection.js.map +1 -1
- package/lib/esm/RealityDataSource.d.ts.map +1 -1
- package/lib/esm/RealityDataSource.js +6 -2
- package/lib/esm/RealityDataSource.js.map +1 -1
- package/lib/esm/SheetViewState.js +1 -1
- package/lib/esm/SheetViewState.js.map +1 -1
- package/lib/esm/TentativePoint.js +1 -1
- package/lib/esm/TentativePoint.js.map +1 -1
- package/lib/esm/ViewRect.d.ts +5 -3
- package/lib/esm/ViewRect.d.ts.map +1 -1
- package/lib/esm/ViewRect.js +11 -7
- package/lib/esm/ViewRect.js.map +1 -1
- package/lib/esm/ViewState.d.ts +1 -2
- package/lib/esm/ViewState.d.ts.map +1 -1
- package/lib/esm/ViewState.js +6 -2
- package/lib/esm/ViewState.js.map +1 -1
- package/lib/esm/Viewport.d.ts +1 -1
- package/lib/esm/Viewport.d.ts.map +1 -1
- package/lib/esm/Viewport.js +11 -6
- package/lib/esm/Viewport.js.map +1 -1
- package/lib/esm/core-frontend.d.ts +0 -2
- package/lib/esm/core-frontend.d.ts.map +1 -1
- package/lib/esm/core-frontend.js +0 -2
- package/lib/esm/core-frontend.js.map +1 -1
- package/lib/esm/extension/ExtensionAdmin.d.ts +5 -2
- package/lib/esm/extension/ExtensionAdmin.d.ts.map +1 -1
- package/lib/esm/extension/ExtensionAdmin.js +24 -6
- package/lib/esm/extension/ExtensionAdmin.js.map +1 -1
- package/lib/esm/extension/providers/RemoteExtensionProvider.d.ts +0 -2
- package/lib/esm/extension/providers/RemoteExtensionProvider.d.ts.map +1 -1
- package/lib/esm/extension/providers/RemoteExtensionProvider.js +9 -22
- package/lib/esm/extension/providers/RemoteExtensionProvider.js.map +1 -1
- package/lib/esm/render/FeatureSymbology.js +2 -2
- package/lib/esm/render/FeatureSymbology.js.map +1 -1
- package/lib/esm/render/GraphicBranch.d.ts +15 -9
- package/lib/esm/render/GraphicBranch.d.ts.map +1 -1
- package/lib/esm/render/GraphicBranch.js +36 -0
- package/lib/esm/render/GraphicBranch.js.map +1 -1
- package/lib/esm/render/RenderSystem.d.ts +5 -0
- package/lib/esm/render/RenderSystem.d.ts.map +1 -1
- package/lib/esm/render/RenderSystem.js.map +1 -1
- package/lib/esm/render/primitives/EdgeParams.d.ts +11 -0
- package/lib/esm/render/primitives/EdgeParams.d.ts.map +1 -1
- package/lib/esm/render/primitives/EdgeParams.js +34 -28
- package/lib/esm/render/primitives/EdgeParams.js.map +1 -1
- package/lib/esm/render/primitives/VertexTable.d.ts +11 -4
- package/lib/esm/render/primitives/VertexTable.d.ts.map +1 -1
- package/lib/esm/render/primitives/VertexTable.js +14 -7
- package/lib/esm/render/primitives/VertexTable.js.map +1 -1
- package/lib/esm/render/primitives/VertexTableSplitter.d.ts +41 -0
- package/lib/esm/render/primitives/VertexTableSplitter.d.ts.map +1 -0
- package/lib/esm/render/primitives/VertexTableSplitter.js +655 -0
- package/lib/esm/render/primitives/VertexTableSplitter.js.map +1 -0
- package/lib/esm/render/primitives/geometry/GeometryListBuilder.d.ts.map +1 -1
- package/lib/esm/render/primitives/geometry/GeometryListBuilder.js +3 -1
- package/lib/esm/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
- package/lib/esm/render/webgl/ShaderProgram.js +1 -1
- package/lib/esm/render/webgl/ShaderProgram.js.map +1 -1
- package/lib/esm/render/webgl/Target.d.ts +1 -1
- package/lib/esm/render/webgl/Target.js +2 -2
- package/lib/esm/render/webgl/Target.js.map +1 -1
- package/lib/esm/render/webgl/UniformHandle.d.ts +2 -1
- package/lib/esm/render/webgl/UniformHandle.d.ts.map +1 -1
- package/lib/esm/render/webgl/UniformHandle.js +15 -3
- package/lib/esm/render/webgl/UniformHandle.js.map +1 -1
- package/lib/esm/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/RealityMesh.js +5 -2
- package/lib/esm/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/esm/render-primitives.d.ts +1 -0
- package/lib/esm/render-primitives.d.ts.map +1 -1
- package/lib/esm/render-primitives.js +1 -0
- package/lib/esm/render-primitives.js.map +1 -1
- package/lib/esm/tile/ClassifierTileTree.d.ts.map +1 -1
- package/lib/esm/tile/ClassifierTileTree.js +10 -10
- package/lib/esm/tile/ClassifierTileTree.js.map +1 -1
- package/lib/esm/tile/IModelTile.d.ts.map +1 -1
- package/lib/esm/tile/IModelTile.js +1 -0
- package/lib/esm/tile/IModelTile.js.map +1 -1
- package/lib/esm/tile/IModelTileTree.d.ts +3 -1
- package/lib/esm/tile/IModelTileTree.d.ts.map +1 -1
- package/lib/esm/tile/IModelTileTree.js +1 -0
- package/lib/esm/tile/IModelTileTree.js.map +1 -1
- package/lib/esm/tile/ImdlReader.d.ts +9 -4
- package/lib/esm/tile/ImdlReader.d.ts.map +1 -1
- package/lib/esm/tile/ImdlReader.js +174 -60
- package/lib/esm/tile/ImdlReader.js.map +1 -1
- package/lib/esm/tile/PrimaryTileTree.d.ts +7 -6
- package/lib/esm/tile/PrimaryTileTree.d.ts.map +1 -1
- package/lib/esm/tile/PrimaryTileTree.js +31 -26
- package/lib/esm/tile/PrimaryTileTree.js.map +1 -1
- package/lib/esm/tile/RealityModelTileTree.d.ts.map +1 -1
- package/lib/esm/tile/RealityModelTileTree.js +2 -1
- package/lib/esm/tile/RealityModelTileTree.js.map +1 -1
- package/lib/esm/tile/TileAdmin.d.ts +21 -2
- package/lib/esm/tile/TileAdmin.d.ts.map +1 -1
- package/lib/esm/tile/TileAdmin.js +33 -13
- package/lib/esm/tile/TileAdmin.js.map +1 -1
- package/lib/esm/tile/map/CesiumTerrainProvider.js +6 -2
- package/lib/esm/tile/map/CesiumTerrainProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +1 -1
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +51 -4
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.d.ts +1 -1
- package/lib/esm/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.js +5 -2
- package/lib/esm/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.d.ts +1 -1
- package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.js +2 -2
- package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/MapBoxLayerImageryProvider.d.ts +1 -1
- package/lib/esm/tile/map/ImageryProviders/MapBoxLayerImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js +5 -2
- package/lib/esm/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryTileTree.d.ts +2 -2
- package/lib/esm/tile/map/ImageryTileTree.d.ts.map +1 -1
- package/lib/esm/tile/map/ImageryTileTree.js +6 -2
- package/lib/esm/tile/map/ImageryTileTree.js.map +1 -1
- package/lib/esm/tile/map/MapCartoRectangle.d.ts +1 -0
- package/lib/esm/tile/map/MapCartoRectangle.d.ts.map +1 -1
- package/lib/esm/tile/map/MapCartoRectangle.js +1 -0
- package/lib/esm/tile/map/MapCartoRectangle.js.map +1 -1
- package/lib/esm/tile/map/MapLayerFormatRegistry.d.ts +2 -1
- package/lib/esm/tile/map/MapLayerFormatRegistry.d.ts.map +1 -1
- package/lib/esm/tile/map/MapLayerFormatRegistry.js.map +1 -1
- package/lib/esm/tile/map/MapLayerImageryProvider.d.ts +3 -1
- package/lib/esm/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/MapLayerImageryProvider.js +25 -11
- package/lib/esm/tile/map/MapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/MapLayerSources.d.ts +14 -9
- package/lib/esm/tile/map/MapLayerSources.d.ts.map +1 -1
- package/lib/esm/tile/map/MapLayerSources.js +14 -6
- package/lib/esm/tile/map/MapLayerSources.js.map +1 -1
- package/lib/esm/tile/map/MapTileTree.d.ts.map +1 -1
- package/lib/esm/tile/map/MapTileTree.js +3 -5
- package/lib/esm/tile/map/MapTileTree.js.map +1 -1
- package/lib/esm/tile/map/TerrainMeshProvider.d.ts +2 -1
- package/lib/esm/tile/map/TerrainMeshProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/TerrainMeshProvider.js +1 -1
- package/lib/esm/tile/map/TerrainMeshProvider.js.map +1 -1
- package/lib/esm/tools/PrimitiveTool.js +4 -4
- package/lib/esm/tools/PrimitiveTool.js.map +1 -1
- package/lib/esm/tools/ToolAdmin.d.ts.map +1 -1
- package/lib/esm/tools/ToolAdmin.js +25 -10
- package/lib/esm/tools/ToolAdmin.js.map +1 -1
- package/package.json +25 -25
- package/lib/cjs/RenderScheduleState.d.ts +0 -24
- package/lib/cjs/RenderScheduleState.d.ts.map +0 -1
- package/lib/cjs/RenderScheduleState.js +0 -76
- package/lib/cjs/RenderScheduleState.js.map +0 -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 Rendering\r\n */\r\n\r\nimport { assert, Constructor } from \"@itwin/core-bentley\";\r\nimport { ColorDef, ComputeNodeId, PackedFeatureTable } from \"@itwin/core-common\";\r\nimport {\r\n computeDimensions, MeshParams, VertexIndices, VertexTable, VertexTableProps, VertexTableWithIndices,\r\n} from \"./VertexTable\";\r\nimport { PointStringParams } from \"./PointStringParams\";\r\nimport { PolylineParams, TesselatedPolyline } from \"./PolylineParams\";\r\nimport { calculateEdgeTableParams, EdgeParams, EdgeTable, IndexedEdgeParams } from \"./EdgeParams\";\r\nimport { createSurfaceMaterial, SurfaceMaterial } from \"./SurfaceParams\";\r\nimport { IModelApp } from \"../../IModelApp\";\r\nimport { CreateRenderMaterialArgs } from \"../RenderMaterial\";\r\n\r\ninterface TypedArrayBuilderOptions {\r\n growthFactor?: number;\r\n initialCapacity?: number;\r\n}\r\n\r\n/** Incrementally builds an array of unsigned 8-, 16-, or 32-bit integers.\r\n * ###TODO move to core-bentley package?\r\n */\r\nclass TypedArrayBuilder<T extends Uint8Array | Uint16Array | Uint32Array> {\r\n protected readonly _constructor: Constructor<T>;\r\n protected _data: T;\r\n protected _length: number;\r\n protected readonly _growthFactor: number;\r\n\r\n protected constructor(constructor: Constructor<T>, options?: TypedArrayBuilderOptions) {\r\n this._constructor = constructor;\r\n this._data = new constructor(options?.initialCapacity ?? 0);\r\n this._growthFactor = Math.max(1.0, options?.growthFactor ?? 1.5);\r\n this._length = 0;\r\n }\r\n\r\n /** The number of integer values currently in the array. */\r\n public get length(): number {\r\n return this._length;\r\n }\r\n\r\n /** The number of integers that can fit in the memory currently allocated for the array. */\r\n public get capacity(): number {\r\n return this._data.length;\r\n }\r\n\r\n /** Ensure that [[capacity]] is at least equal to `newCapacity`. */\r\n public ensureCapacity(newCapacity: number): number {\r\n if (this.capacity >= newCapacity)\r\n return this.capacity;\r\n\r\n assert(this._growthFactor >= 1.0);\r\n newCapacity = Math.ceil(newCapacity * this._growthFactor);\r\n const prevData = this._data;\r\n this._data = new this._constructor(newCapacity);\r\n this._data.set(prevData, 0);\r\n\r\n assert(this.capacity === newCapacity);\r\n return this.capacity;\r\n }\r\n\r\n /** Append an integer, resizing if necessary. */\r\n public push(value: number): void {\r\n this.ensureCapacity(this.length + 1);\r\n this._data[this.length] = value;\r\n ++this._length;\r\n }\r\n\r\n /** Append an array of values, resizing (at most once) if necessary. */\r\n public append(values: T): void {\r\n const newLength = this.length + values.length;\r\n this.ensureCapacity(newLength);\r\n this._data.set(values, this.length);\r\n this._length = newLength;\r\n }\r\n\r\n /** Obtain the finished array. Note: this may return a direct reference to the underlying typed array, or a copy.\r\n * If `includeUnusedCapacity` is true then additional memory that was allocated but not used will be included.\r\n */\r\n public toTypedArray(includeUnusedCapacity = false): T {\r\n if (includeUnusedCapacity)\r\n return this._data;\r\n\r\n const subarray = this._data.subarray(0, this.length);\r\n assert(subarray instanceof this._constructor);\r\n assert(subarray.buffer === this._data.buffer);\r\n return subarray;\r\n }\r\n}\r\n\r\nclass Uint8ArrayBuilder extends TypedArrayBuilder<Uint8Array> {\r\n public constructor(options?: TypedArrayBuilderOptions) {\r\n super(Uint8Array, options);\r\n }\r\n}\r\n\r\n/* not currently used.\r\nclass Uint16ArrayBuilder extends TypedArrayBuilder<Uint16Array> {\r\n public constructor(options?: TypedArrayBuilderOptions) {\r\n super(Uint16Array, options);\r\n }\r\n}\r\n*/\r\n\r\nclass Uint32ArrayBuilder extends TypedArrayBuilder<Uint32Array> {\r\n public constructor(options?: TypedArrayBuilderOptions) {\r\n super(Uint32Array, options);\r\n }\r\n\r\n public toUint8Array(includeUnusedCapacity = false): Uint8Array {\r\n if (includeUnusedCapacity)\r\n return new Uint8Array(this._data.buffer);\r\n\r\n return new Uint8Array(this._data.buffer, 0, this.length * 4);\r\n }\r\n}\r\n\r\n/** Builds up a [[VertexIndices]].\r\n * Exported strictly for tests.\r\n */\r\nexport class IndexBuffer {\r\n private readonly _builder: Uint8ArrayBuilder;\r\n private readonly _index32 = new Uint32Array(1);\r\n private readonly _index8 = new Uint8Array(this._index32.buffer, 0, 3);\r\n\r\n public constructor(initialCapacity = 3) {\r\n this._builder = new Uint8ArrayBuilder({ initialCapacity: initialCapacity * 3 });\r\n }\r\n\r\n public get numIndices(): number {\r\n assert((this._builder.length % 3) === 0);\r\n return this._builder.length / 3;\r\n }\r\n\r\n public push(index: number): void {\r\n this._index32[0] = index;\r\n this._builder.append(this._index8);\r\n }\r\n\r\n public toVertexIndices(): VertexIndices {\r\n return new VertexIndices(this._builder.toTypedArray());\r\n }\r\n}\r\n\r\n/** Builds up a [[VertexTable]]. */\r\nclass VertexBuffer {\r\n private readonly _builder: Uint32ArrayBuilder;\r\n private readonly _source: VertexTable;\r\n\r\n /** `source` is the original table containing the vertex data from which individual vertices will be obtained. */\r\n public constructor(source: VertexTable) {\r\n this._source = source;\r\n this._builder = new Uint32ArrayBuilder({ initialCapacity: 3 * source.numRgbaPerVertex });\r\n }\r\n\r\n /** The number of vertices currently in the table. */\r\n public get length(): number {\r\n assert((this._builder.length % this.vertexSize) === 0);\r\n return this._builder.length / this.vertexSize;\r\n }\r\n\r\n /** The number of 32-bit unsigned integers (RGBA values) per vertex. */\r\n public get vertexSize(): number {\r\n return this._source.numRgbaPerVertex;\r\n }\r\n\r\n /** Append a vertex. `vertex` must be of size [[vertexSize]]. */\r\n public push(vertex: Uint32Array): void {\r\n assert(vertex.length === this.vertexSize);\r\n this._builder.append(vertex);\r\n }\r\n\r\n /** Construct the finished vertex table. */\r\n public buildVertexTable(maxDimension: number, colorTable: ColorTable | undefined, materialAtlasTable: MaterialAtlasTable): VertexTable {\r\n const source = this._source;\r\n colorTable = colorTable ?? source.uniformColor;\r\n assert(undefined !== colorTable);\r\n\r\n const colorTableLength = colorTable instanceof Uint32Array ? colorTable.length : 0;\r\n const materialAtlasTableLength = materialAtlasTable instanceof Uint32Array ? materialAtlasTable.length : 0;\r\n const dimensions = computeDimensions(this.length, this.vertexSize, colorTableLength + materialAtlasTableLength, maxDimension);\r\n\r\n let rgbaData = this._builder.toTypedArray();\r\n if (dimensions.width * dimensions.height > rgbaData.length) {\r\n const prevData = rgbaData;\r\n rgbaData = new Uint32Array(dimensions.width * dimensions.height);\r\n rgbaData.set(prevData, 0);\r\n }\r\n\r\n let tableSize = this.vertexSize * this.length;\r\n if (colorTable instanceof Uint32Array) {\r\n rgbaData.set(colorTable, tableSize);\r\n tableSize += colorTable.length;\r\n }\r\n\r\n if (materialAtlasTable instanceof Uint32Array)\r\n rgbaData.set(materialAtlasTable, tableSize);\r\n\r\n const tableProps: VertexTableProps = {\r\n data: new Uint8Array(rgbaData.buffer, rgbaData.byteOffset, rgbaData.byteLength),\r\n usesUnquantizedPositions: source.usesUnquantizedPositions,\r\n qparams: source.qparams,\r\n width: dimensions.width,\r\n height: dimensions.height,\r\n hasTranslucency: source.hasTranslucency,\r\n uniformColor: colorTable instanceof ColorDef ? colorTable : undefined,\r\n featureIndexType: source.featureIndexType,\r\n uniformFeatureID: source.uniformFeatureID,\r\n numVertices: this.length,\r\n numRgbaPerVertex: source.numRgbaPerVertex,\r\n uvParams: source.uvParams,\r\n };\r\n\r\n return new VertexTable(tableProps);\r\n }\r\n}\r\n\r\ntype ColorTable = Uint32Array | ColorDef;\r\n\r\n/** Remaps portions of a source color table into a filtered target color table. */\r\nclass ColorTableRemapper {\r\n private readonly _remappedIndices = new Map<number, number>();\r\n private readonly _colorTable: Uint32Array;\r\n public readonly colors: number[] = [];\r\n private readonly _32 = new Uint32Array(1);\r\n private readonly _16 = new Uint16Array(this._32.buffer);\r\n\r\n public constructor(colorTable: Uint32Array) {\r\n this._colorTable = colorTable;\r\n }\r\n\r\n /** Extract the color index stored in `vertex`, ensure it is present in the remapped color table, and return its index in that table. */\r\n public remap(vertex: Uint32Array, usesUnquantizedPositions: boolean | undefined): void {\r\n const vertIndex = usesUnquantizedPositions ? 4 : 1;\r\n const shortIndex = usesUnquantizedPositions ? 0 : 1;\r\n this._32[0] = vertex[vertIndex];\r\n const oldIndex = this._16[shortIndex];\r\n let newIndex = this._remappedIndices.get(oldIndex);\r\n if (undefined === newIndex) {\r\n newIndex = this.colors.length;\r\n this._remappedIndices.set(oldIndex, newIndex);\r\n const color = this._colorTable[oldIndex];\r\n this.colors.push(color);\r\n }\r\n\r\n this._16[shortIndex] = newIndex;\r\n vertex[vertIndex] = this._32[0];\r\n }\r\n\r\n /** Construct the finished color table. */\r\n public buildColorTable(): ColorTable {\r\n assert(this.colors.length > 0);\r\n return this.colors.length > 1 ? new Uint32Array(this.colors) : ColorDef.fromAbgr(this.colors[0]);\r\n }\r\n}\r\n\r\ntype MaterialAtlasTable = Uint32Array | SurfaceMaterial | undefined;\r\n\r\nclass MaterialAtlasRemapper {\r\n private readonly _remappedIndices = new Map<number, number>();\r\n private readonly _atlasTable: Uint32Array;\r\n public readonly materials: number[] = [];\r\n private readonly _32 = new Uint32Array(1);\r\n private readonly _8 = new Uint8Array(this._32.buffer);\r\n\r\n public constructor(_atlasTable: Uint32Array) {\r\n this._atlasTable = _atlasTable;\r\n }\r\n\r\n /** Extract the mat index stored in `vertex`, ensure it is present in the remapped atlas table, and return its index in that table. */\r\n public remap(vertex: Uint32Array, usesUnquantizedPositions: boolean | undefined): void {\r\n const vertIndex = usesUnquantizedPositions ? 3 : 2;\r\n this._32[0] = vertex[vertIndex];\r\n const oldIndex = this._8[3];\r\n let newIndex = this._remappedIndices.get(oldIndex);\r\n if (undefined === newIndex) {\r\n newIndex = this.materials.length / 4;\r\n this._remappedIndices.set(oldIndex, newIndex);\r\n let index = oldIndex * 4;\r\n this.materials.push(this._atlasTable[index++]);\r\n this.materials.push(this._atlasTable[index++]);\r\n this.materials.push(this._atlasTable[index++]);\r\n this.materials.push(this._atlasTable[index]);\r\n }\r\n\r\n this._8[3] = newIndex;\r\n vertex[vertIndex] = this._32[0];\r\n }\r\n\r\n private unpackFloat(value: number): number {\r\n this._32[0] = value;\r\n const valUint32 = this._32[0];\r\n const bias = 38.0;\r\n const temp = (valUint32 >>> 24) / 2.0;\r\n let exponent = Math.floor(temp);\r\n let sign = (temp - exponent) * 2.0;\r\n sign = -(sign * 2.0 - 1.0);\r\n const base = sign * (valUint32 & 0xffffff) / 16777216.0;\r\n exponent = exponent - bias;\r\n return base * Math.pow(10.0, exponent);\r\n }\r\n\r\n private materialFromAtlasEntry(entry: Uint32Array): SurfaceMaterial | undefined {\r\n const rgbOverridden = (entry[1] & 0x1000000) !== 0;\r\n const alphaOverridden = (entry[1] & 0x2000000) !== 0;\r\n const args: CreateRenderMaterialArgs = {\r\n alpha: alphaOverridden ? (entry[0] >>> 24) / 255.0 : undefined,\r\n diffuse: {\r\n color: rgbOverridden ? ColorDef.fromTbgr(entry[0] & 0xffffff) : undefined,\r\n weight: (entry[1] >>> 8) / 255.0,\r\n },\r\n specular: {\r\n color: ColorDef.fromTbgr(entry[2]),\r\n weight: ((entry[1] >>> 16) & 0xff) / 255.0,\r\n exponent: this.unpackFloat(entry[3]),\r\n },\r\n };\r\n const material = IModelApp.renderSystem.createRenderMaterial(args);\r\n return createSurfaceMaterial(material);\r\n }\r\n\r\n /** Construct the finished color table. */\r\n public buildAtlasTable(): MaterialAtlasTable {\r\n assert(this.materials.length > 0);\r\n const m = new Uint32Array(this.materials);\r\n return this.materials.length > 4 ? m : this.materialFromAtlasEntry(m);\r\n }\r\n}\r\n\r\n/** A node in a split vertex table. Each node corresponds to one or more elements. */\r\nclass Node {\r\n public readonly vertices: VertexBuffer;\r\n public readonly remappedIndices = new Map<number, number>();\r\n public readonly indices = new IndexBuffer();\r\n public readonly colors?: ColorTableRemapper;\r\n public readonly atlas?: MaterialAtlasRemapper;\r\n public readonly usesUnquantizedPositions?: boolean;\r\n\r\n /** `vertexTable` is the source table containing vertex data for all nodes, from which this node will extract the vertices belong to it. */\r\n public constructor(vertexTable: VertexTable, numColorsPrecedingAtlas: number | undefined) {\r\n this.vertices = new VertexBuffer(vertexTable);\r\n if (undefined === vertexTable.uniformColor)\r\n this.colors = new ColorTableRemapper(new Uint32Array(vertexTable.data.buffer, vertexTable.data.byteOffset + 4 * vertexTable.numVertices * vertexTable.numRgbaPerVertex));\r\n\r\n if (undefined !== numColorsPrecedingAtlas) {\r\n const atlasOffset = (vertexTable.numVertices * vertexTable.numRgbaPerVertex + numColorsPrecedingAtlas) * 4;\r\n this.atlas = new MaterialAtlasRemapper(new Uint32Array(vertexTable.data.buffer, vertexTable.data.byteOffset + atlasOffset));\r\n }\r\n\r\n this.usesUnquantizedPositions = vertexTable.usesUnquantizedPositions;\r\n }\r\n\r\n public addVertex(originalIndex: number, vertex: Uint32Array): void {\r\n let newIndex = this.remappedIndices.get(originalIndex);\r\n if (undefined === newIndex) {\r\n newIndex = this.vertices.length;\r\n this.remappedIndices.set(originalIndex, newIndex);\r\n\r\n this.colors?.remap(vertex, this.usesUnquantizedPositions);\r\n this.atlas?.remap(vertex, this.usesUnquantizedPositions);\r\n this.vertices.push(vertex);\r\n }\r\n\r\n this.indices.push(newIndex);\r\n }\r\n\r\n public buildOutput(maxDimension: number): VertexTableWithIndices {\r\n const materialAtlas = this.atlas?.buildAtlasTable();\r\n const material: SurfaceMaterial | undefined = (materialAtlas instanceof Uint32Array) ? undefined : materialAtlas;\r\n return {\r\n indices: this.indices.toVertexIndices(),\r\n vertices: this.vertices.buildVertexTable(maxDimension, this.colors?.buildColorTable(), materialAtlas),\r\n material,\r\n };\r\n }\r\n}\r\n\r\ninterface VertexTableSplitArgs extends VertexTableWithIndices {\r\n featureTable: PackedFeatureTable;\r\n atlasOffset?: number;\r\n}\r\n\r\nclass VertexTableSplitter {\r\n private readonly _input: VertexTableSplitArgs;\r\n private readonly _computeNodeId: ComputeNodeId;\r\n private readonly _nodes = new Map<number, Node>();\r\n\r\n private constructor(input: VertexTableSplitArgs, computeNodeId: ComputeNodeId) {\r\n this._input = input;\r\n this._computeNodeId = computeNodeId;\r\n }\r\n\r\n /** Split the source into one or more output nodes, returning a mapping of integer node Id to node. */\r\n public static split(source: VertexTableSplitArgs, computeNodeId: ComputeNodeId): Map<number, Node> {\r\n const splitter = new VertexTableSplitter(source, computeNodeId);\r\n splitter.split();\r\n return splitter._nodes;\r\n }\r\n\r\n private split(): void {\r\n // Track the most recent feature and corresponding node to avoid repeated lookups - vertices for\r\n // individual features are largely contiguous.\r\n const curState = {\r\n featureIndex: -1,\r\n node: undefined as unknown as Node,\r\n };\r\n\r\n const vertSize = this._input.vertices.numRgbaPerVertex;\r\n const vertex = new Uint32Array(vertSize);\r\n const vertexTable = new Uint32Array(this._input.vertices.data.buffer, this._input.vertices.data.byteOffset, this._input.vertices.numVertices * vertSize);\r\n\r\n const elemIdPair = { lower: 0, upper: 0 };\r\n for (const index of this._input.indices) {\r\n // Extract the data for this vertex without allocating new typed arrays.\r\n const vertexOffset = index * vertSize;\r\n for (let i = 0; i < vertex.length; i++)\r\n vertex[i] = vertexTable[vertexOffset + i];\r\n\r\n // Determine to which element the vertex belongs and find the corresponding Node.\r\n const featureIndex = vertex[2] & 0x00ffffff;\r\n if (curState.featureIndex !== featureIndex) {\r\n curState.featureIndex = featureIndex;\r\n this._input.featureTable.getElementIdPair(featureIndex, elemIdPair);\r\n const nodeId = this._computeNodeId(elemIdPair, featureIndex);\r\n let node = this._nodes.get(nodeId);\r\n if (undefined === node)\r\n this._nodes.set(nodeId, node = new Node(this._input.vertices, this._input.atlasOffset));\r\n\r\n curState.node = node;\r\n }\r\n\r\n // Add the vertex to the appropriate node.\r\n curState.node.addVertex(index, vertex);\r\n }\r\n }\r\n}\r\n\r\nexport interface SplitVertexTableArgs {\r\n featureTable: PackedFeatureTable;\r\n maxDimension: number;\r\n computeNodeId: ComputeNodeId;\r\n}\r\n\r\nexport interface SplitPointStringArgs extends SplitVertexTableArgs {\r\n params: PointStringParams;\r\n}\r\n\r\n/** Given a PointStringParams and a function that can associate a node Id with an element Id, produce a mapping of nodes to PointStringParams, splitting up\r\n * the input params as needed.\r\n * @internal\r\n */\r\nexport function splitPointStringParams(args: SplitPointStringArgs): Map<number, PointStringParams> {\r\n const nodes = VertexTableSplitter.split({\r\n indices: args.params.indices,\r\n vertices: args.params.vertices,\r\n featureTable: args.featureTable,\r\n }, args.computeNodeId);\r\n\r\n const result = new Map<number, PointStringParams>();\r\n for (const [id, node] of nodes) {\r\n const { vertices, indices } = node.buildOutput(args.maxDimension);\r\n result.set(id, new PointStringParams(vertices, indices, args.params.weight));\r\n }\r\n\r\n return result;\r\n}\r\n\r\ninterface RemappedSegmentEdges {\r\n indices: IndexBuffer;\r\n endPointAndQuadIndices: Uint32ArrayBuilder;\r\n}\r\n\r\ninterface RemappedSilhouetteEdges extends RemappedSegmentEdges {\r\n normalPairs: Uint32ArrayBuilder;\r\n}\r\n\r\nclass RemappedPolylineEdges {\r\n public readonly indices = new IndexBuffer();\r\n public readonly prevIndices = new IndexBuffer();\r\n public readonly nextIndicesAndParams = new Uint32ArrayBuilder();\r\n}\r\n\r\ninterface RemappedIndexEdges {\r\n edges: Uint8ArrayBuilder;\r\n silhouettes: Uint8ArrayBuilder;\r\n}\r\n\r\ninterface RemappedEdges {\r\n segments?: RemappedSegmentEdges;\r\n silhouettes?: RemappedSilhouetteEdges;\r\n polylines?: RemappedPolylineEdges;\r\n indexed?: RemappedIndexEdges;\r\n}\r\n\r\ninterface RemappedIndex {\r\n node: Node;\r\n id: number;\r\n index: number;\r\n}\r\n\r\nfunction remapIndex(out: RemappedIndex, srcIndex: number, nodes: Map<number, Node>): boolean {\r\n for (const [id, node] of nodes) {\r\n const index = node.remappedIndices.get(srcIndex);\r\n if (undefined !== index) {\r\n out.index = index;\r\n out.node = node;\r\n out.id = id;\r\n return true;\r\n }\r\n }\r\n\r\n assert(false);\r\n return false;\r\n}\r\n\r\nfunction remapSegmentEdges(type: \"segments\" | \"silhouettes\", source: EdgeParams, nodes: Map<number, Node>, edges: Map<number, RemappedEdges>): void {\r\n const src = source[type];\r\n if (!src)\r\n return;\r\n\r\n const srcEndPts = new Uint32Array(src.endPointAndQuadIndices.buffer, src.endPointAndQuadIndices.byteOffset, src.endPointAndQuadIndices.length / 4);\r\n let srcNormalPairs;\r\n if (type === \"silhouettes\") {\r\n assert(undefined !== source.silhouettes);\r\n srcNormalPairs = new Uint32Array(source.silhouettes.normalPairs.buffer, source.silhouettes.normalPairs.byteOffset, source.silhouettes.normalPairs.length / 4);\r\n }\r\n\r\n let curIndexIndex = 0;\r\n const remappedIndex = { } as unknown as RemappedIndex;\r\n for (const srcIndex of src.indices) {\r\n if (remapIndex(remappedIndex, srcIndex, nodes)) {\r\n let endPointAndQuad = srcEndPts[curIndexIndex];\r\n const otherIndex = (endPointAndQuad & 0x00ffffff) >>> 0;\r\n const newOtherIndex = remappedIndex.node.remappedIndices.get(otherIndex);\r\n assert(undefined !== newOtherIndex);\r\n endPointAndQuad = (endPointAndQuad & 0xff000000) | newOtherIndex;\r\n\r\n let entry = edges.get(remappedIndex.id);\r\n if (!entry)\r\n edges.set(remappedIndex.id, entry = { });\r\n\r\n if (srcNormalPairs) {\r\n if (!entry.silhouettes)\r\n entry.silhouettes = { indices: new IndexBuffer(), endPointAndQuadIndices: new Uint32ArrayBuilder(), normalPairs: new Uint32ArrayBuilder() };\r\n\r\n entry.silhouettes.normalPairs.push(srcNormalPairs[curIndexIndex]);\r\n } else if (!entry.segments) {\r\n entry.segments = { indices: new IndexBuffer(), endPointAndQuadIndices: new Uint32ArrayBuilder() };\r\n }\r\n\r\n const segments = entry[type];\r\n assert(undefined !== segments);\r\n\r\n segments.indices.push(remappedIndex.index);\r\n segments.endPointAndQuadIndices.push(endPointAndQuad);\r\n }\r\n\r\n ++curIndexIndex;\r\n }\r\n}\r\n\r\nfunction remapPolylineEdges(src: TesselatedPolyline, nodes: Map<number, Node>, edges: Map<number, RemappedEdges>): void {\r\n const srcNextAndParam = new Uint32Array(src.nextIndicesAndParams.buffer, src.nextIndicesAndParams.byteOffset, src.nextIndicesAndParams.length / 4);\r\n const prevIter = src.prevIndices[Symbol.iterator]();\r\n let curIndexIndex = 0;\r\n const remappedIndex = { } as unknown as RemappedIndex;\r\n for (const srcIndex of src.indices) {\r\n if (remapIndex(remappedIndex, srcIndex, nodes)) {\r\n const prevIndex = prevIter.next().value;\r\n assert(undefined !== prevIndex);\r\n const newPrevIndex = remappedIndex.node.remappedIndices.get(prevIndex);\r\n assert(undefined !== newPrevIndex);\r\n\r\n let nextAndParam = srcNextAndParam[curIndexIndex];\r\n const nextIndex = (nextAndParam & 0x00ffffff) >>> 0;\r\n const newNextIndex = remappedIndex.node.remappedIndices.get(nextIndex);\r\n assert(undefined !== newNextIndex);\r\n nextAndParam = (nextAndParam & 0xff000000) | newNextIndex;\r\n\r\n let entry = edges.get(remappedIndex.id);\r\n if (!entry)\r\n edges.set(remappedIndex.id, entry = { });\r\n\r\n if (!entry.polylines)\r\n entry.polylines = new RemappedPolylineEdges();\r\n\r\n entry.polylines.indices.push(remappedIndex.index);\r\n entry.polylines.prevIndices.push(newPrevIndex);\r\n entry.polylines.nextIndicesAndParams.push(nextAndParam);\r\n }\r\n\r\n ++curIndexIndex;\r\n }\r\n}\r\n\r\nfunction remapIndexedEdges(src: IndexedEdgeParams, nodes: Map<number, Node>, edges: Map<number, RemappedEdges>): void {\r\n const srcEdgeData = src.edges.data;\r\n const numSegments = src.edges.numSegments;\r\n const silhouetteStartByteIndex = numSegments * 6 + src.edges.silhouettePadding;\r\n\r\n function getUint24EdgePair(byteIndex: number): [number, number] {\r\n return [srcEdgeData[byteIndex + 0] | (srcEdgeData[byteIndex + 1] << 8) | srcEdgeData[byteIndex + 2] << 16,\r\n srcEdgeData[byteIndex + 3] | (srcEdgeData[byteIndex + 4] << 8) | srcEdgeData[byteIndex + 5] << 16];\r\n }\r\n\r\n function setUint24EdgePair(indEdges: RemappedIndexEdges, value1: number, value2: number): void {\r\n indEdges.edges.push(value1 & 0x0000ff);\r\n indEdges.edges.push((value1 & 0x00ff00) >>> 8);\r\n indEdges.edges.push((value1 & 0xff0000) >>> 16);\r\n indEdges.edges.push(value2 & 0x0000ff);\r\n indEdges.edges.push((value2 & 0x00ff00) >>> 8);\r\n indEdges.edges.push((value2 & 0xff0000) >>> 16);\r\n }\r\n\r\n function getUint24SilPair(byteIndex: number): [number, number, number, number] {\r\n return [srcEdgeData[byteIndex + 0] | (srcEdgeData[byteIndex + 1] << 8) | srcEdgeData[byteIndex + 2] << 16,\r\n srcEdgeData[byteIndex + 3] | (srcEdgeData[byteIndex + 4] << 8) | srcEdgeData[byteIndex + 5] << 16,\r\n srcEdgeData[byteIndex + 6] | (srcEdgeData[byteIndex + 7] << 8), srcEdgeData[byteIndex + 8] | (srcEdgeData[byteIndex + 9] << 8)];\r\n }\r\n\r\n function setUint24SilPair(indSil: RemappedIndexEdges, value1: number, value2: number, norm1: number, norm2: number): void {\r\n indSil.silhouettes.push(value1 & 0x0000ff);\r\n indSil.silhouettes.push((value1 & 0x00ff00) >>> 8);\r\n indSil.silhouettes.push((value1 & 0xff0000) >>> 16);\r\n indSil.silhouettes.push(value2 & 0x0000ff);\r\n indSil.silhouettes.push((value2 & 0x00ff00) >>> 8);\r\n indSil.silhouettes.push((value2 & 0xff0000) >>> 16);\r\n indSil.silhouettes.push(norm1 & 0x0000ff);\r\n indSil.silhouettes.push((norm1 & 0x00ff00) >>> 8);\r\n indSil.silhouettes.push(norm2 & 0x0000ff);\r\n indSil.silhouettes.push((norm2 & 0x00ff00) >>> 8);\r\n }\r\n\r\n let maxIndex = 0;\r\n for (const srcIndex of src.indices)\r\n maxIndex = Math.max (srcIndex, maxIndex);\r\n\r\n const remappedIndex = { } as unknown as RemappedIndex;\r\n let es1Index = 0, es2Index = 0, n1 = 0, n2 = 0;\r\n for (let curSegment = 0, byteIndex = 0; curSegment <= maxIndex; ++curSegment) {\r\n if (curSegment < numSegments) { // edges\r\n [es1Index, es2Index] = getUint24EdgePair(byteIndex);\r\n byteIndex += 6;\r\n } else { // silhouettes\r\n byteIndex = silhouetteStartByteIndex + (curSegment - numSegments) * 10;\r\n [es1Index, es2Index, n1, n2] = getUint24SilPair(byteIndex);\r\n }\r\n\r\n if (remapIndex(remappedIndex, es1Index, nodes)) {\r\n let entry = edges.get(remappedIndex.id);\r\n if (!entry)\r\n edges.set(remappedIndex.id, entry = { });\r\n\r\n if (!entry.indexed)\r\n entry.indexed = { edges: new Uint8ArrayBuilder(), silhouettes: new Uint8ArrayBuilder() };\r\n\r\n if (curSegment < numSegments) { // edges\r\n const newE1Index = remappedIndex.node.remappedIndices.get(es1Index);\r\n assert(undefined !== newE1Index);\r\n const newE2Index = remappedIndex.node.remappedIndices.get(es2Index);\r\n assert(undefined !== newE2Index);\r\n setUint24EdgePair(entry.indexed, newE1Index, newE2Index);\r\n } else { // silhouettes\r\n const newS1Index = remappedIndex.node.remappedIndices.get(es1Index);\r\n assert(undefined !== newS1Index);\r\n const newS2Index = remappedIndex.node.remappedIndices.get(es2Index);\r\n assert(undefined !== newS2Index);\r\n setUint24SilPair(entry.indexed, newS1Index, newS2Index, n1, n2);\r\n }\r\n }\r\n }\r\n}\r\n\r\nfunction splitEdges(source: EdgeParams, nodes: Map<number, Node>): Map<number, EdgeParams> {\r\n const edges = new Map<number, RemappedEdges>();\r\n remapSegmentEdges(\"segments\", source, nodes, edges);\r\n remapSegmentEdges(\"silhouettes\", source, nodes, edges);\r\n\r\n if (source.polylines)\r\n remapPolylineEdges(source.polylines, nodes, edges);\r\n\r\n if (source.indexed)\r\n remapIndexedEdges(source.indexed, nodes, edges);\r\n\r\n const result = new Map<number, EdgeParams>();\r\n for (const [id, remappedEdges] of edges) {\r\n if (!remappedEdges.segments && !remappedEdges.silhouettes && !remappedEdges.indexed)\r\n continue;\r\n\r\n let edgeTable = { } as unknown as EdgeTable;\r\n let edgeIndices = { } as unknown as VertexIndices;\r\n if (remappedEdges.indexed) {\r\n const numSegmentEdges = remappedEdges.indexed.edges.length / 6;\r\n const numSilhouettes = remappedEdges.indexed.silhouettes.length / 10;\r\n const { width, height, silhouettePadding, silhouetteStartByteIndex } = calculateEdgeTableParams(numSegmentEdges, numSilhouettes, IModelApp.renderSystem.maxTextureSize);\r\n const data = new Uint8Array(width * height * 4);\r\n data.set(remappedEdges.indexed.edges.toTypedArray(), 0);\r\n if (numSilhouettes > 0)\r\n data.set(remappedEdges.indexed.silhouettes.toTypedArray(), silhouetteStartByteIndex + silhouettePadding);\r\n\r\n const numTotalEdges = numSegmentEdges + numSilhouettes;\r\n edgeIndices = new VertexIndices(new Uint8Array(numTotalEdges * 6 * 3));\r\n for (let i = 0; i < numTotalEdges; i++)\r\n for (let j = 0; j < 6; j++)\r\n edgeIndices.setNthIndex(i * 6 + j, i);\r\n\r\n edgeTable = {\r\n data,\r\n width,\r\n height,\r\n numSegments: numSegmentEdges,\r\n silhouettePadding,\r\n };\r\n }\r\n\r\n result.set(id, {\r\n weight: source.weight,\r\n linePixels: source.linePixels,\r\n segments: remappedEdges.segments ? {\r\n indices: remappedEdges.segments.indices.toVertexIndices(),\r\n endPointAndQuadIndices: remappedEdges.segments.endPointAndQuadIndices.toUint8Array(),\r\n } : undefined,\r\n silhouettes: remappedEdges.silhouettes ? {\r\n indices: remappedEdges.silhouettes.indices.toVertexIndices(),\r\n endPointAndQuadIndices: remappedEdges.silhouettes.endPointAndQuadIndices.toUint8Array(),\r\n normalPairs: remappedEdges.silhouettes.normalPairs.toUint8Array(),\r\n } : undefined,\r\n polylines: remappedEdges.polylines ? {\r\n indices: remappedEdges.polylines.indices.toVertexIndices(),\r\n prevIndices: remappedEdges.polylines.prevIndices.toVertexIndices(),\r\n nextIndicesAndParams: remappedEdges.polylines.nextIndicesAndParams.toUint8Array(),\r\n } : undefined,\r\n indexed: remappedEdges.indexed ? {\r\n indices: edgeIndices,\r\n edges: edgeTable,\r\n } : undefined,\r\n });\r\n }\r\n\r\n return result;\r\n}\r\n\r\nexport interface SplitMeshArgs extends SplitVertexTableArgs {\r\n params: MeshParams;\r\n}\r\n\r\nexport function splitMeshParams(args: SplitMeshArgs): Map<number, MeshParams> {\r\n const result = new Map<number, MeshParams>();\r\n\r\n const mat = args.params.surface.material;\r\n const atlasOffset = undefined !== mat && mat.isAtlas ? mat.vertexTableOffset : undefined;\r\n\r\n const nodes = VertexTableSplitter.split({\r\n indices: args.params.surface.indices,\r\n vertices: args.params.vertices,\r\n featureTable: args.featureTable,\r\n atlasOffset,\r\n }, args.computeNodeId);\r\n\r\n const edges = args.params.edges ? splitEdges(args.params.edges, nodes) : undefined;\r\n\r\n for (const [id, node] of nodes) {\r\n const { vertices, indices, material } = node.buildOutput(args.maxDimension);\r\n const params = new MeshParams(\r\n vertices, {\r\n type: args.params.surface.type,\r\n indices,\r\n fillFlags: args.params.surface.fillFlags,\r\n hasBakedLighting: args.params.surface.hasBakedLighting,\r\n hasFixedNormals: args.params.surface.hasFixedNormals,\r\n textureMapping: args.params.surface.textureMapping,\r\n material: material !== undefined ? material : args.params.surface.material,\r\n },\r\n edges?.get(id),\r\n args.params.isPlanar,\r\n // ###TODO handle aux channels.......\r\n args.params.auxChannels,\r\n );\r\n\r\n result.set(id, params);\r\n }\r\n\r\n return result;\r\n}\r\n\r\nexport interface SplitPolylineArgs extends SplitVertexTableArgs {\r\n params: PolylineParams;\r\n}\r\n\r\ninterface PolylineNode extends Node {\r\n prevIndices?: IndexBuffer;\r\n nextIndicesAndParams?: Uint32ArrayBuilder;\r\n}\r\n\r\nexport function splitPolylineParams(args: SplitPolylineArgs): Map<number, PolylineParams> {\r\n const nodes = VertexTableSplitter.split({\r\n indices: args.params.polyline.indices,\r\n vertices: args.params.vertices,\r\n featureTable: args.featureTable,\r\n }, args.computeNodeId) as Map<number, PolylineNode>;\r\n\r\n const src = args.params.polyline;\r\n const srcNextAndParam = new Uint32Array(src.nextIndicesAndParams.buffer, src.nextIndicesAndParams.byteOffset, src.nextIndicesAndParams.length / 4);\r\n let curIndexIndex = 0;\r\n const remappedIndex = { } as unknown as RemappedIndex;\r\n for (const prevIndex of src.prevIndices) {\r\n if (remapIndex(remappedIndex, prevIndex, nodes)) {\r\n const node = remappedIndex.node as PolylineNode;\r\n if (!node.prevIndices) {\r\n assert(undefined === node.nextIndicesAndParams);\r\n node.prevIndices = new IndexBuffer(node.indices.numIndices);\r\n node.nextIndicesAndParams = new Uint32ArrayBuilder({ initialCapacity: node.indices.numIndices });\r\n } else {\r\n assert(undefined !== node.nextIndicesAndParams);\r\n }\r\n\r\n node.prevIndices.push(remappedIndex.index);\r\n\r\n let nextAndParam = srcNextAndParam[curIndexIndex];\r\n const nextIndex = (nextAndParam & 0x00ffffff) >>> 0;\r\n const newNextIndex = remappedIndex.node.remappedIndices.get(nextIndex);\r\n assert(undefined !== newNextIndex);\r\n nextAndParam = (nextAndParam & 0xff000000) | newNextIndex;\r\n node.nextIndicesAndParams.push(nextAndParam);\r\n }\r\n\r\n ++curIndexIndex;\r\n }\r\n\r\n const result = new Map<number, PolylineParams>();\r\n for (const [id, node] of nodes) {\r\n assert(undefined !== node.prevIndices && undefined !== node.nextIndicesAndParams);\r\n const { vertices, indices } = node.buildOutput(args.maxDimension);\r\n const params = new PolylineParams(\r\n vertices, {\r\n indices,\r\n prevIndices: node.prevIndices.toVertexIndices(),\r\n nextIndicesAndParams: node.nextIndicesAndParams.toUint8Array(),\r\n },\r\n args.params.weight,\r\n args.params.linePixels,\r\n args.params.isPlanar,\r\n args.params.type);\r\n\r\n result.set(id, params);\r\n }\r\n\r\n return result;\r\n}\r\n"]}
|
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@@ -1 +1 @@
|
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|
1
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-
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|
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1
|
+
{"version":3,"file":"GeometryListBuilder.d.ts","sourceRoot":"","sources":["../../../../../src/render/primitives/geometry/GeometryListBuilder.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EACL,KAAK,EAAgE,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAW,cAAc,EAAE,SAAS,EAChJ,MAAM,sBAAsB,CAAC;AAC9B,OAAO,EAAE,OAAO,EAA0B,aAAa,EAAqC,MAAM,oBAAoB,CAAC;AACvH,OAAO,EAAE,2BAA2B,EAAE,cAAc,EAAE,6BAA6B,EAAE,MAAM,sBAAsB,CAAC;AAClH,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AACpD,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAClD,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAEjD,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAC5D,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAUhD,gBAAgB;AAChB,8BAAsB,mBAAoB,SAAQ,cAAc;IACvD,KAAK,EAAE,mBAAmB,CAAC;IAClC,SAAgB,aAAa,EAAE,aAAa,CAAuB;aAEnD,aAAa,CAAC,KAAK,EAAE,mBAAmB,GAAG,aAAa;gBAErD,MAAM,EAAE,YAAY,EAAE,OAAO,EAAE,6BAA6B,GAAG,2BAA2B,EAAE,oBAAoB,YAAqB;IAajJ,MAAM,IAAI,aAAa;IAMvB,qBAAqB,CAAC,aAAa,EAAE,aAAa,GAAG,IAAI;cAI7C,gBAAgB,CAAC,OAAO,EAAE,OAAO,GAAG,IAAI;IAIpD,QAAQ,CAAC,OAAO,EAAE,KAAK,EAAE,SAAS,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAUnF,MAAM,CAAC,OAAO,EAAE,KAAK,EAAE,SAAS,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,GAAG,IAAI;IAoBxE,8EAA8E;IACvE,aAAa,CAAC,MAAM,EAAE,OAAO,EAAE,GAAG,IAAI;IAOtC,eAAe,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAK/D,+EAA+E;IACxE,cAAc,CAAC,MAAM,EAAE,OAAO,EAAE,GAAG,IAAI;IAIvC,gBAAgB,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAKzD,QAAQ,CAAC,MAAM,EAAE,OAAO,EAAE,GAAG,IAAI;IAKjC,UAAU,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAKnD,OAAO,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAIzB,OAAO,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAIzB,WAAW,CAAC,QAAQ,EAAE,QAAQ,GAAG,IAAI;IAIrC,iBAAiB,CAAC,SAAS,EAAE,cAAc,GAAG,IAAI;IAIlD,gBAAgB,IAAI,aAAa;IAEjC,gBAAgB,CAAC,IAAI,EAAE,aAAa,CAAC,IAAI,GAAG,aAAa;IACzD,oBAAoB,IAAI,aAAa;IACrC,sBAAsB,IAAI,aAAa;IAC9C,IAAW,iBAAiB,IAAI,aAAa,CAA4D;IAEzG,IAAW,MAAM,IAAI,YAAY,CAA8B;IAExD,GAAG,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI;IAEhC,OAAO,CAAC,eAAe;CAGxB;AAKD,gBAAgB;AAChB,qBAAa,gBAAiB,SAAQ,mBAAmB;IAChD,UAAU,EAAE,aAAa,EAAE,CAAM;IAEjC,aAAa,CAAC,KAAK,EAAE,mBAAmB,GAAG,aAAa;IAqCxD,gBAAgB,CAAC,KAAK,EAAE,mBAAmB,GAAG,MAAM;CAM5D"}
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@@ -135,6 +135,7 @@ class PrimitiveBuilder extends GeometryListBuilder {
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135
135
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this.primitives = [];
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136
136
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}
|
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137
137
|
finishGraphic(accum) {
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+
var _a;
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139
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let meshes;
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140
|
let range;
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140
141
|
let featureTable;
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@@ -146,7 +147,8 @@ class PrimitiveBuilder extends GeometryListBuilder {
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146
147
|
const tolerance = this.computeTolerance(accum);
|
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147
148
|
meshes = accum.saveToGraphicList(this.primitives, options, tolerance, this.pickable);
|
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148
149
|
if (undefined !== meshes) {
|
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-
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150
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+
if ((_a = meshes.features) === null || _a === void 0 ? void 0 : _a.anyDefined)
|
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+
featureTable = meshes.features;
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150
152
|
range = meshes.range;
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151
153
|
}
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152
154
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}
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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/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport {\r\n Arc3d, CurvePrimitive, IndexedPolyface, LineSegment3d, LineString3d, Loop, Path, Point2d, Point3d, Polyface, Range3d, SolidPrimitive, Transform,\r\n} from \"@itwin/core-geometry\";\r\nimport { Feature, FeatureTable, Gradient, GraphicParams, PackedFeatureTable, RenderTexture } from \"@itwin/core-common\";\r\nimport { CustomGraphicBuilderOptions, GraphicBuilder, ViewportGraphicBuilderOptions } from \"../../GraphicBuilder\";\r\nimport { RenderGraphic } from \"../../RenderGraphic\";\r\nimport { RenderSystem } from \"../../RenderSystem\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { GeometryOptions } from \"../Primitives\";\r\nimport { GeometryAccumulator } from \"./GeometryAccumulator\";\r\nimport { Geometry } from \"./GeometryPrimitives\";\r\nimport { MeshList } from \"../mesh/MeshPrimitives\";\r\n\r\nfunction copy2dTo3d(pts2d: Point2d[], depth: number): Point3d[] {\r\n const pts3d: Point3d[] = [];\r\n for (const point of pts2d)\r\n pts3d.push(Point3d.create(point.x, point.y, depth));\r\n return pts3d;\r\n}\r\n\r\n/** @internal */\r\nexport abstract class GeometryListBuilder extends GraphicBuilder {\r\n public accum: GeometryAccumulator;\r\n public readonly graphicParams: GraphicParams = new GraphicParams();\r\n\r\n public abstract finishGraphic(accum: GeometryAccumulator): RenderGraphic; // Invoked by Finish() to obtain the finished RenderGraphic.\r\n\r\n public constructor(system: RenderSystem, options: ViewportGraphicBuilderOptions | CustomGraphicBuilderOptions, accumulatorTransform = Transform.identity) {\r\n super(options);\r\n this.accum = new GeometryAccumulator({\r\n system,\r\n transform: accumulatorTransform,\r\n analysisStyleDisplacement: this.analysisStyle?.displacement,\r\n viewIndependentOrigin: options.viewIndependentOrigin,\r\n });\r\n\r\n if (this.pickable)\r\n this.activateFeature(new Feature(this.pickable.id, this.pickable.subCategoryId, this.pickable.geometryClass));\r\n }\r\n\r\n public finish(): RenderGraphic {\r\n const graphic = this.finishGraphic(this.accum);\r\n this.accum.clear();\r\n return graphic;\r\n }\r\n\r\n public activateGraphicParams(graphicParams: GraphicParams): void {\r\n graphicParams.clone(this.graphicParams);\r\n }\r\n\r\n protected override _activateFeature(feature: Feature): void {\r\n this.accum.currentFeature = feature;\r\n }\r\n\r\n public addArc2d(ellipse: Arc3d, isEllipse: boolean, filled: boolean, zDepth: number): void {\r\n if (0.0 === zDepth) {\r\n this.addArc(ellipse, isEllipse, filled);\r\n } else {\r\n const ell: Arc3d = ellipse;\r\n ell.center.z = zDepth;\r\n this.addArc(ell, isEllipse, filled);\r\n }\r\n }\r\n\r\n public addArc(ellipse: Arc3d, isEllipse: boolean, filled: boolean): void {\r\n let curve;\r\n if (isEllipse || filled) {\r\n curve = Loop.create(ellipse);\r\n } else {\r\n curve = Path.create(ellipse);\r\n }\r\n\r\n if (filled && !isEllipse && !ellipse.sweep.isFullCircle) {\r\n const gapSegment: CurvePrimitive = LineSegment3d.create(ellipse.startPoint(), ellipse.endPoint());\r\n (gapSegment as any).markerBits = 0x00010000; // Set the CURVE_PRIMITIVE_BIT_GapCurve marker bit\r\n curve.children.push(gapSegment);\r\n }\r\n const displayParams = curve.isAnyRegionType ? this.getMeshDisplayParams() : this.getLinearDisplayParams();\r\n if (curve instanceof Loop)\r\n this.accum.addLoop(curve, displayParams, this.placement, false);\r\n else\r\n this.accum.addPath(curve, displayParams, this.placement, false);\r\n }\r\n\r\n /** take ownership of input points and add as a line string to this builder */\r\n public addLineString(points: Point3d[]): void {\r\n if (2 === points.length && points[0].isAlmostEqual(points[1]))\r\n this.accum.addPointString(points, this.getLinearDisplayParams(), this.placement);\r\n else\r\n this.accum.addLineString(points, this.getLinearDisplayParams(), this.placement);\r\n }\r\n\r\n public addLineString2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addLineString(pts3d);\r\n }\r\n\r\n /** take ownership of input points and add as a point string to this builder */\r\n public addPointString(points: Point3d[]): void {\r\n this.accum.addPointString(points, this.getLinearDisplayParams(), this.placement);\r\n }\r\n\r\n public addPointString2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addPointString(pts3d);\r\n }\r\n\r\n public addShape(points: Point3d[]): void {\r\n const loop = Loop.create(LineString3d.create(points));\r\n this.accum.addLoop(loop, this.getMeshDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addShape2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addShape(pts3d);\r\n }\r\n\r\n public addPath(path: Path): void {\r\n this.accum.addPath(path, this.getLinearDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addLoop(loop: Loop): void {\r\n this.accum.addLoop(loop, this.getMeshDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addPolyface(meshData: Polyface): void {\r\n this.accum.addPolyface(meshData as IndexedPolyface, this.getMeshDisplayParams(), this.placement);\r\n }\r\n\r\n public addSolidPrimitive(primitive: SolidPrimitive): void {\r\n this.accum.addSolidPrimitive(primitive, this.getMeshDisplayParams(), this.placement);\r\n }\r\n\r\n public getGraphicParams(): GraphicParams { return this.graphicParams; }\r\n\r\n public getDisplayParams(type: DisplayParams.Type): DisplayParams { return DisplayParams.createForType(type, this.graphicParams); }\r\n public getMeshDisplayParams(): DisplayParams { return DisplayParams.createForMesh(this.graphicParams, !this.wantNormals, (grad) => this.resolveGradient(grad)); }\r\n public getLinearDisplayParams(): DisplayParams { return DisplayParams.createForLinear(this.graphicParams); }\r\n public get textDisplayParams(): DisplayParams { return DisplayParams.createForText(this.graphicParams); }\r\n\r\n public get system(): RenderSystem { return this.accum.system; }\r\n\r\n public add(geom: Geometry): void { this.accum.addGeometry(geom); }\r\n\r\n private resolveGradient(gradient: Gradient.Symb): RenderTexture | undefined {\r\n return this.system.getGradientTexture(gradient, this.iModel);\r\n }\r\n}\r\n\r\n// Set to true to add a range box to every graphic produced by PrimitiveBuilder.\r\nlet addDebugRangeBox = false;\r\n\r\n/** @internal */\r\nexport class PrimitiveBuilder extends GeometryListBuilder {\r\n public primitives: RenderGraphic[] = [];\r\n\r\n public finishGraphic(accum: GeometryAccumulator): RenderGraphic {\r\n let meshes: MeshList | undefined;\r\n let range: Range3d | undefined;\r\n let featureTable: FeatureTable | undefined;\r\n if (!accum.isEmpty) {\r\n // Overlay decorations don't test Z. Tools like to layer multiple primitives on top of one another; they rely on the primitives rendering\r\n // in that same order to produce correct results (e.g., a thin line rendered atop a thick line of another color).\r\n // No point generating edges for graphics that are always rendered in smooth shade mode.\r\n const options = GeometryOptions.createForGraphicBuilder(this);\r\n const tolerance = this.computeTolerance(accum);\r\n meshes = accum.saveToGraphicList(this.primitives, options, tolerance, this.pickable);\r\n if (undefined !== meshes) {\r\n featureTable = meshes.features;\r\n range = meshes.range;\r\n }\r\n }\r\n\r\n let graphic = (this.primitives.length !== 1) ? this.accum.system.createGraphicList(this.primitives) : this.primitives.pop() as RenderGraphic;\r\n if (undefined !== featureTable) {\r\n const batchRange = range ?? new Range3d();\r\n const batchOptions = this._options.pickable;\r\n graphic = this.accum.system.createBatch(graphic, PackedFeatureTable.pack(featureTable), batchRange, batchOptions);\r\n }\r\n\r\n if (addDebugRangeBox && range) {\r\n addDebugRangeBox = false;\r\n const builder = this.accum.system.createGraphic({ ...this._options });\r\n builder.addRangeBox(range);\r\n graphic = this.accum.system.createGraphicList([graphic, builder.finish()]);\r\n addDebugRangeBox = true;\r\n }\r\n\r\n return graphic;\r\n }\r\n\r\n public computeTolerance(accum: GeometryAccumulator): number {\r\n return this._computeChordTolerance({\r\n graphic: this,\r\n computeRange: () => accum.geometries.computeRange(),\r\n });\r\n }\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/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport {\r\n Arc3d, CurvePrimitive, IndexedPolyface, LineSegment3d, LineString3d, Loop, Path, Point2d, Point3d, Polyface, Range3d, SolidPrimitive, Transform,\r\n} from \"@itwin/core-geometry\";\r\nimport { Feature, FeatureTable, Gradient, GraphicParams, PackedFeatureTable, RenderTexture } from \"@itwin/core-common\";\r\nimport { CustomGraphicBuilderOptions, GraphicBuilder, ViewportGraphicBuilderOptions } from \"../../GraphicBuilder\";\r\nimport { RenderGraphic } from \"../../RenderGraphic\";\r\nimport { RenderSystem } from \"../../RenderSystem\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { GeometryOptions } from \"../Primitives\";\r\nimport { GeometryAccumulator } from \"./GeometryAccumulator\";\r\nimport { Geometry } from \"./GeometryPrimitives\";\r\nimport { MeshList } from \"../mesh/MeshPrimitives\";\r\n\r\nfunction copy2dTo3d(pts2d: Point2d[], depth: number): Point3d[] {\r\n const pts3d: Point3d[] = [];\r\n for (const point of pts2d)\r\n pts3d.push(Point3d.create(point.x, point.y, depth));\r\n return pts3d;\r\n}\r\n\r\n/** @internal */\r\nexport abstract class GeometryListBuilder extends GraphicBuilder {\r\n public accum: GeometryAccumulator;\r\n public readonly graphicParams: GraphicParams = new GraphicParams();\r\n\r\n public abstract finishGraphic(accum: GeometryAccumulator): RenderGraphic; // Invoked by Finish() to obtain the finished RenderGraphic.\r\n\r\n public constructor(system: RenderSystem, options: ViewportGraphicBuilderOptions | CustomGraphicBuilderOptions, accumulatorTransform = Transform.identity) {\r\n super(options);\r\n this.accum = new GeometryAccumulator({\r\n system,\r\n transform: accumulatorTransform,\r\n analysisStyleDisplacement: this.analysisStyle?.displacement,\r\n viewIndependentOrigin: options.viewIndependentOrigin,\r\n });\r\n\r\n if (this.pickable)\r\n this.activateFeature(new Feature(this.pickable.id, this.pickable.subCategoryId, this.pickable.geometryClass));\r\n }\r\n\r\n public finish(): RenderGraphic {\r\n const graphic = this.finishGraphic(this.accum);\r\n this.accum.clear();\r\n return graphic;\r\n }\r\n\r\n public activateGraphicParams(graphicParams: GraphicParams): void {\r\n graphicParams.clone(this.graphicParams);\r\n }\r\n\r\n protected override _activateFeature(feature: Feature): void {\r\n this.accum.currentFeature = feature;\r\n }\r\n\r\n public addArc2d(ellipse: Arc3d, isEllipse: boolean, filled: boolean, zDepth: number): void {\r\n if (0.0 === zDepth) {\r\n this.addArc(ellipse, isEllipse, filled);\r\n } else {\r\n const ell: Arc3d = ellipse;\r\n ell.center.z = zDepth;\r\n this.addArc(ell, isEllipse, filled);\r\n }\r\n }\r\n\r\n public addArc(ellipse: Arc3d, isEllipse: boolean, filled: boolean): void {\r\n let curve;\r\n if (isEllipse || filled) {\r\n curve = Loop.create(ellipse);\r\n } else {\r\n curve = Path.create(ellipse);\r\n }\r\n\r\n if (filled && !isEllipse && !ellipse.sweep.isFullCircle) {\r\n const gapSegment: CurvePrimitive = LineSegment3d.create(ellipse.startPoint(), ellipse.endPoint());\r\n (gapSegment as any).markerBits = 0x00010000; // Set the CURVE_PRIMITIVE_BIT_GapCurve marker bit\r\n curve.children.push(gapSegment);\r\n }\r\n const displayParams = curve.isAnyRegionType ? this.getMeshDisplayParams() : this.getLinearDisplayParams();\r\n if (curve instanceof Loop)\r\n this.accum.addLoop(curve, displayParams, this.placement, false);\r\n else\r\n this.accum.addPath(curve, displayParams, this.placement, false);\r\n }\r\n\r\n /** take ownership of input points and add as a line string to this builder */\r\n public addLineString(points: Point3d[]): void {\r\n if (2 === points.length && points[0].isAlmostEqual(points[1]))\r\n this.accum.addPointString(points, this.getLinearDisplayParams(), this.placement);\r\n else\r\n this.accum.addLineString(points, this.getLinearDisplayParams(), this.placement);\r\n }\r\n\r\n public addLineString2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addLineString(pts3d);\r\n }\r\n\r\n /** take ownership of input points and add as a point string to this builder */\r\n public addPointString(points: Point3d[]): void {\r\n this.accum.addPointString(points, this.getLinearDisplayParams(), this.placement);\r\n }\r\n\r\n public addPointString2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addPointString(pts3d);\r\n }\r\n\r\n public addShape(points: Point3d[]): void {\r\n const loop = Loop.create(LineString3d.create(points));\r\n this.accum.addLoop(loop, this.getMeshDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addShape2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addShape(pts3d);\r\n }\r\n\r\n public addPath(path: Path): void {\r\n this.accum.addPath(path, this.getLinearDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addLoop(loop: Loop): void {\r\n this.accum.addLoop(loop, this.getMeshDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addPolyface(meshData: Polyface): void {\r\n this.accum.addPolyface(meshData as IndexedPolyface, this.getMeshDisplayParams(), this.placement);\r\n }\r\n\r\n public addSolidPrimitive(primitive: SolidPrimitive): void {\r\n this.accum.addSolidPrimitive(primitive, this.getMeshDisplayParams(), this.placement);\r\n }\r\n\r\n public getGraphicParams(): GraphicParams { return this.graphicParams; }\r\n\r\n public getDisplayParams(type: DisplayParams.Type): DisplayParams { return DisplayParams.createForType(type, this.graphicParams); }\r\n public getMeshDisplayParams(): DisplayParams { return DisplayParams.createForMesh(this.graphicParams, !this.wantNormals, (grad) => this.resolveGradient(grad)); }\r\n public getLinearDisplayParams(): DisplayParams { return DisplayParams.createForLinear(this.graphicParams); }\r\n public get textDisplayParams(): DisplayParams { return DisplayParams.createForText(this.graphicParams); }\r\n\r\n public get system(): RenderSystem { return this.accum.system; }\r\n\r\n public add(geom: Geometry): void { this.accum.addGeometry(geom); }\r\n\r\n private resolveGradient(gradient: Gradient.Symb): RenderTexture | undefined {\r\n return this.system.getGradientTexture(gradient, this.iModel);\r\n }\r\n}\r\n\r\n// Set to true to add a range box to every graphic produced by PrimitiveBuilder.\r\nlet addDebugRangeBox = false;\r\n\r\n/** @internal */\r\nexport class PrimitiveBuilder extends GeometryListBuilder {\r\n public primitives: RenderGraphic[] = [];\r\n\r\n public finishGraphic(accum: GeometryAccumulator): RenderGraphic {\r\n let meshes: MeshList | undefined;\r\n let range: Range3d | undefined;\r\n let featureTable: FeatureTable | undefined;\r\n if (!accum.isEmpty) {\r\n // Overlay decorations don't test Z. Tools like to layer multiple primitives on top of one another; they rely on the primitives rendering\r\n // in that same order to produce correct results (e.g., a thin line rendered atop a thick line of another color).\r\n // No point generating edges for graphics that are always rendered in smooth shade mode.\r\n const options = GeometryOptions.createForGraphicBuilder(this);\r\n const tolerance = this.computeTolerance(accum);\r\n meshes = accum.saveToGraphicList(this.primitives, options, tolerance, this.pickable);\r\n if (undefined !== meshes) {\r\n if (meshes.features?.anyDefined)\r\n featureTable = meshes.features;\r\n\r\n range = meshes.range;\r\n }\r\n }\r\n\r\n let graphic = (this.primitives.length !== 1) ? this.accum.system.createGraphicList(this.primitives) : this.primitives.pop() as RenderGraphic;\r\n if (undefined !== featureTable) {\r\n const batchRange = range ?? new Range3d();\r\n const batchOptions = this._options.pickable;\r\n graphic = this.accum.system.createBatch(graphic, PackedFeatureTable.pack(featureTable), batchRange, batchOptions);\r\n }\r\n\r\n if (addDebugRangeBox && range) {\r\n addDebugRangeBox = false;\r\n const builder = this.accum.system.createGraphic({ ...this._options });\r\n builder.addRangeBox(range);\r\n graphic = this.accum.system.createGraphicList([graphic, builder.finish()]);\r\n addDebugRangeBox = true;\r\n }\r\n\r\n return graphic;\r\n }\r\n\r\n public computeTolerance(accum: GeometryAccumulator): number {\r\n return this._computeChordTolerance({\r\n graphic: this,\r\n computeRange: () => accum.geometries.computeRange(),\r\n });\r\n }\r\n}\r\n"]}
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@@ -23,7 +23,7 @@ class Uniform {
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compile(prog) {
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(0, core_bentley_1.assert)(!this.isValid);
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if (undefined !== prog.glProgram) {
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this._handle = UniformHandle_1.UniformHandle.create(prog
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this._handle = UniformHandle_1.UniformHandle.create(prog, this._name);
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}
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@@ -1 +1 @@
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1
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-
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,sDAsEC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { DebugShaderFile } from \"../RenderSystem\";\r\nimport { AttributeDetails } from \"./AttributeMap\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DrawParams, ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueFlags } from \"./TechniqueFlags\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** Flags which control some conditional branches in shader code\r\n * @internal\r\n */\r\nexport const enum ShaderFlags {\r\n None = 0,\r\n Monochrome = 1 << 0,\r\n NonUniformColor = 1 << 1,\r\n OITFlatAlphaWeight = 1 << 2,\r\n OITScaleOutput = 1 << 3,\r\n IgnoreNonLocatable = 1 << 4,\r\n}\r\n\r\n/** Describes the location of a uniform variable within a shader program.\r\n * @internal\r\n */\r\nexport class Uniform {\r\n private readonly _name: string;\r\n protected _handle?: UniformHandle;\r\n\r\n protected constructor(name: string) { this._name = name; }\r\n\r\n public compile(prog: ShaderProgram): boolean {\r\n assert(!this.isValid);\r\n if (undefined !== prog.glProgram) {\r\n this._handle = UniformHandle.create(prog.glProgram, this._name);\r\n }\r\n\r\n return this.isValid;\r\n }\r\n\r\n public get isValid(): boolean { return undefined !== this._handle; }\r\n}\r\n\r\n/**\r\n * A function associated with a ProgramUniform which is invoked each time the shader program becomes active.\r\n * The function is responsible for setting the value of the uniform.\r\n * @internal\r\n */\r\nexport type BindProgramUniform = (uniform: UniformHandle, params: ShaderProgramParams) => void;\r\n\r\n/**\r\n * Describes the location of a uniform variable within a shader program, the value of which does not change while the program is active.\r\n * The supplied binding function will be invoked once each time the shader becomes active to set the value of the uniform.\r\n * @internal\r\n */\r\nexport class ProgramUniform extends Uniform {\r\n private readonly _bind: BindProgramUniform;\r\n\r\n public constructor(name: string, bind: BindProgramUniform) {\r\n super(name);\r\n this._bind = bind;\r\n }\r\n\r\n public bind(params: ShaderProgramParams): void {\r\n if (undefined !== this._handle) {\r\n this._bind(this._handle, params);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * A function associated with a GraphicUniform which is invoked each time a new graphic primitive is rendered using the associated shader.\r\n * The function is responsible for setting the value of the uniform.\r\n * @internal\r\n */\r\nexport type BindGraphicUniform = (uniform: UniformHandle, params: DrawParams) => void;\r\n\r\n/**\r\n * Describes the location of a uniform variable within a shader program, the value of which is dependent upon the graphic primitive\r\n * currently being rendered by the program. The supplied binding function will be invoked once for each graphic primitive submitted\r\n * to the program to set the value of the uniform.\r\n * @internal\r\n */\r\nexport class GraphicUniform extends Uniform {\r\n private readonly _bind: BindGraphicUniform;\r\n\r\n public constructor(name: string, bind: BindGraphicUniform) {\r\n super(name);\r\n this._bind = bind;\r\n }\r\n\r\n public bind(params: DrawParams): void {\r\n if (undefined !== this._handle) {\r\n this._bind(this._handle, params);\r\n }\r\n }\r\n}\r\n\r\n/** Describes the compilation status of a shader program. Programs may be compiled during idle time, or upon first use.\r\n * @internal\r\n */\r\nexport const enum CompileStatus {\r\n Success, // The program was successfully compiled.\r\n Failure, // The program failed to compile.\r\n Uncompiled, // No attempt has yet been made to compile the program.\r\n}\r\n\r\n/** @internal */\r\nexport class ShaderProgram implements WebGLDisposable {\r\n public vertSource: string;\r\n public fragSource: string;\r\n private _glProgram?: WebGLProgram;\r\n private _inUse: boolean = false;\r\n private _status: CompileStatus = CompileStatus.Uncompiled;\r\n private readonly _programUniforms = new Array<ProgramUniform>();\r\n private readonly _graphicUniforms = new Array<GraphicUniform>();\r\n private readonly _attrMap?: Map<string, AttributeDetails>;\r\n // for debugging purposes...\r\n public readonly description: string;\r\n private _fragDescription: string;\r\n private _vertGNdx: number = -1;\r\n private _fragGNdx: number = -1;\r\n private _vertHNdx: number = -1;\r\n private _fragHNdx: number = -1;\r\n public readonly outputsToPick;\r\n\r\n public constructor(gl: WebGLContext, vertSource: string, fragSource: string, attrMap: Map<string, AttributeDetails> | undefined, description: string, fragDescription: string) {\r\n this.description = description;\r\n this.outputsToPick = description.includes(\"Overrides\") || description.includes(\"Pick\");\r\n this._fragDescription = fragDescription;\r\n this.vertSource = vertSource;\r\n this.fragSource = fragSource;\r\n this._attrMap = attrMap;\r\n\r\n const glProgram = gl.createProgram();\r\n this._glProgram = (null === glProgram) ? undefined : glProgram;\r\n }\r\n\r\n public get isDisposed(): boolean { return this._glProgram === undefined; }\r\n\r\n public dispose(): void {\r\n if (!this.isDisposed) {\r\n assert(!this._inUse);\r\n System.instance.context.deleteProgram(this._glProgram!);\r\n this._glProgram = undefined;\r\n this._status = CompileStatus.Uncompiled;\r\n }\r\n }\r\n\r\n public get glProgram(): WebGLProgram | undefined { return this._glProgram; }\r\n public get isUncompiled() { return CompileStatus.Uncompiled === this._status; }\r\n public get isCompiled() { return CompileStatus.Success === this._status; }\r\n\r\n private compileShader(type: GL.ShaderType): WebGLShader | undefined {\r\n const gl = System.instance.context;\r\n\r\n const shader = gl.createShader(type);\r\n if (null === shader)\r\n return undefined;\r\n\r\n const src = GL.ShaderType.Vertex === type ? this.vertSource : this.fragSource;\r\n gl.shaderSource(shader, src);\r\n gl.compileShader(shader);\r\n const succeeded = gl.getShaderParameter(shader, GL.ShaderParameter.CompileStatus) as boolean;\r\n if (!succeeded) {\r\n const compileLog = `${GL.ShaderType.Vertex === type ? \"Vertex\" : \"Fragment\"} shader failed to compile. Errors: ${gl.getShaderInfoLog(shader)} Program description: ${this.description}`;\r\n throw new Error(compileLog);\r\n }\r\n\r\n if (System.instance.options.debugShaders) {\r\n const isVS = GL.ShaderType.Vertex === type;\r\n const desc = isVS ? this.description : this._fragDescription;\r\n this.saveShaderCode(isVS, desc, src, shader);\r\n }\r\n\r\n return shader;\r\n }\r\n\r\n private linkProgram(vert: WebGLShader, frag: WebGLShader): boolean {\r\n assert(undefined !== this.glProgram);\r\n if (undefined === this._glProgram || null === this._glProgram) // because WebGL APIs used Thing|null, not Thing|undefined...\r\n return false;\r\n\r\n const gl = System.instance.context;\r\n gl.attachShader(this._glProgram, vert);\r\n gl.attachShader(this._glProgram, frag);\r\n\r\n // bind attribute locations before final linking\r\n if (this._attrMap !== undefined) {\r\n this._attrMap.forEach((attr: AttributeDetails, key: string) => {\r\n gl.bindAttribLocation(this._glProgram!, attr.location, key);\r\n });\r\n }\r\n\r\n gl.linkProgram(this._glProgram);\r\n\r\n const linkLog = gl.getProgramInfoLog(this._glProgram);\r\n gl.validateProgram(this._glProgram);\r\n\r\n const succeeded = gl.getProgramParameter(this._glProgram, GL.ProgramParameter.LinkStatus) as boolean;\r\n if (!succeeded) {\r\n const validateLog = gl.getProgramInfoLog(this._glProgram);\r\n const msg = `Shader program failed to link. Link errors: ${linkLog} Validation errors: ${validateLog} Program description: ${this.description}`;\r\n throw new Error(msg);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public compile(forUse: boolean = false): CompileStatus {\r\n if (System.instance.options.debugShaders && forUse && this._status === CompileStatus.Success)\r\n this.setDebugShaderUsage();\r\n\r\n switch (this._status) {\r\n case CompileStatus.Failure: return CompileStatus.Failure;\r\n case CompileStatus.Success: return CompileStatus.Success;\r\n default: {\r\n if (this.isDisposed) {\r\n this._status = CompileStatus.Failure;\r\n return CompileStatus.Failure;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n this._status = CompileStatus.Failure;\r\n\r\n const vert = this.compileShader(GL.ShaderType.Vertex);\r\n const frag = this.compileShader(GL.ShaderType.Fragment);\r\n if (undefined !== vert && undefined !== frag)\r\n if (this.linkProgram(vert, frag) && this.compileUniforms(this._programUniforms) && this.compileUniforms(this._graphicUniforms))\r\n this._status = CompileStatus.Success;\r\n\r\n if (System.instance.options.debugShaders && forUse && this._status === CompileStatus.Success)\r\n this.setDebugShaderUsage();\r\n\r\n if (true !== System.instance.options.preserveShaderSourceCode)\r\n this.vertSource = this.fragSource = \"\";\r\n\r\n return this._status;\r\n }\r\n\r\n public use(params: ShaderProgramParams): boolean {\r\n if (this.compile(true) !== CompileStatus.Success)\r\n return false;\r\n\r\n assert(undefined !== this._glProgram);\r\n if (null === this._glProgram || undefined === this._glProgram)\r\n return false;\r\n\r\n assert(!this._inUse);\r\n this._inUse = true;\r\n params.context.useProgram(this._glProgram);\r\n\r\n for (const uniform of this._programUniforms)\r\n uniform.bind(params);\r\n\r\n return true;\r\n }\r\n\r\n public endUse() {\r\n this._inUse = false;\r\n System.instance.context.useProgram(null);\r\n }\r\n\r\n public draw(params: DrawParams): void {\r\n assert(this._inUse);\r\n for (const uniform of this._graphicUniforms)\r\n uniform.bind(params);\r\n\r\n params.geometry.draw();\r\n }\r\n\r\n public addProgramUniform(name: string, binding: BindProgramUniform) {\r\n assert(this.isUncompiled);\r\n this._programUniforms.push(new ProgramUniform(name, binding));\r\n }\r\n\r\n public addGraphicUniform(name: string, binding: BindGraphicUniform) {\r\n assert(this.isUncompiled);\r\n this._graphicUniforms.push(new GraphicUniform(name, binding));\r\n }\r\n\r\n private compileUniforms<T extends Uniform>(uniforms: T[]): boolean {\r\n for (const uniform of uniforms) {\r\n if (!uniform.compile(this))\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private setDebugShaderUsage() {\r\n if (!System.instance.options.debugShaders)\r\n return;\r\n\r\n const shaderFiles = System.instance.debugShaderFiles;\r\n if (this._vertGNdx >= 0)\r\n shaderFiles[this._vertGNdx].isUsed = true;\r\n\r\n if (this._fragGNdx >= 0)\r\n shaderFiles[this._fragGNdx].isUsed = true;\r\n\r\n if (this._vertHNdx >= 0)\r\n shaderFiles[this._vertHNdx].isUsed = true;\r\n\r\n if (this._fragHNdx >= 0)\r\n shaderFiles[this._fragHNdx].isUsed = true;\r\n }\r\n\r\n private saveShaderCode(isVS: boolean, desc: string, src: string, shader: WebGLShader) {\r\n // save glsl and hlsl (from Angle and fixed up) in DebugShaderFile\r\n if (!System.instance.options.debugShaders)\r\n return;\r\n\r\n const shaderFiles = System.instance.debugShaderFiles;\r\n let sname: string;\r\n if (desc) {\r\n sname = desc.split(isVS ? \"//!V! \" : \"//!F! \").join(\"\");\r\n sname = sname.split(\": \").join(\"-\");\r\n sname = sname.split(\"; \").join(\"-\");\r\n } else {\r\n // need to investigate shaders with no comments to derive names, for now come up with unique name\r\n sname = `noname-${shaderFiles.length}`;\r\n }\r\n\r\n sname += isVS ? \"_VS\" : \"_FS\";\r\n const fname = `${sname}.glsl`;\r\n let dsfNdx = shaderFiles.push(new DebugShaderFile(fname, src, isVS, true, false));\r\n if (isVS)\r\n this._vertGNdx = dsfNdx - 1;\r\n else\r\n this._fragGNdx = dsfNdx - 1;\r\n\r\n const ext2 = System.instance.context.getExtension(\"WEBGL_debug_shaders\");\r\n if (!ext2)\r\n return;\r\n\r\n const srcH = ext2.getTranslatedShaderSource(shader);\r\n if (!srcH)\r\n return;\r\n\r\n // TODO: implement WebGL2 specific inputs for gl_VertexID and gl_InstanceID if ever used\r\n\r\n // parse and edit srcH to make it compilable\r\n const fnameH = `${sname}.hlsl`;\r\n let numTargets = 0; // for gl_Color cases\r\n let haveGLpos = false;\r\n let haveGLpntsz = false;\r\n let haveGLDepth = false;\r\n let haveGLFrontFacing = false;\r\n let haveGLPointCoord = false;\r\n let haveGLFragCoord = false;\r\n let haveGLFragColorOnly = false; // for only 1 output\r\n const haveGLFragColor = [false, false, false, false, false, false, false, false];\r\n const attrs: string[] = new Array<string>();\r\n const varyings: string[] = new Array<string>();\r\n const lines = srcH.split(\"\\n\");\r\n let toss = true;\r\n for (let ndx = 0; ndx < lines.length;) {\r\n let line = lines[ndx];\r\n if (line.indexOf(\"// INITIAL HLSL END\") >= 0)\r\n toss = true;\r\n\r\n if (toss)\r\n lines.splice(ndx, 1);\r\n\r\n if (line.indexOf(\"// INITIAL HLSL BEGIN\") >= 0) {\r\n toss = false;\r\n } else if (!toss) { // look for lines that need editing\r\n if (line.indexOf(\"Varyings\") >= 0) { // save off varyings in either case\r\n while (ndx + 1 < lines.length && lines[ndx + 1].indexOf(\"static\") >= 0) {\r\n ++ndx;\r\n line = lines[ndx].substring(6).trimLeft();\r\n varyings.push(line.substring(0, line.indexOf(\"=\")));\r\n }\r\n }\r\n\r\n if (isVS) {\r\n if (line.indexOf(\"Attributes\") >= 0) { // save off attributes\r\n while (ndx + 1 < lines.length && lines[ndx + 1].indexOf(\"static\") >= 0) {\r\n ++ndx;\r\n line = lines[ndx].substring(6).trimLeft();\r\n attrs.push(line.substring(0, line.indexOf(\"=\")));\r\n }\r\n } else if (line.indexOf(\"static float4 gl_Position\") >= 0) {\r\n haveGLpos = true;\r\n } else if (line.indexOf(\"static float gl_PointSize\") >= 0) {\r\n haveGLpntsz = true;\r\n } else if (line.indexOf(\"@@ VERTEX ATTRIBUTES @@\") >= 0) {\r\n lines[ndx] = \"// @@ VERTEX ATTRIBUTES @@\";\r\n } else if (line.indexOf(\"@@ MAIN PROLOGUE @@\") >= 0) {\r\n lines[ndx] = \"// @@ MAIN PROLOGUE @@\\ngetInput(input);\";\r\n } else if (line.indexOf(\"@@ VERTEX OUTPUT @@\") >= 0) {\r\n // have to create a VS_OUTPUT struct and a generateOutput function from varyings\r\n lines[ndx] = \"// @@ VERTEX OUTPUT @@\\nstruct VS_INPUT\\n {\";\r\n let aNdx = 0;\r\n for (const tstr of attrs) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${aNdx};`);\r\n ++aNdx;\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" };\\nvoid getInput(VS_INPUT input) {\");\r\n for (const tstr of attrs) {\r\n let t = tstr.indexOf(\"_a\");\r\n let vName = tstr.substring(t);\r\n t = vName.indexOf(\" \");\r\n vName = vName.substring(0, t);\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${vName} = input.${vName};`);\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \"}\\nstruct VS_OUTPUT\\n {\");\r\n if (haveGLpos) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float4 _v_position : SV_Position;\");\r\n }\r\n\r\n if (haveGLpntsz) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float gl_PointSize : PointSize;\");\r\n }\r\n\r\n let vNdx = 0;\r\n for (const tstr of varyings) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${vNdx};`);\r\n ++vNdx;\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" };\\nVS_OUTPUT generateOutput(VS_INPUT input) {\\n VS_OUTPUT output;\");\r\n if (haveGLpos) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" output._v_position = gl_Position;\");\r\n }\r\n\r\n if (haveGLpntsz) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" output.gl_PointSize = gl_PointSize;\");\r\n }\r\n\r\n for (const tstr of varyings) {\r\n let t = tstr.indexOf(\"_v\");\r\n let vName = tstr.substring(t);\r\n t = vName.indexOf(\" \");\r\n vName = vName.substring(0, t);\r\n ++ndx;\r\n lines.splice(ndx, 0, ` output.${vName} = ${vName};`);\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" return output;\\n}\");\r\n }\r\n } else { // fragment shader\r\n let tNdx = 0;\r\n if (line.indexOf(\"static float4 gl_Color[\") >= 0) {\r\n //\r\n } else if (line.indexOf(\"gl_Color[0] =\") >= 0) {\r\n if (numTargets < 1)\r\n numTargets = 1;\r\n } else if (line.indexOf(\"gl_Color[1] =\") >= 0) {\r\n if (numTargets < 2)\r\n numTargets = 2;\r\n } else if (line.indexOf(\"gl_Color[2] =\") >= 0) {\r\n if (numTargets < 3)\r\n numTargets = 3;\r\n } else if (line.indexOf(\"gl_Color[3] =\") >= 0) {\r\n numTargets = 4;\r\n } else if (line.indexOf(\"gl_Depth\") >= 0) {\r\n haveGLDepth = true;\r\n } else if (line.indexOf(\"gl_FrontFacing\") >= 0) {\r\n haveGLFrontFacing = true;\r\n } else if (line.indexOf(\"gl_PointCoord\") >= 0) {\r\n haveGLPointCoord = true;\r\n } else if (line.indexOf(\"gl_FragCoord\") >= 0) {\r\n haveGLFragCoord = true;\r\n } else if ((tNdx = line.indexOf(\"out_FragColor\")) >= 0) {\r\n const c = line.substr(tNdx + 13, 1);\r\n if (c === \" \" || c === \"=\")\r\n haveGLFragColorOnly = true;\r\n else {\r\n tNdx = +c;\r\n haveGLFragColor[tNdx] = true;\r\n }\r\n } else if (line.indexOf(\"@@ PIXEL OUTPUT @@\") >= 0) {\r\n // have to create a VS_OUTPUT struct, a getInputs function (both from varyings),\r\n // a PS_OUTPUT struct, and a generateOutput function (both based on numTargets or haveGLFragColor)\r\n lines[ndx] = \"// @@ PIXEL OUTPUT @@\\nstruct VS_OUTPUT\\n {\";\r\n if (haveGLFragCoord) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float4 gl_FragCoord : SV_POSITION;\");\r\n }\r\n\r\n let vNdx = 0;\r\n for (const tstr of varyings) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${vNdx};`);\r\n ++vNdx;\r\n }\r\n\r\n if (haveGLFrontFacing) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" bool gl_FrontFacing : SV_IsFrontFace;\");\r\n }\r\n\r\n if (haveGLPointCoord) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float2 gl_PointCoord : PointCoord;\");\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" };\\nvoid getInputs(VS_OUTPUT input) {\");\r\n if (haveGLFragCoord) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" gl_FragCoord = input.gl_FragCoord;\");\r\n }\r\n\r\n for (const tstr of varyings) {\r\n let t = tstr.indexOf(\"_v\");\r\n let vName = tstr.substring(t);\r\n t = vName.indexOf(\" \");\r\n vName = vName.substring(0, t);\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${vName} = input.${vName};`);\r\n }\r\n\r\n if (haveGLFrontFacing) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" gl_FrontFacing = input.gl_FrontFacing;\");\r\n }\r\n\r\n if (haveGLPointCoord) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" gl_PointCoord = input.gl_PointCoord;\");\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \"}\\nstruct PS_OUTPUT\\n {\");\r\n let cNdx = 0;\r\n while (cNdx < numTargets) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` float4 col${cNdx} : SV_TARGET${cNdx};`);\r\n ++cNdx;\r\n }\r\n\r\n if (haveGLFragColorOnly) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float4 out_FragColor : SV_TARGET;\");\r\n } else {\r\n for (cNdx = 0; cNdx < haveGLFragColor.length; ++cNdx) {\r\n if (haveGLFragColor[cNdx]) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` float4 out_FragColor${cNdx} : SV_TARGET${cNdx};`);\r\n }\r\n }\r\n }\r\n\r\n if (haveGLDepth) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float gl_Depth : SV_Depth;\");\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" };\\nPS_OUTPUT generateOutput () {\\n PS_OUTPUT output;\");\r\n cNdx = 0;\r\n while (cNdx < numTargets) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` output.col${cNdx} = gl_Color[${cNdx}];`);\r\n ++cNdx;\r\n }\r\n\r\n if (haveGLFragColorOnly) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" output.out_FragColor = out_FragColor;\");\r\n } else {\r\n for (cNdx = 0; cNdx < haveGLFragColor.length; ++cNdx) {\r\n if (haveGLFragColor[cNdx]) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` output.out_FragColor${cNdx} = out_FragColor${cNdx};`);\r\n }\r\n }\r\n }\r\n\r\n if (haveGLDepth) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" output.gl_Depth = gl_Depth;\");\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" return output;\\n}\");\r\n } else if (line.indexOf(\"PS_OUTPUT main\") >= 0) {\r\n lines[ndx] = `// ${line}\\nPS_OUTPUT main(VS_OUTPUT input){`;\r\n } else if (line.indexOf(\"@@ MAIN PROLOGUE @@\") >= 0) {\r\n lines[ndx] = `// ${line}\\ngetInputs(input);`;\r\n }\r\n }\r\n\r\n ++ndx;\r\n }\r\n }\r\n\r\n const srcH2 = lines.join(\"\\n\");\r\n dsfNdx = shaderFiles.push(new DebugShaderFile(fnameH, srcH2, isVS, false, false));\r\n if (isVS)\r\n this._vertHNdx = dsfNdx - 1;\r\n else\r\n this._fragHNdx = dsfNdx - 1;\r\n }\r\n}\r\n\r\n/** Context in which ShaderPrograms are executed. Avoids switching shaders unnecessarily.\r\n * Ensures shader programs are compiled before use and un-bound when scope is disposed.\r\n * This class must *only* be used inside a using() function!\r\n * @internal\r\n */\r\nexport class ShaderProgramExecutor {\r\n private _program?: ShaderProgram;\r\n private static _params?: ShaderProgramParams;\r\n\r\n public constructor(target: Target, pass: RenderPass, program?: ShaderProgram) {\r\n this.params.init(target, pass);\r\n this.changeProgram(program);\r\n }\r\n\r\n public static freeParams(): void {\r\n this._params = undefined;\r\n }\r\n\r\n private _isDisposed = false;\r\n public get isDisposed(): boolean { return this._isDisposed; }\r\n\r\n /** Clears the current program to be executed. This does not free WebGL resources, since those are owned by Techniques. */\r\n public dispose() {\r\n this.changeProgram(undefined);\r\n ShaderProgramExecutor.freeParams();\r\n this._isDisposed = true;\r\n }\r\n\r\n public setProgram(program: ShaderProgram): boolean { return this.changeProgram(program); }\r\n public get isValid() { return undefined !== this._program; }\r\n public get target() { return this.params.target; }\r\n public get renderPass() { return this.params.renderPass; }\r\n public get params() {\r\n if (undefined === ShaderProgramExecutor._params)\r\n ShaderProgramExecutor._params = new ShaderProgramParams();\r\n\r\n return ShaderProgramExecutor._params;\r\n }\r\n\r\n public draw(params: DrawParams) {\r\n assert(this.isValid);\r\n if (undefined !== this._program) {\r\n this._program.draw(params);\r\n }\r\n }\r\n public drawInterrupt(params: DrawParams) {\r\n assert(params.target === this.params.target);\r\n\r\n const tech = params.target.techniques.getTechnique(params.geometry.techniqueId);\r\n const program = tech.getShader(TechniqueFlags.defaults);\r\n if (this.setProgram(program)) {\r\n this.draw(params);\r\n }\r\n }\r\n\r\n public pushBranch(branch: Branch): void { this.target.pushBranch(branch); }\r\n public popBranch(): void { this.target.popBranch(); }\r\n public pushBatch(batch: Batch): void { this.target.pushBatch(batch); }\r\n public popBatch(): void { this.target.popBatch(); }\r\n\r\n private changeProgram(program?: ShaderProgram): boolean {\r\n if (this._program === program) {\r\n return true;\r\n } else if (undefined !== this._program) {\r\n this._program.endUse();\r\n }\r\n\r\n this._program = program;\r\n if (undefined !== program && !program.use(this.params)) {\r\n this._program = undefined;\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n"]}
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1
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+
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sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { DebugShaderFile } from \"../RenderSystem\";\r\nimport { AttributeDetails } from \"./AttributeMap\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DrawParams, ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueFlags } from \"./TechniqueFlags\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** Flags which control some conditional branches in shader code\r\n * @internal\r\n */\r\nexport const enum ShaderFlags {\r\n None = 0,\r\n Monochrome = 1 << 0,\r\n NonUniformColor = 1 << 1,\r\n OITFlatAlphaWeight = 1 << 2,\r\n OITScaleOutput = 1 << 3,\r\n IgnoreNonLocatable = 1 << 4,\r\n}\r\n\r\n/** Describes the location of a uniform variable within a shader program.\r\n * @internal\r\n */\r\nexport class Uniform {\r\n private readonly _name: string;\r\n protected _handle?: UniformHandle;\r\n\r\n protected constructor(name: string) { this._name = name; }\r\n\r\n public compile(prog: ShaderProgram): boolean {\r\n assert(!this.isValid);\r\n if (undefined !== prog.glProgram) {\r\n this._handle = UniformHandle.create(prog, this._name);\r\n }\r\n\r\n return this.isValid;\r\n }\r\n\r\n public get isValid(): boolean { return undefined !== this._handle; }\r\n}\r\n\r\n/**\r\n * A function associated with a ProgramUniform which is invoked each time the shader program becomes active.\r\n * The function is responsible for setting the value of the uniform.\r\n * @internal\r\n */\r\nexport type BindProgramUniform = (uniform: UniformHandle, params: ShaderProgramParams) => void;\r\n\r\n/**\r\n * Describes the location of a uniform variable within a shader program, the value of which does not change while the program is active.\r\n * The supplied binding function will be invoked once each time the shader becomes active to set the value of the uniform.\r\n * @internal\r\n */\r\nexport class ProgramUniform extends Uniform {\r\n private readonly _bind: BindProgramUniform;\r\n\r\n public constructor(name: string, bind: BindProgramUniform) {\r\n super(name);\r\n this._bind = bind;\r\n }\r\n\r\n public bind(params: ShaderProgramParams): void {\r\n if (undefined !== this._handle) {\r\n this._bind(this._handle, params);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * A function associated with a GraphicUniform which is invoked each time a new graphic primitive is rendered using the associated shader.\r\n * The function is responsible for setting the value of the uniform.\r\n * @internal\r\n */\r\nexport type BindGraphicUniform = (uniform: UniformHandle, params: DrawParams) => void;\r\n\r\n/**\r\n * Describes the location of a uniform variable within a shader program, the value of which is dependent upon the graphic primitive\r\n * currently being rendered by the program. The supplied binding function will be invoked once for each graphic primitive submitted\r\n * to the program to set the value of the uniform.\r\n * @internal\r\n */\r\nexport class GraphicUniform extends Uniform {\r\n private readonly _bind: BindGraphicUniform;\r\n\r\n public constructor(name: string, bind: BindGraphicUniform) {\r\n super(name);\r\n this._bind = bind;\r\n }\r\n\r\n public bind(params: DrawParams): void {\r\n if (undefined !== this._handle) {\r\n this._bind(this._handle, params);\r\n }\r\n }\r\n}\r\n\r\n/** Describes the compilation status of a shader program. Programs may be compiled during idle time, or upon first use.\r\n * @internal\r\n */\r\nexport const enum CompileStatus {\r\n Success, // The program was successfully compiled.\r\n Failure, // The program failed to compile.\r\n Uncompiled, // No attempt has yet been made to compile the program.\r\n}\r\n\r\n/** @internal */\r\nexport class ShaderProgram implements WebGLDisposable {\r\n public vertSource: string;\r\n public fragSource: string;\r\n private _glProgram?: WebGLProgram;\r\n private _inUse: boolean = false;\r\n private _status: CompileStatus = CompileStatus.Uncompiled;\r\n private readonly _programUniforms = new Array<ProgramUniform>();\r\n private readonly _graphicUniforms = new Array<GraphicUniform>();\r\n private readonly _attrMap?: Map<string, AttributeDetails>;\r\n // for debugging purposes...\r\n public readonly description: string;\r\n private _fragDescription: string;\r\n private _vertGNdx: number = -1;\r\n private _fragGNdx: number = -1;\r\n private _vertHNdx: number = -1;\r\n private _fragHNdx: number = -1;\r\n public readonly outputsToPick;\r\n\r\n public constructor(gl: WebGLContext, vertSource: string, fragSource: string, attrMap: Map<string, AttributeDetails> | undefined, description: string, fragDescription: string) {\r\n this.description = description;\r\n this.outputsToPick = description.includes(\"Overrides\") || description.includes(\"Pick\");\r\n this._fragDescription = fragDescription;\r\n this.vertSource = vertSource;\r\n this.fragSource = fragSource;\r\n this._attrMap = attrMap;\r\n\r\n const glProgram = gl.createProgram();\r\n this._glProgram = (null === glProgram) ? undefined : glProgram;\r\n }\r\n\r\n public get isDisposed(): boolean { return this._glProgram === undefined; }\r\n\r\n public dispose(): void {\r\n if (!this.isDisposed) {\r\n assert(!this._inUse);\r\n System.instance.context.deleteProgram(this._glProgram!);\r\n this._glProgram = undefined;\r\n this._status = CompileStatus.Uncompiled;\r\n }\r\n }\r\n\r\n public get glProgram(): WebGLProgram | undefined { return this._glProgram; }\r\n public get isUncompiled() { return CompileStatus.Uncompiled === this._status; }\r\n public get isCompiled() { return CompileStatus.Success === this._status; }\r\n\r\n private compileShader(type: GL.ShaderType): WebGLShader | undefined {\r\n const gl = System.instance.context;\r\n\r\n const shader = gl.createShader(type);\r\n if (null === shader)\r\n return undefined;\r\n\r\n const src = GL.ShaderType.Vertex === type ? this.vertSource : this.fragSource;\r\n gl.shaderSource(shader, src);\r\n gl.compileShader(shader);\r\n const succeeded = gl.getShaderParameter(shader, GL.ShaderParameter.CompileStatus) as boolean;\r\n if (!succeeded) {\r\n const compileLog = `${GL.ShaderType.Vertex === type ? \"Vertex\" : \"Fragment\"} shader failed to compile. Errors: ${gl.getShaderInfoLog(shader)} Program description: ${this.description}`;\r\n throw new Error(compileLog);\r\n }\r\n\r\n if (System.instance.options.debugShaders) {\r\n const isVS = GL.ShaderType.Vertex === type;\r\n const desc = isVS ? this.description : this._fragDescription;\r\n this.saveShaderCode(isVS, desc, src, shader);\r\n }\r\n\r\n return shader;\r\n }\r\n\r\n private linkProgram(vert: WebGLShader, frag: WebGLShader): boolean {\r\n assert(undefined !== this.glProgram);\r\n if (undefined === this._glProgram || null === this._glProgram) // because WebGL APIs used Thing|null, not Thing|undefined...\r\n return false;\r\n\r\n const gl = System.instance.context;\r\n gl.attachShader(this._glProgram, vert);\r\n gl.attachShader(this._glProgram, frag);\r\n\r\n // bind attribute locations before final linking\r\n if (this._attrMap !== undefined) {\r\n this._attrMap.forEach((attr: AttributeDetails, key: string) => {\r\n gl.bindAttribLocation(this._glProgram!, attr.location, key);\r\n });\r\n }\r\n\r\n gl.linkProgram(this._glProgram);\r\n\r\n const linkLog = gl.getProgramInfoLog(this._glProgram);\r\n gl.validateProgram(this._glProgram);\r\n\r\n const succeeded = gl.getProgramParameter(this._glProgram, GL.ProgramParameter.LinkStatus) as boolean;\r\n if (!succeeded) {\r\n const validateLog = gl.getProgramInfoLog(this._glProgram);\r\n const msg = `Shader program failed to link. Link errors: ${linkLog} Validation errors: ${validateLog} Program description: ${this.description}`;\r\n throw new Error(msg);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public compile(forUse: boolean = false): CompileStatus {\r\n if (System.instance.options.debugShaders && forUse && this._status === CompileStatus.Success)\r\n this.setDebugShaderUsage();\r\n\r\n switch (this._status) {\r\n case CompileStatus.Failure: return CompileStatus.Failure;\r\n case CompileStatus.Success: return CompileStatus.Success;\r\n default: {\r\n if (this.isDisposed) {\r\n this._status = CompileStatus.Failure;\r\n return CompileStatus.Failure;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n this._status = CompileStatus.Failure;\r\n\r\n const vert = this.compileShader(GL.ShaderType.Vertex);\r\n const frag = this.compileShader(GL.ShaderType.Fragment);\r\n if (undefined !== vert && undefined !== frag)\r\n if (this.linkProgram(vert, frag) && this.compileUniforms(this._programUniforms) && this.compileUniforms(this._graphicUniforms))\r\n this._status = CompileStatus.Success;\r\n\r\n if (System.instance.options.debugShaders && forUse && this._status === CompileStatus.Success)\r\n this.setDebugShaderUsage();\r\n\r\n if (true !== System.instance.options.preserveShaderSourceCode)\r\n this.vertSource = this.fragSource = \"\";\r\n\r\n return this._status;\r\n }\r\n\r\n public use(params: ShaderProgramParams): boolean {\r\n if (this.compile(true) !== CompileStatus.Success)\r\n return false;\r\n\r\n assert(undefined !== this._glProgram);\r\n if (null === this._glProgram || undefined === this._glProgram)\r\n return false;\r\n\r\n assert(!this._inUse);\r\n this._inUse = true;\r\n params.context.useProgram(this._glProgram);\r\n\r\n for (const uniform of this._programUniforms)\r\n uniform.bind(params);\r\n\r\n return true;\r\n }\r\n\r\n public endUse() {\r\n this._inUse = false;\r\n System.instance.context.useProgram(null);\r\n }\r\n\r\n public draw(params: DrawParams): void {\r\n assert(this._inUse);\r\n for (const uniform of this._graphicUniforms)\r\n uniform.bind(params);\r\n\r\n params.geometry.draw();\r\n }\r\n\r\n public addProgramUniform(name: string, binding: BindProgramUniform) {\r\n assert(this.isUncompiled);\r\n this._programUniforms.push(new ProgramUniform(name, binding));\r\n }\r\n\r\n public addGraphicUniform(name: string, binding: BindGraphicUniform) {\r\n assert(this.isUncompiled);\r\n this._graphicUniforms.push(new GraphicUniform(name, binding));\r\n }\r\n\r\n private compileUniforms<T extends Uniform>(uniforms: T[]): boolean {\r\n for (const uniform of uniforms) {\r\n if (!uniform.compile(this))\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private setDebugShaderUsage() {\r\n if (!System.instance.options.debugShaders)\r\n return;\r\n\r\n const shaderFiles = System.instance.debugShaderFiles;\r\n if (this._vertGNdx >= 0)\r\n shaderFiles[this._vertGNdx].isUsed = true;\r\n\r\n if (this._fragGNdx >= 0)\r\n shaderFiles[this._fragGNdx].isUsed = true;\r\n\r\n if (this._vertHNdx >= 0)\r\n shaderFiles[this._vertHNdx].isUsed = true;\r\n\r\n if (this._fragHNdx >= 0)\r\n shaderFiles[this._fragHNdx].isUsed = true;\r\n }\r\n\r\n private saveShaderCode(isVS: boolean, desc: string, src: string, shader: WebGLShader) {\r\n // save glsl and hlsl (from Angle and fixed up) in DebugShaderFile\r\n if (!System.instance.options.debugShaders)\r\n return;\r\n\r\n const shaderFiles = System.instance.debugShaderFiles;\r\n let sname: string;\r\n if (desc) {\r\n sname = desc.split(isVS ? \"//!V! \" : \"//!F! \").join(\"\");\r\n sname = sname.split(\": \").join(\"-\");\r\n sname = sname.split(\"; \").join(\"-\");\r\n } else {\r\n // need to investigate shaders with no comments to derive names, for now come up with unique name\r\n sname = `noname-${shaderFiles.length}`;\r\n }\r\n\r\n sname += isVS ? \"_VS\" : \"_FS\";\r\n const fname = `${sname}.glsl`;\r\n let dsfNdx = shaderFiles.push(new DebugShaderFile(fname, src, isVS, true, false));\r\n if (isVS)\r\n this._vertGNdx = dsfNdx - 1;\r\n else\r\n this._fragGNdx = dsfNdx - 1;\r\n\r\n const ext2 = System.instance.context.getExtension(\"WEBGL_debug_shaders\");\r\n if (!ext2)\r\n return;\r\n\r\n const srcH = ext2.getTranslatedShaderSource(shader);\r\n if (!srcH)\r\n return;\r\n\r\n // TODO: implement WebGL2 specific inputs for gl_VertexID and gl_InstanceID if ever used\r\n\r\n // parse and edit srcH to make it compilable\r\n const fnameH = `${sname}.hlsl`;\r\n let numTargets = 0; // for gl_Color cases\r\n let haveGLpos = false;\r\n let haveGLpntsz = false;\r\n let haveGLDepth = false;\r\n let haveGLFrontFacing = false;\r\n let haveGLPointCoord = false;\r\n let haveGLFragCoord = false;\r\n let haveGLFragColorOnly = false; // for only 1 output\r\n const haveGLFragColor = [false, false, false, false, false, false, false, false];\r\n const attrs: string[] = new Array<string>();\r\n const varyings: string[] = new Array<string>();\r\n const lines = srcH.split(\"\\n\");\r\n let toss = true;\r\n for (let ndx = 0; ndx < lines.length;) {\r\n let line = lines[ndx];\r\n if (line.indexOf(\"// INITIAL HLSL END\") >= 0)\r\n toss = true;\r\n\r\n if (toss)\r\n lines.splice(ndx, 1);\r\n\r\n if (line.indexOf(\"// INITIAL HLSL BEGIN\") >= 0) {\r\n toss = false;\r\n } else if (!toss) { // look for lines that need editing\r\n if (line.indexOf(\"Varyings\") >= 0) { // save off varyings in either case\r\n while (ndx + 1 < lines.length && lines[ndx + 1].indexOf(\"static\") >= 0) {\r\n ++ndx;\r\n line = lines[ndx].substring(6).trimLeft();\r\n varyings.push(line.substring(0, line.indexOf(\"=\")));\r\n }\r\n }\r\n\r\n if (isVS) {\r\n if (line.indexOf(\"Attributes\") >= 0) { // save off attributes\r\n while (ndx + 1 < lines.length && lines[ndx + 1].indexOf(\"static\") >= 0) {\r\n ++ndx;\r\n line = lines[ndx].substring(6).trimLeft();\r\n attrs.push(line.substring(0, line.indexOf(\"=\")));\r\n }\r\n } else if (line.indexOf(\"static float4 gl_Position\") >= 0) {\r\n haveGLpos = true;\r\n } else if (line.indexOf(\"static float gl_PointSize\") >= 0) {\r\n haveGLpntsz = true;\r\n } else if (line.indexOf(\"@@ VERTEX ATTRIBUTES @@\") >= 0) {\r\n lines[ndx] = \"// @@ VERTEX ATTRIBUTES @@\";\r\n } else if (line.indexOf(\"@@ MAIN PROLOGUE @@\") >= 0) {\r\n lines[ndx] = \"// @@ MAIN PROLOGUE @@\\ngetInput(input);\";\r\n } else if (line.indexOf(\"@@ VERTEX OUTPUT @@\") >= 0) {\r\n // have to create a VS_OUTPUT struct and a generateOutput function from varyings\r\n lines[ndx] = \"// @@ VERTEX OUTPUT @@\\nstruct VS_INPUT\\n {\";\r\n let aNdx = 0;\r\n for (const tstr of attrs) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${aNdx};`);\r\n ++aNdx;\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" };\\nvoid getInput(VS_INPUT input) {\");\r\n for (const tstr of attrs) {\r\n let t = tstr.indexOf(\"_a\");\r\n let vName = tstr.substring(t);\r\n t = vName.indexOf(\" \");\r\n vName = vName.substring(0, t);\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${vName} = input.${vName};`);\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \"}\\nstruct VS_OUTPUT\\n {\");\r\n if (haveGLpos) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float4 _v_position : SV_Position;\");\r\n }\r\n\r\n if (haveGLpntsz) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float gl_PointSize : PointSize;\");\r\n }\r\n\r\n let vNdx = 0;\r\n for (const tstr of varyings) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${vNdx};`);\r\n ++vNdx;\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" };\\nVS_OUTPUT generateOutput(VS_INPUT input) {\\n VS_OUTPUT output;\");\r\n if (haveGLpos) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" output._v_position = gl_Position;\");\r\n }\r\n\r\n if (haveGLpntsz) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" output.gl_PointSize = gl_PointSize;\");\r\n }\r\n\r\n for (const tstr of varyings) {\r\n let t = tstr.indexOf(\"_v\");\r\n let vName = tstr.substring(t);\r\n t = vName.indexOf(\" \");\r\n vName = vName.substring(0, t);\r\n ++ndx;\r\n lines.splice(ndx, 0, ` output.${vName} = ${vName};`);\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" return output;\\n}\");\r\n }\r\n } else { // fragment shader\r\n let tNdx = 0;\r\n if (line.indexOf(\"static float4 gl_Color[\") >= 0) {\r\n //\r\n } else if (line.indexOf(\"gl_Color[0] =\") >= 0) {\r\n if (numTargets < 1)\r\n numTargets = 1;\r\n } else if (line.indexOf(\"gl_Color[1] =\") >= 0) {\r\n if (numTargets < 2)\r\n numTargets = 2;\r\n } else if (line.indexOf(\"gl_Color[2] =\") >= 0) {\r\n if (numTargets < 3)\r\n numTargets = 3;\r\n } else if (line.indexOf(\"gl_Color[3] =\") >= 0) {\r\n numTargets = 4;\r\n } else if (line.indexOf(\"gl_Depth\") >= 0) {\r\n haveGLDepth = true;\r\n } else if (line.indexOf(\"gl_FrontFacing\") >= 0) {\r\n haveGLFrontFacing = true;\r\n } else if (line.indexOf(\"gl_PointCoord\") >= 0) {\r\n haveGLPointCoord = true;\r\n } else if (line.indexOf(\"gl_FragCoord\") >= 0) {\r\n haveGLFragCoord = true;\r\n } else if ((tNdx = line.indexOf(\"out_FragColor\")) >= 0) {\r\n const c = line.substr(tNdx + 13, 1);\r\n if (c === \" \" || c === \"=\")\r\n haveGLFragColorOnly = true;\r\n else {\r\n tNdx = +c;\r\n haveGLFragColor[tNdx] = true;\r\n }\r\n } else if (line.indexOf(\"@@ PIXEL OUTPUT @@\") >= 0) {\r\n // have to create a VS_OUTPUT struct, a getInputs function (both from varyings),\r\n // a PS_OUTPUT struct, and a generateOutput function (both based on numTargets or haveGLFragColor)\r\n lines[ndx] = \"// @@ PIXEL OUTPUT @@\\nstruct VS_OUTPUT\\n {\";\r\n if (haveGLFragCoord) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float4 gl_FragCoord : SV_POSITION;\");\r\n }\r\n\r\n let vNdx = 0;\r\n for (const tstr of varyings) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${vNdx};`);\r\n ++vNdx;\r\n }\r\n\r\n if (haveGLFrontFacing) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" bool gl_FrontFacing : SV_IsFrontFace;\");\r\n }\r\n\r\n if (haveGLPointCoord) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float2 gl_PointCoord : PointCoord;\");\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" };\\nvoid getInputs(VS_OUTPUT input) {\");\r\n if (haveGLFragCoord) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" gl_FragCoord = input.gl_FragCoord;\");\r\n }\r\n\r\n for (const tstr of varyings) {\r\n let t = tstr.indexOf(\"_v\");\r\n let vName = tstr.substring(t);\r\n t = vName.indexOf(\" \");\r\n vName = vName.substring(0, t);\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${vName} = input.${vName};`);\r\n }\r\n\r\n if (haveGLFrontFacing) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" gl_FrontFacing = input.gl_FrontFacing;\");\r\n }\r\n\r\n if (haveGLPointCoord) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" gl_PointCoord = input.gl_PointCoord;\");\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \"}\\nstruct PS_OUTPUT\\n {\");\r\n let cNdx = 0;\r\n while (cNdx < numTargets) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` float4 col${cNdx} : SV_TARGET${cNdx};`);\r\n ++cNdx;\r\n }\r\n\r\n if (haveGLFragColorOnly) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float4 out_FragColor : SV_TARGET;\");\r\n } else {\r\n for (cNdx = 0; cNdx < haveGLFragColor.length; ++cNdx) {\r\n if (haveGLFragColor[cNdx]) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` float4 out_FragColor${cNdx} : SV_TARGET${cNdx};`);\r\n }\r\n }\r\n }\r\n\r\n if (haveGLDepth) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float gl_Depth : SV_Depth;\");\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" };\\nPS_OUTPUT generateOutput () {\\n PS_OUTPUT output;\");\r\n cNdx = 0;\r\n while (cNdx < numTargets) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` output.col${cNdx} = gl_Color[${cNdx}];`);\r\n ++cNdx;\r\n }\r\n\r\n if (haveGLFragColorOnly) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" output.out_FragColor = out_FragColor;\");\r\n } else {\r\n for (cNdx = 0; cNdx < haveGLFragColor.length; ++cNdx) {\r\n if (haveGLFragColor[cNdx]) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` output.out_FragColor${cNdx} = out_FragColor${cNdx};`);\r\n }\r\n }\r\n }\r\n\r\n if (haveGLDepth) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" output.gl_Depth = gl_Depth;\");\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" return output;\\n}\");\r\n } else if (line.indexOf(\"PS_OUTPUT main\") >= 0) {\r\n lines[ndx] = `// ${line}\\nPS_OUTPUT main(VS_OUTPUT input){`;\r\n } else if (line.indexOf(\"@@ MAIN PROLOGUE @@\") >= 0) {\r\n lines[ndx] = `// ${line}\\ngetInputs(input);`;\r\n }\r\n }\r\n\r\n ++ndx;\r\n }\r\n }\r\n\r\n const srcH2 = lines.join(\"\\n\");\r\n dsfNdx = shaderFiles.push(new DebugShaderFile(fnameH, srcH2, isVS, false, false));\r\n if (isVS)\r\n this._vertHNdx = dsfNdx - 1;\r\n else\r\n this._fragHNdx = dsfNdx - 1;\r\n }\r\n}\r\n\r\n/** Context in which ShaderPrograms are executed. Avoids switching shaders unnecessarily.\r\n * Ensures shader programs are compiled before use and un-bound when scope is disposed.\r\n * This class must *only* be used inside a using() function!\r\n * @internal\r\n */\r\nexport class ShaderProgramExecutor {\r\n private _program?: ShaderProgram;\r\n private static _params?: ShaderProgramParams;\r\n\r\n public constructor(target: Target, pass: RenderPass, program?: ShaderProgram) {\r\n this.params.init(target, pass);\r\n this.changeProgram(program);\r\n }\r\n\r\n public static freeParams(): void {\r\n this._params = undefined;\r\n }\r\n\r\n private _isDisposed = false;\r\n public get isDisposed(): boolean { return this._isDisposed; }\r\n\r\n /** Clears the current program to be executed. This does not free WebGL resources, since those are owned by Techniques. */\r\n public dispose() {\r\n this.changeProgram(undefined);\r\n ShaderProgramExecutor.freeParams();\r\n this._isDisposed = true;\r\n }\r\n\r\n public setProgram(program: ShaderProgram): boolean { return this.changeProgram(program); }\r\n public get isValid() { return undefined !== this._program; }\r\n public get target() { return this.params.target; }\r\n public get renderPass() { return this.params.renderPass; }\r\n public get params() {\r\n if (undefined === ShaderProgramExecutor._params)\r\n ShaderProgramExecutor._params = new ShaderProgramParams();\r\n\r\n return ShaderProgramExecutor._params;\r\n }\r\n\r\n public draw(params: DrawParams) {\r\n assert(this.isValid);\r\n if (undefined !== this._program) {\r\n this._program.draw(params);\r\n }\r\n }\r\n public drawInterrupt(params: DrawParams) {\r\n assert(params.target === this.params.target);\r\n\r\n const tech = params.target.techniques.getTechnique(params.geometry.techniqueId);\r\n const program = tech.getShader(TechniqueFlags.defaults);\r\n if (this.setProgram(program)) {\r\n this.draw(params);\r\n }\r\n }\r\n\r\n public pushBranch(branch: Branch): void { this.target.pushBranch(branch); }\r\n public popBranch(): void { this.target.popBranch(); }\r\n public pushBatch(batch: Batch): void { this.target.pushBatch(batch); }\r\n public popBatch(): void { this.target.popBatch(); }\r\n\r\n private changeProgram(program?: ShaderProgram): boolean {\r\n if (this._program === program) {\r\n return true;\r\n } else if (undefined !== this._program) {\r\n this._program.endUse();\r\n }\r\n\r\n this._program = program;\r\n if (undefined !== program && !program.use(this.params)) {\r\n this._program = undefined;\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n"]}
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@@ -215,7 +215,7 @@ export declare abstract class Target extends RenderTarget implements RenderTarge
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215
215
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*/
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216
216
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private static _applyAspectRatioCorrection;
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217
217
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/** wantRectIn is in CSS pixels. Output ImageBuffer will be in device pixels.
|
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218
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-
* If wantRect
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218
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+
* If wantRect is null, that means "read the entire image".
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219
219
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*/
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220
220
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readImage(wantRectIn: ViewRect, targetSizeIn: Point2d, flipVertically: boolean): ImageBuffer | undefined;
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221
221
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readImageBuffer(args?: ReadImageBufferArgs): ImageBuffer | undefined;
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@@ -762,14 +762,14 @@ class Target extends RenderTarget_1.RenderTarget {
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762
762
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return new core_geometry_1.Point2d(curSize.x * bestRatio, curSize.y * bestRatio);
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763
763
|
}
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764
764
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/** wantRectIn is in CSS pixels. Output ImageBuffer will be in device pixels.
|
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765
|
-
* If wantRect
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765
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+
* If wantRect is null, that means "read the entire image".
|
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766
766
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*/
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767
767
|
readImage(wantRectIn, targetSizeIn, flipVertically) {
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768
768
|
if (!this.assignDC())
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769
769
|
return undefined;
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770
770
|
// Determine capture rect and validate
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771
771
|
const actualViewRect = this.renderRect; // already has device pixel ratio applied
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772
|
-
const wantRect =
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772
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+
const wantRect = wantRectIn.isNull ? actualViewRect : this.cssViewRectToDeviceViewRect(wantRectIn);
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773
773
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const lowerRight = core_geometry_1.Point2d.create(wantRect.right - 1, wantRect.bottom - 1);
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774
774
|
if (!actualViewRect.containsPoint(core_geometry_1.Point2d.create(wantRect.left, wantRect.top)) || !actualViewRect.containsPoint(lowerRight))
|
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775
775
|
return undefined;
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