@itwin/core-frontend 3.3.0-dev.9 → 3.4.0-dev.10
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 +54 -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/EmphasizeElements.d.ts.map +1 -1
- package/lib/cjs/EmphasizeElements.js +5 -0
- package/lib/cjs/EmphasizeElements.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 +5 -0
- package/lib/cjs/IModelApp.d.ts.map +1 -1
- package/lib/cjs/IModelApp.js +16 -12
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.d.ts +51 -4
- package/lib/cjs/IModelConnection.d.ts.map +1 -1
- package/lib/cjs/IModelConnection.js +38 -3
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/LocalhostIpcApp.d.ts.map +1 -1
- package/lib/cjs/LocalhostIpcApp.js +10 -0
- package/lib/cjs/LocalhostIpcApp.js.map +1 -1
- package/lib/cjs/NoRenderApp.d.ts.map +1 -1
- package/lib/cjs/NoRenderApp.js +1 -0
- package/lib/cjs/NoRenderApp.js.map +1 -1
- package/lib/cjs/PerModelCategoryVisibility.d.ts +17 -0
- package/lib/cjs/PerModelCategoryVisibility.d.ts.map +1 -1
- package/lib/cjs/PerModelCategoryVisibility.js +63 -19
- package/lib/cjs/PerModelCategoryVisibility.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/SelectionSet.d.ts +30 -4
- package/lib/cjs/SelectionSet.d.ts.map +1 -1
- package/lib/cjs/SelectionSet.js +26 -2
- package/lib/cjs/SelectionSet.js.map +1 -1
- package/lib/cjs/SheetViewState.js +1 -1
- package/lib/cjs/SheetViewState.js.map +1 -1
- package/lib/cjs/SubCategoriesCache.d.ts +6 -12
- package/lib/cjs/SubCategoriesCache.d.ts.map +1 -1
- package/lib/cjs/SubCategoriesCache.js +48 -37
- package/lib/cjs/SubCategoriesCache.js.map +1 -1
- package/lib/cjs/TentativePoint.js +1 -1
- package/lib/cjs/TentativePoint.js.map +1 -1
- package/lib/cjs/ViewState.d.ts +2 -3
- package/lib/cjs/ViewState.d.ts.map +1 -1
- package/lib/cjs/ViewState.js +13 -9
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/Viewport.d.ts +10 -10
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +19 -14
- 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/DrawCommand.js +1 -1
- package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.d.ts +4 -1
- package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js +56 -26
- package/lib/cjs/render/webgl/FeatureOverrides.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 +2 -1
- package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Target.js +1 -0
- 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/AmbientOcclusion.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +4 -1
- package/lib/cjs/render/webgl/glsl/AmbientOcclusion.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 +8 -7
- 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/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/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +46 -2
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.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 +2 -0
- package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryProvider.js +23 -9
- 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/tools/ClipViewTool.d.ts.map +1 -1
- package/lib/cjs/tools/ClipViewTool.js +25 -2
- package/lib/cjs/tools/ClipViewTool.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/Tool.d.ts +7 -7
- package/lib/cjs/tools/Tool.js +7 -7
- package/lib/cjs/tools/Tool.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/EmphasizeElements.d.ts.map +1 -1
- package/lib/esm/EmphasizeElements.js +5 -0
- package/lib/esm/EmphasizeElements.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 +5 -0
- package/lib/esm/IModelApp.d.ts.map +1 -1
- package/lib/esm/IModelApp.js +16 -12
- package/lib/esm/IModelApp.js.map +1 -1
- package/lib/esm/IModelConnection.d.ts +51 -4
- package/lib/esm/IModelConnection.d.ts.map +1 -1
- package/lib/esm/IModelConnection.js +38 -3
- package/lib/esm/IModelConnection.js.map +1 -1
- package/lib/esm/LocalhostIpcApp.d.ts.map +1 -1
- package/lib/esm/LocalhostIpcApp.js +11 -1
- package/lib/esm/LocalhostIpcApp.js.map +1 -1
- package/lib/esm/NoRenderApp.d.ts.map +1 -1
- package/lib/esm/NoRenderApp.js +1 -0
- package/lib/esm/NoRenderApp.js.map +1 -1
- package/lib/esm/PerModelCategoryVisibility.d.ts +17 -0
- package/lib/esm/PerModelCategoryVisibility.d.ts.map +1 -1
- package/lib/esm/PerModelCategoryVisibility.js +63 -19
- package/lib/esm/PerModelCategoryVisibility.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/SelectionSet.d.ts +30 -4
- package/lib/esm/SelectionSet.d.ts.map +1 -1
- package/lib/esm/SelectionSet.js +26 -2
- package/lib/esm/SelectionSet.js.map +1 -1
- package/lib/esm/SheetViewState.js +1 -1
- package/lib/esm/SheetViewState.js.map +1 -1
- package/lib/esm/SubCategoriesCache.d.ts +6 -12
- package/lib/esm/SubCategoriesCache.d.ts.map +1 -1
- package/lib/esm/SubCategoriesCache.js +50 -39
- package/lib/esm/SubCategoriesCache.js.map +1 -1
- package/lib/esm/TentativePoint.js +1 -1
- package/lib/esm/TentativePoint.js.map +1 -1
- package/lib/esm/ViewState.d.ts +2 -3
- package/lib/esm/ViewState.d.ts.map +1 -1
- package/lib/esm/ViewState.js +13 -9
- package/lib/esm/ViewState.js.map +1 -1
- package/lib/esm/Viewport.d.ts +10 -10
- package/lib/esm/Viewport.d.ts.map +1 -1
- package/lib/esm/Viewport.js +19 -14
- 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/DrawCommand.js +1 -1
- package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
- package/lib/esm/render/webgl/FeatureOverrides.d.ts +4 -1
- package/lib/esm/render/webgl/FeatureOverrides.d.ts.map +1 -1
- package/lib/esm/render/webgl/FeatureOverrides.js +56 -26
- package/lib/esm/render/webgl/FeatureOverrides.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 +2 -1
- package/lib/esm/render/webgl/Target.d.ts.map +1 -1
- package/lib/esm/render/webgl/Target.js +1 -0
- 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/AmbientOcclusion.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/AmbientOcclusion.js +4 -1
- package/lib/esm/render/webgl/glsl/AmbientOcclusion.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 +8 -7
- 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/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/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +46 -2
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.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 +2 -0
- package/lib/esm/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/MapLayerImageryProvider.js +24 -10
- 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/tools/ClipViewTool.d.ts.map +1 -1
- package/lib/esm/tools/ClipViewTool.js +25 -2
- package/lib/esm/tools/ClipViewTool.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/Tool.d.ts +7 -7
- package/lib/esm/tools/Tool.js +7 -7
- package/lib/esm/tools/Tool.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 +27 -27
- 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
- package/lib/cjs/extension/providers/ExtensionServiceClient.d.ts +0 -52
- package/lib/cjs/extension/providers/ExtensionServiceClient.d.ts.map +0 -1
- package/lib/cjs/extension/providers/ExtensionServiceClient.js +0 -131
- package/lib/cjs/extension/providers/ExtensionServiceClient.js.map +0 -1
- package/lib/cjs/extension/providers/ServiceExtensionProvider.d.ts +0 -37
- package/lib/cjs/extension/providers/ServiceExtensionProvider.d.ts.map +0 -1
- package/lib/cjs/extension/providers/ServiceExtensionProvider.js +0 -84
- package/lib/cjs/extension/providers/ServiceExtensionProvider.js.map +0 -1
- package/lib/esm/RenderScheduleState.d.ts +0 -24
- package/lib/esm/RenderScheduleState.d.ts.map +0 -1
- package/lib/esm/RenderScheduleState.js +0 -71
- package/lib/esm/RenderScheduleState.js.map +0 -1
- package/lib/esm/extension/providers/ExtensionServiceClient.d.ts +0 -52
- package/lib/esm/extension/providers/ExtensionServiceClient.d.ts.map +0 -1
- package/lib/esm/extension/providers/ExtensionServiceClient.js +0 -127
- package/lib/esm/extension/providers/ExtensionServiceClient.js.map +0 -1
- package/lib/esm/extension/providers/ServiceExtensionProvider.d.ts +0 -37
- package/lib/esm/extension/providers/ServiceExtensionProvider.d.ts.map +0 -1
- package/lib/esm/extension/providers/ServiceExtensionProvider.js +0 -80
- package/lib/esm/extension/providers/ServiceExtensionProvider.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 WebGL\r\n */\r\n\r\nimport { assert, dispose, Id64 } from \"@itwin/core-bentley\";\r\nimport { PackedFeature, PackedFeatureTable } from \"@itwin/core-common\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { DisplayParams } from \"../primitives/DisplayParams\";\r\nimport { BatchOptions } from \"../GraphicBuilder\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { GL } from \"./GL\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { OvrFlags, TextureUnit } from \"./RenderFlags\";\r\nimport { sync, SyncObserver } from \"./Sync\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\r\n\r\nfunction computeWidthAndHeight(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number = 0, nTables: number = 1): { width: number, height: number } {\r\n const maxSize = System.instance.capabilities.maxTextureSize;\r\n const nRgba = nEntries * nRgbaPerEntry * nTables + nExtraRgba;\r\n\r\n if (nRgba < maxSize)\r\n return { width: nRgba, height: 1 };\r\n\r\n // Make roughly square to reduce unused space in last row\r\n let width = Math.ceil(Math.sqrt(nRgba));\r\n\r\n // Ensure a given entry's RGBA values all fit on the same row.\r\n const remainder = width % nRgbaPerEntry;\r\n if (0 !== remainder) {\r\n width += nRgbaPerEntry - remainder;\r\n }\r\n\r\n // Compute height\r\n const height = Math.ceil(nRgba / width);\r\n\r\n assert(height <= maxSize);\r\n assert(width <= maxSize);\r\n assert(width * height >= nRgba);\r\n assert(Math.floor(height) === height);\r\n assert(Math.floor(width) === width);\r\n\r\n // Row padding should never be necessary...\r\n assert(0 === width % nRgbaPerEntry);\r\n\r\n return { width, height };\r\n}\r\n\r\nexport function isFeatureHilited(feature: PackedFeature, hilites: Hilites): boolean {\r\n if (hilites.isEmpty)\r\n return false;\r\n\r\n return hilites.elements.has(feature.elementId.lower, feature.elementId.upper) ||\r\n hilites.subcategories.has(feature.subCategoryId.lower, feature.subCategoryId.upper);\r\n}\r\n\r\n/** @internal */\r\nexport type FeatureOverridesCleanup = () => void;\r\n\r\n/** @internal */\r\nexport class FeatureOverrides implements WebGLDisposable {\r\n public readonly target: Target;\r\n private readonly _options: BatchOptions;\r\n private _lut?: Texture2DHandle;\r\n private _mostRecentSymbologyOverrides?: FeatureSymbology.Overrides;\r\n private _lastFlashId = Id64.invalid;\r\n private _hiliteSyncObserver: SyncObserver = {};\r\n private _anyOverridden = true;\r\n private _allHidden = true;\r\n private _anyTranslucent = true;\r\n private _anyViewIndependentTranslucent = true;\r\n private _anyOpaque = true;\r\n private _anyHilited = true;\r\n private _lutParams = new Float32Array(2);\r\n private _uniformSymbologyFlags = 0;\r\n private _cleanup?: FeatureOverridesCleanup;\r\n\r\n public get anyOverridden() { return this._anyOverridden; }\r\n public get allHidden() { return this._allHidden; }\r\n public get anyTranslucent() { return this._anyTranslucent; }\r\n public get anyViewIndependentTranslucent() { return this._anyViewIndependentTranslucent; }\r\n public get anyOpaque() { return this._anyOpaque; }\r\n public get anyHilited() { return this._anyHilited; }\r\n\r\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\r\n public get isUniform() { return 2 === this._lutParams[0] && 1 === this._lutParams[1]; }\r\n public get isUniformFlashed() {\r\n if (!this.isUniform || undefined === this._lut)\r\n return false;\r\n\r\n const lut = this._lut;\r\n const flags = lut.dataBytes![0];\r\n return 0 !== (flags & OvrFlags.Flashed);\r\n }\r\n\r\n private updateUniformSymbologyFlags(): void {\r\n this._uniformSymbologyFlags = this.anyHilited ? 2 : 0;\r\n if (this.isUniformFlashed)\r\n this._uniformSymbologyFlags += 1;\r\n }\r\n\r\n public getUniformOverrides(): Uint8Array {\r\n assert(this.isUniform);\r\n assert(undefined !== this._lut);\r\n assert(undefined !== this._lut.dataBytes);\r\n return this._lut.dataBytes;\r\n }\r\n\r\n private _initialize(map: PackedFeatureTable, ovrs: FeatureSymbology.Overrides, hilite: Hilites, flashed?: Id64.Uint32Pair): Texture2DHandle | undefined {\r\n const nFeatures = map.numFeatures;\r\n const dims = computeWidthAndHeight(nFeatures, 2);\r\n const width = dims.width;\r\n const height = dims.height;\r\n assert(width * height >= nFeatures);\r\n\r\n this._lutParams[0] = width;\r\n this._lutParams[1] = height;\r\n\r\n const data = new Uint8Array(width * height * 4);\r\n const creator = new Texture2DDataUpdater(data);\r\n this.buildLookupTable(creator, map, ovrs, flashed, hilite);\r\n\r\n return TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\r\n }\r\n\r\n private _update(map: PackedFeatureTable, lut: Texture2DHandle, flashed?: Id64.Uint32Pair, hilites?: Hilites, ovrs?: FeatureSymbology.Overrides) {\r\n const updater = new Texture2DDataUpdater(lut.dataBytes!);\r\n\r\n if (undefined === ovrs) {\r\n this.updateFlashedAndHilited(updater, map, flashed, hilites);\r\n } else {\r\n assert(undefined !== hilites);\r\n this.buildLookupTable(updater, map, ovrs, flashed, hilites);\r\n }\r\n\r\n lut.update(updater);\r\n }\r\n\r\n private buildLookupTable(data: Texture2DDataUpdater, map: PackedFeatureTable, ovr: FeatureSymbology.Overrides, flashedIdParts: Id64.Uint32Pair | undefined, hilites: Hilites) {\r\n const allowHilite = true !== this._options.noHilite;\r\n const allowFlash = true !== this._options.noFlash;\r\n const allowEmphasis = true !== this._options.noEmphasis;\r\n\r\n const modelIdParts = Id64.getUint32Pair(map.modelId);\r\n const isModelHilited = allowHilite && hilites.models.has(modelIdParts.lower, modelIdParts.upper);\r\n\r\n this._anyOpaque = this._anyTranslucent = this._anyViewIndependentTranslucent = this._anyHilited = false;\r\n\r\n let nHidden = 0;\r\n let nOverridden = 0;\r\n\r\n // NB: We currently use 2 RGBA values per feature as follows:\r\n // [0]\r\n // RG = override flags (see OvrFlags enum)\r\n // B = line code\r\n // A = line weight (if we need an extra byte in future, could combine code+weight into a single byte).\r\n // [1]\r\n // RGB = rgb\r\n // A = alpha\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const feature = map.getPackedFeature(i);\r\n const dataIndex = i * 4 * 2;\r\n\r\n const app = this.target.currentBranch.getFeatureAppearance(\r\n ovr,\r\n feature.elementId.lower, feature.elementId.upper,\r\n feature.subCategoryId.lower, feature.subCategoryId.upper,\r\n feature.geometryClass,\r\n modelIdParts.lower, modelIdParts.upper,\r\n map.type, feature.animationNodeId);\r\n\r\n // NB: If the appearance is fully transparent, then:\r\n // - For normal (\"primary\") models, getAppearance() returns undefined.\r\n // - For classifier models, getAppearance() returns the appearance, and classification shader will discard fully-transparent classified pixels.\r\n // (The latter is how we clip the classified model using the classifiers).\r\n if (undefined === app) {\r\n // The feature is not visible. We don't care about any of the other overrides, because we're not going to render it.\r\n data.setOvrFlagsAtIndex(dataIndex, OvrFlags.Visibility);\r\n nHidden++;\r\n nOverridden++;\r\n continue;\r\n }\r\n\r\n let flags = app.nonLocatable ? OvrFlags.NonLocatable : OvrFlags.None;\r\n if (isModelHilited || (allowHilite && isFeatureHilited(feature, hilites))) {\r\n flags |= OvrFlags.Hilited;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (allowEmphasis && app.emphasized) {\r\n flags |= OvrFlags.Emphasized;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (app.overridesRgb && app.rgb) {\r\n flags |= OvrFlags.Rgb;\r\n const rgb = app.rgb;\r\n data.setByteAtIndex(dataIndex + 4, rgb.r);\r\n data.setByteAtIndex(dataIndex + 5, rgb.g);\r\n data.setByteAtIndex(dataIndex + 6, rgb.b);\r\n }\r\n\r\n if (undefined !== app.transparency) {\r\n // transparency in range [0, 1]...convert to byte and invert so 0=transparent...\r\n flags |= OvrFlags.Alpha;\r\n let alpha = 1.0 - app.transparency;\r\n alpha = Math.floor(0xff * alpha + 0.5);\r\n if ((0xff - alpha) < DisplayParams.minTransparency)\r\n alpha = 0xff;\r\n\r\n data.setByteAtIndex(dataIndex + 7, alpha);\r\n if (0xff === alpha) {\r\n this._anyOpaque = true;\r\n } else {\r\n this._anyTranslucent = true;\r\n if (!app.viewDependentTransparency) {\r\n flags |= OvrFlags.ViewIndependentTransparency;\r\n this._anyViewIndependentTranslucent = true;\r\n }\r\n }\r\n }\r\n\r\n if (app.overridesWeight && app.weight) {\r\n flags |= OvrFlags.Weight;\r\n let weight = app.weight;\r\n weight = Math.min(31, weight);\r\n weight = Math.max(1, weight);\r\n data.setByteAtIndex(dataIndex + 3, weight);\r\n }\r\n\r\n if (app.overridesLinePixels && app.linePixels) {\r\n flags |= OvrFlags.LineCode;\r\n const lineCode = LineCode.valueFromLinePixels(app.linePixels);\r\n data.setByteAtIndex(dataIndex + 2, lineCode);\r\n }\r\n\r\n if (app.ignoresMaterial)\r\n flags |= OvrFlags.IgnoreMaterial;\r\n\r\n if (allowFlash && undefined !== flashedIdParts && feature.elementId.lower === flashedIdParts.lower && feature.elementId.upper === flashedIdParts.upper)\r\n flags |= OvrFlags.Flashed;\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, flags);\r\n if (OvrFlags.None !== flags)\r\n nOverridden++;\r\n }\r\n\r\n this._allHidden = (nHidden === map.numFeatures);\r\n this._anyOverridden = (nOverridden > 0);\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n // NB: If hilites is undefined, it means that the hilited set has not changed.\r\n private updateFlashedAndHilited(data: Texture2DDataUpdater, map: PackedFeatureTable, flashed?: Id64.Uint32Pair, hilites?: Hilites) {\r\n const allowHilite = true !== this._options.noHilite;\r\n const allowFlash = true !== this._options.noFlash;\r\n\r\n this._anyOverridden = this._anyHilited = false;\r\n\r\n let isModelHilited = false;\r\n let needElemId = allowFlash && undefined !== flashed;\r\n let needSubCatId = false;\r\n if (undefined !== hilites) {\r\n const modelId = Id64.getUint32Pair(map.modelId);\r\n isModelHilited = allowHilite && hilites.models.has(modelId.lower, modelId.upper);\r\n needSubCatId = !isModelHilited && allowHilite && !hilites.subcategories.isEmpty;\r\n needElemId = needElemId || (!isModelHilited && allowHilite && !hilites.elements.isEmpty);\r\n }\r\n\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const dataIndex = i * 4 * 2;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // Do the same thing as when applying feature overrides - if it's invisible, none of the other flags matter\r\n // (and if we don't check this we can end up rendering silhouettes around invisible elements in selection set)\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n let isFlashed = false;\r\n let isHilited = undefined !== hilites ? isModelHilited : (0 !== (oldFlags & OvrFlags.Hilited));\r\n\r\n if (needElemId) {\r\n const elemId = map.getElementIdPair(i);\r\n if (undefined !== flashed && allowFlash)\r\n isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;\r\n\r\n if (!isHilited && allowHilite && undefined !== hilites)\r\n isHilited = hilites.elements.has(elemId.lower, elemId.upper);\r\n }\r\n\r\n if (needSubCatId && !isHilited && allowHilite) {\r\n const subcat = map.getSubCategoryIdPair(i);\r\n isHilited = hilites!.subcategories.has(subcat.lower, subcat.upper);\r\n }\r\n\r\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n newFlags = isHilited ? (newFlags | OvrFlags.Hilited) : (newFlags & ~OvrFlags.Hilited);\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags) {\r\n this._anyOverridden = true;\r\n this._anyHilited = this._anyHilited || isHilited || OvrFlags.None !== (newFlags & OvrFlags.Emphasized);\r\n }\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private constructor(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n this.target = target;\r\n this._options = options;\r\n this._cleanup = cleanup;\r\n }\r\n\r\n public static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n return new FeatureOverrides(target, options, cleanup);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._lut; }\r\n\r\n public dispose() {\r\n this._lut = dispose(this._lut);\r\n if (this._cleanup) {\r\n this._cleanup();\r\n this._cleanup = undefined;\r\n }\r\n }\r\n\r\n public initFromMap(map: PackedFeatureTable) {\r\n const nFeatures = map.numFeatures;\r\n assert(0 < nFeatures);\r\n\r\n this._lut = dispose(this._lut);\r\n\r\n const ovrs: FeatureSymbology.Overrides = this.target.currentFeatureSymbologyOverrides;\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n const hilite = this.target.hilites;\r\n this._lut = this._initialize(map, ovrs, hilite, this.target.flashed);\r\n this._lastFlashId = Id64.invalid;\r\n this._hiliteSyncObserver = {};\r\n }\r\n\r\n public update(features: PackedFeatureTable) {\r\n let ovrs: FeatureSymbology.Overrides | undefined = this.target.currentFeatureSymbologyOverrides;\r\n const ovrsUpdated = ovrs !== this._mostRecentSymbologyOverrides;\r\n if (ovrsUpdated)\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n else\r\n ovrs = undefined;\r\n\r\n const flashedId = this.target.flashedId;\r\n\r\n const hiliteSyncTarget = this.target.hiliteSyncTarget;\r\n const hiliteUpdated = !sync(hiliteSyncTarget, this._hiliteSyncObserver);\r\n\r\n const hilite = this.target.hilites;\r\n if (ovrsUpdated || hiliteUpdated || flashedId !== this._lastFlashId) {\r\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\r\n if (this._lut)\r\n this._update(features, this._lut, this.target.flashed, undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs);\r\n\r\n this._lastFlashId = flashedId;\r\n }\r\n }\r\n\r\n public bindLUTParams(uniform: UniformHandle): void {\r\n uniform.setUniform2fv(this._lutParams);\r\n }\r\n\r\n public bindLUT(uniform: UniformHandle): void {\r\n if (this._lut)\r\n this._lut.bindSampler(uniform, TextureUnit.FeatureSymbology);\r\n }\r\n\r\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\r\n uniform.setUniform1f(this._uniformSymbologyFlags);\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 WebGL\r\n */\r\n\r\nimport { assert, dispose, Id64 } from \"@itwin/core-bentley\";\r\nimport { PackedFeature, PackedFeatureTable } from \"@itwin/core-common\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { DisplayParams } from \"../primitives/DisplayParams\";\r\nimport { BatchOptions } from \"../GraphicBuilder\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { GL } from \"./GL\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { OvrFlags, TextureUnit } from \"./RenderFlags\";\r\nimport { sync, SyncObserver } from \"./Sync\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\r\n\r\nfunction computeWidthAndHeight(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number = 0, nTables: number = 1): { width: number, height: number } {\r\n const maxSize = System.instance.capabilities.maxTextureSize;\r\n const nRgba = nEntries * nRgbaPerEntry * nTables + nExtraRgba;\r\n\r\n if (nRgba < maxSize)\r\n return { width: nRgba, height: 1 };\r\n\r\n // Make roughly square to reduce unused space in last row\r\n let width = Math.ceil(Math.sqrt(nRgba));\r\n\r\n // Ensure a given entry's RGBA values all fit on the same row.\r\n const remainder = width % nRgbaPerEntry;\r\n if (0 !== remainder) {\r\n width += nRgbaPerEntry - remainder;\r\n }\r\n\r\n // Compute height\r\n const height = Math.ceil(nRgba / width);\r\n\r\n assert(height <= maxSize);\r\n assert(width <= maxSize);\r\n assert(width * height >= nRgba);\r\n assert(Math.floor(height) === height);\r\n assert(Math.floor(width) === width);\r\n\r\n // Row padding should never be necessary...\r\n assert(0 === width % nRgbaPerEntry);\r\n\r\n return { width, height };\r\n}\r\n\r\nexport function isFeatureHilited(feature: PackedFeature, hilites: Hilites, isModelHilited: boolean): boolean {\r\n if (hilites.isEmpty)\r\n return false;\r\n\r\n if (\"union\" === hilites.modelSubCategoryMode)\r\n return isModelHilited || hilites.elements.hasPair(feature.elementId) || hilites.subcategories.hasPair(feature.subCategoryId);\r\n\r\n return hilites.elements.hasPair(feature.elementId) || (isModelHilited && hilites.subcategories.hasPair(feature.subCategoryId));\r\n}\r\n\r\n/** @internal */\r\nexport type FeatureOverridesCleanup = () => void;\r\n\r\n/** @internal */\r\nexport class FeatureOverrides implements WebGLDisposable {\r\n public readonly target: Target;\r\n private readonly _options: BatchOptions;\r\n private _lut?: Texture2DHandle;\r\n private _mostRecentSymbologyOverrides?: FeatureSymbology.Overrides;\r\n private _lastFlashId = Id64.invalid;\r\n private _hiliteSyncObserver: SyncObserver = {};\r\n private _anyOverridden = true;\r\n private _allHidden = true;\r\n private _anyTranslucent = true;\r\n private _anyViewIndependentTranslucent = true;\r\n private _anyOpaque = true;\r\n private _anyHilited = true;\r\n private _lutParams = new Float32Array(2);\r\n private _uniformSymbologyFlags = 0;\r\n private _cleanup?: FeatureOverridesCleanup;\r\n\r\n public get anyOverridden() { return this._anyOverridden; }\r\n public get allHidden() { return this._allHidden; }\r\n public get anyTranslucent() { return this._anyTranslucent; }\r\n public get anyViewIndependentTranslucent() { return this._anyViewIndependentTranslucent; }\r\n public get anyOpaque() { return this._anyOpaque; }\r\n public get anyHilited() { return this._anyHilited; }\r\n\r\n /** For tests. */\r\n public get lutData(): Uint8Array | undefined { return this._lut?.dataBytes; }\r\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\r\n public get isUniform() { return 2 === this._lutParams[0] && 1 === this._lutParams[1]; }\r\n public get isUniformFlashed() {\r\n if (!this.isUniform || undefined === this._lut)\r\n return false;\r\n\r\n const lut = this._lut;\r\n const flags = lut.dataBytes![0];\r\n return 0 !== (flags & OvrFlags.Flashed);\r\n }\r\n\r\n private updateUniformSymbologyFlags(): void {\r\n this._uniformSymbologyFlags = this.anyHilited ? 2 : 0;\r\n if (this.isUniformFlashed)\r\n this._uniformSymbologyFlags += 1;\r\n }\r\n\r\n public getUniformOverrides(): Uint8Array {\r\n assert(this.isUniform);\r\n assert(undefined !== this._lut);\r\n assert(undefined !== this._lut.dataBytes);\r\n return this._lut.dataBytes;\r\n }\r\n\r\n private _initialize(map: PackedFeatureTable, ovrs: FeatureSymbology.Overrides, hilite: Hilites, flashed?: Id64.Uint32Pair): Texture2DHandle | undefined {\r\n const nFeatures = map.numFeatures;\r\n const dims = computeWidthAndHeight(nFeatures, 2);\r\n const width = dims.width;\r\n const height = dims.height;\r\n assert(width * height >= nFeatures);\r\n\r\n this._lutParams[0] = width;\r\n this._lutParams[1] = height;\r\n\r\n const data = new Uint8Array(width * height * 4);\r\n const creator = new Texture2DDataUpdater(data);\r\n this.buildLookupTable(creator, map, ovrs, flashed, hilite);\r\n\r\n return TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\r\n }\r\n\r\n private _update(map: PackedFeatureTable, lut: Texture2DHandle, flashed?: Id64.Uint32Pair, hilites?: Hilites, ovrs?: FeatureSymbology.Overrides) {\r\n const updater = new Texture2DDataUpdater(lut.dataBytes!);\r\n\r\n if (undefined === ovrs) {\r\n this.updateFlashedAndHilited(updater, map, flashed, hilites);\r\n } else {\r\n assert(undefined !== hilites);\r\n this.buildLookupTable(updater, map, ovrs, flashed, hilites);\r\n }\r\n\r\n lut.update(updater);\r\n }\r\n\r\n private buildLookupTable(data: Texture2DDataUpdater, map: PackedFeatureTable, ovr: FeatureSymbology.Overrides, flashedIdParts: Id64.Uint32Pair | undefined, hilites: Hilites) {\r\n const allowHilite = true !== this._options.noHilite;\r\n const allowFlash = true !== this._options.noFlash;\r\n const allowEmphasis = true !== this._options.noEmphasis;\r\n\r\n const modelIdParts = Id64.getUint32Pair(map.modelId);\r\n const isModelHilited = allowHilite && hilites.models.hasPair(modelIdParts);\r\n\r\n this._anyOpaque = this._anyTranslucent = this._anyViewIndependentTranslucent = this._anyHilited = false;\r\n\r\n let nHidden = 0;\r\n let nOverridden = 0;\r\n\r\n // NB: We currently use 2 RGBA values per feature as follows:\r\n // [0]\r\n // RG = override flags (see OvrFlags enum)\r\n // B = line code\r\n // A = line weight (if we need an extra byte in future, could combine code+weight into a single byte).\r\n // [1]\r\n // RGB = rgb\r\n // A = alpha\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const feature = map.getPackedFeature(i);\r\n const dataIndex = i * 4 * 2;\r\n\r\n const app = this.target.currentBranch.getFeatureAppearance(\r\n ovr,\r\n feature.elementId.lower, feature.elementId.upper,\r\n feature.subCategoryId.lower, feature.subCategoryId.upper,\r\n feature.geometryClass,\r\n modelIdParts.lower, modelIdParts.upper,\r\n map.type, feature.animationNodeId);\r\n\r\n // NB: If the appearance is fully transparent, then:\r\n // - For normal (\"primary\") models, getAppearance() returns undefined.\r\n // - For classifier models, getAppearance() returns the appearance, and classification shader will discard fully-transparent classified pixels.\r\n // (The latter is how we clip the classified model using the classifiers).\r\n if (undefined === app) {\r\n // The feature is not visible. We don't care about any of the other overrides, because we're not going to render it.\r\n data.setOvrFlagsAtIndex(dataIndex, OvrFlags.Visibility);\r\n nHidden++;\r\n nOverridden++;\r\n continue;\r\n }\r\n\r\n let flags = app.nonLocatable ? OvrFlags.NonLocatable : OvrFlags.None;\r\n if (allowHilite && isFeatureHilited(feature, hilites, isModelHilited)) {\r\n flags |= OvrFlags.Hilited;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (allowEmphasis && app.emphasized) {\r\n flags |= OvrFlags.Emphasized;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (app.overridesRgb && app.rgb) {\r\n flags |= OvrFlags.Rgb;\r\n const rgb = app.rgb;\r\n data.setByteAtIndex(dataIndex + 4, rgb.r);\r\n data.setByteAtIndex(dataIndex + 5, rgb.g);\r\n data.setByteAtIndex(dataIndex + 6, rgb.b);\r\n }\r\n\r\n if (undefined !== app.transparency) {\r\n // transparency in range [0, 1]...convert to byte and invert so 0=transparent...\r\n flags |= OvrFlags.Alpha;\r\n let alpha = 1.0 - app.transparency;\r\n alpha = Math.floor(0xff * alpha + 0.5);\r\n if ((0xff - alpha) < DisplayParams.minTransparency)\r\n alpha = 0xff;\r\n\r\n data.setByteAtIndex(dataIndex + 7, alpha);\r\n if (0xff === alpha) {\r\n this._anyOpaque = true;\r\n } else {\r\n this._anyTranslucent = true;\r\n if (!app.viewDependentTransparency) {\r\n flags |= OvrFlags.ViewIndependentTransparency;\r\n this._anyViewIndependentTranslucent = true;\r\n }\r\n }\r\n }\r\n\r\n if (app.overridesWeight && app.weight) {\r\n flags |= OvrFlags.Weight;\r\n let weight = app.weight;\r\n weight = Math.min(31, weight);\r\n weight = Math.max(1, weight);\r\n data.setByteAtIndex(dataIndex + 3, weight);\r\n }\r\n\r\n if (app.overridesLinePixels && app.linePixels) {\r\n flags |= OvrFlags.LineCode;\r\n const lineCode = LineCode.valueFromLinePixels(app.linePixels);\r\n data.setByteAtIndex(dataIndex + 2, lineCode);\r\n }\r\n\r\n if (app.ignoresMaterial)\r\n flags |= OvrFlags.IgnoreMaterial;\r\n\r\n if (allowFlash && undefined !== flashedIdParts && feature.elementId.lower === flashedIdParts.lower && feature.elementId.upper === flashedIdParts.upper)\r\n flags |= OvrFlags.Flashed;\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, flags);\r\n if (OvrFlags.None !== flags)\r\n nOverridden++;\r\n }\r\n\r\n this._allHidden = (nHidden === map.numFeatures);\r\n this._anyOverridden = (nOverridden > 0);\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n // NB: If hilites is undefined, it means that the hilited set has not changed.\r\n private updateFlashedAndHilited(data: Texture2DDataUpdater, map: PackedFeatureTable, flashed?: Id64.Uint32Pair, hilites?: Hilites) {\r\n if (!hilites || true === this._options.noHilite) {\r\n this.updateFlashed(data, map, flashed);\r\n return;\r\n }\r\n\r\n const allowFlash = true !== this._options.noFlash;\r\n const intersect = \"intersection\" === hilites.modelSubCategoryMode;\r\n\r\n let isModelHilited = false;\r\n if (!hilites.models.isEmpty) {\r\n const modelId = Id64.getUint32Pair(map.modelId);\r\n isModelHilited = hilites.models.hasPair(modelId);\r\n }\r\n\r\n this._anyOverridden = this._anyHilited = false;\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const dataIndex = i* 4 * 2;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter. We can't flash it and don't want to hilite it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n let elemId;\r\n let isHilited = isModelHilited && !intersect;\r\n if (!isHilited && !hilites.elements.isEmpty) {\r\n elemId = map.getElementIdPair(i);\r\n isHilited = hilites.elements.hasPair(elemId);\r\n }\r\n\r\n if (!isHilited && !hilites.subcategories.isEmpty) {\r\n if (isModelHilited || !intersect) {\r\n const subcat = map.getSubCategoryIdPair(i);\r\n isHilited = hilites.subcategories.hasPair(subcat);\r\n }\r\n }\r\n\r\n let isFlashed = false;\r\n if (flashed && allowFlash) {\r\n elemId = elemId ?? map.getElementIdPair(i);\r\n isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;\r\n }\r\n\r\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n newFlags = isHilited ? (newFlags | OvrFlags.Hilited) : (newFlags & ~OvrFlags.Hilited);\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags) {\r\n this._anyOverridden = true;\r\n this._anyHilited = this._anyHilited || isHilited || OvrFlags.None !== (newFlags & OvrFlags.Emphasized);\r\n }\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private updateFlashed(data: Texture2DDataUpdater, map: PackedFeatureTable, flashed?: Id64.Uint32Pair): void {\r\n if (true === this._options.noFlash)\r\n return;\r\n\r\n this._anyOverridden = false;\r\n\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const dataIndex = i * 4 * 2;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter and we can't flash it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n let isFlashed = false;\r\n if (flashed) {\r\n const elemId = map.getElementIdPair(i);\r\n isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;\r\n }\r\n\r\n const newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags)\r\n this._anyOverridden = true;\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private constructor(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n this.target = target;\r\n this._options = options;\r\n this._cleanup = cleanup;\r\n }\r\n\r\n public static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n return new FeatureOverrides(target, options, cleanup);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._lut; }\r\n\r\n public dispose() {\r\n this._lut = dispose(this._lut);\r\n if (this._cleanup) {\r\n this._cleanup();\r\n this._cleanup = undefined;\r\n }\r\n }\r\n\r\n public initFromMap(map: PackedFeatureTable) {\r\n const nFeatures = map.numFeatures;\r\n assert(0 < nFeatures);\r\n\r\n this._lut = dispose(this._lut);\r\n\r\n const ovrs: FeatureSymbology.Overrides = this.target.currentFeatureSymbologyOverrides;\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n const hilite = this.target.hilites;\r\n this._lut = this._initialize(map, ovrs, hilite, this.target.flashed);\r\n this._lastFlashId = Id64.invalid;\r\n this._hiliteSyncObserver = {};\r\n }\r\n\r\n public update(features: PackedFeatureTable) {\r\n let ovrs: FeatureSymbology.Overrides | undefined = this.target.currentFeatureSymbologyOverrides;\r\n const ovrsUpdated = ovrs !== this._mostRecentSymbologyOverrides;\r\n if (ovrsUpdated)\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n else\r\n ovrs = undefined;\r\n\r\n const flashedId = this.target.flashedId;\r\n\r\n const hiliteSyncTarget = this.target.hiliteSyncTarget;\r\n const hiliteUpdated = !sync(hiliteSyncTarget, this._hiliteSyncObserver);\r\n\r\n const hilite = this.target.hilites;\r\n if (ovrsUpdated || hiliteUpdated || flashedId !== this._lastFlashId) {\r\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\r\n if (this._lut)\r\n this._update(features, this._lut, this.target.flashed, undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs);\r\n\r\n this._lastFlashId = flashedId;\r\n }\r\n }\r\n\r\n public bindLUTParams(uniform: UniformHandle): void {\r\n uniform.setUniform2fv(this._lutParams);\r\n }\r\n\r\n public bindLUT(uniform: UniformHandle): void {\r\n if (this._lut)\r\n this._lut.bindSampler(uniform, TextureUnit.FeatureSymbology);\r\n }\r\n\r\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\r\n uniform.setUniform1f(this._uniformSymbologyFlags);\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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return this.isValid;
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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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@@ -4,7 +4,7 @@
|
|
|
4
4
|
import { Id64, Id64String } from "@itwin/core-bentley";
|
|
5
5
|
import { Point2d, Point3d, Range3d, Transform, XAndY, XYZ } from "@itwin/core-geometry";
|
|
6
6
|
import { AmbientOcclusion, AnalysisStyle, Frustum, ImageBuffer, RenderTexture, SpatialClassifier, ViewFlags } from "@itwin/core-common";
|
|
7
|
-
import { HiliteSet } from "../../SelectionSet";
|
|
7
|
+
import { HiliteSet, ModelSubCategoryHiliteMode } from "../../SelectionSet";
|
|
8
8
|
import { SceneContext } from "../../ViewContext";
|
|
9
9
|
import { ReadImageBufferArgs, Viewport } from "../../Viewport";
|
|
10
10
|
import { ViewRect } from "../../ViewRect";
|
|
@@ -48,6 +48,7 @@ export interface Hilites {
|
|
|
48
48
|
readonly subcategories: Id64.Uint32Set;
|
|
49
49
|
readonly models: Id64.Uint32Set;
|
|
50
50
|
readonly isEmpty: boolean;
|
|
51
|
+
readonly modelSubCategoryMode: ModelSubCategoryHiliteMode;
|
|
51
52
|
}
|
|
52
53
|
/** @internal */
|
|
53
54
|
export declare abstract class Target extends RenderTarget implements RenderTargetDebugControl, WebGLDisposable {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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