@itwin/core-frontend 3.4.0-dev.9 → 3.5.0-dev.5

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.
Files changed (808) hide show
  1. package/CHANGELOG.md +37 -1
  2. package/lib/cjs/AccuDraw.d.ts.map +1 -1
  3. package/lib/cjs/AccuDraw.js +60 -15
  4. package/lib/cjs/AccuDraw.js.map +1 -1
  5. package/lib/cjs/AccuSnap.d.ts.map +1 -1
  6. package/lib/cjs/AccuSnap.js +46 -36
  7. package/lib/cjs/AccuSnap.js.map +1 -1
  8. package/lib/cjs/AuxCoordSys.d.ts.map +1 -1
  9. package/lib/cjs/AuxCoordSys.js +2 -3
  10. package/lib/cjs/AuxCoordSys.js.map +1 -1
  11. package/lib/cjs/BackgroundMapGeometry.d.ts.map +1 -1
  12. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  13. package/lib/cjs/CategorySelectorState.d.ts.map +1 -1
  14. package/lib/cjs/CategorySelectorState.js +6 -4
  15. package/lib/cjs/CategorySelectorState.js.map +1 -1
  16. package/lib/cjs/ContextRealityModelState.d.ts.map +1 -1
  17. package/lib/cjs/ContextRealityModelState.js +2 -0
  18. package/lib/cjs/ContextRealityModelState.js.map +1 -1
  19. package/lib/cjs/DevTools.d.ts.map +1 -1
  20. package/lib/cjs/DevTools.js.map +1 -1
  21. package/lib/cjs/DisplayStyleState.js +1 -1
  22. package/lib/cjs/DisplayStyleState.js.map +1 -1
  23. package/lib/cjs/ElementLocateManager.d.ts.map +1 -1
  24. package/lib/cjs/ElementLocateManager.js +4 -2
  25. package/lib/cjs/ElementLocateManager.js.map +1 -1
  26. package/lib/cjs/FrustumAnimator.d.ts.map +1 -1
  27. package/lib/cjs/FrustumAnimator.js +5 -1
  28. package/lib/cjs/FrustumAnimator.js.map +1 -1
  29. package/lib/cjs/FuzzySearch.d.ts.map +1 -1
  30. package/lib/cjs/FuzzySearch.js +9 -3
  31. package/lib/cjs/FuzzySearch.js.map +1 -1
  32. package/lib/cjs/HitDetail.d.ts.map +1 -1
  33. package/lib/cjs/HitDetail.js +13 -3
  34. package/lib/cjs/HitDetail.js.map +1 -1
  35. package/lib/cjs/IModelApp.d.ts +7 -2
  36. package/lib/cjs/IModelApp.d.ts.map +1 -1
  37. package/lib/cjs/IModelApp.js +10 -2
  38. package/lib/cjs/IModelApp.js.map +1 -1
  39. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  40. package/lib/cjs/IModelConnection.js +3 -1
  41. package/lib/cjs/IModelConnection.js.map +1 -1
  42. package/lib/cjs/ImageUtil.d.ts +6 -0
  43. package/lib/cjs/ImageUtil.d.ts.map +1 -1
  44. package/lib/cjs/ImageUtil.js +14 -1
  45. package/lib/cjs/ImageUtil.js.map +1 -1
  46. package/lib/cjs/Marker.d.ts.map +1 -1
  47. package/lib/cjs/Marker.js +5 -1
  48. package/lib/cjs/Marker.js.map +1 -1
  49. package/lib/cjs/ModelState.d.ts.map +1 -1
  50. package/lib/cjs/ModelState.js +5 -0
  51. package/lib/cjs/ModelState.js.map +1 -1
  52. package/lib/cjs/NativeAppLogger.d.ts.map +1 -1
  53. package/lib/cjs/NativeAppLogger.js +1 -1
  54. package/lib/cjs/NativeAppLogger.js.map +1 -1
  55. package/lib/cjs/TentativePoint.d.ts.map +1 -1
  56. package/lib/cjs/TentativePoint.js.map +1 -1
  57. package/lib/cjs/ViewManager.d.ts +4 -0
  58. package/lib/cjs/ViewManager.d.ts.map +1 -1
  59. package/lib/cjs/ViewManager.js +9 -3
  60. package/lib/cjs/ViewManager.js.map +1 -1
  61. package/lib/cjs/ViewRect.d.ts.map +1 -1
  62. package/lib/cjs/ViewRect.js +5 -1
  63. package/lib/cjs/ViewRect.js.map +1 -1
  64. package/lib/cjs/ViewState.d.ts +36 -12
  65. package/lib/cjs/ViewState.d.ts.map +1 -1
  66. package/lib/cjs/ViewState.js +35 -25
  67. package/lib/cjs/ViewState.js.map +1 -1
  68. package/lib/cjs/ViewingSpace.d.ts.map +1 -1
  69. package/lib/cjs/ViewingSpace.js +12 -5
  70. package/lib/cjs/ViewingSpace.js.map +1 -1
  71. package/lib/cjs/Viewport.d.ts +14 -0
  72. package/lib/cjs/Viewport.d.ts.map +1 -1
  73. package/lib/cjs/Viewport.js +107 -5
  74. package/lib/cjs/Viewport.js.map +1 -1
  75. package/lib/cjs/core-frontend.d.ts +6 -0
  76. package/lib/cjs/core-frontend.d.ts.map +1 -1
  77. package/lib/cjs/core-frontend.js +6 -0
  78. package/lib/cjs/core-frontend.js.map +1 -1
  79. package/lib/cjs/extension/ExtensionAdmin.d.ts.map +1 -1
  80. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
  81. package/lib/cjs/extension/ExtensionImpl.d.ts.map +1 -1
  82. package/lib/cjs/extension/ExtensionImpl.js +3 -1
  83. package/lib/cjs/extension/ExtensionImpl.js.map +1 -1
  84. package/lib/cjs/public/scripts/checkbrowser.js +24 -0
  85. package/lib/cjs/render/Decorations.d.ts.map +1 -1
  86. package/lib/cjs/render/Decorations.js +24 -6
  87. package/lib/cjs/render/Decorations.js.map +1 -1
  88. package/lib/cjs/render/GraphicBranch.d.ts +5 -1
  89. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  90. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  91. package/lib/cjs/render/RealityMeshGraphicParams.d.ts +19 -0
  92. package/lib/cjs/render/RealityMeshGraphicParams.d.ts.map +1 -0
  93. package/lib/cjs/render/RealityMeshGraphicParams.js +10 -0
  94. package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -0
  95. package/lib/cjs/render/RealityMeshParams.d.ts +130 -0
  96. package/lib/cjs/render/RealityMeshParams.d.ts.map +1 -0
  97. package/lib/cjs/render/RealityMeshParams.js +176 -0
  98. package/lib/cjs/render/RealityMeshParams.js.map +1 -0
  99. package/lib/cjs/render/RenderSystem.d.ts +8 -4
  100. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  101. package/lib/cjs/render/RenderSystem.js +7 -1
  102. package/lib/cjs/render/RenderSystem.js.map +1 -1
  103. package/lib/cjs/render/RenderTexture.d.ts +1 -1
  104. package/lib/cjs/render/RenderTexture.d.ts.map +1 -1
  105. package/lib/cjs/render/RenderTexture.js.map +1 -1
  106. package/lib/cjs/render/UpsampleRealityMeshParams.d.ts +11 -0
  107. package/lib/cjs/render/UpsampleRealityMeshParams.d.ts.map +1 -0
  108. package/lib/cjs/render/UpsampleRealityMeshParams.js +205 -0
  109. package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -0
  110. package/lib/cjs/render/primitives/DisplayParams.d.ts.map +1 -1
  111. package/lib/cjs/render/primitives/DisplayParams.js.map +1 -1
  112. package/lib/cjs/render/primitives/PointCloudPrimitive.d.ts +4 -8
  113. package/lib/cjs/render/primitives/PointCloudPrimitive.d.ts.map +1 -1
  114. package/lib/cjs/render/primitives/PointCloudPrimitive.js +0 -16
  115. package/lib/cjs/render/primitives/PointCloudPrimitive.js.map +1 -1
  116. package/lib/cjs/render/primitives/Polyface.d.ts.map +1 -1
  117. package/lib/cjs/render/primitives/Polyface.js +3 -1
  118. package/lib/cjs/render/primitives/Polyface.js.map +1 -1
  119. package/lib/cjs/render/primitives/Primitives.d.ts.map +1 -1
  120. package/lib/cjs/render/primitives/Primitives.js.map +1 -1
  121. package/lib/cjs/render/primitives/Strokes.d.ts.map +1 -1
  122. package/lib/cjs/render/primitives/Strokes.js +6 -2
  123. package/lib/cjs/render/primitives/Strokes.js.map +1 -1
  124. package/lib/cjs/render/primitives/VertexTableSplitter.d.ts.map +1 -1
  125. package/lib/cjs/render/primitives/VertexTableSplitter.js +7 -85
  126. package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
  127. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
  128. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js +4 -1
  129. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  130. package/lib/cjs/render/primitives/mesh/MeshBuilder.d.ts.map +1 -1
  131. package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
  132. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +1 -1
  133. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
  134. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js +3 -1
  135. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  136. package/lib/cjs/render/webgl/BackgroundMapDrape.d.ts.map +1 -1
  137. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  138. package/lib/cjs/render/webgl/BranchState.d.ts +3 -1
  139. package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
  140. package/lib/cjs/render/webgl/BranchState.js +18 -15
  141. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  142. package/lib/cjs/render/webgl/BranchUniforms.d.ts.map +1 -1
  143. package/lib/cjs/render/webgl/BranchUniforms.js +4 -0
  144. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  145. package/lib/cjs/render/webgl/ColorInfo.d.ts.map +1 -1
  146. package/lib/cjs/render/webgl/ColorInfo.js +4 -1
  147. package/lib/cjs/render/webgl/ColorInfo.js.map +1 -1
  148. package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
  149. package/lib/cjs/render/webgl/DrawCommand.js +12 -3
  150. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  151. package/lib/cjs/render/webgl/FrameBuffer.d.ts.map +1 -1
  152. package/lib/cjs/render/webgl/FrameBuffer.js +4 -1
  153. package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
  154. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  155. package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
  156. package/lib/cjs/render/webgl/Graphic.js +5 -2
  157. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  158. package/lib/cjs/render/webgl/Matrix.d.ts.map +1 -1
  159. package/lib/cjs/render/webgl/Matrix.js +16 -4
  160. package/lib/cjs/render/webgl/Matrix.js.map +1 -1
  161. package/lib/cjs/render/webgl/PerformanceMetrics.js +2 -2
  162. package/lib/cjs/render/webgl/PerformanceMetrics.js.map +1 -1
  163. package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
  164. package/lib/cjs/render/webgl/PlanarClassifier.js +3 -1
  165. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  166. package/lib/cjs/render/webgl/PlanarTextureProjection.d.ts.map +1 -1
  167. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  168. package/lib/cjs/render/webgl/PointCloud.d.ts +1 -2
  169. package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
  170. package/lib/cjs/render/webgl/PointCloud.js +7 -7
  171. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  172. package/lib/cjs/render/webgl/Primitive.d.ts.map +1 -1
  173. package/lib/cjs/render/webgl/Primitive.js.map +1 -1
  174. package/lib/cjs/render/webgl/RealityMesh.d.ts +6 -6
  175. package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
  176. package/lib/cjs/render/webgl/RealityMesh.js +20 -12
  177. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  178. package/lib/cjs/render/webgl/RealityModelUniforms.d.ts +35 -0
  179. package/lib/cjs/render/webgl/RealityModelUniforms.d.ts.map +1 -0
  180. package/lib/cjs/render/webgl/RealityModelUniforms.js +73 -0
  181. package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -0
  182. package/lib/cjs/render/webgl/RenderCommands.d.ts.map +1 -1
  183. package/lib/cjs/render/webgl/RenderCommands.js +3 -2
  184. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  185. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  186. package/lib/cjs/render/webgl/RenderFlags.js +3 -1
  187. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  188. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  189. package/lib/cjs/render/webgl/ShaderBuilder.js +4 -1
  190. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  191. package/lib/cjs/render/webgl/SolarShadowMap.d.ts.map +1 -1
  192. package/lib/cjs/render/webgl/SolarShadowMap.js +17 -5
  193. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  194. package/lib/cjs/render/webgl/System.d.ts +6 -4
  195. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  196. package/lib/cjs/render/webgl/System.js +21 -4
  197. package/lib/cjs/render/webgl/System.js.map +1 -1
  198. package/lib/cjs/render/webgl/TargetUniforms.d.ts +2 -0
  199. package/lib/cjs/render/webgl/TargetUniforms.d.ts.map +1 -1
  200. package/lib/cjs/render/webgl/TargetUniforms.js +2 -0
  201. package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
  202. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  203. package/lib/cjs/render/webgl/Technique.js +6 -31
  204. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  205. package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
  206. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  207. package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
  208. package/lib/cjs/render/webgl/Texture.js +21 -12
  209. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  210. package/lib/cjs/render/webgl/ThematicSensors.d.ts.map +1 -1
  211. package/lib/cjs/render/webgl/ThematicSensors.js +8 -2
  212. package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
  213. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.d.ts.map +1 -1
  214. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +3 -1
  215. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  216. package/lib/cjs/render/webgl/glsl/Common.js +1 -1
  217. package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
  218. package/lib/cjs/render/webgl/glsl/PointCloud.d.ts.map +1 -1
  219. package/lib/cjs/render/webgl/glsl/PointCloud.js +43 -20
  220. package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
  221. package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts +4 -2
  222. package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
  223. package/lib/cjs/render/webgl/glsl/RealityMesh.js +5 -3
  224. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  225. package/lib/cjs/render/webgl/glsl/SkyBox.d.ts.map +1 -1
  226. package/lib/cjs/render/webgl/glsl/SkyBox.js.map +1 -1
  227. package/lib/cjs/tile/GltfReader.d.ts +3 -2
  228. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  229. package/lib/cjs/tile/GltfReader.js +7 -3
  230. package/lib/cjs/tile/GltfReader.js.map +1 -1
  231. package/lib/cjs/tile/ImdlReader.d.ts +1 -1
  232. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  233. package/lib/cjs/tile/OPCFormatInterpreter.d.ts.map +1 -1
  234. package/lib/cjs/tile/OPCFormatInterpreter.js +3 -1
  235. package/lib/cjs/tile/OPCFormatInterpreter.js.map +1 -1
  236. package/lib/cjs/tile/OrbitGtTileTree.d.ts.map +1 -1
  237. package/lib/cjs/tile/OrbitGtTileTree.js +8 -2
  238. package/lib/cjs/tile/OrbitGtTileTree.js.map +1 -1
  239. package/lib/cjs/tile/PntsReader.d.ts.map +1 -1
  240. package/lib/cjs/tile/PntsReader.js +8 -2
  241. package/lib/cjs/tile/PntsReader.js.map +1 -1
  242. package/lib/cjs/tile/PrimaryTileTree.d.ts.map +1 -1
  243. package/lib/cjs/tile/PrimaryTileTree.js +14 -11
  244. package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
  245. package/lib/cjs/tile/RealityModelTileTree.d.ts +4 -1
  246. package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
  247. package/lib/cjs/tile/RealityModelTileTree.js +8 -0
  248. package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
  249. package/lib/cjs/tile/RealityTile.d.ts +57 -3
  250. package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
  251. package/lib/cjs/tile/RealityTile.js +49 -5
  252. package/lib/cjs/tile/RealityTile.js.map +1 -1
  253. package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
  254. package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
  255. package/lib/cjs/tile/RealityTileTree.d.ts +37 -2
  256. package/lib/cjs/tile/RealityTileTree.d.ts.map +1 -1
  257. package/lib/cjs/tile/RealityTileTree.js +30 -2
  258. package/lib/cjs/tile/RealityTileTree.js.map +1 -1
  259. package/lib/cjs/tile/ThreeDTileFormatInterpreter.d.ts.map +1 -1
  260. package/lib/cjs/tile/ThreeDTileFormatInterpreter.js +6 -2
  261. package/lib/cjs/tile/ThreeDTileFormatInterpreter.js.map +1 -1
  262. package/lib/cjs/tile/TileAdmin.d.ts +12 -0
  263. package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
  264. package/lib/cjs/tile/TileAdmin.js +54 -4
  265. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  266. package/lib/cjs/tile/TileDrawArgs.d.ts.map +1 -1
  267. package/lib/cjs/tile/TileDrawArgs.js +10 -16
  268. package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
  269. package/lib/cjs/tile/TileRequest.d.ts +5 -1
  270. package/lib/cjs/tile/TileRequest.d.ts.map +1 -1
  271. package/lib/cjs/tile/TileRequest.js +6 -2
  272. package/lib/cjs/tile/TileRequest.js.map +1 -1
  273. package/lib/cjs/tile/TileStorage.d.ts +13 -0
  274. package/lib/cjs/tile/TileStorage.d.ts.map +1 -0
  275. package/lib/cjs/tile/TileStorage.js +50 -0
  276. package/lib/cjs/tile/TileStorage.js.map +1 -0
  277. package/lib/cjs/tile/internal.d.ts +2 -0
  278. package/lib/cjs/tile/internal.d.ts.map +1 -1
  279. package/lib/cjs/tile/internal.js +2 -0
  280. package/lib/cjs/tile/internal.js.map +1 -1
  281. package/lib/cjs/tile/map/ArcGISTileMap.js +1 -1
  282. package/lib/cjs/tile/map/ArcGISTileMap.js.map +1 -1
  283. package/lib/cjs/tile/map/ArcGisUtilities.d.ts +0 -2
  284. package/lib/cjs/tile/map/ArcGisUtilities.d.ts.map +1 -1
  285. package/lib/cjs/tile/map/ArcGisUtilities.js +1 -24
  286. package/lib/cjs/tile/map/ArcGisUtilities.js.map +1 -1
  287. package/lib/cjs/tile/map/BingElevation.d.ts +8 -3
  288. package/lib/cjs/tile/map/BingElevation.d.ts.map +1 -1
  289. package/lib/cjs/tile/map/BingElevation.js +36 -14
  290. package/lib/cjs/tile/map/BingElevation.js.map +1 -1
  291. package/lib/cjs/tile/map/CesiumTerrainProvider.d.ts +2 -7
  292. package/lib/cjs/tile/map/CesiumTerrainProvider.d.ts.map +1 -1
  293. package/lib/cjs/tile/map/CesiumTerrainProvider.js +100 -90
  294. package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
  295. package/lib/cjs/tile/map/EllipsoidTerrainProvider.d.ts +9 -12
  296. package/lib/cjs/tile/map/EllipsoidTerrainProvider.d.ts.map +1 -1
  297. package/lib/cjs/tile/map/EllipsoidTerrainProvider.js +70 -67
  298. package/lib/cjs/tile/map/EllipsoidTerrainProvider.js.map +1 -1
  299. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  300. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +9 -16
  301. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  302. package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.d.ts.map +1 -1
  303. package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js +1 -1
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  790. package/lib/esm/webgl.js +1 -0
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  795. package/lib/cjs/render/primitives/mesh/RealityMeshPrimitive.js +0 -75
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  799. package/lib/cjs/render/primitives/mesh/TerrainMeshPrimitive.js +0 -270
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  803. package/lib/esm/render/primitives/mesh/RealityMeshPrimitive.js +0 -71
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@@ -73,12 +73,16 @@ export class BranchUniforms {
73
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  this._stack.pushBranch(branch);
74
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  if (this.top.clipVolume)
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  this.clipStack.push(this.top.clipVolume);
76
+ if (branch.branch.realityModelDisplaySettings)
77
+ this._target.uniforms.realityModel.update(branch.branch.realityModelDisplaySettings);
76
78
  }
77
79
  pushState(state) {
78
80
  desync(this);
79
81
  this._stack.pushState(state);
80
82
  if (this.top.clipVolume)
81
83
  this.clipStack.push(this.top.clipVolume);
84
+ if (state.realityModelDisplaySettings)
85
+ this._target.uniforms.realityModel.update(state.realityModelDisplaySettings);
82
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  }
83
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  pop() {
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  desync(this);
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ClipVector, Matrix3d, Matrix4d, Point3d, Transform, XYZ } from \"@itwin/core-geometry\";\r\nimport { ClipStyle, HiddenLine, ViewFlags } from \"@itwin/core-common\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { Branch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { Matrix3, Matrix4 } from \"./Matrix\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { desync, sync, SyncToken } from \"./Sync\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { ClipStack } from \"./ClipStack\";\r\n\r\nfunction equalXYZs(a: XYZ | undefined, b: XYZ | undefined): boolean {\r\n if (a === b)\r\n return true;\r\n\r\n if ((undefined === a) !== (undefined === b))\r\n return false;\r\n\r\n if (undefined !== a && undefined !== b)\r\n return a.isExactEqual(b);\r\n\r\n assert(undefined === a && undefined === b);\r\n return true;\r\n}\r\n\r\n/** Maintains uniform variable state associated with the Branch currently being drawn by a Target.\r\n * @internal\r\n */\r\nexport class BranchUniforms {\r\n public readonly clipStack: ClipStack;\r\n private _viewClipEnabled = false;\r\n\r\n // The model-view and model-view-projection matrices depend on the frustum.\r\n public syncToken?: SyncToken;\r\n public syncKey = 0;\r\n private readonly _stack = new BranchStack();\r\n private readonly _target: Target;\r\n\r\n // Parameters that affect synchronization.\r\n private _isInstanced = false;\r\n private _viewIndependentOrigin?: Point3d;\r\n\r\n // CPU state\r\n private readonly _mv = Matrix4d.createIdentity();\r\n private readonly _mvp = Matrix4d.createIdentity();\r\n\r\n // GPU state\r\n private readonly _mv32 = new Matrix4();\r\n private readonly _mvp32 = new Matrix4();\r\n private readonly _m32 = new Matrix4();\r\n private readonly _v32 = new Matrix3();\r\n private readonly _mvn32 = new Matrix3();\r\n\r\n // Working state\r\n private readonly _scratchTransform = Transform.createIdentity();\r\n private readonly _scratchTransform2 = Transform.createIdentity();\r\n private readonly _scratchViewToWorld = Matrix3d.createIdentity();\r\n private readonly _scratchVIModelMatrix = Transform.createIdentity();\r\n private readonly _zeroPoint = new Point3d(0, 0, 0);\r\n\r\n public get stack(): BranchStack { return this._stack; }\r\n\r\n public constructor(target: Target) {\r\n this._target = target;\r\n this.clipStack = new ClipStack(\r\n () => target.uniforms.frustum.viewMatrix,\r\n () => this._viewClipEnabled && this.top.viewFlags.clipVolume,\r\n );\r\n }\r\n\r\n public createBatchState(): BatchState {\r\n return new BatchState(this._stack);\r\n }\r\n\r\n public createRenderCommands(batchState: BatchState): RenderCommands {\r\n return new RenderCommands(this._target, this._stack, batchState);\r\n }\r\n\r\n public get modelViewMatrix(): Matrix4d {\r\n return this._mv;\r\n }\r\n\r\n public get top(): BranchState {\r\n return this._stack.top;\r\n }\r\n\r\n public get length(): number {\r\n return this._stack.length;\r\n }\r\n\r\n public pushBranch(branch: Branch): void {\r\n desync(this);\r\n this._stack.pushBranch(branch);\r\n if (this.top.clipVolume)\r\n this.clipStack.push(this.top.clipVolume);\r\n }\r\n\r\n public pushState(state: BranchState): void {\r\n desync(this);\r\n this._stack.pushState(state);\r\n if (this.top.clipVolume)\r\n this.clipStack.push(this.top.clipVolume);\r\n }\r\n\r\n public pop(): void {\r\n desync(this);\r\n if (this.top.clipVolume)\r\n this.clipStack.pop();\r\n\r\n this._stack.pop();\r\n }\r\n\r\n public pushViewClip(): void {\r\n assert(!this._viewClipEnabled);\r\n this._viewClipEnabled = true;\r\n\r\n // Target.readPixels() pushes another BranchState before pushing view clip...\r\n assert((this._target.isReadPixelsInProgress ? 2 : 1) === this._stack.length);\r\n }\r\n\r\n public popViewClip(): void {\r\n assert(this._viewClipEnabled);\r\n this._viewClipEnabled = false;\r\n assert((this._target.isReadPixelsInProgress ? 2 : 1) === this._stack.length);\r\n }\r\n\r\n public changeRenderPlan(vf: ViewFlags, is3d: boolean, hline: HiddenLine.Settings | undefined): void {\r\n this._stack.changeRenderPlan(vf, is3d, hline);\r\n }\r\n\r\n public updateViewClip(clip: ClipVector | undefined, style: ClipStyle): void {\r\n this.clipStack.setViewClip(clip, style);\r\n }\r\n\r\n public overrideFeatureSymbology(ovr: FeatureSymbology.Overrides): void {\r\n this._stack.setSymbologyOverrides(ovr);\r\n }\r\n\r\n public bindModelViewMatrix(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean): void {\r\n if (this.update(uniform, geom, isViewCoords))\r\n uniform.setMatrix4(this._mv32);\r\n }\r\n\r\n public bindModelViewProjectionMatrix(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean): void {\r\n if (this.update(uniform, geom, isViewCoords))\r\n uniform.setMatrix4(this._mvp32);\r\n }\r\n\r\n public bindModelToWorldTransform(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean) {\r\n if (this.update(uniform, geom, isViewCoords))\r\n uniform.setMatrix4(this._m32);\r\n }\r\n\r\n public bindWorldToViewNTransform(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean) {\r\n if (this.update(uniform, geom, isViewCoords))\r\n uniform.setMatrix3(this._v32);\r\n }\r\n\r\n public bindModelViewNTransform(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean) {\r\n if (this.update(uniform, geom, isViewCoords))\r\n uniform.setMatrix3(this._mvn32);\r\n }\r\n\r\n private update(uniform: UniformHandle, geometry: CachedGeometry, isViewCoords: boolean): boolean {\r\n const uniforms = this._target.uniforms[isViewCoords ? \"viewRect\" : \"frustum\"];\r\n if (!sync(uniforms, this))\r\n desync(this);\r\n\r\n const instancedGeom = geometry.asInstanced;\r\n if (undefined !== instancedGeom || this._isInstanced) {\r\n this._isInstanced = undefined !== instancedGeom;\r\n desync(this);\r\n }\r\n\r\n const vio = geometry.viewIndependentOrigin;\r\n if (!equalXYZs(vio, this._viewIndependentOrigin)) {\r\n this._viewIndependentOrigin = vio;\r\n desync(this);\r\n }\r\n\r\n if (sync(this, uniform))\r\n return false;\r\n\r\n let mv;\r\n const modelMatrix = this._target.currentTransform;\r\n if (isViewCoords) {\r\n // Zero out Z for silly clipping tools...\r\n mv = modelMatrix.clone(this._scratchTransform);\r\n mv.matrix.coffs[2] = mv.matrix.coffs[5] = mv.matrix.coffs[8] = 0.0;\r\n if (instancedGeom)\r\n mv = instancedGeom.getRtcModelTransform(mv);\r\n\r\n // Scale based on device-pixel ratio.\r\n const scale = this._target.devicePixelRatio;\r\n const viewMatrix = Transform.createScaleAboutPoint(this._zeroPoint, scale, this._scratchTransform2);\r\n viewMatrix.multiplyTransformTransform(mv, mv);\r\n } else {\r\n const viewMatrix = this._target.uniforms.frustum.viewMatrix;\r\n mv = viewMatrix.clone(this._scratchTransform);\r\n\r\n if (undefined !== instancedGeom) {\r\n // For instanced geometry, the \"model view\" matrix is really a transform from center of instanced geometry range to view.\r\n // Shader will compute final model-view matrix based on this and the per-instance transform.\r\n if (vio) {\r\n const viewToWorldRot = viewMatrix.matrix.inverse(this._scratchViewToWorld)!;\r\n const rotateAboutOrigin = Transform.createFixedPointAndMatrix(vio, viewToWorldRot, this._scratchTransform2);\r\n const viModelMatrix = rotateAboutOrigin.multiplyTransformTransform(instancedGeom.getRtcModelTransform(modelMatrix), this._scratchVIModelMatrix);\r\n mv.multiplyTransformTransform(viModelMatrix, mv);\r\n } else {\r\n mv.multiplyTransformTransform(instancedGeom.getRtcModelTransform(modelMatrix), mv);\r\n }\r\n } else {\r\n if (undefined !== vio) {\r\n const viewToWorldRot = viewMatrix.matrix.inverse(this._scratchViewToWorld)!;\r\n const rotateAboutOrigin = Transform.createFixedPointAndMatrix(vio, viewToWorldRot, this._scratchTransform2);\r\n const viModelMatrix = rotateAboutOrigin.multiplyTransformTransform(modelMatrix, this._scratchVIModelMatrix);\r\n mv.multiplyTransformTransform(viModelMatrix, mv);\r\n } else {\r\n mv = mv.multiplyTransformTransform(modelMatrix, mv);\r\n }\r\n }\r\n }\r\n\r\n if (this._target.wantThematicDisplay) {\r\n this._m32.initFromTransform(modelMatrix);\r\n this._v32.initFromMatrix3d(this._target.uniforms.frustum.viewMatrix.matrix);\r\n }\r\n\r\n Matrix4d.createTransform(mv, this._mv);\r\n this._mv32.initFromTransform(mv);\r\n\r\n // Don't bother computing mvp for instanced geometry - it's not used.\r\n if (!this._isInstanced) {\r\n uniforms.projectionMatrix.multiplyMatrixMatrix(this._mv, this._mvp);\r\n this._mvp32.initFromMatrix4d(this._mvp);\r\n if (!System.instance.capabilities.isWebGL2) { // inverse model to view is only used if not instanced and not WebGL2\r\n const inv = this._mv.createInverse();\r\n if (undefined !== inv) {\r\n const invTr = inv.cloneTransposed();\r\n this._mvn32.initFromMatrix3d(invTr.matrixPart());\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ClipVector, Matrix3d, Matrix4d, Point3d, Transform, XYZ } from \"@itwin/core-geometry\";\r\nimport { ClipStyle, HiddenLine, ViewFlags } from \"@itwin/core-common\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { Branch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { Matrix3, Matrix4 } from \"./Matrix\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { desync, sync, SyncToken } from \"./Sync\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { ClipStack } from \"./ClipStack\";\r\n\r\nfunction equalXYZs(a: XYZ | undefined, b: XYZ | undefined): boolean {\r\n if (a === b)\r\n return true;\r\n\r\n if ((undefined === a) !== (undefined === b))\r\n return false;\r\n\r\n if (undefined !== a && undefined !== b)\r\n return a.isExactEqual(b);\r\n\r\n assert(undefined === a && undefined === b);\r\n return true;\r\n}\r\n\r\n/** Maintains uniform variable state associated with the Branch currently being drawn by a Target.\r\n * @internal\r\n */\r\nexport class BranchUniforms {\r\n public readonly clipStack: ClipStack;\r\n private _viewClipEnabled = false;\r\n\r\n // The model-view and model-view-projection matrices depend on the frustum.\r\n public syncToken?: SyncToken;\r\n public syncKey = 0;\r\n private readonly _stack = new BranchStack();\r\n private readonly _target: Target;\r\n\r\n // Parameters that affect synchronization.\r\n private _isInstanced = false;\r\n private _viewIndependentOrigin?: Point3d;\r\n\r\n // CPU state\r\n private readonly _mv = Matrix4d.createIdentity();\r\n private readonly _mvp = Matrix4d.createIdentity();\r\n\r\n // GPU state\r\n private readonly _mv32 = new Matrix4();\r\n private readonly _mvp32 = new Matrix4();\r\n private readonly _m32 = new Matrix4();\r\n private readonly _v32 = new Matrix3();\r\n private readonly _mvn32 = new Matrix3();\r\n\r\n // Working state\r\n private readonly _scratchTransform = Transform.createIdentity();\r\n private readonly _scratchTransform2 = Transform.createIdentity();\r\n private readonly _scratchViewToWorld = Matrix3d.createIdentity();\r\n private readonly _scratchVIModelMatrix = Transform.createIdentity();\r\n private readonly _zeroPoint = new Point3d(0, 0, 0);\r\n\r\n public get stack(): BranchStack { return this._stack; }\r\n\r\n public constructor(target: Target) {\r\n this._target = target;\r\n this.clipStack = new ClipStack(\r\n () => target.uniforms.frustum.viewMatrix,\r\n () => this._viewClipEnabled && this.top.viewFlags.clipVolume,\r\n );\r\n }\r\n\r\n public createBatchState(): BatchState {\r\n return new BatchState(this._stack);\r\n }\r\n\r\n public createRenderCommands(batchState: BatchState): RenderCommands {\r\n return new RenderCommands(this._target, this._stack, batchState);\r\n }\r\n\r\n public get modelViewMatrix(): Matrix4d {\r\n return this._mv;\r\n }\r\n\r\n public get top(): BranchState {\r\n return this._stack.top;\r\n }\r\n\r\n public get length(): number {\r\n return this._stack.length;\r\n }\r\n\r\n public pushBranch(branch: Branch): void {\r\n desync(this);\r\n this._stack.pushBranch(branch);\r\n if (this.top.clipVolume)\r\n this.clipStack.push(this.top.clipVolume);\r\n\r\n if (branch.branch.realityModelDisplaySettings)\r\n this._target.uniforms.realityModel.update(branch.branch.realityModelDisplaySettings);\r\n }\r\n\r\n public pushState(state: BranchState): void {\r\n desync(this);\r\n this._stack.pushState(state);\r\n if (this.top.clipVolume)\r\n this.clipStack.push(this.top.clipVolume);\r\n\r\n if (state.realityModelDisplaySettings)\r\n this._target.uniforms.realityModel.update(state.realityModelDisplaySettings);\r\n }\r\n\r\n public pop(): void {\r\n desync(this);\r\n if (this.top.clipVolume)\r\n this.clipStack.pop();\r\n\r\n this._stack.pop();\r\n }\r\n\r\n public pushViewClip(): void {\r\n assert(!this._viewClipEnabled);\r\n this._viewClipEnabled = true;\r\n\r\n // Target.readPixels() pushes another BranchState before pushing view clip...\r\n assert((this._target.isReadPixelsInProgress ? 2 : 1) === this._stack.length);\r\n }\r\n\r\n public popViewClip(): void {\r\n assert(this._viewClipEnabled);\r\n this._viewClipEnabled = false;\r\n assert((this._target.isReadPixelsInProgress ? 2 : 1) === this._stack.length);\r\n }\r\n\r\n public changeRenderPlan(vf: ViewFlags, is3d: boolean, hline: HiddenLine.Settings | undefined): void {\r\n this._stack.changeRenderPlan(vf, is3d, hline);\r\n }\r\n\r\n public updateViewClip(clip: ClipVector | undefined, style: ClipStyle): void {\r\n this.clipStack.setViewClip(clip, style);\r\n }\r\n\r\n public overrideFeatureSymbology(ovr: FeatureSymbology.Overrides): void {\r\n this._stack.setSymbologyOverrides(ovr);\r\n }\r\n\r\n public bindModelViewMatrix(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean): void {\r\n if (this.update(uniform, geom, isViewCoords))\r\n uniform.setMatrix4(this._mv32);\r\n }\r\n\r\n public bindModelViewProjectionMatrix(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean): void {\r\n if (this.update(uniform, geom, isViewCoords))\r\n uniform.setMatrix4(this._mvp32);\r\n }\r\n\r\n public bindModelToWorldTransform(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean) {\r\n if (this.update(uniform, geom, isViewCoords))\r\n uniform.setMatrix4(this._m32);\r\n }\r\n\r\n public bindWorldToViewNTransform(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean) {\r\n if (this.update(uniform, geom, isViewCoords))\r\n uniform.setMatrix3(this._v32);\r\n }\r\n\r\n public bindModelViewNTransform(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean) {\r\n if (this.update(uniform, geom, isViewCoords))\r\n uniform.setMatrix3(this._mvn32);\r\n }\r\n\r\n private update(uniform: UniformHandle, geometry: CachedGeometry, isViewCoords: boolean): boolean {\r\n const uniforms = this._target.uniforms[isViewCoords ? \"viewRect\" : \"frustum\"];\r\n if (!sync(uniforms, this))\r\n desync(this);\r\n\r\n const instancedGeom = geometry.asInstanced;\r\n if (undefined !== instancedGeom || this._isInstanced) {\r\n this._isInstanced = undefined !== instancedGeom;\r\n desync(this);\r\n }\r\n\r\n const vio = geometry.viewIndependentOrigin;\r\n if (!equalXYZs(vio, this._viewIndependentOrigin)) {\r\n this._viewIndependentOrigin = vio;\r\n desync(this);\r\n }\r\n\r\n if (sync(this, uniform))\r\n return false;\r\n\r\n let mv;\r\n const modelMatrix = this._target.currentTransform;\r\n if (isViewCoords) {\r\n // Zero out Z for silly clipping tools...\r\n mv = modelMatrix.clone(this._scratchTransform);\r\n mv.matrix.coffs[2] = mv.matrix.coffs[5] = mv.matrix.coffs[8] = 0.0;\r\n if (instancedGeom)\r\n mv = instancedGeom.getRtcModelTransform(mv);\r\n\r\n // Scale based on device-pixel ratio.\r\n const scale = this._target.devicePixelRatio;\r\n const viewMatrix = Transform.createScaleAboutPoint(this._zeroPoint, scale, this._scratchTransform2);\r\n viewMatrix.multiplyTransformTransform(mv, mv);\r\n } else {\r\n const viewMatrix = this._target.uniforms.frustum.viewMatrix;\r\n mv = viewMatrix.clone(this._scratchTransform);\r\n\r\n if (undefined !== instancedGeom) {\r\n // For instanced geometry, the \"model view\" matrix is really a transform from center of instanced geometry range to view.\r\n // Shader will compute final model-view matrix based on this and the per-instance transform.\r\n if (vio) {\r\n const viewToWorldRot = viewMatrix.matrix.inverse(this._scratchViewToWorld)!;\r\n const rotateAboutOrigin = Transform.createFixedPointAndMatrix(vio, viewToWorldRot, this._scratchTransform2);\r\n const viModelMatrix = rotateAboutOrigin.multiplyTransformTransform(instancedGeom.getRtcModelTransform(modelMatrix), this._scratchVIModelMatrix);\r\n mv.multiplyTransformTransform(viModelMatrix, mv);\r\n } else {\r\n mv.multiplyTransformTransform(instancedGeom.getRtcModelTransform(modelMatrix), mv);\r\n }\r\n } else {\r\n if (undefined !== vio) {\r\n const viewToWorldRot = viewMatrix.matrix.inverse(this._scratchViewToWorld)!;\r\n const rotateAboutOrigin = Transform.createFixedPointAndMatrix(vio, viewToWorldRot, this._scratchTransform2);\r\n const viModelMatrix = rotateAboutOrigin.multiplyTransformTransform(modelMatrix, this._scratchVIModelMatrix);\r\n mv.multiplyTransformTransform(viModelMatrix, mv);\r\n } else {\r\n mv = mv.multiplyTransformTransform(modelMatrix, mv);\r\n }\r\n }\r\n }\r\n\r\n if (this._target.wantThematicDisplay) {\r\n this._m32.initFromTransform(modelMatrix);\r\n this._v32.initFromMatrix3d(this._target.uniforms.frustum.viewMatrix.matrix);\r\n }\r\n\r\n Matrix4d.createTransform(mv, this._mv);\r\n this._mv32.initFromTransform(mv);\r\n\r\n // Don't bother computing mvp for instanced geometry - it's not used.\r\n if (!this._isInstanced) {\r\n uniforms.projectionMatrix.multiplyMatrixMatrix(this._mv, this._mvp);\r\n this._mvp32.initFromMatrix4d(this._mvp);\r\n if (!System.instance.capabilities.isWebGL2) { // inverse model to view is only used if not instanced and not WebGL2\r\n const inv = this._mv.createInverse();\r\n if (undefined !== inv) {\r\n const invTr = inv.cloneTransposed();\r\n this._mvn32.initFromMatrix3d(invTr.matrixPart());\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"ColorInfo.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/ColorInfo.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAC1D,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAKxC,qBAAa,SAAS;IACpB,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAY;IACtC,SAAgB,eAAe,EAAE,OAAO,CAAC;IAEzC,OAAO;WAKO,aAAa,CAAC,KAAK,EAAE,SAAS;WAC9B,gBAAgB,CAAC,eAAe,EAAE,OAAO;WACzC,kBAAkB,CAAC,KAAK,EAAE,QAAQ;WAElC,oBAAoB,CAAC,UAAU,EAAE,UAAU;WAI3C,qBAAqB,CAAC,EAAE,EAAE,WAAW;IAInD,IAAW,SAAS,YAA0C;IAC9D,IAAW,YAAY,YAA8B;IACrD,IAAW,OAAO,IAAI,SAAS,CAG9B;IAED,OAAO,CAAC,MAAM,CAAC,sBAAsB,CAAuB;IAC5D,OAAO,CAAC,MAAM,CAAC,iBAAiB,CAAwB;CACzD"}
@@ -26,7 +26,10 @@ export class ColorInfo {
26
26
  }
27
27
  get isUniform() { return undefined !== this._uniform; }
28
28
  get isNonUniform() { return !this.isUniform; }
29
- get uniform() { assert(this.isUniform); return this._uniform; }
29
+ get uniform() {
30
+ assert(this.isUniform);
31
+ return this._uniform;
32
+ }
30
33
  }
31
34
  ColorInfo._nonUniformTranslucent = new ColorInfo(true);
32
35
  ColorInfo._nonUniformOpaque = new ColorInfo(false);
@@ -1 +1 @@
1
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@@ -1 +1 @@
1
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1
+ {"version":3,"file":"DrawCommand.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/DrawCommand.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAgB,UAAU,EAAE,MAAM,qBAAqB,CAAC;AAC/D,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAE1C,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,WAAW,CAAC;AAC1C,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAChD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,IAAI,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC9D,OAAO,EAAE,qBAAqB,EAAE,MAAM,iBAAiB,CAAC;AAExD,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAM3C,gBAAgB;AAChB,qBAAa,mBAAmB;IAC9B,OAAO,CAAC,OAAO,CAAC,CAAS;IACzB,OAAO,CAAC,WAAW,CAA+B;IAElD,IAAW,MAAM,IAAI,MAAM,CAG1B;IAED,IAAW,UAAU,eAA+B;IAEpD,IAAW,gBAAgB,+BAA4E;IAChG,oBAAoB,CAAC,OAAO,EAAE,aAAa;IAElD,IAAW,YAAY,YAAsG;IAC7H,IAAW,aAAa,YAAwG;IAChI,IAAW,OAAO,sDAAsC;IAEjD,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,IAAI,GAAE,UAAqC;CAIxE;AAED,gBAAgB;AAChB,qBAAa,UAAU;IACrB,OAAO,CAAC,cAAc,CAAC,CAAsB;IAC7C,OAAO,CAAC,SAAS,CAAC,CAAiB;IAEnC,IAAW,QAAQ,IAAI,cAAc,CAGpC;IAED,IAAW,aAAa,IAAI,mBAAmB,CAG9C;IAED,IAAW,MAAM,WAAwC;IACzD,IAAW,UAAU,eAA4C;IACjE,IAAW,gBAAgB,+BAAkD;IAC7E,IAAW,YAAY,YAA8C;IACrE,IAAW,aAAa,YAA+C;IACvE,IAAW,OAAO,sDAAyC;IAEpD,IAAI,CAAC,aAAa,EAAE,mBAAmB,EAAE,QAAQ,EAAE,cAAc;CAIzE;AAED;;GAEG;AACH,0BAAkB,SAAS;IACzB,IAAI,IAAA;IACJ,GAAG,IAAA;CACJ;AAED;;;;GAIG;AACH,oBAAY,UAAU;IACpB,SAAS,kBAAkB;IAC3B,UAAU,eAAe;IACzB,SAAS,cAAc;IACvB,SAAS,cAAc;IACvB,QAAQ,aAAa;IACrB,SAAS,cAAc;IACvB,QAAQ,aAAa;IACrB,OAAO,YAAY;CACpB;AAED,gBAAgB;AAChB,qBAAa,eAAe;IAC1B,SAAgB,MAAM,cAAc;IAEpC,OAAO;IAEP,OAAc,QAAQ,kBAAyB;IAExC,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,gBAAgB;aAGQ,KAAK,EAAE,KAAK;IAF/C,SAAgB,MAAM,eAAe;gBAEF,KAAK,EAAE,KAAK;IAExC,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,gBAAgB;aAGQ,KAAK,EAAE,WAAW;IAFrD,SAAgB,MAAM,eAAe;gBAEF,KAAK,EAAE,WAAW;IAE9C,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,iBAAiB;aAGO,MAAM,EAAE,MAAM;IAFjD,SAAgB,MAAM,gBAAgB;gBAEH,MAAM,EAAE,MAAM;IAE1C,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,gBAAgB;IAC3B,SAAgB,MAAM,eAAe;IAErC,OAAO;IAEP,OAAc,QAAQ,mBAA0B;IAEzC,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,eAAe;aAGS,IAAI,EAAE,UAAU;IAFnD,SAAgB,MAAM,cAAc;gBAED,IAAI,EAAE,UAAU;IAE5C,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,cAAc;IACzB,SAAgB,MAAM,aAAa;IAEnC,OAAO;IAEP,OAAc,QAAQ,iBAAwB;IAEvC,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,gBAAgB;aAGQ,SAAS,EAAE,SAAS;IAFvD,SAAgB,MAAM,mBAAmB;gBAEN,SAAS,EAAE,SAAS;IAEvD,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,sBAAsB,CAAwB;IAE/D,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;IAkCjD,IAAW,WAAW,IAAI,OAAO,CAAuC;IACxE,IAAW,WAAW,IAAI,WAAW,CAAuC;IAErE,OAAO,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;CAGrC;AAED,gBAAgB;AAChB,oBAAY,WAAW,GAAG,iBAAiB,GAAG,gBAAgB,GAAG,gBAAgB,GAAG,eAAe,CAAC;AACpG,gBAAgB;AAChB,oBAAY,UAAU,GAAG,gBAAgB,GAAG,eAAe,GAAG,cAAc,CAAC;AAC7E,gBAAgB;AAChB,oBAAY,WAAW,GAAG,WAAW,GAAG,UAAU,GAAG,gBAAgB,CAAC;AAEtE;;GAEG;AACH,oBAAY,YAAY,GAAG,WAAW,EAAE,CAAC;AAEzC;;;;GAIG;AACH,wBAAgB,sCAAsC,CAAC,SAAS,EAAE,UAAU,EAAE,IAAI,EAAE,YAAY,EAAE,oBAAoB,EAAE,MAAM,GAAG,YAAY,GAAG,SAAS,CAyBxJ;AAED,gBAAgB;AAChB,wBAAgB,sCAAsC,CAAC,OAAO,EAAE,OAAO,EAAE,IAAI,EAAE,YAAY,GAAG,YAAY,CA2CzG"}
@@ -15,7 +15,10 @@ export class ShaderProgramParams {
15
15
  constructor() {
16
16
  this._renderPass = 255 /* None */;
17
17
  }
18
- get target() { assert(undefined !== this._target); return this._target; }
18
+ get target() {
19
+ assert(undefined !== this._target);
20
+ return this._target;
21
+ }
19
22
  get renderPass() { return this._renderPass; }
20
23
  get projectionMatrix() { return this.target.uniforms.getProjectionMatrix32(this.isViewCoords); }
21
24
  bindProjectionMatrix(uniform) { this.target.uniforms.bindProjectionMatrix(uniform, this.isViewCoords); }
@@ -29,8 +32,14 @@ export class ShaderProgramParams {
29
32
  }
30
33
  /** @internal */
31
34
  export class DrawParams {
32
- get geometry() { assert(undefined !== this._geometry); return this._geometry; }
33
- get programParams() { assert(undefined !== this._programParams); return this._programParams; }
35
+ get geometry() {
36
+ assert(undefined !== this._geometry);
37
+ return this._geometry;
38
+ }
39
+ get programParams() {
40
+ assert(undefined !== this._programParams);
41
+ return this._programParams;
42
+ }
34
43
  get target() { return this.programParams.target; }
35
44
  get renderPass() { return this.programParams.renderPass; }
36
45
  get projectionMatrix() { return this.programParams.projectionMatrix; }
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { isFeatureHilited } from \"./FeatureOverrides\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { ShaderProgramExecutor } from \"./ShaderProgram\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, IsWiremesh, TechniqueFlags } from \"./TechniqueFlags\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport class ShaderProgramParams {\r\n private _target?: Target;\r\n private _renderPass: RenderPass = RenderPass.None;\r\n\r\n public get target(): Target { assert(undefined !== this._target); return this._target; }\r\n public get renderPass() { return this._renderPass; }\r\n\r\n public get projectionMatrix() { return this.target.uniforms.getProjectionMatrix32(this.isViewCoords); }\r\n public bindProjectionMatrix(uniform: UniformHandle) { this.target.uniforms.bindProjectionMatrix(uniform, this.isViewCoords); }\r\n\r\n public get isViewCoords() { return RenderPass.ViewOverlay === this.renderPass || RenderPass.Background === this.renderPass; }\r\n public get isOverlayPass() { return RenderPass.WorldOverlay === this.renderPass || RenderPass.ViewOverlay === this.renderPass; }\r\n public get context() { return System.instance.context; }\r\n\r\n public init(target: Target, pass: RenderPass = RenderPass.OpaqueGeneral) {\r\n this._renderPass = pass;\r\n this._target = target;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class DrawParams {\r\n private _programParams?: ShaderProgramParams;\r\n private _geometry?: CachedGeometry;\r\n\r\n public get geometry(): CachedGeometry { assert(undefined !== this._geometry); return this._geometry; }\r\n public get programParams(): ShaderProgramParams { assert(undefined !== this._programParams); return this._programParams; }\r\n\r\n public get target() { return this.programParams.target; }\r\n public get renderPass() { return this.programParams.renderPass; }\r\n public get projectionMatrix() { return this.programParams.projectionMatrix; }\r\n public get isViewCoords() { return this.programParams.isViewCoords; }\r\n public get isOverlayPass() { return this.programParams.isOverlayPass; }\r\n public get context() { return this.programParams.context; }\r\n\r\n public init(programParams: ShaderProgramParams, geometry: CachedGeometry) {\r\n this._programParams = programParams;\r\n this._geometry = geometry;\r\n }\r\n}\r\n\r\n/** Defines operation associated with pushing or popping a branch\r\n * @internal\r\n */\r\nexport const enum PushOrPop {\r\n Push,\r\n Pop,\r\n}\r\n\r\n/** Represents a command to be executed within a RenderPass. The most common command is\r\n * to draw a primitive; others involve state changes such as pushing/popping transforms\r\n * and symbology overrides, which require that commands be executed in order.\r\n * @internal\r\n */\r\nexport enum DrawOpCode {\r\n Primitive = \"drawPrimitive\", // eslint-disable-line @typescript-eslint/no-shadow\r\n PushBranch = \"pushBranch\",\r\n PopBranch = \"popBranch\",\r\n PushBatch = \"pushBatch\",\r\n PopBatch = \"popBatch\",\r\n PushState = \"pushState\",\r\n PushClip = \"pushClip\",\r\n PopClip = \"popClip\",\r\n}\r\n\r\n/** @internal */\r\nexport class PopBatchCommand {\r\n public readonly opcode = \"popBatch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBatchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.popBatch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBatchCommand {\r\n public readonly opcode = \"pushBatch\";\r\n\r\n public constructor(public readonly batch: Batch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushBatch(this.batch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushStateCommand {\r\n public readonly opcode = \"pushState\";\r\n\r\n public constructor(public readonly state: BranchState) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushState(this.state);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBranchCommand {\r\n public readonly opcode = \"pushBranch\";\r\n\r\n public constructor(public readonly branch: Branch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.pushBranch(this.branch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopBranchCommand {\r\n public readonly opcode = \"popBranch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBranchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.popBranch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushClipCommand {\r\n public readonly opcode = \"pushClip\";\r\n\r\n public constructor(public readonly clip: ClipVolume) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.push(this.clip);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopClipCommand {\r\n public readonly opcode = \"popClip\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopClipCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.pop();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PrimitiveCommand {\r\n public readonly opcode = \"drawPrimitive\";\r\n\r\n public constructor(public readonly primitive: Primitive) { }\r\n\r\n private static readonly _scratchTechniqueFlags = new TechniqueFlags();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n if (exec.target.isGeometryOutsideActiveVolume(this.primitive.cachedGeometry))\r\n return;\r\n\r\n const techniqueId = this.primitive.techniqueId;\r\n if (TechniqueId.Invalid === techniqueId)\r\n return;\r\n\r\n const target = exec.target;\r\n const thematic = this.primitive.cachedGeometry.supportsThematicDisplay && target.wantThematicDisplay;\r\n const shadowable = (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh) && target.solarShadowMap.isReady && target.currentViewFlags.shadows && !thematic;\r\n const isShadowable = shadowable ? IsShadowable.Yes : IsShadowable.No;\r\n let isThematic = thematic ? IsThematic.Yes : IsThematic.No;\r\n const isClassified = (undefined !== target.currentPlanarClassifierOrDrape || undefined !== target.activeVolumeClassifierTexture) ? IsClassified.Yes : IsClassified.No;\r\n const isInstanced = this.primitive.isInstanced ? IsInstanced.Yes : IsInstanced.No;\r\n const isAnimated = this.primitive.hasAnimation ? IsAnimated.Yes : IsAnimated.No;\r\n\r\n // Point clouds do not support hillshade or slope mode for thematic display.\r\n if (isThematic && (undefined !== this.primitive.cachedGeometry.asPointCloud) && (target.uniforms.thematic.wantSlopeMode || target.uniforms.thematic.wantHillShadeMode))\r\n isThematic = IsThematic.No;\r\n\r\n const wiremesh = target.currentViewFlags.wiremesh && System.instance.isWebGL2 && (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh);\r\n const isWiremesh = wiremesh ? IsWiremesh.Yes : IsWiremesh.No;\r\n const flags = PrimitiveCommand._scratchTechniqueFlags;\r\n const posType = this.primitive.cachedGeometry.usesQuantizedPositions ? \"quantized\" : \"unquantized\";\r\n flags.init(target, exec.renderPass, isInstanced, isAnimated, isClassified, isShadowable, isThematic, isWiremesh, posType);\r\n\r\n const technique = target.techniques.getTechnique(techniqueId);\r\n const program = technique.getShader(flags);\r\n\r\n if (exec.setProgram(program))\r\n exec.target.compositor.drawPrimitive(this.primitive, exec, program.outputsToPick);\r\n }\r\n\r\n public get hasFeatures(): boolean { return this.primitive.hasFeatures; }\r\n public get renderOrder(): RenderOrder { return this.primitive.renderOrder; }\r\n\r\n public getPass(target: Target): Pass {\r\n return this.primitive.getPass(target);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport type PushCommand = PushBranchCommand | PushBatchCommand | PushStateCommand | PushClipCommand;\r\n/** @internal */\r\nexport type PopCommand = PopBranchCommand | PopBatchCommand | PopClipCommand;\r\n/** @internal */\r\nexport type DrawCommand = PushCommand | PopCommand | PrimitiveCommand;\r\n\r\n/** For a single RenderPass, an ordered list of commands to be executed during that pass.\r\n * @internal\r\n */\r\nexport type DrawCommands = DrawCommand[];\r\n\r\n/** Extracts the commands for rendering the flashed classifier (if any) from the by-index set of volume classifier commands.\r\n * NB: Cmds will be sets of some pushes, a primitive, and then some pops (equal to number of pushes).\r\n * The primitive should be right in the middle of a set. We need to find the set which matches the flashID.\r\n * @internal\r\n */\r\nexport function extractFlashedVolumeClassifierCommands(flashedId: Id64String, cmds: DrawCommands, numCmdsPerClassifier: number): DrawCommands | undefined {\r\n if (!Id64.isValid(flashedId) || 0 === numCmdsPerClassifier)\r\n return undefined;\r\n\r\n const firstPrim = (numCmdsPerClassifier - 1) / 2;\r\n for (let i = firstPrim; i < cmds.length; i += numCmdsPerClassifier) {\r\n assert(\"drawPrimitive\" === cmds[i].opcode, \"Command list not configured as expected.\");\r\n const pc: PrimitiveCommand = cmds[i] as PrimitiveCommand;\r\n const surface = pc.primitive.cachedGeometry.asSurface;\r\n if (undefined !== surface && undefined !== surface.mesh.uniformFeatureId) {\r\n let j = i - 1;\r\n while (j >= 0 && \"pushBatch\" !== cmds[j].opcode) // Find batch for this primitive\r\n j--;\r\n if (j < 0) continue;\r\n const pushBatch = cmds[j] as PushBatchCommand;\r\n const elemId = pushBatch.batch.featureTable.findElementId(surface.mesh.uniformFeatureId);\r\n if (undefined !== elemId && elemId === flashedId) {\r\n return cmds.slice(i - firstPrim, i + firstPrim + 1);\r\n }\r\n }\r\n }\r\n\r\n return undefined;\r\n}\r\n\r\n/** @internal */\r\nexport function extractHilitedVolumeClassifierCommands(hilites: Hilites, cmds: DrawCommands): DrawCommands {\r\n // TODO: This could really be done at the time the HiliteClassification render pass commands are being generated\r\n // by just not putting the ones which are not hilited into the ClassificationHilite command list.\r\n const result: DrawCommand[] = [];\r\n\r\n let batch;\r\n for (const cmd of cmds) {\r\n switch (cmd.opcode) {\r\n case \"popBranch\":\r\n if (result.length > 0 && \"pushBranch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"popBatch\":\r\n batch = undefined;\r\n if (result.length > 0 && \"pushBatch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"pushBatch\":\r\n batch = cmd.batch;\r\n break;\r\n case \"drawPrimitive\":\r\n if (undefined !== batch) {\r\n // Skip any primitives that are not hilited.\r\n const surface = cmd.primitive.cachedGeometry.asSurface;\r\n if (undefined === surface || undefined === surface.mesh.uniformFeatureId)\r\n continue;\r\n\r\n const feature = batch.featureTable.getPackedFeature(surface.mesh.uniformFeatureId);\r\n if (undefined === feature || !isFeatureHilited(feature, hilites, hilites.models.hasId(batch.featureTable.modelId)))\r\n continue;\r\n\r\n break;\r\n }\r\n }\r\n\r\n result.push(cmd);\r\n }\r\n\r\n return result;\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { isFeatureHilited } from \"./FeatureOverrides\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { ShaderProgramExecutor } from \"./ShaderProgram\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, IsWiremesh, TechniqueFlags } from \"./TechniqueFlags\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport class ShaderProgramParams {\r\n private _target?: Target;\r\n private _renderPass: RenderPass = RenderPass.None;\r\n\r\n public get target(): Target {\r\n assert(undefined !== this._target);\r\n return this._target;\r\n }\r\n\r\n public get renderPass() { return this._renderPass; }\r\n\r\n public get projectionMatrix() { return this.target.uniforms.getProjectionMatrix32(this.isViewCoords); }\r\n public bindProjectionMatrix(uniform: UniformHandle) { this.target.uniforms.bindProjectionMatrix(uniform, this.isViewCoords); }\r\n\r\n public get isViewCoords() { return RenderPass.ViewOverlay === this.renderPass || RenderPass.Background === this.renderPass; }\r\n public get isOverlayPass() { return RenderPass.WorldOverlay === this.renderPass || RenderPass.ViewOverlay === this.renderPass; }\r\n public get context() { return System.instance.context; }\r\n\r\n public init(target: Target, pass: RenderPass = RenderPass.OpaqueGeneral) {\r\n this._renderPass = pass;\r\n this._target = target;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class DrawParams {\r\n private _programParams?: ShaderProgramParams;\r\n private _geometry?: CachedGeometry;\r\n\r\n public get geometry(): CachedGeometry {\r\n assert(undefined !== this._geometry);\r\n return this._geometry;\r\n }\r\n\r\n public get programParams(): ShaderProgramParams {\r\n assert(undefined !== this._programParams);\r\n return this._programParams;\r\n }\r\n\r\n public get target() { return this.programParams.target; }\r\n public get renderPass() { return this.programParams.renderPass; }\r\n public get projectionMatrix() { return this.programParams.projectionMatrix; }\r\n public get isViewCoords() { return this.programParams.isViewCoords; }\r\n public get isOverlayPass() { return this.programParams.isOverlayPass; }\r\n public get context() { return this.programParams.context; }\r\n\r\n public init(programParams: ShaderProgramParams, geometry: CachedGeometry) {\r\n this._programParams = programParams;\r\n this._geometry = geometry;\r\n }\r\n}\r\n\r\n/** Defines operation associated with pushing or popping a branch\r\n * @internal\r\n */\r\nexport const enum PushOrPop {\r\n Push,\r\n Pop,\r\n}\r\n\r\n/** Represents a command to be executed within a RenderPass. The most common command is\r\n * to draw a primitive; others involve state changes such as pushing/popping transforms\r\n * and symbology overrides, which require that commands be executed in order.\r\n * @internal\r\n */\r\nexport enum DrawOpCode {\r\n Primitive = \"drawPrimitive\", // eslint-disable-line @typescript-eslint/no-shadow\r\n PushBranch = \"pushBranch\",\r\n PopBranch = \"popBranch\",\r\n PushBatch = \"pushBatch\",\r\n PopBatch = \"popBatch\",\r\n PushState = \"pushState\",\r\n PushClip = \"pushClip\",\r\n PopClip = \"popClip\",\r\n}\r\n\r\n/** @internal */\r\nexport class PopBatchCommand {\r\n public readonly opcode = \"popBatch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBatchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.popBatch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBatchCommand {\r\n public readonly opcode = \"pushBatch\";\r\n\r\n public constructor(public readonly batch: Batch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushBatch(this.batch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushStateCommand {\r\n public readonly opcode = \"pushState\";\r\n\r\n public constructor(public readonly state: BranchState) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushState(this.state);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBranchCommand {\r\n public readonly opcode = \"pushBranch\";\r\n\r\n public constructor(public readonly branch: Branch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.pushBranch(this.branch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopBranchCommand {\r\n public readonly opcode = \"popBranch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBranchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.popBranch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushClipCommand {\r\n public readonly opcode = \"pushClip\";\r\n\r\n public constructor(public readonly clip: ClipVolume) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.push(this.clip);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopClipCommand {\r\n public readonly opcode = \"popClip\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopClipCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.pop();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PrimitiveCommand {\r\n public readonly opcode = \"drawPrimitive\";\r\n\r\n public constructor(public readonly primitive: Primitive) { }\r\n\r\n private static readonly _scratchTechniqueFlags = new TechniqueFlags();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n if (exec.target.isGeometryOutsideActiveVolume(this.primitive.cachedGeometry))\r\n return;\r\n\r\n const techniqueId = this.primitive.techniqueId;\r\n if (TechniqueId.Invalid === techniqueId)\r\n return;\r\n\r\n const target = exec.target;\r\n const thematic = this.primitive.cachedGeometry.supportsThematicDisplay && target.wantThematicDisplay;\r\n const shadowable = (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh) && target.solarShadowMap.isReady && target.currentViewFlags.shadows && !thematic;\r\n const isShadowable = shadowable ? IsShadowable.Yes : IsShadowable.No;\r\n let isThematic = thematic ? IsThematic.Yes : IsThematic.No;\r\n const isClassified = (undefined !== target.currentPlanarClassifierOrDrape || undefined !== target.activeVolumeClassifierTexture) ? IsClassified.Yes : IsClassified.No;\r\n const isInstanced = this.primitive.isInstanced ? IsInstanced.Yes : IsInstanced.No;\r\n const isAnimated = this.primitive.hasAnimation ? IsAnimated.Yes : IsAnimated.No;\r\n\r\n // Point clouds do not support hillshade or slope mode for thematic display.\r\n if (isThematic && (undefined !== this.primitive.cachedGeometry.asPointCloud) && (target.uniforms.thematic.wantSlopeMode || target.uniforms.thematic.wantHillShadeMode))\r\n isThematic = IsThematic.No;\r\n\r\n const wiremesh = target.currentViewFlags.wiremesh && System.instance.isWebGL2 && (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh);\r\n const isWiremesh = wiremesh ? IsWiremesh.Yes : IsWiremesh.No;\r\n const flags = PrimitiveCommand._scratchTechniqueFlags;\r\n const posType = this.primitive.cachedGeometry.usesQuantizedPositions ? \"quantized\" : \"unquantized\";\r\n flags.init(target, exec.renderPass, isInstanced, isAnimated, isClassified, isShadowable, isThematic, isWiremesh, posType);\r\n\r\n const technique = target.techniques.getTechnique(techniqueId);\r\n const program = technique.getShader(flags);\r\n\r\n if (exec.setProgram(program))\r\n exec.target.compositor.drawPrimitive(this.primitive, exec, program.outputsToPick);\r\n }\r\n\r\n public get hasFeatures(): boolean { return this.primitive.hasFeatures; }\r\n public get renderOrder(): RenderOrder { return this.primitive.renderOrder; }\r\n\r\n public getPass(target: Target): Pass {\r\n return this.primitive.getPass(target);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport type PushCommand = PushBranchCommand | PushBatchCommand | PushStateCommand | PushClipCommand;\r\n/** @internal */\r\nexport type PopCommand = PopBranchCommand | PopBatchCommand | PopClipCommand;\r\n/** @internal */\r\nexport type DrawCommand = PushCommand | PopCommand | PrimitiveCommand;\r\n\r\n/** For a single RenderPass, an ordered list of commands to be executed during that pass.\r\n * @internal\r\n */\r\nexport type DrawCommands = DrawCommand[];\r\n\r\n/** Extracts the commands for rendering the flashed classifier (if any) from the by-index set of volume classifier commands.\r\n * NB: Cmds will be sets of some pushes, a primitive, and then some pops (equal to number of pushes).\r\n * The primitive should be right in the middle of a set. We need to find the set which matches the flashID.\r\n * @internal\r\n */\r\nexport function extractFlashedVolumeClassifierCommands(flashedId: Id64String, cmds: DrawCommands, numCmdsPerClassifier: number): DrawCommands | undefined {\r\n if (!Id64.isValid(flashedId) || 0 === numCmdsPerClassifier)\r\n return undefined;\r\n\r\n const firstPrim = (numCmdsPerClassifier - 1) / 2;\r\n for (let i = firstPrim; i < cmds.length; i += numCmdsPerClassifier) {\r\n assert(\"drawPrimitive\" === cmds[i].opcode, \"Command list not configured as expected.\");\r\n const pc: PrimitiveCommand = cmds[i] as PrimitiveCommand;\r\n const surface = pc.primitive.cachedGeometry.asSurface;\r\n if (undefined !== surface && undefined !== surface.mesh.uniformFeatureId) {\r\n let j = i - 1;\r\n while (j >= 0 && \"pushBatch\" !== cmds[j].opcode) // Find batch for this primitive\r\n j--;\r\n if (j < 0)\r\n continue;\r\n\r\n const pushBatch = cmds[j] as PushBatchCommand;\r\n const elemId = pushBatch.batch.featureTable.findElementId(surface.mesh.uniformFeatureId);\r\n if (undefined !== elemId && elemId === flashedId) {\r\n return cmds.slice(i - firstPrim, i + firstPrim + 1);\r\n }\r\n }\r\n }\r\n\r\n return undefined;\r\n}\r\n\r\n/** @internal */\r\nexport function extractHilitedVolumeClassifierCommands(hilites: Hilites, cmds: DrawCommands): DrawCommands {\r\n // TODO: This could really be done at the time the HiliteClassification render pass commands are being generated\r\n // by just not putting the ones which are not hilited into the ClassificationHilite command list.\r\n const result: DrawCommand[] = [];\r\n\r\n let batch;\r\n for (const cmd of cmds) {\r\n switch (cmd.opcode) {\r\n case \"popBranch\":\r\n if (result.length > 0 && \"pushBranch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"popBatch\":\r\n batch = undefined;\r\n if (result.length > 0 && \"pushBatch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"pushBatch\":\r\n batch = cmd.batch;\r\n break;\r\n case \"drawPrimitive\":\r\n if (undefined !== batch) {\r\n // Skip any primitives that are not hilited.\r\n const surface = cmd.primitive.cachedGeometry.asSurface;\r\n if (undefined === surface || undefined === surface.mesh.uniformFeatureId)\r\n continue;\r\n\r\n const feature = batch.featureTable.getPackedFeature(surface.mesh.uniformFeatureId);\r\n if (undefined === feature || !isFeatureHilited(feature, hilites, hilites.models.hasId(batch.featureTable.modelId)))\r\n continue;\r\n\r\n break;\r\n }\r\n }\r\n\r\n result.push(cmd);\r\n }\r\n\r\n return result;\r\n}\r\n"]}
@@ -1 +1 @@
1
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@@ -131,7 +131,10 @@ export class FrameBuffer {
131
131
  System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);
132
132
  this._bindState = 0 /* Unbound */;
133
133
  }
134
- suspend() { assert(this.isBound); this._bindState = 5 /* Suspended */; }
134
+ suspend() {
135
+ assert(this.isBound);
136
+ this._bindState = 5 /* Suspended */;
137
+ }
135
138
  markTargetsDirty() {
136
139
  for (const msBuff of this._colorMsBuffers) {
137
140
  msBuff.markBufferDirty(true);
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { GL } from \"./GL\";\r\nimport { RenderBuffer, RenderBufferMultiSample } from \"./RenderBuffer\";\r\nimport { System } from \"./System\";\r\nimport { TextureHandle } from \"./Texture\";\r\n\r\n/** @internal */\r\nexport type DepthBuffer = RenderBuffer | RenderBufferMultiSample | TextureHandle;\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport const enum FrameBufferBindState {\r\n Unbound,\r\n Bound,\r\n BoundWithAttachments,\r\n BoundMultisampled,\r\n BoundWithAttachmentsMultisampled,\r\n Suspended,\r\n}\r\n\r\n/** @internal */\r\nexport class FrameBuffer implements WebGLDisposable {\r\n private _fbo?: WebGLFramebuffer;\r\n private _fboMs?: WebGLFramebuffer;\r\n private _bindState: FrameBufferBindState = FrameBufferBindState.Unbound;\r\n private readonly _colorTextures: TextureHandle[] = [];\r\n private readonly _colorMsBuffers: RenderBufferMultiSample[] = [];\r\n private readonly _colorAttachments: GLenum[] = [];\r\n private readonly _colorMsFilters: GL.MultiSampling.Filter[] = [];\r\n public readonly depthBuffer?: DepthBuffer;\r\n public readonly depthBufferMs?: DepthBuffer;\r\n\r\n public get isDisposed(): boolean { return this._fbo === undefined; }\r\n\r\n public get isBound(): boolean { return FrameBufferBindState.Bound <= this._bindState && FrameBufferBindState.BoundWithAttachmentsMultisampled >= this._bindState; }\r\n\r\n public get isBoundMultisampled(): boolean { return FrameBufferBindState.BoundMultisampled === this._bindState || FrameBufferBindState.BoundWithAttachmentsMultisampled === this._bindState; }\r\n\r\n public get isSuspended(): boolean { return FrameBufferBindState.Suspended === this._bindState; }\r\n\r\n public get isMultisampled(): boolean { return this._colorMsBuffers.length > 0 || undefined !== this.depthBufferMs; }\r\n\r\n public getColor(ndx: number): TextureHandle {\r\n assert(ndx < this._colorTextures.length);\r\n if (ndx < this._colorMsBuffers.length && this._colorMsBuffers[ndx].isDirty) {\r\n this.blitMsBuffersToTextures(false, ndx);\r\n }\r\n return this._colorTextures[ndx];\r\n }\r\n\r\n private constructor(fbo: WebGLFramebuffer, colorTextures: TextureHandle[], depthBuffer?: DepthBuffer,\r\n colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer) {\r\n this._fbo = fbo;\r\n const gl = System.instance.context;\r\n\r\n this.bind(false);\r\n\r\n let i: number = 0;\r\n for (const colTex of colorTextures) {\r\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\r\n this._colorAttachments.push(attachmentEnum);\r\n this._colorTextures.push(colTex);\r\n const texHandle = colTex.getHandle();\r\n if (undefined !== texHandle)\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentEnum, gl.TEXTURE_2D, texHandle, 0);\r\n i++;\r\n }\r\n\r\n if (depthBuffer !== undefined) {\r\n this.depthBuffer = depthBuffer;\r\n const dbHandle = depthBuffer.getHandle();\r\n if (undefined !== dbHandle) {\r\n if (depthBuffer instanceof RenderBuffer) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\r\n } else if (depthBuffer instanceof RenderBufferMultiSample) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\r\n } else {\r\n // Looks like we only get a 24 bit depth buffer anyway, so use a 24-8 with a stencil.\r\n // gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\r\n }\r\n }\r\n }\r\n\r\n this.unbind();\r\n\r\n if (undefined !== colorMsBuffers && colorMsBuffers.length === colorTextures.length && undefined !== msFilters && msFilters.length === colorMsBuffers.length) {\r\n // Create a matching FBO with multisampling render buffers.\r\n const fbo2 = System.instance.context.createFramebuffer();\r\n if (null !== fbo2) {\r\n this._fboMs = fbo2;\r\n this.bind(false, true);\r\n i = 0;\r\n for (const colMsBuff of colorMsBuffers) {\r\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\r\n this._colorMsBuffers.push(colMsBuff);\r\n this._colorMsFilters.push(msFilters[i]);\r\n const msBuffHandle = colMsBuff.getHandle();\r\n if (undefined !== msBuffHandle)\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachmentEnum, gl.RENDERBUFFER, msBuffHandle);\r\n i++;\r\n }\r\n\r\n if (depthBufferMs !== undefined) {\r\n this.depthBufferMs = depthBufferMs;\r\n const dbHandleMs = depthBufferMs.getHandle();\r\n if (undefined !== dbHandleMs) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandleMs);\r\n }\r\n }\r\n this.unbind();\r\n }\r\n }\r\n }\r\n\r\n public static create(colorTextures: TextureHandle[], depthBuffer?: DepthBuffer, colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer): FrameBuffer | undefined {\r\n const fbo: WebGLFramebuffer | null = System.instance.context.createFramebuffer();\r\n if (null === fbo) {\r\n return undefined;\r\n }\r\n return new FrameBuffer(fbo, colorTextures, depthBuffer, colorMsBuffers, msFilters, depthBufferMs);\r\n }\r\n\r\n public dispose(): void {\r\n // NB: The FrameBuffer does not *own* the textures and depth buffer.\r\n if (!this.isDisposed) {\r\n System.instance.context.deleteFramebuffer(this._fbo!);\r\n this._fbo = undefined;\r\n if (undefined !== this._fboMs) {\r\n System.instance.context.deleteFramebuffer(this._fboMs);\r\n this._fboMs = undefined;\r\n }\r\n }\r\n }\r\n\r\n public bind(bindAttachments: boolean = false, bindMS: boolean = false): boolean {\r\n assert(undefined !== this._fbo);\r\n assert(!this.isBound);\r\n\r\n if (undefined === this._fbo)\r\n return false;\r\n\r\n const gl = System.instance.context;\r\n\r\n if (bindMS && undefined !== this._fboMs) {\r\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fboMs);\r\n this._bindState = FrameBufferBindState.BoundMultisampled;\r\n } else {\r\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fbo);\r\n this._bindState = FrameBufferBindState.Bound;\r\n }\r\n\r\n if (bindAttachments) {\r\n System.instance.setDrawBuffers(this._colorAttachments);\r\n this._bindState++;\r\n }\r\n return true;\r\n }\r\n\r\n public unbind() {\r\n assert(this.isBound);\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n this._bindState = FrameBufferBindState.Unbound;\r\n }\r\n\r\n public suspend() { assert(this.isBound); this._bindState = FrameBufferBindState.Suspended; }\r\n\r\n public markTargetsDirty(): void {\r\n for (const msBuff of this._colorMsBuffers) {\r\n msBuff.markBufferDirty(true);\r\n }\r\n if (undefined !== this.depthBufferMs)\r\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(true);\r\n }\r\n\r\n /** blitDepth is true to blit the depth/stencil buffer. ndx is index of single attachment to blit.\r\n * All color attachments are blitted if ndx is undefined, none are blitted if ndx is -1.\r\n */\r\n public blitMsBuffersToTextures(blitDepth: boolean, ndx?: number) {\r\n if (!this._fboMs)\r\n return;\r\n System.instance.frameBufferStack.suspend();\r\n const gl2 = System.instance.context as WebGL2RenderingContext;\r\n const attachments = [];\r\n const max = (undefined === ndx ? this._colorMsBuffers.length : ndx + 1);\r\n for (let i = 0; i < max; ++i) {\r\n if (undefined !== ndx && i < ndx) {\r\n attachments.push(gl2.NONE); // skip this one, but first add a NONE for it in the attachment list\r\n continue;\r\n }\r\n if (this._colorMsBuffers[i].isDirty) {\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\r\n gl2.readBuffer(this._colorAttachments[i]);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\r\n attachments.push(this._colorAttachments[i]);\r\n gl2.drawBuffers(attachments);\r\n attachments.pop();\r\n attachments.push(gl2.NONE);\r\n gl2.blitFramebuffer(0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\r\n 0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\r\n GL.BufferBit.Color, this._colorMsFilters[i]);\r\n this._colorMsBuffers[i].markBufferDirty(false);\r\n if (undefined !== ndx && i === ndx)\r\n break;\r\n }\r\n }\r\n if (blitDepth && undefined !== this.depthBuffer && undefined !== this.depthBufferMs && (this.depthBufferMs as RenderBufferMultiSample).isDirty) {\r\n const mask = GL.BufferBit.Depth; // (this.depthBuffer instanceof RenderBuffer ? GL.BufferBit.Depth : GL.BufferBit.Depth | GL.BufferBit.Stencil);\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\r\n gl2.blitFramebuffer(0, 0, this.depthBuffer.width, this.depthBuffer.height,\r\n 0, 0, this.depthBuffer.width, this.depthBuffer.height,\r\n mask, GL.MultiSampling.Filter.Nearest);\r\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(false);\r\n }\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, null);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, null);\r\n System.instance.frameBufferStack.resume();\r\n }\r\n\r\n /** invDepth is true to invalidate depth buffer. invStencil is true to invalidate stencil buffer. ndx is index of single color attachment to invalidate.\r\n * All color attachments are invalidated if ndx is undefined, none are invalidated if ndx is -1.\r\n * Set withMultiSampling to true to invalidate the MS buffers.\r\n */\r\n public invalidate(invDepth: boolean, invStencil: boolean, withMultiSampling: boolean, indices?: number[]): void {\r\n const gl = System.instance.context;\r\n const attachments = invDepth ? (invStencil ? [gl.DEPTH_STENCIL_ATTACHMENT] : [System.instance.context.DEPTH_ATTACHMENT]) : (invDepth ? [gl.STENCIL_ATTACHMENT] : []);\r\n if (undefined !== indices) {\r\n if (indices.length > 0) {\r\n for (const i of indices)\r\n attachments.push(gl.COLOR_ATTACHMENT0 + i);\r\n }\r\n } else {\r\n attachments.concat(this._colorAttachments);\r\n }\r\n System.instance.frameBufferStack.execute(this, true, withMultiSampling, () => {\r\n System.instance.invalidateFrameBuffer(attachments);\r\n });\r\n }\r\n\r\n // Chiefly for debugging currently - assumes RGBA, unsigned byte, want all pixels.\r\n public get debugPixels(): Uint8Array | undefined {\r\n if (!this.isBound || 0 === this._colorTextures.length || !(this._colorTextures[0] instanceof TextureHandle))\r\n return undefined;\r\n\r\n const tex = this._colorTextures[0];\r\n if (GL.Texture.Format.Rgba !== tex.format || GL.Texture.DataType.UnsignedByte !== tex.dataType)\r\n return undefined;\r\n\r\n const buffer = new Uint8Array(tex.width * tex.height * 4);\r\n for (let i = 0; i < buffer.length; i += 4) {\r\n buffer[i] = 0xba;\r\n buffer[i + 1] = 0xad;\r\n buffer[i + 2] = 0xf0;\r\n buffer[i + 3] = 0x0d;\r\n }\r\n\r\n System.instance.context.readPixels(0, 0, tex.width, tex.height, tex.format, tex.dataType, buffer);\r\n return buffer;\r\n }\r\n}\r\n\r\ninterface Binding {\r\n fbo: FrameBuffer;\r\n withAttachments: boolean;\r\n withMultSampling: boolean;\r\n}\r\n\r\n/** @internal */\r\nexport class FrameBufferStack {\r\n // FrameBuffers within this array are not owned, as this is only a storage device holding references\r\n private readonly _stack: Binding[] = [];\r\n\r\n private get _top() { return !this.isEmpty ? this._stack[this._stack.length - 1] : undefined; }\r\n\r\n public push(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean): void {\r\n if (undefined !== this._top) {\r\n this._top.fbo.suspend();\r\n }\r\n\r\n assert(!fbo.isBound);\r\n fbo.bind(withAttachments, withMultSampling);\r\n assert(fbo.isBound);\r\n\r\n this._stack.push({ fbo, withAttachments, withMultSampling });\r\n }\r\n\r\n public pop(): void {\r\n assert(!this.isEmpty);\r\n if (undefined === this._top) {\r\n return;\r\n }\r\n\r\n const fbo = this._top.fbo;\r\n this._stack.pop();\r\n\r\n assert(fbo.isBound);\r\n fbo.unbind();\r\n assert(!fbo.isBound);\r\n\r\n if (this.isEmpty) {\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n } else {\r\n const top = this._top;\r\n assert(top.fbo.isSuspended);\r\n top.fbo.bind(top.withAttachments, top.withMultSampling);\r\n assert(top.fbo.isBound);\r\n }\r\n }\r\n\r\n public get currentColorBuffer(): TextureHandle | undefined {\r\n assert(!this.isEmpty);\r\n return undefined !== this._top ? this._top.fbo.getColor(0) : undefined;\r\n }\r\n\r\n public get currentFbMultisampled(): boolean {\r\n return undefined !== this._top ? this._top.fbo.isBoundMultisampled : false;\r\n }\r\n\r\n public get isEmpty(): boolean { return 0 === this._stack.length; }\r\n\r\n public execute(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean, func: () => void) {\r\n this.push(fbo, withAttachments, withMultSampling);\r\n func();\r\n this.pop();\r\n }\r\n\r\n public markTargetsDirty(): void {\r\n const top = this._top;\r\n if (undefined !== top)\r\n top.fbo.markTargetsDirty();\r\n }\r\n\r\n public suspend(): void {\r\n if (undefined !== this._top) {\r\n this._top.fbo.suspend();\r\n }\r\n }\r\n\r\n public resume(): void {\r\n if (undefined === this._top) {\r\n return;\r\n }\r\n\r\n if (this.isEmpty) {\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n } else {\r\n const top = this._top;\r\n top.fbo.bind(top.withAttachments, top.withMultSampling);\r\n assert(top.fbo.isBound);\r\n }\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { GL } from \"./GL\";\r\nimport { RenderBuffer, RenderBufferMultiSample } from \"./RenderBuffer\";\r\nimport { System } from \"./System\";\r\nimport { TextureHandle } from \"./Texture\";\r\n\r\n/** @internal */\r\nexport type DepthBuffer = RenderBuffer | RenderBufferMultiSample | TextureHandle;\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport const enum FrameBufferBindState {\r\n Unbound,\r\n Bound,\r\n BoundWithAttachments,\r\n BoundMultisampled,\r\n BoundWithAttachmentsMultisampled,\r\n Suspended,\r\n}\r\n\r\n/** @internal */\r\nexport class FrameBuffer implements WebGLDisposable {\r\n private _fbo?: WebGLFramebuffer;\r\n private _fboMs?: WebGLFramebuffer;\r\n private _bindState: FrameBufferBindState = FrameBufferBindState.Unbound;\r\n private readonly _colorTextures: TextureHandle[] = [];\r\n private readonly _colorMsBuffers: RenderBufferMultiSample[] = [];\r\n private readonly _colorAttachments: GLenum[] = [];\r\n private readonly _colorMsFilters: GL.MultiSampling.Filter[] = [];\r\n public readonly depthBuffer?: DepthBuffer;\r\n public readonly depthBufferMs?: DepthBuffer;\r\n\r\n public get isDisposed(): boolean { return this._fbo === undefined; }\r\n\r\n public get isBound(): boolean { return FrameBufferBindState.Bound <= this._bindState && FrameBufferBindState.BoundWithAttachmentsMultisampled >= this._bindState; }\r\n\r\n public get isBoundMultisampled(): boolean { return FrameBufferBindState.BoundMultisampled === this._bindState || FrameBufferBindState.BoundWithAttachmentsMultisampled === this._bindState; }\r\n\r\n public get isSuspended(): boolean { return FrameBufferBindState.Suspended === this._bindState; }\r\n\r\n public get isMultisampled(): boolean { return this._colorMsBuffers.length > 0 || undefined !== this.depthBufferMs; }\r\n\r\n public getColor(ndx: number): TextureHandle {\r\n assert(ndx < this._colorTextures.length);\r\n if (ndx < this._colorMsBuffers.length && this._colorMsBuffers[ndx].isDirty) {\r\n this.blitMsBuffersToTextures(false, ndx);\r\n }\r\n return this._colorTextures[ndx];\r\n }\r\n\r\n private constructor(fbo: WebGLFramebuffer, colorTextures: TextureHandle[], depthBuffer?: DepthBuffer,\r\n colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer) {\r\n this._fbo = fbo;\r\n const gl = System.instance.context;\r\n\r\n this.bind(false);\r\n\r\n let i: number = 0;\r\n for (const colTex of colorTextures) {\r\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\r\n this._colorAttachments.push(attachmentEnum);\r\n this._colorTextures.push(colTex);\r\n const texHandle = colTex.getHandle();\r\n if (undefined !== texHandle)\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentEnum, gl.TEXTURE_2D, texHandle, 0);\r\n i++;\r\n }\r\n\r\n if (depthBuffer !== undefined) {\r\n this.depthBuffer = depthBuffer;\r\n const dbHandle = depthBuffer.getHandle();\r\n if (undefined !== dbHandle) {\r\n if (depthBuffer instanceof RenderBuffer) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\r\n } else if (depthBuffer instanceof RenderBufferMultiSample) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\r\n } else {\r\n // Looks like we only get a 24 bit depth buffer anyway, so use a 24-8 with a stencil.\r\n // gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\r\n }\r\n }\r\n }\r\n\r\n this.unbind();\r\n\r\n if (undefined !== colorMsBuffers && colorMsBuffers.length === colorTextures.length && undefined !== msFilters && msFilters.length === colorMsBuffers.length) {\r\n // Create a matching FBO with multisampling render buffers.\r\n const fbo2 = System.instance.context.createFramebuffer();\r\n if (null !== fbo2) {\r\n this._fboMs = fbo2;\r\n this.bind(false, true);\r\n i = 0;\r\n for (const colMsBuff of colorMsBuffers) {\r\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\r\n this._colorMsBuffers.push(colMsBuff);\r\n this._colorMsFilters.push(msFilters[i]);\r\n const msBuffHandle = colMsBuff.getHandle();\r\n if (undefined !== msBuffHandle)\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachmentEnum, gl.RENDERBUFFER, msBuffHandle);\r\n i++;\r\n }\r\n\r\n if (depthBufferMs !== undefined) {\r\n this.depthBufferMs = depthBufferMs;\r\n const dbHandleMs = depthBufferMs.getHandle();\r\n if (undefined !== dbHandleMs) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandleMs);\r\n }\r\n }\r\n this.unbind();\r\n }\r\n }\r\n }\r\n\r\n public static create(colorTextures: TextureHandle[], depthBuffer?: DepthBuffer, colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer): FrameBuffer | undefined {\r\n const fbo: WebGLFramebuffer | null = System.instance.context.createFramebuffer();\r\n if (null === fbo) {\r\n return undefined;\r\n }\r\n return new FrameBuffer(fbo, colorTextures, depthBuffer, colorMsBuffers, msFilters, depthBufferMs);\r\n }\r\n\r\n public dispose(): void {\r\n // NB: The FrameBuffer does not *own* the textures and depth buffer.\r\n if (!this.isDisposed) {\r\n System.instance.context.deleteFramebuffer(this._fbo!);\r\n this._fbo = undefined;\r\n if (undefined !== this._fboMs) {\r\n System.instance.context.deleteFramebuffer(this._fboMs);\r\n this._fboMs = undefined;\r\n }\r\n }\r\n }\r\n\r\n public bind(bindAttachments: boolean = false, bindMS: boolean = false): boolean {\r\n assert(undefined !== this._fbo);\r\n assert(!this.isBound);\r\n\r\n if (undefined === this._fbo)\r\n return false;\r\n\r\n const gl = System.instance.context;\r\n\r\n if (bindMS && undefined !== this._fboMs) {\r\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fboMs);\r\n this._bindState = FrameBufferBindState.BoundMultisampled;\r\n } else {\r\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fbo);\r\n this._bindState = FrameBufferBindState.Bound;\r\n }\r\n\r\n if (bindAttachments) {\r\n System.instance.setDrawBuffers(this._colorAttachments);\r\n this._bindState++;\r\n }\r\n return true;\r\n }\r\n\r\n public unbind() {\r\n assert(this.isBound);\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n this._bindState = FrameBufferBindState.Unbound;\r\n }\r\n\r\n public suspend() {\r\n assert(this.isBound);\r\n this._bindState = FrameBufferBindState.Suspended;\r\n }\r\n\r\n public markTargetsDirty(): void {\r\n for (const msBuff of this._colorMsBuffers) {\r\n msBuff.markBufferDirty(true);\r\n }\r\n if (undefined !== this.depthBufferMs)\r\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(true);\r\n }\r\n\r\n /** blitDepth is true to blit the depth/stencil buffer. ndx is index of single attachment to blit.\r\n * All color attachments are blitted if ndx is undefined, none are blitted if ndx is -1.\r\n */\r\n public blitMsBuffersToTextures(blitDepth: boolean, ndx?: number) {\r\n if (!this._fboMs)\r\n return;\r\n System.instance.frameBufferStack.suspend();\r\n const gl2 = System.instance.context as WebGL2RenderingContext;\r\n const attachments = [];\r\n const max = (undefined === ndx ? this._colorMsBuffers.length : ndx + 1);\r\n for (let i = 0; i < max; ++i) {\r\n if (undefined !== ndx && i < ndx) {\r\n attachments.push(gl2.NONE); // skip this one, but first add a NONE for it in the attachment list\r\n continue;\r\n }\r\n if (this._colorMsBuffers[i].isDirty) {\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\r\n gl2.readBuffer(this._colorAttachments[i]);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\r\n attachments.push(this._colorAttachments[i]);\r\n gl2.drawBuffers(attachments);\r\n attachments.pop();\r\n attachments.push(gl2.NONE);\r\n gl2.blitFramebuffer(0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\r\n 0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\r\n GL.BufferBit.Color, this._colorMsFilters[i]);\r\n this._colorMsBuffers[i].markBufferDirty(false);\r\n if (undefined !== ndx && i === ndx)\r\n break;\r\n }\r\n }\r\n if (blitDepth && undefined !== this.depthBuffer && undefined !== this.depthBufferMs && (this.depthBufferMs as RenderBufferMultiSample).isDirty) {\r\n const mask = GL.BufferBit.Depth; // (this.depthBuffer instanceof RenderBuffer ? GL.BufferBit.Depth : GL.BufferBit.Depth | GL.BufferBit.Stencil);\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\r\n gl2.blitFramebuffer(0, 0, this.depthBuffer.width, this.depthBuffer.height,\r\n 0, 0, this.depthBuffer.width, this.depthBuffer.height,\r\n mask, GL.MultiSampling.Filter.Nearest);\r\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(false);\r\n }\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, null);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, null);\r\n System.instance.frameBufferStack.resume();\r\n }\r\n\r\n /** invDepth is true to invalidate depth buffer. invStencil is true to invalidate stencil buffer. ndx is index of single color attachment to invalidate.\r\n * All color attachments are invalidated if ndx is undefined, none are invalidated if ndx is -1.\r\n * Set withMultiSampling to true to invalidate the MS buffers.\r\n */\r\n public invalidate(invDepth: boolean, invStencil: boolean, withMultiSampling: boolean, indices?: number[]): void {\r\n const gl = System.instance.context;\r\n const attachments = invDepth ? (invStencil ? [gl.DEPTH_STENCIL_ATTACHMENT] : [System.instance.context.DEPTH_ATTACHMENT]) : (invDepth ? [gl.STENCIL_ATTACHMENT] : []);\r\n if (undefined !== indices) {\r\n if (indices.length > 0) {\r\n for (const i of indices)\r\n attachments.push(gl.COLOR_ATTACHMENT0 + i);\r\n }\r\n } else {\r\n attachments.concat(this._colorAttachments);\r\n }\r\n System.instance.frameBufferStack.execute(this, true, withMultiSampling, () => {\r\n System.instance.invalidateFrameBuffer(attachments);\r\n });\r\n }\r\n\r\n // Chiefly for debugging currently - assumes RGBA, unsigned byte, want all pixels.\r\n public get debugPixels(): Uint8Array | undefined {\r\n if (!this.isBound || 0 === this._colorTextures.length || !(this._colorTextures[0] instanceof TextureHandle))\r\n return undefined;\r\n\r\n const tex = this._colorTextures[0];\r\n if (GL.Texture.Format.Rgba !== tex.format || GL.Texture.DataType.UnsignedByte !== tex.dataType)\r\n return undefined;\r\n\r\n const buffer = new Uint8Array(tex.width * tex.height * 4);\r\n for (let i = 0; i < buffer.length; i += 4) {\r\n buffer[i] = 0xba;\r\n buffer[i + 1] = 0xad;\r\n buffer[i + 2] = 0xf0;\r\n buffer[i + 3] = 0x0d;\r\n }\r\n\r\n System.instance.context.readPixels(0, 0, tex.width, tex.height, tex.format, tex.dataType, buffer);\r\n return buffer;\r\n }\r\n}\r\n\r\ninterface Binding {\r\n fbo: FrameBuffer;\r\n withAttachments: boolean;\r\n withMultSampling: boolean;\r\n}\r\n\r\n/** @internal */\r\nexport class FrameBufferStack {\r\n // FrameBuffers within this array are not owned, as this is only a storage device holding references\r\n private readonly _stack: Binding[] = [];\r\n\r\n private get _top() { return !this.isEmpty ? this._stack[this._stack.length - 1] : undefined; }\r\n\r\n public push(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean): void {\r\n if (undefined !== this._top) {\r\n this._top.fbo.suspend();\r\n }\r\n\r\n assert(!fbo.isBound);\r\n fbo.bind(withAttachments, withMultSampling);\r\n assert(fbo.isBound);\r\n\r\n this._stack.push({ fbo, withAttachments, withMultSampling });\r\n }\r\n\r\n public pop(): void {\r\n assert(!this.isEmpty);\r\n if (undefined === this._top) {\r\n return;\r\n }\r\n\r\n const fbo = this._top.fbo;\r\n this._stack.pop();\r\n\r\n assert(fbo.isBound);\r\n fbo.unbind();\r\n assert(!fbo.isBound);\r\n\r\n if (this.isEmpty) {\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n } else {\r\n const top = this._top;\r\n assert(top.fbo.isSuspended);\r\n top.fbo.bind(top.withAttachments, top.withMultSampling);\r\n assert(top.fbo.isBound);\r\n }\r\n }\r\n\r\n public get currentColorBuffer(): TextureHandle | undefined {\r\n assert(!this.isEmpty);\r\n return undefined !== this._top ? this._top.fbo.getColor(0) : undefined;\r\n }\r\n\r\n public get currentFbMultisampled(): boolean {\r\n return undefined !== this._top ? this._top.fbo.isBoundMultisampled : false;\r\n }\r\n\r\n public get isEmpty(): boolean { return 0 === this._stack.length; }\r\n\r\n public execute(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean, func: () => void) {\r\n this.push(fbo, withAttachments, withMultSampling);\r\n func();\r\n this.pop();\r\n }\r\n\r\n public markTargetsDirty(): void {\r\n const top = this._top;\r\n if (undefined !== top)\r\n top.fbo.markTargetsDirty();\r\n }\r\n\r\n public suspend(): void {\r\n if (undefined !== this._top) {\r\n this._top.fbo.suspend();\r\n }\r\n }\r\n\r\n public resume(): void {\r\n if (undefined === this._top) {\r\n return;\r\n }\r\n\r\n if (this.isEmpty) {\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n } else {\r\n const top = this._top;\r\n top.fbo.bind(top.withAttachments, top.withMultSampling);\r\n assert(top.fbo.isBound);\r\n }\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { InverseMatrixState, Matrix4d, Point3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, Npc } from \"@itwin/core-common\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { IModelFrameLifecycle } from \"./IModelFrameLifecycle\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { desync, sync } from \"./Sync\";\r\n\r\n/** @internal */\r\nexport const enum FrustumUniformType { // eslint-disable-line no-restricted-syntax\r\n TwoDee,\r\n Orthographic,\r\n Perspective,\r\n}\r\n\r\nconst enum Plane { // eslint-disable-line no-restricted-syntax\r\n kTop,\r\n kBottom,\r\n kLeft,\r\n kRight,\r\n}\r\n\r\nconst enum FrustumData { // eslint-disable-line no-restricted-syntax\r\n kNear,\r\n kFar,\r\n kType,\r\n}\r\n\r\n/** Represents a Target's frustum for use in glsl as a pair of uniforms.\r\n * Do not modify fields of exposed objects directly. e.g., do not directly manipulate the projection or view matrices - use the appropriate APIs.\r\n * @internal\r\n */\r\nexport class FrustumUniforms {\r\n // CPU state. Do not modify - use APIs.\r\n public readonly planFrustum = new Frustum();\r\n private _planFraction = 0;\r\n private readonly _nearPlaneCenter = new Point3d();\r\n public readonly viewMatrix = Transform.createIdentity();\r\n public readonly projectionMatrix = Matrix4d.createIdentity();\r\n private readonly _worldUpVector = Vector3d.unitZ();\r\n private readonly _viewUpVector = Vector3d.unitZ();\r\n\r\n // GPU state\r\n private readonly _planeData: Float32Array = new Float32Array(4);\r\n private readonly _frustumData: Float32Array = new Float32Array(3);\r\n public readonly projectionMatrix32 = new Matrix4();\r\n private readonly _logZData = new Float32Array(2);\r\n private readonly _viewUpVector32 = new Float32Array(3);\r\n\r\n // SyncTarget\r\n public syncKey = 0;\r\n\r\n // Scratch variables\r\n private readonly _scratch = {\r\n point3d: new Point3d(),\r\n vec3d: new Vector3d(),\r\n viewX: new Vector3d(),\r\n viewY: new Vector3d(),\r\n viewZ: new Vector3d(),\r\n };\r\n\r\n public constructor() {\r\n }\r\n\r\n public bindProjectionMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setMatrix4(this.projectionMatrix32);\r\n }\r\n\r\n public bindUpVector(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform3fv(this._viewUpVector32);\r\n }\r\n\r\n // uniform vec4 u_frustumPlanes; // { top, bottom, left, right }\r\n public get planes(): Float32Array { return this._planeData; }\r\n\r\n // uniform vec3 u_frustum; // { near, far, type }\r\n public get frustum(): Float32Array { return this._frustumData; }\r\n\r\n public get nearPlane(): number { return this._frustumData[FrustumData.kNear]; }\r\n public get farPlane(): number { return this._frustumData[FrustumData.kFar]; }\r\n public get type(): FrustumUniformType { return this.frustum[FrustumData.kType] as FrustumUniformType; }\r\n public get is2d(): boolean { return FrustumUniformType.TwoDee === this.type; }\r\n public get planFraction(): number { return this._planFraction; }\r\n\r\n // uniform vec2 u_logZ where x = 1/near and y = log(far/near)\r\n public get logZ(): Float32Array { return this._logZData; }\r\n\r\n public changeFrustum(newFrustum: Frustum, newFraction: number, is3d: boolean): void {\r\n if (newFraction === this._planFraction && is3d !== this.is2d && newFrustum.equals(this.planFrustum))\r\n return;\r\n\r\n desync(this);\r\n\r\n newFrustum.clone(this.planFrustum);\r\n\r\n const farLowerLeft = newFrustum.getCorner(Npc.LeftBottomRear);\r\n const farLowerRight = newFrustum.getCorner(Npc.RightBottomRear);\r\n const farUpperLeft = newFrustum.getCorner(Npc.LeftTopRear);\r\n const farUpperRight = newFrustum.getCorner(Npc.RightTopRear);\r\n const nearLowerLeft = newFrustum.getCorner(Npc.LeftBottomFront);\r\n const nearLowerRight = newFrustum.getCorner(Npc.RightBottomFront);\r\n const nearUpperLeft = newFrustum.getCorner(Npc.LeftTopFront);\r\n const nearUpperRight = newFrustum.getCorner(Npc.RightTopFront);\r\n\r\n const nearCenter = nearLowerLeft.interpolate(0.5, nearUpperRight, this._scratch.point3d);\r\n\r\n const viewX = normalizedDifference(nearLowerRight, nearLowerLeft, this._scratch.viewX);\r\n const viewY = normalizedDifference(nearUpperLeft, nearLowerLeft, this._scratch.viewY);\r\n const viewZ = viewX.crossProduct(viewY, this._scratch.viewZ).normalize()!;\r\n\r\n this._planFraction = newFraction;\r\n\r\n if (!is3d || newFraction > 0.999) { // ortho or 2d\r\n const halfWidth = Vector3d.createStartEnd(farLowerRight, farLowerLeft, this._scratch.vec3d).magnitude() * 0.5;\r\n const halfHeight = Vector3d.createStartEnd(farLowerRight, farUpperRight).magnitude() * 0.5;\r\n const depth = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d).magnitude();\r\n\r\n lookIn(nearCenter, viewX, viewY, viewZ, this.viewMatrix);\r\n ortho(-halfWidth, halfWidth, -halfHeight, halfHeight, 0, depth, this.projectionMatrix);\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(halfHeight, -halfHeight, -halfWidth, halfWidth);\r\n this.setFrustum(0, depth, is3d ? FrustumUniformType.Orthographic : FrustumUniformType.TwoDee);\r\n } else { // perspective\r\n const scale = 1.0 / (1.0 - newFraction);\r\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d);\r\n const cameraPosition = fromSumOf(farLowerLeft, zVec, scale, this._scratch.point3d);\r\n\r\n const frustumLeft = dotDifference(farLowerLeft, cameraPosition, viewX) * newFraction;\r\n const frustumRight = dotDifference(farLowerRight, cameraPosition, viewX) * newFraction;\r\n const frustumBottom = dotDifference(farLowerLeft, cameraPosition, viewY) * newFraction;\r\n const frustumTop = dotDifference(farUpperLeft, cameraPosition, viewY) * newFraction;\r\n const frustumFront = -dotDifference(nearLowerLeft, cameraPosition, viewZ);\r\n const frustumBack = -dotDifference(farLowerLeft, cameraPosition, viewZ);\r\n\r\n lookIn(cameraPosition, viewX, viewY, viewZ, this.viewMatrix);\r\n frustum(frustumLeft, frustumRight, frustumBottom, frustumTop, frustumFront, frustumBack, this.projectionMatrix);\r\n\r\n IModelFrameLifecycle.onChangeCameraView.raiseEvent({\r\n cameraPosition,\r\n viewX,\r\n viewY,\r\n viewZ,\r\n });\r\n IModelFrameLifecycle.onChangeCameraFrustum.raiseEvent({\r\n type: FrustumUniformType.Perspective,\r\n left: frustumLeft,\r\n right: frustumRight,\r\n bottom: frustumBottom,\r\n top: frustumTop,\r\n front: frustumFront,\r\n back: frustumBack,\r\n });\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(frustumTop, frustumBottom, frustumLeft, frustumRight);\r\n this.setFrustum(frustumFront, frustumBack, FrustumUniformType.Perspective);\r\n }\r\n\r\n this.viewMatrix.matrix.inverseState = InverseMatrixState.unknown;\r\n\r\n this.viewMatrix.matrix.multiplyVector(this._worldUpVector, this._viewUpVector);\r\n this._viewUpVector.normalizeInPlace();\r\n this._viewUpVector32[0] = this._viewUpVector.x;\r\n this._viewUpVector32[1] = this._viewUpVector.y;\r\n this._viewUpVector32[2] = this._viewUpVector.z;\r\n\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n public changeProjectionMatrix(newMatrix: Matrix4d): void {\r\n desync(this);\r\n this.projectionMatrix.setFrom(newMatrix);\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n protected setPlanes(top: number, bottom: number, left: number, right: number): void {\r\n this._planeData[Plane.kTop] = top;\r\n this._planeData[Plane.kBottom] = bottom;\r\n this._planeData[Plane.kLeft] = left;\r\n this._planeData[Plane.kRight] = right;\r\n }\r\n\r\n protected setFrustum(nearPlane: number, farPlane: number, type: FrustumUniformType): void {\r\n this._frustumData[FrustumData.kNear] = nearPlane;\r\n this._frustumData[FrustumData.kFar] = farPlane;\r\n this._frustumData[FrustumData.kType] = type as number;\r\n\r\n // If nearPlane is zero, we don't have a camera (or got very unlucky); in that case shader will compute linear depth.\r\n this._logZData[0] = 0 !== nearPlane ? 1 / nearPlane : 0;\r\n this._logZData[1] = 0 !== nearPlane ? Math.log(farPlane / nearPlane) : farPlane;\r\n }\r\n}\r\n\r\nfunction normalizedDifference(p0: Point3d, p1: Point3d, out?: Vector3d): Vector3d {\r\n const result = undefined !== out ? out : new Vector3d();\r\n result.x = p0.x - p1.x;\r\n result.y = p0.y - p1.y;\r\n result.z = p0.z - p1.z;\r\n result.normalizeInPlace();\r\n return result;\r\n}\r\n\r\n/** @internal */\r\nexport function fromSumOf(p: Point3d, v: Vector3d, scale: number, out?: Point3d) {\r\n const result = undefined !== out ? out : new Point3d();\r\n result.x = p.x + v.x * scale;\r\n result.y = p.y + v.y * scale;\r\n result.z = p.z + v.z * scale;\r\n return result;\r\n}\r\n\r\nfunction dotDifference(pt: Point3d, origin: Point3d, vec: Vector3d): number {\r\n return (pt.x - origin.x) * vec.x + (pt.y - origin.y) * vec.y + (pt.z - origin.z) * vec.z;\r\n}\r\n\r\nfunction lookIn(eye: Point3d, viewX: Vector3d, viewY: Vector3d, viewZ: Vector3d, result: Transform) {\r\n const rot = result.matrix.coffs;\r\n rot[0] = viewX.x; rot[1] = viewX.y; rot[2] = viewX.z;\r\n rot[3] = viewY.x; rot[4] = viewY.y; rot[5] = viewY.z;\r\n rot[6] = viewZ.x; rot[7] = viewZ.y; rot[8] = viewZ.z;\r\n\r\n result.origin.x = -viewX.dotProduct(eye);\r\n result.origin.y = -viewY.dotProduct(eye);\r\n result.origin.z = -viewZ.dotProduct(eye);\r\n}\r\n\r\nfunction ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n 2.0 / (right - left), 0.0, 0.0, -(right + left) / (right - left),\r\n 0.0, 2.0 / (top - bottom), 0.0, -(top + bottom) / (top - bottom),\r\n 0.0, 0.0, -2.0 / (far - near), -(far + near) / (far - near),\r\n 0.0, 0.0, 0.0, 1.0,\r\n result);\r\n}\r\n\r\nfunction frustum(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n (2.0 * near) / (right - left), 0.0, (right + left) / (right - left), 0.0,\r\n 0.0, (2.0 * near) / (top - bottom), (top + bottom) / (top - bottom), 0.0,\r\n 0.0, 0.0, -(far + near) / (far - near), -(2.0 * far * near) / (far - near),\r\n 0.0, 0.0, -1.0, 0.0,\r\n result);\r\n}\r\n"]}
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 { InverseMatrixState, Matrix4d, Point3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, Npc } from \"@itwin/core-common\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { IModelFrameLifecycle } from \"./IModelFrameLifecycle\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { desync, sync } from \"./Sync\";\r\n\r\n/** @internal */\r\nexport const enum FrustumUniformType { // eslint-disable-line no-restricted-syntax\r\n TwoDee,\r\n Orthographic,\r\n Perspective,\r\n}\r\n\r\nconst enum Plane { // eslint-disable-line no-restricted-syntax\r\n kTop,\r\n kBottom,\r\n kLeft,\r\n kRight,\r\n}\r\n\r\nconst enum FrustumData { // eslint-disable-line no-restricted-syntax\r\n kNear,\r\n kFar,\r\n kType,\r\n}\r\n\r\n/** Represents a Target's frustum for use in glsl as a pair of uniforms.\r\n * Do not modify fields of exposed objects directly. e.g., do not directly manipulate the projection or view matrices - use the appropriate APIs.\r\n * @internal\r\n */\r\nexport class FrustumUniforms {\r\n // CPU state. Do not modify - use APIs.\r\n public readonly planFrustum = new Frustum();\r\n private _planFraction = 0;\r\n private readonly _nearPlaneCenter = new Point3d();\r\n public readonly viewMatrix = Transform.createIdentity();\r\n public readonly projectionMatrix = Matrix4d.createIdentity();\r\n private readonly _worldUpVector = Vector3d.unitZ();\r\n private readonly _viewUpVector = Vector3d.unitZ();\r\n\r\n // GPU state\r\n private readonly _planeData: Float32Array = new Float32Array(4);\r\n private readonly _frustumData: Float32Array = new Float32Array(3);\r\n public readonly projectionMatrix32 = new Matrix4();\r\n private readonly _logZData = new Float32Array(2);\r\n private readonly _viewUpVector32 = new Float32Array(3);\r\n\r\n // SyncTarget\r\n public syncKey = 0;\r\n\r\n // Scratch variables\r\n private readonly _scratch = {\r\n point3d: new Point3d(),\r\n vec3d: new Vector3d(),\r\n viewX: new Vector3d(),\r\n viewY: new Vector3d(),\r\n viewZ: new Vector3d(),\r\n };\r\n\r\n public constructor() {\r\n }\r\n\r\n public bindProjectionMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setMatrix4(this.projectionMatrix32);\r\n }\r\n\r\n public bindUpVector(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform3fv(this._viewUpVector32);\r\n }\r\n\r\n // uniform vec4 u_frustumPlanes; // { top, bottom, left, right }\r\n public get planes(): Float32Array { return this._planeData; }\r\n\r\n // uniform vec3 u_frustum; // { near, far, type }\r\n public get frustum(): Float32Array { return this._frustumData; }\r\n\r\n public get nearPlane(): number { return this._frustumData[FrustumData.kNear]; }\r\n public get farPlane(): number { return this._frustumData[FrustumData.kFar]; }\r\n public get type(): FrustumUniformType { return this.frustum[FrustumData.kType] as FrustumUniformType; }\r\n public get is2d(): boolean { return FrustumUniformType.TwoDee === this.type; }\r\n public get planFraction(): number { return this._planFraction; }\r\n\r\n // uniform vec2 u_logZ where x = 1/near and y = log(far/near)\r\n public get logZ(): Float32Array { return this._logZData; }\r\n\r\n public changeFrustum(newFrustum: Frustum, newFraction: number, is3d: boolean): void {\r\n if (newFraction === this._planFraction && is3d !== this.is2d && newFrustum.equals(this.planFrustum))\r\n return;\r\n\r\n desync(this);\r\n\r\n newFrustum.clone(this.planFrustum);\r\n\r\n const farLowerLeft = newFrustum.getCorner(Npc.LeftBottomRear);\r\n const farLowerRight = newFrustum.getCorner(Npc.RightBottomRear);\r\n const farUpperLeft = newFrustum.getCorner(Npc.LeftTopRear);\r\n const farUpperRight = newFrustum.getCorner(Npc.RightTopRear);\r\n const nearLowerLeft = newFrustum.getCorner(Npc.LeftBottomFront);\r\n const nearLowerRight = newFrustum.getCorner(Npc.RightBottomFront);\r\n const nearUpperLeft = newFrustum.getCorner(Npc.LeftTopFront);\r\n const nearUpperRight = newFrustum.getCorner(Npc.RightTopFront);\r\n\r\n const nearCenter = nearLowerLeft.interpolate(0.5, nearUpperRight, this._scratch.point3d);\r\n\r\n const viewX = normalizedDifference(nearLowerRight, nearLowerLeft, this._scratch.viewX);\r\n const viewY = normalizedDifference(nearUpperLeft, nearLowerLeft, this._scratch.viewY);\r\n const viewZ = viewX.crossProduct(viewY, this._scratch.viewZ).normalize()!;\r\n\r\n this._planFraction = newFraction;\r\n\r\n if (!is3d || newFraction > 0.999) { // ortho or 2d\r\n const halfWidth = Vector3d.createStartEnd(farLowerRight, farLowerLeft, this._scratch.vec3d).magnitude() * 0.5;\r\n const halfHeight = Vector3d.createStartEnd(farLowerRight, farUpperRight).magnitude() * 0.5;\r\n const depth = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d).magnitude();\r\n\r\n lookIn(nearCenter, viewX, viewY, viewZ, this.viewMatrix);\r\n ortho(-halfWidth, halfWidth, -halfHeight, halfHeight, 0, depth, this.projectionMatrix);\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(halfHeight, -halfHeight, -halfWidth, halfWidth);\r\n this.setFrustum(0, depth, is3d ? FrustumUniformType.Orthographic : FrustumUniformType.TwoDee);\r\n } else { // perspective\r\n const scale = 1.0 / (1.0 - newFraction);\r\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d);\r\n const cameraPosition = fromSumOf(farLowerLeft, zVec, scale, this._scratch.point3d);\r\n\r\n const frustumLeft = dotDifference(farLowerLeft, cameraPosition, viewX) * newFraction;\r\n const frustumRight = dotDifference(farLowerRight, cameraPosition, viewX) * newFraction;\r\n const frustumBottom = dotDifference(farLowerLeft, cameraPosition, viewY) * newFraction;\r\n const frustumTop = dotDifference(farUpperLeft, cameraPosition, viewY) * newFraction;\r\n const frustumFront = -dotDifference(nearLowerLeft, cameraPosition, viewZ);\r\n const frustumBack = -dotDifference(farLowerLeft, cameraPosition, viewZ);\r\n\r\n lookIn(cameraPosition, viewX, viewY, viewZ, this.viewMatrix);\r\n frustum(frustumLeft, frustumRight, frustumBottom, frustumTop, frustumFront, frustumBack, this.projectionMatrix);\r\n\r\n IModelFrameLifecycle.onChangeCameraView.raiseEvent({\r\n cameraPosition,\r\n viewX,\r\n viewY,\r\n viewZ,\r\n });\r\n IModelFrameLifecycle.onChangeCameraFrustum.raiseEvent({\r\n type: FrustumUniformType.Perspective,\r\n left: frustumLeft,\r\n right: frustumRight,\r\n bottom: frustumBottom,\r\n top: frustumTop,\r\n front: frustumFront,\r\n back: frustumBack,\r\n });\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(frustumTop, frustumBottom, frustumLeft, frustumRight);\r\n this.setFrustum(frustumFront, frustumBack, FrustumUniformType.Perspective);\r\n }\r\n\r\n this.viewMatrix.matrix.inverseState = InverseMatrixState.unknown;\r\n\r\n this.viewMatrix.matrix.multiplyVector(this._worldUpVector, this._viewUpVector);\r\n this._viewUpVector.normalizeInPlace();\r\n this._viewUpVector32[0] = this._viewUpVector.x;\r\n this._viewUpVector32[1] = this._viewUpVector.y;\r\n this._viewUpVector32[2] = this._viewUpVector.z;\r\n\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n public changeProjectionMatrix(newMatrix: Matrix4d): void {\r\n desync(this);\r\n this.projectionMatrix.setFrom(newMatrix);\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n protected setPlanes(top: number, bottom: number, left: number, right: number): void {\r\n this._planeData[Plane.kTop] = top;\r\n this._planeData[Plane.kBottom] = bottom;\r\n this._planeData[Plane.kLeft] = left;\r\n this._planeData[Plane.kRight] = right;\r\n }\r\n\r\n protected setFrustum(nearPlane: number, farPlane: number, type: FrustumUniformType): void {\r\n this._frustumData[FrustumData.kNear] = nearPlane;\r\n this._frustumData[FrustumData.kFar] = farPlane;\r\n this._frustumData[FrustumData.kType] = type as number;\r\n\r\n // If nearPlane is zero, we don't have a camera (or got very unlucky); in that case shader will compute linear depth.\r\n this._logZData[0] = 0 !== nearPlane ? 1 / nearPlane : 0;\r\n this._logZData[1] = 0 !== nearPlane ? Math.log(farPlane / nearPlane) : farPlane;\r\n }\r\n}\r\n\r\nfunction normalizedDifference(p0: Point3d, p1: Point3d, out?: Vector3d): Vector3d {\r\n const result = undefined !== out ? out : new Vector3d();\r\n result.x = p0.x - p1.x;\r\n result.y = p0.y - p1.y;\r\n result.z = p0.z - p1.z;\r\n result.normalizeInPlace();\r\n return result;\r\n}\r\n\r\n/** @internal */\r\nexport function fromSumOf(p: Point3d, v: Vector3d, scale: number, out?: Point3d) {\r\n const result = undefined !== out ? out : new Point3d();\r\n result.x = p.x + v.x * scale;\r\n result.y = p.y + v.y * scale;\r\n result.z = p.z + v.z * scale;\r\n return result;\r\n}\r\n\r\nfunction dotDifference(pt: Point3d, origin: Point3d, vec: Vector3d): number {\r\n return (pt.x - origin.x) * vec.x + (pt.y - origin.y) * vec.y + (pt.z - origin.z) * vec.z;\r\n}\r\n\r\nfunction lookIn(eye: Point3d, viewX: Vector3d, viewY: Vector3d, viewZ: Vector3d, result: Transform) {\r\n const rot = result.matrix.coffs;\r\n rot[0] = viewX.x;\r\n rot[1] = viewX.y;\r\n rot[2] = viewX.z;\r\n rot[3] = viewY.x;\r\n rot[4] = viewY.y;\r\n rot[5] = viewY.z;\r\n rot[6] = viewZ.x;\r\n rot[7] = viewZ.y;\r\n rot[8] = viewZ.z;\r\n\r\n result.origin.x = -viewX.dotProduct(eye);\r\n result.origin.y = -viewY.dotProduct(eye);\r\n result.origin.z = -viewZ.dotProduct(eye);\r\n}\r\n\r\nfunction ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n 2.0 / (right - left), 0.0, 0.0, -(right + left) / (right - left),\r\n 0.0, 2.0 / (top - bottom), 0.0, -(top + bottom) / (top - bottom),\r\n 0.0, 0.0, -2.0 / (far - near), -(far + near) / (far - near),\r\n 0.0, 0.0, 0.0, 1.0,\r\n result);\r\n}\r\n\r\nfunction frustum(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n (2.0 * near) / (right - left), 0.0, (right + left) / (right - left), 0.0,\r\n 0.0, (2.0 * near) / (top - bottom), (top + bottom) / (top - bottom), 0.0,\r\n 0.0, 0.0, -(far + near) / (far - near), -(2.0 * far * near) / (far - near),\r\n 0.0, 0.0, -1.0, 0.0,\r\n result);\r\n}\r\n"]}
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