@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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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { ClipUtilities, ConvexClipPlaneSet, Geometry, GrowableXYZArray, Map4d, Matrix3d, Matrix4d, Point3d, Range3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport {\r\n Frustum, FrustumPlanes, RenderMode, RenderTexture, SolarShadowSettings, TextureTransparency, ViewFlags,\r\n} from \"@itwin/core-common\";\r\nimport { RenderType } from \"@itwin/webgl-compatibility\";\r\nimport { Tile, TileDrawArgs, TileTreeReference, TileVisibility } from \"../../tile/internal\";\r\nimport { SceneContext } from \"../../ViewContext\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { EVSMGeometry } from \"./CachedGeometry\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { FrameBuffer } from \"./FrameBuffer\";\r\nimport { GL } from \"./GL\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass, TextureUnit } from \"./RenderFlags\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { getDrawParams } from \"./ScratchDrawParams\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { Texture, TextureHandle } from \"./Texture\";\r\n\r\ntype ProcessTiles = (tiles: Tile[]) => void;\r\n\r\nfunction createDrawArgs(sceneContext: SceneContext, solarShadowMap: SolarShadowMap, tree: TileTreeReference, frustumPlanes: FrustumPlanes, processTiles: ProcessTiles): TileDrawArgs | undefined {\r\n class SolarShadowMapDrawArgs extends TileDrawArgs {\r\n private _useViewportMap?: boolean;\r\n private readonly _processTiles: ProcessTiles;\r\n\r\n constructor(private _mapFrustumPlanes: FrustumPlanes, private _shadowMap: SolarShadowMap, args: TileDrawArgs, process: ProcessTiles) {\r\n super(args);\r\n this._processTiles = process;\r\n }\r\n\r\n // The solar shadow projection is parallel - which can cause excessive tile selection if it is along an axis of an unbounded tile\r\n // tree such as the OSM buildings. Rev limit the selection here.\r\n public override get maxRealityTreeSelectionCount(): undefined | number { return 500; }\r\n\r\n public override processSelectedTiles(tiles: Tile[]): void {\r\n this._processTiles(tiles);\r\n }\r\n\r\n public override get frustumPlanes(): FrustumPlanes {\r\n if (true === this._useViewportMap)\r\n return super.frustumPlanes;\r\n else\r\n return this._mapFrustumPlanes;\r\n }\r\n\r\n public override get worldToViewMap(): Map4d {\r\n if (true === this._useViewportMap)\r\n return super.worldToViewMap;\r\n else\r\n return this._shadowMap.worldToViewMap;\r\n }\r\n\r\n public override drawGraphics(): void {\r\n const graphics = this.produceGraphics();\r\n if (graphics)\r\n this._shadowMap.addGraphic(graphics);\r\n }\r\n\r\n public override getPixelSize(tile: Tile): number {\r\n // For tiles that are part of the scene, size them based on the viewport frustum so that shadow map uses same resolution tiles as scene\r\n // - otherwise artifacts like shadow acne may result.\r\n // For tiles that are NOT part of the scene, size them based on the shadow frustum, not the viewport frustum\r\n // - otherwise excessive numbers of excessively detailed may be requested for the shadow map.\r\n if (undefined === this._useViewportMap) {\r\n this._useViewportMap = true;\r\n const vis = tile.computeVisibility(this);\r\n this._useViewportMap = TileVisibility.OutsideFrustum !== vis;\r\n }\r\n\r\n const size = super.getPixelSize(tile);\r\n this._useViewportMap = undefined;\r\n return size;\r\n }\r\n\r\n public static create(context: SceneContext, shadowMap: SolarShadowMap, tileTree: TileTreeReference, planes: FrustumPlanes, process: ProcessTiles) {\r\n const args = tileTree.createDrawArgs(context);\r\n return undefined !== args ? new SolarShadowMapDrawArgs(planes, shadowMap, args, process) : undefined;\r\n }\r\n }\r\n\r\n return SolarShadowMapDrawArgs.create(sceneContext, solarShadowMap, tree, frustumPlanes, processTiles);\r\n}\r\n\r\nconst shadowMapWidth = 4096; // size of original depth buffer map\r\nconst shadowMapHeight = shadowMapWidth; // TBD - Adjust for aspect ratio.\r\nconst evsmWidth = shadowMapWidth / 2; // EVSM buffer is 1/2 size each direction\r\nconst evsmHeight = shadowMapHeight / 2;\r\nconst postProjectionMatrixNpc = Matrix4d.createRowValues(/* Row 1 */ 0, 1, 0, 0, /* Row 1 */ 0, 0, 1, 0, /* Row 3 */ 1, 0, 0, 0, /* Row 4 */ 0, 0, 0, 1);\r\n\r\n// Bundles up the disposable, create-once-and-reuse members of a SolarShadowMap.\r\nclass Bundle implements WebGLDisposable {\r\n private constructor(\r\n public readonly depthTexture: Texture,\r\n public readonly shadowMapTexture: Texture,\r\n public readonly fbo: FrameBuffer,\r\n public readonly fboSM: FrameBuffer,\r\n public readonly evsmGeom: EVSMGeometry,\r\n public readonly renderCommands: RenderCommands) {\r\n }\r\n\r\n public static create(target: Target, stack: BranchStack, batch: BatchState): Bundle | undefined {\r\n const depthTextureHandle = System.instance.createDepthBuffer(shadowMapWidth, shadowMapHeight) as TextureHandle;\r\n if (undefined === depthTextureHandle)\r\n return undefined;\r\n\r\n let pixelDataType = GL.Texture.DataType.Float;\r\n switch (System.instance.capabilities.maxRenderType) {\r\n case RenderType.TextureFloat:\r\n break;\r\n case RenderType.TextureHalfFloat:\r\n if (System.instance.capabilities.isWebGL2) {\r\n pixelDataType = (System.instance.context as WebGL2RenderingContext).HALF_FLOAT;\r\n break;\r\n } else {\r\n const exthf = System.instance.capabilities.queryExtensionObject<OES_texture_half_float>(\"OES_texture_half_float\");\r\n if (undefined !== exthf) {\r\n pixelDataType = exthf.HALF_FLOAT_OES;\r\n break;\r\n }\r\n }\r\n /* falls through */\r\n default:\r\n return undefined;\r\n }\r\n\r\n const colorTextures: TextureHandle[] = [];\r\n\r\n // Check if the system can render to a depth texture without a renderable color texture bound as well.\r\n // If it cannot, add a renderable color texture to the framebuffer.\r\n // MacOS Safari exhibited this behavior, which necessitated this code path.\r\n if (!System.instance.capabilities.canRenderDepthWithoutColor) {\r\n const colTex = TextureHandle.createForAttachment(shadowMapWidth, shadowMapHeight, GL.Texture.Format.Rgba, pixelDataType);\r\n if (undefined === colTex)\r\n return undefined;\r\n colorTextures.push(colTex);\r\n }\r\n\r\n const fbo = FrameBuffer.create(colorTextures, depthTextureHandle);\r\n if (undefined === fbo)\r\n return undefined;\r\n\r\n // shadowMap texture is 1/4 size the depth texture (and averaged down when converting)\r\n const shadowMapTextureHandle = TextureHandle.createForAttachment(evsmWidth, evsmHeight, GL.Texture.Format.Rgba, pixelDataType);\r\n if (undefined === shadowMapTextureHandle)\r\n return undefined;\r\n\r\n const fboSM = FrameBuffer.create([shadowMapTextureHandle]);\r\n if (undefined === fboSM)\r\n return undefined;\r\n\r\n const depthTexture = new Texture({ ownership: \"external\", type: RenderTexture.Type.TileSection, handle: depthTextureHandle, transparency: TextureTransparency.Opaque });\r\n const evsmGeom = EVSMGeometry.createGeometry(depthTexture.texture.getHandle()!, shadowMapWidth, shadowMapHeight);\r\n if (undefined === evsmGeom)\r\n return undefined;\r\n\r\n const shadowMapTexture = new Texture({ type: RenderTexture.Type.Normal, ownership: \"external\", handle: shadowMapTextureHandle, transparency: TextureTransparency.Opaque });\r\n const renderCommands = new RenderCommands(target, stack, batch);\r\n return new Bundle(depthTexture, shadowMapTexture, fbo, fboSM, evsmGeom, renderCommands);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.depthTexture.isDisposed\r\n && this.shadowMapTexture.isDisposed\r\n && this.fbo.isDisposed\r\n && this.fboSM.isDisposed\r\n && this.evsmGeom.isDisposed;\r\n }\r\n\r\n public dispose(): void {\r\n dispose(this.depthTexture);\r\n dispose(this.shadowMapTexture);\r\n dispose(this.fbo);\r\n dispose(this.fboSM);\r\n dispose(this.evsmGeom);\r\n }\r\n}\r\n\r\n/** Describes the set of parameters which, when they change, require us to recreate the shadow map. */\r\nclass ShadowMapParams {\r\n public readonly direction = new Vector3d();\r\n public readonly viewFrustum = new Frustum();\r\n public settings: SolarShadowSettings;\r\n\r\n public constructor(viewFrustum: Frustum, direction: Vector3d, settings: SolarShadowSettings) {\r\n direction.clone(this.direction);\r\n this.viewFrustum.setFrom(viewFrustum);\r\n this.settings = settings;\r\n }\r\n\r\n public update(viewFrustum: Frustum, direction: Vector3d, settings: SolarShadowSettings): void {\r\n this.settings = settings;\r\n this.viewFrustum.setFrom(viewFrustum);\r\n direction.clone(this.direction);\r\n }\r\n}\r\n\r\nconst defaultSunDirection = Vector3d.create(-1, -1, -1).normalize()!;\r\nconst scratchFrustum = new Frustum();\r\nconst scratchFrustumPlanes = new FrustumPlanes();\r\n\r\nexport class SolarShadowMap implements RenderMemory.Consumer, WebGLDisposable {\r\n private _bundle?: Bundle;\r\n private _projectionMatrix = Matrix4d.createIdentity();\r\n private _graphics: RenderGraphic[] = [];\r\n private _shadowFrustum = new Frustum();\r\n private _isReady = false;\r\n private _isDrawing = false;\r\n private _enabled = false;\r\n private _params?: ShadowMapParams;\r\n private readonly _scratchRange = Range3d.createNull();\r\n private readonly _scratchTransform = Transform.createIdentity();\r\n\r\n private readonly _scratchViewFlags = new ViewFlags();\r\n private readonly _renderState: RenderState;\r\n private readonly _noZRenderState: RenderState;\r\n private readonly _batchState: BatchState;\r\n private _worldToViewMap = Map4d.createIdentity();\r\n private readonly _target: Target;\r\n\r\n // This exists chiefly for debugging. See ToggleShadowMapTilesTool.\r\n public onGraphicsChanged?: (graphics: RenderGraphic[]) => void;\r\n\r\n private getBundle(target: Target): Bundle | undefined {\r\n if (undefined === this._bundle) {\r\n this._bundle = Bundle.create(target, target.uniforms.branch.stack, this._batchState);\r\n assert(undefined !== this._bundle);\r\n }\r\n\r\n return this._bundle;\r\n }\r\n\r\n public get isReady() { return this._isReady; }\r\n public get isDrawing() { return this._isDrawing; }\r\n public get isEnabled() { return this._enabled; }\r\n public get projectionMatrix(): Matrix4d { return this._projectionMatrix; }\r\n public get depthTexture(): Texture | undefined { return undefined !== this._bundle ? this._bundle.depthTexture : undefined; }\r\n public get shadowMapTexture(): Texture | undefined { return undefined !== this._bundle ? this._bundle.shadowMapTexture : undefined; }\r\n public get settings(): SolarShadowSettings | undefined { return undefined !== this._params ? this._params.settings : undefined; }\r\n public get direction(): Vector3d | undefined { return undefined !== this._params ? this._params.direction : undefined; }\r\n public get frustum(): Frustum { return this._shadowFrustum; }\r\n public get worldToViewMap(): Map4d { return this._worldToViewMap; }\r\n public addGraphic(graphic: RenderGraphic) { this._graphics.push(graphic); }\r\n\r\n public constructor(target: Target) {\r\n this._target = target;\r\n this._renderState = new RenderState();\r\n this._renderState.flags.depthMask = true;\r\n this._renderState.flags.blend = false;\r\n this._renderState.flags.depthTest = true;\r\n\r\n this._noZRenderState = new RenderState();\r\n this._noZRenderState.flags.depthMask = false;\r\n\r\n this._batchState = new BatchState(target.uniforms.branch.stack);\r\n }\r\n\r\n public disable() {\r\n this._enabled = this._isReady = false;\r\n this._bundle = dispose(this._bundle);\r\n this.clearGraphics(true);\r\n this._target.uniforms.shadow.update();\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n const bundle = this._bundle;\r\n if (undefined !== bundle)\r\n stats.addShadowMap(bundle.depthTexture.bytesUsed + bundle.shadowMapTexture.bytesUsed);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._bundle && 0 === this._graphics.length; }\r\n\r\n public dispose() {\r\n this._bundle = dispose(this._bundle);\r\n this.clearGraphics(true);\r\n }\r\n\r\n private clearGraphics(notify: boolean) {\r\n for (const graphic of this._graphics)\r\n graphic.dispose();\r\n\r\n this._graphics.length = 0;\r\n if (notify)\r\n this.notifyGraphicsChanged();\r\n }\r\n\r\n private notifyGraphicsChanged(): void {\r\n if (undefined !== this.onGraphicsChanged)\r\n this.onGraphicsChanged(this._graphics);\r\n }\r\n\r\n public update(context: SceneContext | undefined) {\r\n this._isReady = false;\r\n this.clearGraphics(false);\r\n\r\n if (undefined === context || !context.viewport.view.isSpatialView()) {\r\n this.disable();\r\n this.notifyGraphicsChanged();\r\n return;\r\n }\r\n\r\n const view = context.viewport.view;\r\n const style = view.getDisplayStyle3d();\r\n let sunDirection = style.sunDirection;\r\n if (undefined === sunDirection)\r\n sunDirection = defaultSunDirection;\r\n\r\n const minimumHorizonDirection = -.01;\r\n if (sunDirection.z > minimumHorizonDirection) {\r\n this.notifyGraphicsChanged();\r\n return;\r\n }\r\n\r\n this._enabled = true;\r\n const viewFrustum = context.viewingSpace.getFrustum();\r\n const settings = style.settings.solarShadows;\r\n if (undefined === this._params)\r\n this._params = new ShadowMapParams(viewFrustum, sunDirection, settings);\r\n else\r\n this._params.update(viewFrustum, sunDirection, settings);\r\n\r\n const iModel = view.iModel;\r\n\r\n const worldToMapTransform = Transform.createRefs(Point3d.createZero(), Matrix3d.createRigidHeadsUp(this._params.direction.negate()).inverse()!);\r\n const worldToMap = Matrix4d.createTransform(worldToMapTransform);\r\n const mapToWorld = worldToMap.createInverse()!;\r\n\r\n // Start with entire project.\r\n const shadowRange = worldToMapTransform.multiplyRange(iModel.projectExtents);\r\n\r\n // Limit the map to only displayed models.\r\n const viewTileRange = Range3d.createNull();\r\n view.forEachTileTreeRef((ref) => {\r\n if (ref.castsShadows)\r\n ref.accumulateTransformedRange(viewTileRange, worldToMap, undefined);\r\n });\r\n\r\n if (!viewTileRange.isNull)\r\n viewTileRange.clone(shadowRange);\r\n\r\n // Expand shadow range to include both the shadowers and shadowed portion of background map.\r\n scratchFrustum.initFromRange(shadowRange);\r\n mapToWorld.multiplyPoint3dArrayQuietNormalize(scratchFrustum.points); // This frustum represents the shadwowing geometry. Intersect it with background geometry and expand the range depth to include that intersection.\r\n const backgroundMapGeometry = context.viewport.view.displayStyle.getBackgroundMapGeometry();\r\n if (undefined !== backgroundMapGeometry) {\r\n const backgroundDepthRange = backgroundMapGeometry.getFrustumIntersectionDepthRange(this._shadowFrustum, iModel.projectExtents);\r\n if (!backgroundDepthRange.isNull)\r\n shadowRange.low.z = Math.min(shadowRange.low.z, backgroundDepthRange.low);\r\n }\r\n\r\n this._params.viewFrustum.transformBy(worldToMapTransform, scratchFrustum);\r\n scratchFrustumPlanes.init(scratchFrustum);\r\n\r\n const viewIntersectShadowRange = Range3d.createNull();\r\n const viewClipPlanes = ConvexClipPlaneSet.createPlanes(scratchFrustumPlanes.planes!);\r\n ClipUtilities.announceLoopsOfConvexClipPlaneSetIntersectRange(viewClipPlanes, shadowRange, (points: GrowableXYZArray) => {\r\n for (const point of points.getPoint3dArray())\r\n viewIntersectShadowRange.extendPoint(point);\r\n });\r\n if (viewIntersectShadowRange.isNull) {\r\n this.notifyGraphicsChanged();\r\n return;\r\n }\r\n viewIntersectShadowRange.high.z = shadowRange.high.z; // We need to include shadowing geometry that may be outside view (along the solar axis).\r\n\r\n this._shadowFrustum.initFromRange(viewIntersectShadowRange);\r\n mapToWorld.multiplyPoint3dArrayQuietNormalize(this._shadowFrustum.points);\r\n\r\n const tileRange = Range3d.createNull();\r\n scratchFrustumPlanes.init(this._shadowFrustum);\r\n view.forEachTileTreeRef(((ref) => {\r\n if (!ref.castsShadows)\r\n return;\r\n\r\n const drawArgs = createDrawArgs(context, this, ref, scratchFrustumPlanes, (tiles: Tile[]) => {\r\n for (const tile of tiles)\r\n tileRange.extendRange(tileToMapTransform.multiplyRange(tile.range, this._scratchRange));\r\n });\r\n\r\n if (undefined === drawArgs)\r\n return;\r\n\r\n const tileToMapTransform = worldToMapTransform.multiplyTransformTransform(drawArgs.location, this._scratchTransform);\r\n drawArgs.tree.draw(drawArgs);\r\n }));\r\n\r\n if (tileRange.isNull) {\r\n this.clearGraphics(true);\r\n } else if (this._graphics.length > 0) {\r\n // Avoid an uninvertible matrix on empty range...\r\n if (Geometry.isAlmostEqualNumber(shadowRange.low.x, shadowRange.high.x) ||\r\n Geometry.isAlmostEqualNumber(shadowRange.low.y, shadowRange.high.y) ||\r\n Geometry.isAlmostEqualNumber(shadowRange.low.z, shadowRange.high.z)) {\r\n this.clearGraphics(true);\r\n return;\r\n }\r\n\r\n const frustumMap = this._shadowFrustum.toMap4d();\r\n if (undefined === frustumMap) {\r\n this.clearGraphics(true);\r\n assert(false);\r\n return;\r\n }\r\n\r\n this._projectionMatrix = frustumMap.transform0.clone();\r\n\r\n const worldToNpc = postProjectionMatrixNpc.multiplyMatrixMatrix(this._projectionMatrix);\r\n const npcToView = Map4d.createBoxMap(Point3d.create(0, 0, 0), Point3d.create(1, 1, 1), Point3d.create(0, 0, 0), Point3d.create(shadowMapWidth, shadowMapHeight, 1))!;\r\n const npcToWorld = worldToNpc.createInverse();\r\n if (undefined === npcToWorld) {\r\n this.clearGraphics(true);\r\n return;\r\n }\r\n\r\n const worldToNpcMap = Map4d.createRefs(worldToNpc, npcToWorld);\r\n this._worldToViewMap = npcToView.multiplyMapMap(worldToNpcMap);\r\n }\r\n\r\n this._target.uniforms.shadow.update();\r\n this.notifyGraphicsChanged();\r\n }\r\n\r\n public draw(target: Target) {\r\n assert(this.isEnabled);\r\n\r\n if (this.isReady || 0 === this._graphics.length)\r\n return;\r\n\r\n const bundle = this.getBundle(target);\r\n if (undefined === bundle)\r\n return;\r\n\r\n this._isDrawing = true;\r\n\r\n const prevState = System.instance.currentRenderState.clone();\r\n const gl = System.instance.context;\r\n gl.viewport(0, 0, shadowMapWidth, shadowMapHeight);\r\n\r\n // NB: textures and materials are needed because their transparencies affect whether or not a surface casts shadows\r\n const viewFlags = target.currentViewFlags.copy({\r\n renderMode: RenderMode.SmoothShade,\r\n wiremesh: false,\r\n transparency: false,\r\n lighting: false,\r\n shadows: false,\r\n monochrome: false,\r\n ambientOcclusion: false,\r\n visibleEdges: false,\r\n hiddenEdges: false,\r\n });\r\n\r\n System.instance.applyRenderState(this._renderState);\r\n const prevPlan = target.plan;\r\n\r\n target.changeFrustum(this._shadowFrustum, this._shadowFrustum.getFraction(), true);\r\n target.uniforms.branch.changeRenderPlan(viewFlags, target.plan.is3d, target.plan.hline);\r\n\r\n const renderCommands = bundle.renderCommands;\r\n renderCommands.reset(target, target.uniforms.branch.stack, this._batchState);\r\n renderCommands.addGraphics(this._graphics);\r\n\r\n System.instance.frameBufferStack.execute(bundle.fbo, true, false, () => {\r\n System.instance.context.clearDepth(1.0);\r\n System.instance.context.clear(GL.BufferBit.Depth);\r\n target.techniques.execute(target, renderCommands.getCommands(RenderPass.OpaquePlanar), RenderPass.PlanarClassification); // Draw these with RenderPass.PlanarClassification (rather than Opaque...) so that the pick ordering is avoided.\r\n target.techniques.execute(target, renderCommands.getCommands(RenderPass.OpaqueGeneral), RenderPass.PlanarClassification); // Draw these with RenderPass.PlanarClassification (rather than Opaque...) so that the pick ordering is avoided.\r\n });\r\n\r\n // copy depth buffer to EVSM shadow buffer and average down for AA effect\r\n gl.viewport(0, 0, evsmWidth, evsmHeight);\r\n System.instance.frameBufferStack.execute(bundle.fboSM, true, false, () => {\r\n System.instance.applyRenderState(this._noZRenderState);\r\n const params = getDrawParams(target, bundle.evsmGeom);\r\n target.techniques.draw(params);\r\n });\r\n\r\n // mipmap resulting EVSM texture and set filtering options\r\n System.instance.activateTexture2d(TextureUnit.ShadowMap, bundle.shadowMapTexture.texture.getHandle());\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n const fullFloat = System.instance.capabilities.maxRenderType === RenderType.TextureFloat;\r\n if (fullFloat && System.instance.capabilities.supportsTextureFloatLinear || !fullFloat && System.instance.capabilities.supportsTextureHalfFloatLinear) {\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n }\r\n\r\n System.instance.setMaxAnisotropy(undefined);\r\n // target.recordPerformanceMetric(\"Compute EVSM\");\r\n\r\n this._batchState.reset(); // Reset the batch Ids...\r\n target.changeRenderPlan(prevPlan);\r\n\r\n System.instance.applyRenderState(prevState);\r\n System.instance.context.viewport(0, 0, target.viewRect.width, target.viewRect.height); // Restore viewport\r\n this.clearGraphics(false);\r\n this._isDrawing = false;\r\n this._isReady = 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\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { ClipUtilities, ConvexClipPlaneSet, Geometry, GrowableXYZArray, Map4d, Matrix3d, Matrix4d, Point3d, Range3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport {\r\n Frustum, FrustumPlanes, RenderMode, RenderTexture, SolarShadowSettings, TextureTransparency, ViewFlags,\r\n} from \"@itwin/core-common\";\r\nimport { RenderType } from \"@itwin/webgl-compatibility\";\r\nimport { Tile, TileDrawArgs, TileTreeReference, TileVisibility } from \"../../tile/internal\";\r\nimport { SceneContext } from \"../../ViewContext\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { EVSMGeometry } from \"./CachedGeometry\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { FrameBuffer } from \"./FrameBuffer\";\r\nimport { GL } from \"./GL\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass, TextureUnit } from \"./RenderFlags\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { getDrawParams } from \"./ScratchDrawParams\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { Texture, TextureHandle } from \"./Texture\";\r\n\r\ntype ProcessTiles = (tiles: Tile[]) => void;\r\n\r\nfunction createDrawArgs(sceneContext: SceneContext, solarShadowMap: SolarShadowMap, tree: TileTreeReference, frustumPlanes: FrustumPlanes, processTiles: ProcessTiles): TileDrawArgs | undefined {\r\n class SolarShadowMapDrawArgs extends TileDrawArgs {\r\n private _useViewportMap?: boolean;\r\n private readonly _processTiles: ProcessTiles;\r\n\r\n constructor(private _mapFrustumPlanes: FrustumPlanes, private _shadowMap: SolarShadowMap, args: TileDrawArgs, process: ProcessTiles) {\r\n super(args);\r\n this._processTiles = process;\r\n }\r\n\r\n // The solar shadow projection is parallel - which can cause excessive tile selection if it is along an axis of an unbounded tile\r\n // tree such as the OSM buildings. Rev limit the selection here.\r\n public override get maxRealityTreeSelectionCount(): undefined | number { return 500; }\r\n\r\n public override processSelectedTiles(tiles: Tile[]): void {\r\n this._processTiles(tiles);\r\n }\r\n\r\n public override get frustumPlanes(): FrustumPlanes {\r\n if (true === this._useViewportMap)\r\n return super.frustumPlanes;\r\n else\r\n return this._mapFrustumPlanes;\r\n }\r\n\r\n public override get worldToViewMap(): Map4d {\r\n if (true === this._useViewportMap)\r\n return super.worldToViewMap;\r\n else\r\n return this._shadowMap.worldToViewMap;\r\n }\r\n\r\n public override drawGraphics(): void {\r\n const graphics = this.produceGraphics();\r\n if (graphics)\r\n this._shadowMap.addGraphic(graphics);\r\n }\r\n\r\n public override getPixelSize(tile: Tile): number {\r\n // For tiles that are part of the scene, size them based on the viewport frustum so that shadow map uses same resolution tiles as scene\r\n // - otherwise artifacts like shadow acne may result.\r\n // For tiles that are NOT part of the scene, size them based on the shadow frustum, not the viewport frustum\r\n // - otherwise excessive numbers of excessively detailed may be requested for the shadow map.\r\n if (undefined === this._useViewportMap) {\r\n this._useViewportMap = true;\r\n const vis = tile.computeVisibility(this);\r\n this._useViewportMap = TileVisibility.OutsideFrustum !== vis;\r\n }\r\n\r\n const size = super.getPixelSize(tile);\r\n this._useViewportMap = undefined;\r\n return size;\r\n }\r\n\r\n public static create(context: SceneContext, shadowMap: SolarShadowMap, tileTree: TileTreeReference, planes: FrustumPlanes, process: ProcessTiles) {\r\n const args = tileTree.createDrawArgs(context);\r\n return undefined !== args ? new SolarShadowMapDrawArgs(planes, shadowMap, args, process) : undefined;\r\n }\r\n }\r\n\r\n return SolarShadowMapDrawArgs.create(sceneContext, solarShadowMap, tree, frustumPlanes, processTiles);\r\n}\r\n\r\nconst shadowMapWidth = 4096; // size of original depth buffer map\r\nconst shadowMapHeight = shadowMapWidth; // TBD - Adjust for aspect ratio.\r\nconst evsmWidth = shadowMapWidth / 2; // EVSM buffer is 1/2 size each direction\r\nconst evsmHeight = shadowMapHeight / 2;\r\nconst postProjectionMatrixNpc = Matrix4d.createRowValues(/* Row 1 */ 0, 1, 0, 0, /* Row 1 */ 0, 0, 1, 0, /* Row 3 */ 1, 0, 0, 0, /* Row 4 */ 0, 0, 0, 1);\r\n\r\n// Bundles up the disposable, create-once-and-reuse members of a SolarShadowMap.\r\nclass Bundle implements WebGLDisposable {\r\n private constructor(\r\n public readonly depthTexture: Texture,\r\n public readonly shadowMapTexture: Texture,\r\n public readonly fbo: FrameBuffer,\r\n public readonly fboSM: FrameBuffer,\r\n public readonly evsmGeom: EVSMGeometry,\r\n public readonly renderCommands: RenderCommands) {\r\n }\r\n\r\n public static create(target: Target, stack: BranchStack, batch: BatchState): Bundle | undefined {\r\n const depthTextureHandle = System.instance.createDepthBuffer(shadowMapWidth, shadowMapHeight) as TextureHandle;\r\n if (undefined === depthTextureHandle)\r\n return undefined;\r\n\r\n let pixelDataType = GL.Texture.DataType.Float;\r\n switch (System.instance.capabilities.maxRenderType) {\r\n case RenderType.TextureFloat:\r\n break;\r\n case RenderType.TextureHalfFloat:\r\n if (System.instance.capabilities.isWebGL2) {\r\n pixelDataType = (System.instance.context as WebGL2RenderingContext).HALF_FLOAT;\r\n break;\r\n } else {\r\n const exthf = System.instance.capabilities.queryExtensionObject<OES_texture_half_float>(\"OES_texture_half_float\");\r\n if (undefined !== exthf) {\r\n pixelDataType = exthf.HALF_FLOAT_OES;\r\n break;\r\n }\r\n }\r\n /* falls through */\r\n default:\r\n return undefined;\r\n }\r\n\r\n const colorTextures: TextureHandle[] = [];\r\n\r\n // Check if the system can render to a depth texture without a renderable color texture bound as well.\r\n // If it cannot, add a renderable color texture to the framebuffer.\r\n // MacOS Safari exhibited this behavior, which necessitated this code path.\r\n if (!System.instance.capabilities.canRenderDepthWithoutColor) {\r\n const colTex = TextureHandle.createForAttachment(shadowMapWidth, shadowMapHeight, GL.Texture.Format.Rgba, pixelDataType);\r\n if (undefined === colTex)\r\n return undefined;\r\n colorTextures.push(colTex);\r\n }\r\n\r\n const fbo = FrameBuffer.create(colorTextures, depthTextureHandle);\r\n if (undefined === fbo)\r\n return undefined;\r\n\r\n // shadowMap texture is 1/4 size the depth texture (and averaged down when converting)\r\n const shadowMapTextureHandle = TextureHandle.createForAttachment(evsmWidth, evsmHeight, GL.Texture.Format.Rgba, pixelDataType);\r\n if (undefined === shadowMapTextureHandle)\r\n return undefined;\r\n\r\n const fboSM = FrameBuffer.create([shadowMapTextureHandle]);\r\n if (undefined === fboSM)\r\n return undefined;\r\n\r\n const depthTexture = new Texture({ ownership: \"external\", type: RenderTexture.Type.TileSection, handle: depthTextureHandle, transparency: TextureTransparency.Opaque });\r\n const evsmGeom = EVSMGeometry.createGeometry(depthTexture.texture.getHandle()!, shadowMapWidth, shadowMapHeight);\r\n if (undefined === evsmGeom)\r\n return undefined;\r\n\r\n const shadowMapTexture = new Texture({ type: RenderTexture.Type.Normal, ownership: \"external\", handle: shadowMapTextureHandle, transparency: TextureTransparency.Opaque });\r\n const renderCommands = new RenderCommands(target, stack, batch);\r\n return new Bundle(depthTexture, shadowMapTexture, fbo, fboSM, evsmGeom, renderCommands);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.depthTexture.isDisposed\r\n && this.shadowMapTexture.isDisposed\r\n && this.fbo.isDisposed\r\n && this.fboSM.isDisposed\r\n && this.evsmGeom.isDisposed;\r\n }\r\n\r\n public dispose(): void {\r\n dispose(this.depthTexture);\r\n dispose(this.shadowMapTexture);\r\n dispose(this.fbo);\r\n dispose(this.fboSM);\r\n dispose(this.evsmGeom);\r\n }\r\n}\r\n\r\n/** Describes the set of parameters which, when they change, require us to recreate the shadow map. */\r\nclass ShadowMapParams {\r\n public readonly direction = new Vector3d();\r\n public readonly viewFrustum = new Frustum();\r\n public settings: SolarShadowSettings;\r\n\r\n public constructor(viewFrustum: Frustum, direction: Vector3d, settings: SolarShadowSettings) {\r\n direction.clone(this.direction);\r\n this.viewFrustum.setFrom(viewFrustum);\r\n this.settings = settings;\r\n }\r\n\r\n public update(viewFrustum: Frustum, direction: Vector3d, settings: SolarShadowSettings): void {\r\n this.settings = settings;\r\n this.viewFrustum.setFrom(viewFrustum);\r\n direction.clone(this.direction);\r\n }\r\n}\r\n\r\nconst defaultSunDirection = Vector3d.create(-1, -1, -1).normalize()!;\r\nconst scratchFrustum = new Frustum();\r\nconst scratchFrustumPlanes = new FrustumPlanes();\r\n\r\nexport class SolarShadowMap implements RenderMemory.Consumer, WebGLDisposable {\r\n private _bundle?: Bundle;\r\n private _projectionMatrix = Matrix4d.createIdentity();\r\n private _graphics: RenderGraphic[] = [];\r\n private _shadowFrustum = new Frustum();\r\n private _isReady = false;\r\n private _isDrawing = false;\r\n private _enabled = false;\r\n private _params?: ShadowMapParams;\r\n private readonly _scratchRange = Range3d.createNull();\r\n private readonly _scratchTransform = Transform.createIdentity();\r\n\r\n private readonly _scratchViewFlags = new ViewFlags();\r\n private readonly _renderState: RenderState;\r\n private readonly _noZRenderState: RenderState;\r\n private readonly _batchState: BatchState;\r\n private _worldToViewMap = Map4d.createIdentity();\r\n private readonly _target: Target;\r\n\r\n // This exists chiefly for debugging. See ToggleShadowMapTilesTool.\r\n public onGraphicsChanged?: (graphics: RenderGraphic[]) => void;\r\n\r\n private getBundle(target: Target): Bundle | undefined {\r\n if (undefined === this._bundle) {\r\n this._bundle = Bundle.create(target, target.uniforms.branch.stack, this._batchState);\r\n assert(undefined !== this._bundle);\r\n }\r\n\r\n return this._bundle;\r\n }\r\n\r\n public get isReady() { return this._isReady; }\r\n public get isDrawing() { return this._isDrawing; }\r\n public get isEnabled() { return this._enabled; }\r\n public get projectionMatrix(): Matrix4d { return this._projectionMatrix; }\r\n public get depthTexture(): Texture | undefined { return undefined !== this._bundle ? this._bundle.depthTexture : undefined; }\r\n public get shadowMapTexture(): Texture | undefined { return undefined !== this._bundle ? this._bundle.shadowMapTexture : undefined; }\r\n public get settings(): SolarShadowSettings | undefined { return undefined !== this._params ? this._params.settings : undefined; }\r\n public get direction(): Vector3d | undefined { return undefined !== this._params ? this._params.direction : undefined; }\r\n public get frustum(): Frustum { return this._shadowFrustum; }\r\n public get worldToViewMap(): Map4d { return this._worldToViewMap; }\r\n public addGraphic(graphic: RenderGraphic) { this._graphics.push(graphic); }\r\n\r\n public constructor(target: Target) {\r\n this._target = target;\r\n this._renderState = new RenderState();\r\n this._renderState.flags.depthMask = true;\r\n this._renderState.flags.blend = false;\r\n this._renderState.flags.depthTest = true;\r\n\r\n this._noZRenderState = new RenderState();\r\n this._noZRenderState.flags.depthMask = false;\r\n\r\n this._batchState = new BatchState(target.uniforms.branch.stack);\r\n }\r\n\r\n public disable() {\r\n this._enabled = this._isReady = false;\r\n this._bundle = dispose(this._bundle);\r\n this.clearGraphics(true);\r\n this._target.uniforms.shadow.update();\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n const bundle = this._bundle;\r\n if (undefined !== bundle)\r\n stats.addShadowMap(bundle.depthTexture.bytesUsed + bundle.shadowMapTexture.bytesUsed);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._bundle && 0 === this._graphics.length; }\r\n\r\n public dispose() {\r\n this._bundle = dispose(this._bundle);\r\n this.clearGraphics(true);\r\n }\r\n\r\n private clearGraphics(notify: boolean) {\r\n for (const graphic of this._graphics)\r\n graphic.dispose();\r\n\r\n this._graphics.length = 0;\r\n if (notify)\r\n this.notifyGraphicsChanged();\r\n }\r\n\r\n private notifyGraphicsChanged(): void {\r\n if (undefined !== this.onGraphicsChanged)\r\n this.onGraphicsChanged(this._graphics);\r\n }\r\n\r\n public update(context: SceneContext | undefined) {\r\n this._isReady = false;\r\n this.clearGraphics(false);\r\n\r\n if (undefined === context || !context.viewport.view.isSpatialView()) {\r\n this.disable();\r\n this.notifyGraphicsChanged();\r\n return;\r\n }\r\n\r\n const view = context.viewport.view;\r\n const style = view.getDisplayStyle3d();\r\n const sunDirection = style.sunDirection ?? defaultSunDirection;\r\n\r\n const minimumHorizonDirection = -.01;\r\n if (sunDirection.z > minimumHorizonDirection) {\r\n this.notifyGraphicsChanged();\r\n return;\r\n }\r\n\r\n this._enabled = true;\r\n const viewFrustum = context.viewingSpace.getFrustum();\r\n const settings = style.settings.solarShadows;\r\n if (undefined === this._params)\r\n this._params = new ShadowMapParams(viewFrustum, sunDirection, settings);\r\n else\r\n this._params.update(viewFrustum, sunDirection, settings);\r\n\r\n const iModel = view.iModel;\r\n\r\n const worldToMapTransform = Transform.createRefs(Point3d.createZero(), Matrix3d.createRigidHeadsUp(this._params.direction.negate()).inverse()!);\r\n const worldToMap = Matrix4d.createTransform(worldToMapTransform);\r\n const mapToWorld = worldToMap.createInverse()!;\r\n\r\n // Start with entire project.\r\n const shadowRange = worldToMapTransform.multiplyRange(iModel.projectExtents);\r\n\r\n // Limit the map to only displayed models.\r\n const viewTileRange = Range3d.createNull();\r\n view.forEachTileTreeRef((ref) => {\r\n if (ref.castsShadows) {\r\n if (ref.isGlobal) {\r\n // A shadow-casting tile tree that spans the globe. Limit its range to the viewed extents.\r\n for (const p3 of viewFrustum.points) {\r\n const p4 = worldToMap.multiplyPoint3d(p3, 1);\r\n if (p4.w > 0.0001)\r\n viewTileRange.extendXYZW(p4.x, p4.y, p4.z, p4.w);\r\n else\r\n viewTileRange.high.z = Math.max(1.0, viewTileRange.high.z); // behind eye plane.\r\n }\r\n } else {\r\n ref.accumulateTransformedRange(viewTileRange, worldToMap, undefined);\r\n }\r\n }\r\n });\r\n\r\n if (!viewTileRange.isNull)\r\n viewTileRange.clone(shadowRange);\r\n\r\n // Expand shadow range to include both the shadowers and shadowed portion of background map.\r\n scratchFrustum.initFromRange(shadowRange);\r\n mapToWorld.multiplyPoint3dArrayQuietNormalize(scratchFrustum.points); // This frustum represents the shadwowing geometry. Intersect it with background geometry and expand the range depth to include that intersection.\r\n const backgroundMapGeometry = context.viewport.view.displayStyle.getBackgroundMapGeometry();\r\n if (undefined !== backgroundMapGeometry) {\r\n const backgroundDepthRange = backgroundMapGeometry.getFrustumIntersectionDepthRange(this._shadowFrustum, iModel.projectExtents);\r\n if (!backgroundDepthRange.isNull)\r\n shadowRange.low.z = Math.min(shadowRange.low.z, backgroundDepthRange.low);\r\n }\r\n\r\n this._params.viewFrustum.transformBy(worldToMapTransform, scratchFrustum);\r\n scratchFrustumPlanes.init(scratchFrustum);\r\n\r\n const viewIntersectShadowRange = Range3d.createNull();\r\n const viewClipPlanes = ConvexClipPlaneSet.createPlanes(scratchFrustumPlanes.planes!);\r\n ClipUtilities.announceLoopsOfConvexClipPlaneSetIntersectRange(viewClipPlanes, shadowRange, (points: GrowableXYZArray) => {\r\n for (const point of points.getPoint3dArray())\r\n viewIntersectShadowRange.extendPoint(point);\r\n });\r\n if (viewIntersectShadowRange.isNull) {\r\n this.notifyGraphicsChanged();\r\n return;\r\n }\r\n viewIntersectShadowRange.high.z = shadowRange.high.z; // We need to include shadowing geometry that may be outside view (along the solar axis).\r\n\r\n this._shadowFrustum.initFromRange(viewIntersectShadowRange);\r\n mapToWorld.multiplyPoint3dArrayQuietNormalize(this._shadowFrustum.points);\r\n\r\n const tileRange = Range3d.createNull();\r\n scratchFrustumPlanes.init(this._shadowFrustum);\r\n view.forEachTileTreeRef(((ref) => {\r\n if (!ref.castsShadows)\r\n return;\r\n\r\n const drawArgs = createDrawArgs(context, this, ref, scratchFrustumPlanes, (tiles: Tile[]) => {\r\n for (const tile of tiles)\r\n tileRange.extendRange(tileToMapTransform.multiplyRange(tile.range, this._scratchRange));\r\n });\r\n\r\n if (undefined === drawArgs)\r\n return;\r\n\r\n const tileToMapTransform = worldToMapTransform.multiplyTransformTransform(drawArgs.location, this._scratchTransform);\r\n drawArgs.tree.draw(drawArgs);\r\n }));\r\n\r\n if (tileRange.isNull) {\r\n this.clearGraphics(true);\r\n } else if (this._graphics.length > 0) {\r\n // Avoid an uninvertible matrix on empty range...\r\n if (Geometry.isAlmostEqualNumber(shadowRange.low.x, shadowRange.high.x) ||\r\n Geometry.isAlmostEqualNumber(shadowRange.low.y, shadowRange.high.y) ||\r\n Geometry.isAlmostEqualNumber(shadowRange.low.z, shadowRange.high.z)) {\r\n this.clearGraphics(true);\r\n return;\r\n }\r\n\r\n const frustumMap = this._shadowFrustum.toMap4d();\r\n if (undefined === frustumMap) {\r\n this.clearGraphics(true);\r\n assert(false);\r\n return;\r\n }\r\n\r\n this._projectionMatrix = frustumMap.transform0.clone();\r\n\r\n const worldToNpc = postProjectionMatrixNpc.multiplyMatrixMatrix(this._projectionMatrix);\r\n const npcToView = Map4d.createBoxMap(Point3d.create(0, 0, 0), Point3d.create(1, 1, 1), Point3d.create(0, 0, 0), Point3d.create(shadowMapWidth, shadowMapHeight, 1))!;\r\n const npcToWorld = worldToNpc.createInverse();\r\n if (undefined === npcToWorld) {\r\n this.clearGraphics(true);\r\n return;\r\n }\r\n\r\n const worldToNpcMap = Map4d.createRefs(worldToNpc, npcToWorld);\r\n this._worldToViewMap = npcToView.multiplyMapMap(worldToNpcMap);\r\n }\r\n\r\n this._target.uniforms.shadow.update();\r\n this.notifyGraphicsChanged();\r\n }\r\n\r\n public draw(target: Target) {\r\n assert(this.isEnabled);\r\n\r\n if (this.isReady || 0 === this._graphics.length)\r\n return;\r\n\r\n const bundle = this.getBundle(target);\r\n if (undefined === bundle)\r\n return;\r\n\r\n this._isDrawing = true;\r\n\r\n const prevState = System.instance.currentRenderState.clone();\r\n const gl = System.instance.context;\r\n gl.viewport(0, 0, shadowMapWidth, shadowMapHeight);\r\n\r\n // NB: textures and materials are needed because their transparencies affect whether or not a surface casts shadows\r\n const viewFlags = target.currentViewFlags.copy({\r\n renderMode: RenderMode.SmoothShade,\r\n wiremesh: false,\r\n transparency: false,\r\n lighting: false,\r\n shadows: false,\r\n monochrome: false,\r\n ambientOcclusion: false,\r\n visibleEdges: false,\r\n hiddenEdges: false,\r\n });\r\n\r\n System.instance.applyRenderState(this._renderState);\r\n const prevPlan = target.plan;\r\n\r\n target.changeFrustum(this._shadowFrustum, this._shadowFrustum.getFraction(), true);\r\n target.uniforms.branch.changeRenderPlan(viewFlags, target.plan.is3d, target.plan.hline);\r\n\r\n const renderCommands = bundle.renderCommands;\r\n renderCommands.reset(target, target.uniforms.branch.stack, this._batchState);\r\n renderCommands.addGraphics(this._graphics);\r\n\r\n System.instance.frameBufferStack.execute(bundle.fbo, true, false, () => {\r\n System.instance.context.clearDepth(1.0);\r\n System.instance.context.clear(GL.BufferBit.Depth);\r\n target.techniques.execute(target, renderCommands.getCommands(RenderPass.OpaquePlanar), RenderPass.PlanarClassification); // Draw these with RenderPass.PlanarClassification (rather than Opaque...) so that the pick ordering is avoided.\r\n target.techniques.execute(target, renderCommands.getCommands(RenderPass.OpaqueGeneral), RenderPass.PlanarClassification); // Draw these with RenderPass.PlanarClassification (rather than Opaque...) so that the pick ordering is avoided.\r\n });\r\n\r\n // copy depth buffer to EVSM shadow buffer and average down for AA effect\r\n gl.viewport(0, 0, evsmWidth, evsmHeight);\r\n System.instance.frameBufferStack.execute(bundle.fboSM, true, false, () => {\r\n System.instance.applyRenderState(this._noZRenderState);\r\n const params = getDrawParams(target, bundle.evsmGeom);\r\n target.techniques.draw(params);\r\n });\r\n\r\n // mipmap resulting EVSM texture and set filtering options\r\n System.instance.activateTexture2d(TextureUnit.ShadowMap, bundle.shadowMapTexture.texture.getHandle());\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n const fullFloat = System.instance.capabilities.maxRenderType === RenderType.TextureFloat;\r\n if (fullFloat && System.instance.capabilities.supportsTextureFloatLinear || !fullFloat && System.instance.capabilities.supportsTextureHalfFloatLinear) {\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n }\r\n\r\n System.instance.setMaxAnisotropy(undefined);\r\n // target.recordPerformanceMetric(\"Compute EVSM\");\r\n\r\n this._batchState.reset(); // Reset the batch Ids...\r\n target.changeRenderPlan(prevPlan);\r\n\r\n System.instance.applyRenderState(prevState);\r\n System.instance.context.viewport(0, 0, target.viewRect.width, target.viewRect.height); // Restore viewport\r\n this.clearGraphics(false);\r\n this._isDrawing = false;\r\n this._isReady = true;\r\n }\r\n}\r\n"]}
@@ -11,8 +11,7 @@ import { ViewRect } from "../../ViewRect";
11
11
  import { GraphicBranch, GraphicBranchOptions } from "../GraphicBranch";
12
12
  import { BatchOptions, CustomGraphicBuilderOptions, GraphicBuilder, ViewportGraphicBuilderOptions } from "../GraphicBuilder";
13
13
  import { InstancedGraphicParams, PatternGraphicParams } from "../InstancedGraphicParams";
14
- import { RealityMeshGraphicParams, RealityMeshPrimitive } from "../primitives/mesh/RealityMeshPrimitive";
15
- import { TerrainMeshPrimitive } from "../primitives/mesh/TerrainMeshPrimitive";
14
+ import { RealityMeshGraphicParams } from "../RealityMeshGraphicParams";
16
15
  import { PointCloudArgs } from "../primitives/PointCloudPrimitive";
17
16
  import { PointStringParams } from "../primitives/PointStringParams";
18
17
  import { PolylineParams } from "../primitives/PolylineParams";
@@ -21,6 +20,7 @@ import { RenderClipVolume } from "../RenderClipVolume";
21
20
  import { RenderGraphic, RenderGraphicOwner } from "../RenderGraphic";
22
21
  import { CreateRenderMaterialArgs } from "../RenderMaterial";
23
22
  import { RenderMemory } from "../RenderMemory";
23
+ import { RealityMeshParams } from "../RealityMeshParams";
24
24
  import { DebugShaderFile, GLTimerResultCallback, PlanarGridProps, RenderAreaPattern, RenderDiagnostics, RenderGeometry, RenderSkyBoxParams, RenderSystem, RenderSystemDebugControl } from "../RenderSystem";
25
25
  import { RenderTarget } from "../RenderTarget";
26
26
  import { CreateTextureArgs, CreateTextureFromSourceArgs, TextureCacheKey } from "../RenderTexture";
@@ -111,6 +111,7 @@ export declare class System extends RenderSystem implements RenderSystemDebugCon
111
111
  get screenSpaceEffects(): ScreenSpaceEffects;
112
112
  get maxTextureSize(): number;
113
113
  get supportsInstancing(): boolean;
114
+ get supportsCreateImageBitmap(): boolean;
114
115
  get supportsNonuniformScaledInstancing(): boolean;
115
116
  /** Requires gl_VertexID (WebGL 2 only) and > 8 texture units (WebGL 1 only guarantees 8). */
116
117
  get supportsIndexedEdges(): boolean;
@@ -120,6 +121,7 @@ export declare class System extends RenderSystem implements RenderSystemDebugCon
120
121
  doIdleWork(): boolean;
121
122
  /** Return a Promise which when resolved indicates that all pending external textures have finished loading from the backend. */
122
123
  waitForAllExternalTextures(): Promise<void>;
124
+ get hasExternalTextureRequests(): boolean;
123
125
  /** Attempt to create a WebGLRenderingContext, returning undefined if unsuccessful. */
124
126
  static createContext(canvas: HTMLCanvasElement, useWebGL2: boolean, inputContextAttributes?: WebGLContextAttributes): WebGLContext | undefined;
125
127
  static create(optionsIn?: RenderSystem.Options): System;
@@ -130,9 +132,9 @@ export declare class System extends RenderSystem implements RenderSystemDebugCon
130
132
  createOffscreenTarget(rect: ViewRect): RenderTarget;
131
133
  createGraphic(options: CustomGraphicBuilderOptions | ViewportGraphicBuilderOptions): GraphicBuilder;
132
134
  createPlanarGrid(frustum: Frustum, grid: PlanarGridProps): RenderGraphic | undefined;
133
- createRealityMeshFromTerrain(terrainMesh: TerrainMeshPrimitive, transform?: Transform, disableTextureDisposal?: boolean): RealityMeshGeometry | undefined;
135
+ createTerrainMesh(params: RealityMeshParams, transform?: Transform, disableTextureDisposal?: boolean): RealityMeshGeometry | undefined;
134
136
  createRealityMeshGraphic(params: RealityMeshGraphicParams, disableTextureDisposal?: boolean): RenderGraphic | undefined;
135
- createRealityMesh(realityMesh: RealityMeshPrimitive, disableTextureDisposal?: boolean): RenderGraphic | undefined;
137
+ createRealityMesh(realityMesh: RealityMeshParams, disableTextureDisposal?: boolean): RenderGraphic | undefined;
136
138
  createMeshGeometry(params: MeshParams, viOrigin?: Point3d): MeshRenderGeometry | undefined;
137
139
  createPolylineGeometry(params: PolylineParams, viOrigin?: Point3d): PolylineGeometry | undefined;
138
140
  createPointStringGeometry(params: PointStringParams, viOrigin?: Point3d): PointStringGeometry | undefined;
@@ -1 +1 @@
1
- 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1
+ {"version":3,"file":"System.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/System.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAyB,UAAU,EAAiB,UAAU,EAAE,MAAM,qBAAqB,CAAC;AACnG,OAAO,EAAY,mBAAmB,EAAE,OAAO,EAAE,QAAQ,EAAkC,iBAAiB,EAAe,kBAAkB,EAAE,cAAc,EAAE,aAAa,EAAsD,MAAM,oBAAoB,CAAC;AAC7P,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACtE,OAAO,EAAE,YAAY,EAAa,YAAY,EAAE,MAAM,4BAA4B,CAAC;AAGnF,OAAO,EAAE,gBAAgB,EAAE,MAAM,wBAAwB,CAAC;AAC1D,OAAO,EAAE,oBAAoB,EAAE,iBAAiB,EAAE,MAAM,qBAAqB,CAAC;AAC9E,OAAO,EAAE,QAAQ,EAAE,MAAM,gBAAgB,CAAC;AAC1C,OAAO,EAAE,aAAa,EAAE,oBAAoB,EAAE,MAAM,kBAAkB,CAAC;AACvE,OAAO,EAAE,YAAY,EAAE,2BAA2B,EAAE,cAAc,EAAE,6BAA6B,EAAE,MAAM,mBAAmB,CAAC;AAC7H,OAAO,EAAE,sBAAsB,EAAE,oBAAoB,EAAE,MAAM,2BAA2B,CAAC;AAEzF,OAAO,EAAE,wBAAwB,EAAE,MAAM,6BAA6B,CAAC;AACvE,OAAO,EAAE,cAAc,EAAE,MAAM,mCAAmC,CAAC;AACnE,OAAO,EAAE,iBAAiB,EAAE,MAAM,iCAAiC,CAAC;AACpE,OAAO,EAAE,cAAc,EAAE,MAAM,8BAA8B,CAAC;AAC9D,OAAO,EAAE,UAAU,EAAE,MAAM,2BAA2B,CAAC;AACvD,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,aAAa,EAAE,kBAAkB,EAAE,MAAM,kBAAkB,CAAC;AACrE,OAAO,EAAE,wBAAwB,EAAE,MAAM,mBAAmB,CAAC;AAC7D,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,EACL,eAAe,EAAE,qBAAqB,EAAE,eAAe,EAAE,iBAAiB,EAAE,iBAAiB,EAAE,cAAc,EAAE,kBAAkB,EAAE,YAAY,EAAE,wBAAwB,EAC1K,MAAM,iBAAiB,CAAC;AACzB,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,iBAAiB,EAAE,2BAA2B,EAAE,eAAe,EAAE,MAAM,kBAAkB,CAAC;AACnG,OAAO,EAAE,wBAAwB,EAAE,8BAA8B,EAAE,MAAM,6BAA6B,CAAC;AACvG,OAAO,EAAE,kBAAkB,EAAE,MAAM,sBAAsB,CAAC;AAI1D,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,WAAW,EAAE,gBAAgB,EAAE,MAAM,eAAe,CAAC;AAC9D,OAAO,EAAE,EAAE,EAAE,MAAM,MAAM,CAAC;AAC1B,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AAEpC,OAAO,EAA4B,cAAc,EAAE,MAAM,qBAAqB,CAAC;AAC/E,OAAO,EAAE,KAAK,EAAE,cAAc,EAAE,MAAM,SAAS,CAAC;AAGhD,OAAO,EAAe,kBAAkB,EAAE,MAAM,QAAQ,CAAC;AAGzD,OAAO,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AACpD,OAAO,EAAE,gBAAgB,EAAE,MAAM,YAAY,CAAC;AAE9C,OAAO,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AAEpD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAkC,kBAAkB,EAAE,MAAM,qBAAqB,CAAC;AAEzF,OAAO,EAAE,UAAU,EAAE,MAAM,aAAa,CAAC;AACzC,OAAO,EAAkC,aAAa,EAAE,MAAM,WAAW,CAAC;AAC1E,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAIhD,gBAAgB;AAChB,0BAAkB,YAAY;IAC5B,aAAa,IAAA;IACb,OAAO,IAAA;IACP,KAAK,IAAA;CACN;AA2ED;;GAEG;AACH,qBAAa,KAAM,YAAW,eAAe;IAC3C,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAmB;IAC3C,gDAAgD;IAChD,SAAgB,SAAS,8BAAqC;IAC9D,+CAA+C;IAC/C,SAAgB,QAAQ,6BAAoC;IAC5D,oDAAoD;IACpD,SAAgB,SAAS,2CAA2E;IACpG,mIAAmI;IACnI,SAAgB,wBAAwB,kDAAyD;gBAE9E,MAAM,EAAE,gBAAgB;IAI3C,IAAW,UAAU,IAAI,OAAO,CAE/B;IAEM,OAAO;IAed,mEAAmE;IAC5D,WAAW,CAAC,QAAQ,EAAE,cAAc;IAK3C,mKAAmK;IAC5J,UAAU,CAAC,OAAO,EAAE,aAAa,EAAE,GAAG,CAAC,EAAE,eAAe;IAW/D,4DAA4D;IACrD,WAAW,CAAC,YAAY,EAAE,QAAQ,CAAC,IAAI,EAAE,OAAO,EAAE,aAAa;IAItE,6EAA6E;IACtE,YAAY,CAAC,GAAG,EAAE,MAAM,GAAG,cAAc,GAAG,SAAS;IAI5D,4FAA4F;IACrF,YAAY,CAAC,IAAI,EAAE,QAAQ,CAAC,IAAI,GAAG,aAAa,GAAG,SAAS;IAInE,iHAAiH;IAE1G,WAAW,CAAC,MAAM,EAAE,cAAc,CAAC,MAAM,GAAG,cAAc;IAY1D,WAAW,CAAC,GAAG,CAAC,EAAE,MAAM,GAAG,QAAQ,CAAC,IAAI,GAAG,aAAa,GAAG,SAAS;IAUpE,qBAAqB,CAAC,GAAG,EAAE,UAAU,EAAE,MAAM,EAAE,gBAAgB,EAAE,MAAM,EAAE,aAAa,CAAC,MAAM,EAAE,MAAM,EAAE,iBAAiB,GAAG,aAAa,GAAG,SAAS;IAoB9I,yBAAyB,CAAC,IAAI,EAAE,2BAA2B,EAAE,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,aAAa,GAAG,SAAS,CAAC;IAe7G,4BAA4B,CAAC,IAAI,EAAE,2BAA2B,EAAE,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,aAAa,GAAG,SAAS,CAAC;IAwBtH,wBAAwB,CAAC,IAAI,EAAE,gBAAgB,EAAE,IAAI,EAAE,gBAAgB,EAAE,IAAI,EAAE,gBAAgB,EAAE,IAAI,EAAE,gBAAgB,EAAE,IAAI,EAAE,gBAAgB,EAAE,IAAI,EAAE,gBAAgB,EAAE,MAAM,EAAE,aAAa,CAAC,MAAM,GAAG,aAAa,GAAG,SAAS;IAejO,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;CAS/D;AAED,oBAAY,cAAc,GAAG,YAAY,GAAG,SAAS,CAAC;AAqBtD,gBAAgB;AAChB,qBAAa,MAAO,SAAQ,YAAa,YAAW,wBAAwB,EAAE,YAAY,CAAC,QAAQ,EAAE,eAAe;IAClH,SAAgB,MAAM,EAAE,iBAAiB,CAAC;IAC1C,SAAgB,kBAAkB,cAAqB;IACvD,SAAgB,OAAO,EAAE,YAAY,CAAC;IACtC,SAAgB,gBAAgB,mBAA0B;IAC1D,SAAgB,YAAY,EAAE,YAAY,CAAC;IAC3C,SAAgB,aAAa,EAAE,GAAG,CAAC,gBAAgB,EAAE,KAAK,CAAC,CAAC;IAC5D,SAAgB,OAAO,EAAE,OAAO,CAAC;IACjC,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAkB;IAC9C,OAAO,CAAC,QAAQ,CAAC,gBAAgB,CAAwB;IACzD,OAAO,CAAC,oBAAoB,CAAC,CAAa;IAG1C,OAAO,CAAC,QAAQ,CAAC,sBAAsB,CAIrC;IACF,OAAO,CAAC,QAAQ,CAAC,uBAAuB,CAItC;IAGF,OAAO,CAAC,gBAAgB,CAAC,CAAgB;IACzC,OAAO,CAAC,aAAa,CAAC,CAAgB;IACtC,OAAO,CAAC,WAAW,CAAC,CAAa;IACjC,OAAO,CAAC,mBAAmB,CAAC,CAAqB;IACjD,SAAgB,gBAAgB,EAAE,eAAe,EAAE,CAAM;IAEzD,WAAkB,QAAQ,WAA+C;IAEzE,IAAW,OAAO,IAAI,OAAO,CAAsC;IACnE,IAAW,eAAe,8BAAoC;IAC9D,IAAW,YAAY,8BAAiC;IAExD,IAAW,UAAU,eAGpB;IAED,IAAW,kBAAkB,uBAG5B;IAED,IAAoB,cAAc,IAAI,MAAM,CAA6C;IACzF,IAAoB,kBAAkB,IAAI,OAAO,CAAiD;IAClG,IAAoB,yBAAyB,IAAI,OAAO,CAAwD;IAChH,IAAoB,kCAAkC,IAAI,OAAO,CAAuC;IAExG,6FAA6F;IAC7F,IAAoB,oBAAoB,IAAI,OAAO,CAA0B;IAC7E,IAAW,QAAQ,IAAI,OAAO,CAAuC;IACrE,IAAoB,QAAQ,IAAI,OAAO,CAAuC;IAEvE,cAAc,CAAC,WAAW,EAAE,MAAM,EAAE,GAAG,IAAI;IAE3C,UAAU,IAAI,OAAO;IAI5B,gIAAgI;IAC1G,0BAA0B,IAAI,OAAO,CAAC,IAAI,CAAC;IAYjE,IAAoB,0BAA0B,IAAI,OAAO,CAGxD;IAED,sFAAsF;WACxE,aAAa,CAAC,MAAM,EAAE,iBAAiB,EAAE,SAAS,EAAE,OAAO,EAAE,sBAAsB,CAAC,EA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@@ -300,6 +300,7 @@ export class System extends RenderSystem {
300
300
  }
301
301
  get maxTextureSize() { return this.capabilities.maxTextureSize; }
302
302
  get supportsInstancing() { return this.capabilities.supportsInstancing; }
303
+ get supportsCreateImageBitmap() { return this.capabilities.supportsCreateImageBitmap; }
303
304
  get supportsNonuniformScaledInstancing() { return this.capabilities.isWebGL2; }
304
305
  /** Requires gl_VertexID (WebGL 2 only) and > 8 texture units (WebGL 1 only guarantees 8). */
305
306
  get supportsIndexedEdges() { return this.isWebGL2; }
@@ -321,6 +322,10 @@ export class System extends RenderSystem {
321
322
  });
322
323
  return promise;
323
324
  }
325
+ get hasExternalTextureRequests() {
326
+ const loader = ExternalTextureLoader.instance;
327
+ return loader.numActiveRequests > 0 || loader.numPendingRequests > 0;
328
+ }
324
329
  /** Attempt to create a WebGLRenderingContext, returning undefined if unsuccessful. */
325
330
  static createContext(canvas, useWebGL2, inputContextAttributes) {
326
331
  let contextAttributes = { powerPreference: "high-performance" };
@@ -406,8 +411,8 @@ export class System extends RenderSystem {
406
411
  createPlanarGrid(frustum, grid) {
407
412
  return PlanarGridGeometry.create(frustum, grid, this);
408
413
  }
409
- createRealityMeshFromTerrain(terrainMesh, transform, disableTextureDisposal = false) {
410
- return RealityMeshGeometry.createFromTerrainMesh(terrainMesh, transform, disableTextureDisposal);
414
+ createTerrainMesh(params, transform, disableTextureDisposal = false) {
415
+ return RealityMeshGeometry.createForTerrain(params, transform, disableTextureDisposal);
411
416
  }
412
417
  createRealityMeshGraphic(params, disableTextureDisposal = false) {
413
418
  return RealityMeshGeometry.createGraphic(this, params, disableTextureDisposal);
@@ -586,8 +591,12 @@ export class System extends RenderSystem {
586
591
  let handle;
587
592
  if (source instanceof ImageBuffer)
588
593
  handle = TextureHandle.createForImageBuffer(source, type);
589
- else
594
+ else if (source instanceof ImageBitmap)
595
+ handle = TextureHandle.createForImageBitmap(source, type);
596
+ else if (source instanceof HTMLImageElement)
590
597
  handle = TextureHandle.createForImage(source, type);
598
+ else
599
+ assert(false);
591
600
  if (!handle)
592
601
  return undefined;
593
602
  const texture = new Texture({ handle, type, ownership: args.ownership, transparency: (_b = args.image.transparency) !== null && _b !== void 0 ? _b : TextureTransparency.Mixed });
@@ -610,7 +619,15 @@ export class System extends RenderSystem {
610
619
  }
611
620
  /** Attempt to create a texture using gradient symbology. */
612
621
  getGradientTexture(symb, iModel) {
613
- const source = symb.getImage(0x100, 0x100);
622
+ let width = 0x100;
623
+ let height = 0x100;
624
+ if (symb.mode === Gradient.Mode.Thematic) {
625
+ // Pixels in each row are identical, no point in having width > 1.
626
+ width = 1;
627
+ // We want maximum height to minimize bleeding of margin color.
628
+ height = this.maxTextureSize;
629
+ }
630
+ const source = symb.produceImage({ width, height, includeThematicMargin: true });
614
631
  return this.createTexture({
615
632
  image: {
616
633
  source,