@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/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, BeEvent, dispose, Id64String } from \"@itwin/core-bentley\";\r\nimport {\r\n ImageBuffer, ImageBufferFormat, ImageSource, ImageSourceFormat, isPowerOfTwo, nextHighestPowerOfTwo, RenderTexture, TextureData, TextureTransparency,\r\n} from \"@itwin/core-common\";\r\nimport { getImageSourceMimeType, imageBufferToPngDataUrl, imageElementFromImageSource, openImageDataUrlInNewWindow } from \"../../ImageUtil\";\r\nimport { IModelConnection } from \"../../IModelConnection\";\r\nimport { IModelApp } from \"../../IModelApp\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { GL } from \"./GL\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { OvrFlags, TextureUnit } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { TextureOwnership } from \"../RenderTexture\";\r\n\r\ntype CanvasOrImage = HTMLCanvasElement | HTMLImageElement;\r\n\r\n/** @internal */\r\nexport type Texture2DData = Uint8Array | Float32Array;\r\n\r\nfunction computeBytesUsed(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType): number {\r\n const bytesPerComponent = GL.Texture.DataType.UnsignedByte === dataType ? 1 : 4;\r\n let componentsPerPixel = 1;\r\n switch (format) {\r\n case GL.Texture.Format.Rgb:\r\n componentsPerPixel = 3;\r\n break;\r\n case GL.Texture.Format.Rgba:\r\n componentsPerPixel = 4;\r\n break;\r\n }\r\n\r\n return width * height * componentsPerPixel * bytesPerComponent;\r\n}\r\n\r\n/** Associate texture data with a WebGLTexture from a canvas, image, OR a bitmap. */\r\nfunction loadTexture2DImageData(handle: TextureHandle, params: Texture2DCreateParams, bytes?: Texture2DData, element?: CanvasOrImage): void {\r\n handle.bytesUsed = undefined !== bytes ? bytes.byteLength : computeBytesUsed(params.width, params.height, params.format, params.dataType);\r\n\r\n const tex = handle.getHandle()!;\r\n const gl = System.instance.context;\r\n\r\n // Use tightly packed data\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n\r\n // Bind the texture object; make sure we do not interfere with other active textures\r\n System.instance.activateTexture2d(TextureUnit.Zero, tex);\r\n\r\n // Figure out the internal format. For all but WebGL2 float/half-float datatypes it is just same as format.\r\n // TODO: probably need to just support internal format types in Texture2DCreateParams.\r\n let internalFormat = params.format;\r\n if (System.instance.capabilities.isWebGL2) {\r\n const context2 = System.instance.context as WebGL2RenderingContext;\r\n if (GL.Texture.Format.Rgba === params.format) {\r\n if (GL.Texture.DataType.Float === params.dataType)\r\n internalFormat = context2.RGBA32F;\r\n else if (context2.HALF_FLOAT === params.dataType)\r\n internalFormat = context2.RGBA16F;\r\n } else if (GL.Texture.Format.DepthStencil === params.format)\r\n internalFormat = context2.DEPTH24_STENCIL8;\r\n }\r\n\r\n // send the texture data\r\n if (undefined !== element) {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, params.format, params.dataType, element);\r\n } else {\r\n const pixelData = undefined !== bytes ? bytes : null;\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, params.width, params.height, 0, params.format, params.dataType, pixelData);\r\n }\r\n\r\n if (params.useMipMaps) {\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n } else {\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, params.interpolate ? gl.LINEAR : gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, params.interpolate ? gl.LINEAR : gl.NEAREST);\r\n }\r\n if (params.anisotropicFilter) {\r\n System.instance.setMaxAnisotropy(params.anisotropicFilter);\r\n }\r\n\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, params.wrapMode);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, params.wrapMode);\r\n\r\n System.instance.bindTexture2d(TextureUnit.Zero, undefined);\r\n}\r\n\r\nfunction loadTextureFromBytes(handle: TextureHandle, params: Texture2DCreateParams, bytes?: Texture2DData): void { loadTexture2DImageData(handle, params, bytes); }\r\n\r\n/** Associate cube texture data with a WebGLTexture from an image. */\r\nfunction loadTextureCubeImageData(handle: TextureHandle, params: TextureCubeCreateParams, images: CanvasOrImage[]): void {\r\n handle.bytesUsed = computeBytesUsed(params.dim * 6, params.dim, params.format, params.dataType);\r\n\r\n const tex = handle.getHandle()!;\r\n const gl = System.instance.context;\r\n\r\n // Use tightly packed data\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n\r\n // Bind the texture object; make sure we do not interfere with other active textures\r\n System.instance.activateTextureCubeMap(TextureUnit.Zero, tex);\r\n\r\n const cubeTargets: number[] = [GL.Texture.Target.CubeMapPositiveX, GL.Texture.Target.CubeMapNegativeX, GL.Texture.Target.CubeMapPositiveY, GL.Texture.Target.CubeMapNegativeY, GL.Texture.Target.CubeMapPositiveZ, GL.Texture.Target.CubeMapNegativeZ];\r\n\r\n for (let i = 0; i < 6; i++) {\r\n gl.texImage2D(cubeTargets[i], 0, params.format, params.format, params.dataType, images[i]);\r\n }\r\n\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_WRAP_S, params.wrapMode);\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_WRAP_T, params.wrapMode);\r\n // gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_WRAP_R, params.wrapMode); // Unavailable in GLES2\r\n\r\n System.instance.bindTextureCubeMap(TextureUnit.Zero, undefined);\r\n}\r\n\r\ntype TextureFlag = true | undefined;\r\ntype TextureAnisotropicFilter = number | undefined;\r\ntype Load2DImageData = (handle: TextureHandle, params: Texture2DCreateParams) => void;\r\ntype LoadCubeImageData = (handle: TextureHandle, params: TextureCubeCreateParams) => void;\r\n\r\ninterface TextureImageProperties {\r\n wrapMode: GL.Texture.WrapMode;\r\n useMipMaps: TextureFlag;\r\n interpolate: TextureFlag;\r\n format: GL.Texture.Format;\r\n anisotropicFilter: TextureAnisotropicFilter;\r\n}\r\n\r\n/** @internal */\r\nexport interface TextureParams {\r\n type: RenderTexture.Type;\r\n ownership?: TextureOwnership;\r\n transparency: TextureTransparency;\r\n handle: TextureHandle;\r\n}\r\n\r\n/** Wrapper class for a WebGL texture handle and parameters specific to an individual texture.\r\n * @internal\r\n */\r\nexport class Texture extends RenderTexture implements WebGLDisposable {\r\n public readonly texture: TextureHandle;\r\n public readonly ownership?: TextureOwnership;\r\n public transparency: TextureTransparency;\r\n\r\n public get bytesUsed(): number { return this.texture.bytesUsed; }\r\n public get hasOwner(): boolean { return undefined !== this.ownership; }\r\n public get key(): string | undefined {\r\n return typeof this.ownership !== \"string\" && typeof this.ownership?.key === \"string\" ? this.ownership.key : undefined;\r\n }\r\n\r\n public constructor(params: TextureParams) {\r\n super(params.type);\r\n this.ownership = params.ownership;\r\n this.texture = params.handle;\r\n this.transparency = params.handle.format === GL.Texture.Format.Rgba ? params.transparency : TextureTransparency.Opaque;\r\n }\r\n\r\n public get isDisposed(): boolean { return this.texture.isDisposed; }\r\n\r\n /** Free this object in the WebGL wrapper. */\r\n public dispose() {\r\n dispose(this.texture);\r\n }\r\n}\r\n\r\nfunction getDataType(data: Texture2DData): GL.Texture.DataType {\r\n return data instanceof Float32Array ? GL.Texture.DataType.Float : GL.Texture.DataType.UnsignedByte;\r\n}\r\n\r\n/** Parameters used internally to define how to create a texture for use with WebGL. */\r\nclass Texture2DCreateParams {\r\n private constructor(\r\n public width: number,\r\n public height: number,\r\n public format: GL.Texture.Format,\r\n public dataType: GL.Texture.DataType,\r\n public wrapMode: GL.Texture.WrapMode,\r\n public loadImageData: Load2DImageData,\r\n public useMipMaps?: TextureFlag,\r\n public interpolate?: TextureFlag,\r\n public anisotropicFilter?: TextureAnisotropicFilter,\r\n public dataBytes?: Uint8Array) { }\r\n\r\n public static createForData(width: number, height: number, data: Texture2DData, preserveData = false, wrapMode = GL.Texture.WrapMode.ClampToEdge, format = GL.Texture.Format.Rgba) {\r\n const bytes = (preserveData && data instanceof Uint8Array) ? data : undefined;\r\n return new Texture2DCreateParams(width, height, format, getDataType(data), wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTextureFromBytes(tex, params, data), undefined, undefined, undefined, bytes);\r\n }\r\n\r\n public static createForImageBuffer(image: ImageBuffer, type: RenderTexture.Type) {\r\n const props = this.getImageProperties(type);\r\n if (ImageBufferFormat.Rgb === image.format)\r\n props.format = GL.Texture.Format.Rgb;\r\n\r\n return new Texture2DCreateParams(image.width, image.height, props.format, GL.Texture.DataType.UnsignedByte, props.wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTextureFromBytes(tex, params, image.data), props.useMipMaps, props.interpolate);\r\n }\r\n\r\n public static createForAttachment(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType) {\r\n return new Texture2DCreateParams(width, height, format, dataType, GL.Texture.WrapMode.ClampToEdge,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTextureFromBytes(tex, params), undefined, undefined);\r\n }\r\n\r\n public static createForImage(image: HTMLImageElement, type: RenderTexture.Type) {\r\n const props = this.getImageProperties(type);\r\n\r\n let targetWidth = image.naturalWidth;\r\n let targetHeight = image.naturalHeight;\r\n\r\n const caps = System.instance.capabilities;\r\n if (RenderTexture.Type.Glyph === type) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n } else if (!caps.supportsNonPowerOf2Textures && (!isPowerOfTwo(targetWidth) || !isPowerOfTwo(targetHeight))) {\r\n if (GL.Texture.WrapMode.ClampToEdge === props.wrapMode) {\r\n // NPOT are supported but not mipmaps\r\n // Probably on poor hardware so I choose to disable mipmaps for lower memory usage over quality. If quality is required we need to resize the image to a pow of 2.\r\n // Above comment is not necessarily true - WebGL doesn't support NPOT mipmapping, only supporting base NPOT caps\r\n props.useMipMaps = undefined;\r\n } else if (GL.Texture.WrapMode.Repeat === props.wrapMode) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n }\r\n }\r\n\r\n // Cap texture dimensions to system WebGL capabilities\r\n const maxTexSize = System.instance.capabilities.maxTextureSize;\r\n targetWidth = Math.min(targetWidth, maxTexSize);\r\n targetHeight = Math.min(targetHeight, maxTexSize);\r\n\r\n let element: CanvasOrImage = image;\r\n if (targetWidth !== image.naturalWidth || targetHeight !== image.naturalHeight) {\r\n // Resize so dimensions are powers-of-two\r\n const canvas = document.createElement(\"canvas\");\r\n canvas.width = targetWidth;\r\n canvas.height = targetHeight;\r\n\r\n const context = canvas.getContext(\"2d\")!;\r\n context.drawImage(image, 0, 0, canvas.width, canvas.height);\r\n\r\n element = canvas;\r\n }\r\n\r\n return new Texture2DCreateParams(targetWidth, targetHeight, props.format, GL.Texture.DataType.UnsignedByte, props.wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTexture2DImageData(tex, params, undefined, element), props.useMipMaps, props.interpolate, props.anisotropicFilter);\r\n }\r\n\r\n public static createForImageBitmap(image: ImageBitmap, type: RenderTexture.Type) {\r\n const props = this.getImageProperties(type);\r\n\r\n let targetWidth = image.width;\r\n let targetHeight = image.height;\r\n\r\n const caps = System.instance.capabilities;\r\n if (RenderTexture.Type.Glyph === type) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n } else if (!caps.supportsNonPowerOf2Textures && (!isPowerOfTwo(targetWidth) || !isPowerOfTwo(targetHeight))) {\r\n if (GL.Texture.WrapMode.ClampToEdge === props.wrapMode) {\r\n // NPOT are supported but not mipmaps\r\n // Probably on poor hardware so I choose to disable mipmaps for lower memory usage over quality. If quality is required we need to resize the image to a pow of 2.\r\n // Above comment is not necessarily true - WebGL doesn't support NPOT mipmapping, only supporting base NPOT caps\r\n props.useMipMaps = undefined;\r\n } else if (GL.Texture.WrapMode.Repeat === props.wrapMode) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n }\r\n }\r\n\r\n // Always draw to canvas for ImageBitmap\r\n const canvas = document.createElement(\"canvas\");\r\n canvas.width = targetWidth;\r\n canvas.height = targetHeight;\r\n const context = canvas.getContext(\"2d\")!;\r\n context.drawImage(image, 0, 0, canvas.width, canvas.height);\r\n\r\n return new Texture2DCreateParams(targetWidth, targetHeight, props.format, GL.Texture.DataType.UnsignedByte, props.wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTexture2DImageData(tex, params, undefined, canvas), props.useMipMaps, props.interpolate, props.anisotropicFilter);\r\n }\r\n\r\n private static getImageProperties(type: RenderTexture.Type): TextureImageProperties {\r\n const isSky = RenderTexture.Type.SkyBox === type;\r\n const isTile = RenderTexture.Type.TileSection === type;\r\n const isThematic = RenderTexture.Type.ThematicGradient === type;\r\n const isFilteredTile = RenderTexture.Type.FilteredTileSection === type;\r\n const maxAnisotropicFilterLevel = 16;\r\n\r\n const wrapMode = RenderTexture.Type.Normal === type ? GL.Texture.WrapMode.Repeat : GL.Texture.WrapMode.ClampToEdge;\r\n const useMipMaps: TextureFlag = (!isSky && !isTile && !isFilteredTile && !isThematic) ? true : undefined;\r\n const interpolate: TextureFlag = isThematic ? undefined : true;\r\n const anisotropicFilter = isFilteredTile ? maxAnisotropicFilterLevel : undefined;\r\n\r\n // Always use RGBA. RGB is much slower and almost certainly does not actually save any GPU memory.\r\n const format = GL.Texture.Format.Rgba;\r\n\r\n return { format, wrapMode, useMipMaps, interpolate, anisotropicFilter };\r\n }\r\n\r\n public static readonly placeholderParams = new Texture2DCreateParams(1, 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte, GL.Texture.WrapMode.ClampToEdge,\r\n (_tex: TextureHandle, _params: Texture2DCreateParams) => undefined);\r\n}\r\n\r\nclass TextureCubeCreateParams {\r\n private constructor(\r\n public dim: number,\r\n public format: GL.Texture.Format,\r\n public dataType: GL.Texture.DataType,\r\n public wrapMode: GL.Texture.WrapMode,\r\n public loadImageData: LoadCubeImageData) { }\r\n\r\n public static createForCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement): TextureCubeCreateParams | undefined {\r\n const targetDim = posX.naturalWidth;\r\n\r\n if (posX.naturalHeight !== targetDim) // Cube texture dimensions must match (width must equal height)\r\n return undefined;\r\n\r\n const images: HTMLImageElement[] = [posX, negX, posY, negY, posZ, negZ];\r\n\r\n for (let i = 1; i < images.length; i++) { // Dimensions of all six sides must match each other\r\n if (images[i].naturalWidth !== targetDim || images[i].naturalHeight !== targetDim)\r\n return undefined;\r\n }\r\n\r\n return new TextureCubeCreateParams(targetDim, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte, GL.Texture.WrapMode.ClampToEdge,\r\n (tex: TextureHandle, params: TextureCubeCreateParams) => loadTextureCubeImageData(tex, params, images));\r\n }\r\n}\r\n\r\n/** Wraps a WebGLTextureHandle\r\n * @internal\r\n */\r\nexport abstract class TextureHandle implements WebGLDisposable {\r\n protected _glTexture?: WebGLTexture;\r\n protected _bytesUsed = 0;\r\n\r\n public abstract get width(): number;\r\n public abstract get height(): number;\r\n public abstract get format(): GL.Texture.Format;\r\n public abstract get dataType(): GL.Texture.DataType;\r\n public abstract get dataBytes(): Uint8Array | undefined;\r\n public get bytesUsed(): number { return this._bytesUsed; }\r\n public set bytesUsed(bytesUsed: number) {\r\n // assert(0 === this.bytesUsed);\r\n this._bytesUsed = bytesUsed;\r\n }\r\n\r\n /** Get the WebGLTexture for this TextureHandle. */\r\n public getHandle(): WebGLTexture | undefined { return this._glTexture; }\r\n\r\n /** Bind texture handle (if available) associated with an instantiation of this class to specified texture unit. */\r\n public abstract bind(_texUnit: TextureUnit): boolean;\r\n\r\n /** Bind this texture to a uniform sampler. */\r\n public abstract bindSampler(_uniform: UniformHandle, _unit: TextureUnit): void;\r\n\r\n public get isDisposed(): boolean { return this._glTexture === undefined; }\r\n\r\n public dispose() {\r\n if (!this.isDisposed) {\r\n System.instance.disposeTexture(this._glTexture!);\r\n this._glTexture = undefined;\r\n this.bytesUsed = 0;\r\n }\r\n }\r\n\r\n /** Create a 2D texture for use as a color attachment for rendering */\r\n public static createForAttachment(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType) {\r\n return Texture2DHandle.createForAttachment(width, height, format, dataType);\r\n }\r\n\r\n /** Create a 2D texture to hold non-image data */\r\n public static createForData(width: number, height: number, data: Texture2DData, wantPreserveData = false, wrapMode = GL.Texture.WrapMode.ClampToEdge, format = GL.Texture.Format.Rgba) {\r\n return Texture2DHandle.createForData(width, height, data, wantPreserveData, wrapMode, format);\r\n }\r\n\r\n /** Create a 2D texture from a bitmap */\r\n public static createForImageBuffer(image: ImageBuffer, type: RenderTexture.Type) {\r\n return Texture2DHandle.createForImageBuffer(image, type);\r\n }\r\n\r\n /** Create a 2D texture from an HTMLImageElement. */\r\n public static createForImage(image: HTMLImageElement, type: RenderTexture.Type) {\r\n return Texture2DHandle.createForImage(image, type);\r\n }\r\n\r\n /** Create a 2D texture from an ImageBitmap. */\r\n public static createForImageBitmap(image: ImageBitmap, type: RenderTexture.Type) {\r\n return Texture2DHandle.createForImageBitmap(image, type);\r\n }\r\n\r\n /** Create a cube map texture from six HTMLImageElement objects. */\r\n public static createForCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement) {\r\n return TextureCubeHandle.createForCubeImages(posX, negX, posY, negY, posZ, negZ);\r\n }\r\n\r\n public static createForElement(id: Id64String, imodel: IModelConnection, type: RenderTexture.Type, format: ImageSourceFormat, onLoaded: ExternalTextureLoadCallback) {\r\n return Texture2DHandle.createForElement(id, imodel, type, format, onLoaded);\r\n }\r\n\r\n protected constructor(glTexture: WebGLTexture) {\r\n this._glTexture = glTexture;\r\n }\r\n\r\n /** For debugging purposes, open a new window containing this texture as an image. */\r\n public showDebugImage(): void {\r\n const gl = System.instance.context;\r\n const fbo = gl.createFramebuffer();\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.getHandle()!, 0);\r\n if (gl.FRAMEBUFFER_COMPLETE === gl.checkFramebufferStatus(gl.FRAMEBUFFER)) {\r\n const w = this.width;\r\n const h = this.height;\r\n const pixels = new Uint8Array(w * h * 4);\r\n gl.readPixels(0, 0, w, h, gl.RGBA, gl.UNSIGNED_BYTE, pixels);\r\n\r\n const buffer = ImageBuffer.create(pixels, ImageBufferFormat.Rgba, w)!;\r\n const url = imageBufferToPngDataUrl(buffer, false);\r\n openImageDataUrlInNewWindow(url!, \"Classifiers\");\r\n }\r\n\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\r\n gl.deleteFramebuffer(fbo);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Texture2DHandle extends TextureHandle {\r\n private _width: number;\r\n private _height: number;\r\n private _format: GL.Texture.Format;\r\n private _dataType: GL.Texture.DataType;\r\n private _dataBytes?: Uint8Array;\r\n\r\n public get width(): number { return this._width; }\r\n public get height(): number { return this._height; }\r\n public get format(): GL.Texture.Format { return this._format; }\r\n public get dataType(): GL.Texture.DataType { return this._dataType; }\r\n public get dataBytes(): Uint8Array | undefined { return this._dataBytes; }\r\n\r\n /** Bind specified texture handle to specified texture unit. */\r\n public static bindTexture(texUnit: TextureUnit, glTex: WebGLTexture | undefined) {\r\n assert(!(glTex instanceof TextureHandle));\r\n System.instance.bindTexture2d(texUnit, glTex);\r\n }\r\n\r\n /** Bind the specified texture to a uniform sampler2D */\r\n public static bindSampler(uniform: UniformHandle, tex: WebGLTexture, unit: TextureUnit): void {\r\n assert(!(tex instanceof TextureHandle));\r\n this.bindTexture(unit, tex);\r\n uniform.setUniform1i(unit - TextureUnit.Zero);\r\n }\r\n\r\n /** Bind texture handle (if available) associated with an instantiation of this class to specified texture unit. */\r\n public bind(texUnit: TextureUnit): boolean {\r\n if (undefined === this._glTexture)\r\n return false;\r\n Texture2DHandle.bindTexture(texUnit, this._glTexture);\r\n return true;\r\n }\r\n\r\n /** Bind this texture to a uniform sampler2D */\r\n public bindSampler(uniform: UniformHandle, unit: TextureUnit): void {\r\n if (undefined !== this._glTexture)\r\n Texture2DHandle.bindSampler(uniform, this._glTexture, unit);\r\n }\r\n\r\n /** Update the 2D texture contents. */\r\n public update(updater: Texture2DDataUpdater): boolean {\r\n if (0 === this.width || 0 === this.height || undefined === this._dataBytes || 0 === this._dataBytes.length) {\r\n assert(false);\r\n return false;\r\n }\r\n\r\n if (!updater.modified)\r\n return false;\r\n\r\n return this.replaceTextureData(this._dataBytes);\r\n }\r\n\r\n /** Replace the 2D texture contents. */\r\n public replaceTextureData(data: Texture2DData): boolean {\r\n assert((GL.Texture.DataType.Float === this._dataType) === (data instanceof Float32Array));\r\n\r\n const tex = this.getHandle()!;\r\n if (undefined === tex)\r\n return false;\r\n\r\n const gl = System.instance.context;\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n\r\n // Go through System to ensure we don't interfere with currently-bound textures!\r\n System.instance.activateTexture2d(TextureUnit.Zero, tex);\r\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, this.width, this.height, this._format, this._dataType, data);\r\n System.instance.bindTexture2d(TextureUnit.Zero, undefined);\r\n\r\n return true;\r\n }\r\n\r\n private static create(params: Texture2DCreateParams): Texture2DHandle | undefined {\r\n const glTex = System.instance.context.createTexture();\r\n return null !== glTex ? new Texture2DHandle(glTex, params) : undefined;\r\n }\r\n\r\n /** Create a texture for use as a color attachment for rendering */\r\n public static override createForAttachment(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType) {\r\n return this.create(Texture2DCreateParams.createForAttachment(width, height, format, dataType));\r\n }\r\n\r\n /** Create a texture to hold non-image data */\r\n public static override createForData(width: number, height: number, data: Texture2DData, wantPreserveData = false, wrapMode = GL.Texture.WrapMode.ClampToEdge, format = GL.Texture.Format.Rgba) {\r\n return this.create(Texture2DCreateParams.createForData(width, height, data, wantPreserveData, wrapMode, format));\r\n }\r\n\r\n /** Create a texture from a bitmap */\r\n public static override createForImageBuffer(image: ImageBuffer, type: RenderTexture.Type) {\r\n if (RenderTexture.Type.TileSection !== type && RenderTexture.Type.ThematicGradient !== type)\r\n assert(isPowerOfTwo(image.width) && isPowerOfTwo(image.height), \"###TODO: Resize image dimensions to powers-of-two if necessary\");\r\n\r\n return this.create(Texture2DCreateParams.createForImageBuffer(image, type));\r\n }\r\n\r\n /** Create a 2D texture from an HTMLImageElement. */\r\n public static override createForImage(image: HTMLImageElement, type: RenderTexture.Type) {\r\n return this.create(Texture2DCreateParams.createForImage(image, type));\r\n }\r\n\r\n /** Create a 2D texture from an ImageBitmap. */\r\n public static override createForImageBitmap(image: ImageBitmap, type: RenderTexture.Type) {\r\n return this.create(Texture2DCreateParams.createForImageBitmap(image, type));\r\n }\r\n\r\n private static _placeHolderTextureData = new Uint8Array([128, 128, 128, 255]);\r\n\r\n public static override createForElement(id: Id64String, imodel: IModelConnection, type: RenderTexture.Type, format: ImageSourceFormat, onLoaded: ExternalTextureLoadCallback) {\r\n // set a placeholder texture while we wait for the external texture to load\r\n const handle = this.createForData(1, 1, this._placeHolderTextureData, undefined, undefined, GL.Texture.Format.Rgba);\r\n\r\n if (undefined === handle)\r\n return undefined;\r\n\r\n // kick off loading the texture from the backend\r\n ExternalTextureLoader.instance.loadTexture(handle, id, imodel, type, format, onLoaded);\r\n\r\n return handle;\r\n }\r\n\r\n public reload(params: Texture2DCreateParams) {\r\n this._width = params.width;\r\n this._height = params.height;\r\n this._format = params.format;\r\n this._dataType = params.dataType;\r\n this._dataBytes = params.dataBytes;\r\n\r\n params.loadImageData(this, params);\r\n }\r\n\r\n private constructor(glTexture: WebGLTexture, params: Texture2DCreateParams) {\r\n super(glTexture);\r\n this._width = params.width;\r\n this._height = params.height;\r\n this._format = params.format;\r\n this._dataType = params.dataType;\r\n this._dataBytes = params.dataBytes;\r\n\r\n params.loadImageData(this, params);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport type ExternalTextureLoadCallback = (req: ExternalTextureRequest, data: TextureData) => void;\r\n\r\n/** @internal */\r\nexport interface ExternalTextureRequest {\r\n handle: Texture2DHandle;\r\n name: Id64String;\r\n imodel: IModelConnection;\r\n type: RenderTexture.Type;\r\n format: ImageSourceFormat;\r\n onLoaded?: ExternalTextureLoadCallback;\r\n}\r\n\r\n/** @internal */\r\ninterface TextureConvertRequest {\r\n req: ExternalTextureRequest;\r\n texData: TextureData;\r\n}\r\n\r\n/** @internal */\r\nexport class ExternalTextureLoader { /* currently exported for tests only */\r\n public static readonly instance = new ExternalTextureLoader(2);\r\n public readonly onTexturesLoaded = new BeEvent<() => void>();\r\n private readonly _maxActiveRequests: number;\r\n private _activeRequests: Array<ExternalTextureRequest> = [];\r\n private _pendingRequests: Array<ExternalTextureRequest> = [];\r\n private _convertRequests: Array<TextureConvertRequest> = [];\r\n private _convertPending = false;\r\n\r\n public get numActiveRequests() { return this._activeRequests.length; }\r\n public get numPendingRequests() { return this._pendingRequests.length; }\r\n public get maxActiveRequests() { return this._maxActiveRequests; }\r\n\r\n private constructor(maxActiveRequests: number) {\r\n this._maxActiveRequests = maxActiveRequests;\r\n }\r\n\r\n private async _nextRequest(prevReq: ExternalTextureRequest) {\r\n this._activeRequests.splice(this._activeRequests.indexOf(prevReq), 1);\r\n if (this._activeRequests.length < this._maxActiveRequests && this._pendingRequests.length > 0) {\r\n const req = this._pendingRequests.shift()!;\r\n await this._activateRequest(req);\r\n }\r\n if (this._activeRequests.length < 1 && this._pendingRequests.length < 1)\r\n this.onTexturesLoaded.raiseEvent();\r\n }\r\n\r\n private async _activateRequest(req: ExternalTextureRequest) {\r\n if (req.imodel.isClosed)\r\n return;\r\n\r\n this._activeRequests.push(req);\r\n\r\n try {\r\n if (!req.imodel.isClosed) {\r\n const maxTextureSize = System.instance.capabilities.maxTexSizeAllow;\r\n const texData = await req.imodel.queryTextureData({ name: req.name, maxTextureSize });\r\n if (undefined !== texData) {\r\n const cnvReq = { req, texData };\r\n this._convertRequests.push(cnvReq);\r\n // _convertPending is used to prevent overlapping calls to _convertTexture (from overlapping calls to _activateRequest)\r\n // it has been put on the list, so if it doesn't get converted here it will get converted by the loop that is converting the current one\r\n do {\r\n if (!this._convertPending)\r\n await this._convertTexture();\r\n } while (!this._convertPending && this._convertRequests.length > 0);\r\n if (!req.imodel.isClosed) {\r\n IModelApp.tileAdmin.invalidateAllScenes();\r\n if (undefined !== req.onLoaded)\r\n req.onLoaded(req, texData);\r\n }\r\n }\r\n }\r\n } catch (_e) { }\r\n\r\n return this._nextRequest(req);\r\n }\r\n\r\n private async _convertTexture(): Promise<void> {\r\n this._convertPending = true;\r\n try {\r\n const cnvReq = this._convertRequests.shift();\r\n if (undefined !== cnvReq) {\r\n const imageSource = new ImageSource(cnvReq.texData.bytes, cnvReq.texData.format);\r\n if (System.instance.capabilities.supportsCreateImageBitmap) {\r\n const blob = new Blob([imageSource.data], { type: getImageSourceMimeType(imageSource.format) });\r\n const image = await createImageBitmap(blob, 0, 0, cnvReq.texData.width, cnvReq.texData.height);\r\n if (!cnvReq.req.imodel.isClosed) {\r\n cnvReq.req.handle.reload(Texture2DCreateParams.createForImageBitmap(image, cnvReq.req.type));\r\n }\r\n } else {\r\n const image = await imageElementFromImageSource(imageSource);\r\n if (!cnvReq.req.imodel.isClosed) {\r\n cnvReq.req.handle.reload(Texture2DCreateParams.createForImage(image, cnvReq.req.type));\r\n }\r\n }\r\n }\r\n } catch (_e) { }\r\n this._convertPending = false;\r\n }\r\n\r\n private _requestExists(reqToCheck: ExternalTextureRequest) {\r\n for (const r of this._activeRequests)\r\n if (reqToCheck.name === r.name && reqToCheck.imodel === r.imodel)\r\n return true;\r\n\r\n for (const r of this._pendingRequests)\r\n if (reqToCheck.name === r.name && reqToCheck.imodel === r.imodel)\r\n return true;\r\n\r\n return false;\r\n }\r\n\r\n public loadTexture(handle: Texture2DHandle, name: Id64String, imodel: IModelConnection, type: RenderTexture.Type, format: ImageSourceFormat, onLoaded?: ExternalTextureLoadCallback) {\r\n const req = { handle, name, imodel, type, format, onLoaded };\r\n if (this._requestExists(req))\r\n return;\r\n\r\n if (this._activeRequests.length + 1 > this._maxActiveRequests) {\r\n this._pendingRequests.push(req);\r\n } else\r\n this._activateRequest(req); // eslint-disable-line @typescript-eslint/no-floating-promises\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class TextureCubeHandle extends TextureHandle {\r\n private _dim: number; // Cubemap texture height and width must match. This must be the same for each of the six faces.\r\n private _format: GL.Texture.Format; // Format must be the same for each of the six faces.\r\n private _dataType: GL.Texture.DataType; // Type must be the same for each of the six faces.\r\n\r\n public get width(): number { return this._dim; }\r\n public get height(): number { return this._dim; }\r\n public get format(): GL.Texture.Format { return this._format; }\r\n public get dataType(): GL.Texture.DataType { return this._dataType; }\r\n public get dataBytes(): Uint8Array | undefined { return undefined; }\r\n\r\n /** Bind specified cubemap texture handle to specified texture unit. */\r\n public static bindTexture(texUnit: TextureUnit, glTex: WebGLTexture | undefined) {\r\n assert(!(glTex instanceof TextureHandle));\r\n System.instance.bindTextureCubeMap(texUnit, glTex);\r\n }\r\n\r\n /** Bind the specified texture to a uniform sampler2D */\r\n public static bindSampler(uniform: UniformHandle, tex: WebGLTexture, unit: TextureUnit): void {\r\n assert(!(tex instanceof TextureHandle));\r\n this.bindTexture(unit, tex);\r\n uniform.setUniform1i(unit - TextureUnit.Zero);\r\n }\r\n\r\n /** Bind texture handle (if available) associated with an instantiation of this class to specified texture unit. */\r\n public bind(texUnit: TextureUnit): boolean {\r\n if (undefined === this._glTexture)\r\n return false;\r\n TextureCubeHandle.bindTexture(texUnit, this._glTexture);\r\n return true;\r\n }\r\n\r\n /** Bind this texture to a uniform sampler2D */\r\n public bindSampler(uniform: UniformHandle, unit: TextureUnit): void {\r\n if (undefined !== this._glTexture)\r\n TextureCubeHandle.bindSampler(uniform, this._glTexture, unit);\r\n }\r\n\r\n private static create(params: TextureCubeCreateParams): TextureHandle | undefined {\r\n const glTex = System.instance.context.createTexture();\r\n return null !== glTex ? new TextureCubeHandle(glTex, params) : undefined;\r\n }\r\n\r\n /** Create a cube map texture from six HTMLImageElement objects. */\r\n public static override createForCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement) {\r\n const params = TextureCubeCreateParams.createForCubeImages(posX, negX, posY, negY, posZ, negZ);\r\n return params !== undefined ? this.create(params) : undefined;\r\n }\r\n\r\n private constructor(glTexture: WebGLTexture, params: TextureCubeCreateParams) {\r\n super(glTexture);\r\n this._dim = params.dim;\r\n this._format = params.format;\r\n this._dataType = params.dataType;\r\n\r\n params.loadImageData(this, params);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Texture2DDataUpdater {\r\n public data: Uint8Array;\r\n public modified: boolean = false;\r\n\r\n public constructor(data: Uint8Array) { this.data = data; }\r\n\r\n public setByteAtIndex(index: number, byte: number) {\r\n assert(index < this.data.length);\r\n if (byte !== this.data[index]) {\r\n this.data[index] = byte;\r\n this.modified = true;\r\n }\r\n }\r\n\r\n public setOvrFlagsAtIndex(index: number, value: OvrFlags) {\r\n assert(index < this.data.length - 1);\r\n assert(value < 0xffff);\r\n this.setByteAtIndex(index, value & 0xff);\r\n this.setByteAtIndex(index + 1, (value & 0xff00) >> 8);\r\n }\r\n\r\n public getByteAtIndex(index: number): number { assert(index < this.data.length); return this.data[index]; }\r\n public getOvrFlagsAtIndex(index: number): OvrFlags {\r\n const lo = this.getByteAtIndex(index);\r\n const hi = this.getByteAtIndex(index + 1);\r\n return lo | (hi << 8);\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, BeEvent, dispose, Id64String } from \"@itwin/core-bentley\";\r\nimport {\r\n ImageBuffer, ImageBufferFormat, ImageSource, ImageSourceFormat, isPowerOfTwo, nextHighestPowerOfTwo, RenderTexture, TextureData, TextureTransparency,\r\n} from \"@itwin/core-common\";\r\nimport { getImageSourceMimeType, imageBufferToPngDataUrl, imageElementFromImageSource, openImageDataUrlInNewWindow } from \"../../ImageUtil\";\r\nimport { IModelConnection } from \"../../IModelConnection\";\r\nimport { IModelApp } from \"../../IModelApp\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { GL } from \"./GL\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { OvrFlags, TextureUnit } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { TextureOwnership } from \"../RenderTexture\";\r\n\r\n/** @internal */\r\nexport type Texture2DData = Uint8Array | Float32Array;\r\n\r\nfunction computeBytesUsed(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType): number {\r\n const bytesPerComponent = GL.Texture.DataType.UnsignedByte === dataType ? 1 : 4;\r\n let componentsPerPixel = 1;\r\n switch (format) {\r\n case GL.Texture.Format.Rgb:\r\n componentsPerPixel = 3;\r\n break;\r\n case GL.Texture.Format.Rgba:\r\n componentsPerPixel = 4;\r\n break;\r\n }\r\n\r\n return width * height * componentsPerPixel * bytesPerComponent;\r\n}\r\n\r\n/** Associate texture data with a WebGLTexture from a canvas, image, OR a bitmap. */\r\nfunction loadTexture2DImageData(handle: TextureHandle, params: Texture2DCreateParams, bytes?: Texture2DData, source?: TexImageSource): void {\r\n handle.bytesUsed = undefined !== bytes ? bytes.byteLength : computeBytesUsed(params.width, params.height, params.format, params.dataType);\r\n\r\n const tex = handle.getHandle()!;\r\n const gl = System.instance.context;\r\n\r\n // Use tightly packed data\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n\r\n // Bind the texture object; make sure we do not interfere with other active textures\r\n System.instance.activateTexture2d(TextureUnit.Zero, tex);\r\n\r\n // Figure out the internal format. For all but WebGL2 float/half-float datatypes it is just same as format.\r\n // TODO: probably need to just support internal format types in Texture2DCreateParams.\r\n let internalFormat = params.format;\r\n if (System.instance.capabilities.isWebGL2) {\r\n const context2 = System.instance.context as WebGL2RenderingContext;\r\n if (GL.Texture.Format.Rgba === params.format) {\r\n if (GL.Texture.DataType.Float === params.dataType)\r\n internalFormat = context2.RGBA32F;\r\n else if (context2.HALF_FLOAT === params.dataType)\r\n internalFormat = context2.RGBA16F;\r\n } else if (GL.Texture.Format.DepthStencil === params.format)\r\n internalFormat = context2.DEPTH24_STENCIL8;\r\n }\r\n\r\n // send the texture data\r\n if (undefined !== source) {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, params.format, params.dataType, source);\r\n } else {\r\n const pixelData = undefined !== bytes ? bytes : null;\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, params.width, params.height, 0, params.format, params.dataType, pixelData);\r\n }\r\n\r\n if (params.useMipMaps) {\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n } else {\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, params.interpolate ? gl.LINEAR : gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, params.interpolate ? gl.LINEAR : gl.NEAREST);\r\n }\r\n if (params.anisotropicFilter) {\r\n System.instance.setMaxAnisotropy(params.anisotropicFilter);\r\n }\r\n\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, params.wrapMode);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, params.wrapMode);\r\n\r\n System.instance.bindTexture2d(TextureUnit.Zero, undefined);\r\n}\r\n\r\nfunction loadTextureFromBytes(handle: TextureHandle, params: Texture2DCreateParams, bytes?: Texture2DData): void {\r\n loadTexture2DImageData(handle, params, bytes);\r\n}\r\n\r\n/** Associate cube texture data with a WebGLTexture from an image. */\r\nfunction loadTextureCubeImageData(handle: TextureHandle, params: TextureCubeCreateParams, images: TexImageSource[]): void {\r\n handle.bytesUsed = computeBytesUsed(params.dim * 6, params.dim, params.format, params.dataType);\r\n\r\n const tex = handle.getHandle()!;\r\n const gl = System.instance.context;\r\n\r\n // Use tightly packed data\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n\r\n // Bind the texture object; make sure we do not interfere with other active textures\r\n System.instance.activateTextureCubeMap(TextureUnit.Zero, tex);\r\n\r\n const cubeTargets: number[] = [GL.Texture.Target.CubeMapPositiveX, GL.Texture.Target.CubeMapNegativeX, GL.Texture.Target.CubeMapPositiveY, GL.Texture.Target.CubeMapNegativeY, GL.Texture.Target.CubeMapPositiveZ, GL.Texture.Target.CubeMapNegativeZ];\r\n\r\n for (let i = 0; i < 6; i++) {\r\n gl.texImage2D(cubeTargets[i], 0, params.format, params.format, params.dataType, images[i]);\r\n }\r\n\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_WRAP_S, params.wrapMode);\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_WRAP_T, params.wrapMode);\r\n // gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_WRAP_R, params.wrapMode); // Unavailable in GLES2\r\n\r\n System.instance.bindTextureCubeMap(TextureUnit.Zero, undefined);\r\n}\r\n\r\ntype TextureFlag = true | undefined;\r\ntype TextureAnisotropicFilter = number | undefined;\r\ntype Load2DImageData = (handle: TextureHandle, params: Texture2DCreateParams) => void;\r\ntype LoadCubeImageData = (handle: TextureHandle, params: TextureCubeCreateParams) => void;\r\n\r\ninterface TextureImageProperties {\r\n wrapMode: GL.Texture.WrapMode;\r\n useMipMaps: TextureFlag;\r\n interpolate: TextureFlag;\r\n format: GL.Texture.Format;\r\n anisotropicFilter: TextureAnisotropicFilter;\r\n}\r\n\r\n/** @internal */\r\nexport interface TextureParams {\r\n type: RenderTexture.Type;\r\n ownership?: TextureOwnership;\r\n transparency: TextureTransparency;\r\n handle: TextureHandle;\r\n}\r\n\r\n/** Wrapper class for a WebGL texture handle and parameters specific to an individual texture.\r\n * @internal\r\n */\r\nexport class Texture extends RenderTexture implements WebGLDisposable {\r\n public readonly texture: TextureHandle;\r\n public readonly ownership?: TextureOwnership;\r\n public transparency: TextureTransparency;\r\n\r\n public get bytesUsed(): number { return this.texture.bytesUsed; }\r\n public get hasOwner(): boolean { return undefined !== this.ownership; }\r\n public get key(): string | undefined {\r\n return typeof this.ownership !== \"string\" && typeof this.ownership?.key === \"string\" ? this.ownership.key : undefined;\r\n }\r\n\r\n public constructor(params: TextureParams) {\r\n super(params.type);\r\n this.ownership = params.ownership;\r\n this.texture = params.handle;\r\n this.transparency = params.handle.format === GL.Texture.Format.Rgba ? params.transparency : TextureTransparency.Opaque;\r\n }\r\n\r\n public get isDisposed(): boolean { return this.texture.isDisposed; }\r\n\r\n /** Free this object in the WebGL wrapper. */\r\n public dispose() {\r\n dispose(this.texture);\r\n }\r\n}\r\n\r\nfunction getDataType(data: Texture2DData): GL.Texture.DataType {\r\n return data instanceof Float32Array ? GL.Texture.DataType.Float : GL.Texture.DataType.UnsignedByte;\r\n}\r\n\r\n/** Parameters used internally to define how to create a texture for use with WebGL. */\r\nclass Texture2DCreateParams {\r\n private constructor(\r\n public width: number,\r\n public height: number,\r\n public format: GL.Texture.Format,\r\n public dataType: GL.Texture.DataType,\r\n public wrapMode: GL.Texture.WrapMode,\r\n public loadImageData: Load2DImageData,\r\n public useMipMaps?: TextureFlag,\r\n public interpolate?: TextureFlag,\r\n public anisotropicFilter?: TextureAnisotropicFilter,\r\n public dataBytes?: Uint8Array) { }\r\n\r\n public static createForData(width: number, height: number, data: Texture2DData, preserveData = false, wrapMode = GL.Texture.WrapMode.ClampToEdge, format = GL.Texture.Format.Rgba) {\r\n const bytes = (preserveData && data instanceof Uint8Array) ? data : undefined;\r\n return new Texture2DCreateParams(width, height, format, getDataType(data), wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTextureFromBytes(tex, params, data), undefined, undefined, undefined, bytes);\r\n }\r\n\r\n public static createForImageBuffer(image: ImageBuffer, type: RenderTexture.Type) {\r\n const props = this.getImageProperties(type);\r\n if (ImageBufferFormat.Rgb === image.format)\r\n props.format = GL.Texture.Format.Rgb;\r\n\r\n return new Texture2DCreateParams(image.width, image.height, props.format, GL.Texture.DataType.UnsignedByte, props.wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTextureFromBytes(tex, params, image.data), props.useMipMaps, props.interpolate);\r\n }\r\n\r\n public static createForAttachment(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType) {\r\n return new Texture2DCreateParams(width, height, format, dataType, GL.Texture.WrapMode.ClampToEdge,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTextureFromBytes(tex, params), undefined, undefined);\r\n }\r\n\r\n public static createForImage(image: HTMLImageElement, type: RenderTexture.Type) {\r\n const props = this.getImageProperties(type);\r\n\r\n let targetWidth = image.naturalWidth;\r\n let targetHeight = image.naturalHeight;\r\n\r\n const caps = System.instance.capabilities;\r\n if (RenderTexture.Type.Glyph === type) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n } else if (!caps.supportsNonPowerOf2Textures && (!isPowerOfTwo(targetWidth) || !isPowerOfTwo(targetHeight))) {\r\n if (GL.Texture.WrapMode.ClampToEdge === props.wrapMode) {\r\n // NPOT are supported but not mipmaps\r\n // Probably on poor hardware so I choose to disable mipmaps for lower memory usage over quality. If quality is required we need to resize the image to a pow of 2.\r\n // Above comment is not necessarily true - WebGL doesn't support NPOT mipmapping, only supporting base NPOT caps\r\n props.useMipMaps = undefined;\r\n } else if (GL.Texture.WrapMode.Repeat === props.wrapMode) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n }\r\n }\r\n\r\n // Cap texture dimensions to system WebGL capabilities\r\n const maxTexSize = System.instance.capabilities.maxTextureSize;\r\n targetWidth = Math.min(targetWidth, maxTexSize);\r\n targetHeight = Math.min(targetHeight, maxTexSize);\r\n\r\n let element: TexImageSource = image;\r\n if (targetWidth !== image.naturalWidth || targetHeight !== image.naturalHeight) {\r\n // Resize so dimensions are powers-of-two\r\n const canvas = document.createElement(\"canvas\");\r\n canvas.width = targetWidth;\r\n canvas.height = targetHeight;\r\n\r\n const context = canvas.getContext(\"2d\")!;\r\n context.drawImage(image, 0, 0, canvas.width, canvas.height);\r\n\r\n element = canvas;\r\n }\r\n\r\n return new Texture2DCreateParams(targetWidth, targetHeight, props.format, GL.Texture.DataType.UnsignedByte, props.wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTexture2DImageData(tex, params, undefined, element), props.useMipMaps, props.interpolate, props.anisotropicFilter);\r\n }\r\n\r\n public static createForImageBitmap(image: ImageBitmap, type: RenderTexture.Type) {\r\n const props = this.getImageProperties(type);\r\n\r\n let targetWidth = image.width;\r\n let targetHeight = image.height;\r\n\r\n const caps = System.instance.capabilities;\r\n if (RenderTexture.Type.Glyph === type) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n } else if (!caps.supportsNonPowerOf2Textures && (!isPowerOfTwo(targetWidth) || !isPowerOfTwo(targetHeight))) {\r\n if (GL.Texture.WrapMode.ClampToEdge === props.wrapMode) {\r\n // NPOT are supported but not mipmaps\r\n // Probably on poor hardware so I choose to disable mipmaps for lower memory usage over quality. If quality is required we need to resize the image to a pow of 2.\r\n // Above comment is not necessarily true - WebGL doesn't support NPOT mipmapping, only supporting base NPOT caps\r\n props.useMipMaps = undefined;\r\n } else if (GL.Texture.WrapMode.Repeat === props.wrapMode) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n }\r\n }\r\n\r\n // If we have to resize, use a canvas\r\n let source: TexImageSource = image;\r\n if (image.width !== targetWidth || image.height !== targetHeight) {\r\n const canvas = document.createElement(\"canvas\");\r\n canvas.width = targetWidth;\r\n canvas.height = targetHeight;\r\n const context = canvas.getContext(\"2d\")!;\r\n context.drawImage(image, 0, 0, canvas.width, canvas.height);\r\n\r\n source = canvas;\r\n }\r\n\r\n return new Texture2DCreateParams(targetWidth, targetHeight, props.format, GL.Texture.DataType.UnsignedByte, props.wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTexture2DImageData(tex, params, undefined, source), props.useMipMaps, props.interpolate, props.anisotropicFilter);\r\n }\r\n\r\n private static getImageProperties(type: RenderTexture.Type): TextureImageProperties {\r\n const isSky = RenderTexture.Type.SkyBox === type;\r\n const isTile = RenderTexture.Type.TileSection === type;\r\n const isThematic = RenderTexture.Type.ThematicGradient === type;\r\n const isFilteredTile = RenderTexture.Type.FilteredTileSection === type;\r\n const maxAnisotropicFilterLevel = 16;\r\n\r\n const wrapMode = RenderTexture.Type.Normal === type ? GL.Texture.WrapMode.Repeat : GL.Texture.WrapMode.ClampToEdge;\r\n const useMipMaps: TextureFlag = (!isSky && !isTile && !isFilteredTile && !isThematic) ? true : undefined;\r\n const interpolate: TextureFlag = isThematic ? undefined : true;\r\n const anisotropicFilter = isFilteredTile ? maxAnisotropicFilterLevel : undefined;\r\n\r\n // Always use RGBA. RGB is much slower and almost certainly does not actually save any GPU memory.\r\n const format = GL.Texture.Format.Rgba;\r\n\r\n return { format, wrapMode, useMipMaps, interpolate, anisotropicFilter };\r\n }\r\n\r\n public static readonly placeholderParams = new Texture2DCreateParams(1, 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte, GL.Texture.WrapMode.ClampToEdge,\r\n (_tex: TextureHandle, _params: Texture2DCreateParams) => undefined);\r\n}\r\n\r\nclass TextureCubeCreateParams {\r\n private constructor(\r\n public dim: number,\r\n public format: GL.Texture.Format,\r\n public dataType: GL.Texture.DataType,\r\n public wrapMode: GL.Texture.WrapMode,\r\n public loadImageData: LoadCubeImageData) { }\r\n\r\n public static createForCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement): TextureCubeCreateParams | undefined {\r\n const targetDim = posX.naturalWidth;\r\n\r\n if (posX.naturalHeight !== targetDim) // Cube texture dimensions must match (width must equal height)\r\n return undefined;\r\n\r\n const images: HTMLImageElement[] = [posX, negX, posY, negY, posZ, negZ];\r\n\r\n for (let i = 1; i < images.length; i++) { // Dimensions of all six sides must match each other\r\n if (images[i].naturalWidth !== targetDim || images[i].naturalHeight !== targetDim)\r\n return undefined;\r\n }\r\n\r\n return new TextureCubeCreateParams(targetDim, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte, GL.Texture.WrapMode.ClampToEdge,\r\n (tex: TextureHandle, params: TextureCubeCreateParams) => loadTextureCubeImageData(tex, params, images));\r\n }\r\n}\r\n\r\n/** Wraps a WebGLTextureHandle\r\n * @internal\r\n */\r\nexport abstract class TextureHandle implements WebGLDisposable {\r\n protected _glTexture?: WebGLTexture;\r\n protected _bytesUsed = 0;\r\n\r\n public abstract get width(): number;\r\n public abstract get height(): number;\r\n public abstract get format(): GL.Texture.Format;\r\n public abstract get dataType(): GL.Texture.DataType;\r\n public abstract get dataBytes(): Uint8Array | undefined;\r\n public get bytesUsed(): number { return this._bytesUsed; }\r\n public set bytesUsed(bytesUsed: number) {\r\n // assert(0 === this.bytesUsed);\r\n this._bytesUsed = bytesUsed;\r\n }\r\n\r\n /** Get the WebGLTexture for this TextureHandle. */\r\n public getHandle(): WebGLTexture | undefined { return this._glTexture; }\r\n\r\n /** Bind texture handle (if available) associated with an instantiation of this class to specified texture unit. */\r\n public abstract bind(_texUnit: TextureUnit): boolean;\r\n\r\n /** Bind this texture to a uniform sampler. */\r\n public abstract bindSampler(_uniform: UniformHandle, _unit: TextureUnit): void;\r\n\r\n public get isDisposed(): boolean { return this._glTexture === undefined; }\r\n\r\n public dispose() {\r\n if (!this.isDisposed) {\r\n System.instance.disposeTexture(this._glTexture!);\r\n this._glTexture = undefined;\r\n this.bytesUsed = 0;\r\n }\r\n }\r\n\r\n /** Create a 2D texture for use as a color attachment for rendering */\r\n public static createForAttachment(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType) {\r\n return Texture2DHandle.createForAttachment(width, height, format, dataType);\r\n }\r\n\r\n /** Create a 2D texture to hold non-image data */\r\n public static createForData(width: number, height: number, data: Texture2DData, wantPreserveData = false, wrapMode = GL.Texture.WrapMode.ClampToEdge, format = GL.Texture.Format.Rgba) {\r\n return Texture2DHandle.createForData(width, height, data, wantPreserveData, wrapMode, format);\r\n }\r\n\r\n /** Create a 2D texture from a bitmap */\r\n public static createForImageBuffer(image: ImageBuffer, type: RenderTexture.Type) {\r\n return Texture2DHandle.createForImageBuffer(image, type);\r\n }\r\n\r\n /** Create a 2D texture from an HTMLImageElement. */\r\n public static createForImage(image: HTMLImageElement, type: RenderTexture.Type) {\r\n return Texture2DHandle.createForImage(image, type);\r\n }\r\n\r\n /** Create a 2D texture from an ImageBitmap. */\r\n public static createForImageBitmap(image: ImageBitmap, type: RenderTexture.Type) {\r\n return Texture2DHandle.createForImageBitmap(image, type);\r\n }\r\n\r\n /** Create a cube map texture from six HTMLImageElement objects. */\r\n public static createForCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement) {\r\n return TextureCubeHandle.createForCubeImages(posX, negX, posY, negY, posZ, negZ);\r\n }\r\n\r\n public static createForElement(id: Id64String, imodel: IModelConnection, type: RenderTexture.Type, format: ImageSourceFormat, onLoaded: ExternalTextureLoadCallback) {\r\n return Texture2DHandle.createForElement(id, imodel, type, format, onLoaded);\r\n }\r\n\r\n protected constructor(glTexture: WebGLTexture) {\r\n this._glTexture = glTexture;\r\n }\r\n\r\n /** For debugging purposes, open a new window containing this texture as an image. */\r\n public showDebugImage(): void {\r\n const gl = System.instance.context;\r\n const fbo = gl.createFramebuffer();\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.getHandle()!, 0);\r\n if (gl.FRAMEBUFFER_COMPLETE === gl.checkFramebufferStatus(gl.FRAMEBUFFER)) {\r\n const w = this.width;\r\n const h = this.height;\r\n const pixels = new Uint8Array(w * h * 4);\r\n gl.readPixels(0, 0, w, h, gl.RGBA, gl.UNSIGNED_BYTE, pixels);\r\n\r\n const buffer = ImageBuffer.create(pixels, ImageBufferFormat.Rgba, w)!;\r\n const url = imageBufferToPngDataUrl(buffer, false);\r\n openImageDataUrlInNewWindow(url!, \"Classifiers\");\r\n }\r\n\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\r\n gl.deleteFramebuffer(fbo);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Texture2DHandle extends TextureHandle {\r\n private _width: number;\r\n private _height: number;\r\n private _format: GL.Texture.Format;\r\n private _dataType: GL.Texture.DataType;\r\n private _dataBytes?: Uint8Array;\r\n\r\n public get width(): number { return this._width; }\r\n public get height(): number { return this._height; }\r\n public get format(): GL.Texture.Format { return this._format; }\r\n public get dataType(): GL.Texture.DataType { return this._dataType; }\r\n public get dataBytes(): Uint8Array | undefined { return this._dataBytes; }\r\n\r\n /** Bind specified texture handle to specified texture unit. */\r\n public static bindTexture(texUnit: TextureUnit, glTex: WebGLTexture | undefined) {\r\n assert(!(glTex instanceof TextureHandle));\r\n System.instance.bindTexture2d(texUnit, glTex);\r\n }\r\n\r\n /** Bind the specified texture to a uniform sampler2D */\r\n public static bindSampler(uniform: UniformHandle, tex: WebGLTexture, unit: TextureUnit): void {\r\n assert(!(tex instanceof TextureHandle));\r\n this.bindTexture(unit, tex);\r\n uniform.setUniform1i(unit - TextureUnit.Zero);\r\n }\r\n\r\n /** Bind texture handle (if available) associated with an instantiation of this class to specified texture unit. */\r\n public bind(texUnit: TextureUnit): boolean {\r\n if (undefined === this._glTexture)\r\n return false;\r\n Texture2DHandle.bindTexture(texUnit, this._glTexture);\r\n return true;\r\n }\r\n\r\n /** Bind this texture to a uniform sampler2D */\r\n public bindSampler(uniform: UniformHandle, unit: TextureUnit): void {\r\n if (undefined !== this._glTexture)\r\n Texture2DHandle.bindSampler(uniform, this._glTexture, unit);\r\n }\r\n\r\n /** Update the 2D texture contents. */\r\n public update(updater: Texture2DDataUpdater): boolean {\r\n if (0 === this.width || 0 === this.height || undefined === this._dataBytes || 0 === this._dataBytes.length) {\r\n assert(false);\r\n return false;\r\n }\r\n\r\n if (!updater.modified)\r\n return false;\r\n\r\n return this.replaceTextureData(this._dataBytes);\r\n }\r\n\r\n /** Replace the 2D texture contents. */\r\n public replaceTextureData(data: Texture2DData): boolean {\r\n assert((GL.Texture.DataType.Float === this._dataType) === (data instanceof Float32Array));\r\n\r\n const tex = this.getHandle()!;\r\n if (undefined === tex)\r\n return false;\r\n\r\n const gl = System.instance.context;\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n\r\n // Go through System to ensure we don't interfere with currently-bound textures!\r\n System.instance.activateTexture2d(TextureUnit.Zero, tex);\r\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, this.width, this.height, this._format, this._dataType, data);\r\n System.instance.bindTexture2d(TextureUnit.Zero, undefined);\r\n\r\n return true;\r\n }\r\n\r\n private static create(params: Texture2DCreateParams): Texture2DHandle | undefined {\r\n const glTex = System.instance.context.createTexture();\r\n return null !== glTex ? new Texture2DHandle(glTex, params) : undefined;\r\n }\r\n\r\n /** Create a texture for use as a color attachment for rendering */\r\n public static override createForAttachment(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType) {\r\n return this.create(Texture2DCreateParams.createForAttachment(width, height, format, dataType));\r\n }\r\n\r\n /** Create a texture to hold non-image data */\r\n public static override createForData(width: number, height: number, data: Texture2DData, wantPreserveData = false, wrapMode = GL.Texture.WrapMode.ClampToEdge, format = GL.Texture.Format.Rgba) {\r\n return this.create(Texture2DCreateParams.createForData(width, height, data, wantPreserveData, wrapMode, format));\r\n }\r\n\r\n /** Create a texture from a bitmap */\r\n public static override createForImageBuffer(image: ImageBuffer, type: RenderTexture.Type) {\r\n if (RenderTexture.Type.TileSection !== type && RenderTexture.Type.ThematicGradient !== type)\r\n assert(isPowerOfTwo(image.width) && isPowerOfTwo(image.height), \"###TODO: Resize image dimensions to powers-of-two if necessary\");\r\n\r\n return this.create(Texture2DCreateParams.createForImageBuffer(image, type));\r\n }\r\n\r\n /** Create a 2D texture from an HTMLImageElement. */\r\n public static override createForImage(image: HTMLImageElement, type: RenderTexture.Type) {\r\n return this.create(Texture2DCreateParams.createForImage(image, type));\r\n }\r\n\r\n /** Create a 2D texture from an ImageBitmap. */\r\n public static override createForImageBitmap(image: ImageBitmap, type: RenderTexture.Type) {\r\n return this.create(Texture2DCreateParams.createForImageBitmap(image, type));\r\n }\r\n\r\n private static _placeHolderTextureData = new Uint8Array([128, 128, 128, 255]);\r\n\r\n public static override createForElement(id: Id64String, imodel: IModelConnection, type: RenderTexture.Type, format: ImageSourceFormat, onLoaded: ExternalTextureLoadCallback) {\r\n // set a placeholder texture while we wait for the external texture to load\r\n const handle = this.createForData(1, 1, this._placeHolderTextureData, undefined, undefined, GL.Texture.Format.Rgba);\r\n\r\n if (undefined === handle)\r\n return undefined;\r\n\r\n // kick off loading the texture from the backend\r\n ExternalTextureLoader.instance.loadTexture(handle, id, imodel, type, format, onLoaded);\r\n\r\n return handle;\r\n }\r\n\r\n public reload(params: Texture2DCreateParams) {\r\n this._width = params.width;\r\n this._height = params.height;\r\n this._format = params.format;\r\n this._dataType = params.dataType;\r\n this._dataBytes = params.dataBytes;\r\n\r\n params.loadImageData(this, params);\r\n }\r\n\r\n private constructor(glTexture: WebGLTexture, params: Texture2DCreateParams) {\r\n super(glTexture);\r\n this._width = params.width;\r\n this._height = params.height;\r\n this._format = params.format;\r\n this._dataType = params.dataType;\r\n this._dataBytes = params.dataBytes;\r\n\r\n params.loadImageData(this, params);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport type ExternalTextureLoadCallback = (req: ExternalTextureRequest, data: TextureData) => void;\r\n\r\n/** @internal */\r\nexport interface ExternalTextureRequest {\r\n handle: Texture2DHandle;\r\n name: Id64String;\r\n imodel: IModelConnection;\r\n type: RenderTexture.Type;\r\n format: ImageSourceFormat;\r\n onLoaded?: ExternalTextureLoadCallback;\r\n}\r\n\r\n/** @internal */\r\ninterface TextureConvertRequest {\r\n req: ExternalTextureRequest;\r\n texData: TextureData;\r\n}\r\n\r\n/** @internal */\r\nexport class ExternalTextureLoader { /* currently exported for tests only */\r\n public static readonly instance = new ExternalTextureLoader(2);\r\n public readonly onTexturesLoaded = new BeEvent<() => void>();\r\n private readonly _maxActiveRequests: number;\r\n private _activeRequests: Array<ExternalTextureRequest> = [];\r\n private _pendingRequests: Array<ExternalTextureRequest> = [];\r\n private _convertRequests: Array<TextureConvertRequest> = [];\r\n private _convertPending = false;\r\n\r\n public get numActiveRequests() { return this._activeRequests.length; }\r\n public get numPendingRequests() { return this._pendingRequests.length; }\r\n public get maxActiveRequests() { return this._maxActiveRequests; }\r\n\r\n private constructor(maxActiveRequests: number) {\r\n this._maxActiveRequests = maxActiveRequests;\r\n }\r\n\r\n private async _nextRequest(prevReq: ExternalTextureRequest) {\r\n this._activeRequests.splice(this._activeRequests.indexOf(prevReq), 1);\r\n if (this._activeRequests.length < this._maxActiveRequests && this._pendingRequests.length > 0) {\r\n const req = this._pendingRequests.shift()!;\r\n await this._activateRequest(req);\r\n }\r\n if (this._activeRequests.length < 1 && this._pendingRequests.length < 1)\r\n this.onTexturesLoaded.raiseEvent();\r\n }\r\n\r\n private async _activateRequest(req: ExternalTextureRequest) {\r\n if (req.imodel.isClosed)\r\n return;\r\n\r\n this._activeRequests.push(req);\r\n\r\n try {\r\n if (!req.imodel.isClosed) {\r\n const maxTextureSize = System.instance.capabilities.maxTexSizeAllow;\r\n const texData = await req.imodel.queryTextureData({ name: req.name, maxTextureSize });\r\n if (undefined !== texData) {\r\n const cnvReq = { req, texData };\r\n this._convertRequests.push(cnvReq);\r\n // _convertPending is used to prevent overlapping calls to _convertTexture (from overlapping calls to _activateRequest)\r\n // it has been put on the list, so if it doesn't get converted here it will get converted by the loop that is converting the current one\r\n do {\r\n if (!this._convertPending)\r\n await this._convertTexture();\r\n } while (!this._convertPending && this._convertRequests.length > 0);\r\n if (!req.imodel.isClosed) {\r\n IModelApp.tileAdmin.invalidateAllScenes();\r\n if (undefined !== req.onLoaded)\r\n req.onLoaded(req, texData);\r\n }\r\n }\r\n }\r\n } catch (_e) { }\r\n\r\n return this._nextRequest(req);\r\n }\r\n\r\n private async _convertTexture(): Promise<void> {\r\n this._convertPending = true;\r\n try {\r\n const cnvReq = this._convertRequests.shift();\r\n if (undefined !== cnvReq) {\r\n const imageSource = new ImageSource(cnvReq.texData.bytes, cnvReq.texData.format);\r\n if (System.instance.capabilities.supportsCreateImageBitmap) {\r\n const blob = new Blob([imageSource.data], { type: getImageSourceMimeType(imageSource.format) });\r\n const image = await createImageBitmap(blob, 0, 0, cnvReq.texData.width, cnvReq.texData.height);\r\n if (!cnvReq.req.imodel.isClosed) {\r\n cnvReq.req.handle.reload(Texture2DCreateParams.createForImageBitmap(image, cnvReq.req.type));\r\n }\r\n } else {\r\n const image = await imageElementFromImageSource(imageSource);\r\n if (!cnvReq.req.imodel.isClosed) {\r\n cnvReq.req.handle.reload(Texture2DCreateParams.createForImage(image, cnvReq.req.type));\r\n }\r\n }\r\n }\r\n } catch (_e) { }\r\n this._convertPending = false;\r\n }\r\n\r\n private _requestExists(reqToCheck: ExternalTextureRequest) {\r\n for (const r of this._activeRequests)\r\n if (reqToCheck.name === r.name && reqToCheck.imodel === r.imodel)\r\n return true;\r\n\r\n for (const r of this._pendingRequests)\r\n if (reqToCheck.name === r.name && reqToCheck.imodel === r.imodel)\r\n return true;\r\n\r\n return false;\r\n }\r\n\r\n public loadTexture(handle: Texture2DHandle, name: Id64String, imodel: IModelConnection, type: RenderTexture.Type, format: ImageSourceFormat, onLoaded?: ExternalTextureLoadCallback) {\r\n const req = { handle, name, imodel, type, format, onLoaded };\r\n if (this._requestExists(req))\r\n return;\r\n\r\n if (this._activeRequests.length + 1 > this._maxActiveRequests) {\r\n this._pendingRequests.push(req);\r\n } else\r\n this._activateRequest(req); // eslint-disable-line @typescript-eslint/no-floating-promises\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class TextureCubeHandle extends TextureHandle {\r\n private _dim: number; // Cubemap texture height and width must match. This must be the same for each of the six faces.\r\n private _format: GL.Texture.Format; // Format must be the same for each of the six faces.\r\n private _dataType: GL.Texture.DataType; // Type must be the same for each of the six faces.\r\n\r\n public get width(): number { return this._dim; }\r\n public get height(): number { return this._dim; }\r\n public get format(): GL.Texture.Format { return this._format; }\r\n public get dataType(): GL.Texture.DataType { return this._dataType; }\r\n public get dataBytes(): Uint8Array | undefined { return undefined; }\r\n\r\n /** Bind specified cubemap texture handle to specified texture unit. */\r\n public static bindTexture(texUnit: TextureUnit, glTex: WebGLTexture | undefined) {\r\n assert(!(glTex instanceof TextureHandle));\r\n System.instance.bindTextureCubeMap(texUnit, glTex);\r\n }\r\n\r\n /** Bind the specified texture to a uniform sampler2D */\r\n public static bindSampler(uniform: UniformHandle, tex: WebGLTexture, unit: TextureUnit): void {\r\n assert(!(tex instanceof TextureHandle));\r\n this.bindTexture(unit, tex);\r\n uniform.setUniform1i(unit - TextureUnit.Zero);\r\n }\r\n\r\n /** Bind texture handle (if available) associated with an instantiation of this class to specified texture unit. */\r\n public bind(texUnit: TextureUnit): boolean {\r\n if (undefined === this._glTexture)\r\n return false;\r\n TextureCubeHandle.bindTexture(texUnit, this._glTexture);\r\n return true;\r\n }\r\n\r\n /** Bind this texture to a uniform sampler2D */\r\n public bindSampler(uniform: UniformHandle, unit: TextureUnit): void {\r\n if (undefined !== this._glTexture)\r\n TextureCubeHandle.bindSampler(uniform, this._glTexture, unit);\r\n }\r\n\r\n private static create(params: TextureCubeCreateParams): TextureHandle | undefined {\r\n const glTex = System.instance.context.createTexture();\r\n return null !== glTex ? new TextureCubeHandle(glTex, params) : undefined;\r\n }\r\n\r\n /** Create a cube map texture from six HTMLImageElement objects. */\r\n public static override createForCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement) {\r\n const params = TextureCubeCreateParams.createForCubeImages(posX, negX, posY, negY, posZ, negZ);\r\n return params !== undefined ? this.create(params) : undefined;\r\n }\r\n\r\n private constructor(glTexture: WebGLTexture, params: TextureCubeCreateParams) {\r\n super(glTexture);\r\n this._dim = params.dim;\r\n this._format = params.format;\r\n this._dataType = params.dataType;\r\n\r\n params.loadImageData(this, params);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Texture2DDataUpdater {\r\n public data: Uint8Array;\r\n public modified: boolean = false;\r\n\r\n public constructor(data: Uint8Array) { this.data = data; }\r\n\r\n public setByteAtIndex(index: number, byte: number) {\r\n assert(index < this.data.length);\r\n if (byte !== this.data[index]) {\r\n this.data[index] = byte;\r\n this.modified = true;\r\n }\r\n }\r\n\r\n public setOvrFlagsAtIndex(index: number, value: OvrFlags) {\r\n assert(index < this.data.length - 1);\r\n assert(value < 0xffff);\r\n this.setByteAtIndex(index, value & 0xff);\r\n this.setByteAtIndex(index + 1, (value & 0xff00) >> 8);\r\n }\r\n\r\n public getByteAtIndex(index: number): number {\r\n assert(index < this.data.length);\r\n return this.data[index];\r\n }\r\n\r\n public getOvrFlagsAtIndex(index: number): OvrFlags {\r\n const lo = this.getByteAtIndex(index);\r\n const hi = this.getByteAtIndex(index + 1);\r\n return lo | (hi << 8);\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
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@@ -68,8 +68,14 @@ export class ThematicSensors {
68
68
  this._update(viewMatrix);
69
69
  }
70
70
  }
71
- appendFloat(value) { this._view.setFloat32(this._curPos, value, true); this.advance(4); }
72
- appendUint8(value) { this._view.setUint8(this._curPos, value); this.advance(1); }
71
+ appendFloat(value) {
72
+ this._view.setFloat32(this._curPos, value, true);
73
+ this.advance(4);
74
+ }
75
+ appendUint8(value) {
76
+ this._view.setUint8(this._curPos, value);
77
+ this.advance(1);
78
+ }
73
79
  advance(numBytes) { this._curPos += numBytes; }
74
80
  reset() { this._curPos = 0; }
75
81
  appendValues(a, b, c, d) {
@@ -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, dispose } from \"@itwin/core-bentley\";\r\nimport { Point3d, Range3d, Transform } from \"@itwin/core-geometry\";\r\nimport { ThematicDisplaySensor, ThematicDisplaySensorSettings } from \"@itwin/core-common\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { GL } from \"./GL\";\r\nimport { System } from \"./System\";\r\nimport { Texture2DData, Texture2DHandle } from \"./Texture\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { TextureUnit } from \"./RenderFlags\";\r\nimport { Target } from \"./Target\";\r\n\r\n/** @internal */\r\ninterface ThematicSensorsTexture {\r\n readonly handle: Texture2DHandle;\r\n readonly data: Texture2DData;\r\n}\r\n\r\n/** Maintains a texture representing a list of thematic sensors.\r\n * @internal\r\n */\r\nexport abstract class ThematicSensors implements WebGLDisposable {\r\n private readonly _texture: ThematicSensorsTexture;\r\n /** Used for writing to texture data. */\r\n private readonly _view: DataView;\r\n /** Position at which to write next texture data. */\r\n private _curPos: number = 0;\r\n\r\n public readonly target: Target;\r\n public readonly range: Range3d;\r\n public readonly sensorSettings?: ThematicDisplaySensorSettings;\r\n\r\n public get numSensors(): number { return this._sensors.length; }\r\n\r\n private _sensors: ThematicDisplaySensor[];\r\n private readonly _viewMatrix = Transform.createIdentity();\r\n\r\n public matchesTarget(target: Target): boolean {\r\n return target === this.target && this.sensorSettings === target.plan.thematic?.sensorSettings;\r\n }\r\n\r\n public static create(target: Target, range: Range3d): ThematicSensors {\r\n let sensors: ThematicDisplaySensor[] = [];\r\n\r\n if (target.plan.thematic !== undefined) {\r\n sensors = _accumulateSensorsInRange(\r\n target.plan.thematic.sensorSettings.sensors,\r\n range,\r\n target.currentTransform,\r\n target.plan.thematic.sensorSettings.distanceCutoff);\r\n }\r\n\r\n const obj = System.instance.capabilities.supportsTextureFloat ? FloatSensors.createFloat(target, range, sensors) : PackedSensors.createPacked(target, range, sensors);\r\n obj._update(obj.target.uniforms.frustum.viewMatrix);\r\n return obj;\r\n }\r\n\r\n public get isDisposed(): boolean { return this._texture.handle.isDisposed; }\r\n\r\n public dispose(): void {\r\n dispose(this._texture.handle);\r\n }\r\n\r\n public bindNumSensors(uniform: UniformHandle): void {\r\n uniform.setUniform1i(this.numSensors);\r\n }\r\n\r\n public bindTexture(uniform: UniformHandle): void {\r\n this._texture.handle.bindSampler(uniform, TextureUnit.ThematicSensors);\r\n }\r\n\r\n public get bytesUsed(): number { return this._texture.handle.bytesUsed; }\r\n\r\n public get texture(): Texture2DHandle { return this._texture.handle; }\r\n\r\n private _update(viewMatrix: Transform) {\r\n this._viewMatrix.setFrom(viewMatrix);\r\n\r\n this.reset();\r\n\r\n for (const sensor of this._sensors) {\r\n const position = this._viewMatrix.multiplyPoint3d(sensor.position);\r\n this.appendSensor(position, sensor.value);\r\n }\r\n\r\n this._texture.handle.replaceTextureData(this._texture.data);\r\n }\r\n\r\n public update(viewMatrix: Transform) {\r\n if (!this._viewMatrix.isAlmostEqual(viewMatrix)) {\r\n this._update(viewMatrix);\r\n }\r\n }\r\n\r\n protected constructor(texture: ThematicSensorsTexture, target: Target, range: Range3d, sensors: ThematicDisplaySensor[]) {\r\n this.target = target;\r\n this.range = range;\r\n this.sensorSettings = target.plan.thematic?.sensorSettings;\r\n this._sensors = sensors;\r\n this._texture = texture;\r\n this._view = new DataView(texture.data.buffer);\r\n }\r\n\r\n protected abstract append(value: number): void;\r\n\r\n protected appendFloat(value: number): void { this._view.setFloat32(this._curPos, value, true); this.advance(4); }\r\n protected appendUint8(value: number): void { this._view.setUint8(this._curPos, value); this.advance(1); }\r\n\r\n private advance(numBytes: number): void { this._curPos += numBytes; }\r\n private reset(): void { this._curPos = 0; }\r\n\r\n private appendValues(a: number, b: number, c: number, d: number) {\r\n this.append(a);\r\n this.append(b);\r\n this.append(c);\r\n this.append(d);\r\n }\r\n\r\n private appendSensor(position: Point3d, value: number): void { this.appendValues(position.x, position.y, position.z, value); }\r\n}\r\n\r\n/** Stores thematic sensors in floating-point texture.\r\n * @internal\r\n */\r\nclass FloatSensors extends ThematicSensors {\r\n public static createFloat(target: Target, range: Range3d, sensors: ThematicDisplaySensor[]): ThematicSensors {\r\n const data = new Float32Array(sensors.length * 4);\r\n const handle = Texture2DHandle.createForData(1, sensors.length, data, false, GL.Texture.WrapMode.ClampToEdge, GL.Texture.Format.Rgba);\r\n assert(undefined !== handle);\r\n return new FloatSensors({ handle, data }, target, range, sensors);\r\n }\r\n\r\n protected append(value: number) { this.appendFloat(value); }\r\n\r\n private constructor(texture: ThematicSensorsTexture, target: Target, range: Range3d, sensors: ThematicDisplaySensor[]) {\r\n super(texture, target, range, sensors);\r\n }\r\n}\r\n\r\n/** Stores thematic sensors packed into RGBA texture.\r\n * @internal\r\n */\r\nclass PackedSensors extends ThematicSensors {\r\n public static createPacked(target: Target, range: Range3d, sensors: ThematicDisplaySensor[]): ThematicSensors {\r\n const data = new Uint8Array(sensors.length * 4 * 4);\r\n const handle = Texture2DHandle.createForData(4, sensors.length, data, false, GL.Texture.WrapMode.ClampToEdge, GL.Texture.Format.Rgba);\r\n assert(undefined !== handle);\r\n return new PackedSensors({ handle, data }, target, range, sensors);\r\n }\r\n\r\n protected append(value: number) {\r\n const sign = value < 0 ? 1 : 0;\r\n value = Math.abs(value);\r\n const exponent = Math.floor(Math.log10(value)) + 1;\r\n value = value / Math.pow(10, exponent);\r\n\r\n const bias = 38;\r\n let temp = value * 256;\r\n const b0 = Math.floor(temp);\r\n temp = (temp - b0) * 256;\r\n const b1 = Math.floor(temp);\r\n temp = (temp - b1) * 256;\r\n const b2 = Math.floor(temp);\r\n const b3 = (exponent + bias) * 2 + sign;\r\n\r\n this.appendUint8(b0);\r\n this.appendUint8(b1);\r\n this.appendUint8(b2);\r\n this.appendUint8(b3);\r\n }\r\n\r\n private constructor(texture: ThematicSensorsTexture, target: Target, range: Range3d, sensors: ThematicDisplaySensor[]) {\r\n super(texture, target, range, sensors);\r\n }\r\n}\r\n\r\nfunction _sensorRadiusAffectsRange(sensor: ThematicDisplaySensor, sensorRadius: number, range: Range3d) {\r\n const distance = range.distanceToPoint(sensor.position);\r\n return !(distance > sensorRadius);\r\n}\r\n\r\nconst scratchRange = Range3d.createNull();\r\n\r\nfunction _accumulateSensorsInRange(sensors: ThematicDisplaySensor[], range: Range3d, transform: Transform, distanceCutoff: number): ThematicDisplaySensor[] {\r\n const retSensors: ThematicDisplaySensor[] = [];\r\n\r\n transform.multiplyRange(range, scratchRange);\r\n\r\n for (const sensor of sensors) {\r\n const position = sensor.position;\r\n\r\n if (distanceCutoff <= 0 || _sensorRadiusAffectsRange(sensor, distanceCutoff, scratchRange)) {\r\n const value = sensor.value;\r\n retSensors.push(ThematicDisplaySensor.fromJSON({ position, value }));\r\n }\r\n }\r\n\r\n return retSensors;\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { Point3d, Range3d, Transform } from \"@itwin/core-geometry\";\r\nimport { ThematicDisplaySensor, ThematicDisplaySensorSettings } from \"@itwin/core-common\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { GL } from \"./GL\";\r\nimport { System } from \"./System\";\r\nimport { Texture2DData, Texture2DHandle } from \"./Texture\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { TextureUnit } from \"./RenderFlags\";\r\nimport { Target } from \"./Target\";\r\n\r\n/** @internal */\r\ninterface ThematicSensorsTexture {\r\n readonly handle: Texture2DHandle;\r\n readonly data: Texture2DData;\r\n}\r\n\r\n/** Maintains a texture representing a list of thematic sensors.\r\n * @internal\r\n */\r\nexport abstract class ThematicSensors implements WebGLDisposable {\r\n private readonly _texture: ThematicSensorsTexture;\r\n /** Used for writing to texture data. */\r\n private readonly _view: DataView;\r\n /** Position at which to write next texture data. */\r\n private _curPos: number = 0;\r\n\r\n public readonly target: Target;\r\n public readonly range: Range3d;\r\n public readonly sensorSettings?: ThematicDisplaySensorSettings;\r\n\r\n public get numSensors(): number { return this._sensors.length; }\r\n\r\n private _sensors: ThematicDisplaySensor[];\r\n private readonly _viewMatrix = Transform.createIdentity();\r\n\r\n public matchesTarget(target: Target): boolean {\r\n return target === this.target && this.sensorSettings === target.plan.thematic?.sensorSettings;\r\n }\r\n\r\n public static create(target: Target, range: Range3d): ThematicSensors {\r\n let sensors: ThematicDisplaySensor[] = [];\r\n\r\n if (target.plan.thematic !== undefined) {\r\n sensors = _accumulateSensorsInRange(\r\n target.plan.thematic.sensorSettings.sensors,\r\n range,\r\n target.currentTransform,\r\n target.plan.thematic.sensorSettings.distanceCutoff);\r\n }\r\n\r\n const obj = System.instance.capabilities.supportsTextureFloat ? FloatSensors.createFloat(target, range, sensors) : PackedSensors.createPacked(target, range, sensors);\r\n obj._update(obj.target.uniforms.frustum.viewMatrix);\r\n return obj;\r\n }\r\n\r\n public get isDisposed(): boolean { return this._texture.handle.isDisposed; }\r\n\r\n public dispose(): void {\r\n dispose(this._texture.handle);\r\n }\r\n\r\n public bindNumSensors(uniform: UniformHandle): void {\r\n uniform.setUniform1i(this.numSensors);\r\n }\r\n\r\n public bindTexture(uniform: UniformHandle): void {\r\n this._texture.handle.bindSampler(uniform, TextureUnit.ThematicSensors);\r\n }\r\n\r\n public get bytesUsed(): number { return this._texture.handle.bytesUsed; }\r\n\r\n public get texture(): Texture2DHandle { return this._texture.handle; }\r\n\r\n private _update(viewMatrix: Transform) {\r\n this._viewMatrix.setFrom(viewMatrix);\r\n\r\n this.reset();\r\n\r\n for (const sensor of this._sensors) {\r\n const position = this._viewMatrix.multiplyPoint3d(sensor.position);\r\n this.appendSensor(position, sensor.value);\r\n }\r\n\r\n this._texture.handle.replaceTextureData(this._texture.data);\r\n }\r\n\r\n public update(viewMatrix: Transform) {\r\n if (!this._viewMatrix.isAlmostEqual(viewMatrix)) {\r\n this._update(viewMatrix);\r\n }\r\n }\r\n\r\n protected constructor(texture: ThematicSensorsTexture, target: Target, range: Range3d, sensors: ThematicDisplaySensor[]) {\r\n this.target = target;\r\n this.range = range;\r\n this.sensorSettings = target.plan.thematic?.sensorSettings;\r\n this._sensors = sensors;\r\n this._texture = texture;\r\n this._view = new DataView(texture.data.buffer);\r\n }\r\n\r\n protected abstract append(value: number): void;\r\n\r\n protected appendFloat(value: number): void {\r\n this._view.setFloat32(this._curPos, value, true);\r\n this.advance(4);\r\n }\r\n\r\n protected appendUint8(value: number): void {\r\n this._view.setUint8(this._curPos, value);\r\n this.advance(1);\r\n }\r\n\r\n private advance(numBytes: number): void { this._curPos += numBytes; }\r\n private reset(): void { this._curPos = 0; }\r\n\r\n private appendValues(a: number, b: number, c: number, d: number) {\r\n this.append(a);\r\n this.append(b);\r\n this.append(c);\r\n this.append(d);\r\n }\r\n\r\n private appendSensor(position: Point3d, value: number): void { this.appendValues(position.x, position.y, position.z, value); }\r\n}\r\n\r\n/** Stores thematic sensors in floating-point texture.\r\n * @internal\r\n */\r\nclass FloatSensors extends ThematicSensors {\r\n public static createFloat(target: Target, range: Range3d, sensors: ThematicDisplaySensor[]): ThematicSensors {\r\n const data = new Float32Array(sensors.length * 4);\r\n const handle = Texture2DHandle.createForData(1, sensors.length, data, false, GL.Texture.WrapMode.ClampToEdge, GL.Texture.Format.Rgba);\r\n assert(undefined !== handle);\r\n return new FloatSensors({ handle, data }, target, range, sensors);\r\n }\r\n\r\n protected append(value: number) { this.appendFloat(value); }\r\n\r\n private constructor(texture: ThematicSensorsTexture, target: Target, range: Range3d, sensors: ThematicDisplaySensor[]) {\r\n super(texture, target, range, sensors);\r\n }\r\n}\r\n\r\n/** Stores thematic sensors packed into RGBA texture.\r\n * @internal\r\n */\r\nclass PackedSensors extends ThematicSensors {\r\n public static createPacked(target: Target, range: Range3d, sensors: ThematicDisplaySensor[]): ThematicSensors {\r\n const data = new Uint8Array(sensors.length * 4 * 4);\r\n const handle = Texture2DHandle.createForData(4, sensors.length, data, false, GL.Texture.WrapMode.ClampToEdge, GL.Texture.Format.Rgba);\r\n assert(undefined !== handle);\r\n return new PackedSensors({ handle, data }, target, range, sensors);\r\n }\r\n\r\n protected append(value: number) {\r\n const sign = value < 0 ? 1 : 0;\r\n value = Math.abs(value);\r\n const exponent = Math.floor(Math.log10(value)) + 1;\r\n value = value / Math.pow(10, exponent);\r\n\r\n const bias = 38;\r\n let temp = value * 256;\r\n const b0 = Math.floor(temp);\r\n temp = (temp - b0) * 256;\r\n const b1 = Math.floor(temp);\r\n temp = (temp - b1) * 256;\r\n const b2 = Math.floor(temp);\r\n const b3 = (exponent + bias) * 2 + sign;\r\n\r\n this.appendUint8(b0);\r\n this.appendUint8(b1);\r\n this.appendUint8(b2);\r\n this.appendUint8(b3);\r\n }\r\n\r\n private constructor(texture: ThematicSensorsTexture, target: Target, range: Range3d, sensors: ThematicDisplaySensor[]) {\r\n super(texture, target, range, sensors);\r\n }\r\n}\r\n\r\nfunction _sensorRadiusAffectsRange(sensor: ThematicDisplaySensor, sensorRadius: number, range: Range3d) {\r\n const distance = range.distanceToPoint(sensor.position);\r\n return !(distance > sensorRadius);\r\n}\r\n\r\nconst scratchRange = Range3d.createNull();\r\n\r\nfunction _accumulateSensorsInRange(sensors: ThematicDisplaySensor[], range: Range3d, transform: Transform, distanceCutoff: number): ThematicDisplaySensor[] {\r\n const retSensors: ThematicDisplaySensor[] = [];\r\n\r\n transform.multiplyRange(range, scratchRange);\r\n\r\n for (const sensor of sensors) {\r\n const position = sensor.position;\r\n\r\n if (distanceCutoff <= 0 || _sensorRadiusAffectsRange(sensor, distanceCutoff, scratchRange)) {\r\n const value = sensor.value;\r\n retSensors.push(ThematicDisplaySensor.fromJSON({ position, value }));\r\n }\r\n }\r\n\r\n return retSensors;\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"AmbientOcclusion.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/AmbientOcclusion.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EAAE,YAAY,EAAE,MAAM,4BAA4B,CAAC;AAI1D,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AA6LjD,gBAAgB;AAChB,wBAAgB,6BAA6B,CAAC,OAAO,EAAE,YAAY,GAAG,aAAa,CA+FlF"}
1
+ {"version":3,"file":"AmbientOcclusion.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/AmbientOcclusion.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EAAE,YAAY,EAAE,MAAM,4BAA4B,CAAC;AAI1D,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AA+LjD,gBAAgB;AAChB,wBAAgB,6BAA6B,CAAC,OAAO,EAAE,YAAY,GAAG,aAAa,CA+FlF"}
@@ -183,7 +183,9 @@ const unfinalizeLinearDepthDB = `
183
183
  return 1.0 - linearDepth;
184
184
  }
185
185
  `;
186
- function _shouldUseDB() { return System.instance.supportsLogZBuffer && System.instance.capabilities.supportsTextureFloat; }
186
+ function _shouldUseDB() {
187
+ return System.instance.supportsLogZBuffer && System.instance.capabilities.supportsTextureFloat;
188
+ }
187
189
  /** @internal */
188
190
  export function createAmbientOcclusionProgram(context) {
189
191
  const builder = createViewportQuadBuilder(true);
@@ -1 +1 @@
1
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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\n// portions adapted from Cesium.js Copyright 2011 - 2017 Cesium Contributors\r\n\r\nimport { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { AmbientOcclusionGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, VariablePrecision, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { System } from \"../System\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { addFrustum } from \"./Common\";\r\nimport { decodeDepthRgb } from \"./Decode\";\r\nimport { addRenderOrderConstants, readDepthAndOrder } from \"./FeatureSymbology\";\r\nimport { addWindowToTexCoords, assignFragColor } from \"./Fragment\";\r\nimport { addViewport } from \"./Viewport\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\n// 'PB' indicates a shader variation when only the pickbuffer is available\r\n// 'DB' indicates a shader variation when the real floating point depth buffer is available.\r\n\r\nconst computeAmbientOcclusionPrefixPB = `\r\nvec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\nvec2 depthAndOrder = readDepthAndOrder(tc);\r\nfloat db = depthAndOrder.y;\r\n`;\r\n\r\nconst computeAmbientOcclusionPrefixDB = `\r\nvec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\nvec2 depthAndOrder = readDepthAndOrder(tc);\r\nfloat db = readDepth(tc);\r\n`;\r\n\r\n// This outputs 1 for unlit surfaces, and for polylines and point strings.\r\n// Otherwise it computes ambient occlusion based on normal reconstructed from pick depth.\r\n// NB: This shader code actually begins with a `computeAmbientOcclusionPrefix` variation as shown above.\r\nconst computeAmbientOcclusion = `\r\n depthAndOrder.y = unfinalizeLinearDepth(db);\r\n float order = depthAndOrder.x;\r\n if (order >= kRenderOrder_PlanarBit)\r\n order = order - kRenderOrder_PlanarBit;\r\n\r\n if (order < kRenderOrder_LitSurface || order == kRenderOrder_Linear)\r\n return vec4(1.0);\r\n\r\n // NB: linearDepth: 1 == near, 0 == far\r\n\r\n float linearDepth = depthAndOrder.y;\r\n float nonLinearDepth = computeNonLinearDepth(db);\r\n if (nonLinearDepth > u_maxDistance)\r\n return vec4(1.0);\r\n\r\n vec3 viewPos = computePositionFromDepth(tc, nonLinearDepth).xyz;\r\n\r\n vec2 pixelSize = 1.0 / u_viewport;\r\n vec3 viewNormal = computeNormalFromDepth(viewPos, tc, pixelSize);\r\n\r\n vec2 sampleDirection = vec2(1.0, 0.0);\r\n float gapAngle = 90.0 * 0.017453292519943295; // radians per degree\r\n\r\n // Grab some random noise\r\n // Multiply screen UV (range 0..1) with size of viewport divided by 4 in order to tile the 4x4 noise texture across the screen.\r\n // Multiply the random 0..1 vec3 by 2 and then substract 1. This puts the components of the vec3 in the range -1..1.\r\n vec3 noiseVec = (TEXTURE(u_noise, tc * vec2(u_viewport.x / 4.0, u_viewport.y / 4.0)).rgb + 1.0) / 2.0;\r\n\r\n float bias = u_hbaoSettings.x; // Represents an angle in radians. If the dot product between the normal of the sample and the vector to the camera is less than this value, sampling stops in the current direction. This is used to remove shadows from near planar edges.\r\n float zLengthCap = u_hbaoSettings.y; // If the distance in linear Z from the current sample to first sample is greater than this value, sampling stops in the current direction.\r\n float intensity = u_hbaoSettings.z; // Raise the final occlusion to the power of this value. Larger values make the ambient shadows darker.\r\n float texelStepSize = clamp(u_hbaoSettings.w * linearDepth, 1.0, u_hbaoSettings.w); // Indicates the distance to step toward the next texel sample in the current direction.\r\n\r\n float tOcclusion = 0.0;\r\n\r\n // loop for each direction\r\n for (int i = 0; i < 4; i++) {\r\n float newGapAngle = gapAngle * (float(i) + noiseVec.x);\r\n float cosVal = cos(newGapAngle);\r\n float sinVal = sin(newGapAngle);\r\n\r\n // rotate sampling direction\r\n vec2 rotatedSampleDirection = vec2(cosVal * sampleDirection.x - sinVal * sampleDirection.y, sinVal * sampleDirection.x + cosVal * sampleDirection.y);\r\n float curOcclusion = 0.0;\r\n float curStepSize = texelStepSize; // 1.0 = stepsize, StepSize should be specified by uniform - what are good values?\r\n\r\n // loop for each step\r\n for (int j = 0; j < 6; j++) {\r\n vec2 directionWithStep = vec2(rotatedSampleDirection.x * curStepSize * pixelSize.x, rotatedSampleDirection.y * curStepSize * pixelSize.y);\r\n vec2 newCoords = directionWithStep + tc;\r\n\r\n // do not repeat around the depth texture\r\n if(newCoords.x > 1.0 || newCoords.y > 1.0 || newCoords.x < 0.0 || newCoords.y < 0.0) {\r\n break;\r\n }\r\n\r\n db = readDepth(newCoords);\r\n float curLinearDepth = unfinalizeLinearDepth(db);\r\n float curNonLinearDepth = computeNonLinearDepth(db);\r\n vec3 curViewPos = computePositionFromDepth(newCoords, curNonLinearDepth).xyz;\r\n vec3 diffVec = curViewPos.xyz - viewPos.xyz;\r\n float zLength = abs(curLinearDepth - linearDepth);\r\n\r\n float dotVal = clamp(dot(viewNormal, normalize(diffVec)), 0.0, 1.0);\r\n float weight = smoothstep(0.0, 1.0, zLengthCap / zLength);\r\n\r\n if (dotVal < bias) {\r\n dotVal = 0.0;\r\n }\r\n\r\n curOcclusion = max(curOcclusion, dotVal * weight);\r\n curStepSize += texelStepSize;\r\n }\r\n tOcclusion += curOcclusion;\r\n }\r\n\r\n float distanceFadeFactor = kFrustumType_Perspective == u_frustum.z ? 1.0 - pow(clamp(nonLinearDepth / u_maxDistance, 0.0, 1.0), 4.0) : 1.0;\r\n tOcclusion *= distanceFadeFactor;\r\n\r\n tOcclusion /= 4.0;\r\n tOcclusion = 1.0 - clamp(tOcclusion, 0.0, 1.0);\r\n tOcclusion = pow(tOcclusion, intensity);\r\n\r\n return vec4(tOcclusion, tOcclusion, tOcclusion, 1.0);\r\n`;\r\n\r\nconst computePositionFromDepth = `\r\nvec4 computePositionFromDepth(vec2 tc, float nonLinearDepth) {\r\n if (kFrustumType_Perspective == u_frustum.z) {\r\n vec2 xy = vec2((tc.x * 2.0 - 1.0), ((1.0 - tc.y) * 2.0 - 1.0));\r\n vec4 posEC = u_invProj * vec4(xy, nonLinearDepth, 1.0);\r\n posEC = posEC / posEC.w;\r\n return posEC;\r\n } else {\r\n float top = u_frustumPlanes.x;\r\n float bottom = u_frustumPlanes.y;\r\n float left = u_frustumPlanes.z;\r\n float right = u_frustumPlanes.w;\r\n return vec4(mix(left, right, tc.x), mix(bottom, top, tc.y), nonLinearDepth, 1.0);\r\n }\r\n}\r\n`;\r\n\r\nconst computeNormalFromDepth = `\r\nvec3 computeNormalFromDepth(vec3 viewPos, vec2 tc, vec2 pixelSize) {\r\n float nonLinearDepthU = computeNonLinearDepth(readDepth(tc - vec2(0.0, pixelSize.y)));\r\n float nonLinearDepthD = computeNonLinearDepth(readDepth(tc + vec2(0.0, pixelSize.y)));\r\n float nonLinearDepthL = computeNonLinearDepth(readDepth(tc - vec2(pixelSize.x, 0.0)));\r\n float nonLinearDepthR = computeNonLinearDepth(readDepth(tc + vec2(pixelSize.x, 0.0)));\r\n\r\n vec3 viewPosUp = computePositionFromDepth(tc - vec2(0.0, pixelSize.y), nonLinearDepthU).xyz;\r\n vec3 viewPosDown = computePositionFromDepth(tc + vec2(0.0, pixelSize.y), nonLinearDepthD).xyz;\r\n vec3 viewPosLeft = computePositionFromDepth(tc - vec2(pixelSize.x, 0.0), nonLinearDepthL).xyz;\r\n vec3 viewPosRight = computePositionFromDepth(tc + vec2(pixelSize.x, 0.0), nonLinearDepthR).xyz;\r\n\r\n vec3 up = viewPos.xyz - viewPosUp.xyz;\r\n vec3 down = viewPosDown.xyz - viewPos.xyz;\r\n vec3 left = viewPos.xyz - viewPosLeft.xyz;\r\n vec3 right = viewPosRight.xyz - viewPos.xyz;\r\n\r\n vec3 dx = length(left) < length(right) ? left : right;\r\n vec3 dy = length(up) < length(down) ? up : down;\r\n\r\n return normalize(cross(dy, dx));\r\n}\r\n`;\r\n\r\nconst computeNonLinearDepthPB = `\r\nfloat computeNonLinearDepth(float linearDepth) {\r\n return mix(u_frustum.y, u_frustum.x, linearDepth);\r\n}\r\n`;\r\nconst computeNonLinearDepthDB = `\r\nfloat computeNonLinearDepth(float depth) {\r\n return 0.0 == u_logZ.x ? depth * u_logZ.y : exp(depth * u_logZ.y) / u_logZ.x;\r\n}\r\n`;\r\n\r\nconst readDepthPB = `\r\nfloat readDepth(vec2 tc) {\r\n return readDepthAndOrder(tc).y;\r\n}\r\n`;\r\nconst readDepthDB = `\r\nfloat readDepth(vec2 tc) {\r\n return TEXTURE(u_depthBuffer, tc).r;\r\n}\r\n`;\r\nconst unfinalizeLinearDepthDB = `\r\n float unfinalizeLinearDepth(float depth) {\r\n float eyeZ = 0.0 == u_logZ.x ? depth * u_logZ.y : exp(depth * u_logZ.y) / u_logZ.x;\r\n float near = u_frustum.x, far = u_frustum.y;\r\n float depthRange = far - near;\r\n float linearDepth = (eyeZ - near) / depthRange;\r\n return 1.0 - linearDepth;\r\n }\r\n`;\r\n\r\nfunction _shouldUseDB() { return System.instance.supportsLogZBuffer && System.instance.capabilities.supportsTextureFloat; }\r\n\r\n/** @internal */\r\nexport function createAmbientOcclusionProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n const shouldUseDB = _shouldUseDB();\r\n\r\n addWindowToTexCoords(frag);\r\n frag.addFunction(decodeDepthRgb);\r\n frag.addFunction(readDepthAndOrder);\r\n\r\n if (shouldUseDB) {\r\n frag.addFunction(unfinalizeLinearDepthDB);\r\n frag.addFunction(computeNonLinearDepthDB);\r\n frag.addFunction(readDepthDB);\r\n } else {\r\n frag.addDefine(\"unfinalizeLinearDepth\", \"\");\r\n frag.addFunction(computeNonLinearDepthPB);\r\n frag.addFunction(readDepthPB);\r\n }\r\n\r\n frag.addFunction(computePositionFromDepth);\r\n frag.addFunction(computeNormalFromDepth);\r\n addRenderOrderConstants(frag);\r\n\r\n if (shouldUseDB)\r\n frag.addUniform(\"u_logZ\", VariableType.Vec2, (prog) => {\r\n prog.addProgramUniform(\"u_logZ\", (uniform, params) => {\r\n uniform.setUniform2fv(params.target.uniforms.frustum.logZ);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, shouldUseDB ?\r\n computeAmbientOcclusionPrefixDB + computeAmbientOcclusion :\r\n computeAmbientOcclusionPrefixPB + computeAmbientOcclusion);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_pickDepthAndOrder\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_pickDepthAndOrder\", (uniform, params) => {\r\n const geom = params.geometry as AmbientOcclusionGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthAndOrder, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n if (shouldUseDB)\r\n frag.addUniform(\"u_depthBuffer\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthBuffer\", (uniform, params) => {\r\n const geom = params.geometry as AmbientOcclusionGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depth, TextureUnit.Two);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_noise\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_noise\", (uniform, params) => {\r\n const geom = params.geometry as AmbientOcclusionGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.noise, TextureUnit.One);\r\n });\r\n });\r\n\r\n addFrustum(builder);\r\n addViewport(frag);\r\n\r\n frag.addUniform(\"u_invProj\", VariableType.Mat4, (prog) => {\r\n prog.addProgramUniform(\"u_invProj\", (uniform, params) => {\r\n const invProj = params.projectionMatrix.clone();\r\n invProj.invert();\r\n uniform.setMatrix4(invProj);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_frustumPlanes\", VariableType.Vec4, (prog) => {\r\n prog.addProgramUniform(\"u_frustumPlanes\", (uniform, params) => {\r\n uniform.setUniform4fv(params.target.uniforms.frustum.planes);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_hbaoSettings\", VariableType.Vec4, (prog) => {\r\n prog.addProgramUniform(\"u_hbaoSettings\", (uniform, params) => {\r\n const hbaoSettings = new Float32Array([\r\n params.target.ambientOcclusionSettings.bias,\r\n params.target.ambientOcclusionSettings.zLengthCap,\r\n params.target.ambientOcclusionSettings.intensity,\r\n params.target.ambientOcclusionSettings.texelStepSize]);\r\n uniform.setUniform4fv(hbaoSettings);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n frag.addUniform(\"u_maxDistance\", VariableType.Float, (prog) => {\r\n prog.addProgramUniform(\"u_maxDistance\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.ambientOcclusionSettings.maxDistance);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n builder.vert.headerComment = \"//!V! AmbientOcclusion\";\r\n builder.frag.headerComment = \"//!F! AmbientOcclusion\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
1
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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\n// portions adapted from Cesium.js Copyright 2011 - 2017 Cesium Contributors\r\n\r\nimport { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { AmbientOcclusionGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, VariablePrecision, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { System } from \"../System\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { addFrustum } from \"./Common\";\r\nimport { decodeDepthRgb } from \"./Decode\";\r\nimport { addRenderOrderConstants, readDepthAndOrder } from \"./FeatureSymbology\";\r\nimport { addWindowToTexCoords, assignFragColor } from \"./Fragment\";\r\nimport { addViewport } from \"./Viewport\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\n// 'PB' indicates a shader variation when only the pickbuffer is available\r\n// 'DB' indicates a shader variation when the real floating point depth buffer is available.\r\n\r\nconst computeAmbientOcclusionPrefixPB = `\r\nvec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\nvec2 depthAndOrder = readDepthAndOrder(tc);\r\nfloat db = depthAndOrder.y;\r\n`;\r\n\r\nconst computeAmbientOcclusionPrefixDB = `\r\nvec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\nvec2 depthAndOrder = readDepthAndOrder(tc);\r\nfloat db = readDepth(tc);\r\n`;\r\n\r\n// This outputs 1 for unlit surfaces, and for polylines and point strings.\r\n// Otherwise it computes ambient occlusion based on normal reconstructed from pick depth.\r\n// NB: This shader code actually begins with a `computeAmbientOcclusionPrefix` variation as shown above.\r\nconst computeAmbientOcclusion = `\r\n depthAndOrder.y = unfinalizeLinearDepth(db);\r\n float order = depthAndOrder.x;\r\n if (order >= kRenderOrder_PlanarBit)\r\n order = order - kRenderOrder_PlanarBit;\r\n\r\n if (order < kRenderOrder_LitSurface || order == kRenderOrder_Linear)\r\n return vec4(1.0);\r\n\r\n // NB: linearDepth: 1 == near, 0 == far\r\n\r\n float linearDepth = depthAndOrder.y;\r\n float nonLinearDepth = computeNonLinearDepth(db);\r\n if (nonLinearDepth > u_maxDistance)\r\n return vec4(1.0);\r\n\r\n vec3 viewPos = computePositionFromDepth(tc, nonLinearDepth).xyz;\r\n\r\n vec2 pixelSize = 1.0 / u_viewport;\r\n vec3 viewNormal = computeNormalFromDepth(viewPos, tc, pixelSize);\r\n\r\n vec2 sampleDirection = vec2(1.0, 0.0);\r\n float gapAngle = 90.0 * 0.017453292519943295; // radians per degree\r\n\r\n // Grab some random noise\r\n // Multiply screen UV (range 0..1) with size of viewport divided by 4 in order to tile the 4x4 noise texture across the screen.\r\n // Multiply the random 0..1 vec3 by 2 and then substract 1. This puts the components of the vec3 in the range -1..1.\r\n vec3 noiseVec = (TEXTURE(u_noise, tc * vec2(u_viewport.x / 4.0, u_viewport.y / 4.0)).rgb + 1.0) / 2.0;\r\n\r\n float bias = u_hbaoSettings.x; // Represents an angle in radians. If the dot product between the normal of the sample and the vector to the camera is less than this value, sampling stops in the current direction. This is used to remove shadows from near planar edges.\r\n float zLengthCap = u_hbaoSettings.y; // If the distance in linear Z from the current sample to first sample is greater than this value, sampling stops in the current direction.\r\n float intensity = u_hbaoSettings.z; // Raise the final occlusion to the power of this value. Larger values make the ambient shadows darker.\r\n float texelStepSize = clamp(u_hbaoSettings.w * linearDepth, 1.0, u_hbaoSettings.w); // Indicates the distance to step toward the next texel sample in the current direction.\r\n\r\n float tOcclusion = 0.0;\r\n\r\n // loop for each direction\r\n for (int i = 0; i < 4; i++) {\r\n float newGapAngle = gapAngle * (float(i) + noiseVec.x);\r\n float cosVal = cos(newGapAngle);\r\n float sinVal = sin(newGapAngle);\r\n\r\n // rotate sampling direction\r\n vec2 rotatedSampleDirection = vec2(cosVal * sampleDirection.x - sinVal * sampleDirection.y, sinVal * sampleDirection.x + cosVal * sampleDirection.y);\r\n float curOcclusion = 0.0;\r\n float curStepSize = texelStepSize; // 1.0 = stepsize, StepSize should be specified by uniform - what are good values?\r\n\r\n // loop for each step\r\n for (int j = 0; j < 6; j++) {\r\n vec2 directionWithStep = vec2(rotatedSampleDirection.x * curStepSize * pixelSize.x, rotatedSampleDirection.y * curStepSize * pixelSize.y);\r\n vec2 newCoords = directionWithStep + tc;\r\n\r\n // do not repeat around the depth texture\r\n if(newCoords.x > 1.0 || newCoords.y > 1.0 || newCoords.x < 0.0 || newCoords.y < 0.0) {\r\n break;\r\n }\r\n\r\n db = readDepth(newCoords);\r\n float curLinearDepth = unfinalizeLinearDepth(db);\r\n float curNonLinearDepth = computeNonLinearDepth(db);\r\n vec3 curViewPos = computePositionFromDepth(newCoords, curNonLinearDepth).xyz;\r\n vec3 diffVec = curViewPos.xyz - viewPos.xyz;\r\n float zLength = abs(curLinearDepth - linearDepth);\r\n\r\n float dotVal = clamp(dot(viewNormal, normalize(diffVec)), 0.0, 1.0);\r\n float weight = smoothstep(0.0, 1.0, zLengthCap / zLength);\r\n\r\n if (dotVal < bias) {\r\n dotVal = 0.0;\r\n }\r\n\r\n curOcclusion = max(curOcclusion, dotVal * weight);\r\n curStepSize += texelStepSize;\r\n }\r\n tOcclusion += curOcclusion;\r\n }\r\n\r\n float distanceFadeFactor = kFrustumType_Perspective == u_frustum.z ? 1.0 - pow(clamp(nonLinearDepth / u_maxDistance, 0.0, 1.0), 4.0) : 1.0;\r\n tOcclusion *= distanceFadeFactor;\r\n\r\n tOcclusion /= 4.0;\r\n tOcclusion = 1.0 - clamp(tOcclusion, 0.0, 1.0);\r\n tOcclusion = pow(tOcclusion, intensity);\r\n\r\n return vec4(tOcclusion, tOcclusion, tOcclusion, 1.0);\r\n`;\r\n\r\nconst computePositionFromDepth = `\r\nvec4 computePositionFromDepth(vec2 tc, float nonLinearDepth) {\r\n if (kFrustumType_Perspective == u_frustum.z) {\r\n vec2 xy = vec2((tc.x * 2.0 - 1.0), ((1.0 - tc.y) * 2.0 - 1.0));\r\n vec4 posEC = u_invProj * vec4(xy, nonLinearDepth, 1.0);\r\n posEC = posEC / posEC.w;\r\n return posEC;\r\n } else {\r\n float top = u_frustumPlanes.x;\r\n float bottom = u_frustumPlanes.y;\r\n float left = u_frustumPlanes.z;\r\n float right = u_frustumPlanes.w;\r\n return vec4(mix(left, right, tc.x), mix(bottom, top, tc.y), nonLinearDepth, 1.0);\r\n }\r\n}\r\n`;\r\n\r\nconst computeNormalFromDepth = `\r\nvec3 computeNormalFromDepth(vec3 viewPos, vec2 tc, vec2 pixelSize) {\r\n float nonLinearDepthU = computeNonLinearDepth(readDepth(tc - vec2(0.0, pixelSize.y)));\r\n float nonLinearDepthD = computeNonLinearDepth(readDepth(tc + vec2(0.0, pixelSize.y)));\r\n float nonLinearDepthL = computeNonLinearDepth(readDepth(tc - vec2(pixelSize.x, 0.0)));\r\n float nonLinearDepthR = computeNonLinearDepth(readDepth(tc + vec2(pixelSize.x, 0.0)));\r\n\r\n vec3 viewPosUp = computePositionFromDepth(tc - vec2(0.0, pixelSize.y), nonLinearDepthU).xyz;\r\n vec3 viewPosDown = computePositionFromDepth(tc + vec2(0.0, pixelSize.y), nonLinearDepthD).xyz;\r\n vec3 viewPosLeft = computePositionFromDepth(tc - vec2(pixelSize.x, 0.0), nonLinearDepthL).xyz;\r\n vec3 viewPosRight = computePositionFromDepth(tc + vec2(pixelSize.x, 0.0), nonLinearDepthR).xyz;\r\n\r\n vec3 up = viewPos.xyz - viewPosUp.xyz;\r\n vec3 down = viewPosDown.xyz - viewPos.xyz;\r\n vec3 left = viewPos.xyz - viewPosLeft.xyz;\r\n vec3 right = viewPosRight.xyz - viewPos.xyz;\r\n\r\n vec3 dx = length(left) < length(right) ? left : right;\r\n vec3 dy = length(up) < length(down) ? up : down;\r\n\r\n return normalize(cross(dy, dx));\r\n}\r\n`;\r\n\r\nconst computeNonLinearDepthPB = `\r\nfloat computeNonLinearDepth(float linearDepth) {\r\n return mix(u_frustum.y, u_frustum.x, linearDepth);\r\n}\r\n`;\r\nconst computeNonLinearDepthDB = `\r\nfloat computeNonLinearDepth(float depth) {\r\n return 0.0 == u_logZ.x ? depth * u_logZ.y : exp(depth * u_logZ.y) / u_logZ.x;\r\n}\r\n`;\r\n\r\nconst readDepthPB = `\r\nfloat readDepth(vec2 tc) {\r\n return readDepthAndOrder(tc).y;\r\n}\r\n`;\r\nconst readDepthDB = `\r\nfloat readDepth(vec2 tc) {\r\n return TEXTURE(u_depthBuffer, tc).r;\r\n}\r\n`;\r\nconst unfinalizeLinearDepthDB = `\r\n float unfinalizeLinearDepth(float depth) {\r\n float eyeZ = 0.0 == u_logZ.x ? depth * u_logZ.y : exp(depth * u_logZ.y) / u_logZ.x;\r\n float near = u_frustum.x, far = u_frustum.y;\r\n float depthRange = far - near;\r\n float linearDepth = (eyeZ - near) / depthRange;\r\n return 1.0 - linearDepth;\r\n }\r\n`;\r\n\r\nfunction _shouldUseDB() {\r\n return System.instance.supportsLogZBuffer && System.instance.capabilities.supportsTextureFloat;\r\n}\r\n\r\n/** @internal */\r\nexport function createAmbientOcclusionProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n const shouldUseDB = _shouldUseDB();\r\n\r\n addWindowToTexCoords(frag);\r\n frag.addFunction(decodeDepthRgb);\r\n frag.addFunction(readDepthAndOrder);\r\n\r\n if (shouldUseDB) {\r\n frag.addFunction(unfinalizeLinearDepthDB);\r\n frag.addFunction(computeNonLinearDepthDB);\r\n frag.addFunction(readDepthDB);\r\n } else {\r\n frag.addDefine(\"unfinalizeLinearDepth\", \"\");\r\n frag.addFunction(computeNonLinearDepthPB);\r\n frag.addFunction(readDepthPB);\r\n }\r\n\r\n frag.addFunction(computePositionFromDepth);\r\n frag.addFunction(computeNormalFromDepth);\r\n addRenderOrderConstants(frag);\r\n\r\n if (shouldUseDB)\r\n frag.addUniform(\"u_logZ\", VariableType.Vec2, (prog) => {\r\n prog.addProgramUniform(\"u_logZ\", (uniform, params) => {\r\n uniform.setUniform2fv(params.target.uniforms.frustum.logZ);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, shouldUseDB ?\r\n computeAmbientOcclusionPrefixDB + computeAmbientOcclusion :\r\n computeAmbientOcclusionPrefixPB + computeAmbientOcclusion);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_pickDepthAndOrder\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_pickDepthAndOrder\", (uniform, params) => {\r\n const geom = params.geometry as AmbientOcclusionGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthAndOrder, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n if (shouldUseDB)\r\n frag.addUniform(\"u_depthBuffer\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthBuffer\", (uniform, params) => {\r\n const geom = params.geometry as AmbientOcclusionGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depth, TextureUnit.Two);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_noise\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_noise\", (uniform, params) => {\r\n const geom = params.geometry as AmbientOcclusionGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.noise, TextureUnit.One);\r\n });\r\n });\r\n\r\n addFrustum(builder);\r\n addViewport(frag);\r\n\r\n frag.addUniform(\"u_invProj\", VariableType.Mat4, (prog) => {\r\n prog.addProgramUniform(\"u_invProj\", (uniform, params) => {\r\n const invProj = params.projectionMatrix.clone();\r\n invProj.invert();\r\n uniform.setMatrix4(invProj);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_frustumPlanes\", VariableType.Vec4, (prog) => {\r\n prog.addProgramUniform(\"u_frustumPlanes\", (uniform, params) => {\r\n uniform.setUniform4fv(params.target.uniforms.frustum.planes);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_hbaoSettings\", VariableType.Vec4, (prog) => {\r\n prog.addProgramUniform(\"u_hbaoSettings\", (uniform, params) => {\r\n const hbaoSettings = new Float32Array([\r\n params.target.ambientOcclusionSettings.bias,\r\n params.target.ambientOcclusionSettings.zLengthCap,\r\n params.target.ambientOcclusionSettings.intensity,\r\n params.target.ambientOcclusionSettings.texelStepSize]);\r\n uniform.setUniform4fv(hbaoSettings);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n frag.addUniform(\"u_maxDistance\", VariableType.Float, (prog) => {\r\n prog.addProgramUniform(\"u_maxDistance\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.ambientOcclusionSettings.maxDistance);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n builder.vert.headerComment = \"//!V! AmbientOcclusion\";\r\n builder.frag.headerComment = \"//!F! AmbientOcclusion\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
@@ -111,7 +111,7 @@ export function addShaderFlags(builder) {
111
111
  addShaderFlagsLookup(builder.vert);
112
112
  addShaderFlagsLookup(builder.frag);
113
113
  builder.addUniformArray("u_shaderFlags", 0 /* Boolean */, 5, (prog) => {
114
- prog.addGraphicUniform("u_shaderFlags", (uniform, params) => { setShaderFlags(uniform, params); });
114
+ prog.addGraphicUniform("u_shaderFlags", (uniform, params) => setShaderFlags(uniform, params));
115
115
  });
116
116
  }
117
117
  /** @internal */