@itwin/core-frontend 3.5.0-dev.8 → 3.5.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +103 -1
- package/lib/cjs/AccuSnap.d.ts +7 -1
- package/lib/cjs/AccuSnap.d.ts.map +1 -1
- package/lib/cjs/AccuSnap.js +26 -3
- package/lib/cjs/AccuSnap.js.map +1 -1
- package/lib/cjs/BriefcaseConnection.d.ts +28 -1
- package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
- package/lib/cjs/BriefcaseConnection.js +29 -8
- package/lib/cjs/BriefcaseConnection.js.map +1 -1
- package/lib/cjs/BriefcaseTxns.js +9 -9
- package/lib/cjs/BriefcaseTxns.js.map +1 -1
- package/lib/cjs/GraphicalEditingScope.js +2 -2
- package/lib/cjs/GraphicalEditingScope.js.map +1 -1
- package/lib/cjs/IModelApp.d.ts +6 -0
- package/lib/cjs/IModelApp.d.ts.map +1 -1
- package/lib/cjs/IModelApp.js +6 -0
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.d.ts +32 -2
- package/lib/cjs/IModelConnection.d.ts.map +1 -1
- package/lib/cjs/IModelConnection.js +44 -6
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/IpcApp.d.ts +14 -1
- package/lib/cjs/IpcApp.d.ts.map +1 -1
- package/lib/cjs/IpcApp.js +25 -0
- package/lib/cjs/IpcApp.js.map +1 -1
- package/lib/cjs/MarginPercent.d.ts +27 -2
- package/lib/cjs/MarginPercent.d.ts.map +1 -1
- package/lib/cjs/MarginPercent.js +8 -2
- package/lib/cjs/MarginPercent.js.map +1 -1
- package/lib/cjs/ModelState.d.ts +2 -1
- package/lib/cjs/ModelState.d.ts.map +1 -1
- package/lib/cjs/ModelState.js +5 -3
- package/lib/cjs/ModelState.js.map +1 -1
- package/lib/cjs/NativeApp.d.ts +5 -1
- package/lib/cjs/NativeApp.d.ts.map +1 -1
- package/lib/cjs/NativeApp.js +25 -20
- package/lib/cjs/NativeApp.js.map +1 -1
- package/lib/cjs/NativeAppLogger.js +1 -1
- package/lib/cjs/NativeAppLogger.js.map +1 -1
- package/lib/cjs/RealityDataSource.d.ts +44 -1
- package/lib/cjs/RealityDataSource.d.ts.map +1 -1
- package/lib/cjs/RealityDataSource.js +41 -14
- package/lib/cjs/RealityDataSource.js.map +1 -1
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts +1 -0
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts.map +1 -1
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js +3 -0
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
- package/lib/cjs/RealityDataSourceContextShareImpl.d.ts +1 -0
- package/lib/cjs/RealityDataSourceContextShareImpl.d.ts.map +1 -1
- package/lib/cjs/RealityDataSourceContextShareImpl.js +3 -0
- package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.d.ts +1 -0
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.d.ts.map +1 -1
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.js +3 -0
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
- package/lib/cjs/ViewAnimation.d.ts +10 -2
- package/lib/cjs/ViewAnimation.d.ts.map +1 -1
- package/lib/cjs/ViewAnimation.js.map +1 -1
- package/lib/cjs/ViewCreator2d.js +3 -2
- package/lib/cjs/ViewCreator2d.js.map +1 -1
- package/lib/cjs/ViewPose.d.ts +62 -10
- package/lib/cjs/ViewPose.d.ts.map +1 -1
- package/lib/cjs/ViewPose.js +37 -8
- package/lib/cjs/ViewPose.js.map +1 -1
- package/lib/cjs/ViewState.d.ts +18 -10
- package/lib/cjs/ViewState.d.ts.map +1 -1
- package/lib/cjs/ViewState.js +39 -15
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +7 -2
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/extension/ExtensionRuntime.js +13 -0
- package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
- package/lib/cjs/render/GraphicBranch.d.ts +3 -0
- package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBranch.js.map +1 -1
- package/lib/cjs/render/RealityMeshParams.d.ts +3 -4
- package/lib/cjs/render/RealityMeshParams.d.ts.map +1 -1
- package/lib/cjs/render/RealityMeshParams.js +9 -3
- package/lib/cjs/render/RealityMeshParams.js.map +1 -1
- package/lib/cjs/render/RenderMaterial.d.ts +3 -1
- package/lib/cjs/render/RenderMaterial.d.ts.map +1 -1
- package/lib/cjs/render/RenderMaterial.js.map +1 -1
- package/lib/cjs/render/RenderTarget.d.ts +1 -0
- package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
- package/lib/cjs/render/RenderTarget.js.map +1 -1
- package/lib/cjs/render/primitives/SurfaceParams.d.ts +0 -1
- package/lib/cjs/render/primitives/SurfaceParams.d.ts.map +1 -1
- package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
- package/lib/cjs/render/primitives/VertexTable.js +0 -1
- package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTableSplitter.d.ts.map +1 -1
- package/lib/cjs/render/primitives/VertexTableSplitter.js +0 -1
- package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +0 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js +0 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/cjs/render/webgl/BackgroundMapDrape.js +2 -2
- package/lib/cjs/render/webgl/CachedGeometry.d.ts +32 -0
- package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.js +74 -1
- package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.js +3 -3
- package/lib/cjs/render/webgl/EDL.d.ts +40 -0
- package/lib/cjs/render/webgl/EDL.d.ts.map +1 -0
- package/lib/cjs/render/webgl/EDL.js +264 -0
- package/lib/cjs/render/webgl/EDL.js.map +1 -0
- package/lib/cjs/render/webgl/EdgeSettings.js +2 -2
- package/lib/cjs/render/webgl/FeatureOverrides.d.ts +0 -1
- package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js +16 -11
- package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/cjs/render/webgl/FrameBuffer.d.ts +4 -0
- package/lib/cjs/render/webgl/FrameBuffer.d.ts.map +1 -1
- package/lib/cjs/render/webgl/FrameBuffer.js +9 -0
- package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/FrustumUniforms.d.ts +7 -0
- package/lib/cjs/render/webgl/FrustumUniforms.d.ts.map +1 -1
- package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/Layer.js +2 -2
- package/lib/cjs/render/webgl/LayerCommands.js +2 -2
- package/lib/cjs/render/webgl/MeshData.d.ts +1 -1
- package/lib/cjs/render/webgl/MeshData.d.ts.map +1 -1
- package/lib/cjs/render/webgl/MeshData.js +13 -1
- package/lib/cjs/render/webgl/MeshData.js.map +1 -1
- package/lib/cjs/render/webgl/MeshGeometry.d.ts +1 -1
- package/lib/cjs/render/webgl/MeshGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/MeshGeometry.js +1 -1
- package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarClassifier.js +7 -7
- package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
- package/lib/cjs/render/webgl/PointCloud.d.ts +2 -2
- package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
- package/lib/cjs/render/webgl/PointCloud.js +2 -0
- package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.d.ts +3 -1
- package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.js +8 -3
- package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/RealityModelUniforms.d.ts +9 -0
- package/lib/cjs/render/webgl/RealityModelUniforms.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RealityModelUniforms.js +50 -0
- package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/RenderCommands.js +30 -30
- package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.d.ts +33 -21
- package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.js +10 -6
- package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.d.ts +5 -0
- package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.js +192 -73
- package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts +2 -1
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.js +6 -1
- package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/cjs/render/webgl/SolarShadowMap.js +2 -2
- package/lib/cjs/render/webgl/SurfaceGeometry.d.ts +3 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.js +22 -11
- package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/System.d.ts +1 -1
- package/lib/cjs/render/webgl/System.d.ts.map +1 -1
- package/lib/cjs/render/webgl/System.js +1 -0
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/render/webgl/Target.d.ts +1 -0
- package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Target.js +4 -3
- package/lib/cjs/render/webgl/Target.js.map +1 -1
- package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Technique.js +18 -3
- package/lib/cjs/render/webgl/Technique.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueFlags.js +4 -4
- package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueId.d.ts +6 -2
- package/lib/cjs/render/webgl/TechniqueId.d.ts.map +1 -1
- package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
- package/lib/cjs/render/webgl/UniformHandle.d.ts.map +1 -1
- package/lib/cjs/render/webgl/UniformHandle.js +1 -2
- package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
- package/lib/cjs/render/webgl/VisibleTileFeatures.js +5 -5
- package/lib/cjs/render/webgl/glsl/Animation.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.js +2 -1
- package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Common.d.ts +3 -1
- package/lib/cjs/render/webgl/glsl/Common.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Common.js +28 -33
- package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/EDL.d.ts +14 -0
- package/lib/cjs/render/webgl/glsl/EDL.d.ts.map +1 -0
- package/lib/cjs/render/webgl/glsl/EDL.js +260 -0
- package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -0
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +9 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Lighting.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Lighting.js +6 -8
- package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointCloud.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointCloud.js +8 -3
- package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts +1 -0
- package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.js +6 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RenderPass.js +12 -12
- package/lib/cjs/render/webgl/glsl/RenderPass.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SolarShadowMapping.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js +1 -4
- package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.d.ts +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.js +87 -15
- package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Thematic.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Thematic.js +2 -6
- package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
- package/lib/cjs/tile/DynamicIModelTile.js +1 -1
- package/lib/cjs/tile/DynamicIModelTile.js.map +1 -1
- package/lib/cjs/tile/GltfReader.d.ts +13 -2
- package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
- package/lib/cjs/tile/GltfReader.js +67 -23
- package/lib/cjs/tile/GltfReader.js.map +1 -1
- package/lib/cjs/tile/IModelTile.js +1 -1
- package/lib/cjs/tile/IModelTile.js.map +1 -1
- package/lib/cjs/tile/IModelTileRequestChannels.js +1 -1
- package/lib/cjs/tile/IModelTileRequestChannels.js.map +1 -1
- package/lib/cjs/tile/ImdlReader.d.ts +5 -0
- package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
- package/lib/cjs/tile/ImdlReader.js +14 -7
- package/lib/cjs/tile/ImdlReader.js.map +1 -1
- package/lib/cjs/tile/PrimaryTileTree.js +2 -2
- package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
- package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/RealityModelTileTree.js +52 -20
- package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
- package/lib/cjs/tile/RealityTile.d.ts +2 -2
- package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTile.js +11 -4
- package/lib/cjs/tile/RealityTile.js.map +1 -1
- package/lib/cjs/tile/RealityTileLoader.d.ts +1 -0
- package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTileLoader.js +15 -2
- package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
- package/lib/cjs/tile/RealityTileTree.js +1 -1
- package/lib/cjs/tile/RealityTileTree.js.map +1 -1
- package/lib/cjs/tile/Tile.d.ts +5 -0
- package/lib/cjs/tile/Tile.d.ts.map +1 -1
- package/lib/cjs/tile/Tile.js +5 -0
- package/lib/cjs/tile/Tile.js.map +1 -1
- package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
- package/lib/cjs/tile/TileAdmin.js +13 -6
- package/lib/cjs/tile/TileAdmin.js.map +1 -1
- package/lib/cjs/tile/TileDrawArgs.d.ts +5 -1
- package/lib/cjs/tile/TileDrawArgs.d.ts.map +1 -1
- package/lib/cjs/tile/TileDrawArgs.js +2 -0
- package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
- package/lib/cjs/tile/TileRequestChannels.js +1 -1
- package/lib/cjs/tile/TileRequestChannels.js.map +1 -1
- package/lib/cjs/tile/TileStorage.d.ts.map +1 -1
- package/lib/cjs/tile/TileStorage.js +12 -6
- package/lib/cjs/tile/TileStorage.js.map +1 -1
- package/lib/cjs/tile/internal.d.ts +1 -0
- package/lib/cjs/tile/internal.d.ts.map +1 -1
- package/lib/cjs/tile/internal.js +1 -0
- package/lib/cjs/tile/internal.js.map +1 -1
- package/lib/cjs/tile/map/ArcGISTileMap.d.ts +5 -2
- package/lib/cjs/tile/map/ArcGISTileMap.d.ts.map +1 -1
- package/lib/cjs/tile/map/ArcGISTileMap.js +17 -2
- package/lib/cjs/tile/map/ArcGISTileMap.js.map +1 -1
- package/lib/cjs/tile/map/ArcGisUtilities.d.ts +51 -5
- package/lib/cjs/tile/map/ArcGisUtilities.d.ts.map +1 -1
- package/lib/cjs/tile/map/ArcGisUtilities.js +120 -48
- package/lib/cjs/tile/map/ArcGisUtilities.js.map +1 -1
- package/lib/cjs/tile/map/CesiumTerrainProvider.js +9 -9
- package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts +26 -0
- package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +1 -0
- package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js +97 -0
- package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -0
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +2 -4
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +11 -96
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +2 -1
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryTileTree.d.ts +2 -0
- package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryTileTree.js +6 -4
- package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts +18 -4
- package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapLayerFormatRegistry.js +25 -5
- package/lib/cjs/tile/map/MapLayerFormatRegistry.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryFormats.d.ts +6 -4
- package/lib/cjs/tile/map/MapLayerImageryFormats.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryFormats.js +12 -16
- package/lib/cjs/tile/map/MapLayerImageryFormats.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts +26 -5
- package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryProvider.js +69 -48
- package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerSources.js +1 -1
- package/lib/cjs/tile/map/MapLayerSources.js.map +1 -1
- package/lib/cjs/tile/map/WmsCapabilities.d.ts.map +1 -1
- package/lib/cjs/tile/map/WmsCapabilities.js +4 -1
- package/lib/cjs/tile/map/WmsCapabilities.js.map +1 -1
- package/lib/cjs/tools/EditManipulator.d.ts.map +1 -1
- package/lib/cjs/tools/EditManipulator.js +2 -1
- package/lib/cjs/tools/EditManipulator.js.map +1 -1
- package/lib/cjs/tools/Tool.js +1 -1
- package/lib/cjs/tools/Tool.js.map +1 -1
- package/lib/cjs/tools/ToolAdmin.d.ts.map +1 -1
- package/lib/cjs/tools/ToolAdmin.js +6 -4
- package/lib/cjs/tools/ToolAdmin.js.map +1 -1
- package/lib/esm/AccuSnap.d.ts +7 -1
- package/lib/esm/AccuSnap.d.ts.map +1 -1
- package/lib/esm/AccuSnap.js +27 -4
- package/lib/esm/AccuSnap.js.map +1 -1
- package/lib/esm/BriefcaseConnection.d.ts +28 -1
- package/lib/esm/BriefcaseConnection.d.ts.map +1 -1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { GL } from \"./GL\";\r\nimport { RenderBuffer, RenderBufferMultiSample } from \"./RenderBuffer\";\r\nimport { System } from \"./System\";\r\nimport { TextureHandle } from \"./Texture\";\r\n\r\n/** @internal */\r\nexport type DepthBuffer = RenderBuffer | RenderBufferMultiSample | TextureHandle;\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport const enum FrameBufferBindState {\r\n Unbound,\r\n Bound,\r\n BoundWithAttachments,\r\n BoundMultisampled,\r\n BoundWithAttachmentsMultisampled,\r\n Suspended,\r\n}\r\n\r\n/** @internal */\r\nexport class FrameBuffer implements WebGLDisposable {\r\n private _fbo?: WebGLFramebuffer;\r\n private _fboMs?: WebGLFramebuffer;\r\n private _bindState: FrameBufferBindState = FrameBufferBindState.Unbound;\r\n private readonly _colorTextures: TextureHandle[] = [];\r\n private readonly _colorMsBuffers: RenderBufferMultiSample[] = [];\r\n private readonly _colorAttachments: GLenum[] = [];\r\n private readonly _colorMsFilters: GL.MultiSampling.Filter[] = [];\r\n public readonly depthBuffer?: DepthBuffer;\r\n public readonly depthBufferMs?: DepthBuffer;\r\n\r\n public get isDisposed(): boolean { return this._fbo === undefined; }\r\n\r\n public get isBound(): boolean { return FrameBufferBindState.Bound <= this._bindState && FrameBufferBindState.BoundWithAttachmentsMultisampled >= this._bindState; }\r\n\r\n public get isBoundMultisampled(): boolean { return FrameBufferBindState.BoundMultisampled === this._bindState || FrameBufferBindState.BoundWithAttachmentsMultisampled === this._bindState; }\r\n\r\n public get isSuspended(): boolean { return FrameBufferBindState.Suspended === this._bindState; }\r\n\r\n public get isMultisampled(): boolean { return this._colorMsBuffers.length > 0 || undefined !== this.depthBufferMs; }\r\n\r\n public getColor(ndx: number): TextureHandle {\r\n assert(ndx < this._colorTextures.length);\r\n if (ndx < this._colorMsBuffers.length && this._colorMsBuffers[ndx].isDirty) {\r\n this.blitMsBuffersToTextures(false, ndx);\r\n }\r\n return this._colorTextures[ndx];\r\n }\r\n\r\n private constructor(fbo: WebGLFramebuffer, colorTextures: TextureHandle[], depthBuffer?: DepthBuffer,\r\n colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer) {\r\n this._fbo = fbo;\r\n const gl = System.instance.context;\r\n\r\n this.bind(false);\r\n\r\n let i: number = 0;\r\n for (const colTex of colorTextures) {\r\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\r\n this._colorAttachments.push(attachmentEnum);\r\n this._colorTextures.push(colTex);\r\n const texHandle = colTex.getHandle();\r\n if (undefined !== texHandle)\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentEnum, gl.TEXTURE_2D, texHandle, 0);\r\n i++;\r\n }\r\n\r\n if (depthBuffer !== undefined) {\r\n this.depthBuffer = depthBuffer;\r\n const dbHandle = depthBuffer.getHandle();\r\n if (undefined !== dbHandle) {\r\n if (depthBuffer instanceof RenderBuffer) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\r\n } else if (depthBuffer instanceof RenderBufferMultiSample) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\r\n } else {\r\n // Looks like we only get a 24 bit depth buffer anyway, so use a 24-8 with a stencil.\r\n // gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\r\n }\r\n }\r\n }\r\n\r\n this.unbind();\r\n\r\n if (undefined !== colorMsBuffers && colorMsBuffers.length === colorTextures.length && undefined !== msFilters && msFilters.length === colorMsBuffers.length) {\r\n // Create a matching FBO with multisampling render buffers.\r\n const fbo2 = System.instance.context.createFramebuffer();\r\n if (null !== fbo2) {\r\n this._fboMs = fbo2;\r\n this.bind(false, true);\r\n i = 0;\r\n for (const colMsBuff of colorMsBuffers) {\r\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\r\n this._colorMsBuffers.push(colMsBuff);\r\n this._colorMsFilters.push(msFilters[i]);\r\n const msBuffHandle = colMsBuff.getHandle();\r\n if (undefined !== msBuffHandle)\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachmentEnum, gl.RENDERBUFFER, msBuffHandle);\r\n i++;\r\n }\r\n\r\n if (depthBufferMs !== undefined) {\r\n this.depthBufferMs = depthBufferMs;\r\n const dbHandleMs = depthBufferMs.getHandle();\r\n if (undefined !== dbHandleMs) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandleMs);\r\n }\r\n }\r\n this.unbind();\r\n }\r\n }\r\n }\r\n\r\n public static create(colorTextures: TextureHandle[], depthBuffer?: DepthBuffer, colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer): FrameBuffer | undefined {\r\n const fbo: WebGLFramebuffer | null = System.instance.context.createFramebuffer();\r\n if (null === fbo) {\r\n return undefined;\r\n }\r\n return new FrameBuffer(fbo, colorTextures, depthBuffer, colorMsBuffers, msFilters, depthBufferMs);\r\n }\r\n\r\n public dispose(): void {\r\n // NB: The FrameBuffer does not *own* the textures and depth buffer.\r\n if (!this.isDisposed) {\r\n System.instance.context.deleteFramebuffer(this._fbo!);\r\n this._fbo = undefined;\r\n if (undefined !== this._fboMs) {\r\n System.instance.context.deleteFramebuffer(this._fboMs);\r\n this._fboMs = undefined;\r\n }\r\n }\r\n }\r\n\r\n public bind(bindAttachments: boolean = false, bindMS: boolean = false): boolean {\r\n assert(undefined !== this._fbo);\r\n assert(!this.isBound);\r\n\r\n if (undefined === this._fbo)\r\n return false;\r\n\r\n const gl = System.instance.context;\r\n\r\n if (bindMS && undefined !== this._fboMs) {\r\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fboMs);\r\n this._bindState = FrameBufferBindState.BoundMultisampled;\r\n } else {\r\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fbo);\r\n this._bindState = FrameBufferBindState.Bound;\r\n }\r\n\r\n if (bindAttachments) {\r\n System.instance.setDrawBuffers(this._colorAttachments);\r\n this._bindState++;\r\n }\r\n return true;\r\n }\r\n\r\n public unbind() {\r\n assert(this.isBound);\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n this._bindState = FrameBufferBindState.Unbound;\r\n }\r\n\r\n public suspend() {\r\n assert(this.isBound);\r\n this._bindState = FrameBufferBindState.Suspended;\r\n }\r\n\r\n public markTargetsDirty(): void {\r\n for (const msBuff of this._colorMsBuffers) {\r\n msBuff.markBufferDirty(true);\r\n }\r\n if (undefined !== this.depthBufferMs)\r\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(true);\r\n }\r\n\r\n /** blitDepth is true to blit the depth/stencil buffer. ndx is index of single attachment to blit.\r\n * All color attachments are blitted if ndx is undefined, none are blitted if ndx is -1.\r\n */\r\n public blitMsBuffersToTextures(blitDepth: boolean, ndx?: number) {\r\n if (!this._fboMs)\r\n return;\r\n System.instance.frameBufferStack.suspend();\r\n const gl2 = System.instance.context as WebGL2RenderingContext;\r\n const attachments = [];\r\n const max = (undefined === ndx ? this._colorMsBuffers.length : ndx + 1);\r\n for (let i = 0; i < max; ++i) {\r\n if (undefined !== ndx && i < ndx) {\r\n attachments.push(gl2.NONE); // skip this one, but first add a NONE for it in the attachment list\r\n continue;\r\n }\r\n if (this._colorMsBuffers[i].isDirty) {\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\r\n gl2.readBuffer(this._colorAttachments[i]);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\r\n attachments.push(this._colorAttachments[i]);\r\n gl2.drawBuffers(attachments);\r\n attachments.pop();\r\n attachments.push(gl2.NONE);\r\n gl2.blitFramebuffer(0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\r\n 0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\r\n GL.BufferBit.Color, this._colorMsFilters[i]);\r\n this._colorMsBuffers[i].markBufferDirty(false);\r\n if (undefined !== ndx && i === ndx)\r\n break;\r\n }\r\n }\r\n if (blitDepth && undefined !== this.depthBuffer && undefined !== this.depthBufferMs && (this.depthBufferMs as RenderBufferMultiSample).isDirty) {\r\n const mask = GL.BufferBit.Depth; // (this.depthBuffer instanceof RenderBuffer ? GL.BufferBit.Depth : GL.BufferBit.Depth | GL.BufferBit.Stencil);\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\r\n gl2.blitFramebuffer(0, 0, this.depthBuffer.width, this.depthBuffer.height,\r\n 0, 0, this.depthBuffer.width, this.depthBuffer.height,\r\n mask, GL.MultiSampling.Filter.Nearest);\r\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(false);\r\n }\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, null);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, null);\r\n System.instance.frameBufferStack.resume();\r\n }\r\n\r\n /** invDepth is true to invalidate depth buffer. invStencil is true to invalidate stencil buffer. ndx is index of single color attachment to invalidate.\r\n * All color attachments are invalidated if ndx is undefined, none are invalidated if ndx is -1.\r\n * Set withMultiSampling to true to invalidate the MS buffers.\r\n */\r\n public invalidate(invDepth: boolean, invStencil: boolean, withMultiSampling: boolean, indices?: number[]): void {\r\n const gl = System.instance.context;\r\n const attachments = invDepth ? (invStencil ? [gl.DEPTH_STENCIL_ATTACHMENT] : [System.instance.context.DEPTH_ATTACHMENT]) : (invDepth ? [gl.STENCIL_ATTACHMENT] : []);\r\n if (undefined !== indices) {\r\n if (indices.length > 0) {\r\n for (const i of indices)\r\n attachments.push(gl.COLOR_ATTACHMENT0 + i);\r\n }\r\n } else {\r\n attachments.concat(this._colorAttachments);\r\n }\r\n System.instance.frameBufferStack.execute(this, true, withMultiSampling, () => {\r\n System.instance.invalidateFrameBuffer(attachments);\r\n });\r\n }\r\n\r\n // Chiefly for debugging currently - assumes RGBA, unsigned byte, want all pixels.\r\n public get debugPixels(): Uint8Array | undefined {\r\n if (!this.isBound || 0 === this._colorTextures.length || !(this._colorTextures[0] instanceof TextureHandle))\r\n return undefined;\r\n\r\n const tex = this._colorTextures[0];\r\n if (GL.Texture.Format.Rgba !== tex.format || GL.Texture.DataType.UnsignedByte !== tex.dataType)\r\n return undefined;\r\n\r\n const buffer = new Uint8Array(tex.width * tex.height * 4);\r\n for (let i = 0; i < buffer.length; i += 4) {\r\n buffer[i] = 0xba;\r\n buffer[i + 1] = 0xad;\r\n buffer[i + 2] = 0xf0;\r\n buffer[i + 3] = 0x0d;\r\n }\r\n\r\n System.instance.context.readPixels(0, 0, tex.width, tex.height, tex.format, tex.dataType, buffer);\r\n return buffer;\r\n }\r\n}\r\n\r\ninterface Binding {\r\n fbo: FrameBuffer;\r\n withAttachments: boolean;\r\n withMultSampling: boolean;\r\n}\r\n\r\n/** @internal */\r\nexport class FrameBufferStack {\r\n // FrameBuffers within this array are not owned, as this is only a storage device holding references\r\n private readonly _stack: Binding[] = [];\r\n\r\n private get _top() { return !this.isEmpty ? this._stack[this._stack.length - 1] : undefined; }\r\n\r\n public push(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean): void {\r\n if (undefined !== this._top) {\r\n this._top.fbo.suspend();\r\n }\r\n\r\n assert(!fbo.isBound);\r\n fbo.bind(withAttachments, withMultSampling);\r\n assert(fbo.isBound);\r\n\r\n this._stack.push({ fbo, withAttachments, withMultSampling });\r\n }\r\n\r\n public pop(): void {\r\n assert(!this.isEmpty);\r\n if (undefined === this._top) {\r\n return;\r\n }\r\n\r\n const fbo = this._top.fbo;\r\n this._stack.pop();\r\n\r\n assert(fbo.isBound);\r\n fbo.unbind();\r\n assert(!fbo.isBound);\r\n\r\n if (this.isEmpty) {\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n } else {\r\n const top = this._top;\r\n assert(top.fbo.isSuspended);\r\n top.fbo.bind(top.withAttachments, top.withMultSampling);\r\n assert(top.fbo.isBound);\r\n }\r\n }\r\n\r\n public get currentColorBuffer(): TextureHandle | undefined {\r\n assert(!this.isEmpty);\r\n return undefined !== this._top ? this._top.fbo.getColor(0) : undefined;\r\n }\r\n\r\n public get currentFbMultisampled(): boolean {\r\n return undefined !== this._top ? this._top.fbo.isBoundMultisampled : false;\r\n }\r\n\r\n public get isEmpty(): boolean { return 0 === this._stack.length; }\r\n\r\n public execute(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean, func: () => void) {\r\n this.push(fbo, withAttachments, withMultSampling);\r\n func();\r\n this.pop();\r\n }\r\n\r\n public markTargetsDirty(): void {\r\n const top = this._top;\r\n if (undefined !== top)\r\n top.fbo.markTargetsDirty();\r\n }\r\n\r\n public suspend(): void {\r\n if (undefined !== this._top) {\r\n this._top.fbo.suspend();\r\n }\r\n }\r\n\r\n public resume(): void {\r\n if (undefined === this._top) {\r\n return;\r\n }\r\n\r\n if (this.isEmpty) {\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n } else {\r\n const top = this._top;\r\n top.fbo.bind(top.withAttachments, top.withMultSampling);\r\n assert(top.fbo.isBound);\r\n }\r\n }\r\n}\r\n"]}
|
|
1
|
+
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { GL } from \"./GL\";\r\nimport { RenderBuffer, RenderBufferMultiSample } from \"./RenderBuffer\";\r\nimport { System } from \"./System\";\r\nimport { TextureHandle } from \"./Texture\";\r\n\r\n/** @internal */\r\nexport type DepthBuffer = RenderBuffer | RenderBufferMultiSample | TextureHandle;\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport const enum FrameBufferBindState {\r\n Unbound,\r\n Bound,\r\n BoundWithAttachments,\r\n BoundMultisampled,\r\n BoundWithAttachmentsMultisampled,\r\n Suspended,\r\n}\r\n\r\n/** @internal */\r\nexport class FrameBuffer implements WebGLDisposable {\r\n private _fbo?: WebGLFramebuffer;\r\n private _fboMs?: WebGLFramebuffer;\r\n private _bindState: FrameBufferBindState = FrameBufferBindState.Unbound;\r\n private readonly _colorTextures: TextureHandle[] = [];\r\n private readonly _colorMsBuffers: RenderBufferMultiSample[] = [];\r\n private readonly _colorAttachments: GLenum[] = [];\r\n private readonly _colorMsFilters: GL.MultiSampling.Filter[] = [];\r\n public readonly depthBuffer?: DepthBuffer;\r\n public readonly depthBufferMs?: DepthBuffer;\r\n\r\n public get isDisposed(): boolean { return this._fbo === undefined; }\r\n\r\n public get isBound(): boolean { return FrameBufferBindState.Bound <= this._bindState && FrameBufferBindState.BoundWithAttachmentsMultisampled >= this._bindState; }\r\n\r\n public get isBoundMultisampled(): boolean { return FrameBufferBindState.BoundMultisampled === this._bindState || FrameBufferBindState.BoundWithAttachmentsMultisampled === this._bindState; }\r\n\r\n public get isSuspended(): boolean { return FrameBufferBindState.Suspended === this._bindState; }\r\n\r\n public get isMultisampled(): boolean { return this._colorMsBuffers.length > 0 || undefined !== this.depthBufferMs; }\r\n\r\n public getColor(ndx: number): TextureHandle {\r\n assert(ndx < this._colorTextures.length);\r\n if (ndx < this._colorMsBuffers.length && this._colorMsBuffers[ndx].isDirty) {\r\n this.blitMsBuffersToTextures(false, ndx);\r\n }\r\n return this._colorTextures[ndx];\r\n }\r\n\r\n public getColorTargets(useMSBuffers: boolean, ndx: number): { tex: TextureHandle, msBuf: RenderBufferMultiSample | undefined } {\r\n let msBuf;\r\n if (useMSBuffers) {\r\n assert (ndx < this._colorMsBuffers.length);\r\n msBuf = this._colorMsBuffers[ndx];\r\n }\r\n assert(ndx < this._colorTextures.length);\r\n return { tex: this._colorTextures[ndx], msBuf };\r\n }\r\n\r\n private constructor(fbo: WebGLFramebuffer, colorTextures: TextureHandle[], depthBuffer?: DepthBuffer,\r\n colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer) {\r\n this._fbo = fbo;\r\n const gl = System.instance.context;\r\n\r\n this.bind(false);\r\n\r\n let i: number = 0;\r\n for (const colTex of colorTextures) {\r\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\r\n this._colorAttachments.push(attachmentEnum);\r\n this._colorTextures.push(colTex);\r\n const texHandle = colTex.getHandle();\r\n if (undefined !== texHandle)\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentEnum, gl.TEXTURE_2D, texHandle, 0);\r\n i++;\r\n }\r\n\r\n if (depthBuffer !== undefined) {\r\n this.depthBuffer = depthBuffer;\r\n const dbHandle = depthBuffer.getHandle();\r\n if (undefined !== dbHandle) {\r\n if (depthBuffer instanceof RenderBuffer) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\r\n } else if (depthBuffer instanceof RenderBufferMultiSample) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\r\n } else {\r\n // Looks like we only get a 24 bit depth buffer anyway, so use a 24-8 with a stencil.\r\n // gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\r\n }\r\n }\r\n }\r\n\r\n this.unbind();\r\n\r\n if (undefined !== colorMsBuffers && colorMsBuffers.length === colorTextures.length && undefined !== msFilters && msFilters.length === colorMsBuffers.length) {\r\n // Create a matching FBO with multisampling render buffers.\r\n const fbo2 = System.instance.context.createFramebuffer();\r\n if (null !== fbo2) {\r\n this._fboMs = fbo2;\r\n this.bind(false, true);\r\n i = 0;\r\n for (const colMsBuff of colorMsBuffers) {\r\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\r\n this._colorMsBuffers.push(colMsBuff);\r\n this._colorMsFilters.push(msFilters[i]);\r\n const msBuffHandle = colMsBuff.getHandle();\r\n if (undefined !== msBuffHandle)\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachmentEnum, gl.RENDERBUFFER, msBuffHandle);\r\n i++;\r\n }\r\n\r\n if (depthBufferMs !== undefined) {\r\n this.depthBufferMs = depthBufferMs;\r\n const dbHandleMs = depthBufferMs.getHandle();\r\n if (undefined !== dbHandleMs) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandleMs);\r\n }\r\n }\r\n this.unbind();\r\n }\r\n }\r\n }\r\n\r\n public static create(colorTextures: TextureHandle[], depthBuffer?: DepthBuffer, colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer): FrameBuffer | undefined {\r\n const fbo: WebGLFramebuffer | null = System.instance.context.createFramebuffer();\r\n if (null === fbo) {\r\n return undefined;\r\n }\r\n return new FrameBuffer(fbo, colorTextures, depthBuffer, colorMsBuffers, msFilters, depthBufferMs);\r\n }\r\n\r\n public dispose(): void {\r\n // NB: The FrameBuffer does not *own* the textures and depth buffer.\r\n if (!this.isDisposed) {\r\n System.instance.context.deleteFramebuffer(this._fbo!);\r\n this._fbo = undefined;\r\n if (undefined !== this._fboMs) {\r\n System.instance.context.deleteFramebuffer(this._fboMs);\r\n this._fboMs = undefined;\r\n }\r\n }\r\n }\r\n\r\n public bind(bindAttachments: boolean = false, bindMS: boolean = false): boolean {\r\n assert(undefined !== this._fbo);\r\n assert(!this.isBound);\r\n\r\n if (undefined === this._fbo)\r\n return false;\r\n\r\n const gl = System.instance.context;\r\n\r\n if (bindMS && undefined !== this._fboMs) {\r\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fboMs);\r\n this._bindState = FrameBufferBindState.BoundMultisampled;\r\n } else {\r\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fbo);\r\n this._bindState = FrameBufferBindState.Bound;\r\n }\r\n\r\n if (bindAttachments) {\r\n System.instance.setDrawBuffers(this._colorAttachments);\r\n this._bindState++;\r\n }\r\n return true;\r\n }\r\n\r\n public unbind() {\r\n assert(this.isBound);\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n this._bindState = FrameBufferBindState.Unbound;\r\n }\r\n\r\n public suspend() {\r\n assert(this.isBound);\r\n this._bindState = FrameBufferBindState.Suspended;\r\n }\r\n\r\n public markTargetsDirty(): void {\r\n for (const msBuff of this._colorMsBuffers) {\r\n msBuff.markBufferDirty(true);\r\n }\r\n if (undefined !== this.depthBufferMs)\r\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(true);\r\n }\r\n\r\n /** blitDepth is true to blit the depth/stencil buffer. ndx is index of single attachment to blit.\r\n * All color attachments are blitted if ndx is undefined, none are blitted if ndx is -1.\r\n */\r\n public blitMsBuffersToTextures(blitDepth: boolean, ndx?: number) {\r\n if (!this._fboMs)\r\n return;\r\n System.instance.frameBufferStack.suspend();\r\n const gl2 = System.instance.context as WebGL2RenderingContext;\r\n const attachments = [];\r\n const max = (undefined === ndx ? this._colorMsBuffers.length : ndx + 1);\r\n for (let i = 0; i < max; ++i) {\r\n if (undefined !== ndx && i < ndx) {\r\n attachments.push(gl2.NONE); // skip this one, but first add a NONE for it in the attachment list\r\n continue;\r\n }\r\n if (this._colorMsBuffers[i].isDirty) {\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\r\n gl2.readBuffer(this._colorAttachments[i]);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\r\n attachments.push(this._colorAttachments[i]);\r\n gl2.drawBuffers(attachments);\r\n attachments.pop();\r\n attachments.push(gl2.NONE);\r\n gl2.blitFramebuffer(0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\r\n 0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\r\n GL.BufferBit.Color, this._colorMsFilters[i]);\r\n this._colorMsBuffers[i].markBufferDirty(false);\r\n if (undefined !== ndx && i === ndx)\r\n break;\r\n }\r\n }\r\n if (blitDepth && undefined !== this.depthBuffer && undefined !== this.depthBufferMs && (this.depthBufferMs as RenderBufferMultiSample).isDirty) {\r\n const mask = GL.BufferBit.Depth; // (this.depthBuffer instanceof RenderBuffer ? GL.BufferBit.Depth : GL.BufferBit.Depth | GL.BufferBit.Stencil);\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\r\n gl2.blitFramebuffer(0, 0, this.depthBuffer.width, this.depthBuffer.height,\r\n 0, 0, this.depthBuffer.width, this.depthBuffer.height,\r\n mask, GL.MultiSampling.Filter.Nearest);\r\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(false);\r\n }\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, null);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, null);\r\n System.instance.frameBufferStack.resume();\r\n }\r\n\r\n /** invDepth is true to invalidate depth buffer. invStencil is true to invalidate stencil buffer. ndx is index of single color attachment to invalidate.\r\n * All color attachments are invalidated if ndx is undefined, none are invalidated if ndx is -1.\r\n * Set withMultiSampling to true to invalidate the MS buffers.\r\n */\r\n public invalidate(invDepth: boolean, invStencil: boolean, withMultiSampling: boolean, indices?: number[]): void {\r\n const gl = System.instance.context;\r\n const attachments = invDepth ? (invStencil ? [gl.DEPTH_STENCIL_ATTACHMENT] : [System.instance.context.DEPTH_ATTACHMENT]) : (invDepth ? [gl.STENCIL_ATTACHMENT] : []);\r\n if (undefined !== indices) {\r\n if (indices.length > 0) {\r\n for (const i of indices)\r\n attachments.push(gl.COLOR_ATTACHMENT0 + i);\r\n }\r\n } else {\r\n attachments.concat(this._colorAttachments);\r\n }\r\n System.instance.frameBufferStack.execute(this, true, withMultiSampling, () => {\r\n System.instance.invalidateFrameBuffer(attachments);\r\n });\r\n }\r\n\r\n // Chiefly for debugging currently - assumes RGBA, unsigned byte, want all pixels.\r\n public get debugPixels(): Uint8Array | undefined {\r\n if (!this.isBound || 0 === this._colorTextures.length || !(this._colorTextures[0] instanceof TextureHandle))\r\n return undefined;\r\n\r\n const tex = this._colorTextures[0];\r\n if (GL.Texture.Format.Rgba !== tex.format || GL.Texture.DataType.UnsignedByte !== tex.dataType)\r\n return undefined;\r\n\r\n const buffer = new Uint8Array(tex.width * tex.height * 4);\r\n for (let i = 0; i < buffer.length; i += 4) {\r\n buffer[i] = 0xba;\r\n buffer[i + 1] = 0xad;\r\n buffer[i + 2] = 0xf0;\r\n buffer[i + 3] = 0x0d;\r\n }\r\n\r\n System.instance.context.readPixels(0, 0, tex.width, tex.height, tex.format, tex.dataType, buffer);\r\n return buffer;\r\n }\r\n}\r\n\r\ninterface Binding {\r\n fbo: FrameBuffer;\r\n withAttachments: boolean;\r\n withMultSampling: boolean;\r\n}\r\n\r\n/** @internal */\r\nexport class FrameBufferStack {\r\n // FrameBuffers within this array are not owned, as this is only a storage device holding references\r\n private readonly _stack: Binding[] = [];\r\n\r\n private get _top() { return !this.isEmpty ? this._stack[this._stack.length - 1] : undefined; }\r\n\r\n public push(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean): void {\r\n if (undefined !== this._top) {\r\n this._top.fbo.suspend();\r\n }\r\n\r\n assert(!fbo.isBound);\r\n fbo.bind(withAttachments, withMultSampling);\r\n assert(fbo.isBound);\r\n\r\n this._stack.push({ fbo, withAttachments, withMultSampling });\r\n }\r\n\r\n public pop(): void {\r\n assert(!this.isEmpty);\r\n if (undefined === this._top) {\r\n return;\r\n }\r\n\r\n const fbo = this._top.fbo;\r\n this._stack.pop();\r\n\r\n assert(fbo.isBound);\r\n fbo.unbind();\r\n assert(!fbo.isBound);\r\n\r\n if (this.isEmpty) {\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n } else {\r\n const top = this._top;\r\n assert(top.fbo.isSuspended);\r\n top.fbo.bind(top.withAttachments, top.withMultSampling);\r\n assert(top.fbo.isBound);\r\n }\r\n }\r\n\r\n public get currentColorBuffer(): TextureHandle | undefined {\r\n assert(!this.isEmpty);\r\n return undefined !== this._top ? this._top.fbo.getColor(0) : undefined;\r\n }\r\n\r\n public get currentFbMultisampled(): boolean {\r\n return undefined !== this._top ? this._top.fbo.isBoundMultisampled : false;\r\n }\r\n\r\n public get isEmpty(): boolean { return 0 === this._stack.length; }\r\n\r\n public execute(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean, func: () => void) {\r\n this.push(fbo, withAttachments, withMultSampling);\r\n func();\r\n this.pop();\r\n }\r\n\r\n public markTargetsDirty(): void {\r\n const top = this._top;\r\n if (undefined !== top)\r\n top.fbo.markTargetsDirty();\r\n }\r\n\r\n public suspend(): void {\r\n if (undefined !== this._top) {\r\n this._top.fbo.suspend();\r\n }\r\n }\r\n\r\n public resume(): void {\r\n if (undefined === this._top) {\r\n return;\r\n }\r\n\r\n if (this.isEmpty) {\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n } else {\r\n const top = this._top;\r\n top.fbo.bind(top.withAttachments, top.withMultSampling);\r\n assert(top.fbo.isBound);\r\n }\r\n }\r\n}\r\n"]}
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@@ -11,6 +11,13 @@ export declare const enum FrustumUniformType {
|
|
|
11
11
|
Orthographic = 1,
|
|
12
12
|
Perspective = 2
|
|
13
13
|
}
|
|
14
|
+
/** @internal */
|
|
15
|
+
export declare const enum Plane {
|
|
16
|
+
kTop = 0,
|
|
17
|
+
kBottom = 1,
|
|
18
|
+
kLeft = 2,
|
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19
|
+
kRight = 3
|
|
20
|
+
}
|
|
14
21
|
/** Represents a Target's frustum for use in glsl as a pair of uniforms.
|
|
15
22
|
* Do not modify fields of exposed objects directly. e.g., do not directly manipulate the projection or view matrices - use the appropriate APIs.
|
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16
23
|
* @internal
|
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@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"FrustumUniforms.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/FrustumUniforms.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAsB,QAAQ,EAAE,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAClG,OAAO,EAAE,OAAO,EAAO,MAAM,oBAAoB,CAAC;AAClD,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,OAAO,EAAE,MAAM,UAAU,CAAC;AAGnC,gBAAgB;AAChB,0BAAkB,kBAAkB;IAClC,MAAM,IAAA;IACN,YAAY,IAAA;IACZ,WAAW,IAAA;CACZ;
|
|
1
|
+
{"version":3,"file":"FrustumUniforms.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/FrustumUniforms.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAsB,QAAQ,EAAE,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAClG,OAAO,EAAE,OAAO,EAAO,MAAM,oBAAoB,CAAC;AAClD,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,OAAO,EAAE,MAAM,UAAU,CAAC;AAGnC,gBAAgB;AAChB,0BAAkB,kBAAkB;IAClC,MAAM,IAAA;IACN,YAAY,IAAA;IACZ,WAAW,IAAA;CACZ;AAED,gBAAgB;AAChB,0BAAkB,KAAK;IACrB,IAAI,IAAA;IACJ,OAAO,IAAA;IACP,KAAK,IAAA;IACL,MAAM,IAAA;CACP;AAQD;;;GAGG;AACH,qBAAa,eAAe;IAE1B,SAAgB,WAAW,UAAiB;IAC5C,OAAO,CAAC,aAAa,CAAK;IAC1B,OAAO,CAAC,QAAQ,CAAC,gBAAgB,CAAiB;IAClD,SAAgB,UAAU,YAA8B;IACxD,SAAgB,gBAAgB,WAA6B;IAC7D,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAoB;IACnD,OAAO,CAAC,QAAQ,CAAC,aAAa,CAAoB;IAGlD,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAqC;IAChE,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAqC;IAClE,SAAgB,kBAAkB,UAAiB;IACnD,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAuB;IACjD,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAuB;IAGhD,OAAO,SAAK;IAGnB,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAMvB;;IAKK,oBAAoB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKlD,YAAY,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAMjD,IAAW,MAAM,IAAI,YAAY,CAA4B;IAG7D,IAAW,OAAO,IAAI,YAAY,CAA8B;IAEhE,IAAW,SAAS,IAAI,MAAM,CAAiD;IAC/E,IAAW,QAAQ,IAAI,MAAM,CAAgD;IAC7E,IAAW,IAAI,IAAI,kBAAkB,CAAkE;IACvG,IAAW,IAAI,IAAI,OAAO,CAAoD;IAC9E,IAAW,YAAY,IAAI,MAAM,CAA+B;IAGhE,IAAW,IAAI,IAAI,YAAY,CAA2B;IAEnD,aAAa,CAAC,UAAU,EAAE,OAAO,EAAE,WAAW,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,GAAG,IAAI;IAuF5E,sBAAsB,CAAC,SAAS,EAAE,QAAQ,GAAG,IAAI;IAMxD,SAAS,CAAC,SAAS,CAAC,GAAG,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAOnF,SAAS,CAAC,UAAU,CAAC,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,kBAAkB,GAAG,IAAI;CAS1F;AAWD,gBAAgB;AAChB,wBAAgB,SAAS,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,CAAC,EAAE,OAAO,WAM9E"}
|
|
@@ -1 +1 @@
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|
|
1
|
-
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { InverseMatrixState, Matrix4d, Point3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, Npc } from \"@itwin/core-common\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { IModelFrameLifecycle } from \"./IModelFrameLifecycle\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { desync, sync } from \"./Sync\";\r\n\r\n/** @internal */\r\nexport const enum FrustumUniformType { // eslint-disable-line no-restricted-syntax\r\n TwoDee,\r\n Orthographic,\r\n Perspective,\r\n}\r\n\r\nconst enum Plane { // eslint-disable-line no-restricted-syntax\r\n kTop,\r\n kBottom,\r\n kLeft,\r\n kRight,\r\n}\r\n\r\nconst enum FrustumData { // eslint-disable-line no-restricted-syntax\r\n kNear,\r\n kFar,\r\n kType,\r\n}\r\n\r\n/** Represents a Target's frustum for use in glsl as a pair of uniforms.\r\n * Do not modify fields of exposed objects directly. e.g., do not directly manipulate the projection or view matrices - use the appropriate APIs.\r\n * @internal\r\n */\r\nexport class FrustumUniforms {\r\n // CPU state. Do not modify - use APIs.\r\n public readonly planFrustum = new Frustum();\r\n private _planFraction = 0;\r\n private readonly _nearPlaneCenter = new Point3d();\r\n public readonly viewMatrix = Transform.createIdentity();\r\n public readonly projectionMatrix = Matrix4d.createIdentity();\r\n private readonly _worldUpVector = Vector3d.unitZ();\r\n private readonly _viewUpVector = Vector3d.unitZ();\r\n\r\n // GPU state\r\n private readonly _planeData: Float32Array = new Float32Array(4);\r\n private readonly _frustumData: Float32Array = new Float32Array(3);\r\n public readonly projectionMatrix32 = new Matrix4();\r\n private readonly _logZData = new Float32Array(2);\r\n private readonly _viewUpVector32 = new Float32Array(3);\r\n\r\n // SyncTarget\r\n public syncKey = 0;\r\n\r\n // Scratch variables\r\n private readonly _scratch = {\r\n point3d: new Point3d(),\r\n vec3d: new Vector3d(),\r\n viewX: new Vector3d(),\r\n viewY: new Vector3d(),\r\n viewZ: new Vector3d(),\r\n };\r\n\r\n public constructor() {\r\n }\r\n\r\n public bindProjectionMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setMatrix4(this.projectionMatrix32);\r\n }\r\n\r\n public bindUpVector(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform3fv(this._viewUpVector32);\r\n }\r\n\r\n // uniform vec4 u_frustumPlanes; // { top, bottom, left, right }\r\n public get planes(): Float32Array { return this._planeData; }\r\n\r\n // uniform vec3 u_frustum; // { near, far, type }\r\n public get frustum(): Float32Array { return this._frustumData; }\r\n\r\n public get nearPlane(): number { return this._frustumData[FrustumData.kNear]; }\r\n public get farPlane(): number { return this._frustumData[FrustumData.kFar]; }\r\n public get type(): FrustumUniformType { return this.frustum[FrustumData.kType] as FrustumUniformType; }\r\n public get is2d(): boolean { return FrustumUniformType.TwoDee === this.type; }\r\n public get planFraction(): number { return this._planFraction; }\r\n\r\n // uniform vec2 u_logZ where x = 1/near and y = log(far/near)\r\n public get logZ(): Float32Array { return this._logZData; }\r\n\r\n public changeFrustum(newFrustum: Frustum, newFraction: number, is3d: boolean): void {\r\n if (newFraction === this._planFraction && is3d !== this.is2d && newFrustum.equals(this.planFrustum))\r\n return;\r\n\r\n desync(this);\r\n\r\n newFrustum.clone(this.planFrustum);\r\n\r\n const farLowerLeft = newFrustum.getCorner(Npc.LeftBottomRear);\r\n const farLowerRight = newFrustum.getCorner(Npc.RightBottomRear);\r\n const farUpperLeft = newFrustum.getCorner(Npc.LeftTopRear);\r\n const farUpperRight = newFrustum.getCorner(Npc.RightTopRear);\r\n const nearLowerLeft = newFrustum.getCorner(Npc.LeftBottomFront);\r\n const nearLowerRight = newFrustum.getCorner(Npc.RightBottomFront);\r\n const nearUpperLeft = newFrustum.getCorner(Npc.LeftTopFront);\r\n const nearUpperRight = newFrustum.getCorner(Npc.RightTopFront);\r\n\r\n const nearCenter = nearLowerLeft.interpolate(0.5, nearUpperRight, this._scratch.point3d);\r\n\r\n const viewX = normalizedDifference(nearLowerRight, nearLowerLeft, this._scratch.viewX);\r\n const viewY = normalizedDifference(nearUpperLeft, nearLowerLeft, this._scratch.viewY);\r\n const viewZ = viewX.crossProduct(viewY, this._scratch.viewZ).normalize()!;\r\n\r\n this._planFraction = newFraction;\r\n\r\n if (!is3d || newFraction > 0.999) { // ortho or 2d\r\n const halfWidth = Vector3d.createStartEnd(farLowerRight, farLowerLeft, this._scratch.vec3d).magnitude() * 0.5;\r\n const halfHeight = Vector3d.createStartEnd(farLowerRight, farUpperRight).magnitude() * 0.5;\r\n const depth = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d).magnitude();\r\n\r\n lookIn(nearCenter, viewX, viewY, viewZ, this.viewMatrix);\r\n ortho(-halfWidth, halfWidth, -halfHeight, halfHeight, 0, depth, this.projectionMatrix);\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(halfHeight, -halfHeight, -halfWidth, halfWidth);\r\n this.setFrustum(0, depth, is3d ? FrustumUniformType.Orthographic : FrustumUniformType.TwoDee);\r\n } else { // perspective\r\n const scale = 1.0 / (1.0 - newFraction);\r\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d);\r\n const cameraPosition = fromSumOf(farLowerLeft, zVec, scale, this._scratch.point3d);\r\n\r\n const frustumLeft = dotDifference(farLowerLeft, cameraPosition, viewX) * newFraction;\r\n const frustumRight = dotDifference(farLowerRight, cameraPosition, viewX) * newFraction;\r\n const frustumBottom = dotDifference(farLowerLeft, cameraPosition, viewY) * newFraction;\r\n const frustumTop = dotDifference(farUpperLeft, cameraPosition, viewY) * newFraction;\r\n const frustumFront = -dotDifference(nearLowerLeft, cameraPosition, viewZ);\r\n const frustumBack = -dotDifference(farLowerLeft, cameraPosition, viewZ);\r\n\r\n lookIn(cameraPosition, viewX, viewY, viewZ, this.viewMatrix);\r\n frustum(frustumLeft, frustumRight, frustumBottom, frustumTop, frustumFront, frustumBack, this.projectionMatrix);\r\n\r\n IModelFrameLifecycle.onChangeCameraView.raiseEvent({\r\n cameraPosition,\r\n viewX,\r\n viewY,\r\n viewZ,\r\n });\r\n IModelFrameLifecycle.onChangeCameraFrustum.raiseEvent({\r\n type: FrustumUniformType.Perspective,\r\n left: frustumLeft,\r\n right: frustumRight,\r\n bottom: frustumBottom,\r\n top: frustumTop,\r\n front: frustumFront,\r\n back: frustumBack,\r\n });\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(frustumTop, frustumBottom, frustumLeft, frustumRight);\r\n this.setFrustum(frustumFront, frustumBack, FrustumUniformType.Perspective);\r\n }\r\n\r\n this.viewMatrix.matrix.inverseState = InverseMatrixState.unknown;\r\n\r\n this.viewMatrix.matrix.multiplyVector(this._worldUpVector, this._viewUpVector);\r\n this._viewUpVector.normalizeInPlace();\r\n this._viewUpVector32[0] = this._viewUpVector.x;\r\n this._viewUpVector32[1] = this._viewUpVector.y;\r\n this._viewUpVector32[2] = this._viewUpVector.z;\r\n\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n public changeProjectionMatrix(newMatrix: Matrix4d): void {\r\n desync(this);\r\n this.projectionMatrix.setFrom(newMatrix);\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n protected setPlanes(top: number, bottom: number, left: number, right: number): void {\r\n this._planeData[Plane.kTop] = top;\r\n this._planeData[Plane.kBottom] = bottom;\r\n this._planeData[Plane.kLeft] = left;\r\n this._planeData[Plane.kRight] = right;\r\n }\r\n\r\n protected setFrustum(nearPlane: number, farPlane: number, type: FrustumUniformType): void {\r\n this._frustumData[FrustumData.kNear] = nearPlane;\r\n this._frustumData[FrustumData.kFar] = farPlane;\r\n this._frustumData[FrustumData.kType] = type as number;\r\n\r\n // If nearPlane is zero, we don't have a camera (or got very unlucky); in that case shader will compute linear depth.\r\n this._logZData[0] = 0 !== nearPlane ? 1 / nearPlane : 0;\r\n this._logZData[1] = 0 !== nearPlane ? Math.log(farPlane / nearPlane) : farPlane;\r\n }\r\n}\r\n\r\nfunction normalizedDifference(p0: Point3d, p1: Point3d, out?: Vector3d): Vector3d {\r\n const result = undefined !== out ? out : new Vector3d();\r\n result.x = p0.x - p1.x;\r\n result.y = p0.y - p1.y;\r\n result.z = p0.z - p1.z;\r\n result.normalizeInPlace();\r\n return result;\r\n}\r\n\r\n/** @internal */\r\nexport function fromSumOf(p: Point3d, v: Vector3d, scale: number, out?: Point3d) {\r\n const result = undefined !== out ? out : new Point3d();\r\n result.x = p.x + v.x * scale;\r\n result.y = p.y + v.y * scale;\r\n result.z = p.z + v.z * scale;\r\n return result;\r\n}\r\n\r\nfunction dotDifference(pt: Point3d, origin: Point3d, vec: Vector3d): number {\r\n return (pt.x - origin.x) * vec.x + (pt.y - origin.y) * vec.y + (pt.z - origin.z) * vec.z;\r\n}\r\n\r\nfunction lookIn(eye: Point3d, viewX: Vector3d, viewY: Vector3d, viewZ: Vector3d, result: Transform) {\r\n const rot = result.matrix.coffs;\r\n rot[0] = viewX.x;\r\n rot[1] = viewX.y;\r\n rot[2] = viewX.z;\r\n rot[3] = viewY.x;\r\n rot[4] = viewY.y;\r\n rot[5] = viewY.z;\r\n rot[6] = viewZ.x;\r\n rot[7] = viewZ.y;\r\n rot[8] = viewZ.z;\r\n\r\n result.origin.x = -viewX.dotProduct(eye);\r\n result.origin.y = -viewY.dotProduct(eye);\r\n result.origin.z = -viewZ.dotProduct(eye);\r\n}\r\n\r\nfunction ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n 2.0 / (right - left), 0.0, 0.0, -(right + left) / (right - left),\r\n 0.0, 2.0 / (top - bottom), 0.0, -(top + bottom) / (top - bottom),\r\n 0.0, 0.0, -2.0 / (far - near), -(far + near) / (far - near),\r\n 0.0, 0.0, 0.0, 1.0,\r\n result);\r\n}\r\n\r\nfunction frustum(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n (2.0 * near) / (right - left), 0.0, (right + left) / (right - left), 0.0,\r\n 0.0, (2.0 * near) / (top - bottom), (top + bottom) / (top - bottom), 0.0,\r\n 0.0, 0.0, -(far + near) / (far - near), -(2.0 * far * near) / (far - near),\r\n 0.0, 0.0, -1.0, 0.0,\r\n result);\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { InverseMatrixState, Matrix4d, Point3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, Npc } from \"@itwin/core-common\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { IModelFrameLifecycle } from \"./IModelFrameLifecycle\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { desync, sync } from \"./Sync\";\r\n\r\n/** @internal */\r\nexport const enum FrustumUniformType { // eslint-disable-line no-restricted-syntax\r\n TwoDee,\r\n Orthographic,\r\n Perspective,\r\n}\r\n\r\n/** @internal */\r\nexport const enum Plane { // eslint-disable-line no-restricted-syntax\r\n kTop,\r\n kBottom,\r\n kLeft,\r\n kRight,\r\n}\r\n\r\nconst enum FrustumData { // eslint-disable-line no-restricted-syntax\r\n kNear,\r\n kFar,\r\n kType,\r\n}\r\n\r\n/** Represents a Target's frustum for use in glsl as a pair of uniforms.\r\n * Do not modify fields of exposed objects directly. e.g., do not directly manipulate the projection or view matrices - use the appropriate APIs.\r\n * @internal\r\n */\r\nexport class FrustumUniforms {\r\n // CPU state. Do not modify - use APIs.\r\n public readonly planFrustum = new Frustum();\r\n private _planFraction = 0;\r\n private readonly _nearPlaneCenter = new Point3d();\r\n public readonly viewMatrix = Transform.createIdentity();\r\n public readonly projectionMatrix = Matrix4d.createIdentity();\r\n private readonly _worldUpVector = Vector3d.unitZ();\r\n private readonly _viewUpVector = Vector3d.unitZ();\r\n\r\n // GPU state\r\n private readonly _planeData: Float32Array = new Float32Array(4);\r\n private readonly _frustumData: Float32Array = new Float32Array(3);\r\n public readonly projectionMatrix32 = new Matrix4();\r\n private readonly _logZData = new Float32Array(2);\r\n private readonly _viewUpVector32 = new Float32Array(3);\r\n\r\n // SyncTarget\r\n public syncKey = 0;\r\n\r\n // Scratch variables\r\n private readonly _scratch = {\r\n point3d: new Point3d(),\r\n vec3d: new Vector3d(),\r\n viewX: new Vector3d(),\r\n viewY: new Vector3d(),\r\n viewZ: new Vector3d(),\r\n };\r\n\r\n public constructor() {\r\n }\r\n\r\n public bindProjectionMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setMatrix4(this.projectionMatrix32);\r\n }\r\n\r\n public bindUpVector(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform3fv(this._viewUpVector32);\r\n }\r\n\r\n // uniform vec4 u_frustumPlanes; // { top, bottom, left, right }\r\n public get planes(): Float32Array { return this._planeData; }\r\n\r\n // uniform vec3 u_frustum; // { near, far, type }\r\n public get frustum(): Float32Array { return this._frustumData; }\r\n\r\n public get nearPlane(): number { return this._frustumData[FrustumData.kNear]; }\r\n public get farPlane(): number { return this._frustumData[FrustumData.kFar]; }\r\n public get type(): FrustumUniformType { return this.frustum[FrustumData.kType] as FrustumUniformType; }\r\n public get is2d(): boolean { return FrustumUniformType.TwoDee === this.type; }\r\n public get planFraction(): number { return this._planFraction; }\r\n\r\n // uniform vec2 u_logZ where x = 1/near and y = log(far/near)\r\n public get logZ(): Float32Array { return this._logZData; }\r\n\r\n public changeFrustum(newFrustum: Frustum, newFraction: number, is3d: boolean): void {\r\n if (newFraction === this._planFraction && is3d !== this.is2d && newFrustum.equals(this.planFrustum))\r\n return;\r\n\r\n desync(this);\r\n\r\n newFrustum.clone(this.planFrustum);\r\n\r\n const farLowerLeft = newFrustum.getCorner(Npc.LeftBottomRear);\r\n const farLowerRight = newFrustum.getCorner(Npc.RightBottomRear);\r\n const farUpperLeft = newFrustum.getCorner(Npc.LeftTopRear);\r\n const farUpperRight = newFrustum.getCorner(Npc.RightTopRear);\r\n const nearLowerLeft = newFrustum.getCorner(Npc.LeftBottomFront);\r\n const nearLowerRight = newFrustum.getCorner(Npc.RightBottomFront);\r\n const nearUpperLeft = newFrustum.getCorner(Npc.LeftTopFront);\r\n const nearUpperRight = newFrustum.getCorner(Npc.RightTopFront);\r\n\r\n const nearCenter = nearLowerLeft.interpolate(0.5, nearUpperRight, this._scratch.point3d);\r\n\r\n const viewX = normalizedDifference(nearLowerRight, nearLowerLeft, this._scratch.viewX);\r\n const viewY = normalizedDifference(nearUpperLeft, nearLowerLeft, this._scratch.viewY);\r\n const viewZ = viewX.crossProduct(viewY, this._scratch.viewZ).normalize()!;\r\n\r\n this._planFraction = newFraction;\r\n\r\n if (!is3d || newFraction > 0.999) { // ortho or 2d\r\n const halfWidth = Vector3d.createStartEnd(farLowerRight, farLowerLeft, this._scratch.vec3d).magnitude() * 0.5;\r\n const halfHeight = Vector3d.createStartEnd(farLowerRight, farUpperRight).magnitude() * 0.5;\r\n const depth = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d).magnitude();\r\n\r\n lookIn(nearCenter, viewX, viewY, viewZ, this.viewMatrix);\r\n ortho(-halfWidth, halfWidth, -halfHeight, halfHeight, 0, depth, this.projectionMatrix);\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(halfHeight, -halfHeight, -halfWidth, halfWidth);\r\n this.setFrustum(0, depth, is3d ? FrustumUniformType.Orthographic : FrustumUniformType.TwoDee);\r\n } else { // perspective\r\n const scale = 1.0 / (1.0 - newFraction);\r\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d);\r\n const cameraPosition = fromSumOf(farLowerLeft, zVec, scale, this._scratch.point3d);\r\n\r\n const frustumLeft = dotDifference(farLowerLeft, cameraPosition, viewX) * newFraction;\r\n const frustumRight = dotDifference(farLowerRight, cameraPosition, viewX) * newFraction;\r\n const frustumBottom = dotDifference(farLowerLeft, cameraPosition, viewY) * newFraction;\r\n const frustumTop = dotDifference(farUpperLeft, cameraPosition, viewY) * newFraction;\r\n const frustumFront = -dotDifference(nearLowerLeft, cameraPosition, viewZ);\r\n const frustumBack = -dotDifference(farLowerLeft, cameraPosition, viewZ);\r\n\r\n lookIn(cameraPosition, viewX, viewY, viewZ, this.viewMatrix);\r\n frustum(frustumLeft, frustumRight, frustumBottom, frustumTop, frustumFront, frustumBack, this.projectionMatrix);\r\n\r\n IModelFrameLifecycle.onChangeCameraView.raiseEvent({\r\n cameraPosition,\r\n viewX,\r\n viewY,\r\n viewZ,\r\n });\r\n IModelFrameLifecycle.onChangeCameraFrustum.raiseEvent({\r\n type: FrustumUniformType.Perspective,\r\n left: frustumLeft,\r\n right: frustumRight,\r\n bottom: frustumBottom,\r\n top: frustumTop,\r\n front: frustumFront,\r\n back: frustumBack,\r\n });\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(frustumTop, frustumBottom, frustumLeft, frustumRight);\r\n this.setFrustum(frustumFront, frustumBack, FrustumUniformType.Perspective);\r\n }\r\n\r\n this.viewMatrix.matrix.inverseState = InverseMatrixState.unknown;\r\n\r\n this.viewMatrix.matrix.multiplyVector(this._worldUpVector, this._viewUpVector);\r\n this._viewUpVector.normalizeInPlace();\r\n this._viewUpVector32[0] = this._viewUpVector.x;\r\n this._viewUpVector32[1] = this._viewUpVector.y;\r\n this._viewUpVector32[2] = this._viewUpVector.z;\r\n\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n public changeProjectionMatrix(newMatrix: Matrix4d): void {\r\n desync(this);\r\n this.projectionMatrix.setFrom(newMatrix);\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n protected setPlanes(top: number, bottom: number, left: number, right: number): void {\r\n this._planeData[Plane.kTop] = top;\r\n this._planeData[Plane.kBottom] = bottom;\r\n this._planeData[Plane.kLeft] = left;\r\n this._planeData[Plane.kRight] = right;\r\n }\r\n\r\n protected setFrustum(nearPlane: number, farPlane: number, type: FrustumUniformType): void {\r\n this._frustumData[FrustumData.kNear] = nearPlane;\r\n this._frustumData[FrustumData.kFar] = farPlane;\r\n this._frustumData[FrustumData.kType] = type as number;\r\n\r\n // If nearPlane is zero, we don't have a camera (or got very unlucky); in that case shader will compute linear depth.\r\n this._logZData[0] = 0 !== nearPlane ? 1 / nearPlane : 0;\r\n this._logZData[1] = 0 !== nearPlane ? Math.log(farPlane / nearPlane) : farPlane;\r\n }\r\n}\r\n\r\nfunction normalizedDifference(p0: Point3d, p1: Point3d, out?: Vector3d): Vector3d {\r\n const result = undefined !== out ? out : new Vector3d();\r\n result.x = p0.x - p1.x;\r\n result.y = p0.y - p1.y;\r\n result.z = p0.z - p1.z;\r\n result.normalizeInPlace();\r\n return result;\r\n}\r\n\r\n/** @internal */\r\nexport function fromSumOf(p: Point3d, v: Vector3d, scale: number, out?: Point3d) {\r\n const result = undefined !== out ? out : new Point3d();\r\n result.x = p.x + v.x * scale;\r\n result.y = p.y + v.y * scale;\r\n result.z = p.z + v.z * scale;\r\n return result;\r\n}\r\n\r\nfunction dotDifference(pt: Point3d, origin: Point3d, vec: Vector3d): number {\r\n return (pt.x - origin.x) * vec.x + (pt.y - origin.y) * vec.y + (pt.z - origin.z) * vec.z;\r\n}\r\n\r\nfunction lookIn(eye: Point3d, viewX: Vector3d, viewY: Vector3d, viewZ: Vector3d, result: Transform) {\r\n const rot = result.matrix.coffs;\r\n rot[0] = viewX.x;\r\n rot[1] = viewX.y;\r\n rot[2] = viewX.z;\r\n rot[3] = viewY.x;\r\n rot[4] = viewY.y;\r\n rot[5] = viewY.z;\r\n rot[6] = viewZ.x;\r\n rot[7] = viewZ.y;\r\n rot[8] = viewZ.z;\r\n\r\n result.origin.x = -viewX.dotProduct(eye);\r\n result.origin.y = -viewY.dotProduct(eye);\r\n result.origin.z = -viewZ.dotProduct(eye);\r\n}\r\n\r\nfunction ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n 2.0 / (right - left), 0.0, 0.0, -(right + left) / (right - left),\r\n 0.0, 2.0 / (top - bottom), 0.0, -(top + bottom) / (top - bottom),\r\n 0.0, 0.0, -2.0 / (far - near), -(far + near) / (far - near),\r\n 0.0, 0.0, 0.0, 1.0,\r\n result);\r\n}\r\n\r\nfunction frustum(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n (2.0 * near) / (right - left), 0.0, (right + left) / (right - left), 0.0,\r\n 0.0, (2.0 * near) / (top - bottom), (top + bottom) / (top - bottom), 0.0,\r\n 0.0, 0.0, -(far + near) / (far - near), -(2.0 * far * near) / (far - near),\r\n 0.0, 0.0, -1.0, 0.0,\r\n result);\r\n}\r\n"]}
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@@ -57,9 +57,9 @@ export class LayerContainer extends GraphicWrapper {
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@@ -16,13 +16,13 @@ export declare class MeshData implements WebGLDisposable {
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readonly hasFeatures: boolean;
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readonly uniformFeatureId?: number;
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-
{"version":3,"file":"MeshData.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/MeshData.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAoB,SAAS,EAAc,MAAM,oBAAoB,CAAC;AAC7E,OAAO,EAAE,UAAU,EAAE,MAAM,2BAA2B,CAAC;AACvD,OAAO,EAAE,WAAW,EAAE,MAAM,6BAA6B,CAAC;AAC1D,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAE/C,OAAO,EAAsB,YAAY,EAAE,MAAM,YAAY,CAAC;AAC9D,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAExC,gBAAgB;AAChB,qBAAa,QAAS,YAAW,eAAe;IAC9C,SAAgB,SAAS,EAAE,MAAM,CAAC;IAClC,SAAgB,WAAW,EAAE,OAAO,CAAC;IACrC,SAAgB,gBAAgB,CAAC,EAAE,MAAM,CAAC;IAC1C,SAAgB,OAAO,CAAC,EAAE,OAAO,CAAC;IAClC,SAAgB,YAAY,CAAC,EAAE,YAAY,CAAC;IAC5C,SAAgB,IAAI,EAAE,WAAW,CAAC;IAClC,SAAgB,SAAS,EAAE,SAAS,CAAC;IACrC,SAAgB,YAAY,EAAE,MAAM,CAAC;IACrC,SAAgB,QAAQ,EAAE,OAAO,CAAC;IAClC,SAAgB,gBAAgB,EAAE,OAAO,CAAC;IAC1C,SAAgB,
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{"version":3,"file":"MeshData.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/MeshData.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAoB,SAAS,EAAc,MAAM,oBAAoB,CAAC;AAC7E,OAAO,EAAE,UAAU,EAAE,MAAM,2BAA2B,CAAC;AACvD,OAAO,EAAE,WAAW,EAAE,MAAM,6BAA6B,CAAC;AAC1D,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAE/C,OAAO,EAAsB,YAAY,EAAE,MAAM,YAAY,CAAC;AAC9D,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAExC,gBAAgB;AAChB,qBAAa,QAAS,YAAW,eAAe;IAC9C,SAAgB,SAAS,EAAE,MAAM,CAAC;IAClC,SAAgB,WAAW,EAAE,OAAO,CAAC;IACrC,SAAgB,gBAAgB,CAAC,EAAE,MAAM,CAAC;IAC1C,SAAgB,OAAO,CAAC,EAAE,OAAO,CAAC;IAClC,SAAgB,SAAS,CAAC,EAAE,OAAO,CAAC;IACpC,SAAgB,YAAY,CAAC,EAAE,YAAY,CAAC;IAC5C,SAAgB,IAAI,EAAE,WAAW,CAAC;IAClC,SAAgB,SAAS,EAAE,SAAS,CAAC;IACrC,SAAgB,YAAY,EAAE,MAAM,CAAC;IACrC,SAAgB,QAAQ,EAAE,OAAO,CAAC;IAClC,SAAgB,gBAAgB,EAAE,OAAO,CAAC;IAC1C,SAAgB,GAAG,EAAE,SAAS,CAAC;IAC/B,SAAgB,qBAAqB,CAAC,EAAE,OAAO,CAAC;IAChD,OAAO,CAAC,QAAQ,CAAC,uBAAuB,CAAU;IAElD,OAAO;WAuCO,MAAM,CAAC,MAAM,EAAE,UAAU,EAAE,QAAQ,EAAE,OAAO,GAAG,SAAS,GAAG,QAAQ,GAAG,SAAS;IAK7F,IAAW,UAAU,IAAI,OAAO,CAA8D;IAEvF,OAAO;IAMd,IAAW,OAAO,YAAiE;IACnF,IAAW,wBAAwB,YAA2D;IAG9F,OAAO,KAAK,YAAY,GAEvB;IAEM,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;CAK/D"}
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@@ -21,6 +21,19 @@ export class MeshData {
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if (undefined !== params.surface.textureMapping) {
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this.texture = params.surface.textureMapping.texture;
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this._textureAlwaysDisplayed = params.surface.textureMapping.alwaysDisplayed;
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if (undefined !== params.surface.material && !params.surface.material.isAtlas) {
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const matTM = params.surface.material.material.textureMapping;
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if (undefined !== matTM && undefined !== matTM.normalMapParams) {
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if (undefined !== matTM.normalMapParams.normalMap) {
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this.normalMap = matTM.normalMapParams.normalMap;
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}
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else {
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// If there are normal map params but the normal map is not present, use the texture as a normal map instead of a pattern map.
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this.normalMap = this.texture;
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this.texture = undefined;
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}
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}
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}
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}
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else {
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this.texture = undefined;
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@@ -31,7 +44,6 @@ export class MeshData {
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this.fillFlags = params.surface.fillFlags;
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this.isPlanar = params.isPlanar;
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this.hasBakedLighting = params.surface.hasBakedLighting;
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this.hasFixedNormals = params.surface.hasFixedNormals;
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const edges = params.edges;
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this.edgeWidth = undefined !== edges ? edges.weight : 1;
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this.edgeLineCode = LineCode.valueFromLinePixels(undefined !== edges ? edges.linePixels : LinePixels.Solid);
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"MeshData.js","sourceRoot":"","sources":["../../../../src/render/webgl/MeshData.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAE,OAAO,EAAE,MAAM,qBAAqB,CAAC;AAE9C,OAAO,EAAE,gBAAgB,EAAa,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAK7E,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACtC,OAAO,EAAE,kBAAkB,EAAgB,MAAM,YAAY,CAAC;AAE9D,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAExC,gBAAgB;AAChB,MAAM,OAAO,QAAQ;IAgBnB,YAAoB,GAAc,EAAE,MAAkB,EAAE,QAA6B;QACnF,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;QACf,IAAI,CAAC,qBAAqB,GAAG,QAAQ,CAAC;QAEtC,IAAI,CAAC,WAAW,GAAG,gBAAgB,CAAC,KAAK,KAAK,MAAM,CAAC,QAAQ,CAAC,gBAAgB,CAAC;QAC/E,IAAI,gBAAgB,CAAC,OAAO,KAAK,MAAM,CAAC,QAAQ,CAAC,gBAAgB;YAC/D,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,QAAQ,CAAC,gBAAgB,CAAC;QAE3D,IAAI,SAAS,KAAK,MAAM,CAAC,OAAO,CAAC,cAAc,EAAE;YAC/C,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC,cAAc,CAAC,OAAkB,CAAC;YAChE,IAAI,CAAC,uBAAuB,GAAG,MAAM,CAAC,OAAO,CAAC,cAAc,CAAC,eAAe,CAAC;
|
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1
|
+
{"version":3,"file":"MeshData.js","sourceRoot":"","sources":["../../../../src/render/webgl/MeshData.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAE,OAAO,EAAE,MAAM,qBAAqB,CAAC;AAE9C,OAAO,EAAE,gBAAgB,EAAa,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAK7E,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACtC,OAAO,EAAE,kBAAkB,EAAgB,MAAM,YAAY,CAAC;AAE9D,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAExC,gBAAgB;AAChB,MAAM,OAAO,QAAQ;IAgBnB,YAAoB,GAAc,EAAE,MAAkB,EAAE,QAA6B;QACnF,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;QACf,IAAI,CAAC,qBAAqB,GAAG,QAAQ,CAAC;QAEtC,IAAI,CAAC,WAAW,GAAG,gBAAgB,CAAC,KAAK,KAAK,MAAM,CAAC,QAAQ,CAAC,gBAAgB,CAAC;QAC/E,IAAI,gBAAgB,CAAC,OAAO,KAAK,MAAM,CAAC,QAAQ,CAAC,gBAAgB;YAC/D,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,QAAQ,CAAC,gBAAgB,CAAC;QAE3D,IAAI,SAAS,KAAK,MAAM,CAAC,OAAO,CAAC,cAAc,EAAE;YAC/C,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC,cAAc,CAAC,OAAkB,CAAC;YAChE,IAAI,CAAC,uBAAuB,GAAG,MAAM,CAAC,OAAO,CAAC,cAAc,CAAC,eAAe,CAAC;YAC7E,IAAI,SAAS,KAAK,MAAM,CAAC,OAAO,CAAC,QAAQ,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,QAAQ,CAAC,OAAO,EAAE;gBAC7E,MAAM,KAAK,GAAG,MAAM,CAAC,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAC,cAAc,CAAC;gBAC9D,IAAI,SAAS,KAAK,KAAK,IAAI,SAAS,KAAK,KAAK,CAAC,eAAe,EAAE;oBAC9D,IAAI,SAAS,KAAK,KAAK,CAAC,eAAe,CAAC,SAAS,EAAE;wBACjD,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC,eAAe,CAAC,SAAoB,CAAC;qBAC7D;yBAAM;wBACL,8HAA8H;wBAC9H,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC;wBAC9B,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC;qBAC1B;iBACF;aACF;SACF;aAAM;YACL,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC;YACzB,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;SACtC;QAED,IAAI,CAAC,YAAY,GAAG,kBAAkB,CAAC,MAAM,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;QAEhE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC;QAChC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,OAAO,CAAC,SAAS,CAAC;QAC1C,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;QAChC,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,OAAO,CAAC,gBAAgB,CAAC;QACxD,MAAM,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;QAC3B,IAAI,CAAC,SAAS,GAAG,SAAS,KAAK,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;QACxD,IAAI,CAAC,YAAY,GAAG,QAAQ,CAAC,mBAAmB,CAAC,SAAS,KAAK,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;IAC9G,CAAC;IAEM,MAAM,CAAC,MAAM,CAAC,MAAkB,EAAE,QAA6B;QACpE,MAAM,GAAG,GAAG,SAAS,CAAC,qBAAqB,CAAC,MAAM,CAAC,QAAQ,EAAE,MAAM,CAAC,WAAW,CAAC,CAAC;QACjF,OAAO,SAAS,KAAK,GAAG,CAAC,CAAC,CAAC,IAAI,QAAQ,CAAC,GAAG,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;IAC7E,CAAC;IAED,IAAW,UAAU,KAAc,OAAO,SAAS,KAAK,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC,CAAC;IAEvF,OAAO;QACZ,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QAClB,IAAI,IAAI,CAAC,YAAY;YACnB,IAAI,CAAC,OAAQ,CAAC,OAAO,EAAE,CAAC;IAC5B,CAAC;IAED,IAAW,OAAO,KAAK,OAAO,SAAS,KAAK,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,CAAC;IACnF,IAAW,wBAAwB,KAAK,OAAO,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,uBAAuB,CAAC,CAAC,CAAC;IAE9F,mMAAmM;IACnM,IAAY,YAAY;;QACtB,OAAO,SAAS,KAAK,IAAI,CAAC,OAAO,IAAI,CAAC,CAAA,MAAA,IAAI,CAAC,OAAO,0CAAE,QAAQ,CAAA,CAAC;IAC/D,CAAC;IAEM,iBAAiB,CAAC,KAA8B;QACrD,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC;QACzC,IAAI,IAAI,CAAC,YAAY;YACnB,KAAK,CAAC,UAAU,CAAC,IAAI,CAAC,OAAQ,CAAC,SAAS,CAAC,CAAC;IAC9C,CAAC;CACF","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { dispose } from \"@itwin/core-bentley\";\r\nimport { Point3d } from \"@itwin/core-geometry\";\r\nimport { FeatureIndexType, FillFlags, LinePixels } from \"@itwin/core-common\";\r\nimport { MeshParams } from \"../primitives/VertexTable\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { createMaterialInfo, MaterialInfo } from \"./Material\";\r\nimport { Texture } from \"./Texture\";\r\nimport { VertexLUT } from \"./VertexLUT\";\r\n\r\n/** @internal */\r\nexport class MeshData implements WebGLDisposable {\r\n public readonly edgeWidth: number;\r\n public readonly hasFeatures: boolean;\r\n public readonly uniformFeatureId?: number; // Used strictly by BatchPrimitiveCommand.computeIsFlashed for flashing volume classification primitives.\r\n public readonly texture?: Texture;\r\n public readonly normalMap?: Texture;\r\n public readonly materialInfo?: MaterialInfo;\r\n public readonly type: SurfaceType;\r\n public readonly fillFlags: FillFlags;\r\n public readonly edgeLineCode: number; // Must call LineCode.valueFromLinePixels(val: LinePixels) and set the output to edgeLineCode\r\n public readonly isPlanar: boolean;\r\n public readonly hasBakedLighting: boolean;\r\n public readonly lut: VertexLUT;\r\n public readonly viewIndependentOrigin?: Point3d;\r\n private readonly _textureAlwaysDisplayed: boolean;\r\n\r\n private constructor(lut: VertexLUT, params: MeshParams, viOrigin: Point3d | undefined) {\r\n this.lut = lut;\r\n this.viewIndependentOrigin = viOrigin;\r\n\r\n this.hasFeatures = FeatureIndexType.Empty !== params.vertices.featureIndexType;\r\n if (FeatureIndexType.Uniform === params.vertices.featureIndexType)\r\n this.uniformFeatureId = params.vertices.uniformFeatureID;\r\n\r\n if (undefined !== params.surface.textureMapping) {\r\n this.texture = params.surface.textureMapping.texture as Texture;\r\n this._textureAlwaysDisplayed = params.surface.textureMapping.alwaysDisplayed;\r\n if (undefined !== params.surface.material && !params.surface.material.isAtlas) {\r\n const matTM = params.surface.material.material.textureMapping;\r\n if (undefined !== matTM && undefined !== matTM.normalMapParams) {\r\n if (undefined !== matTM.normalMapParams.normalMap) {\r\n this.normalMap = matTM.normalMapParams.normalMap as Texture;\r\n } else {\r\n // If there are normal map params but the normal map is not present, use the texture as a normal map instead of a pattern map.\r\n this.normalMap = this.texture;\r\n this.texture = undefined;\r\n }\r\n }\r\n }\r\n } else {\r\n this.texture = undefined;\r\n this._textureAlwaysDisplayed = false;\r\n }\r\n\r\n this.materialInfo = createMaterialInfo(params.surface.material);\r\n\r\n this.type = params.surface.type;\r\n this.fillFlags = params.surface.fillFlags;\r\n this.isPlanar = params.isPlanar;\r\n this.hasBakedLighting = params.surface.hasBakedLighting;\r\n const edges = params.edges;\r\n this.edgeWidth = undefined !== edges ? edges.weight : 1;\r\n this.edgeLineCode = LineCode.valueFromLinePixels(undefined !== edges ? edges.linePixels : LinePixels.Solid);\r\n }\r\n\r\n public static create(params: MeshParams, viOrigin: Point3d | undefined): MeshData | undefined {\r\n const lut = VertexLUT.createFromVertexTable(params.vertices, params.auxChannels);\r\n return undefined !== lut ? new MeshData(lut, params, viOrigin) : undefined;\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this.texture && this.lut.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.lut);\r\n if (this._ownsTexture)\r\n this.texture!.dispose();\r\n }\r\n\r\n public get isGlyph() { return undefined !== this.texture && this.texture.isGlyph; }\r\n public get isTextureAlwaysDisplayed() { return this.isGlyph || this._textureAlwaysDisplayed; }\r\n\r\n // Returns true if no one else owns this texture. Implies that the texture should be disposed when this object is disposed, and the texture's memory should be tracked as belonging to this object.\r\n private get _ownsTexture(): boolean {\r\n return undefined !== this.texture && !this.texture?.hasOwner;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addVertexTable(this.lut.bytesUsed);\r\n if (this._ownsTexture)\r\n stats.addTexture(this.texture!.bytesUsed);\r\n }\r\n}\r\n"]}
|
|
@@ -25,8 +25,8 @@ export declare abstract class MeshGeometry extends LUTGeometry {
|
|
|
25
25
|
get colorInfo(): ColorInfo;
|
|
26
26
|
get uniformColor(): FloatRgba | undefined;
|
|
27
27
|
get texture(): import("./Texture").Texture | undefined;
|
|
28
|
+
get normalMap(): import("./Texture").Texture | undefined;
|
|
28
29
|
get hasBakedLighting(): boolean;
|
|
29
|
-
get hasFixedNormals(): boolean;
|
|
30
30
|
get lut(): import("./VertexLUT").VertexLUT;
|
|
31
31
|
get hasScalarAnimation(): boolean;
|
|
32
32
|
protected constructor(mesh: MeshData, numIndices: number);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"MeshGeometry.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/MeshGeometry.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AACpD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,IAAI,EAAE,MAAM,eAAe,CAAC;AACrC,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAEtC;;GAEG;AACH,8BAAsB,YAAa,SAAQ,WAAW;IACpD,SAAgB,IAAI,EAAE,QAAQ,CAAC;IAC/B,SAAS,CAAC,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAEvC,IAAoB,MAAM,SAAmB;cAC1B,cAAc,CAAC,MAAM,EAAE,mBAAmB,GAAG,MAAM;IAGtE,IAAW,SAAS,WAAkC;IACtD,IAAW,YAAY,WAAqC;IAC5D,IAAoB,WAAW,YAAoC;IACnE,IAAW,WAAW,sDAA6B;IACnD,IAAW,SAAS,2CAAkC;IACtD,IAAW,QAAQ,YAAiC;IACpD,IAAW,SAAS,IAAI,SAAS,CAAoC;IACrE,IAAW,YAAY,IAAI,SAAS,GAAG,SAAS,CAA0E;IAC1H,IAAW,OAAO,4CAAgC;IAClD,IAAoB,gBAAgB,YAAyC;IAC7E,IAAW,
|
|
1
|
+
{"version":3,"file":"MeshGeometry.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/MeshGeometry.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AACpD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,IAAI,EAAE,MAAM,eAAe,CAAC;AACrC,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAEtC;;GAEG;AACH,8BAAsB,YAAa,SAAQ,WAAW;IACpD,SAAgB,IAAI,EAAE,QAAQ,CAAC;IAC/B,SAAS,CAAC,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAEvC,IAAoB,MAAM,SAAmB;cAC1B,cAAc,CAAC,MAAM,EAAE,mBAAmB,GAAG,MAAM;IAGtE,IAAW,SAAS,WAAkC;IACtD,IAAW,YAAY,WAAqC;IAC5D,IAAoB,WAAW,YAAoC;IACnE,IAAW,WAAW,sDAA6B;IACnD,IAAW,SAAS,2CAAkC;IACtD,IAAW,QAAQ,YAAiC;IACpD,IAAW,SAAS,IAAI,SAAS,CAAoC;IACrE,IAAW,YAAY,IAAI,SAAS,GAAG,SAAS,CAA0E;IAC1H,IAAW,OAAO,4CAAgC;IAClD,IAAW,SAAS,4CAAkC;IACtD,IAAoB,gBAAgB,YAAyC;IAC7E,IAAW,GAAG,oCAA4B;IAC1C,IAAW,kBAAkB,YAA+C;IAE5E,SAAS,aAAa,IAAI,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM;IAMxD,SAAS,CAAC,iBAAiB,CAAC,MAAM,EAAE,mBAAmB,GAAG,MAAM;IAGhE,SAAS,CAAC,mBAAmB,CAAC,MAAM,EAAE,mBAAmB,GAAG,MAAM;IAGlE,SAAS,CAAC,gBAAgB,CAAC,MAAM,EAAE,MAAM,GAAG,SAAS;IAGrD,SAAS,CAAC,eAAe,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;CAYhD"}
|
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@@ -28,8 +28,8 @@ export class MeshGeometry extends LUTGeometry {
|
|
|
28
28
|
get colorInfo() { return this.mesh.lut.colorInfo; }
|
|
29
29
|
get uniformColor() { return this.colorInfo.isUniform ? this.colorInfo.uniform : undefined; }
|
|
30
30
|
get texture() { return this.mesh.texture; }
|
|
31
|
+
get normalMap() { return this.mesh.normalMap; }
|
|
31
32
|
get hasBakedLighting() { return this.mesh.hasBakedLighting; }
|
|
32
|
-
get hasFixedNormals() { return this.mesh.hasFixedNormals; }
|
|
33
33
|
get lut() { return this.mesh.lut; }
|
|
34
34
|
get hasScalarAnimation() { return this.mesh.lut.hasScalarAnimation; }
|
|
35
35
|
computeEdgeWeight(params) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
|
+
{"version":3,"file":"MeshGeometry.js","sourceRoot":"","sources":["../../../../src/render/webgl/MeshGeometry.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAQ/C;;GAEG;AACH,MAAM,OAAgB,YAAa,SAAQ,WAAW;IAsBpD,YAAsB,IAAc,EAAE,UAAkB;QACtD,KAAK,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;QAClC,IAAI,CAAC,WAAW,GAAG,UAAU,CAAC;QAC9B,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;IACnB,CAAC;IAtBD,IAAoB,MAAM,KAAK,OAAO,IAAI,CAAC,CAAC,CAAC;IAC1B,cAAc,CAAC,MAA2B,IAAY,OAAO,IAAI,CAAC,iBAAiB,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;IAEjH,2BAA2B;IAC3B,IAAW,SAAS,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;IACtD,IAAW,YAAY,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC;IAC5D,IAAoB,WAAW,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC;IACnE,IAAW,WAAW,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC;IACnD,IAAW,SAAS,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;IACtD,IAAW,QAAQ,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC;IACpD,IAAW,SAAS,KAAgB,OAAO,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC;IACrE,IAAW,YAAY,KAA4B,OAAO,IAAI,CAAC,SAAS,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC;IAC1H,IAAW,OAAO,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC;IAClD,IAAW,SAAS,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;IACtD,IAAoB,gBAAgB,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC;IAC7E,IAAW,GAAG,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;IAC1C,IAAW,kBAAkB,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,kBAAkB,CAAC,CAAC,CAAC;IAQlE,iBAAiB,CAAC,MAA2B;QACrD,OAAO,MAAM,CAAC,MAAM,CAAC,iBAAiB,CAAC,MAAM,CAAC,UAAU,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;IAC5E,CAAC;IACS,mBAAmB,CAAC,MAA2B;QACvD,OAAO,MAAM,CAAC,MAAM,CAAC,mBAAmB,CAAC,MAAM,CAAC,UAAU,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;IACjF,CAAC;IACS,gBAAgB,CAAC,MAAc;QACvC,OAAO,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IACjD,CAAC;IACS,eAAe,CAAC,MAAc;QACtC,IAAI,MAAM,CAAC,kBAAkB;YAC3B,OAAO,MAAM,CAAC;QAEhB,MAAM,EAAE,GAAG,MAAM,CAAC,gBAAgB,CAAC;QACnC,IAAI,UAAU,CAAC,WAAW,KAAK,EAAE,CAAC,UAAU,IAAI,CAAC,EAAE,CAAC,YAAY;YAC9D,OAAO,MAAM,CAAC;QAEhB,iDAAiD;QACjD,MAAM,aAAa,GAAG,UAAU,CAAC,SAAS,KAAK,EAAE,CAAC,UAAU,IAAI,EAAE,CAAC,YAAY,IAAI,IAAI,CAAC,SAAS,CAAC,eAAe,CAAC;QAClH,OAAO,aAAa,CAAC,CAAC,CAAC,aAAa,CAAC,CAAC,CAAC,eAAe,CAAC;IACzD,CAAC;CACF","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { RenderMode } from \"@itwin/core-common\";\r\nimport { LUTGeometry } from \"./CachedGeometry\";\r\nimport { ColorInfo } from \"./ColorInfo\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { FloatRgba } from \"./FloatRGBA\";\r\nimport { Pass } from \"./RenderFlags\";\r\nimport { Target } from \"./Target\";\r\nimport { MeshData } from \"./MeshData\";\r\n\r\n/** Defines one aspect of the geometry of a mesh (surface or edges)\r\n * @internal\r\n */\r\nexport abstract class MeshGeometry extends LUTGeometry {\r\n public readonly mesh: MeshData;\r\n protected readonly _numIndices: number;\r\n\r\n public override get asMesh() { return this; }\r\n protected override _getLineWeight(params: ShaderProgramParams): number { return this.computeEdgeWeight(params); }\r\n\r\n // Convenience accessors...\r\n public get edgeWidth() { return this.mesh.edgeWidth; }\r\n public get edgeLineCode() { return this.mesh.edgeLineCode; }\r\n public override get hasFeatures() { return this.mesh.hasFeatures; }\r\n public get surfaceType() { return this.mesh.type; }\r\n public get fillFlags() { return this.mesh.fillFlags; }\r\n public get isPlanar() { return this.mesh.isPlanar; }\r\n public get colorInfo(): ColorInfo { return this.mesh.lut.colorInfo; }\r\n public get uniformColor(): FloatRgba | undefined { return this.colorInfo.isUniform ? this.colorInfo.uniform : undefined; }\r\n public get texture() { return this.mesh.texture; }\r\n public get normalMap() { return this.mesh.normalMap; }\r\n public override get hasBakedLighting() { return this.mesh.hasBakedLighting; }\r\n public get lut() { return this.mesh.lut; }\r\n public get hasScalarAnimation() { return this.mesh.lut.hasScalarAnimation; }\r\n\r\n protected constructor(mesh: MeshData, numIndices: number) {\r\n super(mesh.viewIndependentOrigin);\r\n this._numIndices = numIndices;\r\n this.mesh = mesh;\r\n }\r\n\r\n protected computeEdgeWeight(params: ShaderProgramParams): number {\r\n return params.target.computeEdgeWeight(params.renderPass, this.edgeWidth);\r\n }\r\n protected computeEdgeLineCode(params: ShaderProgramParams): number {\r\n return params.target.computeEdgeLineCode(params.renderPass, this.edgeLineCode);\r\n }\r\n protected computeEdgeColor(target: Target): ColorInfo {\r\n return target.computeEdgeColor(this.colorInfo);\r\n }\r\n protected computeEdgePass(target: Target): Pass {\r\n if (target.isDrawingShadowMap)\r\n return \"none\";\r\n\r\n const vf = target.currentViewFlags;\r\n if (RenderMode.SmoothShade === vf.renderMode && !vf.visibleEdges)\r\n return \"none\";\r\n\r\n // Only want translucent edges in wireframe mode.\r\n const isTranslucent = RenderMode.Wireframe === vf.renderMode && vf.transparency && this.colorInfo.hasTranslucency;\r\n return isTranslucent ? \"translucent\" : \"opaque-linear\";\r\n }\r\n}\r\n"]}
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@@ -93,7 +93,7 @@ class ClassifierFrameBuffers {
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system.frameBufferStack.execute(this._hilite, true, false, () => {
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gl.clearColor(0, 0, 0, 0);
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gl.clear(GL.BufferBit.Color);
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target.techniques.execute(target, cmds,
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target.techniques.execute(target, cmds, 10 /* Hilite */);
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});
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}
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static create(width, height) {
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draw(cmds, target) {
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System.instance.frameBufferStack.execute(this._fbo, true, false, () => {
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target.techniques.draw(getDrawParams(target, this._clearGeom));
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target.techniques.execute(target, cmds,
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target.techniques.execute(target, cmds, 19 /* PlanarClassification */);
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});
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}
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}
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gl.clearColor(0, 0, 0, 0);
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gl.clear(GL.BufferBit.Color);
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target.compositor.currentRenderTargetIndex = feature ? 1 : 0;
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target.techniques.execute(target, cmds,
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target.techniques.execute(target, cmds, 19 /* PlanarClassification */);
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});
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};
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draw(false);
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gl.clear(GL.BufferBit.Color);
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if (!System.instance.capabilities.supportsDrawBuffers)
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target.compositor.currentRenderTargetIndex = 0;
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target.techniques.execute(target, cmds,
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target.techniques.execute(target, cmds, 19 /* PlanarClassification */);
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});
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}
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}
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@@ -510,10 +510,10 @@ export class PlanarClassifier extends RenderPlanarClassifier {
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// NB: "Outside" geometry by definition cannot take color/transparency from element...
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const cmds = renderCommands.getCommands(3 /* OpaquePlanar */);
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// NB: We don't strictly require the classifier geometry to be planar, and sometimes (e.g., "planar" polyface/bspsurf) we do not detect planarity.
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cmds.push(...renderCommands.getCommands(
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cmds.push(...renderCommands.getCommands(5 /* OpaqueGeneral */));
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cmds.push(...renderCommands.getCommands(2 /* OpaqueLinear */));
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this._anyOpaque = cmds.length > 0;
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const transCmds = renderCommands.getCommands(
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const transCmds = renderCommands.getCommands(8 /* Translucent */);
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this._anyTranslucent = true;
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if (this._classifierGraphics.length > 0 && this._classifierBuffers) {
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this._classifierBuffers.draw(getDrawCommands(this._classifierGraphics), target);
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// Draw any hilited classifiers.
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const hiliteCommands = renderCommands.getCommands(
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const hiliteCommands = renderCommands.getCommands(10 /* Hilite */);
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this._anyHilited = 0 !== hiliteCommands.length;
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if (this._anyHilited)
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this._classifierBuffers.drawHilite(hiliteCommands, target);
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