@itwin/core-frontend 3.5.0 → 3.5.2
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 +16 -1
- package/lib/cjs/extension/ExtensionRuntime.js +2 -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 -5
- package/lib/cjs/render/RealityMeshParams.js.map +1 -1
- package/lib/cjs/render/webgl/BackgroundMapDrape.js +2 -2
- package/lib/cjs/render/webgl/BranchState.d.ts +3 -0
- package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
- package/lib/cjs/render/webgl/BranchState.js +5 -0
- package/lib/cjs/render/webgl/BranchState.js.map +1 -1
- 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.d.ts.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.js +6 -4
- package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
- 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/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/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.d.ts +2 -1
- package/lib/cjs/render/webgl/RenderCommands.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RenderCommands.js +45 -37
- package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.d.ts +19 -17
- package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.js +8 -6
- package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.d.ts +6 -1
- package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.js +195 -76
- package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/cjs/render/webgl/SolarShadowMap.js +2 -2
- package/lib/cjs/render/webgl/SurfaceGeometry.js +5 -5
- package/lib/cjs/render/webgl/Target.js +7 -7
- 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/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/RenderPass.js +12 -12
- package/lib/cjs/render/webgl/glsl/RenderPass.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.js +1 -1
- 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/ImdlReader.js +5 -5
- package/lib/cjs/tile/ImdlReader.js.map +1 -1
- package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/RealityModelTileTree.js +1 -0
- package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
- package/lib/cjs/tile/RealityTileLoader.js +2 -2
- package/lib/cjs/tile/RealityTileLoader.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/esm/extension/ExtensionRuntime.js +3 -1
- package/lib/esm/extension/ExtensionRuntime.js.map +1 -1
- package/lib/esm/render/GraphicBranch.d.ts +3 -0
- package/lib/esm/render/GraphicBranch.d.ts.map +1 -1
- package/lib/esm/render/GraphicBranch.js.map +1 -1
- package/lib/esm/render/RealityMeshParams.d.ts +3 -4
- package/lib/esm/render/RealityMeshParams.d.ts.map +1 -1
- package/lib/esm/render/RealityMeshParams.js +10 -6
- package/lib/esm/render/RealityMeshParams.js.map +1 -1
- package/lib/esm/render/webgl/BackgroundMapDrape.js +2 -2
- package/lib/esm/render/webgl/BranchState.d.ts +3 -0
- package/lib/esm/render/webgl/BranchState.d.ts.map +1 -1
- package/lib/esm/render/webgl/BranchState.js +5 -0
- package/lib/esm/render/webgl/BranchState.js.map +1 -1
- package/lib/esm/render/webgl/CachedGeometry.d.ts +32 -0
- package/lib/esm/render/webgl/CachedGeometry.d.ts.map +1 -1
- package/lib/esm/render/webgl/CachedGeometry.js +69 -0
- package/lib/esm/render/webgl/CachedGeometry.js.map +1 -1
- package/lib/esm/render/webgl/DrawCommand.d.ts.map +1 -1
- package/lib/esm/render/webgl/DrawCommand.js +6 -4
- package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
- package/lib/esm/render/webgl/EDL.d.ts +40 -0
- package/lib/esm/render/webgl/EDL.d.ts.map +1 -0
- package/lib/esm/render/webgl/EDL.js +260 -0
- package/lib/esm/render/webgl/EDL.js.map +1 -0
- package/lib/esm/render/webgl/EdgeSettings.js +2 -2
- package/lib/esm/render/webgl/FrameBuffer.d.ts +4 -0
- package/lib/esm/render/webgl/FrameBuffer.d.ts.map +1 -1
- package/lib/esm/render/webgl/FrameBuffer.js +9 -0
- package/lib/esm/render/webgl/FrameBuffer.js.map +1 -1
- package/lib/esm/render/webgl/FrustumUniforms.d.ts +7 -0
- package/lib/esm/render/webgl/FrustumUniforms.d.ts.map +1 -1
- package/lib/esm/render/webgl/FrustumUniforms.js.map +1 -1
- package/lib/esm/render/webgl/Layer.js +2 -2
- package/lib/esm/render/webgl/LayerCommands.js +2 -2
- package/lib/esm/render/webgl/PlanarClassifier.js +7 -7
- package/lib/esm/render/webgl/PlanarClassifier.js.map +1 -1
- package/lib/esm/render/webgl/PointCloud.d.ts +2 -2
- package/lib/esm/render/webgl/PointCloud.d.ts.map +1 -1
- package/lib/esm/render/webgl/PointCloud.js +2 -0
- package/lib/esm/render/webgl/PointCloud.js.map +1 -1
- package/lib/esm/render/webgl/RealityMesh.d.ts +3 -1
- package/lib/esm/render/webgl/RealityMesh.d.ts.map +1 -1
- package/lib/esm/render/webgl/RealityMesh.js +8 -3
- package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
- package/lib/esm/render/webgl/RealityModelUniforms.d.ts +9 -0
- package/lib/esm/render/webgl/RealityModelUniforms.d.ts.map +1 -1
- package/lib/esm/render/webgl/RealityModelUniforms.js +50 -0
- package/lib/esm/render/webgl/RealityModelUniforms.js.map +1 -1
- package/lib/esm/render/webgl/RenderCommands.d.ts +2 -1
- package/lib/esm/render/webgl/RenderCommands.d.ts.map +1 -1
- package/lib/esm/render/webgl/RenderCommands.js +45 -37
- package/lib/esm/render/webgl/RenderCommands.js.map +1 -1
- package/lib/esm/render/webgl/RenderFlags.d.ts +19 -17
- package/lib/esm/render/webgl/RenderFlags.d.ts.map +1 -1
- package/lib/esm/render/webgl/RenderFlags.js +8 -6
- package/lib/esm/render/webgl/RenderFlags.js.map +1 -1
- package/lib/esm/render/webgl/SceneCompositor.d.ts +6 -1
- package/lib/esm/render/webgl/SceneCompositor.d.ts.map +1 -1
- package/lib/esm/render/webgl/SceneCompositor.js +194 -77
- package/lib/esm/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/esm/render/webgl/SolarShadowMap.js +2 -2
- package/lib/esm/render/webgl/SurfaceGeometry.js +5 -5
- package/lib/esm/render/webgl/Target.js +7 -7
- package/lib/esm/render/webgl/Target.js.map +1 -1
- package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
- package/lib/esm/render/webgl/Technique.js +18 -3
- package/lib/esm/render/webgl/Technique.js.map +1 -1
- package/lib/esm/render/webgl/TechniqueFlags.js +4 -4
- package/lib/esm/render/webgl/TechniqueFlags.js.map +1 -1
- package/lib/esm/render/webgl/TechniqueId.d.ts +6 -2
- package/lib/esm/render/webgl/TechniqueId.d.ts.map +1 -1
- package/lib/esm/render/webgl/TechniqueId.js.map +1 -1
- package/lib/esm/render/webgl/UniformHandle.d.ts.map +1 -1
- package/lib/esm/render/webgl/UniformHandle.js +1 -2
- package/lib/esm/render/webgl/UniformHandle.js.map +1 -1
- package/lib/esm/render/webgl/VisibleTileFeatures.js +5 -5
- package/lib/esm/render/webgl/glsl/EDL.d.ts +14 -0
- package/lib/esm/render/webgl/glsl/EDL.d.ts.map +1 -0
- package/lib/esm/render/webgl/glsl/EDL.js +253 -0
- package/lib/esm/render/webgl/glsl/EDL.js.map +1 -0
- package/lib/esm/render/webgl/glsl/RenderPass.js +12 -12
- package/lib/esm/render/webgl/glsl/RenderPass.js.map +1 -1
- package/lib/esm/tile/DynamicIModelTile.js +1 -1
- package/lib/esm/tile/DynamicIModelTile.js.map +1 -1
- package/lib/esm/tile/GltfReader.js +1 -1
- package/lib/esm/tile/GltfReader.js.map +1 -1
- package/lib/esm/tile/IModelTile.js +1 -1
- package/lib/esm/tile/IModelTile.js.map +1 -1
- package/lib/esm/tile/ImdlReader.js +5 -5
- package/lib/esm/tile/ImdlReader.js.map +1 -1
- package/lib/esm/tile/RealityModelTileTree.d.ts.map +1 -1
- package/lib/esm/tile/RealityModelTileTree.js +1 -0
- package/lib/esm/tile/RealityModelTileTree.js.map +1 -1
- package/lib/esm/tile/RealityTileLoader.js +2 -2
- package/lib/esm/tile/RealityTileLoader.js.map +1 -1
- package/lib/esm/tile/map/CesiumTerrainProvider.js +9 -9
- package/lib/esm/tile/map/CesiumTerrainProvider.js.map +1 -1
- package/package.json +20 -20
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.UniformHandle = void 0;
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const core_bentley_1 = require("@itwin/core-bentley");
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const Logger_1 = require("@itwin/core-bentley/lib/cjs/Logger");
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const FrontendLoggerCategory_1 = require("../../FrontendLoggerCategory");
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const System_1 = require("./System");
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/** A handle to the location of a uniform within a shader program
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@@ -32,7 +31,7 @@ class UniformHandle {
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throw new Error(errMsg);
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}
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else {
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core_bentley_1.Logger.logError(FrontendLoggerCategory_1.FrontendLoggerCategory.Render, errMsg);
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}
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}
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return new UniformHandle(location);
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-
{"version":3,"file":"UniformHandle.js","sourceRoot":"","sources":["../../../../src/render/webgl/UniformHandle.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,
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+
{"version":3,"file":"UniformHandle.js","sourceRoot":"","sources":["../../../../src/render/webgl/UniformHandle.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,sDAAqD;AACrD,yEAAsE;AAItE,qCAAkC;AAgBlC;;GAEG;AACH,MAAa,aAAa;IAMxB,YAAoB,QAAqC;QAJjD,UAAK,qBAAgC;QAC5B,UAAK,GAAa,EAAE,CAAC;QAGuB,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;IAAC,CAAC;IAElF,MAAM,CAAC,MAAM,CAAC,OAAsB,EAAE,IAAY;QACvD,IAAI,QAAQ,GAAG,IAAI,CAAC;QACpB,IAAI,SAAS,KAAK,OAAO,CAAC,SAAS,EAAE;YACnC,QAAQ,GAAG,eAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,kBAAkB,CAAC,OAAO,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;SAChF;QACD,IAAI,IAAI,KAAK,QAAQ,EAAE;YACrB,MAAM,MAAM,GAAG,WAAW,IAAI,iBAAiB,OAAO,CAAC,WAAW,GAAG,CAAC;YACtE,IAAI,eAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,qBAAqB,EAAE;gBACjD,MAAM,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC;aACzB;iBAAM;gBACL,qBAAM,CAAC,QAAQ,CAAC,+CAAsB,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;aACxD;SACF;QACD,OAAO,IAAI,aAAa,CAAC,QAAQ,CAAC,CAAC;IACrC,CAAC;IAEO,UAAU,CAAC,IAAc,EAAE,IAA0C;QAC3E,IAAA,qBAAM,EAAC,sBAAuB,IAAI,IAAI,gBAAiB,IAAI,IAAI,kBAAmB,IAAI,IAAI,kBAAkB,IAAI,CAAC,CAAC;QAElH,IAAI,OAAO,GAAG,IAAI,CAAC,KAAK,KAAK,IAAI,CAAC;QAClC,IAAI,OAAO,EAAE;YACX,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;YAClB,IAAI,IAAI,CAAC,KAAK,CAAC,MAAM,KAAK,IAAI,CAAC,MAAM;gBACnC,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;SACnC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACpC,MAAM,KAAK,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC;YACtB,OAAO,GAAG,OAAO,IAAI,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,KAAK,CAAC;YAC7C,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC;SACvB;QAED,OAAO,OAAO,CAAC;IACjB,CAAC;IAEO,WAAW,CAAC,IAAc,EAAE,KAAa;QAC/C,IAAA,qBAAM,EAAC,gBAAiB,IAAI,IAAI,kBAAkB,IAAI,IAAI,kBAAmB,IAAI,CAAC,CAAC;QAEnF,wHAAwH;QACxH,IAAI,IAAI,CAAC,KAAK,CAAC,MAAM,KAAK,CAAC;YACzB,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC;QAExB,MAAM,OAAO,GAAG,IAAI,CAAC,KAAK,KAAK,IAAI,IAAI,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,KAAK,CAAC;QAC/D,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;QAClB,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC;QAEtB,OAAO,OAAO,CAAC;IACjB,CAAC;IAEM,UAAU,CAAC,GAAY;QAC5B,IAAI,IAAI,CAAC,UAAU,eAAgB,GAAG,CAAC,IAAI,CAAC;YAC1C,eAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,gBAAgB,CAAC,IAAI,CAAC,SAAS,EAAE,KAAK,EAAE,GAAG,CAAC,IAAI,CAAC,CAAC;IAC9E,CAAC;IAEM,UAAU,CAAC,GAAY;QAC5B,IAAI,IAAI,CAAC,UAAU,eAAgB,GAAG,CAAC,IAAI,CAAC;YAC1C,eAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,gBAAgB,CAAC,IAAI,CAAC,SAAS,EAAE,KAAK,EAAE,GAAG,CAAC,IAAI,CAAC,CAAC;IAC9E,CAAC;IAEM,aAAa,CAAC,IAA2B;QAC9C,IAAI,IAAI,CAAC,UAAU,mBAAoB,IAAI,CAAC;YAC1C,eAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,UAAU,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;IAC7D,CAAC;IAEM,aAAa,CAAC,IAA6B;QAChD,IAAI,IAAI,CAAC,UAAU,qBAAsB,IAAI,CAAC;YAC5C,eAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,UAAU,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;IAC7D,CAAC;IAEM,aAAa,CAAC,IAA6B;QAChD,IAAI,IAAI,CAAC,UAAU,eAAgB,IAAI,CAAC;YACtC,eAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,UAAU,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;IAC7D,CAAC;IAEM,aAAa,CAAC,IAA6B;QAChD,IAAI,IAAI,CAAC,UAAU,eAAgB,IAAI,CAAC;YACtC,eAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,UAAU,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;IAC7D,CAAC;IAEM,aAAa,CAAC,IAA6B;QAChD,IAAI,IAAI,CAAC,UAAU,eAAgB,IAAI,CAAC;YACtC,eAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,UAAU,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;IAC7D,CAAC;IAEM,YAAY,CAAC,IAAY;QAC9B,IAAI,IAAI,CAAC,WAAW,cAAe,IAAI,CAAC;YACtC,eAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;IAC5D,CAAC;IAEM,YAAY,CAAC,IAAY;QAC9B,IAAI,IAAI,CAAC,WAAW,gBAAiB,IAAI,CAAC;YACxC,eAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;IAC5D,CAAC;IAEM,aAAa,CAAC,IAAY;QAC/B,IAAI,IAAI,CAAC,WAAW,gBAAgB,IAAI,CAAC;YACtC,eAAM,CAAC,QAAQ,CAAC,OAAkC,CAAC,UAAU,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;IACzF,CAAC;IAEM,kBAAkB,CAAC,IAAY;QACpC,IAAI,eAAM,CAAC,QAAQ,CAAC,YAAY,CAAC,QAAQ;YACvC,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;;YAEzB,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;IAC5B,CAAC;CACF;AAjHD,sCAiHC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, Logger } from \"@itwin/core-bentley\";\r\nimport { FrontendLoggerCategory } from \"../../FrontendLoggerCategory\";\r\nimport { Matrix3, Matrix4 } from \"./Matrix\";\r\nimport { ShaderProgram } from \"./ShaderProgram\";\r\nimport { SyncToken } from \"./Sync\";\r\nimport { System } from \"./System\";\r\n\r\nconst enum DataType {// eslint-disable-line no-restricted-syntax\r\n Undefined, // eslint-disable-line id-blacklist\r\n Mat3,\r\n Mat4,\r\n Float,\r\n FloatArray,\r\n Vec2,\r\n Vec3,\r\n Vec4,\r\n Int,\r\n IntArray,\r\n Uint,\r\n}\r\n\r\n/** A handle to the location of a uniform within a shader program\r\n * @internal\r\n */\r\nexport class UniformHandle {\r\n private readonly _location: WebGLUniformLocation | null;\r\n private _type: DataType = DataType.Undefined;\r\n private readonly _data: number[] = [];\r\n public syncToken?: SyncToken;\r\n\r\n private constructor(location: WebGLUniformLocation | null) { this._location = location; }\r\n\r\n public static create(program: ShaderProgram, name: string): UniformHandle {\r\n let location = null;\r\n if (undefined !== program.glProgram) {\r\n location = System.instance.context.getUniformLocation(program.glProgram, name);\r\n }\r\n if (null === location) {\r\n const errMsg = `uniform ${name} not found in ${program.description}.`;\r\n if (System.instance.options.errorOnMissingUniform) {\r\n throw new Error(errMsg);\r\n } else {\r\n Logger.logError(FrontendLoggerCategory.Render, errMsg);\r\n }\r\n }\r\n return new UniformHandle(location);\r\n }\r\n\r\n private updateData(type: DataType, data: Float32Array | Int32Array | number[]): boolean {\r\n assert(DataType.Undefined !== type && DataType.Int !== type && DataType.Float !== type && DataType.Uint !== type);\r\n\r\n let updated = this._type !== type;\r\n if (updated) {\r\n this._type = type;\r\n if (this._data.length !== data.length)\r\n this._data.length = data.length;\r\n }\r\n\r\n for (let i = 0; i < data.length; i++) {\r\n const datum = data[i];\r\n updated = updated || this._data[i] !== datum;\r\n this._data[i] = datum;\r\n }\r\n\r\n return updated;\r\n }\r\n\r\n private updateDatum(type: DataType, datum: number): boolean {\r\n assert(DataType.Int === type || DataType.Uint === type || DataType.Float === type);\r\n\r\n // NB: Yes, calling data.length without actually changing the length shows up as a significant performance bottleneck...\r\n if (this._data.length !== 1)\r\n this._data.length = 1;\r\n\r\n const updated = this._type !== type || this._data[0] !== datum;\r\n this._type = type;\r\n this._data[0] = datum;\r\n\r\n return updated;\r\n }\r\n\r\n public setMatrix3(mat: Matrix3) {\r\n if (this.updateData(DataType.Mat3, mat.data))\r\n System.instance.context.uniformMatrix3fv(this._location, false, mat.data);\r\n }\r\n\r\n public setMatrix4(mat: Matrix4) {\r\n if (this.updateData(DataType.Mat4, mat.data))\r\n System.instance.context.uniformMatrix4fv(this._location, false, mat.data);\r\n }\r\n\r\n public setUniform1iv(data: Int32Array | number[]) {\r\n if (this.updateData(DataType.IntArray, data))\r\n System.instance.context.uniform1iv(this._location, data);\r\n }\r\n\r\n public setUniform1fv(data: Float32Array | number[]) {\r\n if (this.updateData(DataType.FloatArray, data))\r\n System.instance.context.uniform1fv(this._location, data);\r\n }\r\n\r\n public setUniform2fv(data: Float32Array | number[]) {\r\n if (this.updateData(DataType.Vec2, data))\r\n System.instance.context.uniform2fv(this._location, data);\r\n }\r\n\r\n public setUniform3fv(data: Float32Array | number[]) {\r\n if (this.updateData(DataType.Vec3, data))\r\n System.instance.context.uniform3fv(this._location, data);\r\n }\r\n\r\n public setUniform4fv(data: Float32Array | number[]) {\r\n if (this.updateData(DataType.Vec4, data))\r\n System.instance.context.uniform4fv(this._location, data);\r\n }\r\n\r\n public setUniform1i(data: number) {\r\n if (this.updateDatum(DataType.Int, data))\r\n System.instance.context.uniform1i(this._location, data);\r\n }\r\n\r\n public setUniform1f(data: number) {\r\n if (this.updateDatum(DataType.Float, data))\r\n System.instance.context.uniform1f(this._location, data);\r\n }\r\n\r\n public setUniform1ui(data: number) {\r\n if (this.updateDatum(DataType.Uint, data))\r\n (System.instance.context as WebGL2RenderingContext).uniform1ui(this._location, data);\r\n }\r\n\r\n public setUniformBitflags(data: number) {\r\n if (System.instance.capabilities.isWebGL2)\r\n this.setUniform1ui(data);\r\n else\r\n this.setUniform1f(data);\r\n }\r\n}\r\n"]}
|
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@@ -28,14 +28,14 @@ class VisibleTileFeatures {
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}
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exports.VisibleTileFeatures = VisibleTileFeatures;
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const clippedPasses = [
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-
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31
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+
15 /* BackgroundMap */,
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32
32
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1 /* OpaqueLayers */,
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33
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2 /* OpaqueLinear */,
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3 /* OpaquePlanar */,
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-
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36
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-
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-
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-
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35
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+
5 /* OpaqueGeneral */,
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36
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+
7 /* TranslucentLayers */,
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37
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8 /* Translucent */,
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38
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11 /* OverlayLayers */,
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];
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40
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function isFeatureVisible(feature, target, modelIdParts, includeNonLocatable) {
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const ovrs = target.currentFeatureSymbologyOverrides;
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@@ -0,0 +1,14 @@
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1
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+
/** @packageDocumentation
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2
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+
* @module WebGL
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3
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+
*/
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4
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+
import { WebGLContext } from "@itwin/webgl-compatibility";
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5
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+
import { ShaderProgram } from "../ShaderProgram";
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6
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/** @internal */
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7
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+
export declare function createEDLCalcBasicProgram(context: WebGLContext): ShaderProgram;
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8
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+
/** @internal */
|
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9
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+
export declare function createEDLCalcFullProgram(context: WebGLContext): ShaderProgram;
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10
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+
/** @internal */
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11
|
+
export declare function createEDLFilterProgram(context: WebGLContext): ShaderProgram;
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12
|
+
/** @internal */
|
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13
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+
export declare function createEDLMixProgram(context: WebGLContext): ShaderProgram;
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14
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+
//# sourceMappingURL=EDL.d.ts.map
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@@ -0,0 +1 @@
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1
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+
{"version":3,"file":"EDL.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/EDL.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,YAAY,EAAE,MAAM,4BAA4B,CAAC;AAI1D,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAqCjD,gBAAgB;AAChB,wBAAgB,yBAAyB,CAAC,OAAO,EAAE,YAAY,GAAG,aAAa,CAuC9E;AAmCD,gBAAgB;AAChB,wBAAgB,wBAAwB,CAAC,OAAO,EAAE,YAAY,GAAG,aAAa,CAuC7E;AAwCD,gBAAgB;AAChB,wBAAgB,sBAAsB,CAAC,OAAO,EAAE,YAAY,GAAG,aAAa,CAgC3E;AAcD,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,YAAY,GAAG,aAAa,CAuCxE"}
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@@ -0,0 +1,260 @@
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1
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+
"use strict";
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2
|
+
/*---------------------------------------------------------------------------------------------
|
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3
|
+
* Copyright (c) Bentley Systems, Incorporated. All rights reserved.
|
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4
|
+
* See LICENSE.md in the project root for license terms and full copyright notice.
|
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5
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+
*--------------------------------------------------------------------------------------------*/
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6
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+
/** @packageDocumentation
|
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7
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+
* @module WebGL
|
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8
|
+
*/
|
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9
|
+
Object.defineProperty(exports, "__esModule", { value: true });
|
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10
|
+
exports.createEDLMixProgram = exports.createEDLFilterProgram = exports.createEDLCalcFullProgram = exports.createEDLCalcBasicProgram = void 0;
|
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11
|
+
const RenderFlags_1 = require("../RenderFlags");
|
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12
|
+
const Texture_1 = require("../Texture");
|
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13
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+
const Fragment_1 = require("./Fragment");
|
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14
|
+
const ViewportQuad_1 = require("./ViewportQuad");
|
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15
|
+
// This shader calculates a more basic version of EDL, and only for the original size, so single pass
|
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16
|
+
const calcBasicEDL = `
|
|
17
|
+
float strength = u_pointCloudEDL1.x;
|
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18
|
+
float scaleFactor = u_pointCloudEDL1.z;
|
|
19
|
+
float pixRadius = u_pointCloudEDL1.y;
|
|
20
|
+
vec2 invTexSize = u_texInfo.xy;
|
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21
|
+
float is3d = u_pointCloudEDL1.w;
|
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22
|
+
|
|
23
|
+
vec4 color = TEXTURE(u_colorTexture, v_texCoord);
|
|
24
|
+
if (color.a == 0.0)
|
|
25
|
+
discard;
|
|
26
|
+
else {
|
|
27
|
+
const vec2 neighbors[8] = vec2[8] ( //neighbor relative position
|
|
28
|
+
vec2( 1.0, 0.0), vec2( 0.70710678, 0.70710678), vec2(0.0, 1.0), vec2(-0.70710678, 0.70710678),
|
|
29
|
+
vec2(-1.0, 0.0), vec2(-0.70710678, -0.70710678), vec2(0.0, -1.0), vec2( 0.70710678, -0.70710678));
|
|
30
|
+
float depth = TEXTURE(u_depthTexture, v_texCoord).r;
|
|
31
|
+
float sum = 0.0;
|
|
32
|
+
vec2 posScale = pixRadius * invTexSize;
|
|
33
|
+
// contribution of each neighbor
|
|
34
|
+
// NOTE: this is currently using neighbor depths regardless of if they were written by point cloud
|
|
35
|
+
for (int c = 0; c < 8; c++) {
|
|
36
|
+
vec2 nRelPos = posScale * neighbors[c];
|
|
37
|
+
vec2 nPos = v_texCoord + nRelPos;
|
|
38
|
+
float zN = TEXTURE(u_depthTexture, nPos).r; // neighbor depth
|
|
39
|
+
sum += max(0.0, (is3d > 0.5) ? depth - zN : log (depth/zN));
|
|
40
|
+
}
|
|
41
|
+
float f = sum / 8.0;
|
|
42
|
+
f = exp(-f * 33.5 * strength * scaleFactor); // 33.5 factor to aim for a typical (unfactored) strength of 5
|
|
43
|
+
return vec4(f * color.rgb, 1.0);
|
|
44
|
+
}
|
|
45
|
+
`;
|
|
46
|
+
/** @internal */
|
|
47
|
+
function createEDLCalcBasicProgram(context) {
|
|
48
|
+
const builder = (0, ViewportQuad_1.createViewportQuadBuilder)(true);
|
|
49
|
+
const frag = builder.frag;
|
|
50
|
+
frag.set(1 /* ComputeBaseColor */, calcBasicEDL);
|
|
51
|
+
frag.set(16 /* AssignFragData */, Fragment_1.assignFragColor);
|
|
52
|
+
frag.addUniform("u_texInfo", 4 /* Vec3 */, (prog) => {
|
|
53
|
+
prog.addGraphicUniform("u_texInfo", (uniform, params) => {
|
|
54
|
+
const geom = params.geometry;
|
|
55
|
+
uniform.setUniform3fv(geom.texInfo);
|
|
56
|
+
});
|
|
57
|
+
});
|
|
58
|
+
frag.addUniform("u_colorTexture", 8 /* Sampler2D */, (prog) => {
|
|
59
|
+
prog.addGraphicUniform("u_colorTexture", (uniform, params) => {
|
|
60
|
+
const geom = params.geometry;
|
|
61
|
+
Texture_1.Texture2DHandle.bindSampler(uniform, geom.colorTexture, RenderFlags_1.TextureUnit.Zero);
|
|
62
|
+
});
|
|
63
|
+
});
|
|
64
|
+
frag.addUniform("u_depthTexture", 8 /* Sampler2D */, (prog) => {
|
|
65
|
+
prog.addGraphicUniform("u_depthTexture", (uniform, params) => {
|
|
66
|
+
const geom = params.geometry;
|
|
67
|
+
Texture_1.Texture2DHandle.bindSampler(uniform, geom.depthTexture, RenderFlags_1.TextureUnit.One);
|
|
68
|
+
});
|
|
69
|
+
});
|
|
70
|
+
// Uniforms based on the PointCloudDisplaySettings.
|
|
71
|
+
frag.addUniform("u_pointCloudEDL1", 5 /* Vec4 */, (prog) => {
|
|
72
|
+
prog.addGraphicUniform("u_pointCloudEDL1", (uniform, params) => {
|
|
73
|
+
params.target.uniforms.realityModel.pointCloud.bindEDL1(uniform);
|
|
74
|
+
});
|
|
75
|
+
});
|
|
76
|
+
builder.vert.headerComment = "//!V! EDLCalcBasic";
|
|
77
|
+
builder.frag.headerComment = "//!F! EDLCalcBasic";
|
|
78
|
+
return builder.buildProgram(context);
|
|
79
|
+
}
|
|
80
|
+
exports.createEDLCalcBasicProgram = createEDLCalcBasicProgram;
|
|
81
|
+
// This shader calculates the full version of EDL, and can be run at full, 1/2 and 1/4 scale
|
|
82
|
+
const calcFullEDL = `
|
|
83
|
+
float strength = u_pointCloudEDL1.x;
|
|
84
|
+
float scaleFactor = u_pointCloudEDL1.z;
|
|
85
|
+
float pixRadius = u_pointCloudEDL1.y;
|
|
86
|
+
float scale = u_texInfo.z; // 1, 2, 4
|
|
87
|
+
vec2 invTexSize = u_texInfo.xy;
|
|
88
|
+
float is3d = u_pointCloudEDL1.w;
|
|
89
|
+
|
|
90
|
+
vec4 color = TEXTURE(u_colorTexture, v_texCoord);
|
|
91
|
+
if (color.a == 0.0)
|
|
92
|
+
return color;
|
|
93
|
+
else {
|
|
94
|
+
const vec2 neighbors[8] = vec2[8] ( //neighbor relative position
|
|
95
|
+
vec2( 1.0, 0.0), vec2( 0.70710678, 0.70710678), vec2(0.0, 1.0), vec2(-0.70710678, 0.70710678),
|
|
96
|
+
vec2(-1.0, 0.0), vec2(-0.70710678, -0.70710678), vec2(0.0, -1.0), vec2( 0.70710678, -0.70710678));
|
|
97
|
+
float depth = TEXTURE(u_depthTexture, v_texCoord).r;
|
|
98
|
+
float sum = 0.0;
|
|
99
|
+
vec2 posScale = pixRadius * invTexSize;
|
|
100
|
+
// contribution of each neighbor
|
|
101
|
+
// NOTE: this is currently using neighbor depths regardless of if they were written by point cloud
|
|
102
|
+
for (int c = 0; c < 8; c++) {
|
|
103
|
+
vec2 nRelPos = posScale * neighbors[c];
|
|
104
|
+
vec2 nPos = v_texCoord + nRelPos;
|
|
105
|
+
float zN = TEXTURE(u_depthTexture, nPos).r; // neighbor depth
|
|
106
|
+
sum += max(0.0, (is3d > 0.5) ? depth - zN : log (depth/zN)) / scale;
|
|
107
|
+
}
|
|
108
|
+
float f = sum / 8.0;
|
|
109
|
+
f = exp(-f * 33.5 * strength * scaleFactor); // 33.5 factor to aim for a typical (unfactored) strength of 5
|
|
110
|
+
return vec4(f * color.rgb, 1.0);
|
|
111
|
+
}
|
|
112
|
+
`;
|
|
113
|
+
/** @internal */
|
|
114
|
+
function createEDLCalcFullProgram(context) {
|
|
115
|
+
const builder = (0, ViewportQuad_1.createViewportQuadBuilder)(true);
|
|
116
|
+
const frag = builder.frag;
|
|
117
|
+
frag.set(1 /* ComputeBaseColor */, calcFullEDL);
|
|
118
|
+
frag.set(16 /* AssignFragData */, Fragment_1.assignFragColor);
|
|
119
|
+
frag.addUniform("u_texInfo", 4 /* Vec3 */, (prog) => {
|
|
120
|
+
prog.addGraphicUniform("u_texInfo", (uniform, params) => {
|
|
121
|
+
const geom = params.geometry;
|
|
122
|
+
uniform.setUniform3fv(geom.texInfo);
|
|
123
|
+
});
|
|
124
|
+
});
|
|
125
|
+
frag.addUniform("u_colorTexture", 8 /* Sampler2D */, (prog) => {
|
|
126
|
+
prog.addGraphicUniform("u_colorTexture", (uniform, params) => {
|
|
127
|
+
const geom = params.geometry;
|
|
128
|
+
Texture_1.Texture2DHandle.bindSampler(uniform, geom.colorTexture, RenderFlags_1.TextureUnit.Zero);
|
|
129
|
+
});
|
|
130
|
+
});
|
|
131
|
+
frag.addUniform("u_depthTexture", 8 /* Sampler2D */, (prog) => {
|
|
132
|
+
prog.addGraphicUniform("u_depthTexture", (uniform, params) => {
|
|
133
|
+
const geom = params.geometry;
|
|
134
|
+
Texture_1.Texture2DHandle.bindSampler(uniform, geom.depthTexture, RenderFlags_1.TextureUnit.One);
|
|
135
|
+
});
|
|
136
|
+
});
|
|
137
|
+
// Uniforms based on the PointCloudDisplaySettings.
|
|
138
|
+
frag.addUniform("u_pointCloudEDL1", 5 /* Vec4 */, (prog) => {
|
|
139
|
+
prog.addGraphicUniform("u_pointCloudEDL1", (uniform, params) => {
|
|
140
|
+
params.target.uniforms.realityModel.pointCloud.bindEDL1(uniform);
|
|
141
|
+
});
|
|
142
|
+
});
|
|
143
|
+
builder.vert.headerComment = "//!V! EDLCalcFull";
|
|
144
|
+
builder.frag.headerComment = "//!F! EDLCalcFull";
|
|
145
|
+
return builder.buildProgram(context);
|
|
146
|
+
}
|
|
147
|
+
exports.createEDLCalcFullProgram = createEDLCalcFullProgram;
|
|
148
|
+
// This shader filters the EDL image, and can be run at 1/2 and 1/4 scale
|
|
149
|
+
const filterEDL = `
|
|
150
|
+
// NB: this bilateral filter hardcodes spatialSigma to 2.0 and depthSigma to 0.4, with halfSize = 2
|
|
151
|
+
float distCoefs[] = float[] (
|
|
152
|
+
1.0, 0.9692332344763441, 0.8824969025845955, 0.9692332344763441, 0.9394130628134758,
|
|
153
|
+
0.8553453273074225, 0.8824969025845955, 0.8553453273074225, 0.8553453273074225, 0.7788007830714049);
|
|
154
|
+
const float depthSigma = 0.4;
|
|
155
|
+
vec2 invTexSize = u_texInfo.xy;
|
|
156
|
+
|
|
157
|
+
float depth = TEXTURE(u_depthTexture, v_texCoord).r;
|
|
158
|
+
float wsum = 0.0; // sum of all weights
|
|
159
|
+
vec3 csum = vec3(0.0); // sum of all contributions
|
|
160
|
+
vec2 coordi = vec2(0.0, 0.0); // ith neighbor position x,y
|
|
161
|
+
|
|
162
|
+
for (int c = -2; c <= 2; c++) {
|
|
163
|
+
coordi.x = float(c) * invTexSize.x;
|
|
164
|
+
int cabs = (c < 0) ? -c : c;
|
|
165
|
+
|
|
166
|
+
for (int d = -2; d <= 2; d++) {
|
|
167
|
+
coordi.y = float(d) * invTexSize.y;
|
|
168
|
+
vec4 ci = TEXTURE(u_colorTexture, v_texCoord + coordi); // neighbor color
|
|
169
|
+
|
|
170
|
+
//pixel distance based damping
|
|
171
|
+
int dabs = (d < 0) ? -d : d;
|
|
172
|
+
float fi = distCoefs[cabs * 3 + dabs];
|
|
173
|
+
|
|
174
|
+
//pixel depth difference based damping
|
|
175
|
+
float zi = TEXTURE(u_depthTexture, v_texCoord + coordi).r; // neighbor depth
|
|
176
|
+
float dz = (depth - zi) / depthSigma;
|
|
177
|
+
fi *= exp(-dz * dz / 2.0);
|
|
178
|
+
|
|
179
|
+
csum += ci.rgb * fi;
|
|
180
|
+
wsum += fi;
|
|
181
|
+
}
|
|
182
|
+
}
|
|
183
|
+
return vec4(csum / wsum, 1.0);
|
|
184
|
+
`;
|
|
185
|
+
/** @internal */
|
|
186
|
+
function createEDLFilterProgram(context) {
|
|
187
|
+
const builder = (0, ViewportQuad_1.createViewportQuadBuilder)(true);
|
|
188
|
+
const frag = builder.frag;
|
|
189
|
+
frag.set(1 /* ComputeBaseColor */, filterEDL);
|
|
190
|
+
frag.set(16 /* AssignFragData */, Fragment_1.assignFragColor);
|
|
191
|
+
frag.addUniform("u_texInfo", 4 /* Vec3 */, (prog) => {
|
|
192
|
+
prog.addGraphicUniform("u_texInfo", (uniform, params) => {
|
|
193
|
+
const geom = params.geometry;
|
|
194
|
+
uniform.setUniform3fv(geom.texInfo);
|
|
195
|
+
});
|
|
196
|
+
});
|
|
197
|
+
frag.addUniform("u_colorTexture", 8 /* Sampler2D */, (prog) => {
|
|
198
|
+
prog.addGraphicUniform("u_colorTexture", (uniform, params) => {
|
|
199
|
+
const geom = params.geometry;
|
|
200
|
+
Texture_1.Texture2DHandle.bindSampler(uniform, geom.colorTexture, RenderFlags_1.TextureUnit.Zero);
|
|
201
|
+
});
|
|
202
|
+
});
|
|
203
|
+
frag.addUniform("u_depthTexture", 8 /* Sampler2D */, (prog) => {
|
|
204
|
+
prog.addGraphicUniform("u_depthTexture", (uniform, params) => {
|
|
205
|
+
const geom = params.geometry;
|
|
206
|
+
Texture_1.Texture2DHandle.bindSampler(uniform, geom.depthTexture, RenderFlags_1.TextureUnit.One);
|
|
207
|
+
});
|
|
208
|
+
});
|
|
209
|
+
builder.vert.headerComment = "//!V! EDLFilter";
|
|
210
|
+
builder.frag.headerComment = "//!F! EDLFilter";
|
|
211
|
+
return builder.buildProgram(context);
|
|
212
|
+
}
|
|
213
|
+
exports.createEDLFilterProgram = createEDLFilterProgram;
|
|
214
|
+
// This shader mixes the 3 EDL images into the final image
|
|
215
|
+
const mixEDL = `
|
|
216
|
+
vec4 col1 = TEXTURE(u_colorTexture1, v_texCoord);
|
|
217
|
+
if (col1.a == 0.0)
|
|
218
|
+
discard;
|
|
219
|
+
else {
|
|
220
|
+
vec3 col2 = TEXTURE(u_colorTexture2, v_texCoord).rgb;
|
|
221
|
+
vec3 col4 = TEXTURE(u_colorTexture4, v_texCoord).rgb;
|
|
222
|
+
return vec4 ((u_weights.x * col1.rgb + u_weights.y * col2 + u_weights.z * col4) / (u_weights.x + u_weights.y + u_weights.z), 1.0);
|
|
223
|
+
}
|
|
224
|
+
`;
|
|
225
|
+
/** @internal */
|
|
226
|
+
function createEDLMixProgram(context) {
|
|
227
|
+
const builder = (0, ViewportQuad_1.createViewportQuadBuilder)(true);
|
|
228
|
+
const frag = builder.frag;
|
|
229
|
+
frag.set(1 /* ComputeBaseColor */, mixEDL);
|
|
230
|
+
frag.set(16 /* AssignFragData */, Fragment_1.assignFragColor);
|
|
231
|
+
frag.addUniform("u_colorTexture1", 8 /* Sampler2D */, (prog) => {
|
|
232
|
+
prog.addGraphicUniform("u_colorTexture1", (uniform, params) => {
|
|
233
|
+
const geom = params.geometry;
|
|
234
|
+
Texture_1.Texture2DHandle.bindSampler(uniform, geom.colorTexture1, RenderFlags_1.TextureUnit.Zero);
|
|
235
|
+
});
|
|
236
|
+
});
|
|
237
|
+
frag.addUniform("u_colorTexture2", 8 /* Sampler2D */, (prog) => {
|
|
238
|
+
prog.addGraphicUniform("u_colorTexture2", (uniform, params) => {
|
|
239
|
+
const geom = params.geometry;
|
|
240
|
+
Texture_1.Texture2DHandle.bindSampler(uniform, geom.colorTexture2, RenderFlags_1.TextureUnit.One);
|
|
241
|
+
});
|
|
242
|
+
});
|
|
243
|
+
frag.addUniform("u_colorTexture4", 8 /* Sampler2D */, (prog) => {
|
|
244
|
+
prog.addGraphicUniform("u_colorTexture4", (uniform, params) => {
|
|
245
|
+
const geom = params.geometry;
|
|
246
|
+
Texture_1.Texture2DHandle.bindSampler(uniform, geom.colorTexture4, RenderFlags_1.TextureUnit.Two);
|
|
247
|
+
});
|
|
248
|
+
});
|
|
249
|
+
// Uniforms based on the PointCloudDisplaySettings.
|
|
250
|
+
frag.addUniform("u_weights", 5 /* Vec4 */, (prog) => {
|
|
251
|
+
prog.addGraphicUniform("u_weights", (uniform, params) => {
|
|
252
|
+
params.target.uniforms.realityModel.pointCloud.bindEDL2(uniform);
|
|
253
|
+
});
|
|
254
|
+
});
|
|
255
|
+
builder.vert.headerComment = "//!V! EDLMix";
|
|
256
|
+
builder.frag.headerComment = "//!F! EDLMix";
|
|
257
|
+
return builder.buildProgram(context);
|
|
258
|
+
}
|
|
259
|
+
exports.createEDLMixProgram = createEDLMixProgram;
|
|
260
|
+
//# sourceMappingURL=EDL.js.map
|
|
@@ -0,0 +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 { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { EDLCalcBasicGeometry, EDLCalcFullGeometry, EDLFilterGeometry, EDLMixGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\n// This shader calculates a more basic version of EDL, and only for the original size, so single pass\r\nconst calcBasicEDL = `\r\n float strength = u_pointCloudEDL1.x;\r\n float scaleFactor = u_pointCloudEDL1.z;\r\n float pixRadius = u_pointCloudEDL1.y;\r\n vec2 invTexSize = u_texInfo.xy;\r\n float is3d = u_pointCloudEDL1.w;\r\n\r\n vec4 color = TEXTURE(u_colorTexture, v_texCoord);\r\n if (color.a == 0.0)\r\n discard;\r\n else {\r\n const vec2 neighbors[8] = vec2[8] ( //neighbor relative position\r\n vec2( 1.0, 0.0), vec2( 0.70710678, 0.70710678), vec2(0.0, 1.0), vec2(-0.70710678, 0.70710678),\r\n vec2(-1.0, 0.0), vec2(-0.70710678, -0.70710678), vec2(0.0, -1.0), vec2( 0.70710678, -0.70710678));\r\n float depth = TEXTURE(u_depthTexture, v_texCoord).r;\r\n float sum = 0.0;\r\n vec2 posScale = pixRadius * invTexSize;\r\n // contribution of each neighbor\r\n // NOTE: this is currently using neighbor depths regardless of if they were written by point cloud\r\n for (int c = 0; c < 8; c++) {\r\n vec2 nRelPos = posScale * neighbors[c];\r\n vec2 nPos = v_texCoord + nRelPos;\r\n float zN = TEXTURE(u_depthTexture, nPos).r; // neighbor depth\r\n sum += max(0.0, (is3d > 0.5) ? depth - zN : log (depth/zN));\r\n }\r\n float f = sum / 8.0;\r\n f = exp(-f * 33.5 * strength * scaleFactor); // 33.5 factor to aim for a typical (unfactored) strength of 5\r\n return vec4(f * color.rgb, 1.0);\r\n }\r\n`;\r\n\r\n/** @internal */\r\nexport function createEDLCalcBasicProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, calcBasicEDL);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_texInfo\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_texInfo\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcBasicGeometry;\r\n uniform.setUniform3fv(geom.texInfo);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_colorTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcBasicGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcBasicGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthTexture, TextureUnit.One);\r\n });\r\n });\r\n\r\n // Uniforms based on the PointCloudDisplaySettings.\r\n frag.addUniform(\"u_pointCloudEDL1\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_pointCloudEDL1\", (uniform, params) => {\r\n params.target.uniforms.realityModel.pointCloud.bindEDL1(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! EDLCalcBasic\";\r\n builder.frag.headerComment = \"//!F! EDLCalcBasic\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n// This shader calculates the full version of EDL, and can be run at full, 1/2 and 1/4 scale\r\nconst calcFullEDL = `\r\n float strength = u_pointCloudEDL1.x;\r\n float scaleFactor = u_pointCloudEDL1.z;\r\n float pixRadius = u_pointCloudEDL1.y;\r\n float scale = u_texInfo.z; // 1, 2, 4\r\n vec2 invTexSize = u_texInfo.xy;\r\n float is3d = u_pointCloudEDL1.w;\r\n\r\n vec4 color = TEXTURE(u_colorTexture, v_texCoord);\r\n if (color.a == 0.0)\r\n return color;\r\n else {\r\n const vec2 neighbors[8] = vec2[8] ( //neighbor relative position\r\n vec2( 1.0, 0.0), vec2( 0.70710678, 0.70710678), vec2(0.0, 1.0), vec2(-0.70710678, 0.70710678),\r\n vec2(-1.0, 0.0), vec2(-0.70710678, -0.70710678), vec2(0.0, -1.0), vec2( 0.70710678, -0.70710678));\r\n float depth = TEXTURE(u_depthTexture, v_texCoord).r;\r\n float sum = 0.0;\r\n vec2 posScale = pixRadius * invTexSize;\r\n // contribution of each neighbor\r\n // NOTE: this is currently using neighbor depths regardless of if they were written by point cloud\r\n for (int c = 0; c < 8; c++) {\r\n vec2 nRelPos = posScale * neighbors[c];\r\n vec2 nPos = v_texCoord + nRelPos;\r\n float zN = TEXTURE(u_depthTexture, nPos).r; // neighbor depth\r\n sum += max(0.0, (is3d > 0.5) ? depth - zN : log (depth/zN)) / scale;\r\n }\r\n float f = sum / 8.0;\r\n f = exp(-f * 33.5 * strength * scaleFactor); // 33.5 factor to aim for a typical (unfactored) strength of 5\r\n return vec4(f * color.rgb, 1.0);\r\n }\r\n`;\r\n\r\n/** @internal */\r\nexport function createEDLCalcFullProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, calcFullEDL);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_texInfo\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_texInfo\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcFullGeometry;\r\n uniform.setUniform3fv(geom.texInfo);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_colorTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcFullGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLCalcFullGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthTexture, TextureUnit.One);\r\n });\r\n });\r\n\r\n // Uniforms based on the PointCloudDisplaySettings.\r\n frag.addUniform(\"u_pointCloudEDL1\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_pointCloudEDL1\", (uniform, params) => {\r\n params.target.uniforms.realityModel.pointCloud.bindEDL1(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! EDLCalcFull\";\r\n builder.frag.headerComment = \"//!F! EDLCalcFull\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n// This shader filters the EDL image, and can be run at 1/2 and 1/4 scale\r\nconst filterEDL = `\r\n // NB: this bilateral filter hardcodes spatialSigma to 2.0 and depthSigma to 0.4, with halfSize = 2\r\n float distCoefs[] = float[] (\r\n 1.0, 0.9692332344763441, 0.8824969025845955, 0.9692332344763441, 0.9394130628134758,\r\n 0.8553453273074225, 0.8824969025845955, 0.8553453273074225, 0.8553453273074225, 0.7788007830714049);\r\n const float depthSigma = 0.4;\r\n vec2 invTexSize = u_texInfo.xy;\r\n\r\n float depth = TEXTURE(u_depthTexture, v_texCoord).r;\r\n float wsum = 0.0; // sum of all weights\r\n vec3 csum = vec3(0.0); // sum of all contributions\r\n vec2 coordi = vec2(0.0, 0.0); // ith neighbor position x,y\r\n\r\n for (int c = -2; c <= 2; c++) {\r\n coordi.x = float(c) * invTexSize.x;\r\n int cabs = (c < 0) ? -c : c;\r\n\r\n for (int d = -2; d <= 2; d++) {\r\n coordi.y = float(d) * invTexSize.y;\r\n vec4 ci = TEXTURE(u_colorTexture, v_texCoord + coordi); // neighbor color\r\n\r\n //pixel distance based damping\r\n int dabs = (d < 0) ? -d : d;\r\n float fi = distCoefs[cabs * 3 + dabs];\r\n\r\n //pixel depth difference based damping\r\n float zi = TEXTURE(u_depthTexture, v_texCoord + coordi).r; // neighbor depth\r\n float dz = (depth - zi) / depthSigma;\r\n fi *= exp(-dz * dz / 2.0);\r\n\r\n csum += ci.rgb * fi;\r\n wsum += fi;\r\n }\r\n }\r\n return vec4(csum / wsum, 1.0);\r\n`;\r\n\r\n/** @internal */\r\nexport function createEDLFilterProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, filterEDL);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_texInfo\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_texInfo\", (uniform, params) => {\r\n const geom = params.geometry as EDLFilterGeometry;\r\n uniform.setUniform3fv(geom.texInfo);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_colorTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLFilterGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as EDLFilterGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthTexture, TextureUnit.One);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! EDLFilter\";\r\n builder.frag.headerComment = \"//!F! EDLFilter\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n// This shader mixes the 3 EDL images into the final image\r\nconst mixEDL = `\r\n vec4 col1 = TEXTURE(u_colorTexture1, v_texCoord);\r\n if (col1.a == 0.0)\r\n discard;\r\n else {\r\n vec3 col2 = TEXTURE(u_colorTexture2, v_texCoord).rgb;\r\n vec3 col4 = TEXTURE(u_colorTexture4, v_texCoord).rgb;\r\n return vec4 ((u_weights.x * col1.rgb + u_weights.y * col2 + u_weights.z * col4) / (u_weights.x + u_weights.y + u_weights.z), 1.0);\r\n }\r\n`;\r\n\r\n/** @internal */\r\nexport function createEDLMixProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, mixEDL);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_colorTexture1\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture1\", (uniform, params) => {\r\n const geom = params.geometry as EDLMixGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture1, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_colorTexture2\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture2\", (uniform, params) => {\r\n const geom = params.geometry as EDLMixGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture2, TextureUnit.One);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_colorTexture4\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_colorTexture4\", (uniform, params) => {\r\n const geom = params.geometry as EDLMixGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.colorTexture4, TextureUnit.Two);\r\n });\r\n });\r\n\r\n // Uniforms based on the PointCloudDisplaySettings.\r\n frag.addUniform(\"u_weights\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_weights\", (uniform, params) => {\r\n params.target.uniforms.realityModel.pointCloud.bindEDL2(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! EDLMix\";\r\n builder.frag.headerComment = \"//!F! EDLMix\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
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@@ -14,14 +14,14 @@ const renderPasses = [
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14
14
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[1 /* OpaqueLayers */, "Layers"],
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15
15
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[2 /* OpaqueLinear */, "OpaqueLinear"],
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16
16
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[3 /* OpaquePlanar */, "OpaquePlanar"],
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17
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-
[
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18
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-
[
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19
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-
[
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20
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-
[
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21
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-
[
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22
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-
[
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23
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-
[
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24
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-
[
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17
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+
[5 /* OpaqueGeneral */, "OpaqueGeneral"],
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18
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+
[6 /* Classification */, "Classification"],
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19
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+
[8 /* Translucent */, "Translucent"],
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20
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+
[9 /* HiddenEdge */, "HiddenEdge"],
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21
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+
[10 /* Hilite */, "Hilite"],
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22
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+
[12 /* WorldOverlay */, "WorldOverlay"],
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23
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+
[13 /* ViewOverlay */, "ViewOverlay"],
|
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24
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+
[19 /* PlanarClassification */, "PlanarClassification"],
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25
25
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];
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26
26
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/**
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27
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* Adds a uniform holding the current render pass and a set of kRenderPass_* constants
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@@ -33,11 +33,11 @@ function addRenderPass(builder) {
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33
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prog.addProgramUniform("u_renderPass", (uniform, params) => {
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34
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let renderPass = params.renderPass;
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35
35
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switch (renderPass) {
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36
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-
case
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37
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-
renderPass =
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36
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+
case 9 /* HiddenEdge */:
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37
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+
renderPass = 5 /* OpaqueGeneral */; // no distinction from shader POV...
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38
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break;
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39
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-
case
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40
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-
case
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39
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+
case 11 /* OverlayLayers */:
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40
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+
case 7 /* TranslucentLayers */:
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renderPass = 1 /* OpaqueLayers */; // no distinction from shader POV...
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break;
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}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"RenderPass.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/RenderPass.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAKH,8CAA8C;AAC9C,MAAM,YAAY,GAAG;IACnB,qBAAwB,YAAY,CAAC;IACrC,uBAA0B,QAAQ,CAAC;IACnC,uBAA0B,cAAc,CAAC;IACzC,uBAA0B,cAAc,CAAC;IACzC,wBAA2B,eAAe,CAAC;IAC3C,yBAA4B,gBAAgB,CAAC;IAC7C,sBAAyB,aAAa,CAAC;IACvC,qBAAwB,YAAY,CAAC;IACrC,
|
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1
|
+
{"version":3,"file":"RenderPass.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/RenderPass.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAKH,8CAA8C;AAC9C,MAAM,YAAY,GAAG;IACnB,qBAAwB,YAAY,CAAC;IACrC,uBAA0B,QAAQ,CAAC;IACnC,uBAA0B,cAAc,CAAC;IACzC,uBAA0B,cAAc,CAAC;IACzC,wBAA2B,eAAe,CAAC;IAC3C,yBAA4B,gBAAgB,CAAC;IAC7C,sBAAyB,aAAa,CAAC;IACvC,qBAAwB,YAAY,CAAC;IACrC,kBAAoB,QAAQ,CAAC;IAC7B,wBAA0B,cAAc,CAAC;IACzC,uBAAyB,aAAa,CAAC;IACvC,gCAAkC,sBAAsB,CAAC;CAC1D,CAAC;AAEF;;;;GAIG;AACH,SAAgB,aAAa,CAAC,OAAsB;IAClD,OAAO,CAAC,UAAU,CAAC,cAAc,iBAAsB,CAAC,IAAI,EAAE,EAAE;QAC9D,IAAI,CAAC,iBAAiB,CAAC,cAAc,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACzD,IAAI,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;YACnC,QAAQ,UAAU,EAAE;gBAClB;oBACE,UAAU,wBAA2B,CAAC,CAAC,oCAAoC;oBAC3E,MAAM;gBACR,4BAA8B;gBAC9B;oBACE,UAAU,uBAA0B,CAAC,CAAC,oCAAoC;oBAC1E,MAAM;aACT;YAED,OAAO,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;QACnC,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,KAAK,MAAM,UAAU,IAAI,YAAY;QACnC,OAAO,CAAC,SAAS,CAAC,eAAe,UAAU,CAAC,CAAC,CAAC,EAAE,iBAAsB,GAAG,UAAU,CAAC,CAAC,CAAC,CAAC,QAAQ,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;AACjH,CAAC;AApBD,sCAoBC","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 { RenderPass } from \"../RenderFlags\";\r\nimport { ShaderBuilder, VariableType } from \"../ShaderBuilder\";\r\n\r\n// render passes actually used in shader code.\r\nconst renderPasses = [\r\n [RenderPass.Background, \"Background\"],\r\n [RenderPass.OpaqueLayers, \"Layers\"], // Shaders treat all layer passes the same\r\n [RenderPass.OpaqueLinear, \"OpaqueLinear\"],\r\n [RenderPass.OpaquePlanar, \"OpaquePlanar\"],\r\n [RenderPass.OpaqueGeneral, \"OpaqueGeneral\"],\r\n [RenderPass.Classification, \"Classification\"],\r\n [RenderPass.Translucent, \"Translucent\"],\r\n [RenderPass.HiddenEdge, \"HiddenEdge\"],\r\n [RenderPass.Hilite, \"Hilite\"],\r\n [RenderPass.WorldOverlay, \"WorldOverlay\"],\r\n [RenderPass.ViewOverlay, \"ViewOverlay\"],\r\n [RenderPass.PlanarClassification, \"PlanarClassification\"],\r\n];\r\n\r\n/**\r\n * Adds a uniform holding the current render pass and a set of kRenderPass_* constants\r\n * uniform float u_renderPass\r\n * @internal\r\n */\r\nexport function addRenderPass(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_renderPass\", VariableType.Float, (prog) => {\r\n prog.addProgramUniform(\"u_renderPass\", (uniform, params) => {\r\n let renderPass = params.renderPass;\r\n switch (renderPass) {\r\n case RenderPass.HiddenEdge:\r\n renderPass = RenderPass.OpaqueGeneral; // no distinction from shader POV...\r\n break;\r\n case RenderPass.OverlayLayers:\r\n case RenderPass.TranslucentLayers:\r\n renderPass = RenderPass.OpaqueLayers; // no distinction from shader POV...\r\n break;\r\n }\r\n\r\n uniform.setUniform1f(renderPass);\r\n });\r\n });\r\n\r\n for (const renderPass of renderPasses)\r\n builder.addGlobal(`kRenderPass_${renderPass[1]}`, VariableType.Float, `${renderPass[0].toString()}.0`, true);\r\n}\r\n"]}
|
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@@ -289,7 +289,7 @@ class GraphicsTile extends internal_1.Tile {
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289
289
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(0, core_bentley_1.assert)(data instanceof Uint8Array);
|
|
290
290
|
const stream = core_bentley_1.ByteStream.fromUint8Array(data);
|
|
291
291
|
const position = stream.curPos;
|
|
292
|
-
const format = stream.
|
|
292
|
+
const format = stream.readUint32();
|
|
293
293
|
stream.curPos = position;
|
|
294
294
|
// ###TODO: IModelGraphics format wraps IModel format.
|
|
295
295
|
(0, core_bentley_1.assert)(core_common_1.TileFormat.IModel === format);
|
|
@@ -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 Tiles\r\n */\r\n\r\nimport {\r\n assert, BeTimePoint, ByteStream, compareStrings, DbOpcode, Id64, Id64Array, Id64String, partitionArray, SortedArray,\r\n} from \"@itwin/core-bentley\";\r\nimport { Range3d, Transform } from \"@itwin/core-geometry\";\r\nimport {\r\n BatchType, ElementGeometryChange, ElementGraphicsRequestProps, FeatureAppearance, FeatureAppearanceProvider, FeatureAppearanceSource, GeometryClass, TileFormat,\r\n} from \"@itwin/core-common\";\r\nimport { RenderSystem } from \"../render/RenderSystem\";\r\nimport { IModelApp } from \"../IModelApp\";\r\nimport {\r\n ImdlReader, IModelTileTree, RootIModelTile, Tile, TileContent, TileDrawArgs, TileParams, TileRequest, TileRequestChannel, TileTree,\r\n} from \"./internal\";\r\n\r\n/** The root tile for the branch of an [[IModelTileTree]] containing graphics for elements that have been modified during the current\r\n * Not intended for direct consumption - exported for use by [[IModelTileTree]].\r\n * [[GraphicalEditingScope]].\r\n * @internal\r\n */\r\nexport abstract class DynamicIModelTile extends Tile {\r\n protected constructor(params: TileParams, tree: TileTree) {\r\n super(params, tree);\r\n }\r\n\r\n public static create(root: RootIModelTile, elements: Iterable<ElementGeometryChange>): DynamicIModelTile {\r\n return new RootTile(root, elements);\r\n }\r\n\r\n /** Updates the tiles when elements are modified during the editing scope. */\r\n public abstract handleGeometryChanges(changes: Iterable<ElementGeometryChange>): void;\r\n\r\n /** Overrides symbology of the *static* [[IModelTile]]s to hide elements that have been deleted or modified. */\r\n public abstract get appearanceProvider(): FeatureAppearanceProvider;\r\n\r\n /** Exposed strictly for tests. */\r\n public abstract get hiddenElements(): Id64Array;\r\n\r\n /** Select tiles for display, requesting content for tiles as necessary. */\r\n public abstract selectTiles(selected: Tile[], args: TileDrawArgs): void;\r\n\r\n /** Discard tiles that have not been used since the specified time point. */\r\n public abstract pruneChildren(olderThan: BeTimePoint): void;\r\n}\r\n\r\n/** The child tiles of the root tile, representing inserted or modified elements and sorted by element Id. */\r\nclass ElementTiles extends SortedArray<ElementTile> {\r\n public constructor() {\r\n super((lhs, rhs) => compareStrings(lhs.contentId, rhs.contentId));\r\n }\r\n\r\n public get array(): ElementTile[] {\r\n return this._array;\r\n }\r\n}\r\n\r\n/** The root tile. Each of its children represent a newly-inserted or modified element. */\r\nclass RootTile extends DynamicIModelTile implements FeatureAppearanceProvider {\r\n private readonly _hiddenElements: Id64.Uint32Set;\r\n public readonly transformToTree: Transform;\r\n private readonly _elements: ElementTiles;\r\n\r\n private get _imodelRoot() { return this.parent as RootIModelTile; }\r\n\r\n private get _elementChildren(): ElementTile[] {\r\n assert(undefined !== this.children);\r\n assert(this.children === this._elements.array);\r\n return this._elements.array;\r\n }\r\n\r\n public constructor(parent: RootIModelTile, elements: Iterable<ElementGeometryChange>) {\r\n const params: TileParams = {\r\n parent,\r\n isLeaf: false,\r\n contentId: \"dynamic\",\r\n range: Range3d.createNull(),\r\n maximumSize: parent.tileScreenSize,\r\n };\r\n\r\n super(params, parent.tree);\r\n\r\n this._hiddenElements = new Id64.Uint32Set();\r\n\r\n const inverseTransform = parent.tree.iModelTransform.inverse();\r\n assert(undefined !== inverseTransform);\r\n this.transformToTree = inverseTransform;\r\n\r\n this._elements = new ElementTiles();\r\n this.loadChildren(); // initially empty.\r\n assert(undefined !== this.children);\r\n\r\n this.setIsReady();\r\n this.handleGeometryChanges(elements);\r\n }\r\n\r\n public get hiddenElements(): Id64Array {\r\n return this._hiddenElements.toId64Array();\r\n }\r\n\r\n public get appearanceProvider(): FeatureAppearanceProvider {\r\n return this;\r\n }\r\n\r\n public getFeatureAppearance(source: FeatureAppearanceSource, elemLo: number, elemHi: number, subcatLo: number, subcatHi: number, geomClass: GeometryClass, modelLo: number, modelHi: number, type: BatchType, animationNodeId: number): FeatureAppearance | undefined {\r\n if (this._hiddenElements.has(elemLo, elemHi))\r\n return undefined;\r\n\r\n return source.getAppearance(elemLo, elemHi, subcatLo, subcatHi, geomClass, modelLo, modelHi, type, animationNodeId);\r\n }\r\n\r\n public handleGeometryChanges(changes: Iterable<ElementGeometryChange>): void {\r\n assert(undefined !== this.children);\r\n\r\n for (const change of changes) {\r\n if (change.type !== DbOpcode.Insert)\r\n this._hiddenElements.addId(change.id);\r\n\r\n let tile = this._elements.findEquivalent((t: ElementTile) => compareStrings(t.contentId, change.id));\r\n if (change.type === DbOpcode.Delete) {\r\n if (tile) {\r\n tile.dispose();\r\n this._elements.remove(tile);\r\n }\r\n } else {\r\n const range = change.range.isNull ? change.range.clone() : this.transformToTree.multiplyRange(change.range);\r\n if (tile)\r\n tile.update(range);\r\n else\r\n this._elements.insert(tile = new ElementTile(this, change.id, range));\r\n }\r\n }\r\n\r\n // Recompute range.\r\n this.range.setNull();\r\n for (const element of this._elements)\r\n this.range.extendRange(element.range);\r\n\r\n this._imodelRoot.updateDynamicRange(this);\r\n }\r\n\r\n protected _loadChildren(resolve: (children: Tile[] | undefined) => void, _reject: (errpr: Error) => void): void {\r\n // This is invoked from constructor. We will add a child per element later - for now just mark the children as having been loaded.\r\n resolve(this._elements.array);\r\n }\r\n\r\n public get channel(): TileRequestChannel {\r\n throw new Error(\"Root dynamic tile has no content\");\r\n }\r\n\r\n public async requestContent(): Promise<TileRequest.Response> {\r\n assert(false, \"Root dynamic tile has no content\");\r\n return undefined;\r\n }\r\n\r\n public async readContent(_data: TileRequest.ResponseData, _system: RenderSystem, _isCanceled: () => boolean): Promise<TileContent> {\r\n throw new Error(\"Root dynamic tile has no content\");\r\n }\r\n\r\n public selectTiles(selected: Tile[], args: TileDrawArgs): void {\r\n for (const child of this._elementChildren)\r\n child.selectTiles(selected, args);\r\n }\r\n\r\n public pruneChildren(olderThan: BeTimePoint): void {\r\n // Never discard ElementTiles - do discard not-recently-used graphics.\r\n for (const child of this._elementChildren)\r\n child.pruneChildren(olderThan);\r\n }\r\n}\r\n\r\n/** Represents a single element that has been inserted or had its geometric properties modified during the current [[GraphicalEditingScope]].\r\n * It has no graphics of its own; it has any number of child tiles, each of which have graphics of a different level of detail.\r\n * Its contentId is the element's Id.\r\n */\r\nclass ElementTile extends Tile {\r\n public constructor(parent: RootTile, elementId: Id64String, range: Range3d) {\r\n super({\r\n parent,\r\n isLeaf: false,\r\n contentId: elementId,\r\n range,\r\n maximumSize: parent.maximumSize,\r\n }, parent.tree);\r\n\r\n this.loadChildren();\r\n this.setIsReady();\r\n }\r\n\r\n protected _loadChildren(resolve: (children: Tile[] | undefined) => void, _reject: (error: Error) => void): void {\r\n // Invoked from constructor. We'll add child tiles later as needed.\r\n resolve([]);\r\n }\r\n\r\n public get channel(): TileRequestChannel {\r\n throw new Error(\"ElementTile has no content\");\r\n }\r\n\r\n public async requestContent(_isCanceled: () => boolean): Promise<TileRequest.Response> {\r\n assert(false, \"ElementTile has no content\");\r\n return undefined;\r\n }\r\n\r\n public async readContent(_data: TileRequest.ResponseData, _system: RenderSystem, _isCanceled: () => boolean): Promise<TileContent> {\r\n throw new Error(\"ElementTile has no content\");\r\n }\r\n\r\n public pruneChildren(olderThan: BeTimePoint): void {\r\n const children = this.children as GraphicsTile[];\r\n assert(undefined !== children);\r\n\r\n const partitionIndex = partitionArray(children, (child) => !child.usageMarker.isExpired(olderThan));\r\n\r\n // Remove expired children.\r\n if (partitionIndex < children.length) {\r\n const expired = children.splice(partitionIndex);\r\n for (const child of expired)\r\n child.dispose();\r\n }\r\n\r\n // Restore ordering.\r\n children.sort((x, y) => y.toleranceLog10 - x.toleranceLog10);\r\n }\r\n\r\n public selectTiles(selected: Tile[], args: TileDrawArgs): void {\r\n assert(undefined !== this.children);\r\n if (this.isRegionCulled(args))\r\n return;\r\n\r\n args.markUsed(this);\r\n\r\n // ###TODO: Test content range culled.\r\n\r\n // Compute the ideal chord tolerance.\r\n assert(this.maximumSize > 0);\r\n const pixelSize = args.getPixelSizeInMetersAtClosestPoint(this);\r\n assert(pixelSize > 0);\r\n\r\n // Round down to the nearest power of ten.\r\n const toleranceLog10 = Math.floor(Math.log10(pixelSize));\r\n\r\n // Find (or create) a child tile of desired tolerance. Also find a child tile that can be substituted for the desired tile if that tile's content is not yet loaded.\r\n // NB: Children are sorted in descending order by log10(tolerance)\r\n const children = this.children as GraphicsTile[];\r\n let closestMatch: GraphicsTile | undefined;\r\n let exactMatch: GraphicsTile | undefined;\r\n for (let i = 0; i < children.length; i++) {\r\n const child = children[i];\r\n const tol = child.toleranceLog10;\r\n if (tol > toleranceLog10) {\r\n assert(undefined === exactMatch);\r\n if (child.hasGraphics)\r\n closestMatch = child;\r\n } else if (tol === toleranceLog10) {\r\n exactMatch = child;\r\n } else if (tol < toleranceLog10) {\r\n if (!exactMatch)\r\n children.splice(i++, 0, exactMatch = new GraphicsTile(this, toleranceLog10));\r\n\r\n if (child.hasGraphics && (!closestMatch || closestMatch.toleranceLog10 > toleranceLog10))\r\n closestMatch = child;\r\n }\r\n }\r\n\r\n if (!exactMatch) {\r\n assert(children.length === 0 || children[children.length - 1].toleranceLog10 > toleranceLog10);\r\n children.push(exactMatch = new GraphicsTile(this, toleranceLog10));\r\n }\r\n\r\n if (!exactMatch.isReady) {\r\n args.insertMissing(exactMatch);\r\n if (closestMatch) {\r\n selected.push(closestMatch);\r\n args.markUsed(closestMatch);\r\n }\r\n } else if (exactMatch.hasGraphics) {\r\n selected.push(exactMatch);\r\n args.markUsed(exactMatch);\r\n }\r\n }\r\n\r\n public update(range: Range3d): void {\r\n range.clone(this.range);\r\n\r\n // Discard out-dated graphics.\r\n assert(undefined !== this.children);\r\n for (const child of this.children)\r\n child.dispose();\r\n\r\n this.children.length = 0;\r\n }\r\n}\r\n\r\nfunction* makeIdSequence() {\r\n let current = 0;\r\n while (true) {\r\n if (current >= Number.MAX_SAFE_INTEGER)\r\n current = 0;\r\n\r\n yield ++current;\r\n }\r\n}\r\n\r\nconst requestIdSequence = makeIdSequence();\r\n\r\n/** Supplies graphics of a specific LOD for a single element. */\r\nclass GraphicsTile extends Tile {\r\n public readonly toleranceLog10: number;\r\n public readonly tolerance: number;\r\n\r\n public constructor(parent: ElementTile, toleranceLog10: number) {\r\n assert(Math.round(toleranceLog10) === toleranceLog10);\r\n super({\r\n parent,\r\n isLeaf: true,\r\n contentId: `${parent.contentId}_${toleranceLog10}`,\r\n range: parent.range,\r\n maximumSize: parent.maximumSize,\r\n }, parent.tree);\r\n\r\n this.toleranceLog10 = toleranceLog10;\r\n this.tolerance = 10 ** toleranceLog10;\r\n }\r\n\r\n public override computeLoadPriority(): number {\r\n // We want the element's graphics to be updated as soon as possible\r\n return 0;\r\n }\r\n\r\n protected _loadChildren(resolve: (children: Tile[] | undefined) => void, _reject: (error: Error) => void): void {\r\n resolve(undefined);\r\n }\r\n\r\n public get channel(): TileRequestChannel {\r\n return IModelApp.tileAdmin.channels.elementGraphicsRpc;\r\n }\r\n\r\n public async requestContent(_isCanceled: () => boolean): Promise<TileRequest.Response> {\r\n // ###TODO tree flags (enforce display priority)\r\n // ###TODO classifiers, animation\r\n\r\n assert(undefined !== this.parent);\r\n\r\n const requestId = requestIdSequence.next();\r\n assert(!requestId.done);\r\n\r\n assert(this.tree instanceof IModelTileTree);\r\n const idProvider = this.tree.contentIdProvider;\r\n\r\n const props: ElementGraphicsRequestProps = {\r\n id: requestId.value.toString(16),\r\n elementId: this.parent.contentId,\r\n toleranceLog10: this.toleranceLog10,\r\n formatVersion: idProvider.majorFormatVersion,\r\n location: this.tree.iModelTransform.toJSON(),\r\n contentFlags: idProvider.contentFlags,\r\n omitEdges: !this.tree.edgeOptions,\r\n edgeType: this.tree.edgeOptions && this.tree.edgeOptions.indexed ? 2 : 1,\r\n smoothPolyfaceEdges: this.tree.edgeOptions && this.tree.edgeOptions.smooth,\r\n clipToProjectExtents: true,\r\n sectionCut: this.tree.stringifiedSectionClip,\r\n };\r\n\r\n return IModelApp.tileAdmin.requestElementGraphics(this.tree.iModel, props);\r\n }\r\n\r\n public async readContent(data: TileRequest.ResponseData, system: RenderSystem, isCanceled: () => boolean): Promise<TileContent> {\r\n if (undefined === isCanceled)\r\n isCanceled = () => !this.isLoading;\r\n\r\n assert(data instanceof Uint8Array);\r\n const stream = ByteStream.fromUint8Array(data);\r\n\r\n const position = stream.curPos;\r\n const format = stream.nextUint32;\r\n stream.curPos = position;\r\n\r\n // ###TODO: IModelGraphics format wraps IModel format.\r\n assert(TileFormat.IModel === format);\r\n\r\n const tree = this.tree;\r\n assert(tree instanceof IModelTileTree);\r\n const { iModel, modelId, is3d, containsTransformNodes } = tree;\r\n const reader = ImdlReader.create({\r\n stream, iModel, modelId, is3d, system, isCanceled, containsTransformNodes,\r\n type: tree.batchType,\r\n loadEdges: false !== tree.edgeOptions,\r\n options: { tileId: this.contentId },\r\n });\r\n\r\n let content: TileContent = { isLeaf: true };\r\n if (reader) {\r\n try {\r\n content = await reader.read();\r\n } catch {\r\n //\r\n }\r\n }\r\n\r\n return content;\r\n }\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 Tiles\r\n */\r\n\r\nimport {\r\n assert, BeTimePoint, ByteStream, compareStrings, DbOpcode, Id64, Id64Array, Id64String, partitionArray, SortedArray,\r\n} from \"@itwin/core-bentley\";\r\nimport { Range3d, Transform } from \"@itwin/core-geometry\";\r\nimport {\r\n BatchType, ElementGeometryChange, ElementGraphicsRequestProps, FeatureAppearance, FeatureAppearanceProvider, FeatureAppearanceSource, GeometryClass, TileFormat,\r\n} from \"@itwin/core-common\";\r\nimport { RenderSystem } from \"../render/RenderSystem\";\r\nimport { IModelApp } from \"../IModelApp\";\r\nimport {\r\n ImdlReader, IModelTileTree, RootIModelTile, Tile, TileContent, TileDrawArgs, TileParams, TileRequest, TileRequestChannel, TileTree,\r\n} from \"./internal\";\r\n\r\n/** The root tile for the branch of an [[IModelTileTree]] containing graphics for elements that have been modified during the current\r\n * Not intended for direct consumption - exported for use by [[IModelTileTree]].\r\n * [[GraphicalEditingScope]].\r\n * @internal\r\n */\r\nexport abstract class DynamicIModelTile extends Tile {\r\n protected constructor(params: TileParams, tree: TileTree) {\r\n super(params, tree);\r\n }\r\n\r\n public static create(root: RootIModelTile, elements: Iterable<ElementGeometryChange>): DynamicIModelTile {\r\n return new RootTile(root, elements);\r\n }\r\n\r\n /** Updates the tiles when elements are modified during the editing scope. */\r\n public abstract handleGeometryChanges(changes: Iterable<ElementGeometryChange>): void;\r\n\r\n /** Overrides symbology of the *static* [[IModelTile]]s to hide elements that have been deleted or modified. */\r\n public abstract get appearanceProvider(): FeatureAppearanceProvider;\r\n\r\n /** Exposed strictly for tests. */\r\n public abstract get hiddenElements(): Id64Array;\r\n\r\n /** Select tiles for display, requesting content for tiles as necessary. */\r\n public abstract selectTiles(selected: Tile[], args: TileDrawArgs): void;\r\n\r\n /** Discard tiles that have not been used since the specified time point. */\r\n public abstract pruneChildren(olderThan: BeTimePoint): void;\r\n}\r\n\r\n/** The child tiles of the root tile, representing inserted or modified elements and sorted by element Id. */\r\nclass ElementTiles extends SortedArray<ElementTile> {\r\n public constructor() {\r\n super((lhs, rhs) => compareStrings(lhs.contentId, rhs.contentId));\r\n }\r\n\r\n public get array(): ElementTile[] {\r\n return this._array;\r\n }\r\n}\r\n\r\n/** The root tile. Each of its children represent a newly-inserted or modified element. */\r\nclass RootTile extends DynamicIModelTile implements FeatureAppearanceProvider {\r\n private readonly _hiddenElements: Id64.Uint32Set;\r\n public readonly transformToTree: Transform;\r\n private readonly _elements: ElementTiles;\r\n\r\n private get _imodelRoot() { return this.parent as RootIModelTile; }\r\n\r\n private get _elementChildren(): ElementTile[] {\r\n assert(undefined !== this.children);\r\n assert(this.children === this._elements.array);\r\n return this._elements.array;\r\n }\r\n\r\n public constructor(parent: RootIModelTile, elements: Iterable<ElementGeometryChange>) {\r\n const params: TileParams = {\r\n parent,\r\n isLeaf: false,\r\n contentId: \"dynamic\",\r\n range: Range3d.createNull(),\r\n maximumSize: parent.tileScreenSize,\r\n };\r\n\r\n super(params, parent.tree);\r\n\r\n this._hiddenElements = new Id64.Uint32Set();\r\n\r\n const inverseTransform = parent.tree.iModelTransform.inverse();\r\n assert(undefined !== inverseTransform);\r\n this.transformToTree = inverseTransform;\r\n\r\n this._elements = new ElementTiles();\r\n this.loadChildren(); // initially empty.\r\n assert(undefined !== this.children);\r\n\r\n this.setIsReady();\r\n this.handleGeometryChanges(elements);\r\n }\r\n\r\n public get hiddenElements(): Id64Array {\r\n return this._hiddenElements.toId64Array();\r\n }\r\n\r\n public get appearanceProvider(): FeatureAppearanceProvider {\r\n return this;\r\n }\r\n\r\n public getFeatureAppearance(source: FeatureAppearanceSource, elemLo: number, elemHi: number, subcatLo: number, subcatHi: number, geomClass: GeometryClass, modelLo: number, modelHi: number, type: BatchType, animationNodeId: number): FeatureAppearance | undefined {\r\n if (this._hiddenElements.has(elemLo, elemHi))\r\n return undefined;\r\n\r\n return source.getAppearance(elemLo, elemHi, subcatLo, subcatHi, geomClass, modelLo, modelHi, type, animationNodeId);\r\n }\r\n\r\n public handleGeometryChanges(changes: Iterable<ElementGeometryChange>): void {\r\n assert(undefined !== this.children);\r\n\r\n for (const change of changes) {\r\n if (change.type !== DbOpcode.Insert)\r\n this._hiddenElements.addId(change.id);\r\n\r\n let tile = this._elements.findEquivalent((t: ElementTile) => compareStrings(t.contentId, change.id));\r\n if (change.type === DbOpcode.Delete) {\r\n if (tile) {\r\n tile.dispose();\r\n this._elements.remove(tile);\r\n }\r\n } else {\r\n const range = change.range.isNull ? change.range.clone() : this.transformToTree.multiplyRange(change.range);\r\n if (tile)\r\n tile.update(range);\r\n else\r\n this._elements.insert(tile = new ElementTile(this, change.id, range));\r\n }\r\n }\r\n\r\n // Recompute range.\r\n this.range.setNull();\r\n for (const element of this._elements)\r\n this.range.extendRange(element.range);\r\n\r\n this._imodelRoot.updateDynamicRange(this);\r\n }\r\n\r\n protected _loadChildren(resolve: (children: Tile[] | undefined) => void, _reject: (errpr: Error) => void): void {\r\n // This is invoked from constructor. We will add a child per element later - for now just mark the children as having been loaded.\r\n resolve(this._elements.array);\r\n }\r\n\r\n public get channel(): TileRequestChannel {\r\n throw new Error(\"Root dynamic tile has no content\");\r\n }\r\n\r\n public async requestContent(): Promise<TileRequest.Response> {\r\n assert(false, \"Root dynamic tile has no content\");\r\n return undefined;\r\n }\r\n\r\n public async readContent(_data: TileRequest.ResponseData, _system: RenderSystem, _isCanceled: () => boolean): Promise<TileContent> {\r\n throw new Error(\"Root dynamic tile has no content\");\r\n }\r\n\r\n public selectTiles(selected: Tile[], args: TileDrawArgs): void {\r\n for (const child of this._elementChildren)\r\n child.selectTiles(selected, args);\r\n }\r\n\r\n public pruneChildren(olderThan: BeTimePoint): void {\r\n // Never discard ElementTiles - do discard not-recently-used graphics.\r\n for (const child of this._elementChildren)\r\n child.pruneChildren(olderThan);\r\n }\r\n}\r\n\r\n/** Represents a single element that has been inserted or had its geometric properties modified during the current [[GraphicalEditingScope]].\r\n * It has no graphics of its own; it has any number of child tiles, each of which have graphics of a different level of detail.\r\n * Its contentId is the element's Id.\r\n */\r\nclass ElementTile extends Tile {\r\n public constructor(parent: RootTile, elementId: Id64String, range: Range3d) {\r\n super({\r\n parent,\r\n isLeaf: false,\r\n contentId: elementId,\r\n range,\r\n maximumSize: parent.maximumSize,\r\n }, parent.tree);\r\n\r\n this.loadChildren();\r\n this.setIsReady();\r\n }\r\n\r\n protected _loadChildren(resolve: (children: Tile[] | undefined) => void, _reject: (error: Error) => void): void {\r\n // Invoked from constructor. We'll add child tiles later as needed.\r\n resolve([]);\r\n }\r\n\r\n public get channel(): TileRequestChannel {\r\n throw new Error(\"ElementTile has no content\");\r\n }\r\n\r\n public async requestContent(_isCanceled: () => boolean): Promise<TileRequest.Response> {\r\n assert(false, \"ElementTile has no content\");\r\n return undefined;\r\n }\r\n\r\n public async readContent(_data: TileRequest.ResponseData, _system: RenderSystem, _isCanceled: () => boolean): Promise<TileContent> {\r\n throw new Error(\"ElementTile has no content\");\r\n }\r\n\r\n public pruneChildren(olderThan: BeTimePoint): void {\r\n const children = this.children as GraphicsTile[];\r\n assert(undefined !== children);\r\n\r\n const partitionIndex = partitionArray(children, (child) => !child.usageMarker.isExpired(olderThan));\r\n\r\n // Remove expired children.\r\n if (partitionIndex < children.length) {\r\n const expired = children.splice(partitionIndex);\r\n for (const child of expired)\r\n child.dispose();\r\n }\r\n\r\n // Restore ordering.\r\n children.sort((x, y) => y.toleranceLog10 - x.toleranceLog10);\r\n }\r\n\r\n public selectTiles(selected: Tile[], args: TileDrawArgs): void {\r\n assert(undefined !== this.children);\r\n if (this.isRegionCulled(args))\r\n return;\r\n\r\n args.markUsed(this);\r\n\r\n // ###TODO: Test content range culled.\r\n\r\n // Compute the ideal chord tolerance.\r\n assert(this.maximumSize > 0);\r\n const pixelSize = args.getPixelSizeInMetersAtClosestPoint(this);\r\n assert(pixelSize > 0);\r\n\r\n // Round down to the nearest power of ten.\r\n const toleranceLog10 = Math.floor(Math.log10(pixelSize));\r\n\r\n // Find (or create) a child tile of desired tolerance. Also find a child tile that can be substituted for the desired tile if that tile's content is not yet loaded.\r\n // NB: Children are sorted in descending order by log10(tolerance)\r\n const children = this.children as GraphicsTile[];\r\n let closestMatch: GraphicsTile | undefined;\r\n let exactMatch: GraphicsTile | undefined;\r\n for (let i = 0; i < children.length; i++) {\r\n const child = children[i];\r\n const tol = child.toleranceLog10;\r\n if (tol > toleranceLog10) {\r\n assert(undefined === exactMatch);\r\n if (child.hasGraphics)\r\n closestMatch = child;\r\n } else if (tol === toleranceLog10) {\r\n exactMatch = child;\r\n } else if (tol < toleranceLog10) {\r\n if (!exactMatch)\r\n children.splice(i++, 0, exactMatch = new GraphicsTile(this, toleranceLog10));\r\n\r\n if (child.hasGraphics && (!closestMatch || closestMatch.toleranceLog10 > toleranceLog10))\r\n closestMatch = child;\r\n }\r\n }\r\n\r\n if (!exactMatch) {\r\n assert(children.length === 0 || children[children.length - 1].toleranceLog10 > toleranceLog10);\r\n children.push(exactMatch = new GraphicsTile(this, toleranceLog10));\r\n }\r\n\r\n if (!exactMatch.isReady) {\r\n args.insertMissing(exactMatch);\r\n if (closestMatch) {\r\n selected.push(closestMatch);\r\n args.markUsed(closestMatch);\r\n }\r\n } else if (exactMatch.hasGraphics) {\r\n selected.push(exactMatch);\r\n args.markUsed(exactMatch);\r\n }\r\n }\r\n\r\n public update(range: Range3d): void {\r\n range.clone(this.range);\r\n\r\n // Discard out-dated graphics.\r\n assert(undefined !== this.children);\r\n for (const child of this.children)\r\n child.dispose();\r\n\r\n this.children.length = 0;\r\n }\r\n}\r\n\r\nfunction* makeIdSequence() {\r\n let current = 0;\r\n while (true) {\r\n if (current >= Number.MAX_SAFE_INTEGER)\r\n current = 0;\r\n\r\n yield ++current;\r\n }\r\n}\r\n\r\nconst requestIdSequence = makeIdSequence();\r\n\r\n/** Supplies graphics of a specific LOD for a single element. */\r\nclass GraphicsTile extends Tile {\r\n public readonly toleranceLog10: number;\r\n public readonly tolerance: number;\r\n\r\n public constructor(parent: ElementTile, toleranceLog10: number) {\r\n assert(Math.round(toleranceLog10) === toleranceLog10);\r\n super({\r\n parent,\r\n isLeaf: true,\r\n contentId: `${parent.contentId}_${toleranceLog10}`,\r\n range: parent.range,\r\n maximumSize: parent.maximumSize,\r\n }, parent.tree);\r\n\r\n this.toleranceLog10 = toleranceLog10;\r\n this.tolerance = 10 ** toleranceLog10;\r\n }\r\n\r\n public override computeLoadPriority(): number {\r\n // We want the element's graphics to be updated as soon as possible\r\n return 0;\r\n }\r\n\r\n protected _loadChildren(resolve: (children: Tile[] | undefined) => void, _reject: (error: Error) => void): void {\r\n resolve(undefined);\r\n }\r\n\r\n public get channel(): TileRequestChannel {\r\n return IModelApp.tileAdmin.channels.elementGraphicsRpc;\r\n }\r\n\r\n public async requestContent(_isCanceled: () => boolean): Promise<TileRequest.Response> {\r\n // ###TODO tree flags (enforce display priority)\r\n // ###TODO classifiers, animation\r\n\r\n assert(undefined !== this.parent);\r\n\r\n const requestId = requestIdSequence.next();\r\n assert(!requestId.done);\r\n\r\n assert(this.tree instanceof IModelTileTree);\r\n const idProvider = this.tree.contentIdProvider;\r\n\r\n const props: ElementGraphicsRequestProps = {\r\n id: requestId.value.toString(16),\r\n elementId: this.parent.contentId,\r\n toleranceLog10: this.toleranceLog10,\r\n formatVersion: idProvider.majorFormatVersion,\r\n location: this.tree.iModelTransform.toJSON(),\r\n contentFlags: idProvider.contentFlags,\r\n omitEdges: !this.tree.edgeOptions,\r\n edgeType: this.tree.edgeOptions && this.tree.edgeOptions.indexed ? 2 : 1,\r\n smoothPolyfaceEdges: this.tree.edgeOptions && this.tree.edgeOptions.smooth,\r\n clipToProjectExtents: true,\r\n sectionCut: this.tree.stringifiedSectionClip,\r\n };\r\n\r\n return IModelApp.tileAdmin.requestElementGraphics(this.tree.iModel, props);\r\n }\r\n\r\n public async readContent(data: TileRequest.ResponseData, system: RenderSystem, isCanceled: () => boolean): Promise<TileContent> {\r\n if (undefined === isCanceled)\r\n isCanceled = () => !this.isLoading;\r\n\r\n assert(data instanceof Uint8Array);\r\n const stream = ByteStream.fromUint8Array(data);\r\n\r\n const position = stream.curPos;\r\n const format = stream.readUint32();\r\n stream.curPos = position;\r\n\r\n // ###TODO: IModelGraphics format wraps IModel format.\r\n assert(TileFormat.IModel === format);\r\n\r\n const tree = this.tree;\r\n assert(tree instanceof IModelTileTree);\r\n const { iModel, modelId, is3d, containsTransformNodes } = tree;\r\n const reader = ImdlReader.create({\r\n stream, iModel, modelId, is3d, system, isCanceled, containsTransformNodes,\r\n type: tree.batchType,\r\n loadEdges: false !== tree.edgeOptions,\r\n options: { tileId: this.contentId },\r\n });\r\n\r\n let content: TileContent = { isLeaf: true };\r\n if (reader) {\r\n try {\r\n content = await reader.read();\r\n } catch {\r\n //\r\n }\r\n }\r\n\r\n return content;\r\n }\r\n}\r\n"]}
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@@ -229,7 +229,7 @@ class GltfReaderProps {
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const buffer = core_bentley_1.ByteStream.fromUint8Array(source);
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const utf8Json = (0, core_bentley_1.utf8ToString)(source);
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if (!utf8Json)
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