@itwin/core-frontend 3.6.0-dev.5 → 3.6.0-dev.50

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (365) hide show
  1. package/CHANGELOG.md +36 -1
  2. package/LICENSE.md +1 -1
  3. package/lib/cjs/AccuDraw.js +1 -1
  4. package/lib/cjs/AccuDraw.js.map +1 -1
  5. package/lib/cjs/IModelApp.d.ts +3 -3
  6. package/lib/cjs/IModelApp.d.ts.map +1 -1
  7. package/lib/cjs/IModelApp.js +2 -2
  8. package/lib/cjs/IModelApp.js.map +1 -1
  9. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  10. package/lib/cjs/NoRenderApp.js +3 -0
  11. package/lib/cjs/NoRenderApp.js.map +1 -1
  12. package/lib/cjs/Tiles.d.ts +4 -0
  13. package/lib/cjs/Tiles.d.ts.map +1 -1
  14. package/lib/cjs/Tiles.js +11 -0
  15. package/lib/cjs/Tiles.js.map +1 -1
  16. package/lib/cjs/ViewContext.js +1 -1
  17. package/lib/cjs/ViewContext.js.map +1 -1
  18. package/lib/cjs/ViewManager.d.ts.map +1 -1
  19. package/lib/cjs/ViewManager.js +2 -3
  20. package/lib/cjs/ViewManager.js.map +1 -1
  21. package/lib/cjs/ViewState.d.ts +4 -5
  22. package/lib/cjs/ViewState.d.ts.map +1 -1
  23. package/lib/cjs/ViewState.js +0 -1
  24. package/lib/cjs/ViewState.js.map +1 -1
  25. package/lib/cjs/Viewport.d.ts +48 -3
  26. package/lib/cjs/Viewport.d.ts.map +1 -1
  27. package/lib/cjs/Viewport.js +56 -2
  28. package/lib/cjs/Viewport.js.map +1 -1
  29. package/lib/cjs/extension/ExtensionRuntime.js +3 -0
  30. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  31. package/lib/cjs/render/GraphicBranch.d.ts +3 -0
  32. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  33. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  34. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  35. package/lib/cjs/render/MockRender.js +3 -0
  36. package/lib/cjs/render/MockRender.js.map +1 -1
  37. package/lib/cjs/render/RealityMeshParams.d.ts +3 -4
  38. package/lib/cjs/render/RealityMeshParams.d.ts.map +1 -1
  39. package/lib/cjs/render/RealityMeshParams.js +9 -5
  40. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  41. package/lib/cjs/render/VisibleFeature.d.ts +5 -5
  42. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  43. package/lib/cjs/render/webgl/BackgroundMapDrape.js +3 -3
  44. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  45. package/lib/cjs/render/webgl/BranchState.d.ts +3 -0
  46. package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
  47. package/lib/cjs/render/webgl/BranchState.js +5 -0
  48. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  49. package/lib/cjs/render/webgl/CachedGeometry.d.ts +32 -0
  50. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  51. package/lib/cjs/render/webgl/CachedGeometry.js +74 -1
  52. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  53. package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
  54. package/lib/cjs/render/webgl/DrawCommand.js +6 -4
  55. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  56. package/lib/cjs/render/webgl/EDL.d.ts +40 -0
  57. package/lib/cjs/render/webgl/EDL.d.ts.map +1 -0
  58. package/lib/cjs/render/webgl/EDL.js +264 -0
  59. package/lib/cjs/render/webgl/EDL.js.map +1 -0
  60. package/lib/cjs/render/webgl/EdgeSettings.js +2 -2
  61. package/lib/cjs/render/webgl/FrameBuffer.d.ts +4 -0
  62. package/lib/cjs/render/webgl/FrameBuffer.d.ts.map +1 -1
  63. package/lib/cjs/render/webgl/FrameBuffer.js +9 -0
  64. package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
  65. package/lib/cjs/render/webgl/FrustumUniforms.d.ts +7 -0
  66. package/lib/cjs/render/webgl/FrustumUniforms.d.ts.map +1 -1
  67. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  68. package/lib/cjs/render/webgl/Layer.js +2 -2
  69. package/lib/cjs/render/webgl/LayerCommands.js +2 -2
  70. package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
  71. package/lib/cjs/render/webgl/PlanarClassifier.js +9 -8
  72. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  73. package/lib/cjs/render/webgl/PlanarTextureProjection.js +1 -1
  74. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  75. package/lib/cjs/render/webgl/PointCloud.d.ts +2 -2
  76. package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
  77. package/lib/cjs/render/webgl/PointCloud.js +2 -0
  78. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  79. package/lib/cjs/render/webgl/RealityMesh.d.ts +3 -1
  80. package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
  81. package/lib/cjs/render/webgl/RealityMesh.js +8 -3
  82. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  83. package/lib/cjs/render/webgl/RealityModelUniforms.d.ts +9 -0
  84. package/lib/cjs/render/webgl/RealityModelUniforms.d.ts.map +1 -1
  85. package/lib/cjs/render/webgl/RealityModelUniforms.js +50 -0
  86. package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
  87. package/lib/cjs/render/webgl/RenderCommands.d.ts +2 -1
  88. package/lib/cjs/render/webgl/RenderCommands.d.ts.map +1 -1
  89. package/lib/cjs/render/webgl/RenderCommands.js +46 -38
  90. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  91. package/lib/cjs/render/webgl/RenderFlags.d.ts +19 -17
  92. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  93. package/lib/cjs/render/webgl/RenderFlags.js +8 -6
  94. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  95. package/lib/cjs/render/webgl/SceneCompositor.d.ts +6 -1
  96. package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
  97. package/lib/cjs/render/webgl/SceneCompositor.js +195 -76
  98. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  99. package/lib/cjs/render/webgl/SolarShadowMap.js +3 -3
  100. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  101. package/lib/cjs/render/webgl/SurfaceGeometry.js +5 -5
  102. package/lib/cjs/render/webgl/Target.js +7 -7
  103. package/lib/cjs/render/webgl/Target.js.map +1 -1
  104. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  105. package/lib/cjs/render/webgl/Technique.js +18 -3
  106. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  107. package/lib/cjs/render/webgl/TechniqueFlags.js +4 -4
  108. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  109. package/lib/cjs/render/webgl/TechniqueId.d.ts +6 -2
  110. package/lib/cjs/render/webgl/TechniqueId.d.ts.map +1 -1
  111. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  112. package/lib/cjs/render/webgl/UniformHandle.d.ts.map +1 -1
  113. package/lib/cjs/render/webgl/UniformHandle.js +1 -2
  114. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  115. package/lib/cjs/render/webgl/VisibleTileFeatures.js +5 -5
  116. package/lib/cjs/render/webgl/glsl/EDL.d.ts +14 -0
  117. package/lib/cjs/render/webgl/glsl/EDL.d.ts.map +1 -0
  118. package/lib/cjs/render/webgl/glsl/EDL.js +260 -0
  119. package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -0
  120. package/lib/cjs/render/webgl/glsl/RenderPass.js +12 -12
  121. package/lib/cjs/render/webgl/glsl/RenderPass.js.map +1 -1
  122. package/lib/cjs/tile/BatchedTileIdMap.js +1 -1
  123. package/lib/cjs/tile/BatchedTileIdMap.js.map +1 -1
  124. package/lib/cjs/tile/DynamicIModelTile.js +1 -1
  125. package/lib/cjs/tile/DynamicIModelTile.js.map +1 -1
  126. package/lib/cjs/tile/GltfReader.js +1 -1
  127. package/lib/cjs/tile/GltfReader.js.map +1 -1
  128. package/lib/cjs/tile/IModelTile.js +1 -1
  129. package/lib/cjs/tile/IModelTile.js.map +1 -1
  130. package/lib/cjs/tile/ImdlReader.js +5 -5
  131. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  132. package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
  133. package/lib/cjs/tile/RealityModelTileTree.js +2 -1
  134. package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
  135. package/lib/cjs/tile/RealityTileLoader.js +2 -2
  136. package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
  137. package/lib/cjs/tile/RealityTileTree.d.ts +5 -0
  138. package/lib/cjs/tile/RealityTileTree.d.ts.map +1 -1
  139. package/lib/cjs/tile/RealityTileTree.js +9 -4
  140. package/lib/cjs/tile/RealityTileTree.js.map +1 -1
  141. package/lib/cjs/tile/TileDrawArgs.js +1 -1
  142. package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
  143. package/lib/cjs/tile/TileTreeReference.d.ts +3 -0
  144. package/lib/cjs/tile/TileTreeReference.d.ts.map +1 -1
  145. package/lib/cjs/tile/TileTreeReference.js +3 -0
  146. package/lib/cjs/tile/TileTreeReference.js.map +1 -1
  147. package/lib/cjs/tile/map/CesiumTerrainProvider.js +9 -9
  148. package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
  149. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +1 -1
  150. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js +1 -2
  151. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -1
  152. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +2 -2
  153. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  154. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +1 -1
  155. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
  156. package/lib/cjs/tile/map/ImageryTileTree.d.ts +26 -1
  157. package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
  158. package/lib/cjs/tile/map/ImageryTileTree.js +54 -4
  159. package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
  160. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts +7 -3
  161. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  162. package/lib/cjs/tile/map/MapLayerImageryProvider.js +12 -8
  163. package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
  164. package/lib/cjs/tile/map/MapTile.d.ts +5 -0
  165. package/lib/cjs/tile/map/MapTile.d.ts.map +1 -1
  166. package/lib/cjs/tile/map/MapTile.js +33 -13
  167. package/lib/cjs/tile/map/MapTile.js.map +1 -1
  168. package/lib/cjs/tile/map/MapTileTree.d.ts +42 -3
  169. package/lib/cjs/tile/map/MapTileTree.d.ts.map +1 -1
  170. package/lib/cjs/tile/map/MapTileTree.js +126 -9
  171. package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
  172. package/lib/cjs/tile/map/MapTiledGraphicsProvider.d.ts +17 -0
  173. package/lib/cjs/tile/map/MapTiledGraphicsProvider.d.ts.map +1 -1
  174. package/lib/cjs/tile/map/MapTiledGraphicsProvider.js +26 -0
  175. package/lib/cjs/tile/map/MapTiledGraphicsProvider.js.map +1 -1
  176. package/lib/cjs/tile/map/WmtsCapabilities.d.ts +23 -68
  177. package/lib/cjs/tile/map/WmtsCapabilities.d.ts.map +1 -1
  178. package/lib/cjs/tile/map/WmtsCapabilities.js +269 -260
  179. package/lib/cjs/tile/map/WmtsCapabilities.js.map +1 -1
  180. package/lib/cjs/tools/ClipViewTool.js +2 -2
  181. package/lib/cjs/tools/ClipViewTool.js.map +1 -1
  182. package/lib/cjs/tools/MeasureTool.js +2 -2
  183. package/lib/cjs/tools/MeasureTool.js.map +1 -1
  184. package/lib/esm/AccuDraw.js +1 -1
  185. package/lib/esm/AccuDraw.js.map +1 -1
  186. package/lib/esm/IModelApp.d.ts +3 -3
  187. package/lib/esm/IModelApp.d.ts.map +1 -1
  188. package/lib/esm/IModelApp.js +2 -2
  189. package/lib/esm/IModelApp.js.map +1 -1
  190. package/lib/esm/NoRenderApp.d.ts.map +1 -1
  191. package/lib/esm/NoRenderApp.js +3 -0
  192. package/lib/esm/NoRenderApp.js.map +1 -1
  193. package/lib/esm/Tiles.d.ts +4 -0
  194. package/lib/esm/Tiles.d.ts.map +1 -1
  195. package/lib/esm/Tiles.js +11 -0
  196. package/lib/esm/Tiles.js.map +1 -1
  197. package/lib/esm/ViewContext.js +1 -1
  198. package/lib/esm/ViewContext.js.map +1 -1
  199. package/lib/esm/ViewManager.d.ts.map +1 -1
  200. package/lib/esm/ViewManager.js +2 -3
  201. package/lib/esm/ViewManager.js.map +1 -1
  202. package/lib/esm/ViewState.d.ts +4 -5
  203. package/lib/esm/ViewState.d.ts.map +1 -1
  204. package/lib/esm/ViewState.js +0 -1
  205. package/lib/esm/ViewState.js.map +1 -1
  206. package/lib/esm/Viewport.d.ts +48 -3
  207. package/lib/esm/Viewport.d.ts.map +1 -1
  208. package/lib/esm/Viewport.js +57 -3
  209. package/lib/esm/Viewport.js.map +1 -1
  210. package/lib/esm/extension/ExtensionRuntime.js +5 -2
  211. package/lib/esm/extension/ExtensionRuntime.js.map +1 -1
  212. package/lib/esm/render/GraphicBranch.d.ts +3 -0
  213. package/lib/esm/render/GraphicBranch.d.ts.map +1 -1
  214. package/lib/esm/render/GraphicBranch.js.map +1 -1
  215. package/lib/esm/render/MockRender.d.ts.map +1 -1
  216. package/lib/esm/render/MockRender.js +3 -0
  217. package/lib/esm/render/MockRender.js.map +1 -1
  218. package/lib/esm/render/RealityMeshParams.d.ts +3 -4
  219. package/lib/esm/render/RealityMeshParams.d.ts.map +1 -1
  220. package/lib/esm/render/RealityMeshParams.js +10 -6
  221. package/lib/esm/render/RealityMeshParams.js.map +1 -1
  222. package/lib/esm/render/VisibleFeature.d.ts +5 -5
  223. package/lib/esm/render/VisibleFeature.js.map +1 -1
  224. package/lib/esm/render/webgl/BackgroundMapDrape.js +3 -3
  225. package/lib/esm/render/webgl/BackgroundMapDrape.js.map +1 -1
  226. package/lib/esm/render/webgl/BranchState.d.ts +3 -0
  227. package/lib/esm/render/webgl/BranchState.d.ts.map +1 -1
  228. package/lib/esm/render/webgl/BranchState.js +5 -0
  229. package/lib/esm/render/webgl/BranchState.js.map +1 -1
  230. package/lib/esm/render/webgl/CachedGeometry.d.ts +32 -0
  231. package/lib/esm/render/webgl/CachedGeometry.d.ts.map +1 -1
  232. package/lib/esm/render/webgl/CachedGeometry.js +69 -0
  233. package/lib/esm/render/webgl/CachedGeometry.js.map +1 -1
  234. package/lib/esm/render/webgl/DrawCommand.d.ts.map +1 -1
  235. package/lib/esm/render/webgl/DrawCommand.js +6 -4
  236. package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
  237. package/lib/esm/render/webgl/EDL.d.ts +40 -0
  238. package/lib/esm/render/webgl/EDL.d.ts.map +1 -0
  239. package/lib/esm/render/webgl/EDL.js +260 -0
  240. package/lib/esm/render/webgl/EDL.js.map +1 -0
  241. package/lib/esm/render/webgl/EdgeSettings.js +2 -2
  242. package/lib/esm/render/webgl/FrameBuffer.d.ts +4 -0
  243. package/lib/esm/render/webgl/FrameBuffer.d.ts.map +1 -1
  244. package/lib/esm/render/webgl/FrameBuffer.js +9 -0
  245. package/lib/esm/render/webgl/FrameBuffer.js.map +1 -1
  246. package/lib/esm/render/webgl/FrustumUniforms.d.ts +7 -0
  247. package/lib/esm/render/webgl/FrustumUniforms.d.ts.map +1 -1
  248. package/lib/esm/render/webgl/FrustumUniforms.js.map +1 -1
  249. package/lib/esm/render/webgl/Layer.js +2 -2
  250. package/lib/esm/render/webgl/LayerCommands.js +2 -2
  251. package/lib/esm/render/webgl/PlanarClassifier.d.ts.map +1 -1
  252. package/lib/esm/render/webgl/PlanarClassifier.js +9 -8
  253. package/lib/esm/render/webgl/PlanarClassifier.js.map +1 -1
  254. package/lib/esm/render/webgl/PlanarTextureProjection.js +1 -1
  255. package/lib/esm/render/webgl/PlanarTextureProjection.js.map +1 -1
  256. package/lib/esm/render/webgl/PointCloud.d.ts +2 -2
  257. package/lib/esm/render/webgl/PointCloud.d.ts.map +1 -1
  258. package/lib/esm/render/webgl/PointCloud.js +2 -0
  259. package/lib/esm/render/webgl/PointCloud.js.map +1 -1
  260. package/lib/esm/render/webgl/RealityMesh.d.ts +3 -1
  261. package/lib/esm/render/webgl/RealityMesh.d.ts.map +1 -1
  262. package/lib/esm/render/webgl/RealityMesh.js +8 -3
  263. package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
  264. package/lib/esm/render/webgl/RealityModelUniforms.d.ts +9 -0
  265. package/lib/esm/render/webgl/RealityModelUniforms.d.ts.map +1 -1
  266. package/lib/esm/render/webgl/RealityModelUniforms.js +50 -0
  267. package/lib/esm/render/webgl/RealityModelUniforms.js.map +1 -1
  268. package/lib/esm/render/webgl/RenderCommands.d.ts +2 -1
  269. package/lib/esm/render/webgl/RenderCommands.d.ts.map +1 -1
  270. package/lib/esm/render/webgl/RenderCommands.js +46 -38
  271. package/lib/esm/render/webgl/RenderCommands.js.map +1 -1
  272. package/lib/esm/render/webgl/RenderFlags.d.ts +19 -17
  273. package/lib/esm/render/webgl/RenderFlags.d.ts.map +1 -1
  274. package/lib/esm/render/webgl/RenderFlags.js +8 -6
  275. package/lib/esm/render/webgl/RenderFlags.js.map +1 -1
  276. package/lib/esm/render/webgl/SceneCompositor.d.ts +6 -1
  277. package/lib/esm/render/webgl/SceneCompositor.d.ts.map +1 -1
  278. package/lib/esm/render/webgl/SceneCompositor.js +194 -77
  279. package/lib/esm/render/webgl/SceneCompositor.js.map +1 -1
  280. package/lib/esm/render/webgl/SolarShadowMap.js +3 -3
  281. package/lib/esm/render/webgl/SolarShadowMap.js.map +1 -1
  282. package/lib/esm/render/webgl/SurfaceGeometry.js +5 -5
  283. package/lib/esm/render/webgl/Target.js +7 -7
  284. package/lib/esm/render/webgl/Target.js.map +1 -1
  285. package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
  286. package/lib/esm/render/webgl/Technique.js +18 -3
  287. package/lib/esm/render/webgl/Technique.js.map +1 -1
  288. package/lib/esm/render/webgl/TechniqueFlags.js +4 -4
  289. package/lib/esm/render/webgl/TechniqueFlags.js.map +1 -1
  290. package/lib/esm/render/webgl/TechniqueId.d.ts +6 -2
  291. package/lib/esm/render/webgl/TechniqueId.d.ts.map +1 -1
  292. package/lib/esm/render/webgl/TechniqueId.js.map +1 -1
  293. package/lib/esm/render/webgl/UniformHandle.d.ts.map +1 -1
  294. package/lib/esm/render/webgl/UniformHandle.js +1 -2
  295. package/lib/esm/render/webgl/UniformHandle.js.map +1 -1
  296. package/lib/esm/render/webgl/VisibleTileFeatures.js +5 -5
  297. package/lib/esm/render/webgl/glsl/EDL.d.ts +14 -0
  298. package/lib/esm/render/webgl/glsl/EDL.d.ts.map +1 -0
  299. package/lib/esm/render/webgl/glsl/EDL.js +253 -0
  300. package/lib/esm/render/webgl/glsl/EDL.js.map +1 -0
  301. package/lib/esm/render/webgl/glsl/RenderPass.js +12 -12
  302. package/lib/esm/render/webgl/glsl/RenderPass.js.map +1 -1
  303. package/lib/esm/tile/BatchedTileIdMap.js +1 -1
  304. package/lib/esm/tile/BatchedTileIdMap.js.map +1 -1
  305. package/lib/esm/tile/DynamicIModelTile.js +1 -1
  306. package/lib/esm/tile/DynamicIModelTile.js.map +1 -1
  307. package/lib/esm/tile/GltfReader.js +1 -1
  308. package/lib/esm/tile/GltfReader.js.map +1 -1
  309. package/lib/esm/tile/IModelTile.js +1 -1
  310. package/lib/esm/tile/IModelTile.js.map +1 -1
  311. package/lib/esm/tile/ImdlReader.js +5 -5
  312. package/lib/esm/tile/ImdlReader.js.map +1 -1
  313. package/lib/esm/tile/RealityModelTileTree.d.ts.map +1 -1
  314. package/lib/esm/tile/RealityModelTileTree.js +2 -1
  315. package/lib/esm/tile/RealityModelTileTree.js.map +1 -1
  316. package/lib/esm/tile/RealityTileLoader.js +2 -2
  317. package/lib/esm/tile/RealityTileLoader.js.map +1 -1
  318. package/lib/esm/tile/RealityTileTree.d.ts +5 -0
  319. package/lib/esm/tile/RealityTileTree.d.ts.map +1 -1
  320. package/lib/esm/tile/RealityTileTree.js +9 -4
  321. package/lib/esm/tile/RealityTileTree.js.map +1 -1
  322. package/lib/esm/tile/TileDrawArgs.js +1 -1
  323. package/lib/esm/tile/TileDrawArgs.js.map +1 -1
  324. package/lib/esm/tile/TileTreeReference.d.ts +3 -0
  325. package/lib/esm/tile/TileTreeReference.d.ts.map +1 -1
  326. package/lib/esm/tile/TileTreeReference.js +3 -0
  327. package/lib/esm/tile/TileTreeReference.js.map +1 -1
  328. package/lib/esm/tile/map/CesiumTerrainProvider.js +9 -9
  329. package/lib/esm/tile/map/CesiumTerrainProvider.js.map +1 -1
  330. package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +1 -1
  331. package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.js +1 -2
  332. package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -1
  333. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +2 -2
  334. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  335. package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +2 -2
  336. package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
  337. package/lib/esm/tile/map/ImageryTileTree.d.ts +26 -1
  338. package/lib/esm/tile/map/ImageryTileTree.d.ts.map +1 -1
  339. package/lib/esm/tile/map/ImageryTileTree.js +53 -4
  340. package/lib/esm/tile/map/ImageryTileTree.js.map +1 -1
  341. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts +7 -3
  342. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  343. package/lib/esm/tile/map/MapLayerImageryProvider.js +12 -8
  344. package/lib/esm/tile/map/MapLayerImageryProvider.js.map +1 -1
  345. package/lib/esm/tile/map/MapTile.d.ts +5 -0
  346. package/lib/esm/tile/map/MapTile.d.ts.map +1 -1
  347. package/lib/esm/tile/map/MapTile.js +33 -13
  348. package/lib/esm/tile/map/MapTile.js.map +1 -1
  349. package/lib/esm/tile/map/MapTileTree.d.ts +42 -3
  350. package/lib/esm/tile/map/MapTileTree.d.ts.map +1 -1
  351. package/lib/esm/tile/map/MapTileTree.js +126 -9
  352. package/lib/esm/tile/map/MapTileTree.js.map +1 -1
  353. package/lib/esm/tile/map/MapTiledGraphicsProvider.d.ts +17 -0
  354. package/lib/esm/tile/map/MapTiledGraphicsProvider.d.ts.map +1 -1
  355. package/lib/esm/tile/map/MapTiledGraphicsProvider.js +26 -0
  356. package/lib/esm/tile/map/MapTiledGraphicsProvider.js.map +1 -1
  357. package/lib/esm/tile/map/WmtsCapabilities.d.ts +23 -68
  358. package/lib/esm/tile/map/WmtsCapabilities.d.ts.map +1 -1
  359. package/lib/esm/tile/map/WmtsCapabilities.js +268 -259
  360. package/lib/esm/tile/map/WmtsCapabilities.js.map +1 -1
  361. package/lib/esm/tools/ClipViewTool.js +2 -2
  362. package/lib/esm/tools/ClipViewTool.js.map +1 -1
  363. package/lib/esm/tools/MeasureTool.js +2 -2
  364. package/lib/esm/tools/MeasureTool.js.map +1 -1
  365. package/package.json +22 -23
@@ -0,0 +1,40 @@
1
+ import { RenderMemory } from "../RenderMemory";
2
+ import { WebGLDisposable } from "./Disposable";
3
+ import { DepthBuffer, FrameBuffer } from "./FrameBuffer";
4
+ import { Target } from "./Target";
5
+ import { TextureHandle } from "./Texture";
6
+ /** @internal */
7
+ export declare enum EDLMode {
8
+ Off = 0,
9
+ On = 1,
10
+ Full = 2
11
+ }
12
+ /** @internal */
13
+ export interface EDLDrawParams {
14
+ inputTex: TextureHandle;
15
+ curFbo: FrameBuffer;
16
+ edlMode: EDLMode;
17
+ edlFilter: boolean;
18
+ useMsBuffers: boolean;
19
+ }
20
+ export declare class EyeDomeLighting implements RenderMemory.Consumer, WebGLDisposable {
21
+ private _bundle?;
22
+ private _width;
23
+ private _height;
24
+ private _depth?;
25
+ private _edlFinalFbo?;
26
+ private _edlFinalBufs?;
27
+ private readonly _target;
28
+ private getBundle;
29
+ constructor(target: Target);
30
+ init(width: number, height: number, depth: DepthBuffer): boolean;
31
+ collectStatistics(stats: RenderMemory.Statistics): void;
32
+ get isDisposed(): boolean;
33
+ dispose(): void;
34
+ reset(): void;
35
+ /** calculate EyeDomeLighting at specified quality using screen space shaders
36
+ * returns true if succeeds
37
+ */
38
+ draw(edlParams: EDLDrawParams): boolean;
39
+ }
40
+ //# sourceMappingURL=EDL.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"EDL.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/EDL.ts"],"names":[],"mappings":"AAUA,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAE/C,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,WAAW,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAOzD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,aAAa,EAAE,MAAM,WAAW,CAAC;AAqG1C,gBAAgB;AAChB,oBAAY,OAAO;IAAG,GAAG,IAAA;IAAE,EAAE,IAAA;IAAE,IAAI,IAAA;CAAE;AAErC,gBAAgB;AAChB,MAAM,WAAW,aAAa;IAC5B,QAAQ,EAAE,aAAa,CAAC;IACxB,MAAM,EAAE,WAAW,CAAC;IACpB,OAAO,EAAE,OAAO,CAAC;IACjB,SAAS,EAAE,OAAO,CAAC;IACnB,YAAY,EAAE,OAAO,CAAC;CACvB;AAED,qBAAa,eAAgB,YAAW,YAAY,CAAC,QAAQ,EAAE,eAAe;IAC5E,OAAO,CAAC,OAAO,CAAC,CAAS;IACzB,OAAO,CAAC,MAAM,CAAS;IACvB,OAAO,CAAC,OAAO,CAAS;IACxB,OAAO,CAAC,MAAM,CAAC,CAAc;IAC7B,OAAO,CAAC,YAAY,CAAC,CAAc;IACnC,OAAO,CAAC,aAAa,CAAC,CAAqE;IAC3F,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAS;IAEjC,OAAO,CAAC,SAAS;gBAQE,MAAM,EAAE,MAAM;IAM1B,IAAI,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,WAAW,GAAG,OAAO;IAQhE,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAmB9D,IAAW,UAAU,IAAI,OAAO,CAA0E;IAEnG,OAAO;IAKP,KAAK;IAIZ;;OAEG;IACI,IAAI,CAAC,SAAS,EAAE,aAAa,GAAG,OAAO;CAiG/C"}
@@ -0,0 +1,264 @@
1
+ "use strict";
2
+ /*---------------------------------------------------------------------------------------------
3
+ * Copyright (c) Bentley Systems, Incorporated. All rights reserved.
4
+ * See LICENSE.md in the project root for license terms and full copyright notice.
5
+ *--------------------------------------------------------------------------------------------*/
6
+ Object.defineProperty(exports, "__esModule", { value: true });
7
+ exports.EyeDomeLighting = exports.EDLMode = void 0;
8
+ /** @packageDocumentation
9
+ * @module WebGL
10
+ */
11
+ const core_bentley_1 = require("@itwin/core-bentley");
12
+ const CachedGeometry_1 = require("./CachedGeometry");
13
+ const FrameBuffer_1 = require("./FrameBuffer");
14
+ const GL_1 = require("./GL");
15
+ const RenderState_1 = require("./RenderState");
16
+ const SceneCompositor_1 = require("./SceneCompositor");
17
+ const ScratchDrawParams_1 = require("./ScratchDrawParams");
18
+ const System_1 = require("./System");
19
+ const Texture_1 = require("./Texture");
20
+ class Bundle {
21
+ constructor(edlCalcTex1, edlCalcTex2, edlCalcTex4, edlFiltTex2, edlFiltTex4, edlCalcFbo1, edlCalcFbo2, edlCalcFbo4, edlFiltFbo2, edlFiltFbo4, edlCalcBasicGeom, edlCalcFullGeom, edlFiltGeom, edlMixGeom) {
22
+ this.edlCalcTex1 = edlCalcTex1;
23
+ this.edlCalcTex2 = edlCalcTex2;
24
+ this.edlCalcTex4 = edlCalcTex4;
25
+ this.edlFiltTex2 = edlFiltTex2;
26
+ this.edlFiltTex4 = edlFiltTex4;
27
+ this.edlCalcFbo1 = edlCalcFbo1;
28
+ this.edlCalcFbo2 = edlCalcFbo2;
29
+ this.edlCalcFbo4 = edlCalcFbo4;
30
+ this.edlFiltFbo2 = edlFiltFbo2;
31
+ this.edlFiltFbo4 = edlFiltFbo4;
32
+ this.edlCalcBasicGeom = edlCalcBasicGeom;
33
+ this.edlCalcFullGeom = edlCalcFullGeom;
34
+ this.edlFiltGeom = edlFiltGeom;
35
+ this.edlMixGeom = edlMixGeom;
36
+ }
37
+ static create(width, height) {
38
+ const edlCalcTex1 = Texture_1.TextureHandle.createForAttachment(width, height, GL_1.GL.Texture.Format.Rgba, GL_1.GL.Texture.DataType.UnsignedByte);
39
+ const edlCalcTex2 = Texture_1.TextureHandle.createForAttachment(width >> 1, height >> 1, GL_1.GL.Texture.Format.Rgba, GL_1.GL.Texture.DataType.UnsignedByte);
40
+ const edlCalcTex4 = Texture_1.TextureHandle.createForAttachment(width >> 2, height >> 2, GL_1.GL.Texture.Format.Rgba, GL_1.GL.Texture.DataType.UnsignedByte);
41
+ const edlFiltTex2 = Texture_1.TextureHandle.createForAttachment(width >> 1, height >> 1, GL_1.GL.Texture.Format.Rgba, GL_1.GL.Texture.DataType.UnsignedByte);
42
+ const edlFiltTex4 = Texture_1.TextureHandle.createForAttachment(width >> 2, height >> 2, GL_1.GL.Texture.Format.Rgba, GL_1.GL.Texture.DataType.UnsignedByte);
43
+ if (undefined === edlCalcTex1 || undefined === edlCalcTex2 || undefined === edlCalcTex4 || undefined === edlFiltTex2 || undefined === edlFiltTex4) {
44
+ (0, core_bentley_1.dispose)(edlCalcTex1);
45
+ (0, core_bentley_1.dispose)(edlCalcTex2);
46
+ (0, core_bentley_1.dispose)(edlCalcTex4);
47
+ (0, core_bentley_1.dispose)(edlFiltTex2);
48
+ (0, core_bentley_1.dispose)(edlFiltTex4);
49
+ return undefined;
50
+ }
51
+ const edlCalcFbo1 = FrameBuffer_1.FrameBuffer.create([edlCalcTex1]);
52
+ const edlCalcFbo2 = FrameBuffer_1.FrameBuffer.create([edlCalcTex2]);
53
+ const edlCalcFbo4 = FrameBuffer_1.FrameBuffer.create([edlCalcTex4]);
54
+ const edlFiltFbo2 = FrameBuffer_1.FrameBuffer.create([edlFiltTex2]);
55
+ const edlFiltFbo4 = FrameBuffer_1.FrameBuffer.create([edlFiltTex4]);
56
+ if (undefined === edlCalcFbo1 || undefined === edlCalcFbo2 || undefined === edlCalcFbo4 || undefined === edlFiltFbo2 || undefined === edlFiltFbo4) {
57
+ (0, core_bentley_1.dispose)(edlCalcFbo1);
58
+ (0, core_bentley_1.dispose)(edlCalcFbo2);
59
+ (0, core_bentley_1.dispose)(edlCalcFbo4);
60
+ (0, core_bentley_1.dispose)(edlFiltFbo2);
61
+ (0, core_bentley_1.dispose)(edlFiltFbo4);
62
+ return undefined;
63
+ }
64
+ return new Bundle(edlCalcTex1, edlCalcTex2, edlCalcTex4, edlFiltTex2, edlFiltTex4, edlCalcFbo1, edlCalcFbo2, edlCalcFbo4, edlFiltFbo2, edlFiltFbo4);
65
+ }
66
+ get isDisposed() {
67
+ var _a, _b, _c, _d, _e;
68
+ return undefined === this.edlCalcTex1
69
+ && undefined === this.edlCalcTex2
70
+ && undefined === this.edlCalcTex4
71
+ && undefined === this.edlFiltTex2
72
+ && undefined === this.edlFiltTex4
73
+ && undefined === this.edlCalcFbo1
74
+ && undefined === this.edlCalcFbo2
75
+ && undefined === this.edlCalcFbo4
76
+ && undefined === this.edlFiltFbo2
77
+ && undefined === this.edlFiltFbo4
78
+ && undefined === this.edlCalcBasicGeom
79
+ && undefined === ((_a = this.edlCalcFullGeom) === null || _a === void 0 ? void 0 : _a[0])
80
+ && undefined === ((_b = this.edlCalcFullGeom) === null || _b === void 0 ? void 0 : _b[1])
81
+ && undefined === ((_c = this.edlCalcFullGeom) === null || _c === void 0 ? void 0 : _c[2])
82
+ && undefined === this.edlCalcFullGeom
83
+ && undefined === ((_d = this.edlFiltGeom) === null || _d === void 0 ? void 0 : _d[0])
84
+ && undefined === ((_e = this.edlFiltGeom) === null || _e === void 0 ? void 0 : _e[1])
85
+ && undefined === this.edlFiltGeom
86
+ && undefined === this.edlMixGeom;
87
+ }
88
+ dispose() {
89
+ var _a, _b, _c, _d, _e;
90
+ this.edlCalcTex1 = (0, core_bentley_1.dispose)(this.edlCalcTex1);
91
+ this.edlCalcTex2 = (0, core_bentley_1.dispose)(this.edlCalcTex2);
92
+ this.edlCalcTex4 = (0, core_bentley_1.dispose)(this.edlCalcTex4);
93
+ this.edlFiltTex2 = (0, core_bentley_1.dispose)(this.edlFiltTex2);
94
+ this.edlFiltTex4 = (0, core_bentley_1.dispose)(this.edlFiltTex4);
95
+ this.edlCalcFbo1 = (0, core_bentley_1.dispose)(this.edlCalcFbo1);
96
+ this.edlCalcFbo2 = (0, core_bentley_1.dispose)(this.edlCalcFbo2);
97
+ this.edlCalcFbo4 = (0, core_bentley_1.dispose)(this.edlCalcFbo4);
98
+ this.edlFiltFbo2 = (0, core_bentley_1.dispose)(this.edlFiltFbo2);
99
+ this.edlFiltFbo4 = (0, core_bentley_1.dispose)(this.edlFiltFbo4);
100
+ this.edlCalcBasicGeom = (0, core_bentley_1.dispose)(this.edlCalcBasicGeom);
101
+ if (this.edlCalcFullGeom) {
102
+ this.edlCalcFullGeom[0] = (0, core_bentley_1.dispose)((_a = this.edlCalcFullGeom) === null || _a === void 0 ? void 0 : _a[0]);
103
+ this.edlCalcFullGeom[1] = (0, core_bentley_1.dispose)((_b = this.edlCalcFullGeom) === null || _b === void 0 ? void 0 : _b[1]);
104
+ this.edlCalcFullGeom[2] = (0, core_bentley_1.dispose)((_c = this.edlCalcFullGeom) === null || _c === void 0 ? void 0 : _c[2]);
105
+ this.edlCalcFullGeom = undefined;
106
+ }
107
+ if (this.edlFiltGeom) {
108
+ this.edlFiltGeom[0] = (0, core_bentley_1.dispose)((_d = this.edlFiltGeom) === null || _d === void 0 ? void 0 : _d[0]);
109
+ this.edlFiltGeom[1] = (0, core_bentley_1.dispose)((_e = this.edlFiltGeom) === null || _e === void 0 ? void 0 : _e[1]);
110
+ this.edlFiltGeom = undefined;
111
+ }
112
+ this.edlMixGeom = (0, core_bentley_1.dispose)(this.edlMixGeom);
113
+ }
114
+ }
115
+ /** @internal */
116
+ var EDLMode;
117
+ (function (EDLMode) {
118
+ EDLMode[EDLMode["Off"] = 0] = "Off";
119
+ EDLMode[EDLMode["On"] = 1] = "On";
120
+ EDLMode[EDLMode["Full"] = 2] = "Full";
121
+ })(EDLMode = exports.EDLMode || (exports.EDLMode = {}));
122
+ class EyeDomeLighting {
123
+ constructor(target) {
124
+ this._target = target;
125
+ this._width = target.viewRect.width;
126
+ this._height = target.viewRect.height;
127
+ }
128
+ getBundle() {
129
+ if (undefined === this._bundle) {
130
+ this._bundle = Bundle.create(this._width, this._height);
131
+ (0, core_bentley_1.assert)(undefined !== this._bundle);
132
+ }
133
+ return this._bundle;
134
+ }
135
+ init(width, height, depth) {
136
+ this._width = width;
137
+ this._height = height;
138
+ this._depth = depth;
139
+ // don't create buffers until we know we will use them (first draw)
140
+ return true;
141
+ }
142
+ collectStatistics(stats) {
143
+ var _a, _b, _c, _d, _e;
144
+ const bundle = this._bundle;
145
+ if (undefined !== bundle) {
146
+ (0, SceneCompositor_1.collectTextureStatistics)(bundle.edlCalcTex1, stats);
147
+ (0, SceneCompositor_1.collectTextureStatistics)(bundle.edlCalcTex2, stats);
148
+ (0, SceneCompositor_1.collectTextureStatistics)(bundle.edlCalcTex4, stats);
149
+ (0, SceneCompositor_1.collectTextureStatistics)(bundle.edlFiltTex2, stats);
150
+ (0, SceneCompositor_1.collectTextureStatistics)(bundle.edlFiltTex4, stats);
151
+ (0, SceneCompositor_1.collectGeometryStatistics)(bundle.edlCalcBasicGeom, stats);
152
+ (0, SceneCompositor_1.collectGeometryStatistics)((_a = bundle.edlCalcFullGeom) === null || _a === void 0 ? void 0 : _a[0], stats);
153
+ (0, SceneCompositor_1.collectGeometryStatistics)((_b = bundle.edlCalcFullGeom) === null || _b === void 0 ? void 0 : _b[1], stats);
154
+ (0, SceneCompositor_1.collectGeometryStatistics)((_c = bundle.edlCalcFullGeom) === null || _c === void 0 ? void 0 : _c[2], stats);
155
+ (0, SceneCompositor_1.collectGeometryStatistics)((_d = bundle.edlFiltGeom) === null || _d === void 0 ? void 0 : _d[0], stats);
156
+ (0, SceneCompositor_1.collectGeometryStatistics)((_e = bundle.edlFiltGeom) === null || _e === void 0 ? void 0 : _e[1], stats);
157
+ (0, SceneCompositor_1.collectGeometryStatistics)(bundle.edlMixGeom, stats);
158
+ }
159
+ }
160
+ get isDisposed() { return undefined === this._bundle && undefined === this._edlFinalFbo; }
161
+ dispose() {
162
+ this._bundle = (0, core_bentley_1.dispose)(this._bundle);
163
+ this._edlFinalFbo = (0, core_bentley_1.dispose)(this._edlFinalFbo);
164
+ }
165
+ reset() {
166
+ this.dispose();
167
+ }
168
+ /** calculate EyeDomeLighting at specified quality using screen space shaders
169
+ * returns true if succeeds
170
+ */
171
+ draw(edlParams) {
172
+ var _a, _b;
173
+ if (undefined === edlParams.inputTex || undefined === this._depth || undefined === edlParams.curFbo)
174
+ return false;
175
+ const bundle = this.getBundle();
176
+ if (undefined === bundle)
177
+ return false;
178
+ // NB: have to test and create MS buffer as well if useMsBuffers, not outputting to depth
179
+ const finalBufs = edlParams.curFbo.getColorTargets(edlParams.useMsBuffers, 0);
180
+ if (undefined === this._edlFinalFbo || ((_a = this._edlFinalBufs) === null || _a === void 0 ? void 0 : _a.tex) !== finalBufs.tex ||
181
+ (edlParams.useMsBuffers && ((_b = this._edlFinalBufs) === null || _b === void 0 ? void 0 : _b.msBuf) !== finalBufs.msBuf)) {
182
+ this._edlFinalFbo = (0, core_bentley_1.dispose)(this._edlFinalFbo);
183
+ this._edlFinalBufs = finalBufs;
184
+ const filters = [GL_1.GL.MultiSampling.Filter.Linear];
185
+ this._edlFinalFbo = FrameBuffer_1.FrameBuffer.create([this._edlFinalBufs.tex], undefined, edlParams.useMsBuffers && this._edlFinalBufs.msBuf ? [this._edlFinalBufs.msBuf] : undefined, filters, undefined);
186
+ if (undefined === this._edlFinalFbo)
187
+ return false;
188
+ }
189
+ const fbStack = System_1.System.instance.frameBufferStack;
190
+ const useMsBuffers = edlParams.useMsBuffers;
191
+ System_1.System.instance.applyRenderState(RenderState_1.RenderState.defaults);
192
+ // ###TODO: should radius be (optionally?) voxel based instead of pixel here?
193
+ if (edlParams.edlMode === EDLMode.On) {
194
+ // draw using single pass version (still 8 samples, full size)
195
+ fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {
196
+ if (bundle.edlCalcBasicGeom === undefined) {
197
+ const ct1 = edlParams.inputTex;
198
+ const ctd = this._depth.getHandle();
199
+ bundle.edlCalcBasicGeom = CachedGeometry_1.EDLCalcBasicGeometry.createGeometry(ct1.getHandle(), ctd, ct1.width, ct1.height);
200
+ }
201
+ const params = (0, ScratchDrawParams_1.getDrawParams)(this._target, bundle.edlCalcBasicGeom);
202
+ this._target.techniques.draw(params);
203
+ });
204
+ }
205
+ else { // EDLMode.Full
206
+ // draw with full method based on original paper using full, 1/2, and 1/4 sizes
207
+ const edlCalc2FB = [bundle.edlCalcFbo1, bundle.edlCalcFbo2, bundle.edlCalcFbo4];
208
+ if (bundle.edlCalcFullGeom === undefined) {
209
+ const ct1 = edlParams.inputTex;
210
+ const ct2 = bundle.edlCalcTex2;
211
+ const ct4 = bundle.edlCalcTex4;
212
+ const ctd = this._depth.getHandle();
213
+ bundle.edlCalcFullGeom = [CachedGeometry_1.EDLCalcFullGeometry.createGeometry(ct1.getHandle(), ctd, 1, ct1.width, ct1.height),
214
+ CachedGeometry_1.EDLCalcFullGeometry.createGeometry(ct1.getHandle(), ctd, 2, ct2.width, ct2.height),
215
+ CachedGeometry_1.EDLCalcFullGeometry.createGeometry(ct1.getHandle(), ctd, 4, ct4.width, ct4.height)];
216
+ }
217
+ const edlFiltFbos = [bundle.edlFiltFbo2, bundle.edlFiltFbo4];
218
+ if (bundle.edlFiltGeom === undefined) {
219
+ const ft2 = bundle.edlCalcTex2;
220
+ const ft4 = bundle.edlCalcTex4;
221
+ const ftd = this._depth.getHandle();
222
+ bundle.edlFiltGeom = [CachedGeometry_1.EDLFilterGeometry.createGeometry(ft2.getHandle(), ftd, 2, ft2.width, ft2.height),
223
+ CachedGeometry_1.EDLFilterGeometry.createGeometry(ft4.getHandle(), ftd, 4, ft4.width, ft4.height)];
224
+ }
225
+ const gl = System_1.System.instance.context;
226
+ // Loop through the 3 sizes calculating an edl buffer, and if not first size, then optionally filtering those
227
+ for (let i = 0; i < 3; ++i) {
228
+ fbStack.execute(edlCalc2FB[i], true, false, () => {
229
+ const colTex = edlCalc2FB[i].getColor(0);
230
+ gl.viewport(0, 0, colTex.width, colTex.height); // have to set viewport to current texture size
231
+ const params = (0, ScratchDrawParams_1.getDrawParams)(this._target, bundle.edlCalcFullGeom[i]);
232
+ this._target.techniques.draw(params);
233
+ });
234
+ if (edlParams.edlFilter && i > 0) {
235
+ fbStack.execute(edlFiltFbos[i - 1], true, false, () => {
236
+ const params = (0, ScratchDrawParams_1.getDrawParams)(this._target, bundle.edlFiltGeom[i - 1]);
237
+ this._target.techniques.draw(params);
238
+ });
239
+ }
240
+ }
241
+ gl.viewport(0, 0, this._width, this._height); // Restore viewport
242
+ // Now combine the 3 results and output
243
+ const tex1 = bundle.edlCalcTex1.getHandle();
244
+ const tex2 = edlParams.edlFilter ? bundle.edlFiltTex2.getHandle() : bundle.edlCalcTex2.getHandle();
245
+ const tex4 = edlParams.edlFilter ? bundle.edlFiltTex4.getHandle() : bundle.edlCalcTex4.getHandle();
246
+ fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {
247
+ if (bundle.edlMixGeom === undefined) {
248
+ bundle.edlMixGeom = CachedGeometry_1.EDLMixGeometry.createGeometry(tex1, tex2, tex4);
249
+ }
250
+ else {
251
+ if (bundle.edlMixGeom.colorTexture1 !== tex1 || bundle.edlMixGeom.colorTexture2 !== tex2 || bundle.edlMixGeom.colorTexture4 !== tex4) {
252
+ (0, core_bentley_1.dispose)(bundle.edlMixGeom);
253
+ bundle.edlMixGeom = CachedGeometry_1.EDLMixGeometry.createGeometry(tex1, tex2, tex4);
254
+ }
255
+ }
256
+ const params = (0, ScratchDrawParams_1.getDrawParams)(this._target, bundle.edlMixGeom);
257
+ this._target.techniques.draw(params);
258
+ });
259
+ }
260
+ return true;
261
+ }
262
+ }
263
+ exports.EyeDomeLighting = EyeDomeLighting;
264
+ //# 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\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { EDLCalcBasicGeometry, EDLCalcFullGeometry, EDLFilterGeometry, EDLMixGeometry } from \"./CachedGeometry\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DepthBuffer, FrameBuffer } from \"./FrameBuffer\";\r\nimport { GL } from \"./GL\";\r\nimport { RenderBufferMultiSample } from \"./RenderBuffer\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { collectGeometryStatistics, collectTextureStatistics } from \"./SceneCompositor\";\r\nimport { getDrawParams } from \"./ScratchDrawParams\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TextureHandle } from \"./Texture\";\r\n\r\nclass Bundle implements WebGLDisposable {\r\n private constructor(\r\n public edlCalcTex1?: TextureHandle,\r\n public edlCalcTex2?: TextureHandle,\r\n public edlCalcTex4?: TextureHandle,\r\n public edlFiltTex2?: TextureHandle,\r\n public edlFiltTex4?: TextureHandle,\r\n\r\n public edlCalcFbo1?: FrameBuffer,\r\n public edlCalcFbo2?: FrameBuffer,\r\n public edlCalcFbo4?: FrameBuffer,\r\n public edlFiltFbo2?: FrameBuffer,\r\n public edlFiltFbo4?: FrameBuffer,\r\n\r\n public edlCalcBasicGeom?: EDLCalcBasicGeometry,\r\n public edlCalcFullGeom?: [EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined],\r\n public edlFiltGeom?: [EDLFilterGeometry | undefined, EDLFilterGeometry | undefined],\r\n public edlMixGeom?: EDLMixGeometry) {\r\n }\r\n\r\n public static create(width: number, height: number): Bundle | undefined {\r\n const edlCalcTex1 = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n const edlCalcTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n const edlCalcTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n const edlFiltTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n const edlFiltTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n if (undefined === edlCalcTex1 || undefined === edlCalcTex2 || undefined === edlCalcTex4 || undefined === edlFiltTex2 || undefined === edlFiltTex4) {\r\n dispose (edlCalcTex1);\r\n dispose (edlCalcTex2);\r\n dispose (edlCalcTex4);\r\n dispose (edlFiltTex2);\r\n dispose (edlFiltTex4);\r\n return undefined;\r\n }\r\n const edlCalcFbo1 = FrameBuffer.create([edlCalcTex1]);\r\n const edlCalcFbo2 = FrameBuffer.create([edlCalcTex2]);\r\n const edlCalcFbo4 = FrameBuffer.create([edlCalcTex4]);\r\n const edlFiltFbo2 = FrameBuffer.create([edlFiltTex2]);\r\n const edlFiltFbo4 = FrameBuffer.create([edlFiltTex4]);\r\n if (undefined === edlCalcFbo1 || undefined === edlCalcFbo2 || undefined === edlCalcFbo4 || undefined === edlFiltFbo2 || undefined === edlFiltFbo4) {\r\n dispose (edlCalcFbo1);\r\n dispose (edlCalcFbo2);\r\n dispose (edlCalcFbo4);\r\n dispose (edlFiltFbo2);\r\n dispose (edlFiltFbo4);\r\n return undefined;\r\n }\r\n return new Bundle(edlCalcTex1, edlCalcTex2, edlCalcTex4, edlFiltTex2, edlFiltTex4, edlCalcFbo1, edlCalcFbo2, edlCalcFbo4, edlFiltFbo2, edlFiltFbo4);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return undefined === this.edlCalcTex1\r\n && undefined === this.edlCalcTex2\r\n && undefined === this.edlCalcTex4\r\n && undefined === this.edlFiltTex2\r\n && undefined === this.edlFiltTex4\r\n && undefined === this.edlCalcFbo1\r\n && undefined === this.edlCalcFbo2\r\n && undefined === this.edlCalcFbo4\r\n && undefined === this.edlFiltFbo2\r\n && undefined === this.edlFiltFbo4\r\n && undefined === this.edlCalcBasicGeom\r\n && undefined === this.edlCalcFullGeom?.[0]\r\n && undefined === this.edlCalcFullGeom?.[1]\r\n && undefined === this.edlCalcFullGeom?.[2]\r\n && undefined === this.edlCalcFullGeom\r\n && undefined === this.edlFiltGeom?.[0]\r\n && undefined === this.edlFiltGeom?.[1]\r\n && undefined === this.edlFiltGeom\r\n && undefined === this.edlMixGeom;\r\n }\r\n\r\n public dispose(): void {\r\n this.edlCalcTex1 = dispose(this.edlCalcTex1);\r\n this.edlCalcTex2 = dispose(this.edlCalcTex2);\r\n this.edlCalcTex4 = dispose(this.edlCalcTex4);\r\n this.edlFiltTex2 = dispose(this.edlFiltTex2);\r\n this.edlFiltTex4 = dispose(this.edlFiltTex4);\r\n this.edlCalcFbo1 = dispose(this.edlCalcFbo1);\r\n this.edlCalcFbo2 = dispose(this.edlCalcFbo2);\r\n this.edlCalcFbo4 = dispose(this.edlCalcFbo4);\r\n this.edlFiltFbo2 = dispose(this.edlFiltFbo2);\r\n this.edlFiltFbo4 = dispose(this.edlFiltFbo4);\r\n this.edlCalcBasicGeom = dispose(this.edlCalcBasicGeom);\r\n if (this.edlCalcFullGeom) {\r\n this.edlCalcFullGeom[0] = dispose(this.edlCalcFullGeom?.[0]);\r\n this.edlCalcFullGeom[1] = dispose(this.edlCalcFullGeom?.[1]);\r\n this.edlCalcFullGeom[2] = dispose(this.edlCalcFullGeom?.[2]);\r\n this.edlCalcFullGeom = undefined;\r\n }\r\n if (this.edlFiltGeom) {\r\n this.edlFiltGeom[0] = dispose(this.edlFiltGeom?.[0]);\r\n this.edlFiltGeom[1] = dispose(this.edlFiltGeom?.[1]);\r\n this.edlFiltGeom = undefined;\r\n }\r\n this.edlMixGeom = dispose(this.edlMixGeom);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport enum EDLMode { Off, On, Full }\r\n\r\n/** @internal */\r\nexport interface EDLDrawParams {\r\n inputTex: TextureHandle; // input to calc EDL from\r\n curFbo: FrameBuffer; // output fbo to get color texture from for EDL to put result in\r\n edlMode: EDLMode;\r\n edlFilter: boolean; // applies to Full mode only\r\n useMsBuffers: boolean;\r\n}\r\n\r\nexport class EyeDomeLighting implements RenderMemory.Consumer, WebGLDisposable {\r\n private _bundle?: Bundle;\r\n private _width: number;\r\n private _height: number;\r\n private _depth?: DepthBuffer; // depth buffer to read from, has to be non-MS and be up to date in draw if MS is used\r\n private _edlFinalFbo?: FrameBuffer;\r\n private _edlFinalBufs?: { tex: TextureHandle, msBuf: RenderBufferMultiSample | undefined };\r\n private readonly _target: Target;\r\n\r\n private getBundle(): Bundle | undefined {\r\n if (undefined === this._bundle) {\r\n this._bundle = Bundle.create(this._width, this._height);\r\n assert(undefined !== this._bundle);\r\n }\r\n return this._bundle;\r\n }\r\n\r\n public constructor(target: Target) {\r\n this._target = target;\r\n this._width = target.viewRect.width;\r\n this._height = target.viewRect.height;\r\n }\r\n\r\n public init(width: number, height: number, depth: DepthBuffer): boolean {\r\n this._width = width;\r\n this._height = height;\r\n this._depth = depth;\r\n // don't create buffers until we know we will use them (first draw)\r\n return true;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n const bundle = this._bundle;\r\n if (undefined !== bundle) {\r\n collectTextureStatistics(bundle.edlCalcTex1, stats);\r\n collectTextureStatistics(bundle.edlCalcTex2, stats);\r\n collectTextureStatistics(bundle.edlCalcTex4, stats);\r\n collectTextureStatistics(bundle.edlFiltTex2, stats);\r\n collectTextureStatistics(bundle.edlFiltTex4, stats);\r\n\r\n collectGeometryStatistics(bundle.edlCalcBasicGeom, stats);\r\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[0], stats);\r\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[1], stats);\r\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[2], stats);\r\n collectGeometryStatistics(bundle.edlFiltGeom?.[0], stats);\r\n collectGeometryStatistics(bundle.edlFiltGeom?.[1], stats);\r\n collectGeometryStatistics(bundle.edlMixGeom, stats);\r\n }\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._bundle && undefined === this._edlFinalFbo; }\r\n\r\n public dispose() {\r\n this._bundle = dispose(this._bundle);\r\n this._edlFinalFbo = dispose (this._edlFinalFbo);\r\n }\r\n\r\n public reset() {\r\n this.dispose();\r\n }\r\n\r\n /** calculate EyeDomeLighting at specified quality using screen space shaders\r\n * returns true if succeeds\r\n */\r\n public draw(edlParams: EDLDrawParams): boolean {\r\n if (undefined === edlParams.inputTex || undefined === this._depth || undefined === edlParams.curFbo)\r\n return false;\r\n\r\n const bundle = this.getBundle();\r\n if (undefined === bundle)\r\n return false;\r\n\r\n // NB: have to test and create MS buffer as well if useMsBuffers, not outputting to depth\r\n const finalBufs = edlParams.curFbo.getColorTargets(edlParams.useMsBuffers, 0);\r\n if (undefined === this._edlFinalFbo || this._edlFinalBufs?.tex !== finalBufs.tex ||\r\n (edlParams.useMsBuffers && this._edlFinalBufs?.msBuf !== finalBufs.msBuf)) {\r\n this._edlFinalFbo = dispose (this._edlFinalFbo);\r\n this._edlFinalBufs = finalBufs;\r\n const filters = [GL.MultiSampling.Filter.Linear];\r\n this._edlFinalFbo = FrameBuffer.create([this._edlFinalBufs.tex], undefined,\r\n edlParams.useMsBuffers && this._edlFinalBufs.msBuf ? [this._edlFinalBufs.msBuf] : undefined, filters, undefined);\r\n if (undefined === this._edlFinalFbo)\r\n return false;\r\n }\r\n\r\n const fbStack = System.instance.frameBufferStack;\r\n const useMsBuffers = edlParams.useMsBuffers;\r\n System.instance.applyRenderState(RenderState.defaults);\r\n\r\n // ###TODO: should radius be (optionally?) voxel based instead of pixel here?\r\n if (edlParams.edlMode === EDLMode.On) {\r\n // draw using single pass version (still 8 samples, full size)\r\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\r\n if (bundle.edlCalcBasicGeom === undefined) {\r\n const ct1 = edlParams.inputTex;\r\n const ctd = this._depth!.getHandle()!;\r\n bundle.edlCalcBasicGeom = EDLCalcBasicGeometry.createGeometry(ct1.getHandle()!, ctd, ct1.width, ct1.height);\r\n }\r\n const params = getDrawParams(this._target, bundle.edlCalcBasicGeom!);\r\n this._target.techniques.draw(params);\r\n });\r\n } else { // EDLMode.Full\r\n // draw with full method based on original paper using full, 1/2, and 1/4 sizes\r\n const edlCalc2FB: FrameBuffer[] = [bundle.edlCalcFbo1!, bundle.edlCalcFbo2!, bundle.edlCalcFbo4!];\r\n if (bundle.edlCalcFullGeom === undefined) {\r\n const ct1 = edlParams.inputTex;\r\n const ct2 = bundle.edlCalcTex2;\r\n const ct4 = bundle.edlCalcTex4;\r\n const ctd = this._depth.getHandle()!;\r\n bundle.edlCalcFullGeom = [EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 1, ct1.width, ct1.height),\r\n EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 2, ct2!.width, ct2!.height),\r\n EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 4, ct4!.width, ct4!.height)];\r\n }\r\n\r\n const edlFiltFbos: FrameBuffer[] = [bundle.edlFiltFbo2!, bundle.edlFiltFbo4!];\r\n if (bundle.edlFiltGeom === undefined) {\r\n const ft2 = bundle.edlCalcTex2;\r\n const ft4 = bundle.edlCalcTex4;\r\n const ftd = this._depth.getHandle()!;\r\n bundle.edlFiltGeom = [EDLFilterGeometry.createGeometry(ft2!.getHandle()!, ftd, 2, ft2!.width, ft2!.height),\r\n EDLFilterGeometry.createGeometry(ft4!.getHandle()!, ftd, 4, ft4!.width, ft4!.height)];\r\n }\r\n\r\n const gl = System.instance.context;\r\n // Loop through the 3 sizes calculating an edl buffer, and if not first size, then optionally filtering those\r\n for (let i = 0; i < 3; ++i) {\r\n fbStack.execute(edlCalc2FB[i], true, false, () => {\r\n const colTex = edlCalc2FB[i].getColor(0);\r\n gl.viewport(0, 0, colTex.width, colTex.height); // have to set viewport to current texture size\r\n const params = getDrawParams(this._target, bundle.edlCalcFullGeom![i]!);\r\n this._target.techniques.draw(params);\r\n });\r\n\r\n if (edlParams.edlFilter && i > 0) {\r\n fbStack.execute(edlFiltFbos[i-1], true, false, () => {\r\n const params = getDrawParams(this._target, bundle.edlFiltGeom![i-1]!);\r\n this._target.techniques.draw(params);\r\n });\r\n }\r\n }\r\n gl.viewport(0, 0, this._width, this._height); // Restore viewport\r\n\r\n // Now combine the 3 results and output\r\n const tex1 = bundle.edlCalcTex1!.getHandle();\r\n const tex2 = edlParams.edlFilter ? bundle.edlFiltTex2!.getHandle() : bundle.edlCalcTex2!.getHandle();\r\n const tex4 = edlParams.edlFilter ? bundle.edlFiltTex4!.getHandle() : bundle.edlCalcTex4!.getHandle();\r\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\r\n if (bundle.edlMixGeom === undefined) {\r\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1!, tex2!, tex4!);\r\n } else {\r\n if (bundle.edlMixGeom.colorTexture1 !== tex1 || bundle.edlMixGeom.colorTexture2 !== tex2 || bundle.edlMixGeom.colorTexture4 !== tex4) {\r\n dispose(bundle.edlMixGeom);\r\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1!, tex2!, tex4!);\r\n }\r\n }\r\n const params = getDrawParams(this._target, bundle.edlMixGeom!);\r\n this._target.techniques.draw(params);\r\n });\r\n }\r\n return true;\r\n }\r\n}\r\n"]}
@@ -75,12 +75,12 @@ class EdgeSettings {
75
75
  getLineCode(pass, vf) {
76
76
  if (!this.isOverridden(vf))
77
77
  return undefined;
78
- return 8 /* HiddenEdge */ === pass ? this._hiddenLineCode : this._visibleLineCode;
78
+ return 9 /* HiddenEdge */ === pass ? this._hiddenLineCode : this._visibleLineCode;
79
79
  }
80
80
  getWeight(pass, vf) {
81
81
  if (!this.isOverridden(vf))
82
82
  return undefined;
83
- return 8 /* HiddenEdge */ === pass ? this._hiddenWeight : this._visibleWeight;
83
+ return 9 /* HiddenEdge */ === pass ? this._hiddenWeight : this._visibleWeight;
84
84
  }
85
85
  clear() {
86
86
  this._colorOverridden = false;
@@ -33,6 +33,10 @@ export declare class FrameBuffer implements WebGLDisposable {
33
33
  get isSuspended(): boolean;
34
34
  get isMultisampled(): boolean;
35
35
  getColor(ndx: number): TextureHandle;
36
+ getColorTargets(useMSBuffers: boolean, ndx: number): {
37
+ tex: TextureHandle;
38
+ msBuf: RenderBufferMultiSample | undefined;
39
+ };
36
40
  private constructor();
37
41
  static create(colorTextures: TextureHandle[], depthBuffer?: DepthBuffer, colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer): FrameBuffer | undefined;
38
42
  dispose(): void;
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"FrameBuffer.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/FrameBuffer.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,EAAE,EAAE,MAAM,MAAM,CAAC;AAC1B,OAAO,EAAE,YAAY,EAAE,uBAAuB,EAAE,MAAM,gBAAgB,CAAC;AAEvE,OAAO,EAAE,aAAa,EAAE,MAAM,WAAW,CAAC;AAE1C,gBAAgB;AAChB,oBAAY,WAAW,GAAG,YAAY,GAAG,uBAAuB,GAAG,aAAa,CAAC;AAGjF,gBAAgB;AAChB,0BAAkB,oBAAoB;IACpC,OAAO,IAAA;IACP,KAAK,IAAA;IACL,oBAAoB,IAAA;IACpB,iBAAiB,IAAA;IACjB,gCAAgC,IAAA;IAChC,SAAS,IAAA;CACV;AAED,gBAAgB;AAChB,qBAAa,WAAY,YAAW,eAAe;IACjD,OAAO,CAAC,IAAI,CAAC,CAAmB;IAChC,OAAO,CAAC,MAAM,CAAC,CAAmB;IAClC,OAAO,CAAC,UAAU,CAAsD;IACxE,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAuB;IACtD,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAiC;IACjE,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAAgB;IAClD,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAiC;IACjE,SAAgB,WAAW,CAAC,EAAE,WAAW,CAAC;IAC1C,SAAgB,aAAa,CAAC,EAAE,WAAW,CAAC;IAE5C,IAAW,UAAU,IAAI,OAAO,CAAoC;IAEpE,IAAW,OAAO,IAAI,OAAO,CAAsI;IAEnK,IAAW,mBAAmB,IAAI,OAAO,CAAoJ;IAE7L,IAAW,WAAW,IAAI,OAAO,CAA+D;IAEhG,IAAW,cAAc,IAAI,OAAO,CAAgF;IAE7G,QAAQ,CAAC,GAAG,EAAE,MAAM,GAAG,aAAa;IAQpC,eAAe,CAAC,YAAY,EAAE,OAAO,EAAE,GAAG,EAAE,MAAM,GAAG;QAAE,GAAG,EAAE,aAAa,CAAC;QAAC,KAAK,EAAE,uBAAuB,GAAG,SAAS,CAAA;KAAE;IAU9H,OAAO;WAiEO,MAAM,CAAC,aAAa,EAAE,aAAa,EAAE,EAAE,WAAW,CAAC,EAAE,WAAW,EAAE,cAAc,CAAC,EAAE,uBAAuB,EAAE,EAAE,SAAS,CAAC,EAAE,EAAE,CAAC,aAAa,CAAC,MAAM,EAAE,EAAE,aAAa,CAAC,EAAE,WAAW,GAAG,WAAW,GAAG,SAAS;IAQjN,OAAO,IAAI,IAAI;IAYf,IAAI,CAAC,eAAe,GAAE,OAAe,EAAE,MAAM,GAAE,OAAe,GAAG,OAAO;IAwBxE,MAAM;IAMN,OAAO;IAKP,gBAAgB,IAAI,IAAI;IAQ/B;;OAEG;IACI,uBAAuB,CAAC,SAAS,EAAE,OAAO,EAAE,GAAG,CAAC,EAAE,MAAM;IA0C/D;;;OAGG;IACI,UAAU,CAAC,QAAQ,EAAE,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,iBAAiB,EAAE,OAAO,EAAE,OAAO,CAAC,EAAE,MAAM,EAAE,GAAG,IAAI;IAiB/G,IAAW,WAAW,IAAI,UAAU,GAAG,SAAS,CAkB/C;CACF;AAQD,gBAAgB;AAChB,qBAAa,gBAAgB;IAE3B,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAiB;IAExC,OAAO,KAAK,IAAI,GAA8E;IAEvF,IAAI,CAAC,GAAG,EAAE,WAAW,EAAE,eAAe,EAAE,OAAO,EAAE,gBAAgB,EAAE,OAAO,GAAG,IAAI;IAYjF,GAAG,IAAI,IAAI;IAuBlB,IAAW,kBAAkB,IAAI,aAAa,GAAG,SAAS,CAGzD;IAED,IAAW,qBAAqB,IAAI,OAAO,CAE1C;IAED,IAAW,OAAO,IAAI,OAAO,CAAqC;IAE3D,OAAO,CAAC,GAAG,EAAE,WAAW,EAAE,eAAe,EAAE,OAAO,EAAE,gBAAgB,EAAE,OAAO,EAAE,IAAI,EAAE,MAAM,IAAI;IAM/F,gBAAgB,IAAI,IAAI;IAMxB,OAAO,IAAI,IAAI;IAMf,MAAM,IAAI,IAAI;CAatB"}
@@ -91,6 +91,15 @@ class FrameBuffer {
91
91
  }
92
92
  return this._colorTextures[ndx];
93
93
  }
94
+ getColorTargets(useMSBuffers, ndx) {
95
+ let msBuf;
96
+ if (useMSBuffers) {
97
+ (0, core_bentley_1.assert)(ndx < this._colorMsBuffers.length);
98
+ msBuf = this._colorMsBuffers[ndx];
99
+ }
100
+ (0, core_bentley_1.assert)(ndx < this._colorTextures.length);
101
+ return { tex: this._colorTextures[ndx], msBuf };
102
+ }
94
103
  static create(colorTextures, depthBuffer, colorMsBuffers, msFilters, depthBufferMs) {
95
104
  const fbo = System_1.System.instance.context.createFramebuffer();
96
105
  if (null === fbo) {
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { GL } from \"./GL\";\r\nimport { RenderBuffer, RenderBufferMultiSample } from \"./RenderBuffer\";\r\nimport { System } from \"./System\";\r\nimport { TextureHandle } from \"./Texture\";\r\n\r\n/** @internal */\r\nexport type DepthBuffer = RenderBuffer | RenderBufferMultiSample | TextureHandle;\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport const enum FrameBufferBindState {\r\n Unbound,\r\n Bound,\r\n BoundWithAttachments,\r\n BoundMultisampled,\r\n BoundWithAttachmentsMultisampled,\r\n Suspended,\r\n}\r\n\r\n/** @internal */\r\nexport class FrameBuffer implements WebGLDisposable {\r\n private _fbo?: WebGLFramebuffer;\r\n private _fboMs?: WebGLFramebuffer;\r\n private _bindState: FrameBufferBindState = FrameBufferBindState.Unbound;\r\n private readonly _colorTextures: TextureHandle[] = [];\r\n private readonly _colorMsBuffers: RenderBufferMultiSample[] = [];\r\n private readonly _colorAttachments: GLenum[] = [];\r\n private readonly _colorMsFilters: GL.MultiSampling.Filter[] = [];\r\n public readonly depthBuffer?: DepthBuffer;\r\n public readonly depthBufferMs?: DepthBuffer;\r\n\r\n public get isDisposed(): boolean { return this._fbo === undefined; }\r\n\r\n public get isBound(): boolean { return FrameBufferBindState.Bound <= this._bindState && FrameBufferBindState.BoundWithAttachmentsMultisampled >= this._bindState; }\r\n\r\n public get isBoundMultisampled(): boolean { return FrameBufferBindState.BoundMultisampled === this._bindState || FrameBufferBindState.BoundWithAttachmentsMultisampled === this._bindState; }\r\n\r\n public get isSuspended(): boolean { return FrameBufferBindState.Suspended === this._bindState; }\r\n\r\n public get isMultisampled(): boolean { return this._colorMsBuffers.length > 0 || undefined !== this.depthBufferMs; }\r\n\r\n public getColor(ndx: number): TextureHandle {\r\n assert(ndx < this._colorTextures.length);\r\n if (ndx < this._colorMsBuffers.length && this._colorMsBuffers[ndx].isDirty) {\r\n this.blitMsBuffersToTextures(false, ndx);\r\n }\r\n return this._colorTextures[ndx];\r\n }\r\n\r\n private constructor(fbo: WebGLFramebuffer, colorTextures: TextureHandle[], depthBuffer?: DepthBuffer,\r\n colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer) {\r\n this._fbo = fbo;\r\n const gl = System.instance.context;\r\n\r\n this.bind(false);\r\n\r\n let i: number = 0;\r\n for (const colTex of colorTextures) {\r\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\r\n this._colorAttachments.push(attachmentEnum);\r\n this._colorTextures.push(colTex);\r\n const texHandle = colTex.getHandle();\r\n if (undefined !== texHandle)\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentEnum, gl.TEXTURE_2D, texHandle, 0);\r\n i++;\r\n }\r\n\r\n if (depthBuffer !== undefined) {\r\n this.depthBuffer = depthBuffer;\r\n const dbHandle = depthBuffer.getHandle();\r\n if (undefined !== dbHandle) {\r\n if (depthBuffer instanceof RenderBuffer) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\r\n } else if (depthBuffer instanceof RenderBufferMultiSample) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\r\n } else {\r\n // Looks like we only get a 24 bit depth buffer anyway, so use a 24-8 with a stencil.\r\n // gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\r\n }\r\n }\r\n }\r\n\r\n this.unbind();\r\n\r\n if (undefined !== colorMsBuffers && colorMsBuffers.length === colorTextures.length && undefined !== msFilters && msFilters.length === colorMsBuffers.length) {\r\n // Create a matching FBO with multisampling render buffers.\r\n const fbo2 = System.instance.context.createFramebuffer();\r\n if (null !== fbo2) {\r\n this._fboMs = fbo2;\r\n this.bind(false, true);\r\n i = 0;\r\n for (const colMsBuff of colorMsBuffers) {\r\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\r\n this._colorMsBuffers.push(colMsBuff);\r\n this._colorMsFilters.push(msFilters[i]);\r\n const msBuffHandle = colMsBuff.getHandle();\r\n if (undefined !== msBuffHandle)\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachmentEnum, gl.RENDERBUFFER, msBuffHandle);\r\n i++;\r\n }\r\n\r\n if (depthBufferMs !== undefined) {\r\n this.depthBufferMs = depthBufferMs;\r\n const dbHandleMs = depthBufferMs.getHandle();\r\n if (undefined !== dbHandleMs) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandleMs);\r\n }\r\n }\r\n this.unbind();\r\n }\r\n }\r\n }\r\n\r\n public static create(colorTextures: TextureHandle[], depthBuffer?: DepthBuffer, colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer): FrameBuffer | undefined {\r\n const fbo: WebGLFramebuffer | null = System.instance.context.createFramebuffer();\r\n if (null === fbo) {\r\n return undefined;\r\n }\r\n return new FrameBuffer(fbo, colorTextures, depthBuffer, colorMsBuffers, msFilters, depthBufferMs);\r\n }\r\n\r\n public dispose(): void {\r\n // NB: The FrameBuffer does not *own* the textures and depth buffer.\r\n if (!this.isDisposed) {\r\n System.instance.context.deleteFramebuffer(this._fbo!);\r\n this._fbo = undefined;\r\n if (undefined !== this._fboMs) {\r\n System.instance.context.deleteFramebuffer(this._fboMs);\r\n this._fboMs = undefined;\r\n }\r\n }\r\n }\r\n\r\n public bind(bindAttachments: boolean = false, bindMS: boolean = false): boolean {\r\n assert(undefined !== this._fbo);\r\n assert(!this.isBound);\r\n\r\n if (undefined === this._fbo)\r\n return false;\r\n\r\n const gl = System.instance.context;\r\n\r\n if (bindMS && undefined !== this._fboMs) {\r\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fboMs);\r\n this._bindState = FrameBufferBindState.BoundMultisampled;\r\n } else {\r\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fbo);\r\n this._bindState = FrameBufferBindState.Bound;\r\n }\r\n\r\n if (bindAttachments) {\r\n System.instance.setDrawBuffers(this._colorAttachments);\r\n this._bindState++;\r\n }\r\n return true;\r\n }\r\n\r\n public unbind() {\r\n assert(this.isBound);\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n this._bindState = FrameBufferBindState.Unbound;\r\n }\r\n\r\n public suspend() {\r\n assert(this.isBound);\r\n this._bindState = FrameBufferBindState.Suspended;\r\n }\r\n\r\n public markTargetsDirty(): void {\r\n for (const msBuff of this._colorMsBuffers) {\r\n msBuff.markBufferDirty(true);\r\n }\r\n if (undefined !== this.depthBufferMs)\r\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(true);\r\n }\r\n\r\n /** blitDepth is true to blit the depth/stencil buffer. ndx is index of single attachment to blit.\r\n * All color attachments are blitted if ndx is undefined, none are blitted if ndx is -1.\r\n */\r\n public blitMsBuffersToTextures(blitDepth: boolean, ndx?: number) {\r\n if (!this._fboMs)\r\n return;\r\n System.instance.frameBufferStack.suspend();\r\n const gl2 = System.instance.context as WebGL2RenderingContext;\r\n const attachments = [];\r\n const max = (undefined === ndx ? this._colorMsBuffers.length : ndx + 1);\r\n for (let i = 0; i < max; ++i) {\r\n if (undefined !== ndx && i < ndx) {\r\n attachments.push(gl2.NONE); // skip this one, but first add a NONE for it in the attachment list\r\n continue;\r\n }\r\n if (this._colorMsBuffers[i].isDirty) {\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\r\n gl2.readBuffer(this._colorAttachments[i]);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\r\n attachments.push(this._colorAttachments[i]);\r\n gl2.drawBuffers(attachments);\r\n attachments.pop();\r\n attachments.push(gl2.NONE);\r\n gl2.blitFramebuffer(0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\r\n 0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\r\n GL.BufferBit.Color, this._colorMsFilters[i]);\r\n this._colorMsBuffers[i].markBufferDirty(false);\r\n if (undefined !== ndx && i === ndx)\r\n break;\r\n }\r\n }\r\n if (blitDepth && undefined !== this.depthBuffer && undefined !== this.depthBufferMs && (this.depthBufferMs as RenderBufferMultiSample).isDirty) {\r\n const mask = GL.BufferBit.Depth; // (this.depthBuffer instanceof RenderBuffer ? GL.BufferBit.Depth : GL.BufferBit.Depth | GL.BufferBit.Stencil);\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\r\n gl2.blitFramebuffer(0, 0, this.depthBuffer.width, this.depthBuffer.height,\r\n 0, 0, this.depthBuffer.width, this.depthBuffer.height,\r\n mask, GL.MultiSampling.Filter.Nearest);\r\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(false);\r\n }\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, null);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, null);\r\n System.instance.frameBufferStack.resume();\r\n }\r\n\r\n /** invDepth is true to invalidate depth buffer. invStencil is true to invalidate stencil buffer. ndx is index of single color attachment to invalidate.\r\n * All color attachments are invalidated if ndx is undefined, none are invalidated if ndx is -1.\r\n * Set withMultiSampling to true to invalidate the MS buffers.\r\n */\r\n public invalidate(invDepth: boolean, invStencil: boolean, withMultiSampling: boolean, indices?: number[]): void {\r\n const gl = System.instance.context;\r\n const attachments = invDepth ? (invStencil ? [gl.DEPTH_STENCIL_ATTACHMENT] : [System.instance.context.DEPTH_ATTACHMENT]) : (invDepth ? [gl.STENCIL_ATTACHMENT] : []);\r\n if (undefined !== indices) {\r\n if (indices.length > 0) {\r\n for (const i of indices)\r\n attachments.push(gl.COLOR_ATTACHMENT0 + i);\r\n }\r\n } else {\r\n attachments.concat(this._colorAttachments);\r\n }\r\n System.instance.frameBufferStack.execute(this, true, withMultiSampling, () => {\r\n System.instance.invalidateFrameBuffer(attachments);\r\n });\r\n }\r\n\r\n // Chiefly for debugging currently - assumes RGBA, unsigned byte, want all pixels.\r\n public get debugPixels(): Uint8Array | undefined {\r\n if (!this.isBound || 0 === this._colorTextures.length || !(this._colorTextures[0] instanceof TextureHandle))\r\n return undefined;\r\n\r\n const tex = this._colorTextures[0];\r\n if (GL.Texture.Format.Rgba !== tex.format || GL.Texture.DataType.UnsignedByte !== tex.dataType)\r\n return undefined;\r\n\r\n const buffer = new Uint8Array(tex.width * tex.height * 4);\r\n for (let i = 0; i < buffer.length; i += 4) {\r\n buffer[i] = 0xba;\r\n buffer[i + 1] = 0xad;\r\n buffer[i + 2] = 0xf0;\r\n buffer[i + 3] = 0x0d;\r\n }\r\n\r\n System.instance.context.readPixels(0, 0, tex.width, tex.height, tex.format, tex.dataType, buffer);\r\n return buffer;\r\n }\r\n}\r\n\r\ninterface Binding {\r\n fbo: FrameBuffer;\r\n withAttachments: boolean;\r\n withMultSampling: boolean;\r\n}\r\n\r\n/** @internal */\r\nexport class FrameBufferStack {\r\n // FrameBuffers within this array are not owned, as this is only a storage device holding references\r\n private readonly _stack: Binding[] = [];\r\n\r\n private get _top() { return !this.isEmpty ? this._stack[this._stack.length - 1] : undefined; }\r\n\r\n public push(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean): void {\r\n if (undefined !== this._top) {\r\n this._top.fbo.suspend();\r\n }\r\n\r\n assert(!fbo.isBound);\r\n fbo.bind(withAttachments, withMultSampling);\r\n assert(fbo.isBound);\r\n\r\n this._stack.push({ fbo, withAttachments, withMultSampling });\r\n }\r\n\r\n public pop(): void {\r\n assert(!this.isEmpty);\r\n if (undefined === this._top) {\r\n return;\r\n }\r\n\r\n const fbo = this._top.fbo;\r\n this._stack.pop();\r\n\r\n assert(fbo.isBound);\r\n fbo.unbind();\r\n assert(!fbo.isBound);\r\n\r\n if (this.isEmpty) {\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n } else {\r\n const top = this._top;\r\n assert(top.fbo.isSuspended);\r\n top.fbo.bind(top.withAttachments, top.withMultSampling);\r\n assert(top.fbo.isBound);\r\n }\r\n }\r\n\r\n public get currentColorBuffer(): TextureHandle | undefined {\r\n assert(!this.isEmpty);\r\n return undefined !== this._top ? this._top.fbo.getColor(0) : undefined;\r\n }\r\n\r\n public get currentFbMultisampled(): boolean {\r\n return undefined !== this._top ? this._top.fbo.isBoundMultisampled : false;\r\n }\r\n\r\n public get isEmpty(): boolean { return 0 === this._stack.length; }\r\n\r\n public execute(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean, func: () => void) {\r\n this.push(fbo, withAttachments, withMultSampling);\r\n func();\r\n this.pop();\r\n }\r\n\r\n public markTargetsDirty(): void {\r\n const top = this._top;\r\n if (undefined !== top)\r\n top.fbo.markTargetsDirty();\r\n }\r\n\r\n public suspend(): void {\r\n if (undefined !== this._top) {\r\n this._top.fbo.suspend();\r\n }\r\n }\r\n\r\n public resume(): void {\r\n if (undefined === this._top) {\r\n return;\r\n }\r\n\r\n if (this.isEmpty) {\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n } else {\r\n const top = this._top;\r\n top.fbo.bind(top.withAttachments, top.withMultSampling);\r\n assert(top.fbo.isBound);\r\n }\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { GL } from \"./GL\";\r\nimport { RenderBuffer, RenderBufferMultiSample } from \"./RenderBuffer\";\r\nimport { System } from \"./System\";\r\nimport { TextureHandle } from \"./Texture\";\r\n\r\n/** @internal */\r\nexport type DepthBuffer = RenderBuffer | RenderBufferMultiSample | TextureHandle;\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport const enum FrameBufferBindState {\r\n Unbound,\r\n Bound,\r\n BoundWithAttachments,\r\n BoundMultisampled,\r\n BoundWithAttachmentsMultisampled,\r\n Suspended,\r\n}\r\n\r\n/** @internal */\r\nexport class FrameBuffer implements WebGLDisposable {\r\n private _fbo?: WebGLFramebuffer;\r\n private _fboMs?: WebGLFramebuffer;\r\n private _bindState: FrameBufferBindState = FrameBufferBindState.Unbound;\r\n private readonly _colorTextures: TextureHandle[] = [];\r\n private readonly _colorMsBuffers: RenderBufferMultiSample[] = [];\r\n private readonly _colorAttachments: GLenum[] = [];\r\n private readonly _colorMsFilters: GL.MultiSampling.Filter[] = [];\r\n public readonly depthBuffer?: DepthBuffer;\r\n public readonly depthBufferMs?: DepthBuffer;\r\n\r\n public get isDisposed(): boolean { return this._fbo === undefined; }\r\n\r\n public get isBound(): boolean { return FrameBufferBindState.Bound <= this._bindState && FrameBufferBindState.BoundWithAttachmentsMultisampled >= this._bindState; }\r\n\r\n public get isBoundMultisampled(): boolean { return FrameBufferBindState.BoundMultisampled === this._bindState || FrameBufferBindState.BoundWithAttachmentsMultisampled === this._bindState; }\r\n\r\n public get isSuspended(): boolean { return FrameBufferBindState.Suspended === this._bindState; }\r\n\r\n public get isMultisampled(): boolean { return this._colorMsBuffers.length > 0 || undefined !== this.depthBufferMs; }\r\n\r\n public getColor(ndx: number): TextureHandle {\r\n assert(ndx < this._colorTextures.length);\r\n if (ndx < this._colorMsBuffers.length && this._colorMsBuffers[ndx].isDirty) {\r\n this.blitMsBuffersToTextures(false, ndx);\r\n }\r\n return this._colorTextures[ndx];\r\n }\r\n\r\n public getColorTargets(useMSBuffers: boolean, ndx: number): { tex: TextureHandle, msBuf: RenderBufferMultiSample | undefined } {\r\n let msBuf;\r\n if (useMSBuffers) {\r\n assert (ndx < this._colorMsBuffers.length);\r\n msBuf = this._colorMsBuffers[ndx];\r\n }\r\n assert(ndx < this._colorTextures.length);\r\n return { tex: this._colorTextures[ndx], msBuf };\r\n }\r\n\r\n private constructor(fbo: WebGLFramebuffer, colorTextures: TextureHandle[], depthBuffer?: DepthBuffer,\r\n colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer) {\r\n this._fbo = fbo;\r\n const gl = System.instance.context;\r\n\r\n this.bind(false);\r\n\r\n let i: number = 0;\r\n for (const colTex of colorTextures) {\r\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\r\n this._colorAttachments.push(attachmentEnum);\r\n this._colorTextures.push(colTex);\r\n const texHandle = colTex.getHandle();\r\n if (undefined !== texHandle)\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentEnum, gl.TEXTURE_2D, texHandle, 0);\r\n i++;\r\n }\r\n\r\n if (depthBuffer !== undefined) {\r\n this.depthBuffer = depthBuffer;\r\n const dbHandle = depthBuffer.getHandle();\r\n if (undefined !== dbHandle) {\r\n if (depthBuffer instanceof RenderBuffer) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\r\n } else if (depthBuffer instanceof RenderBufferMultiSample) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\r\n } else {\r\n // Looks like we only get a 24 bit depth buffer anyway, so use a 24-8 with a stencil.\r\n // gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\r\n }\r\n }\r\n }\r\n\r\n this.unbind();\r\n\r\n if (undefined !== colorMsBuffers && colorMsBuffers.length === colorTextures.length && undefined !== msFilters && msFilters.length === colorMsBuffers.length) {\r\n // Create a matching FBO with multisampling render buffers.\r\n const fbo2 = System.instance.context.createFramebuffer();\r\n if (null !== fbo2) {\r\n this._fboMs = fbo2;\r\n this.bind(false, true);\r\n i = 0;\r\n for (const colMsBuff of colorMsBuffers) {\r\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\r\n this._colorMsBuffers.push(colMsBuff);\r\n this._colorMsFilters.push(msFilters[i]);\r\n const msBuffHandle = colMsBuff.getHandle();\r\n if (undefined !== msBuffHandle)\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachmentEnum, gl.RENDERBUFFER, msBuffHandle);\r\n i++;\r\n }\r\n\r\n if (depthBufferMs !== undefined) {\r\n this.depthBufferMs = depthBufferMs;\r\n const dbHandleMs = depthBufferMs.getHandle();\r\n if (undefined !== dbHandleMs) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandleMs);\r\n }\r\n }\r\n this.unbind();\r\n }\r\n }\r\n }\r\n\r\n public static create(colorTextures: TextureHandle[], depthBuffer?: DepthBuffer, colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer): FrameBuffer | undefined {\r\n const fbo: WebGLFramebuffer | null = System.instance.context.createFramebuffer();\r\n if (null === fbo) {\r\n return undefined;\r\n }\r\n return new FrameBuffer(fbo, colorTextures, depthBuffer, colorMsBuffers, msFilters, depthBufferMs);\r\n }\r\n\r\n public dispose(): void {\r\n // NB: The FrameBuffer does not *own* the textures and depth buffer.\r\n if (!this.isDisposed) {\r\n System.instance.context.deleteFramebuffer(this._fbo!);\r\n this._fbo = undefined;\r\n if (undefined !== this._fboMs) {\r\n System.instance.context.deleteFramebuffer(this._fboMs);\r\n this._fboMs = undefined;\r\n }\r\n }\r\n }\r\n\r\n public bind(bindAttachments: boolean = false, bindMS: boolean = false): boolean {\r\n assert(undefined !== this._fbo);\r\n assert(!this.isBound);\r\n\r\n if (undefined === this._fbo)\r\n return false;\r\n\r\n const gl = System.instance.context;\r\n\r\n if (bindMS && undefined !== this._fboMs) {\r\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fboMs);\r\n this._bindState = FrameBufferBindState.BoundMultisampled;\r\n } else {\r\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fbo);\r\n this._bindState = FrameBufferBindState.Bound;\r\n }\r\n\r\n if (bindAttachments) {\r\n System.instance.setDrawBuffers(this._colorAttachments);\r\n this._bindState++;\r\n }\r\n return true;\r\n }\r\n\r\n public unbind() {\r\n assert(this.isBound);\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n this._bindState = FrameBufferBindState.Unbound;\r\n }\r\n\r\n public suspend() {\r\n assert(this.isBound);\r\n this._bindState = FrameBufferBindState.Suspended;\r\n }\r\n\r\n public markTargetsDirty(): void {\r\n for (const msBuff of this._colorMsBuffers) {\r\n msBuff.markBufferDirty(true);\r\n }\r\n if (undefined !== this.depthBufferMs)\r\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(true);\r\n }\r\n\r\n /** blitDepth is true to blit the depth/stencil buffer. ndx is index of single attachment to blit.\r\n * All color attachments are blitted if ndx is undefined, none are blitted if ndx is -1.\r\n */\r\n public blitMsBuffersToTextures(blitDepth: boolean, ndx?: number) {\r\n if (!this._fboMs)\r\n return;\r\n System.instance.frameBufferStack.suspend();\r\n const gl2 = System.instance.context as WebGL2RenderingContext;\r\n const attachments = [];\r\n const max = (undefined === ndx ? this._colorMsBuffers.length : ndx + 1);\r\n for (let i = 0; i < max; ++i) {\r\n if (undefined !== ndx && i < ndx) {\r\n attachments.push(gl2.NONE); // skip this one, but first add a NONE for it in the attachment list\r\n continue;\r\n }\r\n if (this._colorMsBuffers[i].isDirty) {\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\r\n gl2.readBuffer(this._colorAttachments[i]);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\r\n attachments.push(this._colorAttachments[i]);\r\n gl2.drawBuffers(attachments);\r\n attachments.pop();\r\n attachments.push(gl2.NONE);\r\n gl2.blitFramebuffer(0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\r\n 0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\r\n GL.BufferBit.Color, this._colorMsFilters[i]);\r\n this._colorMsBuffers[i].markBufferDirty(false);\r\n if (undefined !== ndx && i === ndx)\r\n break;\r\n }\r\n }\r\n if (blitDepth && undefined !== this.depthBuffer && undefined !== this.depthBufferMs && (this.depthBufferMs as RenderBufferMultiSample).isDirty) {\r\n const mask = GL.BufferBit.Depth; // (this.depthBuffer instanceof RenderBuffer ? GL.BufferBit.Depth : GL.BufferBit.Depth | GL.BufferBit.Stencil);\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\r\n gl2.blitFramebuffer(0, 0, this.depthBuffer.width, this.depthBuffer.height,\r\n 0, 0, this.depthBuffer.width, this.depthBuffer.height,\r\n mask, GL.MultiSampling.Filter.Nearest);\r\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(false);\r\n }\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, null);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, null);\r\n System.instance.frameBufferStack.resume();\r\n }\r\n\r\n /** invDepth is true to invalidate depth buffer. invStencil is true to invalidate stencil buffer. ndx is index of single color attachment to invalidate.\r\n * All color attachments are invalidated if ndx is undefined, none are invalidated if ndx is -1.\r\n * Set withMultiSampling to true to invalidate the MS buffers.\r\n */\r\n public invalidate(invDepth: boolean, invStencil: boolean, withMultiSampling: boolean, indices?: number[]): void {\r\n const gl = System.instance.context;\r\n const attachments = invDepth ? (invStencil ? [gl.DEPTH_STENCIL_ATTACHMENT] : [System.instance.context.DEPTH_ATTACHMENT]) : (invDepth ? [gl.STENCIL_ATTACHMENT] : []);\r\n if (undefined !== indices) {\r\n if (indices.length > 0) {\r\n for (const i of indices)\r\n attachments.push(gl.COLOR_ATTACHMENT0 + i);\r\n }\r\n } else {\r\n attachments.concat(this._colorAttachments);\r\n }\r\n System.instance.frameBufferStack.execute(this, true, withMultiSampling, () => {\r\n System.instance.invalidateFrameBuffer(attachments);\r\n });\r\n }\r\n\r\n // Chiefly for debugging currently - assumes RGBA, unsigned byte, want all pixels.\r\n public get debugPixels(): Uint8Array | undefined {\r\n if (!this.isBound || 0 === this._colorTextures.length || !(this._colorTextures[0] instanceof TextureHandle))\r\n return undefined;\r\n\r\n const tex = this._colorTextures[0];\r\n if (GL.Texture.Format.Rgba !== tex.format || GL.Texture.DataType.UnsignedByte !== tex.dataType)\r\n return undefined;\r\n\r\n const buffer = new Uint8Array(tex.width * tex.height * 4);\r\n for (let i = 0; i < buffer.length; i += 4) {\r\n buffer[i] = 0xba;\r\n buffer[i + 1] = 0xad;\r\n buffer[i + 2] = 0xf0;\r\n buffer[i + 3] = 0x0d;\r\n }\r\n\r\n System.instance.context.readPixels(0, 0, tex.width, tex.height, tex.format, tex.dataType, buffer);\r\n return buffer;\r\n }\r\n}\r\n\r\ninterface Binding {\r\n fbo: FrameBuffer;\r\n withAttachments: boolean;\r\n withMultSampling: boolean;\r\n}\r\n\r\n/** @internal */\r\nexport class FrameBufferStack {\r\n // FrameBuffers within this array are not owned, as this is only a storage device holding references\r\n private readonly _stack: Binding[] = [];\r\n\r\n private get _top() { return !this.isEmpty ? this._stack[this._stack.length - 1] : undefined; }\r\n\r\n public push(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean): void {\r\n if (undefined !== this._top) {\r\n this._top.fbo.suspend();\r\n }\r\n\r\n assert(!fbo.isBound);\r\n fbo.bind(withAttachments, withMultSampling);\r\n assert(fbo.isBound);\r\n\r\n this._stack.push({ fbo, withAttachments, withMultSampling });\r\n }\r\n\r\n public pop(): void {\r\n assert(!this.isEmpty);\r\n if (undefined === this._top) {\r\n return;\r\n }\r\n\r\n const fbo = this._top.fbo;\r\n this._stack.pop();\r\n\r\n assert(fbo.isBound);\r\n fbo.unbind();\r\n assert(!fbo.isBound);\r\n\r\n if (this.isEmpty) {\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n } else {\r\n const top = this._top;\r\n assert(top.fbo.isSuspended);\r\n top.fbo.bind(top.withAttachments, top.withMultSampling);\r\n assert(top.fbo.isBound);\r\n }\r\n }\r\n\r\n public get currentColorBuffer(): TextureHandle | undefined {\r\n assert(!this.isEmpty);\r\n return undefined !== this._top ? this._top.fbo.getColor(0) : undefined;\r\n }\r\n\r\n public get currentFbMultisampled(): boolean {\r\n return undefined !== this._top ? this._top.fbo.isBoundMultisampled : false;\r\n }\r\n\r\n public get isEmpty(): boolean { return 0 === this._stack.length; }\r\n\r\n public execute(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean, func: () => void) {\r\n this.push(fbo, withAttachments, withMultSampling);\r\n func();\r\n this.pop();\r\n }\r\n\r\n public markTargetsDirty(): void {\r\n const top = this._top;\r\n if (undefined !== top)\r\n top.fbo.markTargetsDirty();\r\n }\r\n\r\n public suspend(): void {\r\n if (undefined !== this._top) {\r\n this._top.fbo.suspend();\r\n }\r\n }\r\n\r\n public resume(): void {\r\n if (undefined === this._top) {\r\n return;\r\n }\r\n\r\n if (this.isEmpty) {\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n } else {\r\n const top = this._top;\r\n top.fbo.bind(top.withAttachments, top.withMultSampling);\r\n assert(top.fbo.isBound);\r\n }\r\n }\r\n}\r\n"]}
@@ -11,6 +11,13 @@ export declare const enum FrustumUniformType {
11
11
  Orthographic = 1,
12
12
  Perspective = 2
13
13
  }
14
+ /** @internal */
15
+ export declare const enum Plane {
16
+ kTop = 0,
17
+ kBottom = 1,
18
+ kLeft = 2,
19
+ kRight = 3
20
+ }
14
21
  /** Represents a Target's frustum for use in glsl as a pair of uniforms.
15
22
  * Do not modify fields of exposed objects directly. e.g., do not directly manipulate the projection or view matrices - use the appropriate APIs.
16
23
  * @internal
@@ -1 +1 @@
1
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