@itwin/core-frontend 3.6.0-dev.8 → 4.0.0-dev.10

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 (838) hide show
  1. package/CHANGELOG.md +35 -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/BriefcaseConnection.d.ts +23 -3
  6. package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
  7. package/lib/cjs/BriefcaseConnection.js +11 -3
  8. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  9. package/lib/cjs/CheckpointConnection.js +1 -1
  10. package/lib/cjs/CheckpointConnection.js.map +1 -1
  11. package/lib/cjs/DisplayStyleState.d.ts +2 -2
  12. package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
  13. package/lib/cjs/DisplayStyleState.js +12 -4
  14. package/lib/cjs/DisplayStyleState.js.map +1 -1
  15. package/lib/cjs/IModelApp.d.ts +4 -3
  16. package/lib/cjs/IModelApp.d.ts.map +1 -1
  17. package/lib/cjs/IModelApp.js +4 -6
  18. package/lib/cjs/IModelApp.js.map +1 -1
  19. package/lib/cjs/IModelConnection.d.ts +4 -6
  20. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  21. package/lib/cjs/IModelConnection.js +6 -7
  22. package/lib/cjs/IModelConnection.js.map +1 -1
  23. package/lib/cjs/IpcApp.d.ts +1 -1
  24. package/lib/cjs/IpcApp.d.ts.map +1 -1
  25. package/lib/cjs/IpcApp.js +1 -1
  26. package/lib/cjs/IpcApp.js.map +1 -1
  27. package/lib/cjs/NativeApp.d.ts +8 -1
  28. package/lib/cjs/NativeApp.d.ts.map +1 -1
  29. package/lib/cjs/NativeApp.js +10 -6
  30. package/lib/cjs/NativeApp.js.map +1 -1
  31. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  32. package/lib/cjs/NoRenderApp.js +3 -0
  33. package/lib/cjs/NoRenderApp.js.map +1 -1
  34. package/lib/cjs/SpatialViewState.d.ts +4 -1
  35. package/lib/cjs/SpatialViewState.d.ts.map +1 -1
  36. package/lib/cjs/SpatialViewState.js +19 -5
  37. package/lib/cjs/SpatialViewState.js.map +1 -1
  38. package/lib/cjs/SubCategoriesCache.d.ts.map +1 -1
  39. package/lib/cjs/SubCategoriesCache.js +0 -1
  40. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  41. package/lib/cjs/Tiles.d.ts +4 -0
  42. package/lib/cjs/Tiles.d.ts.map +1 -1
  43. package/lib/cjs/Tiles.js +11 -0
  44. package/lib/cjs/Tiles.js.map +1 -1
  45. package/lib/cjs/ViewContext.js +1 -1
  46. package/lib/cjs/ViewContext.js.map +1 -1
  47. package/lib/cjs/ViewManager.d.ts.map +1 -1
  48. package/lib/cjs/ViewManager.js +2 -3
  49. package/lib/cjs/ViewManager.js.map +1 -1
  50. package/lib/cjs/ViewState.d.ts +4 -5
  51. package/lib/cjs/ViewState.d.ts.map +1 -1
  52. package/lib/cjs/ViewState.js +0 -1
  53. package/lib/cjs/ViewState.js.map +1 -1
  54. package/lib/cjs/Viewport.d.ts +53 -4
  55. package/lib/cjs/Viewport.d.ts.map +1 -1
  56. package/lib/cjs/Viewport.js +82 -34
  57. package/lib/cjs/Viewport.js.map +1 -1
  58. package/lib/cjs/extension/ExtensionImpl.js +2 -2
  59. package/lib/cjs/extension/ExtensionImpl.js.map +1 -1
  60. package/lib/cjs/extension/ExtensionRuntime.js +3 -0
  61. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  62. package/lib/cjs/render/GraphicBranch.d.ts +3 -0
  63. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  64. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  65. package/lib/cjs/render/GraphicBuilder.d.ts +1 -1
  66. package/lib/cjs/render/GraphicBuilder.js +1 -1
  67. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  68. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  69. package/lib/cjs/render/MockRender.js +3 -0
  70. package/lib/cjs/render/MockRender.js.map +1 -1
  71. package/lib/cjs/render/RealityMeshParams.d.ts +7 -5
  72. package/lib/cjs/render/RealityMeshParams.d.ts.map +1 -1
  73. package/lib/cjs/render/RealityMeshParams.js +23 -9
  74. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  75. package/lib/cjs/render/RenderMaterial.d.ts +1 -1
  76. package/lib/cjs/render/RenderMaterial.d.ts.map +1 -1
  77. package/lib/cjs/render/RenderMaterial.js.map +1 -1
  78. package/lib/cjs/render/RenderSystem.d.ts +9 -20
  79. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  80. package/lib/cjs/render/RenderSystem.js +4 -10
  81. package/lib/cjs/render/RenderSystem.js.map +1 -1
  82. package/lib/cjs/render/RenderTarget.d.ts +1 -1
  83. package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
  84. package/lib/cjs/render/RenderTarget.js +1 -1
  85. package/lib/cjs/render/RenderTarget.js.map +1 -1
  86. package/lib/cjs/render/ScreenSpaceEffectBuilder.d.ts +3 -4
  87. package/lib/cjs/render/ScreenSpaceEffectBuilder.d.ts.map +1 -1
  88. package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
  89. package/lib/cjs/render/VisibleFeature.d.ts +5 -5
  90. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  91. package/lib/cjs/render/primitives/DisplayParams.d.ts.map +1 -1
  92. package/lib/cjs/render/primitives/DisplayParams.js +2 -1
  93. package/lib/cjs/render/primitives/DisplayParams.js.map +1 -1
  94. package/lib/cjs/render/webgl/AttributeBuffers.d.ts +9 -79
  95. package/lib/cjs/render/webgl/AttributeBuffers.d.ts.map +1 -1
  96. package/lib/cjs/render/webgl/AttributeBuffers.js +19 -152
  97. package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
  98. package/lib/cjs/render/webgl/BackgroundMapDrape.d.ts.map +1 -1
  99. package/lib/cjs/render/webgl/BackgroundMapDrape.js +3 -6
  100. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  101. package/lib/cjs/render/webgl/BranchState.d.ts +3 -0
  102. package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
  103. package/lib/cjs/render/webgl/BranchState.js +5 -0
  104. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  105. package/lib/cjs/render/webgl/BranchUniforms.d.ts.map +1 -1
  106. package/lib/cjs/render/webgl/BranchUniforms.js +0 -8
  107. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  108. package/lib/cjs/render/webgl/CachedGeometry.d.ts +32 -0
  109. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  110. package/lib/cjs/render/webgl/CachedGeometry.js +74 -1
  111. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  112. package/lib/cjs/render/webgl/ClipStack.d.ts +0 -1
  113. package/lib/cjs/render/webgl/ClipStack.d.ts.map +1 -1
  114. package/lib/cjs/render/webgl/ClipStack.js +2 -6
  115. package/lib/cjs/render/webgl/ClipStack.js.map +1 -1
  116. package/lib/cjs/render/webgl/ClipVolume.d.ts.map +1 -1
  117. package/lib/cjs/render/webgl/ClipVolume.js +1 -5
  118. package/lib/cjs/render/webgl/ClipVolume.js.map +1 -1
  119. package/lib/cjs/render/webgl/ClippingProgram.d.ts +3 -2
  120. package/lib/cjs/render/webgl/ClippingProgram.d.ts.map +1 -1
  121. package/lib/cjs/render/webgl/ClippingProgram.js +10 -37
  122. package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
  123. package/lib/cjs/render/webgl/DrawCommand.d.ts +2 -2
  124. package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
  125. package/lib/cjs/render/webgl/DrawCommand.js +7 -5
  126. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  127. package/lib/cjs/render/webgl/EDL.d.ts +40 -0
  128. package/lib/cjs/render/webgl/EDL.d.ts.map +1 -0
  129. package/lib/cjs/render/webgl/EDL.js +264 -0
  130. package/lib/cjs/render/webgl/EDL.js.map +1 -0
  131. package/lib/cjs/render/webgl/EdgeSettings.js +2 -2
  132. package/lib/cjs/render/webgl/FeatureOverrides.js +1 -1
  133. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  134. package/lib/cjs/render/webgl/FloatRGBA.d.ts.map +1 -1
  135. package/lib/cjs/render/webgl/FloatRGBA.js +0 -4
  136. package/lib/cjs/render/webgl/FloatRGBA.js.map +1 -1
  137. package/lib/cjs/render/webgl/FrameBuffer.d.ts +4 -0
  138. package/lib/cjs/render/webgl/FrameBuffer.d.ts.map +1 -1
  139. package/lib/cjs/render/webgl/FrameBuffer.js +9 -0
  140. package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
  141. package/lib/cjs/render/webgl/FrustumUniforms.d.ts +7 -0
  142. package/lib/cjs/render/webgl/FrustumUniforms.d.ts.map +1 -1
  143. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  144. package/lib/cjs/render/webgl/GLTimer.d.ts.map +1 -1
  145. package/lib/cjs/render/webgl/GLTimer.js +2 -35
  146. package/lib/cjs/render/webgl/GLTimer.js.map +1 -1
  147. package/lib/cjs/render/webgl/Layer.js +2 -2
  148. package/lib/cjs/render/webgl/LayerCommands.js +2 -2
  149. package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
  150. package/lib/cjs/render/webgl/PlanarClassifier.js +20 -77
  151. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  152. package/lib/cjs/render/webgl/PlanarTextureProjection.js +1 -1
  153. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  154. package/lib/cjs/render/webgl/PointCloud.d.ts +2 -2
  155. package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
  156. package/lib/cjs/render/webgl/PointCloud.js +1 -1
  157. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  158. package/lib/cjs/render/webgl/RealityMesh.d.ts +3 -1
  159. package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
  160. package/lib/cjs/render/webgl/RealityMesh.js +8 -3
  161. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  162. package/lib/cjs/render/webgl/RealityModelUniforms.d.ts +9 -0
  163. package/lib/cjs/render/webgl/RealityModelUniforms.d.ts.map +1 -1
  164. package/lib/cjs/render/webgl/RealityModelUniforms.js +50 -0
  165. package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
  166. package/lib/cjs/render/webgl/RenderBuffer.d.ts +1 -1
  167. package/lib/cjs/render/webgl/RenderBuffer.d.ts.map +1 -1
  168. package/lib/cjs/render/webgl/RenderBuffer.js +2 -3
  169. package/lib/cjs/render/webgl/RenderBuffer.js.map +1 -1
  170. package/lib/cjs/render/webgl/RenderCommands.d.ts +2 -1
  171. package/lib/cjs/render/webgl/RenderCommands.d.ts.map +1 -1
  172. package/lib/cjs/render/webgl/RenderCommands.js +46 -38
  173. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  174. package/lib/cjs/render/webgl/RenderFlags.d.ts +20 -19
  175. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  176. package/lib/cjs/render/webgl/RenderFlags.js +12 -12
  177. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  178. package/lib/cjs/render/webgl/SceneCompositor.d.ts +6 -3
  179. package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
  180. package/lib/cjs/render/webgl/SceneCompositor.js +626 -888
  181. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  182. package/lib/cjs/render/webgl/ScreenSpaceEffect.js +1 -1
  183. package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
  184. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +1 -2
  185. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  186. package/lib/cjs/render/webgl/ShaderBuilder.js +13 -48
  187. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  188. package/lib/cjs/render/webgl/ShaderProgram.d.ts +1 -2
  189. package/lib/cjs/render/webgl/ShaderProgram.d.ts.map +1 -1
  190. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  191. package/lib/cjs/render/webgl/SolarShadowMap.d.ts.map +1 -1
  192. package/lib/cjs/render/webgl/SolarShadowMap.js +8 -29
  193. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  194. package/lib/cjs/render/webgl/SurfaceGeometry.js +5 -5
  195. package/lib/cjs/render/webgl/System.d.ts +10 -10
  196. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  197. package/lib/cjs/render/webgl/System.js +39 -122
  198. package/lib/cjs/render/webgl/System.js.map +1 -1
  199. package/lib/cjs/render/webgl/Target.js +7 -7
  200. package/lib/cjs/render/webgl/Target.js.map +1 -1
  201. package/lib/cjs/render/webgl/Technique.d.ts +4 -5
  202. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  203. package/lib/cjs/render/webgl/Technique.js +16 -25
  204. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  205. package/lib/cjs/render/webgl/TechniqueFlags.js +4 -4
  206. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  207. package/lib/cjs/render/webgl/TechniqueId.d.ts +6 -2
  208. package/lib/cjs/render/webgl/TechniqueId.d.ts.map +1 -1
  209. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  210. package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
  211. package/lib/cjs/render/webgl/Texture.js +14 -18
  212. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  213. package/lib/cjs/render/webgl/ThematicSensors.d.ts +4 -3
  214. package/lib/cjs/render/webgl/ThematicSensors.d.ts.map +1 -1
  215. package/lib/cjs/render/webgl/ThematicSensors.js +9 -50
  216. package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
  217. package/lib/cjs/render/webgl/ThematicUniforms.js +1 -1
  218. package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
  219. package/lib/cjs/render/webgl/UniformHandle.d.ts.map +1 -1
  220. package/lib/cjs/render/webgl/UniformHandle.js +2 -6
  221. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  222. package/lib/cjs/render/webgl/VisibleTileFeatures.js +5 -5
  223. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.d.ts +1 -2
  224. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.d.ts.map +1 -1
  225. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +1 -1
  226. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  227. package/lib/cjs/render/webgl/glsl/Animation.d.ts +1 -2
  228. package/lib/cjs/render/webgl/glsl/Animation.d.ts.map +1 -1
  229. package/lib/cjs/render/webgl/glsl/Animation.js +23 -26
  230. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  231. package/lib/cjs/render/webgl/glsl/Blur.d.ts +1 -2
  232. package/lib/cjs/render/webgl/glsl/Blur.d.ts.map +1 -1
  233. package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
  234. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.d.ts +1 -2
  235. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.d.ts.map +1 -1
  236. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +2 -9
  237. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
  238. package/lib/cjs/render/webgl/glsl/ClearTranslucent.d.ts +1 -2
  239. package/lib/cjs/render/webgl/glsl/ClearTranslucent.d.ts.map +1 -1
  240. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +2 -10
  241. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
  242. package/lib/cjs/render/webgl/glsl/Clipping.d.ts +1 -1
  243. package/lib/cjs/render/webgl/glsl/Clipping.d.ts.map +1 -1
  244. package/lib/cjs/render/webgl/glsl/Clipping.js +5 -36
  245. package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
  246. package/lib/cjs/render/webgl/glsl/Combine3Textures.d.ts +1 -2
  247. package/lib/cjs/render/webgl/glsl/Combine3Textures.d.ts.map +1 -1
  248. package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
  249. package/lib/cjs/render/webgl/glsl/CombineTextures.d.ts +1 -2
  250. package/lib/cjs/render/webgl/glsl/CombineTextures.d.ts.map +1 -1
  251. package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
  252. package/lib/cjs/render/webgl/glsl/Common.d.ts.map +1 -1
  253. package/lib/cjs/render/webgl/glsl/Common.js +9 -55
  254. package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
  255. package/lib/cjs/render/webgl/glsl/Composite.d.ts +1 -2
  256. package/lib/cjs/render/webgl/glsl/Composite.d.ts.map +1 -1
  257. package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
  258. package/lib/cjs/render/webgl/glsl/CopyColor.d.ts +1 -2
  259. package/lib/cjs/render/webgl/glsl/CopyColor.d.ts.map +1 -1
  260. package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
  261. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.d.ts +1 -2
  262. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.d.ts.map +1 -1
  263. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +12 -19
  264. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
  265. package/lib/cjs/render/webgl/glsl/CopyStencil.d.ts +4 -7
  266. package/lib/cjs/render/webgl/glsl/CopyStencil.d.ts.map +1 -1
  267. package/lib/cjs/render/webgl/glsl/CopyStencil.js +2 -39
  268. package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
  269. package/lib/cjs/render/webgl/glsl/EDL.d.ts +13 -0
  270. package/lib/cjs/render/webgl/glsl/EDL.d.ts.map +1 -0
  271. package/lib/cjs/render/webgl/glsl/EDL.js +260 -0
  272. package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -0
  273. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.d.ts +1 -2
  274. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.d.ts.map +1 -1
  275. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  276. package/lib/cjs/render/webgl/glsl/Edge.d.ts.map +1 -1
  277. package/lib/cjs/render/webgl/glsl/Edge.js +2 -2
  278. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  279. package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  280. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +3 -24
  281. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  282. package/lib/cjs/render/webgl/glsl/Fragment.d.ts +0 -7
  283. package/lib/cjs/render/webgl/glsl/Fragment.d.ts.map +1 -1
  284. package/lib/cjs/render/webgl/glsl/Fragment.js +5 -40
  285. package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
  286. package/lib/cjs/render/webgl/glsl/Instancing.d.ts.map +1 -1
  287. package/lib/cjs/render/webgl/glsl/Instancing.js +1 -5
  288. package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
  289. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.d.ts.map +1 -1
  290. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js +0 -2
  291. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
  292. package/lib/cjs/render/webgl/glsl/PlanarGrid.d.ts +1 -2
  293. package/lib/cjs/render/webgl/glsl/PlanarGrid.d.ts.map +1 -1
  294. package/lib/cjs/render/webgl/glsl/PlanarGrid.js +2 -12
  295. package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, disposeArray, IDisposable } from \"@itwin/core-bentley\";\r\nimport { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\r\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\r\nimport { GraphicBranch } from \"../GraphicBranch\";\r\nimport { RealityMeshGraphicParams } from \"../RealityMeshGraphicParams\";\r\nimport { RealityMeshParams } from \"../RealityMeshParams\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\r\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\r\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\r\nimport { GL } from \"./GL\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\nconst scratchOverlapRange = Range2d.createNull();\r\nconst scratchBytes = new Uint8Array(4);\r\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\r\nconst scratchRange2d = Range2d.createNull();\r\nclass ProjectedTexture {\r\n public classifier: PlanarClassifier;\r\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\r\n this.classifier = classifier as PlanarClassifier;\r\n }\r\n public clone(targetRectangle: Range2d) {\r\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\r\n }\r\n}\r\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\r\n\r\nclass RealityTextureParam implements IDisposable {\r\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\r\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\r\n\r\n public dispose(): void {\r\n this.texture = dispose(this.texture);\r\n }\r\n\r\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\n public getProjectionMatrix(): Matrix4d | undefined {\r\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\r\n }\r\n public getTerrainMatrix(): Matrix4 | undefined {\r\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\r\n }\r\n\r\n public getParams(result: Matrix4): Matrix4 {\r\n /** Entry 0 is 0 for */\r\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\r\n const projectedTexture = this._projectedTextureOrMatrix;\r\n\r\n result.data[0] = 1;\r\n result.data[1] = projectedTexture.classifier.textureImageCount;\r\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\r\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\r\n result.data[4] = scratchBytes[0];\r\n result.data[5] = scratchBytes[1];\r\n result.data[6] = scratchBytes[2];\r\n result.data[7] = scratchBytes[3];\r\n\r\n const points = [];\r\n const meshParams = projectedTexture.meshParams;\r\n // Calculate range in the tiles local coordinates.\r\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\r\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\r\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\r\n points.push( meshParams.projection.getGlobalPoint(high.x, low.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\r\n for (let i = 0, j = 8; i < 4; i++) {\r\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\r\n result.data[j++] = projectedPoint.x;\r\n result.data[j++] = projectedPoint.y;\r\n }\r\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\r\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\r\n if (x0 * y1 - x1 * y0 < 0) {\r\n const swap = ((i: number, j: number) => {\r\n const temp = result.data[i];\r\n result.data[i] = result.data[j];\r\n result.data[j] = temp;\r\n });\r\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\r\n swap(i, j);\r\n swap(i + 1, j + 1);\r\n }\r\n }\r\n } else {\r\n result.data[0] = 0;\r\n }\r\n return result;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityTextureParams implements IDisposable {\r\n constructor(public params: RealityTextureParam[]) { }\r\n public static create(textures: TerrainOrProjectedTexture[]) {\r\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\r\n assert(textures.length <= maxTexturesPerMesh);\r\n\r\n const textureParams = new Array<RealityTextureParam>();\r\n for (const texture of textures) {\r\n if (texture instanceof TerrainTexture) {\r\n const terrainTexture = texture;\r\n const matrix = new Matrix4(); // Published as Mat4.\r\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\r\n matrix.data[0] = terrainTexture.translate.x;\r\n matrix.data[1] = terrainTexture.translate.y;\r\n matrix.data[2] = terrainTexture.scale.x;\r\n matrix.data[3] = terrainTexture.scale.y;\r\n\r\n if (terrainTexture.clipRectangle) {\r\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\r\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\r\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\r\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\r\n } else {\r\n matrix.data[4] = matrix.data[5] = 0;\r\n matrix.data[6] = matrix.data[7] = 1;\r\n }\r\n matrix.data[8] = (1.0 - terrainTexture.transparency);\r\n matrix.data[9] = terrainTexture.featureId;\r\n textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\r\n } else {\r\n const classifier = texture.classifier;\r\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\r\n }\r\n }\r\n\r\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\r\n const matrix = new Matrix4();\r\n matrix.data[0] = matrix.data[1] = 0.0;\r\n matrix.data[2] = matrix.data[3] = 1.0;\r\n matrix.data[4] = matrix.data[5] = 1;\r\n matrix.data[6] = matrix.data[7] = -1;\r\n matrix.data[15] = 0; // Denotes a terrain texture.\r\n textureParams.push(new RealityTextureParam(undefined, matrix));\r\n }\r\n return new RealityTextureParams(textureParams);\r\n }\r\n\r\n public dispose(): void {\r\n disposeArray(this.params);\r\n }\r\n}\r\n/** @internal */\r\n\r\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\r\n public readonly uvParams: QBufferHandle2d;\r\n public readonly featureID?: number;\r\n public readonly normals?: BufferHandle;\r\n\r\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, featureID?: number) {\r\n super(positions, indices, numIndices);\r\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.uvParams = uvParams;\r\n\r\n if (undefined !== normals) {\r\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n if (normals.bytesUsed > 0)\r\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.normals = normals;\r\n }\r\n this.featureID = featureID;\r\n }\r\n\r\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: Uint16Array, normBuf: BufferHandle | undefined, featureID: number) {\r\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\r\n\r\n if (undefined === indBuf)\r\n return undefined;\r\n\r\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, featureID);\r\n\r\n }\r\n\r\n public static fromRealityMesh(params: RealityMeshParams) {\r\n const posBuf = QBufferHandle3d.create(params.positions.params, params.positions.points);\r\n const uvParamBuf = QBufferHandle2d.create(params.uvs.params, params.uvs.points);\r\n const normalBuf = params.normals ? BufferHandle.createArrayBuffer(params.normals) : undefined;\r\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, params.indices, normalBuf, params.featureID ?? 0);\r\n }\r\n\r\n public override get isDisposed(): boolean {\r\n return super.isDisposed && this.uvParams.isDisposed;\r\n }\r\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this.uvParams);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {\r\n public readonly hasTextures: boolean;\r\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\r\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\r\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\r\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\r\n public override get supportsThematicDisplay() { return true; }\r\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\r\n public get transform(): Transform | undefined { return this._transform; }\r\n\r\n private _realityMeshParams: RealityMeshGeometryParams;\r\n public textureParams: RealityTextureParams | undefined;\r\n private readonly _transform: Transform | undefined;\r\n public readonly baseColor: ColorDef | undefined;\r\n private _baseIsTransparent: boolean;\r\n private _isTerrain: boolean;\r\n private _disableTextureDisposal: boolean;\r\n\r\n private constructor(props: {\r\n realityMeshParams: RealityMeshGeometryParams;\r\n textureParams?: RealityTextureParams;\r\n transform?: Transform;\r\n baseColor?: ColorDef;\r\n baseIsTransparent: boolean;\r\n isTerrain: boolean;\r\n disableTextureDisposal: boolean;\r\n }) {\r\n super(props.realityMeshParams);\r\n this._realityMeshParams = props.realityMeshParams;\r\n this.textureParams = props.textureParams;\r\n this._transform = props.transform;\r\n this.baseColor = props.baseColor;\r\n this._baseIsTransparent = props.baseIsTransparent;\r\n this._isTerrain = props.isTerrain;\r\n this._disableTextureDisposal = props.disableTextureDisposal;\r\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this._realityMeshParams);\r\n if (true !== this._disableTextureDisposal)\r\n dispose(this.textureParams);\r\n }\r\n\r\n public static createForTerrain(mesh: RealityMeshParams, transform: Transform | undefined, disableTextureDisposal = false) {\r\n const params = RealityMeshGeometryParams.fromRealityMesh(mesh);\r\n if (!params)\r\n return undefined;\r\n\r\n return new RealityMeshGeometry({\r\n realityMeshParams: params,\r\n transform,\r\n baseIsTransparent: false,\r\n isTerrain: true,\r\n disableTextureDisposal,\r\n });\r\n }\r\n\r\n public static createFromRealityMesh(realityMesh: RealityMeshParams, disableTextureDisposal = false): RealityMeshGeometry | undefined {\r\n const params = RealityMeshGeometryParams.fromRealityMesh(realityMesh);\r\n if (!params)\r\n return undefined;\r\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID ?? 0, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\r\n\r\n return new RealityMeshGeometry({realityMeshParams: params, textureParams: texture ? RealityTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal});\r\n }\r\n\r\n public getRange(): Range3d {\r\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\r\n }\r\n\r\n public static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\r\n const meshes = [];\r\n const textures = params.textures ?? [];\r\n const realityMesh = params.realityMesh as RealityMeshGeometry;\r\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\r\n\r\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\r\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\r\n // Collate the textures and classifiers layers into a single array.\r\n for (const texture of textures) {\r\n const layer = layers[texture.layerIndex];\r\n if (layer) {\r\n (layer as TerrainTexture[]).push(texture);\r\n } else {\r\n layers[texture.layerIndex] = [texture];\r\n }\r\n }\r\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\r\n\r\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\r\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n } else {\r\n let primaryLayer;\r\n while (primaryLayer === undefined)\r\n primaryLayer = layers.shift();\r\n if (!primaryLayer)\r\n return undefined;\r\n for (const primaryTexture of primaryLayer) {\r\n const targetRectangle = primaryTexture.targetRectangle;\r\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\r\n let layerTextures = [primaryTexture];\r\n for (const secondaryLayer of layers) {\r\n if (!secondaryLayer)\r\n continue;\r\n for (const secondaryTexture of secondaryLayer) {\r\n if (secondaryTexture instanceof ProjectedTexture) {\r\n layerTextures.push(secondaryTexture.clone(targetRectangle));\r\n } else {\r\n const secondaryRectangle = secondaryTexture.targetRectangle;\r\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\r\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\r\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\r\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\r\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\r\n\r\n if (secondaryTexture.clipRectangle)\r\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\r\n\r\n if (!textureRange.isNull && textureRange) {\r\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\r\n }\r\n }\r\n }\r\n }\r\n }\r\n while (layerTextures.length > texturesPerMesh) {\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n layerTextures = layerTextures.slice(texturesPerMesh);\r\n }\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n }\r\n }\r\n\r\n if (meshes.length === 0)\r\n return undefined;\r\n\r\n const branch = new GraphicBranch(true);\r\n for (const mesh of meshes) {\r\n const primitive = Primitive.create(mesh);\r\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\r\n }\r\n\r\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\r\n\r\n public override getPass(target: Target) {\r\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\r\n return \"translucent\";\r\n\r\n return \"opaque\";\r\n }\r\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\r\n\r\n public override draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, GL.DataType.UnsignedShort, 0);\r\n this._params.buffers.unbind();\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\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, disposeArray, IDisposable, UintArray } from \"@itwin/core-bentley\";\r\nimport { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\r\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\r\nimport { GraphicBranch } from \"../GraphicBranch\";\r\nimport { RealityMeshGraphicParams } from \"../RealityMeshGraphicParams\";\r\nimport { RealityMeshParams } from \"../RealityMeshParams\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\r\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\r\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\r\nimport { GL } from \"./GL\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\nconst scratchOverlapRange = Range2d.createNull();\r\nconst scratchBytes = new Uint8Array(4);\r\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\r\nconst scratchRange2d = Range2d.createNull();\r\nclass ProjectedTexture {\r\n public classifier: PlanarClassifier;\r\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\r\n this.classifier = classifier as PlanarClassifier;\r\n }\r\n public clone(targetRectangle: Range2d) {\r\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\r\n }\r\n}\r\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\r\n\r\nclass RealityTextureParam implements IDisposable {\r\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\r\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\r\n\r\n public dispose(): void {\r\n this.texture = dispose(this.texture);\r\n }\r\n\r\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\n public getProjectionMatrix(): Matrix4d | undefined {\r\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\r\n }\r\n public getTerrainMatrix(): Matrix4 | undefined {\r\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\r\n }\r\n\r\n public getParams(result: Matrix4): Matrix4 {\r\n /** Entry 0 is 0 for */\r\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\r\n const projectedTexture = this._projectedTextureOrMatrix;\r\n\r\n result.data[0] = 1;\r\n result.data[1] = projectedTexture.classifier.textureImageCount;\r\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\r\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\r\n result.data[4] = scratchBytes[0];\r\n result.data[5] = scratchBytes[1];\r\n result.data[6] = scratchBytes[2];\r\n result.data[7] = scratchBytes[3];\r\n\r\n const points = [];\r\n const meshParams = projectedTexture.meshParams;\r\n // Calculate range in the tiles local coordinates.\r\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\r\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\r\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\r\n points.push( meshParams.projection.getGlobalPoint(high.x, low.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\r\n for (let i = 0, j = 8; i < 4; i++) {\r\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\r\n result.data[j++] = projectedPoint.x;\r\n result.data[j++] = projectedPoint.y;\r\n }\r\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\r\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\r\n if (x0 * y1 - x1 * y0 < 0) {\r\n const swap = ((i: number, j: number) => {\r\n const temp = result.data[i];\r\n result.data[i] = result.data[j];\r\n result.data[j] = temp;\r\n });\r\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\r\n swap(i, j);\r\n swap(i + 1, j + 1);\r\n }\r\n }\r\n } else {\r\n result.data[0] = 0;\r\n }\r\n return result;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityTextureParams implements IDisposable {\r\n constructor(public params: RealityTextureParam[]) { }\r\n public static create(textures: TerrainOrProjectedTexture[]) {\r\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\r\n assert(textures.length <= maxTexturesPerMesh);\r\n\r\n const textureParams = new Array<RealityTextureParam>();\r\n for (const texture of textures) {\r\n if (texture instanceof TerrainTexture) {\r\n const terrainTexture = texture;\r\n const matrix = new Matrix4(); // Published as Mat4.\r\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\r\n matrix.data[0] = terrainTexture.translate.x;\r\n matrix.data[1] = terrainTexture.translate.y;\r\n matrix.data[2] = terrainTexture.scale.x;\r\n matrix.data[3] = terrainTexture.scale.y;\r\n\r\n if (terrainTexture.clipRectangle) {\r\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\r\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\r\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\r\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\r\n } else {\r\n matrix.data[4] = matrix.data[5] = 0;\r\n matrix.data[6] = matrix.data[7] = 1;\r\n }\r\n matrix.data[8] = (1.0 - terrainTexture.transparency);\r\n matrix.data[9] = terrainTexture.featureId;\r\n textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\r\n } else {\r\n const classifier = texture.classifier;\r\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\r\n }\r\n }\r\n\r\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\r\n const matrix = new Matrix4();\r\n matrix.data[0] = matrix.data[1] = 0.0;\r\n matrix.data[2] = matrix.data[3] = 1.0;\r\n matrix.data[4] = matrix.data[5] = 1;\r\n matrix.data[6] = matrix.data[7] = -1;\r\n matrix.data[15] = 0; // Denotes a terrain texture.\r\n textureParams.push(new RealityTextureParam(undefined, matrix));\r\n }\r\n return new RealityTextureParams(textureParams);\r\n }\r\n\r\n public dispose(): void {\r\n disposeArray(this.params);\r\n }\r\n}\r\n/** @internal */\r\n\r\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\r\n public readonly uvParams: QBufferHandle2d;\r\n public readonly featureID?: number;\r\n public readonly normals?: BufferHandle;\r\n public readonly numBytesPerIndex: 1 | 2 | 4;\r\n\r\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, numBytesPerIndex: 1 | 2 | 4, featureID?: number) {\r\n super(positions, indices, numIndices);\r\n this.numBytesPerIndex = numBytesPerIndex;\r\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.uvParams = uvParams;\r\n\r\n if (undefined !== normals) {\r\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n if (normals.bytesUsed > 0)\r\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.normals = normals;\r\n }\r\n this.featureID = featureID;\r\n }\r\n\r\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: UintArray, normBuf: BufferHandle | undefined, featureID: number) {\r\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\r\n\r\n if (undefined === indBuf)\r\n return undefined;\r\n\r\n const bytesPerIndex = indices.BYTES_PER_ELEMENT;\r\n assert(1 === bytesPerIndex || 2 === bytesPerIndex || 4 === bytesPerIndex);\r\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, bytesPerIndex, featureID);\r\n\r\n }\r\n\r\n public static fromRealityMesh(params: RealityMeshParams) {\r\n const posBuf = QBufferHandle3d.create(params.positions.params, params.positions.points);\r\n const uvParamBuf = QBufferHandle2d.create(params.uvs.params, params.uvs.points);\r\n const normalBuf = params.normals ? BufferHandle.createArrayBuffer(params.normals) : undefined;\r\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, params.indices, normalBuf, params.featureID ?? 0);\r\n }\r\n\r\n public override get isDisposed(): boolean {\r\n return super.isDisposed && this.uvParams.isDisposed;\r\n }\r\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this.uvParams);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {\r\n public readonly hasTextures: boolean;\r\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\r\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\r\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\r\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\r\n public override get supportsThematicDisplay() { return true; }\r\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\r\n public get transform(): Transform | undefined { return this._transform; }\r\n\r\n private _realityMeshParams: RealityMeshGeometryParams;\r\n private readonly _indexType: GL.DataType;\r\n public textureParams: RealityTextureParams | undefined;\r\n private readonly _transform: Transform | undefined;\r\n public readonly baseColor: ColorDef | undefined;\r\n private _baseIsTransparent: boolean;\r\n private _isTerrain: boolean;\r\n private _disableTextureDisposal: boolean;\r\n\r\n private constructor(props: {\r\n realityMeshParams: RealityMeshGeometryParams;\r\n textureParams?: RealityTextureParams;\r\n transform?: Transform;\r\n baseColor?: ColorDef;\r\n baseIsTransparent: boolean;\r\n isTerrain: boolean;\r\n disableTextureDisposal: boolean;\r\n }) {\r\n super(props.realityMeshParams);\r\n this._realityMeshParams = props.realityMeshParams;\r\n this.textureParams = props.textureParams;\r\n this._transform = props.transform;\r\n this.baseColor = props.baseColor;\r\n this._baseIsTransparent = props.baseIsTransparent;\r\n this._isTerrain = props.isTerrain;\r\n this._disableTextureDisposal = props.disableTextureDisposal;\r\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\r\n\r\n const bytesPerIndex = props.realityMeshParams.numBytesPerIndex;\r\n this._indexType = 1 === bytesPerIndex ? GL.DataType.UnsignedByte : (2 === bytesPerIndex ? GL.DataType.UnsignedShort : GL.DataType.UnsignedInt);\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this._realityMeshParams);\r\n if (true !== this._disableTextureDisposal)\r\n dispose(this.textureParams);\r\n }\r\n\r\n public static createForTerrain(mesh: RealityMeshParams, transform: Transform | undefined, disableTextureDisposal = false) {\r\n const params = RealityMeshGeometryParams.fromRealityMesh(mesh);\r\n if (!params)\r\n return undefined;\r\n\r\n return new RealityMeshGeometry({\r\n realityMeshParams: params,\r\n transform,\r\n baseIsTransparent: false,\r\n isTerrain: true,\r\n disableTextureDisposal,\r\n });\r\n }\r\n\r\n public static createFromRealityMesh(realityMesh: RealityMeshParams, disableTextureDisposal = false): RealityMeshGeometry | undefined {\r\n const params = RealityMeshGeometryParams.fromRealityMesh(realityMesh);\r\n if (!params)\r\n return undefined;\r\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID ?? 0, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\r\n\r\n return new RealityMeshGeometry({realityMeshParams: params, textureParams: texture ? RealityTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal});\r\n }\r\n\r\n public getRange(): Range3d {\r\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\r\n }\r\n\r\n public static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\r\n const meshes = [];\r\n const textures = params.textures ?? [];\r\n const realityMesh = params.realityMesh as RealityMeshGeometry;\r\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\r\n\r\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\r\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\r\n // Collate the textures and classifiers layers into a single array.\r\n for (const texture of textures) {\r\n const layer = layers[texture.layerIndex];\r\n if (layer) {\r\n (layer as TerrainTexture[]).push(texture);\r\n } else {\r\n layers[texture.layerIndex] = [texture];\r\n }\r\n }\r\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\r\n\r\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\r\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n } else {\r\n let primaryLayer;\r\n while (primaryLayer === undefined)\r\n primaryLayer = layers.shift();\r\n if (!primaryLayer)\r\n return undefined;\r\n for (const primaryTexture of primaryLayer) {\r\n const targetRectangle = primaryTexture.targetRectangle;\r\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\r\n let layerTextures = [primaryTexture];\r\n for (const secondaryLayer of layers) {\r\n if (!secondaryLayer)\r\n continue;\r\n for (const secondaryTexture of secondaryLayer) {\r\n if (secondaryTexture instanceof ProjectedTexture) {\r\n layerTextures.push(secondaryTexture.clone(targetRectangle));\r\n } else {\r\n const secondaryRectangle = secondaryTexture.targetRectangle;\r\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\r\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\r\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\r\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\r\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\r\n\r\n if (secondaryTexture.clipRectangle)\r\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\r\n\r\n if (!textureRange.isNull && textureRange) {\r\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\r\n }\r\n }\r\n }\r\n }\r\n }\r\n while (layerTextures.length > texturesPerMesh) {\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n layerTextures = layerTextures.slice(texturesPerMesh);\r\n }\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n }\r\n }\r\n\r\n if (meshes.length === 0)\r\n return undefined;\r\n\r\n const branch = new GraphicBranch(true);\r\n for (const mesh of meshes) {\r\n const primitive = Primitive.create(mesh);\r\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\r\n }\r\n\r\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\r\n\r\n public override getPass(target: Target) {\r\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\r\n return \"translucent\";\r\n\r\n return \"opaque\";\r\n }\r\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\r\n\r\n public override draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, this._indexType, 0);\r\n this._params.buffers.unbind();\r\n }\r\n}\r\n"]}
@@ -3,6 +3,8 @@
3
3
  */
4
4
  import { PointCloudDisplaySettings, RealityModelDisplaySettings } from "@itwin/core-common";
5
5
  import { UniformHandle } from "./UniformHandle";
6
+ import { Range3d, Transform } from "@itwin/core-geometry";
7
+ import { Target } from "./Target";
6
8
  /** A Target keeps track of the current settings for drawing point clouds.
7
9
  * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing
8
10
  * a point cloud will also specify the settings for drawing that point cloud.
@@ -13,10 +15,17 @@ import { UniformHandle } from "./UniformHandle";
13
15
  export declare class PointCloudUniforms {
14
16
  syncKey: number;
15
17
  private _settings;
18
+ private _scaleFactor;
19
+ private _is3d;
16
20
  private readonly _vec4;
21
+ private readonly _edl1;
22
+ private readonly _edl2;
17
23
  constructor();
18
24
  update(settings: PointCloudDisplaySettings): void;
25
+ updateRange(range: Range3d | undefined, target: Target, xform: Transform, is3d: boolean): void;
19
26
  bind(uniform: UniformHandle): void;
27
+ bindEDL1(uniform: UniformHandle): void;
28
+ bindEDL2(uniform: UniformHandle): void;
20
29
  private initialize;
21
30
  }
22
31
  /** Uniforms affecting how reality models are drawn.
@@ -1 +1 @@
1
- {"version":3,"file":"RealityModelUniforms.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/RealityModelUniforms.ts"],"names":[],"mappings":"AAKA;;GAEG;AAEH,OAAO,EAAE,yBAAyB,EAAE,2BAA2B,EAAE,MAAM,oBAAoB,CAAC;AAC5F,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAGhD;;;;;;GAMG;AACH,qBAAa,kBAAkB;IACtB,OAAO,SAAK;IACnB,OAAO,CAAC,SAAS,CAAsC;IAOvD,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAuB;;IAMtC,MAAM,CAAC,QAAQ,EAAE,yBAAyB,GAAG,IAAI;IASjD,IAAI,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKzC,OAAO,CAAC,UAAU;CAMnB;AAED;;;;;;GAMG;AACH,qBAAa,oBAAoB;IAE/B,SAAgB,UAAU,qBAA4B;IACtD,OAAO,CAAC,iBAAiB,CAAO;IAEzB,MAAM,CAAC,QAAQ,EAAE,2BAA2B,GAAG,IAAI;IAKnD,oBAAoB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;CAG1D"}
1
+ {"version":3,"file":"RealityModelUniforms.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/RealityModelUniforms.ts"],"names":[],"mappings":"AAKA;;GAEG;AAEH,OAAO,EAAE,yBAAyB,EAAE,2BAA2B,EAAE,MAAM,oBAAoB,CAAC;AAC5F,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,OAAO,EAAE,SAAS,EAAY,MAAM,sBAAsB,CAAC;AACpE,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAElC;;;;;;GAMG;AACH,qBAAa,kBAAkB;IACtB,OAAO,SAAK;IACnB,OAAO,CAAC,SAAS,CAAsC;IACvD,OAAO,CAAC,YAAY,CAAO;IAC3B,OAAO,CAAC,KAAK,CAAQ;IAOrB,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAuB;IAM7C,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAuB;IAC7C,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAuB;;IAMtC,MAAM,CAAC,QAAQ,EAAE,yBAAyB,GAAG,IAAI;IASjD,WAAW,CAAC,KAAK,EAAE,OAAO,GAAG,SAAS,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,SAAS,EAAE,IAAI,EAAE,OAAO,GAAG,IAAI;IA0B9F,IAAI,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKlC,QAAQ,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKtC,QAAQ,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAK7C,OAAO,CAAC,UAAU;CAgBnB;AAED;;;;;;GAMG;AACH,qBAAa,oBAAoB;IAE/B,SAAgB,UAAU,qBAA4B;IACtD,OAAO,CAAC,iBAAiB,CAAO;IAEzB,MAAM,CAAC,QAAQ,EAAE,2BAA2B,GAAG,IAAI;IAKnD,oBAAoB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;CAG1D"}
@@ -7,6 +7,7 @@
7
7
  */
8
8
  import { PointCloudDisplaySettings } from "@itwin/core-common";
9
9
  import { desync, sync } from "./Sync";
10
+ import { Vector3d } from "@itwin/core-geometry";
10
11
  /** A Target keeps track of the current settings for drawing point clouds.
11
12
  * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing
12
13
  * a point cloud will also specify the settings for drawing that point cloud.
@@ -18,12 +19,20 @@ export class PointCloudUniforms {
18
19
  constructor() {
19
20
  this.syncKey = 0;
20
21
  this._settings = PointCloudDisplaySettings.defaults;
22
+ this._scaleFactor = 8.0;
23
+ this._is3d = true;
21
24
  // vec3 u_pointSize
22
25
  // x = fixed point size in pixels if > 0, else scale applied to voxel size (negated).
23
26
  // y = minimum size in pixels if using voxel size.
24
27
  // z = maximum size in pixels if using voxel size
25
28
  // w = 1.0 if drawing square points, 0.0 if round.
26
29
  this._vec4 = new Float32Array(4);
30
+ // x = strength - 0.0 disables EDL
31
+ // y = radius
32
+ // z =
33
+ // w =
34
+ this._edl1 = new Float32Array(4);
35
+ this._edl2 = new Float32Array(4);
27
36
  this.initialize(this._settings);
28
37
  }
29
38
  update(settings) {
@@ -33,15 +42,56 @@ export class PointCloudUniforms {
33
42
  desync(this);
34
43
  this.initialize(settings);
35
44
  }
45
+ updateRange(range, target, xform, is3d) {
46
+ let rangeFactor = 8.0; // default to min scale factor of 8
47
+ const near = target.uniforms.frustum.nearPlane;
48
+ const far = target.uniforms.frustum.farPlane;
49
+ const viewDepth = far - near;
50
+ if (range !== undefined) {
51
+ const scale = xform.matrix;
52
+ // calculate a "normalized" strength factor based on the size of the point cloud versus the current viewing depth
53
+ // from the matrix, only care about scaling factor here (entries 0,4,8) to scale the range lengths
54
+ // then use the largest length component as the reference for the size of the point cloud
55
+ const rangeScale = Vector3d.create(scale.coffs[0] * range.xLength(), scale.coffs[4] * range.xLength(), scale.coffs[8] * range.xLength()).maxAbs();
56
+ // limit the viewDepth/rangeScale ratio to min of 10 to still get reasonable factors when close to and inside the model
57
+ rangeFactor = Math.log(Math.max(10, viewDepth / rangeScale));
58
+ }
59
+ const zoomFactor = Math.log(far / near); // compensate for zoom level
60
+ const winSizeFactor = Math.pow(1.8440033, Math.log2(2226 / target.uniforms.viewRect.width)); // compensate for window size
61
+ const scaleFactor = (rangeFactor + zoomFactor) / winSizeFactor;
62
+ if (this._scaleFactor === scaleFactor && this._is3d === is3d)
63
+ return;
64
+ this._scaleFactor = scaleFactor;
65
+ this._is3d = is3d;
66
+ desync(this);
67
+ this.initialize(this._settings);
68
+ }
36
69
  bind(uniform) {
37
70
  if (!sync(this, uniform))
38
71
  uniform.setUniform4fv(this._vec4);
39
72
  }
73
+ bindEDL1(uniform) {
74
+ if (!sync(this, uniform))
75
+ uniform.setUniform4fv(this._edl1);
76
+ }
77
+ bindEDL2(uniform) {
78
+ if (!sync(this, uniform))
79
+ uniform.setUniform4fv(this._edl2);
80
+ }
40
81
  initialize(settings) {
82
+ var _a, _b, _c;
41
83
  this._vec4[0] = "pixel" === settings.sizeMode ? settings.pixelSize : -settings.voxelScale;
42
84
  this._vec4[1] = settings.minPixelsPerVoxel;
43
85
  this._vec4[2] = settings.maxPixelsPerVoxel;
44
86
  this._vec4[3] = "square" === settings.shape ? 1 : 0;
87
+ this._edl1[0] = settings.edlStrength;
88
+ this._edl1[1] = settings.edlRadius;
89
+ this._edl1[2] = this._scaleFactor;
90
+ this._edl1[3] = this._is3d ? 1 : 0;
91
+ this._edl2[0] = (_a = settings === null || settings === void 0 ? void 0 : settings.edlMixWts1) !== null && _a !== void 0 ? _a : 1.0;
92
+ this._edl2[1] = (_b = settings === null || settings === void 0 ? void 0 : settings.edlMixWts2) !== null && _b !== void 0 ? _b : 0.5;
93
+ this._edl2[2] = (_c = settings === null || settings === void 0 ? void 0 : settings.edlMixWts4) !== null && _c !== void 0 ? _c : 0.25;
94
+ this._edl2[3] = 0;
45
95
  }
46
96
  }
47
97
  /** Uniforms affecting how reality models are drawn.
@@ -1 +1 @@
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { PointCloudDisplaySettings, RealityModelDisplaySettings } from \"@itwin/core-common\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { desync, sync } from \"./Sync\";\r\n\r\n/** A Target keeps track of the current settings for drawing point clouds.\r\n * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing\r\n * a point cloud will also specify the settings for drawing that point cloud.\r\n * This permits the same point cloud graphics to be rendered differently in different viewports.\r\n * In future these uniforms will include eye-dome lighting.\r\n * @internal\r\n */\r\nexport class PointCloudUniforms {\r\n public syncKey = 0;\r\n private _settings = PointCloudDisplaySettings.defaults;\r\n\r\n // vec3 u_pointSize\r\n // x = fixed point size in pixels if > 0, else scale applied to voxel size (negated).\r\n // y = minimum size in pixels if using voxel size.\r\n // z = maximum size in pixels if using voxel size\r\n // w = 1.0 if drawing square points, 0.0 if round.\r\n private readonly _vec4 = new Float32Array(4);\r\n\r\n public constructor() {\r\n this.initialize(this._settings);\r\n }\r\n\r\n public update(settings: PointCloudDisplaySettings): void {\r\n if (this._settings.equals(settings))\r\n return;\r\n\r\n this._settings = settings;\r\n desync(this);\r\n this.initialize(settings);\r\n }\r\n\r\n public bind(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform4fv(this._vec4);\r\n }\r\n\r\n private initialize(settings: PointCloudDisplaySettings): void {\r\n this._vec4[0] = \"pixel\" === settings.sizeMode ? settings.pixelSize : -settings.voxelScale;\r\n this._vec4[1] = settings.minPixelsPerVoxel;\r\n this._vec4[2] = settings.maxPixelsPerVoxel;\r\n this._vec4[3] = \"square\" === settings.shape ? 1 : 0;\r\n }\r\n}\r\n\r\n/** Uniforms affecting how reality models are drawn.\r\n * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing\r\n * a reality model will also specify the settings for drawing that reality model.\r\n * This permits the same reality model graphics to be rendered differently in different viewports.\r\n * In future these uniforms may include additional settings for reality meshes - currently only the override color ratio applies to them.\r\n * @internal\r\n */\r\nexport class RealityModelUniforms {\r\n // ###TODO when we need it: public readonly mesh = new RealityMeshUniforms();\r\n public readonly pointCloud = new PointCloudUniforms();\r\n private _overrideColorMix = 0.5;\r\n\r\n public update(settings: RealityModelDisplaySettings): void {\r\n this._overrideColorMix = settings.overrideColorRatio;\r\n this.pointCloud.update(settings.pointCloud);\r\n }\r\n\r\n public bindOverrideColorMix(uniform: UniformHandle): void {\r\n uniform.setUniform1f(this._overrideColorMix);\r\n }\r\n}\r\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { PointCloudDisplaySettings, RealityModelDisplaySettings } from \"@itwin/core-common\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { desync, sync } from \"./Sync\";\r\nimport { Range3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Target } from \"./Target\";\r\n\r\n/** A Target keeps track of the current settings for drawing point clouds.\r\n * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing\r\n * a point cloud will also specify the settings for drawing that point cloud.\r\n * This permits the same point cloud graphics to be rendered differently in different viewports.\r\n * In future these uniforms will include eye-dome lighting.\r\n * @internal\r\n */\r\nexport class PointCloudUniforms {\r\n public syncKey = 0;\r\n private _settings = PointCloudDisplaySettings.defaults;\r\n private _scaleFactor = 8.0;\r\n private _is3d = true;\r\n\r\n // vec3 u_pointSize\r\n // x = fixed point size in pixels if > 0, else scale applied to voxel size (negated).\r\n // y = minimum size in pixels if using voxel size.\r\n // z = maximum size in pixels if using voxel size\r\n // w = 1.0 if drawing square points, 0.0 if round.\r\n private readonly _vec4 = new Float32Array(4);\r\n\r\n // x = strength - 0.0 disables EDL\r\n // y = radius\r\n // z =\r\n // w =\r\n private readonly _edl1 = new Float32Array(4);\r\n private readonly _edl2 = new Float32Array(4);\r\n\r\n public constructor() {\r\n this.initialize(this._settings);\r\n }\r\n\r\n public update(settings: PointCloudDisplaySettings): void {\r\n if (this._settings.equals(settings))\r\n return;\r\n\r\n this._settings = settings;\r\n desync(this);\r\n this.initialize(settings);\r\n }\r\n\r\n public updateRange(range: Range3d | undefined, target: Target, xform: Transform, is3d: boolean): void {\r\n let rangeFactor = 8.0; // default to min scale factor of 8\r\n const near = target.uniforms.frustum.nearPlane;\r\n const far = target.uniforms.frustum.farPlane;\r\n const viewDepth = far - near;\r\n if (range !== undefined) {\r\n const scale = xform.matrix;\r\n // calculate a \"normalized\" strength factor based on the size of the point cloud versus the current viewing depth\r\n // from the matrix, only care about scaling factor here (entries 0,4,8) to scale the range lengths\r\n // then use the largest length component as the reference for the size of the point cloud\r\n const rangeScale = Vector3d.create(scale.coffs[0] * range.xLength(), scale.coffs[4] * range.xLength(), scale.coffs[8] * range.xLength()).maxAbs();\r\n // limit the viewDepth/rangeScale ratio to min of 10 to still get reasonable factors when close to and inside the model\r\n rangeFactor = Math.log (Math.max (10, viewDepth / rangeScale));\r\n }\r\n const zoomFactor = Math.log (far / near); // compensate for zoom level\r\n const winSizeFactor = Math.pow (1.8440033, Math.log2 (2226 / target.uniforms.viewRect.width)); // compensate for window size\r\n const scaleFactor = (rangeFactor + zoomFactor) / winSizeFactor;\r\n\r\n if (this._scaleFactor === scaleFactor && this._is3d === is3d)\r\n return;\r\n this._scaleFactor = scaleFactor;\r\n this._is3d = is3d;\r\n desync(this);\r\n this.initialize(this._settings);\r\n }\r\n\r\n public bind(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform4fv(this._vec4);\r\n }\r\n\r\n public bindEDL1(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform4fv(this._edl1);\r\n }\r\n\r\n public bindEDL2(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform4fv(this._edl2);\r\n }\r\n\r\n private initialize(settings: PointCloudDisplaySettings): void {\r\n this._vec4[0] = \"pixel\" === settings.sizeMode ? settings.pixelSize : -settings.voxelScale;\r\n this._vec4[1] = settings.minPixelsPerVoxel;\r\n this._vec4[2] = settings.maxPixelsPerVoxel;\r\n this._vec4[3] = \"square\" === settings.shape ? 1 : 0;\r\n\r\n this._edl1[0] = settings.edlStrength;\r\n this._edl1[1] = settings.edlRadius;\r\n this._edl1[2] = this._scaleFactor;\r\n this._edl1[3] = this._is3d ? 1 : 0;\r\n\r\n this._edl2[0] = settings?.edlMixWts1 ?? 1.0;\r\n this._edl2[1] = settings?.edlMixWts2 ?? 0.5;\r\n this._edl2[2] = settings?.edlMixWts4 ?? 0.25;\r\n this._edl2[3] = 0;\r\n }\r\n}\r\n\r\n/** Uniforms affecting how reality models are drawn.\r\n * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing\r\n * a reality model will also specify the settings for drawing that reality model.\r\n * This permits the same reality model graphics to be rendered differently in different viewports.\r\n * In future these uniforms may include additional settings for reality meshes - currently only the override color ratio applies to them.\r\n * @internal\r\n */\r\nexport class RealityModelUniforms {\r\n // ###TODO when we need it: public readonly mesh = new RealityMeshUniforms();\r\n public readonly pointCloud = new PointCloudUniforms();\r\n private _overrideColorMix = 0.5;\r\n\r\n public update(settings: RealityModelDisplaySettings): void {\r\n this._overrideColorMix = settings.overrideColorRatio;\r\n this.pointCloud.update(settings.pointCloud);\r\n }\r\n\r\n public bindOverrideColorMix(uniform: UniformHandle): void {\r\n uniform.setUniform1f(this._overrideColorMix);\r\n }\r\n}\r\n"]}
@@ -22,7 +22,7 @@ export declare class RenderBuffer implements WebGLDisposable {
22
22
  private static unbind;
23
23
  }
24
24
  /**
25
- * A RenderBuffer for doing antialiasing (multisampling). Used by WebGL2 only.
25
+ * A RenderBuffer for doing antialiasing (multisampling).
26
26
  * @internal
27
27
  */
28
28
  export declare class RenderBufferMultiSample implements WebGLDisposable {
@@ -1 +1 @@
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+ {"version":3,"file":"RenderBuffer.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/RenderBuffer.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,EAAE,EAAE,MAAM,MAAM,CAAC;AAQ1B,gBAAgB;AAChB,qBAAa,YAAa,YAAW,eAAe;IAClD,OAAO,CAAC,SAAS,CAAC,CAAoB;IACtC,OAAO,CAAC,UAAU,CAAK;IACvB,OAAO,CAAC,MAAM,CAAS;IACvB,OAAO,CAAC,OAAO,CAAS;IAExB,IAAW,SAAS,IAAI,MAAM,CAA4B;IAC1D,IAAW,KAAK,IAAI,MAAM,CAAwB;IAClD,IAAW,MAAM,IAAI,MAAM,CAAyB;IAE7C,SAAS;WAEF,MAAM,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,yBAA0C;IAgBpG,IAAW,UAAU,IAAI,OAAO,CAAoE;IAE7F,OAAO,IAAI,IAAI;IAQf,IAAI;IAOX,OAAO;IAOP,OAAO,CAAC,MAAM,CAAC,UAAU;IACzB,OAAO,CAAC,MAAM,CAAC,MAAM;CACtB;AAED;;;GAGG;AACH,qBAAa,uBAAwB,YAAW,eAAe;IAC7D,OAAO,CAAC,SAAS,CAAC,CAAoB;IACtC,OAAO,CAAC,UAAU,CAAK;IACvB,OAAO,CAAC,MAAM,CAAS;IACvB,OAAO,CAAC,OAAO,CAAS;IACxB,OAAO,CAAC,QAAQ,CAAkB;IAElC,IAAW,SAAS,IAAI,MAAM,CAA4B;IAC1D,IAAW,KAAK,IAAI,MAAM,CAAwB;IAClD,IAAW,MAAM,IAAI,MAAM,CAAyB;IACpD,IAAW,OAAO,IAAI,OAAO,CAA0B;IAChD,eAAe,CAAC,KAAK,EAAE,OAAO;IAI9B,SAAS;WAEF,MAAM,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM;IActF,IAAW,UAAU,IAAI,OAAO,CAAoE;IAE7F,OAAO,IAAI,IAAI;IAOf,IAAI;IAOX,OAAO;IAOP,OAAO,CAAC,MAAM,CAAC,UAAU;IACzB,OAAO,CAAC,MAAM,CAAC,MAAM;CACtB"}
@@ -55,7 +55,7 @@ export class RenderBuffer {
55
55
  static unbind() { this.bindBuffer(null); }
56
56
  }
57
57
  /**
58
- * A RenderBuffer for doing antialiasing (multisampling). Used by WebGL2 only.
58
+ * A RenderBuffer for doing antialiasing (multisampling).
59
59
  * @internal
60
60
  */
61
61
  export class RenderBufferMultiSample {
@@ -78,9 +78,8 @@ export class RenderBufferMultiSample {
78
78
  static create(width, height, format, numSamples) {
79
79
  const gl = System.instance.context;
80
80
  const glBuffer = gl.createRenderbuffer();
81
- if (null === glBuffer) {
81
+ if (null === glBuffer)
82
82
  return undefined;
83
- }
84
83
  assert(0 < width && 0 < height);
85
84
  RenderBufferMultiSample.bindBuffer(glBuffer);
86
85
  gl.renderbufferStorageMultisample(GL.RenderBuffer.TARGET, numSamples, format, width, height);
@@ -1 +1 @@
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { GL } from \"./GL\";\r\nimport { System } from \"./System\";\r\n\r\nfunction computeBytesUsed(width: number, height: number, format: GL.RenderBuffer.Format, numSamples: number): number {\r\n const bytesPerPixel = (GL.RenderBuffer.Format.DepthComponent16 === format ? 2 : 4);\r\n return width * height * bytesPerPixel * numSamples;\r\n}\r\n\r\n/** @internal */\r\nexport class RenderBuffer implements WebGLDisposable {\r\n private _glBuffer?: WebGLRenderbuffer;\r\n private _bytesUsed = 0;\r\n private _width: number;\r\n private _height: number;\r\n\r\n public get bytesUsed(): number { return this._bytesUsed; }\r\n public get width(): number { return this._width; }\r\n public get height(): number { return this._height; }\r\n\r\n public getHandle() { return this._glBuffer; }\r\n\r\n public static create(width: number, height: number, format = GL.RenderBuffer.Format.DepthComponent16) {\r\n const gl = System.instance.context;\r\n\r\n const glBuffer = gl.createRenderbuffer();\r\n if (null === glBuffer) {\r\n return undefined;\r\n }\r\n\r\n assert(0 < width && 0 < height);\r\n RenderBuffer.bindBuffer(glBuffer);\r\n gl.renderbufferStorage(GL.RenderBuffer.TARGET, format, width, height);\r\n RenderBuffer.unbind();\r\n\r\n return new RenderBuffer(glBuffer, width, height, computeBytesUsed(width, height, format, 1));\r\n }\r\n\r\n public get isDisposed(): boolean { return this._glBuffer === undefined || this._glBuffer === null; }\r\n\r\n public dispose(): void {\r\n if (!this.isDisposed) {\r\n System.instance.context.deleteRenderbuffer(this._glBuffer!);\r\n this._glBuffer = undefined;\r\n this._bytesUsed = 0;\r\n }\r\n }\r\n\r\n public bind() {\r\n assert(undefined !== this._glBuffer);\r\n if (undefined !== this._glBuffer) {\r\n RenderBuffer.bindBuffer(this._glBuffer);\r\n }\r\n }\r\n\r\n private constructor(glBuffer: WebGLRenderbuffer, width: number, height: number, bytesUsed: number) {\r\n this._glBuffer = glBuffer;\r\n this._bytesUsed = bytesUsed;\r\n this._width = width;\r\n this._height = height;\r\n }\r\n\r\n private static bindBuffer(glBuffer: WebGLRenderbuffer | null) { System.instance.context.bindRenderbuffer(GL.RenderBuffer.TARGET, glBuffer); }\r\n private static unbind() { this.bindBuffer(null); }\r\n}\r\n\r\n/**\r\n * A RenderBuffer for doing antialiasing (multisampling). Used by WebGL2 only.\r\n * @internal\r\n */\r\nexport class RenderBufferMultiSample implements WebGLDisposable {\r\n private _glBuffer?: WebGLRenderbuffer;\r\n private _bytesUsed = 0;\r\n private _width: number;\r\n private _height: number;\r\n private _isDirty: boolean = false;\r\n\r\n public get bytesUsed(): number { return this._bytesUsed; }\r\n public get width(): number { return this._width; }\r\n public get height(): number { return this._height; }\r\n public get isDirty(): boolean { return this._isDirty; }\r\n public markBufferDirty(dirty: boolean) {\r\n this._isDirty = dirty;\r\n }\r\n\r\n public getHandle() { return this._glBuffer; }\r\n\r\n public static create(width: number, height: number, format: number, numSamples: number) {\r\n const gl = System.instance.context as WebGL2RenderingContext;\r\n\r\n const glBuffer = gl.createRenderbuffer();\r\n if (null === glBuffer) {\r\n return undefined;\r\n }\r\n\r\n assert(0 < width && 0 < height);\r\n RenderBufferMultiSample.bindBuffer(glBuffer);\r\n gl.renderbufferStorageMultisample(GL.RenderBuffer.TARGET, numSamples, format, width, height);\r\n RenderBufferMultiSample.unbind();\r\n\r\n return new RenderBufferMultiSample(glBuffer, width, height, computeBytesUsed(width, height, format, numSamples));\r\n }\r\n\r\n public get isDisposed(): boolean { return this._glBuffer === undefined || this._glBuffer === null; }\r\n\r\n public dispose(): void {\r\n if (!this.isDisposed) {\r\n System.instance.context.deleteRenderbuffer(this._glBuffer!);\r\n this._glBuffer = undefined;\r\n }\r\n }\r\n\r\n public bind() {\r\n assert(undefined !== this._glBuffer);\r\n if (undefined !== this._glBuffer) {\r\n RenderBufferMultiSample.bindBuffer(this._glBuffer);\r\n }\r\n }\r\n\r\n private constructor(glBuffer: WebGLRenderbuffer, width: number, height: number, bytesUsed: number) {\r\n this._glBuffer = glBuffer;\r\n this._bytesUsed = bytesUsed;\r\n this._width = width;\r\n this._height = height;\r\n }\r\n\r\n private static bindBuffer(glBuffer: WebGLRenderbuffer | null) { System.instance.context.bindRenderbuffer(GL.RenderBuffer.TARGET, glBuffer); }\r\n private static unbind() { this.bindBuffer(null); }\r\n}\r\n"]}
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { GL } from \"./GL\";\r\nimport { System } from \"./System\";\r\n\r\nfunction computeBytesUsed(width: number, height: number, format: GL.RenderBuffer.Format, numSamples: number): number {\r\n const bytesPerPixel = (GL.RenderBuffer.Format.DepthComponent16 === format ? 2 : 4);\r\n return width * height * bytesPerPixel * numSamples;\r\n}\r\n\r\n/** @internal */\r\nexport class RenderBuffer implements WebGLDisposable {\r\n private _glBuffer?: WebGLRenderbuffer;\r\n private _bytesUsed = 0;\r\n private _width: number;\r\n private _height: number;\r\n\r\n public get bytesUsed(): number { return this._bytesUsed; }\r\n public get width(): number { return this._width; }\r\n public get height(): number { return this._height; }\r\n\r\n public getHandle() { return this._glBuffer; }\r\n\r\n public static create(width: number, height: number, format = GL.RenderBuffer.Format.DepthComponent16) {\r\n const gl = System.instance.context;\r\n\r\n const glBuffer = gl.createRenderbuffer();\r\n if (null === glBuffer) {\r\n return undefined;\r\n }\r\n\r\n assert(0 < width && 0 < height);\r\n RenderBuffer.bindBuffer(glBuffer);\r\n gl.renderbufferStorage(GL.RenderBuffer.TARGET, format, width, height);\r\n RenderBuffer.unbind();\r\n\r\n return new RenderBuffer(glBuffer, width, height, computeBytesUsed(width, height, format, 1));\r\n }\r\n\r\n public get isDisposed(): boolean { return this._glBuffer === undefined || this._glBuffer === null; }\r\n\r\n public dispose(): void {\r\n if (!this.isDisposed) {\r\n System.instance.context.deleteRenderbuffer(this._glBuffer!);\r\n this._glBuffer = undefined;\r\n this._bytesUsed = 0;\r\n }\r\n }\r\n\r\n public bind() {\r\n assert(undefined !== this._glBuffer);\r\n if (undefined !== this._glBuffer) {\r\n RenderBuffer.bindBuffer(this._glBuffer);\r\n }\r\n }\r\n\r\n private constructor(glBuffer: WebGLRenderbuffer, width: number, height: number, bytesUsed: number) {\r\n this._glBuffer = glBuffer;\r\n this._bytesUsed = bytesUsed;\r\n this._width = width;\r\n this._height = height;\r\n }\r\n\r\n private static bindBuffer(glBuffer: WebGLRenderbuffer | null) { System.instance.context.bindRenderbuffer(GL.RenderBuffer.TARGET, glBuffer); }\r\n private static unbind() { this.bindBuffer(null); }\r\n}\r\n\r\n/**\r\n * A RenderBuffer for doing antialiasing (multisampling).\r\n * @internal\r\n */\r\nexport class RenderBufferMultiSample implements WebGLDisposable {\r\n private _glBuffer?: WebGLRenderbuffer;\r\n private _bytesUsed = 0;\r\n private _width: number;\r\n private _height: number;\r\n private _isDirty: boolean = false;\r\n\r\n public get bytesUsed(): number { return this._bytesUsed; }\r\n public get width(): number { return this._width; }\r\n public get height(): number { return this._height; }\r\n public get isDirty(): boolean { return this._isDirty; }\r\n public markBufferDirty(dirty: boolean) {\r\n this._isDirty = dirty;\r\n }\r\n\r\n public getHandle() { return this._glBuffer; }\r\n\r\n public static create(width: number, height: number, format: number, numSamples: number) {\r\n const gl = System.instance.context;\r\n const glBuffer = gl.createRenderbuffer();\r\n if (null === glBuffer)\r\n return undefined;\r\n\r\n assert(0 < width && 0 < height);\r\n RenderBufferMultiSample.bindBuffer(glBuffer);\r\n gl.renderbufferStorageMultisample(GL.RenderBuffer.TARGET, numSamples, format, width, height);\r\n RenderBufferMultiSample.unbind();\r\n\r\n return new RenderBufferMultiSample(glBuffer, width, height, computeBytesUsed(width, height, format, numSamples));\r\n }\r\n\r\n public get isDisposed(): boolean { return this._glBuffer === undefined || this._glBuffer === null; }\r\n\r\n public dispose(): void {\r\n if (!this.isDisposed) {\r\n System.instance.context.deleteRenderbuffer(this._glBuffer!);\r\n this._glBuffer = undefined;\r\n }\r\n }\r\n\r\n public bind() {\r\n assert(undefined !== this._glBuffer);\r\n if (undefined !== this._glBuffer) {\r\n RenderBufferMultiSample.bindBuffer(this._glBuffer);\r\n }\r\n }\r\n\r\n private constructor(glBuffer: WebGLRenderbuffer, width: number, height: number, bytesUsed: number) {\r\n this._glBuffer = glBuffer;\r\n this._bytesUsed = bytesUsed;\r\n this._width = width;\r\n this._height = height;\r\n }\r\n\r\n private static bindBuffer(glBuffer: WebGLRenderbuffer | null) { System.instance.context.bindRenderbuffer(GL.RenderBuffer.TARGET, glBuffer); }\r\n private static unbind() { this.bindBuffer(null); }\r\n}\r\n"]}
@@ -67,7 +67,8 @@ export declare class RenderCommands implements Iterable<DrawCommands> {
67
67
  pushAndPopState(state: BranchState, func: () => void): void;
68
68
  clear(): void;
69
69
  private _clearCommands;
70
- initForPickOverlays(sceneOverlays: GraphicList, overlayDecorations: GraphicList | undefined): void;
70
+ private initForPickOverlayDecorations;
71
+ initForPickOverlays(sceneOverlays: GraphicList, worldOverlayDecorations: GraphicList | undefined, viewOverlayDecorations: GraphicList | undefined): void;
71
72
  initForReadPixels(gfx: TargetGraphics): void;
72
73
  initForRender(gfx: TargetGraphics): void;
73
74
  addPrimitive(prim: Primitive): void;
@@ -1 +1 @@
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