@itwin/core-frontend 4.0.0-dev.77 → 4.0.0-dev.80

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 (879) hide show
  1. package/lib/cjs/AccuDraw.js.map +1 -1
  2. package/lib/cjs/AccuSnap.js.map +1 -1
  3. package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
  4. package/lib/cjs/ApproximateTerrainHeightsProps.js.map +1 -1
  5. package/lib/cjs/AuxCoordSys.js.map +1 -1
  6. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  7. package/lib/cjs/BingLocation.js.map +1 -1
  8. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  9. package/lib/cjs/BriefcaseTxns.js.map +1 -1
  10. package/lib/cjs/CategorySelectorState.js.map +1 -1
  11. package/lib/cjs/ChangeFlags.js.map +1 -1
  12. package/lib/cjs/CheckpointConnection.js.map +1 -1
  13. package/lib/cjs/CoordSystem.js.map +1 -1
  14. package/lib/cjs/DecorationsCache.js.map +1 -1
  15. package/lib/cjs/DevTools.js.map +1 -1
  16. package/lib/cjs/DisplayStyleState.js.map +1 -1
  17. package/lib/cjs/DrawingViewState.js +5 -5
  18. package/lib/cjs/DrawingViewState.js.map +1 -1
  19. package/lib/cjs/ElementLocateManager.js.map +1 -1
  20. package/lib/cjs/EmphasizeElements.js.map +1 -1
  21. package/lib/cjs/EntityState.js.map +1 -1
  22. package/lib/cjs/EnvironmentDecorations.d.ts +2 -2
  23. package/lib/cjs/EnvironmentDecorations.d.ts.map +1 -1
  24. package/lib/cjs/EnvironmentDecorations.js +10 -6
  25. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  26. package/lib/cjs/FeatureOverrideProvider.js.map +1 -1
  27. package/lib/cjs/FlashSettings.js.map +1 -1
  28. package/lib/cjs/FrontendHubAccess.js.map +1 -1
  29. package/lib/cjs/FrontendLoggerCategory.js.map +1 -1
  30. package/lib/cjs/Frustum2d.js.map +1 -1
  31. package/lib/cjs/FrustumAnimator.js.map +1 -1
  32. package/lib/cjs/FuzzySearch.js.map +1 -1
  33. package/lib/cjs/GeoServices.js.map +1 -1
  34. package/lib/cjs/GlobeAnimator.js.map +1 -1
  35. package/lib/cjs/GraphicalEditingScope.js.map +1 -1
  36. package/lib/cjs/HitDetail.js.map +1 -1
  37. package/lib/cjs/IModelApp.js.map +1 -1
  38. package/lib/cjs/IModelConnection.js +23 -23
  39. package/lib/cjs/IModelConnection.js.map +1 -1
  40. package/lib/cjs/IModelRoutingContext.js.map +1 -1
  41. package/lib/cjs/IModeljs-css.js +133 -133
  42. package/lib/cjs/IModeljs-css.js.map +1 -1
  43. package/lib/cjs/ImageUtil.js.map +1 -1
  44. package/lib/cjs/IpcApp.js.map +1 -1
  45. package/lib/cjs/LinePlaneIntersect.js.map +1 -1
  46. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  47. package/lib/cjs/MarginPercent.js.map +1 -1
  48. package/lib/cjs/Marker.js.map +1 -1
  49. package/lib/cjs/ModelSelectorState.js.map +1 -1
  50. package/lib/cjs/NativeApp.js.map +1 -1
  51. package/lib/cjs/NativeAppLogger.js.map +1 -1
  52. package/lib/cjs/NoRenderApp.js.map +1 -1
  53. package/lib/cjs/NotificationManager.js.map +1 -1
  54. package/lib/cjs/PerModelCategoryVisibility.js.map +1 -1
  55. package/lib/cjs/PlanarClipMaskState.js.map +1 -1
  56. package/lib/cjs/RealityDataSource.js.map +1 -1
  57. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
  58. package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
  59. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
  60. package/lib/cjs/SelectionSet.js.map +1 -1
  61. package/lib/cjs/SheetViewState.js.map +1 -1
  62. package/lib/cjs/SpatialViewState.js.map +1 -1
  63. package/lib/cjs/Sprites.js.map +1 -1
  64. package/lib/cjs/StandardView.js.map +1 -1
  65. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  66. package/lib/cjs/TentativePoint.js.map +1 -1
  67. package/lib/cjs/Tiles.js.map +1 -1
  68. package/lib/cjs/UserPreferences.js.map +1 -1
  69. package/lib/cjs/ViewAnimation.js.map +1 -1
  70. package/lib/cjs/ViewContext.js.map +1 -1
  71. package/lib/cjs/ViewCreator2d.js.map +1 -1
  72. package/lib/cjs/ViewCreator3d.js.map +1 -1
  73. package/lib/cjs/ViewGlobalLocation.js.map +1 -1
  74. package/lib/cjs/ViewManager.js.map +1 -1
  75. package/lib/cjs/ViewPose.js.map +1 -1
  76. package/lib/cjs/ViewRect.js.map +1 -1
  77. package/lib/cjs/ViewState.js.map +1 -1
  78. package/lib/cjs/ViewStatus.js.map +1 -1
  79. package/lib/cjs/ViewingSpace.js.map +1 -1
  80. package/lib/cjs/Viewport.js.map +1 -1
  81. package/lib/cjs/ViewportSync.js.map +1 -1
  82. package/lib/cjs/WebWorkerManager.js.map +1 -1
  83. package/lib/cjs/core-frontend.js.map +1 -1
  84. package/lib/cjs/extension/Extension.js.map +1 -1
  85. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
  86. package/lib/cjs/extension/ExtensionHost.js.map +1 -1
  87. package/lib/cjs/extension/ExtensionImpl.js.map +1 -1
  88. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  89. package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
  90. package/lib/cjs/extension/providers/LocalExtensionProvider.js.map +1 -1
  91. package/lib/cjs/extension/providers/RemoteExtensionProvider.js.map +1 -1
  92. package/lib/cjs/gltf/GltfModel.js.map +1 -1
  93. package/lib/cjs/gltf/GltfParser.js.map +1 -1
  94. package/lib/cjs/gltf/GltfSchema.js.map +1 -1
  95. package/lib/cjs/properties/AngleDescription.js.map +1 -1
  96. package/lib/cjs/properties/FormattedQuantityDescription.js.map +1 -1
  97. package/lib/cjs/properties/LengthDescription.js.map +1 -1
  98. package/lib/cjs/public/scripts/checkbrowser.js +24 -24
  99. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  100. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
  101. package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js.map +1 -1
  102. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  103. package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.js.map +1 -1
  104. package/lib/cjs/quantity-formatting/UnitsData.js.map +1 -1
  105. package/lib/cjs/render/CanvasDecoration.js.map +1 -1
  106. package/lib/cjs/render/Decorations.js.map +1 -1
  107. package/lib/cjs/render/FeatureSymbology.js.map +1 -1
  108. package/lib/cjs/render/FrameStats.js.map +1 -1
  109. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  110. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  111. package/lib/cjs/render/GraphicPrimitive.js.map +1 -1
  112. package/lib/cjs/render/InstancedGraphicParams.js.map +1 -1
  113. package/lib/cjs/render/MockRender.js.map +1 -1
  114. package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
  115. package/lib/cjs/render/Pixel.js.map +1 -1
  116. package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -1
  117. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  118. package/lib/cjs/render/RenderClipVolume.js.map +1 -1
  119. package/lib/cjs/render/RenderGraphic.js.map +1 -1
  120. package/lib/cjs/render/RenderMaterial.js.map +1 -1
  121. package/lib/cjs/render/RenderMemory.js.map +1 -1
  122. package/lib/cjs/render/RenderPlan.d.ts +14 -2
  123. package/lib/cjs/render/RenderPlan.d.ts.map +1 -1
  124. package/lib/cjs/render/RenderPlan.js +33 -4
  125. package/lib/cjs/render/RenderPlan.js.map +1 -1
  126. package/lib/cjs/render/RenderPlanarClassifier.js.map +1 -1
  127. package/lib/cjs/render/RenderSystem.js.map +1 -1
  128. package/lib/cjs/render/RenderTarget.js.map +1 -1
  129. package/lib/cjs/render/RenderTexture.js.map +1 -1
  130. package/lib/cjs/render/Scene.js.map +1 -1
  131. package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
  132. package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -1
  133. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  134. package/lib/cjs/render/primitives/AuxChannelTable.js.map +1 -1
  135. package/lib/cjs/render/primitives/ColorMap.js.map +1 -1
  136. package/lib/cjs/render/primitives/DisplayParams.js.map +1 -1
  137. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
  138. package/lib/cjs/render/primitives/PointCloudPrimitive.js.map +1 -1
  139. package/lib/cjs/render/primitives/PointStringParams.js.map +1 -1
  140. package/lib/cjs/render/primitives/Polyface.js.map +1 -1
  141. package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
  142. package/lib/cjs/render/primitives/Primitives.js.map +1 -1
  143. package/lib/cjs/render/primitives/Strokes.js.map +1 -1
  144. package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -1
  145. package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
  146. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  147. package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
  148. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  149. package/lib/cjs/render/primitives/geometry/GeometryList.js.map +1 -1
  150. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
  151. package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js.map +1 -1
  152. package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
  153. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  154. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  155. package/lib/cjs/render/webgl/AtmosphereUniforms.d.ts +48 -0
  156. package/lib/cjs/render/webgl/AtmosphereUniforms.d.ts.map +1 -0
  157. package/lib/cjs/render/webgl/AtmosphereUniforms.js +152 -0
  158. package/lib/cjs/render/webgl/AtmosphereUniforms.js.map +1 -0
  159. package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
  160. package/lib/cjs/render/webgl/AttributeMap.js.map +1 -1
  161. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  162. package/lib/cjs/render/webgl/BatchState.js.map +1 -1
  163. package/lib/cjs/render/webgl/BatchUniforms.js.map +1 -1
  164. package/lib/cjs/render/webgl/BranchStack.js.map +1 -1
  165. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  166. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  167. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  168. package/lib/cjs/render/webgl/ClipStack.js.map +1 -1
  169. package/lib/cjs/render/webgl/ClipVolume.js.map +1 -1
  170. package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
  171. package/lib/cjs/render/webgl/ColorInfo.js.map +1 -1
  172. package/lib/cjs/render/webgl/Diagnostics.js.map +1 -1
  173. package/lib/cjs/render/webgl/Disposable.js.map +1 -1
  174. package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
  175. package/lib/cjs/render/webgl/DrawCommand.js +2 -1
  176. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  177. package/lib/cjs/render/webgl/EDL.js.map +1 -1
  178. package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -1
  179. package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
  180. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  181. package/lib/cjs/render/webgl/FloatRGBA.js.map +1 -1
  182. package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
  183. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  184. package/lib/cjs/render/webgl/GL.js.map +1 -1
  185. package/lib/cjs/render/webgl/GLTimer.js.map +1 -1
  186. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  187. package/lib/cjs/render/webgl/HiliteUniforms.js.map +1 -1
  188. package/lib/cjs/render/webgl/IModelFrameLifecycle.js.map +1 -1
  189. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
  190. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  191. package/lib/cjs/render/webgl/Layer.js.map +1 -1
  192. package/lib/cjs/render/webgl/LayerCommands.js.map +1 -1
  193. package/lib/cjs/render/webgl/LightingUniforms.js.map +1 -1
  194. package/lib/cjs/render/webgl/LineCode.js.map +1 -1
  195. package/lib/cjs/render/webgl/Material.js.map +1 -1
  196. package/lib/cjs/render/webgl/Matrix.js.map +1 -1
  197. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  198. package/lib/cjs/render/webgl/MeshData.js.map +1 -1
  199. package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
  200. package/lib/cjs/render/webgl/PerformanceMetrics.js.map +1 -1
  201. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  202. package/lib/cjs/render/webgl/PlanarGrid.js.map +1 -1
  203. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  204. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  205. package/lib/cjs/render/webgl/PointString.js.map +1 -1
  206. package/lib/cjs/render/webgl/Polyline.js.map +1 -1
  207. package/lib/cjs/render/webgl/Primitive.js.map +1 -1
  208. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  209. package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
  210. package/lib/cjs/render/webgl/RenderBuffer.js.map +1 -1
  211. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  212. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  213. package/lib/cjs/render/webgl/RenderState.js.map +1 -1
  214. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  215. package/lib/cjs/render/webgl/ScratchDrawParams.js.map +1 -1
  216. package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
  217. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +7 -5
  218. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  219. package/lib/cjs/render/webgl/ShaderBuilder.js +15 -5
  220. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  221. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  222. package/lib/cjs/render/webgl/ShadowUniforms.js.map +1 -1
  223. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  224. package/lib/cjs/render/webgl/StyleUniforms.js.map +1 -1
  225. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  226. package/lib/cjs/render/webgl/Sync.js.map +1 -1
  227. package/lib/cjs/render/webgl/System.js.map +1 -1
  228. package/lib/cjs/render/webgl/Target.d.ts +1 -0
  229. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  230. package/lib/cjs/render/webgl/Target.js +4 -0
  231. package/lib/cjs/render/webgl/Target.js.map +1 -1
  232. package/lib/cjs/render/webgl/TargetGraphics.js.map +1 -1
  233. package/lib/cjs/render/webgl/TargetUniforms.d.ts +2 -0
  234. package/lib/cjs/render/webgl/TargetUniforms.d.ts.map +1 -1
  235. package/lib/cjs/render/webgl/TargetUniforms.js +2 -0
  236. package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
  237. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  238. package/lib/cjs/render/webgl/Technique.js +109 -16
  239. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  240. package/lib/cjs/render/webgl/TechniqueFlags.d.ts +7 -1
  241. package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
  242. package/lib/cjs/render/webgl/TechniqueFlags.js +10 -1
  243. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  244. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  245. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  246. package/lib/cjs/render/webgl/TextureDrape.js.map +1 -1
  247. package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
  248. package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
  249. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  250. package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
  251. package/lib/cjs/render/webgl/ViewRectUniforms.js.map +1 -1
  252. package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
  253. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +154 -154
  254. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  255. package/lib/cjs/render/webgl/glsl/Animation.js +83 -83
  256. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  257. package/lib/cjs/render/webgl/glsl/Atmosphere.d.ts +7 -0
  258. package/lib/cjs/render/webgl/glsl/Atmosphere.d.ts.map +1 -0
  259. package/lib/cjs/render/webgl/glsl/Atmosphere.js +462 -0
  260. package/lib/cjs/render/webgl/glsl/Atmosphere.js.map +1 -0
  261. package/lib/cjs/render/webgl/glsl/Blur.js +37 -37
  262. package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
  263. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +4 -4
  264. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
  265. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +3 -3
  266. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
  267. package/lib/cjs/render/webgl/glsl/Clipping.js +60 -60
  268. package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
  269. package/lib/cjs/render/webgl/glsl/Color.js +12 -12
  270. package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
  271. package/lib/cjs/render/webgl/glsl/Combine3Textures.js +7 -7
  272. package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
  273. package/lib/cjs/render/webgl/glsl/CombineTextures.js +5 -5
  274. package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
  275. package/lib/cjs/render/webgl/glsl/Common.js +16 -16
  276. package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
  277. package/lib/cjs/render/webgl/glsl/Composite.js +71 -71
  278. package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
  279. package/lib/cjs/render/webgl/glsl/CopyColor.js +6 -6
  280. package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
  281. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +3 -3
  282. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
  283. package/lib/cjs/render/webgl/glsl/CopyStencil.js +4 -4
  284. package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
  285. package/lib/cjs/render/webgl/glsl/Decode.js +65 -65
  286. package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
  287. package/lib/cjs/render/webgl/glsl/EDL.js +103 -103
  288. package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -1
  289. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +25 -25
  290. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  291. package/lib/cjs/render/webgl/glsl/Edge.js +146 -146
  292. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  293. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +233 -233
  294. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  295. package/lib/cjs/render/webgl/glsl/Fragment.js +41 -41
  296. package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
  297. package/lib/cjs/render/webgl/glsl/Instancing.js +21 -21
  298. package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
  299. package/lib/cjs/render/webgl/glsl/Lighting.js +92 -92
  300. package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
  301. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
  302. package/lib/cjs/render/webgl/glsl/LookupTable.js +19 -19
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Rendering\n */\n\nimport { assert } from \"@itwin/core-bentley\";\nimport { AuxChannel, AuxChannelData, Point2d, Point3d, Range3d } from \"@itwin/core-geometry\";\nimport {\n ColorIndex, EdgeArgs, Feature, FeatureIndex, FeatureIndexType, FeatureTable, FillFlags, LinePixels, MeshEdges, MeshPolyline, MeshPolylineList,\n OctEncodedNormal, PolylineData, PolylineEdgeArgs, PolylineFlags, QParams3d, QPoint3dList, RenderMaterial, RenderTexture, SilhouetteEdgeArgs,\n} from \"@itwin/core-common\";\nimport { InstancedGraphicParams } from \"../../InstancedGraphicParams\";\nimport { RenderGraphic } from \"../../RenderGraphic\";\nimport { RenderSystem } from \"../../RenderSystem\";\nimport { ColorMap } from \"../ColorMap\";\nimport { DisplayParams } from \"../DisplayParams\";\nimport { Triangle, TriangleList } from \"../Primitives\";\nimport { VertexKeyProps } from \"../VertexKey\";\n\n/** A Point3d[] with an [[add]] method used to enable compatibility with the [[MeshPointList]] union type.\n * It is provided a range to contain all of the points. Each point added to the list is transformed to be relative to\n * the center of that range.\n * In the finished graphic, a transform is applied to transform back from the range's center.\n * @internal\n */\nexport interface Point3dList extends Array<Point3d> {\n /** Identical to `push`, except it returns `void` instead of `number`; compatible with [QPoint3dList.add]($common). */\n add(point: Point3d): void;\n /** The range containing all of the points to be contained in the list, computed in advance. */\n range: Range3d;\n}\n\n/** The list of points associated with a [[Mesh]].\n * @see [[Mesh.Props.quantizePositions]] to specify whether points should be quantized or not.\n * @internal\n */\nexport type MeshPointList = Point3dList | QPoint3dList;\n\n/* Information needed to draw a set of indexed polylines using a shared vertex buffer.\n * @internal\n */\nexport interface PolylineArgs {\n colors: ColorIndex;\n features: FeatureIndex;\n width: number;\n linePixels: LinePixels;\n flags: PolylineFlags;\n points: QPoint3dList | Omit<Point3dList, \"add\">;\n polylines: PolylineData[];\n}\n\n/** @internal */\nexport namespace PolylineArgs {\n export function fromMesh(mesh: Mesh): PolylineArgs | undefined {\n if (!mesh.polylines || mesh.polylines.length === 0)\n return undefined;\n\n const polylines = [];\n for (const polyline of mesh.polylines) {\n const polylineData = new PolylineData();\n if (polylineData.init(polyline))\n polylines.push(polylineData);\n }\n\n if (polylines.length === 0)\n return undefined;\n\n const flags = new PolylineFlags(mesh.is2d, mesh.isPlanar);\n flags.isDisjoint = mesh.type === Mesh.PrimitiveType.Point;\n if (mesh.displayParams.regionEdgeType === DisplayParams.RegionEdgeType.Outline) {\n // This polyline is behaving as the edges of a region surface.\n if (!mesh.displayParams.gradient || mesh.displayParams.gradient.isOutlined)\n flags.setIsNormalEdge();\n else\n flags.setIsOutlineEdge(); // edges only displayed if fill undisplayed\n }\n\n const colors = new ColorIndex();\n mesh.colorMap.toColorIndex(colors, mesh.colors);\n\n const features = new FeatureIndex();\n mesh.toFeatureIndex(features);\n\n return {\n width: mesh.displayParams.width,\n linePixels: mesh.displayParams.linePixels,\n flags,\n polylines,\n points: mesh.points,\n colors,\n features,\n };\n }\n}\n\n/** The vertices of the edges are shared with those of the surface\n * @internal\n */\nexport class MeshArgsEdges {\n public edges = new EdgeArgs();\n public silhouettes = new SilhouetteEdgeArgs();\n public polylines = new PolylineEdgeArgs();\n public width = 0;\n public linePixels = LinePixels.Solid;\n\n public clear(): void {\n this.edges.clear();\n this.silhouettes.clear();\n this.polylines.clear();\n this.width = 0;\n this.linePixels = LinePixels.Solid;\n }\n public get isValid(): boolean { return this.edges.isValid || this.silhouettes.isValid || this.polylines.isValid; }\n}\n\n/* A carrier of information needed to describe a triangle mesh and its edges.\n * @internal\n */\nexport interface MeshArgs {\n edges?: MeshArgsEdges;\n vertIndices: number[];\n points: QPoint3dList | Omit<Point3dList, \"add\">;\n normals?: OctEncodedNormal[];\n colors: ColorIndex;\n features: FeatureIndex;\n fillFlags: FillFlags;\n isPlanar?: boolean;\n is2d?: boolean;\n hasBakedLighting?: boolean;\n isVolumeClassifier?: boolean;\n auxChannels?: ReadonlyArray<AuxChannel>;\n material?: RenderMaterial;\n textureMapping?: {\n texture: RenderTexture;\n uvParams: Point2d[];\n };\n}\n\n/** @internal */\nexport namespace MeshArgs {\n export function fromMesh(mesh: Mesh): MeshArgs | undefined {\n if (!mesh.triangles || mesh.triangles.isEmpty || mesh.points.length === 0)\n return undefined;\n\n const texture = mesh.displayParams.textureMapping?.texture;\n const textureMapping = texture && mesh.uvParams.length > 0 ? { texture, uvParams: mesh.uvParams } : undefined;\n\n const colors = new ColorIndex();\n mesh.colorMap.toColorIndex(colors, mesh.colors);\n\n const features = new FeatureIndex();\n mesh.toFeatureIndex(features);\n\n let edges;\n if (mesh.edges) {\n edges = new MeshArgsEdges();\n edges.width = mesh.displayParams.width;\n edges.linePixels = mesh.displayParams.linePixels;\n edges.edges.init(mesh.edges);\n edges.silhouettes.init(mesh.edges);\n\n const polylines = [];\n for (const meshPolyline of mesh.edges.polylines) {\n const polyline = new PolylineData();\n if (polyline.init(meshPolyline))\n polylines.push(polyline);\n }\n\n edges.polylines.init(polylines);\n }\n\n return {\n vertIndices: mesh.triangles.indices,\n points: mesh.points,\n normals: !mesh.displayParams.ignoreLighting && mesh.normals.length > 0 ? mesh.normals : undefined,\n textureMapping,\n colors,\n features,\n material: mesh.displayParams.material,\n fillFlags: mesh.displayParams.fillFlags,\n isPlanar: mesh.isPlanar,\n is2d: mesh.is2d,\n hasBakedLighting: true === mesh.hasBakedLighting,\n isVolumeClassifier: true === mesh.isVolumeClassifier,\n edges,\n auxChannels: mesh.auxChannels,\n };\n }\n}\n\n/** @internal */\nexport class Mesh {\n private readonly _data: TriangleList | MeshPolylineList;\n public readonly points: MeshPointList;\n public readonly normals: OctEncodedNormal[] = [];\n public readonly uvParams: Point2d[] = [];\n public readonly colorMap: ColorMap = new ColorMap(); // used to be called ColorTable\n public colors: number[] = [];\n public edges?: MeshEdges;\n public readonly features?: Mesh.Features;\n public readonly type: Mesh.PrimitiveType;\n public readonly is2d: boolean;\n public readonly isPlanar: boolean;\n public readonly hasBakedLighting: boolean;\n public readonly isVolumeClassifier: boolean;\n public displayParams: DisplayParams;\n private _auxChannels?: AuxChannel[];\n\n private constructor(props: Mesh.Props) {\n const { displayParams, features, type, range, is2d, isPlanar } = props;\n this._data = Mesh.PrimitiveType.Mesh === type ? new TriangleList() : new MeshPolylineList();\n this.displayParams = displayParams;\n this.features = features ? new Mesh.Features(features) : undefined;\n this.type = type;\n this.is2d = is2d;\n this.isPlanar = isPlanar;\n this.hasBakedLighting = (true === props.hasBakedLighting);\n this.isVolumeClassifier = (true === props.isVolumeClassifier);\n if (props.quantizePositions) {\n this.points = new QPoint3dList(QParams3d.fromRange(range));\n } else {\n const points = [] as unknown as Point3dList;\n points.range = range;\n const center = range.center;\n points.add = (pt: Point3d) => {\n // assert(range.containsPoint(pt)); rounding error triggers this sometimes...\n points.push(pt.minus(center));\n };\n this.points = points;\n }\n }\n\n public static create(props: Mesh.Props): Mesh { return new Mesh(props); }\n\n public get triangles(): TriangleList | undefined {\n return Mesh.PrimitiveType.Mesh === this.type ? this._data as TriangleList : undefined;\n }\n\n public get polylines(): MeshPolylineList | undefined {\n return Mesh.PrimitiveType.Mesh !== this.type ? this._data as MeshPolylineList : undefined;\n }\n\n public get auxChannels(): ReadonlyArray<AuxChannel> | undefined {\n return this._auxChannels;\n }\n\n public addAuxChannels(channels: ReadonlyArray<AuxChannel>, srcIndex: number): void {\n // The native version of this function appears to assume that all polyfaces added to the Mesh will have\n // the same number + type of aux channels.\n // ###TODO We should really produce a separate Mesh for each unique combination. For now just bail on mismatch.\n if (this._auxChannels) {\n if (this._auxChannels.length !== channels.length)\n return;\n\n for (let i = 0; i < channels.length; i++) {\n const src = channels[i];\n const dst = this._auxChannels[i];\n if (src.dataType !== dst.dataType || src.name !== dst.name || src.inputName !== dst.inputName)\n return;\n }\n }\n\n if (!this._auxChannels) {\n // Copy the channels, leaving each AuxData's values array empty.\n this._auxChannels = channels.map((x) => new AuxChannel(x.data.map((y) => new AuxChannelData(y.input, [])), x.dataType, x.name, x.inputName));\n }\n\n // Append the value at srcIndex from each source channel's data to our channels.\n for (let channelIndex = 0; channelIndex < channels.length; channelIndex++) {\n const srcChannel = channels[channelIndex];\n const dstChannel = this._auxChannels[channelIndex];\n const dstIndex = dstChannel.valueCount;\n for (let dataIndex = 0; dataIndex < srcChannel.data.length; dataIndex++) {\n const dstData = dstChannel.data[dataIndex];\n dstData.copyValues(srcChannel.data[dataIndex], dstIndex, srcIndex, dstChannel.entriesPerValue);\n }\n }\n }\n\n public toFeatureIndex(index: FeatureIndex): void {\n if (undefined !== this.features)\n this.features.toFeatureIndex(index);\n }\n\n public toMeshArgs(): MeshArgs | undefined {\n return MeshArgs.fromMesh(this);\n }\n\n public toPolylineArgs(): PolylineArgs | undefined {\n return PolylineArgs.fromMesh(this);\n }\n\n public getGraphics(system: RenderSystem, instancesOrViewIndependentOrigin?: InstancedGraphicParams | Point3d): RenderGraphic | undefined {\n const meshArgs = this.toMeshArgs();\n if (meshArgs)\n return system.createTriMesh(meshArgs, instancesOrViewIndependentOrigin);\n\n const plArgs = this.toPolylineArgs();\n return plArgs ? system.createIndexedPolylines(plArgs, instancesOrViewIndependentOrigin) : undefined;\n }\n\n public addPolyline(poly: MeshPolyline): void {\n const { type, polylines } = this;\n\n assert(Mesh.PrimitiveType.Polyline === type || Mesh.PrimitiveType.Point === type);\n assert(undefined !== polylines);\n\n if (Mesh.PrimitiveType.Polyline === type && poly.indices.length < 2)\n return;\n\n if (undefined !== polylines)\n polylines.push(poly);\n }\n\n public addTriangle(triangle: Triangle): void {\n const { triangles, type } = this;\n\n assert(Mesh.PrimitiveType.Mesh === type);\n assert(undefined !== triangles);\n\n if (undefined !== triangles)\n triangles.addTriangle(triangle);\n }\n\n public addVertex(props: VertexKeyProps): number {\n const { feature, position, normal, uvParam, fillColor } = props;\n\n this.points.add(position);\n\n if (undefined !== normal)\n this.normals.push(normal);\n\n if (undefined !== uvParam)\n this.uvParams.push(uvParam);\n\n if (feature) {\n assert(undefined !== this.features);\n this.features.add(feature, this.points.length);\n }\n\n // Don't allocate color indices until we have non-uniform colors\n if (0 === this.colorMap.length) {\n this.colorMap.insert(fillColor);\n assert(this.colorMap.isUniform);\n assert(0 === this.colorMap.indexOf(fillColor));\n } else if (!this.colorMap.isUniform || !this.colorMap.hasColor(fillColor)) {\n // Back-fill uniform value (index=0) for existing vertices if previously uniform\n if (0 === this.colors.length)\n this.colors.length = this.points.length - 1;\n\n this.colors.push(this.colorMap.insert(fillColor));\n assert(!this.colorMap.isUniform);\n }\n\n return this.points.length - 1;\n }\n}\n\n/** @internal */\nexport namespace Mesh { // eslint-disable-line no-redeclare\n export enum PrimitiveType {\n Mesh, // eslint-disable-line @typescript-eslint/no-shadow\n Polyline,\n Point,\n }\n\n export class Features {\n public readonly table: FeatureTable;\n public indices: number[] = [];\n public uniform = 0;\n public initialized = false;\n\n public constructor(table: FeatureTable) { this.table = table; }\n\n public add(feat: Feature, numVerts: number): void {\n const index = this.table.insert(feat);\n if (!this.initialized) {\n // First feature - uniform.\n this.uniform = index;\n this.initialized = true;\n } else if (0 < this.indices.length) {\n // Already non-uniform\n this.indices.push(index);\n } else {\n // Second feature - back-fill uniform for existing verts\n while (this.indices.length < numVerts - 1)\n this.indices.push(this.uniform);\n\n this.indices.push(index);\n }\n }\n\n public setIndices(indices: number[]) {\n this.indices.length = 0;\n this.uniform = 0;\n this.initialized = 0 < indices.length;\n\n assert(0 < indices.length);\n if (1 === indices.length)\n this.uniform = indices[0];\n else if (1 < indices.length)\n this.indices = indices;\n }\n\n public toFeatureIndex(output?: FeatureIndex): FeatureIndex {\n const index = output ?? new FeatureIndex();\n if (!this.initialized) {\n index.type = FeatureIndexType.Empty;\n } else if (this.indices.length === 0) {\n index.type = FeatureIndexType.Uniform;\n index.featureID = this.uniform;\n } else {\n index.type = FeatureIndexType.NonUniform;\n index.featureIDs = new Uint32Array(this.indices);\n }\n\n return index;\n }\n }\n\n export interface Props {\n displayParams: DisplayParams;\n features?: FeatureTable;\n type: Mesh.PrimitiveType;\n range: Range3d;\n quantizePositions: boolean;\n is2d: boolean;\n isPlanar: boolean;\n hasBakedLighting?: boolean;\n isVolumeClassifier?: boolean;\n }\n}\n\n/** @internal */\nexport class MeshList extends Array<Mesh> {\n public readonly features?: FeatureTable;\n public readonly range?: Range3d;\n constructor(features?: FeatureTable, range?: Range3d) {\n super();\n this.features = features;\n this.range = range;\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AuxChannel, AuxChannelData, Point2d, Point3d, Range3d } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorIndex, EdgeArgs, Feature, FeatureIndex, FeatureIndexType, FeatureTable, FillFlags, LinePixels, MeshEdges, MeshPolyline, MeshPolylineList,\r\n OctEncodedNormal, PolylineData, PolylineEdgeArgs, PolylineFlags, QParams3d, QPoint3dList, RenderMaterial, RenderTexture, SilhouetteEdgeArgs,\r\n} from \"@itwin/core-common\";\r\nimport { InstancedGraphicParams } from \"../../InstancedGraphicParams\";\r\nimport { RenderGraphic } from \"../../RenderGraphic\";\r\nimport { RenderSystem } from \"../../RenderSystem\";\r\nimport { ColorMap } from \"../ColorMap\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { Triangle, TriangleList } from \"../Primitives\";\r\nimport { VertexKeyProps } from \"../VertexKey\";\r\n\r\n/** A Point3d[] with an [[add]] method used to enable compatibility with the [[MeshPointList]] union type.\r\n * It is provided a range to contain all of the points. Each point added to the list is transformed to be relative to\r\n * the center of that range.\r\n * In the finished graphic, a transform is applied to transform back from the range's center.\r\n * @internal\r\n */\r\nexport interface Point3dList extends Array<Point3d> {\r\n /** Identical to `push`, except it returns `void` instead of `number`; compatible with [QPoint3dList.add]($common). */\r\n add(point: Point3d): void;\r\n /** The range containing all of the points to be contained in the list, computed in advance. */\r\n range: Range3d;\r\n}\r\n\r\n/** The list of points associated with a [[Mesh]].\r\n * @see [[Mesh.Props.quantizePositions]] to specify whether points should be quantized or not.\r\n * @internal\r\n */\r\nexport type MeshPointList = Point3dList | QPoint3dList;\r\n\r\n/* Information needed to draw a set of indexed polylines using a shared vertex buffer.\r\n * @internal\r\n */\r\nexport interface PolylineArgs {\r\n colors: ColorIndex;\r\n features: FeatureIndex;\r\n width: number;\r\n linePixels: LinePixels;\r\n flags: PolylineFlags;\r\n points: QPoint3dList | Omit<Point3dList, \"add\">;\r\n polylines: PolylineData[];\r\n}\r\n\r\n/** @internal */\r\nexport namespace PolylineArgs {\r\n export function fromMesh(mesh: Mesh): PolylineArgs | undefined {\r\n if (!mesh.polylines || mesh.polylines.length === 0)\r\n return undefined;\r\n\r\n const polylines = [];\r\n for (const polyline of mesh.polylines) {\r\n const polylineData = new PolylineData();\r\n if (polylineData.init(polyline))\r\n polylines.push(polylineData);\r\n }\r\n\r\n if (polylines.length === 0)\r\n return undefined;\r\n\r\n const flags = new PolylineFlags(mesh.is2d, mesh.isPlanar);\r\n flags.isDisjoint = mesh.type === Mesh.PrimitiveType.Point;\r\n if (mesh.displayParams.regionEdgeType === DisplayParams.RegionEdgeType.Outline) {\r\n // This polyline is behaving as the edges of a region surface.\r\n if (!mesh.displayParams.gradient || mesh.displayParams.gradient.isOutlined)\r\n flags.setIsNormalEdge();\r\n else\r\n flags.setIsOutlineEdge(); // edges only displayed if fill undisplayed\r\n }\r\n\r\n const colors = new ColorIndex();\r\n mesh.colorMap.toColorIndex(colors, mesh.colors);\r\n\r\n const features = new FeatureIndex();\r\n mesh.toFeatureIndex(features);\r\n\r\n return {\r\n width: mesh.displayParams.width,\r\n linePixels: mesh.displayParams.linePixels,\r\n flags,\r\n polylines,\r\n points: mesh.points,\r\n colors,\r\n features,\r\n };\r\n }\r\n}\r\n\r\n/** The vertices of the edges are shared with those of the surface\r\n * @internal\r\n */\r\nexport class MeshArgsEdges {\r\n public edges = new EdgeArgs();\r\n public silhouettes = new SilhouetteEdgeArgs();\r\n public polylines = new PolylineEdgeArgs();\r\n public width = 0;\r\n public linePixels = LinePixels.Solid;\r\n\r\n public clear(): void {\r\n this.edges.clear();\r\n this.silhouettes.clear();\r\n this.polylines.clear();\r\n this.width = 0;\r\n this.linePixels = LinePixels.Solid;\r\n }\r\n public get isValid(): boolean { return this.edges.isValid || this.silhouettes.isValid || this.polylines.isValid; }\r\n}\r\n\r\n/* A carrier of information needed to describe a triangle mesh and its edges.\r\n * @internal\r\n */\r\nexport interface MeshArgs {\r\n edges?: MeshArgsEdges;\r\n vertIndices: number[];\r\n points: QPoint3dList | Omit<Point3dList, \"add\">;\r\n normals?: OctEncodedNormal[];\r\n colors: ColorIndex;\r\n features: FeatureIndex;\r\n fillFlags: FillFlags;\r\n isPlanar?: boolean;\r\n is2d?: boolean;\r\n hasBakedLighting?: boolean;\r\n isVolumeClassifier?: boolean;\r\n auxChannels?: ReadonlyArray<AuxChannel>;\r\n material?: RenderMaterial;\r\n textureMapping?: {\r\n texture: RenderTexture;\r\n uvParams: Point2d[];\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport namespace MeshArgs {\r\n export function fromMesh(mesh: Mesh): MeshArgs | undefined {\r\n if (!mesh.triangles || mesh.triangles.isEmpty || mesh.points.length === 0)\r\n return undefined;\r\n\r\n const texture = mesh.displayParams.textureMapping?.texture;\r\n const textureMapping = texture && mesh.uvParams.length > 0 ? { texture, uvParams: mesh.uvParams } : undefined;\r\n\r\n const colors = new ColorIndex();\r\n mesh.colorMap.toColorIndex(colors, mesh.colors);\r\n\r\n const features = new FeatureIndex();\r\n mesh.toFeatureIndex(features);\r\n\r\n let edges;\r\n if (mesh.edges) {\r\n edges = new MeshArgsEdges();\r\n edges.width = mesh.displayParams.width;\r\n edges.linePixels = mesh.displayParams.linePixels;\r\n edges.edges.init(mesh.edges);\r\n edges.silhouettes.init(mesh.edges);\r\n\r\n const polylines = [];\r\n for (const meshPolyline of mesh.edges.polylines) {\r\n const polyline = new PolylineData();\r\n if (polyline.init(meshPolyline))\r\n polylines.push(polyline);\r\n }\r\n\r\n edges.polylines.init(polylines);\r\n }\r\n\r\n return {\r\n vertIndices: mesh.triangles.indices,\r\n points: mesh.points,\r\n normals: !mesh.displayParams.ignoreLighting && mesh.normals.length > 0 ? mesh.normals : undefined,\r\n textureMapping,\r\n colors,\r\n features,\r\n material: mesh.displayParams.material,\r\n fillFlags: mesh.displayParams.fillFlags,\r\n isPlanar: mesh.isPlanar,\r\n is2d: mesh.is2d,\r\n hasBakedLighting: true === mesh.hasBakedLighting,\r\n isVolumeClassifier: true === mesh.isVolumeClassifier,\r\n edges,\r\n auxChannels: mesh.auxChannels,\r\n };\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Mesh {\r\n private readonly _data: TriangleList | MeshPolylineList;\r\n public readonly points: MeshPointList;\r\n public readonly normals: OctEncodedNormal[] = [];\r\n public readonly uvParams: Point2d[] = [];\r\n public readonly colorMap: ColorMap = new ColorMap(); // used to be called ColorTable\r\n public colors: number[] = [];\r\n public edges?: MeshEdges;\r\n public readonly features?: Mesh.Features;\r\n public readonly type: Mesh.PrimitiveType;\r\n public readonly is2d: boolean;\r\n public readonly isPlanar: boolean;\r\n public readonly hasBakedLighting: boolean;\r\n public readonly isVolumeClassifier: boolean;\r\n public displayParams: DisplayParams;\r\n private _auxChannels?: AuxChannel[];\r\n\r\n private constructor(props: Mesh.Props) {\r\n const { displayParams, features, type, range, is2d, isPlanar } = props;\r\n this._data = Mesh.PrimitiveType.Mesh === type ? new TriangleList() : new MeshPolylineList();\r\n this.displayParams = displayParams;\r\n this.features = features ? new Mesh.Features(features) : undefined;\r\n this.type = type;\r\n this.is2d = is2d;\r\n this.isPlanar = isPlanar;\r\n this.hasBakedLighting = (true === props.hasBakedLighting);\r\n this.isVolumeClassifier = (true === props.isVolumeClassifier);\r\n if (props.quantizePositions) {\r\n this.points = new QPoint3dList(QParams3d.fromRange(range));\r\n } else {\r\n const points = [] as unknown as Point3dList;\r\n points.range = range;\r\n const center = range.center;\r\n points.add = (pt: Point3d) => {\r\n // assert(range.containsPoint(pt)); rounding error triggers this sometimes...\r\n points.push(pt.minus(center));\r\n };\r\n this.points = points;\r\n }\r\n }\r\n\r\n public static create(props: Mesh.Props): Mesh { return new Mesh(props); }\r\n\r\n public get triangles(): TriangleList | undefined {\r\n return Mesh.PrimitiveType.Mesh === this.type ? this._data as TriangleList : undefined;\r\n }\r\n\r\n public get polylines(): MeshPolylineList | undefined {\r\n return Mesh.PrimitiveType.Mesh !== this.type ? this._data as MeshPolylineList : undefined;\r\n }\r\n\r\n public get auxChannels(): ReadonlyArray<AuxChannel> | undefined {\r\n return this._auxChannels;\r\n }\r\n\r\n public addAuxChannels(channels: ReadonlyArray<AuxChannel>, srcIndex: number): void {\r\n // The native version of this function appears to assume that all polyfaces added to the Mesh will have\r\n // the same number + type of aux channels.\r\n // ###TODO We should really produce a separate Mesh for each unique combination. For now just bail on mismatch.\r\n if (this._auxChannels) {\r\n if (this._auxChannels.length !== channels.length)\r\n return;\r\n\r\n for (let i = 0; i < channels.length; i++) {\r\n const src = channels[i];\r\n const dst = this._auxChannels[i];\r\n if (src.dataType !== dst.dataType || src.name !== dst.name || src.inputName !== dst.inputName)\r\n return;\r\n }\r\n }\r\n\r\n if (!this._auxChannels) {\r\n // Copy the channels, leaving each AuxData's values array empty.\r\n this._auxChannels = channels.map((x) => new AuxChannel(x.data.map((y) => new AuxChannelData(y.input, [])), x.dataType, x.name, x.inputName));\r\n }\r\n\r\n // Append the value at srcIndex from each source channel's data to our channels.\r\n for (let channelIndex = 0; channelIndex < channels.length; channelIndex++) {\r\n const srcChannel = channels[channelIndex];\r\n const dstChannel = this._auxChannels[channelIndex];\r\n const dstIndex = dstChannel.valueCount;\r\n for (let dataIndex = 0; dataIndex < srcChannel.data.length; dataIndex++) {\r\n const dstData = dstChannel.data[dataIndex];\r\n dstData.copyValues(srcChannel.data[dataIndex], dstIndex, srcIndex, dstChannel.entriesPerValue);\r\n }\r\n }\r\n }\r\n\r\n public toFeatureIndex(index: FeatureIndex): void {\r\n if (undefined !== this.features)\r\n this.features.toFeatureIndex(index);\r\n }\r\n\r\n public toMeshArgs(): MeshArgs | undefined {\r\n return MeshArgs.fromMesh(this);\r\n }\r\n\r\n public toPolylineArgs(): PolylineArgs | undefined {\r\n return PolylineArgs.fromMesh(this);\r\n }\r\n\r\n public getGraphics(system: RenderSystem, instancesOrViewIndependentOrigin?: InstancedGraphicParams | Point3d): RenderGraphic | undefined {\r\n const meshArgs = this.toMeshArgs();\r\n if (meshArgs)\r\n return system.createTriMesh(meshArgs, instancesOrViewIndependentOrigin);\r\n\r\n const plArgs = this.toPolylineArgs();\r\n return plArgs ? system.createIndexedPolylines(plArgs, instancesOrViewIndependentOrigin) : undefined;\r\n }\r\n\r\n public addPolyline(poly: MeshPolyline): void {\r\n const { type, polylines } = this;\r\n\r\n assert(Mesh.PrimitiveType.Polyline === type || Mesh.PrimitiveType.Point === type);\r\n assert(undefined !== polylines);\r\n\r\n if (Mesh.PrimitiveType.Polyline === type && poly.indices.length < 2)\r\n return;\r\n\r\n if (undefined !== polylines)\r\n polylines.push(poly);\r\n }\r\n\r\n public addTriangle(triangle: Triangle): void {\r\n const { triangles, type } = this;\r\n\r\n assert(Mesh.PrimitiveType.Mesh === type);\r\n assert(undefined !== triangles);\r\n\r\n if (undefined !== triangles)\r\n triangles.addTriangle(triangle);\r\n }\r\n\r\n public addVertex(props: VertexKeyProps): number {\r\n const { feature, position, normal, uvParam, fillColor } = props;\r\n\r\n this.points.add(position);\r\n\r\n if (undefined !== normal)\r\n this.normals.push(normal);\r\n\r\n if (undefined !== uvParam)\r\n this.uvParams.push(uvParam);\r\n\r\n if (feature) {\r\n assert(undefined !== this.features);\r\n this.features.add(feature, this.points.length);\r\n }\r\n\r\n // Don't allocate color indices until we have non-uniform colors\r\n if (0 === this.colorMap.length) {\r\n this.colorMap.insert(fillColor);\r\n assert(this.colorMap.isUniform);\r\n assert(0 === this.colorMap.indexOf(fillColor));\r\n } else if (!this.colorMap.isUniform || !this.colorMap.hasColor(fillColor)) {\r\n // Back-fill uniform value (index=0) for existing vertices if previously uniform\r\n if (0 === this.colors.length)\r\n this.colors.length = this.points.length - 1;\r\n\r\n this.colors.push(this.colorMap.insert(fillColor));\r\n assert(!this.colorMap.isUniform);\r\n }\r\n\r\n return this.points.length - 1;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport namespace Mesh { // eslint-disable-line no-redeclare\r\n export enum PrimitiveType {\r\n Mesh, // eslint-disable-line @typescript-eslint/no-shadow\r\n Polyline,\r\n Point,\r\n }\r\n\r\n export class Features {\r\n public readonly table: FeatureTable;\r\n public indices: number[] = [];\r\n public uniform = 0;\r\n public initialized = false;\r\n\r\n public constructor(table: FeatureTable) { this.table = table; }\r\n\r\n public add(feat: Feature, numVerts: number): void {\r\n const index = this.table.insert(feat);\r\n if (!this.initialized) {\r\n // First feature - uniform.\r\n this.uniform = index;\r\n this.initialized = true;\r\n } else if (0 < this.indices.length) {\r\n // Already non-uniform\r\n this.indices.push(index);\r\n } else {\r\n // Second feature - back-fill uniform for existing verts\r\n while (this.indices.length < numVerts - 1)\r\n this.indices.push(this.uniform);\r\n\r\n this.indices.push(index);\r\n }\r\n }\r\n\r\n public setIndices(indices: number[]) {\r\n this.indices.length = 0;\r\n this.uniform = 0;\r\n this.initialized = 0 < indices.length;\r\n\r\n assert(0 < indices.length);\r\n if (1 === indices.length)\r\n this.uniform = indices[0];\r\n else if (1 < indices.length)\r\n this.indices = indices;\r\n }\r\n\r\n public toFeatureIndex(output?: FeatureIndex): FeatureIndex {\r\n const index = output ?? new FeatureIndex();\r\n if (!this.initialized) {\r\n index.type = FeatureIndexType.Empty;\r\n } else if (this.indices.length === 0) {\r\n index.type = FeatureIndexType.Uniform;\r\n index.featureID = this.uniform;\r\n } else {\r\n index.type = FeatureIndexType.NonUniform;\r\n index.featureIDs = new Uint32Array(this.indices);\r\n }\r\n\r\n return index;\r\n }\r\n }\r\n\r\n export interface Props {\r\n displayParams: DisplayParams;\r\n features?: FeatureTable;\r\n type: Mesh.PrimitiveType;\r\n range: Range3d;\r\n quantizePositions: boolean;\r\n is2d: boolean;\r\n isPlanar: boolean;\r\n hasBakedLighting?: boolean;\r\n isVolumeClassifier?: boolean;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class MeshList extends Array<Mesh> {\r\n public readonly features?: FeatureTable;\r\n public readonly range?: Range3d;\r\n constructor(features?: FeatureTable, range?: Range3d) {\r\n super();\r\n this.features = features;\r\n this.range = range;\r\n }\r\n}\r\n"]}
@@ -0,0 +1,48 @@
1
+ import { WebGLDisposable } from "./Disposable";
2
+ import { Matrix4 } from "./Matrix";
3
+ import { SyncTarget } from "./Sync";
4
+ import { Target } from "./Target";
5
+ import { UniformHandle } from "./UniformHandle";
6
+ export declare const MAX_SAMPLE_POINTS = 40;
7
+ export declare class AtmosphereUniforms implements WebGLDisposable, SyncTarget {
8
+ private _atmosphere?;
9
+ private _ellipsoid?;
10
+ private readonly _earthScaleMatrix;
11
+ private readonly _inverseEllipsoidRotationMatrix;
12
+ private readonly _atmosphereScaleMatrix;
13
+ private readonly _atmosphereData;
14
+ /**
15
+ * uniform mat3 u_atmosphereData;
16
+ * { { atmosphereRadiusScaleFactor, atmosphereMaxDensityThresholdScaleFactor, densityFalloff, 0 },
17
+ * { numViewRaySamples, numSunRaySamples, 0, 0 },
18
+ * { earthCenter.x, earthCenter.y, earthCenter.z, 0 },
19
+ * { scatteringCoefficients.x, scatteringCoefficients.y, scatteringCoefficients.z, 0 } }
20
+ */
21
+ get atmosphereData(): Matrix4;
22
+ private _exposure;
23
+ syncKey: number;
24
+ private _scratchMatrix3d;
25
+ private _scratchPoint3d;
26
+ update(target: Target): void;
27
+ private _updateEarthCenter;
28
+ private _updateInverseEllipsoidRotationMatrix;
29
+ private _updateEarthScaleMatrix;
30
+ private _updateAtmosphereScaleMatrix;
31
+ private _updateAtmosphereRadiusScaleFactor;
32
+ private _updateAtmosphereMaxDensityThresholdScaleFactor;
33
+ private _updateDensityFalloff;
34
+ private _updateScatteringCoefficients;
35
+ private _updateExposure;
36
+ bindExposure(uniform: UniformHandle): void;
37
+ private _updateNumViewRaySamples;
38
+ private _updateNumSunRaySamples;
39
+ bindInverseRotationInverseEarthScaleMatrix(uniform: UniformHandle): void;
40
+ bindInverseRotationInverseAtmosphereScaleMatrix(uniform: UniformHandle): void;
41
+ bindEarthScaleMatrix(uniform: UniformHandle): void;
42
+ bindAtmosphereScaleMatrix(uniform: UniformHandle): void;
43
+ bindInverseEarthScaleMatrix(uniform: UniformHandle): void;
44
+ bindInverseAtmosphereScaleMatrix(uniform: UniformHandle): void;
45
+ get isDisposed(): boolean;
46
+ dispose(): void;
47
+ }
48
+ //# sourceMappingURL=AtmosphereUniforms.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AtmosphereUniforms.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/AtmosphereUniforms.ts"],"names":[],"mappings":"AAOA,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAW,OAAO,EAAE,MAAM,UAAU,CAAC;AAC5C,OAAO,EAAgB,UAAU,EAAE,MAAM,QAAQ,CAAC;AAClD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,eAAO,MAAM,iBAAiB,KAAK,CAAC;AAEpC,qBAAa,kBAAmB,YAAW,eAAe,EAAE,UAAU;IACpE,OAAO,CAAC,WAAW,CAAC,CAAsB;IAC1C,OAAO,CAAC,UAAU,CAAC,CAAsB;IAGzC,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAA+D;IACjG,OAAO,CAAC,QAAQ,CAAC,+BAA+B,CAA+D;IAC/G,OAAO,CAAC,QAAQ,CAAC,sBAAsB,CAA+D;IACtG,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAiB;IACjD;;;;;;OAMG;IACH,IAAW,cAAc,YAAmC;IAG5D,OAAO,CAAC,SAAS,CAAO;IAGjB,OAAO,SAAK;IACnB,OAAO,CAAC,gBAAgB,CAAkB;IAC1C,OAAO,CAAC,eAAe,CAAiB;IAEjC,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IA2BnC,OAAO,CAAC,kBAAkB;IAO1B,OAAO,CAAC,qCAAqC;IAK7C,OAAO,CAAC,uBAAuB;IAK/B,OAAO,CAAC,4BAA4B;IAMpC,OAAO,CAAC,kCAAkC;IAS1C,OAAO,CAAC,+CAA+C;IASvD,OAAO,CAAC,qBAAqB;IAI7B,OAAO,CAAC,6BAA6B;IAUrC,OAAO,CAAC,eAAe;IAIhB,YAAY,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAMjD,OAAO,CAAC,wBAAwB;IAKhC,OAAO,CAAC,uBAAuB;IAKxB,0CAA0C,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAOxE,+CAA+C,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAO7E,oBAAoB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKlD,yBAAyB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKvD,2BAA2B,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKzD,gCAAgC,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKrE,IAAW,UAAU,IAAI,OAAO,CAE/B;IAEM,OAAO;CACf"}
@@ -0,0 +1,152 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.AtmosphereUniforms = exports.MAX_SAMPLE_POINTS = void 0;
4
+ const core_geometry_1 = require("@itwin/core-geometry");
5
+ const Matrix_1 = require("./Matrix");
6
+ const Sync_1 = require("./Sync");
7
+ exports.MAX_SAMPLE_POINTS = 40; // Maximum number of sample points to be used for the in-scattering and out-scattering computations.
8
+ class AtmosphereUniforms {
9
+ constructor() {
10
+ // Main shader uniforms
11
+ this._earthScaleMatrix = new core_geometry_1.Matrix3d(new Float64Array([1, 0, 0, 0, 1, 0, 0, 0, 1]));
12
+ this._inverseEllipsoidRotationMatrix = new core_geometry_1.Matrix3d(new Float64Array([1, 0, 0, 0, 1, 0, 0, 0, 1]));
13
+ this._atmosphereScaleMatrix = new core_geometry_1.Matrix3d(new Float64Array([1, 0, 0, 0, 1, 0, 0, 0, 1]));
14
+ this._atmosphereData = new Matrix_1.Matrix4();
15
+ // Fragment shader uniforms
16
+ this._exposure = 0.0;
17
+ // utility
18
+ this.syncKey = 0;
19
+ this._scratchMatrix3d = new core_geometry_1.Matrix3d();
20
+ this._scratchPoint3d = new core_geometry_1.Point3d();
21
+ }
22
+ /**
23
+ * uniform mat3 u_atmosphereData;
24
+ * { { atmosphereRadiusScaleFactor, atmosphereMaxDensityThresholdScaleFactor, densityFalloff, 0 },
25
+ * { numViewRaySamples, numSunRaySamples, 0, 0 },
26
+ * { earthCenter.x, earthCenter.y, earthCenter.z, 0 },
27
+ * { scatteringCoefficients.x, scatteringCoefficients.y, scatteringCoefficients.z, 0 } }
28
+ */
29
+ get atmosphereData() { return this._atmosphereData; }
30
+ update(target) {
31
+ const atmosphereHasNotChanged = this._atmosphere && target.plan.atmosphere && this._atmosphere.equals(target.plan.atmosphere);
32
+ const ellipsoidHasNotChanged = this._ellipsoid && target.plan.ellipsoid && this._ellipsoid.equals(target.plan.ellipsoid);
33
+ if (atmosphereHasNotChanged && ellipsoidHasNotChanged) {
34
+ return;
35
+ }
36
+ this._atmosphere = target.plan.atmosphere;
37
+ this._ellipsoid = target.plan.ellipsoid;
38
+ (0, Sync_1.desync)(this);
39
+ if (!this._atmosphere || !this._ellipsoid) {
40
+ return;
41
+ }
42
+ this._updateAtmosphereScaleMatrix(this._atmosphere.atmosphereHeightAboveEarth);
43
+ this._updateExposure(this._atmosphere.exposure);
44
+ this._updateDensityFalloff(this._atmosphere.densityFalloff);
45
+ this._updateEarthCenter(this._ellipsoid.ellipsoidCenter, target.uniforms.frustum.viewMatrix);
46
+ this._updateEarthScaleMatrix(this._ellipsoid.ellipsoidRadii);
47
+ this._updateInverseEllipsoidRotationMatrix(this._ellipsoid.ellipsoidRotation, target.uniforms.frustum.viewMatrix.matrix);
48
+ this._updateAtmosphereRadiusScaleFactor(this._atmosphere.atmosphereHeightAboveEarth);
49
+ this._updateAtmosphereMaxDensityThresholdScaleFactor(this._atmosphere.depthBelowEarthForMaxDensity);
50
+ this._updateNumViewRaySamples(this._atmosphere.numViewRaySamples);
51
+ this._updateNumSunRaySamples(this._atmosphere.numSunRaySamples);
52
+ this._updateScatteringCoefficients(this._atmosphere.scatteringStrength, this._atmosphere.wavelengths);
53
+ }
54
+ _updateEarthCenter(earthCenter, viewMatrix) {
55
+ viewMatrix.multiplyPoint3d(earthCenter, this._scratchPoint3d);
56
+ this._atmosphereData.data[8] = this._scratchPoint3d.x;
57
+ this._atmosphereData.data[9] = this._scratchPoint3d.y;
58
+ this._atmosphereData.data[10] = this._scratchPoint3d.z;
59
+ }
60
+ _updateInverseEllipsoidRotationMatrix(ellipsoidRotation, viewRotation) {
61
+ viewRotation.inverse(this._scratchMatrix3d);
62
+ ellipsoidRotation.multiplyMatrixInverseMatrix(this._scratchMatrix3d, this._inverseEllipsoidRotationMatrix);
63
+ }
64
+ _updateEarthScaleMatrix(earthRadii) {
65
+ this._earthScaleMatrix.setAt(0, 0, earthRadii.x);
66
+ this._earthScaleMatrix.setAt(1, 1, earthRadii.y);
67
+ this._earthScaleMatrix.setAt(2, 2, earthRadii.z);
68
+ }
69
+ _updateAtmosphereScaleMatrix(heightAboveSurface) {
70
+ const earthPolarRadius = this._earthScaleMatrix.at(2, 2);
71
+ const scaleFactor = earthPolarRadius === 0 ? 1.0 : (earthPolarRadius + heightAboveSurface) / earthPolarRadius;
72
+ this._earthScaleMatrix.scale(scaleFactor, this._atmosphereScaleMatrix);
73
+ }
74
+ _updateAtmosphereRadiusScaleFactor(atmosphereHeightAboveEarth) {
75
+ const earthPolarRadius = this._earthScaleMatrix.at(2, 2);
76
+ const minDensityThresholdRadius = earthPolarRadius + atmosphereHeightAboveEarth;
77
+ const atmosphereRadiusScaleFactor = (earthPolarRadius === 0)
78
+ ? 1
79
+ : (minDensityThresholdRadius / earthPolarRadius);
80
+ this.atmosphereData.data[0] = atmosphereRadiusScaleFactor;
81
+ }
82
+ _updateAtmosphereMaxDensityThresholdScaleFactor(maxDensityDepthBelowEarth) {
83
+ const earthPolarRadius = this._earthScaleMatrix.at(2, 2);
84
+ const maxDensityThresholdRadius = earthPolarRadius - maxDensityDepthBelowEarth;
85
+ const atmosphereMaxDensityThresholdScaleFactor = (earthPolarRadius === 0)
86
+ ? 1
87
+ : (maxDensityThresholdRadius / earthPolarRadius);
88
+ this.atmosphereData.data[1] = atmosphereMaxDensityThresholdScaleFactor;
89
+ }
90
+ _updateDensityFalloff(densityFalloff) {
91
+ this.atmosphereData.data[2] = densityFalloff;
92
+ }
93
+ _updateScatteringCoefficients(scatteringStrength, wavelengths) {
94
+ // Rayleigh scattering strength is inversely related to the 4th power of the wavelength -> 1/pow(wavelength, 4)
95
+ // Because this produces very small values when the wavelengths are taken in nanometers,
96
+ // we attempt to normalize them around 1 by taking the smallest wavelength of visible light as a baseline (violet light - 400nm)
97
+ const violetLightWavelength = 400.0;
98
+ this.atmosphereData.data[12] = ((violetLightWavelength / wavelengths.r) ** 4.0) * scatteringStrength;
99
+ this.atmosphereData.data[13] = ((violetLightWavelength / wavelengths.g) ** 4.0) * scatteringStrength;
100
+ this.atmosphereData.data[14] = ((violetLightWavelength / wavelengths.b) ** 4.0) * scatteringStrength;
101
+ }
102
+ _updateExposure(exposure) {
103
+ this._exposure = exposure;
104
+ }
105
+ bindExposure(uniform) {
106
+ if (!(0, Sync_1.sync)(this, uniform)) {
107
+ uniform.setUniform1f(this._exposure);
108
+ }
109
+ }
110
+ _updateNumViewRaySamples(_numViewRaySamples) {
111
+ const numViewRaySamples = Math.max(0, Math.min(exports.MAX_SAMPLE_POINTS, _numViewRaySamples));
112
+ this.atmosphereData.data[4] = numViewRaySamples;
113
+ }
114
+ _updateNumSunRaySamples(_numSunRaySamples) {
115
+ const numSunRaySamples = Math.max(0, Math.min(exports.MAX_SAMPLE_POINTS, _numSunRaySamples));
116
+ this.atmosphereData.data[5] = numSunRaySamples;
117
+ }
118
+ bindInverseRotationInverseEarthScaleMatrix(uniform) {
119
+ if (!(0, Sync_1.sync)(this, uniform)) {
120
+ this._earthScaleMatrix.multiplyMatrixInverseMatrix(this._inverseEllipsoidRotationMatrix, this._scratchMatrix3d);
121
+ uniform.setMatrix3(Matrix_1.Matrix3.fromMatrix3d(this._scratchMatrix3d));
122
+ }
123
+ }
124
+ bindInverseRotationInverseAtmosphereScaleMatrix(uniform) {
125
+ if (!(0, Sync_1.sync)(this, uniform)) {
126
+ this._atmosphereScaleMatrix.multiplyMatrixInverseMatrix(this._inverseEllipsoidRotationMatrix, this._scratchMatrix3d);
127
+ uniform.setMatrix3(Matrix_1.Matrix3.fromMatrix3d(this._scratchMatrix3d));
128
+ }
129
+ }
130
+ bindEarthScaleMatrix(uniform) {
131
+ if (!(0, Sync_1.sync)(this, uniform))
132
+ uniform.setMatrix3(Matrix_1.Matrix3.fromMatrix3d(this._earthScaleMatrix));
133
+ }
134
+ bindAtmosphereScaleMatrix(uniform) {
135
+ if (!(0, Sync_1.sync)(this, uniform))
136
+ uniform.setMatrix3(Matrix_1.Matrix3.fromMatrix3d(this._atmosphereScaleMatrix));
137
+ }
138
+ bindInverseEarthScaleMatrix(uniform) {
139
+ if (!(0, Sync_1.sync)(this, uniform))
140
+ uniform.setMatrix3(Matrix_1.Matrix3.fromMatrix3d(this._earthScaleMatrix.inverse()));
141
+ }
142
+ bindInverseAtmosphereScaleMatrix(uniform) {
143
+ if (!(0, Sync_1.sync)(this, uniform))
144
+ uniform.setMatrix3(Matrix_1.Matrix3.fromMatrix3d(this._atmosphereScaleMatrix.inverse()));
145
+ }
146
+ get isDisposed() {
147
+ return true;
148
+ }
149
+ dispose() { }
150
+ }
151
+ exports.AtmosphereUniforms = AtmosphereUniforms;
152
+ //# sourceMappingURL=AtmosphereUniforms.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\nimport { Atmosphere } from \"@itwin/core-common\";\r\nimport { Matrix3d, Point3d, Transform } from \"@itwin/core-geometry\";\r\nimport { RenderPlanEllipsoid } from \"../RenderPlan\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { Matrix3, Matrix4 } from \"./Matrix\";\r\nimport { desync, sync, SyncTarget } from \"./Sync\";\r\nimport { Target } from \"./Target\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\n\r\nexport const MAX_SAMPLE_POINTS = 40; // Maximum number of sample points to be used for the in-scattering and out-scattering computations.\r\n\r\nexport class AtmosphereUniforms implements WebGLDisposable, SyncTarget {\r\n private _atmosphere?: Atmosphere.Settings;\r\n private _ellipsoid?: RenderPlanEllipsoid;\r\n\r\n // Main shader uniforms\r\n private readonly _earthScaleMatrix = new Matrix3d(new Float64Array([1, 0, 0, 0, 1, 0, 0, 0, 1]));\r\n private readonly _inverseEllipsoidRotationMatrix = new Matrix3d(new Float64Array([1, 0, 0, 0, 1, 0, 0, 0, 1]));\r\n private readonly _atmosphereScaleMatrix = new Matrix3d(new Float64Array([1, 0, 0, 0, 1, 0, 0, 0, 1]));\r\n private readonly _atmosphereData = new Matrix4();\r\n /**\r\n * uniform mat3 u_atmosphereData;\r\n * { { atmosphereRadiusScaleFactor, atmosphereMaxDensityThresholdScaleFactor, densityFalloff, 0 },\r\n * { numViewRaySamples, numSunRaySamples, 0, 0 },\r\n * { earthCenter.x, earthCenter.y, earthCenter.z, 0 },\r\n * { scatteringCoefficients.x, scatteringCoefficients.y, scatteringCoefficients.z, 0 } }\r\n */\r\n public get atmosphereData() { return this._atmosphereData; }\r\n\r\n // Fragment shader uniforms\r\n private _exposure = 0.0;\r\n\r\n // utility\r\n public syncKey = 0;\r\n private _scratchMatrix3d = new Matrix3d();\r\n private _scratchPoint3d = new Point3d();\r\n\r\n public update(target: Target): void {\r\n const atmosphereHasNotChanged = this._atmosphere && target.plan.atmosphere && this._atmosphere.equals(target.plan.atmosphere);\r\n const ellipsoidHasNotChanged = this._ellipsoid && target.plan.ellipsoid && this._ellipsoid.equals(target.plan.ellipsoid);\r\n if (atmosphereHasNotChanged && ellipsoidHasNotChanged) {\r\n return;\r\n }\r\n\r\n this._atmosphere = target.plan.atmosphere;\r\n this._ellipsoid = target.plan.ellipsoid;\r\n desync(this);\r\n if (!this._atmosphere || !this._ellipsoid) {\r\n return;\r\n }\r\n\r\n this._updateAtmosphereScaleMatrix(this._atmosphere.atmosphereHeightAboveEarth);\r\n this._updateExposure(this._atmosphere.exposure);\r\n this._updateDensityFalloff(this._atmosphere.densityFalloff);\r\n this._updateEarthCenter(this._ellipsoid.ellipsoidCenter, target.uniforms.frustum.viewMatrix);\r\n this._updateEarthScaleMatrix(this._ellipsoid.ellipsoidRadii);\r\n this._updateInverseEllipsoidRotationMatrix(this._ellipsoid.ellipsoidRotation, target.uniforms.frustum.viewMatrix.matrix);\r\n this._updateAtmosphereRadiusScaleFactor(this._atmosphere.atmosphereHeightAboveEarth);\r\n this._updateAtmosphereMaxDensityThresholdScaleFactor(this._atmosphere.depthBelowEarthForMaxDensity);\r\n this._updateNumViewRaySamples(this._atmosphere.numViewRaySamples);\r\n this._updateNumSunRaySamples(this._atmosphere.numSunRaySamples);\r\n this._updateScatteringCoefficients(this._atmosphere.scatteringStrength, this._atmosphere.wavelengths);\r\n }\r\n\r\n private _updateEarthCenter(earthCenter: Point3d, viewMatrix: Transform) {\r\n viewMatrix.multiplyPoint3d(earthCenter, this._scratchPoint3d);\r\n this._atmosphereData.data[8] = this._scratchPoint3d.x;\r\n this._atmosphereData.data[9] = this._scratchPoint3d.y;\r\n this._atmosphereData.data[10] = this._scratchPoint3d.z;\r\n }\r\n\r\n private _updateInverseEllipsoidRotationMatrix(ellipsoidRotation: Matrix3d, viewRotation: Matrix3d) {\r\n viewRotation.inverse(this._scratchMatrix3d);\r\n ellipsoidRotation.multiplyMatrixInverseMatrix(this._scratchMatrix3d, this._inverseEllipsoidRotationMatrix);\r\n }\r\n\r\n private _updateEarthScaleMatrix(earthRadii: Point3d) {\r\n this._earthScaleMatrix.setAt(0, 0, earthRadii.x);\r\n this._earthScaleMatrix.setAt(1, 1, earthRadii.y);\r\n this._earthScaleMatrix.setAt(2, 2, earthRadii.z);\r\n }\r\n private _updateAtmosphereScaleMatrix(heightAboveSurface: number) {\r\n const earthPolarRadius = this._earthScaleMatrix.at(2, 2);\r\n const scaleFactor = earthPolarRadius === 0 ? 1.0 : (earthPolarRadius + heightAboveSurface) / earthPolarRadius;\r\n this._earthScaleMatrix.scale(scaleFactor, this._atmosphereScaleMatrix);\r\n }\r\n\r\n private _updateAtmosphereRadiusScaleFactor(atmosphereHeightAboveEarth: number) {\r\n const earthPolarRadius = this._earthScaleMatrix.at(2, 2);\r\n const minDensityThresholdRadius = earthPolarRadius + atmosphereHeightAboveEarth;\r\n const atmosphereRadiusScaleFactor = (earthPolarRadius === 0)\r\n ? 1\r\n : (minDensityThresholdRadius / earthPolarRadius);\r\n this.atmosphereData.data[0] = atmosphereRadiusScaleFactor;\r\n }\r\n\r\n private _updateAtmosphereMaxDensityThresholdScaleFactor(maxDensityDepthBelowEarth: number) {\r\n const earthPolarRadius = this._earthScaleMatrix.at(2, 2);\r\n const maxDensityThresholdRadius = earthPolarRadius - maxDensityDepthBelowEarth;\r\n const atmosphereMaxDensityThresholdScaleFactor = (earthPolarRadius === 0)\r\n ? 1\r\n : (maxDensityThresholdRadius / earthPolarRadius);\r\n this.atmosphereData.data[1] = atmosphereMaxDensityThresholdScaleFactor;\r\n }\r\n\r\n private _updateDensityFalloff(densityFalloff: number) {\r\n this.atmosphereData.data[2] = densityFalloff;\r\n }\r\n\r\n private _updateScatteringCoefficients(scatteringStrength: number, wavelengths: Atmosphere.Wavelengths) {\r\n // Rayleigh scattering strength is inversely related to the 4th power of the wavelength -> 1/pow(wavelength, 4)\r\n // Because this produces very small values when the wavelengths are taken in nanometers,\r\n // we attempt to normalize them around 1 by taking the smallest wavelength of visible light as a baseline (violet light - 400nm)\r\n const violetLightWavelength = 400.0;\r\n this.atmosphereData.data[12] = ((violetLightWavelength / wavelengths.r) ** 4.0) * scatteringStrength;\r\n this.atmosphereData.data[13] = ((violetLightWavelength / wavelengths.g) ** 4.0) * scatteringStrength;\r\n this.atmosphereData.data[14] = ((violetLightWavelength / wavelengths.b) ** 4.0) * scatteringStrength;\r\n }\r\n\r\n private _updateExposure(exposure: number) {\r\n this._exposure = exposure;\r\n }\r\n\r\n public bindExposure(uniform: UniformHandle): void {\r\n if (!sync(this, uniform)) {\r\n uniform.setUniform1f(this._exposure);\r\n }\r\n }\r\n\r\n private _updateNumViewRaySamples(_numViewRaySamples: number) {\r\n const numViewRaySamples = Math.max(0, Math.min(MAX_SAMPLE_POINTS, _numViewRaySamples));\r\n this.atmosphereData.data[4] = numViewRaySamples;\r\n }\r\n\r\n private _updateNumSunRaySamples(_numSunRaySamples: number) {\r\n const numSunRaySamples = Math.max(0, Math.min(MAX_SAMPLE_POINTS, _numSunRaySamples));\r\n this.atmosphereData.data[5] = numSunRaySamples;\r\n }\r\n\r\n public bindInverseRotationInverseEarthScaleMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform)) {\r\n this._earthScaleMatrix.multiplyMatrixInverseMatrix(this._inverseEllipsoidRotationMatrix, this._scratchMatrix3d);\r\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._scratchMatrix3d));\r\n }\r\n }\r\n\r\n public bindInverseRotationInverseAtmosphereScaleMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform)) {\r\n this._atmosphereScaleMatrix.multiplyMatrixInverseMatrix(this._inverseEllipsoidRotationMatrix, this._scratchMatrix3d);\r\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._scratchMatrix3d));\r\n }\r\n }\r\n\r\n public bindEarthScaleMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._earthScaleMatrix));\r\n }\r\n\r\n public bindAtmosphereScaleMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._atmosphereScaleMatrix));\r\n }\r\n\r\n public bindInverseEarthScaleMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._earthScaleMatrix.inverse()!));\r\n }\r\n\r\n public bindInverseAtmosphereScaleMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._atmosphereScaleMatrix.inverse()!));\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return true;\r\n }\r\n\r\n public dispose() { }\r\n}\r\n"]}
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert } from \"@itwin/core-bentley\";\nimport { Point3d } from \"@itwin/core-geometry\";\nimport { QParams2d, QParams3d } from \"@itwin/core-common\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { GL } from \"./GL\";\nimport { System } from \"./System\";\n\n/** Describes a connection between a BufferHandle and an arbitrary number of attributes associated with that BufferHandle. */\ninterface BufferHandleLinkage {\n buffer: BufferHandle;\n params: BufferParameters[]; // If empty, means no vertex attrib details are necessary (index buffer probably)\n}\n\n/** Provides convenience methods for creating a BufferHandleLinkage interface. */\nclass BufferHandleLinkage {\n private constructor() { }\n public static create(buffer: BufferHandle, params: BufferParameters[]): BufferHandleLinkage {\n return { buffer, params };\n }\n public static clone(linkage: BufferHandleLinkage): BufferHandleLinkage {\n const clonedParams: BufferParameters[] = [];\n for (const param of linkage.params) {\n clonedParams.push(BufferParameters.clone(param));\n }\n return BufferHandleLinkage.create(linkage.buffer, clonedParams);\n }\n}\n\n/**\n * Describes the binding state of a BufferHandle when added to a BuffersContainer. See the WebGL function 'vertexAttribPointer'.\n * @internal\n */\nexport interface BufferParameters {\n /** Index used for binding attribute location for the associated BufferHandle. */\n glAttribLoc: number;\n /** Number of components for the attribute (1, 2, 3, or 4). */\n glSize: number;\n /** Data type of each component. */\n glType: number;\n /** If true, WebGL will normalize integer data values into a certain range (see WebGL specs for details). */\n glNormalized: boolean;\n /** Offset in bytes between the beginning of consecutive vertex attributes. */\n glStride: number;\n /** Offset in bytes of the first component in the vertex attribute array. */\n glOffset: number;\n /** Specifies whether the attribute is instanced. If so, the WebGL instancing extension function 'vertexAttribDivisor' will be called. */\n glInstanced: boolean;\n}\n\n/**\n * Provides convenience methods for creating a BuffersParameter interface.\n * @internal\n */\nexport namespace BufferParameters {\n export function create(glAttribLoc: number, glSize: number, glType: number, glNormalized: boolean, glStride: number, glOffset: number, glInstanced: boolean): BufferParameters {\n return { glAttribLoc, glSize, glType, glNormalized, glStride, glOffset, glInstanced };\n }\n\n export function clone(params: BufferParameters): BufferParameters {\n return BufferParameters.create(params.glAttribLoc, params.glSize, params.glType, params.glNormalized, params.glStride, params.glOffset, params.glInstanced);\n }\n}\n\n/**\n * An abstract class which specifies an interface for binding and unbinding vertex buffers and their associated state.\n * @internal\n */\nexport class BuffersContainer implements WebGLDisposable {\n public readonly linkages: BufferHandleLinkage[] = [];\n protected readonly _vao: VAOHandle;\n private readonly _context: WebGL2RenderingContext;\n\n public static create(): BuffersContainer {\n return new BuffersContainer(System.instance.context);\n }\n\n private constructor(context: WebGL2RenderingContext) {\n this._context = context;\n this._vao = new VAOHandle(this._context);\n }\n\n // NB: BufferHandle objects contained within BufferHandleLinkage entries are disposed where they are created because they could be shared among multiple BuffersContainer objects.\n public dispose(): void {\n this._vao.dispose();\n }\n\n public get isDisposed(): boolean {\n return this._vao.isDisposed;\n }\n\n public addBuffer(buffer: BufferHandle, params: BufferParameters[]): void {\n const linkage = BufferHandleLinkage.create(buffer, params);\n this.linkages.push(linkage);\n this._bindLinkage(linkage);\n }\n\n public appendLinkages(linkages: BufferHandleLinkage[]): void {\n for (const linkage of linkages) {\n this.linkages.push(BufferHandleLinkage.clone(linkage));\n this._bindLinkage(linkage);\n }\n }\n\n private _bindLinkage(linkage: BufferHandleLinkage) {\n this.bind();\n linkage.buffer.bind();\n for (const p of linkage.params) {\n System.instance.context.enableVertexAttribArray(p.glAttribLoc);\n if (p.glInstanced) {\n System.instance.vertexAttribDivisor(p.glAttribLoc, 1);\n }\n System.instance.context.vertexAttribPointer(p.glAttribLoc, p.glSize, p.glType, p.glNormalized, p.glStride, p.glOffset);\n }\n this.unbind();\n }\n\n public bind(): void {\n this._vao.bind();\n }\n\n public unbind(): void {\n VAOHandle.unbind(this._context);\n }\n}\n\n/** A handle to a WebGLVertexArrayObjectOES.\n * The WebGLVertexArrayObjectOES is allocated by the constructor and should be freed by a call to dispose().\n * @internal\n */\nexport class VAOHandle implements WebGLDisposable {\n private _context: WebGL2RenderingContext;\n private _arrayObject?: WebGLVertexArrayObjectOES;\n\n /** Allocates the WebGLVertexArrayObjectOES using the supplied context. Free the WebGLVertexArrayObjectOES using dispose() */\n public constructor(context: WebGL2RenderingContext) {\n this._context = context;\n const arrayObject = this._context.createVertexArray();\n\n // vaoExt.createVertexArrayOES() returns WebGLVertexArrayObjectOES | null...\n if (null !== arrayObject) {\n this._arrayObject = arrayObject;\n } else {\n this._arrayObject = undefined;\n }\n\n assert(!this.isDisposed);\n }\n\n public get isDisposed(): boolean { return this._arrayObject === undefined; }\n\n /** Frees the WebGL vertex array object */\n public dispose(): void {\n if (!this.isDisposed) {\n this._context.deleteVertexArray(this._arrayObject!);\n this._arrayObject = undefined;\n }\n }\n\n /** Binds this vertex array object */\n public bind(): void {\n if (undefined !== this._arrayObject) {\n this._context.bindVertexArray(this._arrayObject);\n }\n }\n\n /** Ensures no vertex array object is bound */\n public static unbind(context: WebGL2RenderingContext): void {\n context.bindVertexArray(null);\n }\n}\n\n/**\n * A handle to a WebGLBuffer, such as a vertex or index buffer.\n * The WebGLBuffer is allocated by the constructor and should be freed by a call to dispose().\n * @internal\n */\nexport class BufferHandle implements WebGLDisposable {\n private _target: GL.Buffer.Target;\n private _glBuffer?: WebGLBuffer;\n private _bytesUsed = 0;\n\n /** Allocates the WebGLBuffer using the supplied context. Free the WebGLBuffer using dispose() */\n public constructor(target: GL.Buffer.Target) {\n this._target = target;\n const glBuffer = System.instance.context.createBuffer();\n\n // gl.createBuffer() returns WebGLBuffer | null...\n if (null !== glBuffer) {\n this._glBuffer = glBuffer;\n } else {\n this._glBuffer = undefined;\n }\n\n assert(!this.isDisposed);\n }\n\n public get isDisposed(): boolean { return this._glBuffer === undefined; }\n public get bytesUsed(): number { return this._bytesUsed; }\n\n /** Frees the WebGL buffer */\n public dispose(): void {\n if (!this.isDisposed) {\n System.instance.context.deleteBuffer(this._glBuffer!);\n this._glBuffer = undefined;\n this._bytesUsed = 0;\n }\n }\n\n /** Binds this buffer to the target specified during construction */\n public bind(): void {\n if (undefined !== this._glBuffer) {\n System.instance.context.bindBuffer(this._target, this._glBuffer);\n }\n }\n\n /** Sets the specified target to be bound to no buffer */\n public unbind(): void { System.instance.context.bindBuffer(this._target, null); }\n\n /** Binds this buffer to the target specified at construction and sets the buffer's data store. */\n public bindData(data: BufferSource, usage: GL.Buffer.Usage = GL.Buffer.Usage.StaticDraw): void {\n this.bind();\n System.instance.context.bufferData(this._target, data, usage);\n this.unbind();\n this._bytesUsed = data.byteLength;\n }\n\n /** Creates a BufferHandle and binds its data */\n public static createBuffer(target: GL.Buffer.Target, data: BufferSource, usage: GL.Buffer.Usage = GL.Buffer.Usage.StaticDraw): BufferHandle | undefined {\n const handle = new BufferHandle(target);\n if (handle.isDisposed) {\n return undefined;\n }\n\n handle.bindData(data, usage);\n return handle;\n }\n /** Creates a BufferHandle and binds its data */\n public static createArrayBuffer(data: BufferSource, usage: GL.Buffer.Usage = GL.Buffer.Usage.StaticDraw) {\n return BufferHandle.createBuffer(GL.Buffer.Target.ArrayBuffer, data, usage);\n }\n\n public isBound(binding: GL.Buffer.Binding) { return System.instance.context.getParameter(binding) === this._glBuffer; }\n}\n\nfunction setScale(index: number, value: number, array: Float32Array) {\n array[index] = 0.0 !== value ? 1.0 / value : value;\n}\n\n/**\n * Converts 2d quantization parameters to a format appropriate for submittal to the GPU.\n * params[0] = origin.x\n * params[1] = origin.y\n * params[2] = scale.x\n * params[3] = scale.y\n * @internal\n */\nexport function qparams2dToArray(params: QParams2d): Float32Array {\n const arr = new Float32Array(4);\n\n arr[0] = params.origin.x;\n arr[1] = params.origin.y;\n setScale(2, params.scale.x, arr);\n setScale(3, params.scale.y, arr);\n\n return arr;\n}\n\n/** @internal */\nexport function qorigin3dToArray(qorigin: Point3d): Float32Array {\n const origin = new Float32Array(3);\n origin[0] = qorigin.x;\n origin[1] = qorigin.y;\n origin[2] = qorigin.z;\n return origin;\n}\n\n/** @internal */\nexport function qscale3dToArray(qscale: Point3d): Float32Array {\n const scale = new Float32Array(3);\n setScale(0, qscale.x, scale);\n setScale(1, qscale.y, scale);\n setScale(2, qscale.z, scale);\n return scale;\n}\n\n/** Converts 3d quantization params to a pair of Float32Arrays\n * @internal\n */\nexport function qparams3dToArray(params: QParams3d): { origin: Float32Array, scale: Float32Array } {\n const origin = qorigin3dToArray(params.origin);\n const scale = qscale3dToArray(params.scale);\n return { origin, scale };\n}\n\n/** A handle to a WebGLBuffer intended to hold quantized 2d points\n * @internal\n */\nexport class QBufferHandle2d extends BufferHandle {\n public readonly params: Float32Array;\n\n public constructor(qParams: QParams2d) {\n super(GL.Buffer.Target.ArrayBuffer);\n this.params = qparams2dToArray(qParams);\n }\n\n public static create(qParams: QParams2d, data: Uint16Array): QBufferHandle2d | undefined {\n const handle = new QBufferHandle2d(qParams);\n if (handle.isDisposed) {\n return undefined;\n }\n\n handle.bindData(data);\n return handle;\n }\n}\n\n/* A handle to a WebGLBuffer intended to hold quantized 3d points\n * @internal\n */\nexport class QBufferHandle3d extends BufferHandle {\n /** The quantization origin in x, y, and z */\n public readonly origin: Float32Array;\n /** The quantization scale in x, y, and z */\n public readonly scale: Float32Array;\n\n public constructor(qParams: QParams3d) {\n super(GL.Buffer.Target.ArrayBuffer);\n this.origin = qorigin3dToArray(qParams.origin);\n this.scale = qscale3dToArray(qParams.scale);\n }\n\n public static create(qParams: QParams3d, data: Uint16Array | Uint8Array | Float32Array): QBufferHandle3d | undefined {\n const handle = new QBufferHandle3d(qParams);\n if (handle.isDisposed) {\n return undefined;\n }\n\n handle.bindData(data);\n return handle;\n }\n}\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/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Point3d } from \"@itwin/core-geometry\";\r\nimport { QParams2d, QParams3d } from \"@itwin/core-common\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { GL } from \"./GL\";\r\nimport { System } from \"./System\";\r\n\r\n/** Describes a connection between a BufferHandle and an arbitrary number of attributes associated with that BufferHandle. */\r\ninterface BufferHandleLinkage {\r\n buffer: BufferHandle;\r\n params: BufferParameters[]; // If empty, means no vertex attrib details are necessary (index buffer probably)\r\n}\r\n\r\n/** Provides convenience methods for creating a BufferHandleLinkage interface. */\r\nclass BufferHandleLinkage {\r\n private constructor() { }\r\n public static create(buffer: BufferHandle, params: BufferParameters[]): BufferHandleLinkage {\r\n return { buffer, params };\r\n }\r\n public static clone(linkage: BufferHandleLinkage): BufferHandleLinkage {\r\n const clonedParams: BufferParameters[] = [];\r\n for (const param of linkage.params) {\r\n clonedParams.push(BufferParameters.clone(param));\r\n }\r\n return BufferHandleLinkage.create(linkage.buffer, clonedParams);\r\n }\r\n}\r\n\r\n/**\r\n * Describes the binding state of a BufferHandle when added to a BuffersContainer. See the WebGL function 'vertexAttribPointer'.\r\n * @internal\r\n */\r\nexport interface BufferParameters {\r\n /** Index used for binding attribute location for the associated BufferHandle. */\r\n glAttribLoc: number;\r\n /** Number of components for the attribute (1, 2, 3, or 4). */\r\n glSize: number;\r\n /** Data type of each component. */\r\n glType: number;\r\n /** If true, WebGL will normalize integer data values into a certain range (see WebGL specs for details). */\r\n glNormalized: boolean;\r\n /** Offset in bytes between the beginning of consecutive vertex attributes. */\r\n glStride: number;\r\n /** Offset in bytes of the first component in the vertex attribute array. */\r\n glOffset: number;\r\n /** Specifies whether the attribute is instanced. If so, the WebGL instancing extension function 'vertexAttribDivisor' will be called. */\r\n glInstanced: boolean;\r\n}\r\n\r\n/**\r\n * Provides convenience methods for creating a BuffersParameter interface.\r\n * @internal\r\n */\r\nexport namespace BufferParameters {\r\n export function create(glAttribLoc: number, glSize: number, glType: number, glNormalized: boolean, glStride: number, glOffset: number, glInstanced: boolean): BufferParameters {\r\n return { glAttribLoc, glSize, glType, glNormalized, glStride, glOffset, glInstanced };\r\n }\r\n\r\n export function clone(params: BufferParameters): BufferParameters {\r\n return BufferParameters.create(params.glAttribLoc, params.glSize, params.glType, params.glNormalized, params.glStride, params.glOffset, params.glInstanced);\r\n }\r\n}\r\n\r\n/**\r\n * An abstract class which specifies an interface for binding and unbinding vertex buffers and their associated state.\r\n * @internal\r\n */\r\nexport class BuffersContainer implements WebGLDisposable {\r\n public readonly linkages: BufferHandleLinkage[] = [];\r\n protected readonly _vao: VAOHandle;\r\n private readonly _context: WebGL2RenderingContext;\r\n\r\n public static create(): BuffersContainer {\r\n return new BuffersContainer(System.instance.context);\r\n }\r\n\r\n private constructor(context: WebGL2RenderingContext) {\r\n this._context = context;\r\n this._vao = new VAOHandle(this._context);\r\n }\r\n\r\n // NB: BufferHandle objects contained within BufferHandleLinkage entries are disposed where they are created because they could be shared among multiple BuffersContainer objects.\r\n public dispose(): void {\r\n this._vao.dispose();\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this._vao.isDisposed;\r\n }\r\n\r\n public addBuffer(buffer: BufferHandle, params: BufferParameters[]): void {\r\n const linkage = BufferHandleLinkage.create(buffer, params);\r\n this.linkages.push(linkage);\r\n this._bindLinkage(linkage);\r\n }\r\n\r\n public appendLinkages(linkages: BufferHandleLinkage[]): void {\r\n for (const linkage of linkages) {\r\n this.linkages.push(BufferHandleLinkage.clone(linkage));\r\n this._bindLinkage(linkage);\r\n }\r\n }\r\n\r\n private _bindLinkage(linkage: BufferHandleLinkage) {\r\n this.bind();\r\n linkage.buffer.bind();\r\n for (const p of linkage.params) {\r\n System.instance.context.enableVertexAttribArray(p.glAttribLoc);\r\n if (p.glInstanced) {\r\n System.instance.vertexAttribDivisor(p.glAttribLoc, 1);\r\n }\r\n System.instance.context.vertexAttribPointer(p.glAttribLoc, p.glSize, p.glType, p.glNormalized, p.glStride, p.glOffset);\r\n }\r\n this.unbind();\r\n }\r\n\r\n public bind(): void {\r\n this._vao.bind();\r\n }\r\n\r\n public unbind(): void {\r\n VAOHandle.unbind(this._context);\r\n }\r\n}\r\n\r\n/** A handle to a WebGLVertexArrayObjectOES.\r\n * The WebGLVertexArrayObjectOES is allocated by the constructor and should be freed by a call to dispose().\r\n * @internal\r\n */\r\nexport class VAOHandle implements WebGLDisposable {\r\n private _context: WebGL2RenderingContext;\r\n private _arrayObject?: WebGLVertexArrayObjectOES;\r\n\r\n /** Allocates the WebGLVertexArrayObjectOES using the supplied context. Free the WebGLVertexArrayObjectOES using dispose() */\r\n public constructor(context: WebGL2RenderingContext) {\r\n this._context = context;\r\n const arrayObject = this._context.createVertexArray();\r\n\r\n // vaoExt.createVertexArrayOES() returns WebGLVertexArrayObjectOES | null...\r\n if (null !== arrayObject) {\r\n this._arrayObject = arrayObject;\r\n } else {\r\n this._arrayObject = undefined;\r\n }\r\n\r\n assert(!this.isDisposed);\r\n }\r\n\r\n public get isDisposed(): boolean { return this._arrayObject === undefined; }\r\n\r\n /** Frees the WebGL vertex array object */\r\n public dispose(): void {\r\n if (!this.isDisposed) {\r\n this._context.deleteVertexArray(this._arrayObject!);\r\n this._arrayObject = undefined;\r\n }\r\n }\r\n\r\n /** Binds this vertex array object */\r\n public bind(): void {\r\n if (undefined !== this._arrayObject) {\r\n this._context.bindVertexArray(this._arrayObject);\r\n }\r\n }\r\n\r\n /** Ensures no vertex array object is bound */\r\n public static unbind(context: WebGL2RenderingContext): void {\r\n context.bindVertexArray(null);\r\n }\r\n}\r\n\r\n/**\r\n * A handle to a WebGLBuffer, such as a vertex or index buffer.\r\n * The WebGLBuffer is allocated by the constructor and should be freed by a call to dispose().\r\n * @internal\r\n */\r\nexport class BufferHandle implements WebGLDisposable {\r\n private _target: GL.Buffer.Target;\r\n private _glBuffer?: WebGLBuffer;\r\n private _bytesUsed = 0;\r\n\r\n /** Allocates the WebGLBuffer using the supplied context. Free the WebGLBuffer using dispose() */\r\n public constructor(target: GL.Buffer.Target) {\r\n this._target = target;\r\n const glBuffer = System.instance.context.createBuffer();\r\n\r\n // gl.createBuffer() returns WebGLBuffer | null...\r\n if (null !== glBuffer) {\r\n this._glBuffer = glBuffer;\r\n } else {\r\n this._glBuffer = undefined;\r\n }\r\n\r\n assert(!this.isDisposed);\r\n }\r\n\r\n public get isDisposed(): boolean { return this._glBuffer === undefined; }\r\n public get bytesUsed(): number { return this._bytesUsed; }\r\n\r\n /** Frees the WebGL buffer */\r\n public dispose(): void {\r\n if (!this.isDisposed) {\r\n System.instance.context.deleteBuffer(this._glBuffer!);\r\n this._glBuffer = undefined;\r\n this._bytesUsed = 0;\r\n }\r\n }\r\n\r\n /** Binds this buffer to the target specified during construction */\r\n public bind(): void {\r\n if (undefined !== this._glBuffer) {\r\n System.instance.context.bindBuffer(this._target, this._glBuffer);\r\n }\r\n }\r\n\r\n /** Sets the specified target to be bound to no buffer */\r\n public unbind(): void { System.instance.context.bindBuffer(this._target, null); }\r\n\r\n /** Binds this buffer to the target specified at construction and sets the buffer's data store. */\r\n public bindData(data: BufferSource, usage: GL.Buffer.Usage = GL.Buffer.Usage.StaticDraw): void {\r\n this.bind();\r\n System.instance.context.bufferData(this._target, data, usage);\r\n this.unbind();\r\n this._bytesUsed = data.byteLength;\r\n }\r\n\r\n /** Creates a BufferHandle and binds its data */\r\n public static createBuffer(target: GL.Buffer.Target, data: BufferSource, usage: GL.Buffer.Usage = GL.Buffer.Usage.StaticDraw): BufferHandle | undefined {\r\n const handle = new BufferHandle(target);\r\n if (handle.isDisposed) {\r\n return undefined;\r\n }\r\n\r\n handle.bindData(data, usage);\r\n return handle;\r\n }\r\n /** Creates a BufferHandle and binds its data */\r\n public static createArrayBuffer(data: BufferSource, usage: GL.Buffer.Usage = GL.Buffer.Usage.StaticDraw) {\r\n return BufferHandle.createBuffer(GL.Buffer.Target.ArrayBuffer, data, usage);\r\n }\r\n\r\n public isBound(binding: GL.Buffer.Binding) { return System.instance.context.getParameter(binding) === this._glBuffer; }\r\n}\r\n\r\nfunction setScale(index: number, value: number, array: Float32Array) {\r\n array[index] = 0.0 !== value ? 1.0 / value : value;\r\n}\r\n\r\n/**\r\n * Converts 2d quantization parameters to a format appropriate for submittal to the GPU.\r\n * params[0] = origin.x\r\n * params[1] = origin.y\r\n * params[2] = scale.x\r\n * params[3] = scale.y\r\n * @internal\r\n */\r\nexport function qparams2dToArray(params: QParams2d): Float32Array {\r\n const arr = new Float32Array(4);\r\n\r\n arr[0] = params.origin.x;\r\n arr[1] = params.origin.y;\r\n setScale(2, params.scale.x, arr);\r\n setScale(3, params.scale.y, arr);\r\n\r\n return arr;\r\n}\r\n\r\n/** @internal */\r\nexport function qorigin3dToArray(qorigin: Point3d): Float32Array {\r\n const origin = new Float32Array(3);\r\n origin[0] = qorigin.x;\r\n origin[1] = qorigin.y;\r\n origin[2] = qorigin.z;\r\n return origin;\r\n}\r\n\r\n/** @internal */\r\nexport function qscale3dToArray(qscale: Point3d): Float32Array {\r\n const scale = new Float32Array(3);\r\n setScale(0, qscale.x, scale);\r\n setScale(1, qscale.y, scale);\r\n setScale(2, qscale.z, scale);\r\n return scale;\r\n}\r\n\r\n/** Converts 3d quantization params to a pair of Float32Arrays\r\n * @internal\r\n */\r\nexport function qparams3dToArray(params: QParams3d): { origin: Float32Array, scale: Float32Array } {\r\n const origin = qorigin3dToArray(params.origin);\r\n const scale = qscale3dToArray(params.scale);\r\n return { origin, scale };\r\n}\r\n\r\n/** A handle to a WebGLBuffer intended to hold quantized 2d points\r\n * @internal\r\n */\r\nexport class QBufferHandle2d extends BufferHandle {\r\n public readonly params: Float32Array;\r\n\r\n public constructor(qParams: QParams2d) {\r\n super(GL.Buffer.Target.ArrayBuffer);\r\n this.params = qparams2dToArray(qParams);\r\n }\r\n\r\n public static create(qParams: QParams2d, data: Uint16Array): QBufferHandle2d | undefined {\r\n const handle = new QBufferHandle2d(qParams);\r\n if (handle.isDisposed) {\r\n return undefined;\r\n }\r\n\r\n handle.bindData(data);\r\n return handle;\r\n }\r\n}\r\n\r\n/* A handle to a WebGLBuffer intended to hold quantized 3d points\r\n * @internal\r\n */\r\nexport class QBufferHandle3d extends BufferHandle {\r\n /** The quantization origin in x, y, and z */\r\n public readonly origin: Float32Array;\r\n /** The quantization scale in x, y, and z */\r\n public readonly scale: Float32Array;\r\n\r\n public constructor(qParams: QParams3d) {\r\n super(GL.Buffer.Target.ArrayBuffer);\r\n this.origin = qorigin3dToArray(qParams.origin);\r\n this.scale = qscale3dToArray(qParams.scale);\r\n }\r\n\r\n public static create(qParams: QParams3d, data: Uint16Array | Uint8Array | Float32Array): QBufferHandle3d | undefined {\r\n const handle = new QBufferHandle3d(qParams);\r\n if (handle.isDisposed) {\r\n return undefined;\r\n }\r\n\r\n handle.bindData(data);\r\n return handle;\r\n }\r\n}\r\n"]}
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { VariableType } from \"./ShaderBuilder\";\nimport { TechniqueId } from \"./TechniqueId\";\n\n/**\n * Describes the details of an attribute associated with an attribute name.\n * @internal\n */\nexport interface AttributeDetails {\n /** Index used by GPU for binding attribute location for the associated attribute name. */\n location: number;\n /** What type of variable used for binding the attribute location. */\n type: VariableType;\n}\n\ntype AttributeInfo = [string, number, VariableType];\n\nclass AttributeMapEntry {\n public readonly uninstanced = new Map<string, AttributeDetails>();\n public readonly instanced = new Map<string, AttributeDetails>();\n\n public constructor(attributes: AttributeInfo[]) {\n for (const attr of attributes) {\n const detail = { location: attr[1], type: attr[2] };\n this.uninstanced.set(attr[0], detail);\n this.instanced.set(attr[0], detail);\n }\n\n const instanceAttrs: Array<[string, VariableType]> = [\n [\"a_instanceMatrixRow0\", VariableType.Vec4],\n [\"a_instanceMatrixRow1\", VariableType.Vec4],\n [\"a_instanceMatrixRow2\", VariableType.Vec4],\n [\"a_instanceOverrides\", VariableType.Vec4],\n [\"a_instanceRgba\", VariableType.Vec4],\n [\"a_featureId\", VariableType.Vec3],\n [\"a_patternX\", VariableType.Float],\n [\"a_patternY\", VariableType.Float],\n ];\n\n let location = attributes.length;\n for (const attr of instanceAttrs) {\n this.instanced.set(attr[0], { location, type: attr[1] });\n ++location;\n }\n }\n}\n\n/**\n * A class with static methods which provide access to a global mapping between techniques and attribute details (location and variable type).\n * These details are used when constructing shaders and when setting up buffers through implementations of the BuffersContainer abstract class.\n * @internal\n */\nexport class AttributeMap {\n private readonly _attrMaps: Map<TechniqueId | undefined, AttributeMapEntry>;\n\n public constructor() {\n const posOnly = new AttributeMapEntry([[\"a_pos\", 0, VariableType.Vec3]]);\n const skySphere = new AttributeMapEntry([\n [\"a_pos\", 0, VariableType.Vec3],\n [\"a_worldPos\", 1, VariableType.Vec3],\n ]);\n const polyline = new AttributeMapEntry([\n [\"a_pos\", 0, VariableType.Vec3],\n [\"a_prevIndex\", 1, VariableType.Vec3],\n [\"a_nextIndex\", 2, VariableType.Vec3],\n [\"a_param\", 3, VariableType.Float],\n ]);\n const edge = new AttributeMapEntry([\n [\"a_pos\", 0, VariableType.Vec3],\n [\"a_endPointAndQuadIndices\", 1, VariableType.Vec4],\n ]);\n const silhouette = new AttributeMapEntry([\n [\"a_pos\", 0, VariableType.Vec3],\n [\"a_endPointAndQuadIndices\", 1, VariableType.Vec4],\n [\"a_normals\", 2, VariableType.Vec4],\n ]);\n const pointCloud = new AttributeMapEntry([\n [\"a_pos\", 0, VariableType.Vec3],\n [\"a_color\", 1, VariableType.Vec3],\n ]);\n const realityMesh = new AttributeMapEntry([\n [\"a_pos\", 0, VariableType.Vec3],\n [\"a_norm\", 1, VariableType.Vec2],\n [\"a_uvParam\", 2, VariableType.Vec2],\n ]);\n const planarGrid = new AttributeMapEntry([\n [\"a_pos\", 0, VariableType.Vec3],\n [\"a_uvParam\", 1, VariableType.Vec2],\n ]);\n\n const screenPoints = new AttributeMapEntry([\n [\"a_pos\", 0, VariableType.Vec2],\n ]);\n\n this._attrMaps = new Map<TechniqueId | undefined, AttributeMapEntry>([\n [undefined, posOnly],\n [TechniqueId.SkySphereGradient, skySphere],\n [TechniqueId.SkySphereTexture, skySphere],\n [TechniqueId.Polyline, polyline],\n [TechniqueId.Edge, edge],\n [TechniqueId.SilhouetteEdge, silhouette],\n [TechniqueId.PointCloud, pointCloud],\n [TechniqueId.VolClassCopyZ, screenPoints],\n [TechniqueId.RealityMesh, realityMesh],\n [TechniqueId.PlanarGrid, planarGrid],\n ]);\n }\n\n public static findAttributeMap(techniqueId: TechniqueId | undefined, instanced: boolean): Map<string, AttributeDetails> {\n let entry = attributeMap._attrMaps.get(techniqueId);\n if (undefined === entry) {\n entry = attributeMap._attrMaps.get(undefined)!;\n attributeMap._attrMaps.set(techniqueId, entry);\n }\n\n return instanced ? entry.instanced : entry.uninstanced;\n }\n\n public static findAttribute(attributeName: string, techniqueId: TechniqueId | undefined, instanced: boolean): AttributeDetails | undefined {\n return AttributeMap.findAttributeMap(techniqueId, instanced).get(attributeName);\n }\n}\n\nconst attributeMap = new AttributeMap();\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/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { VariableType } from \"./ShaderBuilder\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\n/**\r\n * Describes the details of an attribute associated with an attribute name.\r\n * @internal\r\n */\r\nexport interface AttributeDetails {\r\n /** Index used by GPU for binding attribute location for the associated attribute name. */\r\n location: number;\r\n /** What type of variable used for binding the attribute location. */\r\n type: VariableType;\r\n}\r\n\r\ntype AttributeInfo = [string, number, VariableType];\r\n\r\nclass AttributeMapEntry {\r\n public readonly uninstanced = new Map<string, AttributeDetails>();\r\n public readonly instanced = new Map<string, AttributeDetails>();\r\n\r\n public constructor(attributes: AttributeInfo[]) {\r\n for (const attr of attributes) {\r\n const detail = { location: attr[1], type: attr[2] };\r\n this.uninstanced.set(attr[0], detail);\r\n this.instanced.set(attr[0], detail);\r\n }\r\n\r\n const instanceAttrs: Array<[string, VariableType]> = [\r\n [\"a_instanceMatrixRow0\", VariableType.Vec4],\r\n [\"a_instanceMatrixRow1\", VariableType.Vec4],\r\n [\"a_instanceMatrixRow2\", VariableType.Vec4],\r\n [\"a_instanceOverrides\", VariableType.Vec4],\r\n [\"a_instanceRgba\", VariableType.Vec4],\r\n [\"a_featureId\", VariableType.Vec3],\r\n [\"a_patternX\", VariableType.Float],\r\n [\"a_patternY\", VariableType.Float],\r\n ];\r\n\r\n let location = attributes.length;\r\n for (const attr of instanceAttrs) {\r\n this.instanced.set(attr[0], { location, type: attr[1] });\r\n ++location;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * A class with static methods which provide access to a global mapping between techniques and attribute details (location and variable type).\r\n * These details are used when constructing shaders and when setting up buffers through implementations of the BuffersContainer abstract class.\r\n * @internal\r\n */\r\nexport class AttributeMap {\r\n private readonly _attrMaps: Map<TechniqueId | undefined, AttributeMapEntry>;\r\n\r\n public constructor() {\r\n const posOnly = new AttributeMapEntry([[\"a_pos\", 0, VariableType.Vec3]]);\r\n const skySphere = new AttributeMapEntry([\r\n [\"a_pos\", 0, VariableType.Vec3],\r\n [\"a_worldPos\", 1, VariableType.Vec3],\r\n ]);\r\n const polyline = new AttributeMapEntry([\r\n [\"a_pos\", 0, VariableType.Vec3],\r\n [\"a_prevIndex\", 1, VariableType.Vec3],\r\n [\"a_nextIndex\", 2, VariableType.Vec3],\r\n [\"a_param\", 3, VariableType.Float],\r\n ]);\r\n const edge = new AttributeMapEntry([\r\n [\"a_pos\", 0, VariableType.Vec3],\r\n [\"a_endPointAndQuadIndices\", 1, VariableType.Vec4],\r\n ]);\r\n const silhouette = new AttributeMapEntry([\r\n [\"a_pos\", 0, VariableType.Vec3],\r\n [\"a_endPointAndQuadIndices\", 1, VariableType.Vec4],\r\n [\"a_normals\", 2, VariableType.Vec4],\r\n ]);\r\n const pointCloud = new AttributeMapEntry([\r\n [\"a_pos\", 0, VariableType.Vec3],\r\n [\"a_color\", 1, VariableType.Vec3],\r\n ]);\r\n const realityMesh = new AttributeMapEntry([\r\n [\"a_pos\", 0, VariableType.Vec3],\r\n [\"a_norm\", 1, VariableType.Vec2],\r\n [\"a_uvParam\", 2, VariableType.Vec2],\r\n ]);\r\n const planarGrid = new AttributeMapEntry([\r\n [\"a_pos\", 0, VariableType.Vec3],\r\n [\"a_uvParam\", 1, VariableType.Vec2],\r\n ]);\r\n\r\n const screenPoints = new AttributeMapEntry([\r\n [\"a_pos\", 0, VariableType.Vec2],\r\n ]);\r\n\r\n this._attrMaps = new Map<TechniqueId | undefined, AttributeMapEntry>([\r\n [undefined, posOnly],\r\n [TechniqueId.SkySphereGradient, skySphere],\r\n [TechniqueId.SkySphereTexture, skySphere],\r\n [TechniqueId.Polyline, polyline],\r\n [TechniqueId.Edge, edge],\r\n [TechniqueId.SilhouetteEdge, silhouette],\r\n [TechniqueId.PointCloud, pointCloud],\r\n [TechniqueId.VolClassCopyZ, screenPoints],\r\n [TechniqueId.RealityMesh, realityMesh],\r\n [TechniqueId.PlanarGrid, planarGrid],\r\n ]);\r\n }\r\n\r\n public static findAttributeMap(techniqueId: TechniqueId | undefined, instanced: boolean): Map<string, AttributeDetails> {\r\n let entry = attributeMap._attrMaps.get(techniqueId);\r\n if (undefined === entry) {\r\n entry = attributeMap._attrMaps.get(undefined)!;\r\n attributeMap._attrMaps.set(techniqueId, entry);\r\n }\r\n\r\n return instanced ? entry.instanced : entry.uninstanced;\r\n }\r\n\r\n public static findAttribute(attributeName: string, techniqueId: TechniqueId | undefined, instanced: boolean): AttributeDetails | undefined {\r\n return AttributeMap.findAttributeMap(techniqueId, instanced).get(attributeName);\r\n }\r\n}\r\n\r\nconst attributeMap = new AttributeMap();\r\n"]}
@@ -1 +1 @@
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose } from \"@itwin/core-bentley\";\nimport { Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Vector3d } from \"@itwin/core-geometry\";\nimport { ColorDef, Frustum, FrustumPlanes, RenderTexture, TextureTransparency } from \"@itwin/core-common\";\nimport { GraphicsCollectorDrawArgs, MapTileTreeReference, TileTreeReference } from \"../../tile/internal\";\nimport { SceneContext } from \"../../ViewContext\";\nimport { ViewState3d } from \"../../ViewState\";\nimport { FeatureSymbology } from \"../FeatureSymbology\";\nimport { RenderGraphic } from \"../RenderGraphic\";\nimport { BatchState } from \"./BatchState\";\nimport { BranchStack } from \"./BranchStack\";\nimport { FrameBuffer } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { PlanarTextureProjection } from \"./PlanarTextureProjection\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { Texture, TextureHandle } from \"./Texture\";\nimport { TextureDrape } from \"./TextureDrape\";\n\n/** @internal */\nexport class BackgroundMapDrape extends TextureDrape {\n private _fbo?: FrameBuffer;\n private readonly _graphics: RenderGraphic[] = [];\n private _frustum?: Frustum;\n private _width = 0;\n private _height = 0;\n private _mapTree: MapTileTreeReference;\n private _drapedTree: TileTreeReference;\n private static _postProjectionMatrix = Matrix4d.createRowValues(\n 0, 1, 0, 0,\n 0, 0, -1, 0,\n 1, 0, 0, 0,\n 0, 0, 0, 1);\n private _debugFrustum?: Frustum;\n private _debugFrustumGraphic?: RenderGraphic = undefined;\n private readonly _symbologyOverrides = new FeatureSymbology.Overrides();\n private readonly _bgColor = ColorDef.from(0, 0, 0, 255);\n private readonly _plane = Plane3dByOriginAndUnitNormal.create(Point3d.createZero(), Vector3d.create(0, 0, 1))!;\n\n private constructor(drapedTree: TileTreeReference, mapTree: MapTileTreeReference) {\n super();\n this._drapedTree = drapedTree;\n this._mapTree = mapTree;\n }\n\n public override get isDisposed(): boolean { return super.isDisposed && undefined === this._fbo; }\n\n public override dispose() {\n super.dispose();\n this._fbo = dispose(this._fbo);\n }\n\n public addGraphic(graphic: RenderGraphic) {\n this._graphics.push(graphic);\n }\n\n public static create(draped: TileTreeReference, map: MapTileTreeReference): BackgroundMapDrape {\n return new BackgroundMapDrape(draped, map);\n }\n\n public collectGraphics(context: SceneContext) {\n this._graphics.length = 0;\n if (undefined === context.viewingSpace)\n return;\n\n const viewState = context.viewingSpace.view as ViewState3d;\n if (undefined === viewState)\n return;\n\n const tileTree = this._mapTree.treeOwner.load();\n if (undefined === tileTree || !this._mapTree.initializeLayers(context))\n return;\n\n const requiredWidth = 2 * Math.max(context.target.viewRect.width, context.target.viewRect.height); // TBD - Size to textured area.\n const requiredHeight = requiredWidth;\n\n if (requiredWidth !== this._width || requiredHeight !== this._height)\n this.dispose();\n\n this._width = requiredWidth;\n this._height = requiredHeight;\n\n const targetTree = this._drapedTree.treeOwner.tileTree;\n const args = this._drapedTree.createDrawArgs(context);\n if (!targetTree || !args)\n return;\n\n const targetTiles = targetTree.selectTiles(args);\n\n const projection = PlanarTextureProjection.computePlanarTextureProjection(this._plane, context, { tiles: targetTiles, location: args.location }, [this._mapTree], viewState, this._width, this._height);\n if (!projection.textureFrustum || !projection.projectionMatrix || !projection.worldToViewMap)\n return;\n\n this._frustum = projection.textureFrustum;\n this._debugFrustum = projection.debugFrustum;\n this._projectionMatrix = projection.projectionMatrix;\n\n const drawArgs = GraphicsCollectorDrawArgs.create(context, this, this._mapTree, FrustumPlanes.fromFrustum(this._frustum), projection.worldToViewMap);\n if (undefined !== drawArgs)\n tileTree.draw(drawArgs);\n\n if (context.target.debugControl && context.target.debugControl.displayDrapeFrustum) {\n this._debugFrustumGraphic = dispose(this._debugFrustumGraphic);\n const builder = context.createSceneGraphicBuilder();\n builder.setSymbology(ColorDef.green, ColorDef.green, 1);\n builder.addFrustum(context.viewingSpace.getFrustum());\n builder.setSymbology(ColorDef.red, ColorDef.red, 1);\n builder.addFrustum(this._debugFrustum!);\n builder.setSymbology(ColorDef.white, ColorDef.white, 1);\n builder.addFrustum(this._frustum);\n this._debugFrustumGraphic = builder.finish();\n }\n }\n\n public draw(target: Target) {\n if (undefined !== this._debugFrustumGraphic)\n target.graphics.foreground.push(this._debugFrustumGraphic);\n\n if (undefined === this._frustum || this._graphics.length === 0)\n return;\n\n if (undefined === this._fbo) {\n const colorTextureHandle = TextureHandle.createForAttachment(this._width, this._height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n if (undefined === colorTextureHandle) {\n assert(false, \"Failed to create planar texture\");\n return;\n }\n\n this._texture = new Texture({ ownership: \"external\", type: RenderTexture.Type.TileSection, handle: colorTextureHandle, transparency: TextureTransparency.Opaque });\n this._fbo = FrameBuffer.create([colorTextureHandle]);\n }\n if (undefined === this._fbo) {\n assert(false, \"unable to create frame buffer object\");\n return;\n }\n\n System.instance.glTimer.beginOperation(\"Terrain Projection\");\n\n const prevState = System.instance.currentRenderState.clone();\n System.instance.context.viewport(0, 0, this._width, this._height);\n\n const prevPlan = target.plan;\n const drawingParams = PlanarTextureProjection.getTextureDrawingParams(target);\n const stack = new BranchStack();\n stack.changeRenderPlan(drawingParams.viewFlags, prevPlan.is3d, prevPlan.hline);\n stack.setSymbologyOverrides(this._symbologyOverrides);\n\n const batchState = new BatchState(stack);\n System.instance.applyRenderState(drawingParams.state);\n\n target.uniforms.style.changeBackgroundColor(this._bgColor); // Avoid white on white reversal. Will be reset below in changeRenderPlan().\n target.changeFrustum(this._frustum, this._frustum.getFraction(), true);\n\n const prevProjMatrix = target.uniforms.frustum.projectionMatrix;\n target.uniforms.frustum.changeProjectionMatrix(BackgroundMapDrape._postProjectionMatrix.multiplyMatrixMatrix(prevProjMatrix));\n\n target.uniforms.branch.pushState(stack.top);\n\n const renderCommands = new RenderCommands(target, stack, batchState);\n renderCommands.addGraphics(this._graphics, RenderPass.OpaqueGeneral);\n\n const system = System.instance;\n const gl = system.context;\n\n system.frameBufferStack.execute(this._fbo, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.execute(target, renderCommands.getCommands(RenderPass.OpaqueGeneral), RenderPass.PlanarClassification); // Draw these with RenderPass.PlanarClassification (rather than Opaque...) so that the pick ordering is avoided.\n });\n\n target.uniforms.branch.pop();\n\n batchState.reset(); // Reset the batch Ids...\n target.changeRenderPlan(prevPlan);\n\n system.applyRenderState(prevState);\n gl.viewport(0, 0, target.viewRect.width, target.viewRect.height); // Restore viewport\n system.glTimer.endOperation();\n }\n}\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 } from \"@itwin/core-bentley\";\r\nimport { Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { ColorDef, Frustum, FrustumPlanes, RenderTexture, TextureTransparency } from \"@itwin/core-common\";\r\nimport { GraphicsCollectorDrawArgs, MapTileTreeReference, TileTreeReference } from \"../../tile/internal\";\r\nimport { SceneContext } from \"../../ViewContext\";\r\nimport { ViewState3d } from \"../../ViewState\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { FrameBuffer } from \"./FrameBuffer\";\r\nimport { GL } from \"./GL\";\r\nimport { PlanarTextureProjection } from \"./PlanarTextureProjection\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { Texture, TextureHandle } from \"./Texture\";\r\nimport { TextureDrape } from \"./TextureDrape\";\r\n\r\n/** @internal */\r\nexport class BackgroundMapDrape extends TextureDrape {\r\n private _fbo?: FrameBuffer;\r\n private readonly _graphics: RenderGraphic[] = [];\r\n private _frustum?: Frustum;\r\n private _width = 0;\r\n private _height = 0;\r\n private _mapTree: MapTileTreeReference;\r\n private _drapedTree: TileTreeReference;\r\n private static _postProjectionMatrix = Matrix4d.createRowValues(\r\n 0, 1, 0, 0,\r\n 0, 0, -1, 0,\r\n 1, 0, 0, 0,\r\n 0, 0, 0, 1);\r\n private _debugFrustum?: Frustum;\r\n private _debugFrustumGraphic?: RenderGraphic = undefined;\r\n private readonly _symbologyOverrides = new FeatureSymbology.Overrides();\r\n private readonly _bgColor = ColorDef.from(0, 0, 0, 255);\r\n private readonly _plane = Plane3dByOriginAndUnitNormal.create(Point3d.createZero(), Vector3d.create(0, 0, 1))!;\r\n\r\n private constructor(drapedTree: TileTreeReference, mapTree: MapTileTreeReference) {\r\n super();\r\n this._drapedTree = drapedTree;\r\n this._mapTree = mapTree;\r\n }\r\n\r\n public override get isDisposed(): boolean { return super.isDisposed && undefined === this._fbo; }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n this._fbo = dispose(this._fbo);\r\n }\r\n\r\n public addGraphic(graphic: RenderGraphic) {\r\n this._graphics.push(graphic);\r\n }\r\n\r\n public static create(draped: TileTreeReference, map: MapTileTreeReference): BackgroundMapDrape {\r\n return new BackgroundMapDrape(draped, map);\r\n }\r\n\r\n public collectGraphics(context: SceneContext) {\r\n this._graphics.length = 0;\r\n if (undefined === context.viewingSpace)\r\n return;\r\n\r\n const viewState = context.viewingSpace.view as ViewState3d;\r\n if (undefined === viewState)\r\n return;\r\n\r\n const tileTree = this._mapTree.treeOwner.load();\r\n if (undefined === tileTree || !this._mapTree.initializeLayers(context))\r\n return;\r\n\r\n const requiredWidth = 2 * Math.max(context.target.viewRect.width, context.target.viewRect.height); // TBD - Size to textured area.\r\n const requiredHeight = requiredWidth;\r\n\r\n if (requiredWidth !== this._width || requiredHeight !== this._height)\r\n this.dispose();\r\n\r\n this._width = requiredWidth;\r\n this._height = requiredHeight;\r\n\r\n const targetTree = this._drapedTree.treeOwner.tileTree;\r\n const args = this._drapedTree.createDrawArgs(context);\r\n if (!targetTree || !args)\r\n return;\r\n\r\n const targetTiles = targetTree.selectTiles(args);\r\n\r\n const projection = PlanarTextureProjection.computePlanarTextureProjection(this._plane, context, { tiles: targetTiles, location: args.location }, [this._mapTree], viewState, this._width, this._height);\r\n if (!projection.textureFrustum || !projection.projectionMatrix || !projection.worldToViewMap)\r\n return;\r\n\r\n this._frustum = projection.textureFrustum;\r\n this._debugFrustum = projection.debugFrustum;\r\n this._projectionMatrix = projection.projectionMatrix;\r\n\r\n const drawArgs = GraphicsCollectorDrawArgs.create(context, this, this._mapTree, FrustumPlanes.fromFrustum(this._frustum), projection.worldToViewMap);\r\n if (undefined !== drawArgs)\r\n tileTree.draw(drawArgs);\r\n\r\n if (context.target.debugControl && context.target.debugControl.displayDrapeFrustum) {\r\n this._debugFrustumGraphic = dispose(this._debugFrustumGraphic);\r\n const builder = context.createSceneGraphicBuilder();\r\n builder.setSymbology(ColorDef.green, ColorDef.green, 1);\r\n builder.addFrustum(context.viewingSpace.getFrustum());\r\n builder.setSymbology(ColorDef.red, ColorDef.red, 1);\r\n builder.addFrustum(this._debugFrustum!);\r\n builder.setSymbology(ColorDef.white, ColorDef.white, 1);\r\n builder.addFrustum(this._frustum);\r\n this._debugFrustumGraphic = builder.finish();\r\n }\r\n }\r\n\r\n public draw(target: Target) {\r\n if (undefined !== this._debugFrustumGraphic)\r\n target.graphics.foreground.push(this._debugFrustumGraphic);\r\n\r\n if (undefined === this._frustum || this._graphics.length === 0)\r\n return;\r\n\r\n if (undefined === this._fbo) {\r\n const colorTextureHandle = TextureHandle.createForAttachment(this._width, this._height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n if (undefined === colorTextureHandle) {\r\n assert(false, \"Failed to create planar texture\");\r\n return;\r\n }\r\n\r\n this._texture = new Texture({ ownership: \"external\", type: RenderTexture.Type.TileSection, handle: colorTextureHandle, transparency: TextureTransparency.Opaque });\r\n this._fbo = FrameBuffer.create([colorTextureHandle]);\r\n }\r\n if (undefined === this._fbo) {\r\n assert(false, \"unable to create frame buffer object\");\r\n return;\r\n }\r\n\r\n System.instance.glTimer.beginOperation(\"Terrain Projection\");\r\n\r\n const prevState = System.instance.currentRenderState.clone();\r\n System.instance.context.viewport(0, 0, this._width, this._height);\r\n\r\n const prevPlan = target.plan;\r\n const drawingParams = PlanarTextureProjection.getTextureDrawingParams(target);\r\n const stack = new BranchStack();\r\n stack.changeRenderPlan(drawingParams.viewFlags, prevPlan.is3d, prevPlan.hline);\r\n stack.setSymbologyOverrides(this._symbologyOverrides);\r\n\r\n const batchState = new BatchState(stack);\r\n System.instance.applyRenderState(drawingParams.state);\r\n\r\n target.uniforms.style.changeBackgroundColor(this._bgColor); // Avoid white on white reversal. Will be reset below in changeRenderPlan().\r\n target.changeFrustum(this._frustum, this._frustum.getFraction(), true);\r\n\r\n const prevProjMatrix = target.uniforms.frustum.projectionMatrix;\r\n target.uniforms.frustum.changeProjectionMatrix(BackgroundMapDrape._postProjectionMatrix.multiplyMatrixMatrix(prevProjMatrix));\r\n\r\n target.uniforms.branch.pushState(stack.top);\r\n\r\n const renderCommands = new RenderCommands(target, stack, batchState);\r\n renderCommands.addGraphics(this._graphics, RenderPass.OpaqueGeneral);\r\n\r\n const system = System.instance;\r\n const gl = system.context;\r\n\r\n system.frameBufferStack.execute(this._fbo, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n target.techniques.execute(target, renderCommands.getCommands(RenderPass.OpaqueGeneral), RenderPass.PlanarClassification); // Draw these with RenderPass.PlanarClassification (rather than Opaque...) so that the pick ordering is avoided.\r\n });\r\n\r\n target.uniforms.branch.pop();\r\n\r\n batchState.reset(); // Reset the batch Ids...\r\n target.changeRenderPlan(prevPlan);\r\n\r\n system.applyRenderState(prevState);\r\n gl.viewport(0, 0, target.viewRect.width, target.viewRect.height); // Restore viewport\r\n system.glTimer.endOperation();\r\n }\r\n}\r\n"]}