@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.
- package/lib/cjs/AccuDraw.js.map +1 -1
- package/lib/cjs/AccuSnap.js.map +1 -1
- package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
- package/lib/cjs/ApproximateTerrainHeightsProps.js.map +1 -1
- package/lib/cjs/AuxCoordSys.js.map +1 -1
- package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
- package/lib/cjs/BingLocation.js.map +1 -1
- package/lib/cjs/BriefcaseConnection.js.map +1 -1
- package/lib/cjs/BriefcaseTxns.js.map +1 -1
- package/lib/cjs/CategorySelectorState.js.map +1 -1
- package/lib/cjs/ChangeFlags.js.map +1 -1
- package/lib/cjs/CheckpointConnection.js.map +1 -1
- package/lib/cjs/CoordSystem.js.map +1 -1
- package/lib/cjs/DecorationsCache.js.map +1 -1
- package/lib/cjs/DevTools.js.map +1 -1
- package/lib/cjs/DisplayStyleState.js.map +1 -1
- package/lib/cjs/DrawingViewState.js +5 -5
- package/lib/cjs/DrawingViewState.js.map +1 -1
- package/lib/cjs/ElementLocateManager.js.map +1 -1
- package/lib/cjs/EmphasizeElements.js.map +1 -1
- package/lib/cjs/EntityState.js.map +1 -1
- package/lib/cjs/EnvironmentDecorations.d.ts +2 -2
- package/lib/cjs/EnvironmentDecorations.d.ts.map +1 -1
- package/lib/cjs/EnvironmentDecorations.js +10 -6
- package/lib/cjs/EnvironmentDecorations.js.map +1 -1
- package/lib/cjs/FeatureOverrideProvider.js.map +1 -1
- package/lib/cjs/FlashSettings.js.map +1 -1
- package/lib/cjs/FrontendHubAccess.js.map +1 -1
- package/lib/cjs/FrontendLoggerCategory.js.map +1 -1
- package/lib/cjs/Frustum2d.js.map +1 -1
- package/lib/cjs/FrustumAnimator.js.map +1 -1
- package/lib/cjs/FuzzySearch.js.map +1 -1
- package/lib/cjs/GeoServices.js.map +1 -1
- package/lib/cjs/GlobeAnimator.js.map +1 -1
- package/lib/cjs/GraphicalEditingScope.js.map +1 -1
- package/lib/cjs/HitDetail.js.map +1 -1
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.js +23 -23
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/IModelRoutingContext.js.map +1 -1
- package/lib/cjs/IModeljs-css.js +133 -133
- package/lib/cjs/IModeljs-css.js.map +1 -1
- package/lib/cjs/ImageUtil.js.map +1 -1
- package/lib/cjs/IpcApp.js.map +1 -1
- package/lib/cjs/LinePlaneIntersect.js.map +1 -1
- package/lib/cjs/LocalhostIpcApp.js.map +1 -1
- package/lib/cjs/MarginPercent.js.map +1 -1
- package/lib/cjs/Marker.js.map +1 -1
- package/lib/cjs/ModelSelectorState.js.map +1 -1
- package/lib/cjs/NativeApp.js.map +1 -1
- package/lib/cjs/NativeAppLogger.js.map +1 -1
- package/lib/cjs/NoRenderApp.js.map +1 -1
- package/lib/cjs/NotificationManager.js.map +1 -1
- package/lib/cjs/PerModelCategoryVisibility.js.map +1 -1
- package/lib/cjs/PlanarClipMaskState.js.map +1 -1
- package/lib/cjs/RealityDataSource.js.map +1 -1
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
- package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
- package/lib/cjs/SelectionSet.js.map +1 -1
- package/lib/cjs/SheetViewState.js.map +1 -1
- package/lib/cjs/SpatialViewState.js.map +1 -1
- package/lib/cjs/Sprites.js.map +1 -1
- package/lib/cjs/StandardView.js.map +1 -1
- package/lib/cjs/SubCategoriesCache.js.map +1 -1
- package/lib/cjs/TentativePoint.js.map +1 -1
- package/lib/cjs/Tiles.js.map +1 -1
- package/lib/cjs/UserPreferences.js.map +1 -1
- package/lib/cjs/ViewAnimation.js.map +1 -1
- package/lib/cjs/ViewContext.js.map +1 -1
- package/lib/cjs/ViewCreator2d.js.map +1 -1
- package/lib/cjs/ViewCreator3d.js.map +1 -1
- package/lib/cjs/ViewGlobalLocation.js.map +1 -1
- package/lib/cjs/ViewManager.js.map +1 -1
- package/lib/cjs/ViewPose.js.map +1 -1
- package/lib/cjs/ViewRect.js.map +1 -1
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/ViewStatus.js.map +1 -1
- package/lib/cjs/ViewingSpace.js.map +1 -1
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/ViewportSync.js.map +1 -1
- package/lib/cjs/WebWorkerManager.js.map +1 -1
- package/lib/cjs/core-frontend.js.map +1 -1
- package/lib/cjs/extension/Extension.js.map +1 -1
- package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
- package/lib/cjs/extension/ExtensionHost.js.map +1 -1
- package/lib/cjs/extension/ExtensionImpl.js.map +1 -1
- package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
- package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
- package/lib/cjs/extension/providers/LocalExtensionProvider.js.map +1 -1
- package/lib/cjs/extension/providers/RemoteExtensionProvider.js.map +1 -1
- package/lib/cjs/gltf/GltfModel.js.map +1 -1
- package/lib/cjs/gltf/GltfParser.js.map +1 -1
- package/lib/cjs/gltf/GltfSchema.js.map +1 -1
- package/lib/cjs/properties/AngleDescription.js.map +1 -1
- package/lib/cjs/properties/FormattedQuantityDescription.js.map +1 -1
- package/lib/cjs/properties/LengthDescription.js.map +1 -1
- package/lib/cjs/public/scripts/checkbrowser.js +24 -24
- package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.js.map +1 -1
- package/lib/cjs/quantity-formatting/UnitsData.js.map +1 -1
- package/lib/cjs/render/CanvasDecoration.js.map +1 -1
- package/lib/cjs/render/Decorations.js.map +1 -1
- package/lib/cjs/render/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/FrameStats.js.map +1 -1
- package/lib/cjs/render/GraphicBranch.js.map +1 -1
- package/lib/cjs/render/GraphicBuilder.js.map +1 -1
- package/lib/cjs/render/GraphicPrimitive.js.map +1 -1
- package/lib/cjs/render/InstancedGraphicParams.js.map +1 -1
- package/lib/cjs/render/MockRender.js.map +1 -1
- package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
- package/lib/cjs/render/Pixel.js.map +1 -1
- package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -1
- package/lib/cjs/render/RealityMeshParams.js.map +1 -1
- package/lib/cjs/render/RenderClipVolume.js.map +1 -1
- package/lib/cjs/render/RenderGraphic.js.map +1 -1
- package/lib/cjs/render/RenderMaterial.js.map +1 -1
- package/lib/cjs/render/RenderMemory.js.map +1 -1
- package/lib/cjs/render/RenderPlan.d.ts +14 -2
- package/lib/cjs/render/RenderPlan.d.ts.map +1 -1
- package/lib/cjs/render/RenderPlan.js +33 -4
- package/lib/cjs/render/RenderPlan.js.map +1 -1
- package/lib/cjs/render/RenderPlanarClassifier.js.map +1 -1
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/RenderTarget.js.map +1 -1
- package/lib/cjs/render/RenderTexture.js.map +1 -1
- package/lib/cjs/render/Scene.js.map +1 -1
- package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
- package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -1
- package/lib/cjs/render/VisibleFeature.js.map +1 -1
- package/lib/cjs/render/primitives/AuxChannelTable.js.map +1 -1
- package/lib/cjs/render/primitives/ColorMap.js.map +1 -1
- package/lib/cjs/render/primitives/DisplayParams.js.map +1 -1
- package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
- package/lib/cjs/render/primitives/PointCloudPrimitive.js.map +1 -1
- package/lib/cjs/render/primitives/PointStringParams.js.map +1 -1
- package/lib/cjs/render/primitives/Polyface.js.map +1 -1
- package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
- package/lib/cjs/render/primitives/Primitives.js.map +1 -1
- package/lib/cjs/render/primitives/Strokes.js.map +1 -1
- package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -1
- package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryList.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/cjs/render/webgl/AtmosphereUniforms.d.ts +48 -0
- package/lib/cjs/render/webgl/AtmosphereUniforms.d.ts.map +1 -0
- package/lib/cjs/render/webgl/AtmosphereUniforms.js +152 -0
- package/lib/cjs/render/webgl/AtmosphereUniforms.js.map +1 -0
- package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
- package/lib/cjs/render/webgl/AttributeMap.js.map +1 -1
- package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
- package/lib/cjs/render/webgl/BatchState.js.map +1 -1
- package/lib/cjs/render/webgl/BatchUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/BranchStack.js.map +1 -1
- package/lib/cjs/render/webgl/BranchState.js.map +1 -1
- package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/ClipStack.js.map +1 -1
- package/lib/cjs/render/webgl/ClipVolume.js.map +1 -1
- package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
- package/lib/cjs/render/webgl/ColorInfo.js.map +1 -1
- package/lib/cjs/render/webgl/Diagnostics.js.map +1 -1
- package/lib/cjs/render/webgl/Disposable.js.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.js +2 -1
- package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
- package/lib/cjs/render/webgl/EDL.js.map +1 -1
- package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/cjs/render/webgl/FloatRGBA.js.map +1 -1
- package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/GL.js.map +1 -1
- package/lib/cjs/render/webgl/GLTimer.js.map +1 -1
- package/lib/cjs/render/webgl/Graphic.js.map +1 -1
- package/lib/cjs/render/webgl/HiliteUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/IModelFrameLifecycle.js.map +1 -1
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/Layer.js.map +1 -1
- package/lib/cjs/render/webgl/LayerCommands.js.map +1 -1
- package/lib/cjs/render/webgl/LightingUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/LineCode.js.map +1 -1
- package/lib/cjs/render/webgl/Material.js.map +1 -1
- package/lib/cjs/render/webgl/Matrix.js.map +1 -1
- package/lib/cjs/render/webgl/Mesh.js.map +1 -1
- package/lib/cjs/render/webgl/MeshData.js.map +1 -1
- package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/PerformanceMetrics.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarGrid.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
- package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/PointString.js.map +1 -1
- package/lib/cjs/render/webgl/Polyline.js.map +1 -1
- package/lib/cjs/render/webgl/Primitive.js.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/RenderBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
- package/lib/cjs/render/webgl/RenderState.js.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/cjs/render/webgl/ScratchDrawParams.js.map +1 -1
- package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts +7 -5
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.js +15 -5
- package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
- package/lib/cjs/render/webgl/ShadowUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
- package/lib/cjs/render/webgl/StyleUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/Sync.js.map +1 -1
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/render/webgl/Target.d.ts +1 -0
- package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Target.js +4 -0
- package/lib/cjs/render/webgl/Target.js.map +1 -1
- package/lib/cjs/render/webgl/TargetGraphics.js.map +1 -1
- package/lib/cjs/render/webgl/TargetUniforms.d.ts +2 -0
- package/lib/cjs/render/webgl/TargetUniforms.d.ts.map +1 -1
- package/lib/cjs/render/webgl/TargetUniforms.js +2 -0
- package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Technique.js +109 -16
- package/lib/cjs/render/webgl/Technique.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueFlags.d.ts +7 -1
- package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
- package/lib/cjs/render/webgl/TechniqueFlags.js +10 -1
- package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
- package/lib/cjs/render/webgl/Texture.js.map +1 -1
- package/lib/cjs/render/webgl/TextureDrape.js.map +1 -1
- package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
- package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
- package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
- package/lib/cjs/render/webgl/ViewRectUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +154 -154
- package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.js +83 -83
- package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Atmosphere.d.ts +7 -0
- package/lib/cjs/render/webgl/glsl/Atmosphere.d.ts.map +1 -0
- package/lib/cjs/render/webgl/glsl/Atmosphere.js +462 -0
- package/lib/cjs/render/webgl/glsl/Atmosphere.js.map +1 -0
- package/lib/cjs/render/webgl/glsl/Blur.js +37 -37
- package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +4 -4
- package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +3 -3
- package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Clipping.js +60 -60
- package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Color.js +12 -12
- package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Combine3Textures.js +7 -7
- package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CombineTextures.js +5 -5
- package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Common.js +16 -16
- package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Composite.js +71 -71
- package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyColor.js +6 -6
- package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +3 -3
- package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyStencil.js +4 -4
- package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Decode.js +65 -65
- package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/EDL.js +103 -103
- package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +25 -25
- package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Edge.js +146 -146
- package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +233 -233
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Fragment.js +41 -41
- package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Instancing.js +21 -21
- package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Lighting.js +92 -92
- package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/LookupTable.js +19 -19
- package/lib/cjs/render/webgl/glsl/LookupTable.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Monochrome.js +13 -13
- package/lib/cjs/render/webgl/glsl/Monochrome.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PlanarClassification.js +188 -188
- package/lib/cjs/render/webgl/glsl/PlanarClassification.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PlanarGrid.js +22 -22
- package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointCloud.js +28 -28
- package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointString.js +9 -9
- package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Polyline.js +213 -213
- package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.js +87 -84
- package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RenderPass.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js +9 -9
- package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SkyBox.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SkySphere.d.ts +3 -2
- package/lib/cjs/render/webgl/glsl/SkySphere.d.ts.map +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 { ColorDef, RgbColor } from \"@itwin/core-common\";\nimport { UniformHandle } from \"./UniformHandle\";\n\nfunction clamp(norm: number): number {\n return Math.max(0, Math.min(1, norm));\n}\n\nfunction scale(norm: number): number {\n return Math.floor(norm * 255 + 0.5);\n}\n\nexport abstract class FloatColor {\n protected readonly _components: Float32Array;\n private _tbgr: number;\n\n protected constructor(numComponents: number) {\n this._components = new Float32Array(numComponents);\n this._tbgr = 0;\n }\n\n protected abstract maskTbgr(tbgr: number): number;\n protected abstract setComponents(r: number, g: number, b: number, a: number): void;\n\n public get red() { return this._components[0]; }\n public get green() { return this._components[1]; }\n public get blue() { return this._components[2]; }\n public get tbgr() { return this._tbgr; }\n public get isWhite() { return 1.0 === this.red && 1.0 === this.green && 1.0 === this.blue; }\n\n public setColorDef(def: ColorDef) {\n this.setTbgr(def.tbgr);\n }\n\n public setRgbColor(rgb: RgbColor) {\n this.setTbgr((rgb.r | (rgb.g << 8) | (rgb.b << 16)) >>> 0);\n }\n\n public setTbgr(tbgr: number) {\n tbgr = this.maskTbgr(tbgr);\n if (tbgr === this.tbgr)\n return;\n\n const c = ColorDef.getColors(tbgr);\n this.setComponents(c.r / 255, c.g / 255, c.b / 255, 1.0 - c.t / 255);\n this._tbgr = tbgr;\n }\n\n protected setRgbComponents(r: number, g: number, b: number): void {\n this._components[0] = r;\n this._components[1] = g;\n this._components[2] = b;\n }\n\n protected setRgbaComponents(r: number, g: number, b: number, a: number): void {\n r = clamp(r);\n g = clamp(g);\n b = clamp(b);\n a = clamp(a);\n\n const tbgr = (scale(r) | (scale(g) << 8) | (scale(b) << 16) | (scale(1 - a) << 24)) >>> 0;\n this._tbgr = this.maskTbgr(tbgr);\n this.setComponents(r, g, b, a);\n }\n}\n\nexport class FloatRgb extends FloatColor {\n public constructor() {\n super(3);\n }\n\n protected maskTbgr(tbgr: number) {\n return (tbgr & 0x00ffffff) >>> 0;\n }\n\n protected setComponents(r: number, g: number, b: number, _a: number) {\n this.setRgbComponents(r, g, b);\n }\n\n public set(r: number, g: number, b: number) {\n this.setRgbaComponents(r, g, b, 1);\n }\n\n public bind(uniform: UniformHandle): void {\n uniform.setUniform3fv(this._components);\n }\n\n public static fromColorDef(def: ColorDef): FloatRgb {\n return FloatRgb.fromTbgr(def.tbgr);\n }\n\n public static fromRgbColor(rgb: RgbColor): FloatRgb {\n return FloatRgb.from(rgb.r / 255, rgb.g / 255, rgb.b / 255);\n }\n\n public static from(r: number, g: number, b: number): FloatRgb {\n const rgb = new FloatRgb();\n rgb.set(r, g, b);\n return rgb;\n }\n\n public static fromTbgr(tbgr: number): FloatRgb {\n const rgb = new FloatRgb();\n rgb.setTbgr(tbgr);\n return rgb;\n }\n}\n\nexport class FloatRgba extends FloatColor {\n public constructor() {\n super(4);\n this._components[3] = 1.0;\n }\n\n protected maskTbgr(tbgr: number) {\n return tbgr;\n }\n\n protected setComponents(r: number, g: number, b: number, a: number) {\n this.setRgbComponents(r, g, b);\n this._components[3] = a;\n }\n\n public set(r: number, g: number, b: number, a: number) {\n this.setRgbaComponents(r, g, b, a);\n }\n\n public get alpha(): number { return this._components[3]; }\n public set alpha(alpha: number) { this._components[3] = alpha; }\n public get hasTranslucency(): boolean { return 1.0 !== this.alpha; }\n\n public bind(uniform: UniformHandle): void {\n uniform.setUniform4fv(this._components);\n }\n\n public static fromColorDef(def: ColorDef): FloatRgba {\n return FloatRgba.fromTbgr(def.tbgr);\n }\n\n public static fromTbgr(tbgr: number): FloatRgba {\n const rgba = new FloatRgba();\n rgba.setTbgr(tbgr);\n return rgba;\n }\n\n public static from(r: number, g: number, b: number, a: number): FloatRgba {\n const rgba = new FloatRgba();\n rgba.set(r, g, b, a);\n return rgba;\n }\n\n public clone(out?: FloatRgba): FloatRgba {\n if (undefined === out)\n return FloatRgba.from(this.red, this.green, this.blue, this.alpha);\n\n out.set(this.red, this.green, this.blue, this.alpha);\n return out;\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 WebGL\r\n */\r\n\r\nimport { ColorDef, RgbColor } from \"@itwin/core-common\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\n\r\nfunction clamp(norm: number): number {\r\n return Math.max(0, Math.min(1, norm));\r\n}\r\n\r\nfunction scale(norm: number): number {\r\n return Math.floor(norm * 255 + 0.5);\r\n}\r\n\r\nexport abstract class FloatColor {\r\n protected readonly _components: Float32Array;\r\n private _tbgr: number;\r\n\r\n protected constructor(numComponents: number) {\r\n this._components = new Float32Array(numComponents);\r\n this._tbgr = 0;\r\n }\r\n\r\n protected abstract maskTbgr(tbgr: number): number;\r\n protected abstract setComponents(r: number, g: number, b: number, a: number): void;\r\n\r\n public get red() { return this._components[0]; }\r\n public get green() { return this._components[1]; }\r\n public get blue() { return this._components[2]; }\r\n public get tbgr() { return this._tbgr; }\r\n public get isWhite() { return 1.0 === this.red && 1.0 === this.green && 1.0 === this.blue; }\r\n\r\n public setColorDef(def: ColorDef) {\r\n this.setTbgr(def.tbgr);\r\n }\r\n\r\n public setRgbColor(rgb: RgbColor) {\r\n this.setTbgr((rgb.r | (rgb.g << 8) | (rgb.b << 16)) >>> 0);\r\n }\r\n\r\n public setTbgr(tbgr: number) {\r\n tbgr = this.maskTbgr(tbgr);\r\n if (tbgr === this.tbgr)\r\n return;\r\n\r\n const c = ColorDef.getColors(tbgr);\r\n this.setComponents(c.r / 255, c.g / 255, c.b / 255, 1.0 - c.t / 255);\r\n this._tbgr = tbgr;\r\n }\r\n\r\n protected setRgbComponents(r: number, g: number, b: number): void {\r\n this._components[0] = r;\r\n this._components[1] = g;\r\n this._components[2] = b;\r\n }\r\n\r\n protected setRgbaComponents(r: number, g: number, b: number, a: number): void {\r\n r = clamp(r);\r\n g = clamp(g);\r\n b = clamp(b);\r\n a = clamp(a);\r\n\r\n const tbgr = (scale(r) | (scale(g) << 8) | (scale(b) << 16) | (scale(1 - a) << 24)) >>> 0;\r\n this._tbgr = this.maskTbgr(tbgr);\r\n this.setComponents(r, g, b, a);\r\n }\r\n}\r\n\r\nexport class FloatRgb extends FloatColor {\r\n public constructor() {\r\n super(3);\r\n }\r\n\r\n protected maskTbgr(tbgr: number) {\r\n return (tbgr & 0x00ffffff) >>> 0;\r\n }\r\n\r\n protected setComponents(r: number, g: number, b: number, _a: number) {\r\n this.setRgbComponents(r, g, b);\r\n }\r\n\r\n public set(r: number, g: number, b: number) {\r\n this.setRgbaComponents(r, g, b, 1);\r\n }\r\n\r\n public bind(uniform: UniformHandle): void {\r\n uniform.setUniform3fv(this._components);\r\n }\r\n\r\n public static fromColorDef(def: ColorDef): FloatRgb {\r\n return FloatRgb.fromTbgr(def.tbgr);\r\n }\r\n\r\n public static fromRgbColor(rgb: RgbColor): FloatRgb {\r\n return FloatRgb.from(rgb.r / 255, rgb.g / 255, rgb.b / 255);\r\n }\r\n\r\n public static from(r: number, g: number, b: number): FloatRgb {\r\n const rgb = new FloatRgb();\r\n rgb.set(r, g, b);\r\n return rgb;\r\n }\r\n\r\n public static fromTbgr(tbgr: number): FloatRgb {\r\n const rgb = new FloatRgb();\r\n rgb.setTbgr(tbgr);\r\n return rgb;\r\n }\r\n}\r\n\r\nexport class FloatRgba extends FloatColor {\r\n public constructor() {\r\n super(4);\r\n this._components[3] = 1.0;\r\n }\r\n\r\n protected maskTbgr(tbgr: number) {\r\n return tbgr;\r\n }\r\n\r\n protected setComponents(r: number, g: number, b: number, a: number) {\r\n this.setRgbComponents(r, g, b);\r\n this._components[3] = a;\r\n }\r\n\r\n public set(r: number, g: number, b: number, a: number) {\r\n this.setRgbaComponents(r, g, b, a);\r\n }\r\n\r\n public get alpha(): number { return this._components[3]; }\r\n public set alpha(alpha: number) { this._components[3] = alpha; }\r\n public get hasTranslucency(): boolean { return 1.0 !== this.alpha; }\r\n\r\n public bind(uniform: UniformHandle): void {\r\n uniform.setUniform4fv(this._components);\r\n }\r\n\r\n public static fromColorDef(def: ColorDef): FloatRgba {\r\n return FloatRgba.fromTbgr(def.tbgr);\r\n }\r\n\r\n public static fromTbgr(tbgr: number): FloatRgba {\r\n const rgba = new FloatRgba();\r\n rgba.setTbgr(tbgr);\r\n return rgba;\r\n }\r\n\r\n public static from(r: number, g: number, b: number, a: number): FloatRgba {\r\n const rgba = new FloatRgba();\r\n rgba.set(r, g, b, a);\r\n return rgba;\r\n }\r\n\r\n public clone(out?: FloatRgba): FloatRgba {\r\n if (undefined === out)\r\n return FloatRgba.from(this.red, this.green, this.blue, this.alpha);\r\n\r\n out.set(this.red, this.green, this.blue, this.alpha);\r\n return out;\r\n }\r\n}\r\n"]}
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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 { WebGLDisposable } from \"./Disposable\";\nimport { GL } from \"./GL\";\nimport { RenderBuffer, RenderBufferMultiSample } from \"./RenderBuffer\";\nimport { System } from \"./System\";\nimport { TextureHandle } from \"./Texture\";\n\n/** @internal */\nexport type DepthBuffer = RenderBuffer | RenderBufferMultiSample | TextureHandle;\n/* eslint-disable no-restricted-syntax */\n\n/** @internal */\nexport const enum FrameBufferBindState {\n Unbound,\n Bound,\n BoundWithAttachments,\n BoundMultisampled,\n BoundWithAttachmentsMultisampled,\n Suspended,\n}\n\n/** @internal */\nexport class FrameBuffer implements WebGLDisposable {\n private _fbo?: WebGLFramebuffer;\n private _fboMs?: WebGLFramebuffer;\n private _bindState: FrameBufferBindState = FrameBufferBindState.Unbound;\n private readonly _colorTextures: TextureHandle[] = [];\n private readonly _colorMsBuffers: RenderBufferMultiSample[] = [];\n private readonly _colorAttachments: GLenum[] = [];\n private readonly _colorMsFilters: GL.MultiSampling.Filter[] = [];\n public readonly depthBuffer?: DepthBuffer;\n public readonly depthBufferMs?: DepthBuffer;\n\n public get isDisposed(): boolean { return this._fbo === undefined; }\n\n public get isBound(): boolean { return FrameBufferBindState.Bound <= this._bindState && FrameBufferBindState.BoundWithAttachmentsMultisampled >= this._bindState; }\n\n public get isBoundMultisampled(): boolean { return FrameBufferBindState.BoundMultisampled === this._bindState || FrameBufferBindState.BoundWithAttachmentsMultisampled === this._bindState; }\n\n public get isSuspended(): boolean { return FrameBufferBindState.Suspended === this._bindState; }\n\n public get isMultisampled(): boolean { return this._colorMsBuffers.length > 0 || undefined !== this.depthBufferMs; }\n\n public getColor(ndx: number): TextureHandle {\n assert(ndx < this._colorTextures.length);\n if (ndx < this._colorMsBuffers.length && this._colorMsBuffers[ndx].isDirty) {\n this.blitMsBuffersToTextures(false, ndx);\n }\n return this._colorTextures[ndx];\n }\n\n public getColorTargets(useMSBuffers: boolean, ndx: number): { tex: TextureHandle, msBuf: RenderBufferMultiSample | undefined } {\n let msBuf;\n if (useMSBuffers) {\n assert (ndx < this._colorMsBuffers.length);\n msBuf = this._colorMsBuffers[ndx];\n }\n assert(ndx < this._colorTextures.length);\n return { tex: this._colorTextures[ndx], msBuf };\n }\n\n private constructor(fbo: WebGLFramebuffer, colorTextures: TextureHandle[], depthBuffer?: DepthBuffer,\n colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer) {\n this._fbo = fbo;\n const gl = System.instance.context;\n\n this.bind(false);\n\n let i: number = 0;\n for (const colTex of colorTextures) {\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\n this._colorAttachments.push(attachmentEnum);\n this._colorTextures.push(colTex);\n const texHandle = colTex.getHandle();\n if (undefined !== texHandle)\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentEnum, gl.TEXTURE_2D, texHandle, 0);\n i++;\n }\n\n if (depthBuffer !== undefined) {\n this.depthBuffer = depthBuffer;\n const dbHandle = depthBuffer.getHandle();\n if (undefined !== dbHandle) {\n if (depthBuffer instanceof RenderBuffer) {\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\n } else if (depthBuffer instanceof RenderBufferMultiSample) {\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\n } else {\n // Looks like we only get a 24 bit depth buffer anyway, so use a 24-8 with a stencil.\n // gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\n }\n }\n }\n\n this.unbind();\n\n if (undefined !== colorMsBuffers && colorMsBuffers.length === colorTextures.length && undefined !== msFilters && msFilters.length === colorMsBuffers.length) {\n // Create a matching FBO with multisampling render buffers.\n const fbo2 = System.instance.context.createFramebuffer();\n if (null !== fbo2) {\n this._fboMs = fbo2;\n this.bind(false, true);\n i = 0;\n for (const colMsBuff of colorMsBuffers) {\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\n this._colorMsBuffers.push(colMsBuff);\n this._colorMsFilters.push(msFilters[i]);\n const msBuffHandle = colMsBuff.getHandle();\n if (undefined !== msBuffHandle)\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachmentEnum, gl.RENDERBUFFER, msBuffHandle);\n i++;\n }\n\n if (depthBufferMs !== undefined) {\n this.depthBufferMs = depthBufferMs;\n const dbHandleMs = depthBufferMs.getHandle();\n if (undefined !== dbHandleMs) {\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandleMs);\n }\n }\n this.unbind();\n }\n }\n }\n\n public static create(colorTextures: TextureHandle[], depthBuffer?: DepthBuffer, colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer): FrameBuffer | undefined {\n const fbo: WebGLFramebuffer | null = System.instance.context.createFramebuffer();\n if (null === fbo) {\n return undefined;\n }\n return new FrameBuffer(fbo, colorTextures, depthBuffer, colorMsBuffers, msFilters, depthBufferMs);\n }\n\n public dispose(): void {\n // NB: The FrameBuffer does not *own* the textures and depth buffer.\n if (!this.isDisposed) {\n System.instance.context.deleteFramebuffer(this._fbo!);\n this._fbo = undefined;\n if (undefined !== this._fboMs) {\n System.instance.context.deleteFramebuffer(this._fboMs);\n this._fboMs = undefined;\n }\n }\n }\n\n public bind(bindAttachments: boolean = false, bindMS: boolean = false): boolean {\n assert(undefined !== this._fbo);\n assert(!this.isBound);\n\n if (undefined === this._fbo)\n return false;\n\n const gl = System.instance.context;\n\n if (bindMS && undefined !== this._fboMs) {\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fboMs);\n this._bindState = FrameBufferBindState.BoundMultisampled;\n } else {\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fbo);\n this._bindState = FrameBufferBindState.Bound;\n }\n\n if (bindAttachments) {\n System.instance.setDrawBuffers(this._colorAttachments);\n this._bindState++;\n }\n return true;\n }\n\n public unbind() {\n assert(this.isBound);\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\n this._bindState = FrameBufferBindState.Unbound;\n }\n\n public suspend() {\n assert(this.isBound);\n this._bindState = FrameBufferBindState.Suspended;\n }\n\n public markTargetsDirty(): void {\n for (const msBuff of this._colorMsBuffers) {\n msBuff.markBufferDirty(true);\n }\n if (undefined !== this.depthBufferMs)\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(true);\n }\n\n /** blitDepth is true to blit the depth/stencil buffer. ndx is index of single attachment to blit.\n * All color attachments are blitted if ndx is undefined, none are blitted if ndx is -1.\n */\n public blitMsBuffersToTextures(blitDepth: boolean, ndx?: number) {\n if (!this._fboMs)\n return;\n System.instance.frameBufferStack.suspend();\n const gl2 = System.instance.context;\n const attachments = [];\n const max = (undefined === ndx ? this._colorMsBuffers.length : ndx + 1);\n for (let i = 0; i < max; ++i) {\n if (undefined !== ndx && i < ndx) {\n attachments.push(gl2.NONE); // skip this one, but first add a NONE for it in the attachment list\n continue;\n }\n if (this._colorMsBuffers[i].isDirty) {\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\n gl2.readBuffer(this._colorAttachments[i]);\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\n attachments.push(this._colorAttachments[i]);\n gl2.drawBuffers(attachments);\n attachments.pop();\n attachments.push(gl2.NONE);\n gl2.blitFramebuffer(0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\n 0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\n GL.BufferBit.Color, this._colorMsFilters[i]);\n this._colorMsBuffers[i].markBufferDirty(false);\n if (undefined !== ndx && i === ndx)\n break;\n }\n }\n if (blitDepth && undefined !== this.depthBuffer && undefined !== this.depthBufferMs && (this.depthBufferMs as RenderBufferMultiSample).isDirty) {\n const mask = GL.BufferBit.Depth; // (this.depthBuffer instanceof RenderBuffer ? GL.BufferBit.Depth : GL.BufferBit.Depth | GL.BufferBit.Stencil);\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\n gl2.blitFramebuffer(0, 0, this.depthBuffer.width, this.depthBuffer.height,\n 0, 0, this.depthBuffer.width, this.depthBuffer.height,\n mask, GL.MultiSampling.Filter.Nearest);\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(false);\n }\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, null);\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, null);\n System.instance.frameBufferStack.resume();\n }\n\n /** invDepth is true to invalidate depth buffer. invStencil is true to invalidate stencil buffer. ndx is index of single color attachment to invalidate.\n * All color attachments are invalidated if ndx is undefined, none are invalidated if ndx is -1.\n * Set withMultiSampling to true to invalidate the MS buffers.\n */\n public invalidate(invDepth: boolean, invStencil: boolean, withMultiSampling: boolean, indices?: number[]): void {\n const gl = System.instance.context;\n const attachments: number[] = invDepth ? (invStencil ? [gl.DEPTH_STENCIL_ATTACHMENT] : [System.instance.context.DEPTH_ATTACHMENT]) : (invDepth ? [gl.STENCIL_ATTACHMENT] : []);\n if (undefined !== indices) {\n if (indices.length > 0) {\n for (const i of indices)\n attachments.push(gl.COLOR_ATTACHMENT0 + i);\n }\n } else {\n attachments.concat(this._colorAttachments);\n }\n System.instance.frameBufferStack.execute(this, true, withMultiSampling, () => {\n System.instance.invalidateFrameBuffer(attachments);\n });\n }\n\n // Chiefly for debugging currently - assumes RGBA, unsigned byte, want all pixels.\n public get debugPixels(): Uint8Array | undefined {\n if (!this.isBound || 0 === this._colorTextures.length || !(this._colorTextures[0] instanceof TextureHandle))\n return undefined;\n\n const tex = this._colorTextures[0];\n if (GL.Texture.Format.Rgba !== tex.format || GL.Texture.DataType.UnsignedByte !== tex.dataType)\n return undefined;\n\n const buffer = new Uint8Array(tex.width * tex.height * 4);\n for (let i = 0; i < buffer.length; i += 4) {\n buffer[i] = 0xba;\n buffer[i + 1] = 0xad;\n buffer[i + 2] = 0xf0;\n buffer[i + 3] = 0x0d;\n }\n\n System.instance.context.readPixels(0, 0, tex.width, tex.height, tex.format, tex.dataType, buffer);\n return buffer;\n }\n}\n\ninterface Binding {\n fbo: FrameBuffer;\n withAttachments: boolean;\n withMultSampling: boolean;\n}\n\n/** @internal */\nexport class FrameBufferStack {\n // FrameBuffers within this array are not owned, as this is only a storage device holding references\n private readonly _stack: Binding[] = [];\n\n private get _top() { return !this.isEmpty ? this._stack[this._stack.length - 1] : undefined; }\n\n public push(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean): void {\n if (undefined !== this._top) {\n this._top.fbo.suspend();\n }\n\n assert(!fbo.isBound);\n fbo.bind(withAttachments, withMultSampling);\n assert(fbo.isBound);\n\n this._stack.push({ fbo, withAttachments, withMultSampling });\n }\n\n public pop(): void {\n assert(!this.isEmpty);\n if (undefined === this._top) {\n return;\n }\n\n const fbo = this._top.fbo;\n this._stack.pop();\n\n assert(fbo.isBound);\n fbo.unbind();\n assert(!fbo.isBound);\n\n if (this.isEmpty) {\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\n } else {\n const top = this._top;\n assert(top.fbo.isSuspended);\n top.fbo.bind(top.withAttachments, top.withMultSampling);\n assert(top.fbo.isBound);\n }\n }\n\n public get currentColorBuffer(): TextureHandle | undefined {\n assert(!this.isEmpty);\n return undefined !== this._top ? this._top.fbo.getColor(0) : undefined;\n }\n\n public get currentFbMultisampled(): boolean {\n return undefined !== this._top ? this._top.fbo.isBoundMultisampled : false;\n }\n\n public get isEmpty(): boolean { return 0 === this._stack.length; }\n\n public execute(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean, func: () => void) {\n this.push(fbo, withAttachments, withMultSampling);\n func();\n this.pop();\n }\n\n public markTargetsDirty(): void {\n const top = this._top;\n if (undefined !== top)\n top.fbo.markTargetsDirty();\n }\n\n public suspend(): void {\n if (undefined !== this._top) {\n this._top.fbo.suspend();\n }\n }\n\n public resume(): void {\n if (undefined === this._top) {\n return;\n }\n\n if (this.isEmpty) {\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\n } else {\n const top = this._top;\n top.fbo.bind(top.withAttachments, top.withMultSampling);\n assert(top.fbo.isBound);\n }\n }\n}\n"]}
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1
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+
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { GL } from \"./GL\";\r\nimport { RenderBuffer, RenderBufferMultiSample } from \"./RenderBuffer\";\r\nimport { System } from \"./System\";\r\nimport { TextureHandle } from \"./Texture\";\r\n\r\n/** @internal */\r\nexport type DepthBuffer = RenderBuffer | RenderBufferMultiSample | TextureHandle;\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport const enum FrameBufferBindState {\r\n Unbound,\r\n Bound,\r\n BoundWithAttachments,\r\n BoundMultisampled,\r\n BoundWithAttachmentsMultisampled,\r\n Suspended,\r\n}\r\n\r\n/** @internal */\r\nexport class FrameBuffer implements WebGLDisposable {\r\n private _fbo?: WebGLFramebuffer;\r\n private _fboMs?: WebGLFramebuffer;\r\n private _bindState: FrameBufferBindState = FrameBufferBindState.Unbound;\r\n private readonly _colorTextures: TextureHandle[] = [];\r\n private readonly _colorMsBuffers: RenderBufferMultiSample[] = [];\r\n private readonly _colorAttachments: GLenum[] = [];\r\n private readonly _colorMsFilters: GL.MultiSampling.Filter[] = [];\r\n public readonly depthBuffer?: DepthBuffer;\r\n public readonly depthBufferMs?: DepthBuffer;\r\n\r\n public get isDisposed(): boolean { return this._fbo === undefined; }\r\n\r\n public get isBound(): boolean { return FrameBufferBindState.Bound <= this._bindState && FrameBufferBindState.BoundWithAttachmentsMultisampled >= this._bindState; }\r\n\r\n public get isBoundMultisampled(): boolean { return FrameBufferBindState.BoundMultisampled === this._bindState || FrameBufferBindState.BoundWithAttachmentsMultisampled === this._bindState; }\r\n\r\n public get isSuspended(): boolean { return FrameBufferBindState.Suspended === this._bindState; }\r\n\r\n public get isMultisampled(): boolean { return this._colorMsBuffers.length > 0 || undefined !== this.depthBufferMs; }\r\n\r\n public getColor(ndx: number): TextureHandle {\r\n assert(ndx < this._colorTextures.length);\r\n if (ndx < this._colorMsBuffers.length && this._colorMsBuffers[ndx].isDirty) {\r\n this.blitMsBuffersToTextures(false, ndx);\r\n }\r\n return this._colorTextures[ndx];\r\n }\r\n\r\n public getColorTargets(useMSBuffers: boolean, ndx: number): { tex: TextureHandle, msBuf: RenderBufferMultiSample | undefined } {\r\n let msBuf;\r\n if (useMSBuffers) {\r\n assert (ndx < this._colorMsBuffers.length);\r\n msBuf = this._colorMsBuffers[ndx];\r\n }\r\n assert(ndx < this._colorTextures.length);\r\n return { tex: this._colorTextures[ndx], msBuf };\r\n }\r\n\r\n private constructor(fbo: WebGLFramebuffer, colorTextures: TextureHandle[], depthBuffer?: DepthBuffer,\r\n colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer) {\r\n this._fbo = fbo;\r\n const gl = System.instance.context;\r\n\r\n this.bind(false);\r\n\r\n let i: number = 0;\r\n for (const colTex of colorTextures) {\r\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\r\n this._colorAttachments.push(attachmentEnum);\r\n this._colorTextures.push(colTex);\r\n const texHandle = colTex.getHandle();\r\n if (undefined !== texHandle)\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentEnum, gl.TEXTURE_2D, texHandle, 0);\r\n i++;\r\n }\r\n\r\n if (depthBuffer !== undefined) {\r\n this.depthBuffer = depthBuffer;\r\n const dbHandle = depthBuffer.getHandle();\r\n if (undefined !== dbHandle) {\r\n if (depthBuffer instanceof RenderBuffer) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\r\n } else if (depthBuffer instanceof RenderBufferMultiSample) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\r\n } else {\r\n // Looks like we only get a 24 bit depth buffer anyway, so use a 24-8 with a stencil.\r\n // gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\r\n }\r\n }\r\n }\r\n\r\n this.unbind();\r\n\r\n if (undefined !== colorMsBuffers && colorMsBuffers.length === colorTextures.length && undefined !== msFilters && msFilters.length === colorMsBuffers.length) {\r\n // Create a matching FBO with multisampling render buffers.\r\n const fbo2 = System.instance.context.createFramebuffer();\r\n if (null !== fbo2) {\r\n this._fboMs = fbo2;\r\n this.bind(false, true);\r\n i = 0;\r\n for (const colMsBuff of colorMsBuffers) {\r\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\r\n this._colorMsBuffers.push(colMsBuff);\r\n this._colorMsFilters.push(msFilters[i]);\r\n const msBuffHandle = colMsBuff.getHandle();\r\n if (undefined !== msBuffHandle)\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachmentEnum, gl.RENDERBUFFER, msBuffHandle);\r\n i++;\r\n }\r\n\r\n if (depthBufferMs !== undefined) {\r\n this.depthBufferMs = depthBufferMs;\r\n const dbHandleMs = depthBufferMs.getHandle();\r\n if (undefined !== dbHandleMs) {\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandleMs);\r\n }\r\n }\r\n this.unbind();\r\n }\r\n }\r\n }\r\n\r\n public static create(colorTextures: TextureHandle[], depthBuffer?: DepthBuffer, colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer): FrameBuffer | undefined {\r\n const fbo: WebGLFramebuffer | null = System.instance.context.createFramebuffer();\r\n if (null === fbo) {\r\n return undefined;\r\n }\r\n return new FrameBuffer(fbo, colorTextures, depthBuffer, colorMsBuffers, msFilters, depthBufferMs);\r\n }\r\n\r\n public dispose(): void {\r\n // NB: The FrameBuffer does not *own* the textures and depth buffer.\r\n if (!this.isDisposed) {\r\n System.instance.context.deleteFramebuffer(this._fbo!);\r\n this._fbo = undefined;\r\n if (undefined !== this._fboMs) {\r\n System.instance.context.deleteFramebuffer(this._fboMs);\r\n this._fboMs = undefined;\r\n }\r\n }\r\n }\r\n\r\n public bind(bindAttachments: boolean = false, bindMS: boolean = false): boolean {\r\n assert(undefined !== this._fbo);\r\n assert(!this.isBound);\r\n\r\n if (undefined === this._fbo)\r\n return false;\r\n\r\n const gl = System.instance.context;\r\n\r\n if (bindMS && undefined !== this._fboMs) {\r\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fboMs);\r\n this._bindState = FrameBufferBindState.BoundMultisampled;\r\n } else {\r\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fbo);\r\n this._bindState = FrameBufferBindState.Bound;\r\n }\r\n\r\n if (bindAttachments) {\r\n System.instance.setDrawBuffers(this._colorAttachments);\r\n this._bindState++;\r\n }\r\n return true;\r\n }\r\n\r\n public unbind() {\r\n assert(this.isBound);\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n this._bindState = FrameBufferBindState.Unbound;\r\n }\r\n\r\n public suspend() {\r\n assert(this.isBound);\r\n this._bindState = FrameBufferBindState.Suspended;\r\n }\r\n\r\n public markTargetsDirty(): void {\r\n for (const msBuff of this._colorMsBuffers) {\r\n msBuff.markBufferDirty(true);\r\n }\r\n if (undefined !== this.depthBufferMs)\r\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(true);\r\n }\r\n\r\n /** blitDepth is true to blit the depth/stencil buffer. ndx is index of single attachment to blit.\r\n * All color attachments are blitted if ndx is undefined, none are blitted if ndx is -1.\r\n */\r\n public blitMsBuffersToTextures(blitDepth: boolean, ndx?: number) {\r\n if (!this._fboMs)\r\n return;\r\n System.instance.frameBufferStack.suspend();\r\n const gl2 = System.instance.context;\r\n const attachments = [];\r\n const max = (undefined === ndx ? this._colorMsBuffers.length : ndx + 1);\r\n for (let i = 0; i < max; ++i) {\r\n if (undefined !== ndx && i < ndx) {\r\n attachments.push(gl2.NONE); // skip this one, but first add a NONE for it in the attachment list\r\n continue;\r\n }\r\n if (this._colorMsBuffers[i].isDirty) {\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\r\n gl2.readBuffer(this._colorAttachments[i]);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\r\n attachments.push(this._colorAttachments[i]);\r\n gl2.drawBuffers(attachments);\r\n attachments.pop();\r\n attachments.push(gl2.NONE);\r\n gl2.blitFramebuffer(0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\r\n 0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\r\n GL.BufferBit.Color, this._colorMsFilters[i]);\r\n this._colorMsBuffers[i].markBufferDirty(false);\r\n if (undefined !== ndx && i === ndx)\r\n break;\r\n }\r\n }\r\n if (blitDepth && undefined !== this.depthBuffer && undefined !== this.depthBufferMs && (this.depthBufferMs as RenderBufferMultiSample).isDirty) {\r\n const mask = GL.BufferBit.Depth; // (this.depthBuffer instanceof RenderBuffer ? GL.BufferBit.Depth : GL.BufferBit.Depth | GL.BufferBit.Stencil);\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\r\n gl2.blitFramebuffer(0, 0, this.depthBuffer.width, this.depthBuffer.height,\r\n 0, 0, this.depthBuffer.width, this.depthBuffer.height,\r\n mask, GL.MultiSampling.Filter.Nearest);\r\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(false);\r\n }\r\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, null);\r\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, null);\r\n System.instance.frameBufferStack.resume();\r\n }\r\n\r\n /** invDepth is true to invalidate depth buffer. invStencil is true to invalidate stencil buffer. ndx is index of single color attachment to invalidate.\r\n * All color attachments are invalidated if ndx is undefined, none are invalidated if ndx is -1.\r\n * Set withMultiSampling to true to invalidate the MS buffers.\r\n */\r\n public invalidate(invDepth: boolean, invStencil: boolean, withMultiSampling: boolean, indices?: number[]): void {\r\n const gl = System.instance.context;\r\n const attachments: number[] = invDepth ? (invStencil ? [gl.DEPTH_STENCIL_ATTACHMENT] : [System.instance.context.DEPTH_ATTACHMENT]) : (invDepth ? [gl.STENCIL_ATTACHMENT] : []);\r\n if (undefined !== indices) {\r\n if (indices.length > 0) {\r\n for (const i of indices)\r\n attachments.push(gl.COLOR_ATTACHMENT0 + i);\r\n }\r\n } else {\r\n attachments.concat(this._colorAttachments);\r\n }\r\n System.instance.frameBufferStack.execute(this, true, withMultiSampling, () => {\r\n System.instance.invalidateFrameBuffer(attachments);\r\n });\r\n }\r\n\r\n // Chiefly for debugging currently - assumes RGBA, unsigned byte, want all pixels.\r\n public get debugPixels(): Uint8Array | undefined {\r\n if (!this.isBound || 0 === this._colorTextures.length || !(this._colorTextures[0] instanceof TextureHandle))\r\n return undefined;\r\n\r\n const tex = this._colorTextures[0];\r\n if (GL.Texture.Format.Rgba !== tex.format || GL.Texture.DataType.UnsignedByte !== tex.dataType)\r\n return undefined;\r\n\r\n const buffer = new Uint8Array(tex.width * tex.height * 4);\r\n for (let i = 0; i < buffer.length; i += 4) {\r\n buffer[i] = 0xba;\r\n buffer[i + 1] = 0xad;\r\n buffer[i + 2] = 0xf0;\r\n buffer[i + 3] = 0x0d;\r\n }\r\n\r\n System.instance.context.readPixels(0, 0, tex.width, tex.height, tex.format, tex.dataType, buffer);\r\n return buffer;\r\n }\r\n}\r\n\r\ninterface Binding {\r\n fbo: FrameBuffer;\r\n withAttachments: boolean;\r\n withMultSampling: boolean;\r\n}\r\n\r\n/** @internal */\r\nexport class FrameBufferStack {\r\n // FrameBuffers within this array are not owned, as this is only a storage device holding references\r\n private readonly _stack: Binding[] = [];\r\n\r\n private get _top() { return !this.isEmpty ? this._stack[this._stack.length - 1] : undefined; }\r\n\r\n public push(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean): void {\r\n if (undefined !== this._top) {\r\n this._top.fbo.suspend();\r\n }\r\n\r\n assert(!fbo.isBound);\r\n fbo.bind(withAttachments, withMultSampling);\r\n assert(fbo.isBound);\r\n\r\n this._stack.push({ fbo, withAttachments, withMultSampling });\r\n }\r\n\r\n public pop(): void {\r\n assert(!this.isEmpty);\r\n if (undefined === this._top) {\r\n return;\r\n }\r\n\r\n const fbo = this._top.fbo;\r\n this._stack.pop();\r\n\r\n assert(fbo.isBound);\r\n fbo.unbind();\r\n assert(!fbo.isBound);\r\n\r\n if (this.isEmpty) {\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n } else {\r\n const top = this._top;\r\n assert(top.fbo.isSuspended);\r\n top.fbo.bind(top.withAttachments, top.withMultSampling);\r\n assert(top.fbo.isBound);\r\n }\r\n }\r\n\r\n public get currentColorBuffer(): TextureHandle | undefined {\r\n assert(!this.isEmpty);\r\n return undefined !== this._top ? this._top.fbo.getColor(0) : undefined;\r\n }\r\n\r\n public get currentFbMultisampled(): boolean {\r\n return undefined !== this._top ? this._top.fbo.isBoundMultisampled : false;\r\n }\r\n\r\n public get isEmpty(): boolean { return 0 === this._stack.length; }\r\n\r\n public execute(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean, func: () => void) {\r\n this.push(fbo, withAttachments, withMultSampling);\r\n func();\r\n this.pop();\r\n }\r\n\r\n public markTargetsDirty(): void {\r\n const top = this._top;\r\n if (undefined !== top)\r\n top.fbo.markTargetsDirty();\r\n }\r\n\r\n public suspend(): void {\r\n if (undefined !== this._top) {\r\n this._top.fbo.suspend();\r\n }\r\n }\r\n\r\n public resume(): void {\r\n if (undefined === this._top) {\r\n return;\r\n }\r\n\r\n if (this.isEmpty) {\r\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\r\n } else {\r\n const top = this._top;\r\n top.fbo.bind(top.withAttachments, top.withMultSampling);\r\n assert(top.fbo.isBound);\r\n }\r\n }\r\n}\r\n"]}
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@@ -1 +1 @@
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-
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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 { InverseMatrixState, Matrix4d, Point3d, Transform, Vector3d } from \"@itwin/core-geometry\";\nimport { Frustum, Npc } from \"@itwin/core-common\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { IModelFrameLifecycle } from \"./IModelFrameLifecycle\";\nimport { Matrix4 } from \"./Matrix\";\nimport { desync, sync } from \"./Sync\";\n\n/** @internal */\nexport const enum FrustumUniformType { // eslint-disable-line no-restricted-syntax\n TwoDee,\n Orthographic,\n Perspective,\n}\n\n/** @internal */\nexport const enum Plane { // eslint-disable-line no-restricted-syntax\n kTop,\n kBottom,\n kLeft,\n kRight,\n}\n\nconst enum FrustumData { // eslint-disable-line no-restricted-syntax\n kNear,\n kFar,\n kType,\n}\n\n/** Represents a Target's frustum for use in glsl as a pair of uniforms.\n * Do not modify fields of exposed objects directly. e.g., do not directly manipulate the projection or view matrices - use the appropriate APIs.\n * @internal\n */\nexport class FrustumUniforms {\n // CPU state. Do not modify - use APIs.\n public readonly planFrustum = new Frustum();\n private _planFraction = 0;\n private readonly _nearPlaneCenter = new Point3d();\n public readonly viewMatrix = Transform.createIdentity();\n public readonly projectionMatrix = Matrix4d.createIdentity();\n private readonly _worldUpVector = Vector3d.unitZ();\n private readonly _viewUpVector = Vector3d.unitZ();\n\n // GPU state\n private readonly _planeData: Float32Array = new Float32Array(4);\n private readonly _frustumData: Float32Array = new Float32Array(3);\n public readonly projectionMatrix32 = new Matrix4();\n private readonly _logZData = new Float32Array(2);\n private readonly _viewUpVector32 = new Float32Array(3);\n\n // SyncTarget\n public syncKey = 0;\n\n // Scratch variables\n private readonly _scratch = {\n point3d: new Point3d(),\n vec3d: new Vector3d(),\n viewX: new Vector3d(),\n viewY: new Vector3d(),\n viewZ: new Vector3d(),\n };\n\n public constructor() {\n }\n\n public bindProjectionMatrix(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n uniform.setMatrix4(this.projectionMatrix32);\n }\n\n public bindUpVector(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n uniform.setUniform3fv(this._viewUpVector32);\n }\n\n // uniform vec4 u_frustumPlanes; // { top, bottom, left, right }\n public get planes(): Float32Array { return this._planeData; }\n\n // uniform vec3 u_frustum; // { near, far, type }\n public get frustum(): Float32Array { return this._frustumData; }\n\n public get nearPlane(): number { return this._frustumData[FrustumData.kNear]; }\n public get farPlane(): number { return this._frustumData[FrustumData.kFar]; }\n public get type(): FrustumUniformType { return this.frustum[FrustumData.kType] as FrustumUniformType; }\n public get is2d(): boolean { return FrustumUniformType.TwoDee === this.type; }\n public get planFraction(): number { return this._planFraction; }\n\n // uniform vec2 u_logZ where x = 1/near and y = log(far/near)\n public get logZ(): Float32Array { return this._logZData; }\n\n public changeFrustum(newFrustum: Frustum, newFraction: number, is3d: boolean): void {\n if (newFraction === this._planFraction && is3d !== this.is2d && newFrustum.equals(this.planFrustum))\n return;\n\n desync(this);\n\n newFrustum.clone(this.planFrustum);\n\n const farLowerLeft = newFrustum.getCorner(Npc.LeftBottomRear);\n const farLowerRight = newFrustum.getCorner(Npc.RightBottomRear);\n const farUpperLeft = newFrustum.getCorner(Npc.LeftTopRear);\n const farUpperRight = newFrustum.getCorner(Npc.RightTopRear);\n const nearLowerLeft = newFrustum.getCorner(Npc.LeftBottomFront);\n const nearLowerRight = newFrustum.getCorner(Npc.RightBottomFront);\n const nearUpperLeft = newFrustum.getCorner(Npc.LeftTopFront);\n const nearUpperRight = newFrustum.getCorner(Npc.RightTopFront);\n\n const nearCenter = nearLowerLeft.interpolate(0.5, nearUpperRight, this._scratch.point3d);\n\n const viewX = normalizedDifference(nearLowerRight, nearLowerLeft, this._scratch.viewX);\n const viewY = normalizedDifference(nearUpperLeft, nearLowerLeft, this._scratch.viewY);\n const viewZ = viewX.crossProduct(viewY, this._scratch.viewZ).normalize()!;\n\n this._planFraction = newFraction;\n\n if (!is3d || newFraction > 0.999) { // ortho or 2d\n const halfWidth = Vector3d.createStartEnd(farLowerRight, farLowerLeft, this._scratch.vec3d).magnitude() * 0.5;\n const halfHeight = Vector3d.createStartEnd(farLowerRight, farUpperRight).magnitude() * 0.5;\n const depth = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d).magnitude();\n\n lookIn(nearCenter, viewX, viewY, viewZ, this.viewMatrix);\n ortho(-halfWidth, halfWidth, -halfHeight, halfHeight, 0, depth, this.projectionMatrix);\n\n this._nearPlaneCenter.setFrom(nearLowerLeft);\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\n\n this.setPlanes(halfHeight, -halfHeight, -halfWidth, halfWidth);\n this.setFrustum(0, depth, is3d ? FrustumUniformType.Orthographic : FrustumUniformType.TwoDee);\n } else { // perspective\n const scale = 1.0 / (1.0 - newFraction);\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d);\n const cameraPosition = fromSumOf(farLowerLeft, zVec, scale, this._scratch.point3d);\n\n const frustumLeft = dotDifference(farLowerLeft, cameraPosition, viewX) * newFraction;\n const frustumRight = dotDifference(farLowerRight, cameraPosition, viewX) * newFraction;\n const frustumBottom = dotDifference(farLowerLeft, cameraPosition, viewY) * newFraction;\n const frustumTop = dotDifference(farUpperLeft, cameraPosition, viewY) * newFraction;\n const frustumFront = -dotDifference(nearLowerLeft, cameraPosition, viewZ);\n const frustumBack = -dotDifference(farLowerLeft, cameraPosition, viewZ);\n\n lookIn(cameraPosition, viewX, viewY, viewZ, this.viewMatrix);\n frustum(frustumLeft, frustumRight, frustumBottom, frustumTop, frustumFront, frustumBack, this.projectionMatrix);\n\n IModelFrameLifecycle.onChangeCameraView.raiseEvent({\n cameraPosition,\n viewX,\n viewY,\n viewZ,\n });\n IModelFrameLifecycle.onChangeCameraFrustum.raiseEvent({\n type: FrustumUniformType.Perspective,\n left: frustumLeft,\n right: frustumRight,\n bottom: frustumBottom,\n top: frustumTop,\n front: frustumFront,\n back: frustumBack,\n });\n\n this._nearPlaneCenter.setFrom(nearLowerLeft);\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\n\n this.setPlanes(frustumTop, frustumBottom, frustumLeft, frustumRight);\n this.setFrustum(frustumFront, frustumBack, FrustumUniformType.Perspective);\n }\n\n this.viewMatrix.matrix.inverseState = InverseMatrixState.unknown;\n\n this.viewMatrix.matrix.multiplyVector(this._worldUpVector, this._viewUpVector);\n this._viewUpVector.normalizeInPlace();\n this._viewUpVector32[0] = this._viewUpVector.x;\n this._viewUpVector32[1] = this._viewUpVector.y;\n this._viewUpVector32[2] = this._viewUpVector.z;\n\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\n }\n\n public changeProjectionMatrix(newMatrix: Matrix4d): void {\n desync(this);\n this.projectionMatrix.setFrom(newMatrix);\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\n }\n\n protected setPlanes(top: number, bottom: number, left: number, right: number): void {\n this._planeData[Plane.kTop] = top;\n this._planeData[Plane.kBottom] = bottom;\n this._planeData[Plane.kLeft] = left;\n this._planeData[Plane.kRight] = right;\n }\n\n protected setFrustum(nearPlane: number, farPlane: number, type: FrustumUniformType): void {\n this._frustumData[FrustumData.kNear] = nearPlane;\n this._frustumData[FrustumData.kFar] = farPlane;\n this._frustumData[FrustumData.kType] = type as number;\n\n // If nearPlane is zero, we don't have a camera (or got very unlucky); in that case shader will compute linear depth.\n this._logZData[0] = 0 !== nearPlane ? 1 / nearPlane : 0;\n this._logZData[1] = 0 !== nearPlane ? Math.log(farPlane / nearPlane) : farPlane;\n }\n}\n\nfunction normalizedDifference(p0: Point3d, p1: Point3d, out?: Vector3d): Vector3d {\n const result = undefined !== out ? out : new Vector3d();\n result.x = p0.x - p1.x;\n result.y = p0.y - p1.y;\n result.z = p0.z - p1.z;\n result.normalizeInPlace();\n return result;\n}\n\n/** @internal */\nexport function fromSumOf(p: Point3d, v: Vector3d, scale: number, out?: Point3d) {\n const result = undefined !== out ? out : new Point3d();\n result.x = p.x + v.x * scale;\n result.y = p.y + v.y * scale;\n result.z = p.z + v.z * scale;\n return result;\n}\n\nfunction dotDifference(pt: Point3d, origin: Point3d, vec: Vector3d): number {\n return (pt.x - origin.x) * vec.x + (pt.y - origin.y) * vec.y + (pt.z - origin.z) * vec.z;\n}\n\nfunction lookIn(eye: Point3d, viewX: Vector3d, viewY: Vector3d, viewZ: Vector3d, result: Transform) {\n const rot = result.matrix.coffs;\n rot[0] = viewX.x;\n rot[1] = viewX.y;\n rot[2] = viewX.z;\n rot[3] = viewY.x;\n rot[4] = viewY.y;\n rot[5] = viewY.z;\n rot[6] = viewZ.x;\n rot[7] = viewZ.y;\n rot[8] = viewZ.z;\n\n result.origin.x = -viewX.dotProduct(eye);\n result.origin.y = -viewY.dotProduct(eye);\n result.origin.z = -viewZ.dotProduct(eye);\n}\n\nfunction ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\n Matrix4d.createRowValues(\n 2.0 / (right - left), 0.0, 0.0, -(right + left) / (right - left),\n 0.0, 2.0 / (top - bottom), 0.0, -(top + bottom) / (top - bottom),\n 0.0, 0.0, -2.0 / (far - near), -(far + near) / (far - near),\n 0.0, 0.0, 0.0, 1.0,\n result);\n}\n\nfunction frustum(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\n Matrix4d.createRowValues(\n (2.0 * near) / (right - left), 0.0, (right + left) / (right - left), 0.0,\n 0.0, (2.0 * near) / (top - bottom), (top + bottom) / (top - bottom), 0.0,\n 0.0, 0.0, -(far + near) / (far - near), -(2.0 * far * near) / (far - near),\n 0.0, 0.0, -1.0, 0.0,\n result);\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 WebGL\r\n */\r\n\r\nimport { InverseMatrixState, Matrix4d, Point3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, Npc } from \"@itwin/core-common\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { IModelFrameLifecycle } from \"./IModelFrameLifecycle\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { desync, sync } from \"./Sync\";\r\n\r\n/** @internal */\r\nexport const enum FrustumUniformType { // eslint-disable-line no-restricted-syntax\r\n TwoDee,\r\n Orthographic,\r\n Perspective,\r\n}\r\n\r\n/** @internal */\r\nexport const enum Plane { // eslint-disable-line no-restricted-syntax\r\n kTop,\r\n kBottom,\r\n kLeft,\r\n kRight,\r\n}\r\n\r\nconst enum FrustumData { // eslint-disable-line no-restricted-syntax\r\n kNear,\r\n kFar,\r\n kType,\r\n}\r\n\r\n/** Represents a Target's frustum for use in glsl as a pair of uniforms.\r\n * Do not modify fields of exposed objects directly. e.g., do not directly manipulate the projection or view matrices - use the appropriate APIs.\r\n * @internal\r\n */\r\nexport class FrustumUniforms {\r\n // CPU state. Do not modify - use APIs.\r\n public readonly planFrustum = new Frustum();\r\n private _planFraction = 0;\r\n private readonly _nearPlaneCenter = new Point3d();\r\n public readonly viewMatrix = Transform.createIdentity();\r\n public readonly projectionMatrix = Matrix4d.createIdentity();\r\n private readonly _worldUpVector = Vector3d.unitZ();\r\n private readonly _viewUpVector = Vector3d.unitZ();\r\n\r\n // GPU state\r\n private readonly _planeData: Float32Array = new Float32Array(4);\r\n private readonly _frustumData: Float32Array = new Float32Array(3);\r\n public readonly projectionMatrix32 = new Matrix4();\r\n private readonly _logZData = new Float32Array(2);\r\n private readonly _viewUpVector32 = new Float32Array(3);\r\n\r\n // SyncTarget\r\n public syncKey = 0;\r\n\r\n // Scratch variables\r\n private readonly _scratch = {\r\n point3d: new Point3d(),\r\n vec3d: new Vector3d(),\r\n viewX: new Vector3d(),\r\n viewY: new Vector3d(),\r\n viewZ: new Vector3d(),\r\n };\r\n\r\n public constructor() {\r\n }\r\n\r\n public bindProjectionMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setMatrix4(this.projectionMatrix32);\r\n }\r\n\r\n public bindUpVector(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform3fv(this._viewUpVector32);\r\n }\r\n\r\n // uniform vec4 u_frustumPlanes; // { top, bottom, left, right }\r\n public get planes(): Float32Array { return this._planeData; }\r\n\r\n // uniform vec3 u_frustum; // { near, far, type }\r\n public get frustum(): Float32Array { return this._frustumData; }\r\n\r\n public get nearPlane(): number { return this._frustumData[FrustumData.kNear]; }\r\n public get farPlane(): number { return this._frustumData[FrustumData.kFar]; }\r\n public get type(): FrustumUniformType { return this.frustum[FrustumData.kType] as FrustumUniformType; }\r\n public get is2d(): boolean { return FrustumUniformType.TwoDee === this.type; }\r\n public get planFraction(): number { return this._planFraction; }\r\n\r\n // uniform vec2 u_logZ where x = 1/near and y = log(far/near)\r\n public get logZ(): Float32Array { return this._logZData; }\r\n\r\n public changeFrustum(newFrustum: Frustum, newFraction: number, is3d: boolean): void {\r\n if (newFraction === this._planFraction && is3d !== this.is2d && newFrustum.equals(this.planFrustum))\r\n return;\r\n\r\n desync(this);\r\n\r\n newFrustum.clone(this.planFrustum);\r\n\r\n const farLowerLeft = newFrustum.getCorner(Npc.LeftBottomRear);\r\n const farLowerRight = newFrustum.getCorner(Npc.RightBottomRear);\r\n const farUpperLeft = newFrustum.getCorner(Npc.LeftTopRear);\r\n const farUpperRight = newFrustum.getCorner(Npc.RightTopRear);\r\n const nearLowerLeft = newFrustum.getCorner(Npc.LeftBottomFront);\r\n const nearLowerRight = newFrustum.getCorner(Npc.RightBottomFront);\r\n const nearUpperLeft = newFrustum.getCorner(Npc.LeftTopFront);\r\n const nearUpperRight = newFrustum.getCorner(Npc.RightTopFront);\r\n\r\n const nearCenter = nearLowerLeft.interpolate(0.5, nearUpperRight, this._scratch.point3d);\r\n\r\n const viewX = normalizedDifference(nearLowerRight, nearLowerLeft, this._scratch.viewX);\r\n const viewY = normalizedDifference(nearUpperLeft, nearLowerLeft, this._scratch.viewY);\r\n const viewZ = viewX.crossProduct(viewY, this._scratch.viewZ).normalize()!;\r\n\r\n this._planFraction = newFraction;\r\n\r\n if (!is3d || newFraction > 0.999) { // ortho or 2d\r\n const halfWidth = Vector3d.createStartEnd(farLowerRight, farLowerLeft, this._scratch.vec3d).magnitude() * 0.5;\r\n const halfHeight = Vector3d.createStartEnd(farLowerRight, farUpperRight).magnitude() * 0.5;\r\n const depth = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d).magnitude();\r\n\r\n lookIn(nearCenter, viewX, viewY, viewZ, this.viewMatrix);\r\n ortho(-halfWidth, halfWidth, -halfHeight, halfHeight, 0, depth, this.projectionMatrix);\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(halfHeight, -halfHeight, -halfWidth, halfWidth);\r\n this.setFrustum(0, depth, is3d ? FrustumUniformType.Orthographic : FrustumUniformType.TwoDee);\r\n } else { // perspective\r\n const scale = 1.0 / (1.0 - newFraction);\r\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d);\r\n const cameraPosition = fromSumOf(farLowerLeft, zVec, scale, this._scratch.point3d);\r\n\r\n const frustumLeft = dotDifference(farLowerLeft, cameraPosition, viewX) * newFraction;\r\n const frustumRight = dotDifference(farLowerRight, cameraPosition, viewX) * newFraction;\r\n const frustumBottom = dotDifference(farLowerLeft, cameraPosition, viewY) * newFraction;\r\n const frustumTop = dotDifference(farUpperLeft, cameraPosition, viewY) * newFraction;\r\n const frustumFront = -dotDifference(nearLowerLeft, cameraPosition, viewZ);\r\n const frustumBack = -dotDifference(farLowerLeft, cameraPosition, viewZ);\r\n\r\n lookIn(cameraPosition, viewX, viewY, viewZ, this.viewMatrix);\r\n frustum(frustumLeft, frustumRight, frustumBottom, frustumTop, frustumFront, frustumBack, this.projectionMatrix);\r\n\r\n IModelFrameLifecycle.onChangeCameraView.raiseEvent({\r\n cameraPosition,\r\n viewX,\r\n viewY,\r\n viewZ,\r\n });\r\n IModelFrameLifecycle.onChangeCameraFrustum.raiseEvent({\r\n type: FrustumUniformType.Perspective,\r\n left: frustumLeft,\r\n right: frustumRight,\r\n bottom: frustumBottom,\r\n top: frustumTop,\r\n front: frustumFront,\r\n back: frustumBack,\r\n });\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(frustumTop, frustumBottom, frustumLeft, frustumRight);\r\n this.setFrustum(frustumFront, frustumBack, FrustumUniformType.Perspective);\r\n }\r\n\r\n this.viewMatrix.matrix.inverseState = InverseMatrixState.unknown;\r\n\r\n this.viewMatrix.matrix.multiplyVector(this._worldUpVector, this._viewUpVector);\r\n this._viewUpVector.normalizeInPlace();\r\n this._viewUpVector32[0] = this._viewUpVector.x;\r\n this._viewUpVector32[1] = this._viewUpVector.y;\r\n this._viewUpVector32[2] = this._viewUpVector.z;\r\n\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n public changeProjectionMatrix(newMatrix: Matrix4d): void {\r\n desync(this);\r\n this.projectionMatrix.setFrom(newMatrix);\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n protected setPlanes(top: number, bottom: number, left: number, right: number): void {\r\n this._planeData[Plane.kTop] = top;\r\n this._planeData[Plane.kBottom] = bottom;\r\n this._planeData[Plane.kLeft] = left;\r\n this._planeData[Plane.kRight] = right;\r\n }\r\n\r\n protected setFrustum(nearPlane: number, farPlane: number, type: FrustumUniformType): void {\r\n this._frustumData[FrustumData.kNear] = nearPlane;\r\n this._frustumData[FrustumData.kFar] = farPlane;\r\n this._frustumData[FrustumData.kType] = type as number;\r\n\r\n // If nearPlane is zero, we don't have a camera (or got very unlucky); in that case shader will compute linear depth.\r\n this._logZData[0] = 0 !== nearPlane ? 1 / nearPlane : 0;\r\n this._logZData[1] = 0 !== nearPlane ? Math.log(farPlane / nearPlane) : farPlane;\r\n }\r\n}\r\n\r\nfunction normalizedDifference(p0: Point3d, p1: Point3d, out?: Vector3d): Vector3d {\r\n const result = undefined !== out ? out : new Vector3d();\r\n result.x = p0.x - p1.x;\r\n result.y = p0.y - p1.y;\r\n result.z = p0.z - p1.z;\r\n result.normalizeInPlace();\r\n return result;\r\n}\r\n\r\n/** @internal */\r\nexport function fromSumOf(p: Point3d, v: Vector3d, scale: number, out?: Point3d) {\r\n const result = undefined !== out ? out : new Point3d();\r\n result.x = p.x + v.x * scale;\r\n result.y = p.y + v.y * scale;\r\n result.z = p.z + v.z * scale;\r\n return result;\r\n}\r\n\r\nfunction dotDifference(pt: Point3d, origin: Point3d, vec: Vector3d): number {\r\n return (pt.x - origin.x) * vec.x + (pt.y - origin.y) * vec.y + (pt.z - origin.z) * vec.z;\r\n}\r\n\r\nfunction lookIn(eye: Point3d, viewX: Vector3d, viewY: Vector3d, viewZ: Vector3d, result: Transform) {\r\n const rot = result.matrix.coffs;\r\n rot[0] = viewX.x;\r\n rot[1] = viewX.y;\r\n rot[2] = viewX.z;\r\n rot[3] = viewY.x;\r\n rot[4] = viewY.y;\r\n rot[5] = viewY.z;\r\n rot[6] = viewZ.x;\r\n rot[7] = viewZ.y;\r\n rot[8] = viewZ.z;\r\n\r\n result.origin.x = -viewX.dotProduct(eye);\r\n result.origin.y = -viewY.dotProduct(eye);\r\n result.origin.z = -viewZ.dotProduct(eye);\r\n}\r\n\r\nfunction ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n 2.0 / (right - left), 0.0, 0.0, -(right + left) / (right - left),\r\n 0.0, 2.0 / (top - bottom), 0.0, -(top + bottom) / (top - bottom),\r\n 0.0, 0.0, -2.0 / (far - near), -(far + near) / (far - near),\r\n 0.0, 0.0, 0.0, 1.0,\r\n result);\r\n}\r\n\r\nfunction frustum(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n (2.0 * near) / (right - left), 0.0, (right + left) / (right - left), 0.0,\r\n 0.0, (2.0 * near) / (top - bottom), (top + bottom) / (top - bottom), 0.0,\r\n 0.0, 0.0, -(far + near) / (far - near), -(2.0 * far * near) / (far - near),\r\n 0.0, 0.0, -1.0, 0.0,\r\n result);\r\n}\r\n"]}
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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\nif (typeof (WebGLRenderingContext) === \"undefined\") {\n (global as any).WebGLRenderingContext = new Proxy({}, { get: () => 0 });\n}\n\n/** @internal */\nexport namespace GL {\n export enum BlendEquation {\n Add = WebGLRenderingContext.FUNC_ADD,\n Subtract = WebGLRenderingContext.FUNC_SUBTRACT,\n ReverseSubtract = WebGLRenderingContext.FUNC_REVERSE_SUBTRACT,\n Default = Add,\n }\n\n export enum BlendFactor {\n Zero = WebGLRenderingContext.ZERO,\n One = WebGLRenderingContext.ONE,\n SrcColor = WebGLRenderingContext.SRC_COLOR,\n OneMinusSrcColor = WebGLRenderingContext.ONE_MINUS_SRC_COLOR,\n DstColor = WebGLRenderingContext.DST_COLOR,\n OneMinusDstColor = WebGLRenderingContext.ONE_MINUS_DST_COLOR,\n SrcAlpha = WebGLRenderingContext.SRC_ALPHA,\n OneMinusSrcAlpha = WebGLRenderingContext.ONE_MINUS_SRC_ALPHA,\n DstAlpha = WebGLRenderingContext.DST_ALPHA,\n OneMinusDstAlpha = WebGLRenderingContext.ONE_MINUS_DST_ALPHA,\n ConstColor = WebGLRenderingContext.CONSTANT_COLOR,\n OneMinusConstColor = WebGLRenderingContext.ONE_MINUS_CONSTANT_COLOR,\n ConstAlpha = WebGLRenderingContext.CONSTANT_ALPHA,\n OneMinusConstAlpha = WebGLRenderingContext.ONE_MINUS_CONSTANT_ALPHA,\n AlphaSaturate = WebGLRenderingContext.SRC_ALPHA_SATURATE,\n DefaultSrc = One,\n DefaultDst = Zero,\n }\n\n export namespace Buffer {\n export enum Target {\n ArrayBuffer = WebGLRenderingContext.ARRAY_BUFFER,\n ElementArrayBuffer = WebGLRenderingContext.ELEMENT_ARRAY_BUFFER,\n }\n\n export enum Binding {\n ArrayBuffer = WebGLRenderingContext.ARRAY_BUFFER_BINDING,\n ElementArrayBuffer = WebGLRenderingContext.ELEMENT_ARRAY_BUFFER_BINDING,\n }\n\n export enum Parameter {\n Size = WebGLRenderingContext.BUFFER_SIZE,\n Usage = WebGLRenderingContext.BUFFER_USAGE, // eslint-disable-line @typescript-eslint/no-shadow\n }\n\n export enum Usage {\n DynamicDraw = WebGLRenderingContext.DYNAMIC_DRAW,\n StaticDraw = WebGLRenderingContext.STATIC_DRAW,\n StreamDraw = WebGLRenderingContext.STREAM_DRAW,\n }\n }\n\n export enum StencilOperation {\n Keep = WebGLRenderingContext.KEEP,\n Zero = WebGLRenderingContext.ZERO,\n Replace = WebGLRenderingContext.REPLACE,\n Incr = WebGLRenderingContext.INCR,\n IncrWrap = WebGLRenderingContext.INCR_WRAP,\n Decr = WebGLRenderingContext.DECR,\n DecrWrap = WebGLRenderingContext.DECR_WRAP,\n Invert = WebGLRenderingContext.INVERT,\n Default = Keep,\n }\n\n export enum StencilFunction {\n Never = WebGLRenderingContext.NEVER,\n Less = WebGLRenderingContext.LESS,\n LEqual = WebGLRenderingContext.LEQUAL,\n Greater = WebGLRenderingContext.GREATER,\n GEqual = WebGLRenderingContext.GEQUAL,\n Equal = WebGLRenderingContext.EQUAL,\n NotEqual = WebGLRenderingContext.NOTEQUAL,\n Always = WebGLRenderingContext.ALWAYS,\n Default = Always,\n }\n\n export enum CullFace {\n Front = WebGLRenderingContext.FRONT,\n Back = WebGLRenderingContext.BACK,\n FrontAndBack = WebGLRenderingContext.FRONT_AND_BACK,\n Default = Back,\n }\n\n export enum DataType {\n Byte = WebGLRenderingContext.BYTE,\n Short = WebGLRenderingContext.SHORT,\n UnsignedByte = WebGLRenderingContext.UNSIGNED_BYTE,\n UnsignedShort = WebGLRenderingContext.UNSIGNED_SHORT,\n UnsignedInt = WebGLRenderingContext.UNSIGNED_INT,\n Float = WebGLRenderingContext.FLOAT,\n // WebGL 2 has more data types\n // HalfFloat = WebGLRenderingContext.HALF_FLOAT,\n }\n\n export enum FrontFace {\n CounterClockwise = WebGLRenderingContext.CCW,\n Clockwise = WebGLRenderingContext.CW,\n Default = CounterClockwise,\n }\n\n export enum DepthFunc {\n Never = WebGLRenderingContext.NEVER,\n Less = WebGLRenderingContext.LESS,\n Equal = WebGLRenderingContext.EQUAL,\n LessOrEqual = WebGLRenderingContext.LEQUAL,\n Greater = WebGLRenderingContext.GREATER,\n NotEqual = WebGLRenderingContext.NOTEQUAL,\n GreaterOrEqual = WebGLRenderingContext.GEQUAL,\n Always = WebGLRenderingContext.ALWAYS,\n Default = LessOrEqual,\n }\n\n export enum Capability {\n Blend = WebGLRenderingContext.BLEND,\n BlendColor = WebGLRenderingContext.BLEND_COLOR,\n BlendEquationAlpha = WebGLRenderingContext.BLEND_EQUATION_ALPHA,\n BlendEquationRGB = WebGLRenderingContext.BLEND_EQUATION_RGB,\n BlendSrcAlpha = WebGLRenderingContext.BLEND_SRC_ALPHA,\n BlendSrcRgb = WebGLRenderingContext.BLEND_SRC_RGB,\n BlendDstAlpha = WebGLRenderingContext.BLEND_DST_ALPHA,\n BlendDstRgb = WebGLRenderingContext.BLEND_DST_RGB,\n CullFace = WebGLRenderingContext.CULL_FACE, // eslint-disable-line @typescript-eslint/no-shadow\n CullFaceMode = WebGLRenderingContext.CULL_FACE_MODE,\n DepthFunc = WebGLRenderingContext.DEPTH_FUNC, // eslint-disable-line @typescript-eslint/no-shadow\n DepthTest = WebGLRenderingContext.DEPTH_TEST,\n DepthWriteMask = WebGLRenderingContext.DEPTH_WRITEMASK,\n FrontFace = WebGLRenderingContext.FRONT_FACE, // eslint-disable-line @typescript-eslint/no-shadow\n StencilFrontFunc = WebGLRenderingContext.STENCIL_FUNC,\n StencilFrontRef = WebGLRenderingContext.STENCIL_REF,\n StencilFrontValueMask = WebGLRenderingContext.STENCIL_VALUE_MASK,\n StencilFrontWriteMask = WebGLRenderingContext.STENCIL_WRITEMASK,\n StencilFrontOpFail = WebGLRenderingContext.STENCIL_FAIL,\n StencilFrontOpZFail = WebGLRenderingContext.STENCIL_PASS_DEPTH_FAIL,\n StencilFrontOpZPass = WebGLRenderingContext.STENCIL_PASS_DEPTH_PASS,\n StencilBackFunc = WebGLRenderingContext.STENCIL_BACK_FUNC,\n StencilBackRef = WebGLRenderingContext.STENCIL_BACK_REF,\n StencilBackValueMask = WebGLRenderingContext.STENCIL_BACK_VALUE_MASK,\n StencilBackWriteMask = WebGLRenderingContext.STENCIL_BACK_WRITEMASK,\n StencilBackOpFail = WebGLRenderingContext.STENCIL_BACK_FAIL,\n StencilBackOpZFail = WebGLRenderingContext.STENCIL_BACK_PASS_DEPTH_FAIL,\n StencilBackOpZPass = WebGLRenderingContext.STENCIL_BACK_PASS_DEPTH_PASS,\n StencilTest = WebGLRenderingContext.STENCIL_TEST,\n StencilWriteMask = WebGLRenderingContext.STENCIL_WRITEMASK,\n }\n\n export namespace Texture {\n export enum Target {\n TwoDee = WebGLRenderingContext.TEXTURE_2D, // regular 2D texture\n CubeMap = WebGLRenderingContext.TEXTURE_CUBE_MAP, // six-sided cubemap texture\n CubeMapPositiveX = WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, // right side\n CubeMapNegativeX = WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, // left side\n CubeMapPositiveY = WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, // top side\n CubeMapNegativeY = WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, // bottom side\n CubeMapPositiveZ = WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, // back side\n CubeMapNegativeZ = WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z, // front side\n }\n export enum Format {\n Rgb = WebGLRenderingContext.RGB,\n Rgba = WebGLRenderingContext.RGBA,\n DepthStencil = WebGLRenderingContext.DEPTH_STENCIL,\n Luminance = WebGLRenderingContext.LUMINANCE,\n DepthComponent = WebGLRenderingContext.DEPTH_COMPONENT,\n }\n\n // This name is unambiguous as it is qualified by the namespace...https://github.com/palantir/tslint/issues/3789\n export enum DataType { // eslint-disable-line @typescript-eslint/no-shadow\n Float = WebGLRenderingContext.FLOAT,\n UnsignedByte = WebGLRenderingContext.UNSIGNED_BYTE,\n // UnsignedInt24_8 = WebGLRenderingContext.UNSIGNED_INT_24_8,\n UnsignedInt = WebGLRenderingContext.UNSIGNED_INT,\n }\n\n export enum WrapMode {\n Repeat = WebGLRenderingContext.REPEAT,\n MirroredRepeat = WebGLRenderingContext.MIRRORED_REPEAT,\n ClampToEdge = WebGLRenderingContext.CLAMP_TO_EDGE,\n }\n }\n\n export enum ShaderType {\n Fragment = WebGLRenderingContext.FRAGMENT_SHADER,\n Vertex = WebGLRenderingContext.VERTEX_SHADER,\n }\n\n export enum ShaderParameter {\n CompileStatus = WebGLRenderingContext.COMPILE_STATUS,\n }\n\n export enum ProgramParameter {\n LinkStatus = WebGLRenderingContext.LINK_STATUS,\n }\n\n export enum PrimitiveType {\n Points = WebGLRenderingContext.POINTS,\n Lines = WebGLRenderingContext.LINES,\n Triangles = WebGLRenderingContext.TRIANGLES,\n }\n\n export namespace RenderBuffer {\n export const TARGET = WebGLRenderingContext.RENDERBUFFER;\n\n export enum Format {\n DepthComponent16 = WebGLRenderingContext.DEPTH_COMPONENT16,\n }\n }\n\n export namespace FrameBuffer {\n export const TARGET = WebGLRenderingContext.FRAMEBUFFER;\n export enum Status {\n Complete = WebGLRenderingContext.FRAMEBUFFER_COMPLETE,\n IncompleteAttachment = WebGLRenderingContext.FRAMEBUFFER_INCOMPLETE_ATTACHMENT,\n IncompleteMissingAttachment = WebGLRenderingContext.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,\n IncompleteDimensions = WebGLRenderingContext.FRAMEBUFFER_INCOMPLETE_DIMENSIONS,\n Unsupported = WebGLRenderingContext.FRAMEBUFFER_UNSUPPORTED,\n }\n }\n\n export enum BufferBit {\n Color = WebGLRenderingContext.COLOR_BUFFER_BIT,\n Depth = WebGLRenderingContext.DEPTH_BUFFER_BIT,\n Stencil = WebGLRenderingContext.STENCIL_BUFFER_BIT,\n }\n\n export namespace MultiSampling {\n export enum Filter {\n Nearest = WebGLRenderingContext.NEAREST,\n Linear = WebGLRenderingContext.LINEAR,\n }\n }\n\n export const POLYGON_OFFSET_FILL = WebGLRenderingContext.POLYGON_OFFSET_FILL;\n}\n"]}
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1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nif (typeof (WebGLRenderingContext) === \"undefined\") {\r\n (global as any).WebGLRenderingContext = new Proxy({}, { get: () => 0 });\r\n}\r\n\r\n/** @internal */\r\nexport namespace GL {\r\n export enum BlendEquation {\r\n Add = WebGLRenderingContext.FUNC_ADD,\r\n Subtract = WebGLRenderingContext.FUNC_SUBTRACT,\r\n ReverseSubtract = WebGLRenderingContext.FUNC_REVERSE_SUBTRACT,\r\n Default = Add,\r\n }\r\n\r\n export enum BlendFactor {\r\n Zero = WebGLRenderingContext.ZERO,\r\n One = WebGLRenderingContext.ONE,\r\n SrcColor = WebGLRenderingContext.SRC_COLOR,\r\n OneMinusSrcColor = WebGLRenderingContext.ONE_MINUS_SRC_COLOR,\r\n DstColor = WebGLRenderingContext.DST_COLOR,\r\n OneMinusDstColor = WebGLRenderingContext.ONE_MINUS_DST_COLOR,\r\n SrcAlpha = WebGLRenderingContext.SRC_ALPHA,\r\n OneMinusSrcAlpha = WebGLRenderingContext.ONE_MINUS_SRC_ALPHA,\r\n DstAlpha = WebGLRenderingContext.DST_ALPHA,\r\n OneMinusDstAlpha = WebGLRenderingContext.ONE_MINUS_DST_ALPHA,\r\n ConstColor = WebGLRenderingContext.CONSTANT_COLOR,\r\n OneMinusConstColor = WebGLRenderingContext.ONE_MINUS_CONSTANT_COLOR,\r\n ConstAlpha = WebGLRenderingContext.CONSTANT_ALPHA,\r\n OneMinusConstAlpha = WebGLRenderingContext.ONE_MINUS_CONSTANT_ALPHA,\r\n AlphaSaturate = WebGLRenderingContext.SRC_ALPHA_SATURATE,\r\n DefaultSrc = One,\r\n DefaultDst = Zero,\r\n }\r\n\r\n export namespace Buffer {\r\n export enum Target {\r\n ArrayBuffer = WebGLRenderingContext.ARRAY_BUFFER,\r\n ElementArrayBuffer = WebGLRenderingContext.ELEMENT_ARRAY_BUFFER,\r\n }\r\n\r\n export enum Binding {\r\n ArrayBuffer = WebGLRenderingContext.ARRAY_BUFFER_BINDING,\r\n ElementArrayBuffer = WebGLRenderingContext.ELEMENT_ARRAY_BUFFER_BINDING,\r\n }\r\n\r\n export enum Parameter {\r\n Size = WebGLRenderingContext.BUFFER_SIZE,\r\n Usage = WebGLRenderingContext.BUFFER_USAGE, // eslint-disable-line @typescript-eslint/no-shadow\r\n }\r\n\r\n export enum Usage {\r\n DynamicDraw = WebGLRenderingContext.DYNAMIC_DRAW,\r\n StaticDraw = WebGLRenderingContext.STATIC_DRAW,\r\n StreamDraw = WebGLRenderingContext.STREAM_DRAW,\r\n }\r\n }\r\n\r\n export enum StencilOperation {\r\n Keep = WebGLRenderingContext.KEEP,\r\n Zero = WebGLRenderingContext.ZERO,\r\n Replace = WebGLRenderingContext.REPLACE,\r\n Incr = WebGLRenderingContext.INCR,\r\n IncrWrap = WebGLRenderingContext.INCR_WRAP,\r\n Decr = WebGLRenderingContext.DECR,\r\n DecrWrap = WebGLRenderingContext.DECR_WRAP,\r\n Invert = WebGLRenderingContext.INVERT,\r\n Default = Keep,\r\n }\r\n\r\n export enum StencilFunction {\r\n Never = WebGLRenderingContext.NEVER,\r\n Less = WebGLRenderingContext.LESS,\r\n LEqual = WebGLRenderingContext.LEQUAL,\r\n Greater = WebGLRenderingContext.GREATER,\r\n GEqual = WebGLRenderingContext.GEQUAL,\r\n Equal = WebGLRenderingContext.EQUAL,\r\n NotEqual = WebGLRenderingContext.NOTEQUAL,\r\n Always = WebGLRenderingContext.ALWAYS,\r\n Default = Always,\r\n }\r\n\r\n export enum CullFace {\r\n Front = WebGLRenderingContext.FRONT,\r\n Back = WebGLRenderingContext.BACK,\r\n FrontAndBack = WebGLRenderingContext.FRONT_AND_BACK,\r\n Default = Back,\r\n }\r\n\r\n export enum DataType {\r\n Byte = WebGLRenderingContext.BYTE,\r\n Short = WebGLRenderingContext.SHORT,\r\n UnsignedByte = WebGLRenderingContext.UNSIGNED_BYTE,\r\n UnsignedShort = WebGLRenderingContext.UNSIGNED_SHORT,\r\n UnsignedInt = WebGLRenderingContext.UNSIGNED_INT,\r\n Float = WebGLRenderingContext.FLOAT,\r\n // WebGL 2 has more data types\r\n // HalfFloat = WebGLRenderingContext.HALF_FLOAT,\r\n }\r\n\r\n export enum FrontFace {\r\n CounterClockwise = WebGLRenderingContext.CCW,\r\n Clockwise = WebGLRenderingContext.CW,\r\n Default = CounterClockwise,\r\n }\r\n\r\n export enum DepthFunc {\r\n Never = WebGLRenderingContext.NEVER,\r\n Less = WebGLRenderingContext.LESS,\r\n Equal = WebGLRenderingContext.EQUAL,\r\n LessOrEqual = WebGLRenderingContext.LEQUAL,\r\n Greater = WebGLRenderingContext.GREATER,\r\n NotEqual = WebGLRenderingContext.NOTEQUAL,\r\n GreaterOrEqual = WebGLRenderingContext.GEQUAL,\r\n Always = WebGLRenderingContext.ALWAYS,\r\n Default = LessOrEqual,\r\n }\r\n\r\n export enum Capability {\r\n Blend = WebGLRenderingContext.BLEND,\r\n BlendColor = WebGLRenderingContext.BLEND_COLOR,\r\n BlendEquationAlpha = WebGLRenderingContext.BLEND_EQUATION_ALPHA,\r\n BlendEquationRGB = WebGLRenderingContext.BLEND_EQUATION_RGB,\r\n BlendSrcAlpha = WebGLRenderingContext.BLEND_SRC_ALPHA,\r\n BlendSrcRgb = WebGLRenderingContext.BLEND_SRC_RGB,\r\n BlendDstAlpha = WebGLRenderingContext.BLEND_DST_ALPHA,\r\n BlendDstRgb = WebGLRenderingContext.BLEND_DST_RGB,\r\n CullFace = WebGLRenderingContext.CULL_FACE, // eslint-disable-line @typescript-eslint/no-shadow\r\n CullFaceMode = WebGLRenderingContext.CULL_FACE_MODE,\r\n DepthFunc = WebGLRenderingContext.DEPTH_FUNC, // eslint-disable-line @typescript-eslint/no-shadow\r\n DepthTest = WebGLRenderingContext.DEPTH_TEST,\r\n DepthWriteMask = WebGLRenderingContext.DEPTH_WRITEMASK,\r\n FrontFace = WebGLRenderingContext.FRONT_FACE, // eslint-disable-line @typescript-eslint/no-shadow\r\n StencilFrontFunc = WebGLRenderingContext.STENCIL_FUNC,\r\n StencilFrontRef = WebGLRenderingContext.STENCIL_REF,\r\n StencilFrontValueMask = WebGLRenderingContext.STENCIL_VALUE_MASK,\r\n StencilFrontWriteMask = WebGLRenderingContext.STENCIL_WRITEMASK,\r\n StencilFrontOpFail = WebGLRenderingContext.STENCIL_FAIL,\r\n StencilFrontOpZFail = WebGLRenderingContext.STENCIL_PASS_DEPTH_FAIL,\r\n StencilFrontOpZPass = WebGLRenderingContext.STENCIL_PASS_DEPTH_PASS,\r\n StencilBackFunc = WebGLRenderingContext.STENCIL_BACK_FUNC,\r\n StencilBackRef = WebGLRenderingContext.STENCIL_BACK_REF,\r\n StencilBackValueMask = WebGLRenderingContext.STENCIL_BACK_VALUE_MASK,\r\n StencilBackWriteMask = WebGLRenderingContext.STENCIL_BACK_WRITEMASK,\r\n StencilBackOpFail = WebGLRenderingContext.STENCIL_BACK_FAIL,\r\n StencilBackOpZFail = WebGLRenderingContext.STENCIL_BACK_PASS_DEPTH_FAIL,\r\n StencilBackOpZPass = WebGLRenderingContext.STENCIL_BACK_PASS_DEPTH_PASS,\r\n StencilTest = WebGLRenderingContext.STENCIL_TEST,\r\n StencilWriteMask = WebGLRenderingContext.STENCIL_WRITEMASK,\r\n }\r\n\r\n export namespace Texture {\r\n export enum Target {\r\n TwoDee = WebGLRenderingContext.TEXTURE_2D, // regular 2D texture\r\n CubeMap = WebGLRenderingContext.TEXTURE_CUBE_MAP, // six-sided cubemap texture\r\n CubeMapPositiveX = WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, // right side\r\n CubeMapNegativeX = WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, // left side\r\n CubeMapPositiveY = WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, // top side\r\n CubeMapNegativeY = WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, // bottom side\r\n CubeMapPositiveZ = WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, // back side\r\n CubeMapNegativeZ = WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z, // front side\r\n }\r\n export enum Format {\r\n Rgb = WebGLRenderingContext.RGB,\r\n Rgba = WebGLRenderingContext.RGBA,\r\n DepthStencil = WebGLRenderingContext.DEPTH_STENCIL,\r\n Luminance = WebGLRenderingContext.LUMINANCE,\r\n DepthComponent = WebGLRenderingContext.DEPTH_COMPONENT,\r\n }\r\n\r\n // This name is unambiguous as it is qualified by the namespace...https://github.com/palantir/tslint/issues/3789\r\n export enum DataType { // eslint-disable-line @typescript-eslint/no-shadow\r\n Float = WebGLRenderingContext.FLOAT,\r\n UnsignedByte = WebGLRenderingContext.UNSIGNED_BYTE,\r\n // UnsignedInt24_8 = WebGLRenderingContext.UNSIGNED_INT_24_8,\r\n UnsignedInt = WebGLRenderingContext.UNSIGNED_INT,\r\n }\r\n\r\n export enum WrapMode {\r\n Repeat = WebGLRenderingContext.REPEAT,\r\n MirroredRepeat = WebGLRenderingContext.MIRRORED_REPEAT,\r\n ClampToEdge = WebGLRenderingContext.CLAMP_TO_EDGE,\r\n }\r\n }\r\n\r\n export enum ShaderType {\r\n Fragment = WebGLRenderingContext.FRAGMENT_SHADER,\r\n Vertex = WebGLRenderingContext.VERTEX_SHADER,\r\n }\r\n\r\n export enum ShaderParameter {\r\n CompileStatus = WebGLRenderingContext.COMPILE_STATUS,\r\n }\r\n\r\n export enum ProgramParameter {\r\n LinkStatus = WebGLRenderingContext.LINK_STATUS,\r\n }\r\n\r\n export enum PrimitiveType {\r\n Points = WebGLRenderingContext.POINTS,\r\n Lines = WebGLRenderingContext.LINES,\r\n Triangles = WebGLRenderingContext.TRIANGLES,\r\n }\r\n\r\n export namespace RenderBuffer {\r\n export const TARGET = WebGLRenderingContext.RENDERBUFFER;\r\n\r\n export enum Format {\r\n DepthComponent16 = WebGLRenderingContext.DEPTH_COMPONENT16,\r\n }\r\n }\r\n\r\n export namespace FrameBuffer {\r\n export const TARGET = WebGLRenderingContext.FRAMEBUFFER;\r\n export enum Status {\r\n Complete = WebGLRenderingContext.FRAMEBUFFER_COMPLETE,\r\n IncompleteAttachment = WebGLRenderingContext.FRAMEBUFFER_INCOMPLETE_ATTACHMENT,\r\n IncompleteMissingAttachment = WebGLRenderingContext.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,\r\n IncompleteDimensions = WebGLRenderingContext.FRAMEBUFFER_INCOMPLETE_DIMENSIONS,\r\n Unsupported = WebGLRenderingContext.FRAMEBUFFER_UNSUPPORTED,\r\n }\r\n }\r\n\r\n export enum BufferBit {\r\n Color = WebGLRenderingContext.COLOR_BUFFER_BIT,\r\n Depth = WebGLRenderingContext.DEPTH_BUFFER_BIT,\r\n Stencil = WebGLRenderingContext.STENCIL_BUFFER_BIT,\r\n }\r\n\r\n export namespace MultiSampling {\r\n export enum Filter {\r\n Nearest = WebGLRenderingContext.NEAREST,\r\n Linear = WebGLRenderingContext.LINEAR,\r\n }\r\n }\r\n\r\n export const POLYGON_OFFSET_FILL = WebGLRenderingContext.POLYGON_OFFSET_FILL;\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\nimport { BentleyStatus } from \"@itwin/core-bentley\";\nimport { IModelError } from \"@itwin/core-common\";\nimport { GLTimerResult, GLTimerResultCallback } from \"../RenderSystem\";\nimport { System } from \"./System\";\n\nclass DisjointTimerExtension {\n private _e: any; // EXT_disjoint_timer_query, not available in lib.dom.d.ts\n private _context: WebGL2RenderingContext;\n\n public constructor(system: System) {\n this._e = system.disjointTimerQuery;\n this._context = system.context;\n }\n\n public get isSupported(): boolean { return this._e !== undefined; }\n\n public didDisjointEventHappen(): boolean {\n return this._context.getParameter(this._e.GPU_DISJOINT_EXT);\n }\n\n public createQuery(): WebGLQuery { return this._context.createQuery() as WebGLQuery; }\n public deleteQuery(q: WebGLQuery) { this._context.deleteQuery(q); }\n\n public beginQuery(q: WebGLQuery) { this._context.beginQuery(this._e.TIME_ELAPSED_EXT, q); }\n public endQuery() { this._context.endQuery(this._e.TIME_ELAPSED_EXT); }\n\n public isResultAvailable(q: WebGLQuery): boolean {\n return this._context.getQueryParameter(q, this._context.QUERY_RESULT_AVAILABLE);\n }\n public getResult(q: WebGLQuery): number {\n return this._context.getQueryParameter(q, this._context.QUERY_RESULT);\n }\n}\n\ninterface QueryEntry {\n label: string;\n query: WebGLQuery;\n children?: QueryEntry[];\n}\n\n/** Record GPU hardware queries to profile independent of CPU.\n *\n * This is a wrapper around EXT_disjoint_timer_query. The extension should be available in the following browsers:\n * * Chrome 67 and later\n * * Chromium-based Edge\n * * Firefox (with webgl.enable-privileged-extensions set to true in about:config)\n *\n * EXT_disjoint_timer_query only supports one active query per context without nesting. This wrapper keeps an internal stack to make\n * nesting work.\n *\n * The extension API makes timestamps look like a better solution than disjoint timers, but they are not actually supported.\n * See https://bugs.chromium.org/p/chromium/issues/detail?id=595172\n * @internal\n */\nexport class GLTimer {\n private _extension: DisjointTimerExtension;\n private _queryStack: QueryEntry[];\n private _resultsCallback?: GLTimerResultCallback;\n\n private constructor(system: System) {\n this._extension = new DisjointTimerExtension(system);\n this._queryStack = [];\n this._resultsCallback = undefined;\n }\n\n // This class is necessarily a singleton per context because of the underlying extension it wraps.\n // System is expected to call create in its constructor.\n public static create(system: System): GLTimer {\n return new GLTimer(system);\n }\n\n public get isSupported(): boolean { return this._extension.isSupported; }\n\n public set resultsCallback(callback: GLTimerResultCallback | undefined) {\n if (this._queryStack.length !== 0)\n throw new IModelError(BentleyStatus.ERROR, \"Do not set resultsCallback when a frame is already being drawn\");\n\n this._resultsCallback = callback;\n }\n\n public beginOperation(label: string) {\n if (!this._resultsCallback)\n return;\n\n this.pushQuery(label);\n }\n\n public endOperation() {\n if (!this._resultsCallback)\n return;\n if (this._queryStack.length === 0)\n throw new IModelError(BentleyStatus.ERROR, \"Mismatched calls to beginOperation/endOperation\");\n\n this.popQuery();\n }\n\n public beginFrame() {\n if (!this._resultsCallback)\n return;\n if (this._queryStack.length !== 0)\n throw new IModelError(BentleyStatus.ERROR, \"Already recording timing for a frame\");\n\n const query = this._extension.createQuery();\n this._extension.beginQuery(query);\n this._queryStack.push({ label: \"Total\", query, children: [] });\n }\n\n public endFrame() {\n if (!this._resultsCallback)\n return;\n if (this._queryStack.length !== 1)\n throw new IModelError(BentleyStatus.ERROR, \"Missing at least one endOperation call\");\n\n this._extension.endQuery();\n const root = this._queryStack.pop()!;\n const userCallback = this._resultsCallback;\n\n const queryCallback = () => {\n if (this._extension.didDisjointEventHappen()) {\n // Have to throw away results for this frame after disjoint event occurs.\n this.cleanupAfterDisjointEvent(root);\n return;\n }\n\n // It takes more one or more frames for results to become available.\n // Only checking time for root since it will always be the last query completed.\n if (!this._extension.isResultAvailable(root.query)) {\n setTimeout(queryCallback, 0);\n return;\n }\n\n const processQueryEntry = (queryEntry: QueryEntry): GLTimerResult => {\n const time = this._extension.getResult(queryEntry.query);\n this._extension.deleteQuery(queryEntry.query);\n\n const result: GLTimerResult = { label: queryEntry.label, nanoseconds: time };\n if (queryEntry.children === undefined)\n return result;\n\n result.children = [];\n for (const child of queryEntry.children) {\n const childResult = processQueryEntry(child);\n result.children.push(childResult);\n result.nanoseconds += childResult.nanoseconds;\n }\n return result;\n };\n\n userCallback(processQueryEntry(root));\n };\n setTimeout(queryCallback, 0);\n }\n\n private cleanupAfterDisjointEvent(queryEntry: QueryEntry) {\n this._extension.deleteQuery(queryEntry.query);\n if (!queryEntry.children)\n return;\n for (const child of queryEntry.children)\n this.cleanupAfterDisjointEvent(child);\n }\n\n private pushQuery(label: string) {\n this._extension.endQuery();\n\n const query = this._extension.createQuery();\n this._extension.beginQuery(query);\n\n const activeQuery = this._queryStack[this._queryStack.length - 1];\n const queryEntry: QueryEntry = { label, query };\n this._queryStack.push(queryEntry);\n\n if (activeQuery.children === undefined)\n activeQuery.children = [queryEntry];\n else\n activeQuery.children.push(queryEntry);\n }\n\n private popQuery() {\n this._extension.endQuery();\n this._queryStack.pop();\n\n const activeQuery = this._queryStack[this._queryStack.length - 1];\n this._extension.beginQuery(activeQuery.query);\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\r\nimport { BentleyStatus } from \"@itwin/core-bentley\";\r\nimport { IModelError } from \"@itwin/core-common\";\r\nimport { GLTimerResult, GLTimerResultCallback } from \"../RenderSystem\";\r\nimport { System } from \"./System\";\r\n\r\nclass DisjointTimerExtension {\r\n private _e: any; // EXT_disjoint_timer_query, not available in lib.dom.d.ts\r\n private _context: WebGL2RenderingContext;\r\n\r\n public constructor(system: System) {\r\n this._e = system.disjointTimerQuery;\r\n this._context = system.context;\r\n }\r\n\r\n public get isSupported(): boolean { return this._e !== undefined; }\r\n\r\n public didDisjointEventHappen(): boolean {\r\n return this._context.getParameter(this._e.GPU_DISJOINT_EXT);\r\n }\r\n\r\n public createQuery(): WebGLQuery { return this._context.createQuery() as WebGLQuery; }\r\n public deleteQuery(q: WebGLQuery) { this._context.deleteQuery(q); }\r\n\r\n public beginQuery(q: WebGLQuery) { this._context.beginQuery(this._e.TIME_ELAPSED_EXT, q); }\r\n public endQuery() { this._context.endQuery(this._e.TIME_ELAPSED_EXT); }\r\n\r\n public isResultAvailable(q: WebGLQuery): boolean {\r\n return this._context.getQueryParameter(q, this._context.QUERY_RESULT_AVAILABLE);\r\n }\r\n public getResult(q: WebGLQuery): number {\r\n return this._context.getQueryParameter(q, this._context.QUERY_RESULT);\r\n }\r\n}\r\n\r\ninterface QueryEntry {\r\n label: string;\r\n query: WebGLQuery;\r\n children?: QueryEntry[];\r\n}\r\n\r\n/** Record GPU hardware queries to profile independent of CPU.\r\n *\r\n * This is a wrapper around EXT_disjoint_timer_query. The extension should be available in the following browsers:\r\n * * Chrome 67 and later\r\n * * Chromium-based Edge\r\n * * Firefox (with webgl.enable-privileged-extensions set to true in about:config)\r\n *\r\n * EXT_disjoint_timer_query only supports one active query per context without nesting. This wrapper keeps an internal stack to make\r\n * nesting work.\r\n *\r\n * The extension API makes timestamps look like a better solution than disjoint timers, but they are not actually supported.\r\n * See https://bugs.chromium.org/p/chromium/issues/detail?id=595172\r\n * @internal\r\n */\r\nexport class GLTimer {\r\n private _extension: DisjointTimerExtension;\r\n private _queryStack: QueryEntry[];\r\n private _resultsCallback?: GLTimerResultCallback;\r\n\r\n private constructor(system: System) {\r\n this._extension = new DisjointTimerExtension(system);\r\n this._queryStack = [];\r\n this._resultsCallback = undefined;\r\n }\r\n\r\n // This class is necessarily a singleton per context because of the underlying extension it wraps.\r\n // System is expected to call create in its constructor.\r\n public static create(system: System): GLTimer {\r\n return new GLTimer(system);\r\n }\r\n\r\n public get isSupported(): boolean { return this._extension.isSupported; }\r\n\r\n public set resultsCallback(callback: GLTimerResultCallback | undefined) {\r\n if (this._queryStack.length !== 0)\r\n throw new IModelError(BentleyStatus.ERROR, \"Do not set resultsCallback when a frame is already being drawn\");\r\n\r\n this._resultsCallback = callback;\r\n }\r\n\r\n public beginOperation(label: string) {\r\n if (!this._resultsCallback)\r\n return;\r\n\r\n this.pushQuery(label);\r\n }\r\n\r\n public endOperation() {\r\n if (!this._resultsCallback)\r\n return;\r\n if (this._queryStack.length === 0)\r\n throw new IModelError(BentleyStatus.ERROR, \"Mismatched calls to beginOperation/endOperation\");\r\n\r\n this.popQuery();\r\n }\r\n\r\n public beginFrame() {\r\n if (!this._resultsCallback)\r\n return;\r\n if (this._queryStack.length !== 0)\r\n throw new IModelError(BentleyStatus.ERROR, \"Already recording timing for a frame\");\r\n\r\n const query = this._extension.createQuery();\r\n this._extension.beginQuery(query);\r\n this._queryStack.push({ label: \"Total\", query, children: [] });\r\n }\r\n\r\n public endFrame() {\r\n if (!this._resultsCallback)\r\n return;\r\n if (this._queryStack.length !== 1)\r\n throw new IModelError(BentleyStatus.ERROR, \"Missing at least one endOperation call\");\r\n\r\n this._extension.endQuery();\r\n const root = this._queryStack.pop()!;\r\n const userCallback = this._resultsCallback;\r\n\r\n const queryCallback = () => {\r\n if (this._extension.didDisjointEventHappen()) {\r\n // Have to throw away results for this frame after disjoint event occurs.\r\n this.cleanupAfterDisjointEvent(root);\r\n return;\r\n }\r\n\r\n // It takes more one or more frames for results to become available.\r\n // Only checking time for root since it will always be the last query completed.\r\n if (!this._extension.isResultAvailable(root.query)) {\r\n setTimeout(queryCallback, 0);\r\n return;\r\n }\r\n\r\n const processQueryEntry = (queryEntry: QueryEntry): GLTimerResult => {\r\n const time = this._extension.getResult(queryEntry.query);\r\n this._extension.deleteQuery(queryEntry.query);\r\n\r\n const result: GLTimerResult = { label: queryEntry.label, nanoseconds: time };\r\n if (queryEntry.children === undefined)\r\n return result;\r\n\r\n result.children = [];\r\n for (const child of queryEntry.children) {\r\n const childResult = processQueryEntry(child);\r\n result.children.push(childResult);\r\n result.nanoseconds += childResult.nanoseconds;\r\n }\r\n return result;\r\n };\r\n\r\n userCallback(processQueryEntry(root));\r\n };\r\n setTimeout(queryCallback, 0);\r\n }\r\n\r\n private cleanupAfterDisjointEvent(queryEntry: QueryEntry) {\r\n this._extension.deleteQuery(queryEntry.query);\r\n if (!queryEntry.children)\r\n return;\r\n for (const child of queryEntry.children)\r\n this.cleanupAfterDisjointEvent(child);\r\n }\r\n\r\n private pushQuery(label: string) {\r\n this._extension.endQuery();\r\n\r\n const query = this._extension.createQuery();\r\n this._extension.beginQuery(query);\r\n\r\n const activeQuery = this._queryStack[this._queryStack.length - 1];\r\n const queryEntry: QueryEntry = { label, query };\r\n this._queryStack.push(queryEntry);\r\n\r\n if (activeQuery.children === undefined)\r\n activeQuery.children = [queryEntry];\r\n else\r\n activeQuery.children.push(queryEntry);\r\n }\r\n\r\n private popQuery() {\r\n this._extension.endQuery();\r\n this._queryStack.pop();\r\n\r\n const activeQuery = this._queryStack[this._queryStack.length - 1];\r\n this._extension.beginQuery(activeQuery.query);\r\n }\r\n}\r\n"]}
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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, dispose } from \"@itwin/core-bentley\";\nimport { ElementAlignedBox3d, FeatureAppearanceProvider, RenderFeatureTable, ThematicDisplayMode, ViewFlags } from \"@itwin/core-common\";\nimport { Transform } from \"@itwin/core-geometry\";\nimport { IModelConnection } from \"../../IModelConnection\";\nimport { FeatureSymbology } from \"../FeatureSymbology\";\nimport { GraphicBranch, GraphicBranchFrustum, GraphicBranchOptions } from \"../GraphicBranch\";\nimport { BatchOptions } from \"../GraphicBuilder\";\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { ClipVolume } from \"./ClipVolume\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { EdgeSettings } from \"./EdgeSettings\";\nimport { FeatureOverrides } from \"./FeatureOverrides\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { Primitive } from \"./Primitive\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { Target } from \"./Target\";\nimport { TextureDrape } from \"./TextureDrape\";\nimport { ThematicSensors } from \"./ThematicSensors\";\n\n/** @internal */\nexport abstract class Graphic extends RenderGraphic implements WebGLDisposable {\n public abstract addCommands(_commands: RenderCommands): void;\n public abstract get isDisposed(): boolean;\n public abstract get isPickable(): boolean;\n public addHiliteCommands(_commands: RenderCommands, _pass: RenderPass): void { assert(false); }\n public toPrimitive(): Primitive | undefined { return undefined; }\n}\n\nexport class GraphicOwner extends Graphic {\n private readonly _graphic: Graphic;\n\n public constructor(graphic: Graphic) {\n super();\n this._graphic = graphic;\n }\n\n public get graphic(): RenderGraphic { return this._graphic; }\n\n private _isDisposed = false;\n public get isDisposed(): boolean { return this._isDisposed; }\n public dispose(): void { this._isDisposed = true; }\n public disposeGraphic(): void {\n this.graphic.dispose();\n }\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.graphic.collectStatistics(stats);\n }\n\n public addCommands(commands: RenderCommands): void {\n this._graphic.addCommands(commands);\n }\n public override get isPickable(): boolean {\n return this._graphic.isPickable;\n }\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n this._graphic.addHiliteCommands(commands, pass);\n }\n public override toPrimitive(): Primitive | undefined {\n return this._graphic.toPrimitive();\n }\n}\n\n/** Transiently assigned to a Batch while rendering a frame, reset afterward. Used to provide context for pick IDs.\n * @internal\n */\nexport interface BatchContext {\n batchId: number;\n iModel?: IModelConnection;\n}\n\n/** @internal exported strictly for tests. */\nexport class PerTargetBatchData {\n public readonly target: Target;\n protected readonly _featureOverrides = new Map<FeatureSymbology.Source | undefined, FeatureOverrides>();\n protected _thematicSensors?: ThematicSensors;\n\n public constructor(target: Target) {\n this.target = target;\n }\n\n public dispose(): void {\n this._thematicSensors = dispose(this._thematicSensors);\n for (const value of this._featureOverrides.values())\n dispose(value);\n\n this._featureOverrides.clear();\n }\n\n public getThematicSensors(batch: Batch): ThematicSensors {\n if (this._thematicSensors && !this._thematicSensors.matchesTarget(this.target))\n this._thematicSensors = dispose(this._thematicSensors);\n\n if (!this._thematicSensors)\n this._thematicSensors = ThematicSensors.create(this.target, batch.range);\n\n this._thematicSensors.update(this.target.uniforms.frustum.viewMatrix);\n return this._thematicSensors;\n }\n\n public getFeatureOverrides(batch: Batch): FeatureOverrides {\n const source = this.target.currentFeatureSymbologyOverrides?.source;\n let ovrs = this._featureOverrides.get(source);\n if (!ovrs) {\n const cleanup = source ? source.onSourceDisposed.addOnce(() => this.onSourceDisposed(source)) : undefined;\n this._featureOverrides.set(source, ovrs = FeatureOverrides.createFromTarget(this.target, batch.options, cleanup));\n ovrs.initFromMap(batch.featureTable);\n }\n\n ovrs.update(batch.featureTable);\n return ovrs;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n if (this._thematicSensors)\n stats.addThematicTexture(this._thematicSensors.bytesUsed);\n\n for (const ovrs of this._featureOverrides.values())\n stats.addFeatureOverrides(ovrs.byteLength);\n }\n\n /** Exposed strictly for tests. */\n public get featureOverrides() { return this._featureOverrides; }\n\n private onSourceDisposed(source: FeatureSymbology.Source): void {\n const ovrs = this._featureOverrides.get(source);\n if (ovrs) {\n this._featureOverrides.delete(source);\n ovrs.dispose();\n }\n }\n}\n\n/** @internal exported strictly for tests. */\nexport class PerTargetData {\n private readonly _batch: Batch;\n private readonly _data: PerTargetBatchData[] = [];\n\n public constructor(batch: Batch) {\n this._batch = batch;\n }\n\n public dispose(): void {\n for (const data of this._data) {\n data.target.onBatchDisposed(this._batch);\n data.dispose();\n }\n\n this._data.length = 0;\n }\n\n public get isDisposed(): boolean {\n return this._data.length === 0;\n }\n\n /** Exposed strictly for tests. */\n public get data(): PerTargetBatchData[] { return this._data; }\n\n public onTargetDisposed(target: Target): void {\n const index = this._data.findIndex((x) => x.target === target);\n if (-1 === index)\n return;\n\n const data = this._data[index];\n data.dispose();\n this._data.splice(index, 1);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n for (const data of this._data)\n data.collectStatistics(stats);\n }\n\n public getThematicSensors(target: Target): ThematicSensors {\n return this.getBatchData(target).getThematicSensors(this._batch);\n }\n\n public getFeatureOverrides(target: Target): FeatureOverrides {\n return this.getBatchData(target).getFeatureOverrides(this._batch);\n }\n\n private getBatchData(target: Target): PerTargetBatchData {\n let data = this._data.find((x) => x.target === target);\n if (!data) {\n this._data.push(data = new PerTargetBatchData(target));\n target.addBatch(this._batch);\n }\n\n return data;\n }\n}\n\n/** @internal */\nexport class Batch extends Graphic {\n public readonly graphic: RenderGraphic;\n public readonly featureTable: RenderFeatureTable;\n public readonly range: ElementAlignedBox3d;\n private readonly _context: BatchContext = { batchId: 0 };\n /** Public strictly for tests. */\n public readonly perTargetData = new PerTargetData(this);\n public readonly options: BatchOptions;\n\n // Chiefly for debugging.\n public get tileId(): string | undefined {\n return this.options.tileId;\n }\n\n public get locateOnly(): boolean {\n return true === this.options.locateOnly;\n }\n\n public get batchId() { return this._context.batchId; }\n public get batchIModel() { return this._context.iModel; }\n public setContext(batchId: number, iModel: IModelConnection | undefined) {\n this._context.batchId = batchId;\n this._context.iModel = iModel;\n }\n public resetContext() {\n this._context.batchId = 0;\n this._context.iModel = undefined;\n }\n\n public constructor(graphic: RenderGraphic, features: RenderFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions) {\n super();\n this.graphic = graphic;\n this.featureTable = features;\n this.range = range;\n this.options = options ?? {};\n }\n\n private _isDisposed = false;\n public get isDisposed(): boolean {\n return this._isDisposed && this.perTargetData.isDisposed;\n }\n\n // Note: This does not remove FeatureOverrides from the array, but rather disposes of the WebGL resources they contain\n public dispose() {\n dispose(this.graphic);\n\n this.perTargetData.dispose();\n this._isDisposed = true;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.graphic.collectStatistics(stats);\n stats.addFeatureTable(this.featureTable.byteLength);\n this.perTargetData.collectStatistics(stats);\n }\n\n public addCommands(commands: RenderCommands): void {\n commands.addBatch(this);\n }\n\n public override get isPickable(): boolean {\n return true;\n }\n\n public getThematicSensors(target: Target): ThematicSensors {\n assert(target.plan.thematic !== undefined, \"thematic display settings must exist\");\n assert(target.plan.thematic.displayMode === ThematicDisplayMode.InverseDistanceWeightedSensors, \"thematic display mode must be sensor-based\");\n assert(target.plan.thematic.sensorSettings.sensors.length > 0, \"must have at least one sensor to process\");\n\n return this.perTargetData.getThematicSensors(target);\n }\n\n public getOverrides(target: Target): FeatureOverrides {\n return this.perTargetData.getFeatureOverrides(target);\n }\n\n public onTargetDisposed(target: Target) {\n this.perTargetData.onTargetDisposed(target);\n }\n}\n\n/** @internal */\nexport class Branch extends Graphic {\n public readonly branch: GraphicBranch;\n public localToWorldTransform: Transform;\n public readonly clips?: ClipVolume;\n public readonly planarClassifier?: PlanarClassifier;\n public readonly textureDrape?: TextureDrape;\n public readonly layerClassifiers?: Map<number, PlanarClassifier>;\n public readonly edgeSettings?: EdgeSettings;\n public readonly iModel?: IModelConnection; // used chiefly for readPixels to identify context of picked Ids.\n public readonly frustum?: GraphicBranchFrustum;\n public readonly appearanceProvider?: FeatureAppearanceProvider;\n public readonly secondaryClassifiers?: PlanarClassifier[];\n\n public constructor(branch: GraphicBranch, localToWorld: Transform, viewFlags?: ViewFlags, opts?: GraphicBranchOptions) {\n super();\n this.branch = branch;\n this.localToWorldTransform = localToWorld;\n\n if (undefined !== viewFlags)\n branch.setViewFlags(viewFlags);\n\n if (!opts)\n return;\n\n this.appearanceProvider = opts.appearanceProvider;\n this.clips = opts.clipVolume as ClipVolume | undefined;\n this.iModel = opts.iModel;\n this.frustum = opts.frustum;\n\n if (opts.hline)\n this.edgeSettings = EdgeSettings.create(opts.hline);\n\n if (opts.classifierOrDrape instanceof PlanarClassifier)\n this.planarClassifier = opts.classifierOrDrape;\n else if (opts.classifierOrDrape instanceof TextureDrape)\n this.textureDrape = opts.classifierOrDrape;\n\n if (opts.secondaryClassifiers) {\n this.secondaryClassifiers = new Array<PlanarClassifier>();\n opts.secondaryClassifiers.forEach((classifier) => {\n if (classifier instanceof PlanarClassifier)\n this.secondaryClassifiers?.push(classifier);\n });\n }\n }\n\n public get isDisposed(): boolean {\n return 0 === this.branch.entries.length;\n }\n\n public dispose() {\n this.branch.dispose();\n }\n\n public override get isPickable(): boolean {\n return this.branch.entries.some((gf) => (gf as Graphic).isPickable);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.branch.collectStatistics(stats);\n }\n\n private shouldAddCommands(commands: RenderCommands): boolean {\n const nodeId = commands.target.getAnimationTransformNodeId(this.branch.animationNodeId);\n return undefined === nodeId || nodeId === commands.target.currentAnimationTransformNodeId;\n }\n\n public addCommands(commands: RenderCommands): void {\n if (this.shouldAddCommands(commands))\n commands.addBranch(this);\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n if (this.shouldAddCommands(commands))\n commands.addHiliteBranch(this, pass);\n }\n}\n\n/** @internal */\nexport class AnimationTransformBranch extends Graphic {\n public readonly nodeId: number;\n public readonly graphic: Graphic;\n\n public constructor(graphic: RenderGraphic, nodeId: number) {\n super();\n assert(graphic instanceof Graphic);\n this.graphic = graphic;\n this.nodeId = nodeId;\n }\n\n public override dispose() {\n this.graphic.dispose();\n }\n\n public override get isDisposed() {\n return this.graphic.isDisposed;\n }\n\n public override get isPickable() {\n return this.graphic.isPickable;\n }\n\n public override collectStatistics(stats: RenderMemory.Statistics) {\n this.graphic.collectStatistics(stats);\n }\n\n public override addCommands(commands: RenderCommands) {\n commands.target.currentAnimationTransformNodeId = this.nodeId;\n this.graphic.addCommands(commands);\n commands.target.currentAnimationTransformNodeId = undefined;\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass) {\n commands.target.currentAnimationTransformNodeId = this.nodeId;\n this.graphic.addHiliteCommands(commands, pass);\n commands.target.currentAnimationTransformNodeId = undefined;\n }\n}\n\n/** @internal */\nexport class WorldDecorations extends Branch {\n public constructor(viewFlags: ViewFlags) {\n super(new GraphicBranch(), Transform.identity, viewFlags);\n\n // World decorations ignore all the symbology overrides for the \"scene\" geometry...\n this.branch.symbologyOverrides = new FeatureSymbology.Overrides();\n }\n\n public init(decs: GraphicList): void {\n this.branch.clear();\n for (const dec of decs) {\n this.branch.add(dec);\n }\n }\n}\n/** @internal */\nexport class GraphicsArray extends Graphic {\n // Note: We assume the graphics array we get contains undisposed graphics to start\n constructor(public graphics: RenderGraphic[]) { super(); }\n\n public get isDisposed(): boolean { return 0 === this.graphics.length; }\n\n public override get isPickable(): boolean {\n return this.graphics.some((x) => (x as Graphic).isPickable);\n }\n\n public dispose() {\n for (const graphic of this.graphics)\n dispose(graphic);\n this.graphics.length = 0;\n }\n\n public addCommands(commands: RenderCommands): void {\n for (const graphic of this.graphics) {\n (graphic as Graphic).addCommands(commands);\n }\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n for (const graphic of this.graphics) {\n (graphic as Graphic).addHiliteCommands(commands, pass);\n }\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n for (const graphic of this.graphics)\n graphic.collectStatistics(stats);\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 WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { ElementAlignedBox3d, FeatureAppearanceProvider, RenderFeatureTable, ThematicDisplayMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { Transform } from \"@itwin/core-geometry\";\r\nimport { IModelConnection } from \"../../IModelConnection\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { GraphicBranch, GraphicBranchFrustum, GraphicBranchOptions } from \"../GraphicBranch\";\r\nimport { BatchOptions } from \"../GraphicBuilder\";\r\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { EdgeSettings } from \"./EdgeSettings\";\r\nimport { FeatureOverrides } from \"./FeatureOverrides\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { Target } from \"./Target\";\r\nimport { TextureDrape } from \"./TextureDrape\";\r\nimport { ThematicSensors } from \"./ThematicSensors\";\r\n\r\n/** @internal */\r\nexport abstract class Graphic extends RenderGraphic implements WebGLDisposable {\r\n public abstract addCommands(_commands: RenderCommands): void;\r\n public abstract get isDisposed(): boolean;\r\n public abstract get isPickable(): boolean;\r\n public addHiliteCommands(_commands: RenderCommands, _pass: RenderPass): void { assert(false); }\r\n public toPrimitive(): Primitive | undefined { return undefined; }\r\n}\r\n\r\nexport class GraphicOwner extends Graphic {\r\n private readonly _graphic: Graphic;\r\n\r\n public constructor(graphic: Graphic) {\r\n super();\r\n this._graphic = graphic;\r\n }\r\n\r\n public get graphic(): RenderGraphic { return this._graphic; }\r\n\r\n private _isDisposed = false;\r\n public get isDisposed(): boolean { return this._isDisposed; }\r\n public dispose(): void { this._isDisposed = true; }\r\n public disposeGraphic(): void {\r\n this.graphic.dispose();\r\n }\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.graphic.collectStatistics(stats);\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n this._graphic.addCommands(commands);\r\n }\r\n public override get isPickable(): boolean {\r\n return this._graphic.isPickable;\r\n }\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n this._graphic.addHiliteCommands(commands, pass);\r\n }\r\n public override toPrimitive(): Primitive | undefined {\r\n return this._graphic.toPrimitive();\r\n }\r\n}\r\n\r\n/** Transiently assigned to a Batch while rendering a frame, reset afterward. Used to provide context for pick IDs.\r\n * @internal\r\n */\r\nexport interface BatchContext {\r\n batchId: number;\r\n iModel?: IModelConnection;\r\n}\r\n\r\n/** @internal exported strictly for tests. */\r\nexport class PerTargetBatchData {\r\n public readonly target: Target;\r\n protected readonly _featureOverrides = new Map<FeatureSymbology.Source | undefined, FeatureOverrides>();\r\n protected _thematicSensors?: ThematicSensors;\r\n\r\n public constructor(target: Target) {\r\n this.target = target;\r\n }\r\n\r\n public dispose(): void {\r\n this._thematicSensors = dispose(this._thematicSensors);\r\n for (const value of this._featureOverrides.values())\r\n dispose(value);\r\n\r\n this._featureOverrides.clear();\r\n }\r\n\r\n public getThematicSensors(batch: Batch): ThematicSensors {\r\n if (this._thematicSensors && !this._thematicSensors.matchesTarget(this.target))\r\n this._thematicSensors = dispose(this._thematicSensors);\r\n\r\n if (!this._thematicSensors)\r\n this._thematicSensors = ThematicSensors.create(this.target, batch.range);\r\n\r\n this._thematicSensors.update(this.target.uniforms.frustum.viewMatrix);\r\n return this._thematicSensors;\r\n }\r\n\r\n public getFeatureOverrides(batch: Batch): FeatureOverrides {\r\n const source = this.target.currentFeatureSymbologyOverrides?.source;\r\n let ovrs = this._featureOverrides.get(source);\r\n if (!ovrs) {\r\n const cleanup = source ? source.onSourceDisposed.addOnce(() => this.onSourceDisposed(source)) : undefined;\r\n this._featureOverrides.set(source, ovrs = FeatureOverrides.createFromTarget(this.target, batch.options, cleanup));\r\n ovrs.initFromMap(batch.featureTable);\r\n }\r\n\r\n ovrs.update(batch.featureTable);\r\n return ovrs;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n if (this._thematicSensors)\r\n stats.addThematicTexture(this._thematicSensors.bytesUsed);\r\n\r\n for (const ovrs of this._featureOverrides.values())\r\n stats.addFeatureOverrides(ovrs.byteLength);\r\n }\r\n\r\n /** Exposed strictly for tests. */\r\n public get featureOverrides() { return this._featureOverrides; }\r\n\r\n private onSourceDisposed(source: FeatureSymbology.Source): void {\r\n const ovrs = this._featureOverrides.get(source);\r\n if (ovrs) {\r\n this._featureOverrides.delete(source);\r\n ovrs.dispose();\r\n }\r\n }\r\n}\r\n\r\n/** @internal exported strictly for tests. */\r\nexport class PerTargetData {\r\n private readonly _batch: Batch;\r\n private readonly _data: PerTargetBatchData[] = [];\r\n\r\n public constructor(batch: Batch) {\r\n this._batch = batch;\r\n }\r\n\r\n public dispose(): void {\r\n for (const data of this._data) {\r\n data.target.onBatchDisposed(this._batch);\r\n data.dispose();\r\n }\r\n\r\n this._data.length = 0;\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this._data.length === 0;\r\n }\r\n\r\n /** Exposed strictly for tests. */\r\n public get data(): PerTargetBatchData[] { return this._data; }\r\n\r\n public onTargetDisposed(target: Target): void {\r\n const index = this._data.findIndex((x) => x.target === target);\r\n if (-1 === index)\r\n return;\r\n\r\n const data = this._data[index];\r\n data.dispose();\r\n this._data.splice(index, 1);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n for (const data of this._data)\r\n data.collectStatistics(stats);\r\n }\r\n\r\n public getThematicSensors(target: Target): ThematicSensors {\r\n return this.getBatchData(target).getThematicSensors(this._batch);\r\n }\r\n\r\n public getFeatureOverrides(target: Target): FeatureOverrides {\r\n return this.getBatchData(target).getFeatureOverrides(this._batch);\r\n }\r\n\r\n private getBatchData(target: Target): PerTargetBatchData {\r\n let data = this._data.find((x) => x.target === target);\r\n if (!data) {\r\n this._data.push(data = new PerTargetBatchData(target));\r\n target.addBatch(this._batch);\r\n }\r\n\r\n return data;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Batch extends Graphic {\r\n public readonly graphic: RenderGraphic;\r\n public readonly featureTable: RenderFeatureTable;\r\n public readonly range: ElementAlignedBox3d;\r\n private readonly _context: BatchContext = { batchId: 0 };\r\n /** Public strictly for tests. */\r\n public readonly perTargetData = new PerTargetData(this);\r\n public readonly options: BatchOptions;\r\n\r\n // Chiefly for debugging.\r\n public get tileId(): string | undefined {\r\n return this.options.tileId;\r\n }\r\n\r\n public get locateOnly(): boolean {\r\n return true === this.options.locateOnly;\r\n }\r\n\r\n public get batchId() { return this._context.batchId; }\r\n public get batchIModel() { return this._context.iModel; }\r\n public setContext(batchId: number, iModel: IModelConnection | undefined) {\r\n this._context.batchId = batchId;\r\n this._context.iModel = iModel;\r\n }\r\n public resetContext() {\r\n this._context.batchId = 0;\r\n this._context.iModel = undefined;\r\n }\r\n\r\n public constructor(graphic: RenderGraphic, features: RenderFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions) {\r\n super();\r\n this.graphic = graphic;\r\n this.featureTable = features;\r\n this.range = range;\r\n this.options = options ?? {};\r\n }\r\n\r\n private _isDisposed = false;\r\n public get isDisposed(): boolean {\r\n return this._isDisposed && this.perTargetData.isDisposed;\r\n }\r\n\r\n // Note: This does not remove FeatureOverrides from the array, but rather disposes of the WebGL resources they contain\r\n public dispose() {\r\n dispose(this.graphic);\r\n\r\n this.perTargetData.dispose();\r\n this._isDisposed = true;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.graphic.collectStatistics(stats);\r\n stats.addFeatureTable(this.featureTable.byteLength);\r\n this.perTargetData.collectStatistics(stats);\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n commands.addBatch(this);\r\n }\r\n\r\n public override get isPickable(): boolean {\r\n return true;\r\n }\r\n\r\n public getThematicSensors(target: Target): ThematicSensors {\r\n assert(target.plan.thematic !== undefined, \"thematic display settings must exist\");\r\n assert(target.plan.thematic.displayMode === ThematicDisplayMode.InverseDistanceWeightedSensors, \"thematic display mode must be sensor-based\");\r\n assert(target.plan.thematic.sensorSettings.sensors.length > 0, \"must have at least one sensor to process\");\r\n\r\n return this.perTargetData.getThematicSensors(target);\r\n }\r\n\r\n public getOverrides(target: Target): FeatureOverrides {\r\n return this.perTargetData.getFeatureOverrides(target);\r\n }\r\n\r\n public onTargetDisposed(target: Target) {\r\n this.perTargetData.onTargetDisposed(target);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Branch extends Graphic {\r\n public readonly branch: GraphicBranch;\r\n public localToWorldTransform: Transform;\r\n public readonly clips?: ClipVolume;\r\n public readonly planarClassifier?: PlanarClassifier;\r\n public readonly textureDrape?: TextureDrape;\r\n public readonly layerClassifiers?: Map<number, PlanarClassifier>;\r\n public readonly edgeSettings?: EdgeSettings;\r\n public readonly iModel?: IModelConnection; // used chiefly for readPixels to identify context of picked Ids.\r\n public readonly frustum?: GraphicBranchFrustum;\r\n public readonly appearanceProvider?: FeatureAppearanceProvider;\r\n public readonly secondaryClassifiers?: PlanarClassifier[];\r\n\r\n public constructor(branch: GraphicBranch, localToWorld: Transform, viewFlags?: ViewFlags, opts?: GraphicBranchOptions) {\r\n super();\r\n this.branch = branch;\r\n this.localToWorldTransform = localToWorld;\r\n\r\n if (undefined !== viewFlags)\r\n branch.setViewFlags(viewFlags);\r\n\r\n if (!opts)\r\n return;\r\n\r\n this.appearanceProvider = opts.appearanceProvider;\r\n this.clips = opts.clipVolume as ClipVolume | undefined;\r\n this.iModel = opts.iModel;\r\n this.frustum = opts.frustum;\r\n\r\n if (opts.hline)\r\n this.edgeSettings = EdgeSettings.create(opts.hline);\r\n\r\n if (opts.classifierOrDrape instanceof PlanarClassifier)\r\n this.planarClassifier = opts.classifierOrDrape;\r\n else if (opts.classifierOrDrape instanceof TextureDrape)\r\n this.textureDrape = opts.classifierOrDrape;\r\n\r\n if (opts.secondaryClassifiers) {\r\n this.secondaryClassifiers = new Array<PlanarClassifier>();\r\n opts.secondaryClassifiers.forEach((classifier) => {\r\n if (classifier instanceof PlanarClassifier)\r\n this.secondaryClassifiers?.push(classifier);\r\n });\r\n }\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return 0 === this.branch.entries.length;\r\n }\r\n\r\n public dispose() {\r\n this.branch.dispose();\r\n }\r\n\r\n public override get isPickable(): boolean {\r\n return this.branch.entries.some((gf) => (gf as Graphic).isPickable);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.branch.collectStatistics(stats);\r\n }\r\n\r\n private shouldAddCommands(commands: RenderCommands): boolean {\r\n const nodeId = commands.target.getAnimationTransformNodeId(this.branch.animationNodeId);\r\n return undefined === nodeId || nodeId === commands.target.currentAnimationTransformNodeId;\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n if (this.shouldAddCommands(commands))\r\n commands.addBranch(this);\r\n }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n if (this.shouldAddCommands(commands))\r\n commands.addHiliteBranch(this, pass);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class AnimationTransformBranch extends Graphic {\r\n public readonly nodeId: number;\r\n public readonly graphic: Graphic;\r\n\r\n public constructor(graphic: RenderGraphic, nodeId: number) {\r\n super();\r\n assert(graphic instanceof Graphic);\r\n this.graphic = graphic;\r\n this.nodeId = nodeId;\r\n }\r\n\r\n public override dispose() {\r\n this.graphic.dispose();\r\n }\r\n\r\n public override get isDisposed() {\r\n return this.graphic.isDisposed;\r\n }\r\n\r\n public override get isPickable() {\r\n return this.graphic.isPickable;\r\n }\r\n\r\n public override collectStatistics(stats: RenderMemory.Statistics) {\r\n this.graphic.collectStatistics(stats);\r\n }\r\n\r\n public override addCommands(commands: RenderCommands) {\r\n commands.target.currentAnimationTransformNodeId = this.nodeId;\r\n this.graphic.addCommands(commands);\r\n commands.target.currentAnimationTransformNodeId = undefined;\r\n }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass) {\r\n commands.target.currentAnimationTransformNodeId = this.nodeId;\r\n this.graphic.addHiliteCommands(commands, pass);\r\n commands.target.currentAnimationTransformNodeId = undefined;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class WorldDecorations extends Branch {\r\n public constructor(viewFlags: ViewFlags) {\r\n super(new GraphicBranch(), Transform.identity, viewFlags);\r\n\r\n // World decorations ignore all the symbology overrides for the \"scene\" geometry...\r\n this.branch.symbologyOverrides = new FeatureSymbology.Overrides();\r\n }\r\n\r\n public init(decs: GraphicList): void {\r\n this.branch.clear();\r\n for (const dec of decs) {\r\n this.branch.add(dec);\r\n }\r\n }\r\n}\r\n/** @internal */\r\nexport class GraphicsArray extends Graphic {\r\n // Note: We assume the graphics array we get contains undisposed graphics to start\r\n constructor(public graphics: RenderGraphic[]) { super(); }\r\n\r\n public get isDisposed(): boolean { return 0 === this.graphics.length; }\r\n\r\n public override get isPickable(): boolean {\r\n return this.graphics.some((x) => (x as Graphic).isPickable);\r\n }\r\n\r\n public dispose() {\r\n for (const graphic of this.graphics)\r\n dispose(graphic);\r\n this.graphics.length = 0;\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n for (const graphic of this.graphics) {\r\n (graphic as Graphic).addCommands(commands);\r\n }\r\n }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n for (const graphic of this.graphics) {\r\n (graphic as Graphic).addHiliteCommands(commands, pass);\r\n }\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n for (const graphic of this.graphics)\r\n graphic.collectStatistics(stats);\r\n }\r\n}\r\n"]}
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