@itwin/core-frontend 4.0.0-dev.86 → 4.0.0-dev.87

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (841) hide show
  1. package/lib/cjs/AccuDraw.js.map +1 -1
  2. package/lib/cjs/AccuSnap.js.map +1 -1
  3. package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
  4. package/lib/cjs/ApproximateTerrainHeightsProps.js.map +1 -1
  5. package/lib/cjs/AuxCoordSys.js.map +1 -1
  6. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  7. package/lib/cjs/BingLocation.js.map +1 -1
  8. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  9. package/lib/cjs/BriefcaseTxns.js.map +1 -1
  10. package/lib/cjs/CategorySelectorState.js.map +1 -1
  11. package/lib/cjs/ChangeFlags.js.map +1 -1
  12. package/lib/cjs/CheckpointConnection.js.map +1 -1
  13. package/lib/cjs/CoordSystem.js.map +1 -1
  14. package/lib/cjs/DecorationsCache.js.map +1 -1
  15. package/lib/cjs/DevTools.js.map +1 -1
  16. package/lib/cjs/DisplayStyleState.js.map +1 -1
  17. package/lib/cjs/DrawingViewState.js +5 -5
  18. package/lib/cjs/DrawingViewState.js.map +1 -1
  19. package/lib/cjs/ElementLocateManager.js.map +1 -1
  20. package/lib/cjs/EmphasizeElements.js.map +1 -1
  21. package/lib/cjs/EntityState.js.map +1 -1
  22. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  23. package/lib/cjs/FeatureOverrideProvider.js.map +1 -1
  24. package/lib/cjs/FlashSettings.js.map +1 -1
  25. package/lib/cjs/FrontendHubAccess.js.map +1 -1
  26. package/lib/cjs/FrontendLoggerCategory.js.map +1 -1
  27. package/lib/cjs/Frustum2d.js.map +1 -1
  28. package/lib/cjs/FrustumAnimator.js.map +1 -1
  29. package/lib/cjs/FuzzySearch.js.map +1 -1
  30. package/lib/cjs/GeoServices.js.map +1 -1
  31. package/lib/cjs/GlobeAnimator.js.map +1 -1
  32. package/lib/cjs/GraphicalEditingScope.js.map +1 -1
  33. package/lib/cjs/HitDetail.js.map +1 -1
  34. package/lib/cjs/IModelApp.js.map +1 -1
  35. package/lib/cjs/IModelConnection.js +23 -23
  36. package/lib/cjs/IModelConnection.js.map +1 -1
  37. package/lib/cjs/IModelRoutingContext.js.map +1 -1
  38. package/lib/cjs/IModeljs-css.js +133 -133
  39. package/lib/cjs/IModeljs-css.js.map +1 -1
  40. package/lib/cjs/ImageUtil.js.map +1 -1
  41. package/lib/cjs/IpcApp.js.map +1 -1
  42. package/lib/cjs/LinePlaneIntersect.js.map +1 -1
  43. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  44. package/lib/cjs/MarginPercent.js.map +1 -1
  45. package/lib/cjs/Marker.js.map +1 -1
  46. package/lib/cjs/ModelSelectorState.js.map +1 -1
  47. package/lib/cjs/NativeApp.js.map +1 -1
  48. package/lib/cjs/NativeAppLogger.js.map +1 -1
  49. package/lib/cjs/NoRenderApp.js.map +1 -1
  50. package/lib/cjs/NotificationManager.js.map +1 -1
  51. package/lib/cjs/PerModelCategoryVisibility.js.map +1 -1
  52. package/lib/cjs/PlanarClipMaskState.js.map +1 -1
  53. package/lib/cjs/RealityDataSource.js.map +1 -1
  54. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
  55. package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
  56. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
  57. package/lib/cjs/SelectionSet.js.map +1 -1
  58. package/lib/cjs/SheetViewState.js.map +1 -1
  59. package/lib/cjs/SpatialViewState.js.map +1 -1
  60. package/lib/cjs/Sprites.js.map +1 -1
  61. package/lib/cjs/StandardView.js.map +1 -1
  62. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  63. package/lib/cjs/TentativePoint.js.map +1 -1
  64. package/lib/cjs/Tiles.js.map +1 -1
  65. package/lib/cjs/UserPreferences.js.map +1 -1
  66. package/lib/cjs/ViewAnimation.js.map +1 -1
  67. package/lib/cjs/ViewContext.js.map +1 -1
  68. package/lib/cjs/ViewCreator2d.js.map +1 -1
  69. package/lib/cjs/ViewCreator3d.js.map +1 -1
  70. package/lib/cjs/ViewGlobalLocation.js.map +1 -1
  71. package/lib/cjs/ViewManager.js.map +1 -1
  72. package/lib/cjs/ViewPose.js.map +1 -1
  73. package/lib/cjs/ViewRect.js.map +1 -1
  74. package/lib/cjs/ViewState.js.map +1 -1
  75. package/lib/cjs/ViewStatus.js.map +1 -1
  76. package/lib/cjs/ViewingSpace.js.map +1 -1
  77. package/lib/cjs/Viewport.js.map +1 -1
  78. package/lib/cjs/ViewportSync.js.map +1 -1
  79. package/lib/cjs/WebWorkerManager.js.map +1 -1
  80. package/lib/cjs/core-frontend.js.map +1 -1
  81. package/lib/cjs/extension/Extension.js.map +1 -1
  82. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
  83. package/lib/cjs/extension/ExtensionHost.js.map +1 -1
  84. package/lib/cjs/extension/ExtensionImpl.js.map +1 -1
  85. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  86. package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
  87. package/lib/cjs/extension/providers/LocalExtensionProvider.js.map +1 -1
  88. package/lib/cjs/extension/providers/RemoteExtensionProvider.js.map +1 -1
  89. package/lib/cjs/gltf/GltfModel.js.map +1 -1
  90. package/lib/cjs/gltf/GltfParser.js.map +1 -1
  91. package/lib/cjs/gltf/GltfSchema.js.map +1 -1
  92. package/lib/cjs/properties/AngleDescription.js.map +1 -1
  93. package/lib/cjs/properties/FormattedQuantityDescription.js.map +1 -1
  94. package/lib/cjs/properties/LengthDescription.js.map +1 -1
  95. package/lib/cjs/public/scripts/checkbrowser.js +24 -24
  96. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  97. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
  98. package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js.map +1 -1
  99. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  100. package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.js.map +1 -1
  101. package/lib/cjs/quantity-formatting/UnitsData.js.map +1 -1
  102. package/lib/cjs/render/CanvasDecoration.js.map +1 -1
  103. package/lib/cjs/render/Decorations.js.map +1 -1
  104. package/lib/cjs/render/FeatureSymbology.js.map +1 -1
  105. package/lib/cjs/render/FrameStats.js.map +1 -1
  106. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  107. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  108. package/lib/cjs/render/GraphicPrimitive.js.map +1 -1
  109. package/lib/cjs/render/InstancedGraphicParams.js.map +1 -1
  110. package/lib/cjs/render/MockRender.js.map +1 -1
  111. package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
  112. package/lib/cjs/render/Pixel.js.map +1 -1
  113. package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -1
  114. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  115. package/lib/cjs/render/RenderClipVolume.js.map +1 -1
  116. package/lib/cjs/render/RenderGraphic.js.map +1 -1
  117. package/lib/cjs/render/RenderMaterial.d.ts +8 -0
  118. package/lib/cjs/render/RenderMaterial.d.ts.map +1 -1
  119. package/lib/cjs/render/RenderMaterial.js.map +1 -1
  120. package/lib/cjs/render/RenderMemory.js.map +1 -1
  121. package/lib/cjs/render/RenderPlan.js.map +1 -1
  122. package/lib/cjs/render/RenderPlanarClassifier.js.map +1 -1
  123. package/lib/cjs/render/RenderSystem.js.map +1 -1
  124. package/lib/cjs/render/RenderTarget.js.map +1 -1
  125. package/lib/cjs/render/RenderTexture.js.map +1 -1
  126. package/lib/cjs/render/Scene.js.map +1 -1
  127. package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
  128. package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -1
  129. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  130. package/lib/cjs/render/primitives/AuxChannelTable.js.map +1 -1
  131. package/lib/cjs/render/primitives/ColorMap.js.map +1 -1
  132. package/lib/cjs/render/primitives/DisplayParams.js.map +1 -1
  133. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
  134. package/lib/cjs/render/primitives/PointCloudPrimitive.js.map +1 -1
  135. package/lib/cjs/render/primitives/PointStringParams.js.map +1 -1
  136. package/lib/cjs/render/primitives/Polyface.js.map +1 -1
  137. package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
  138. package/lib/cjs/render/primitives/Primitives.js.map +1 -1
  139. package/lib/cjs/render/primitives/Strokes.js.map +1 -1
  140. package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -1
  141. package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
  142. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  143. package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
  144. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  145. package/lib/cjs/render/primitives/geometry/GeometryList.js.map +1 -1
  146. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
  147. package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js.map +1 -1
  148. package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
  149. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  150. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  151. package/lib/cjs/render/webgl/AtmosphereUniforms.js.map +1 -1
  152. package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
  153. package/lib/cjs/render/webgl/AttributeMap.js.map +1 -1
  154. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  155. package/lib/cjs/render/webgl/BatchState.js.map +1 -1
  156. package/lib/cjs/render/webgl/BatchUniforms.js.map +1 -1
  157. package/lib/cjs/render/webgl/BranchStack.js.map +1 -1
  158. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  159. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  160. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  161. package/lib/cjs/render/webgl/ClipStack.js.map +1 -1
  162. package/lib/cjs/render/webgl/ClipVolume.js.map +1 -1
  163. package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
  164. package/lib/cjs/render/webgl/ColorInfo.js.map +1 -1
  165. package/lib/cjs/render/webgl/Diagnostics.js.map +1 -1
  166. package/lib/cjs/render/webgl/Disposable.js.map +1 -1
  167. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  168. package/lib/cjs/render/webgl/EDL.js.map +1 -1
  169. package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -1
  170. package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
  171. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  172. package/lib/cjs/render/webgl/FloatRGBA.js.map +1 -1
  173. package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
  174. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  175. package/lib/cjs/render/webgl/GL.js.map +1 -1
  176. package/lib/cjs/render/webgl/GLTimer.js.map +1 -1
  177. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  178. package/lib/cjs/render/webgl/HiliteUniforms.js.map +1 -1
  179. package/lib/cjs/render/webgl/IModelFrameLifecycle.js.map +1 -1
  180. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
  181. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  182. package/lib/cjs/render/webgl/Layer.js.map +1 -1
  183. package/lib/cjs/render/webgl/LayerCommands.js.map +1 -1
  184. package/lib/cjs/render/webgl/LightingUniforms.js.map +1 -1
  185. package/lib/cjs/render/webgl/LineCode.js.map +1 -1
  186. package/lib/cjs/render/webgl/Material.js.map +1 -1
  187. package/lib/cjs/render/webgl/Matrix.js.map +1 -1
  188. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  189. package/lib/cjs/render/webgl/MeshData.js.map +1 -1
  190. package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
  191. package/lib/cjs/render/webgl/PerformanceMetrics.js.map +1 -1
  192. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  193. package/lib/cjs/render/webgl/PlanarGrid.js.map +1 -1
  194. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  195. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  196. package/lib/cjs/render/webgl/PointString.js.map +1 -1
  197. package/lib/cjs/render/webgl/Polyline.js.map +1 -1
  198. package/lib/cjs/render/webgl/Primitive.js.map +1 -1
  199. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  200. package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
  201. package/lib/cjs/render/webgl/RenderBuffer.js.map +1 -1
  202. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  203. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  204. package/lib/cjs/render/webgl/RenderState.js.map +1 -1
  205. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  206. package/lib/cjs/render/webgl/ScratchDrawParams.js.map +1 -1
  207. package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
  208. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  209. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  210. package/lib/cjs/render/webgl/ShadowUniforms.js.map +1 -1
  211. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  212. package/lib/cjs/render/webgl/StyleUniforms.js.map +1 -1
  213. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  214. package/lib/cjs/render/webgl/Sync.js.map +1 -1
  215. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  216. package/lib/cjs/render/webgl/System.js +2 -0
  217. package/lib/cjs/render/webgl/System.js.map +1 -1
  218. package/lib/cjs/render/webgl/Target.js.map +1 -1
  219. package/lib/cjs/render/webgl/TargetGraphics.js.map +1 -1
  220. package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
  221. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  222. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  223. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  224. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  225. package/lib/cjs/render/webgl/TextureDrape.js.map +1 -1
  226. package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
  227. package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
  228. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  229. package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
  230. package/lib/cjs/render/webgl/ViewRectUniforms.js.map +1 -1
  231. package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
  232. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +154 -154
  233. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  234. package/lib/cjs/render/webgl/glsl/Animation.js +83 -83
  235. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  236. package/lib/cjs/render/webgl/glsl/Atmosphere.js +266 -266
  237. package/lib/cjs/render/webgl/glsl/Atmosphere.js.map +1 -1
  238. package/lib/cjs/render/webgl/glsl/Blur.js +37 -37
  239. package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
  240. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +4 -4
  241. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
  242. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +3 -3
  243. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
  244. package/lib/cjs/render/webgl/glsl/Clipping.js +60 -60
  245. package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
  246. package/lib/cjs/render/webgl/glsl/Color.js +12 -12
  247. package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
  248. package/lib/cjs/render/webgl/glsl/Combine3Textures.js +7 -7
  249. package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
  250. package/lib/cjs/render/webgl/glsl/CombineTextures.js +5 -5
  251. package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
  252. package/lib/cjs/render/webgl/glsl/Common.js +16 -16
  253. package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
  254. package/lib/cjs/render/webgl/glsl/Composite.js +71 -71
  255. package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
  256. package/lib/cjs/render/webgl/glsl/CopyColor.js +6 -6
  257. package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
  258. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +3 -3
  259. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
  260. package/lib/cjs/render/webgl/glsl/CopyStencil.js +4 -4
  261. package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
  262. package/lib/cjs/render/webgl/glsl/Decode.js +65 -65
  263. package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
  264. package/lib/cjs/render/webgl/glsl/EDL.js +103 -103
  265. package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -1
  266. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +25 -25
  267. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  268. package/lib/cjs/render/webgl/glsl/Edge.js +146 -146
  269. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  270. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +232 -232
  271. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  272. package/lib/cjs/render/webgl/glsl/Fragment.js +41 -41
  273. package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
  274. package/lib/cjs/render/webgl/glsl/Instancing.js +21 -21
  275. package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
  276. package/lib/cjs/render/webgl/glsl/Lighting.js +92 -92
  277. package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
  278. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
  279. package/lib/cjs/render/webgl/glsl/LookupTable.js +19 -19
  280. package/lib/cjs/render/webgl/glsl/LookupTable.js.map +1 -1
  281. package/lib/cjs/render/webgl/glsl/Monochrome.js +13 -13
  282. package/lib/cjs/render/webgl/glsl/Monochrome.js.map +1 -1
  283. package/lib/cjs/render/webgl/glsl/PlanarClassification.js +188 -188
  284. package/lib/cjs/render/webgl/glsl/PlanarClassification.js.map +1 -1
  285. package/lib/cjs/render/webgl/glsl/PlanarGrid.js +22 -22
  286. package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
  287. package/lib/cjs/render/webgl/glsl/PointCloud.js +28 -28
  288. package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
  289. package/lib/cjs/render/webgl/glsl/PointString.js +9 -9
  290. package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
  291. package/lib/cjs/render/webgl/glsl/Polyline.js +213 -213
  292. package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
  293. package/lib/cjs/render/webgl/glsl/RealityMesh.js +83 -83
  294. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  295. package/lib/cjs/render/webgl/glsl/RenderPass.js.map +1 -1
  296. package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js +9 -9
  297. package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
  298. package/lib/cjs/render/webgl/glsl/SkyBox.js.map +1 -1
  299. package/lib/cjs/render/webgl/glsl/SkySphere.js +49 -49
  300. package/lib/cjs/render/webgl/glsl/SkySphere.js.map +1 -1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { DebugShaderFile } from \"../RenderSystem\";\r\nimport { AttributeDetails } from \"./AttributeMap\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DrawParams, ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueFlags } from \"./TechniqueFlags\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** Flags which control some conditional branches in shader code\r\n * @internal\r\n */\r\nexport const enum ShaderFlags {\r\n None = 0,\r\n Monochrome = 1 << 0,\r\n NonUniformColor = 1 << 1,\r\n OITFlatAlphaWeight = 1 << 2,\r\n OITScaleOutput = 1 << 3,\r\n IgnoreNonLocatable = 1 << 4,\r\n}\r\n\r\n/** Describes the location of a uniform variable within a shader program.\r\n * @internal\r\n */\r\nexport class Uniform {\r\n private readonly _name: string;\r\n protected _handle?: UniformHandle;\r\n\r\n protected constructor(name: string) { this._name = name; }\r\n\r\n public compile(prog: ShaderProgram): boolean {\r\n assert(!this.isValid);\r\n if (undefined !== prog.glProgram) {\r\n this._handle = UniformHandle.create(prog, this._name);\r\n }\r\n\r\n return this.isValid;\r\n }\r\n\r\n public get isValid(): boolean { return undefined !== this._handle; }\r\n}\r\n\r\n/**\r\n * A function associated with a ProgramUniform which is invoked each time the shader program becomes active.\r\n * The function is responsible for setting the value of the uniform.\r\n * @internal\r\n */\r\nexport type BindProgramUniform = (uniform: UniformHandle, params: ShaderProgramParams) => void;\r\n\r\n/**\r\n * Describes the location of a uniform variable within a shader program, the value of which does not change while the program is active.\r\n * The supplied binding function will be invoked once each time the shader becomes active to set the value of the uniform.\r\n * @internal\r\n */\r\nexport class ProgramUniform extends Uniform {\r\n private readonly _bind: BindProgramUniform;\r\n\r\n public constructor(name: string, bind: BindProgramUniform) {\r\n super(name);\r\n this._bind = bind;\r\n }\r\n\r\n public bind(params: ShaderProgramParams): void {\r\n if (undefined !== this._handle) {\r\n this._bind(this._handle, params);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * A function associated with a GraphicUniform which is invoked each time a new graphic primitive is rendered using the associated shader.\r\n * The function is responsible for setting the value of the uniform.\r\n * @internal\r\n */\r\nexport type BindGraphicUniform = (uniform: UniformHandle, params: DrawParams) => void;\r\n\r\n/**\r\n * Describes the location of a uniform variable within a shader program, the value of which is dependent upon the graphic primitive\r\n * currently being rendered by the program. The supplied binding function will be invoked once for each graphic primitive submitted\r\n * to the program to set the value of the uniform.\r\n * @internal\r\n */\r\nexport class GraphicUniform extends Uniform {\r\n private readonly _bind: BindGraphicUniform;\r\n\r\n public constructor(name: string, bind: BindGraphicUniform) {\r\n super(name);\r\n this._bind = bind;\r\n }\r\n\r\n public bind(params: DrawParams): void {\r\n if (undefined !== this._handle) {\r\n this._bind(this._handle, params);\r\n }\r\n }\r\n}\r\n\r\n/** Describes the compilation status of a shader program. Programs may be compiled during idle time, or upon first use.\r\n * @internal\r\n */\r\nexport const enum CompileStatus {\r\n Success, // The program was successfully compiled.\r\n Failure, // The program failed to compile.\r\n Uncompiled, // No attempt has yet been made to compile the program.\r\n}\r\n\r\n/** @internal */\r\nexport class ShaderProgram implements WebGLDisposable {\r\n public vertSource: string;\r\n public fragSource: string;\r\n private _glProgram?: WebGLProgram;\r\n private _inUse: boolean = false;\r\n private _status: CompileStatus = CompileStatus.Uncompiled;\r\n private readonly _programUniforms = new Array<ProgramUniform>();\r\n private readonly _graphicUniforms = new Array<GraphicUniform>();\r\n private readonly _attrMap?: Map<string, AttributeDetails>;\r\n // for debugging purposes...\r\n public readonly description: string;\r\n private _fragDescription: string;\r\n private _vertGNdx: number = -1;\r\n private _fragGNdx: number = -1;\r\n private _vertHNdx: number = -1;\r\n private _fragHNdx: number = -1;\r\n public readonly outputsToPick;\r\n\r\n public constructor(gl: WebGL2RenderingContext, vertSource: string, fragSource: string, attrMap: Map<string, AttributeDetails> | undefined, description: string, fragDescription: string) {\r\n this.description = description;\r\n this.outputsToPick = description.includes(\"Overrides\") || description.includes(\"Pick\");\r\n this._fragDescription = fragDescription;\r\n this.vertSource = vertSource;\r\n this.fragSource = fragSource;\r\n this._attrMap = attrMap;\r\n\r\n const glProgram = gl.createProgram();\r\n this._glProgram = (null === glProgram) ? undefined : glProgram;\r\n }\r\n\r\n public get isDisposed(): boolean { return this._glProgram === undefined; }\r\n\r\n public dispose(): void {\r\n if (!this.isDisposed) {\r\n assert(!this._inUse);\r\n System.instance.context.deleteProgram(this._glProgram!);\r\n this._glProgram = undefined;\r\n this._status = CompileStatus.Uncompiled;\r\n }\r\n }\r\n\r\n public get glProgram(): WebGLProgram | undefined { return this._glProgram; }\r\n public get isUncompiled() { return CompileStatus.Uncompiled === this._status; }\r\n public get isCompiled() { return CompileStatus.Success === this._status; }\r\n\r\n private compileShader(type: GL.ShaderType): WebGLShader | undefined {\r\n const gl = System.instance.context;\r\n\r\n const shader = gl.createShader(type);\r\n if (null === shader)\r\n return undefined;\r\n\r\n const src = GL.ShaderType.Vertex === type ? this.vertSource : this.fragSource;\r\n gl.shaderSource(shader, src);\r\n gl.compileShader(shader);\r\n const succeeded = gl.getShaderParameter(shader, GL.ShaderParameter.CompileStatus) as boolean;\r\n if (!succeeded) {\r\n const compileLog = `${GL.ShaderType.Vertex === type ? \"Vertex\" : \"Fragment\"} shader failed to compile. Errors: ${gl.getShaderInfoLog(shader)} Program description: ${this.description}`;\r\n throw new Error(compileLog);\r\n }\r\n\r\n if (System.instance.options.debugShaders) {\r\n const isVS = GL.ShaderType.Vertex === type;\r\n const desc = isVS ? this.description : this._fragDescription;\r\n this.saveShaderCode(isVS, desc, src, shader);\r\n }\r\n\r\n return shader;\r\n }\r\n\r\n private linkProgram(vert: WebGLShader, frag: WebGLShader): boolean {\r\n assert(undefined !== this.glProgram);\r\n if (undefined === this._glProgram || null === this._glProgram) // because WebGL APIs used Thing|null, not Thing|undefined...\r\n return false;\r\n\r\n const gl = System.instance.context;\r\n gl.attachShader(this._glProgram, vert);\r\n gl.attachShader(this._glProgram, frag);\r\n\r\n // bind attribute locations before final linking\r\n if (this._attrMap !== undefined) {\r\n this._attrMap.forEach((attr: AttributeDetails, key: string) => {\r\n gl.bindAttribLocation(this._glProgram!, attr.location, key);\r\n });\r\n }\r\n\r\n gl.linkProgram(this._glProgram);\r\n\r\n const linkLog = gl.getProgramInfoLog(this._glProgram);\r\n gl.validateProgram(this._glProgram);\r\n\r\n const succeeded = gl.getProgramParameter(this._glProgram, GL.ProgramParameter.LinkStatus) as boolean;\r\n if (!succeeded) {\r\n const validateLog = gl.getProgramInfoLog(this._glProgram);\r\n const msg = `Shader program failed to link. Link errors: ${linkLog} Validation errors: ${validateLog} Program description: ${this.description}`;\r\n throw new Error(msg);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public compile(forUse: boolean = false): CompileStatus {\r\n if (System.instance.options.debugShaders && forUse && this._status === CompileStatus.Success)\r\n this.setDebugShaderUsage();\r\n\r\n switch (this._status) {\r\n case CompileStatus.Failure: return CompileStatus.Failure;\r\n case CompileStatus.Success: return CompileStatus.Success;\r\n default: {\r\n if (this.isDisposed) {\r\n this._status = CompileStatus.Failure;\r\n return CompileStatus.Failure;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n this._status = CompileStatus.Failure;\r\n\r\n const vert = this.compileShader(GL.ShaderType.Vertex);\r\n const frag = this.compileShader(GL.ShaderType.Fragment);\r\n if (undefined !== vert && undefined !== frag)\r\n if (this.linkProgram(vert, frag) && this.compileUniforms(this._programUniforms) && this.compileUniforms(this._graphicUniforms))\r\n this._status = CompileStatus.Success;\r\n\r\n if (System.instance.options.debugShaders && forUse && this._status === CompileStatus.Success)\r\n this.setDebugShaderUsage();\r\n\r\n if (true !== System.instance.options.preserveShaderSourceCode)\r\n this.vertSource = this.fragSource = \"\";\r\n\r\n return this._status;\r\n }\r\n\r\n public use(params: ShaderProgramParams): boolean {\r\n if (this.compile(true) !== CompileStatus.Success)\r\n return false;\r\n\r\n assert(undefined !== this._glProgram);\r\n if (null === this._glProgram || undefined === this._glProgram)\r\n return false;\r\n\r\n assert(!this._inUse);\r\n this._inUse = true;\r\n params.context.useProgram(this._glProgram);\r\n\r\n for (const uniform of this._programUniforms)\r\n uniform.bind(params);\r\n\r\n return true;\r\n }\r\n\r\n public endUse() {\r\n this._inUse = false;\r\n System.instance.context.useProgram(null);\r\n }\r\n\r\n public draw(params: DrawParams): void {\r\n assert(this._inUse);\r\n for (const uniform of this._graphicUniforms)\r\n uniform.bind(params);\r\n\r\n params.geometry.draw();\r\n }\r\n\r\n public addProgramUniform(name: string, binding: BindProgramUniform) {\r\n assert(this.isUncompiled);\r\n this._programUniforms.push(new ProgramUniform(name, binding));\r\n }\r\n\r\n public addGraphicUniform(name: string, binding: BindGraphicUniform) {\r\n assert(this.isUncompiled);\r\n this._graphicUniforms.push(new GraphicUniform(name, binding));\r\n }\r\n\r\n private compileUniforms<T extends Uniform>(uniforms: T[]): boolean {\r\n for (const uniform of uniforms) {\r\n if (!uniform.compile(this))\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private setDebugShaderUsage() {\r\n if (!System.instance.options.debugShaders)\r\n return;\r\n\r\n const shaderFiles = System.instance.debugShaderFiles;\r\n if (this._vertGNdx >= 0)\r\n shaderFiles[this._vertGNdx].isUsed = true;\r\n\r\n if (this._fragGNdx >= 0)\r\n shaderFiles[this._fragGNdx].isUsed = true;\r\n\r\n if (this._vertHNdx >= 0)\r\n shaderFiles[this._vertHNdx].isUsed = true;\r\n\r\n if (this._fragHNdx >= 0)\r\n shaderFiles[this._fragHNdx].isUsed = true;\r\n }\r\n\r\n private saveShaderCode(isVS: boolean, desc: string, src: string, shader: WebGLShader) {\r\n // save glsl and hlsl (from Angle and fixed up) in DebugShaderFile\r\n if (!System.instance.options.debugShaders)\r\n return;\r\n\r\n const shaderFiles = System.instance.debugShaderFiles;\r\n let sname: string;\r\n if (desc) {\r\n sname = desc.split(isVS ? \"//!V! \" : \"//!F! \").join(\"\");\r\n sname = sname.split(\": \").join(\"-\");\r\n sname = sname.split(\"; \").join(\"-\");\r\n } else {\r\n // need to investigate shaders with no comments to derive names, for now come up with unique name\r\n sname = `noname-${shaderFiles.length}`;\r\n }\r\n\r\n sname += isVS ? \"_VS\" : \"_FS\";\r\n const fname = `${sname}.glsl`;\r\n let dsfNdx = shaderFiles.push(new DebugShaderFile(fname, src, isVS, true, false));\r\n if (isVS)\r\n this._vertGNdx = dsfNdx - 1;\r\n else\r\n this._fragGNdx = dsfNdx - 1;\r\n\r\n const ext2 = System.instance.context.getExtension(\"WEBGL_debug_shaders\");\r\n if (!ext2)\r\n return;\r\n\r\n const srcH = ext2.getTranslatedShaderSource(shader);\r\n if (!srcH)\r\n return;\r\n\r\n // TODO: implement WebGL2 specific inputs for gl_VertexID and gl_InstanceID if ever used\r\n\r\n // parse and edit srcH to make it compilable\r\n const fnameH = `${sname}.hlsl`;\r\n let numTargets = 0; // for gl_Color cases\r\n let haveGLpos = false;\r\n let haveGLpntsz = false;\r\n let haveGLDepth = false;\r\n let haveGLFrontFacing = false;\r\n let haveGLPointCoord = false;\r\n let haveGLFragCoord = false;\r\n let haveGLFragColorOnly = false; // for only 1 output\r\n const haveGLFragColor = [false, false, false, false, false, false, false, false];\r\n const attrs: string[] = new Array<string>();\r\n const varyings: string[] = new Array<string>();\r\n const lines = srcH.split(\"\\n\");\r\n let toss = true;\r\n for (let ndx = 0; ndx < lines.length;) {\r\n let line = lines[ndx];\r\n if (line.indexOf(\"// INITIAL HLSL END\") >= 0)\r\n toss = true;\r\n\r\n if (toss)\r\n lines.splice(ndx, 1);\r\n\r\n if (line.indexOf(\"// INITIAL HLSL BEGIN\") >= 0) {\r\n toss = false;\r\n } else if (!toss) { // look for lines that need editing\r\n if (line.indexOf(\"Varyings\") >= 0) { // save off varyings in either case\r\n while (ndx + 1 < lines.length && lines[ndx + 1].indexOf(\"static\") >= 0) {\r\n ++ndx;\r\n line = lines[ndx].substring(6).trimStart();\r\n varyings.push(line.substring(0, line.indexOf(\"=\")));\r\n }\r\n }\r\n\r\n if (isVS) {\r\n if (line.indexOf(\"Attributes\") >= 0) { // save off attributes\r\n while (ndx + 1 < lines.length && lines[ndx + 1].indexOf(\"static\") >= 0) {\r\n ++ndx;\r\n line = lines[ndx].substring(6).trimStart();\r\n attrs.push(line.substring(0, line.indexOf(\"=\")));\r\n }\r\n } else if (line.indexOf(\"static float4 gl_Position\") >= 0) {\r\n haveGLpos = true;\r\n } else if (line.indexOf(\"static float gl_PointSize\") >= 0) {\r\n haveGLpntsz = true;\r\n } else if (line.indexOf(\"@@ VERTEX ATTRIBUTES @@\") >= 0) {\r\n lines[ndx] = \"// @@ VERTEX ATTRIBUTES @@\";\r\n } else if (line.indexOf(\"@@ MAIN PROLOGUE @@\") >= 0) {\r\n lines[ndx] = \"// @@ MAIN PROLOGUE @@\\ngetInput(input);\";\r\n } else if (line.indexOf(\"@@ VERTEX OUTPUT @@\") >= 0) {\r\n // have to create a VS_OUTPUT struct and a generateOutput function from varyings\r\n lines[ndx] = \"// @@ VERTEX OUTPUT @@\\nstruct VS_INPUT\\n {\";\r\n let aNdx = 0;\r\n for (const tstr of attrs) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${aNdx};`);\r\n ++aNdx;\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" };\\nvoid getInput(VS_INPUT input) {\");\r\n for (const tstr of attrs) {\r\n let t = tstr.indexOf(\"_a\");\r\n let vName = tstr.substring(t);\r\n t = vName.indexOf(\" \");\r\n vName = vName.substring(0, t);\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${vName} = input.${vName};`);\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \"}\\nstruct VS_OUTPUT\\n {\");\r\n if (haveGLpos) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float4 _v_position : SV_Position;\");\r\n }\r\n\r\n if (haveGLpntsz) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float gl_PointSize : PointSize;\");\r\n }\r\n\r\n let vNdx = 0;\r\n for (const tstr of varyings) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${vNdx};`);\r\n ++vNdx;\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" };\\nVS_OUTPUT generateOutput(VS_INPUT input) {\\n VS_OUTPUT output;\");\r\n if (haveGLpos) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" output._v_position = gl_Position;\");\r\n }\r\n\r\n if (haveGLpntsz) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" output.gl_PointSize = gl_PointSize;\");\r\n }\r\n\r\n for (const tstr of varyings) {\r\n let t = tstr.indexOf(\"_v\");\r\n let vName = tstr.substring(t);\r\n t = vName.indexOf(\" \");\r\n vName = vName.substring(0, t);\r\n ++ndx;\r\n lines.splice(ndx, 0, ` output.${vName} = ${vName};`);\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" return output;\\n}\");\r\n }\r\n } else { // fragment shader\r\n let tNdx = 0;\r\n if (line.indexOf(\"static float4 gl_Color[\") >= 0) {\r\n //\r\n } else if (line.indexOf(\"gl_Color[0] =\") >= 0) {\r\n if (numTargets < 1)\r\n numTargets = 1;\r\n } else if (line.indexOf(\"gl_Color[1] =\") >= 0) {\r\n if (numTargets < 2)\r\n numTargets = 2;\r\n } else if (line.indexOf(\"gl_Color[2] =\") >= 0) {\r\n if (numTargets < 3)\r\n numTargets = 3;\r\n } else if (line.indexOf(\"gl_Color[3] =\") >= 0) {\r\n numTargets = 4;\r\n } else if (line.indexOf(\"gl_Depth\") >= 0) {\r\n haveGLDepth = true;\r\n } else if (line.indexOf(\"gl_FrontFacing\") >= 0) {\r\n haveGLFrontFacing = true;\r\n } else if (line.indexOf(\"gl_PointCoord\") >= 0) {\r\n haveGLPointCoord = true;\r\n } else if (line.indexOf(\"gl_FragCoord\") >= 0) {\r\n haveGLFragCoord = true;\r\n } else if ((tNdx = line.indexOf(\"out_FragColor\")) >= 0) {\r\n const c = line.substring(tNdx + 13, tNdx + 13 + 1);\r\n if (c === \" \" || c === \"=\")\r\n haveGLFragColorOnly = true;\r\n else {\r\n tNdx = +c;\r\n haveGLFragColor[tNdx] = true;\r\n }\r\n } else if (line.indexOf(\"@@ PIXEL OUTPUT @@\") >= 0) {\r\n // have to create a VS_OUTPUT struct, a getInputs function (both from varyings),\r\n // a PS_OUTPUT struct, and a generateOutput function (both based on numTargets or haveGLFragColor)\r\n lines[ndx] = \"// @@ PIXEL OUTPUT @@\\nstruct VS_OUTPUT\\n {\";\r\n if (haveGLFragCoord) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float4 gl_FragCoord : SV_POSITION;\");\r\n }\r\n\r\n let vNdx = 0;\r\n for (const tstr of varyings) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${vNdx};`);\r\n ++vNdx;\r\n }\r\n\r\n if (haveGLFrontFacing) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" bool gl_FrontFacing : SV_IsFrontFace;\");\r\n }\r\n\r\n if (haveGLPointCoord) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float2 gl_PointCoord : PointCoord;\");\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" };\\nvoid getInputs(VS_OUTPUT input) {\");\r\n if (haveGLFragCoord) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" gl_FragCoord = input.gl_FragCoord;\");\r\n }\r\n\r\n for (const tstr of varyings) {\r\n let t = tstr.indexOf(\"_v\");\r\n let vName = tstr.substring(t);\r\n t = vName.indexOf(\" \");\r\n vName = vName.substring(0, t);\r\n ++ndx;\r\n lines.splice(ndx, 0, ` ${vName} = input.${vName};`);\r\n }\r\n\r\n if (haveGLFrontFacing) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" gl_FrontFacing = input.gl_FrontFacing;\");\r\n }\r\n\r\n if (haveGLPointCoord) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" gl_PointCoord = input.gl_PointCoord;\");\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \"}\\nstruct PS_OUTPUT\\n {\");\r\n let cNdx = 0;\r\n while (cNdx < numTargets) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` float4 col${cNdx} : SV_TARGET${cNdx};`);\r\n ++cNdx;\r\n }\r\n\r\n if (haveGLFragColorOnly) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float4 out_FragColor : SV_TARGET;\");\r\n } else {\r\n for (cNdx = 0; cNdx < haveGLFragColor.length; ++cNdx) {\r\n if (haveGLFragColor[cNdx]) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` float4 out_FragColor${cNdx} : SV_TARGET${cNdx};`);\r\n }\r\n }\r\n }\r\n\r\n if (haveGLDepth) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" float gl_Depth : SV_Depth;\");\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" };\\nPS_OUTPUT generateOutput () {\\n PS_OUTPUT output;\");\r\n cNdx = 0;\r\n while (cNdx < numTargets) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` output.col${cNdx} = gl_Color[${cNdx}];`);\r\n ++cNdx;\r\n }\r\n\r\n if (haveGLFragColorOnly) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" output.out_FragColor = out_FragColor;\");\r\n } else {\r\n for (cNdx = 0; cNdx < haveGLFragColor.length; ++cNdx) {\r\n if (haveGLFragColor[cNdx]) {\r\n ++ndx;\r\n lines.splice(ndx, 0, ` output.out_FragColor${cNdx} = out_FragColor${cNdx};`);\r\n }\r\n }\r\n }\r\n\r\n if (haveGLDepth) {\r\n ++ndx;\r\n lines.splice(ndx, 0, \" output.gl_Depth = gl_Depth;\");\r\n }\r\n\r\n ++ndx;\r\n lines.splice(ndx, 0, \" return output;\\n}\");\r\n } else if (line.indexOf(\"PS_OUTPUT main\") >= 0) {\r\n lines[ndx] = `// ${line}\\nPS_OUTPUT main(VS_OUTPUT input){`;\r\n } else if (line.indexOf(\"@@ MAIN PROLOGUE @@\") >= 0) {\r\n lines[ndx] = `// ${line}\\ngetInputs(input);`;\r\n }\r\n }\r\n\r\n ++ndx;\r\n }\r\n }\r\n\r\n const srcH2 = lines.join(\"\\n\");\r\n dsfNdx = shaderFiles.push(new DebugShaderFile(fnameH, srcH2, isVS, false, false));\r\n if (isVS)\r\n this._vertHNdx = dsfNdx - 1;\r\n else\r\n this._fragHNdx = dsfNdx - 1;\r\n }\r\n}\r\n\r\n/** Context in which ShaderPrograms are executed. Avoids switching shaders unnecessarily.\r\n * Ensures shader programs are compiled before use and un-bound when scope is disposed.\r\n * This class must *only* be used inside a using() function!\r\n * @internal\r\n */\r\nexport class ShaderProgramExecutor {\r\n private _program?: ShaderProgram;\r\n private static _params?: ShaderProgramParams;\r\n\r\n public constructor(target: Target, pass: RenderPass, program?: ShaderProgram) {\r\n this.params.init(target, pass);\r\n this.changeProgram(program);\r\n }\r\n\r\n public static freeParams(): void {\r\n this._params = undefined;\r\n }\r\n\r\n private _isDisposed = false;\r\n public get isDisposed(): boolean { return this._isDisposed; }\r\n\r\n /** Clears the current program to be executed. This does not free WebGL resources, since those are owned by Techniques. */\r\n public dispose() {\r\n this.changeProgram(undefined);\r\n ShaderProgramExecutor.freeParams();\r\n this._isDisposed = true;\r\n }\r\n\r\n public setProgram(program: ShaderProgram): boolean { return this.changeProgram(program); }\r\n public get isValid() { return undefined !== this._program; }\r\n public get target() { return this.params.target; }\r\n public get renderPass() { return this.params.renderPass; }\r\n public get params() {\r\n if (undefined === ShaderProgramExecutor._params)\r\n ShaderProgramExecutor._params = new ShaderProgramParams();\r\n\r\n return ShaderProgramExecutor._params;\r\n }\r\n\r\n public draw(params: DrawParams) {\r\n assert(this.isValid);\r\n if (undefined !== this._program) {\r\n this._program.draw(params);\r\n }\r\n }\r\n public drawInterrupt(params: DrawParams) {\r\n assert(params.target === this.params.target);\r\n\r\n const tech = params.target.techniques.getTechnique(params.geometry.techniqueId);\r\n const program = tech.getShader(TechniqueFlags.defaults);\r\n if (this.setProgram(program)) {\r\n this.draw(params);\r\n }\r\n }\r\n\r\n public pushBranch(branch: Branch): void { this.target.pushBranch(branch); }\r\n public popBranch(): void { this.target.popBranch(); }\r\n public pushBatch(batch: Batch): void { this.target.pushBatch(batch); }\r\n public popBatch(): void { this.target.popBatch(); }\r\n\r\n private changeProgram(program?: ShaderProgram): boolean {\r\n if (this._program === program) {\r\n return true;\r\n } else if (undefined !== this._program) {\r\n this._program.endUse();\r\n }\r\n\r\n this._program = program;\r\n if (undefined !== program && !program.use(this.params)) {\r\n this._program = undefined;\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert } from \"@itwin/core-bentley\";\nimport { DebugShaderFile } from \"../RenderSystem\";\nimport { AttributeDetails } from \"./AttributeMap\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DrawParams, ShaderProgramParams } from \"./DrawCommand\";\nimport { GL } from \"./GL\";\nimport { Batch, Branch } from \"./Graphic\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueFlags } from \"./TechniqueFlags\";\n\n/* eslint-disable no-restricted-syntax */\n\n/** Flags which control some conditional branches in shader code\n * @internal\n */\nexport const enum ShaderFlags {\n None = 0,\n Monochrome = 1 << 0,\n NonUniformColor = 1 << 1,\n OITFlatAlphaWeight = 1 << 2,\n OITScaleOutput = 1 << 3,\n IgnoreNonLocatable = 1 << 4,\n}\n\n/** Describes the location of a uniform variable within a shader program.\n * @internal\n */\nexport class Uniform {\n private readonly _name: string;\n protected _handle?: UniformHandle;\n\n protected constructor(name: string) { this._name = name; }\n\n public compile(prog: ShaderProgram): boolean {\n assert(!this.isValid);\n if (undefined !== prog.glProgram) {\n this._handle = UniformHandle.create(prog, this._name);\n }\n\n return this.isValid;\n }\n\n public get isValid(): boolean { return undefined !== this._handle; }\n}\n\n/**\n * A function associated with a ProgramUniform which is invoked each time the shader program becomes active.\n * The function is responsible for setting the value of the uniform.\n * @internal\n */\nexport type BindProgramUniform = (uniform: UniformHandle, params: ShaderProgramParams) => void;\n\n/**\n * Describes the location of a uniform variable within a shader program, the value of which does not change while the program is active.\n * The supplied binding function will be invoked once each time the shader becomes active to set the value of the uniform.\n * @internal\n */\nexport class ProgramUniform extends Uniform {\n private readonly _bind: BindProgramUniform;\n\n public constructor(name: string, bind: BindProgramUniform) {\n super(name);\n this._bind = bind;\n }\n\n public bind(params: ShaderProgramParams): void {\n if (undefined !== this._handle) {\n this._bind(this._handle, params);\n }\n }\n}\n\n/**\n * A function associated with a GraphicUniform which is invoked each time a new graphic primitive is rendered using the associated shader.\n * The function is responsible for setting the value of the uniform.\n * @internal\n */\nexport type BindGraphicUniform = (uniform: UniformHandle, params: DrawParams) => void;\n\n/**\n * Describes the location of a uniform variable within a shader program, the value of which is dependent upon the graphic primitive\n * currently being rendered by the program. The supplied binding function will be invoked once for each graphic primitive submitted\n * to the program to set the value of the uniform.\n * @internal\n */\nexport class GraphicUniform extends Uniform {\n private readonly _bind: BindGraphicUniform;\n\n public constructor(name: string, bind: BindGraphicUniform) {\n super(name);\n this._bind = bind;\n }\n\n public bind(params: DrawParams): void {\n if (undefined !== this._handle) {\n this._bind(this._handle, params);\n }\n }\n}\n\n/** Describes the compilation status of a shader program. Programs may be compiled during idle time, or upon first use.\n * @internal\n */\nexport const enum CompileStatus {\n Success, // The program was successfully compiled.\n Failure, // The program failed to compile.\n Uncompiled, // No attempt has yet been made to compile the program.\n}\n\n/** @internal */\nexport class ShaderProgram implements WebGLDisposable {\n public vertSource: string;\n public fragSource: string;\n private _glProgram?: WebGLProgram;\n private _inUse: boolean = false;\n private _status: CompileStatus = CompileStatus.Uncompiled;\n private readonly _programUniforms = new Array<ProgramUniform>();\n private readonly _graphicUniforms = new Array<GraphicUniform>();\n private readonly _attrMap?: Map<string, AttributeDetails>;\n // for debugging purposes...\n public readonly description: string;\n private _fragDescription: string;\n private _vertGNdx: number = -1;\n private _fragGNdx: number = -1;\n private _vertHNdx: number = -1;\n private _fragHNdx: number = -1;\n public readonly outputsToPick;\n\n public constructor(gl: WebGL2RenderingContext, vertSource: string, fragSource: string, attrMap: Map<string, AttributeDetails> | undefined, description: string, fragDescription: string) {\n this.description = description;\n this.outputsToPick = description.includes(\"Overrides\") || description.includes(\"Pick\");\n this._fragDescription = fragDescription;\n this.vertSource = vertSource;\n this.fragSource = fragSource;\n this._attrMap = attrMap;\n\n const glProgram = gl.createProgram();\n this._glProgram = (null === glProgram) ? undefined : glProgram;\n }\n\n public get isDisposed(): boolean { return this._glProgram === undefined; }\n\n public dispose(): void {\n if (!this.isDisposed) {\n assert(!this._inUse);\n System.instance.context.deleteProgram(this._glProgram!);\n this._glProgram = undefined;\n this._status = CompileStatus.Uncompiled;\n }\n }\n\n public get glProgram(): WebGLProgram | undefined { return this._glProgram; }\n public get isUncompiled() { return CompileStatus.Uncompiled === this._status; }\n public get isCompiled() { return CompileStatus.Success === this._status; }\n\n private compileShader(type: GL.ShaderType): WebGLShader | undefined {\n const gl = System.instance.context;\n\n const shader = gl.createShader(type);\n if (null === shader)\n return undefined;\n\n const src = GL.ShaderType.Vertex === type ? this.vertSource : this.fragSource;\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n const succeeded = gl.getShaderParameter(shader, GL.ShaderParameter.CompileStatus) as boolean;\n if (!succeeded) {\n const compileLog = `${GL.ShaderType.Vertex === type ? \"Vertex\" : \"Fragment\"} shader failed to compile. Errors: ${gl.getShaderInfoLog(shader)} Program description: ${this.description}`;\n throw new Error(compileLog);\n }\n\n if (System.instance.options.debugShaders) {\n const isVS = GL.ShaderType.Vertex === type;\n const desc = isVS ? this.description : this._fragDescription;\n this.saveShaderCode(isVS, desc, src, shader);\n }\n\n return shader;\n }\n\n private linkProgram(vert: WebGLShader, frag: WebGLShader): boolean {\n assert(undefined !== this.glProgram);\n if (undefined === this._glProgram || null === this._glProgram) // because WebGL APIs used Thing|null, not Thing|undefined...\n return false;\n\n const gl = System.instance.context;\n gl.attachShader(this._glProgram, vert);\n gl.attachShader(this._glProgram, frag);\n\n // bind attribute locations before final linking\n if (this._attrMap !== undefined) {\n this._attrMap.forEach((attr: AttributeDetails, key: string) => {\n gl.bindAttribLocation(this._glProgram!, attr.location, key);\n });\n }\n\n gl.linkProgram(this._glProgram);\n\n const linkLog = gl.getProgramInfoLog(this._glProgram);\n gl.validateProgram(this._glProgram);\n\n const succeeded = gl.getProgramParameter(this._glProgram, GL.ProgramParameter.LinkStatus) as boolean;\n if (!succeeded) {\n const validateLog = gl.getProgramInfoLog(this._glProgram);\n const msg = `Shader program failed to link. Link errors: ${linkLog} Validation errors: ${validateLog} Program description: ${this.description}`;\n throw new Error(msg);\n }\n\n return true;\n }\n\n public compile(forUse: boolean = false): CompileStatus {\n if (System.instance.options.debugShaders && forUse && this._status === CompileStatus.Success)\n this.setDebugShaderUsage();\n\n switch (this._status) {\n case CompileStatus.Failure: return CompileStatus.Failure;\n case CompileStatus.Success: return CompileStatus.Success;\n default: {\n if (this.isDisposed) {\n this._status = CompileStatus.Failure;\n return CompileStatus.Failure;\n }\n break;\n }\n }\n\n this._status = CompileStatus.Failure;\n\n const vert = this.compileShader(GL.ShaderType.Vertex);\n const frag = this.compileShader(GL.ShaderType.Fragment);\n if (undefined !== vert && undefined !== frag)\n if (this.linkProgram(vert, frag) && this.compileUniforms(this._programUniforms) && this.compileUniforms(this._graphicUniforms))\n this._status = CompileStatus.Success;\n\n if (System.instance.options.debugShaders && forUse && this._status === CompileStatus.Success)\n this.setDebugShaderUsage();\n\n if (true !== System.instance.options.preserveShaderSourceCode)\n this.vertSource = this.fragSource = \"\";\n\n return this._status;\n }\n\n public use(params: ShaderProgramParams): boolean {\n if (this.compile(true) !== CompileStatus.Success)\n return false;\n\n assert(undefined !== this._glProgram);\n if (null === this._glProgram || undefined === this._glProgram)\n return false;\n\n assert(!this._inUse);\n this._inUse = true;\n params.context.useProgram(this._glProgram);\n\n for (const uniform of this._programUniforms)\n uniform.bind(params);\n\n return true;\n }\n\n public endUse() {\n this._inUse = false;\n System.instance.context.useProgram(null);\n }\n\n public draw(params: DrawParams): void {\n assert(this._inUse);\n for (const uniform of this._graphicUniforms)\n uniform.bind(params);\n\n params.geometry.draw();\n }\n\n public addProgramUniform(name: string, binding: BindProgramUniform) {\n assert(this.isUncompiled);\n this._programUniforms.push(new ProgramUniform(name, binding));\n }\n\n public addGraphicUniform(name: string, binding: BindGraphicUniform) {\n assert(this.isUncompiled);\n this._graphicUniforms.push(new GraphicUniform(name, binding));\n }\n\n private compileUniforms<T extends Uniform>(uniforms: T[]): boolean {\n for (const uniform of uniforms) {\n if (!uniform.compile(this))\n return false;\n }\n\n return true;\n }\n\n private setDebugShaderUsage() {\n if (!System.instance.options.debugShaders)\n return;\n\n const shaderFiles = System.instance.debugShaderFiles;\n if (this._vertGNdx >= 0)\n shaderFiles[this._vertGNdx].isUsed = true;\n\n if (this._fragGNdx >= 0)\n shaderFiles[this._fragGNdx].isUsed = true;\n\n if (this._vertHNdx >= 0)\n shaderFiles[this._vertHNdx].isUsed = true;\n\n if (this._fragHNdx >= 0)\n shaderFiles[this._fragHNdx].isUsed = true;\n }\n\n private saveShaderCode(isVS: boolean, desc: string, src: string, shader: WebGLShader) {\n // save glsl and hlsl (from Angle and fixed up) in DebugShaderFile\n if (!System.instance.options.debugShaders)\n return;\n\n const shaderFiles = System.instance.debugShaderFiles;\n let sname: string;\n if (desc) {\n sname = desc.split(isVS ? \"//!V! \" : \"//!F! \").join(\"\");\n sname = sname.split(\": \").join(\"-\");\n sname = sname.split(\"; \").join(\"-\");\n } else {\n // need to investigate shaders with no comments to derive names, for now come up with unique name\n sname = `noname-${shaderFiles.length}`;\n }\n\n sname += isVS ? \"_VS\" : \"_FS\";\n const fname = `${sname}.glsl`;\n let dsfNdx = shaderFiles.push(new DebugShaderFile(fname, src, isVS, true, false));\n if (isVS)\n this._vertGNdx = dsfNdx - 1;\n else\n this._fragGNdx = dsfNdx - 1;\n\n const ext2 = System.instance.context.getExtension(\"WEBGL_debug_shaders\");\n if (!ext2)\n return;\n\n const srcH = ext2.getTranslatedShaderSource(shader);\n if (!srcH)\n return;\n\n // TODO: implement WebGL2 specific inputs for gl_VertexID and gl_InstanceID if ever used\n\n // parse and edit srcH to make it compilable\n const fnameH = `${sname}.hlsl`;\n let numTargets = 0; // for gl_Color cases\n let haveGLpos = false;\n let haveGLpntsz = false;\n let haveGLDepth = false;\n let haveGLFrontFacing = false;\n let haveGLPointCoord = false;\n let haveGLFragCoord = false;\n let haveGLFragColorOnly = false; // for only 1 output\n const haveGLFragColor = [false, false, false, false, false, false, false, false];\n const attrs: string[] = new Array<string>();\n const varyings: string[] = new Array<string>();\n const lines = srcH.split(\"\\n\");\n let toss = true;\n for (let ndx = 0; ndx < lines.length;) {\n let line = lines[ndx];\n if (line.indexOf(\"// INITIAL HLSL END\") >= 0)\n toss = true;\n\n if (toss)\n lines.splice(ndx, 1);\n\n if (line.indexOf(\"// INITIAL HLSL BEGIN\") >= 0) {\n toss = false;\n } else if (!toss) { // look for lines that need editing\n if (line.indexOf(\"Varyings\") >= 0) { // save off varyings in either case\n while (ndx + 1 < lines.length && lines[ndx + 1].indexOf(\"static\") >= 0) {\n ++ndx;\n line = lines[ndx].substring(6).trimStart();\n varyings.push(line.substring(0, line.indexOf(\"=\")));\n }\n }\n\n if (isVS) {\n if (line.indexOf(\"Attributes\") >= 0) { // save off attributes\n while (ndx + 1 < lines.length && lines[ndx + 1].indexOf(\"static\") >= 0) {\n ++ndx;\n line = lines[ndx].substring(6).trimStart();\n attrs.push(line.substring(0, line.indexOf(\"=\")));\n }\n } else if (line.indexOf(\"static float4 gl_Position\") >= 0) {\n haveGLpos = true;\n } else if (line.indexOf(\"static float gl_PointSize\") >= 0) {\n haveGLpntsz = true;\n } else if (line.indexOf(\"@@ VERTEX ATTRIBUTES @@\") >= 0) {\n lines[ndx] = \"// @@ VERTEX ATTRIBUTES @@\";\n } else if (line.indexOf(\"@@ MAIN PROLOGUE @@\") >= 0) {\n lines[ndx] = \"// @@ MAIN PROLOGUE @@\\ngetInput(input);\";\n } else if (line.indexOf(\"@@ VERTEX OUTPUT @@\") >= 0) {\n // have to create a VS_OUTPUT struct and a generateOutput function from varyings\n lines[ndx] = \"// @@ VERTEX OUTPUT @@\\nstruct VS_INPUT\\n {\";\n let aNdx = 0;\n for (const tstr of attrs) {\n ++ndx;\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${aNdx};`);\n ++aNdx;\n }\n\n ++ndx;\n lines.splice(ndx, 0, \" };\\nvoid getInput(VS_INPUT input) {\");\n for (const tstr of attrs) {\n let t = tstr.indexOf(\"_a\");\n let vName = tstr.substring(t);\n t = vName.indexOf(\" \");\n vName = vName.substring(0, t);\n ++ndx;\n lines.splice(ndx, 0, ` ${vName} = input.${vName};`);\n }\n\n ++ndx;\n lines.splice(ndx, 0, \"}\\nstruct VS_OUTPUT\\n {\");\n if (haveGLpos) {\n ++ndx;\n lines.splice(ndx, 0, \" float4 _v_position : SV_Position;\");\n }\n\n if (haveGLpntsz) {\n ++ndx;\n lines.splice(ndx, 0, \" float gl_PointSize : PointSize;\");\n }\n\n let vNdx = 0;\n for (const tstr of varyings) {\n ++ndx;\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${vNdx};`);\n ++vNdx;\n }\n\n ++ndx;\n lines.splice(ndx, 0, \" };\\nVS_OUTPUT generateOutput(VS_INPUT input) {\\n VS_OUTPUT output;\");\n if (haveGLpos) {\n ++ndx;\n lines.splice(ndx, 0, \" output._v_position = gl_Position;\");\n }\n\n if (haveGLpntsz) {\n ++ndx;\n lines.splice(ndx, 0, \" output.gl_PointSize = gl_PointSize;\");\n }\n\n for (const tstr of varyings) {\n let t = tstr.indexOf(\"_v\");\n let vName = tstr.substring(t);\n t = vName.indexOf(\" \");\n vName = vName.substring(0, t);\n ++ndx;\n lines.splice(ndx, 0, ` output.${vName} = ${vName};`);\n }\n\n ++ndx;\n lines.splice(ndx, 0, \" return output;\\n}\");\n }\n } else { // fragment shader\n let tNdx = 0;\n if (line.indexOf(\"static float4 gl_Color[\") >= 0) {\n //\n } else if (line.indexOf(\"gl_Color[0] =\") >= 0) {\n if (numTargets < 1)\n numTargets = 1;\n } else if (line.indexOf(\"gl_Color[1] =\") >= 0) {\n if (numTargets < 2)\n numTargets = 2;\n } else if (line.indexOf(\"gl_Color[2] =\") >= 0) {\n if (numTargets < 3)\n numTargets = 3;\n } else if (line.indexOf(\"gl_Color[3] =\") >= 0) {\n numTargets = 4;\n } else if (line.indexOf(\"gl_Depth\") >= 0) {\n haveGLDepth = true;\n } else if (line.indexOf(\"gl_FrontFacing\") >= 0) {\n haveGLFrontFacing = true;\n } else if (line.indexOf(\"gl_PointCoord\") >= 0) {\n haveGLPointCoord = true;\n } else if (line.indexOf(\"gl_FragCoord\") >= 0) {\n haveGLFragCoord = true;\n } else if ((tNdx = line.indexOf(\"out_FragColor\")) >= 0) {\n const c = line.substring(tNdx + 13, tNdx + 13 + 1);\n if (c === \" \" || c === \"=\")\n haveGLFragColorOnly = true;\n else {\n tNdx = +c;\n haveGLFragColor[tNdx] = true;\n }\n } else if (line.indexOf(\"@@ PIXEL OUTPUT @@\") >= 0) {\n // have to create a VS_OUTPUT struct, a getInputs function (both from varyings),\n // a PS_OUTPUT struct, and a generateOutput function (both based on numTargets or haveGLFragColor)\n lines[ndx] = \"// @@ PIXEL OUTPUT @@\\nstruct VS_OUTPUT\\n {\";\n if (haveGLFragCoord) {\n ++ndx;\n lines.splice(ndx, 0, \" float4 gl_FragCoord : SV_POSITION;\");\n }\n\n let vNdx = 0;\n for (const tstr of varyings) {\n ++ndx;\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${vNdx};`);\n ++vNdx;\n }\n\n if (haveGLFrontFacing) {\n ++ndx;\n lines.splice(ndx, 0, \" bool gl_FrontFacing : SV_IsFrontFace;\");\n }\n\n if (haveGLPointCoord) {\n ++ndx;\n lines.splice(ndx, 0, \" float2 gl_PointCoord : PointCoord;\");\n }\n\n ++ndx;\n lines.splice(ndx, 0, \" };\\nvoid getInputs(VS_OUTPUT input) {\");\n if (haveGLFragCoord) {\n ++ndx;\n lines.splice(ndx, 0, \" gl_FragCoord = input.gl_FragCoord;\");\n }\n\n for (const tstr of varyings) {\n let t = tstr.indexOf(\"_v\");\n let vName = tstr.substring(t);\n t = vName.indexOf(\" \");\n vName = vName.substring(0, t);\n ++ndx;\n lines.splice(ndx, 0, ` ${vName} = input.${vName};`);\n }\n\n if (haveGLFrontFacing) {\n ++ndx;\n lines.splice(ndx, 0, \" gl_FrontFacing = input.gl_FrontFacing;\");\n }\n\n if (haveGLPointCoord) {\n ++ndx;\n lines.splice(ndx, 0, \" gl_PointCoord = input.gl_PointCoord;\");\n }\n\n ++ndx;\n lines.splice(ndx, 0, \"}\\nstruct PS_OUTPUT\\n {\");\n let cNdx = 0;\n while (cNdx < numTargets) {\n ++ndx;\n lines.splice(ndx, 0, ` float4 col${cNdx} : SV_TARGET${cNdx};`);\n ++cNdx;\n }\n\n if (haveGLFragColorOnly) {\n ++ndx;\n lines.splice(ndx, 0, \" float4 out_FragColor : SV_TARGET;\");\n } else {\n for (cNdx = 0; cNdx < haveGLFragColor.length; ++cNdx) {\n if (haveGLFragColor[cNdx]) {\n ++ndx;\n lines.splice(ndx, 0, ` float4 out_FragColor${cNdx} : SV_TARGET${cNdx};`);\n }\n }\n }\n\n if (haveGLDepth) {\n ++ndx;\n lines.splice(ndx, 0, \" float gl_Depth : SV_Depth;\");\n }\n\n ++ndx;\n lines.splice(ndx, 0, \" };\\nPS_OUTPUT generateOutput () {\\n PS_OUTPUT output;\");\n cNdx = 0;\n while (cNdx < numTargets) {\n ++ndx;\n lines.splice(ndx, 0, ` output.col${cNdx} = gl_Color[${cNdx}];`);\n ++cNdx;\n }\n\n if (haveGLFragColorOnly) {\n ++ndx;\n lines.splice(ndx, 0, \" output.out_FragColor = out_FragColor;\");\n } else {\n for (cNdx = 0; cNdx < haveGLFragColor.length; ++cNdx) {\n if (haveGLFragColor[cNdx]) {\n ++ndx;\n lines.splice(ndx, 0, ` output.out_FragColor${cNdx} = out_FragColor${cNdx};`);\n }\n }\n }\n\n if (haveGLDepth) {\n ++ndx;\n lines.splice(ndx, 0, \" output.gl_Depth = gl_Depth;\");\n }\n\n ++ndx;\n lines.splice(ndx, 0, \" return output;\\n}\");\n } else if (line.indexOf(\"PS_OUTPUT main\") >= 0) {\n lines[ndx] = `// ${line}\\nPS_OUTPUT main(VS_OUTPUT input){`;\n } else if (line.indexOf(\"@@ MAIN PROLOGUE @@\") >= 0) {\n lines[ndx] = `// ${line}\\ngetInputs(input);`;\n }\n }\n\n ++ndx;\n }\n }\n\n const srcH2 = lines.join(\"\\n\");\n dsfNdx = shaderFiles.push(new DebugShaderFile(fnameH, srcH2, isVS, false, false));\n if (isVS)\n this._vertHNdx = dsfNdx - 1;\n else\n this._fragHNdx = dsfNdx - 1;\n }\n}\n\n/** Context in which ShaderPrograms are executed. Avoids switching shaders unnecessarily.\n * Ensures shader programs are compiled before use and un-bound when scope is disposed.\n * This class must *only* be used inside a using() function!\n * @internal\n */\nexport class ShaderProgramExecutor {\n private _program?: ShaderProgram;\n private static _params?: ShaderProgramParams;\n\n public constructor(target: Target, pass: RenderPass, program?: ShaderProgram) {\n this.params.init(target, pass);\n this.changeProgram(program);\n }\n\n public static freeParams(): void {\n this._params = undefined;\n }\n\n private _isDisposed = false;\n public get isDisposed(): boolean { return this._isDisposed; }\n\n /** Clears the current program to be executed. This does not free WebGL resources, since those are owned by Techniques. */\n public dispose() {\n this.changeProgram(undefined);\n ShaderProgramExecutor.freeParams();\n this._isDisposed = true;\n }\n\n public setProgram(program: ShaderProgram): boolean { return this.changeProgram(program); }\n public get isValid() { return undefined !== this._program; }\n public get target() { return this.params.target; }\n public get renderPass() { return this.params.renderPass; }\n public get params() {\n if (undefined === ShaderProgramExecutor._params)\n ShaderProgramExecutor._params = new ShaderProgramParams();\n\n return ShaderProgramExecutor._params;\n }\n\n public draw(params: DrawParams) {\n assert(this.isValid);\n if (undefined !== this._program) {\n this._program.draw(params);\n }\n }\n public drawInterrupt(params: DrawParams) {\n assert(params.target === this.params.target);\n\n const tech = params.target.techniques.getTechnique(params.geometry.techniqueId);\n const program = tech.getShader(TechniqueFlags.defaults);\n if (this.setProgram(program)) {\n this.draw(params);\n }\n }\n\n public pushBranch(branch: Branch): void { this.target.pushBranch(branch); }\n public popBranch(): void { this.target.popBranch(); }\n public pushBatch(batch: Batch): void { this.target.pushBatch(batch); }\n public popBatch(): void { this.target.popBatch(); }\n\n private changeProgram(program?: ShaderProgram): boolean {\n if (this._program === program) {\n return true;\n } else if (undefined !== this._program) {\n this._program.endUse();\n }\n\n this._program = program;\n if (undefined !== program && !program.use(this.params)) {\n this._program = undefined;\n return false;\n }\n\n return true;\n }\n}\n"]}
@@ -1 +1 @@
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { ColorDef, RgbColor } from \"@itwin/core-common\";\r\nimport { FloatRgba } from \"./FloatRGBA\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { desync, sync, SyncToken } from \"./Sync\";\r\nimport { Target } from \"./Target\";\r\n\r\n/** Maintains state of uniforms used for applying shadows.\r\n * @internal\r\n */\r\nexport class ShadowUniforms {\r\n // The projection matrix depends on the model matrix.\r\n public syncToken?: SyncToken;\r\n public syncKey = 0;\r\n\r\n // CPU state\r\n private readonly _target: Target;\r\n private _enabled = false;\r\n private readonly _projectionMatrix = Matrix4d.createIdentity();\r\n private _color = RgbColor.fromJSON(undefined);\r\n private _bias = 0;\r\n\r\n // GPU state\r\n private readonly _projection32 = new Matrix4();\r\n private readonly _colorAndBias = new FloatRgba();\r\n\r\n // Working variables\r\n private readonly _scratchModel = Matrix4d.createIdentity();\r\n private readonly _scratchModelProjection = Matrix4d.createIdentity();\r\n\r\n public constructor(target: Target) {\r\n this._target = target;\r\n }\r\n\r\n public update(): void {\r\n const map = this._target.solarShadowMap;\r\n if (this._enabled !== map.isEnabled) {\r\n desync(this);\r\n this._enabled = map.isEnabled;\r\n }\r\n\r\n if (!map.isEnabled)\r\n return;\r\n\r\n const settings = map.settings!;\r\n\r\n if (this._bias !== settings.bias) {\r\n desync(this);\r\n this._bias = this._colorAndBias.alpha = settings.bias;\r\n }\r\n\r\n if (!this._color.equals(settings.color)) {\r\n desync(this);\r\n this._color = settings.color;\r\n this._colorAndBias.setTbgr(ColorDef.computeTbgrFromComponents(settings.color.r, settings.color.g, settings.color.b));\r\n this._colorAndBias.alpha = this._bias;\r\n }\r\n\r\n // NB: The projection matrix must be computed later when it is bound because it uses the model matrix.\r\n const proj = map.projectionMatrix;\r\n if (!proj.isExactEqual(this._projectionMatrix)) {\r\n desync(this);\r\n proj.clone(this._projectionMatrix);\r\n }\r\n }\r\n\r\n private computeProjection(): void {\r\n const branch = this._target.uniforms.branch;\r\n if (sync(branch, this))\r\n return;\r\n\r\n // NB: We could decouple from the other uniforms so they don't get invalidated when frustum changes but meh.\r\n desync(this);\r\n\r\n const proj = this._target.solarShadowMap.projectionMatrix;\r\n const model = Matrix4d.createTransform(this._target.currentTransform, this._scratchModel);\r\n const modelProj = proj.multiplyMatrixMatrix(model, this._scratchModelProjection);\r\n this._projection32.initFromMatrix4d(modelProj);\r\n }\r\n\r\n public bindColorAndBias(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n this._colorAndBias.bind(uniform);\r\n }\r\n\r\n public bindProjectionMatrix(uniform: UniformHandle): void {\r\n this.computeProjection();\r\n if (!sync(this, uniform))\r\n uniform.setMatrix4(this._projection32);\r\n }\r\n}\r\n"]}
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { Matrix4d } from \"@itwin/core-geometry\";\nimport { ColorDef, RgbColor } from \"@itwin/core-common\";\nimport { FloatRgba } from \"./FloatRGBA\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { Matrix4 } from \"./Matrix\";\nimport { desync, sync, SyncToken } from \"./Sync\";\nimport { Target } from \"./Target\";\n\n/** Maintains state of uniforms used for applying shadows.\n * @internal\n */\nexport class ShadowUniforms {\n // The projection matrix depends on the model matrix.\n public syncToken?: SyncToken;\n public syncKey = 0;\n\n // CPU state\n private readonly _target: Target;\n private _enabled = false;\n private readonly _projectionMatrix = Matrix4d.createIdentity();\n private _color = RgbColor.fromJSON(undefined);\n private _bias = 0;\n\n // GPU state\n private readonly _projection32 = new Matrix4();\n private readonly _colorAndBias = new FloatRgba();\n\n // Working variables\n private readonly _scratchModel = Matrix4d.createIdentity();\n private readonly _scratchModelProjection = Matrix4d.createIdentity();\n\n public constructor(target: Target) {\n this._target = target;\n }\n\n public update(): void {\n const map = this._target.solarShadowMap;\n if (this._enabled !== map.isEnabled) {\n desync(this);\n this._enabled = map.isEnabled;\n }\n\n if (!map.isEnabled)\n return;\n\n const settings = map.settings!;\n\n if (this._bias !== settings.bias) {\n desync(this);\n this._bias = this._colorAndBias.alpha = settings.bias;\n }\n\n if (!this._color.equals(settings.color)) {\n desync(this);\n this._color = settings.color;\n this._colorAndBias.setTbgr(ColorDef.computeTbgrFromComponents(settings.color.r, settings.color.g, settings.color.b));\n this._colorAndBias.alpha = this._bias;\n }\n\n // NB: The projection matrix must be computed later when it is bound because it uses the model matrix.\n const proj = map.projectionMatrix;\n if (!proj.isExactEqual(this._projectionMatrix)) {\n desync(this);\n proj.clone(this._projectionMatrix);\n }\n }\n\n private computeProjection(): void {\n const branch = this._target.uniforms.branch;\n if (sync(branch, this))\n return;\n\n // NB: We could decouple from the other uniforms so they don't get invalidated when frustum changes but meh.\n desync(this);\n\n const proj = this._target.solarShadowMap.projectionMatrix;\n const model = Matrix4d.createTransform(this._target.currentTransform, this._scratchModel);\n const modelProj = proj.multiplyMatrixMatrix(model, this._scratchModelProjection);\n this._projection32.initFromMatrix4d(modelProj);\n }\n\n public bindColorAndBias(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n this._colorAndBias.bind(uniform);\n }\n\n public bindProjectionMatrix(uniform: UniformHandle): void {\n this.computeProjection();\n if (!sync(this, uniform))\n uniform.setMatrix4(this._projection32);\n }\n}\n"]}
@@ -1 +1 @@
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { ClipUtilities, ConvexClipPlaneSet, Geometry, GrowableXYZArray, Map4d, Matrix3d, Matrix4d, Point3d, Range3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport {\r\n Frustum, FrustumPlanes, RenderMode, RenderTexture, SolarShadowSettings, TextureTransparency, ViewFlags,\r\n} from \"@itwin/core-common\";\r\nimport { RenderType } from \"@itwin/webgl-compatibility\";\r\nimport { Tile, TileDrawArgs, TileTreeReference, TileVisibility } from \"../../tile/internal\";\r\nimport { SceneContext } from \"../../ViewContext\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { EVSMGeometry } from \"./CachedGeometry\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { FrameBuffer } from \"./FrameBuffer\";\r\nimport { GL } from \"./GL\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass, TextureUnit } from \"./RenderFlags\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { getDrawParams } from \"./ScratchDrawParams\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { Texture, TextureHandle } from \"./Texture\";\r\n\r\ntype ProcessTiles = (tiles: Tile[]) => void;\r\n\r\nfunction createDrawArgs(sceneContext: SceneContext, solarShadowMap: SolarShadowMap, tree: TileTreeReference, frustumPlanes: FrustumPlanes, processTiles: ProcessTiles): TileDrawArgs | undefined {\r\n class SolarShadowMapDrawArgs extends TileDrawArgs {\r\n private _useViewportMap?: boolean;\r\n private readonly _processTiles: ProcessTiles;\r\n\r\n constructor(private _mapFrustumPlanes: FrustumPlanes, private _shadowMap: SolarShadowMap, args: TileDrawArgs, process: ProcessTiles) {\r\n super(args);\r\n this._processTiles = process;\r\n }\r\n\r\n // The solar shadow projection is parallel - which can cause excessive tile selection if it is along an axis of an unbounded tile\r\n // tree such as the OSM buildings. Rev limit the selection here.\r\n public override get maxRealityTreeSelectionCount(): undefined | number { return 500; }\r\n\r\n public override processSelectedTiles(tiles: Tile[]): void {\r\n this._processTiles(tiles);\r\n }\r\n\r\n public override get frustumPlanes(): FrustumPlanes {\r\n if (true === this._useViewportMap)\r\n return super.frustumPlanes;\r\n else\r\n return this._mapFrustumPlanes;\r\n }\r\n\r\n public override get worldToViewMap(): Map4d {\r\n if (true === this._useViewportMap)\r\n return super.worldToViewMap;\r\n else\r\n return this._shadowMap.worldToViewMap;\r\n }\r\n\r\n public override drawGraphics(): void {\r\n const graphics = this.produceGraphics();\r\n if (graphics)\r\n this._shadowMap.addGraphic(graphics);\r\n }\r\n\r\n public override getPixelSize(tile: Tile): number {\r\n // For tiles that are part of the scene, size them based on the viewport frustum so that shadow map uses same resolution tiles as scene\r\n // - otherwise artifacts like shadow acne may result.\r\n // For tiles that are NOT part of the scene, size them based on the shadow frustum, not the viewport frustum\r\n // - otherwise excessive numbers of excessively detailed may be requested for the shadow map.\r\n if (undefined === this._useViewportMap) {\r\n this._useViewportMap = true;\r\n const vis = tile.computeVisibility(this);\r\n this._useViewportMap = TileVisibility.OutsideFrustum !== vis;\r\n }\r\n\r\n const size = super.getPixelSize(tile);\r\n this._useViewportMap = undefined;\r\n return size;\r\n }\r\n\r\n public static create(context: SceneContext, shadowMap: SolarShadowMap, tileTree: TileTreeReference, planes: FrustumPlanes, process: ProcessTiles) {\r\n const args = tileTree.createDrawArgs(context);\r\n return undefined !== args ? new SolarShadowMapDrawArgs(planes, shadowMap, args, process) : undefined;\r\n }\r\n }\r\n\r\n return SolarShadowMapDrawArgs.create(sceneContext, solarShadowMap, tree, frustumPlanes, processTiles);\r\n}\r\n\r\nconst shadowMapWidth = 4096; // size of original depth buffer map\r\nconst shadowMapHeight = shadowMapWidth; // TBD - Adjust for aspect ratio.\r\nconst evsmWidth = shadowMapWidth / 2; // EVSM buffer is 1/2 size each direction\r\nconst evsmHeight = shadowMapHeight / 2;\r\nconst postProjectionMatrixNpc = Matrix4d.createRowValues(/* Row 1 */ 0, 1, 0, 0, /* Row 1 */ 0, 0, 1, 0, /* Row 3 */ 1, 0, 0, 0, /* Row 4 */ 0, 0, 0, 1);\r\n\r\n// Bundles up the disposable, create-once-and-reuse members of a SolarShadowMap.\r\nclass Bundle implements WebGLDisposable {\r\n private constructor(\r\n public readonly depthTexture: Texture,\r\n public readonly shadowMapTexture: Texture,\r\n public readonly fbo: FrameBuffer,\r\n public readonly fboSM: FrameBuffer,\r\n public readonly evsmGeom: EVSMGeometry,\r\n public readonly renderCommands: RenderCommands) {\r\n }\r\n\r\n public static create(target: Target, stack: BranchStack, batch: BatchState): Bundle | undefined {\r\n const depthTextureHandle = System.instance.createDepthBuffer(shadowMapWidth, shadowMapHeight) as TextureHandle;\r\n if (undefined === depthTextureHandle)\r\n return undefined;\r\n\r\n let pixelDataType = GL.Texture.DataType.Float;\r\n switch (System.instance.maxRenderType) {\r\n case RenderType.TextureFloat:\r\n break;\r\n case RenderType.TextureHalfFloat:\r\n pixelDataType = System.instance.context.HALF_FLOAT;\r\n break;\r\n /* falls through */\r\n default:\r\n return undefined;\r\n }\r\n\r\n const colorTextures: TextureHandle[] = [];\r\n\r\n const fbo = FrameBuffer.create(colorTextures, depthTextureHandle);\r\n if (undefined === fbo)\r\n return undefined;\r\n\r\n // shadowMap texture is 1/4 size the depth texture (and averaged down when converting)\r\n const shadowMapTextureHandle = TextureHandle.createForAttachment(evsmWidth, evsmHeight, GL.Texture.Format.Rgba, pixelDataType);\r\n if (undefined === shadowMapTextureHandle)\r\n return undefined;\r\n\r\n const fboSM = FrameBuffer.create([shadowMapTextureHandle]);\r\n if (undefined === fboSM)\r\n return undefined;\r\n\r\n const depthTexture = new Texture({ ownership: \"external\", type: RenderTexture.Type.TileSection, handle: depthTextureHandle, transparency: TextureTransparency.Opaque });\r\n const evsmGeom = EVSMGeometry.createGeometry(depthTexture.texture.getHandle()!, shadowMapWidth, shadowMapHeight);\r\n if (undefined === evsmGeom)\r\n return undefined;\r\n\r\n const shadowMapTexture = new Texture({ type: RenderTexture.Type.Normal, ownership: \"external\", handle: shadowMapTextureHandle, transparency: TextureTransparency.Opaque });\r\n const renderCommands = new RenderCommands(target, stack, batch);\r\n return new Bundle(depthTexture, shadowMapTexture, fbo, fboSM, evsmGeom, renderCommands);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.depthTexture.isDisposed\r\n && this.shadowMapTexture.isDisposed\r\n && this.fbo.isDisposed\r\n && this.fboSM.isDisposed\r\n && this.evsmGeom.isDisposed;\r\n }\r\n\r\n public dispose(): void {\r\n dispose(this.depthTexture);\r\n dispose(this.shadowMapTexture);\r\n dispose(this.fbo);\r\n dispose(this.fboSM);\r\n dispose(this.evsmGeom);\r\n }\r\n}\r\n\r\n/** Describes the set of parameters which, when they change, require us to recreate the shadow map. */\r\nclass ShadowMapParams {\r\n public readonly direction = new Vector3d();\r\n public readonly viewFrustum = new Frustum();\r\n public settings: SolarShadowSettings;\r\n\r\n public constructor(viewFrustum: Frustum, direction: Vector3d, settings: SolarShadowSettings) {\r\n direction.clone(this.direction);\r\n this.viewFrustum.setFrom(viewFrustum);\r\n this.settings = settings;\r\n }\r\n\r\n public update(viewFrustum: Frustum, direction: Vector3d, settings: SolarShadowSettings): void {\r\n this.settings = settings;\r\n this.viewFrustum.setFrom(viewFrustum);\r\n direction.clone(this.direction);\r\n }\r\n}\r\n\r\nconst defaultSunDirection = Vector3d.create(-1, -1, -1).normalize()!;\r\nconst scratchFrustum = new Frustum();\r\nconst scratchFrustumPlanes = FrustumPlanes.createEmpty();\r\n\r\nexport class SolarShadowMap implements RenderMemory.Consumer, WebGLDisposable {\r\n private _bundle?: Bundle;\r\n private _projectionMatrix = Matrix4d.createIdentity();\r\n private _graphics: RenderGraphic[] = [];\r\n private _shadowFrustum = new Frustum();\r\n private _isReady = false;\r\n private _isDrawing = false;\r\n private _enabled = false;\r\n private _params?: ShadowMapParams;\r\n private readonly _scratchRange = Range3d.createNull();\r\n private readonly _scratchTransform = Transform.createIdentity();\r\n\r\n private readonly _scratchViewFlags = new ViewFlags();\r\n private readonly _renderState: RenderState;\r\n private readonly _noZRenderState: RenderState;\r\n private readonly _batchState: BatchState;\r\n private _worldToViewMap = Map4d.createIdentity();\r\n private readonly _target: Target;\r\n\r\n // This exists chiefly for debugging. See ToggleShadowMapTilesTool.\r\n public onGraphicsChanged?: (graphics: RenderGraphic[]) => void;\r\n\r\n private getBundle(target: Target): Bundle | undefined {\r\n if (undefined === this._bundle) {\r\n this._bundle = Bundle.create(target, target.uniforms.branch.stack, this._batchState);\r\n assert(undefined !== this._bundle);\r\n }\r\n\r\n return this._bundle;\r\n }\r\n\r\n public get isReady() { return this._isReady; }\r\n public get isDrawing() { return this._isDrawing; }\r\n public get isEnabled() { return this._enabled; }\r\n public get projectionMatrix(): Matrix4d { return this._projectionMatrix; }\r\n public get depthTexture(): Texture | undefined { return undefined !== this._bundle ? this._bundle.depthTexture : undefined; }\r\n public get shadowMapTexture(): Texture | undefined { return undefined !== this._bundle ? this._bundle.shadowMapTexture : undefined; }\r\n public get settings(): SolarShadowSettings | undefined { return undefined !== this._params ? this._params.settings : undefined; }\r\n public get direction(): Vector3d | undefined { return undefined !== this._params ? this._params.direction : undefined; }\r\n public get frustum(): Frustum { return this._shadowFrustum; }\r\n public get worldToViewMap(): Map4d { return this._worldToViewMap; }\r\n public addGraphic(graphic: RenderGraphic) { this._graphics.push(graphic); }\r\n\r\n public constructor(target: Target) {\r\n this._target = target;\r\n this._renderState = new RenderState();\r\n this._renderState.flags.depthMask = true;\r\n this._renderState.flags.blend = false;\r\n this._renderState.flags.depthTest = true;\r\n\r\n this._noZRenderState = new RenderState();\r\n this._noZRenderState.flags.depthMask = false;\r\n\r\n this._batchState = new BatchState(target.uniforms.branch.stack);\r\n }\r\n\r\n public disable() {\r\n this._enabled = this._isReady = false;\r\n this._bundle = dispose(this._bundle);\r\n this.clearGraphics(true);\r\n this._target.uniforms.shadow.update();\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n const bundle = this._bundle;\r\n if (undefined !== bundle)\r\n stats.addShadowMap(bundle.depthTexture.bytesUsed + bundle.shadowMapTexture.bytesUsed);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._bundle && 0 === this._graphics.length; }\r\n\r\n public dispose() {\r\n this._bundle = dispose(this._bundle);\r\n this.clearGraphics(true);\r\n }\r\n\r\n private clearGraphics(notify: boolean) {\r\n for (const graphic of this._graphics)\r\n graphic.dispose();\r\n\r\n this._graphics.length = 0;\r\n if (notify)\r\n this.notifyGraphicsChanged();\r\n }\r\n\r\n private notifyGraphicsChanged(): void {\r\n if (undefined !== this.onGraphicsChanged)\r\n this.onGraphicsChanged(this._graphics);\r\n }\r\n\r\n public update(context: SceneContext | undefined) {\r\n this._isReady = false;\r\n this.clearGraphics(false);\r\n\r\n if (undefined === context || !context.viewport.view.isSpatialView()) {\r\n this.disable();\r\n this.notifyGraphicsChanged();\r\n return;\r\n }\r\n\r\n const view = context.viewport.view;\r\n const style = view.getDisplayStyle3d();\r\n const sunDirection = style.sunDirection ?? defaultSunDirection;\r\n\r\n const minimumHorizonDirection = -.01;\r\n if (sunDirection.z > minimumHorizonDirection) {\r\n this.notifyGraphicsChanged();\r\n return;\r\n }\r\n\r\n this._enabled = true;\r\n const viewFrustum = context.viewingSpace.getFrustum();\r\n const settings = style.settings.solarShadows;\r\n if (undefined === this._params)\r\n this._params = new ShadowMapParams(viewFrustum, sunDirection, settings);\r\n else\r\n this._params.update(viewFrustum, sunDirection, settings);\r\n\r\n const iModel = view.iModel;\r\n\r\n const worldToMapTransform = Transform.createRefs(Point3d.createZero(), Matrix3d.createRigidHeadsUp(this._params.direction.negate()).inverse()!);\r\n const worldToMap = Matrix4d.createTransform(worldToMapTransform);\r\n const mapToWorld = worldToMap.createInverse()!;\r\n\r\n // Start with entire project.\r\n const shadowRange = worldToMapTransform.multiplyRange(iModel.projectExtents);\r\n\r\n // Limit the map to only displayed models.\r\n const viewTileRange = Range3d.createNull();\r\n view.forEachTileTreeRef((ref) => {\r\n if (ref.castsShadows) {\r\n if (ref.isGlobal) {\r\n // A shadow-casting tile tree that spans the globe. Limit its range to the viewed extents.\r\n for (const p3 of viewFrustum.points) {\r\n const p4 = worldToMap.multiplyPoint3d(p3, 1);\r\n if (p4.w > 0.0001)\r\n viewTileRange.extendXYZW(p4.x, p4.y, p4.z, p4.w);\r\n else\r\n viewTileRange.high.z = Math.max(1.0, viewTileRange.high.z); // behind eye plane.\r\n }\r\n } else {\r\n ref.accumulateTransformedRange(viewTileRange, worldToMap, undefined);\r\n }\r\n }\r\n });\r\n\r\n if (!viewTileRange.isNull)\r\n viewTileRange.clone(shadowRange);\r\n\r\n // Expand shadow range to include both the shadowers and shadowed portion of background map.\r\n scratchFrustum.initFromRange(shadowRange);\r\n mapToWorld.multiplyPoint3dArrayQuietNormalize(scratchFrustum.points); // This frustum represents the shadwowing geometry. Intersect it with background geometry and expand the range depth to include that intersection.\r\n const backgroundMapGeometry = context.viewport.view.displayStyle.getBackgroundMapGeometry();\r\n if (undefined !== backgroundMapGeometry) {\r\n const backgroundDepthRange = backgroundMapGeometry.getFrustumIntersectionDepthRange(this._shadowFrustum, iModel.projectExtents);\r\n if (!backgroundDepthRange.isNull)\r\n shadowRange.low.z = Math.min(shadowRange.low.z, backgroundDepthRange.low);\r\n }\r\n\r\n this._params.viewFrustum.transformBy(worldToMapTransform, scratchFrustum);\r\n scratchFrustumPlanes.init(scratchFrustum);\r\n\r\n const viewIntersectShadowRange = Range3d.createNull();\r\n const viewClipPlanes = ConvexClipPlaneSet.createPlanes(scratchFrustumPlanes.planes);\r\n ClipUtilities.announceLoopsOfConvexClipPlaneSetIntersectRange(viewClipPlanes, shadowRange, (points: GrowableXYZArray) => {\r\n for (const point of points.getPoint3dArray())\r\n viewIntersectShadowRange.extendPoint(point);\r\n });\r\n if (viewIntersectShadowRange.isNull) {\r\n this.notifyGraphicsChanged();\r\n return;\r\n }\r\n viewIntersectShadowRange.high.z = shadowRange.high.z; // We need to include shadowing geometry that may be outside view (along the solar axis).\r\n\r\n this._shadowFrustum.initFromRange(viewIntersectShadowRange);\r\n mapToWorld.multiplyPoint3dArrayQuietNormalize(this._shadowFrustum.points);\r\n\r\n const tileRange = Range3d.createNull();\r\n scratchFrustumPlanes.init(this._shadowFrustum);\r\n view.forEachTileTreeRef(((ref) => {\r\n if (!ref.castsShadows)\r\n return;\r\n\r\n const drawArgs = createDrawArgs(context, this, ref, scratchFrustumPlanes, (tiles: Tile[]) => {\r\n for (const tile of tiles)\r\n tileRange.extendRange(tileToMapTransform.multiplyRange(tile.range, this._scratchRange));\r\n });\r\n\r\n if (undefined === drawArgs)\r\n return;\r\n\r\n const tileToMapTransform = worldToMapTransform.multiplyTransformTransform(drawArgs.location, this._scratchTransform);\r\n drawArgs.tree.draw(drawArgs);\r\n }));\r\n\r\n if (tileRange.isNull) {\r\n this.clearGraphics(true);\r\n } else if (this._graphics.length > 0) {\r\n // Avoid an uninvertible matrix on empty range...\r\n if (Geometry.isAlmostEqualNumber(shadowRange.low.x, shadowRange.high.x) ||\r\n Geometry.isAlmostEqualNumber(shadowRange.low.y, shadowRange.high.y) ||\r\n Geometry.isAlmostEqualNumber(shadowRange.low.z, shadowRange.high.z)) {\r\n this.clearGraphics(true);\r\n return;\r\n }\r\n\r\n const frustumMap = this._shadowFrustum.toMap4d();\r\n if (undefined === frustumMap) {\r\n this.clearGraphics(true);\r\n assert(false);\r\n return;\r\n }\r\n\r\n this._projectionMatrix = frustumMap.transform0.clone();\r\n\r\n const worldToNpc = postProjectionMatrixNpc.multiplyMatrixMatrix(this._projectionMatrix);\r\n const npcToView = Map4d.createBoxMap(Point3d.create(0, 0, 0), Point3d.create(1, 1, 1), Point3d.create(0, 0, 0), Point3d.create(shadowMapWidth, shadowMapHeight, 1))!;\r\n const npcToWorld = worldToNpc.createInverse();\r\n if (undefined === npcToWorld) {\r\n this.clearGraphics(true);\r\n return;\r\n }\r\n\r\n const worldToNpcMap = Map4d.createRefs(worldToNpc, npcToWorld);\r\n this._worldToViewMap = npcToView.multiplyMapMap(worldToNpcMap);\r\n }\r\n\r\n this._target.uniforms.shadow.update();\r\n this.notifyGraphicsChanged();\r\n }\r\n\r\n public draw(target: Target) {\r\n assert(this.isEnabled);\r\n\r\n if (this.isReady || 0 === this._graphics.length)\r\n return;\r\n\r\n const bundle = this.getBundle(target);\r\n if (undefined === bundle)\r\n return;\r\n\r\n this._isDrawing = true;\r\n\r\n const prevState = System.instance.currentRenderState.clone();\r\n const gl = System.instance.context;\r\n gl.viewport(0, 0, shadowMapWidth, shadowMapHeight);\r\n\r\n // NB: textures and materials are needed because their transparencies affect whether or not a surface casts shadows\r\n const viewFlags = target.currentViewFlags.copy({\r\n renderMode: RenderMode.SmoothShade,\r\n wiremesh: false,\r\n transparency: false,\r\n lighting: false,\r\n shadows: false,\r\n monochrome: false,\r\n ambientOcclusion: false,\r\n visibleEdges: false,\r\n hiddenEdges: false,\r\n });\r\n\r\n System.instance.applyRenderState(this._renderState);\r\n const prevPlan = target.plan;\r\n\r\n target.changeFrustum(this._shadowFrustum, this._shadowFrustum.getFraction(), true);\r\n target.uniforms.branch.changeRenderPlan(viewFlags, target.plan.is3d, target.plan.hline);\r\n\r\n const renderCommands = bundle.renderCommands;\r\n renderCommands.reset(target, target.uniforms.branch.stack, this._batchState);\r\n renderCommands.addGraphics(this._graphics);\r\n\r\n System.instance.frameBufferStack.execute(bundle.fbo, true, false, () => {\r\n System.instance.context.clearDepth(1.0);\r\n System.instance.context.clear(GL.BufferBit.Depth);\r\n target.techniques.execute(target, renderCommands.getCommands(RenderPass.OpaquePlanar), RenderPass.PlanarClassification); // Draw these with RenderPass.PlanarClassification (rather than Opaque...) so that the pick ordering is avoided.\r\n target.techniques.execute(target, renderCommands.getCommands(RenderPass.OpaqueGeneral), RenderPass.PlanarClassification); // Draw these with RenderPass.PlanarClassification (rather than Opaque...) so that the pick ordering is avoided.\r\n });\r\n\r\n // copy depth buffer to EVSM shadow buffer and average down for AA effect\r\n gl.viewport(0, 0, evsmWidth, evsmHeight);\r\n System.instance.frameBufferStack.execute(bundle.fboSM, true, false, () => {\r\n System.instance.applyRenderState(this._noZRenderState);\r\n const params = getDrawParams(target, bundle.evsmGeom);\r\n target.techniques.draw(params);\r\n });\r\n\r\n // mipmap resulting EVSM texture and set filtering options\r\n System.instance.activateTexture2d(TextureUnit.ShadowMap, bundle.shadowMapTexture.texture.getHandle());\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n\r\n System.instance.setMaxAnisotropy(undefined);\r\n // target.recordPerformanceMetric(\"Compute EVSM\");\r\n\r\n this._batchState.reset(); // Reset the batch Ids...\r\n target.changeRenderPlan(prevPlan);\r\n\r\n System.instance.applyRenderState(prevState);\r\n System.instance.context.viewport(0, 0, target.viewRect.width, target.viewRect.height); // Restore viewport\r\n this.clearGraphics(false);\r\n this._isDrawing = false;\r\n this._isReady = true;\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose } from \"@itwin/core-bentley\";\nimport { ClipUtilities, ConvexClipPlaneSet, Geometry, GrowableXYZArray, Map4d, Matrix3d, Matrix4d, Point3d, Range3d, Transform, Vector3d } from \"@itwin/core-geometry\";\nimport {\n Frustum, FrustumPlanes, RenderMode, RenderTexture, SolarShadowSettings, TextureTransparency, ViewFlags,\n} from \"@itwin/core-common\";\nimport { RenderType } from \"@itwin/webgl-compatibility\";\nimport { Tile, TileDrawArgs, TileTreeReference, TileVisibility } from \"../../tile/internal\";\nimport { SceneContext } from \"../../ViewContext\";\nimport { RenderGraphic } from \"../RenderGraphic\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { BranchStack } from \"./BranchStack\";\nimport { BatchState } from \"./BatchState\";\nimport { EVSMGeometry } from \"./CachedGeometry\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { FrameBuffer } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass, TextureUnit } from \"./RenderFlags\";\nimport { RenderState } from \"./RenderState\";\nimport { getDrawParams } from \"./ScratchDrawParams\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { Texture, TextureHandle } from \"./Texture\";\n\ntype ProcessTiles = (tiles: Tile[]) => void;\n\nfunction createDrawArgs(sceneContext: SceneContext, solarShadowMap: SolarShadowMap, tree: TileTreeReference, frustumPlanes: FrustumPlanes, processTiles: ProcessTiles): TileDrawArgs | undefined {\n class SolarShadowMapDrawArgs extends TileDrawArgs {\n private _useViewportMap?: boolean;\n private readonly _processTiles: ProcessTiles;\n\n constructor(private _mapFrustumPlanes: FrustumPlanes, private _shadowMap: SolarShadowMap, args: TileDrawArgs, process: ProcessTiles) {\n super(args);\n this._processTiles = process;\n }\n\n // The solar shadow projection is parallel - which can cause excessive tile selection if it is along an axis of an unbounded tile\n // tree such as the OSM buildings. Rev limit the selection here.\n public override get maxRealityTreeSelectionCount(): undefined | number { return 500; }\n\n public override processSelectedTiles(tiles: Tile[]): void {\n this._processTiles(tiles);\n }\n\n public override get frustumPlanes(): FrustumPlanes {\n if (true === this._useViewportMap)\n return super.frustumPlanes;\n else\n return this._mapFrustumPlanes;\n }\n\n public override get worldToViewMap(): Map4d {\n if (true === this._useViewportMap)\n return super.worldToViewMap;\n else\n return this._shadowMap.worldToViewMap;\n }\n\n public override drawGraphics(): void {\n const graphics = this.produceGraphics();\n if (graphics)\n this._shadowMap.addGraphic(graphics);\n }\n\n public override getPixelSize(tile: Tile): number {\n // For tiles that are part of the scene, size them based on the viewport frustum so that shadow map uses same resolution tiles as scene\n // - otherwise artifacts like shadow acne may result.\n // For tiles that are NOT part of the scene, size them based on the shadow frustum, not the viewport frustum\n // - otherwise excessive numbers of excessively detailed may be requested for the shadow map.\n if (undefined === this._useViewportMap) {\n this._useViewportMap = true;\n const vis = tile.computeVisibility(this);\n this._useViewportMap = TileVisibility.OutsideFrustum !== vis;\n }\n\n const size = super.getPixelSize(tile);\n this._useViewportMap = undefined;\n return size;\n }\n\n public static create(context: SceneContext, shadowMap: SolarShadowMap, tileTree: TileTreeReference, planes: FrustumPlanes, process: ProcessTiles) {\n const args = tileTree.createDrawArgs(context);\n return undefined !== args ? new SolarShadowMapDrawArgs(planes, shadowMap, args, process) : undefined;\n }\n }\n\n return SolarShadowMapDrawArgs.create(sceneContext, solarShadowMap, tree, frustumPlanes, processTiles);\n}\n\nconst shadowMapWidth = 4096; // size of original depth buffer map\nconst shadowMapHeight = shadowMapWidth; // TBD - Adjust for aspect ratio.\nconst evsmWidth = shadowMapWidth / 2; // EVSM buffer is 1/2 size each direction\nconst evsmHeight = shadowMapHeight / 2;\nconst postProjectionMatrixNpc = Matrix4d.createRowValues(/* Row 1 */ 0, 1, 0, 0, /* Row 1 */ 0, 0, 1, 0, /* Row 3 */ 1, 0, 0, 0, /* Row 4 */ 0, 0, 0, 1);\n\n// Bundles up the disposable, create-once-and-reuse members of a SolarShadowMap.\nclass Bundle implements WebGLDisposable {\n private constructor(\n public readonly depthTexture: Texture,\n public readonly shadowMapTexture: Texture,\n public readonly fbo: FrameBuffer,\n public readonly fboSM: FrameBuffer,\n public readonly evsmGeom: EVSMGeometry,\n public readonly renderCommands: RenderCommands) {\n }\n\n public static create(target: Target, stack: BranchStack, batch: BatchState): Bundle | undefined {\n const depthTextureHandle = System.instance.createDepthBuffer(shadowMapWidth, shadowMapHeight) as TextureHandle;\n if (undefined === depthTextureHandle)\n return undefined;\n\n let pixelDataType = GL.Texture.DataType.Float;\n switch (System.instance.maxRenderType) {\n case RenderType.TextureFloat:\n break;\n case RenderType.TextureHalfFloat:\n pixelDataType = System.instance.context.HALF_FLOAT;\n break;\n /* falls through */\n default:\n return undefined;\n }\n\n const colorTextures: TextureHandle[] = [];\n\n const fbo = FrameBuffer.create(colorTextures, depthTextureHandle);\n if (undefined === fbo)\n return undefined;\n\n // shadowMap texture is 1/4 size the depth texture (and averaged down when converting)\n const shadowMapTextureHandle = TextureHandle.createForAttachment(evsmWidth, evsmHeight, GL.Texture.Format.Rgba, pixelDataType);\n if (undefined === shadowMapTextureHandle)\n return undefined;\n\n const fboSM = FrameBuffer.create([shadowMapTextureHandle]);\n if (undefined === fboSM)\n return undefined;\n\n const depthTexture = new Texture({ ownership: \"external\", type: RenderTexture.Type.TileSection, handle: depthTextureHandle, transparency: TextureTransparency.Opaque });\n const evsmGeom = EVSMGeometry.createGeometry(depthTexture.texture.getHandle()!, shadowMapWidth, shadowMapHeight);\n if (undefined === evsmGeom)\n return undefined;\n\n const shadowMapTexture = new Texture({ type: RenderTexture.Type.Normal, ownership: \"external\", handle: shadowMapTextureHandle, transparency: TextureTransparency.Opaque });\n const renderCommands = new RenderCommands(target, stack, batch);\n return new Bundle(depthTexture, shadowMapTexture, fbo, fboSM, evsmGeom, renderCommands);\n }\n\n public get isDisposed(): boolean {\n return this.depthTexture.isDisposed\n && this.shadowMapTexture.isDisposed\n && this.fbo.isDisposed\n && this.fboSM.isDisposed\n && this.evsmGeom.isDisposed;\n }\n\n public dispose(): void {\n dispose(this.depthTexture);\n dispose(this.shadowMapTexture);\n dispose(this.fbo);\n dispose(this.fboSM);\n dispose(this.evsmGeom);\n }\n}\n\n/** Describes the set of parameters which, when they change, require us to recreate the shadow map. */\nclass ShadowMapParams {\n public readonly direction = new Vector3d();\n public readonly viewFrustum = new Frustum();\n public settings: SolarShadowSettings;\n\n public constructor(viewFrustum: Frustum, direction: Vector3d, settings: SolarShadowSettings) {\n direction.clone(this.direction);\n this.viewFrustum.setFrom(viewFrustum);\n this.settings = settings;\n }\n\n public update(viewFrustum: Frustum, direction: Vector3d, settings: SolarShadowSettings): void {\n this.settings = settings;\n this.viewFrustum.setFrom(viewFrustum);\n direction.clone(this.direction);\n }\n}\n\nconst defaultSunDirection = Vector3d.create(-1, -1, -1).normalize()!;\nconst scratchFrustum = new Frustum();\nconst scratchFrustumPlanes = FrustumPlanes.createEmpty();\n\nexport class SolarShadowMap implements RenderMemory.Consumer, WebGLDisposable {\n private _bundle?: Bundle;\n private _projectionMatrix = Matrix4d.createIdentity();\n private _graphics: RenderGraphic[] = [];\n private _shadowFrustum = new Frustum();\n private _isReady = false;\n private _isDrawing = false;\n private _enabled = false;\n private _params?: ShadowMapParams;\n private readonly _scratchRange = Range3d.createNull();\n private readonly _scratchTransform = Transform.createIdentity();\n\n private readonly _scratchViewFlags = new ViewFlags();\n private readonly _renderState: RenderState;\n private readonly _noZRenderState: RenderState;\n private readonly _batchState: BatchState;\n private _worldToViewMap = Map4d.createIdentity();\n private readonly _target: Target;\n\n // This exists chiefly for debugging. See ToggleShadowMapTilesTool.\n public onGraphicsChanged?: (graphics: RenderGraphic[]) => void;\n\n private getBundle(target: Target): Bundle | undefined {\n if (undefined === this._bundle) {\n this._bundle = Bundle.create(target, target.uniforms.branch.stack, this._batchState);\n assert(undefined !== this._bundle);\n }\n\n return this._bundle;\n }\n\n public get isReady() { return this._isReady; }\n public get isDrawing() { return this._isDrawing; }\n public get isEnabled() { return this._enabled; }\n public get projectionMatrix(): Matrix4d { return this._projectionMatrix; }\n public get depthTexture(): Texture | undefined { return undefined !== this._bundle ? this._bundle.depthTexture : undefined; }\n public get shadowMapTexture(): Texture | undefined { return undefined !== this._bundle ? this._bundle.shadowMapTexture : undefined; }\n public get settings(): SolarShadowSettings | undefined { return undefined !== this._params ? this._params.settings : undefined; }\n public get direction(): Vector3d | undefined { return undefined !== this._params ? this._params.direction : undefined; }\n public get frustum(): Frustum { return this._shadowFrustum; }\n public get worldToViewMap(): Map4d { return this._worldToViewMap; }\n public addGraphic(graphic: RenderGraphic) { this._graphics.push(graphic); }\n\n public constructor(target: Target) {\n this._target = target;\n this._renderState = new RenderState();\n this._renderState.flags.depthMask = true;\n this._renderState.flags.blend = false;\n this._renderState.flags.depthTest = true;\n\n this._noZRenderState = new RenderState();\n this._noZRenderState.flags.depthMask = false;\n\n this._batchState = new BatchState(target.uniforms.branch.stack);\n }\n\n public disable() {\n this._enabled = this._isReady = false;\n this._bundle = dispose(this._bundle);\n this.clearGraphics(true);\n this._target.uniforms.shadow.update();\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n const bundle = this._bundle;\n if (undefined !== bundle)\n stats.addShadowMap(bundle.depthTexture.bytesUsed + bundle.shadowMapTexture.bytesUsed);\n }\n\n public get isDisposed(): boolean { return undefined === this._bundle && 0 === this._graphics.length; }\n\n public dispose() {\n this._bundle = dispose(this._bundle);\n this.clearGraphics(true);\n }\n\n private clearGraphics(notify: boolean) {\n for (const graphic of this._graphics)\n graphic.dispose();\n\n this._graphics.length = 0;\n if (notify)\n this.notifyGraphicsChanged();\n }\n\n private notifyGraphicsChanged(): void {\n if (undefined !== this.onGraphicsChanged)\n this.onGraphicsChanged(this._graphics);\n }\n\n public update(context: SceneContext | undefined) {\n this._isReady = false;\n this.clearGraphics(false);\n\n if (undefined === context || !context.viewport.view.isSpatialView()) {\n this.disable();\n this.notifyGraphicsChanged();\n return;\n }\n\n const view = context.viewport.view;\n const style = view.getDisplayStyle3d();\n const sunDirection = style.sunDirection ?? defaultSunDirection;\n\n const minimumHorizonDirection = -.01;\n if (sunDirection.z > minimumHorizonDirection) {\n this.notifyGraphicsChanged();\n return;\n }\n\n this._enabled = true;\n const viewFrustum = context.viewingSpace.getFrustum();\n const settings = style.settings.solarShadows;\n if (undefined === this._params)\n this._params = new ShadowMapParams(viewFrustum, sunDirection, settings);\n else\n this._params.update(viewFrustum, sunDirection, settings);\n\n const iModel = view.iModel;\n\n const worldToMapTransform = Transform.createRefs(Point3d.createZero(), Matrix3d.createRigidHeadsUp(this._params.direction.negate()).inverse()!);\n const worldToMap = Matrix4d.createTransform(worldToMapTransform);\n const mapToWorld = worldToMap.createInverse()!;\n\n // Start with entire project.\n const shadowRange = worldToMapTransform.multiplyRange(iModel.projectExtents);\n\n // Limit the map to only displayed models.\n const viewTileRange = Range3d.createNull();\n view.forEachTileTreeRef((ref) => {\n if (ref.castsShadows) {\n if (ref.isGlobal) {\n // A shadow-casting tile tree that spans the globe. Limit its range to the viewed extents.\n for (const p3 of viewFrustum.points) {\n const p4 = worldToMap.multiplyPoint3d(p3, 1);\n if (p4.w > 0.0001)\n viewTileRange.extendXYZW(p4.x, p4.y, p4.z, p4.w);\n else\n viewTileRange.high.z = Math.max(1.0, viewTileRange.high.z); // behind eye plane.\n }\n } else {\n ref.accumulateTransformedRange(viewTileRange, worldToMap, undefined);\n }\n }\n });\n\n if (!viewTileRange.isNull)\n viewTileRange.clone(shadowRange);\n\n // Expand shadow range to include both the shadowers and shadowed portion of background map.\n scratchFrustum.initFromRange(shadowRange);\n mapToWorld.multiplyPoint3dArrayQuietNormalize(scratchFrustum.points); // This frustum represents the shadwowing geometry. Intersect it with background geometry and expand the range depth to include that intersection.\n const backgroundMapGeometry = context.viewport.view.displayStyle.getBackgroundMapGeometry();\n if (undefined !== backgroundMapGeometry) {\n const backgroundDepthRange = backgroundMapGeometry.getFrustumIntersectionDepthRange(this._shadowFrustum, iModel.projectExtents);\n if (!backgroundDepthRange.isNull)\n shadowRange.low.z = Math.min(shadowRange.low.z, backgroundDepthRange.low);\n }\n\n this._params.viewFrustum.transformBy(worldToMapTransform, scratchFrustum);\n scratchFrustumPlanes.init(scratchFrustum);\n\n const viewIntersectShadowRange = Range3d.createNull();\n const viewClipPlanes = ConvexClipPlaneSet.createPlanes(scratchFrustumPlanes.planes);\n ClipUtilities.announceLoopsOfConvexClipPlaneSetIntersectRange(viewClipPlanes, shadowRange, (points: GrowableXYZArray) => {\n for (const point of points.getPoint3dArray())\n viewIntersectShadowRange.extendPoint(point);\n });\n if (viewIntersectShadowRange.isNull) {\n this.notifyGraphicsChanged();\n return;\n }\n viewIntersectShadowRange.high.z = shadowRange.high.z; // We need to include shadowing geometry that may be outside view (along the solar axis).\n\n this._shadowFrustum.initFromRange(viewIntersectShadowRange);\n mapToWorld.multiplyPoint3dArrayQuietNormalize(this._shadowFrustum.points);\n\n const tileRange = Range3d.createNull();\n scratchFrustumPlanes.init(this._shadowFrustum);\n view.forEachTileTreeRef(((ref) => {\n if (!ref.castsShadows)\n return;\n\n const drawArgs = createDrawArgs(context, this, ref, scratchFrustumPlanes, (tiles: Tile[]) => {\n for (const tile of tiles)\n tileRange.extendRange(tileToMapTransform.multiplyRange(tile.range, this._scratchRange));\n });\n\n if (undefined === drawArgs)\n return;\n\n const tileToMapTransform = worldToMapTransform.multiplyTransformTransform(drawArgs.location, this._scratchTransform);\n drawArgs.tree.draw(drawArgs);\n }));\n\n if (tileRange.isNull) {\n this.clearGraphics(true);\n } else if (this._graphics.length > 0) {\n // Avoid an uninvertible matrix on empty range...\n if (Geometry.isAlmostEqualNumber(shadowRange.low.x, shadowRange.high.x) ||\n Geometry.isAlmostEqualNumber(shadowRange.low.y, shadowRange.high.y) ||\n Geometry.isAlmostEqualNumber(shadowRange.low.z, shadowRange.high.z)) {\n this.clearGraphics(true);\n return;\n }\n\n const frustumMap = this._shadowFrustum.toMap4d();\n if (undefined === frustumMap) {\n this.clearGraphics(true);\n assert(false);\n return;\n }\n\n this._projectionMatrix = frustumMap.transform0.clone();\n\n const worldToNpc = postProjectionMatrixNpc.multiplyMatrixMatrix(this._projectionMatrix);\n const npcToView = Map4d.createBoxMap(Point3d.create(0, 0, 0), Point3d.create(1, 1, 1), Point3d.create(0, 0, 0), Point3d.create(shadowMapWidth, shadowMapHeight, 1))!;\n const npcToWorld = worldToNpc.createInverse();\n if (undefined === npcToWorld) {\n this.clearGraphics(true);\n return;\n }\n\n const worldToNpcMap = Map4d.createRefs(worldToNpc, npcToWorld);\n this._worldToViewMap = npcToView.multiplyMapMap(worldToNpcMap);\n }\n\n this._target.uniforms.shadow.update();\n this.notifyGraphicsChanged();\n }\n\n public draw(target: Target) {\n assert(this.isEnabled);\n\n if (this.isReady || 0 === this._graphics.length)\n return;\n\n const bundle = this.getBundle(target);\n if (undefined === bundle)\n return;\n\n this._isDrawing = true;\n\n const prevState = System.instance.currentRenderState.clone();\n const gl = System.instance.context;\n gl.viewport(0, 0, shadowMapWidth, shadowMapHeight);\n\n // NB: textures and materials are needed because their transparencies affect whether or not a surface casts shadows\n const viewFlags = target.currentViewFlags.copy({\n renderMode: RenderMode.SmoothShade,\n wiremesh: false,\n transparency: false,\n lighting: false,\n shadows: false,\n monochrome: false,\n ambientOcclusion: false,\n visibleEdges: false,\n hiddenEdges: false,\n });\n\n System.instance.applyRenderState(this._renderState);\n const prevPlan = target.plan;\n\n target.changeFrustum(this._shadowFrustum, this._shadowFrustum.getFraction(), true);\n target.uniforms.branch.changeRenderPlan(viewFlags, target.plan.is3d, target.plan.hline);\n\n const renderCommands = bundle.renderCommands;\n renderCommands.reset(target, target.uniforms.branch.stack, this._batchState);\n renderCommands.addGraphics(this._graphics);\n\n System.instance.frameBufferStack.execute(bundle.fbo, true, false, () => {\n System.instance.context.clearDepth(1.0);\n System.instance.context.clear(GL.BufferBit.Depth);\n target.techniques.execute(target, renderCommands.getCommands(RenderPass.OpaquePlanar), RenderPass.PlanarClassification); // Draw these with RenderPass.PlanarClassification (rather than Opaque...) so that the pick ordering is avoided.\n target.techniques.execute(target, renderCommands.getCommands(RenderPass.OpaqueGeneral), RenderPass.PlanarClassification); // Draw these with RenderPass.PlanarClassification (rather than Opaque...) so that the pick ordering is avoided.\n });\n\n // copy depth buffer to EVSM shadow buffer and average down for AA effect\n gl.viewport(0, 0, evsmWidth, evsmHeight);\n System.instance.frameBufferStack.execute(bundle.fboSM, true, false, () => {\n System.instance.applyRenderState(this._noZRenderState);\n const params = getDrawParams(target, bundle.evsmGeom);\n target.techniques.draw(params);\n });\n\n // mipmap resulting EVSM texture and set filtering options\n System.instance.activateTexture2d(TextureUnit.ShadowMap, bundle.shadowMapTexture.texture.getHandle());\n gl.generateMipmap(gl.TEXTURE_2D);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n\n System.instance.setMaxAnisotropy(undefined);\n // target.recordPerformanceMetric(\"Compute EVSM\");\n\n this._batchState.reset(); // Reset the batch Ids...\n target.changeRenderPlan(prevPlan);\n\n System.instance.applyRenderState(prevState);\n System.instance.context.viewport(0, 0, target.viewRect.width, target.viewRect.height); // Restore viewport\n this.clearGraphics(false);\n this._isDrawing = false;\n this._isReady = true;\n }\n}\n"]}
@@ -1 +1 @@
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { ColorDef, WhiteOnWhiteReversalSettings } from \"@itwin/core-common\";\r\nimport { RenderPlan } from \"../RenderPlan\";\r\nimport { ColorInfo } from \"./ColorInfo\";\r\nimport { FloatRgb, FloatRgba } from \"./FloatRGBA\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { desync, sync } from \"./Sync\";\r\n\r\n/** Maintains state of uniforms associated with the DisplayStyleState.\r\n * @internal\r\n */\r\nexport class StyleUniforms {\r\n private _bgColor = ColorDef.white;\r\n private readonly _bgRgba = FloatRgba.fromColorDef(this._bgColor);\r\n private readonly _bgRgb = FloatRgb.fromColorDef(this._bgColor);\r\n private _monoColor = ColorDef.white;\r\n private readonly _monoRgb = FloatRgb.fromColorDef(this._monoColor);\r\n private _wantWoWReversal = true;\r\n private _wowReversalSettings = WhiteOnWhiteReversalSettings.fromJSON();\r\n private _bgIntensity = 0;\r\n\r\n public syncKey = 0;\r\n\r\n public update(plan: RenderPlan): void {\r\n if (this._bgColor.equals(plan.bgColor) && this._monoColor.equals(plan.monoColor) && this._wowReversalSettings.equals(plan.whiteOnWhiteReversal))\r\n return;\r\n\r\n desync(this);\r\n\r\n this._monoColor = plan.monoColor;\r\n this._monoRgb.setColorDef(plan.monoColor);\r\n this._wowReversalSettings = plan.whiteOnWhiteReversal;\r\n\r\n this.updateBackgroundColor(plan.bgColor);\r\n }\r\n\r\n private updateBackgroundColor(bgColor: ColorDef): void {\r\n this._bgColor = bgColor;\r\n this._bgRgba.setColorDef(bgColor);\r\n this._bgRgb.setColorDef(bgColor);\r\n this._wantWoWReversal = this._wowReversalSettings.ignoreBackgroundColor || this._bgRgb.isWhite;\r\n this._bgIntensity = this._bgRgb.red * 0.3 + this._bgRgb.green * 0.59 + this._bgRgb.blue * 0.11;\r\n }\r\n\r\n public changeBackgroundColor(bgColor: ColorDef): void {\r\n if (bgColor.equals(this._bgColor))\r\n return;\r\n\r\n desync(this);\r\n this.updateBackgroundColor(bgColor);\r\n }\r\n\r\n // vec4\r\n public bindBackgroundRgba(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n this._bgRgba.bind(uniform);\r\n }\r\n\r\n // vec3\r\n public bindBackgroundRgb(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n this._bgRgb.bind(uniform);\r\n }\r\n\r\n // vec3\r\n public bindMonochromeRgb(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n this._monoRgb.bind(uniform);\r\n }\r\n\r\n public get backgroundIntensity(): number {\r\n return this._bgIntensity;\r\n }\r\n\r\n public get backgroundTbgr(): number {\r\n return this._bgColor.tbgr;\r\n }\r\n\r\n public get backgroundHexString(): string {\r\n return this._bgColor.toHexString();\r\n }\r\n\r\n public get backgroundAlpha(): number {\r\n return this._bgRgba.alpha;\r\n }\r\n\r\n public get backgroundColor() {\r\n return this._bgColor;\r\n }\r\n\r\n public cloneBackgroundRgba(result: FloatRgba): void {\r\n this._bgRgba.clone(result);\r\n }\r\n\r\n public get wantWoWReversal(): boolean {\r\n return this._wantWoWReversal;\r\n }\r\n\r\n public get backgroundColorInfo(): ColorInfo {\r\n return ColorInfo.createUniform(this._bgRgba);\r\n }\r\n}\r\n"]}
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { ColorDef, WhiteOnWhiteReversalSettings } from \"@itwin/core-common\";\nimport { RenderPlan } from \"../RenderPlan\";\nimport { ColorInfo } from \"./ColorInfo\";\nimport { FloatRgb, FloatRgba } from \"./FloatRGBA\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { desync, sync } from \"./Sync\";\n\n/** Maintains state of uniforms associated with the DisplayStyleState.\n * @internal\n */\nexport class StyleUniforms {\n private _bgColor = ColorDef.white;\n private readonly _bgRgba = FloatRgba.fromColorDef(this._bgColor);\n private readonly _bgRgb = FloatRgb.fromColorDef(this._bgColor);\n private _monoColor = ColorDef.white;\n private readonly _monoRgb = FloatRgb.fromColorDef(this._monoColor);\n private _wantWoWReversal = true;\n private _wowReversalSettings = WhiteOnWhiteReversalSettings.fromJSON();\n private _bgIntensity = 0;\n\n public syncKey = 0;\n\n public update(plan: RenderPlan): void {\n if (this._bgColor.equals(plan.bgColor) && this._monoColor.equals(plan.monoColor) && this._wowReversalSettings.equals(plan.whiteOnWhiteReversal))\n return;\n\n desync(this);\n\n this._monoColor = plan.monoColor;\n this._monoRgb.setColorDef(plan.monoColor);\n this._wowReversalSettings = plan.whiteOnWhiteReversal;\n\n this.updateBackgroundColor(plan.bgColor);\n }\n\n private updateBackgroundColor(bgColor: ColorDef): void {\n this._bgColor = bgColor;\n this._bgRgba.setColorDef(bgColor);\n this._bgRgb.setColorDef(bgColor);\n this._wantWoWReversal = this._wowReversalSettings.ignoreBackgroundColor || this._bgRgb.isWhite;\n this._bgIntensity = this._bgRgb.red * 0.3 + this._bgRgb.green * 0.59 + this._bgRgb.blue * 0.11;\n }\n\n public changeBackgroundColor(bgColor: ColorDef): void {\n if (bgColor.equals(this._bgColor))\n return;\n\n desync(this);\n this.updateBackgroundColor(bgColor);\n }\n\n // vec4\n public bindBackgroundRgba(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n this._bgRgba.bind(uniform);\n }\n\n // vec3\n public bindBackgroundRgb(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n this._bgRgb.bind(uniform);\n }\n\n // vec3\n public bindMonochromeRgb(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n this._monoRgb.bind(uniform);\n }\n\n public get backgroundIntensity(): number {\n return this._bgIntensity;\n }\n\n public get backgroundTbgr(): number {\n return this._bgColor.tbgr;\n }\n\n public get backgroundHexString(): string {\n return this._bgColor.toHexString();\n }\n\n public get backgroundAlpha(): number {\n return this._bgRgba.alpha;\n }\n\n public get backgroundColor() {\n return this._bgColor;\n }\n\n public cloneBackgroundRgba(result: FloatRgba): void {\n this._bgRgba.clone(result);\n }\n\n public get wantWoWReversal(): boolean {\n return this._wantWoWReversal;\n }\n\n public get backgroundColorInfo(): ColorInfo {\n return ColorInfo.createUniform(this._bgRgba);\n }\n}\n"]}
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { FillFlags, RenderMode, TextureTransparency, ViewFlags } from \"@itwin/core-common\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { VertexIndices } from \"../primitives/VertexTable\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\r\nimport { MaterialInfo } from \"./Material\";\r\nimport { Pass, RenderOrder, RenderPass, SurfaceBitIndex } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { MeshData } from \"./MeshData\";\r\nimport { MeshGeometry } from \"./MeshGeometry\";\r\n\r\n/** @internal */\r\nexport function wantMaterials(vf: ViewFlags): boolean {\r\n return vf.materials && RenderMode.SmoothShade === vf.renderMode;\r\n}\r\n\r\nfunction wantLighting(vf: ViewFlags) {\r\n return RenderMode.SmoothShade === vf.renderMode && vf.lighting;\r\n}\r\n\r\n/** @internal */\r\nexport class SurfaceGeometry extends MeshGeometry {\r\n private readonly _buffers: BuffersContainer;\r\n private readonly _indices: BufferHandle;\r\n\r\n public get lutBuffers() { return this._buffers; }\r\n\r\n public static create(mesh: MeshData, indices: VertexIndices): SurfaceGeometry | undefined {\r\n const indexBuffer = BufferHandle.createArrayBuffer(indices.data);\r\n return undefined !== indexBuffer ? new SurfaceGeometry(indexBuffer, indices.length, mesh) : undefined;\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this._buffers.isDisposed\r\n && this._indices.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this._buffers);\r\n dispose(this._indices);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addSurface(this._indices.bytesUsed);\r\n }\r\n\r\n public get isLit() { return SurfaceType.Lit === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get isTexturedType() { return SurfaceType.Textured === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get hasTexture() { return this.isTexturedType && undefined !== this.texture; }\r\n public get hasNormalMap() { return this.isLit && this.isTexturedType && undefined !== this.normalMap; }\r\n public get isGlyph() { return this.mesh.isGlyph; }\r\n public override get alwaysRenderTranslucent() { return this.isGlyph; }\r\n public get isTileSection() { return undefined !== this.texture && this.texture.isTileSection; }\r\n public get isClassifier() { return SurfaceType.VolumeClassifier === this.surfaceType; }\r\n public override get supportsThematicDisplay() {\r\n return !this.isGlyph;\r\n }\r\n\r\n public override get allowColorOverride() {\r\n // Text background color should not be overridden by feature symbology overrides - otherwise it becomes unreadable...\r\n // We don't actually know if we have text.\r\n // We do know that text background color uses blanking fill. So do ImageGraphics, so they're also going to forbid overriding their color.\r\n return FillFlags.Blanking !== (this.fillFlags & FillFlags.Blanking);\r\n }\r\n\r\n public override get asSurface() { return this; }\r\n public override get asEdge() { return undefined; }\r\n public override get asSilhouette() { return undefined; }\r\n\r\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\r\n const system = System.instance;\r\n\r\n // If we can't write depth in the fragment shader, use polygonOffset to force blanking regions to draw behind.\r\n const offset = RenderOrder.BlankingRegion === this.renderOrder && !system.supportsLogZBuffer;\r\n if (offset) {\r\n system.context.enable(GL.POLYGON_OFFSET_FILL);\r\n system.context.polygonOffset(1.0, 1.0);\r\n }\r\n\r\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers;\r\n bufs.bind();\r\n system.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\r\n bufs.unbind();\r\n\r\n if (offset)\r\n system.context.disable(GL.POLYGON_OFFSET_FILL);\r\n }\r\n\r\n public override wantMixMonochromeColor(target: Target): boolean {\r\n // Text relies on white-on-white reversal.\r\n return !this.isGlyph && (this.isLitSurface || this.wantTextures(target, this.hasTexture));\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.Surface; }\r\n public override get isLitSurface() { return this.isLit; }\r\n public override get hasBakedLighting() { return this.mesh.hasBakedLighting; }\r\n public get renderOrder(): RenderOrder {\r\n if (FillFlags.Behind === (this.fillFlags & FillFlags.Behind))\r\n return RenderOrder.BlankingRegion;\r\n\r\n let order = this.isLit ? RenderOrder.LitSurface : RenderOrder.UnlitSurface;\r\n if (this.isPlanar)\r\n order = order | RenderOrder.PlanarBit;\r\n\r\n return order;\r\n }\r\n\r\n public override getColor(target: Target) {\r\n if (FillFlags.Background === (this.fillFlags & FillFlags.Background))\r\n return target.uniforms.style.backgroundColorInfo;\r\n else\r\n return this.colorInfo;\r\n }\r\n\r\n public override getPass(target: Target): Pass {\r\n // Classifiers have a dedicated pass\r\n if (this.isClassifier)\r\n return \"classification\";\r\n\r\n let opaquePass: Pass = this.isPlanar ? \"opaque-planar\" : \"opaque\";\r\n\r\n // When reading pixels, glyphs are always opaque. Otherwise always transparent (for anti-aliasing).\r\n if (this.isGlyph)\r\n return target.isReadPixelsInProgress ? opaquePass : \"translucent\";\r\n\r\n const vf = target.currentViewFlags;\r\n\r\n // When rendering thematic isolines, we need translucency because they have anti-aliasing.\r\n if (target.wantThematicDisplay && this.supportsThematicDisplay && target.uniforms.thematic.wantIsoLines)\r\n return \"translucent\";\r\n\r\n // In wireframe, unless fill is explicitly enabled for planar region, surface does not draw\r\n if (RenderMode.Wireframe === vf.renderMode && !this.mesh.isTextureAlwaysDisplayed) {\r\n const fillFlags = this.fillFlags;\r\n const showFill = FillFlags.Always === (fillFlags & FillFlags.Always) || (vf.fill && FillFlags.ByView === (fillFlags & FillFlags.ByView));\r\n if (!showFill)\r\n return \"none\";\r\n }\r\n\r\n // If transparency disabled by render mode or view flag, always draw opaque.\r\n if (!vf.transparency || RenderMode.SolidFill === vf.renderMode || RenderMode.HiddenLine === vf.renderMode)\r\n return opaquePass;\r\n\r\n // We have 3 sources of alpha: the material, the texture, and the color.\r\n // Base alpha comes from the material if it overrides it; otherwise from the color.\r\n // The texture's alpha is multiplied by the base alpha.\r\n // So we must draw in the translucent pass if the texture has transparency OR the base alpha is less than 1.\r\n let hasAlpha = false;\r\n const mat = wantMaterials(vf) ? this.mesh.materialInfo : undefined;\r\n if (undefined !== mat && mat.overridesAlpha)\r\n hasAlpha = mat.hasTranslucency;\r\n else\r\n hasAlpha = this.getColor(target).hasTranslucency;\r\n\r\n if (!hasAlpha) {\r\n // ###TODO handle TextureTransparency.Mixed; remove Texture.hasTranslucency.\r\n const tex = this.wantTextures(target, true) ? this.texture : undefined;\r\n switch (tex?.transparency) {\r\n case TextureTransparency.Translucent:\r\n hasAlpha = true;\r\n break;\r\n case TextureTransparency.Mixed:\r\n opaquePass = `${opaquePass}-translucent`;\r\n break;\r\n }\r\n }\r\n\r\n return hasAlpha ? \"translucent\" : opaquePass;\r\n }\r\n\r\n protected _wantWoWReversal(target: Target): boolean {\r\n const fillFlags = this.fillFlags;\r\n if (FillFlags.None !== (fillFlags & FillFlags.Background))\r\n return false; // fill color explicitly from background\r\n\r\n if (FillFlags.None !== (fillFlags & FillFlags.Always))\r\n return true; // fill displayed even in wireframe\r\n\r\n const vf = target.currentViewFlags;\r\n if (RenderMode.Wireframe === vf.renderMode || vf.visibleEdges)\r\n return false; // never invert surfaces when edges are displayed\r\n\r\n if (this.isLit && wantLighting(vf))\r\n return false;\r\n\r\n // Don't invert white pixels of textures...\r\n return !this.wantTextures(target, this.hasTexture);\r\n }\r\n\r\n public override get materialInfo(): MaterialInfo | undefined { return this.mesh.materialInfo; }\r\n\r\n public useTexture(params: ShaderProgramParams): boolean {\r\n return this.wantTextures(params.target, this.hasTexture);\r\n }\r\n\r\n public useNormalMap(params: ShaderProgramParams): boolean {\r\n return this.wantNormalMaps(params.target, this.hasNormalMap);\r\n }\r\n\r\n public computeSurfaceFlags(params: ShaderProgramParams, flags: Int32Array): void {\r\n const target = params.target;\r\n const vf = target.currentViewFlags;\r\n\r\n const useMaterial = wantMaterials(vf);\r\n flags[SurfaceBitIndex.IgnoreMaterial] = useMaterial ? 0 : 1;\r\n flags[SurfaceBitIndex.HasMaterialAtlas] = useMaterial && this.hasMaterialAtlas ? 1 : 0;\r\n\r\n flags[SurfaceBitIndex.ApplyLighting] = 0;\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 0;\r\n if (this.isLit) {\r\n flags[SurfaceBitIndex.HasNormals] = 1;\r\n if (wantLighting(vf))\r\n flags[SurfaceBitIndex.ApplyLighting] = 1;\r\n\r\n // Textured meshes store normal in place of color index.\r\n // Untextured lit meshes store normal where textured meshes would store UV coords.\r\n // Tell shader where to find normal.\r\n if (!this.isTexturedType) {\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 1;\r\n }\r\n } else {\r\n flags[SurfaceBitIndex.HasNormals] = 0;\r\n }\r\n\r\n flags[SurfaceBitIndex.HasTexture] = this.useTexture(params) ? 1 : 0;\r\n flags[SurfaceBitIndex.HasNormalMap] = this.useNormalMap(params) ? 1 : 0;\r\n flags[SurfaceBitIndex.UseConstantLodTextureMapping] = this.mesh.textureUsesConstantLod ? 1 : 0;\r\n flags[SurfaceBitIndex.UseConstantLodNormalMapMapping] = this.mesh.normalMapUsesConstantLod ? 1 : 0;\r\n\r\n // The transparency threshold controls how transparent a surface must be to allow light to pass through; more opaque surfaces cast shadows.\r\n flags[SurfaceBitIndex.TransparencyThreshold] = params.target.isDrawingShadowMap ? 1 : 0;\r\n flags[SurfaceBitIndex.BackgroundFill] = 0;\r\n switch (params.renderPass) {\r\n // NB: We need this for opaque pass due to SolidFill (must compute transparency, discard below threshold, render opaque at or above threshold)\r\n case RenderPass.OpaqueLinear:\r\n case RenderPass.OpaquePlanar:\r\n case RenderPass.OpaqueGeneral:\r\n case RenderPass.Translucent:\r\n case RenderPass.WorldOverlay:\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers: {\r\n const mode = vf.renderMode;\r\n if (!this.isGlyph && (RenderMode.HiddenLine === mode || RenderMode.SolidFill === mode)) {\r\n flags[SurfaceBitIndex.TransparencyThreshold] = 1;\r\n if (RenderMode.HiddenLine === mode && FillFlags.Always !== (this.fillFlags & FillFlags.Always)) {\r\n // fill flags test for text - doesn't render with bg fill in hidden line mode.\r\n flags[SurfaceBitIndex.BackgroundFill] = 1;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private constructor(indices: BufferHandle, numIndices: number, mesh: MeshData) {\r\n super(mesh, numIndices);\r\n this._buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Surface, false);\r\n assert(undefined !== attrPos);\r\n this._buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this._indices = indices;\r\n }\r\n\r\n private wantTextures(target: Target, surfaceTextureExists: boolean): boolean {\r\n if (this.hasScalarAnimation && undefined !== target.analysisTexture)\r\n return true;\r\n\r\n if (!surfaceTextureExists)\r\n return false;\r\n\r\n if (this.mesh.isTextureAlwaysDisplayed)\r\n return true;\r\n\r\n if (this.supportsThematicDisplay && target.wantThematicDisplay)\r\n return false;\r\n\r\n const fill = this.fillFlags;\r\n const flags = target.currentViewFlags;\r\n\r\n // ###TODO need to distinguish between gradient fill and actual textures...\r\n switch (flags.renderMode) {\r\n case RenderMode.SmoothShade:\r\n return flags.textures;\r\n case RenderMode.Wireframe:\r\n return FillFlags.Always === (fill & FillFlags.Always) || (flags.fill && FillFlags.ByView === (fill & FillFlags.ByView));\r\n default:\r\n return FillFlags.Always === (fill & FillFlags.Always);\r\n }\r\n }\r\n\r\n private wantNormalMaps(target: Target, normalMapExists: boolean): boolean {\r\n if (!normalMapExists || !target.displayNormalMaps)\r\n return false;\r\n\r\n const flags = target.currentViewFlags;\r\n\r\n switch (flags.renderMode) {\r\n case RenderMode.SmoothShade:\r\n return flags.textures;\r\n default:\r\n return false;\r\n }\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose } from \"@itwin/core-bentley\";\nimport { FillFlags, RenderMode, TextureTransparency, ViewFlags } from \"@itwin/core-common\";\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\nimport { VertexIndices } from \"../primitives/VertexTable\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { AttributeMap } from \"./AttributeMap\";\nimport { ShaderProgramParams } from \"./DrawCommand\";\nimport { GL } from \"./GL\";\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\nimport { MaterialInfo } from \"./Material\";\nimport { Pass, RenderOrder, RenderPass, SurfaceBitIndex } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\nimport { MeshData } from \"./MeshData\";\nimport { MeshGeometry } from \"./MeshGeometry\";\n\n/** @internal */\nexport function wantMaterials(vf: ViewFlags): boolean {\n return vf.materials && RenderMode.SmoothShade === vf.renderMode;\n}\n\nfunction wantLighting(vf: ViewFlags) {\n return RenderMode.SmoothShade === vf.renderMode && vf.lighting;\n}\n\n/** @internal */\nexport class SurfaceGeometry extends MeshGeometry {\n private readonly _buffers: BuffersContainer;\n private readonly _indices: BufferHandle;\n\n public get lutBuffers() { return this._buffers; }\n\n public static create(mesh: MeshData, indices: VertexIndices): SurfaceGeometry | undefined {\n const indexBuffer = BufferHandle.createArrayBuffer(indices.data);\n return undefined !== indexBuffer ? new SurfaceGeometry(indexBuffer, indices.length, mesh) : undefined;\n }\n\n public get isDisposed(): boolean {\n return this._buffers.isDisposed\n && this._indices.isDisposed;\n }\n\n public dispose() {\n dispose(this._buffers);\n dispose(this._indices);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addSurface(this._indices.bytesUsed);\n }\n\n public get isLit() { return SurfaceType.Lit === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\n public get isTexturedType() { return SurfaceType.Textured === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\n public get hasTexture() { return this.isTexturedType && undefined !== this.texture; }\n public get hasNormalMap() { return this.isLit && this.isTexturedType && undefined !== this.normalMap; }\n public get isGlyph() { return this.mesh.isGlyph; }\n public override get alwaysRenderTranslucent() { return this.isGlyph; }\n public get isTileSection() { return undefined !== this.texture && this.texture.isTileSection; }\n public get isClassifier() { return SurfaceType.VolumeClassifier === this.surfaceType; }\n public override get supportsThematicDisplay() {\n return !this.isGlyph;\n }\n\n public override get allowColorOverride() {\n // Text background color should not be overridden by feature symbology overrides - otherwise it becomes unreadable...\n // We don't actually know if we have text.\n // We do know that text background color uses blanking fill. So do ImageGraphics, so they're also going to forbid overriding their color.\n return FillFlags.Blanking !== (this.fillFlags & FillFlags.Blanking);\n }\n\n public override get asSurface() { return this; }\n public override get asEdge() { return undefined; }\n public override get asSilhouette() { return undefined; }\n\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\n const system = System.instance;\n\n // If we can't write depth in the fragment shader, use polygonOffset to force blanking regions to draw behind.\n const offset = RenderOrder.BlankingRegion === this.renderOrder && !system.supportsLogZBuffer;\n if (offset) {\n system.context.enable(GL.POLYGON_OFFSET_FILL);\n system.context.polygonOffset(1.0, 1.0);\n }\n\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers;\n bufs.bind();\n system.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\n bufs.unbind();\n\n if (offset)\n system.context.disable(GL.POLYGON_OFFSET_FILL);\n }\n\n public override wantMixMonochromeColor(target: Target): boolean {\n // Text relies on white-on-white reversal.\n return !this.isGlyph && (this.isLitSurface || this.wantTextures(target, this.hasTexture));\n }\n\n public get techniqueId(): TechniqueId { return TechniqueId.Surface; }\n public override get isLitSurface() { return this.isLit; }\n public override get hasBakedLighting() { return this.mesh.hasBakedLighting; }\n public get renderOrder(): RenderOrder {\n if (FillFlags.Behind === (this.fillFlags & FillFlags.Behind))\n return RenderOrder.BlankingRegion;\n\n let order = this.isLit ? RenderOrder.LitSurface : RenderOrder.UnlitSurface;\n if (this.isPlanar)\n order = order | RenderOrder.PlanarBit;\n\n return order;\n }\n\n public override getColor(target: Target) {\n if (FillFlags.Background === (this.fillFlags & FillFlags.Background))\n return target.uniforms.style.backgroundColorInfo;\n else\n return this.colorInfo;\n }\n\n public override getPass(target: Target): Pass {\n // Classifiers have a dedicated pass\n if (this.isClassifier)\n return \"classification\";\n\n let opaquePass: Pass = this.isPlanar ? \"opaque-planar\" : \"opaque\";\n\n // When reading pixels, glyphs are always opaque. Otherwise always transparent (for anti-aliasing).\n if (this.isGlyph)\n return target.isReadPixelsInProgress ? opaquePass : \"translucent\";\n\n const vf = target.currentViewFlags;\n\n // When rendering thematic isolines, we need translucency because they have anti-aliasing.\n if (target.wantThematicDisplay && this.supportsThematicDisplay && target.uniforms.thematic.wantIsoLines)\n return \"translucent\";\n\n // In wireframe, unless fill is explicitly enabled for planar region, surface does not draw\n if (RenderMode.Wireframe === vf.renderMode && !this.mesh.isTextureAlwaysDisplayed) {\n const fillFlags = this.fillFlags;\n const showFill = FillFlags.Always === (fillFlags & FillFlags.Always) || (vf.fill && FillFlags.ByView === (fillFlags & FillFlags.ByView));\n if (!showFill)\n return \"none\";\n }\n\n // If transparency disabled by render mode or view flag, always draw opaque.\n if (!vf.transparency || RenderMode.SolidFill === vf.renderMode || RenderMode.HiddenLine === vf.renderMode)\n return opaquePass;\n\n // We have 3 sources of alpha: the material, the texture, and the color.\n // Base alpha comes from the material if it overrides it; otherwise from the color.\n // The texture's alpha is multiplied by the base alpha.\n // So we must draw in the translucent pass if the texture has transparency OR the base alpha is less than 1.\n let hasAlpha = false;\n const mat = wantMaterials(vf) ? this.mesh.materialInfo : undefined;\n if (undefined !== mat && mat.overridesAlpha)\n hasAlpha = mat.hasTranslucency;\n else\n hasAlpha = this.getColor(target).hasTranslucency;\n\n if (!hasAlpha) {\n // ###TODO handle TextureTransparency.Mixed; remove Texture.hasTranslucency.\n const tex = this.wantTextures(target, true) ? this.texture : undefined;\n switch (tex?.transparency) {\n case TextureTransparency.Translucent:\n hasAlpha = true;\n break;\n case TextureTransparency.Mixed:\n opaquePass = `${opaquePass}-translucent`;\n break;\n }\n }\n\n return hasAlpha ? \"translucent\" : opaquePass;\n }\n\n protected _wantWoWReversal(target: Target): boolean {\n const fillFlags = this.fillFlags;\n if (FillFlags.None !== (fillFlags & FillFlags.Background))\n return false; // fill color explicitly from background\n\n if (FillFlags.None !== (fillFlags & FillFlags.Always))\n return true; // fill displayed even in wireframe\n\n const vf = target.currentViewFlags;\n if (RenderMode.Wireframe === vf.renderMode || vf.visibleEdges)\n return false; // never invert surfaces when edges are displayed\n\n if (this.isLit && wantLighting(vf))\n return false;\n\n // Don't invert white pixels of textures...\n return !this.wantTextures(target, this.hasTexture);\n }\n\n public override get materialInfo(): MaterialInfo | undefined { return this.mesh.materialInfo; }\n\n public useTexture(params: ShaderProgramParams): boolean {\n return this.wantTextures(params.target, this.hasTexture);\n }\n\n public useNormalMap(params: ShaderProgramParams): boolean {\n return this.wantNormalMaps(params.target, this.hasNormalMap);\n }\n\n public computeSurfaceFlags(params: ShaderProgramParams, flags: Int32Array): void {\n const target = params.target;\n const vf = target.currentViewFlags;\n\n const useMaterial = wantMaterials(vf);\n flags[SurfaceBitIndex.IgnoreMaterial] = useMaterial ? 0 : 1;\n flags[SurfaceBitIndex.HasMaterialAtlas] = useMaterial && this.hasMaterialAtlas ? 1 : 0;\n\n flags[SurfaceBitIndex.ApplyLighting] = 0;\n flags[SurfaceBitIndex.HasColorAndNormal] = 0;\n if (this.isLit) {\n flags[SurfaceBitIndex.HasNormals] = 1;\n if (wantLighting(vf))\n flags[SurfaceBitIndex.ApplyLighting] = 1;\n\n // Textured meshes store normal in place of color index.\n // Untextured lit meshes store normal where textured meshes would store UV coords.\n // Tell shader where to find normal.\n if (!this.isTexturedType) {\n flags[SurfaceBitIndex.HasColorAndNormal] = 1;\n }\n } else {\n flags[SurfaceBitIndex.HasNormals] = 0;\n }\n\n flags[SurfaceBitIndex.HasTexture] = this.useTexture(params) ? 1 : 0;\n flags[SurfaceBitIndex.HasNormalMap] = this.useNormalMap(params) ? 1 : 0;\n flags[SurfaceBitIndex.UseConstantLodTextureMapping] = this.mesh.textureUsesConstantLod ? 1 : 0;\n flags[SurfaceBitIndex.UseConstantLodNormalMapMapping] = this.mesh.normalMapUsesConstantLod ? 1 : 0;\n\n // The transparency threshold controls how transparent a surface must be to allow light to pass through; more opaque surfaces cast shadows.\n flags[SurfaceBitIndex.TransparencyThreshold] = params.target.isDrawingShadowMap ? 1 : 0;\n flags[SurfaceBitIndex.BackgroundFill] = 0;\n switch (params.renderPass) {\n // NB: We need this for opaque pass due to SolidFill (must compute transparency, discard below threshold, render opaque at or above threshold)\n case RenderPass.OpaqueLinear:\n case RenderPass.OpaquePlanar:\n case RenderPass.OpaqueGeneral:\n case RenderPass.Translucent:\n case RenderPass.WorldOverlay:\n case RenderPass.OpaqueLayers:\n case RenderPass.TranslucentLayers:\n case RenderPass.OverlayLayers: {\n const mode = vf.renderMode;\n if (!this.isGlyph && (RenderMode.HiddenLine === mode || RenderMode.SolidFill === mode)) {\n flags[SurfaceBitIndex.TransparencyThreshold] = 1;\n if (RenderMode.HiddenLine === mode && FillFlags.Always !== (this.fillFlags & FillFlags.Always)) {\n // fill flags test for text - doesn't render with bg fill in hidden line mode.\n flags[SurfaceBitIndex.BackgroundFill] = 1;\n }\n break;\n }\n }\n }\n }\n\n private constructor(indices: BufferHandle, numIndices: number, mesh: MeshData) {\n super(mesh, numIndices);\n this._buffers = BuffersContainer.create();\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Surface, false);\n assert(undefined !== attrPos);\n this._buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this._indices = indices;\n }\n\n private wantTextures(target: Target, surfaceTextureExists: boolean): boolean {\n if (this.hasScalarAnimation && undefined !== target.analysisTexture)\n return true;\n\n if (!surfaceTextureExists)\n return false;\n\n if (this.mesh.isTextureAlwaysDisplayed)\n return true;\n\n if (this.supportsThematicDisplay && target.wantThematicDisplay)\n return false;\n\n const fill = this.fillFlags;\n const flags = target.currentViewFlags;\n\n // ###TODO need to distinguish between gradient fill and actual textures...\n switch (flags.renderMode) {\n case RenderMode.SmoothShade:\n return flags.textures;\n case RenderMode.Wireframe:\n return FillFlags.Always === (fill & FillFlags.Always) || (flags.fill && FillFlags.ByView === (fill & FillFlags.ByView));\n default:\n return FillFlags.Always === (fill & FillFlags.Always);\n }\n }\n\n private wantNormalMaps(target: Target, normalMapExists: boolean): boolean {\n if (!normalMapExists || !target.displayNormalMaps)\n return false;\n\n const flags = target.currentViewFlags;\n\n switch (flags.renderMode) {\n case RenderMode.SmoothShade:\n return flags.textures;\n default:\n return false;\n }\n }\n}\n"]}