@itwin/core-frontend 4.1.0-dev.35 → 4.1.0-dev.40

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 (851) 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/Frustum2d.js.map +1 -1
  27. package/lib/cjs/FrustumAnimator.js.map +1 -1
  28. package/lib/cjs/FuzzySearch.js.map +1 -1
  29. package/lib/cjs/GeoServices.js.map +1 -1
  30. package/lib/cjs/GlobeAnimator.js.map +1 -1
  31. package/lib/cjs/GraphicalEditingScope.js.map +1 -1
  32. package/lib/cjs/HitDetail.js.map +1 -1
  33. package/lib/cjs/IModelApp.js.map +1 -1
  34. package/lib/cjs/IModelConnection.js +23 -23
  35. package/lib/cjs/IModelConnection.js.map +1 -1
  36. package/lib/cjs/IModelRoutingContext.js.map +1 -1
  37. package/lib/cjs/IModeljs-css.js +133 -133
  38. package/lib/cjs/IModeljs-css.js.map +1 -1
  39. package/lib/cjs/IpcApp.js.map +1 -1
  40. package/lib/cjs/LinePlaneIntersect.js.map +1 -1
  41. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  42. package/lib/cjs/MarginPercent.js.map +1 -1
  43. package/lib/cjs/Marker.js.map +1 -1
  44. package/lib/cjs/ModelSelectorState.js.map +1 -1
  45. package/lib/cjs/NativeApp.js.map +1 -1
  46. package/lib/cjs/NativeAppLogger.js.map +1 -1
  47. package/lib/cjs/NoRenderApp.js.map +1 -1
  48. package/lib/cjs/NotificationManager.js.map +1 -1
  49. package/lib/cjs/PerModelCategoryVisibility.js.map +1 -1
  50. package/lib/cjs/PlanarClipMaskState.js.map +1 -1
  51. package/lib/cjs/RealityDataSource.js.map +1 -1
  52. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
  53. package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
  54. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
  55. package/lib/cjs/SelectionSet.js.map +1 -1
  56. package/lib/cjs/SheetViewState.js.map +1 -1
  57. package/lib/cjs/SpatialViewState.js.map +1 -1
  58. package/lib/cjs/Sprites.js.map +1 -1
  59. package/lib/cjs/StandardView.js.map +1 -1
  60. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  61. package/lib/cjs/TentativePoint.js.map +1 -1
  62. package/lib/cjs/Tiles.js.map +1 -1
  63. package/lib/cjs/UserPreferences.js.map +1 -1
  64. package/lib/cjs/ViewAnimation.js.map +1 -1
  65. package/lib/cjs/ViewContext.js.map +1 -1
  66. package/lib/cjs/ViewCreator2d.js.map +1 -1
  67. package/lib/cjs/ViewCreator3d.js.map +1 -1
  68. package/lib/cjs/ViewGlobalLocation.js.map +1 -1
  69. package/lib/cjs/ViewManager.js.map +1 -1
  70. package/lib/cjs/ViewPose.js.map +1 -1
  71. package/lib/cjs/ViewState.js.map +1 -1
  72. package/lib/cjs/ViewStatus.js.map +1 -1
  73. package/lib/cjs/ViewingSpace.js.map +1 -1
  74. package/lib/cjs/Viewport.js.map +1 -1
  75. package/lib/cjs/ViewportSync.js.map +1 -1
  76. package/lib/cjs/common/FrontendLoggerCategory.js.map +1 -1
  77. package/lib/cjs/common/ImageUtil.js.map +1 -1
  78. package/lib/cjs/common/ViewRect.js.map +1 -1
  79. package/lib/cjs/common/WorkerProxy.js.map +1 -1
  80. package/lib/cjs/common/gltf/GltfModel.js.map +1 -1
  81. package/lib/cjs/common/gltf/GltfParser.js.map +1 -1
  82. package/lib/cjs/common/gltf/GltfSchema.js.map +1 -1
  83. package/lib/cjs/common/imdl/CompactEdges.js.map +1 -1
  84. package/lib/cjs/common/imdl/ImdlModel.js.map +1 -1
  85. package/lib/cjs/common/imdl/ImdlSchema.js.map +1 -1
  86. package/lib/cjs/common/imdl/ParseImdlDocument.js.map +1 -1
  87. package/lib/cjs/common/render/AnimationNodeId.js.map +1 -1
  88. package/lib/cjs/common/render/MaterialParams.js.map +1 -1
  89. package/lib/cjs/common/render/TextureParams.js.map +1 -1
  90. package/lib/cjs/common/render/primitives/AuxChannelTable.js.map +1 -1
  91. package/lib/cjs/common/render/primitives/DisplayParams.js.map +1 -1
  92. package/lib/cjs/common/render/primitives/EdgeParams.js.map +1 -1
  93. package/lib/cjs/common/render/primitives/MeshParams.js.map +1 -1
  94. package/lib/cjs/common/render/primitives/MeshPrimitive.js.map +1 -1
  95. package/lib/cjs/common/render/primitives/PointStringParams.js.map +1 -1
  96. package/lib/cjs/common/render/primitives/PolylineParams.js.map +1 -1
  97. package/lib/cjs/common/render/primitives/SurfaceParams.js.map +1 -1
  98. package/lib/cjs/common/render/primitives/VertexIndices.js.map +1 -1
  99. package/lib/cjs/common/render/primitives/VertexTable.js.map +1 -1
  100. package/lib/cjs/common/render/primitives/VertexTableSplitter.js.map +1 -1
  101. package/lib/cjs/core-frontend.js.map +1 -1
  102. package/lib/cjs/extension/Extension.js.map +1 -1
  103. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
  104. package/lib/cjs/extension/ExtensionHost.js.map +1 -1
  105. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  106. package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
  107. package/lib/cjs/extension/providers/LocalExtensionProvider.js.map +1 -1
  108. package/lib/cjs/extension/providers/RemoteExtensionProvider.js.map +1 -1
  109. package/lib/cjs/properties/AngleDescription.js.map +1 -1
  110. package/lib/cjs/properties/FormattedQuantityDescription.js.map +1 -1
  111. package/lib/cjs/properties/LengthDescription.js.map +1 -1
  112. package/lib/cjs/public/scripts/checkbrowser.js +24 -24
  113. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  114. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
  115. package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js.map +1 -1
  116. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  117. package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.js.map +1 -1
  118. package/lib/cjs/quantity-formatting/UnitsData.js.map +1 -1
  119. package/lib/cjs/render/CanvasDecoration.js.map +1 -1
  120. package/lib/cjs/render/CreateRenderMaterialArgs.js.map +1 -1
  121. package/lib/cjs/render/CreateTextureArgs.js.map +1 -1
  122. package/lib/cjs/render/Decorations.js.map +1 -1
  123. package/lib/cjs/render/FeatureSymbology.js.map +1 -1
  124. package/lib/cjs/render/FrameStats.js.map +1 -1
  125. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  126. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  127. package/lib/cjs/render/GraphicPrimitive.js.map +1 -1
  128. package/lib/cjs/render/InstancedGraphicParams.js.map +1 -1
  129. package/lib/cjs/render/MockRender.js.map +1 -1
  130. package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
  131. package/lib/cjs/render/Pixel.js.map +1 -1
  132. package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -1
  133. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  134. package/lib/cjs/render/RenderClipVolume.js.map +1 -1
  135. package/lib/cjs/render/RenderGraphic.js.map +1 -1
  136. package/lib/cjs/render/RenderMemory.js.map +1 -1
  137. package/lib/cjs/render/RenderPlan.js.map +1 -1
  138. package/lib/cjs/render/RenderPlanarClassifier.js.map +1 -1
  139. package/lib/cjs/render/RenderSystem.js.map +1 -1
  140. package/lib/cjs/render/RenderTarget.js.map +1 -1
  141. package/lib/cjs/render/Scene.js.map +1 -1
  142. package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
  143. package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -1
  144. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  145. package/lib/cjs/render/primitives/ColorMap.js.map +1 -1
  146. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
  147. package/lib/cjs/render/primitives/PointCloudPrimitive.js.map +1 -1
  148. package/lib/cjs/render/primitives/PointStringParams.js.map +1 -1
  149. package/lib/cjs/render/primitives/Polyface.js.map +1 -1
  150. package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
  151. package/lib/cjs/render/primitives/Primitives.js.map +1 -1
  152. package/lib/cjs/render/primitives/Strokes.js.map +1 -1
  153. package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
  154. package/lib/cjs/render/primitives/VertexTableBuilder.js.map +1 -1
  155. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  156. package/lib/cjs/render/primitives/geometry/GeometryList.js.map +1 -1
  157. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
  158. package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js.map +1 -1
  159. package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
  160. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  161. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  162. package/lib/cjs/render/webgl/AtmosphereUniforms.js.map +1 -1
  163. package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
  164. package/lib/cjs/render/webgl/AttributeMap.js.map +1 -1
  165. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  166. package/lib/cjs/render/webgl/BatchState.js.map +1 -1
  167. package/lib/cjs/render/webgl/BatchUniforms.js.map +1 -1
  168. package/lib/cjs/render/webgl/BranchStack.js.map +1 -1
  169. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  170. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  171. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  172. package/lib/cjs/render/webgl/ClipStack.js.map +1 -1
  173. package/lib/cjs/render/webgl/ClipVolume.js.map +1 -1
  174. package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
  175. package/lib/cjs/render/webgl/ColorInfo.js.map +1 -1
  176. package/lib/cjs/render/webgl/Diagnostics.js.map +1 -1
  177. package/lib/cjs/render/webgl/Disposable.js.map +1 -1
  178. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  179. package/lib/cjs/render/webgl/EDL.js.map +1 -1
  180. package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -1
  181. package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
  182. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  183. package/lib/cjs/render/webgl/FloatRGBA.js.map +1 -1
  184. package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
  185. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  186. package/lib/cjs/render/webgl/GL.js.map +1 -1
  187. package/lib/cjs/render/webgl/GLTimer.js.map +1 -1
  188. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  189. package/lib/cjs/render/webgl/HiliteUniforms.js.map +1 -1
  190. package/lib/cjs/render/webgl/IModelFrameLifecycle.js.map +1 -1
  191. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
  192. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  193. package/lib/cjs/render/webgl/Layer.js.map +1 -1
  194. package/lib/cjs/render/webgl/LayerCommands.js.map +1 -1
  195. package/lib/cjs/render/webgl/LightingUniforms.js.map +1 -1
  196. package/lib/cjs/render/webgl/LineCode.js.map +1 -1
  197. package/lib/cjs/render/webgl/Material.js.map +1 -1
  198. package/lib/cjs/render/webgl/Matrix.js.map +1 -1
  199. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  200. package/lib/cjs/render/webgl/MeshData.js.map +1 -1
  201. package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
  202. package/lib/cjs/render/webgl/PerformanceMetrics.js.map +1 -1
  203. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  204. package/lib/cjs/render/webgl/PlanarGrid.js.map +1 -1
  205. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  206. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  207. package/lib/cjs/render/webgl/PointString.js.map +1 -1
  208. package/lib/cjs/render/webgl/Polyline.js.map +1 -1
  209. package/lib/cjs/render/webgl/Primitive.js.map +1 -1
  210. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  211. package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
  212. package/lib/cjs/render/webgl/RenderBuffer.js.map +1 -1
  213. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  214. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  215. package/lib/cjs/render/webgl/RenderState.js.map +1 -1
  216. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  217. package/lib/cjs/render/webgl/ScratchDrawParams.js.map +1 -1
  218. package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
  219. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  220. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  221. package/lib/cjs/render/webgl/ShadowUniforms.js.map +1 -1
  222. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  223. package/lib/cjs/render/webgl/StyleUniforms.js.map +1 -1
  224. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  225. package/lib/cjs/render/webgl/Sync.js.map +1 -1
  226. package/lib/cjs/render/webgl/System.js.map +1 -1
  227. package/lib/cjs/render/webgl/Target.js.map +1 -1
  228. package/lib/cjs/render/webgl/TargetGraphics.js.map +1 -1
  229. package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
  230. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  231. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  232. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  233. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  234. package/lib/cjs/render/webgl/TextureDrape.js.map +1 -1
  235. package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
  236. package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
  237. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  238. package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
  239. package/lib/cjs/render/webgl/ViewRectUniforms.js.map +1 -1
  240. package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
  241. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +154 -154
  242. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  243. package/lib/cjs/render/webgl/glsl/Animation.js +83 -83
  244. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  245. package/lib/cjs/render/webgl/glsl/Atmosphere.js +266 -266
  246. package/lib/cjs/render/webgl/glsl/Atmosphere.js.map +1 -1
  247. package/lib/cjs/render/webgl/glsl/Blur.js +37 -37
  248. package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
  249. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +4 -4
  250. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
  251. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +3 -3
  252. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
  253. package/lib/cjs/render/webgl/glsl/Clipping.js +60 -60
  254. package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
  255. package/lib/cjs/render/webgl/glsl/Color.js +12 -12
  256. package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
  257. package/lib/cjs/render/webgl/glsl/Combine3Textures.js +7 -7
  258. package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
  259. package/lib/cjs/render/webgl/glsl/CombineTextures.js +5 -5
  260. package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
  261. package/lib/cjs/render/webgl/glsl/Common.js +16 -16
  262. package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
  263. package/lib/cjs/render/webgl/glsl/Composite.js +71 -71
  264. package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
  265. package/lib/cjs/render/webgl/glsl/CopyColor.js +6 -6
  266. package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
  267. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +3 -3
  268. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
  269. package/lib/cjs/render/webgl/glsl/CopyStencil.js +4 -4
  270. package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
  271. package/lib/cjs/render/webgl/glsl/Decode.js +65 -65
  272. package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
  273. package/lib/cjs/render/webgl/glsl/EDL.js +103 -103
  274. package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -1
  275. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +25 -25
  276. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  277. package/lib/cjs/render/webgl/glsl/Edge.js +146 -146
  278. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  279. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +232 -232
  280. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  281. package/lib/cjs/render/webgl/glsl/Fragment.js +41 -41
  282. package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
  283. package/lib/cjs/render/webgl/glsl/Instancing.js +21 -21
  284. package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
  285. package/lib/cjs/render/webgl/glsl/Lighting.js +92 -92
  286. package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
  287. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
  288. package/lib/cjs/render/webgl/glsl/LookupTable.js +19 -19
  289. package/lib/cjs/render/webgl/glsl/LookupTable.js.map +1 -1
  290. package/lib/cjs/render/webgl/glsl/Monochrome.js +13 -13
  291. package/lib/cjs/render/webgl/glsl/Monochrome.js.map +1 -1
  292. package/lib/cjs/render/webgl/glsl/PlanarClassification.js +188 -188
  293. package/lib/cjs/render/webgl/glsl/PlanarClassification.js.map +1 -1
  294. package/lib/cjs/render/webgl/glsl/PlanarGrid.js +22 -22
  295. package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
  296. package/lib/cjs/render/webgl/glsl/PointCloud.js +28 -28
  297. package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
  298. package/lib/cjs/render/webgl/glsl/PointString.js +9 -9
  299. package/lib/cjs/render/webgl/glsl/PointString.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, dispose } from \"@itwin/core-bentley\";\r\nimport { ClipPlaneContainment, ClipVector, Point3d, Range3d, Transform } from \"@itwin/core-geometry\";\r\nimport { RgbColor } from \"@itwin/core-common\";\r\nimport { IModelApp } from \"../../IModelApp\";\r\nimport { RenderClipVolume } from \"../RenderClipVolume\";\r\nimport { FloatRgba } from \"./FloatRGBA\";\r\nimport { Texture2DData, Texture2DHandle, TextureHandle } from \"./Texture\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { GL } from \"./GL\";\r\n\r\ninterface Clip {\r\n readonly numRows: number;\r\n readonly getData: (transform: Transform) => Uint8Array;\r\n}\r\n\r\nconst emptyClipData = new Uint8Array(0);\r\nconst emptyClip = {\r\n numRows: 0,\r\n getData: () => emptyClipData,\r\n};\r\n\r\nconst scratchRangeCorners = [\r\n new Point3d(), new Point3d(), new Point3d(), new Point3d(),\r\n new Point3d(), new Point3d(), new Point3d(), new Point3d(),\r\n];\r\n\r\nfunction getRangeCorners(r: Range3d): Point3d[] {\r\n return r.corners(scratchRangeCorners);\r\n}\r\n\r\n/** Maintains a stack of ClipVolumes. The volumes nest such that the stack represents the intersection of all the volumes.\r\n * The bottom of the stack represents the view's clip volume and is always present even if the view has no clip.\r\n * It also maintains the inside/outside clip colors, where the alpha component is 1 if the color should be applied and 0 if not.\r\n * @internal\r\n */\r\nexport class ClipStack {\r\n /** Encoded data for all clips on the stack, update when the stack or the transform changes. */\r\n protected _cpuBuffer: Uint8Array;\r\n /** A view of the encoded buffer in the format expected by the GPU. */\r\n protected _gpuBuffer: Texture2DData;\r\n protected _texture?: Texture2DHandle;\r\n /** The maximum number of rows we have ever required. Determines the texture height. Grows as needed, reallocating a larger texture, but never shrinks. */\r\n protected _numTotalRows: number;\r\n /** The number of rows in the texture actually required to encode the current contents of the stack. */\r\n protected _numRowsInUse: number;\r\n /** The first entry always represents the view clip. The rest are pushed and popped with GraphicBranches. */\r\n protected readonly _stack: Clip[] = [emptyClip];\r\n /** True if we need to recompute the texture. */\r\n protected _isStackDirty = false;\r\n /** Obtain the transform to be applied to the clips - i.e., the view matrix. */\r\n protected readonly _getTransform: () => Transform;\r\n /** If this returns false, the clip at the bottom of the stack is ignored. */\r\n protected readonly _wantViewClip: () => boolean;\r\n /** If alpha is 1 then geometry inside the clip will be drawn in this color. */\r\n protected readonly _insideColor = FloatRgba.from(0, 0, 0, 0);\r\n /** If alpha is 1 then geometry outside the clip will be drawn in this color. */\r\n protected readonly _outsideColor = FloatRgba.from(0, 0, 0, 0);\r\n /** For detecting whether the transform changed from one invocation of setViewClip to the next. */\r\n protected readonly _prevTransform = Transform.createZero();\r\n\r\n public constructor(getTransform: () => Transform, wantViewClip: () => boolean) {\r\n this._getTransform = getTransform;\r\n this._wantViewClip = wantViewClip;\r\n\r\n this._numTotalRows = this._numRowsInUse = 0;\r\n this._cpuBuffer = new Uint8Array(this._numTotalRows);\r\n this._gpuBuffer = this.allocateGpuBuffer();\r\n }\r\n\r\n public get insideColor(): FloatRgba {\r\n return this._insideColor;\r\n }\r\n\r\n public get outsideColor(): FloatRgba {\r\n return this._outsideColor;\r\n }\r\n\r\n public get hasOutsideColor(): boolean {\r\n return this.outsideColor.alpha !== 0;\r\n }\r\n\r\n public get bytesUsed(): number {\r\n return this._texture ? this._texture.bytesUsed : 0;\r\n }\r\n\r\n public setViewClip(clip: ClipVector | undefined, style: { insideColor?: RgbColor, outsideColor?: RgbColor }): void {\r\n assert(this._stack.length === 1);\r\n\r\n this.updateColor(style.insideColor, this._insideColor);\r\n this.updateColor(style.outsideColor, this._outsideColor);\r\n\r\n const transform = this._getTransform();\r\n if (!transform.isAlmostEqual(this._prevTransform)) {\r\n transform.clone(this._prevTransform);\r\n this._isStackDirty = true;\r\n }\r\n\r\n const cur = this._stack[0];\r\n if (cur === emptyClip) {\r\n if (!clip)\r\n return; // no change.\r\n } else if (!clip) {\r\n this._stack[0] = emptyClip;\r\n this._numRowsInUse = 0;\r\n this._isStackDirty = true;\r\n return;\r\n } else {\r\n assert(cur instanceof ClipVolume);\r\n if (cur.clipVector === clip) {\r\n // We assume that the active view's ClipVector is never mutated in place, so if we are given the same ClipVector, we expect our RenderClipVolume to match it.\r\n return;\r\n }\r\n }\r\n\r\n // ClipVector has changed.\r\n const newClip = IModelApp.renderSystem.createClipVolume(clip);\r\n if (!newClip) {\r\n this._isStackDirty = this._stack[0] !== emptyClip;\r\n this._stack[0] = emptyClip;\r\n this._numRowsInUse = 0;\r\n } else {\r\n this.pop();\r\n this.push(newClip);\r\n }\r\n }\r\n\r\n public push(clip: RenderClipVolume): void {\r\n assert(clip instanceof ClipVolume);\r\n\r\n this._stack.push(clip);\r\n this._numRowsInUse += clip.numRows;\r\n this._numTotalRows = Math.max(this._numRowsInUse, this._numTotalRows);\r\n this._isStackDirty = true;\r\n }\r\n\r\n public pop(): void {\r\n assert(this._stack.length > 0);\r\n const clip = this._stack.pop();\r\n this._numRowsInUse -= (clip ? clip.numRows : 0);\r\n }\r\n\r\n public get hasClip(): boolean {\r\n return this.startIndex < this.endIndex;\r\n }\r\n\r\n public get hasViewClip(): boolean {\r\n return emptyClip !== this._stack[0] && this._wantViewClip();\r\n }\r\n\r\n public get startIndex(): number {\r\n assert(this._stack.length > 0);\r\n return this._wantViewClip() ? 0 : this._stack[0].numRows;\r\n }\r\n\r\n public get endIndex(): number {\r\n return this._numRowsInUse;\r\n }\r\n\r\n public get textureHeight(): number {\r\n return this._numTotalRows;\r\n }\r\n\r\n public get texture(): TextureHandle | undefined {\r\n this.updateTexture();\r\n return this._texture;\r\n }\r\n\r\n public isRangeClipped(range: Range3d, transform: Transform): boolean {\r\n if (this.hasOutsideColor || !this.hasClip)\r\n return false;\r\n\r\n range = transform.multiplyRange(range, range);\r\n const corners = getRangeCorners(range);\r\n const startIndex = this._wantViewClip() && emptyClip !== this._stack[0] ? 0 : 1;\r\n for (let i = startIndex; i < this._stack.length; i++) {\r\n const clip = this._stack[i];\r\n assert(clip instanceof ClipVolume);\r\n if (ClipPlaneContainment.StronglyOutside === clip.clipVector.classifyPointContainment(corners))\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Exposed strictly for tests. */\r\n public get clips(): ReadonlyArray<{ numRows: number }> {\r\n return this._stack;\r\n }\r\n\r\n /** Exposed strictly for tests. */\r\n public static get emptyViewClip() {\r\n return emptyClip;\r\n }\r\n\r\n protected updateTexture(): void {\r\n if (this._numTotalRows > 0 && (!this._texture || this._texture.height < this._numTotalRows)) {\r\n // We need to resize the texture.\r\n assert(this._isStackDirty);\r\n this._isStackDirty = true;\r\n this._texture = dispose(this._texture);\r\n this._cpuBuffer = new Uint8Array(this._numTotalRows * 4 * 4);\r\n this._gpuBuffer = this.allocateGpuBuffer();\r\n }\r\n\r\n if (this._isStackDirty) {\r\n this._isStackDirty = false;\r\n this.recomputeTexture();\r\n }\r\n }\r\n\r\n protected recomputeTexture(): void {\r\n // Copy each clip's data to the buffer, recording whether the buffer's contents actually changed.\r\n let bufferDirty = false;\r\n const transform = this._getTransform();\r\n let bufferIndex = 0;\r\n for (const clip of this._stack) {\r\n const data = clip.getData(transform);\r\n for (let i = 0; i < data.byteLength; i++) {\r\n const byte = data[i];\r\n bufferDirty = bufferDirty || byte !== this._cpuBuffer[bufferIndex];\r\n this._cpuBuffer[bufferIndex++] = byte;\r\n }\r\n }\r\n\r\n // If the contents have changed, upload the new texture data to the GPU.\r\n if (bufferDirty) {\r\n this.uploadTexture();\r\n }\r\n }\r\n\r\n protected uploadTexture(): void {\r\n if (this._texture)\r\n this._texture.replaceTextureData(this._gpuBuffer);\r\n else\r\n this._texture = Texture2DHandle.createForData(1, this._numTotalRows, this._gpuBuffer, false, GL.Texture.WrapMode.ClampToEdge, GL.Texture.Format.Rgba);\r\n\r\n assert(this._texture!.height === this._numTotalRows);\r\n }\r\n\r\n protected allocateGpuBuffer(): Texture2DData {\r\n return new Float32Array(this._cpuBuffer.buffer);\r\n }\r\n\r\n protected updateColor(rgb: RgbColor | undefined, rgba: FloatRgba): void {\r\n rgba.alpha = undefined !== rgb ? 1 : 0;\r\n if (rgb)\r\n rgba.setRgbColor(rgb);\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose } from \"@itwin/core-bentley\";\nimport { ClipPlaneContainment, ClipVector, Point3d, Range3d, Transform } from \"@itwin/core-geometry\";\nimport { RgbColor } from \"@itwin/core-common\";\nimport { IModelApp } from \"../../IModelApp\";\nimport { RenderClipVolume } from \"../RenderClipVolume\";\nimport { FloatRgba } from \"./FloatRGBA\";\nimport { Texture2DData, Texture2DHandle, TextureHandle } from \"./Texture\";\nimport { ClipVolume } from \"./ClipVolume\";\nimport { GL } from \"./GL\";\n\ninterface Clip {\n readonly numRows: number;\n readonly getData: (transform: Transform) => Uint8Array;\n}\n\nconst emptyClipData = new Uint8Array(0);\nconst emptyClip = {\n numRows: 0,\n getData: () => emptyClipData,\n};\n\nconst scratchRangeCorners = [\n new Point3d(), new Point3d(), new Point3d(), new Point3d(),\n new Point3d(), new Point3d(), new Point3d(), new Point3d(),\n];\n\nfunction getRangeCorners(r: Range3d): Point3d[] {\n return r.corners(scratchRangeCorners);\n}\n\n/** Maintains a stack of ClipVolumes. The volumes nest such that the stack represents the intersection of all the volumes.\n * The bottom of the stack represents the view's clip volume and is always present even if the view has no clip.\n * It also maintains the inside/outside clip colors, where the alpha component is 1 if the color should be applied and 0 if not.\n * @internal\n */\nexport class ClipStack {\n /** Encoded data for all clips on the stack, update when the stack or the transform changes. */\n protected _cpuBuffer: Uint8Array;\n /** A view of the encoded buffer in the format expected by the GPU. */\n protected _gpuBuffer: Texture2DData;\n protected _texture?: Texture2DHandle;\n /** The maximum number of rows we have ever required. Determines the texture height. Grows as needed, reallocating a larger texture, but never shrinks. */\n protected _numTotalRows: number;\n /** The number of rows in the texture actually required to encode the current contents of the stack. */\n protected _numRowsInUse: number;\n /** The first entry always represents the view clip. 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this._texture.bytesUsed : 0;\n }\n\n public setViewClip(clip: ClipVector | undefined, style: { insideColor?: RgbColor, outsideColor?: RgbColor }): void {\n assert(this._stack.length === 1);\n\n this.updateColor(style.insideColor, this._insideColor);\n this.updateColor(style.outsideColor, this._outsideColor);\n\n const transform = this._getTransform();\n if (!transform.isAlmostEqual(this._prevTransform)) {\n transform.clone(this._prevTransform);\n this._isStackDirty = true;\n }\n\n const cur = this._stack[0];\n if (cur === emptyClip) {\n if (!clip)\n return; // no change.\n } else if (!clip) {\n this._stack[0] = emptyClip;\n this._numRowsInUse = 0;\n this._isStackDirty = true;\n return;\n } else {\n assert(cur instanceof ClipVolume);\n if (cur.clipVector === clip) {\n // We assume that the active view's ClipVector is never mutated in place, so if we are given the same ClipVector, we expect our RenderClipVolume to match it.\n return;\n }\n }\n\n // ClipVector has changed.\n const newClip = IModelApp.renderSystem.createClipVolume(clip);\n if (!newClip) {\n this._isStackDirty = this._stack[0] !== emptyClip;\n this._stack[0] = emptyClip;\n this._numRowsInUse = 0;\n } else {\n this.pop();\n this.push(newClip);\n }\n }\n\n public push(clip: RenderClipVolume): void {\n assert(clip instanceof ClipVolume);\n\n this._stack.push(clip);\n this._numRowsInUse += clip.numRows;\n this._numTotalRows = Math.max(this._numRowsInUse, this._numTotalRows);\n this._isStackDirty = true;\n }\n\n public pop(): void {\n assert(this._stack.length > 0);\n const clip = this._stack.pop();\n this._numRowsInUse -= (clip ? clip.numRows : 0);\n }\n\n public get hasClip(): boolean {\n return this.startIndex < this.endIndex;\n }\n\n public get hasViewClip(): boolean {\n return emptyClip !== this._stack[0] && this._wantViewClip();\n }\n\n public get startIndex(): number {\n assert(this._stack.length > 0);\n return this._wantViewClip() ? 0 : this._stack[0].numRows;\n }\n\n public get endIndex(): number {\n return this._numRowsInUse;\n }\n\n public get textureHeight(): number {\n return this._numTotalRows;\n }\n\n public get texture(): TextureHandle | undefined {\n this.updateTexture();\n return this._texture;\n }\n\n public isRangeClipped(range: Range3d, transform: Transform): boolean {\n if (this.hasOutsideColor || !this.hasClip)\n return false;\n\n range = transform.multiplyRange(range, range);\n const corners = getRangeCorners(range);\n const startIndex = this._wantViewClip() && emptyClip !== this._stack[0] ? 0 : 1;\n for (let i = startIndex; i < this._stack.length; i++) {\n const clip = this._stack[i];\n assert(clip instanceof ClipVolume);\n if (ClipPlaneContainment.StronglyOutside === clip.clipVector.classifyPointContainment(corners))\n return true;\n }\n\n return false;\n }\n\n /** Exposed strictly for tests. */\n public get clips(): ReadonlyArray<{ numRows: number }> {\n return this._stack;\n }\n\n /** Exposed strictly for tests. */\n public static get emptyViewClip() {\n return emptyClip;\n }\n\n protected updateTexture(): void {\n if (this._numTotalRows > 0 && (!this._texture || this._texture.height < this._numTotalRows)) {\n // We need to resize the texture.\n assert(this._isStackDirty);\n this._isStackDirty = true;\n this._texture = dispose(this._texture);\n this._cpuBuffer = new Uint8Array(this._numTotalRows * 4 * 4);\n this._gpuBuffer = this.allocateGpuBuffer();\n }\n\n if (this._isStackDirty) {\n this._isStackDirty = false;\n this.recomputeTexture();\n }\n }\n\n protected recomputeTexture(): void {\n // Copy each clip's data to the buffer, recording whether the buffer's contents actually changed.\n let bufferDirty = false;\n const transform = this._getTransform();\n let bufferIndex = 0;\n for (const clip of this._stack) {\n const data = clip.getData(transform);\n for (let i = 0; i < data.byteLength; i++) {\n const byte = data[i];\n bufferDirty = bufferDirty || byte !== this._cpuBuffer[bufferIndex];\n this._cpuBuffer[bufferIndex++] = byte;\n }\n }\n\n // If the contents have changed, upload the new texture data to the GPU.\n if (bufferDirty) {\n this.uploadTexture();\n }\n }\n\n protected uploadTexture(): void {\n if (this._texture)\n this._texture.replaceTextureData(this._gpuBuffer);\n else\n this._texture = Texture2DHandle.createForData(1, this._numTotalRows, this._gpuBuffer, false, GL.Texture.WrapMode.ClampToEdge, GL.Texture.Format.Rgba);\n\n assert(this._texture!.height === this._numTotalRows);\n }\n\n protected allocateGpuBuffer(): Texture2DData {\n return new Float32Array(this._cpuBuffer.buffer);\n }\n\n protected updateColor(rgb: RgbColor | undefined, rgba: FloatRgba): void {\n rgba.alpha = undefined !== rgb ? 1 : 0;\n if (rgb)\n rgba.setRgbColor(rgb);\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/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport {\r\n ClipVector, Point3d, Transform, UnionOfConvexClipPlaneSets, Vector3d,\r\n} from \"@itwin/core-geometry\";\r\nimport { RenderClipVolume } from \"../RenderClipVolume\";\r\n\r\nconst scratch = {\r\n normal: new Vector3d(),\r\n dir: new Vector3d(),\r\n pos: new Point3d(),\r\n v0: new Vector3d(),\r\n};\r\n\r\n/** Maintains an ArrayBuffer to serve as texture data for a ClipVector.\r\n * The clip planes are in view coordinates, so the data must be updated whenever the view\r\n * matrix changes.\r\n */\r\nclass ClipPlanesBuffer {\r\n /** Most recently-applied view matrix. */\r\n private readonly _viewMatrix = Transform.createZero();\r\n /** For writing to the ArrayBuffer. */\r\n private readonly _view: DataView;\r\n /** For inspecting the data in the ArrayBuffer. */\r\n private readonly _data: Uint8Array;\r\n /** The current write position. */\r\n private _curPos = 0;\r\n private readonly _clips: UnionOfConvexClipPlaneSets[];\r\n private readonly _append: (value: number) => void;\r\n /** The number of rows of data. Each row corresponds to a clipping plane, or to mark a boundary between two ClipPlaneSets or UnionOfConvexClipPlaneSets.\r\n * The final row is *always* a union boundary, to enable multiple clips to be concatenated - this is how nested clip volumes work.\r\n */\r\n public readonly numRows: number;\r\n\r\n public getData(viewMatrix: Transform): Uint8Array {\r\n if (!viewMatrix.isAlmostEqual(this._viewMatrix))\r\n this.updateData(viewMatrix);\r\n\r\n return this._data;\r\n }\r\n\r\n public get byteLength(): number {\r\n return this._view.buffer.byteLength;\r\n }\r\n\r\n public static create(clips: UnionOfConvexClipPlaneSets[], numRows: number): ClipPlanesBuffer {\r\n assert(numRows > 1); // at least one plane, plus a union boundary.\r\n return new ClipPlanesBuffer(clips, numRows);\r\n }\r\n\r\n private constructor(clips: UnionOfConvexClipPlaneSets[], numRows: number) {\r\n this._data = new Uint8Array(numRows * 4 * 4);\r\n this._view = new DataView(this._data.buffer);\r\n this._clips = clips;\r\n this.numRows = numRows;\r\n\r\n this._append = (value: number) => this.appendFloat(value);\r\n }\r\n\r\n private appendFloat(value: number): void {\r\n this._view.setFloat32(this._curPos, value, true);\r\n this.advance(4);\r\n }\r\n\r\n private appendUint8(value: number): void {\r\n this._view.setUint8(this._curPos, value);\r\n this.advance(1);\r\n }\r\n\r\n private appendValues(a: number, b: number, c: number, d: number): void {\r\n this._append(a);\r\n this._append(b);\r\n this._append(c);\r\n this._append(d);\r\n }\r\n\r\n private appendPlane(normal: Vector3d, distance: number): void {\r\n this.appendValues(normal.x, normal.y, normal.z, distance);\r\n }\r\n\r\n private appendSetBoundary(): void {\r\n this.appendValues(0, 0, 0, 0);\r\n }\r\n\r\n private appendUnionBoundary(): void {\r\n this.appendValues(2, 2, 2, 0);\r\n }\r\n\r\n private appendEncodedFloat(value: number) {\r\n const sign = value < 0 ? 1 : 0;\r\n value = Math.abs(value);\r\n const exponent = Math.floor(Math.log10(value)) + 1;\r\n value = value / Math.pow(10, exponent);\r\n\r\n const bias = 38;\r\n let temp = value * 256;\r\n const b0 = Math.floor(temp);\r\n temp = (temp - b0) * 256;\r\n const b1 = Math.floor(temp);\r\n temp = (temp - b1) * 256;\r\n const b2 = Math.floor(temp);\r\n const b3 = (exponent + bias) * 2 + sign;\r\n\r\n this.appendUint8(b0);\r\n this.appendUint8(b1);\r\n this.appendUint8(b2);\r\n this.appendUint8(b3);\r\n }\r\n\r\n private advance(numBytes: number): void {\r\n this._curPos += numBytes;\r\n }\r\n\r\n private reset(): void {\r\n this._curPos = 0;\r\n }\r\n\r\n private updateData(transform: Transform): void {\r\n this.reset();\r\n transform.clone(this._viewMatrix);\r\n\r\n const { normal, dir, pos, v0 } = { ...scratch };\r\n for (const clip of this._clips) {\r\n for (let j = 0; j < clip.convexSets.length; j++) {\r\n const set = clip.convexSets[j];\r\n if (0 === set.planes.length)\r\n continue;\r\n\r\n if (j > 0)\r\n this.appendSetBoundary();\r\n\r\n for (const plane of set.planes) {\r\n plane.inwardNormalRef.clone(normal);\r\n let distance = plane.distance;\r\n\r\n const norm = normal;\r\n transform.matrix.multiplyVector(norm, dir);\r\n dir.normalizeInPlace();\r\n\r\n transform.multiplyPoint3d(norm.scale(distance, v0), pos);\r\n v0.setFromPoint3d(pos);\r\n\r\n normal.set(dir.x, dir.y, dir.z);\r\n distance = -v0.dotProduct(dir);\r\n this.appendPlane(normal, distance);\r\n }\r\n }\r\n\r\n this.appendUnionBoundary();\r\n }\r\n }\r\n}\r\n\r\n/** A ClipVector encoded for transmission to the GPU as a texture.\r\n * @internal\r\n */\r\nexport class ClipVolume extends RenderClipVolume {\r\n private readonly _buffer: ClipPlanesBuffer;\r\n\r\n public get numRows(): number {\r\n return this._buffer.numRows;\r\n }\r\n\r\n public get byteLength(): number {\r\n return this._buffer.byteLength;\r\n }\r\n\r\n public getData(viewMatrix: Transform): Uint8Array {\r\n return this._buffer.getData(viewMatrix);\r\n }\r\n\r\n public static create(clip: ClipVector): ClipVolume | undefined {\r\n if (!clip.isValid)\r\n return undefined;\r\n\r\n // Compute how many rows of data we need.\r\n const unions = [];\r\n let numRows = 0;\r\n for (const primitive of clip.clips) {\r\n const union = primitive.fetchClipPlanesRef();\r\n if (!union)\r\n continue;\r\n\r\n let numSets = 0;\r\n for (const set of union.convexSets) {\r\n const setLength = set.planes.length;\r\n if (setLength > 0) {\r\n ++numSets;\r\n numRows += setLength;\r\n }\r\n }\r\n\r\n if (numSets > 0) {\r\n unions.push(union);\r\n numRows += numSets - 1; // Additional boundary rows between sets.\r\n }\r\n }\r\n\r\n if (unions.length === 0)\r\n return undefined;\r\n\r\n numRows += unions.length; // Additional boundary row after each union - *including* the last union.\r\n const buffer = ClipPlanesBuffer.create(unions, numRows);\r\n return new ClipVolume(clip, buffer);\r\n }\r\n\r\n private constructor(clip: ClipVector, buffer: ClipPlanesBuffer) {\r\n super(clip);\r\n this._buffer = buffer;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert } from \"@itwin/core-bentley\";\nimport {\n ClipVector, Point3d, Transform, UnionOfConvexClipPlaneSets, Vector3d,\n} from \"@itwin/core-geometry\";\nimport { RenderClipVolume } from \"../RenderClipVolume\";\n\nconst scratch = {\n normal: new Vector3d(),\n dir: new Vector3d(),\n pos: new Point3d(),\n v0: new Vector3d(),\n};\n\n/** Maintains an ArrayBuffer to serve as texture data for a ClipVector.\n * The clip planes are in view coordinates, so the data must be updated whenever the view\n * matrix changes.\n */\nclass ClipPlanesBuffer {\n /** Most recently-applied view matrix. */\n private readonly _viewMatrix = Transform.createZero();\n /** For writing to the ArrayBuffer. */\n private readonly _view: DataView;\n /** For inspecting the data in the ArrayBuffer. */\n private readonly _data: Uint8Array;\n /** The current write position. */\n private _curPos = 0;\n private readonly _clips: UnionOfConvexClipPlaneSets[];\n private readonly _append: (value: number) => void;\n /** The number of rows of data. 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@@ -1 +1 @@
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@@ -1 +1 @@
1
- {"version":3,"file":"Disposable.js","sourceRoot":"","sources":["../../../../src/render/webgl/Disposable.ts"],"names":[],"mappings":"","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\nimport { IDisposable } from \"@itwin/core-bentley\";\r\n\r\n/** Interface implemented by any type that potentially owns WebGL resources that must be explicitly freed.\r\n * Resources are freed in the inherited `dispose` method.\r\n * @internal\r\n */\r\nexport interface WebGLDisposable extends IDisposable {\r\n /** Test whether the object currently holds any unreleased WebGL resources.\r\n * This property should *always* return false after `dispose` has been called.\r\n * @returns true if the object has released any and all WebGL resources it may have previously owned.\r\n */\r\n isDisposed: boolean;\r\n}\r\n"]}
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@@ -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, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport { PackedFeature } from \"@itwin/core-common\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { isFeatureHilited } from \"./FeatureOverrides\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { ShaderProgramExecutor } from \"./ShaderProgram\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { EnableAtmosphere, IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, IsWiremesh, TechniqueFlags } from \"./TechniqueFlags\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport class ShaderProgramParams {\r\n private _target?: Target;\r\n private _renderPass: RenderPass = RenderPass.None;\r\n\r\n public get target(): Target {\r\n assert(undefined !== this._target);\r\n return this._target;\r\n }\r\n\r\n public get renderPass() { return this._renderPass; }\r\n\r\n public get projectionMatrix() { return this.target.uniforms.getProjectionMatrix32(this.isViewCoords); }\r\n public bindProjectionMatrix(uniform: UniformHandle) { this.target.uniforms.bindProjectionMatrix(uniform, this.isViewCoords); }\r\n\r\n public get isViewCoords() { return RenderPass.ViewOverlay === this.renderPass || RenderPass.Background === this.renderPass; }\r\n public get isOverlayPass() { return RenderPass.WorldOverlay === this.renderPass || RenderPass.ViewOverlay === this.renderPass; }\r\n public get context() { return System.instance.context; }\r\n\r\n public init(target: Target, pass: RenderPass = RenderPass.OpaqueGeneral) {\r\n this._renderPass = pass;\r\n this._target = target;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class DrawParams {\r\n private _programParams?: ShaderProgramParams;\r\n private _geometry?: CachedGeometry;\r\n\r\n public get geometry(): CachedGeometry {\r\n assert(undefined !== this._geometry);\r\n return this._geometry;\r\n }\r\n\r\n public get programParams(): ShaderProgramParams {\r\n assert(undefined !== this._programParams);\r\n return this._programParams;\r\n }\r\n\r\n public get target() { return this.programParams.target; }\r\n public get renderPass() { return this.programParams.renderPass; }\r\n public get projectionMatrix() { return this.programParams.projectionMatrix; }\r\n public get isViewCoords() {\r\n return this.programParams.isViewCoords || this.target.currentBranch.forceViewCoords;\r\n }\r\n public get isOverlayPass() { return this.programParams.isOverlayPass; }\r\n public get context() { return this.programParams.context; }\r\n\r\n public init(programParams: ShaderProgramParams, geometry: CachedGeometry) {\r\n this._programParams = programParams;\r\n this._geometry = geometry;\r\n }\r\n}\r\n\r\n/** Defines operation associated with pushing or popping a branch\r\n * @internal\r\n */\r\nexport const enum PushOrPop {\r\n Push,\r\n Pop,\r\n}\r\n\r\n/** Represents a command to be executed within a RenderPass. The most common command is\r\n * to draw a primitive; others involve state changes such as pushing/popping transforms\r\n * and symbology overrides, which require that commands be executed in order.\r\n * @internal\r\n */\r\nexport enum DrawOpCode {\r\n Primitive = \"drawPrimitive\", // eslint-disable-line @typescript-eslint/no-shadow\r\n PushBranch = \"pushBranch\",\r\n PopBranch = \"popBranch\",\r\n PushBatch = \"pushBatch\",\r\n PopBatch = \"popBatch\",\r\n PushState = \"pushState\",\r\n PushClip = \"pushClip\",\r\n PopClip = \"popClip\",\r\n}\r\n\r\n/** @internal */\r\nexport class PopBatchCommand {\r\n public readonly opcode = \"popBatch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBatchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.popBatch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBatchCommand {\r\n public readonly opcode = \"pushBatch\";\r\n\r\n public constructor(public readonly batch: Batch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushBatch(this.batch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushStateCommand {\r\n public readonly opcode = \"pushState\";\r\n\r\n public constructor(public readonly state: BranchState) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushState(this.state);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBranchCommand {\r\n public readonly opcode = \"pushBranch\";\r\n\r\n public constructor(public readonly branch: Branch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.pushBranch(this.branch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopBranchCommand {\r\n public readonly opcode = \"popBranch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBranchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.popBranch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushClipCommand {\r\n public readonly opcode = \"pushClip\";\r\n\r\n public constructor(public readonly clip: ClipVolume) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.push(this.clip);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopClipCommand {\r\n public readonly opcode = \"popClip\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopClipCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.pop();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PrimitiveCommand {\r\n public readonly opcode = \"drawPrimitive\";\r\n\r\n public constructor(public readonly primitive: Primitive) { }\r\n\r\n private static readonly _scratchTechniqueFlags = new TechniqueFlags();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n if (exec.target.isGeometryOutsideActiveVolume(this.primitive.cachedGeometry))\r\n return;\r\n\r\n const techniqueId = this.primitive.techniqueId;\r\n if (TechniqueId.Invalid === techniqueId)\r\n return;\r\n\r\n const target = exec.target;\r\n const thematic = this.primitive.cachedGeometry.supportsThematicDisplay && target.wantThematicDisplay;\r\n const shadowable = (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh) && target.solarShadowMap.isReady && target.currentViewFlags.shadows && !thematic;\r\n const isShadowable = shadowable ? IsShadowable.Yes : IsShadowable.No;\r\n let isThematic = thematic ? IsThematic.Yes : IsThematic.No;\r\n const isClassified = (undefined !== target.currentPlanarClassifierOrDrape || undefined !== target.activeVolumeClassifierTexture) ? IsClassified.Yes : IsClassified.No;\r\n const isInstanced = this.primitive.isInstanced ? IsInstanced.Yes : IsInstanced.No;\r\n const isAnimated = this.primitive.hasAnimation ? IsAnimated.Yes : IsAnimated.No;\r\n\r\n // Point clouds do not support hillshade or slope mode for thematic display.\r\n if (isThematic && (undefined !== this.primitive.cachedGeometry.asPointCloud) && (target.uniforms.thematic.wantSlopeMode || target.uniforms.thematic.wantHillShadeMode))\r\n isThematic = IsThematic.No;\r\n\r\n const wiremesh = target.currentViewFlags.wiremesh && (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh);\r\n const isWiremesh = wiremesh ? IsWiremesh.Yes : IsWiremesh.No;\r\n const flags = PrimitiveCommand._scratchTechniqueFlags;\r\n const posType = this.primitive.cachedGeometry.usesQuantizedPositions ? \"quantized\" : \"unquantized\";\r\n const enableAtmosphere = target.wantAtmosphere ? EnableAtmosphere.Yes : EnableAtmosphere.No;\r\n flags.init(target, exec.renderPass, isInstanced, isAnimated, isClassified, isShadowable, isThematic, isWiremesh, posType, enableAtmosphere);\r\n\r\n const technique = target.techniques.getTechnique(techniqueId);\r\n const program = technique.getShader(flags);\r\n\r\n if (exec.setProgram(program))\r\n exec.target.compositor.drawPrimitive(this.primitive, exec, program.outputsToPick);\r\n }\r\n\r\n public get hasFeatures(): boolean { return this.primitive.hasFeatures; }\r\n public get renderOrder(): RenderOrder { return this.primitive.renderOrder; }\r\n\r\n public getPass(target: Target): Pass {\r\n return this.primitive.getPass(target);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport type PushCommand = PushBranchCommand | PushBatchCommand | PushStateCommand | PushClipCommand;\r\n/** @internal */\r\nexport type PopCommand = PopBranchCommand | PopBatchCommand | PopClipCommand;\r\n/** @internal */\r\nexport type DrawCommand = PushCommand | PopCommand | PrimitiveCommand;\r\n\r\n/** For a single RenderPass, an ordered list of commands to be executed during that pass.\r\n * @internal\r\n */\r\nexport type DrawCommands = DrawCommand[];\r\n\r\n/** Extracts the commands for rendering the flashed classifier (if any) from the by-index set of volume classifier commands.\r\n * NB: Cmds will be sets of some pushes, a primitive, and then some pops (equal to number of pushes).\r\n * The primitive should be right in the middle of a set. We need to find the set which matches the flashID.\r\n * @internal\r\n */\r\nexport function extractFlashedVolumeClassifierCommands(flashedId: Id64String, cmds: DrawCommands, numCmdsPerClassifier: number): DrawCommands | undefined {\r\n if (!Id64.isValid(flashedId) || 0 === numCmdsPerClassifier)\r\n return undefined;\r\n\r\n const firstPrim = (numCmdsPerClassifier - 1) / 2;\r\n for (let i = firstPrim; i < cmds.length; i += numCmdsPerClassifier) {\r\n assert(\"drawPrimitive\" === cmds[i].opcode, \"Command list not configured as expected.\");\r\n const pc: PrimitiveCommand = cmds[i] as PrimitiveCommand;\r\n const surface = pc.primitive.cachedGeometry.asSurface;\r\n if (undefined !== surface && undefined !== surface.mesh.uniformFeatureId) {\r\n let j = i - 1;\r\n while (j >= 0 && \"pushBatch\" !== cmds[j].opcode) // Find batch for this primitive\r\n j--;\r\n if (j < 0)\r\n continue;\r\n\r\n const pushBatch = cmds[j] as PushBatchCommand;\r\n const elemId = pushBatch.batch.featureTable.findElementId(surface.mesh.uniformFeatureId);\r\n if (undefined !== elemId && elemId === flashedId) {\r\n return cmds.slice(i - firstPrim, i + firstPrim + 1);\r\n }\r\n }\r\n }\r\n\r\n return undefined;\r\n}\r\n\r\nconst scratchFeature = PackedFeature.create();\r\n\r\n/** @internal */\r\nexport function extractHilitedVolumeClassifierCommands(hilites: Hilites, cmds: DrawCommands): DrawCommands {\r\n // TODO: This could really be done at the time the HiliteClassification render pass commands are being generated\r\n // by just not putting the ones which are not hilited into the ClassificationHilite command list.\r\n const result: DrawCommand[] = [];\r\n\r\n let batch;\r\n for (const cmd of cmds) {\r\n switch (cmd.opcode) {\r\n case \"popBranch\":\r\n if (result.length > 0 && \"pushBranch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"popBatch\":\r\n batch = undefined;\r\n if (result.length > 0 && \"pushBatch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"pushBatch\":\r\n batch = cmd.batch;\r\n break;\r\n case \"drawPrimitive\":\r\n if (undefined !== batch) {\r\n // Skip any primitives that are not hilited.\r\n const surface = cmd.primitive.cachedGeometry.asSurface;\r\n if (undefined === surface || undefined === surface.mesh.uniformFeatureId)\r\n continue;\r\n\r\n const feature = batch.featureTable.getPackedFeature(surface.mesh.uniformFeatureId, scratchFeature);\r\n if (undefined === feature || !isFeatureHilited(feature, hilites, hilites.models.hasId(Id64.fromUint32PairObject(feature.modelId))))\r\n continue;\r\n\r\n break;\r\n }\r\n }\r\n\r\n result.push(cmd);\r\n }\r\n\r\n return result;\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, Id64, Id64String } from \"@itwin/core-bentley\";\nimport { PackedFeature } from \"@itwin/core-common\";\nimport { BranchState } from \"./BranchState\";\nimport { CachedGeometry } from \"./CachedGeometry\";\nimport { ClipVolume } from \"./ClipVolume\";\nimport { isFeatureHilited } from \"./FeatureOverrides\";\nimport { Batch, Branch } from \"./Graphic\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { Primitive } from \"./Primitive\";\nimport { Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\nimport { ShaderProgramExecutor } from \"./ShaderProgram\";\nimport { System } from \"./System\";\nimport { Hilites, Target } from \"./Target\";\nimport { EnableAtmosphere, IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, IsWiremesh, TechniqueFlags } from \"./TechniqueFlags\";\nimport { TechniqueId } from \"./TechniqueId\";\n\n/* eslint-disable no-restricted-syntax */\n\n/** @internal */\nexport class ShaderProgramParams {\n private _target?: Target;\n private _renderPass: RenderPass = RenderPass.None;\n\n public get target(): Target {\n assert(undefined !== this._target);\n return this._target;\n }\n\n public get renderPass() { return this._renderPass; }\n\n public get projectionMatrix() { return this.target.uniforms.getProjectionMatrix32(this.isViewCoords); }\n public bindProjectionMatrix(uniform: UniformHandle) { this.target.uniforms.bindProjectionMatrix(uniform, this.isViewCoords); }\n\n public get isViewCoords() { return RenderPass.ViewOverlay === this.renderPass || RenderPass.Background === this.renderPass; }\n public get isOverlayPass() { return RenderPass.WorldOverlay === this.renderPass || RenderPass.ViewOverlay === this.renderPass; }\n public get context() { return System.instance.context; }\n\n public init(target: Target, pass: RenderPass = RenderPass.OpaqueGeneral) {\n this._renderPass = pass;\n this._target = target;\n }\n}\n\n/** @internal */\nexport class DrawParams {\n private _programParams?: ShaderProgramParams;\n private _geometry?: CachedGeometry;\n\n public get geometry(): CachedGeometry {\n assert(undefined !== this._geometry);\n return this._geometry;\n }\n\n public get programParams(): ShaderProgramParams {\n assert(undefined !== this._programParams);\n return this._programParams;\n }\n\n public get target() { return this.programParams.target; }\n public get renderPass() { return this.programParams.renderPass; }\n public get projectionMatrix() { return this.programParams.projectionMatrix; }\n public get isViewCoords() {\n return this.programParams.isViewCoords || this.target.currentBranch.forceViewCoords;\n }\n public get isOverlayPass() { return this.programParams.isOverlayPass; }\n public get context() { return this.programParams.context; }\n\n public init(programParams: ShaderProgramParams, geometry: CachedGeometry) {\n this._programParams = programParams;\n this._geometry = geometry;\n }\n}\n\n/** Defines operation associated with pushing or popping a branch\n * @internal\n */\nexport const enum PushOrPop {\n Push,\n Pop,\n}\n\n/** Represents a command to be executed within a RenderPass. The most common command is\n * to draw a primitive; others involve state changes such as pushing/popping transforms\n * and symbology overrides, which require that commands be executed in order.\n * @internal\n */\nexport enum DrawOpCode {\n Primitive = \"drawPrimitive\", // eslint-disable-line @typescript-eslint/no-shadow\n PushBranch = \"pushBranch\",\n PopBranch = \"popBranch\",\n PushBatch = \"pushBatch\",\n PopBatch = \"popBatch\",\n PushState = \"pushState\",\n PushClip = \"pushClip\",\n PopClip = \"popClip\",\n}\n\n/** @internal */\nexport class PopBatchCommand {\n public readonly opcode = \"popBatch\";\n\n private constructor() { }\n\n public static instance = new PopBatchCommand();\n\n public execute(exec: ShaderProgramExecutor): void {\n exec.target.popBatch();\n }\n}\n\n/** @internal */\nexport class PushBatchCommand {\n public readonly opcode = \"pushBatch\";\n\n public constructor(public readonly batch: Batch) { }\n\n public execute(exec: ShaderProgramExecutor): void {\n exec.target.pushBatch(this.batch);\n }\n}\n\n/** @internal */\nexport class PushStateCommand {\n public readonly opcode = \"pushState\";\n\n public constructor(public readonly state: BranchState) { }\n\n public execute(exec: ShaderProgramExecutor): void {\n exec.target.pushState(this.state);\n }\n}\n\n/** @internal */\nexport class PushBranchCommand {\n public readonly opcode = \"pushBranch\";\n\n public constructor(public readonly branch: Branch) { }\n\n public execute(exec: ShaderProgramExecutor): void {\n exec.pushBranch(this.branch);\n }\n}\n\n/** @internal */\nexport class PopBranchCommand {\n public readonly opcode = \"popBranch\";\n\n private constructor() { }\n\n public static instance = new PopBranchCommand();\n\n public execute(exec: ShaderProgramExecutor): void {\n exec.popBranch();\n }\n}\n\n/** @internal */\nexport class PushClipCommand {\n public readonly opcode = \"pushClip\";\n\n public constructor(public readonly clip: ClipVolume) { }\n\n public execute(exec: ShaderProgramExecutor): void {\n exec.target.uniforms.branch.clipStack.push(this.clip);\n }\n}\n\n/** @internal */\nexport class PopClipCommand {\n public readonly opcode = \"popClip\";\n\n private constructor() { }\n\n public static instance = new PopClipCommand();\n\n public execute(exec: ShaderProgramExecutor): void {\n exec.target.uniforms.branch.clipStack.pop();\n }\n}\n\n/** @internal */\nexport class PrimitiveCommand {\n public readonly opcode = \"drawPrimitive\";\n\n public constructor(public readonly primitive: Primitive) { }\n\n private static readonly _scratchTechniqueFlags = new TechniqueFlags();\n\n public execute(exec: ShaderProgramExecutor): void {\n if (exec.target.isGeometryOutsideActiveVolume(this.primitive.cachedGeometry))\n return;\n\n const techniqueId = this.primitive.techniqueId;\n if (TechniqueId.Invalid === techniqueId)\n return;\n\n const target = exec.target;\n const thematic = this.primitive.cachedGeometry.supportsThematicDisplay && target.wantThematicDisplay;\n const shadowable = (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh) && target.solarShadowMap.isReady && target.currentViewFlags.shadows && !thematic;\n const isShadowable = shadowable ? IsShadowable.Yes : IsShadowable.No;\n let isThematic = thematic ? IsThematic.Yes : IsThematic.No;\n const isClassified = (undefined !== target.currentPlanarClassifierOrDrape || undefined !== target.activeVolumeClassifierTexture) ? IsClassified.Yes : IsClassified.No;\n const isInstanced = this.primitive.isInstanced ? IsInstanced.Yes : IsInstanced.No;\n const isAnimated = this.primitive.hasAnimation ? IsAnimated.Yes : IsAnimated.No;\n\n // Point clouds do not support hillshade or slope mode for thematic display.\n if (isThematic && (undefined !== this.primitive.cachedGeometry.asPointCloud) && (target.uniforms.thematic.wantSlopeMode || target.uniforms.thematic.wantHillShadeMode))\n isThematic = IsThematic.No;\n\n const wiremesh = target.currentViewFlags.wiremesh && (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh);\n const isWiremesh = wiremesh ? IsWiremesh.Yes : IsWiremesh.No;\n const flags = PrimitiveCommand._scratchTechniqueFlags;\n const posType = this.primitive.cachedGeometry.usesQuantizedPositions ? \"quantized\" : \"unquantized\";\n const enableAtmosphere = target.wantAtmosphere ? EnableAtmosphere.Yes : EnableAtmosphere.No;\n flags.init(target, exec.renderPass, isInstanced, isAnimated, isClassified, isShadowable, isThematic, isWiremesh, posType, enableAtmosphere);\n\n const technique = target.techniques.getTechnique(techniqueId);\n const program = technique.getShader(flags);\n\n if (exec.setProgram(program))\n exec.target.compositor.drawPrimitive(this.primitive, exec, program.outputsToPick);\n }\n\n public get hasFeatures(): boolean { return this.primitive.hasFeatures; }\n public get renderOrder(): RenderOrder { return this.primitive.renderOrder; }\n\n public getPass(target: Target): Pass {\n return this.primitive.getPass(target);\n }\n}\n\n/** @internal */\nexport type PushCommand = PushBranchCommand | PushBatchCommand | PushStateCommand | PushClipCommand;\n/** @internal */\nexport type PopCommand = PopBranchCommand | PopBatchCommand | PopClipCommand;\n/** @internal */\nexport type DrawCommand = PushCommand | PopCommand | PrimitiveCommand;\n\n/** For a single RenderPass, an ordered list of commands to be executed during that pass.\n * @internal\n */\nexport type DrawCommands = DrawCommand[];\n\n/** Extracts the commands for rendering the flashed classifier (if any) from the by-index set of volume classifier commands.\n * NB: Cmds will be sets of some pushes, a primitive, and then some pops (equal to number of pushes).\n * The primitive should be right in the middle of a set. We need to find the set which matches the flashID.\n * @internal\n */\nexport function extractFlashedVolumeClassifierCommands(flashedId: Id64String, cmds: DrawCommands, numCmdsPerClassifier: number): DrawCommands | undefined {\n if (!Id64.isValid(flashedId) || 0 === numCmdsPerClassifier)\n return undefined;\n\n const firstPrim = (numCmdsPerClassifier - 1) / 2;\n for (let i = firstPrim; i < cmds.length; i += numCmdsPerClassifier) {\n assert(\"drawPrimitive\" === cmds[i].opcode, \"Command list not configured as expected.\");\n const pc: PrimitiveCommand = cmds[i] as PrimitiveCommand;\n const surface = pc.primitive.cachedGeometry.asSurface;\n if (undefined !== surface && undefined !== surface.mesh.uniformFeatureId) {\n let j = i - 1;\n while (j >= 0 && \"pushBatch\" !== cmds[j].opcode) // Find batch for this primitive\n j--;\n if (j < 0)\n continue;\n\n const pushBatch = cmds[j] as PushBatchCommand;\n const elemId = pushBatch.batch.featureTable.findElementId(surface.mesh.uniformFeatureId);\n if (undefined !== elemId && elemId === flashedId) {\n return cmds.slice(i - firstPrim, i + firstPrim + 1);\n }\n }\n }\n\n return undefined;\n}\n\nconst scratchFeature = PackedFeature.create();\n\n/** @internal */\nexport function extractHilitedVolumeClassifierCommands(hilites: Hilites, cmds: DrawCommands): DrawCommands {\n // TODO: This could really be done at the time the HiliteClassification render pass commands are being generated\n // by just not putting the ones which are not hilited into the ClassificationHilite command list.\n const result: DrawCommand[] = [];\n\n let batch;\n for (const cmd of cmds) {\n switch (cmd.opcode) {\n case \"popBranch\":\n if (result.length > 0 && \"pushBranch\" === result[result.length - 1].opcode) {\n result.pop(); // remove empty push/pop pairs\n continue;\n }\n break;\n case \"popBatch\":\n batch = undefined;\n if (result.length > 0 && \"pushBatch\" === result[result.length - 1].opcode) {\n result.pop(); // remove empty push/pop pairs\n continue;\n }\n break;\n case \"pushBatch\":\n batch = cmd.batch;\n break;\n case \"drawPrimitive\":\n if (undefined !== batch) {\n // Skip any primitives that are not hilited.\n const surface = cmd.primitive.cachedGeometry.asSurface;\n if (undefined === surface || undefined === surface.mesh.uniformFeatureId)\n continue;\n\n const feature = batch.featureTable.getPackedFeature(surface.mesh.uniformFeatureId, scratchFeature);\n if (undefined === feature || !isFeatureHilited(feature, hilites, hilites.models.hasId(Id64.fromUint32PairObject(feature.modelId))))\n continue;\n\n break;\n }\n }\n\n result.push(cmd);\n }\n\n return result;\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\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { EDLCalcBasicGeometry, EDLCalcFullGeometry, EDLFilterGeometry, EDLMixGeometry } from \"./CachedGeometry\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DepthBuffer, FrameBuffer } from \"./FrameBuffer\";\r\nimport { GL } from \"./GL\";\r\nimport { RenderBufferMultiSample } from \"./RenderBuffer\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { collectGeometryStatistics, collectTextureStatistics } from \"./SceneCompositor\";\r\nimport { getDrawParams } from \"./ScratchDrawParams\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TextureHandle } from \"./Texture\";\r\n\r\nclass Bundle implements WebGLDisposable {\r\n private constructor(\r\n public edlCalcTex1?: TextureHandle,\r\n public edlCalcTex2?: TextureHandle,\r\n public edlCalcTex4?: TextureHandle,\r\n public edlFiltTex2?: TextureHandle,\r\n public edlFiltTex4?: TextureHandle,\r\n\r\n public edlCalcFbo1?: FrameBuffer,\r\n public edlCalcFbo2?: FrameBuffer,\r\n public edlCalcFbo4?: FrameBuffer,\r\n public edlFiltFbo2?: FrameBuffer,\r\n public edlFiltFbo4?: FrameBuffer,\r\n\r\n public edlCalcBasicGeom?: EDLCalcBasicGeometry,\r\n public edlCalcFullGeom?: [EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined],\r\n public edlFiltGeom?: [EDLFilterGeometry | undefined, EDLFilterGeometry | undefined],\r\n public edlMixGeom?: EDLMixGeometry) {\r\n }\r\n\r\n public static create(width: number, height: number): Bundle | undefined {\r\n const edlCalcTex1 = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n const edlCalcTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n const edlCalcTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n const edlFiltTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n const edlFiltTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n if (undefined === edlCalcTex1 || undefined === edlCalcTex2 || undefined === edlCalcTex4 || undefined === edlFiltTex2 || undefined === edlFiltTex4) {\r\n dispose (edlCalcTex1);\r\n dispose (edlCalcTex2);\r\n dispose (edlCalcTex4);\r\n dispose (edlFiltTex2);\r\n dispose (edlFiltTex4);\r\n return undefined;\r\n }\r\n const edlCalcFbo1 = FrameBuffer.create([edlCalcTex1]);\r\n const edlCalcFbo2 = FrameBuffer.create([edlCalcTex2]);\r\n const edlCalcFbo4 = FrameBuffer.create([edlCalcTex4]);\r\n const edlFiltFbo2 = FrameBuffer.create([edlFiltTex2]);\r\n const edlFiltFbo4 = FrameBuffer.create([edlFiltTex4]);\r\n if (undefined === edlCalcFbo1 || undefined === edlCalcFbo2 || undefined === edlCalcFbo4 || undefined === edlFiltFbo2 || undefined === edlFiltFbo4) {\r\n dispose (edlCalcFbo1);\r\n dispose (edlCalcFbo2);\r\n dispose (edlCalcFbo4);\r\n dispose (edlFiltFbo2);\r\n dispose (edlFiltFbo4);\r\n return undefined;\r\n }\r\n return new Bundle(edlCalcTex1, edlCalcTex2, edlCalcTex4, edlFiltTex2, edlFiltTex4, edlCalcFbo1, edlCalcFbo2, edlCalcFbo4, edlFiltFbo2, edlFiltFbo4);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return undefined === this.edlCalcTex1\r\n && undefined === this.edlCalcTex2\r\n && undefined === this.edlCalcTex4\r\n && undefined === this.edlFiltTex2\r\n && undefined === this.edlFiltTex4\r\n && undefined === this.edlCalcFbo1\r\n && undefined === this.edlCalcFbo2\r\n && undefined === this.edlCalcFbo4\r\n && undefined === this.edlFiltFbo2\r\n && undefined === this.edlFiltFbo4\r\n && undefined === this.edlCalcBasicGeom\r\n && undefined === this.edlCalcFullGeom?.[0]\r\n && undefined === this.edlCalcFullGeom?.[1]\r\n && undefined === this.edlCalcFullGeom?.[2]\r\n && undefined === this.edlCalcFullGeom\r\n && undefined === this.edlFiltGeom?.[0]\r\n && undefined === this.edlFiltGeom?.[1]\r\n && undefined === this.edlFiltGeom\r\n && undefined === this.edlMixGeom;\r\n }\r\n\r\n public dispose(): void {\r\n this.edlCalcTex1 = dispose(this.edlCalcTex1);\r\n this.edlCalcTex2 = dispose(this.edlCalcTex2);\r\n this.edlCalcTex4 = dispose(this.edlCalcTex4);\r\n this.edlFiltTex2 = dispose(this.edlFiltTex2);\r\n this.edlFiltTex4 = dispose(this.edlFiltTex4);\r\n this.edlCalcFbo1 = dispose(this.edlCalcFbo1);\r\n this.edlCalcFbo2 = dispose(this.edlCalcFbo2);\r\n this.edlCalcFbo4 = dispose(this.edlCalcFbo4);\r\n this.edlFiltFbo2 = dispose(this.edlFiltFbo2);\r\n this.edlFiltFbo4 = dispose(this.edlFiltFbo4);\r\n this.edlCalcBasicGeom = dispose(this.edlCalcBasicGeom);\r\n if (this.edlCalcFullGeom) {\r\n this.edlCalcFullGeom[0] = dispose(this.edlCalcFullGeom?.[0]);\r\n this.edlCalcFullGeom[1] = dispose(this.edlCalcFullGeom?.[1]);\r\n this.edlCalcFullGeom[2] = dispose(this.edlCalcFullGeom?.[2]);\r\n this.edlCalcFullGeom = undefined;\r\n }\r\n if (this.edlFiltGeom) {\r\n this.edlFiltGeom[0] = dispose(this.edlFiltGeom?.[0]);\r\n this.edlFiltGeom[1] = dispose(this.edlFiltGeom?.[1]);\r\n this.edlFiltGeom = undefined;\r\n }\r\n this.edlMixGeom = dispose(this.edlMixGeom);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport enum EDLMode { Off, On, Full }\r\n\r\n/** @internal */\r\nexport interface EDLDrawParams {\r\n inputTex: TextureHandle; // input to calc EDL from\r\n curFbo: FrameBuffer; // output fbo to get color texture from for EDL to put result in\r\n edlMode: EDLMode;\r\n edlFilter: boolean; // applies to Full mode only\r\n useMsBuffers: boolean;\r\n}\r\n\r\nexport class EyeDomeLighting implements RenderMemory.Consumer, WebGLDisposable {\r\n private _bundle?: Bundle;\r\n private _width: number;\r\n private _height: number;\r\n private _depth?: DepthBuffer; // depth buffer to read from, has to be non-MS and be up to date in draw if MS is used\r\n private _edlFinalFbo?: FrameBuffer;\r\n private _edlFinalBufs?: { tex: TextureHandle, msBuf: RenderBufferMultiSample | undefined };\r\n private readonly _target: Target;\r\n\r\n private getBundle(): Bundle | undefined {\r\n if (undefined === this._bundle) {\r\n this._bundle = Bundle.create(this._width, this._height);\r\n assert(undefined !== this._bundle);\r\n }\r\n return this._bundle;\r\n }\r\n\r\n public constructor(target: Target) {\r\n this._target = target;\r\n this._width = target.viewRect.width;\r\n this._height = target.viewRect.height;\r\n }\r\n\r\n public init(width: number, height: number, depth: DepthBuffer): boolean {\r\n this._width = width;\r\n this._height = height;\r\n this._depth = depth;\r\n // don't create buffers until we know we will use them (first draw)\r\n return true;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n const bundle = this._bundle;\r\n if (undefined !== bundle) {\r\n collectTextureStatistics(bundle.edlCalcTex1, stats);\r\n collectTextureStatistics(bundle.edlCalcTex2, stats);\r\n collectTextureStatistics(bundle.edlCalcTex4, stats);\r\n collectTextureStatistics(bundle.edlFiltTex2, stats);\r\n collectTextureStatistics(bundle.edlFiltTex4, stats);\r\n\r\n collectGeometryStatistics(bundle.edlCalcBasicGeom, stats);\r\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[0], stats);\r\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[1], stats);\r\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[2], stats);\r\n collectGeometryStatistics(bundle.edlFiltGeom?.[0], stats);\r\n collectGeometryStatistics(bundle.edlFiltGeom?.[1], stats);\r\n collectGeometryStatistics(bundle.edlMixGeom, stats);\r\n }\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._bundle && undefined === this._edlFinalFbo; }\r\n\r\n public dispose() {\r\n this._bundle = dispose(this._bundle);\r\n this._edlFinalFbo = dispose (this._edlFinalFbo);\r\n }\r\n\r\n public reset() {\r\n this.dispose();\r\n }\r\n\r\n /** calculate EyeDomeLighting at specified quality using screen space shaders\r\n * returns true if succeeds\r\n */\r\n public draw(edlParams: EDLDrawParams): boolean {\r\n if (undefined === edlParams.inputTex || undefined === this._depth || undefined === edlParams.curFbo)\r\n return false;\r\n\r\n const bundle = this.getBundle();\r\n if (undefined === bundle)\r\n return false;\r\n\r\n // NB: have to test and create MS buffer as well if useMsBuffers, not outputting to depth\r\n const finalBufs = edlParams.curFbo.getColorTargets(edlParams.useMsBuffers, 0);\r\n if (undefined === this._edlFinalFbo || this._edlFinalBufs?.tex !== finalBufs.tex ||\r\n (edlParams.useMsBuffers && this._edlFinalBufs?.msBuf !== finalBufs.msBuf)) {\r\n this._edlFinalFbo = dispose (this._edlFinalFbo);\r\n this._edlFinalBufs = finalBufs;\r\n const filters = [GL.MultiSampling.Filter.Linear];\r\n this._edlFinalFbo = FrameBuffer.create([this._edlFinalBufs.tex], undefined,\r\n edlParams.useMsBuffers && this._edlFinalBufs.msBuf ? [this._edlFinalBufs.msBuf] : undefined, filters, undefined);\r\n if (undefined === this._edlFinalFbo)\r\n return false;\r\n }\r\n\r\n const fbStack = System.instance.frameBufferStack;\r\n const useMsBuffers = edlParams.useMsBuffers;\r\n System.instance.applyRenderState(RenderState.defaults);\r\n\r\n // ###TODO: should radius be (optionally?) voxel based instead of pixel here?\r\n if (edlParams.edlMode === EDLMode.On) {\r\n // draw using single pass version (still 8 samples, full size)\r\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\r\n if (bundle.edlCalcBasicGeom === undefined) {\r\n const ct1 = edlParams.inputTex;\r\n const ctd = this._depth!.getHandle()!;\r\n bundle.edlCalcBasicGeom = EDLCalcBasicGeometry.createGeometry(ct1.getHandle()!, ctd, ct1.width, ct1.height);\r\n }\r\n const params = getDrawParams(this._target, bundle.edlCalcBasicGeom!);\r\n this._target.techniques.draw(params);\r\n });\r\n } else { // EDLMode.Full\r\n // draw with full method based on original paper using full, 1/2, and 1/4 sizes\r\n const edlCalc2FB: FrameBuffer[] = [bundle.edlCalcFbo1!, bundle.edlCalcFbo2!, bundle.edlCalcFbo4!];\r\n if (bundle.edlCalcFullGeom === undefined) {\r\n const ct1 = edlParams.inputTex;\r\n const ct2 = bundle.edlCalcTex2;\r\n const ct4 = bundle.edlCalcTex4;\r\n const ctd = this._depth.getHandle()!;\r\n bundle.edlCalcFullGeom = [EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 1, ct1.width, ct1.height),\r\n EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 2, ct2!.width, ct2!.height),\r\n EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 4, ct4!.width, ct4!.height)];\r\n }\r\n\r\n const edlFiltFbos: FrameBuffer[] = [bundle.edlFiltFbo2!, bundle.edlFiltFbo4!];\r\n if (bundle.edlFiltGeom === undefined) {\r\n const ft2 = bundle.edlCalcTex2;\r\n const ft4 = bundle.edlCalcTex4;\r\n const ftd = this._depth.getHandle()!;\r\n bundle.edlFiltGeom = [EDLFilterGeometry.createGeometry(ft2!.getHandle()!, ftd, 2, ft2!.width, ft2!.height),\r\n EDLFilterGeometry.createGeometry(ft4!.getHandle()!, ftd, 4, ft4!.width, ft4!.height)];\r\n }\r\n\r\n const gl = System.instance.context;\r\n // Loop through the 3 sizes calculating an edl buffer, and if not first size, then optionally filtering those\r\n for (let i = 0; i < 3; ++i) {\r\n fbStack.execute(edlCalc2FB[i], true, false, () => {\r\n const colTex = edlCalc2FB[i].getColor(0);\r\n gl.viewport(0, 0, colTex.width, colTex.height); // have to set viewport to current texture size\r\n const params = getDrawParams(this._target, bundle.edlCalcFullGeom![i]!);\r\n this._target.techniques.draw(params);\r\n });\r\n\r\n if (edlParams.edlFilter && i > 0) {\r\n fbStack.execute(edlFiltFbos[i-1], true, false, () => {\r\n const params = getDrawParams(this._target, bundle.edlFiltGeom![i-1]!);\r\n this._target.techniques.draw(params);\r\n });\r\n }\r\n }\r\n gl.viewport(0, 0, this._width, this._height); // Restore viewport\r\n\r\n // Now combine the 3 results and output\r\n const tex1 = bundle.edlCalcTex1!.getHandle();\r\n const tex2 = edlParams.edlFilter ? bundle.edlFiltTex2!.getHandle() : bundle.edlCalcTex2!.getHandle();\r\n const tex4 = edlParams.edlFilter ? bundle.edlFiltTex4!.getHandle() : bundle.edlCalcTex4!.getHandle();\r\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\r\n if (bundle.edlMixGeom === undefined) {\r\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1!, tex2!, tex4!);\r\n } else {\r\n if (bundle.edlMixGeom.colorTexture1 !== tex1 || bundle.edlMixGeom.colorTexture2 !== tex2 || bundle.edlMixGeom.colorTexture4 !== tex4) {\r\n dispose(bundle.edlMixGeom);\r\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1!, tex2!, tex4!);\r\n }\r\n }\r\n const params = getDrawParams(this._target, bundle.edlMixGeom!);\r\n this._target.techniques.draw(params);\r\n });\r\n }\r\n return true;\r\n }\r\n}\r\n"]}
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 { RenderMemory } from \"../RenderMemory\";\nimport { EDLCalcBasicGeometry, EDLCalcFullGeometry, EDLFilterGeometry, EDLMixGeometry } from \"./CachedGeometry\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DepthBuffer, FrameBuffer } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { RenderBufferMultiSample } from \"./RenderBuffer\";\nimport { RenderState } from \"./RenderState\";\nimport { collectGeometryStatistics, collectTextureStatistics } from \"./SceneCompositor\";\nimport { getDrawParams } from \"./ScratchDrawParams\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TextureHandle } from \"./Texture\";\n\nclass Bundle implements WebGLDisposable {\n private constructor(\n public edlCalcTex1?: TextureHandle,\n public edlCalcTex2?: TextureHandle,\n public edlCalcTex4?: TextureHandle,\n public edlFiltTex2?: TextureHandle,\n public edlFiltTex4?: TextureHandle,\n\n public edlCalcFbo1?: FrameBuffer,\n public edlCalcFbo2?: FrameBuffer,\n public edlCalcFbo4?: FrameBuffer,\n public edlFiltFbo2?: FrameBuffer,\n public edlFiltFbo4?: FrameBuffer,\n\n public edlCalcBasicGeom?: EDLCalcBasicGeometry,\n public edlCalcFullGeom?: [EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined],\n public edlFiltGeom?: [EDLFilterGeometry | undefined, EDLFilterGeometry | undefined],\n public edlMixGeom?: EDLMixGeometry) {\n }\n\n public static create(width: number, height: number): Bundle | undefined {\n const edlCalcTex1 = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlCalcTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlCalcTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlFiltTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlFiltTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n if (undefined === edlCalcTex1 || undefined === edlCalcTex2 || undefined === edlCalcTex4 || undefined === edlFiltTex2 || undefined === edlFiltTex4) {\n dispose (edlCalcTex1);\n dispose (edlCalcTex2);\n dispose (edlCalcTex4);\n dispose (edlFiltTex2);\n dispose (edlFiltTex4);\n return undefined;\n }\n const edlCalcFbo1 = FrameBuffer.create([edlCalcTex1]);\n const edlCalcFbo2 = FrameBuffer.create([edlCalcTex2]);\n const edlCalcFbo4 = FrameBuffer.create([edlCalcTex4]);\n const edlFiltFbo2 = FrameBuffer.create([edlFiltTex2]);\n const edlFiltFbo4 = FrameBuffer.create([edlFiltTex4]);\n if (undefined === edlCalcFbo1 || undefined === edlCalcFbo2 || undefined === edlCalcFbo4 || undefined === edlFiltFbo2 || undefined === edlFiltFbo4) {\n dispose (edlCalcFbo1);\n dispose (edlCalcFbo2);\n dispose (edlCalcFbo4);\n dispose (edlFiltFbo2);\n dispose (edlFiltFbo4);\n return undefined;\n }\n return new Bundle(edlCalcTex1, edlCalcTex2, edlCalcTex4, edlFiltTex2, edlFiltTex4, edlCalcFbo1, edlCalcFbo2, edlCalcFbo4, edlFiltFbo2, edlFiltFbo4);\n }\n\n public get isDisposed(): boolean {\n return undefined === this.edlCalcTex1\n && undefined === this.edlCalcTex2\n && undefined === this.edlCalcTex4\n && undefined === this.edlFiltTex2\n && undefined === this.edlFiltTex4\n && undefined === this.edlCalcFbo1\n && undefined === this.edlCalcFbo2\n && undefined === this.edlCalcFbo4\n && undefined === this.edlFiltFbo2\n && undefined === this.edlFiltFbo4\n && undefined === this.edlCalcBasicGeom\n && undefined === this.edlCalcFullGeom?.[0]\n && undefined === this.edlCalcFullGeom?.[1]\n && undefined === this.edlCalcFullGeom?.[2]\n && undefined === this.edlCalcFullGeom\n && undefined === this.edlFiltGeom?.[0]\n && undefined === this.edlFiltGeom?.[1]\n && undefined === this.edlFiltGeom\n && undefined === this.edlMixGeom;\n }\n\n public dispose(): void {\n this.edlCalcTex1 = dispose(this.edlCalcTex1);\n this.edlCalcTex2 = dispose(this.edlCalcTex2);\n this.edlCalcTex4 = dispose(this.edlCalcTex4);\n this.edlFiltTex2 = dispose(this.edlFiltTex2);\n this.edlFiltTex4 = dispose(this.edlFiltTex4);\n this.edlCalcFbo1 = dispose(this.edlCalcFbo1);\n this.edlCalcFbo2 = dispose(this.edlCalcFbo2);\n this.edlCalcFbo4 = dispose(this.edlCalcFbo4);\n this.edlFiltFbo2 = dispose(this.edlFiltFbo2);\n this.edlFiltFbo4 = dispose(this.edlFiltFbo4);\n this.edlCalcBasicGeom = dispose(this.edlCalcBasicGeom);\n if (this.edlCalcFullGeom) {\n this.edlCalcFullGeom[0] = dispose(this.edlCalcFullGeom?.[0]);\n this.edlCalcFullGeom[1] = dispose(this.edlCalcFullGeom?.[1]);\n this.edlCalcFullGeom[2] = dispose(this.edlCalcFullGeom?.[2]);\n this.edlCalcFullGeom = undefined;\n }\n if (this.edlFiltGeom) {\n this.edlFiltGeom[0] = dispose(this.edlFiltGeom?.[0]);\n this.edlFiltGeom[1] = dispose(this.edlFiltGeom?.[1]);\n this.edlFiltGeom = undefined;\n }\n this.edlMixGeom = dispose(this.edlMixGeom);\n }\n}\n\n/** @internal */\nexport enum EDLMode { Off, On, Full }\n\n/** @internal */\nexport interface EDLDrawParams {\n inputTex: TextureHandle; // input to calc EDL from\n curFbo: FrameBuffer; // output fbo to get color texture from for EDL to put result in\n edlMode: EDLMode;\n edlFilter: boolean; // applies to Full mode only\n useMsBuffers: boolean;\n}\n\nexport class EyeDomeLighting implements RenderMemory.Consumer, WebGLDisposable {\n private _bundle?: Bundle;\n private _width: number;\n private _height: number;\n private _depth?: DepthBuffer; // depth buffer to read from, has to be non-MS and be up to date in draw if MS is used\n private _edlFinalFbo?: FrameBuffer;\n private _edlFinalBufs?: { tex: TextureHandle, msBuf: RenderBufferMultiSample | undefined };\n private readonly _target: Target;\n\n private getBundle(): Bundle | undefined {\n if (undefined === this._bundle) {\n this._bundle = Bundle.create(this._width, this._height);\n assert(undefined !== this._bundle);\n }\n return this._bundle;\n }\n\n public constructor(target: Target) {\n this._target = target;\n this._width = target.viewRect.width;\n this._height = target.viewRect.height;\n }\n\n public init(width: number, height: number, depth: DepthBuffer): boolean {\n this._width = width;\n this._height = height;\n this._depth = depth;\n // don't create buffers until we know we will use them (first draw)\n return true;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n const bundle = this._bundle;\n if (undefined !== bundle) {\n collectTextureStatistics(bundle.edlCalcTex1, stats);\n collectTextureStatistics(bundle.edlCalcTex2, stats);\n collectTextureStatistics(bundle.edlCalcTex4, stats);\n collectTextureStatistics(bundle.edlFiltTex2, stats);\n collectTextureStatistics(bundle.edlFiltTex4, stats);\n\n collectGeometryStatistics(bundle.edlCalcBasicGeom, stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[0], stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[1], stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[2], stats);\n collectGeometryStatistics(bundle.edlFiltGeom?.[0], stats);\n collectGeometryStatistics(bundle.edlFiltGeom?.[1], stats);\n collectGeometryStatistics(bundle.edlMixGeom, stats);\n }\n }\n\n public get isDisposed(): boolean { return undefined === this._bundle && undefined === this._edlFinalFbo; }\n\n public dispose() {\n this._bundle = dispose(this._bundle);\n this._edlFinalFbo = dispose (this._edlFinalFbo);\n }\n\n public reset() {\n this.dispose();\n }\n\n /** calculate EyeDomeLighting at specified quality using screen space shaders\n * returns true if succeeds\n */\n public draw(edlParams: EDLDrawParams): boolean {\n if (undefined === edlParams.inputTex || undefined === this._depth || undefined === edlParams.curFbo)\n return false;\n\n const bundle = this.getBundle();\n if (undefined === bundle)\n return false;\n\n // NB: have to test and create MS buffer as well if useMsBuffers, not outputting to depth\n const finalBufs = edlParams.curFbo.getColorTargets(edlParams.useMsBuffers, 0);\n if (undefined === this._edlFinalFbo || this._edlFinalBufs?.tex !== finalBufs.tex ||\n (edlParams.useMsBuffers && this._edlFinalBufs?.msBuf !== finalBufs.msBuf)) {\n this._edlFinalFbo = dispose (this._edlFinalFbo);\n this._edlFinalBufs = finalBufs;\n const filters = [GL.MultiSampling.Filter.Linear];\n this._edlFinalFbo = FrameBuffer.create([this._edlFinalBufs.tex], undefined,\n edlParams.useMsBuffers && this._edlFinalBufs.msBuf ? [this._edlFinalBufs.msBuf] : undefined, filters, undefined);\n if (undefined === this._edlFinalFbo)\n return false;\n }\n\n const fbStack = System.instance.frameBufferStack;\n const useMsBuffers = edlParams.useMsBuffers;\n System.instance.applyRenderState(RenderState.defaults);\n\n // ###TODO: should radius be (optionally?) voxel based instead of pixel here?\n if (edlParams.edlMode === EDLMode.On) {\n // draw using single pass version (still 8 samples, full size)\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\n if (bundle.edlCalcBasicGeom === undefined) {\n const ct1 = edlParams.inputTex;\n const ctd = this._depth!.getHandle()!;\n bundle.edlCalcBasicGeom = EDLCalcBasicGeometry.createGeometry(ct1.getHandle()!, ctd, ct1.width, ct1.height);\n }\n const params = getDrawParams(this._target, bundle.edlCalcBasicGeom!);\n this._target.techniques.draw(params);\n });\n } else { // EDLMode.Full\n // draw with full method based on original paper using full, 1/2, and 1/4 sizes\n const edlCalc2FB: FrameBuffer[] = [bundle.edlCalcFbo1!, bundle.edlCalcFbo2!, bundle.edlCalcFbo4!];\n if (bundle.edlCalcFullGeom === undefined) {\n const ct1 = edlParams.inputTex;\n const ct2 = bundle.edlCalcTex2;\n const ct4 = bundle.edlCalcTex4;\n const ctd = this._depth.getHandle()!;\n bundle.edlCalcFullGeom = [EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 1, ct1.width, ct1.height),\n EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 2, ct2!.width, ct2!.height),\n EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 4, ct4!.width, ct4!.height)];\n }\n\n const edlFiltFbos: FrameBuffer[] = [bundle.edlFiltFbo2!, bundle.edlFiltFbo4!];\n if (bundle.edlFiltGeom === undefined) {\n const ft2 = bundle.edlCalcTex2;\n const ft4 = bundle.edlCalcTex4;\n const ftd = this._depth.getHandle()!;\n bundle.edlFiltGeom = [EDLFilterGeometry.createGeometry(ft2!.getHandle()!, ftd, 2, ft2!.width, ft2!.height),\n EDLFilterGeometry.createGeometry(ft4!.getHandle()!, ftd, 4, ft4!.width, ft4!.height)];\n }\n\n const gl = System.instance.context;\n // Loop through the 3 sizes calculating an edl buffer, and if not first size, then optionally filtering those\n for (let i = 0; i < 3; ++i) {\n fbStack.execute(edlCalc2FB[i], true, false, () => {\n const colTex = edlCalc2FB[i].getColor(0);\n gl.viewport(0, 0, colTex.width, colTex.height); // have to set viewport to current texture size\n const params = getDrawParams(this._target, bundle.edlCalcFullGeom![i]!);\n this._target.techniques.draw(params);\n });\n\n if (edlParams.edlFilter && i > 0) {\n fbStack.execute(edlFiltFbos[i-1], true, false, () => {\n const params = getDrawParams(this._target, bundle.edlFiltGeom![i-1]!);\n this._target.techniques.draw(params);\n });\n }\n }\n gl.viewport(0, 0, this._width, this._height); // Restore viewport\n\n // Now combine the 3 results and output\n const tex1 = bundle.edlCalcTex1!.getHandle();\n const tex2 = edlParams.edlFilter ? bundle.edlFiltTex2!.getHandle() : bundle.edlCalcTex2!.getHandle();\n const tex4 = edlParams.edlFilter ? bundle.edlFiltTex4!.getHandle() : bundle.edlCalcTex4!.getHandle();\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\n if (bundle.edlMixGeom === undefined) {\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1!, tex2!, tex4!);\n } else {\n if (bundle.edlMixGeom.colorTexture1 !== tex1 || bundle.edlMixGeom.colorTexture2 !== tex2 || bundle.edlMixGeom.colorTexture4 !== tex4) {\n dispose(bundle.edlMixGeom);\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1!, tex2!, tex4!);\n }\n }\n const params = getDrawParams(this._target, bundle.edlMixGeom!);\n this._target.techniques.draw(params);\n });\n }\n return true;\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 { RenderMode } from \"@itwin/core-common\";\r\nimport { SegmentEdgeParams, SilhouetteParams } from \"../../common/render/primitives/EdgeParams\";\r\nimport { TesselatedPolyline } from \"../../common/render/primitives/PolylineParams\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { PolylineBuffers } from \"./CachedGeometry\";\r\nimport { ColorInfo } from \"./ColorInfo\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\r\nimport { RenderOrder } 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 class EdgeGeometry extends MeshGeometry {\r\n public readonly buffers: BuffersContainer;\r\n protected readonly _indices: BufferHandle;\r\n protected readonly _endPointAndQuadIndices: BufferHandle;\r\n\r\n public get lutBuffers() { return this.buffers; }\r\n public override get asSurface() { return undefined; }\r\n public override get asEdge() { return this; }\r\n public override get asSilhouette(): SilhouetteEdgeGeometry | undefined { return undefined; }\r\n\r\n public static create(mesh: MeshData, edges: SegmentEdgeParams): EdgeGeometry | undefined {\r\n const indexBuffer = BufferHandle.createArrayBuffer(edges.indices.data);\r\n const endPointBuffer = BufferHandle.createArrayBuffer(edges.endPointAndQuadIndices);\r\n return undefined !== indexBuffer && undefined !== endPointBuffer ? new EdgeGeometry(indexBuffer, endPointBuffer, edges.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 && this._endPointAndQuadIndices.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this._indices);\r\n dispose(this._endPointAndQuadIndices);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addVisibleEdges(this._indices.bytesUsed + this._endPointAndQuadIndices.bytesUsed);\r\n }\r\n\r\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\r\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this.buffers;\r\n\r\n bufs.bind();\r\n System.instance.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\r\n bufs.unbind();\r\n }\r\n\r\n protected _wantWoWReversal(_target: Target): boolean { return true; }\r\n protected override _getLineCode(params: ShaderProgramParams): number { return this.computeEdgeLineCode(params); }\r\n public get techniqueId(): TechniqueId { return TechniqueId.Edge; }\r\n public override getPass(target: Target) { return this.computeEdgePass(target); }\r\n public get renderOrder(): RenderOrder { return this.isPlanar ? RenderOrder.PlanarEdge : RenderOrder.Edge; }\r\n public override getColor(target: Target): ColorInfo { return this.computeEdgeColor(target); }\r\n public get endPointAndQuadIndices(): BufferHandle { return this._endPointAndQuadIndices; }\r\n public override wantMonochrome(target: Target): boolean {\r\n return target.currentViewFlags.renderMode === RenderMode.Wireframe;\r\n }\r\n\r\n protected constructor(indices: BufferHandle, endPointAndQuadsIndices: 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.Edge, false);\r\n const attrEndPointAndQuadIndices = AttributeMap.findAttribute(\"a_endPointAndQuadIndices\", TechniqueId.Edge, false);\r\n assert(attrPos !== undefined);\r\n assert(attrEndPointAndQuadIndices !== undefined);\r\n this.buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.buffers.addBuffer(endPointAndQuadsIndices, [BufferParameters.create(attrEndPointAndQuadIndices.location, 4, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this._indices = indices;\r\n this._endPointAndQuadIndices = endPointAndQuadsIndices;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class SilhouetteEdgeGeometry extends EdgeGeometry {\r\n private readonly _normalPairs: BufferHandle;\r\n\r\n public override get asSilhouette() { return this; }\r\n\r\n public static createSilhouettes(mesh: MeshData, params: SilhouetteParams): SilhouetteEdgeGeometry | undefined {\r\n const indexBuffer = BufferHandle.createArrayBuffer(params.indices.data);\r\n const endPointBuffer = BufferHandle.createArrayBuffer(params.endPointAndQuadIndices);\r\n const normalsBuffer = BufferHandle.createArrayBuffer(params.normalPairs);\r\n return undefined !== indexBuffer && undefined !== endPointBuffer && undefined !== normalsBuffer ? new SilhouetteEdgeGeometry(indexBuffer, endPointBuffer, normalsBuffer, params.indices.length, mesh) : undefined;\r\n }\r\n\r\n public override get isDisposed(): boolean { return super.isDisposed && this._normalPairs.isDisposed; }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this._normalPairs);\r\n }\r\n\r\n public override collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addSilhouetteEdges(this._indices.bytesUsed + this._endPointAndQuadIndices.bytesUsed + this._normalPairs.bytesUsed);\r\n }\r\n\r\n public override get techniqueId(): TechniqueId { return TechniqueId.SilhouetteEdge; }\r\n public override get renderOrder(): RenderOrder { return this.isPlanar ? RenderOrder.PlanarSilhouette : RenderOrder.Silhouette; }\r\n public get normalPairs(): BufferHandle { return this._normalPairs; }\r\n\r\n private constructor(indices: BufferHandle, endPointAndQuadsIndices: BufferHandle, normalPairs: BufferHandle, numIndices: number, mesh: MeshData) {\r\n super(indices, endPointAndQuadsIndices, numIndices, mesh);\r\n const attrNormals = AttributeMap.findAttribute(\"a_normals\", TechniqueId.SilhouetteEdge, false);\r\n assert(attrNormals !== undefined);\r\n this.buffers.addBuffer(normalPairs, [BufferParameters.create(attrNormals.location, 4, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this._normalPairs = normalPairs;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PolylineEdgeGeometry extends MeshGeometry {\r\n private _buffers: PolylineBuffers;\r\n\r\n public get lutBuffers() { return this._buffers.buffers; }\r\n\r\n public static create(mesh: MeshData, polyline: TesselatedPolyline): PolylineEdgeGeometry | undefined {\r\n const buffers = PolylineBuffers.create(polyline);\r\n return undefined !== buffers ? new PolylineEdgeGeometry(polyline.indices.length, buffers, mesh) : undefined;\r\n }\r\n\r\n public get isDisposed(): boolean { return this._buffers.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this._buffers);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._buffers.collectStatistics(stats, RenderMemory.BufferType.PolylineEdges);\r\n }\r\n\r\n protected _wantWoWReversal(_target: Target): boolean { return true; }\r\n protected override _getLineWeight(params: ShaderProgramParams): number { return this.computeEdgeWeight(params); }\r\n protected override _getLineCode(params: ShaderProgramParams): number { return this.computeEdgeLineCode(params); }\r\n public override getColor(target: Target): ColorInfo { return this.computeEdgeColor(target); }\r\n public get techniqueId(): TechniqueId { return TechniqueId.Polyline; }\r\n public override getPass(target: Target) { return this.computeEdgePass(target); }\r\n public get renderOrder(): RenderOrder { return this.isPlanar ? RenderOrder.PlanarEdge : RenderOrder.Edge; }\r\n public override get polylineBuffers(): PolylineBuffers { return this._buffers; }\r\n\r\n public override wantMonochrome(target: Target): boolean {\r\n return target.currentViewFlags.renderMode === RenderMode.Wireframe;\r\n }\r\n\r\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\r\n const gl = System.instance;\r\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers.buffers;\r\n\r\n bufs.bind();\r\n gl.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\r\n bufs.unbind();\r\n }\r\n\r\n private constructor(numIndices: number, buffers: PolylineBuffers, mesh: MeshData) {\r\n super(mesh, numIndices);\r\n this._buffers = buffers;\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 { RenderMode } from \"@itwin/core-common\";\nimport { SegmentEdgeParams, SilhouetteParams } from \"../../common/render/primitives/EdgeParams\";\nimport { TesselatedPolyline } from \"../../common/render/primitives/PolylineParams\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { AttributeMap } from \"./AttributeMap\";\nimport { PolylineBuffers } from \"./CachedGeometry\";\nimport { ColorInfo } from \"./ColorInfo\";\nimport { ShaderProgramParams } from \"./DrawCommand\";\nimport { GL } from \"./GL\";\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\nimport { RenderOrder } 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 class EdgeGeometry extends MeshGeometry {\n public readonly buffers: BuffersContainer;\n protected readonly _indices: BufferHandle;\n protected readonly _endPointAndQuadIndices: BufferHandle;\n\n public get lutBuffers() { return this.buffers; }\n public override get asSurface() { return undefined; }\n public override get asEdge() { return this; }\n public override get asSilhouette(): SilhouetteEdgeGeometry | undefined { return undefined; }\n\n public static create(mesh: MeshData, edges: SegmentEdgeParams): EdgeGeometry | undefined {\n const indexBuffer = BufferHandle.createArrayBuffer(edges.indices.data);\n const endPointBuffer = BufferHandle.createArrayBuffer(edges.endPointAndQuadIndices);\n return undefined !== indexBuffer && undefined !== endPointBuffer ? new EdgeGeometry(indexBuffer, endPointBuffer, edges.indices.length, mesh) : undefined;\n }\n\n public get isDisposed(): boolean {\n return this.buffers.isDisposed\n && this._indices.isDisposed\n && this._endPointAndQuadIndices.isDisposed;\n }\n\n public dispose() {\n dispose(this.buffers);\n dispose(this._indices);\n dispose(this._endPointAndQuadIndices);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addVisibleEdges(this._indices.bytesUsed + this._endPointAndQuadIndices.bytesUsed);\n }\n\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this.buffers;\n\n bufs.bind();\n System.instance.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\n bufs.unbind();\n }\n\n protected _wantWoWReversal(_target: Target): boolean { return true; }\n protected override _getLineCode(params: ShaderProgramParams): number { return this.computeEdgeLineCode(params); }\n public get techniqueId(): TechniqueId { return TechniqueId.Edge; }\n public override getPass(target: Target) { return this.computeEdgePass(target); }\n public get renderOrder(): RenderOrder { return this.isPlanar ? RenderOrder.PlanarEdge : RenderOrder.Edge; }\n public override getColor(target: Target): ColorInfo { return this.computeEdgeColor(target); }\n public get endPointAndQuadIndices(): BufferHandle { return this._endPointAndQuadIndices; }\n public override wantMonochrome(target: Target): boolean {\n return target.currentViewFlags.renderMode === RenderMode.Wireframe;\n }\n\n protected constructor(indices: BufferHandle, endPointAndQuadsIndices: BufferHandle, numIndices: number, mesh: MeshData) {\n super(mesh, numIndices);\n this.buffers = BuffersContainer.create();\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Edge, false);\n const attrEndPointAndQuadIndices = AttributeMap.findAttribute(\"a_endPointAndQuadIndices\", TechniqueId.Edge, false);\n assert(attrPos !== undefined);\n assert(attrEndPointAndQuadIndices !== undefined);\n this.buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this.buffers.addBuffer(endPointAndQuadsIndices, [BufferParameters.create(attrEndPointAndQuadIndices.location, 4, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this._indices = indices;\n this._endPointAndQuadIndices = endPointAndQuadsIndices;\n }\n}\n\n/** @internal */\nexport class SilhouetteEdgeGeometry extends EdgeGeometry {\n private readonly _normalPairs: BufferHandle;\n\n public override get asSilhouette() { return this; }\n\n public static createSilhouettes(mesh: MeshData, params: SilhouetteParams): SilhouetteEdgeGeometry | undefined {\n const indexBuffer = BufferHandle.createArrayBuffer(params.indices.data);\n const endPointBuffer = BufferHandle.createArrayBuffer(params.endPointAndQuadIndices);\n const normalsBuffer = BufferHandle.createArrayBuffer(params.normalPairs);\n return undefined !== indexBuffer && undefined !== endPointBuffer && undefined !== normalsBuffer ? new SilhouetteEdgeGeometry(indexBuffer, endPointBuffer, normalsBuffer, params.indices.length, mesh) : undefined;\n }\n\n public override get isDisposed(): boolean { return super.isDisposed && this._normalPairs.isDisposed; }\n\n public override dispose() {\n super.dispose();\n dispose(this._normalPairs);\n }\n\n public override collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addSilhouetteEdges(this._indices.bytesUsed + this._endPointAndQuadIndices.bytesUsed + this._normalPairs.bytesUsed);\n }\n\n public override get techniqueId(): TechniqueId { return TechniqueId.SilhouetteEdge; }\n public override get renderOrder(): RenderOrder { return this.isPlanar ? RenderOrder.PlanarSilhouette : RenderOrder.Silhouette; }\n public get normalPairs(): BufferHandle { return this._normalPairs; }\n\n private constructor(indices: BufferHandle, endPointAndQuadsIndices: BufferHandle, normalPairs: BufferHandle, numIndices: number, mesh: MeshData) {\n super(indices, endPointAndQuadsIndices, numIndices, mesh);\n const attrNormals = AttributeMap.findAttribute(\"a_normals\", TechniqueId.SilhouetteEdge, false);\n assert(attrNormals !== undefined);\n this.buffers.addBuffer(normalPairs, [BufferParameters.create(attrNormals.location, 4, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this._normalPairs = normalPairs;\n }\n}\n\n/** @internal */\nexport class PolylineEdgeGeometry extends MeshGeometry {\n private _buffers: PolylineBuffers;\n\n public get lutBuffers() { return this._buffers.buffers; }\n\n public static create(mesh: MeshData, polyline: TesselatedPolyline): PolylineEdgeGeometry | undefined {\n const buffers = PolylineBuffers.create(polyline);\n return undefined !== buffers ? new PolylineEdgeGeometry(polyline.indices.length, buffers, mesh) : undefined;\n }\n\n public get isDisposed(): boolean { return this._buffers.isDisposed; }\n\n public dispose() {\n dispose(this._buffers);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this._buffers.collectStatistics(stats, RenderMemory.BufferType.PolylineEdges);\n }\n\n protected _wantWoWReversal(_target: Target): boolean { return true; }\n protected override _getLineWeight(params: ShaderProgramParams): number { return this.computeEdgeWeight(params); }\n protected override _getLineCode(params: ShaderProgramParams): number { return this.computeEdgeLineCode(params); }\n public override getColor(target: Target): ColorInfo { return this.computeEdgeColor(target); }\n public get techniqueId(): TechniqueId { return TechniqueId.Polyline; }\n public override getPass(target: Target) { return this.computeEdgePass(target); }\n public get renderOrder(): RenderOrder { return this.isPlanar ? RenderOrder.PlanarEdge : RenderOrder.Edge; }\n public override get polylineBuffers(): PolylineBuffers { return this._buffers; }\n\n public override wantMonochrome(target: Target): boolean {\n return target.currentViewFlags.renderMode === RenderMode.Wireframe;\n }\n\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\n const gl = System.instance;\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers.buffers;\n\n bufs.bind();\n gl.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\n bufs.unbind();\n }\n\n private constructor(numIndices: number, buffers: PolylineBuffers, mesh: MeshData) {\n super(mesh, numIndices);\n this._buffers = buffers;\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 { ColorDef, HiddenLine, RenderMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { FloatRgba } from \"./FloatRGBA\";\r\nimport { OvrFlags, RenderPass } from \"./RenderFlags\";\r\nimport { LineCode } from \"./LineCode\";\r\n\r\n/** Controls symbology of edges based on ViewFlags and HiddenLine.Settings. Typically these come from the Target's\r\n * RenderPlan, but a GraphicBranch may override those settings.\r\n * @internal\r\n */\r\nexport class EdgeSettings {\r\n /** The color applies to both hidden and visible edges. */\r\n private readonly _color = FloatRgba.fromColorDef(ColorDef.white);\r\n private _colorOverridden = false;\r\n private _visibleLineCode?: number;\r\n private _visibleWeight?: number;\r\n private _hiddenLineCode?: number;\r\n private _hiddenWeight?: number;\r\n /** Controls how opaque a surface must be to be displayed in SolidFill or HiddenLine modes; or how opaque it must be to\r\n * block shadow-casting lights in SmoothShade mode.\r\n */\r\n private _transparencyThreshold = 0;\r\n\r\n public static create(hline: HiddenLine.Settings | undefined): EdgeSettings {\r\n const settings = new EdgeSettings();\r\n settings.init(hline);\r\n return settings;\r\n }\r\n\r\n public init(hline: HiddenLine.Settings | undefined): void {\r\n this.clear();\r\n if (!hline)\r\n return;\r\n\r\n // The threshold is HiddenLine.Settings is a transparency value. Convert it to an alpha value and clamp to [0..1].\r\n let threshold = hline.transparencyThreshold;\r\n threshold = Math.min(1, Math.max(0, threshold));\r\n this._transparencyThreshold = 1.0 - threshold;\r\n\r\n const vis = hline.visible;\r\n if (vis.color) {\r\n this._colorOverridden = true;\r\n this._color.setColorDef(vis.color);\r\n }\r\n\r\n this._visibleLineCode = (undefined !== vis.pattern ? LineCode.valueFromLinePixels(vis.pattern) : undefined);\r\n this._visibleWeight = vis.width;\r\n\r\n // Hidden edge settings default to matching visible edge settings.\r\n const hid = hline.hidden;\r\n this._hiddenLineCode = undefined !== hid.pattern ? LineCode.valueFromLinePixels(hid.pattern) : this._visibleLineCode;\r\n\r\n this._hiddenWeight = undefined !== hid.width ? hid.width : this._visibleWeight;\r\n if (undefined !== this._hiddenWeight && undefined !== this._visibleWeight) {\r\n // Hidden edges cannot be wider than visible edges.\r\n this._hiddenWeight = Math.min(this._visibleWeight, this._hiddenWeight);\r\n }\r\n }\r\n\r\n public computeOvrFlags(pass: RenderPass, vf: ViewFlags): OvrFlags {\r\n // Edge overrides never apply in wireframe mode\r\n if (!this.isOverridden(vf))\r\n return OvrFlags.None;\r\n\r\n // Alpha always overridden - transparent edges only supported in wireframe mode.\r\n let flags = this.getColor(vf) ? OvrFlags.Rgba : OvrFlags.Alpha;\r\n\r\n if (undefined !== this.getLineCode(pass, vf))\r\n flags |= OvrFlags.LineCode;\r\n\r\n if (undefined !== this.getWeight(pass, vf))\r\n flags |= OvrFlags.Weight;\r\n\r\n return flags;\r\n }\r\n\r\n public get transparencyThreshold(): number {\r\n return this._transparencyThreshold;\r\n }\r\n\r\n public getColor(vf: ViewFlags): FloatRgba | undefined {\r\n return this._colorOverridden && this.isOverridden(vf) ? this._color : undefined;\r\n }\r\n\r\n public getLineCode(pass: RenderPass, vf: ViewFlags): number | undefined {\r\n if (!this.isOverridden(vf))\r\n return undefined;\r\n\r\n return RenderPass.HiddenEdge === pass ? this._hiddenLineCode : this._visibleLineCode;\r\n }\r\n\r\n public getWeight(pass: RenderPass, vf: ViewFlags): number | undefined {\r\n if (!this.isOverridden(vf))\r\n return undefined;\r\n\r\n return RenderPass.HiddenEdge === pass ? this._hiddenWeight : this._visibleWeight;\r\n }\r\n\r\n private clear(): void {\r\n this._colorOverridden = false;\r\n this._visibleLineCode = this._visibleWeight = undefined;\r\n this._hiddenLineCode = this._hiddenWeight = undefined;\r\n this._transparencyThreshold = 0;\r\n }\r\n\r\n public wantContrastingColor(renderMode: RenderMode): boolean {\r\n return !this._colorOverridden && RenderMode.SolidFill === renderMode;\r\n }\r\n\r\n private isOverridden(vf: ViewFlags): boolean {\r\n switch (vf.renderMode) {\r\n case RenderMode.Wireframe:\r\n return false; // edge overrides don't apply in wireframe mode\r\n case RenderMode.SmoothShade:\r\n return vf.visibleEdges;\r\n default:\r\n return true; // Edges always displayed in solid fill and hidden line modes\r\n }\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, HiddenLine, RenderMode, ViewFlags } from \"@itwin/core-common\";\nimport { FloatRgba } from \"./FloatRGBA\";\nimport { OvrFlags, RenderPass } from \"./RenderFlags\";\nimport { LineCode } from \"./LineCode\";\n\n/** Controls symbology of edges based on ViewFlags and HiddenLine.Settings. Typically these come from the Target's\n * RenderPlan, but a GraphicBranch may override those settings.\n * @internal\n */\nexport class EdgeSettings {\n /** The color applies to both hidden and visible edges. */\n private readonly _color = FloatRgba.fromColorDef(ColorDef.white);\n private _colorOverridden = false;\n private _visibleLineCode?: number;\n private _visibleWeight?: number;\n private _hiddenLineCode?: number;\n private _hiddenWeight?: number;\n /** Controls how opaque a surface must be to be displayed in SolidFill or HiddenLine modes; or how opaque it must be to\n * block shadow-casting lights in SmoothShade mode.\n */\n private _transparencyThreshold = 0;\n\n public static create(hline: HiddenLine.Settings | undefined): EdgeSettings {\n const settings = new EdgeSettings();\n settings.init(hline);\n return settings;\n }\n\n public init(hline: HiddenLine.Settings | undefined): void {\n this.clear();\n if (!hline)\n return;\n\n // The threshold is HiddenLine.Settings is a transparency value. Convert it to an alpha value and clamp to [0..1].\n let threshold = hline.transparencyThreshold;\n threshold = Math.min(1, Math.max(0, threshold));\n this._transparencyThreshold = 1.0 - threshold;\n\n const vis = hline.visible;\n if (vis.color) {\n this._colorOverridden = true;\n this._color.setColorDef(vis.color);\n }\n\n this._visibleLineCode = (undefined !== vis.pattern ? LineCode.valueFromLinePixels(vis.pattern) : undefined);\n this._visibleWeight = vis.width;\n\n // Hidden edge settings default to matching visible edge settings.\n const hid = hline.hidden;\n this._hiddenLineCode = undefined !== hid.pattern ? LineCode.valueFromLinePixels(hid.pattern) : this._visibleLineCode;\n\n this._hiddenWeight = undefined !== hid.width ? hid.width : this._visibleWeight;\n if (undefined !== this._hiddenWeight && undefined !== this._visibleWeight) {\n // Hidden edges cannot be wider than visible edges.\n this._hiddenWeight = Math.min(this._visibleWeight, this._hiddenWeight);\n }\n }\n\n public computeOvrFlags(pass: RenderPass, vf: ViewFlags): OvrFlags {\n // Edge overrides never apply in wireframe mode\n if (!this.isOverridden(vf))\n return OvrFlags.None;\n\n // Alpha always overridden - transparent edges only supported in wireframe mode.\n let flags = this.getColor(vf) ? OvrFlags.Rgba : OvrFlags.Alpha;\n\n if (undefined !== this.getLineCode(pass, vf))\n flags |= OvrFlags.LineCode;\n\n if (undefined !== this.getWeight(pass, vf))\n flags |= OvrFlags.Weight;\n\n return flags;\n }\n\n public get transparencyThreshold(): number {\n return this._transparencyThreshold;\n }\n\n public getColor(vf: ViewFlags): FloatRgba | undefined {\n return this._colorOverridden && this.isOverridden(vf) ? this._color : undefined;\n }\n\n public getLineCode(pass: RenderPass, vf: ViewFlags): number | undefined {\n if (!this.isOverridden(vf))\n return undefined;\n\n return RenderPass.HiddenEdge === pass ? this._hiddenLineCode : this._visibleLineCode;\n }\n\n public getWeight(pass: RenderPass, vf: ViewFlags): number | undefined {\n if (!this.isOverridden(vf))\n return undefined;\n\n return RenderPass.HiddenEdge === pass ? this._hiddenWeight : this._visibleWeight;\n }\n\n private clear(): void {\n this._colorOverridden = false;\n this._visibleLineCode = this._visibleWeight = undefined;\n this._hiddenLineCode = this._hiddenWeight = undefined;\n this._transparencyThreshold = 0;\n }\n\n public wantContrastingColor(renderMode: RenderMode): boolean {\n return !this._colorOverridden && RenderMode.SolidFill === renderMode;\n }\n\n private isOverridden(vf: ViewFlags): boolean {\n switch (vf.renderMode) {\n case RenderMode.Wireframe:\n return false; // edge overrides don't apply in wireframe mode\n case RenderMode.SmoothShade:\n return vf.visibleEdges;\n default:\n return true; // Edges always displayed in solid fill and hidden line modes\n }\n }\n}\n"]}