@itwin/core-frontend 4.10.0-dev.2 → 4.10.0-dev.22

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 (546) hide show
  1. package/CHANGELOG.md +33 -1
  2. package/lib/cjs/AccuSnap.d.ts.map +1 -1
  3. package/lib/cjs/AccuSnap.js +9 -5
  4. package/lib/cjs/AccuSnap.js.map +1 -1
  5. package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
  6. package/lib/cjs/DisplayStyleState.js +5 -1
  7. package/lib/cjs/DisplayStyleState.js.map +1 -1
  8. package/lib/cjs/ElementLocateManager.d.ts +7 -1
  9. package/lib/cjs/ElementLocateManager.d.ts.map +1 -1
  10. package/lib/cjs/ElementLocateManager.js +34 -10
  11. package/lib/cjs/ElementLocateManager.js.map +1 -1
  12. package/lib/cjs/HitDetail.d.ts +4 -0
  13. package/lib/cjs/HitDetail.d.ts.map +1 -1
  14. package/lib/cjs/HitDetail.js +3 -0
  15. package/lib/cjs/HitDetail.js.map +1 -1
  16. package/lib/cjs/IModelConnection.d.ts +1 -0
  17. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  18. package/lib/cjs/IModelConnection.js +2 -1
  19. package/lib/cjs/IModelConnection.js.map +1 -1
  20. package/lib/cjs/NoRenderApp.d.ts +1 -0
  21. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  22. package/lib/cjs/NoRenderApp.js +1 -0
  23. package/lib/cjs/NoRenderApp.js.map +1 -1
  24. package/lib/cjs/SheetViewState.d.ts +0 -1
  25. package/lib/cjs/SheetViewState.d.ts.map +1 -1
  26. package/lib/cjs/SheetViewState.js +0 -1
  27. package/lib/cjs/SheetViewState.js.map +1 -1
  28. package/lib/cjs/Viewport.d.ts +25 -1
  29. package/lib/cjs/Viewport.d.ts.map +1 -1
  30. package/lib/cjs/Viewport.js +20 -12
  31. package/lib/cjs/Viewport.js.map +1 -1
  32. package/lib/cjs/common/WorkerProxy.d.ts +8 -4
  33. package/lib/cjs/common/WorkerProxy.d.ts.map +1 -1
  34. package/lib/cjs/common/WorkerProxy.js.map +1 -1
  35. package/lib/cjs/common/imdl/ImdlModel.d.ts +3 -8
  36. package/lib/cjs/common/imdl/ImdlModel.d.ts.map +1 -1
  37. package/lib/cjs/common/imdl/ImdlModel.js.map +1 -1
  38. package/lib/cjs/common/internal/Symbols.d.ts +7 -0
  39. package/lib/cjs/common/internal/Symbols.d.ts.map +1 -1
  40. package/lib/cjs/common/internal/Symbols.js +8 -1
  41. package/lib/cjs/common/internal/Symbols.js.map +1 -1
  42. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.d.ts +15 -0
  43. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.d.ts.map +1 -0
  44. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.js +95 -0
  45. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.js.map +1 -0
  46. package/lib/cjs/common/internal/render/LineCode.d.ts +9 -0
  47. package/lib/cjs/common/internal/render/LineCode.d.ts.map +1 -0
  48. package/lib/cjs/common/internal/render/LineCode.js +31 -0
  49. package/lib/cjs/common/internal/render/LineCode.js.map +1 -0
  50. package/lib/cjs/common/internal/render/OvrFlags.d.ts +27 -0
  51. package/lib/cjs/common/internal/render/OvrFlags.d.ts.map +1 -0
  52. package/lib/cjs/common/internal/render/OvrFlags.js +10 -0
  53. package/lib/cjs/common/internal/render/OvrFlags.js.map +1 -0
  54. package/lib/cjs/common/internal/render/VertexTable.d.ts.map +1 -1
  55. package/lib/cjs/common/internal/render/VertexTable.js +3 -5
  56. package/lib/cjs/common/internal/render/VertexTable.js.map +1 -1
  57. package/lib/cjs/common/render/InstancedGraphicParams.d.ts +25 -1
  58. package/lib/cjs/common/render/InstancedGraphicParams.d.ts.map +1 -1
  59. package/lib/cjs/common/render/InstancedGraphicParams.js +59 -0
  60. package/lib/cjs/common/render/InstancedGraphicParams.js.map +1 -1
  61. package/lib/cjs/common/render/RenderInstancesParams.d.ts +76 -0
  62. package/lib/cjs/common/render/RenderInstancesParams.d.ts.map +1 -0
  63. package/lib/cjs/common/render/RenderInstancesParams.js +33 -0
  64. package/lib/cjs/common/render/RenderInstancesParams.js.map +1 -0
  65. package/lib/cjs/common.d.ts +1 -0
  66. package/lib/cjs/common.d.ts.map +1 -1
  67. package/lib/cjs/common.js +1 -0
  68. package/lib/cjs/common.js.map +1 -1
  69. package/lib/cjs/core-frontend.d.ts +1 -0
  70. package/lib/cjs/core-frontend.d.ts.map +1 -1
  71. package/lib/cjs/core-frontend.js +1 -0
  72. package/lib/cjs/core-frontend.js.map +1 -1
  73. package/lib/cjs/internal/render/PrimitiveBuilder.d.ts +4 -1
  74. package/lib/cjs/internal/render/PrimitiveBuilder.d.ts.map +1 -1
  75. package/lib/cjs/internal/render/PrimitiveBuilder.js +82 -35
  76. package/lib/cjs/internal/render/PrimitiveBuilder.js.map +1 -1
  77. package/lib/cjs/internal/render/RenderGeometry.d.ts +20 -0
  78. package/lib/cjs/internal/render/RenderGeometry.d.ts.map +1 -0
  79. package/lib/cjs/internal/render/RenderGeometry.js +10 -0
  80. package/lib/cjs/internal/render/RenderGeometry.js.map +1 -0
  81. package/lib/cjs/internal/render/RenderInstancesParamsImpl.d.ts +24 -0
  82. package/lib/cjs/internal/render/RenderInstancesParamsImpl.d.ts.map +1 -0
  83. package/lib/cjs/internal/render/RenderInstancesParamsImpl.js +69 -0
  84. package/lib/cjs/internal/render/RenderInstancesParamsImpl.js.map +1 -0
  85. package/lib/cjs/render/GraphicBranch.d.ts +10 -1
  86. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  87. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  88. package/lib/cjs/render/GraphicBuilder.d.ts +17 -3
  89. package/lib/cjs/render/GraphicBuilder.d.ts.map +1 -1
  90. package/lib/cjs/render/GraphicBuilder.js +7 -1
  91. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  92. package/lib/cjs/render/GraphicTemplate.d.ts +76 -0
  93. package/lib/cjs/render/GraphicTemplate.d.ts.map +1 -0
  94. package/lib/cjs/render/GraphicTemplate.js +41 -0
  95. package/lib/cjs/render/GraphicTemplate.js.map +1 -0
  96. package/lib/cjs/render/MockRender.d.ts +12 -2
  97. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  98. package/lib/cjs/render/MockRender.js +19 -5
  99. package/lib/cjs/render/MockRender.js.map +1 -1
  100. package/lib/cjs/render/Pixel.d.ts +6 -0
  101. package/lib/cjs/render/Pixel.d.ts.map +1 -1
  102. package/lib/cjs/render/Pixel.js +2 -0
  103. package/lib/cjs/render/Pixel.js.map +1 -1
  104. package/lib/cjs/render/RealityMeshGraphicParams.d.ts +1 -0
  105. package/lib/cjs/render/RealityMeshGraphicParams.d.ts.map +1 -1
  106. package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -1
  107. package/lib/cjs/render/RenderMemory.d.ts +2 -0
  108. package/lib/cjs/render/RenderMemory.d.ts.map +1 -1
  109. package/lib/cjs/render/RenderMemory.js +2 -0
  110. package/lib/cjs/render/RenderMemory.js.map +1 -1
  111. package/lib/cjs/render/RenderPlan.d.ts +2 -1
  112. package/lib/cjs/render/RenderPlan.d.ts.map +1 -1
  113. package/lib/cjs/render/RenderPlan.js +2 -0
  114. package/lib/cjs/render/RenderPlan.js.map +1 -1
  115. package/lib/cjs/render/RenderSystem.d.ts +59 -11
  116. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  117. package/lib/cjs/render/RenderSystem.js +44 -6
  118. package/lib/cjs/render/RenderSystem.js.map +1 -1
  119. package/lib/cjs/render/RenderTarget.d.ts +1 -1
  120. package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
  121. package/lib/cjs/render/RenderTarget.js.map +1 -1
  122. package/lib/cjs/render/webgl/BatchUniforms.d.ts +4 -0
  123. package/lib/cjs/render/webgl/BatchUniforms.d.ts.map +1 -1
  124. package/lib/cjs/render/webgl/BatchUniforms.js +18 -0
  125. package/lib/cjs/render/webgl/BatchUniforms.js.map +1 -1
  126. package/lib/cjs/render/webgl/BranchState.d.ts +7 -0
  127. package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
  128. package/lib/cjs/render/webgl/BranchState.js +4 -0
  129. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  130. package/lib/cjs/render/webgl/BranchUniforms.d.ts +1 -0
  131. package/lib/cjs/render/webgl/BranchUniforms.d.ts.map +1 -1
  132. package/lib/cjs/render/webgl/BranchUniforms.js +14 -1
  133. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  134. package/lib/cjs/render/webgl/ContourUniforms.d.ts +22 -0
  135. package/lib/cjs/render/webgl/ContourUniforms.d.ts.map +1 -0
  136. package/lib/cjs/render/webgl/ContourUniforms.js +98 -0
  137. package/lib/cjs/render/webgl/ContourUniforms.js.map +1 -0
  138. package/lib/cjs/render/webgl/Contours.d.ts +34 -0
  139. package/lib/cjs/render/webgl/Contours.d.ts.map +1 -0
  140. package/lib/cjs/render/webgl/Contours.js +127 -0
  141. package/lib/cjs/render/webgl/Contours.js.map +1 -0
  142. package/lib/cjs/render/webgl/EdgeSettings.d.ts +2 -1
  143. package/lib/cjs/render/webgl/EdgeSettings.d.ts.map +1 -1
  144. package/lib/cjs/render/webgl/EdgeSettings.js +1 -1
  145. package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
  146. package/lib/cjs/render/webgl/FeatureOverrides.d.ts +2 -0
  147. package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
  148. package/lib/cjs/render/webgl/FeatureOverrides.js +83 -69
  149. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  150. package/lib/cjs/render/webgl/GL.d.ts +2 -1
  151. package/lib/cjs/render/webgl/GL.d.ts.map +1 -1
  152. package/lib/cjs/render/webgl/GL.js +1 -0
  153. package/lib/cjs/render/webgl/GL.js.map +1 -1
  154. package/lib/cjs/render/webgl/Graphic.d.ts +9 -0
  155. package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
  156. package/lib/cjs/render/webgl/Graphic.js +27 -0
  157. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  158. package/lib/cjs/render/webgl/InstancedGeometry.d.ts +40 -10
  159. package/lib/cjs/render/webgl/InstancedGeometry.d.ts.map +1 -1
  160. package/lib/cjs/render/webgl/InstancedGeometry.js +99 -31
  161. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  162. package/lib/cjs/render/webgl/LineCode.d.ts.map +1 -1
  163. package/lib/cjs/render/webgl/LineCode.js +2 -14
  164. package/lib/cjs/render/webgl/LineCode.js.map +1 -1
  165. package/lib/cjs/render/webgl/Mesh.d.ts +9 -4
  166. package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
  167. package/lib/cjs/render/webgl/Mesh.js +18 -16
  168. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  169. package/lib/cjs/render/webgl/PointCloud.d.ts +5 -1
  170. package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
  171. package/lib/cjs/render/webgl/PointCloud.js +7 -2
  172. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  173. package/lib/cjs/render/webgl/PointString.d.ts +5 -1
  174. package/lib/cjs/render/webgl/PointString.d.ts.map +1 -1
  175. package/lib/cjs/render/webgl/PointString.js +8 -3
  176. package/lib/cjs/render/webgl/PointString.js.map +1 -1
  177. package/lib/cjs/render/webgl/Polyline.d.ts +5 -1
  178. package/lib/cjs/render/webgl/Polyline.d.ts.map +1 -1
  179. package/lib/cjs/render/webgl/Polyline.js +7 -2
  180. package/lib/cjs/render/webgl/Polyline.js.map +1 -1
  181. package/lib/cjs/render/webgl/Primitive.d.ts +1 -3
  182. package/lib/cjs/render/webgl/Primitive.d.ts.map +1 -1
  183. package/lib/cjs/render/webgl/Primitive.js +1 -6
  184. package/lib/cjs/render/webgl/Primitive.js.map +1 -1
  185. package/lib/cjs/render/webgl/RealityMesh.d.ts +5 -1
  186. package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
  187. package/lib/cjs/render/webgl/RealityMesh.js +7 -1
  188. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  189. package/lib/cjs/render/webgl/RenderFlags.d.ts +2 -19
  190. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  191. package/lib/cjs/render/webgl/RenderFlags.js +2 -0
  192. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  193. package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
  194. package/lib/cjs/render/webgl/SceneCompositor.js +12 -3
  195. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  196. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +15 -13
  197. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  198. package/lib/cjs/render/webgl/ShaderBuilder.js +18 -10
  199. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  200. package/lib/cjs/render/webgl/ShaderProgram.d.ts.map +1 -1
  201. package/lib/cjs/render/webgl/ShaderProgram.js +26 -0
  202. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  203. package/lib/cjs/render/webgl/System.d.ts +11 -5
  204. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  205. package/lib/cjs/render/webgl/System.js +81 -13
  206. package/lib/cjs/render/webgl/System.js.map +1 -1
  207. package/lib/cjs/render/webgl/Target.d.ts +6 -2
  208. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  209. package/lib/cjs/render/webgl/Target.js +24 -1
  210. package/lib/cjs/render/webgl/Target.js.map +1 -1
  211. package/lib/cjs/render/webgl/TargetUniforms.d.ts +2 -0
  212. package/lib/cjs/render/webgl/TargetUniforms.d.ts.map +1 -1
  213. package/lib/cjs/render/webgl/TargetUniforms.js +2 -0
  214. package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
  215. package/lib/cjs/render/webgl/Texture.d.ts +2 -1
  216. package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
  217. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  218. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +1 -1
  219. package/lib/cjs/render/webgl/glsl/Atmosphere.js +1 -1
  220. package/lib/cjs/render/webgl/glsl/Blur.js +1 -1
  221. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +1 -1
  222. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +1 -1
  223. package/lib/cjs/render/webgl/glsl/Clipping.js +1 -1
  224. package/lib/cjs/render/webgl/glsl/Combine3Textures.js +1 -1
  225. package/lib/cjs/render/webgl/glsl/CombineTextures.js +1 -1
  226. package/lib/cjs/render/webgl/glsl/Composite.js +1 -1
  227. package/lib/cjs/render/webgl/glsl/Contours.d.ts +4 -0
  228. package/lib/cjs/render/webgl/glsl/Contours.d.ts.map +1 -0
  229. package/lib/cjs/render/webgl/glsl/Contours.js +138 -0
  230. package/lib/cjs/render/webgl/glsl/Contours.js.map +1 -0
  231. package/lib/cjs/render/webgl/glsl/CopyColor.js +1 -1
  232. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +1 -1
  233. package/lib/cjs/render/webgl/glsl/CopyStencil.js +5 -5
  234. package/lib/cjs/render/webgl/glsl/EDL.js +4 -4
  235. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +1 -1
  236. package/lib/cjs/render/webgl/glsl/Edge.js +1 -1
  237. package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts +2 -1
  238. package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  239. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +28 -15
  240. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  241. package/lib/cjs/render/webgl/glsl/Fragment.js +9 -9
  242. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js +1 -1
  243. package/lib/cjs/render/webgl/glsl/PlanarClassification.js +4 -4
  244. package/lib/cjs/render/webgl/glsl/PointCloud.js +1 -1
  245. package/lib/cjs/render/webgl/glsl/RealityMesh.js +3 -3
  246. package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js +1 -1
  247. package/lib/cjs/render/webgl/glsl/SkyBox.js +1 -1
  248. package/lib/cjs/render/webgl/glsl/SkySphere.js +1 -1
  249. package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js +1 -1
  250. package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
  251. package/lib/cjs/render/webgl/glsl/Surface.js +5 -3
  252. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  253. package/lib/cjs/render/webgl/glsl/Translucency.js +1 -1
  254. package/lib/cjs/render/webgl/glsl/Wiremesh.js +1 -1
  255. package/lib/cjs/tile/GltfReader.d.ts +27 -7
  256. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  257. package/lib/cjs/tile/GltfReader.js +84 -68
  258. package/lib/cjs/tile/GltfReader.js.map +1 -1
  259. package/lib/cjs/tile/ImdlGraphicsCreator.d.ts +4 -1
  260. package/lib/cjs/tile/ImdlGraphicsCreator.d.ts.map +1 -1
  261. package/lib/cjs/tile/ImdlGraphicsCreator.js +32 -22
  262. package/lib/cjs/tile/ImdlGraphicsCreator.js.map +1 -1
  263. package/lib/cjs/tile/TileDrawArgs.d.ts +4 -0
  264. package/lib/cjs/tile/TileDrawArgs.d.ts.map +1 -1
  265. package/lib/cjs/tile/TileDrawArgs.js +2 -0
  266. package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
  267. package/lib/cjs/tile/TileTreeReference.d.ts +2 -0
  268. package/lib/cjs/tile/TileTreeReference.d.ts.map +1 -1
  269. package/lib/cjs/tile/TileTreeReference.js +3 -0
  270. package/lib/cjs/tile/TileTreeReference.js.map +1 -1
  271. package/lib/cjs/tile/map/MapTile.js +1 -1
  272. package/lib/cjs/tile/map/MapTile.js.map +1 -1
  273. package/lib/esm/AccuSnap.d.ts.map +1 -1
  274. package/lib/esm/AccuSnap.js +9 -5
  275. package/lib/esm/AccuSnap.js.map +1 -1
  276. package/lib/esm/DisplayStyleState.d.ts.map +1 -1
  277. package/lib/esm/DisplayStyleState.js +5 -1
  278. package/lib/esm/DisplayStyleState.js.map +1 -1
  279. package/lib/esm/ElementLocateManager.d.ts +7 -1
  280. package/lib/esm/ElementLocateManager.d.ts.map +1 -1
  281. package/lib/esm/ElementLocateManager.js +34 -10
  282. package/lib/esm/ElementLocateManager.js.map +1 -1
  283. package/lib/esm/HitDetail.d.ts +4 -0
  284. package/lib/esm/HitDetail.d.ts.map +1 -1
  285. package/lib/esm/HitDetail.js +3 -0
  286. package/lib/esm/HitDetail.js.map +1 -1
  287. package/lib/esm/IModelConnection.d.ts +1 -0
  288. package/lib/esm/IModelConnection.d.ts.map +1 -1
  289. package/lib/esm/IModelConnection.js +2 -1
  290. package/lib/esm/IModelConnection.js.map +1 -1
  291. package/lib/esm/NoRenderApp.d.ts +1 -0
  292. package/lib/esm/NoRenderApp.d.ts.map +1 -1
  293. package/lib/esm/NoRenderApp.js +1 -0
  294. package/lib/esm/NoRenderApp.js.map +1 -1
  295. package/lib/esm/SheetViewState.d.ts +0 -1
  296. package/lib/esm/SheetViewState.d.ts.map +1 -1
  297. package/lib/esm/SheetViewState.js +0 -1
  298. package/lib/esm/SheetViewState.js.map +1 -1
  299. package/lib/esm/Viewport.d.ts +25 -1
  300. package/lib/esm/Viewport.d.ts.map +1 -1
  301. package/lib/esm/Viewport.js +20 -12
  302. package/lib/esm/Viewport.js.map +1 -1
  303. package/lib/esm/common/WorkerProxy.d.ts +8 -4
  304. package/lib/esm/common/WorkerProxy.d.ts.map +1 -1
  305. package/lib/esm/common/WorkerProxy.js.map +1 -1
  306. package/lib/esm/common/imdl/ImdlModel.d.ts +3 -8
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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 { Matrix4d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { RenderPlan } from \"../RenderPlan\";\r\nimport { BatchUniforms } from \"./BatchUniforms\";\r\nimport { BranchUniforms } from \"./BranchUniforms\";\r\nimport { FrustumUniforms, FrustumUniformType } from \"./FrustumUniforms\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { HiliteUniforms } from \"./HiliteUniforms\";\r\nimport { LightingUniforms } from \"./LightingUniforms\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { ShadowUniforms } from \"./ShadowUniforms\";\r\nimport { StyleUniforms } from \"./StyleUniforms\";\r\nimport { desync, sync, SyncObserver, SyncToken } from \"./Sync\";\r\nimport { Target } from \"./Target\";\r\nimport { ThematicUniforms } from \"./ThematicUniforms\";\r\nimport { ViewRectUniforms } from \"./ViewRectUniforms\";\r\nimport { RealityModelUniforms } from \"./RealityModelUniforms\";\r\nimport { AtmosphereUniforms } from \"./AtmosphereUniforms\";\r\n\r\nclass PixelWidthFactor {\r\n /** The pixel width factor depends on both the frustum and the view rect. It also depends on the frustum scale associated with the current Branch. */\r\n private readonly _rectSync: SyncObserver = {};\r\n private readonly _frustumSync: SyncObserver = {};\r\n private readonly _branchSync: SyncObserver = {};\r\n private _factor = 0;\r\n public syncKey = 0;\r\n\r\n public bind(uniform: UniformHandle, uniforms: TargetUniforms): void {\r\n if (!sync(uniforms.frustum, this._frustumSync) || !sync(uniforms.viewRect, this._rectSync) || !sync(uniforms.branch, this._branchSync))\r\n this.compute(uniforms.frustum, uniforms.viewRect.width, uniforms.viewRect.height, uniforms.branch.top.frustumScale);\r\n\r\n if (!sync(this, uniform))\r\n uniform.setUniform1f(this._factor);\r\n }\r\n\r\n private compute(frustumUniforms: FrustumUniforms, width: number, height: number, scale: { x: number, y: number }): void {\r\n desync(this);\r\n\r\n const frustumPlanes = frustumUniforms.planes;\r\n const top = frustumPlanes[0];\r\n const bottom = frustumPlanes[1];\r\n const left = frustumPlanes[2];\r\n const right = frustumPlanes[3];\r\n\r\n let halfPixelWidth: number;\r\n let halfPixelHeight: number;\r\n\r\n const frustum = frustumUniforms.frustum;\r\n\r\n if (FrustumUniformType.Perspective === frustumUniforms.type) {\r\n const inverseNear = 1.0 / frustum[0];\r\n const tanTheta = top * inverseNear;\r\n halfPixelHeight = scale.x * tanTheta / height;\r\n halfPixelWidth = scale.y * tanTheta / width;\r\n } else {\r\n halfPixelWidth = scale.x * 0.5 * (right - left) / width;\r\n halfPixelHeight = scale.y * 0.5 * (top - bottom) / height;\r\n }\r\n\r\n this._factor = Math.sqrt(halfPixelWidth * halfPixelWidth + halfPixelHeight * halfPixelHeight);\r\n }\r\n}\r\n\r\n// Direction in view space used if solar shadows are disabled and LightSettings.useSolarLighting is false.\r\nconst defaultSunDirectionView = new Vector3d(0.272166, 0.680414, 0.680414);\r\n\r\nclass SunDirection {\r\n // Sun direction is passed to shader in view coords so depends upon frustum.\r\n public syncToken?: SyncToken;\r\n public syncKey = 0;\r\n private _haveWorldDir = false;\r\n private readonly _worldDir = Vector3d.unitZ();\r\n private readonly _viewDir = defaultSunDirectionView.clone();\r\n private readonly _viewDir32 = new Float32Array(3);\r\n private _updated = true;\r\n\r\n public update(sunDir: Vector3d | undefined): void {\r\n const haveWorldDir = undefined !== sunDir;\r\n if (haveWorldDir !== this._haveWorldDir || (sunDir && !sunDir.isExactEqual(this._worldDir))) {\r\n this._updated = true;\r\n desync(this);\r\n\r\n this._haveWorldDir = haveWorldDir;\r\n if (sunDir) {\r\n sunDir.clone(this._worldDir);\r\n this._worldDir.normalizeInPlace();\r\n }\r\n }\r\n }\r\n\r\n public bind(uniform: UniformHandle, uniforms: TargetUniforms): void {\r\n if (!sync(uniforms.frustum, this) || this._updated) {\r\n if (this._haveWorldDir) {\r\n uniforms.frustum.viewMatrix.multiplyVector(this._worldDir, this._viewDir);\r\n this._viewDir.negate(this._viewDir);\r\n } else {\r\n defaultSunDirectionView.clone(this._viewDir);\r\n }\r\n\r\n this._viewDir.normalizeInPlace();\r\n this._viewDir32[0] = this._viewDir.x;\r\n this._viewDir32[1] = this._viewDir.y;\r\n this._viewDir32[2] = this._viewDir.z;\r\n\r\n desync(this);\r\n this._updated = false;\r\n }\r\n\r\n if (!sync(this, uniform))\r\n uniform.setUniform3fv(this._viewDir32);\r\n }\r\n}\r\n\r\n/** Holds state for commonly-used uniforms to avoid unnecessary recomputation, owned by a Target.\r\n * DO NOT directly modify exposed members of the objects exposed by this class. Use their APIs.\r\n * e.g., code like `target.uniforms.frustum.projectionMatrix.setFrom(someOtherMatrix)` or `target.uniforms.branch.top.setViewFlags(blah)` will cause bugs.\r\n * @internal\r\n */\r\nexport class TargetUniforms {\r\n public readonly frustum: FrustumUniforms;\r\n public readonly viewRect = new ViewRectUniforms();\r\n public readonly hilite = new HiliteUniforms();\r\n public readonly style = new StyleUniforms();\r\n public readonly lights = new LightingUniforms();\r\n public readonly thematic = new ThematicUniforms();\r\n public readonly branch: BranchUniforms;\r\n public readonly batch: BatchUniforms;\r\n public readonly shadow: ShadowUniforms;\r\n public readonly realityModel = new RealityModelUniforms();\r\n public readonly atmosphere = new AtmosphereUniforms();\r\n private readonly _pixelWidthFactor = new PixelWidthFactor();\r\n private readonly _sunDirection = new SunDirection();\r\n\r\n public constructor(target: Target) {\r\n this.frustum = new FrustumUniforms();\r\n this.branch = new BranchUniforms(target);\r\n this.batch = new BatchUniforms(target, this.branch.createBatchState());\r\n this.shadow = new ShadowUniforms(target);\r\n }\r\n\r\n public getProjectionMatrix(forViewCoords: boolean): Matrix4d {\r\n return forViewCoords ? this.viewRect.projectionMatrix : this.frustum.projectionMatrix;\r\n }\r\n\r\n public getProjectionMatrix32(forViewCoords: boolean): Matrix4 {\r\n return forViewCoords ? this.viewRect.projectionMatrix32 : this.frustum.projectionMatrix32;\r\n }\r\n\r\n public bindProjectionMatrix(uniform: UniformHandle, forViewCoords: boolean): void {\r\n if (forViewCoords)\r\n this.viewRect.bindProjectionMatrix(uniform);\r\n else\r\n this.frustum.bindProjectionMatrix(uniform);\r\n }\r\n\r\n public bindPixelWidthFactor(uniform: UniformHandle): void {\r\n this._pixelWidthFactor.bind(uniform, this);\r\n }\r\n\r\n public bindSunDirection(uniform: UniformHandle): void {\r\n this._sunDirection.bind(uniform, this);\r\n }\r\n\r\n public updateRenderPlan(plan: RenderPlan): void {\r\n this.style.update(plan);\r\n this.hilite.update(plan.hiliteSettings, plan.emphasisSettings);\r\n\r\n let sunDir;\r\n if (plan.lights) {\r\n this.lights.update(plan.lights);\r\n\r\n const useSunDir = plan.viewFlags.shadows || plan.lights.solar.alwaysEnabled;\r\n if (useSunDir)\r\n sunDir = plan.lights.solar.direction;\r\n }\r\n\r\n this._sunDirection.update(sunDir);\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { Matrix4d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { RenderPlan } from \"../RenderPlan\";\r\nimport { BatchUniforms } from \"./BatchUniforms\";\r\nimport { BranchUniforms } from \"./BranchUniforms\";\r\nimport { FrustumUniforms, FrustumUniformType } from \"./FrustumUniforms\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { HiliteUniforms } from \"./HiliteUniforms\";\r\nimport { LightingUniforms } from \"./LightingUniforms\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { ShadowUniforms } from \"./ShadowUniforms\";\r\nimport { StyleUniforms } from \"./StyleUniforms\";\r\nimport { desync, sync, SyncObserver, SyncToken } from \"./Sync\";\r\nimport { Target } from \"./Target\";\r\nimport { ThematicUniforms } from \"./ThematicUniforms\";\r\nimport { ViewRectUniforms } from \"./ViewRectUniforms\";\r\nimport { RealityModelUniforms } from \"./RealityModelUniforms\";\r\nimport { AtmosphereUniforms } from \"./AtmosphereUniforms\";\r\nimport { ContourUniforms } from \"./ContourUniforms\";\r\n\r\nclass PixelWidthFactor {\r\n /** The pixel width factor depends on both the frustum and the view rect. It also depends on the frustum scale associated with the current Branch. */\r\n private readonly _rectSync: SyncObserver = {};\r\n private readonly _frustumSync: SyncObserver = {};\r\n private readonly _branchSync: SyncObserver = {};\r\n private _factor = 0;\r\n public syncKey = 0;\r\n\r\n public bind(uniform: UniformHandle, uniforms: TargetUniforms): void {\r\n if (!sync(uniforms.frustum, this._frustumSync) || !sync(uniforms.viewRect, this._rectSync) || !sync(uniforms.branch, this._branchSync))\r\n this.compute(uniforms.frustum, uniforms.viewRect.width, uniforms.viewRect.height, uniforms.branch.top.frustumScale);\r\n\r\n if (!sync(this, uniform))\r\n uniform.setUniform1f(this._factor);\r\n }\r\n\r\n private compute(frustumUniforms: FrustumUniforms, width: number, height: number, scale: { x: number, y: number }): void {\r\n desync(this);\r\n\r\n const frustumPlanes = frustumUniforms.planes;\r\n const top = frustumPlanes[0];\r\n const bottom = frustumPlanes[1];\r\n const left = frustumPlanes[2];\r\n const right = frustumPlanes[3];\r\n\r\n let halfPixelWidth: number;\r\n let halfPixelHeight: number;\r\n\r\n const frustum = frustumUniforms.frustum;\r\n\r\n if (FrustumUniformType.Perspective === frustumUniforms.type) {\r\n const inverseNear = 1.0 / frustum[0];\r\n const tanTheta = top * inverseNear;\r\n halfPixelHeight = scale.x * tanTheta / height;\r\n halfPixelWidth = scale.y * tanTheta / width;\r\n } else {\r\n halfPixelWidth = scale.x * 0.5 * (right - left) / width;\r\n halfPixelHeight = scale.y * 0.5 * (top - bottom) / height;\r\n }\r\n\r\n this._factor = Math.sqrt(halfPixelWidth * halfPixelWidth + halfPixelHeight * halfPixelHeight);\r\n }\r\n}\r\n\r\n// Direction in view space used if solar shadows are disabled and LightSettings.useSolarLighting is false.\r\nconst defaultSunDirectionView = new Vector3d(0.272166, 0.680414, 0.680414);\r\n\r\nclass SunDirection {\r\n // Sun direction is passed to shader in view coords so depends upon frustum.\r\n public syncToken?: SyncToken;\r\n public syncKey = 0;\r\n private _haveWorldDir = false;\r\n private readonly _worldDir = Vector3d.unitZ();\r\n private readonly _viewDir = defaultSunDirectionView.clone();\r\n private readonly _viewDir32 = new Float32Array(3);\r\n private _updated = true;\r\n\r\n public update(sunDir: Vector3d | undefined): void {\r\n const haveWorldDir = undefined !== sunDir;\r\n if (haveWorldDir !== this._haveWorldDir || (sunDir && !sunDir.isExactEqual(this._worldDir))) {\r\n this._updated = true;\r\n desync(this);\r\n\r\n this._haveWorldDir = haveWorldDir;\r\n if (sunDir) {\r\n sunDir.clone(this._worldDir);\r\n this._worldDir.normalizeInPlace();\r\n }\r\n }\r\n }\r\n\r\n public bind(uniform: UniformHandle, uniforms: TargetUniforms): void {\r\n if (!sync(uniforms.frustum, this) || this._updated) {\r\n if (this._haveWorldDir) {\r\n uniforms.frustum.viewMatrix.multiplyVector(this._worldDir, this._viewDir);\r\n this._viewDir.negate(this._viewDir);\r\n } else {\r\n defaultSunDirectionView.clone(this._viewDir);\r\n }\r\n\r\n this._viewDir.normalizeInPlace();\r\n this._viewDir32[0] = this._viewDir.x;\r\n this._viewDir32[1] = this._viewDir.y;\r\n this._viewDir32[2] = this._viewDir.z;\r\n\r\n desync(this);\r\n this._updated = false;\r\n }\r\n\r\n if (!sync(this, uniform))\r\n uniform.setUniform3fv(this._viewDir32);\r\n }\r\n}\r\n\r\n/** Holds state for commonly-used uniforms to avoid unnecessary recomputation, owned by a Target.\r\n * DO NOT directly modify exposed members of the objects exposed by this class. Use their APIs.\r\n * e.g., code like `target.uniforms.frustum.projectionMatrix.setFrom(someOtherMatrix)` or `target.uniforms.branch.top.setViewFlags(blah)` will cause bugs.\r\n * @internal\r\n */\r\nexport class TargetUniforms {\r\n public readonly frustum: FrustumUniforms;\r\n public readonly viewRect = new ViewRectUniforms();\r\n public readonly hilite = new HiliteUniforms();\r\n public readonly style = new StyleUniforms();\r\n public readonly lights = new LightingUniforms();\r\n public readonly thematic = new ThematicUniforms();\r\n public readonly contours = new ContourUniforms();\r\n public readonly branch: BranchUniforms;\r\n public readonly batch: BatchUniforms;\r\n public readonly shadow: ShadowUniforms;\r\n public readonly realityModel = new RealityModelUniforms();\r\n public readonly atmosphere = new AtmosphereUniforms();\r\n private readonly _pixelWidthFactor = new PixelWidthFactor();\r\n private readonly _sunDirection = new SunDirection();\r\n\r\n public constructor(target: Target) {\r\n this.frustum = new FrustumUniforms();\r\n this.branch = new BranchUniforms(target);\r\n this.batch = new BatchUniforms(target, this.branch.createBatchState());\r\n this.shadow = new ShadowUniforms(target);\r\n }\r\n\r\n public getProjectionMatrix(forViewCoords: boolean): Matrix4d {\r\n return forViewCoords ? this.viewRect.projectionMatrix : this.frustum.projectionMatrix;\r\n }\r\n\r\n public getProjectionMatrix32(forViewCoords: boolean): Matrix4 {\r\n return forViewCoords ? this.viewRect.projectionMatrix32 : this.frustum.projectionMatrix32;\r\n }\r\n\r\n public bindProjectionMatrix(uniform: UniformHandle, forViewCoords: boolean): void {\r\n if (forViewCoords)\r\n this.viewRect.bindProjectionMatrix(uniform);\r\n else\r\n this.frustum.bindProjectionMatrix(uniform);\r\n }\r\n\r\n public bindPixelWidthFactor(uniform: UniformHandle): void {\r\n this._pixelWidthFactor.bind(uniform, this);\r\n }\r\n\r\n public bindSunDirection(uniform: UniformHandle): void {\r\n this._sunDirection.bind(uniform, this);\r\n }\r\n\r\n public updateRenderPlan(plan: RenderPlan): void {\r\n this.style.update(plan);\r\n this.hilite.update(plan.hiliteSettings, plan.emphasisSettings);\r\n\r\n let sunDir;\r\n if (plan.lights) {\r\n this.lights.update(plan.lights);\r\n\r\n const useSunDir = plan.viewFlags.shadows || plan.lights.solar.alwaysEnabled;\r\n if (useSunDir)\r\n sunDir = plan.lights.solar.direction;\r\n }\r\n\r\n this._sunDirection.update(sunDir);\r\n }\r\n}\r\n"]}
@@ -7,8 +7,9 @@ import { IModelConnection } from "../../IModelConnection";
7
7
  import { WebGLDisposable } from "./Disposable";
8
8
  import { GL } from "./GL";
9
9
  import { UniformHandle } from "./UniformHandle";
10
- import { OvrFlags, TextureUnit } from "./RenderFlags";
10
+ import { TextureUnit } from "./RenderFlags";
11
11
  import { TextureOwnership } from "../CreateTextureArgs";
12
+ import { OvrFlags } from "../../common/internal/render/OvrFlags";
12
13
  /** @internal */
13
14
  export type Texture2DData = Uint8Array | Float32Array;
14
15
  type TextureFlag = true | undefined;
@@ -1 +1 @@
1
- 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@@ -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, BeEvent, dispose, Id64String } from \"@itwin/core-bentley\";\r\nimport {\r\n ImageBuffer, ImageBufferFormat, ImageSource, ImageSourceFormat, isPowerOfTwo, nextHighestPowerOfTwo, RenderTexture, TextureData, TextureTransparency,\r\n} from \"@itwin/core-common\";\r\nimport { getImageSourceMimeType, imageBufferToPngDataUrl, imageElementFromImageSource, openImageDataUrlInNewWindow } from \"../../common/ImageUtil\";\r\nimport { IModelConnection } from \"../../IModelConnection\";\r\nimport { IModelApp } from \"../../IModelApp\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { GL } from \"./GL\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { OvrFlags, TextureUnit } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { TextureOwnership } from \"../CreateTextureArgs\";\r\n\r\n/** @internal */\r\nexport type Texture2DData = Uint8Array | Float32Array;\r\n\r\nfunction computeBytesUsed(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType): number {\r\n const bytesPerComponent = GL.Texture.DataType.UnsignedByte === dataType ? 1 : 4;\r\n let componentsPerPixel = 1;\r\n switch (format) {\r\n case GL.Texture.Format.Rgb:\r\n componentsPerPixel = 3;\r\n break;\r\n case GL.Texture.Format.Rgba:\r\n componentsPerPixel = 4;\r\n break;\r\n }\r\n\r\n return width * height * componentsPerPixel * bytesPerComponent;\r\n}\r\n\r\n/** Associate texture data with a WebGLTexture from a canvas, image, OR a bitmap. */\r\nfunction loadTexture2DImageData(handle: TextureHandle, params: Texture2DCreateParams, bytes?: Texture2DData, source?: TexImageSource): void {\r\n handle.bytesUsed = undefined !== bytes ? bytes.byteLength : computeBytesUsed(params.width, params.height, params.format, params.dataType);\r\n\r\n const tex = handle.getHandle()!;\r\n const gl = System.instance.context;\r\n\r\n // Use tightly packed data\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n\r\n // Bind the texture object; make sure we do not interfere with other active textures\r\n System.instance.activateTexture2d(TextureUnit.Zero, tex);\r\n\r\n // Figure out the internal format. For all but WebGL2 float/half-float datatypes it is just same as format.\r\n // TODO: probably need to just support internal format types in Texture2DCreateParams.\r\n let internalFormat = params.format;\r\n const context2 = System.instance.context;\r\n if (GL.Texture.Format.Rgba === params.format) {\r\n if (GL.Texture.DataType.Float === params.dataType)\r\n internalFormat = context2.RGBA32F;\r\n else if (context2.HALF_FLOAT === params.dataType)\r\n internalFormat = context2.RGBA16F;\r\n } else if (GL.Texture.Format.DepthStencil === params.format)\r\n internalFormat = context2.DEPTH24_STENCIL8;\r\n\r\n // send the texture data\r\n if (undefined !== source) {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, params.format, params.dataType, source);\r\n } else {\r\n const pixelData = undefined !== bytes ? bytes : null;\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, params.width, params.height, 0, params.format, params.dataType, pixelData);\r\n }\r\n\r\n if (params.useMipMaps) {\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n } else {\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, params.interpolate ? gl.LINEAR : gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, params.interpolate ? gl.LINEAR : gl.NEAREST);\r\n }\r\n if (params.anisotropicFilter) {\r\n System.instance.setMaxAnisotropy(params.anisotropicFilter);\r\n }\r\n\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, params.wrapMode);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, params.wrapMode);\r\n\r\n System.instance.bindTexture2d(TextureUnit.Zero, undefined);\r\n}\r\n\r\nfunction loadTextureFromBytes(handle: TextureHandle, params: Texture2DCreateParams, bytes?: Texture2DData): void {\r\n loadTexture2DImageData(handle, params, bytes);\r\n}\r\n\r\n/** Associate cube texture data with a WebGLTexture from an image. */\r\nfunction loadTextureCubeImageData(handle: TextureHandle, params: TextureCubeCreateParams, images: TexImageSource[]): void {\r\n handle.bytesUsed = computeBytesUsed(params.dim * 6, params.dim, params.format, params.dataType);\r\n\r\n const tex = handle.getHandle()!;\r\n const gl = System.instance.context;\r\n\r\n // Use tightly packed data\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n\r\n // Bind the texture object; make sure we do not interfere with other active textures\r\n System.instance.activateTextureCubeMap(TextureUnit.Zero, tex);\r\n\r\n const cubeTargets: number[] = [GL.Texture.Target.CubeMapPositiveX, GL.Texture.Target.CubeMapNegativeX, GL.Texture.Target.CubeMapPositiveY, GL.Texture.Target.CubeMapNegativeY, GL.Texture.Target.CubeMapPositiveZ, GL.Texture.Target.CubeMapNegativeZ];\r\n\r\n for (let i = 0; i < 6; i++) {\r\n gl.texImage2D(cubeTargets[i], 0, params.format, params.format, params.dataType, images[i]);\r\n }\r\n\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_WRAP_S, params.wrapMode);\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_WRAP_T, params.wrapMode);\r\n // gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_WRAP_R, params.wrapMode); // Unavailable in GLES2\r\n\r\n System.instance.bindTextureCubeMap(TextureUnit.Zero, undefined);\r\n}\r\n\r\ntype TextureFlag = true | undefined;\r\ntype TextureAnisotropicFilter = number | undefined;\r\ntype Load2DImageData = (handle: TextureHandle, params: Texture2DCreateParams) => void;\r\ntype LoadCubeImageData = (handle: TextureHandle, params: TextureCubeCreateParams) => void;\r\n\r\ninterface TextureImageProperties {\r\n wrapMode: GL.Texture.WrapMode;\r\n useMipMaps: TextureFlag;\r\n interpolate: TextureFlag;\r\n format: GL.Texture.Format;\r\n anisotropicFilter: TextureAnisotropicFilter;\r\n}\r\n\r\n/** @internal */\r\nexport interface TextureParams {\r\n type: RenderTexture.Type;\r\n ownership?: TextureOwnership;\r\n transparency: TextureTransparency;\r\n handle: TextureHandle;\r\n}\r\n\r\n/** Wrapper class for a WebGL texture handle and parameters specific to an individual texture.\r\n * @internal\r\n */\r\nexport class Texture extends RenderTexture implements WebGLDisposable {\r\n public readonly texture: TextureHandle;\r\n public readonly ownership?: TextureOwnership;\r\n public transparency: TextureTransparency;\r\n\r\n public get bytesUsed(): number { return this.texture.bytesUsed; }\r\n public get hasOwner(): boolean { return undefined !== this.ownership; }\r\n public get key(): string | undefined {\r\n return typeof this.ownership !== \"string\" && typeof this.ownership?.key === \"string\" ? this.ownership.key : undefined;\r\n }\r\n\r\n public constructor(params: TextureParams) {\r\n super(params.type);\r\n this.ownership = params.ownership;\r\n this.texture = params.handle;\r\n this.transparency = params.handle.format === GL.Texture.Format.Rgba ? params.transparency : TextureTransparency.Opaque;\r\n }\r\n\r\n public get isDisposed(): boolean { return this.texture.isDisposed; }\r\n\r\n /** Free this object in the WebGL wrapper. */\r\n public dispose() {\r\n dispose(this.texture);\r\n }\r\n}\r\n\r\nfunction getDataType(data: Texture2DData): GL.Texture.DataType {\r\n return data instanceof Float32Array ? GL.Texture.DataType.Float : GL.Texture.DataType.UnsignedByte;\r\n}\r\n\r\n/** Parameters used internally to define how to create a texture for use with WebGL. */\r\nclass Texture2DCreateParams {\r\n private constructor(\r\n public width: number,\r\n public height: number,\r\n public format: GL.Texture.Format,\r\n public dataType: GL.Texture.DataType,\r\n public wrapMode: GL.Texture.WrapMode,\r\n public loadImageData: Load2DImageData,\r\n public useMipMaps?: TextureFlag,\r\n public interpolate?: TextureFlag,\r\n public anisotropicFilter?: TextureAnisotropicFilter,\r\n public dataBytes?: Uint8Array) { }\r\n\r\n public static createForData(width: number, height: number, data: Texture2DData, preserveData = false, wrapMode = GL.Texture.WrapMode.ClampToEdge, format = GL.Texture.Format.Rgba) {\r\n const bytes = (preserveData && data instanceof Uint8Array) ? data : undefined;\r\n return new Texture2DCreateParams(width, height, format, getDataType(data), wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTextureFromBytes(tex, params, data), undefined, undefined, undefined, bytes);\r\n }\r\n\r\n public static createForImageBuffer(image: ImageBuffer, type: RenderTexture.Type) {\r\n const props = this.getImageProperties(type);\r\n if (ImageBufferFormat.Rgb === image.format)\r\n props.format = GL.Texture.Format.Rgb;\r\n\r\n return new Texture2DCreateParams(image.width, image.height, props.format, GL.Texture.DataType.UnsignedByte, props.wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTextureFromBytes(tex, params, image.data), props.useMipMaps, props.interpolate);\r\n }\r\n\r\n public static createForAttachment(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType) {\r\n return new Texture2DCreateParams(width, height, format, dataType, GL.Texture.WrapMode.ClampToEdge,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTextureFromBytes(tex, params), undefined, undefined);\r\n }\r\n\r\n public static createForImage(image: HTMLImageElement, type: RenderTexture.Type) {\r\n const props = this.getImageProperties(type);\r\n\r\n let targetWidth = image.naturalWidth;\r\n let targetHeight = image.naturalHeight;\r\n\r\n if (RenderTexture.Type.Glyph === type) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n } else if (!System.instance.supportsNonPowerOf2Textures && (!isPowerOfTwo(targetWidth) || !isPowerOfTwo(targetHeight))) {\r\n if (GL.Texture.WrapMode.ClampToEdge === props.wrapMode) {\r\n // NPOT are supported but not mipmaps\r\n // Probably on poor hardware so I choose to disable mipmaps for lower memory usage over quality. If quality is required we need to resize the image to a pow of 2.\r\n // Above comment is not necessarily true - WebGL doesn't support NPOT mipmapping, only supporting base NPOT caps\r\n props.useMipMaps = undefined;\r\n } else if (GL.Texture.WrapMode.Repeat === props.wrapMode) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n }\r\n }\r\n\r\n // Cap texture dimensions to system WebGL capabilities\r\n const maxTexSize = System.instance.maxTextureSize;\r\n targetWidth = Math.min(targetWidth, maxTexSize);\r\n targetHeight = Math.min(targetHeight, maxTexSize);\r\n\r\n let element: TexImageSource = image;\r\n if (targetWidth !== image.naturalWidth || targetHeight !== image.naturalHeight) {\r\n // Resize so dimensions are powers-of-two\r\n const canvas = document.createElement(\"canvas\");\r\n canvas.width = targetWidth;\r\n canvas.height = targetHeight;\r\n\r\n const context = canvas.getContext(\"2d\")!;\r\n context.drawImage(image, 0, 0, canvas.width, canvas.height);\r\n\r\n element = canvas;\r\n }\r\n\r\n return new Texture2DCreateParams(targetWidth, targetHeight, props.format, GL.Texture.DataType.UnsignedByte, props.wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTexture2DImageData(tex, params, undefined, element), props.useMipMaps, props.interpolate, props.anisotropicFilter);\r\n }\r\n\r\n public static createForImageBitmap(image: ImageBitmap, type: RenderTexture.Type) {\r\n const props = this.getImageProperties(type);\r\n\r\n let targetWidth = image.width;\r\n let targetHeight = image.height;\r\n\r\n if (RenderTexture.Type.Glyph === type) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n } else if (!System.instance.supportsNonPowerOf2Textures && (!isPowerOfTwo(targetWidth) || !isPowerOfTwo(targetHeight))) {\r\n if (GL.Texture.WrapMode.ClampToEdge === props.wrapMode) {\r\n // NPOT are supported but not mipmaps\r\n // Probably on poor hardware so I choose to disable mipmaps for lower memory usage over quality. If quality is required we need to resize the image to a pow of 2.\r\n // Above comment is not necessarily true - WebGL doesn't support NPOT mipmapping, only supporting base NPOT caps\r\n props.useMipMaps = undefined;\r\n } else if (GL.Texture.WrapMode.Repeat === props.wrapMode) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n }\r\n }\r\n\r\n // If we have to resize, use a canvas\r\n let source: TexImageSource = image;\r\n if (image.width !== targetWidth || image.height !== targetHeight) {\r\n const canvas = document.createElement(\"canvas\");\r\n canvas.width = targetWidth;\r\n canvas.height = targetHeight;\r\n const context = canvas.getContext(\"2d\")!;\r\n context.drawImage(image, 0, 0, canvas.width, canvas.height);\r\n\r\n source = canvas;\r\n }\r\n\r\n return new Texture2DCreateParams(targetWidth, targetHeight, props.format, GL.Texture.DataType.UnsignedByte, props.wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTexture2DImageData(tex, params, undefined, source), props.useMipMaps, props.interpolate, props.anisotropicFilter);\r\n }\r\n\r\n private static getImageProperties(type: RenderTexture.Type): TextureImageProperties {\r\n const isSky = RenderTexture.Type.SkyBox === type;\r\n const isTile = RenderTexture.Type.TileSection === type;\r\n const isThematic = RenderTexture.Type.ThematicGradient === type;\r\n const isFilteredTile = RenderTexture.Type.FilteredTileSection === type;\r\n const maxAnisotropicFilterLevel = 16;\r\n\r\n const wrapMode = RenderTexture.Type.Normal === type ? GL.Texture.WrapMode.Repeat : GL.Texture.WrapMode.ClampToEdge;\r\n const useMipMaps: TextureFlag = (!isSky && !isTile && !isFilteredTile && !isThematic) ? true : undefined;\r\n const interpolate: TextureFlag = isThematic ? undefined : true;\r\n const anisotropicFilter = isFilteredTile ? maxAnisotropicFilterLevel : undefined;\r\n\r\n // Always use RGBA. RGB is much slower and almost certainly does not actually save any GPU memory.\r\n const format = GL.Texture.Format.Rgba;\r\n\r\n return { format, wrapMode, useMipMaps, interpolate, anisotropicFilter };\r\n }\r\n\r\n public static readonly placeholderParams = new Texture2DCreateParams(1, 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte, GL.Texture.WrapMode.ClampToEdge,\r\n (_tex: TextureHandle, _params: Texture2DCreateParams) => undefined);\r\n}\r\n\r\nclass TextureCubeCreateParams {\r\n private constructor(\r\n public dim: number,\r\n public format: GL.Texture.Format,\r\n public dataType: GL.Texture.DataType,\r\n public wrapMode: GL.Texture.WrapMode,\r\n public loadImageData: LoadCubeImageData) { }\r\n\r\n public static createForCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement): TextureCubeCreateParams | undefined {\r\n const targetDim = posX.naturalWidth;\r\n\r\n if (posX.naturalHeight !== targetDim) // Cube texture dimensions must match (width must equal height)\r\n return undefined;\r\n\r\n const images: HTMLImageElement[] = [posX, negX, posY, negY, posZ, negZ];\r\n\r\n for (let i = 1; i < images.length; i++) { // Dimensions of all six sides must match each other\r\n if (images[i].naturalWidth !== targetDim || images[i].naturalHeight !== targetDim)\r\n return undefined;\r\n }\r\n\r\n return new TextureCubeCreateParams(targetDim, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte, GL.Texture.WrapMode.ClampToEdge,\r\n (tex: TextureHandle, params: TextureCubeCreateParams) => loadTextureCubeImageData(tex, params, images));\r\n }\r\n}\r\n\r\n/** Wraps a WebGLTextureHandle\r\n * @internal\r\n */\r\nexport abstract class TextureHandle implements WebGLDisposable {\r\n protected _glTexture?: WebGLTexture;\r\n protected _bytesUsed = 0;\r\n\r\n public abstract get width(): number;\r\n public abstract get height(): number;\r\n public abstract get format(): GL.Texture.Format;\r\n public abstract get dataType(): GL.Texture.DataType;\r\n public abstract get dataBytes(): Uint8Array | undefined;\r\n public get bytesUsed(): number { return this._bytesUsed; }\r\n public set bytesUsed(bytesUsed: number) {\r\n // assert(0 === this.bytesUsed);\r\n this._bytesUsed = bytesUsed;\r\n }\r\n\r\n /** Get the WebGLTexture for this TextureHandle. */\r\n public getHandle(): WebGLTexture | undefined { return this._glTexture; }\r\n\r\n /** Bind texture handle (if available) associated with an instantiation of this class to specified texture unit. */\r\n public abstract bind(_texUnit: TextureUnit): boolean;\r\n\r\n /** Bind this texture to a uniform sampler. */\r\n public abstract bindSampler(_uniform: UniformHandle, _unit: TextureUnit): void;\r\n\r\n public get isDisposed(): boolean { return this._glTexture === undefined; }\r\n\r\n public dispose() {\r\n if (!this.isDisposed) {\r\n System.instance.disposeTexture(this._glTexture!);\r\n this._glTexture = undefined;\r\n this.bytesUsed = 0;\r\n }\r\n }\r\n\r\n /** Create a 2D texture for use as a color attachment for rendering */\r\n public static createForAttachment(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType) {\r\n return Texture2DHandle.createForAttachment(width, height, format, dataType);\r\n }\r\n\r\n /** Create a 2D texture to hold non-image data */\r\n public static createForData(width: number, height: number, data: Texture2DData, wantPreserveData = false, wrapMode = GL.Texture.WrapMode.ClampToEdge, format = GL.Texture.Format.Rgba) {\r\n return Texture2DHandle.createForData(width, height, data, wantPreserveData, wrapMode, format);\r\n }\r\n\r\n /** Create a 2D texture from a bitmap */\r\n public static createForImageBuffer(image: ImageBuffer, type: RenderTexture.Type) {\r\n return Texture2DHandle.createForImageBuffer(image, type);\r\n }\r\n\r\n /** Create a 2D texture from an HTMLImageElement. */\r\n public static createForImage(image: HTMLImageElement, type: RenderTexture.Type) {\r\n return Texture2DHandle.createForImage(image, type);\r\n }\r\n\r\n /** Create a 2D texture from an ImageBitmap. */\r\n public static createForImageBitmap(image: ImageBitmap, type: RenderTexture.Type) {\r\n return Texture2DHandle.createForImageBitmap(image, type);\r\n }\r\n\r\n /** Create a cube map texture from six HTMLImageElement objects. */\r\n public static createForCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement) {\r\n return TextureCubeHandle.createForCubeImages(posX, negX, posY, negY, posZ, negZ);\r\n }\r\n\r\n public static createForElement(id: Id64String, imodel: IModelConnection, type: RenderTexture.Type, format: ImageSourceFormat, onLoaded: ExternalTextureLoadCallback) {\r\n return Texture2DHandle.createForElement(id, imodel, type, format, onLoaded);\r\n }\r\n\r\n protected constructor(glTexture: WebGLTexture) {\r\n this._glTexture = glTexture;\r\n }\r\n\r\n /** For debugging purposes, open a new window containing this texture as an image. */\r\n public showDebugImage(): void {\r\n const gl = System.instance.context;\r\n const fbo = gl.createFramebuffer();\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.getHandle()!, 0);\r\n if (gl.FRAMEBUFFER_COMPLETE === gl.checkFramebufferStatus(gl.FRAMEBUFFER)) {\r\n const w = this.width;\r\n const h = this.height;\r\n const pixels = new Uint8Array(w * h * 4);\r\n gl.readPixels(0, 0, w, h, gl.RGBA, gl.UNSIGNED_BYTE, pixels);\r\n\r\n const buffer = ImageBuffer.create(pixels, ImageBufferFormat.Rgba, w);\r\n const url = imageBufferToPngDataUrl(buffer, false);\r\n openImageDataUrlInNewWindow(url!, \"Classifiers\");\r\n }\r\n\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\r\n gl.deleteFramebuffer(fbo);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Texture2DHandle extends TextureHandle {\r\n private _width: number;\r\n private _height: number;\r\n private _format: GL.Texture.Format;\r\n private _dataType: GL.Texture.DataType;\r\n private _dataBytes?: Uint8Array;\r\n\r\n public get width(): number { return this._width; }\r\n public get height(): number { return this._height; }\r\n public get format(): GL.Texture.Format { return this._format; }\r\n public get dataType(): GL.Texture.DataType { return this._dataType; }\r\n public get dataBytes(): Uint8Array | undefined { return this._dataBytes; }\r\n\r\n /** Bind specified texture handle to specified texture unit. */\r\n public static bindTexture(texUnit: TextureUnit, glTex: WebGLTexture | undefined) {\r\n assert(!(glTex instanceof TextureHandle));\r\n System.instance.bindTexture2d(texUnit, glTex);\r\n }\r\n\r\n /** Bind the specified texture to a uniform sampler2D */\r\n public static bindSampler(uniform: UniformHandle, tex: WebGLTexture, unit: TextureUnit): void {\r\n assert(!(tex instanceof TextureHandle));\r\n this.bindTexture(unit, tex);\r\n uniform.setUniform1i(unit - TextureUnit.Zero);\r\n }\r\n\r\n /** Bind texture handle (if available) associated with an instantiation of this class to specified texture unit. */\r\n public bind(texUnit: TextureUnit): boolean {\r\n if (undefined === this._glTexture)\r\n return false;\r\n Texture2DHandle.bindTexture(texUnit, this._glTexture);\r\n return true;\r\n }\r\n\r\n /** Bind this texture to a uniform sampler2D */\r\n public bindSampler(uniform: UniformHandle, unit: TextureUnit): void {\r\n if (undefined !== this._glTexture)\r\n Texture2DHandle.bindSampler(uniform, this._glTexture, unit);\r\n }\r\n\r\n /** Update the 2D texture contents. */\r\n public update(updater: Texture2DDataUpdater): boolean {\r\n if (0 === this.width || 0 === this.height || undefined === this._dataBytes || 0 === this._dataBytes.length) {\r\n assert(false);\r\n return false;\r\n }\r\n\r\n if (!updater.modified)\r\n return false;\r\n\r\n return this.replaceTextureData(this._dataBytes);\r\n }\r\n\r\n /** Replace the 2D texture contents. */\r\n public replaceTextureData(data: Texture2DData): boolean {\r\n assert((GL.Texture.DataType.Float === this._dataType) === (data instanceof Float32Array));\r\n\r\n const tex = this.getHandle()!;\r\n if (undefined === tex)\r\n return false;\r\n\r\n const gl = System.instance.context;\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n\r\n // Go through System to ensure we don't interfere with currently-bound textures!\r\n System.instance.activateTexture2d(TextureUnit.Zero, tex);\r\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, this.width, this.height, this._format, this._dataType, data);\r\n System.instance.bindTexture2d(TextureUnit.Zero, undefined);\r\n\r\n return true;\r\n }\r\n\r\n private static create(params: Texture2DCreateParams): Texture2DHandle | undefined {\r\n const glTex = System.instance.context.createTexture();\r\n return null !== glTex ? new Texture2DHandle(glTex, params) : undefined;\r\n }\r\n\r\n /** Create a texture for use as a color attachment for rendering */\r\n public static override createForAttachment(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType) {\r\n return this.create(Texture2DCreateParams.createForAttachment(width, height, format, dataType));\r\n }\r\n\r\n /** Create a texture to hold non-image data */\r\n public static override createForData(width: number, height: number, data: Texture2DData, wantPreserveData = false, wrapMode = GL.Texture.WrapMode.ClampToEdge, format = GL.Texture.Format.Rgba) {\r\n return this.create(Texture2DCreateParams.createForData(width, height, data, wantPreserveData, wrapMode, format));\r\n }\r\n\r\n /** Create a texture from a bitmap */\r\n public static override createForImageBuffer(image: ImageBuffer, type: RenderTexture.Type) {\r\n if (RenderTexture.Type.TileSection !== type && RenderTexture.Type.ThematicGradient !== type)\r\n assert(isPowerOfTwo(image.width) && isPowerOfTwo(image.height), \"###TODO: Resize image dimensions to powers-of-two if necessary\");\r\n\r\n return this.create(Texture2DCreateParams.createForImageBuffer(image, type));\r\n }\r\n\r\n /** Create a 2D texture from an HTMLImageElement. */\r\n public static override createForImage(image: HTMLImageElement, type: RenderTexture.Type) {\r\n return this.create(Texture2DCreateParams.createForImage(image, type));\r\n }\r\n\r\n /** Create a 2D texture from an ImageBitmap. */\r\n public static override createForImageBitmap(image: ImageBitmap, type: RenderTexture.Type) {\r\n return this.create(Texture2DCreateParams.createForImageBitmap(image, type));\r\n }\r\n\r\n private static _placeHolderTextureData = new Uint8Array([128, 128, 128, 255]);\r\n\r\n public static override createForElement(id: Id64String, imodel: IModelConnection, type: RenderTexture.Type, format: ImageSourceFormat, onLoaded: ExternalTextureLoadCallback) {\r\n // set a placeholder texture while we wait for the external texture to load\r\n const handle = this.createForData(1, 1, this._placeHolderTextureData, undefined, undefined, GL.Texture.Format.Rgba);\r\n\r\n if (undefined === handle)\r\n return undefined;\r\n\r\n // kick off loading the texture from the backend\r\n ExternalTextureLoader.instance.loadTexture(handle, id, imodel, type, format, onLoaded);\r\n\r\n return handle;\r\n }\r\n\r\n public reload(params: Texture2DCreateParams) {\r\n this._width = params.width;\r\n this._height = params.height;\r\n this._format = params.format;\r\n this._dataType = params.dataType;\r\n this._dataBytes = params.dataBytes;\r\n\r\n params.loadImageData(this, params);\r\n }\r\n\r\n private constructor(glTexture: WebGLTexture, params: Texture2DCreateParams) {\r\n super(glTexture);\r\n this._width = params.width;\r\n this._height = params.height;\r\n this._format = params.format;\r\n this._dataType = params.dataType;\r\n this._dataBytes = params.dataBytes;\r\n\r\n params.loadImageData(this, params);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport type ExternalTextureLoadCallback = (req: ExternalTextureRequest, data: TextureData) => void;\r\n\r\n/** @internal */\r\nexport interface ExternalTextureRequest {\r\n handle: Texture2DHandle;\r\n name: Id64String;\r\n imodel: IModelConnection;\r\n type: RenderTexture.Type;\r\n format: ImageSourceFormat;\r\n onLoaded?: ExternalTextureLoadCallback;\r\n}\r\n\r\n/** @internal */\r\ninterface TextureConvertRequest {\r\n req: ExternalTextureRequest;\r\n texData: TextureData;\r\n}\r\n\r\n/** @internal */\r\nexport class ExternalTextureLoader { /* currently exported for tests only */\r\n public static readonly instance = new ExternalTextureLoader(2);\r\n public readonly onTexturesLoaded = new BeEvent<() => void>();\r\n private readonly _maxActiveRequests: number;\r\n private _activeRequests: Array<ExternalTextureRequest> = [];\r\n private _pendingRequests: Array<ExternalTextureRequest> = [];\r\n private _convertRequests: Array<TextureConvertRequest> = [];\r\n private _convertPending = false;\r\n\r\n public get numActiveRequests() { return this._activeRequests.length; }\r\n public get numPendingRequests() { return this._pendingRequests.length; }\r\n public get maxActiveRequests() { return this._maxActiveRequests; }\r\n\r\n private constructor(maxActiveRequests: number) {\r\n this._maxActiveRequests = maxActiveRequests;\r\n }\r\n\r\n private async _nextRequest(prevReq: ExternalTextureRequest) {\r\n this._activeRequests.splice(this._activeRequests.indexOf(prevReq), 1);\r\n if (this._activeRequests.length < this._maxActiveRequests && this._pendingRequests.length > 0) {\r\n const req = this._pendingRequests.shift()!;\r\n await this._activateRequest(req);\r\n }\r\n if (this._activeRequests.length < 1 && this._pendingRequests.length < 1)\r\n this.onTexturesLoaded.raiseEvent();\r\n }\r\n\r\n private async _activateRequest(req: ExternalTextureRequest) {\r\n if (req.imodel.isClosed)\r\n return;\r\n\r\n this._activeRequests.push(req);\r\n\r\n try {\r\n if (!req.imodel.isClosed) {\r\n const maxTextureSize = System.instance.maxTexSizeAllow;\r\n const texData = await req.imodel.queryTextureData({ name: req.name, maxTextureSize });\r\n if (undefined !== texData) {\r\n const cnvReq = { req, texData };\r\n this._convertRequests.push(cnvReq);\r\n // _convertPending is used to prevent overlapping calls to _convertTexture (from overlapping calls to _activateRequest)\r\n // it has been put on the list, so if it doesn't get converted here it will get converted by the loop that is converting the current one\r\n do {\r\n if (!this._convertPending)\r\n await this._convertTexture();\r\n } while (!this._convertPending && this._convertRequests.length > 0);\r\n if (!req.imodel.isClosed) {\r\n IModelApp.tileAdmin.invalidateAllScenes();\r\n if (undefined !== req.onLoaded)\r\n req.onLoaded(req, texData);\r\n }\r\n }\r\n }\r\n } catch (_e) { }\r\n\r\n return this._nextRequest(req);\r\n }\r\n\r\n private async _convertTexture(): Promise<void> {\r\n this._convertPending = true;\r\n try {\r\n const cnvReq = this._convertRequests.shift();\r\n if (undefined !== cnvReq) {\r\n const imageSource = new ImageSource(cnvReq.texData.bytes, cnvReq.texData.format);\r\n if (System.instance.supportsCreateImageBitmap) {\r\n const blob = new Blob([imageSource.data], { type: getImageSourceMimeType(imageSource.format) });\r\n const image = await createImageBitmap(blob, 0, 0, cnvReq.texData.width, cnvReq.texData.height);\r\n if (!cnvReq.req.imodel.isClosed) {\r\n cnvReq.req.handle.reload(Texture2DCreateParams.createForImageBitmap(image, cnvReq.req.type));\r\n }\r\n } else {\r\n const image = await imageElementFromImageSource(imageSource);\r\n if (!cnvReq.req.imodel.isClosed) {\r\n cnvReq.req.handle.reload(Texture2DCreateParams.createForImage(image, cnvReq.req.type));\r\n }\r\n }\r\n }\r\n } catch (_e) { }\r\n this._convertPending = false;\r\n }\r\n\r\n private _requestExists(reqToCheck: ExternalTextureRequest) {\r\n for (const r of this._activeRequests)\r\n if (reqToCheck.name === r.name && reqToCheck.imodel === r.imodel)\r\n return true;\r\n\r\n for (const r of this._pendingRequests)\r\n if (reqToCheck.name === r.name && reqToCheck.imodel === r.imodel)\r\n return true;\r\n\r\n return false;\r\n }\r\n\r\n public loadTexture(handle: Texture2DHandle, name: Id64String, imodel: IModelConnection, type: RenderTexture.Type, format: ImageSourceFormat, onLoaded?: ExternalTextureLoadCallback) {\r\n const req = { handle, name, imodel, type, format, onLoaded };\r\n if (this._requestExists(req))\r\n return;\r\n\r\n if (this._activeRequests.length + 1 > this._maxActiveRequests) {\r\n this._pendingRequests.push(req);\r\n } else\r\n this._activateRequest(req); // eslint-disable-line @typescript-eslint/no-floating-promises\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class TextureCubeHandle extends TextureHandle {\r\n private _dim: number; // Cubemap texture height and width must match. This must be the same for each of the six faces.\r\n private _format: GL.Texture.Format; // Format must be the same for each of the six faces.\r\n private _dataType: GL.Texture.DataType; // Type must be the same for each of the six faces.\r\n\r\n public get width(): number { return this._dim; }\r\n public get height(): number { return this._dim; }\r\n public get format(): GL.Texture.Format { return this._format; }\r\n public get dataType(): GL.Texture.DataType { return this._dataType; }\r\n public get dataBytes(): Uint8Array | undefined { return undefined; }\r\n\r\n /** Bind specified cubemap texture handle to specified texture unit. */\r\n public static bindTexture(texUnit: TextureUnit, glTex: WebGLTexture | undefined) {\r\n assert(!(glTex instanceof TextureHandle));\r\n System.instance.bindTextureCubeMap(texUnit, glTex);\r\n }\r\n\r\n /** Bind the specified texture to a uniform sampler2D */\r\n public static bindSampler(uniform: UniformHandle, tex: WebGLTexture, unit: TextureUnit): void {\r\n assert(!(tex instanceof TextureHandle));\r\n this.bindTexture(unit, tex);\r\n uniform.setUniform1i(unit - TextureUnit.Zero);\r\n }\r\n\r\n /** Bind texture handle (if available) associated with an instantiation of this class to specified texture unit. */\r\n public bind(texUnit: TextureUnit): boolean {\r\n if (undefined === this._glTexture)\r\n return false;\r\n TextureCubeHandle.bindTexture(texUnit, this._glTexture);\r\n return true;\r\n }\r\n\r\n /** Bind this texture to a uniform sampler2D */\r\n public bindSampler(uniform: UniformHandle, unit: TextureUnit): void {\r\n if (undefined !== this._glTexture)\r\n TextureCubeHandle.bindSampler(uniform, this._glTexture, unit);\r\n }\r\n\r\n private static create(params: TextureCubeCreateParams): TextureHandle | undefined {\r\n const glTex = System.instance.context.createTexture();\r\n return null !== glTex ? new TextureCubeHandle(glTex, params) : undefined;\r\n }\r\n\r\n /** Create a cube map texture from six HTMLImageElement objects. */\r\n public static override createForCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement) {\r\n const params = TextureCubeCreateParams.createForCubeImages(posX, negX, posY, negY, posZ, negZ);\r\n return params !== undefined ? this.create(params) : undefined;\r\n }\r\n\r\n private constructor(glTexture: WebGLTexture, params: TextureCubeCreateParams) {\r\n super(glTexture);\r\n this._dim = params.dim;\r\n this._format = params.format;\r\n this._dataType = params.dataType;\r\n\r\n params.loadImageData(this, params);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Texture2DDataUpdater {\r\n public data: Uint8Array;\r\n public modified: boolean = false;\r\n\r\n public constructor(data: Uint8Array) { this.data = data; }\r\n\r\n public setByteAtIndex(index: number, byte: number) {\r\n assert(index < this.data.length);\r\n if (byte !== this.data[index]) {\r\n this.data[index] = byte;\r\n this.modified = true;\r\n }\r\n }\r\n\r\n public setOvrFlagsAtIndex(index: number, value: OvrFlags) {\r\n assert(index < this.data.length - 1);\r\n assert(value < 0xffff);\r\n this.setByteAtIndex(index, value & 0xff);\r\n this.setByteAtIndex(index + 1, (value & 0xff00) >> 8);\r\n }\r\n\r\n public getByteAtIndex(index: number): number {\r\n assert(index < this.data.length);\r\n return this.data[index];\r\n }\r\n\r\n public getOvrFlagsAtIndex(index: number): OvrFlags {\r\n const lo = this.getByteAtIndex(index);\r\n const hi = this.getByteAtIndex(index + 1);\r\n return lo | (hi << 8);\r\n }\r\n}\r\n"]}
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, BeEvent, dispose, Id64String } from \"@itwin/core-bentley\";\r\nimport {\r\n ImageBuffer, ImageBufferFormat, ImageSource, ImageSourceFormat, isPowerOfTwo, nextHighestPowerOfTwo, RenderTexture, TextureData, TextureTransparency,\r\n} from \"@itwin/core-common\";\r\nimport { getImageSourceMimeType, imageBufferToPngDataUrl, imageElementFromImageSource, openImageDataUrlInNewWindow } from \"../../common/ImageUtil\";\r\nimport { IModelConnection } from \"../../IModelConnection\";\r\nimport { IModelApp } from \"../../IModelApp\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { GL } from \"./GL\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { TextureUnit } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { TextureOwnership } from \"../CreateTextureArgs\";\r\nimport { OvrFlags } from \"../../common/internal/render/OvrFlags\";\r\n\r\n/** @internal */\r\nexport type Texture2DData = Uint8Array | Float32Array;\r\n\r\nfunction computeBytesUsed(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType): number {\r\n const bytesPerComponent = GL.Texture.DataType.UnsignedByte === dataType ? 1 : 4;\r\n let componentsPerPixel = 1;\r\n switch (format) {\r\n case GL.Texture.Format.Rgb:\r\n componentsPerPixel = 3;\r\n break;\r\n case GL.Texture.Format.Rgba:\r\n componentsPerPixel = 4;\r\n break;\r\n }\r\n\r\n return width * height * componentsPerPixel * bytesPerComponent;\r\n}\r\n\r\n/** Associate texture data with a WebGLTexture from a canvas, image, OR a bitmap. */\r\nfunction loadTexture2DImageData(handle: TextureHandle, params: Texture2DCreateParams, bytes?: Texture2DData, source?: TexImageSource): void {\r\n handle.bytesUsed = undefined !== bytes ? bytes.byteLength : computeBytesUsed(params.width, params.height, params.format, params.dataType);\r\n\r\n const tex = handle.getHandle()!;\r\n const gl = System.instance.context;\r\n\r\n // Use tightly packed data\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n\r\n // Bind the texture object; make sure we do not interfere with other active textures\r\n System.instance.activateTexture2d(TextureUnit.Zero, tex);\r\n\r\n // Figure out the internal format. For all but WebGL2 float/half-float datatypes it is just same as format.\r\n // TODO: probably need to just support internal format types in Texture2DCreateParams.\r\n let internalFormat = params.format;\r\n const context2 = System.instance.context;\r\n if (GL.Texture.Format.Rgba === params.format) {\r\n if (GL.Texture.DataType.Float === params.dataType)\r\n internalFormat = context2.RGBA32F;\r\n else if (context2.HALF_FLOAT === params.dataType)\r\n internalFormat = context2.RGBA16F;\r\n } else if (GL.Texture.Format.DepthStencil === params.format)\r\n internalFormat = context2.DEPTH24_STENCIL8;\r\n\r\n // send the texture data\r\n if (undefined !== source) {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, params.format, params.dataType, source);\r\n } else {\r\n const pixelData = undefined !== bytes ? bytes : null;\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, params.width, params.height, 0, params.format, params.dataType, pixelData);\r\n }\r\n\r\n if (params.useMipMaps) {\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n } else {\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, params.interpolate ? gl.LINEAR : gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, params.interpolate ? gl.LINEAR : gl.NEAREST);\r\n }\r\n if (params.anisotropicFilter) {\r\n System.instance.setMaxAnisotropy(params.anisotropicFilter);\r\n }\r\n\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, params.wrapMode);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, params.wrapMode);\r\n\r\n System.instance.bindTexture2d(TextureUnit.Zero, undefined);\r\n}\r\n\r\nfunction loadTextureFromBytes(handle: TextureHandle, params: Texture2DCreateParams, bytes?: Texture2DData): void {\r\n loadTexture2DImageData(handle, params, bytes);\r\n}\r\n\r\n/** Associate cube texture data with a WebGLTexture from an image. */\r\nfunction loadTextureCubeImageData(handle: TextureHandle, params: TextureCubeCreateParams, images: TexImageSource[]): void {\r\n handle.bytesUsed = computeBytesUsed(params.dim * 6, params.dim, params.format, params.dataType);\r\n\r\n const tex = handle.getHandle()!;\r\n const gl = System.instance.context;\r\n\r\n // Use tightly packed data\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n\r\n // Bind the texture object; make sure we do not interfere with other active textures\r\n System.instance.activateTextureCubeMap(TextureUnit.Zero, tex);\r\n\r\n const cubeTargets: number[] = [GL.Texture.Target.CubeMapPositiveX, GL.Texture.Target.CubeMapNegativeX, GL.Texture.Target.CubeMapPositiveY, GL.Texture.Target.CubeMapNegativeY, GL.Texture.Target.CubeMapPositiveZ, GL.Texture.Target.CubeMapNegativeZ];\r\n\r\n for (let i = 0; i < 6; i++) {\r\n gl.texImage2D(cubeTargets[i], 0, params.format, params.format, params.dataType, images[i]);\r\n }\r\n\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_WRAP_S, params.wrapMode);\r\n gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_WRAP_T, params.wrapMode);\r\n // gl.texParameteri(GL.Texture.Target.CubeMap, gl.TEXTURE_WRAP_R, params.wrapMode); // Unavailable in GLES2\r\n\r\n System.instance.bindTextureCubeMap(TextureUnit.Zero, undefined);\r\n}\r\n\r\ntype TextureFlag = true | undefined;\r\ntype TextureAnisotropicFilter = number | undefined;\r\ntype Load2DImageData = (handle: TextureHandle, params: Texture2DCreateParams) => void;\r\ntype LoadCubeImageData = (handle: TextureHandle, params: TextureCubeCreateParams) => void;\r\n\r\ninterface TextureImageProperties {\r\n wrapMode: GL.Texture.WrapMode;\r\n useMipMaps: TextureFlag;\r\n interpolate: TextureFlag;\r\n format: GL.Texture.Format;\r\n anisotropicFilter: TextureAnisotropicFilter;\r\n}\r\n\r\n/** @internal */\r\nexport interface TextureParams {\r\n type: RenderTexture.Type;\r\n ownership?: TextureOwnership;\r\n transparency: TextureTransparency;\r\n handle: TextureHandle;\r\n}\r\n\r\n/** Wrapper class for a WebGL texture handle and parameters specific to an individual texture.\r\n * @internal\r\n */\r\nexport class Texture extends RenderTexture implements WebGLDisposable {\r\n public readonly texture: TextureHandle;\r\n public readonly ownership?: TextureOwnership;\r\n public transparency: TextureTransparency;\r\n\r\n public get bytesUsed(): number { return this.texture.bytesUsed; }\r\n public get hasOwner(): boolean { return undefined !== this.ownership; }\r\n public get key(): string | undefined {\r\n return typeof this.ownership !== \"string\" && typeof this.ownership?.key === \"string\" ? this.ownership.key : undefined;\r\n }\r\n\r\n public constructor(params: TextureParams) {\r\n super(params.type);\r\n this.ownership = params.ownership;\r\n this.texture = params.handle;\r\n this.transparency = params.handle.format === GL.Texture.Format.Rgba ? params.transparency : TextureTransparency.Opaque;\r\n }\r\n\r\n public get isDisposed(): boolean { return this.texture.isDisposed; }\r\n\r\n /** Free this object in the WebGL wrapper. */\r\n public dispose() {\r\n dispose(this.texture);\r\n }\r\n}\r\n\r\nfunction getDataType(data: Texture2DData): GL.Texture.DataType {\r\n return data instanceof Float32Array ? GL.Texture.DataType.Float : GL.Texture.DataType.UnsignedByte;\r\n}\r\n\r\n/** Parameters used internally to define how to create a texture for use with WebGL. */\r\nclass Texture2DCreateParams {\r\n private constructor(\r\n public width: number,\r\n public height: number,\r\n public format: GL.Texture.Format,\r\n public dataType: GL.Texture.DataType,\r\n public wrapMode: GL.Texture.WrapMode,\r\n public loadImageData: Load2DImageData,\r\n public useMipMaps?: TextureFlag,\r\n public interpolate?: TextureFlag,\r\n public anisotropicFilter?: TextureAnisotropicFilter,\r\n public dataBytes?: Uint8Array) { }\r\n\r\n public static createForData(width: number, height: number, data: Texture2DData, preserveData = false, wrapMode = GL.Texture.WrapMode.ClampToEdge, format = GL.Texture.Format.Rgba) {\r\n const bytes = (preserveData && data instanceof Uint8Array) ? data : undefined;\r\n return new Texture2DCreateParams(width, height, format, getDataType(data), wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTextureFromBytes(tex, params, data), undefined, undefined, undefined, bytes);\r\n }\r\n\r\n public static createForImageBuffer(image: ImageBuffer, type: RenderTexture.Type) {\r\n const props = this.getImageProperties(type);\r\n if (ImageBufferFormat.Rgb === image.format)\r\n props.format = GL.Texture.Format.Rgb;\r\n\r\n return new Texture2DCreateParams(image.width, image.height, props.format, GL.Texture.DataType.UnsignedByte, props.wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTextureFromBytes(tex, params, image.data), props.useMipMaps, props.interpolate);\r\n }\r\n\r\n public static createForAttachment(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType) {\r\n return new Texture2DCreateParams(width, height, format, dataType, GL.Texture.WrapMode.ClampToEdge,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTextureFromBytes(tex, params), undefined, undefined);\r\n }\r\n\r\n public static createForImage(image: HTMLImageElement, type: RenderTexture.Type) {\r\n const props = this.getImageProperties(type);\r\n\r\n let targetWidth = image.naturalWidth;\r\n let targetHeight = image.naturalHeight;\r\n\r\n if (RenderTexture.Type.Glyph === type) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n } else if (!System.instance.supportsNonPowerOf2Textures && (!isPowerOfTwo(targetWidth) || !isPowerOfTwo(targetHeight))) {\r\n if (GL.Texture.WrapMode.ClampToEdge === props.wrapMode) {\r\n // NPOT are supported but not mipmaps\r\n // Probably on poor hardware so I choose to disable mipmaps for lower memory usage over quality. If quality is required we need to resize the image to a pow of 2.\r\n // Above comment is not necessarily true - WebGL doesn't support NPOT mipmapping, only supporting base NPOT caps\r\n props.useMipMaps = undefined;\r\n } else if (GL.Texture.WrapMode.Repeat === props.wrapMode) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n }\r\n }\r\n\r\n // Cap texture dimensions to system WebGL capabilities\r\n const maxTexSize = System.instance.maxTextureSize;\r\n targetWidth = Math.min(targetWidth, maxTexSize);\r\n targetHeight = Math.min(targetHeight, maxTexSize);\r\n\r\n let element: TexImageSource = image;\r\n if (targetWidth !== image.naturalWidth || targetHeight !== image.naturalHeight) {\r\n // Resize so dimensions are powers-of-two\r\n const canvas = document.createElement(\"canvas\");\r\n canvas.width = targetWidth;\r\n canvas.height = targetHeight;\r\n\r\n const context = canvas.getContext(\"2d\")!;\r\n context.drawImage(image, 0, 0, canvas.width, canvas.height);\r\n\r\n element = canvas;\r\n }\r\n\r\n return new Texture2DCreateParams(targetWidth, targetHeight, props.format, GL.Texture.DataType.UnsignedByte, props.wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTexture2DImageData(tex, params, undefined, element), props.useMipMaps, props.interpolate, props.anisotropicFilter);\r\n }\r\n\r\n public static createForImageBitmap(image: ImageBitmap, type: RenderTexture.Type) {\r\n const props = this.getImageProperties(type);\r\n\r\n let targetWidth = image.width;\r\n let targetHeight = image.height;\r\n\r\n if (RenderTexture.Type.Glyph === type) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n } else if (!System.instance.supportsNonPowerOf2Textures && (!isPowerOfTwo(targetWidth) || !isPowerOfTwo(targetHeight))) {\r\n if (GL.Texture.WrapMode.ClampToEdge === props.wrapMode) {\r\n // NPOT are supported but not mipmaps\r\n // Probably on poor hardware so I choose to disable mipmaps for lower memory usage over quality. If quality is required we need to resize the image to a pow of 2.\r\n // Above comment is not necessarily true - WebGL doesn't support NPOT mipmapping, only supporting base NPOT caps\r\n props.useMipMaps = undefined;\r\n } else if (GL.Texture.WrapMode.Repeat === props.wrapMode) {\r\n targetWidth = nextHighestPowerOfTwo(targetWidth);\r\n targetHeight = nextHighestPowerOfTwo(targetHeight);\r\n }\r\n }\r\n\r\n // If we have to resize, use a canvas\r\n let source: TexImageSource = image;\r\n if (image.width !== targetWidth || image.height !== targetHeight) {\r\n const canvas = document.createElement(\"canvas\");\r\n canvas.width = targetWidth;\r\n canvas.height = targetHeight;\r\n const context = canvas.getContext(\"2d\")!;\r\n context.drawImage(image, 0, 0, canvas.width, canvas.height);\r\n\r\n source = canvas;\r\n }\r\n\r\n return new Texture2DCreateParams(targetWidth, targetHeight, props.format, GL.Texture.DataType.UnsignedByte, props.wrapMode,\r\n (tex: TextureHandle, params: Texture2DCreateParams) => loadTexture2DImageData(tex, params, undefined, source), props.useMipMaps, props.interpolate, props.anisotropicFilter);\r\n }\r\n\r\n private static getImageProperties(type: RenderTexture.Type): TextureImageProperties {\r\n const isSky = RenderTexture.Type.SkyBox === type;\r\n const isTile = RenderTexture.Type.TileSection === type;\r\n const isThematic = RenderTexture.Type.ThematicGradient === type;\r\n const isFilteredTile = RenderTexture.Type.FilteredTileSection === type;\r\n const maxAnisotropicFilterLevel = 16;\r\n\r\n const wrapMode = RenderTexture.Type.Normal === type ? GL.Texture.WrapMode.Repeat : GL.Texture.WrapMode.ClampToEdge;\r\n const useMipMaps: TextureFlag = (!isSky && !isTile && !isFilteredTile && !isThematic) ? true : undefined;\r\n const interpolate: TextureFlag = isThematic ? undefined : true;\r\n const anisotropicFilter = isFilteredTile ? maxAnisotropicFilterLevel : undefined;\r\n\r\n // Always use RGBA. RGB is much slower and almost certainly does not actually save any GPU memory.\r\n const format = GL.Texture.Format.Rgba;\r\n\r\n return { format, wrapMode, useMipMaps, interpolate, anisotropicFilter };\r\n }\r\n\r\n public static readonly placeholderParams = new Texture2DCreateParams(1, 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte, GL.Texture.WrapMode.ClampToEdge,\r\n (_tex: TextureHandle, _params: Texture2DCreateParams) => undefined);\r\n}\r\n\r\nclass TextureCubeCreateParams {\r\n private constructor(\r\n public dim: number,\r\n public format: GL.Texture.Format,\r\n public dataType: GL.Texture.DataType,\r\n public wrapMode: GL.Texture.WrapMode,\r\n public loadImageData: LoadCubeImageData) { }\r\n\r\n public static createForCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement): TextureCubeCreateParams | undefined {\r\n const targetDim = posX.naturalWidth;\r\n\r\n if (posX.naturalHeight !== targetDim) // Cube texture dimensions must match (width must equal height)\r\n return undefined;\r\n\r\n const images: HTMLImageElement[] = [posX, negX, posY, negY, posZ, negZ];\r\n\r\n for (let i = 1; i < images.length; i++) { // Dimensions of all six sides must match each other\r\n if (images[i].naturalWidth !== targetDim || images[i].naturalHeight !== targetDim)\r\n return undefined;\r\n }\r\n\r\n return new TextureCubeCreateParams(targetDim, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte, GL.Texture.WrapMode.ClampToEdge,\r\n (tex: TextureHandle, params: TextureCubeCreateParams) => loadTextureCubeImageData(tex, params, images));\r\n }\r\n}\r\n\r\n/** Wraps a WebGLTextureHandle\r\n * @internal\r\n */\r\nexport abstract class TextureHandle implements WebGLDisposable {\r\n protected _glTexture?: WebGLTexture;\r\n protected _bytesUsed = 0;\r\n\r\n public abstract get width(): number;\r\n public abstract get height(): number;\r\n public abstract get format(): GL.Texture.Format;\r\n public abstract get dataType(): GL.Texture.DataType;\r\n public abstract get dataBytes(): Uint8Array | undefined;\r\n public get bytesUsed(): number { return this._bytesUsed; }\r\n public set bytesUsed(bytesUsed: number) {\r\n // assert(0 === this.bytesUsed);\r\n this._bytesUsed = bytesUsed;\r\n }\r\n\r\n /** Get the WebGLTexture for this TextureHandle. */\r\n public getHandle(): WebGLTexture | undefined { return this._glTexture; }\r\n\r\n /** Bind texture handle (if available) associated with an instantiation of this class to specified texture unit. */\r\n public abstract bind(_texUnit: TextureUnit): boolean;\r\n\r\n /** Bind this texture to a uniform sampler. */\r\n public abstract bindSampler(_uniform: UniformHandle, _unit: TextureUnit): void;\r\n\r\n public get isDisposed(): boolean { return this._glTexture === undefined; }\r\n\r\n public dispose() {\r\n if (!this.isDisposed) {\r\n System.instance.disposeTexture(this._glTexture!);\r\n this._glTexture = undefined;\r\n this.bytesUsed = 0;\r\n }\r\n }\r\n\r\n /** Create a 2D texture for use as a color attachment for rendering */\r\n public static createForAttachment(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType) {\r\n return Texture2DHandle.createForAttachment(width, height, format, dataType);\r\n }\r\n\r\n /** Create a 2D texture to hold non-image data */\r\n public static createForData(width: number, height: number, data: Texture2DData, wantPreserveData = false, wrapMode = GL.Texture.WrapMode.ClampToEdge, format = GL.Texture.Format.Rgba) {\r\n return Texture2DHandle.createForData(width, height, data, wantPreserveData, wrapMode, format);\r\n }\r\n\r\n /** Create a 2D texture from a bitmap */\r\n public static createForImageBuffer(image: ImageBuffer, type: RenderTexture.Type) {\r\n return Texture2DHandle.createForImageBuffer(image, type);\r\n }\r\n\r\n /** Create a 2D texture from an HTMLImageElement. */\r\n public static createForImage(image: HTMLImageElement, type: RenderTexture.Type) {\r\n return Texture2DHandle.createForImage(image, type);\r\n }\r\n\r\n /** Create a 2D texture from an ImageBitmap. */\r\n public static createForImageBitmap(image: ImageBitmap, type: RenderTexture.Type) {\r\n return Texture2DHandle.createForImageBitmap(image, type);\r\n }\r\n\r\n /** Create a cube map texture from six HTMLImageElement objects. */\r\n public static createForCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement) {\r\n return TextureCubeHandle.createForCubeImages(posX, negX, posY, negY, posZ, negZ);\r\n }\r\n\r\n public static createForElement(id: Id64String, imodel: IModelConnection, type: RenderTexture.Type, format: ImageSourceFormat, onLoaded: ExternalTextureLoadCallback) {\r\n return Texture2DHandle.createForElement(id, imodel, type, format, onLoaded);\r\n }\r\n\r\n protected constructor(glTexture: WebGLTexture) {\r\n this._glTexture = glTexture;\r\n }\r\n\r\n /** For debugging purposes, open a new window containing this texture as an image. */\r\n public showDebugImage(): void {\r\n const gl = System.instance.context;\r\n const fbo = gl.createFramebuffer();\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.getHandle()!, 0);\r\n if (gl.FRAMEBUFFER_COMPLETE === gl.checkFramebufferStatus(gl.FRAMEBUFFER)) {\r\n const w = this.width;\r\n const h = this.height;\r\n const pixels = new Uint8Array(w * h * 4);\r\n gl.readPixels(0, 0, w, h, gl.RGBA, gl.UNSIGNED_BYTE, pixels);\r\n\r\n const buffer = ImageBuffer.create(pixels, ImageBufferFormat.Rgba, w);\r\n const url = imageBufferToPngDataUrl(buffer, false);\r\n openImageDataUrlInNewWindow(url!, \"Classifiers\");\r\n }\r\n\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\r\n gl.deleteFramebuffer(fbo);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Texture2DHandle extends TextureHandle {\r\n private _width: number;\r\n private _height: number;\r\n private _format: GL.Texture.Format;\r\n private _dataType: GL.Texture.DataType;\r\n private _dataBytes?: Uint8Array;\r\n\r\n public get width(): number { return this._width; }\r\n public get height(): number { return this._height; }\r\n public get format(): GL.Texture.Format { return this._format; }\r\n public get dataType(): GL.Texture.DataType { return this._dataType; }\r\n public get dataBytes(): Uint8Array | undefined { return this._dataBytes; }\r\n\r\n /** Bind specified texture handle to specified texture unit. */\r\n public static bindTexture(texUnit: TextureUnit, glTex: WebGLTexture | undefined) {\r\n assert(!(glTex instanceof TextureHandle));\r\n System.instance.bindTexture2d(texUnit, glTex);\r\n }\r\n\r\n /** Bind the specified texture to a uniform sampler2D */\r\n public static bindSampler(uniform: UniformHandle, tex: WebGLTexture, unit: TextureUnit): void {\r\n assert(!(tex instanceof TextureHandle));\r\n this.bindTexture(unit, tex);\r\n uniform.setUniform1i(unit - TextureUnit.Zero);\r\n }\r\n\r\n /** Bind texture handle (if available) associated with an instantiation of this class to specified texture unit. */\r\n public bind(texUnit: TextureUnit): boolean {\r\n if (undefined === this._glTexture)\r\n return false;\r\n Texture2DHandle.bindTexture(texUnit, this._glTexture);\r\n return true;\r\n }\r\n\r\n /** Bind this texture to a uniform sampler2D */\r\n public bindSampler(uniform: UniformHandle, unit: TextureUnit): void {\r\n if (undefined !== this._glTexture)\r\n Texture2DHandle.bindSampler(uniform, this._glTexture, unit);\r\n }\r\n\r\n /** Update the 2D texture contents. */\r\n public update(updater: Texture2DDataUpdater): boolean {\r\n if (0 === this.width || 0 === this.height || undefined === this._dataBytes || 0 === this._dataBytes.length) {\r\n assert(false);\r\n return false;\r\n }\r\n\r\n if (!updater.modified)\r\n return false;\r\n\r\n return this.replaceTextureData(this._dataBytes);\r\n }\r\n\r\n /** Replace the 2D texture contents. */\r\n public replaceTextureData(data: Texture2DData): boolean {\r\n assert((GL.Texture.DataType.Float === this._dataType) === (data instanceof Float32Array));\r\n\r\n const tex = this.getHandle()!;\r\n if (undefined === tex)\r\n return false;\r\n\r\n const gl = System.instance.context;\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n\r\n // Go through System to ensure we don't interfere with currently-bound textures!\r\n System.instance.activateTexture2d(TextureUnit.Zero, tex);\r\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, this.width, this.height, this._format, this._dataType, data);\r\n System.instance.bindTexture2d(TextureUnit.Zero, undefined);\r\n\r\n return true;\r\n }\r\n\r\n private static create(params: Texture2DCreateParams): Texture2DHandle | undefined {\r\n const glTex = System.instance.context.createTexture();\r\n return null !== glTex ? new Texture2DHandle(glTex, params) : undefined;\r\n }\r\n\r\n /** Create a texture for use as a color attachment for rendering */\r\n public static override createForAttachment(width: number, height: number, format: GL.Texture.Format, dataType: GL.Texture.DataType) {\r\n return this.create(Texture2DCreateParams.createForAttachment(width, height, format, dataType));\r\n }\r\n\r\n /** Create a texture to hold non-image data */\r\n public static override createForData(width: number, height: number, data: Texture2DData, wantPreserveData = false, wrapMode = GL.Texture.WrapMode.ClampToEdge, format = GL.Texture.Format.Rgba) {\r\n return this.create(Texture2DCreateParams.createForData(width, height, data, wantPreserveData, wrapMode, format));\r\n }\r\n\r\n /** Create a texture from a bitmap */\r\n public static override createForImageBuffer(image: ImageBuffer, type: RenderTexture.Type) {\r\n if (RenderTexture.Type.TileSection !== type && RenderTexture.Type.ThematicGradient !== type)\r\n assert(isPowerOfTwo(image.width) && isPowerOfTwo(image.height), \"###TODO: Resize image dimensions to powers-of-two if necessary\");\r\n\r\n return this.create(Texture2DCreateParams.createForImageBuffer(image, type));\r\n }\r\n\r\n /** Create a 2D texture from an HTMLImageElement. */\r\n public static override createForImage(image: HTMLImageElement, type: RenderTexture.Type) {\r\n return this.create(Texture2DCreateParams.createForImage(image, type));\r\n }\r\n\r\n /** Create a 2D texture from an ImageBitmap. */\r\n public static override createForImageBitmap(image: ImageBitmap, type: RenderTexture.Type) {\r\n return this.create(Texture2DCreateParams.createForImageBitmap(image, type));\r\n }\r\n\r\n private static _placeHolderTextureData = new Uint8Array([128, 128, 128, 255]);\r\n\r\n public static override createForElement(id: Id64String, imodel: IModelConnection, type: RenderTexture.Type, format: ImageSourceFormat, onLoaded: ExternalTextureLoadCallback) {\r\n // set a placeholder texture while we wait for the external texture to load\r\n const handle = this.createForData(1, 1, this._placeHolderTextureData, undefined, undefined, GL.Texture.Format.Rgba);\r\n\r\n if (undefined === handle)\r\n return undefined;\r\n\r\n // kick off loading the texture from the backend\r\n ExternalTextureLoader.instance.loadTexture(handle, id, imodel, type, format, onLoaded);\r\n\r\n return handle;\r\n }\r\n\r\n public reload(params: Texture2DCreateParams) {\r\n this._width = params.width;\r\n this._height = params.height;\r\n this._format = params.format;\r\n this._dataType = params.dataType;\r\n this._dataBytes = params.dataBytes;\r\n\r\n params.loadImageData(this, params);\r\n }\r\n\r\n private constructor(glTexture: WebGLTexture, params: Texture2DCreateParams) {\r\n super(glTexture);\r\n this._width = params.width;\r\n this._height = params.height;\r\n this._format = params.format;\r\n this._dataType = params.dataType;\r\n this._dataBytes = params.dataBytes;\r\n\r\n params.loadImageData(this, params);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport type ExternalTextureLoadCallback = (req: ExternalTextureRequest, data: TextureData) => void;\r\n\r\n/** @internal */\r\nexport interface ExternalTextureRequest {\r\n handle: Texture2DHandle;\r\n name: Id64String;\r\n imodel: IModelConnection;\r\n type: RenderTexture.Type;\r\n format: ImageSourceFormat;\r\n onLoaded?: ExternalTextureLoadCallback;\r\n}\r\n\r\n/** @internal */\r\ninterface TextureConvertRequest {\r\n req: ExternalTextureRequest;\r\n texData: TextureData;\r\n}\r\n\r\n/** @internal */\r\nexport class ExternalTextureLoader { /* currently exported for tests only */\r\n public static readonly instance = new ExternalTextureLoader(2);\r\n public readonly onTexturesLoaded = new BeEvent<() => void>();\r\n private readonly _maxActiveRequests: number;\r\n private _activeRequests: Array<ExternalTextureRequest> = [];\r\n private _pendingRequests: Array<ExternalTextureRequest> = [];\r\n private _convertRequests: Array<TextureConvertRequest> = [];\r\n private _convertPending = false;\r\n\r\n public get numActiveRequests() { return this._activeRequests.length; }\r\n public get numPendingRequests() { return this._pendingRequests.length; }\r\n public get maxActiveRequests() { return this._maxActiveRequests; }\r\n\r\n private constructor(maxActiveRequests: number) {\r\n this._maxActiveRequests = maxActiveRequests;\r\n }\r\n\r\n private async _nextRequest(prevReq: ExternalTextureRequest) {\r\n this._activeRequests.splice(this._activeRequests.indexOf(prevReq), 1);\r\n if (this._activeRequests.length < this._maxActiveRequests && this._pendingRequests.length > 0) {\r\n const req = this._pendingRequests.shift()!;\r\n await this._activateRequest(req);\r\n }\r\n if (this._activeRequests.length < 1 && this._pendingRequests.length < 1)\r\n this.onTexturesLoaded.raiseEvent();\r\n }\r\n\r\n private async _activateRequest(req: ExternalTextureRequest) {\r\n if (req.imodel.isClosed)\r\n return;\r\n\r\n this._activeRequests.push(req);\r\n\r\n try {\r\n if (!req.imodel.isClosed) {\r\n const maxTextureSize = System.instance.maxTexSizeAllow;\r\n const texData = await req.imodel.queryTextureData({ name: req.name, maxTextureSize });\r\n if (undefined !== texData) {\r\n const cnvReq = { req, texData };\r\n this._convertRequests.push(cnvReq);\r\n // _convertPending is used to prevent overlapping calls to _convertTexture (from overlapping calls to _activateRequest)\r\n // it has been put on the list, so if it doesn't get converted here it will get converted by the loop that is converting the current one\r\n do {\r\n if (!this._convertPending)\r\n await this._convertTexture();\r\n } while (!this._convertPending && this._convertRequests.length > 0);\r\n if (!req.imodel.isClosed) {\r\n IModelApp.tileAdmin.invalidateAllScenes();\r\n if (undefined !== req.onLoaded)\r\n req.onLoaded(req, texData);\r\n }\r\n }\r\n }\r\n } catch (_e) { }\r\n\r\n return this._nextRequest(req);\r\n }\r\n\r\n private async _convertTexture(): Promise<void> {\r\n this._convertPending = true;\r\n try {\r\n const cnvReq = this._convertRequests.shift();\r\n if (undefined !== cnvReq) {\r\n const imageSource = new ImageSource(cnvReq.texData.bytes, cnvReq.texData.format);\r\n if (System.instance.supportsCreateImageBitmap) {\r\n const blob = new Blob([imageSource.data], { type: getImageSourceMimeType(imageSource.format) });\r\n const image = await createImageBitmap(blob, 0, 0, cnvReq.texData.width, cnvReq.texData.height);\r\n if (!cnvReq.req.imodel.isClosed) {\r\n cnvReq.req.handle.reload(Texture2DCreateParams.createForImageBitmap(image, cnvReq.req.type));\r\n }\r\n } else {\r\n const image = await imageElementFromImageSource(imageSource);\r\n if (!cnvReq.req.imodel.isClosed) {\r\n cnvReq.req.handle.reload(Texture2DCreateParams.createForImage(image, cnvReq.req.type));\r\n }\r\n }\r\n }\r\n } catch (_e) { }\r\n this._convertPending = false;\r\n }\r\n\r\n private _requestExists(reqToCheck: ExternalTextureRequest) {\r\n for (const r of this._activeRequests)\r\n if (reqToCheck.name === r.name && reqToCheck.imodel === r.imodel)\r\n return true;\r\n\r\n for (const r of this._pendingRequests)\r\n if (reqToCheck.name === r.name && reqToCheck.imodel === r.imodel)\r\n return true;\r\n\r\n return false;\r\n }\r\n\r\n public loadTexture(handle: Texture2DHandle, name: Id64String, imodel: IModelConnection, type: RenderTexture.Type, format: ImageSourceFormat, onLoaded?: ExternalTextureLoadCallback) {\r\n const req = { handle, name, imodel, type, format, onLoaded };\r\n if (this._requestExists(req))\r\n return;\r\n\r\n if (this._activeRequests.length + 1 > this._maxActiveRequests) {\r\n this._pendingRequests.push(req);\r\n } else\r\n this._activateRequest(req); // eslint-disable-line @typescript-eslint/no-floating-promises\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class TextureCubeHandle extends TextureHandle {\r\n private _dim: number; // Cubemap texture height and width must match. This must be the same for each of the six faces.\r\n private _format: GL.Texture.Format; // Format must be the same for each of the six faces.\r\n private _dataType: GL.Texture.DataType; // Type must be the same for each of the six faces.\r\n\r\n public get width(): number { return this._dim; }\r\n public get height(): number { return this._dim; }\r\n public get format(): GL.Texture.Format { return this._format; }\r\n public get dataType(): GL.Texture.DataType { return this._dataType; }\r\n public get dataBytes(): Uint8Array | undefined { return undefined; }\r\n\r\n /** Bind specified cubemap texture handle to specified texture unit. */\r\n public static bindTexture(texUnit: TextureUnit, glTex: WebGLTexture | undefined) {\r\n assert(!(glTex instanceof TextureHandle));\r\n System.instance.bindTextureCubeMap(texUnit, glTex);\r\n }\r\n\r\n /** Bind the specified texture to a uniform sampler2D */\r\n public static bindSampler(uniform: UniformHandle, tex: WebGLTexture, unit: TextureUnit): void {\r\n assert(!(tex instanceof TextureHandle));\r\n this.bindTexture(unit, tex);\r\n uniform.setUniform1i(unit - TextureUnit.Zero);\r\n }\r\n\r\n /** Bind texture handle (if available) associated with an instantiation of this class to specified texture unit. */\r\n public bind(texUnit: TextureUnit): boolean {\r\n if (undefined === this._glTexture)\r\n return false;\r\n TextureCubeHandle.bindTexture(texUnit, this._glTexture);\r\n return true;\r\n }\r\n\r\n /** Bind this texture to a uniform sampler2D */\r\n public bindSampler(uniform: UniformHandle, unit: TextureUnit): void {\r\n if (undefined !== this._glTexture)\r\n TextureCubeHandle.bindSampler(uniform, this._glTexture, unit);\r\n }\r\n\r\n private static create(params: TextureCubeCreateParams): TextureHandle | undefined {\r\n const glTex = System.instance.context.createTexture();\r\n return null !== glTex ? new TextureCubeHandle(glTex, params) : undefined;\r\n }\r\n\r\n /** Create a cube map texture from six HTMLImageElement objects. */\r\n public static override createForCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement) {\r\n const params = TextureCubeCreateParams.createForCubeImages(posX, negX, posY, negY, posZ, negZ);\r\n return params !== undefined ? this.create(params) : undefined;\r\n }\r\n\r\n private constructor(glTexture: WebGLTexture, params: TextureCubeCreateParams) {\r\n super(glTexture);\r\n this._dim = params.dim;\r\n this._format = params.format;\r\n this._dataType = params.dataType;\r\n\r\n params.loadImageData(this, params);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Texture2DDataUpdater {\r\n public data: Uint8Array;\r\n public modified: boolean = false;\r\n\r\n public constructor(data: Uint8Array) { this.data = data; }\r\n\r\n public setByteAtIndex(index: number, byte: number) {\r\n assert(index < this.data.length);\r\n if (byte !== this.data[index]) {\r\n this.data[index] = byte;\r\n this.modified = true;\r\n }\r\n }\r\n\r\n public setOvrFlagsAtIndex(index: number, value: OvrFlags) {\r\n assert(index < this.data.length - 1);\r\n assert(value < 0xffff);\r\n this.setByteAtIndex(index, value & 0xff);\r\n this.setByteAtIndex(index + 1, (value & 0xff00) >> 8);\r\n }\r\n\r\n public getByteAtIndex(index: number): number {\r\n assert(index < this.data.length);\r\n return this.data[index];\r\n }\r\n\r\n public getOvrFlagsAtIndex(index: number): OvrFlags {\r\n const lo = this.getByteAtIndex(index);\r\n const hi = this.getByteAtIndex(index + 1);\r\n return lo | (hi << 8);\r\n }\r\n}\r\n"]}
@@ -219,7 +219,7 @@ function createAmbientOcclusionProgram(context) {
219
219
  frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, shouldUseDB ?
220
220
  computeAmbientOcclusionPrefixDB + computeAmbientOcclusion :
221
221
  computeAmbientOcclusionPrefixPB + computeAmbientOcclusion);
222
- frag.set(16 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
222
+ frag.set(17 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
223
223
  frag.addUniform("u_pickDepthAndOrder", 8 /* VariableType.Sampler2D */, (prog) => {
224
224
  prog.addGraphicUniform("u_pickDepthAndOrder", (uniform, params) => {
225
225
  const geom = params.geometry;
@@ -456,7 +456,7 @@ function addAtmosphericScatteringEffect(builder, isSkyBox, perFragmentCompute) {
456
456
  });
457
457
  }, 3 /* VariablePrecision.High */);
458
458
  builder.frag.addFunction(applyHdr);
459
- builder.frag.set(21 /* FragmentShaderComponent.ApplyAtmosphericScattering */, applyAtmosphericScattering);
459
+ builder.frag.set(22 /* FragmentShaderComponent.ApplyAtmosphericScattering */, applyAtmosphericScattering);
460
460
  }
461
461
  exports.addAtmosphericScatteringEffect = addAtmosphericScatteringEffect;
462
462
  //# sourceMappingURL=Atmosphere.js.map
@@ -68,7 +68,7 @@ function createBlurProgram(context, type) {
68
68
  else {
69
69
  frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computeBlur);
70
70
  }
71
- frag.set(16 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
71
+ frag.set(17 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
72
72
  (0, Viewport_1.addViewport)(frag);
73
73
  frag.addUniform("u_textureToBlur", 8 /* VariableType.Sampler2D */, (prog) => {
74
74
  prog.addGraphicUniform("u_textureToBlur", (uniform, params) => {
@@ -26,7 +26,7 @@ function createClearPickAndColorProgram(context) {
26
26
  });
27
27
  frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computeBaseColor);
28
28
  frag.addDrawBuffersExtension(3);
29
- frag.set(16 /* FragmentShaderComponent.AssignFragData */, assignFragData);
29
+ frag.set(17 /* FragmentShaderComponent.AssignFragData */, assignFragData);
30
30
  builder.vert.headerComment = "//!V! ClearPickAndColor";
31
31
  builder.frag.headerComment = "//!F! ClearPickAndColor";
32
32
  return builder.buildProgram(context);
@@ -20,7 +20,7 @@ function createClearTranslucentProgram(context) {
20
20
  const frag = builder.frag;
21
21
  frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computeBaseColor);
22
22
  frag.addDrawBuffersExtension(2);
23
- frag.set(16 /* FragmentShaderComponent.AssignFragData */, assignFragData);
23
+ frag.set(17 /* FragmentShaderComponent.AssignFragData */, assignFragData);
24
24
  builder.vert.headerComment = "//!V! ClearTranslucent";
25
25
  builder.frag.headerComment = "//!F! ClearTranslucent";
26
26
  return builder.buildProgram(context);
@@ -178,7 +178,7 @@ function addClipping(prog) {
178
178
  frag.set(10 /* FragmentShaderComponent.ApplyClipping */, applyClipPlanes);
179
179
  // modify translucent shaders
180
180
  if (frag.findFunction(Translucency_1.computeAlphaWeight))
181
- frag.set(16 /* FragmentShaderComponent.AssignFragData */, assignFragData);
181
+ frag.set(17 /* FragmentShaderComponent.AssignFragData */, assignFragData);
182
182
  }
183
183
  exports.addClipping = addClipping;
184
184
  //# sourceMappingURL=Clipping.js.map
@@ -40,7 +40,7 @@ function createCombine3TexturesProgram(context) {
40
40
  Texture_1.Texture2DHandle.bindSampler(uniform, params.geometry.texture2, RenderFlags_1.TextureUnit.Two);
41
41
  });
42
42
  }, 3 /* VariablePrecision.High */);
43
- frag.set(16 /* FragmentShaderComponent.AssignFragData */, assignFragData);
43
+ frag.set(17 /* FragmentShaderComponent.AssignFragData */, assignFragData);
44
44
  builder.vert.headerComment = "//!V! Combine3Textures";
45
45
  builder.frag.headerComment = "//!F! Combine3Textures";
46
46
  return builder.buildProgram(context);
@@ -33,7 +33,7 @@ function createCombineTexturesProgram(context) {
33
33
  Texture_1.Texture2DHandle.bindSampler(uniform, params.geometry.texture1, RenderFlags_1.TextureUnit.One);
34
34
  });
35
35
  }, 3 /* VariablePrecision.High */);
36
- frag.set(16 /* FragmentShaderComponent.AssignFragData */, assignFragData);
36
+ frag.set(17 /* FragmentShaderComponent.AssignFragData */, assignFragData);
37
37
  builder.vert.headerComment = "//!V! CombineTextures";
38
38
  builder.frag.headerComment = "//!F! CombineTextures";
39
39
  return builder.buildProgram(context);
@@ -116,7 +116,7 @@ function createCompositeProgram(flags, context) {
116
116
  const frag = builder.frag;
117
117
  frag.addFunction(wantOcclusion ? computeAmbientOcclusion : computeDefaultAmbientOcclusion);
118
118
  frag.addFunction(computeOpaqueColor);
119
- frag.set(16 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
119
+ frag.set(17 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
120
120
  frag.addUniform("u_opaque", 8 /* VariableType.Sampler2D */, (prog) => {
121
121
  prog.addGraphicUniform("u_opaque", (uniform, params) => {
122
122
  Texture_1.Texture2DHandle.bindSampler(uniform, params.geometry.opaque, RenderFlags_1.TextureUnit.Zero);
@@ -0,0 +1,4 @@
1
+ import { ProgramBuilder } from "../ShaderBuilder";
2
+ /** @internal */
3
+ export declare function addApplyContours(builder: ProgramBuilder): void;
4
+ //# sourceMappingURL=Contours.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Contours.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Contours.ts"],"names":[],"mappings":"AASA,OAAO,EACoB,cAAc,EACxC,MAAM,kBAAkB,CAAC;AAwF1B,gBAAgB;AAChB,wBAAgB,gBAAgB,CAAC,OAAO,EAAE,cAAc,QAiDvD"}