@itwin/core-frontend 5.0.0-dev.40 → 5.0.0-dev.49

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 (566) hide show
  1. package/CHANGELOG.md +11 -1
  2. package/lib/cjs/AccuDraw.d.ts +21 -3
  3. package/lib/cjs/AccuDraw.d.ts.map +1 -1
  4. package/lib/cjs/AccuDraw.js +174 -56
  5. package/lib/cjs/AccuDraw.js.map +1 -1
  6. package/lib/cjs/BriefcaseConnection.js +1 -1
  7. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  8. package/lib/cjs/BriefcaseTxns.d.ts +1 -1
  9. package/lib/cjs/BriefcaseTxns.d.ts.map +1 -1
  10. package/lib/cjs/BriefcaseTxns.js +1 -1
  11. package/lib/cjs/BriefcaseTxns.js.map +1 -1
  12. package/lib/cjs/DrawingViewState.js +2 -2
  13. package/lib/cjs/DrawingViewState.js.map +1 -1
  14. package/lib/cjs/EnvironmentDecorations.d.ts +1 -1
  15. package/lib/cjs/EnvironmentDecorations.d.ts.map +1 -1
  16. package/lib/cjs/EnvironmentDecorations.js +1 -1
  17. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  18. package/lib/cjs/GraphicalEditingScope.d.ts +3 -1
  19. package/lib/cjs/GraphicalEditingScope.d.ts.map +1 -1
  20. package/lib/cjs/GraphicalEditingScope.js +7 -3
  21. package/lib/cjs/GraphicalEditingScope.js.map +1 -1
  22. package/lib/cjs/IModelApp.d.ts +0 -5
  23. package/lib/cjs/IModelApp.d.ts.map +1 -1
  24. package/lib/cjs/IModelApp.js +0 -5
  25. package/lib/cjs/IModelApp.js.map +1 -1
  26. package/lib/cjs/IModelConnection.js +1 -1
  27. package/lib/cjs/IModelConnection.js.map +1 -1
  28. package/lib/cjs/NoRenderApp.d.ts +1 -1
  29. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  30. package/lib/cjs/NoRenderApp.js +1 -2
  31. package/lib/cjs/NoRenderApp.js.map +1 -1
  32. package/lib/cjs/SheetViewState.js +6 -6
  33. package/lib/cjs/SheetViewState.js.map +1 -1
  34. package/lib/cjs/SubCategoriesCache.d.ts +1 -1
  35. package/lib/cjs/SubCategoriesCache.d.ts.map +1 -1
  36. package/lib/cjs/SubCategoriesCache.js +1 -1
  37. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  38. package/lib/cjs/Tiles.d.ts +1 -1
  39. package/lib/cjs/Tiles.d.ts.map +1 -1
  40. package/lib/cjs/Tiles.js +6 -6
  41. package/lib/cjs/Tiles.js.map +1 -1
  42. package/lib/cjs/ViewManager.js +1 -1
  43. package/lib/cjs/ViewManager.js.map +1 -1
  44. package/lib/cjs/ViewState.js +1 -1
  45. package/lib/cjs/ViewState.js.map +1 -1
  46. package/lib/cjs/Viewport.d.ts +5 -3
  47. package/lib/cjs/Viewport.d.ts.map +1 -1
  48. package/lib/cjs/Viewport.js +8 -4
  49. package/lib/cjs/Viewport.js.map +1 -1
  50. package/lib/cjs/common/internal/render/MeshPrimitives.js +1 -1
  51. package/lib/cjs/common/internal/render/MeshPrimitives.js.map +1 -1
  52. package/lib/cjs/core-frontend.d.ts +1 -0
  53. package/lib/cjs/core-frontend.d.ts.map +1 -1
  54. package/lib/cjs/core-frontend.js +1 -0
  55. package/lib/cjs/core-frontend.js.map +1 -1
  56. package/lib/cjs/internal/render/RenderGeometry.d.ts +1 -2
  57. package/lib/cjs/internal/render/RenderGeometry.d.ts.map +1 -1
  58. package/lib/cjs/internal/render/RenderGeometry.js.map +1 -1
  59. package/lib/cjs/render/Decorations.d.ts +3 -2
  60. package/lib/cjs/render/Decorations.d.ts.map +1 -1
  61. package/lib/cjs/render/Decorations.js +5 -1
  62. package/lib/cjs/render/Decorations.js.map +1 -1
  63. package/lib/cjs/render/GraphicBranch.d.ts +4 -2
  64. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  65. package/lib/cjs/render/GraphicBranch.js +5 -1
  66. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  67. package/lib/cjs/render/MockRender.d.ts +2 -2
  68. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  69. package/lib/cjs/render/MockRender.js +3 -4
  70. package/lib/cjs/render/MockRender.js.map +1 -1
  71. package/lib/cjs/render/RenderGraphic.d.ts +3 -2
  72. package/lib/cjs/render/RenderGraphic.d.ts.map +1 -1
  73. package/lib/cjs/render/RenderGraphic.js +4 -1
  74. package/lib/cjs/render/RenderGraphic.js.map +1 -1
  75. package/lib/cjs/render/RenderPlanarClassifier.d.ts +3 -3
  76. package/lib/cjs/render/RenderPlanarClassifier.d.ts.map +1 -1
  77. package/lib/cjs/render/RenderPlanarClassifier.js.map +1 -1
  78. package/lib/cjs/render/RenderSystem.d.ts +9 -8
  79. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  80. package/lib/cjs/render/RenderSystem.js +3 -0
  81. package/lib/cjs/render/RenderSystem.js.map +1 -1
  82. package/lib/cjs/render/RenderTarget.d.ts +3 -3
  83. package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
  84. package/lib/cjs/render/RenderTarget.js +1 -1
  85. package/lib/cjs/render/RenderTarget.js.map +1 -1
  86. package/lib/cjs/render/VisibleFeature.d.ts.map +1 -1
  87. package/lib/cjs/render/VisibleFeature.js +60 -3
  88. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  89. package/lib/cjs/render/webgl/AtmosphereUniforms.d.ts +2 -0
  90. package/lib/cjs/render/webgl/AtmosphereUniforms.d.ts.map +1 -1
  91. package/lib/cjs/render/webgl/AtmosphereUniforms.js +5 -1
  92. package/lib/cjs/render/webgl/AtmosphereUniforms.js.map +1 -1
  93. package/lib/cjs/render/webgl/AttributeBuffers.d.ts +6 -2
  94. package/lib/cjs/render/webgl/AttributeBuffers.d.ts.map +1 -1
  95. package/lib/cjs/render/webgl/AttributeBuffers.js +12 -4
  96. package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
  97. package/lib/cjs/render/webgl/BackgroundMapDrape.d.ts +1 -1
  98. package/lib/cjs/render/webgl/BackgroundMapDrape.d.ts.map +1 -1
  99. package/lib/cjs/render/webgl/BackgroundMapDrape.js +3 -3
  100. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  101. package/lib/cjs/render/webgl/CachedGeometry.d.ts +8 -8
  102. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  103. package/lib/cjs/render/webgl/CachedGeometry.js +8 -8
  104. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  105. package/lib/cjs/render/webgl/ClippingProgram.d.ts +2 -0
  106. package/lib/cjs/render/webgl/ClippingProgram.d.ts.map +1 -1
  107. package/lib/cjs/render/webgl/ClippingProgram.js +5 -1
  108. package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
  109. package/lib/cjs/render/webgl/Contours.d.ts +1 -1
  110. package/lib/cjs/render/webgl/Contours.d.ts.map +1 -1
  111. package/lib/cjs/render/webgl/Contours.js +1 -1
  112. package/lib/cjs/render/webgl/Contours.js.map +1 -1
  113. package/lib/cjs/render/webgl/Disposable.d.ts +1 -2
  114. package/lib/cjs/render/webgl/Disposable.d.ts.map +1 -1
  115. package/lib/cjs/render/webgl/Disposable.js +4 -0
  116. package/lib/cjs/render/webgl/Disposable.js.map +1 -1
  117. package/lib/cjs/render/webgl/EDL.d.ts +1 -1
  118. package/lib/cjs/render/webgl/EDL.d.ts.map +1 -1
  119. package/lib/cjs/render/webgl/EDL.js +3 -3
  120. package/lib/cjs/render/webgl/EDL.js.map +1 -1
  121. package/lib/cjs/render/webgl/EdgeGeometry.d.ts +3 -3
  122. package/lib/cjs/render/webgl/EdgeGeometry.d.ts.map +1 -1
  123. package/lib/cjs/render/webgl/EdgeGeometry.js +4 -4
  124. package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -1
  125. package/lib/cjs/render/webgl/FeatureOverrides.d.ts +1 -1
  126. package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
  127. package/lib/cjs/render/webgl/FeatureOverrides.js +1 -1
  128. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  129. package/lib/cjs/render/webgl/FrameBuffer.d.ts +1 -1
  130. package/lib/cjs/render/webgl/FrameBuffer.d.ts.map +1 -1
  131. package/lib/cjs/render/webgl/FrameBuffer.js +1 -1
  132. package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
  133. package/lib/cjs/render/webgl/Graphic.d.ts +2 -2
  134. package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
  135. package/lib/cjs/render/webgl/Graphic.js +11 -11
  136. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  137. package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts +2 -2
  138. package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -1
  139. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js +2 -2
  140. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
  141. package/lib/cjs/render/webgl/InstancedGeometry.d.ts +4 -4
  142. package/lib/cjs/render/webgl/InstancedGeometry.d.ts.map +1 -1
  143. package/lib/cjs/render/webgl/InstancedGeometry.js +5 -6
  144. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  145. package/lib/cjs/render/webgl/Layer.js +1 -1
  146. package/lib/cjs/render/webgl/Layer.js.map +1 -1
  147. package/lib/cjs/render/webgl/Mesh.d.ts +1 -1
  148. package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
  149. package/lib/cjs/render/webgl/Mesh.js +1 -1
  150. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  151. package/lib/cjs/render/webgl/MeshData.d.ts +1 -1
  152. package/lib/cjs/render/webgl/MeshData.d.ts.map +1 -1
  153. package/lib/cjs/render/webgl/MeshData.js +2 -2
  154. package/lib/cjs/render/webgl/MeshData.js.map +1 -1
  155. package/lib/cjs/render/webgl/PlanarClassifier.d.ts +1 -1
  156. package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
  157. package/lib/cjs/render/webgl/PlanarClassifier.js +22 -9
  158. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  159. package/lib/cjs/render/webgl/PointCloud.d.ts +1 -1
  160. package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
  161. package/lib/cjs/render/webgl/PointCloud.js +1 -1
  162. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  163. package/lib/cjs/render/webgl/PointString.d.ts +1 -1
  164. package/lib/cjs/render/webgl/PointString.d.ts.map +1 -1
  165. package/lib/cjs/render/webgl/PointString.js +1 -1
  166. package/lib/cjs/render/webgl/PointString.js.map +1 -1
  167. package/lib/cjs/render/webgl/Polyline.d.ts +1 -1
  168. package/lib/cjs/render/webgl/Polyline.d.ts.map +1 -1
  169. package/lib/cjs/render/webgl/Polyline.js +1 -1
  170. package/lib/cjs/render/webgl/Polyline.js.map +1 -1
  171. package/lib/cjs/render/webgl/RealityMesh.d.ts +6 -10
  172. package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
  173. package/lib/cjs/render/webgl/RealityMesh.js +6 -6
  174. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  175. package/lib/cjs/render/webgl/RenderBuffer.d.ts +2 -2
  176. package/lib/cjs/render/webgl/RenderBuffer.d.ts.map +1 -1
  177. package/lib/cjs/render/webgl/RenderBuffer.js +2 -2
  178. package/lib/cjs/render/webgl/RenderBuffer.js.map +1 -1
  179. package/lib/cjs/render/webgl/SceneCompositor.d.ts +1 -1
  180. package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
  181. package/lib/cjs/render/webgl/SceneCompositor.js +6 -6
  182. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  183. package/lib/cjs/render/webgl/ScreenSpaceEffect.d.ts +1 -1
  184. package/lib/cjs/render/webgl/ScreenSpaceEffect.d.ts.map +1 -1
  185. package/lib/cjs/render/webgl/ScreenSpaceEffect.js +2 -2
  186. package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
  187. package/lib/cjs/render/webgl/ShaderProgram.d.ts +5 -1
  188. package/lib/cjs/render/webgl/ShaderProgram.d.ts.map +1 -1
  189. package/lib/cjs/render/webgl/ShaderProgram.js +11 -3
  190. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  191. package/lib/cjs/render/webgl/SolarShadowMap.d.ts +1 -1
  192. package/lib/cjs/render/webgl/SolarShadowMap.d.ts.map +1 -1
  193. package/lib/cjs/render/webgl/SolarShadowMap.js +3 -3
  194. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  195. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts +1 -1
  196. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  197. package/lib/cjs/render/webgl/SurfaceGeometry.js +1 -1
  198. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  199. package/lib/cjs/render/webgl/System.d.ts +1 -1
  200. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  201. package/lib/cjs/render/webgl/System.js +1 -1
  202. package/lib/cjs/render/webgl/System.js.map +1 -1
  203. package/lib/cjs/render/webgl/Target.d.ts +2 -2
  204. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  205. package/lib/cjs/render/webgl/Target.js +9 -10
  206. package/lib/cjs/render/webgl/Target.js.map +1 -1
  207. package/lib/cjs/render/webgl/TargetGraphics.d.ts +1 -1
  208. package/lib/cjs/render/webgl/TargetGraphics.d.ts.map +1 -1
  209. package/lib/cjs/render/webgl/TargetGraphics.js +1 -1
  210. package/lib/cjs/render/webgl/TargetGraphics.js.map +1 -1
  211. package/lib/cjs/render/webgl/Technique.d.ts +6 -0
  212. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  213. package/lib/cjs/render/webgl/Technique.js +97 -15
  214. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  215. package/lib/cjs/render/webgl/Texture.d.ts +1 -1
  216. package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
  217. package/lib/cjs/render/webgl/Texture.js +1 -1
  218. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  219. package/lib/cjs/render/webgl/TextureDrape.d.ts +1 -1
  220. package/lib/cjs/render/webgl/TextureDrape.d.ts.map +1 -1
  221. package/lib/cjs/render/webgl/TextureDrape.js +1 -1
  222. package/lib/cjs/render/webgl/TextureDrape.js.map +1 -1
  223. package/lib/cjs/render/webgl/ThematicSensors.d.ts +1 -1
  224. package/lib/cjs/render/webgl/ThematicSensors.d.ts.map +1 -1
  225. package/lib/cjs/render/webgl/ThematicSensors.js +1 -1
  226. package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
  227. package/lib/cjs/render/webgl/ThematicUniforms.d.ts +1 -1
  228. package/lib/cjs/render/webgl/ThematicUniforms.d.ts.map +1 -1
  229. package/lib/cjs/render/webgl/ThematicUniforms.js +1 -1
  230. package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
  231. package/lib/cjs/render/webgl/VertexLUT.d.ts +2 -2
  232. package/lib/cjs/render/webgl/VertexLUT.d.ts.map +1 -1
  233. package/lib/cjs/render/webgl/VertexLUT.js +2 -2
  234. package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
  235. package/lib/cjs/render/webgl/VisibleTileFeatures.js +60 -3
  236. package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
  237. package/lib/cjs/tile/ClassifierTileTree.js +1 -1
  238. package/lib/cjs/tile/ClassifierTileTree.js.map +1 -1
  239. package/lib/cjs/tile/DynamicIModelTile.js +3 -3
  240. package/lib/cjs/tile/DynamicIModelTile.js.map +1 -1
  241. package/lib/cjs/tile/IModelTileTree.d.ts +1 -1
  242. package/lib/cjs/tile/IModelTileTree.d.ts.map +1 -1
  243. package/lib/cjs/tile/IModelTileTree.js +12 -10
  244. package/lib/cjs/tile/IModelTileTree.js.map +1 -1
  245. package/lib/cjs/tile/ImdlDecoder.d.ts +1 -1
  246. package/lib/cjs/tile/ImdlDecoder.js +1 -1
  247. package/lib/cjs/tile/ImdlDecoder.js.map +1 -1
  248. package/lib/cjs/tile/LRUTileList.d.ts +1 -1
  249. package/lib/cjs/tile/LRUTileList.d.ts.map +1 -1
  250. package/lib/cjs/tile/LRUTileList.js +1 -1
  251. package/lib/cjs/tile/LRUTileList.js.map +1 -1
  252. package/lib/cjs/tile/OrbitGtTileTree.d.ts +1 -1
  253. package/lib/cjs/tile/OrbitGtTileTree.d.ts.map +1 -1
  254. package/lib/cjs/tile/OrbitGtTileTree.js +6 -6
  255. package/lib/cjs/tile/OrbitGtTileTree.js.map +1 -1
  256. package/lib/cjs/tile/PrimaryTileTree.js +1 -1
  257. package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
  258. package/lib/cjs/tile/Tile.d.ts +2 -0
  259. package/lib/cjs/tile/Tile.d.ts.map +1 -1
  260. package/lib/cjs/tile/Tile.js +6 -2
  261. package/lib/cjs/tile/Tile.js.map +1 -1
  262. package/lib/cjs/tile/TileAdmin.js +1 -1
  263. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  264. package/lib/cjs/tile/TileTree.d.ts +2 -0
  265. package/lib/cjs/tile/TileTree.d.ts.map +1 -1
  266. package/lib/cjs/tile/TileTree.js +5 -1
  267. package/lib/cjs/tile/TileTree.js.map +1 -1
  268. package/lib/cjs/tile/TileTreeOwner.d.ts +1 -1
  269. package/lib/cjs/tile/TileTreeOwner.d.ts.map +1 -1
  270. package/lib/cjs/tile/TileTreeOwner.js.map +1 -1
  271. package/lib/cjs/tile/map/ImageryTileTree.d.ts +1 -1
  272. package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
  273. package/lib/cjs/tile/map/ImageryTileTree.js +2 -2
  274. package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
  275. package/lib/cjs/tools/AccuDrawTool.d.ts +4 -2
  276. package/lib/cjs/tools/AccuDrawTool.d.ts.map +1 -1
  277. package/lib/cjs/tools/AccuDrawTool.js +34 -56
  278. package/lib/cjs/tools/AccuDrawTool.js.map +1 -1
  279. package/lib/cjs/tools/AccuDrawViewportUI.d.ts +154 -0
  280. package/lib/cjs/tools/AccuDrawViewportUI.d.ts.map +1 -0
  281. package/lib/cjs/tools/AccuDrawViewportUI.js +715 -0
  282. package/lib/cjs/tools/AccuDrawViewportUI.js.map +1 -0
  283. package/lib/esm/AccuDraw.d.ts +21 -3
  284. package/lib/esm/AccuDraw.d.ts.map +1 -1
  285. package/lib/esm/AccuDraw.js +174 -56
  286. package/lib/esm/AccuDraw.js.map +1 -1
  287. package/lib/esm/BriefcaseConnection.js +1 -1
  288. package/lib/esm/BriefcaseConnection.js.map +1 -1
  289. package/lib/esm/BriefcaseTxns.d.ts +1 -1
  290. package/lib/esm/BriefcaseTxns.d.ts.map +1 -1
  291. package/lib/esm/BriefcaseTxns.js +1 -1
  292. package/lib/esm/BriefcaseTxns.js.map +1 -1
  293. package/lib/esm/DrawingViewState.js +2 -2
  294. package/lib/esm/DrawingViewState.js.map +1 -1
  295. package/lib/esm/EnvironmentDecorations.d.ts +1 -1
  296. package/lib/esm/EnvironmentDecorations.d.ts.map +1 -1
  297. package/lib/esm/EnvironmentDecorations.js +1 -1
  298. package/lib/esm/EnvironmentDecorations.js.map +1 -1
  299. package/lib/esm/GraphicalEditingScope.d.ts +3 -1
  300. package/lib/esm/GraphicalEditingScope.d.ts.map +1 -1
  301. package/lib/esm/GraphicalEditingScope.js +7 -3
  302. package/lib/esm/GraphicalEditingScope.js.map +1 -1
  303. package/lib/esm/IModelApp.d.ts +0 -5
  304. package/lib/esm/IModelApp.d.ts.map +1 -1
  305. package/lib/esm/IModelApp.js +0 -5
  306. package/lib/esm/IModelApp.js.map +1 -1
  307. package/lib/esm/IModelConnection.js +1 -1
  308. package/lib/esm/IModelConnection.js.map +1 -1
  309. package/lib/esm/NoRenderApp.d.ts +1 -1
  310. package/lib/esm/NoRenderApp.d.ts.map +1 -1
  311. package/lib/esm/NoRenderApp.js +1 -2
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert } from \"@itwin/core-bentley\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { GL } from \"./GL\";\nimport { RenderBuffer, RenderBufferMultiSample } from \"./RenderBuffer\";\nimport { System } from \"./System\";\nimport { TextureHandle } from \"./Texture\";\n\n/** @internal */\nexport type DepthBuffer = RenderBuffer | RenderBufferMultiSample | TextureHandle;\n/* eslint-disable no-restricted-syntax */\n\n/** @internal */\nexport const enum FrameBufferBindState {\n Unbound,\n Bound,\n BoundWithAttachments,\n BoundMultisampled,\n BoundWithAttachmentsMultisampled,\n Suspended,\n}\n\n/** @internal */\nexport class FrameBuffer implements WebGLDisposable {\n private _fbo?: WebGLFramebuffer;\n private _fboMs?: WebGLFramebuffer;\n private _bindState: FrameBufferBindState = FrameBufferBindState.Unbound;\n private readonly _colorTextures: TextureHandle[] = [];\n private readonly _colorMsBuffers: RenderBufferMultiSample[] = [];\n private readonly _colorAttachments: GLenum[] = [];\n private readonly _colorMsFilters: GL.MultiSampling.Filter[] = [];\n public readonly depthBuffer?: DepthBuffer;\n public readonly depthBufferMs?: DepthBuffer;\n\n public get isDisposed(): boolean { return this._fbo === undefined; }\n\n public get isBound(): boolean { return FrameBufferBindState.Bound <= this._bindState && FrameBufferBindState.BoundWithAttachmentsMultisampled >= this._bindState; }\n\n public get isBoundMultisampled(): boolean { return FrameBufferBindState.BoundMultisampled === this._bindState || FrameBufferBindState.BoundWithAttachmentsMultisampled === this._bindState; }\n\n public get isSuspended(): boolean { return FrameBufferBindState.Suspended === this._bindState; }\n\n public get isMultisampled(): boolean { return this._colorMsBuffers.length > 0 || undefined !== this.depthBufferMs; }\n\n public getColor(ndx: number): TextureHandle {\n assert(ndx < this._colorTextures.length);\n if (ndx < this._colorMsBuffers.length && this._colorMsBuffers[ndx].isDirty) {\n this.blitMsBuffersToTextures(false, ndx);\n }\n return this._colorTextures[ndx];\n }\n\n public getColorTargets(useMSBuffers: boolean, ndx: number): { tex: TextureHandle, msBuf: RenderBufferMultiSample | undefined } {\n let msBuf;\n if (useMSBuffers) {\n assert (ndx < this._colorMsBuffers.length);\n msBuf = this._colorMsBuffers[ndx];\n }\n assert(ndx < this._colorTextures.length);\n return { tex: this._colorTextures[ndx], msBuf };\n }\n\n private constructor(fbo: WebGLFramebuffer, colorTextures: TextureHandle[], depthBuffer?: DepthBuffer,\n colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer) {\n this._fbo = fbo;\n const gl = System.instance.context;\n\n this.bind(false);\n\n let i: number = 0;\n for (const colTex of colorTextures) {\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\n this._colorAttachments.push(attachmentEnum);\n this._colorTextures.push(colTex);\n const texHandle = colTex.getHandle();\n if (undefined !== texHandle)\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentEnum, gl.TEXTURE_2D, texHandle, 0);\n i++;\n }\n\n if (depthBuffer !== undefined) {\n this.depthBuffer = depthBuffer;\n const dbHandle = depthBuffer.getHandle();\n if (undefined !== dbHandle) {\n if (depthBuffer instanceof RenderBuffer) {\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\n } else if (depthBuffer instanceof RenderBufferMultiSample) {\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\n } else {\n // Looks like we only get a 24 bit depth buffer anyway, so use a 24-8 with a stencil.\n // gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\n }\n }\n }\n\n this.unbind();\n\n if (undefined !== colorMsBuffers && colorMsBuffers.length === colorTextures.length && undefined !== msFilters && msFilters.length === colorMsBuffers.length) {\n // Create a matching FBO with multisampling render buffers.\n const fbo2 = System.instance.context.createFramebuffer();\n if (null !== fbo2) {\n this._fboMs = fbo2;\n this.bind(false, true);\n i = 0;\n for (const colMsBuff of colorMsBuffers) {\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\n this._colorMsBuffers.push(colMsBuff);\n this._colorMsFilters.push(msFilters[i]);\n const msBuffHandle = colMsBuff.getHandle();\n if (undefined !== msBuffHandle)\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachmentEnum, gl.RENDERBUFFER, msBuffHandle);\n i++;\n }\n\n if (depthBufferMs !== undefined) {\n this.depthBufferMs = depthBufferMs;\n const dbHandleMs = depthBufferMs.getHandle();\n if (undefined !== dbHandleMs) {\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandleMs);\n }\n }\n this.unbind();\n }\n }\n }\n\n public static create(colorTextures: TextureHandle[], depthBuffer?: DepthBuffer, colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer): FrameBuffer | undefined {\n const fbo: WebGLFramebuffer | null = System.instance.context.createFramebuffer();\n if (null === fbo) {\n return undefined;\n }\n return new FrameBuffer(fbo, colorTextures, depthBuffer, colorMsBuffers, msFilters, depthBufferMs);\n }\n\n public dispose(): void {\n // NB: The FrameBuffer does not *own* the textures and depth buffer.\n if (!this.isDisposed) {\n System.instance.context.deleteFramebuffer(this._fbo!);\n this._fbo = undefined;\n if (undefined !== this._fboMs) {\n System.instance.context.deleteFramebuffer(this._fboMs);\n this._fboMs = undefined;\n }\n }\n }\n\n public bind(bindAttachments: boolean = false, bindMS: boolean = false): boolean {\n assert(undefined !== this._fbo);\n assert(!this.isBound);\n\n if (undefined === this._fbo)\n return false;\n\n const gl = System.instance.context;\n\n if (bindMS && undefined !== this._fboMs) {\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fboMs);\n this._bindState = FrameBufferBindState.BoundMultisampled;\n } else {\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fbo);\n this._bindState = FrameBufferBindState.Bound;\n }\n\n if (bindAttachments) {\n System.instance.setDrawBuffers(this._colorAttachments);\n this._bindState++;\n }\n return true;\n }\n\n public unbind() {\n assert(this.isBound);\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\n this._bindState = FrameBufferBindState.Unbound;\n }\n\n public suspend() {\n assert(this.isBound);\n this._bindState = FrameBufferBindState.Suspended;\n }\n\n public markTargetsDirty(): void {\n for (const msBuff of this._colorMsBuffers) {\n msBuff.markBufferDirty(true);\n }\n if (undefined !== this.depthBufferMs)\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(true);\n }\n\n /** blitDepth is true to blit the depth/stencil buffer. ndx is index of single attachment to blit.\n * All color attachments are blitted if ndx is undefined, none are blitted if ndx is -1.\n */\n public blitMsBuffersToTextures(blitDepth: boolean, ndx?: number) {\n if (!this._fboMs)\n return;\n System.instance.frameBufferStack.suspend();\n const gl2 = System.instance.context;\n const attachments = [];\n const max = (undefined === ndx ? this._colorMsBuffers.length : ndx + 1);\n for (let i = 0; i < max; ++i) {\n if (undefined !== ndx && i < ndx) {\n attachments.push(gl2.NONE); // skip this one, but first add a NONE for it in the attachment list\n continue;\n }\n if (this._colorMsBuffers[i].isDirty) {\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\n gl2.readBuffer(this._colorAttachments[i]);\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\n attachments.push(this._colorAttachments[i]);\n gl2.drawBuffers(attachments);\n attachments.pop();\n attachments.push(gl2.NONE);\n gl2.blitFramebuffer(0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\n 0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\n GL.BufferBit.Color, this._colorMsFilters[i]);\n this._colorMsBuffers[i].markBufferDirty(false);\n if (undefined !== ndx && i === ndx)\n break;\n }\n }\n if (blitDepth && undefined !== this.depthBuffer && undefined !== this.depthBufferMs && (this.depthBufferMs as RenderBufferMultiSample).isDirty) {\n const mask = GL.BufferBit.Depth; // (this.depthBuffer instanceof RenderBuffer ? GL.BufferBit.Depth : GL.BufferBit.Depth | GL.BufferBit.Stencil);\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\n gl2.blitFramebuffer(0, 0, this.depthBuffer.width, this.depthBuffer.height,\n 0, 0, this.depthBuffer.width, this.depthBuffer.height,\n mask, GL.MultiSampling.Filter.Nearest);\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(false);\n }\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, null);\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, null);\n System.instance.frameBufferStack.resume();\n }\n\n /** invDepth is true to invalidate depth buffer. invStencil is true to invalidate stencil buffer. ndx is index of single color attachment to invalidate.\n * All color attachments are invalidated if ndx is undefined, none are invalidated if ndx is -1.\n * Set withMultiSampling to true to invalidate the MS buffers.\n */\n public invalidate(invDepth: boolean, invStencil: boolean, withMultiSampling: boolean, indices?: number[]): void {\n const gl = System.instance.context;\n const attachments: number[] = invDepth ? (invStencil ? [gl.DEPTH_STENCIL_ATTACHMENT] : [System.instance.context.DEPTH_ATTACHMENT]) : (invDepth ? [gl.STENCIL_ATTACHMENT] : []);\n if (undefined !== indices) {\n if (indices.length > 0) {\n for (const i of indices)\n attachments.push(gl.COLOR_ATTACHMENT0 + i);\n }\n } else {\n attachments.concat(this._colorAttachments);\n }\n System.instance.frameBufferStack.execute(this, true, withMultiSampling, () => {\n System.instance.invalidateFrameBuffer(attachments);\n });\n }\n\n // Chiefly for debugging currently - assumes RGBA, unsigned byte, want all pixels.\n public get debugPixels(): Uint8Array | undefined {\n if (!this.isBound || 0 === this._colorTextures.length || !(this._colorTextures[0] instanceof TextureHandle))\n return undefined;\n\n const tex = this._colorTextures[0];\n if (GL.Texture.Format.Rgba !== tex.format || GL.Texture.DataType.UnsignedByte !== tex.dataType)\n return undefined;\n\n const buffer = new Uint8Array(tex.width * tex.height * 4);\n for (let i = 0; i < buffer.length; i += 4) {\n buffer[i] = 0xba;\n buffer[i + 1] = 0xad;\n buffer[i + 2] = 0xf0;\n buffer[i + 3] = 0x0d;\n }\n\n System.instance.context.readPixels(0, 0, tex.width, tex.height, tex.format, tex.dataType, buffer);\n return buffer;\n }\n}\n\ninterface Binding {\n fbo: FrameBuffer;\n withAttachments: boolean;\n withMultSampling: boolean;\n}\n\n/** @internal */\nexport class FrameBufferStack {\n // FrameBuffers within this array are not owned, as this is only a storage device holding references\n private readonly _stack: Binding[] = [];\n\n private get _top() { return !this.isEmpty ? this._stack[this._stack.length - 1] : undefined; }\n\n public push(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean): void {\n if (undefined !== this._top) {\n this._top.fbo.suspend();\n }\n\n assert(!fbo.isBound);\n fbo.bind(withAttachments, withMultSampling);\n assert(fbo.isBound);\n\n this._stack.push({ fbo, withAttachments, withMultSampling });\n }\n\n public pop(): void {\n assert(!this.isEmpty);\n if (undefined === this._top) {\n return;\n }\n\n const fbo = this._top.fbo;\n this._stack.pop();\n\n assert(fbo.isBound);\n fbo.unbind();\n assert(!fbo.isBound);\n\n if (this.isEmpty) {\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\n } else {\n const top = this._top;\n assert(top.fbo.isSuspended);\n top.fbo.bind(top.withAttachments, top.withMultSampling);\n assert(top.fbo.isBound);\n }\n }\n\n public get currentColorBuffer(): TextureHandle | undefined {\n assert(!this.isEmpty);\n return undefined !== this._top ? this._top.fbo.getColor(0) : undefined;\n }\n\n public get currentFbMultisampled(): boolean {\n return undefined !== this._top ? this._top.fbo.isBoundMultisampled : false;\n }\n\n public get isEmpty(): boolean { return 0 === this._stack.length; }\n\n public execute(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean, func: () => void) {\n this.push(fbo, withAttachments, withMultSampling);\n func();\n this.pop();\n }\n\n public markTargetsDirty(): void {\n const top = this._top;\n if (undefined !== top)\n top.fbo.markTargetsDirty();\n }\n\n public suspend(): void {\n if (undefined !== this._top) {\n this._top.fbo.suspend();\n }\n }\n\n public resume(): void {\n if (undefined === this._top) {\n return;\n }\n\n if (this.isEmpty) {\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\n } else {\n const top = this._top;\n top.fbo.bind(top.withAttachments, top.withMultSampling);\n assert(top.fbo.isBound);\n }\n }\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert } from \"@itwin/core-bentley\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { GL } from \"./GL\";\nimport { RenderBuffer, RenderBufferMultiSample } from \"./RenderBuffer\";\nimport { System } from \"./System\";\nimport { TextureHandle } from \"./Texture\";\n\n/** @internal */\nexport type DepthBuffer = RenderBuffer | RenderBufferMultiSample | TextureHandle;\n/* eslint-disable no-restricted-syntax */\n\n/** @internal */\nexport const enum FrameBufferBindState {\n Unbound,\n Bound,\n BoundWithAttachments,\n BoundMultisampled,\n BoundWithAttachmentsMultisampled,\n Suspended,\n}\n\n/** @internal */\nexport class FrameBuffer implements WebGLDisposable {\n private _fbo?: WebGLFramebuffer;\n private _fboMs?: WebGLFramebuffer;\n private _bindState: FrameBufferBindState = FrameBufferBindState.Unbound;\n private readonly _colorTextures: TextureHandle[] = [];\n private readonly _colorMsBuffers: RenderBufferMultiSample[] = [];\n private readonly _colorAttachments: GLenum[] = [];\n private readonly _colorMsFilters: GL.MultiSampling.Filter[] = [];\n public readonly depthBuffer?: DepthBuffer;\n public readonly depthBufferMs?: DepthBuffer;\n\n public get isDisposed(): boolean { return this._fbo === undefined; }\n\n public get isBound(): boolean { return FrameBufferBindState.Bound <= this._bindState && FrameBufferBindState.BoundWithAttachmentsMultisampled >= this._bindState; }\n\n public get isBoundMultisampled(): boolean { return FrameBufferBindState.BoundMultisampled === this._bindState || FrameBufferBindState.BoundWithAttachmentsMultisampled === this._bindState; }\n\n public get isSuspended(): boolean { return FrameBufferBindState.Suspended === this._bindState; }\n\n public get isMultisampled(): boolean { return this._colorMsBuffers.length > 0 || undefined !== this.depthBufferMs; }\n\n public getColor(ndx: number): TextureHandle {\n assert(ndx < this._colorTextures.length);\n if (ndx < this._colorMsBuffers.length && this._colorMsBuffers[ndx].isDirty) {\n this.blitMsBuffersToTextures(false, ndx);\n }\n return this._colorTextures[ndx];\n }\n\n public getColorTargets(useMSBuffers: boolean, ndx: number): { tex: TextureHandle, msBuf: RenderBufferMultiSample | undefined } {\n let msBuf;\n if (useMSBuffers) {\n assert(ndx < this._colorMsBuffers.length);\n msBuf = this._colorMsBuffers[ndx];\n }\n assert(ndx < this._colorTextures.length);\n return { tex: this._colorTextures[ndx], msBuf };\n }\n\n private constructor(fbo: WebGLFramebuffer, colorTextures: TextureHandle[], depthBuffer?: DepthBuffer,\n colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer) {\n this._fbo = fbo;\n const gl = System.instance.context;\n\n this.bind(false);\n\n let i: number = 0;\n for (const colTex of colorTextures) {\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\n this._colorAttachments.push(attachmentEnum);\n this._colorTextures.push(colTex);\n const texHandle = colTex.getHandle();\n if (undefined !== texHandle)\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentEnum, gl.TEXTURE_2D, texHandle, 0);\n i++;\n }\n\n if (depthBuffer !== undefined) {\n this.depthBuffer = depthBuffer;\n const dbHandle = depthBuffer.getHandle();\n if (undefined !== dbHandle) {\n if (depthBuffer instanceof RenderBuffer) {\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\n } else if (depthBuffer instanceof RenderBufferMultiSample) {\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\n } else {\n // Looks like we only get a 24 bit depth buffer anyway, so use a 24-8 with a stencil.\n // gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\n }\n }\n }\n\n this.unbind();\n\n if (undefined !== colorMsBuffers && colorMsBuffers.length === colorTextures.length && undefined !== msFilters && msFilters.length === colorMsBuffers.length) {\n // Create a matching FBO with multisampling render buffers.\n const fbo2 = System.instance.context.createFramebuffer();\n if (null !== fbo2) {\n this._fboMs = fbo2;\n this.bind(false, true);\n i = 0;\n for (const colMsBuff of colorMsBuffers) {\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\n this._colorMsBuffers.push(colMsBuff);\n this._colorMsFilters.push(msFilters[i]);\n const msBuffHandle = colMsBuff.getHandle();\n if (undefined !== msBuffHandle)\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachmentEnum, gl.RENDERBUFFER, msBuffHandle);\n i++;\n }\n\n if (depthBufferMs !== undefined) {\n this.depthBufferMs = depthBufferMs;\n const dbHandleMs = depthBufferMs.getHandle();\n if (undefined !== dbHandleMs) {\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandleMs);\n }\n }\n this.unbind();\n }\n }\n }\n\n public static create(colorTextures: TextureHandle[], depthBuffer?: DepthBuffer, colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer): FrameBuffer | undefined {\n const fbo: WebGLFramebuffer | null = System.instance.context.createFramebuffer();\n if (null === fbo) {\n return undefined;\n }\n return new FrameBuffer(fbo, colorTextures, depthBuffer, colorMsBuffers, msFilters, depthBufferMs);\n }\n\n public [Symbol.dispose](): void {\n // NB: The FrameBuffer does not *own* the textures and depth buffer.\n if (!this.isDisposed) {\n System.instance.context.deleteFramebuffer(this._fbo!);\n this._fbo = undefined;\n if (undefined !== this._fboMs) {\n System.instance.context.deleteFramebuffer(this._fboMs);\n this._fboMs = undefined;\n }\n }\n }\n\n public bind(bindAttachments: boolean = false, bindMS: boolean = false): boolean {\n assert(undefined !== this._fbo);\n assert(!this.isBound);\n\n if (undefined === this._fbo)\n return false;\n\n const gl = System.instance.context;\n\n if (bindMS && undefined !== this._fboMs) {\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fboMs);\n this._bindState = FrameBufferBindState.BoundMultisampled;\n } else {\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fbo);\n this._bindState = FrameBufferBindState.Bound;\n }\n\n if (bindAttachments) {\n System.instance.setDrawBuffers(this._colorAttachments);\n this._bindState++;\n }\n return true;\n }\n\n public unbind() {\n assert(this.isBound);\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\n this._bindState = FrameBufferBindState.Unbound;\n }\n\n public suspend() {\n assert(this.isBound);\n this._bindState = FrameBufferBindState.Suspended;\n }\n\n public markTargetsDirty(): void {\n for (const msBuff of this._colorMsBuffers) {\n msBuff.markBufferDirty(true);\n }\n if (undefined !== this.depthBufferMs)\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(true);\n }\n\n /** blitDepth is true to blit the depth/stencil buffer. ndx is index of single attachment to blit.\n * All color attachments are blitted if ndx is undefined, none are blitted if ndx is -1.\n */\n public blitMsBuffersToTextures(blitDepth: boolean, ndx?: number) {\n if (!this._fboMs)\n return;\n System.instance.frameBufferStack.suspend();\n const gl2 = System.instance.context;\n const attachments = [];\n const max = (undefined === ndx ? this._colorMsBuffers.length : ndx + 1);\n for (let i = 0; i < max; ++i) {\n if (undefined !== ndx && i < ndx) {\n attachments.push(gl2.NONE); // skip this one, but first add a NONE for it in the attachment list\n continue;\n }\n if (this._colorMsBuffers[i].isDirty) {\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\n gl2.readBuffer(this._colorAttachments[i]);\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\n attachments.push(this._colorAttachments[i]);\n gl2.drawBuffers(attachments);\n attachments.pop();\n attachments.push(gl2.NONE);\n gl2.blitFramebuffer(0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\n 0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\n GL.BufferBit.Color, this._colorMsFilters[i]);\n this._colorMsBuffers[i].markBufferDirty(false);\n if (undefined !== ndx && i === ndx)\n break;\n }\n }\n if (blitDepth && undefined !== this.depthBuffer && undefined !== this.depthBufferMs && (this.depthBufferMs as RenderBufferMultiSample).isDirty) {\n const mask = GL.BufferBit.Depth; // (this.depthBuffer instanceof RenderBuffer ? GL.BufferBit.Depth : GL.BufferBit.Depth | GL.BufferBit.Stencil);\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\n gl2.blitFramebuffer(0, 0, this.depthBuffer.width, this.depthBuffer.height,\n 0, 0, this.depthBuffer.width, this.depthBuffer.height,\n mask, GL.MultiSampling.Filter.Nearest);\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(false);\n }\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, null);\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, null);\n System.instance.frameBufferStack.resume();\n }\n\n /** invDepth is true to invalidate depth buffer. invStencil is true to invalidate stencil buffer. ndx is index of single color attachment to invalidate.\n * All color attachments are invalidated if ndx is undefined, none are invalidated if ndx is -1.\n * Set withMultiSampling to true to invalidate the MS buffers.\n */\n public invalidate(invDepth: boolean, invStencil: boolean, withMultiSampling: boolean, indices?: number[]): void {\n const gl = System.instance.context;\n const attachments: number[] = invDepth ? (invStencil ? [gl.DEPTH_STENCIL_ATTACHMENT] : [System.instance.context.DEPTH_ATTACHMENT]) : (invDepth ? [gl.STENCIL_ATTACHMENT] : []);\n if (undefined !== indices) {\n if (indices.length > 0) {\n for (const i of indices)\n attachments.push(gl.COLOR_ATTACHMENT0 + i);\n }\n } else {\n attachments.concat(this._colorAttachments);\n }\n System.instance.frameBufferStack.execute(this, true, withMultiSampling, () => {\n System.instance.invalidateFrameBuffer(attachments);\n });\n }\n\n // Chiefly for debugging currently - assumes RGBA, unsigned byte, want all pixels.\n public get debugPixels(): Uint8Array | undefined {\n if (!this.isBound || 0 === this._colorTextures.length || !(this._colorTextures[0] instanceof TextureHandle))\n return undefined;\n\n const tex = this._colorTextures[0];\n if (GL.Texture.Format.Rgba !== tex.format || GL.Texture.DataType.UnsignedByte !== tex.dataType)\n return undefined;\n\n const buffer = new Uint8Array(tex.width * tex.height * 4);\n for (let i = 0; i < buffer.length; i += 4) {\n buffer[i] = 0xba;\n buffer[i + 1] = 0xad;\n buffer[i + 2] = 0xf0;\n buffer[i + 3] = 0x0d;\n }\n\n System.instance.context.readPixels(0, 0, tex.width, tex.height, tex.format, tex.dataType, buffer);\n return buffer;\n }\n}\n\ninterface Binding {\n fbo: FrameBuffer;\n withAttachments: boolean;\n withMultSampling: boolean;\n}\n\n/** @internal */\nexport class FrameBufferStack {\n // FrameBuffers within this array are not owned, as this is only a storage device holding references\n private readonly _stack: Binding[] = [];\n\n private get _top() { return !this.isEmpty ? this._stack[this._stack.length - 1] : undefined; }\n\n public push(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean): void {\n if (undefined !== this._top) {\n this._top.fbo.suspend();\n }\n\n assert(!fbo.isBound);\n fbo.bind(withAttachments, withMultSampling);\n assert(fbo.isBound);\n\n this._stack.push({ fbo, withAttachments, withMultSampling });\n }\n\n public pop(): void {\n assert(!this.isEmpty);\n if (undefined === this._top) {\n return;\n }\n\n const fbo = this._top.fbo;\n this._stack.pop();\n\n assert(fbo.isBound);\n fbo.unbind();\n assert(!fbo.isBound);\n\n if (this.isEmpty) {\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\n } else {\n const top = this._top;\n assert(top.fbo.isSuspended);\n top.fbo.bind(top.withAttachments, top.withMultSampling);\n assert(top.fbo.isBound);\n }\n }\n\n public get currentColorBuffer(): TextureHandle | undefined {\n assert(!this.isEmpty);\n return undefined !== this._top ? this._top.fbo.getColor(0) : undefined;\n }\n\n public get currentFbMultisampled(): boolean {\n return undefined !== this._top ? this._top.fbo.isBoundMultisampled : false;\n }\n\n public get isEmpty(): boolean { return 0 === this._stack.length; }\n\n public execute(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean, func: () => void) {\n this.push(fbo, withAttachments, withMultSampling);\n func();\n this.pop();\n }\n\n public markTargetsDirty(): void {\n const top = this._top;\n if (undefined !== top)\n top.fbo.markTargetsDirty();\n }\n\n public suspend(): void {\n if (undefined !== this._top) {\n this._top.fbo.suspend();\n }\n }\n\n public resume(): void {\n if (undefined === this._top) {\n return;\n }\n\n if (this.isEmpty) {\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\n } else {\n const top = this._top;\n top.fbo.bind(top.withAttachments, top.withMultSampling);\n assert(top.fbo.isBound);\n }\n }\n}\n"]}
@@ -63,7 +63,7 @@ export declare class PerTargetBatchData {
63
63
  protected _contours?: Contours;
64
64
  protected _thematicSensors?: ThematicSensors;
65
65
  constructor(target: Target);
66
- dispose(): void;
66
+ [Symbol.dispose](): void;
67
67
  getThematicSensors(batch: Batch): ThematicSensors;
68
68
  getFeatureOverrides(batch: Batch): FeatureOverrides;
69
69
  getContours(batch: Batch): Contours;
@@ -77,7 +77,7 @@ export declare class PerTargetData {
77
77
  private readonly _batch;
78
78
  private readonly _data;
79
79
  constructor(batch: Batch);
80
- dispose(): void;
80
+ [Symbol.dispose](): void;
81
81
  get isDisposed(): boolean;
82
82
  /** Exposed strictly for tests. */
83
83
  get data(): PerTargetBatchData[];
@@ -1 +1 @@
1
- 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1
+ {"version":3,"file":"Graphic.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/Graphic.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAmB,UAAU,EAAE,MAAM,qBAAqB,CAAC;AAClE,OAAO,EAAE,mBAAmB,EAAE,yBAAyB,EAAE,kBAAkB,EAAuB,SAAS,EAAE,MAAM,oBAAoB,CAAC;AACxI,OAAO,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAC1D,OAAO,EAAE,gBAAgB,EAAE,MAAM,wBAAwB,CAAC;AAC1D,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,aAAa,EAAE,oBAAoB,EAAE,oBAAoB,EAAE,MAAM,kBAAkB,CAAC;AAC7F,OAAO,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAC9D,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC1C,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtD,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC3C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AACpD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,YAAY,EAAE,MAAM,kCAAkC,CAAC;AAChE,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAEtC,gBAAgB;AAChB,8BAAsB,OAAQ,SAAQ,aAAc,YAAW,eAAe;aAC5D,WAAW,CAAC,SAAS,EAAE,cAAc,GAAG,IAAI;IAC5D,aAAoB,UAAU,IAAI,OAAO,CAAC;IAC1C,aAAoB,UAAU,IAAI,OAAO,CAAC;IACnC,iBAAiB,CAAC,SAAS,EAAE,cAAc,EAAE,KAAK,EAAE,UAAU,GAAG,IAAI;IACrE,WAAW,IAAI,SAAS,GAAG,SAAS;CAC5C;AAED,qBAAa,YAAa,SAAQ,OAAO;IACvC,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAU;gBAEhB,OAAO,EAAE,OAAO;IAKnC,IAAW,OAAO,IAAI,aAAa,CAA0B;IAE7D,OAAO,CAAC,WAAW,CAAS;IAC5B,IAAW,UAAU,IAAI,OAAO,CAA6B;IACtD,OAAO,IAAI,IAAI;IACf,cAAc,IAAI,IAAI;IAGtB,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAI9C,UAAU,CAAC,KAAK,EAAE,OAAO;IAIlC,WAAW,CAAC,QAAQ,EAAE,cAAc,GAAG,IAAI;IAGlD,IAAoB,UAAU,IAAI,OAAO,CAExC;IACe,iBAAiB,CAAC,QAAQ,EAAE,cAAc,EAAE,IAAI,EAAE,UAAU,GAAG,IAAI;IAGnE,WAAW,IAAI,SAAS,GAAG,SAAS;CAGrD;AAED;;GAEG;AACH,MAAM,WAAW,YAAY;IAC3B,OAAO,EAAE,MAAM,CAAC;IAChB,MAAM,CAAC,EAAE,gBAAgB,CAAC;IAC1B,mBAAmB,CAAC,EAAE,SAAS,CAAC;IAChC,gBAAgB,CAAC,EAAE,UAAU,CAAC;IAC9B,0BAA0B,CAAC,EAAE,OAAO,CAAC;CACtC;AAED,6CAA6C;AAC7C,qBAAa,kBAAkB;IAC7B,SAAgB,MAAM,EAAE,MAAM,CAAC;IAC/B,SAAS,CAAC,QAAQ,CAAC,iBAAiB,6DAAoE;IACxG,SAAS,CAAC,SAAS,CAAC,EAAE,QAAQ,CAAC;IAC/B,SAAS,CAAC,gBAAgB,CAAC,EAAE,eAAe,CAAC;gBAE1B,MAAM,EAAE,MAAM;IAI1B,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,IAAI;IASxB,kBAAkB,CAAC,KAAK,EAAE,KAAK,GAAG,eAAe;IAWjD,mBAAmB,CAAC,KAAK,EAAE,KAAK,GAAG,gBAAgB;IAanD,WAAW,CAAC,KAAK,EAAE,KAAK,GAAG,QAAQ;IAanC,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAW9D,kCAAkC;IAClC,IAAW,gBAAgB,+DAAqC;IAEhE,OAAO,CAAC,gBAAgB;CAOzB;AAED,6CAA6C;AAC7C,qBAAa,aAAa;IACxB,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAQ;IAC/B,OAAO,CAAC,QAAQ,CAAC,KAAK,CAA4B;gBAE/B,KAAK,EAAE,KAAK;IAIxB,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,IAAI;IAS/B,IAAW,UAAU,IAAI,OAAO,CAE/B;IAED,kCAAkC;IAClC,IAAW,IAAI,IAAI,kBAAkB,EAAE,CAAuB;IAEvD,gBAAgB,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAUtC,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAKvD,kBAAkB,CAAC,MAAM,EAAE,MAAM,GAAG,eAAe;IAInD,mBAAmB,CAAC,MAAM,EAAE,MAAM,GAAG,gBAAgB;IAIrD,WAAW,CAAC,MAAM,EAAE,MAAM,GAAG,QAAQ;IAI5C,OAAO,CAAC,YAAY;CASrB;AAED,gBAAgB;AAChB,qBAAa,KAAM,SAAQ,OAAO;IAChC,SAAgB,OAAO,EAAE,aAAa,CAAC;IACvC,SAAgB,YAAY,EAAE,kBAAkB,CAAC;IACjD,SAAgB,KAAK,EAAE,mBAAmB,CAAC;IAC3C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAgC;IACzD,iCAAiC;IACjC,SAAgB,aAAa,gBAA2B;IACxD,SAAgB,OAAO,EAAE,YAAY,CAAC;IAGtC,IAAW,MAAM,IAAI,MAAM,GAAG,SAAS,CAEtC;IAED,IAAW,UAAU,IAAI,OAAO,CAE/B;IAED,sEAAsE;IACtE,IAAW,OAAO,WAAoC;IACtD,IAAW,WAAW,iCAAmC;IACzD,IAAW,wBAAwB,0BAAgD;IACnF,IAAW,gBAAgB,uBAA6C;IACxE,IAAW,0BAA0B,wBAAuD;IAErF,UAAU,CAAC,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,WAAW;IAQ/C,YAAY;gBAQA,OAAO,EAAE,aAAa,EAAE,QAAQ,EAAE,kBAAkB,EAAE,KAAK,EAAE,mBAAmB,EAAE,OAAO,CAAC,EAAE,YAAY;IAQ3H,OAAO,CAAC,WAAW,CAAS;IAC5B,IAAW,UAAU,IAAI,OAAO,CAE/B;IAGM,OAAO;IAOP,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAM9C,UAAU,CAAC,KAAK,EAAE,OAAO;IAIlC,WAAW,CAAC,QAAQ,EAAE,cAAc,GAAG,IAAI;IAIlD,IAAoB,UAAU,IAAI,OAAO,CAExC;IAEM,kBAAkB,CAAC,MAAM,EAAE,MAAM,GAAG,eAAe;IAQnD,YAAY,CAAC,MAAM,EAAE,MAAM,GAAG,gBAAgB;IAI9C,WAAW,CAAC,MAAM,EAAE,MAAM,GAAG,QAAQ;IAIrC,gBAAgB,CAAC,MAAM,EAAE,MAAM;CAGvC;AAED,gBAAgB;AAChB,qBAAa,MAAO,SAAQ,OAAO;IACjC,SAAgB,MAAM,EAAE,aAAa,CAAC;IAC/B,qBAAqB,EAAE,SAAS,CAAC;IACxC,SAAgB,KAAK,CAAC,EAAE,UAAU,CAAC;IACnC,SAAgB,gBAAgB,CAAC,EAAE,gBAAgB,CAAC;IACpD,SAAgB,YAAY,CAAC,EAAE,YAAY,CAAC;IAC5C,SAAgB,gBAAgB,CAAC,EAAE,GAAG,CAAC,MAAM,EAAE,gBAAgB,CAAC,CAAC;IACjE,SAAgB,YAAY,CAAC,EAAE,YAAY,CAAC;IAC5C,SAAgB,MAAM,CAAC,EAAE,gBAAgB,CAAC;IAC1C,SAAgB,OAAO,CAAC,EAAE,oBAAoB,CAAC;IAC/C,SAAgB,kBAAkB,CAAC,EAAE,yBAAyB,CAAC;IAC/D,SAAgB,oBAAoB,CAAC,EAAE,gBAAgB,EAAE,CAAC;IAC1D,SAAgB,gBAAgB,CAAC,EAAE,UAAU,CAAC;IAC9C,SAAgB,0BAA0B,CAAC,EAAE,OAAO,CAAC;IAC9C,gBAAgB,CAAC,EAAE,IAAI,CAAC;IAC/B,SAAgB,2BAA2B,CAAC,EAAE,SAAS,CAAC;gBAErC,MAAM,EAAE,aAAa,EAAE,YAAY,EAAE,SAAS,EAAE,SAAS,CAAC,EAAE,SAAS,EAAE,IAAI,CAAC,EAAE,oBAAoB;IAqCrH,IAAW,UAAU,IAAI,OAAO,CAE/B;IAEM,OAAO;IAId,IAAoB,UAAU,IAAI,OAAO,CAExC;IAEM,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAI9C,UAAU,CAAC,KAAK,EAAE,OAAO;IASzC,OAAO,CAAC,iBAAiB;IASlB,WAAW,CAAC,QAA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@@ -36,7 +36,7 @@ class GraphicOwner extends Graphic {
36
36
  get isDisposed() { return this._isDisposed; }
37
37
  dispose() { this._isDisposed = true; }
38
38
  disposeGraphic() {
39
- this.graphic.dispose();
39
+ this.graphic[Symbol.dispose]();
40
40
  }
41
41
  collectStatistics(stats) {
42
42
  this.graphic.collectStatistics(stats);
@@ -64,9 +64,9 @@ class PerTargetBatchData {
64
64
  this._featureOverrides = new Map();
65
65
  this.target = target;
66
66
  }
67
- dispose() {
67
+ [Symbol.dispose]() {
68
68
  this._thematicSensors = (0, core_bentley_1.dispose)(this._thematicSensors);
69
- this._contours = this._contours?.dispose();
69
+ this._contours = this._contours?.[Symbol.dispose]();
70
70
  for (const value of this._featureOverrides.values())
71
71
  (0, core_bentley_1.dispose)(value);
72
72
  this._featureOverrides.clear();
@@ -92,7 +92,7 @@ class PerTargetBatchData {
92
92
  }
93
93
  getContours(batch) {
94
94
  if (this._contours && !this._contours.matchesTargetAndFeatureCount(this.target, batch.featureTable))
95
- this._contours = this._contours.dispose();
95
+ this._contours = this._contours[Symbol.dispose]();
96
96
  if (!this._contours) {
97
97
  this._contours = Contours_1.Contours.createFromTarget(this.target, batch.options);
98
98
  this._contours.initFromMap(batch.featureTable);
@@ -116,7 +116,7 @@ class PerTargetBatchData {
116
116
  const ovrs = this._featureOverrides.get(source);
117
117
  if (ovrs) {
118
118
  this._featureOverrides.delete(source);
119
- ovrs.dispose();
119
+ ovrs[Symbol.dispose]();
120
120
  }
121
121
  }
122
122
  }
@@ -127,10 +127,10 @@ class PerTargetData {
127
127
  this._data = [];
128
128
  this._batch = batch;
129
129
  }
130
- dispose() {
130
+ [Symbol.dispose]() {
131
131
  for (const data of this._data) {
132
132
  data.target.onBatchDisposed(this._batch);
133
- data.dispose();
133
+ data[Symbol.dispose]();
134
134
  }
135
135
  this._data.length = 0;
136
136
  }
@@ -144,7 +144,7 @@ class PerTargetData {
144
144
  if (-1 === index)
145
145
  return;
146
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  const data = this._data[index];
147
- data.dispose();
147
+ data[Symbol.dispose]();
148
148
  this._data.splice(index, 1);
149
149
  }
150
150
  collectStatistics(stats) {
@@ -216,7 +216,7 @@ class Batch extends Graphic {
216
216
  // Note: This does not remove FeatureOverrides from the array, but rather disposes of the WebGL resources they contain
217
217
  dispose() {
218
218
  (0, core_bentley_1.dispose)(this.graphic);
219
- this.perTargetData.dispose();
219
+ this.perTargetData[Symbol.dispose]();
220
220
  this._isDisposed = true;
221
221
  }
222
222
  collectStatistics(stats) {
@@ -286,7 +286,7 @@ class Branch extends Graphic {
286
286
  return 0 === this.branch.entries.length;
287
287
  }
288
288
  dispose() {
289
- this.branch.dispose();
289
+ this.branch[Symbol.dispose]();
290
290
  }
291
291
  get isPickable() {
292
292
  return this.branch.entries.some((gf) => gf.isPickable);
@@ -327,7 +327,7 @@ class AnimationTransformBranch extends Graphic {
327
327
  this.nodeId = nodeId;
328
328
  }
329
329
  dispose() {
330
- this.graphic.dispose();
330
+ this.graphic[Symbol.dispose]();
331
331
  }
332
332
  get isDisposed() {
333
333
  return this.graphic.isDisposed;
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, Id64String } from \"@itwin/core-bentley\";\nimport { ElementAlignedBox3d, FeatureAppearanceProvider, RenderFeatureTable, ThematicDisplayMode, ViewFlags } from \"@itwin/core-common\";\nimport { Range3d, Transform } from \"@itwin/core-geometry\";\nimport { IModelConnection } from \"../../IModelConnection\";\nimport { FeatureSymbology } from \"../FeatureSymbology\";\nimport { GraphicBranch, GraphicBranchFrustum, GraphicBranchOptions } from \"../GraphicBranch\";\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { ClipVolume } from \"./ClipVolume\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { EdgeSettings } from \"./EdgeSettings\";\nimport { FeatureOverrides } from \"./FeatureOverrides\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { Primitive } from \"./Primitive\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { Target } from \"./Target\";\nimport { TextureDrape } from \"./TextureDrape\";\nimport { ThematicSensors } from \"./ThematicSensors\";\nimport { BranchState } from \"./BranchState\";\nimport { BatchOptions } from \"../../common/render/BatchOptions\";\nimport { Contours } from \"./Contours\";\n\n/** @internal */\nexport abstract class Graphic extends RenderGraphic implements WebGLDisposable {\n public abstract addCommands(_commands: RenderCommands): void;\n public abstract get isDisposed(): boolean;\n public abstract get isPickable(): boolean;\n public addHiliteCommands(_commands: RenderCommands, _pass: RenderPass): void { assert(false); }\n public toPrimitive(): Primitive | undefined { return undefined; }\n}\n\nexport class GraphicOwner extends Graphic {\n private readonly _graphic: Graphic;\n\n public constructor(graphic: Graphic) {\n super();\n this._graphic = graphic;\n }\n\n public get graphic(): RenderGraphic { return this._graphic; }\n\n private _isDisposed = false;\n public get isDisposed(): boolean { return this._isDisposed; }\n public dispose(): void { this._isDisposed = true; }\n public disposeGraphic(): void {\n this.graphic.dispose();\n }\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.graphic.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n this.graphic.unionRange(range);\n }\n\n public addCommands(commands: RenderCommands): void {\n this._graphic.addCommands(commands);\n }\n public override get isPickable(): boolean {\n return this._graphic.isPickable;\n }\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n this._graphic.addHiliteCommands(commands, pass);\n }\n public override toPrimitive(): Primitive | undefined {\n return this._graphic.toPrimitive();\n }\n}\n\n/** Transiently assigned to a Batch while rendering a frame, reset afterward. Used to provide context for pick IDs.\n * @internal\n */\nexport interface BatchContext {\n batchId: number;\n iModel?: IModelConnection;\n transformFromIModel?: Transform;\n viewAttachmentId?: Id64String;\n inSectionDrawingAttachment?: boolean;\n}\n\n/** @internal exported strictly for tests. */\nexport class PerTargetBatchData {\n public readonly target: Target;\n protected readonly _featureOverrides = new Map<FeatureSymbology.Source | undefined, FeatureOverrides>();\n protected _contours?: Contours;\n protected _thematicSensors?: ThematicSensors;\n\n public constructor(target: Target) {\n this.target = target;\n }\n\n public dispose(): void {\n this._thematicSensors = dispose(this._thematicSensors);\n this._contours = this._contours?.dispose();\n for (const value of this._featureOverrides.values())\n dispose(value);\n\n this._featureOverrides.clear();\n }\n\n public getThematicSensors(batch: Batch): ThematicSensors {\n if (this._thematicSensors && !this._thematicSensors.matchesTarget(this.target))\n this._thematicSensors = dispose(this._thematicSensors);\n\n if (!this._thematicSensors)\n this._thematicSensors = ThematicSensors.create(this.target, batch.range);\n\n this._thematicSensors.update(this.target.uniforms.frustum.viewMatrix);\n return this._thematicSensors;\n }\n\n public getFeatureOverrides(batch: Batch): FeatureOverrides {\n const source = this.target.currentFeatureSymbologyOverrides?.source;\n let ovrs = this._featureOverrides.get(source);\n if (!ovrs) {\n const cleanup = source ? source.onSourceDisposed.addOnce(() => this.onSourceDisposed(source)) : undefined;\n this._featureOverrides.set(source, ovrs = FeatureOverrides.createFromTarget(this.target, batch.options, cleanup));\n ovrs.initFromMap(batch.featureTable);\n }\n\n ovrs.update(batch.featureTable);\n return ovrs;\n }\n\n public getContours(batch: Batch): Contours {\n if (this._contours && !this._contours.matchesTargetAndFeatureCount(this.target, batch.featureTable))\n this._contours = this._contours.dispose();\n\n if (!this._contours) {\n this._contours = Contours.createFromTarget(this.target, batch.options);\n this._contours.initFromMap(batch.featureTable);\n } else {\n this._contours.update(batch.featureTable);\n }\n return this._contours;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n if (this._thematicSensors)\n stats.addThematicTexture(this._thematicSensors.bytesUsed);\n\n for (const ovrs of this._featureOverrides.values())\n stats.addFeatureOverrides(ovrs.byteLength);\n\n if (this._contours)\n stats.addContours(this._contours.byteLength);\n }\n\n /** Exposed strictly for tests. */\n public get featureOverrides() { return this._featureOverrides; }\n\n private onSourceDisposed(source: FeatureSymbology.Source): void {\n const ovrs = this._featureOverrides.get(source);\n if (ovrs) {\n this._featureOverrides.delete(source);\n ovrs.dispose();\n }\n }\n}\n\n/** @internal exported strictly for tests. */\nexport class PerTargetData {\n private readonly _batch: Batch;\n private readonly _data: PerTargetBatchData[] = [];\n\n public constructor(batch: Batch) {\n this._batch = batch;\n }\n\n public dispose(): void {\n for (const data of this._data) {\n data.target.onBatchDisposed(this._batch);\n data.dispose();\n }\n\n this._data.length = 0;\n }\n\n public get isDisposed(): boolean {\n return this._data.length === 0;\n }\n\n /** Exposed strictly for tests. */\n public get data(): PerTargetBatchData[] { return this._data; }\n\n public onTargetDisposed(target: Target): void {\n const index = this._data.findIndex((x) => x.target === target);\n if (-1 === index)\n return;\n\n const data = this._data[index];\n data.dispose();\n this._data.splice(index, 1);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n for (const data of this._data)\n data.collectStatistics(stats);\n }\n\n public getThematicSensors(target: Target): ThematicSensors {\n return this.getBatchData(target).getThematicSensors(this._batch);\n }\n\n public getFeatureOverrides(target: Target): FeatureOverrides {\n return this.getBatchData(target).getFeatureOverrides(this._batch);\n }\n\n public getContours(target: Target): Contours {\n return this.getBatchData(target).getContours(this._batch);\n }\n\n private getBatchData(target: Target): PerTargetBatchData {\n let data = this._data.find((x) => x.target === target);\n if (!data) {\n this._data.push(data = new PerTargetBatchData(target));\n target.addBatch(this._batch);\n }\n\n return data;\n }\n}\n\n/** @internal */\nexport class Batch extends Graphic {\n public readonly graphic: RenderGraphic;\n public readonly featureTable: RenderFeatureTable;\n public readonly range: ElementAlignedBox3d;\n private readonly _context: BatchContext = { batchId: 0 };\n /** Public strictly for tests. */\n public readonly perTargetData = new PerTargetData(this);\n public readonly options: BatchOptions;\n\n // Chiefly for debugging.\n public get tileId(): string | undefined {\n return this.options.tileId;\n }\n\n public get locateOnly(): boolean {\n return true === this.options.locateOnly;\n }\n\n /** The following are valid only during a draw and reset afterward. */\n public get batchId() { return this._context.batchId; }\n public get batchIModel() { return this._context.iModel; }\n public get transformFromBatchIModel() { return this._context.transformFromIModel; }\n public get viewAttachmentId() { return this._context.viewAttachmentId; }\n public get inSectionDrawingAttachment() { return this._context.inSectionDrawingAttachment; }\n\n public setContext(batchId: number, branch: BranchState) {\n this._context.batchId = batchId;\n this._context.iModel = branch.iModel;\n this._context.transformFromIModel = branch.transformFromIModel;\n this._context.viewAttachmentId = branch.viewAttachmentId;\n this._context.inSectionDrawingAttachment = branch.inSectionDrawingAttachment;\n }\n\n public resetContext() {\n this._context.batchId = 0;\n this._context.iModel = undefined;\n this._context.transformFromIModel = undefined;\n this._context.viewAttachmentId = undefined;\n this._context.inSectionDrawingAttachment = undefined;\n }\n\n public constructor(graphic: RenderGraphic, features: RenderFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions) {\n super();\n this.graphic = graphic;\n this.featureTable = features;\n this.range = range;\n this.options = options ?? {};\n }\n\n private _isDisposed = false;\n public get isDisposed(): boolean {\n return this._isDisposed && this.perTargetData.isDisposed;\n }\n\n // Note: This does not remove FeatureOverrides from the array, but rather disposes of the WebGL resources they contain\n public dispose() {\n dispose(this.graphic);\n\n this.perTargetData.dispose();\n this._isDisposed = true;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.graphic.collectStatistics(stats);\n stats.addFeatureTable(this.featureTable.byteLength);\n this.perTargetData.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n range.extendRange(this.range);\n }\n\n public addCommands(commands: RenderCommands): void {\n commands.addBatch(this);\n }\n\n public override get isPickable(): boolean {\n return true;\n }\n\n public getThematicSensors(target: Target): ThematicSensors {\n assert(target.plan.thematic !== undefined, \"thematic display settings must exist\");\n assert(target.plan.thematic.displayMode === ThematicDisplayMode.InverseDistanceWeightedSensors, \"thematic display mode must be sensor-based\");\n assert(target.plan.thematic.sensorSettings.sensors.length > 0, \"must have at least one sensor to process\");\n\n return this.perTargetData.getThematicSensors(target);\n }\n\n public getOverrides(target: Target): FeatureOverrides {\n return this.perTargetData.getFeatureOverrides(target);\n }\n\n public getContours(target: Target): Contours {\n return this.perTargetData.getContours(target);\n }\n\n public onTargetDisposed(target: Target) {\n this.perTargetData.onTargetDisposed(target);\n }\n}\n\n/** @internal */\nexport class Branch extends Graphic {\n public readonly branch: GraphicBranch;\n public localToWorldTransform: Transform;\n public readonly clips?: ClipVolume;\n public readonly planarClassifier?: PlanarClassifier;\n public readonly textureDrape?: TextureDrape;\n public readonly layerClassifiers?: Map<number, PlanarClassifier>;\n public readonly edgeSettings?: EdgeSettings;\n public readonly iModel?: IModelConnection; // used chiefly for readPixels to identify context of picked Ids.\n public readonly frustum?: GraphicBranchFrustum;\n public readonly appearanceProvider?: FeatureAppearanceProvider;\n public readonly secondaryClassifiers?: PlanarClassifier[];\n public readonly viewAttachmentId?: Id64String;\n public readonly inSectionDrawingAttachment?: boolean;\n public disableClipStyle?: true;\n public readonly transformFromExternalIModel?: Transform;\n\n public constructor(branch: GraphicBranch, localToWorld: Transform, viewFlags?: ViewFlags, opts?: GraphicBranchOptions) {\n super();\n this.branch = branch;\n this.localToWorldTransform = localToWorld;\n\n if (undefined !== viewFlags)\n branch.setViewFlags(viewFlags);\n\n if (!opts)\n return;\n\n this.appearanceProvider = opts.appearanceProvider;\n this.clips = opts.clipVolume as ClipVolume | undefined;\n this.iModel = opts.iModel;\n this.frustum = opts.frustum;\n this.viewAttachmentId = opts.viewAttachmentId;\n this.inSectionDrawingAttachment = opts.inSectionDrawingAttachment;\n this.disableClipStyle = opts.disableClipStyle;\n this.transformFromExternalIModel = opts.transformFromIModel;\n\n if (opts.hline)\n this.edgeSettings = EdgeSettings.create(opts.hline);\n\n if (opts.classifierOrDrape instanceof PlanarClassifier)\n this.planarClassifier = opts.classifierOrDrape;\n else if (opts.classifierOrDrape instanceof TextureDrape)\n this.textureDrape = opts.classifierOrDrape;\n\n if (opts.secondaryClassifiers) {\n this.secondaryClassifiers = new Array<PlanarClassifier>();\n opts.secondaryClassifiers.forEach((classifier) => {\n if (classifier instanceof PlanarClassifier)\n this.secondaryClassifiers?.push(classifier);\n });\n }\n }\n\n public get isDisposed(): boolean {\n return 0 === this.branch.entries.length;\n }\n\n public dispose() {\n this.branch.dispose();\n }\n\n public override get isPickable(): boolean {\n return this.branch.entries.some((gf) => (gf as Graphic).isPickable);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.branch.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n const thisRange = new Range3d();\n for (const graphic of this.branch.entries)\n graphic.unionRange(thisRange);\n\n this.localToWorldTransform.multiplyRange(thisRange, thisRange);\n range.extendRange(thisRange);\n }\n\n private shouldAddCommands(commands: RenderCommands): boolean {\n const group = commands.target.currentBranch.groupNodeId;\n if (undefined !== group && undefined !== this.branch.groupNodeId && this.branch.groupNodeId !== group)\n return false;\n\n const nodeId = commands.target.getAnimationTransformNodeId(this.branch.animationNodeId);\n return undefined === nodeId || nodeId === commands.target.currentAnimationTransformNodeId;\n }\n\n public addCommands(commands: RenderCommands): void {\n if (this.shouldAddCommands(commands))\n commands.addBranch(this);\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n if (this.shouldAddCommands(commands))\n commands.addHiliteBranch(this, pass);\n }\n}\n\n/** @internal */\nexport class AnimationTransformBranch extends Graphic {\n public readonly nodeId: number;\n public readonly graphic: Graphic;\n\n public constructor(graphic: RenderGraphic, nodeId: number) {\n super();\n assert(graphic instanceof Graphic);\n this.graphic = graphic;\n this.nodeId = nodeId;\n }\n\n public override dispose() {\n this.graphic.dispose();\n }\n\n public override get isDisposed() {\n return this.graphic.isDisposed;\n }\n\n public override get isPickable() {\n return this.graphic.isPickable;\n }\n\n public override collectStatistics(stats: RenderMemory.Statistics) {\n this.graphic.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n this.graphic.unionRange(range);\n }\n\n public override addCommands(commands: RenderCommands) {\n commands.target.currentAnimationTransformNodeId = this.nodeId;\n this.graphic.addCommands(commands);\n commands.target.currentAnimationTransformNodeId = undefined;\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass) {\n commands.target.currentAnimationTransformNodeId = this.nodeId;\n this.graphic.addHiliteCommands(commands, pass);\n commands.target.currentAnimationTransformNodeId = undefined;\n }\n}\n\n/** @internal */\nexport class WorldDecorations extends Branch {\n public constructor(viewFlags: ViewFlags) {\n super(new GraphicBranch(), Transform.identity, viewFlags);\n\n // World decorations ignore all the symbology overrides for the \"scene\" geometry...\n this.branch.symbologyOverrides = new FeatureSymbology.Overrides();\n // Make all subcategories visible.\n this.branch.symbologyOverrides.ignoreSubCategory = true;\n }\n\n public init(decs: GraphicList): void {\n this.branch.clear();\n for (const dec of decs) {\n this.branch.add(dec);\n }\n }\n}\n/** @internal */\nexport class GraphicsArray extends Graphic {\n // Note: We assume the graphics array we get contains undisposed graphics to start\n constructor(public graphics: RenderGraphic[]) { super(); }\n\n public get isDisposed(): boolean { return 0 === this.graphics.length; }\n\n public override get isPickable(): boolean {\n return this.graphics.some((x) => (x as Graphic).isPickable);\n }\n\n public dispose() {\n for (const graphic of this.graphics)\n dispose(graphic);\n this.graphics.length = 0;\n }\n\n public addCommands(commands: RenderCommands): void {\n for (const graphic of this.graphics) {\n (graphic as Graphic).addCommands(commands);\n }\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n for (const graphic of this.graphics) {\n (graphic as Graphic).addHiliteCommands(commands, pass);\n }\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n for (const graphic of this.graphics)\n graphic.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n for (const graphic of this.graphics)\n graphic.unionRange(range);\n }\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, Id64String } from \"@itwin/core-bentley\";\nimport { ElementAlignedBox3d, FeatureAppearanceProvider, RenderFeatureTable, ThematicDisplayMode, ViewFlags } from \"@itwin/core-common\";\nimport { Range3d, Transform } from \"@itwin/core-geometry\";\nimport { IModelConnection } from \"../../IModelConnection\";\nimport { FeatureSymbology } from \"../FeatureSymbology\";\nimport { GraphicBranch, GraphicBranchFrustum, GraphicBranchOptions } from \"../GraphicBranch\";\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { ClipVolume } from \"./ClipVolume\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { EdgeSettings } from \"./EdgeSettings\";\nimport { FeatureOverrides } from \"./FeatureOverrides\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { Primitive } from \"./Primitive\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { Target } from \"./Target\";\nimport { TextureDrape } from \"./TextureDrape\";\nimport { ThematicSensors } from \"./ThematicSensors\";\nimport { BranchState } from \"./BranchState\";\nimport { BatchOptions } from \"../../common/render/BatchOptions\";\nimport { Contours } from \"./Contours\";\n\n/** @internal */\nexport abstract class Graphic extends RenderGraphic implements WebGLDisposable {\n public abstract addCommands(_commands: RenderCommands): void;\n public abstract get isDisposed(): boolean;\n public abstract get isPickable(): boolean;\n public addHiliteCommands(_commands: RenderCommands, _pass: RenderPass): void { assert(false); }\n public toPrimitive(): Primitive | undefined { return undefined; }\n}\n\nexport class GraphicOwner extends Graphic {\n private readonly _graphic: Graphic;\n\n public constructor(graphic: Graphic) {\n super();\n this._graphic = graphic;\n }\n\n public get graphic(): RenderGraphic { return this._graphic; }\n\n private _isDisposed = false;\n public get isDisposed(): boolean { return this._isDisposed; }\n public dispose(): void { this._isDisposed = true; }\n public disposeGraphic(): void {\n this.graphic[Symbol.dispose]();\n }\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.graphic.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n this.graphic.unionRange(range);\n }\n\n public addCommands(commands: RenderCommands): void {\n this._graphic.addCommands(commands);\n }\n public override get isPickable(): boolean {\n return this._graphic.isPickable;\n }\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n this._graphic.addHiliteCommands(commands, pass);\n }\n public override toPrimitive(): Primitive | undefined {\n return this._graphic.toPrimitive();\n }\n}\n\n/** Transiently assigned to a Batch while rendering a frame, reset afterward. Used to provide context for pick IDs.\n * @internal\n */\nexport interface BatchContext {\n batchId: number;\n iModel?: IModelConnection;\n transformFromIModel?: Transform;\n viewAttachmentId?: Id64String;\n inSectionDrawingAttachment?: boolean;\n}\n\n/** @internal exported strictly for tests. */\nexport class PerTargetBatchData {\n public readonly target: Target;\n protected readonly _featureOverrides = new Map<FeatureSymbology.Source | undefined, FeatureOverrides>();\n protected _contours?: Contours;\n protected _thematicSensors?: ThematicSensors;\n\n public constructor(target: Target) {\n this.target = target;\n }\n\n public [Symbol.dispose](): void {\n this._thematicSensors = dispose(this._thematicSensors);\n this._contours = this._contours?.[Symbol.dispose]();\n for (const value of this._featureOverrides.values())\n dispose(value);\n\n this._featureOverrides.clear();\n }\n\n public getThematicSensors(batch: Batch): ThematicSensors {\n if (this._thematicSensors && !this._thematicSensors.matchesTarget(this.target))\n this._thematicSensors = dispose(this._thematicSensors);\n\n if (!this._thematicSensors)\n this._thematicSensors = ThematicSensors.create(this.target, batch.range);\n\n this._thematicSensors.update(this.target.uniforms.frustum.viewMatrix);\n return this._thematicSensors;\n }\n\n public getFeatureOverrides(batch: Batch): FeatureOverrides {\n const source = this.target.currentFeatureSymbologyOverrides?.source;\n let ovrs = this._featureOverrides.get(source);\n if (!ovrs) {\n const cleanup = source ? source.onSourceDisposed.addOnce(() => this.onSourceDisposed(source)) : undefined;\n this._featureOverrides.set(source, ovrs = FeatureOverrides.createFromTarget(this.target, batch.options, cleanup));\n ovrs.initFromMap(batch.featureTable);\n }\n\n ovrs.update(batch.featureTable);\n return ovrs;\n }\n\n public getContours(batch: Batch): Contours {\n if (this._contours && !this._contours.matchesTargetAndFeatureCount(this.target, batch.featureTable))\n this._contours = this._contours[Symbol.dispose]();\n\n if (!this._contours) {\n this._contours = Contours.createFromTarget(this.target, batch.options);\n this._contours.initFromMap(batch.featureTable);\n } else {\n this._contours.update(batch.featureTable);\n }\n return this._contours;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n if (this._thematicSensors)\n stats.addThematicTexture(this._thematicSensors.bytesUsed);\n\n for (const ovrs of this._featureOverrides.values())\n stats.addFeatureOverrides(ovrs.byteLength);\n\n if (this._contours)\n stats.addContours(this._contours.byteLength);\n }\n\n /** Exposed strictly for tests. */\n public get featureOverrides() { return this._featureOverrides; }\n\n private onSourceDisposed(source: FeatureSymbology.Source): void {\n const ovrs = this._featureOverrides.get(source);\n if (ovrs) {\n this._featureOverrides.delete(source);\n ovrs[Symbol.dispose]();\n }\n }\n}\n\n/** @internal exported strictly for tests. */\nexport class PerTargetData {\n private readonly _batch: Batch;\n private readonly _data: PerTargetBatchData[] = [];\n\n public constructor(batch: Batch) {\n this._batch = batch;\n }\n\n public [Symbol.dispose](): void {\n for (const data of this._data) {\n data.target.onBatchDisposed(this._batch);\n data[Symbol.dispose]();\n }\n\n this._data.length = 0;\n }\n\n public get isDisposed(): boolean {\n return this._data.length === 0;\n }\n\n /** Exposed strictly for tests. */\n public get data(): PerTargetBatchData[] { return this._data; }\n\n public onTargetDisposed(target: Target): void {\n const index = this._data.findIndex((x) => x.target === target);\n if (-1 === index)\n return;\n\n const data = this._data[index];\n data[Symbol.dispose]();\n this._data.splice(index, 1);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n for (const data of this._data)\n data.collectStatistics(stats);\n }\n\n public getThematicSensors(target: Target): ThematicSensors {\n return this.getBatchData(target).getThematicSensors(this._batch);\n }\n\n public getFeatureOverrides(target: Target): FeatureOverrides {\n return this.getBatchData(target).getFeatureOverrides(this._batch);\n }\n\n public getContours(target: Target): Contours {\n return this.getBatchData(target).getContours(this._batch);\n }\n\n private getBatchData(target: Target): PerTargetBatchData {\n let data = this._data.find((x) => x.target === target);\n if (!data) {\n this._data.push(data = new PerTargetBatchData(target));\n target.addBatch(this._batch);\n }\n\n return data;\n }\n}\n\n/** @internal */\nexport class Batch extends Graphic {\n public readonly graphic: RenderGraphic;\n public readonly featureTable: RenderFeatureTable;\n public readonly range: ElementAlignedBox3d;\n private readonly _context: BatchContext = { batchId: 0 };\n /** Public strictly for tests. */\n public readonly perTargetData = new PerTargetData(this);\n public readonly options: BatchOptions;\n\n // Chiefly for debugging.\n public get tileId(): string | undefined {\n return this.options.tileId;\n }\n\n public get locateOnly(): boolean {\n return true === this.options.locateOnly;\n }\n\n /** The following are valid only during a draw and reset afterward. */\n public get batchId() { return this._context.batchId; }\n public get batchIModel() { return this._context.iModel; }\n public get transformFromBatchIModel() { return this._context.transformFromIModel; }\n public get viewAttachmentId() { return this._context.viewAttachmentId; }\n public get inSectionDrawingAttachment() { return this._context.inSectionDrawingAttachment; }\n\n public setContext(batchId: number, branch: BranchState) {\n this._context.batchId = batchId;\n this._context.iModel = branch.iModel;\n this._context.transformFromIModel = branch.transformFromIModel;\n this._context.viewAttachmentId = branch.viewAttachmentId;\n this._context.inSectionDrawingAttachment = branch.inSectionDrawingAttachment;\n }\n\n public resetContext() {\n this._context.batchId = 0;\n this._context.iModel = undefined;\n this._context.transformFromIModel = undefined;\n this._context.viewAttachmentId = undefined;\n this._context.inSectionDrawingAttachment = undefined;\n }\n\n public constructor(graphic: RenderGraphic, features: RenderFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions) {\n super();\n this.graphic = graphic;\n this.featureTable = features;\n this.range = range;\n this.options = options ?? {};\n }\n\n private _isDisposed = false;\n public get isDisposed(): boolean {\n return this._isDisposed && this.perTargetData.isDisposed;\n }\n\n // Note: This does not remove FeatureOverrides from the array, but rather disposes of the WebGL resources they contain\n public dispose() {\n dispose(this.graphic);\n\n this.perTargetData[Symbol.dispose]();\n this._isDisposed = true;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.graphic.collectStatistics(stats);\n stats.addFeatureTable(this.featureTable.byteLength);\n this.perTargetData.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n range.extendRange(this.range);\n }\n\n public addCommands(commands: RenderCommands): void {\n commands.addBatch(this);\n }\n\n public override get isPickable(): boolean {\n return true;\n }\n\n public getThematicSensors(target: Target): ThematicSensors {\n assert(target.plan.thematic !== undefined, \"thematic display settings must exist\");\n assert(target.plan.thematic.displayMode === ThematicDisplayMode.InverseDistanceWeightedSensors, \"thematic display mode must be sensor-based\");\n assert(target.plan.thematic.sensorSettings.sensors.length > 0, \"must have at least one sensor to process\");\n\n return this.perTargetData.getThematicSensors(target);\n }\n\n public getOverrides(target: Target): FeatureOverrides {\n return this.perTargetData.getFeatureOverrides(target);\n }\n\n public getContours(target: Target): Contours {\n return this.perTargetData.getContours(target);\n }\n\n public onTargetDisposed(target: Target) {\n this.perTargetData.onTargetDisposed(target);\n }\n}\n\n/** @internal */\nexport class Branch extends Graphic {\n public readonly branch: GraphicBranch;\n public localToWorldTransform: Transform;\n public readonly clips?: ClipVolume;\n public readonly planarClassifier?: PlanarClassifier;\n public readonly textureDrape?: TextureDrape;\n public readonly layerClassifiers?: Map<number, PlanarClassifier>;\n public readonly edgeSettings?: EdgeSettings;\n public readonly iModel?: IModelConnection; // used chiefly for readPixels to identify context of picked Ids.\n public readonly frustum?: GraphicBranchFrustum;\n public readonly appearanceProvider?: FeatureAppearanceProvider;\n public readonly secondaryClassifiers?: PlanarClassifier[];\n public readonly viewAttachmentId?: Id64String;\n public readonly inSectionDrawingAttachment?: boolean;\n public disableClipStyle?: true;\n public readonly transformFromExternalIModel?: Transform;\n\n public constructor(branch: GraphicBranch, localToWorld: Transform, viewFlags?: ViewFlags, opts?: GraphicBranchOptions) {\n super();\n this.branch = branch;\n this.localToWorldTransform = localToWorld;\n\n if (undefined !== viewFlags)\n branch.setViewFlags(viewFlags);\n\n if (!opts)\n return;\n\n this.appearanceProvider = opts.appearanceProvider;\n this.clips = opts.clipVolume as ClipVolume | undefined;\n this.iModel = opts.iModel;\n this.frustum = opts.frustum;\n this.viewAttachmentId = opts.viewAttachmentId;\n this.inSectionDrawingAttachment = opts.inSectionDrawingAttachment;\n this.disableClipStyle = opts.disableClipStyle;\n this.transformFromExternalIModel = opts.transformFromIModel;\n\n if (opts.hline)\n this.edgeSettings = EdgeSettings.create(opts.hline);\n\n if (opts.classifierOrDrape instanceof PlanarClassifier)\n this.planarClassifier = opts.classifierOrDrape;\n else if (opts.classifierOrDrape instanceof TextureDrape)\n this.textureDrape = opts.classifierOrDrape;\n\n if (opts.secondaryClassifiers) {\n this.secondaryClassifiers = new Array<PlanarClassifier>();\n opts.secondaryClassifiers.forEach((classifier) => {\n if (classifier instanceof PlanarClassifier)\n this.secondaryClassifiers?.push(classifier);\n });\n }\n }\n\n public get isDisposed(): boolean {\n return 0 === this.branch.entries.length;\n }\n\n public dispose() {\n this.branch[Symbol.dispose]();\n }\n\n public override get isPickable(): boolean {\n return this.branch.entries.some((gf) => (gf as Graphic).isPickable);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.branch.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n const thisRange = new Range3d();\n for (const graphic of this.branch.entries)\n graphic.unionRange(thisRange);\n\n this.localToWorldTransform.multiplyRange(thisRange, thisRange);\n range.extendRange(thisRange);\n }\n\n private shouldAddCommands(commands: RenderCommands): boolean {\n const group = commands.target.currentBranch.groupNodeId;\n if (undefined !== group && undefined !== this.branch.groupNodeId && this.branch.groupNodeId !== group)\n return false;\n\n const nodeId = commands.target.getAnimationTransformNodeId(this.branch.animationNodeId);\n return undefined === nodeId || nodeId === commands.target.currentAnimationTransformNodeId;\n }\n\n public addCommands(commands: RenderCommands): void {\n if (this.shouldAddCommands(commands))\n commands.addBranch(this);\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n if (this.shouldAddCommands(commands))\n commands.addHiliteBranch(this, pass);\n }\n}\n\n/** @internal */\nexport class AnimationTransformBranch extends Graphic {\n public readonly nodeId: number;\n public readonly graphic: Graphic;\n\n public constructor(graphic: RenderGraphic, nodeId: number) {\n super();\n assert(graphic instanceof Graphic);\n this.graphic = graphic;\n this.nodeId = nodeId;\n }\n\n public override dispose() {\n this.graphic[Symbol.dispose]();\n }\n\n public override get isDisposed() {\n return this.graphic.isDisposed;\n }\n\n public override get isPickable() {\n return this.graphic.isPickable;\n }\n\n public override collectStatistics(stats: RenderMemory.Statistics) {\n this.graphic.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n this.graphic.unionRange(range);\n }\n\n public override addCommands(commands: RenderCommands) {\n commands.target.currentAnimationTransformNodeId = this.nodeId;\n this.graphic.addCommands(commands);\n commands.target.currentAnimationTransformNodeId = undefined;\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass) {\n commands.target.currentAnimationTransformNodeId = this.nodeId;\n this.graphic.addHiliteCommands(commands, pass);\n commands.target.currentAnimationTransformNodeId = undefined;\n }\n}\n\n/** @internal */\nexport class WorldDecorations extends Branch {\n public constructor(viewFlags: ViewFlags) {\n super(new GraphicBranch(), Transform.identity, viewFlags);\n\n // World decorations ignore all the symbology overrides for the \"scene\" geometry...\n this.branch.symbologyOverrides = new FeatureSymbology.Overrides();\n // Make all subcategories visible.\n this.branch.symbologyOverrides.ignoreSubCategory = true;\n }\n\n public init(decs: GraphicList): void {\n this.branch.clear();\n for (const dec of decs) {\n this.branch.add(dec);\n }\n }\n}\n/** @internal */\nexport class GraphicsArray extends Graphic {\n // Note: We assume the graphics array we get contains undisposed graphics to start\n constructor(public graphics: RenderGraphic[]) { super(); }\n\n public get isDisposed(): boolean { return 0 === this.graphics.length; }\n\n public override get isPickable(): boolean {\n return this.graphics.some((x) => (x as Graphic).isPickable);\n }\n\n public dispose() {\n for (const graphic of this.graphics)\n dispose(graphic);\n this.graphics.length = 0;\n }\n\n public addCommands(commands: RenderCommands): void {\n for (const graphic of this.graphics) {\n (graphic as Graphic).addCommands(commands);\n }\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n for (const graphic of this.graphics) {\n (graphic as Graphic).addHiliteCommands(commands, pass);\n }\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n for (const graphic of this.graphics)\n graphic.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n for (const graphic of this.graphics)\n graphic.unionRange(range);\n }\n}\n"]}
@@ -20,7 +20,7 @@ export declare class EdgeLUT implements WebGLDisposable {
20
20
  readonly numSegments: number;
21
21
  readonly silhouettePadding: number;
22
22
  private constructor();
23
- dispose(): void;
23
+ [Symbol.dispose](): void;
24
24
  static create(table: EdgeTable): EdgeLUT | undefined;
25
25
  get bytesUsed(): number;
26
26
  get isDisposed(): boolean;
@@ -35,7 +35,7 @@ export declare class IndexedEdgeGeometry extends MeshGeometry {
35
35
  get lutBuffers(): BuffersContainer;
36
36
  get asIndexedEdge(): this;
37
37
  private constructor();
38
- dispose(): void;
38
+ [Symbol.dispose](): void;
39
39
  get isDisposed(): boolean;
40
40
  static create(mesh: MeshData, params: IndexedEdgeParams): IndexedEdgeGeometry | undefined;
41
41
  collectStatistics(stats: RenderMemory.Statistics): void;
@@ -1 +1 @@
1
- {"version":3,"file":"IndexedEdgeGeometry.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/IndexedEdgeGeometry.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,aAAa,EAAE,MAAM,WAAW,CAAC;AAC1C,OAAO,EAAkC,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtF,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACtC,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAE9C,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAG5C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AACpD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,iBAAiB,EAAE,MAAM,yCAAyC,CAAC;AAEvF;;GAEG;AACH,qBAAa,OAAQ,YAAW,eAAe;IAC7C,SAAgB,OAAO,EAAE,aAAa,CAAC;IACvC,SAAgB,WAAW,EAAE,MAAM,CAAC;IACpC,SAAgB,iBAAiB,EAAE,MAAM,CAAC;IAE1C,OAAO;IAMA,OAAO,IAAI,IAAI;WAIR,MAAM,CAAC,KAAK,EAAE,SAAS,GAAG,OAAO,GAAG,SAAS;IAK3D,IAAW,SAAS,IAAI,MAAM,CAE7B;IAED,IAAW,UAAU,IAAI,OAAO,CAE/B;CACF;AAED;;GAEG;AACH,qBAAa,mBAAoB,SAAQ,YAAY;IACnD,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAmB;IAC5C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAe;IACxC,SAAgB,OAAO,EAAE,OAAO,CAAC;IAEjC,IAAW,UAAU,qBAA4B;IACjD,IAAoB,aAAa,SAAmB;IAEpD,OAAO;IAUA,OAAO,IAAI,IAAI;IAMtB,IAAW,UAAU,IAAI,OAAO,CAE/B;WAEa,MAAM,CAAC,IAAI,EAAE,QAAQ,EAAE,MAAM,EAAE,iBAAiB,GAAG,mBAAmB,GAAG,SAAS;IAMzF,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAK9D,SAAS,CAAC,KAAK,CAAC,YAAY,EAAE,MAAM,EAAE,SAAS,CAAC,EAAE,gBAAgB,GAAG,IAAI;IAOzE,SAAS,CAAC,gBAAgB,IAAI,OAAO;cAClB,YAAY,CAAC,MAAM,EAAE,mBAAmB,GAAG,MAAM;IAEpE,IAAW,WAAW,gBAAsC;IAC5C,OAAO,CAAC,MAAM,EAAE,MAAM;IACtC,IAAW,WAAW,8CAAwE;IAC9E,QAAQ,CAAC,MAAM,EAAE,MAAM;IACvB,cAAc,CAAC,MAAM,EAAE,MAAM;CAC9C"}
1
+ {"version":3,"file":"IndexedEdgeGeometry.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/IndexedEdgeGeometry.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,aAAa,EAAE,MAAM,WAAW,CAAC;AAC1C,OAAO,EAAkC,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtF,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACtC,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAE9C,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAG5C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AACpD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,iBAAiB,EAAE,MAAM,yCAAyC,CAAC;AAEvF;;GAEG;AACH,qBAAa,OAAQ,YAAW,eAAe;IAC7C,SAAgB,OAAO,EAAE,aAAa,CAAC;IACvC,SAAgB,WAAW,EAAE,MAAM,CAAC;IACpC,SAAgB,iBAAiB,EAAE,MAAM,CAAC;IAE1C,OAAO;IAMA,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,IAAI;WAIjB,MAAM,CAAC,KAAK,EAAE,SAAS,GAAG,OAAO,GAAG,SAAS;IAK3D,IAAW,SAAS,IAAI,MAAM,CAE7B;IAED,IAAW,UAAU,IAAI,OAAO,CAE/B;CACF;AAED;;GAEG;AACH,qBAAa,mBAAoB,SAAQ,YAAY;IACnD,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAmB;IAC5C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAe;IACxC,SAAgB,OAAO,EAAE,OAAO,CAAC;IAEjC,IAAW,UAAU,qBAA4B;IACjD,IAAoB,aAAa,SAAmB;IAEpD,OAAO;IAUA,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,IAAI;IAM/B,IAAW,UAAU,IAAI,OAAO,CAE/B;WAEa,MAAM,CAAC,IAAI,EAAE,QAAQ,EAAE,MAAM,EAAE,iBAAiB,GAAG,mBAAmB,GAAG,SAAS;IAMzF,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAK9D,SAAS,CAAC,KAAK,CAAC,YAAY,EAAE,MAAM,EAAE,SAAS,CAAC,EAAE,gBAAgB,GAAG,IAAI;IAOzE,SAAS,CAAC,gBAAgB,IAAI,OAAO;cAClB,YAAY,CAAC,MAAM,EAAE,mBAAmB,GAAG,MAAM;IAEpE,IAAW,WAAW,gBAAsC;IAC5C,OAAO,CAAC,MAAM,EAAE,MAAM;IACtC,IAAW,WAAW,8CAAwE;IAC9E,QAAQ,CAAC,MAAM,EAAE,MAAM;IACvB,cAAc,CAAC,MAAM,EAAE,MAAM;CAC9C"}
@@ -25,7 +25,7 @@ class EdgeLUT {
25
25
  this.numSegments = numSegments;
26
26
  this.silhouettePadding = silhouettePadding;
27
27
  }
28
- dispose() {
28
+ [Symbol.dispose]() {
29
29
  (0, core_bentley_1.dispose)(this.texture);
30
30
  }
31
31
  static create(table) {
@@ -55,7 +55,7 @@ class IndexedEdgeGeometry extends MeshGeometry_1.MeshGeometry {
55
55
  this._buffers.addBuffer(indices, [AttributeBuffers_1.BufferParameters.create(attrPos.location, 3, GL_1.GL.DataType.UnsignedByte, false, 0, 0, false)]);
56
56
  this._indices = indices;
57
57
  }
58
- dispose() {
58
+ [Symbol.dispose]() {
59
59
  (0, core_bentley_1.dispose)(this._buffers);
60
60
  (0, core_bentley_1.dispose)(this._indices);
61
61
  (0, core_bentley_1.dispose)(this.edgeLut);
@@ -1 +1 @@
1
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose } from \"@itwin/core-bentley\";\nimport { RenderMode } from \"@itwin/core-common\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { TextureHandle } from \"./Texture\";\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { MeshData } from \"./MeshData\";\nimport { MeshGeometry } from \"./MeshGeometry\";\nimport { AttributeMap } from \"./AttributeMap\";\nimport { TechniqueId } from \"./TechniqueId\";\nimport { GL } from \"./GL\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { ShaderProgramParams } from \"./DrawCommand\";\nimport { RenderOrder } from \"./RenderFlags\";\nimport { EdgeTable, IndexedEdgeParams } from \"../../common/internal/render/EdgeParams\";\n\n/** @see [[EdgeTable]]\n * @internal\n */\nexport class EdgeLUT implements WebGLDisposable {\n public readonly texture: TextureHandle;\n public readonly numSegments: number;\n public readonly silhouettePadding: number;\n\n private constructor(texture: TextureHandle, numSegments: number, silhouettePadding: number) {\n this.texture = texture;\n this.numSegments = numSegments;\n this.silhouettePadding = silhouettePadding;\n }\n\n public dispose(): void {\n dispose(this.texture);\n }\n\n public static create(table: EdgeTable): EdgeLUT | undefined {\n const texture = TextureHandle.createForData(table.width, table.height, table.data);\n return texture ? new EdgeLUT(texture, table.numSegments, table.silhouettePadding) : undefined;\n }\n\n public get bytesUsed(): number {\n return this.texture.bytesUsed;\n }\n\n public get isDisposed(): boolean {\n return this.texture.isDisposed;\n }\n}\n\n/** @see [[IndexedEdgeParams]]\n * @internal\n */\nexport class IndexedEdgeGeometry extends MeshGeometry {\n private readonly _buffers: BuffersContainer;\n private readonly _indices: BufferHandle;\n public readonly edgeLut: EdgeLUT;\n\n public get lutBuffers() { return this._buffers; }\n public override get asIndexedEdge() { return this; }\n\n private constructor(mesh: MeshData, indices: BufferHandle, numIndices: number, lut: EdgeLUT) {\n super(mesh, numIndices);\n this.edgeLut = lut;\n this._buffers = BuffersContainer.create();\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.IndexedEdge, false);\n assert(undefined !== attrPos);\n this._buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this._indices = indices;\n }\n\n public dispose(): void {\n dispose(this._buffers);\n dispose(this._indices);\n dispose(this.edgeLut);\n }\n\n public get isDisposed(): boolean {\n return this._buffers.isDisposed && this._indices.isDisposed && this.edgeLut.isDisposed;\n }\n\n public static create(mesh: MeshData, params: IndexedEdgeParams): IndexedEdgeGeometry | undefined {\n const indexBuffer = BufferHandle.createArrayBuffer(params.indices.data);\n const lut = EdgeLUT.create(params.edges);\n return indexBuffer && lut ? new IndexedEdgeGeometry(mesh, indexBuffer, params.indices.length, lut) : undefined;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addIndexedEdges(this._indices.bytesUsed);\n stats.addEdgeTable(this.edgeLut.bytesUsed);\n }\n\n protected _draw(numInstances: number, instances?: BuffersContainer): void {\n const bufs = instances ?? this._buffers;\n bufs.bind();\n System.instance.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\n bufs.unbind();\n }\n\n protected _wantWoWReversal(): boolean { return true; }\n protected override _getLineCode(params: ShaderProgramParams): number { return this.computeEdgeLineCode(params); }\n\n public get techniqueId() { return TechniqueId.IndexedEdge; }\n public override getPass(target: Target) { return this.computeEdgePass(target); }\n public get renderOrder() { return this.isPlanar ? RenderOrder.PlanarEdge : RenderOrder.Edge; }\n public override getColor(target: Target) { return this.computeEdgeColor(target); }\n public override wantMonochrome(target: Target) { return target.currentViewFlags.renderMode === RenderMode.Wireframe; }\n}\n"]}
1
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose } from \"@itwin/core-bentley\";\nimport { RenderMode } from \"@itwin/core-common\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { TextureHandle } from \"./Texture\";\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { MeshData } from \"./MeshData\";\nimport { MeshGeometry } from \"./MeshGeometry\";\nimport { AttributeMap } from \"./AttributeMap\";\nimport { TechniqueId } from \"./TechniqueId\";\nimport { GL } from \"./GL\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { ShaderProgramParams } from \"./DrawCommand\";\nimport { RenderOrder } from \"./RenderFlags\";\nimport { EdgeTable, IndexedEdgeParams } from \"../../common/internal/render/EdgeParams\";\n\n/** @see [[EdgeTable]]\n * @internal\n */\nexport class EdgeLUT implements WebGLDisposable {\n public readonly texture: TextureHandle;\n public readonly numSegments: number;\n public readonly silhouettePadding: number;\n\n private constructor(texture: TextureHandle, numSegments: number, silhouettePadding: number) {\n this.texture = texture;\n this.numSegments = numSegments;\n this.silhouettePadding = silhouettePadding;\n }\n\n public [Symbol.dispose](): void {\n dispose(this.texture);\n }\n\n public static create(table: EdgeTable): EdgeLUT | undefined {\n const texture = TextureHandle.createForData(table.width, table.height, table.data);\n return texture ? new EdgeLUT(texture, table.numSegments, table.silhouettePadding) : undefined;\n }\n\n public get bytesUsed(): number {\n return this.texture.bytesUsed;\n }\n\n public get isDisposed(): boolean {\n return this.texture.isDisposed;\n }\n}\n\n/** @see [[IndexedEdgeParams]]\n * @internal\n */\nexport class IndexedEdgeGeometry extends MeshGeometry {\n private readonly _buffers: BuffersContainer;\n private readonly _indices: BufferHandle;\n public readonly edgeLut: EdgeLUT;\n\n public get lutBuffers() { return this._buffers; }\n public override get asIndexedEdge() { return this; }\n\n private constructor(mesh: MeshData, indices: BufferHandle, numIndices: number, lut: EdgeLUT) {\n super(mesh, numIndices);\n this.edgeLut = lut;\n this._buffers = BuffersContainer.create();\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.IndexedEdge, false);\n assert(undefined !== attrPos);\n this._buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this._indices = indices;\n }\n\n public [Symbol.dispose](): void {\n dispose(this._buffers);\n dispose(this._indices);\n dispose(this.edgeLut);\n }\n\n public get isDisposed(): boolean {\n return this._buffers.isDisposed && this._indices.isDisposed && this.edgeLut.isDisposed;\n }\n\n public static create(mesh: MeshData, params: IndexedEdgeParams): IndexedEdgeGeometry | undefined {\n const indexBuffer = BufferHandle.createArrayBuffer(params.indices.data);\n const lut = EdgeLUT.create(params.edges);\n return indexBuffer && lut ? new IndexedEdgeGeometry(mesh, indexBuffer, params.indices.length, lut) : undefined;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addIndexedEdges(this._indices.bytesUsed);\n stats.addEdgeTable(this.edgeLut.bytesUsed);\n }\n\n protected _draw(numInstances: number, instances?: BuffersContainer): void {\n const bufs = instances ?? this._buffers;\n bufs.bind();\n System.instance.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\n bufs.unbind();\n }\n\n protected _wantWoWReversal(): boolean { return true; }\n protected override _getLineCode(params: ShaderProgramParams): number { return this.computeEdgeLineCode(params); }\n\n public get techniqueId() { return TechniqueId.IndexedEdge; }\n public override getPass(target: Target) { return this.computeEdgePass(target); }\n public get renderOrder() { return this.isPlanar ? RenderOrder.PlanarEdge : RenderOrder.Edge; }\n public override getColor(target: Target) { return this.computeEdgeColor(target); }\n public override wantMonochrome(target: Target) { return target.currentViewFlags.renderMode === RenderMode.Wireframe; }\n}\n"]}
@@ -41,7 +41,7 @@ export declare class InstanceBuffersData extends InstanceData {
41
41
  private _noDispose;
42
42
  private constructor();
43
43
  static create(params: InstancedGraphicParams | InstancedGraphicProps, disableDisposal?: boolean): InstanceBuffersData | undefined;
44
- dispose(): void;
44
+ [Symbol.dispose](): void;
45
45
  get isDisposed(): boolean;
46
46
  }
47
47
  /** @internal */
@@ -72,7 +72,7 @@ export declare class InstanceBuffers {
72
72
  static createTransformBufferParameters(techniqueId: TechniqueId): BufferParameters[];
73
73
  static fromParams(params: InstancedGraphicParams, computeReprRange: () => Range3d): InstanceBuffers | undefined;
74
74
  static fromRenderInstances(arg: RenderInstances, reprRange: Range3d): InstanceBuffers;
75
- dispose(): void;
75
+ [Symbol.dispose](): void;
76
76
  get isDisposed(): boolean;
77
77
  collectStatistics(stats: RenderMemory.Statistics): void;
78
78
  private static extendTransformedRange;
@@ -96,7 +96,7 @@ export declare class PatternBuffers extends InstanceData {
96
96
  get hasFeatures(): boolean;
97
97
  get patternFeatureId(): Float32Array;
98
98
  get isDisposed(): boolean;
99
- dispose(): void;
99
+ [Symbol.dispose](): void;
100
100
  collectStatistics(stats: RenderMemory.Statistics): void;
101
101
  }
102
102
  /** @internal */
@@ -138,7 +138,7 @@ export declare class InstancedGeometry extends CachedGeometry {
138
138
  static createPattern(repr: LUTGeometry, ownsBuffers: boolean, buffers: PatternBuffers): InstancedGeometry;
139
139
  private constructor();
140
140
  get isDisposed(): boolean;
141
- dispose(): void;
141
+ [Symbol.dispose](): void;
142
142
  protected _wantWoWReversal(_target: Target): boolean;
143
143
  draw(): void;
144
144
  computeRange(output?: Range3d): Range3d;
@@ -1 +1 @@
1
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