@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, dispose, Id64, OrderedId64Iterable } from \"@itwin/core-bentley\";\nimport { ContourDisplay, PackedFeature, RenderFeatureTable } from \"@itwin/core-common\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { GL } from \"./GL\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { TextureUnit } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\nimport { BatchOptions } from \"../../common/render/BatchOptions\";\nimport { computeDimensions } from \"../../common/internal/render/VertexTable\";\n\n/** @internal */\nexport type ContoursCleanup = () => void;\n\nconst scratchPackedFeature = PackedFeature.createWithIndex();\n\n/** @internal */\nexport class Contours implements WebGLDisposable {\n public readonly target: Target;\n private readonly _options: BatchOptions;\n private _contours?: ContourDisplay;\n private _lut?: Texture2DHandle;\n private _lutWidth = 0;\n private _numFeatures = 0;\n\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\n\n public matchesTargetAndFeatureCount(target: Target, map: RenderFeatureTable): boolean {\n // checking for target change or texture size requirement change\n return target === this.target && this._numFeatures === map.numFeatures;\n }\n\n private matchesSubCategories(): boolean {\n if (this._contours === undefined && this.target.plan.contours === undefined)\n return true;\n if (this._contours === undefined || this.target.plan.contours === undefined)\n return false;\n if (this._contours.groups.length !== this.target.plan.contours.groups.length)\n return false;\n for (let index = 0, len = this._contours.groups.length; index < len && index < ContourDisplay.maxContourGroups; ++index) {\n if (!this._contours.groups[index].subCategoriesEqual(this.target.plan.contours.groups[index]))\n return false;\n }\n return true;\n }\n\n private _initialize(map: RenderFeatureTable) {\n assert(0 < map.numFeatures);\n this._numFeatures = map.numFeatures;\n const dims = computeDimensions(this._numFeatures, 1/8, 0, System.instance.maxTextureSize);\n const width = dims.width;\n const height = dims.height;\n assert(width * height * 8 >= this._numFeatures);\n\n const data = new Uint8Array(width * height * 4);\n const creator = new Texture2DDataUpdater(data);\n this.buildLookupTable(creator, map, this.target.plan.contours!);\n this._lut = TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\n this._lutWidth = width;\n }\n\n private _update(map: RenderFeatureTable, lut: Texture2DHandle) {\n assert(this._numFeatures === map.numFeatures);\n const updater = new Texture2DDataUpdater(lut.dataBytes!);\n this.buildLookupTable(updater, map, this.target.plan.contours!);\n lut.update(updater);\n }\n\n private buildLookupTable(data: Texture2DDataUpdater, map: RenderFeatureTable, contours: ContourDisplay) {\n // setup an efficient way to compare feature subcategories with lists in terrains\n const subCatMap = new Id64.Uint32Map<number>();\n let defaultNdx = 0xf; // default for unmatched subcategories is to not show contours\n // NB: index also has to be a max of 14 - has to fit in 4 bits with value 15 reserved for no terrain def\n for (let index = 0, len = contours.groups.length; index < len && index < ContourDisplay.maxContourGroups; ++index) {\n const subCats = contours.groups[index].subCategories;\n if (OrderedId64Iterable.isEmptySet(subCats)) {\n defaultNdx = index; // change default for unmatched subcategories to this definition\n } else {\n for (const subCat of subCats)\n subCatMap.setById(subCat, index);\n }\n }\n\n // NB: We currently use 1/2 of one component of RGBA value per feature as follows:\n // [0] R/G/B/A = index pair - lower 4 bits = ndx n, upper 4 bits = ndx n+1\n let even = false;\n let byteOut = 0;\n let dataIndex = 0;\n for (const feature of map.iterable(scratchPackedFeature)) {\n dataIndex = Math.floor (feature.index * 0.5);\n even = (feature.index & 1) === 0;\n const terrainNdx = subCatMap.get(feature.subCategoryId.lower, feature.subCategoryId.upper) ?? defaultNdx;\n if (even)\n byteOut = terrainNdx;\n else\n data.setByteAtIndex(dataIndex, (terrainNdx << 4) | byteOut);\n }\n if (even) // not written\n data.setByteAtIndex(dataIndex, byteOut);\n }\n\n private constructor(target: Target, options: BatchOptions) {\n this.target = target;\n this._options = options;\n this._contours = target.plan.contours;\n }\n\n public static createFromTarget(target: Target, options: BatchOptions) {\n return new Contours(target, options);\n }\n\n public get isDisposed(): boolean { return undefined === this._lut; }\n\n public dispose() {\n this._lut = dispose(this._lut);\n return undefined;\n }\n\n public initFromMap(map: RenderFeatureTable) {\n this._lut = dispose(this._lut);\n this._initialize(map);\n }\n\n public update(features: RenderFeatureTable) {\n if (this.matchesSubCategories())\n return;\n this._contours = this.target.plan.contours;\n\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\n if (this._lut) {\n this._update(features, this._lut);\n }\n }\n\n public bindContourLUTWidth(uniform: UniformHandle): void {\n uniform.setUniform1ui(this._lutWidth);\n }\n\n public bindContourLUT(uniform: UniformHandle): void {\n if (this._lut)\n this._lut.bindSampler(uniform, TextureUnit.Contours);\n }\n}\n"]}
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AAQ,CAAC,CAAC;IACzD,CAAC;CACF","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* 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, Id64, OrderedId64Iterable } from \"@itwin/core-bentley\";\nimport { ContourDisplay, PackedFeature, RenderFeatureTable } from \"@itwin/core-common\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { GL } from \"./GL\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { TextureUnit } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\nimport { BatchOptions } from \"../../common/render/BatchOptions\";\nimport { computeDimensions } from \"../../common/internal/render/VertexTable\";\n\n/** @internal */\nexport type ContoursCleanup = () => void;\n\nconst scratchPackedFeature = PackedFeature.createWithIndex();\n\n/** @internal */\nexport class Contours implements WebGLDisposable {\n public readonly target: Target;\n private readonly _options: BatchOptions;\n private _contours?: ContourDisplay;\n private _lut?: Texture2DHandle;\n private _lutWidth = 0;\n private _numFeatures = 0;\n\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\n\n public matchesTargetAndFeatureCount(target: Target, map: RenderFeatureTable): boolean {\n // checking for target change or texture size requirement change\n return target === this.target && this._numFeatures === map.numFeatures;\n }\n\n private matchesSubCategories(): boolean {\n if (this._contours === undefined && this.target.plan.contours === undefined)\n return true;\n if (this._contours === undefined || this.target.plan.contours === undefined)\n return false;\n if (this._contours.groups.length !== this.target.plan.contours.groups.length)\n return false;\n for (let index = 0, len = this._contours.groups.length; index < len && index < ContourDisplay.maxContourGroups; ++index) {\n if (!this._contours.groups[index].subCategoriesEqual(this.target.plan.contours.groups[index]))\n return false;\n }\n return true;\n }\n\n private _initialize(map: RenderFeatureTable) {\n assert(0 < map.numFeatures);\n this._numFeatures = map.numFeatures;\n const dims = computeDimensions(this._numFeatures, 1 / 8, 0, System.instance.maxTextureSize);\n const width = dims.width;\n const height = dims.height;\n assert(width * height * 8 >= this._numFeatures);\n\n const data = new Uint8Array(width * height * 4);\n const creator = new Texture2DDataUpdater(data);\n this.buildLookupTable(creator, map, this.target.plan.contours!);\n this._lut = TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\n this._lutWidth = width;\n }\n\n private _update(map: RenderFeatureTable, lut: Texture2DHandle) {\n assert(this._numFeatures === map.numFeatures);\n const updater = new Texture2DDataUpdater(lut.dataBytes!);\n this.buildLookupTable(updater, map, this.target.plan.contours!);\n lut.update(updater);\n }\n\n private buildLookupTable(data: Texture2DDataUpdater, map: RenderFeatureTable, contours: ContourDisplay) {\n // setup an efficient way to compare feature subcategories with lists in terrains\n const subCatMap = new Id64.Uint32Map<number>();\n let defaultNdx = 0xf; // default for unmatched subcategories is to not show contours\n // NB: index also has to be a max of 14 - has to fit in 4 bits with value 15 reserved for no terrain def\n for (let index = 0, len = contours.groups.length; index < len && index < ContourDisplay.maxContourGroups; ++index) {\n const subCats = contours.groups[index].subCategories;\n if (OrderedId64Iterable.isEmptySet(subCats)) {\n defaultNdx = index; // change default for unmatched subcategories to this definition\n } else {\n for (const subCat of subCats)\n subCatMap.setById(subCat, index);\n }\n }\n\n // NB: We currently use 1/2 of one component of RGBA value per feature as follows:\n // [0] R/G/B/A = index pair - lower 4 bits = ndx n, upper 4 bits = ndx n+1\n let even = false;\n let byteOut = 0;\n let dataIndex = 0;\n for (const feature of map.iterable(scratchPackedFeature)) {\n dataIndex = Math.floor(feature.index * 0.5);\n even = (feature.index & 1) === 0;\n const terrainNdx = subCatMap.get(feature.subCategoryId.lower, feature.subCategoryId.upper) ?? defaultNdx;\n if (even)\n byteOut = terrainNdx;\n else\n data.setByteAtIndex(dataIndex, (terrainNdx << 4) | byteOut);\n }\n if (even) // not written\n data.setByteAtIndex(dataIndex, byteOut);\n }\n\n private constructor(target: Target, options: BatchOptions) {\n this.target = target;\n this._options = options;\n this._contours = target.plan.contours;\n }\n\n public static createFromTarget(target: Target, options: BatchOptions) {\n return new Contours(target, options);\n }\n\n public get isDisposed(): boolean { return undefined === this._lut; }\n\n public [Symbol.dispose]() {\n this._lut = dispose(this._lut);\n return undefined;\n }\n\n public initFromMap(map: RenderFeatureTable) {\n this._lut = dispose(this._lut);\n this._initialize(map);\n }\n\n public update(features: RenderFeatureTable) {\n if (this.matchesSubCategories())\n return;\n this._contours = this.target.plan.contours;\n\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\n if (this._lut) {\n this._update(features, this._lut);\n }\n }\n\n public bindContourLUTWidth(uniform: UniformHandle): void {\n uniform.setUniform1ui(this._lutWidth);\n }\n\n public bindContourLUT(uniform: UniformHandle): void {\n if (this._lut)\n this._lut.bindSampler(uniform, TextureUnit.Contours);\n }\n}\n"]}
@@ -1,9 +1,8 @@
1
- import { IDisposable } from "@itwin/core-bentley";
2
1
  /** Interface implemented by any type that potentially owns WebGL resources that must be explicitly freed.
3
2
  * Resources are freed in the inherited `dispose` method.
4
3
  * @internal
5
4
  */
6
- export interface WebGLDisposable extends IDisposable {
5
+ export interface WebGLDisposable extends Disposable {
7
6
  /** Test whether the object currently holds any unreleased WebGL resources.
8
7
  * This property should *always* return false after `dispose` has been called.
9
8
  * @returns true if the object has released any and all WebGL resources it may have previously owned.
@@ -1 +1 @@
1
- {"version":3,"file":"Disposable.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/Disposable.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAC;AAElD;;;GAGG;AACH,MAAM,WAAW,eAAgB,SAAQ,WAAW;IAClD;;;OAGG;IACH,UAAU,EAAE,OAAO,CAAC;CACrB"}
1
+ {"version":3,"file":"Disposable.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/Disposable.ts"],"names":[],"mappings":"AAKA;;;GAGG;AACH,MAAM,WAAW,eAAgB,SAAQ,UAAU;IACjD;;;OAGG;IACH,UAAU,EAAE,OAAO,CAAC;CACrB"}
@@ -1,2 +1,6 @@
1
+ /*---------------------------------------------------------------------------------------------
2
+ * Copyright (c) Bentley Systems, Incorporated. All rights reserved.
3
+ * See LICENSE.md in the project root for license terms and full copyright notice.
4
+ *--------------------------------------------------------------------------------------------*/
1
5
  export {};
2
6
  //# sourceMappingURL=Disposable.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"Disposable.js","sourceRoot":"","sources":["../../../../src/render/webgl/Disposable.ts"],"names":[],"mappings":"","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\nimport { IDisposable } from \"@itwin/core-bentley\";\n\n/** Interface implemented by any type that potentially owns WebGL resources that must be explicitly freed.\n * Resources are freed in the inherited `dispose` method.\n * @internal\n */\nexport interface WebGLDisposable extends IDisposable {\n /** Test whether the object currently holds any unreleased WebGL resources.\n * This property should *always* return false after `dispose` has been called.\n * @returns true if the object has released any and all WebGL resources it may have previously owned.\n */\n isDisposed: boolean;\n}\n"]}
1
+ {"version":3,"file":"Disposable.js","sourceRoot":"","sources":["../../../../src/render/webgl/Disposable.ts"],"names":[],"mappings":"AAAA;;;+FAG+F","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** Interface implemented by any type that potentially owns WebGL resources that must be explicitly freed.\n * Resources are freed in the inherited `dispose` method.\n * @internal\n */\nexport interface WebGLDisposable extends Disposable {\n /** Test whether the object currently holds any unreleased WebGL resources.\n * This property should *always* return false after `dispose` has been called.\n * @returns true if the object has released any and all WebGL resources it may have previously owned.\n */\n isDisposed: boolean;\n}\n"]}
@@ -30,7 +30,7 @@ export declare class EyeDomeLighting implements RenderMemory.Consumer, WebGLDisp
30
30
  init(width: number, height: number, depth: DepthBuffer): boolean;
31
31
  collectStatistics(stats: RenderMemory.Statistics): void;
32
32
  get isDisposed(): boolean;
33
- dispose(): void;
33
+ [Symbol.dispose](): void;
34
34
  reset(): void;
35
35
  /** calculate EyeDomeLighting at specified quality using screen space shaders
36
36
  * returns true if succeeds
@@ -1 +1 @@
1
- {"version":3,"file":"EDL.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/EDL.ts"],"names":[],"mappings":"AAUA,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAE/C,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,WAAW,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAOzD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,aAAa,EAAE,MAAM,WAAW,CAAC;AAqG1C,gBAAgB;AAChB,oBAAY,OAAO;IAAG,GAAG,IAAA;IAAE,EAAE,IAAA;IAAE,IAAI,IAAA;CAAE;AAErC,gBAAgB;AAChB,MAAM,WAAW,aAAa;IAC5B,QAAQ,EAAE,aAAa,CAAC;IACxB,MAAM,EAAE,WAAW,CAAC;IACpB,OAAO,EAAE,OAAO,CAAC;IACjB,SAAS,EAAE,OAAO,CAAC;IACnB,YAAY,EAAE,OAAO,CAAC;CACvB;AAED,qBAAa,eAAgB,YAAW,YAAY,CAAC,QAAQ,EAAE,eAAe;IAC5E,OAAO,CAAC,OAAO,CAAC,CAAS;IACzB,OAAO,CAAC,MAAM,CAAS;IACvB,OAAO,CAAC,OAAO,CAAS;IACxB,OAAO,CAAC,MAAM,CAAC,CAAc;IAC7B,OAAO,CAAC,YAAY,CAAC,CAAc;IACnC,OAAO,CAAC,aAAa,CAAC,CAAqE;IAC3F,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAS;IAEjC,OAAO,CAAC,SAAS;gBAQE,MAAM,EAAE,MAAM;IAM1B,IAAI,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,WAAW,GAAG,OAAO;IAQhE,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAmB9D,IAAW,UAAU,IAAI,OAAO,CAA0E;IAEnG,OAAO;IAKP,KAAK;IAIZ;;OAEG;IACI,IAAI,CAAC,SAAS,EAAE,aAAa,GAAG,OAAO;CAiG/C"}
1
+ {"version":3,"file":"EDL.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/EDL.ts"],"names":[],"mappings":"AAUA,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAE/C,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,WAAW,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAOzD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,aAAa,EAAE,MAAM,WAAW,CAAC;AAqG1C,gBAAgB;AAChB,oBAAY,OAAO;IAAG,GAAG,IAAA;IAAE,EAAE,IAAA;IAAE,IAAI,IAAA;CAAE;AAErC,gBAAgB;AAChB,MAAM,WAAW,aAAa;IAC5B,QAAQ,EAAE,aAAa,CAAC;IACxB,MAAM,EAAE,WAAW,CAAC;IACpB,OAAO,EAAE,OAAO,CAAC;IACjB,SAAS,EAAE,OAAO,CAAC;IACnB,YAAY,EAAE,OAAO,CAAC;CACvB;AAED,qBAAa,eAAgB,YAAW,YAAY,CAAC,QAAQ,EAAE,eAAe;IAC5E,OAAO,CAAC,OAAO,CAAC,CAAS;IACzB,OAAO,CAAC,MAAM,CAAS;IACvB,OAAO,CAAC,OAAO,CAAS;IACxB,OAAO,CAAC,MAAM,CAAC,CAAc;IAC7B,OAAO,CAAC,YAAY,CAAC,CAAc;IACnC,OAAO,CAAC,aAAa,CAAC,CAAqE;IAC3F,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAS;IAEjC,OAAO,CAAC,SAAS;gBAQE,MAAM,EAAE,MAAM;IAM1B,IAAI,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,WAAW,GAAG,OAAO;IAQhE,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAmB9D,IAAW,UAAU,IAAI,OAAO,CAA0E;IAEnG,CAAC,MAAM,CAAC,OAAO,CAAC;IAKhB,KAAK;IAIZ;;OAEG;IACI,IAAI,CAAC,SAAS,EAAE,aAAa,GAAG,OAAO;CAiG/C"}
@@ -81,7 +81,7 @@ class Bundle {
81
81
  && undefined === this.edlFiltGeom
82
82
  && undefined === this.edlMixGeom;
83
83
  }
84
- dispose() {
84
+ [Symbol.dispose]() {
85
85
  this.edlCalcTex1 = dispose(this.edlCalcTex1);
86
86
  this.edlCalcTex2 = dispose(this.edlCalcTex2);
87
87
  this.edlCalcTex4 = dispose(this.edlCalcTex4);
@@ -152,12 +152,12 @@ export class EyeDomeLighting {
152
152
  }
153
153
  }
154
154
  get isDisposed() { return undefined === this._bundle && undefined === this._edlFinalFbo; }
155
- dispose() {
155
+ [Symbol.dispose]() {
156
156
  this._bundle = dispose(this._bundle);
157
157
  this._edlFinalFbo = dispose(this._edlFinalFbo);
158
158
  }
159
159
  reset() {
160
- this.dispose();
160
+ this[Symbol.dispose]();
161
161
  }
162
162
  /** calculate EyeDomeLighting at specified quality using screen space shaders
163
163
  * returns true if succeeds
@@ -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\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose } from \"@itwin/core-bentley\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { EDLCalcBasicGeometry, EDLCalcFullGeometry, EDLFilterGeometry, EDLMixGeometry } from \"./CachedGeometry\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DepthBuffer, FrameBuffer } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { RenderBufferMultiSample } from \"./RenderBuffer\";\nimport { RenderState } from \"./RenderState\";\nimport { collectGeometryStatistics, collectTextureStatistics } from \"./SceneCompositor\";\nimport { getDrawParams } from \"./ScratchDrawParams\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TextureHandle } from \"./Texture\";\n\nclass Bundle implements WebGLDisposable {\n private constructor(\n public edlCalcTex1?: TextureHandle,\n public edlCalcTex2?: TextureHandle,\n public edlCalcTex4?: TextureHandle,\n public edlFiltTex2?: TextureHandle,\n public edlFiltTex4?: TextureHandle,\n\n public edlCalcFbo1?: FrameBuffer,\n public edlCalcFbo2?: FrameBuffer,\n public edlCalcFbo4?: FrameBuffer,\n public edlFiltFbo2?: FrameBuffer,\n public edlFiltFbo4?: FrameBuffer,\n\n public edlCalcBasicGeom?: EDLCalcBasicGeometry,\n public edlCalcFullGeom?: [EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined],\n public edlFiltGeom?: [EDLFilterGeometry | undefined, EDLFilterGeometry | undefined],\n public edlMixGeom?: EDLMixGeometry) {\n }\n\n public static create(width: number, height: number): Bundle | undefined {\n const edlCalcTex1 = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlCalcTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlCalcTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlFiltTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlFiltTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n if (undefined === edlCalcTex1 || undefined === edlCalcTex2 || undefined === edlCalcTex4 || undefined === edlFiltTex2 || undefined === edlFiltTex4) {\n dispose (edlCalcTex1);\n dispose (edlCalcTex2);\n dispose (edlCalcTex4);\n dispose (edlFiltTex2);\n dispose (edlFiltTex4);\n return undefined;\n }\n const edlCalcFbo1 = FrameBuffer.create([edlCalcTex1]);\n const edlCalcFbo2 = FrameBuffer.create([edlCalcTex2]);\n const edlCalcFbo4 = FrameBuffer.create([edlCalcTex4]);\n const edlFiltFbo2 = FrameBuffer.create([edlFiltTex2]);\n const edlFiltFbo4 = FrameBuffer.create([edlFiltTex4]);\n if (undefined === edlCalcFbo1 || undefined === edlCalcFbo2 || undefined === edlCalcFbo4 || undefined === edlFiltFbo2 || undefined === edlFiltFbo4) {\n dispose (edlCalcFbo1);\n dispose (edlCalcFbo2);\n dispose (edlCalcFbo4);\n dispose (edlFiltFbo2);\n dispose (edlFiltFbo4);\n return undefined;\n }\n return new Bundle(edlCalcTex1, edlCalcTex2, edlCalcTex4, edlFiltTex2, edlFiltTex4, edlCalcFbo1, edlCalcFbo2, edlCalcFbo4, edlFiltFbo2, edlFiltFbo4);\n }\n\n public get isDisposed(): boolean {\n return undefined === this.edlCalcTex1\n && undefined === this.edlCalcTex2\n && undefined === this.edlCalcTex4\n && undefined === this.edlFiltTex2\n && undefined === this.edlFiltTex4\n && undefined === this.edlCalcFbo1\n && undefined === this.edlCalcFbo2\n && undefined === this.edlCalcFbo4\n && undefined === this.edlFiltFbo2\n && undefined === this.edlFiltFbo4\n && undefined === this.edlCalcBasicGeom\n && undefined === this.edlCalcFullGeom?.[0]\n && undefined === this.edlCalcFullGeom?.[1]\n && undefined === this.edlCalcFullGeom?.[2]\n && undefined === this.edlCalcFullGeom\n && undefined === this.edlFiltGeom?.[0]\n && undefined === this.edlFiltGeom?.[1]\n && undefined === this.edlFiltGeom\n && undefined === this.edlMixGeom;\n }\n\n public dispose(): void {\n this.edlCalcTex1 = dispose(this.edlCalcTex1);\n this.edlCalcTex2 = dispose(this.edlCalcTex2);\n this.edlCalcTex4 = dispose(this.edlCalcTex4);\n this.edlFiltTex2 = dispose(this.edlFiltTex2);\n this.edlFiltTex4 = dispose(this.edlFiltTex4);\n this.edlCalcFbo1 = dispose(this.edlCalcFbo1);\n this.edlCalcFbo2 = dispose(this.edlCalcFbo2);\n this.edlCalcFbo4 = dispose(this.edlCalcFbo4);\n this.edlFiltFbo2 = dispose(this.edlFiltFbo2);\n this.edlFiltFbo4 = dispose(this.edlFiltFbo4);\n this.edlCalcBasicGeom = dispose(this.edlCalcBasicGeom);\n if (this.edlCalcFullGeom) {\n this.edlCalcFullGeom[0] = dispose(this.edlCalcFullGeom?.[0]);\n this.edlCalcFullGeom[1] = dispose(this.edlCalcFullGeom?.[1]);\n this.edlCalcFullGeom[2] = dispose(this.edlCalcFullGeom?.[2]);\n this.edlCalcFullGeom = undefined;\n }\n if (this.edlFiltGeom) {\n this.edlFiltGeom[0] = dispose(this.edlFiltGeom?.[0]);\n this.edlFiltGeom[1] = dispose(this.edlFiltGeom?.[1]);\n this.edlFiltGeom = undefined;\n }\n this.edlMixGeom = dispose(this.edlMixGeom);\n }\n}\n\n/** @internal */\nexport enum EDLMode { Off, On, Full }\n\n/** @internal */\nexport interface EDLDrawParams {\n inputTex: TextureHandle; // input to calc EDL from\n curFbo: FrameBuffer; // output fbo to get color texture from for EDL to put result in\n edlMode: EDLMode;\n edlFilter: boolean; // applies to Full mode only\n useMsBuffers: boolean;\n}\n\nexport class EyeDomeLighting implements RenderMemory.Consumer, WebGLDisposable {\n private _bundle?: Bundle;\n private _width: number;\n private _height: number;\n private _depth?: DepthBuffer; // depth buffer to read from, has to be non-MS and be up to date in draw if MS is used\n private _edlFinalFbo?: FrameBuffer;\n private _edlFinalBufs?: { tex: TextureHandle, msBuf: RenderBufferMultiSample | undefined };\n private readonly _target: Target;\n\n private getBundle(): Bundle | undefined {\n if (undefined === this._bundle) {\n this._bundle = Bundle.create(this._width, this._height);\n assert(undefined !== this._bundle);\n }\n return this._bundle;\n }\n\n public constructor(target: Target) {\n this._target = target;\n this._width = target.viewRect.width;\n this._height = target.viewRect.height;\n }\n\n public init(width: number, height: number, depth: DepthBuffer): boolean {\n this._width = width;\n this._height = height;\n this._depth = depth;\n // don't create buffers until we know we will use them (first draw)\n return true;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n const bundle = this._bundle;\n if (undefined !== bundle) {\n collectTextureStatistics(bundle.edlCalcTex1, stats);\n collectTextureStatistics(bundle.edlCalcTex2, stats);\n collectTextureStatistics(bundle.edlCalcTex4, stats);\n collectTextureStatistics(bundle.edlFiltTex2, stats);\n collectTextureStatistics(bundle.edlFiltTex4, stats);\n\n collectGeometryStatistics(bundle.edlCalcBasicGeom, stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[0], stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[1], stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[2], stats);\n collectGeometryStatistics(bundle.edlFiltGeom?.[0], stats);\n collectGeometryStatistics(bundle.edlFiltGeom?.[1], stats);\n collectGeometryStatistics(bundle.edlMixGeom, stats);\n }\n }\n\n public get isDisposed(): boolean { return undefined === this._bundle && undefined === this._edlFinalFbo; }\n\n public dispose() {\n this._bundle = dispose(this._bundle);\n this._edlFinalFbo = dispose (this._edlFinalFbo);\n }\n\n public reset() {\n this.dispose();\n }\n\n /** calculate EyeDomeLighting at specified quality using screen space shaders\n * returns true if succeeds\n */\n public draw(edlParams: EDLDrawParams): boolean {\n if (undefined === edlParams.inputTex || undefined === this._depth || undefined === edlParams.curFbo)\n return false;\n\n const bundle = this.getBundle();\n if (undefined === bundle)\n return false;\n\n // NB: have to test and create MS buffer as well if useMsBuffers, not outputting to depth\n const finalBufs = edlParams.curFbo.getColorTargets(edlParams.useMsBuffers, 0);\n if (undefined === this._edlFinalFbo || this._edlFinalBufs?.tex !== finalBufs.tex ||\n (edlParams.useMsBuffers && this._edlFinalBufs?.msBuf !== finalBufs.msBuf)) {\n this._edlFinalFbo = dispose (this._edlFinalFbo);\n this._edlFinalBufs = finalBufs;\n const filters = [GL.MultiSampling.Filter.Linear];\n this._edlFinalFbo = FrameBuffer.create([this._edlFinalBufs.tex], undefined,\n edlParams.useMsBuffers && this._edlFinalBufs.msBuf ? [this._edlFinalBufs.msBuf] : undefined, filters, undefined);\n if (undefined === this._edlFinalFbo)\n return false;\n }\n\n const fbStack = System.instance.frameBufferStack;\n const useMsBuffers = edlParams.useMsBuffers;\n System.instance.applyRenderState(RenderState.defaults);\n\n // ###TODO: should radius be (optionally?) voxel based instead of pixel here?\n if (edlParams.edlMode === EDLMode.On) {\n // draw using single pass version (still 8 samples, full size)\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\n if (bundle.edlCalcBasicGeom === undefined) {\n const ct1 = edlParams.inputTex;\n const ctd = this._depth!.getHandle()!;\n bundle.edlCalcBasicGeom = EDLCalcBasicGeometry.createGeometry(ct1.getHandle()!, ctd, ct1.width, ct1.height);\n }\n const params = getDrawParams(this._target, bundle.edlCalcBasicGeom!);\n this._target.techniques.draw(params);\n });\n } else { // EDLMode.Full\n // draw with full method based on original paper using full, 1/2, and 1/4 sizes\n const edlCalc2FB: FrameBuffer[] = [bundle.edlCalcFbo1!, bundle.edlCalcFbo2!, bundle.edlCalcFbo4!];\n if (bundle.edlCalcFullGeom === undefined) {\n const ct1 = edlParams.inputTex;\n const ct2 = bundle.edlCalcTex2;\n const ct4 = bundle.edlCalcTex4;\n const ctd = this._depth.getHandle()!;\n bundle.edlCalcFullGeom = [EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 1, ct1.width, ct1.height),\n EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 2, ct2!.width, ct2!.height),\n EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 4, ct4!.width, ct4!.height)];\n }\n\n const edlFiltFbos: FrameBuffer[] = [bundle.edlFiltFbo2!, bundle.edlFiltFbo4!];\n if (bundle.edlFiltGeom === undefined) {\n const ft2 = bundle.edlCalcTex2;\n const ft4 = bundle.edlCalcTex4;\n const ftd = this._depth.getHandle()!;\n bundle.edlFiltGeom = [EDLFilterGeometry.createGeometry(ft2!.getHandle()!, ftd, 2, ft2!.width, ft2!.height),\n EDLFilterGeometry.createGeometry(ft4!.getHandle()!, ftd, 4, ft4!.width, ft4!.height)];\n }\n\n const gl = System.instance.context;\n // Loop through the 3 sizes calculating an edl buffer, and if not first size, then optionally filtering those\n for (let i = 0; i < 3; ++i) {\n fbStack.execute(edlCalc2FB[i], true, false, () => {\n const colTex = edlCalc2FB[i].getColor(0);\n gl.viewport(0, 0, colTex.width, colTex.height); // have to set viewport to current texture size\n const params = getDrawParams(this._target, bundle.edlCalcFullGeom![i]!);\n this._target.techniques.draw(params);\n });\n\n if (edlParams.edlFilter && i > 0) {\n fbStack.execute(edlFiltFbos[i-1], true, false, () => {\n const params = getDrawParams(this._target, bundle.edlFiltGeom![i-1]!);\n this._target.techniques.draw(params);\n });\n }\n }\n gl.viewport(0, 0, this._width, this._height); // Restore viewport\n\n // Now combine the 3 results and output\n const tex1 = bundle.edlCalcTex1!.getHandle();\n const tex2 = edlParams.edlFilter ? bundle.edlFiltTex2!.getHandle() : bundle.edlCalcTex2!.getHandle();\n const tex4 = edlParams.edlFilter ? bundle.edlFiltTex4!.getHandle() : bundle.edlCalcTex4!.getHandle();\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\n if (bundle.edlMixGeom === undefined) {\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1!, tex2!, tex4!);\n } else {\n if (bundle.edlMixGeom.colorTexture1 !== tex1 || bundle.edlMixGeom.colorTexture2 !== tex2 || bundle.edlMixGeom.colorTexture4 !== tex4) {\n dispose(bundle.edlMixGeom);\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1!, tex2!, tex4!);\n }\n }\n const params = getDrawParams(this._target, bundle.edlMixGeom!);\n this._target.techniques.draw(params);\n });\n }\n return true;\n }\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose } from \"@itwin/core-bentley\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { EDLCalcBasicGeometry, EDLCalcFullGeometry, EDLFilterGeometry, EDLMixGeometry } from \"./CachedGeometry\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DepthBuffer, FrameBuffer } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { RenderBufferMultiSample } from \"./RenderBuffer\";\nimport { RenderState } from \"./RenderState\";\nimport { collectGeometryStatistics, collectTextureStatistics } from \"./SceneCompositor\";\nimport { getDrawParams } from \"./ScratchDrawParams\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TextureHandle } from \"./Texture\";\n\nclass Bundle implements WebGLDisposable {\n private constructor(\n public edlCalcTex1?: TextureHandle,\n public edlCalcTex2?: TextureHandle,\n public edlCalcTex4?: TextureHandle,\n public edlFiltTex2?: TextureHandle,\n public edlFiltTex4?: TextureHandle,\n\n public edlCalcFbo1?: FrameBuffer,\n public edlCalcFbo2?: FrameBuffer,\n public edlCalcFbo4?: FrameBuffer,\n public edlFiltFbo2?: FrameBuffer,\n public edlFiltFbo4?: FrameBuffer,\n\n public edlCalcBasicGeom?: EDLCalcBasicGeometry,\n public edlCalcFullGeom?: [EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined],\n public edlFiltGeom?: [EDLFilterGeometry | undefined, EDLFilterGeometry | undefined],\n public edlMixGeom?: EDLMixGeometry) {\n }\n\n public static create(width: number, height: number): Bundle | undefined {\n const edlCalcTex1 = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlCalcTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlCalcTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlFiltTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlFiltTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n if (undefined === edlCalcTex1 || undefined === edlCalcTex2 || undefined === edlCalcTex4 || undefined === edlFiltTex2 || undefined === edlFiltTex4) {\n dispose(edlCalcTex1);\n dispose(edlCalcTex2);\n dispose(edlCalcTex4);\n dispose(edlFiltTex2);\n dispose(edlFiltTex4);\n return undefined;\n }\n const edlCalcFbo1 = FrameBuffer.create([edlCalcTex1]);\n const edlCalcFbo2 = FrameBuffer.create([edlCalcTex2]);\n const edlCalcFbo4 = FrameBuffer.create([edlCalcTex4]);\n const edlFiltFbo2 = FrameBuffer.create([edlFiltTex2]);\n const edlFiltFbo4 = FrameBuffer.create([edlFiltTex4]);\n if (undefined === edlCalcFbo1 || undefined === edlCalcFbo2 || undefined === edlCalcFbo4 || undefined === edlFiltFbo2 || undefined === edlFiltFbo4) {\n dispose(edlCalcFbo1);\n dispose(edlCalcFbo2);\n dispose(edlCalcFbo4);\n dispose(edlFiltFbo2);\n dispose(edlFiltFbo4);\n return undefined;\n }\n return new Bundle(edlCalcTex1, edlCalcTex2, edlCalcTex4, edlFiltTex2, edlFiltTex4, edlCalcFbo1, edlCalcFbo2, edlCalcFbo4, edlFiltFbo2, edlFiltFbo4);\n }\n\n public get isDisposed(): boolean {\n return undefined === this.edlCalcTex1\n && undefined === this.edlCalcTex2\n && undefined === this.edlCalcTex4\n && undefined === this.edlFiltTex2\n && undefined === this.edlFiltTex4\n && undefined === this.edlCalcFbo1\n && undefined === this.edlCalcFbo2\n && undefined === this.edlCalcFbo4\n && undefined === this.edlFiltFbo2\n && undefined === this.edlFiltFbo4\n && undefined === this.edlCalcBasicGeom\n && undefined === this.edlCalcFullGeom?.[0]\n && undefined === this.edlCalcFullGeom?.[1]\n && undefined === this.edlCalcFullGeom?.[2]\n && undefined === this.edlCalcFullGeom\n && undefined === this.edlFiltGeom?.[0]\n && undefined === this.edlFiltGeom?.[1]\n && undefined === this.edlFiltGeom\n && undefined === this.edlMixGeom;\n }\n\n public [Symbol.dispose](): void {\n this.edlCalcTex1 = dispose(this.edlCalcTex1);\n this.edlCalcTex2 = dispose(this.edlCalcTex2);\n this.edlCalcTex4 = dispose(this.edlCalcTex4);\n this.edlFiltTex2 = dispose(this.edlFiltTex2);\n this.edlFiltTex4 = dispose(this.edlFiltTex4);\n this.edlCalcFbo1 = dispose(this.edlCalcFbo1);\n this.edlCalcFbo2 = dispose(this.edlCalcFbo2);\n this.edlCalcFbo4 = dispose(this.edlCalcFbo4);\n this.edlFiltFbo2 = dispose(this.edlFiltFbo2);\n this.edlFiltFbo4 = dispose(this.edlFiltFbo4);\n this.edlCalcBasicGeom = dispose(this.edlCalcBasicGeom);\n if (this.edlCalcFullGeom) {\n this.edlCalcFullGeom[0] = dispose(this.edlCalcFullGeom?.[0]);\n this.edlCalcFullGeom[1] = dispose(this.edlCalcFullGeom?.[1]);\n this.edlCalcFullGeom[2] = dispose(this.edlCalcFullGeom?.[2]);\n this.edlCalcFullGeom = undefined;\n }\n if (this.edlFiltGeom) {\n this.edlFiltGeom[0] = dispose(this.edlFiltGeom?.[0]);\n this.edlFiltGeom[1] = dispose(this.edlFiltGeom?.[1]);\n this.edlFiltGeom = undefined;\n }\n this.edlMixGeom = dispose(this.edlMixGeom);\n }\n}\n\n/** @internal */\nexport enum EDLMode { Off, On, Full }\n\n/** @internal */\nexport interface EDLDrawParams {\n inputTex: TextureHandle; // input to calc EDL from\n curFbo: FrameBuffer; // output fbo to get color texture from for EDL to put result in\n edlMode: EDLMode;\n edlFilter: boolean; // applies to Full mode only\n useMsBuffers: boolean;\n}\n\nexport class EyeDomeLighting implements RenderMemory.Consumer, WebGLDisposable {\n private _bundle?: Bundle;\n private _width: number;\n private _height: number;\n private _depth?: DepthBuffer; // depth buffer to read from, has to be non-MS and be up to date in draw if MS is used\n private _edlFinalFbo?: FrameBuffer;\n private _edlFinalBufs?: { tex: TextureHandle, msBuf: RenderBufferMultiSample | undefined };\n private readonly _target: Target;\n\n private getBundle(): Bundle | undefined {\n if (undefined === this._bundle) {\n this._bundle = Bundle.create(this._width, this._height);\n assert(undefined !== this._bundle);\n }\n return this._bundle;\n }\n\n public constructor(target: Target) {\n this._target = target;\n this._width = target.viewRect.width;\n this._height = target.viewRect.height;\n }\n\n public init(width: number, height: number, depth: DepthBuffer): boolean {\n this._width = width;\n this._height = height;\n this._depth = depth;\n // don't create buffers until we know we will use them (first draw)\n return true;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n const bundle = this._bundle;\n if (undefined !== bundle) {\n collectTextureStatistics(bundle.edlCalcTex1, stats);\n collectTextureStatistics(bundle.edlCalcTex2, stats);\n collectTextureStatistics(bundle.edlCalcTex4, stats);\n collectTextureStatistics(bundle.edlFiltTex2, stats);\n collectTextureStatistics(bundle.edlFiltTex4, stats);\n\n collectGeometryStatistics(bundle.edlCalcBasicGeom, stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[0], stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[1], stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[2], stats);\n collectGeometryStatistics(bundle.edlFiltGeom?.[0], stats);\n collectGeometryStatistics(bundle.edlFiltGeom?.[1], stats);\n collectGeometryStatistics(bundle.edlMixGeom, stats);\n }\n }\n\n public get isDisposed(): boolean { return undefined === this._bundle && undefined === this._edlFinalFbo; }\n\n public [Symbol.dispose]() {\n this._bundle = dispose(this._bundle);\n this._edlFinalFbo = dispose(this._edlFinalFbo);\n }\n\n public reset() {\n this[Symbol.dispose]();\n }\n\n /** calculate EyeDomeLighting at specified quality using screen space shaders\n * returns true if succeeds\n */\n public draw(edlParams: EDLDrawParams): boolean {\n if (undefined === edlParams.inputTex || undefined === this._depth || undefined === edlParams.curFbo)\n return false;\n\n const bundle = this.getBundle();\n if (undefined === bundle)\n return false;\n\n // NB: have to test and create MS buffer as well if useMsBuffers, not outputting to depth\n const finalBufs = edlParams.curFbo.getColorTargets(edlParams.useMsBuffers, 0);\n if (undefined === this._edlFinalFbo || this._edlFinalBufs?.tex !== finalBufs.tex ||\n (edlParams.useMsBuffers && this._edlFinalBufs?.msBuf !== finalBufs.msBuf)) {\n this._edlFinalFbo = dispose(this._edlFinalFbo);\n this._edlFinalBufs = finalBufs;\n const filters = [GL.MultiSampling.Filter.Linear];\n this._edlFinalFbo = FrameBuffer.create([this._edlFinalBufs.tex], undefined,\n edlParams.useMsBuffers && this._edlFinalBufs.msBuf ? [this._edlFinalBufs.msBuf] : undefined, filters, undefined);\n if (undefined === this._edlFinalFbo)\n return false;\n }\n\n const fbStack = System.instance.frameBufferStack;\n const useMsBuffers = edlParams.useMsBuffers;\n System.instance.applyRenderState(RenderState.defaults);\n\n // ###TODO: should radius be (optionally?) voxel based instead of pixel here?\n if (edlParams.edlMode === EDLMode.On) {\n // draw using single pass version (still 8 samples, full size)\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\n if (bundle.edlCalcBasicGeom === undefined) {\n const ct1 = edlParams.inputTex;\n const ctd = this._depth!.getHandle()!;\n bundle.edlCalcBasicGeom = EDLCalcBasicGeometry.createGeometry(ct1.getHandle()!, ctd, ct1.width, ct1.height);\n }\n const params = getDrawParams(this._target, bundle.edlCalcBasicGeom!);\n this._target.techniques.draw(params);\n });\n } else { // EDLMode.Full\n // draw with full method based on original paper using full, 1/2, and 1/4 sizes\n const edlCalc2FB: FrameBuffer[] = [bundle.edlCalcFbo1!, bundle.edlCalcFbo2!, bundle.edlCalcFbo4!];\n if (bundle.edlCalcFullGeom === undefined) {\n const ct1 = edlParams.inputTex;\n const ct2 = bundle.edlCalcTex2;\n const ct4 = bundle.edlCalcTex4;\n const ctd = this._depth.getHandle()!;\n bundle.edlCalcFullGeom = [EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 1, ct1.width, ct1.height),\n EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 2, ct2!.width, ct2!.height),\n EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 4, ct4!.width, ct4!.height)];\n }\n\n const edlFiltFbos: FrameBuffer[] = [bundle.edlFiltFbo2!, bundle.edlFiltFbo4!];\n if (bundle.edlFiltGeom === undefined) {\n const ft2 = bundle.edlCalcTex2;\n const ft4 = bundle.edlCalcTex4;\n const ftd = this._depth.getHandle()!;\n bundle.edlFiltGeom = [EDLFilterGeometry.createGeometry(ft2!.getHandle()!, ftd, 2, ft2!.width, ft2!.height),\n EDLFilterGeometry.createGeometry(ft4!.getHandle()!, ftd, 4, ft4!.width, ft4!.height)];\n }\n\n const gl = System.instance.context;\n // Loop through the 3 sizes calculating an edl buffer, and if not first size, then optionally filtering those\n for (let i = 0; i < 3; ++i) {\n fbStack.execute(edlCalc2FB[i], true, false, () => {\n const colTex = edlCalc2FB[i].getColor(0);\n gl.viewport(0, 0, colTex.width, colTex.height); // have to set viewport to current texture size\n const params = getDrawParams(this._target, bundle.edlCalcFullGeom![i]!);\n this._target.techniques.draw(params);\n });\n\n if (edlParams.edlFilter && i > 0) {\n fbStack.execute(edlFiltFbos[i - 1], true, false, () => {\n const params = getDrawParams(this._target, bundle.edlFiltGeom![i - 1]!);\n this._target.techniques.draw(params);\n });\n }\n }\n gl.viewport(0, 0, this._width, this._height); // Restore viewport\n\n // Now combine the 3 results and output\n const tex1 = bundle.edlCalcTex1!.getHandle();\n const tex2 = edlParams.edlFilter ? bundle.edlFiltTex2!.getHandle() : bundle.edlCalcTex2!.getHandle();\n const tex4 = edlParams.edlFilter ? bundle.edlFiltTex4!.getHandle() : bundle.edlCalcTex4!.getHandle();\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\n if (bundle.edlMixGeom === undefined) {\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1!, tex2!, tex4!);\n } else {\n if (bundle.edlMixGeom.colorTexture1 !== tex1 || bundle.edlMixGeom.colorTexture2 !== tex2 || bundle.edlMixGeom.colorTexture4 !== tex4) {\n dispose(bundle.edlMixGeom);\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1!, tex2!, tex4!);\n }\n }\n const params = getDrawParams(this._target, bundle.edlMixGeom!);\n this._target.techniques.draw(params);\n });\n }\n return true;\n }\n}\n"]}
@@ -24,7 +24,7 @@ export declare class EdgeGeometry extends MeshGeometry {
24
24
  get asSilhouette(): SilhouetteEdgeGeometry | undefined;
25
25
  static create(mesh: MeshData, edges: SegmentEdgeParams): EdgeGeometry | undefined;
26
26
  get isDisposed(): boolean;
27
- dispose(): void;
27
+ [Symbol.dispose](): void;
28
28
  collectStatistics(stats: RenderMemory.Statistics): void;
29
29
  protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void;
30
30
  protected _wantWoWReversal(_target: Target): boolean;
@@ -43,7 +43,7 @@ export declare class SilhouetteEdgeGeometry extends EdgeGeometry {
43
43
  get asSilhouette(): this;
44
44
  static createSilhouettes(mesh: MeshData, params: SilhouetteParams): SilhouetteEdgeGeometry | undefined;
45
45
  get isDisposed(): boolean;
46
- dispose(): void;
46
+ [Symbol.dispose](): void;
47
47
  collectStatistics(stats: RenderMemory.Statistics): void;
48
48
  get techniqueId(): TechniqueId;
49
49
  get renderOrder(): RenderOrder;
@@ -56,7 +56,7 @@ export declare class PolylineEdgeGeometry extends MeshGeometry {
56
56
  get lutBuffers(): BuffersContainer;
57
57
  static create(mesh: MeshData, polyline: TesselatedPolyline): PolylineEdgeGeometry | undefined;
58
58
  get isDisposed(): boolean;
59
- dispose(): void;
59
+ [Symbol.dispose](): void;
60
60
  collectStatistics(stats: RenderMemory.Statistics): void;
61
61
  protected _wantWoWReversal(_target: Target): boolean;
62
62
  protected _getLineWeight(params: ShaderProgramParams): number;
@@ -1 +1 @@
1
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1
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@@ -30,7 +30,7 @@ export class EdgeGeometry extends MeshGeometry {
30
30
  && this._indices.isDisposed
31
31
  && this._endPointAndQuadIndices.isDisposed;
32
32
  }
33
- dispose() {
33
+ [Symbol.dispose]() {
34
34
  dispose(this.buffers);
35
35
  dispose(this._indices);
36
36
  dispose(this._endPointAndQuadIndices);
@@ -77,8 +77,8 @@ export class SilhouetteEdgeGeometry extends EdgeGeometry {
77
77
  return undefined !== indexBuffer && undefined !== endPointBuffer && undefined !== normalsBuffer ? new SilhouetteEdgeGeometry(indexBuffer, endPointBuffer, normalsBuffer, params.indices.length, mesh) : undefined;
78
78
  }
79
79
  get isDisposed() { return super.isDisposed && this._normalPairs.isDisposed; }
80
- dispose() {
81
- super.dispose();
80
+ [Symbol.dispose]() {
81
+ super[Symbol.dispose]();
82
82
  dispose(this._normalPairs);
83
83
  }
84
84
  collectStatistics(stats) {
@@ -103,7 +103,7 @@ export class PolylineEdgeGeometry extends MeshGeometry {
103
103
  return undefined !== buffers ? new PolylineEdgeGeometry(polyline.indices.length, buffers, mesh) : undefined;
104
104
  }
105
105
  get isDisposed() { return this._buffers.isDisposed; }
106
- dispose() {
106
+ [Symbol.dispose]() {
107
107
  dispose(this._buffers);
108
108
  }
109
109
  collectStatistics(stats) {
@@ -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 } from \"@itwin/core-bentley\";\nimport { RenderMode } from \"@itwin/core-common\";\nimport { TesselatedPolyline } from \"../../common/internal/render/PolylineParams\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { AttributeMap } from \"./AttributeMap\";\nimport { PolylineBuffers } from \"./CachedGeometry\";\nimport { ColorInfo } from \"./ColorInfo\";\nimport { ShaderProgramParams } from \"./DrawCommand\";\nimport { GL } from \"./GL\";\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\nimport { RenderOrder } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\nimport { MeshData } from \"./MeshData\";\nimport { MeshGeometry } from \"./MeshGeometry\";\nimport { SegmentEdgeParams, SilhouetteParams } from \"../../common/internal/render/EdgeParams\";\n\n/** @internal */\nexport class EdgeGeometry extends MeshGeometry {\n public readonly buffers: BuffersContainer;\n protected readonly _indices: BufferHandle;\n protected readonly _endPointAndQuadIndices: BufferHandle;\n\n public get lutBuffers() { return this.buffers; }\n public override get asSurface() { return undefined; }\n public override get asEdge() { return this; }\n public override get asSilhouette(): SilhouetteEdgeGeometry | undefined { return undefined; }\n\n public static create(mesh: MeshData, edges: SegmentEdgeParams): EdgeGeometry | undefined {\n const indexBuffer = BufferHandle.createArrayBuffer(edges.indices.data);\n const endPointBuffer = BufferHandle.createArrayBuffer(edges.endPointAndQuadIndices);\n return undefined !== indexBuffer && undefined !== endPointBuffer ? new EdgeGeometry(indexBuffer, endPointBuffer, edges.indices.length, mesh) : undefined;\n }\n\n public get isDisposed(): boolean {\n return this.buffers.isDisposed\n && this._indices.isDisposed\n && this._endPointAndQuadIndices.isDisposed;\n }\n\n public dispose() {\n dispose(this.buffers);\n dispose(this._indices);\n dispose(this._endPointAndQuadIndices);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addVisibleEdges(this._indices.bytesUsed + this._endPointAndQuadIndices.bytesUsed);\n }\n\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this.buffers;\n\n bufs.bind();\n System.instance.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\n bufs.unbind();\n }\n\n protected _wantWoWReversal(_target: Target): boolean { return true; }\n protected override _getLineCode(params: ShaderProgramParams): number { return this.computeEdgeLineCode(params); }\n public get techniqueId(): TechniqueId { return TechniqueId.Edge; }\n public override getPass(target: Target) { return this.computeEdgePass(target); }\n public get renderOrder(): RenderOrder { return this.isPlanar ? RenderOrder.PlanarEdge : RenderOrder.Edge; }\n public override getColor(target: Target): ColorInfo { return this.computeEdgeColor(target); }\n public get endPointAndQuadIndices(): BufferHandle { return this._endPointAndQuadIndices; }\n public override wantMonochrome(target: Target): boolean {\n return target.currentViewFlags.renderMode === RenderMode.Wireframe;\n }\n\n protected constructor(indices: BufferHandle, endPointAndQuadsIndices: BufferHandle, numIndices: number, mesh: MeshData) {\n super(mesh, numIndices);\n this.buffers = BuffersContainer.create();\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Edge, false);\n const attrEndPointAndQuadIndices = AttributeMap.findAttribute(\"a_endPointAndQuadIndices\", TechniqueId.Edge, false);\n assert(attrPos !== undefined);\n assert(attrEndPointAndQuadIndices !== undefined);\n this.buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this.buffers.addBuffer(endPointAndQuadsIndices, [BufferParameters.create(attrEndPointAndQuadIndices.location, 4, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this._indices = indices;\n this._endPointAndQuadIndices = endPointAndQuadsIndices;\n }\n}\n\n/** @internal */\nexport class SilhouetteEdgeGeometry extends EdgeGeometry {\n private readonly _normalPairs: BufferHandle;\n\n public override get asSilhouette() { return this; }\n\n public static createSilhouettes(mesh: MeshData, params: SilhouetteParams): SilhouetteEdgeGeometry | undefined {\n const indexBuffer = BufferHandle.createArrayBuffer(params.indices.data);\n const endPointBuffer = BufferHandle.createArrayBuffer(params.endPointAndQuadIndices);\n const normalsBuffer = BufferHandle.createArrayBuffer(params.normalPairs);\n return undefined !== indexBuffer && undefined !== endPointBuffer && undefined !== normalsBuffer ? new SilhouetteEdgeGeometry(indexBuffer, endPointBuffer, normalsBuffer, params.indices.length, mesh) : undefined;\n }\n\n public override get isDisposed(): boolean { return super.isDisposed && this._normalPairs.isDisposed; }\n\n public override dispose() {\n super.dispose();\n dispose(this._normalPairs);\n }\n\n public override collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addSilhouetteEdges(this._indices.bytesUsed + this._endPointAndQuadIndices.bytesUsed + this._normalPairs.bytesUsed);\n }\n\n public override get techniqueId(): TechniqueId { return TechniqueId.SilhouetteEdge; }\n public override get renderOrder(): RenderOrder { return this.isPlanar ? RenderOrder.PlanarSilhouette : RenderOrder.Silhouette; }\n public get normalPairs(): BufferHandle { return this._normalPairs; }\n\n private constructor(indices: BufferHandle, endPointAndQuadsIndices: BufferHandle, normalPairs: BufferHandle, numIndices: number, mesh: MeshData) {\n super(indices, endPointAndQuadsIndices, numIndices, mesh);\n const attrNormals = AttributeMap.findAttribute(\"a_normals\", TechniqueId.SilhouetteEdge, false);\n assert(attrNormals !== undefined);\n this.buffers.addBuffer(normalPairs, [BufferParameters.create(attrNormals.location, 4, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this._normalPairs = normalPairs;\n }\n}\n\n/** @internal */\nexport class PolylineEdgeGeometry extends MeshGeometry {\n private _buffers: PolylineBuffers;\n\n public get lutBuffers() { return this._buffers.buffers; }\n\n public static create(mesh: MeshData, polyline: TesselatedPolyline): PolylineEdgeGeometry | undefined {\n const buffers = PolylineBuffers.create(polyline);\n return undefined !== buffers ? new PolylineEdgeGeometry(polyline.indices.length, buffers, mesh) : undefined;\n }\n\n public get isDisposed(): boolean { return this._buffers.isDisposed; }\n\n public dispose() {\n dispose(this._buffers);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this._buffers.collectStatistics(stats, RenderMemory.BufferType.PolylineEdges);\n }\n\n protected _wantWoWReversal(_target: Target): boolean { return true; }\n protected override _getLineWeight(params: ShaderProgramParams): number { return this.computeEdgeWeight(params); }\n protected override _getLineCode(params: ShaderProgramParams): number { return this.computeEdgeLineCode(params); }\n public override getColor(target: Target): ColorInfo { return this.computeEdgeColor(target); }\n public get techniqueId(): TechniqueId { return TechniqueId.Polyline; }\n public override getPass(target: Target) { return this.computeEdgePass(target); }\n public get renderOrder(): RenderOrder { return this.isPlanar ? RenderOrder.PlanarEdge : RenderOrder.Edge; }\n public override get polylineBuffers(): PolylineBuffers { return this._buffers; }\n\n public override wantMonochrome(target: Target): boolean {\n return target.currentViewFlags.renderMode === RenderMode.Wireframe;\n }\n\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\n const gl = System.instance;\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers.buffers;\n\n bufs.bind();\n gl.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\n bufs.unbind();\n }\n\n private constructor(numIndices: number, buffers: PolylineBuffers, mesh: MeshData) {\n super(mesh, numIndices);\n this._buffers = buffers;\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose } from \"@itwin/core-bentley\";\nimport { RenderMode } from \"@itwin/core-common\";\nimport { TesselatedPolyline } from \"../../common/internal/render/PolylineParams\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { AttributeMap } from \"./AttributeMap\";\nimport { PolylineBuffers } from \"./CachedGeometry\";\nimport { ColorInfo } from \"./ColorInfo\";\nimport { ShaderProgramParams } from \"./DrawCommand\";\nimport { GL } from \"./GL\";\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\nimport { RenderOrder } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\nimport { MeshData } from \"./MeshData\";\nimport { MeshGeometry } from \"./MeshGeometry\";\nimport { SegmentEdgeParams, SilhouetteParams } from \"../../common/internal/render/EdgeParams\";\n\n/** @internal */\nexport class EdgeGeometry extends MeshGeometry {\n public readonly buffers: BuffersContainer;\n protected readonly _indices: BufferHandle;\n protected readonly _endPointAndQuadIndices: BufferHandle;\n\n public get lutBuffers() { return this.buffers; }\n public override get asSurface() { return undefined; }\n public override get asEdge() { return this; }\n public override get asSilhouette(): SilhouetteEdgeGeometry | undefined { return undefined; }\n\n public static create(mesh: MeshData, edges: SegmentEdgeParams): EdgeGeometry | undefined {\n const indexBuffer = BufferHandle.createArrayBuffer(edges.indices.data);\n const endPointBuffer = BufferHandle.createArrayBuffer(edges.endPointAndQuadIndices);\n return undefined !== indexBuffer && undefined !== endPointBuffer ? new EdgeGeometry(indexBuffer, endPointBuffer, edges.indices.length, mesh) : undefined;\n }\n\n public get isDisposed(): boolean {\n return this.buffers.isDisposed\n && this._indices.isDisposed\n && this._endPointAndQuadIndices.isDisposed;\n }\n\n public [Symbol.dispose]() {\n dispose(this.buffers);\n dispose(this._indices);\n dispose(this._endPointAndQuadIndices);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addVisibleEdges(this._indices.bytesUsed + this._endPointAndQuadIndices.bytesUsed);\n }\n\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this.buffers;\n\n bufs.bind();\n System.instance.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\n bufs.unbind();\n }\n\n protected _wantWoWReversal(_target: Target): boolean { return true; }\n protected override _getLineCode(params: ShaderProgramParams): number { return this.computeEdgeLineCode(params); }\n public get techniqueId(): TechniqueId { return TechniqueId.Edge; }\n public override getPass(target: Target) { return this.computeEdgePass(target); }\n public get renderOrder(): RenderOrder { return this.isPlanar ? RenderOrder.PlanarEdge : RenderOrder.Edge; }\n public override getColor(target: Target): ColorInfo { return this.computeEdgeColor(target); }\n public get endPointAndQuadIndices(): BufferHandle { return this._endPointAndQuadIndices; }\n public override wantMonochrome(target: Target): boolean {\n return target.currentViewFlags.renderMode === RenderMode.Wireframe;\n }\n\n protected constructor(indices: BufferHandle, endPointAndQuadsIndices: BufferHandle, numIndices: number, mesh: MeshData) {\n super(mesh, numIndices);\n this.buffers = BuffersContainer.create();\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Edge, false);\n const attrEndPointAndQuadIndices = AttributeMap.findAttribute(\"a_endPointAndQuadIndices\", TechniqueId.Edge, false);\n assert(attrPos !== undefined);\n assert(attrEndPointAndQuadIndices !== undefined);\n this.buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this.buffers.addBuffer(endPointAndQuadsIndices, [BufferParameters.create(attrEndPointAndQuadIndices.location, 4, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this._indices = indices;\n this._endPointAndQuadIndices = endPointAndQuadsIndices;\n }\n}\n\n/** @internal */\nexport class SilhouetteEdgeGeometry extends EdgeGeometry {\n private readonly _normalPairs: BufferHandle;\n\n public override get asSilhouette() { return this; }\n\n public static createSilhouettes(mesh: MeshData, params: SilhouetteParams): SilhouetteEdgeGeometry | undefined {\n const indexBuffer = BufferHandle.createArrayBuffer(params.indices.data);\n const endPointBuffer = BufferHandle.createArrayBuffer(params.endPointAndQuadIndices);\n const normalsBuffer = BufferHandle.createArrayBuffer(params.normalPairs);\n return undefined !== indexBuffer && undefined !== endPointBuffer && undefined !== normalsBuffer ? new SilhouetteEdgeGeometry(indexBuffer, endPointBuffer, normalsBuffer, params.indices.length, mesh) : undefined;\n }\n\n public override get isDisposed(): boolean { return super.isDisposed && this._normalPairs.isDisposed; }\n\n public override[Symbol.dispose]() {\n super[Symbol.dispose]();\n dispose(this._normalPairs);\n }\n\n public override collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addSilhouetteEdges(this._indices.bytesUsed + this._endPointAndQuadIndices.bytesUsed + this._normalPairs.bytesUsed);\n }\n\n public override get techniqueId(): TechniqueId { return TechniqueId.SilhouetteEdge; }\n public override get renderOrder(): RenderOrder { return this.isPlanar ? RenderOrder.PlanarSilhouette : RenderOrder.Silhouette; }\n public get normalPairs(): BufferHandle { return this._normalPairs; }\n\n private constructor(indices: BufferHandle, endPointAndQuadsIndices: BufferHandle, normalPairs: BufferHandle, numIndices: number, mesh: MeshData) {\n super(indices, endPointAndQuadsIndices, numIndices, mesh);\n const attrNormals = AttributeMap.findAttribute(\"a_normals\", TechniqueId.SilhouetteEdge, false);\n assert(attrNormals !== undefined);\n this.buffers.addBuffer(normalPairs, [BufferParameters.create(attrNormals.location, 4, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this._normalPairs = normalPairs;\n }\n}\n\n/** @internal */\nexport class PolylineEdgeGeometry extends MeshGeometry {\n private _buffers: PolylineBuffers;\n\n public get lutBuffers() { return this._buffers.buffers; }\n\n public static create(mesh: MeshData, polyline: TesselatedPolyline): PolylineEdgeGeometry | undefined {\n const buffers = PolylineBuffers.create(polyline);\n return undefined !== buffers ? new PolylineEdgeGeometry(polyline.indices.length, buffers, mesh) : undefined;\n }\n\n public get isDisposed(): boolean { return this._buffers.isDisposed; }\n\n public [Symbol.dispose]() {\n dispose(this._buffers);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this._buffers.collectStatistics(stats, RenderMemory.BufferType.PolylineEdges);\n }\n\n protected _wantWoWReversal(_target: Target): boolean { return true; }\n protected override _getLineWeight(params: ShaderProgramParams): number { return this.computeEdgeWeight(params); }\n protected override _getLineCode(params: ShaderProgramParams): number { return this.computeEdgeLineCode(params); }\n public override getColor(target: Target): ColorInfo { return this.computeEdgeColor(target); }\n public get techniqueId(): TechniqueId { return TechniqueId.Polyline; }\n public override getPass(target: Target) { return this.computeEdgePass(target); }\n public get renderOrder(): RenderOrder { return this.isPlanar ? RenderOrder.PlanarEdge : RenderOrder.Edge; }\n public override get polylineBuffers(): PolylineBuffers { return this._buffers; }\n\n public override wantMonochrome(target: Target): boolean {\n return target.currentViewFlags.renderMode === RenderMode.Wireframe;\n }\n\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\n const gl = System.instance;\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers.buffers;\n\n bufs.bind();\n gl.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\n bufs.unbind();\n }\n\n private constructor(numIndices: number, buffers: PolylineBuffers, mesh: MeshData) {\n super(mesh, numIndices);\n this._buffers = buffers;\n }\n}\n"]}
@@ -48,7 +48,7 @@ export declare class FeatureOverrides implements WebGLDisposable {
48
48
  private constructor();
49
49
  static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined): FeatureOverrides;
50
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  get isDisposed(): boolean;
51
- dispose(): void;
51
+ [Symbol.dispose](): void;
52
52
  initFromMap(map: RenderFeatureTable): void;
53
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  update(features: RenderFeatureTable): void;
54
54
  bindLUTParams(uniform: UniformHandle): void;
@@ -1 +1 @@
1
- {"version":3,"file":"FeatureOverrides.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/FeatureOverrides.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,aAAa,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAEvE,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAG/C,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAIhD,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAE3C,OAAO,EAAE,YAAY,EAAE,MAAM,kCAAkC,CAAC;AAKhE,wBAAgB,gBAAgB,CAAC,OAAO,EAAE,aAAa,EAAE,OAAO,EAAE,OAAO,EAAE,cAAc,EAAE,OAAO,GAAG,OAAO,CAQ3G;AAED,gBAAgB;AAChB,MAAM,MAAM,uBAAuB,GAAG,MAAM,IAAI,CAAC;AAIjD,gBAAgB;AAChB,qBAAa,gBAAiB,YAAW,eAAe;IACtD,SAAgB,MAAM,EAAE,MAAM,CAAC;IAC/B,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAe;IACxC,OAAO,CAAC,IAAI,CAAC,CAAkB;IAC/B,OAAO,CAAC,6BAA6B,CAAC,CAA6B;IACnE,OAAO,CAAC,YAAY,CAAgB;IACpC,OAAO,CAAC,mBAAmB,CAAoB;IAC/C,OAAO,CAAC,2BAA2B,CAAoB;IACvD,OAAO,CAAC,cAAc,CAAQ;IAC9B,OAAO,CAAC,UAAU,CAAQ;IAC1B,OAAO,CAAC,eAAe,CAAQ;IAC/B,OAAO,CAAC,8BAA8B,CAAQ;IAC9C,OAAO,CAAC,UAAU,CAAQ;IAC1B,OAAO,CAAC,WAAW,CAAQ;IAC3B,OAAO,CAAC,UAAU,CAAuB;IACzC,OAAO,CAAC,sBAAsB,CAAqC;IACnE,OAAO,CAAC,QAAQ,CAAC,CAA0B;IAE3C,IAAW,aAAa,YAAkC;IAC1D,IAAW,SAAS,YAA8B;IAClD,IAAW,cAAc,YAAmC;IAC5D,IAAW,6BAA6B,YAAkD;IAC1F,IAAW,SAAS,YAA8B;IAClD,IAAW,UAAU,YAA+B;IAEpD,iBAAiB;IACjB,IAAW,OAAO,IAAI,UAAU,GAAG,SAAS,CAAiC;IAC7E,IAAW,UAAU,IAAI,MAAM,CAA8D;IAC7F,IAAW,SAAS,YAAmE;IAEvF,OAAO,CAAC,2BAA2B;IAuB5B,mBAAmB,IAAI,UAAU;IAOxC,OAAO,CAAC,WAAW;IAiBnB,OAAO,CAAC,OAAO;IAaf,OAAO,CAAC,eAAe;IAqBvB,OAAO,CAAC,gBAAgB;IAiIxB,OAAO,CAAC,uBAAuB;IAgD/B,OAAO,CAAC,aAAa;IAuCrB,OAAO;WAMO,gBAAgB,CAAC,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,YAAY,EAAE,OAAO,EAAE,uBAAuB,GAAG,SAAS;IAIlH,IAAW,UAAU,IAAI,OAAO,CAAoC;IAE7D,OAAO;IAQP,WAAW,CAAC,GAAG,EAAE,kBAAkB;IAenC,MAAM,CAAC,QAAQ,EAAE,kBAAkB;IA8BnC,aAAa,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAI3C,OAAO,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKrC,yBAAyB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;CAG/D"}
1
+ {"version":3,"file":"FeatureOverrides.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/FeatureOverrides.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,aAAa,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAEvE,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAG/C,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAIhD,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAE3C,OAAO,EAAE,YAAY,EAAE,MAAM,kCAAkC,CAAC;AAKhE,wBAAgB,gBAAgB,CAAC,OAAO,EAAE,aAAa,EAAE,OAAO,EAAE,OAAO,EAAE,cAAc,EAAE,OAAO,GAAG,OAAO,CAQ3G;AAED,gBAAgB;AAChB,MAAM,MAAM,uBAAuB,GAAG,MAAM,IAAI,CAAC;AAIjD,gBAAgB;AAChB,qBAAa,gBAAiB,YAAW,eAAe;IACtD,SAAgB,MAAM,EAAE,MAAM,CAAC;IAC/B,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAe;IACxC,OAAO,CAAC,IAAI,CAAC,CAAkB;IAC/B,OAAO,CAAC,6BAA6B,CAAC,CAA6B;IACnE,OAAO,CAAC,YAAY,CAAgB;IACpC,OAAO,CAAC,mBAAmB,CAAoB;IAC/C,OAAO,CAAC,2BAA2B,CAAoB;IACvD,OAAO,CAAC,cAAc,CAAQ;IAC9B,OAAO,CAAC,UAAU,CAAQ;IAC1B,OAAO,CAAC,eAAe,CAAQ;IAC/B,OAAO,CAAC,8BAA8B,CAAQ;IAC9C,OAAO,CAAC,UAAU,CAAQ;IAC1B,OAAO,CAAC,WAAW,CAAQ;IAC3B,OAAO,CAAC,UAAU,CAAuB;IACzC,OAAO,CAAC,sBAAsB,CAAqC;IACnE,OAAO,CAAC,QAAQ,CAAC,CAA0B;IAE3C,IAAW,aAAa,YAAkC;IAC1D,IAAW,SAAS,YAA8B;IAClD,IAAW,cAAc,YAAmC;IAC5D,IAAW,6BAA6B,YAAkD;IAC1F,IAAW,SAAS,YAA8B;IAClD,IAAW,UAAU,YAA+B;IAEpD,iBAAiB;IACjB,IAAW,OAAO,IAAI,UAAU,GAAG,SAAS,CAAiC;IAC7E,IAAW,UAAU,IAAI,MAAM,CAA8D;IAC7F,IAAW,SAAS,YAAmE;IAEvF,OAAO,CAAC,2BAA2B;IAuB5B,mBAAmB,IAAI,UAAU;IAOxC,OAAO,CAAC,WAAW;IAiBnB,OAAO,CAAC,OAAO;IAaf,OAAO,CAAC,eAAe;IAqBvB,OAAO,CAAC,gBAAgB;IAiIxB,OAAO,CAAC,uBAAuB;IAgD/B,OAAO,CAAC,aAAa;IAuCrB,OAAO;WAMO,gBAAgB,CAAC,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,YAAY,EAAE,OAAO,EAAE,uBAAuB,GAAG,SAAS;IAIlH,IAAW,UAAU,IAAI,OAAO,CAAoC;IAE7D,CAAC,MAAM,CAAC,OAAO,CAAC;IAQhB,WAAW,CAAC,GAAG,EAAE,kBAAkB;IAenC,MAAM,CAAC,QAAQ,EAAE,kBAAkB;IA8BnC,aAAa,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAI3C,OAAO,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKrC,yBAAyB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;CAG/D"}
@@ -293,7 +293,7 @@ export class FeatureOverrides {
293
293
  return new FeatureOverrides(target, options, cleanup);
294
294
  }
295
295
  get isDisposed() { return undefined === this._lut; }
296
- dispose() {
296
+ [Symbol.dispose]() {
297
297
  this._lut = dispose(this._lut);
298
298
  if (this._cleanup) {
299
299
  this._cleanup();