@itwin/core-frontend 5.0.0-dev.57 → 5.0.0-dev.59

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 (1217) hide show
  1. package/lib/cjs/DrawingViewState.js +1 -1
  2. package/lib/cjs/DrawingViewState.js.map +1 -1
  3. package/lib/cjs/EnvironmentDecorations.d.ts +1 -1
  4. package/lib/cjs/EnvironmentDecorations.d.ts.map +1 -1
  5. package/lib/cjs/EnvironmentDecorations.js +1 -2
  6. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  7. package/lib/cjs/NoRenderApp.d.ts +1 -1
  8. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  9. package/lib/cjs/NoRenderApp.js.map +1 -1
  10. package/lib/cjs/SheetViewState.js +1 -1
  11. package/lib/cjs/SheetViewState.js.map +1 -1
  12. package/lib/cjs/ViewContext.d.ts +3 -2
  13. package/lib/cjs/ViewContext.d.ts.map +1 -1
  14. package/lib/cjs/ViewContext.js.map +1 -1
  15. package/lib/cjs/Viewport.d.ts +17 -2
  16. package/lib/cjs/Viewport.d.ts.map +1 -1
  17. package/lib/cjs/Viewport.js +13 -11
  18. package/lib/cjs/Viewport.js.map +1 -1
  19. package/lib/cjs/common/imdl/ParseImdlDocument.d.ts.map +1 -1
  20. package/lib/cjs/common/imdl/ParseImdlDocument.js +2 -5
  21. package/lib/cjs/common/imdl/ParseImdlDocument.js.map +1 -1
  22. package/lib/cjs/core-frontend.d.ts +1 -5
  23. package/lib/cjs/core-frontend.d.ts.map +1 -1
  24. package/lib/cjs/core-frontend.js +55 -5
  25. package/lib/cjs/core-frontend.js.map +1 -1
  26. package/lib/cjs/internal/cross-package.d.ts +4 -0
  27. package/lib/cjs/internal/cross-package.d.ts.map +1 -1
  28. package/lib/cjs/internal/cross-package.js +27 -1
  29. package/lib/cjs/internal/cross-package.js.map +1 -1
  30. package/lib/cjs/internal/render/AnimationBranchState.d.ts +24 -0
  31. package/lib/cjs/internal/render/AnimationBranchState.d.ts.map +1 -0
  32. package/lib/cjs/internal/render/AnimationBranchState.js +47 -0
  33. package/lib/cjs/internal/render/AnimationBranchState.js.map +1 -0
  34. package/lib/cjs/internal/render/FrameStatsCollector.d.ts +24 -0
  35. package/lib/cjs/internal/render/FrameStatsCollector.d.ts.map +1 -0
  36. package/lib/cjs/internal/render/FrameStatsCollector.js +87 -0
  37. package/lib/cjs/internal/render/FrameStatsCollector.js.map +1 -0
  38. package/lib/cjs/internal/render/GraphicBranchFrustum.d.ts +12 -0
  39. package/lib/cjs/internal/render/GraphicBranchFrustum.d.ts.map +1 -0
  40. package/lib/cjs/internal/render/GraphicBranchFrustum.js +10 -0
  41. package/lib/cjs/internal/render/GraphicBranchFrustum.js.map +1 -0
  42. package/lib/cjs/internal/render/GraphicTemplateImpl.d.ts +47 -0
  43. package/lib/cjs/internal/render/GraphicTemplateImpl.d.ts.map +1 -0
  44. package/lib/cjs/internal/render/GraphicTemplateImpl.js +40 -0
  45. package/lib/cjs/internal/render/GraphicTemplateImpl.js.map +1 -0
  46. package/lib/cjs/internal/render/MockRender.d.ts +160 -0
  47. package/lib/cjs/internal/render/MockRender.d.ts.map +1 -0
  48. package/lib/cjs/internal/render/MockRender.js +211 -0
  49. package/lib/cjs/internal/render/MockRender.js.map +1 -0
  50. package/lib/cjs/internal/render/PrimitiveBuilder.d.ts +0 -1
  51. package/lib/cjs/internal/render/PrimitiveBuilder.d.ts.map +1 -1
  52. package/lib/cjs/internal/render/PrimitiveBuilder.js +3 -4
  53. package/lib/cjs/internal/render/PrimitiveBuilder.js.map +1 -1
  54. package/lib/cjs/internal/render/QueryVisibileFeatures.d.ts +8 -0
  55. package/lib/cjs/internal/render/QueryVisibileFeatures.d.ts.map +1 -0
  56. package/lib/cjs/internal/render/QueryVisibileFeatures.js +145 -0
  57. package/lib/cjs/internal/render/QueryVisibileFeatures.js.map +1 -0
  58. package/lib/cjs/internal/render/RealityMeshGraphicParams.d.ts +21 -0
  59. package/lib/cjs/internal/render/RealityMeshGraphicParams.d.ts.map +1 -0
  60. package/lib/cjs/internal/render/RealityMeshGraphicParams.js.map +1 -0
  61. package/lib/cjs/internal/render/RenderAreaPattern.d.ts +12 -0
  62. package/lib/cjs/internal/render/RenderAreaPattern.d.ts.map +1 -0
  63. package/lib/cjs/internal/render/RenderAreaPattern.js +11 -0
  64. package/lib/cjs/internal/render/RenderAreaPattern.js.map +1 -0
  65. package/lib/cjs/internal/render/RenderMaterialSource.d.ts +13 -0
  66. package/lib/cjs/internal/render/RenderMaterialSource.d.ts.map +1 -0
  67. package/lib/cjs/internal/render/RenderMaterialSource.js +10 -0
  68. package/lib/cjs/internal/render/RenderMaterialSource.js.map +1 -0
  69. package/lib/cjs/internal/render/RenderPlan.d.ts +47 -0
  70. package/lib/cjs/internal/render/RenderPlan.d.ts.map +1 -0
  71. package/lib/cjs/internal/render/RenderPlan.js +135 -0
  72. package/lib/cjs/internal/render/RenderPlan.js.map +1 -0
  73. package/lib/cjs/internal/render/RenderPlanarClassifier.d.ts +26 -0
  74. package/lib/cjs/internal/render/RenderPlanarClassifier.d.ts.map +1 -0
  75. package/lib/cjs/internal/render/RenderPlanarClassifier.js.map +1 -0
  76. package/lib/cjs/internal/render/RenderSkyBoxParams.d.ts +21 -0
  77. package/lib/cjs/internal/render/RenderSkyBoxParams.d.ts.map +1 -0
  78. package/lib/cjs/internal/render/RenderSkyBoxParams.js +10 -0
  79. package/lib/cjs/internal/render/RenderSkyBoxParams.js.map +1 -0
  80. package/lib/cjs/internal/render/RenderSystemDebugControl.d.ts +58 -0
  81. package/lib/cjs/internal/render/RenderSystemDebugControl.d.ts.map +1 -0
  82. package/lib/cjs/internal/render/RenderSystemDebugControl.js +38 -0
  83. package/lib/cjs/internal/render/RenderSystemDebugControl.js.map +1 -0
  84. package/lib/cjs/internal/render/RenderTargetDebugControl.d.ts +45 -0
  85. package/lib/cjs/internal/render/RenderTargetDebugControl.d.ts.map +1 -0
  86. package/lib/cjs/internal/render/RenderTargetDebugControl.js +24 -0
  87. package/lib/cjs/internal/render/RenderTargetDebugControl.js.map +1 -0
  88. package/lib/cjs/internal/render/RenderTerrain.d.ts +24 -0
  89. package/lib/cjs/internal/render/RenderTerrain.d.ts.map +1 -0
  90. package/lib/cjs/internal/render/RenderTerrain.js +38 -0
  91. package/lib/cjs/internal/render/RenderTerrain.js.map +1 -0
  92. package/lib/cjs/internal/render/RenderTextureDrape.d.ts +15 -0
  93. package/lib/cjs/internal/render/RenderTextureDrape.d.ts.map +1 -0
  94. package/lib/cjs/internal/render/RenderTextureDrape.js +15 -0
  95. package/lib/cjs/internal/render/RenderTextureDrape.js.map +1 -0
  96. package/lib/cjs/internal/render/SceneVolumeClassifier.d.ts +11 -0
  97. package/lib/cjs/internal/render/SceneVolumeClassifier.d.ts.map +1 -0
  98. package/lib/cjs/internal/render/SceneVolumeClassifier.js +10 -0
  99. package/lib/cjs/internal/render/SceneVolumeClassifier.js.map +1 -0
  100. package/lib/cjs/internal/render/UpsampleRealityMeshParams.d.ts +11 -0
  101. package/lib/cjs/internal/render/UpsampleRealityMeshParams.d.ts.map +1 -0
  102. package/lib/cjs/internal/render/UpsampleRealityMeshParams.js +204 -0
  103. package/lib/cjs/internal/render/UpsampleRealityMeshParams.js.map +1 -0
  104. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.js.map +1 -1
  105. package/lib/cjs/internal/render/webgl/CachedGeometry.d.ts +1 -1
  106. package/lib/cjs/internal/render/webgl/CachedGeometry.d.ts.map +1 -1
  107. package/lib/cjs/internal/render/webgl/CachedGeometry.js.map +1 -1
  108. package/lib/cjs/internal/render/webgl/GLTimer.d.ts +1 -1
  109. package/lib/cjs/internal/render/webgl/GLTimer.d.ts.map +1 -1
  110. package/lib/cjs/internal/render/webgl/GLTimer.js.map +1 -1
  111. package/lib/cjs/internal/render/webgl/Graphic.d.ts +2 -1
  112. package/lib/cjs/internal/render/webgl/Graphic.d.ts.map +1 -1
  113. package/lib/cjs/internal/render/webgl/Graphic.js.map +1 -1
  114. package/lib/cjs/internal/render/webgl/Material.d.ts +3 -3
  115. package/lib/cjs/internal/render/webgl/Material.d.ts.map +1 -1
  116. package/lib/cjs/internal/render/webgl/Material.js +1 -4
  117. package/lib/cjs/internal/render/webgl/Material.js.map +1 -1
  118. package/lib/cjs/internal/render/webgl/PerformanceMetrics.d.ts +1 -1
  119. package/lib/cjs/internal/render/webgl/PerformanceMetrics.d.ts.map +1 -1
  120. package/lib/cjs/internal/render/webgl/PerformanceMetrics.js.map +1 -1
  121. package/lib/cjs/internal/render/webgl/PlanarClassifier.d.ts +1 -1
  122. package/lib/cjs/internal/render/webgl/PlanarClassifier.d.ts.map +1 -1
  123. package/lib/cjs/internal/render/webgl/PlanarClassifier.js +1 -1
  124. package/lib/cjs/internal/render/webgl/PlanarClassifier.js.map +1 -1
  125. package/lib/cjs/internal/render/webgl/Primitive.js +3 -3
  126. package/lib/cjs/internal/render/webgl/Primitive.js.map +1 -1
  127. package/lib/cjs/internal/render/webgl/RealityMesh.d.ts +4 -3
  128. package/lib/cjs/internal/render/webgl/RealityMesh.d.ts.map +1 -1
  129. package/lib/cjs/internal/render/webgl/RealityMesh.js +3 -3
  130. package/lib/cjs/internal/render/webgl/RealityMesh.js.map +1 -1
  131. package/lib/cjs/internal/render/webgl/RenderCommands.js.map +1 -1
  132. package/lib/cjs/internal/render/webgl/ShaderProgram.js +3 -3
  133. package/lib/cjs/internal/render/webgl/ShaderProgram.js.map +1 -1
  134. package/lib/cjs/internal/render/webgl/StyleUniforms.d.ts +1 -1
  135. package/lib/cjs/internal/render/webgl/StyleUniforms.d.ts.map +1 -1
  136. package/lib/cjs/internal/render/webgl/StyleUniforms.js.map +1 -1
  137. package/lib/cjs/internal/render/webgl/System.d.ts +12 -9
  138. package/lib/cjs/internal/render/webgl/System.d.ts.map +1 -1
  139. package/lib/cjs/internal/render/webgl/System.js +5 -9
  140. package/lib/cjs/internal/render/webgl/System.js.map +1 -1
  141. package/lib/cjs/internal/render/webgl/Target.d.ts +9 -8
  142. package/lib/cjs/internal/render/webgl/Target.d.ts.map +1 -1
  143. package/lib/cjs/internal/render/webgl/Target.js +12 -7
  144. package/lib/cjs/internal/render/webgl/Target.js.map +1 -1
  145. package/lib/cjs/internal/render/webgl/TargetUniforms.d.ts +1 -1
  146. package/lib/cjs/internal/render/webgl/TargetUniforms.d.ts.map +1 -1
  147. package/lib/cjs/internal/render/webgl/TargetUniforms.js.map +1 -1
  148. package/lib/cjs/internal/render/webgl/TextureDrape.d.ts +1 -1
  149. package/lib/cjs/internal/render/webgl/TextureDrape.d.ts.map +1 -1
  150. package/lib/cjs/internal/render/webgl/TextureDrape.js.map +1 -1
  151. package/lib/cjs/internal/tile/B3dmReader.d.ts +30 -0
  152. package/lib/cjs/internal/tile/B3dmReader.d.ts.map +1 -0
  153. package/lib/cjs/internal/tile/B3dmReader.js +173 -0
  154. package/lib/cjs/internal/tile/B3dmReader.js.map +1 -0
  155. package/lib/cjs/internal/tile/BatchedTileIdMap.d.ts +24 -0
  156. package/lib/cjs/internal/tile/BatchedTileIdMap.d.ts.map +1 -0
  157. package/lib/cjs/internal/tile/BatchedTileIdMap.js +55 -0
  158. package/lib/cjs/internal/tile/BatchedTileIdMap.js.map +1 -0
  159. package/lib/cjs/internal/tile/CesiumAssetProvider.d.ts +13 -0
  160. package/lib/cjs/internal/tile/CesiumAssetProvider.d.ts.map +1 -0
  161. package/lib/cjs/internal/tile/CesiumAssetProvider.js +34 -0
  162. package/lib/cjs/internal/tile/CesiumAssetProvider.js.map +1 -0
  163. package/lib/cjs/internal/tile/ClassifierTileTree.d.ts +14 -0
  164. package/lib/cjs/internal/tile/ClassifierTileTree.d.ts.map +1 -0
  165. package/lib/cjs/internal/tile/ClassifierTileTree.js +160 -0
  166. package/lib/cjs/internal/tile/ClassifierTileTree.js.map +1 -0
  167. package/lib/cjs/internal/tile/ContextShareProvider.d.ts +21 -0
  168. package/lib/cjs/internal/tile/ContextShareProvider.d.ts.map +1 -0
  169. package/lib/cjs/internal/tile/ContextShareProvider.js +136 -0
  170. package/lib/cjs/internal/tile/ContextShareProvider.js.map +1 -0
  171. package/lib/cjs/internal/tile/DynamicIModelTile.d.ts +25 -0
  172. package/lib/cjs/internal/tile/DynamicIModelTile.d.ts.map +1 -0
  173. package/lib/cjs/internal/tile/DynamicIModelTile.js +325 -0
  174. package/lib/cjs/internal/tile/DynamicIModelTile.js.map +1 -0
  175. package/lib/cjs/internal/tile/FetchCloudStorage.d.ts +14 -0
  176. package/lib/cjs/internal/tile/FetchCloudStorage.d.ts.map +1 -0
  177. package/lib/cjs/internal/tile/FetchCloudStorage.js +34 -0
  178. package/lib/cjs/internal/tile/FetchCloudStorage.js.map +1 -0
  179. package/lib/cjs/internal/tile/GraphicsCollector.d.ts +24 -0
  180. package/lib/cjs/internal/tile/GraphicsCollector.d.ts.map +1 -0
  181. package/lib/cjs/internal/tile/GraphicsCollector.js +42 -0
  182. package/lib/cjs/internal/tile/GraphicsCollector.js.map +1 -0
  183. package/lib/cjs/internal/tile/I3dmReader.d.ts +28 -0
  184. package/lib/cjs/internal/tile/I3dmReader.d.ts.map +1 -0
  185. package/lib/cjs/internal/tile/I3dmReader.js +159 -0
  186. package/lib/cjs/internal/tile/I3dmReader.js.map +1 -0
  187. package/lib/cjs/internal/tile/IModelTile.d.ts +54 -0
  188. package/lib/cjs/internal/tile/IModelTile.d.ts.map +1 -0
  189. package/lib/cjs/internal/tile/IModelTile.js +273 -0
  190. package/lib/cjs/internal/tile/IModelTile.js.map +1 -0
  191. package/lib/cjs/internal/tile/IModelTileRequestChannels.d.ts +24 -0
  192. package/lib/cjs/internal/tile/IModelTileRequestChannels.d.ts.map +1 -0
  193. package/lib/cjs/internal/tile/IModelTileRequestChannels.js +157 -0
  194. package/lib/cjs/internal/tile/IModelTileRequestChannels.js.map +1 -0
  195. package/lib/cjs/internal/tile/IModelTileTree.d.ts +80 -0
  196. package/lib/cjs/internal/tile/IModelTileTree.d.ts.map +1 -0
  197. package/lib/cjs/internal/tile/IModelTileTree.js +347 -0
  198. package/lib/cjs/internal/tile/IModelTileTree.js.map +1 -0
  199. package/lib/cjs/internal/tile/ImdlDecoder.d.ts +56 -0
  200. package/lib/cjs/internal/tile/ImdlDecoder.d.ts.map +1 -0
  201. package/lib/cjs/internal/tile/ImdlDecoder.js +34 -0
  202. package/lib/cjs/internal/tile/ImdlDecoder.js.map +1 -0
  203. package/lib/cjs/internal/tile/ImdlGraphicsCreator.d.ts +22 -0
  204. package/lib/cjs/internal/tile/ImdlGraphicsCreator.d.ts.map +1 -0
  205. package/lib/cjs/internal/tile/ImdlGraphicsCreator.js +431 -0
  206. package/lib/cjs/internal/tile/ImdlGraphicsCreator.js.map +1 -0
  207. package/lib/cjs/internal/tile/ImdlParser.d.ts +23 -0
  208. package/lib/cjs/internal/tile/ImdlParser.d.ts.map +1 -0
  209. package/lib/cjs/internal/tile/ImdlParser.js +72 -0
  210. package/lib/cjs/internal/tile/ImdlParser.js.map +1 -0
  211. package/lib/cjs/internal/tile/LRUTileList.d.ts +118 -0
  212. package/lib/cjs/internal/tile/LRUTileList.d.ts.map +1 -0
  213. package/lib/cjs/internal/tile/LRUTileList.js +360 -0
  214. package/lib/cjs/internal/tile/LRUTileList.js.map +1 -0
  215. package/lib/cjs/internal/tile/MeshoptCompression.d.ts +21 -0
  216. package/lib/cjs/internal/tile/MeshoptCompression.d.ts.map +1 -0
  217. package/lib/cjs/internal/tile/MeshoptCompression.js +122 -0
  218. package/lib/cjs/internal/tile/MeshoptCompression.js.map +1 -0
  219. package/lib/cjs/internal/tile/OPCFormatInterpreter.d.ts +19 -0
  220. package/lib/cjs/internal/tile/OPCFormatInterpreter.d.ts.map +1 -0
  221. package/lib/cjs/internal/tile/OPCFormatInterpreter.js +95 -0
  222. package/lib/cjs/internal/tile/OPCFormatInterpreter.js.map +1 -0
  223. package/lib/cjs/internal/tile/OrbitGtTileTree.d.ts +63 -0
  224. package/lib/cjs/internal/tile/OrbitGtTileTree.d.ts.map +1 -0
  225. package/lib/cjs/internal/tile/OrbitGtTileTree.js +455 -0
  226. package/lib/cjs/internal/tile/OrbitGtTileTree.js.map +1 -0
  227. package/lib/cjs/internal/tile/PntsReader.d.ts +16 -0
  228. package/lib/cjs/internal/tile/PntsReader.d.ts.map +1 -0
  229. package/lib/cjs/internal/tile/PntsReader.js +230 -0
  230. package/lib/cjs/internal/tile/PntsReader.js.map +1 -0
  231. package/lib/cjs/internal/tile/PrimaryTileTree.d.ts +106 -0
  232. package/lib/cjs/internal/tile/PrimaryTileTree.d.ts.map +1 -0
  233. package/lib/cjs/internal/tile/PrimaryTileTree.js +628 -0
  234. package/lib/cjs/internal/tile/PrimaryTileTree.js.map +1 -0
  235. package/lib/cjs/internal/tile/RealityModelTileTree.d.ts +123 -0
  236. package/lib/cjs/internal/tile/RealityModelTileTree.d.ts.map +1 -0
  237. package/lib/cjs/internal/tile/RealityModelTileTree.js +768 -0
  238. package/lib/cjs/internal/tile/RealityModelTileTree.js.map +1 -0
  239. package/lib/cjs/internal/tile/RealityTileDrawArgs.d.ts +16 -0
  240. package/lib/cjs/internal/tile/RealityTileDrawArgs.d.ts.map +1 -0
  241. package/lib/cjs/internal/tile/RealityTileDrawArgs.js +27 -0
  242. package/lib/cjs/internal/tile/RealityTileDrawArgs.js.map +1 -0
  243. package/lib/cjs/internal/tile/RealityTileLoader.d.ts +43 -0
  244. package/lib/cjs/internal/tile/RealityTileLoader.d.ts.map +1 -0
  245. package/lib/cjs/internal/tile/RealityTileLoader.js +207 -0
  246. package/lib/cjs/internal/tile/RealityTileLoader.js.map +1 -0
  247. package/lib/cjs/internal/tile/ThreeDTileFormatInterpreter.d.ts +44 -0
  248. package/lib/cjs/internal/tile/ThreeDTileFormatInterpreter.d.ts.map +1 -0
  249. package/lib/cjs/internal/tile/ThreeDTileFormatInterpreter.js +176 -0
  250. package/lib/cjs/internal/tile/ThreeDTileFormatInterpreter.js.map +1 -0
  251. package/lib/cjs/internal/tile/TileUserSet.d.ts +26 -0
  252. package/lib/cjs/internal/tile/TileUserSet.d.ts.map +1 -0
  253. package/lib/cjs/internal/tile/TileUserSet.js +119 -0
  254. package/lib/cjs/internal/tile/TileUserSet.js.map +1 -0
  255. package/lib/cjs/internal/tile/ViewFlagOverrides.d.ts +14 -0
  256. package/lib/cjs/internal/tile/ViewFlagOverrides.d.ts.map +1 -0
  257. package/lib/cjs/internal/tile/ViewFlagOverrides.js +38 -0
  258. package/lib/cjs/internal/tile/ViewFlagOverrides.js.map +1 -0
  259. package/lib/cjs/internal/tile/map/ArcGISTileMap.d.ts +29 -0
  260. package/lib/cjs/internal/tile/map/ArcGISTileMap.d.ts.map +1 -0
  261. package/lib/cjs/internal/tile/map/ArcGISTileMap.js +236 -0
  262. package/lib/cjs/internal/tile/map/ArcGISTileMap.js.map +1 -0
  263. package/lib/cjs/internal/tile/map/ArcGisUtilities.d.ts +122 -0
  264. package/lib/cjs/internal/tile/map/ArcGisUtilities.d.ts.map +1 -0
  265. package/lib/cjs/internal/tile/map/ArcGisUtilities.js +355 -0
  266. package/lib/cjs/internal/tile/map/ArcGisUtilities.js.map +1 -0
  267. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts +39 -0
  268. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +1 -0
  269. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISImageryProvider.js +169 -0
  270. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -0
  271. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +89 -0
  272. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -0
  273. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +341 -0
  274. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -0
  275. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGisGeometryReaderJSON.d.ts +14 -0
  276. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGisGeometryReaderJSON.d.ts.map +1 -0
  277. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGisGeometryReaderJSON.js +58 -0
  278. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGisGeometryReaderJSON.js.map +1 -0
  279. package/lib/cjs/internal/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.d.ts +11 -0
  280. package/lib/cjs/internal/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.d.ts.map +1 -0
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  1120. package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts +0 -40
  1121. package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +0 -1
  1122. package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.js +0 -166
  1123. package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +0 -1
  1124. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +0 -89
  1125. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +0 -1
  1126. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +0 -336
  1127. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +0 -1
  1128. package/lib/esm/tile/map/ImageryProviders/ArcGisGeometryReaderJSON.d.ts +0 -14
  1129. package/lib/esm/tile/map/ImageryProviders/ArcGisGeometryReaderJSON.d.ts.map +0 -1
  1130. package/lib/esm/tile/map/ImageryProviders/ArcGisGeometryReaderJSON.js +0 -54
  1131. package/lib/esm/tile/map/ImageryProviders/ArcGisGeometryReaderJSON.js.map +0 -1
  1132. package/lib/esm/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.d.ts +0 -12
  1133. package/lib/esm/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.d.ts.map +0 -1
  1134. package/lib/esm/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.js +0 -26
  1135. package/lib/esm/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.js.map +0 -1
  1136. package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.d.ts +0 -27
  1137. package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.d.ts.map +0 -1
  1138. package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.js +0 -198
  1139. package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.js.map +0 -1
  1140. package/lib/esm/tile/map/ImageryProviders/CoordinatesUtils.d.ts.map +0 -1
  1141. package/lib/esm/tile/map/ImageryProviders/CoordinatesUtils.js.map +0 -1
  1142. package/lib/esm/tile/map/ImageryProviders/FeatureAttributeDrivenSymbology.d.ts.map +0 -1
  1143. package/lib/esm/tile/map/ImageryProviders/FeatureAttributeDrivenSymbology.js.map +0 -1
  1144. package/lib/esm/tile/map/ImageryProviders/FeatureGeometryRenderer.d.ts +0 -47
  1145. package/lib/esm/tile/map/ImageryProviders/FeatureGeometryRenderer.d.ts.map +0 -1
  1146. package/lib/esm/tile/map/ImageryProviders/FeatureGeometryRenderer.js.map +0 -1
  1147. package/lib/esm/tile/map/ImageryProviders/FeatureGraphicsRenderer.d.ts +0 -43
  1148. package/lib/esm/tile/map/ImageryProviders/FeatureGraphicsRenderer.d.ts.map +0 -1
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  1150. package/lib/esm/tile/map/ImageryProviders/FeatureGraphicsRenderer.js.map +0 -1
  1151. package/lib/esm/tile/map/ImageryProviders/FeatureSymbologyRenderer.d.ts +0 -15
  1152. package/lib/esm/tile/map/ImageryProviders/FeatureSymbologyRenderer.d.ts.map +0 -1
  1153. package/lib/esm/tile/map/ImageryProviders/FeatureSymbologyRenderer.js.map +0 -1
  1154. package/lib/esm/tile/map/ImageryProviders/MapBoxLayerImageryProvider.d.ts +0 -22
  1155. package/lib/esm/tile/map/ImageryProviders/MapBoxLayerImageryProvider.d.ts.map +0 -1
  1156. package/lib/esm/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js +0 -48
  1157. package/lib/esm/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js.map +0 -1
  1158. package/lib/esm/tile/map/ImageryProviders/TileUrlImageryProvider.d.ts +0 -14
  1159. package/lib/esm/tile/map/ImageryProviders/TileUrlImageryProvider.d.ts.map +0 -1
  1160. package/lib/esm/tile/map/ImageryProviders/TileUrlImageryProvider.js +0 -27
  1161. package/lib/esm/tile/map/ImageryProviders/TileUrlImageryProvider.js.map +0 -1
  1162. package/lib/esm/tile/map/ImageryProviders/WebMercator.d.ts.map +0 -1
  1163. package/lib/esm/tile/map/ImageryProviders/WebMercator.js.map +0 -1
  1164. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts +0 -27
  1165. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +0 -1
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  1167. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +0 -1
  1168. package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.d.ts +0 -22
  1169. package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.d.ts.map +0 -1
  1170. package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +0 -156
  1171. package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +0 -1
  1172. package/lib/esm/tile/map/MapTileAvailability.d.ts +0 -63
  1173. package/lib/esm/tile/map/MapTileAvailability.d.ts.map +0 -1
  1174. package/lib/esm/tile/map/MapTileAvailability.js +0 -225
  1175. package/lib/esm/tile/map/MapTileAvailability.js.map +0 -1
  1176. package/lib/esm/tile/map/MapTileLoader.d.ts +0 -38
  1177. package/lib/esm/tile/map/MapTileLoader.d.ts.map +0 -1
  1178. package/lib/esm/tile/map/MapTileLoader.js +0 -84
  1179. package/lib/esm/tile/map/MapTileLoader.js.map +0 -1
  1180. package/lib/esm/tile/map/UrlUtils.d.ts.map +0 -1
  1181. package/lib/esm/tile/map/UrlUtils.js.map +0 -1
  1182. package/lib/esm/tile/map/WmsCapabilities.d.ts +0 -64
  1183. package/lib/esm/tile/map/WmsCapabilities.d.ts.map +0 -1
  1184. package/lib/esm/tile/map/WmsCapabilities.js +0 -222
  1185. package/lib/esm/tile/map/WmsCapabilities.js.map +0 -1
  1186. package/lib/esm/tile/map/WmsUtilities.d.ts +0 -15
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  1188. package/lib/esm/tile/map/WmsUtilities.js +0 -37
  1189. package/lib/esm/tile/map/WmsUtilities.js.map +0 -1
  1190. package/lib/esm/tile/map/WmtsCapabilities.d.ts +0 -125
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  1192. package/lib/esm/tile/map/WmtsCapabilities.js +0 -487
  1193. package/lib/esm/tile/map/WmtsCapabilities.js.map +0 -1
  1194. /package/lib/cjs/{render → internal/render}/RealityMeshGraphicParams.js +0 -0
  1195. /package/lib/cjs/{render → internal/render}/RenderPlanarClassifier.js +0 -0
  1196. /package/lib/cjs/{tile → internal/tile}/map/ImageryProviders/CoordinatesUtils.d.ts +0 -0
  1197. /package/lib/cjs/{tile → internal/tile}/map/ImageryProviders/CoordinatesUtils.js +0 -0
  1198. /package/lib/cjs/{tile → internal/tile}/map/ImageryProviders/FeatureAttributeDrivenSymbology.d.ts +0 -0
  1199. /package/lib/cjs/{tile → internal/tile}/map/ImageryProviders/FeatureAttributeDrivenSymbology.js +0 -0
  1200. /package/lib/cjs/{tile → internal/tile}/map/ImageryProviders/FeatureGeometryRenderer.js +0 -0
  1201. /package/lib/cjs/{tile → internal/tile}/map/ImageryProviders/FeatureSymbologyRenderer.js +0 -0
  1202. /package/lib/cjs/{tile → internal/tile}/map/ImageryProviders/WebMercator.d.ts +0 -0
  1203. /package/lib/cjs/{tile → internal/tile}/map/ImageryProviders/WebMercator.js +0 -0
  1204. /package/lib/cjs/{tile → internal/tile}/map/UrlUtils.d.ts +0 -0
  1205. /package/lib/cjs/{tile → internal/tile}/map/UrlUtils.js +0 -0
  1206. /package/lib/esm/{render → internal/render}/RealityMeshGraphicParams.js +0 -0
  1207. /package/lib/esm/{render → internal/render}/RenderPlanarClassifier.js +0 -0
  1208. /package/lib/esm/{tile → internal/tile}/map/ImageryProviders/CoordinatesUtils.d.ts +0 -0
  1209. /package/lib/esm/{tile → internal/tile}/map/ImageryProviders/CoordinatesUtils.js +0 -0
  1210. /package/lib/esm/{tile → internal/tile}/map/ImageryProviders/FeatureAttributeDrivenSymbology.d.ts +0 -0
  1211. /package/lib/esm/{tile → internal/tile}/map/ImageryProviders/FeatureAttributeDrivenSymbology.js +0 -0
  1212. /package/lib/esm/{tile → internal/tile}/map/ImageryProviders/FeatureGeometryRenderer.js +0 -0
  1213. /package/lib/esm/{tile → internal/tile}/map/ImageryProviders/FeatureSymbologyRenderer.js +0 -0
  1214. /package/lib/esm/{tile → internal/tile}/map/ImageryProviders/WebMercator.d.ts +0 -0
  1215. /package/lib/esm/{tile → internal/tile}/map/ImageryProviders/WebMercator.js +0 -0
  1216. /package/lib/esm/{tile → internal/tile}/map/UrlUtils.d.ts +0 -0
  1217. /package/lib/esm/{tile → internal/tile}/map/UrlUtils.js +0 -0
@@ -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 } from \"@itwin/core-bentley\";\nimport { Range3d } from \"@itwin/core-geometry\";\nimport { Frustum, FrustumPlanes, RenderMode, ViewFlags } from \"@itwin/core-common\";\nimport { Decorations } from \"../../../render/Decorations\";\nimport { SurfaceType } from \"../../../common/internal/render/SurfaceParams\";\nimport { GraphicList, RenderGraphic } from \"../../../render/RenderGraphic\";\nimport { AnimationBranchState } from \"../../../render/GraphicBranch\";\nimport { BranchStack } from \"./BranchStack\";\nimport { BatchState } from \"./BatchState\";\nimport { BranchState } from \"./BranchState\";\nimport {\n DrawCommands, PopBatchCommand, PopBranchCommand, PopClipCommand, PopCommand, PrimitiveCommand, PushBatchCommand,\n PushBranchCommand, PushClipCommand, PushCommand, PushStateCommand,\n} from \"./DrawCommand\";\nimport { Batch, Branch, Graphic, GraphicsArray } from \"./Graphic\";\nimport { Layer, LayerContainer } from \"./Layer\";\nimport { LayerCommandLists } from \"./LayerCommands\";\nimport { MeshGraphic } from \"./Mesh\";\nimport { Primitive } from \"./Primitive\";\nimport { CompositeFlags, Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\nimport { TargetGraphics } from \"./TargetGraphics\";\nimport { Target } from \"./Target\";\nimport { ClipVolume } from \"./ClipVolume\";\n\n/** A list of DrawCommands to be rendered, ordered by render pass.\n * @internal\n */\nexport class RenderCommands implements Iterable<DrawCommands> {\n private _frustumPlanes?: FrustumPlanes;\n private readonly _scratchFrustum = new Frustum();\n private readonly _scratchRange = new Range3d();\n private readonly _commands = new Array<DrawCommands>(RenderPass.COUNT);\n private _target: Target;\n private _stack: BranchStack; // refers to the Target's BranchStack\n private _batchState: BatchState; // refers to the Target's BatchState\n private _forcedRenderPass: RenderPass = RenderPass.None;\n private _addLayersAsNormalGraphics = false;\n private _opaqueOverrides = false;\n private _translucentOverrides = false;\n private _addTranslucentAsOpaque = false; // true when rendering for _ReadPixels to force translucent items to be drawn in opaque pass.\n private readonly _layers: LayerCommandLists;\n\n public get target(): Target { return this._target; }\n\n public [Symbol.iterator](): Iterator<DrawCommands> {\n return this._commands[Symbol.iterator]();\n }\n\n public get isEmpty(): boolean {\n for (const commands of this._commands)\n if (0 < commands.length)\n return false;\n\n return true;\n }\n\n public get isDrawingLayers() {\n switch (this._forcedRenderPass) {\n case RenderPass.OpaqueLayers:\n case RenderPass.TranslucentLayers:\n case RenderPass.OverlayLayers:\n return true;\n default:\n return false;\n }\n }\n\n public get currentViewFlags(): ViewFlags { return this._stack.top.viewFlags; }\n public get compositeFlags(): CompositeFlags {\n let flags = CompositeFlags.None;\n if (this.hasCommands(RenderPass.Translucent))\n flags |= CompositeFlags.Translucent;\n\n if (this.hasCommands(RenderPass.Hilite) || this.hasCommands(RenderPass.HiliteClassification) || this.hasCommands(RenderPass.HilitePlanarClassification))\n flags |= CompositeFlags.Hilite;\n\n if (this.target.wantAmbientOcclusion)\n flags |= CompositeFlags.AmbientOcclusion;\n\n return flags;\n }\n\n private get _curBatch(): Batch | undefined { return this._batchState.currentBatch; }\n\n public hasCommands(pass: RenderPass): boolean { return 0 !== this.getCommands(pass).length; }\n public isOpaquePass(pass: RenderPass): boolean { return pass >= RenderPass.OpaqueLinear && pass <= RenderPass.OpaqueGeneral; }\n\n constructor(target: Target, stack: BranchStack, batchState: BatchState) {\n this._target = target;\n this._stack = stack;\n this._batchState = batchState;\n this._layers = new LayerCommandLists(this);\n\n for (let i = 0; i < RenderPass.COUNT; ++i)\n this._commands[i] = [];\n }\n\n public reset(target: Target, stack: BranchStack, batchState: BatchState): void {\n this._target = target;\n this._stack = stack;\n this._batchState = batchState;\n this.clear();\n }\n\n public collectGraphicsForPlanarProjection(scene: GraphicList): void {\n assert(this._forcedRenderPass === RenderPass.None);\n assert(!this._addLayersAsNormalGraphics);\n\n this._addLayersAsNormalGraphics = true;\n this.addGraphics(scene);\n this._addLayersAsNormalGraphics = false;\n }\n\n public addGraphics(scene: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\n this._forcedRenderPass = forcedPass;\n scene.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\n this._forcedRenderPass = RenderPass.None;\n }\n\n /** Add backgroundMap graphics to their own render pass. */\n public addBackgroundMapGraphics(backgroundMapGraphics: GraphicList): void {\n this._forcedRenderPass = RenderPass.BackgroundMap;\n backgroundMapGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\n this._forcedRenderPass = RenderPass.None;\n }\n /** Add overlay graphics to the world overlay pass */\n public addOverlayGraphics(overlayGraphics: GraphicList): void {\n this._forcedRenderPass = RenderPass.WorldOverlay;\n overlayGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\n this._forcedRenderPass = RenderPass.None;\n }\n\n public addDecorations(dec: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\n this._forcedRenderPass = forcedPass;\n for (const entry of dec) {\n (entry as Graphic).addCommands(this);\n }\n\n this._forcedRenderPass = RenderPass.None;\n }\n\n public addWorldDecorations(decs: GraphicList): void {\n const world = this.target.getWorldDecorations(decs);\n this.pushAndPopBranch(world, () => {\n for (const entry of world.branch.entries) {\n (entry as Graphic).addCommands(this);\n }\n });\n }\n\n private addPickableDecorations(decs: Decorations): void {\n if (undefined !== decs.normal) {\n for (const normal of decs.normal) {\n const gf = normal as Graphic;\n if (gf.isPickable)\n gf.addCommands(this);\n }\n }\n\n if (undefined !== decs.world) {\n const world = this.target.getWorldDecorations(decs.world);\n this.pushAndPopBranch(world, () => {\n for (const gf of world.branch.entries) {\n if ((gf as Graphic).isPickable)\n (gf as Graphic).addCommands(this);\n }\n });\n }\n }\n\n public addBackground(gf?: Graphic): void {\n if (undefined === gf)\n return;\n\n assert(RenderPass.None === this._forcedRenderPass);\n\n this._forcedRenderPass = RenderPass.Background;\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\n this._forcedRenderPass = RenderPass.None;\n }\n\n public addSkyBox(gf?: Graphic): void {\n if (undefined === gf)\n return;\n\n assert(RenderPass.None === this._forcedRenderPass);\n\n this._forcedRenderPass = RenderPass.SkyBox;\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\n this._forcedRenderPass = RenderPass.None;\n }\n\n public addPrimitiveCommand(command: PrimitiveCommand, pass?: Pass): void {\n if (undefined === pass)\n pass = command.getPass(this.target);\n\n if (\"none\" === pass) // Edges will return none if they don't want to draw at all (edges not turned on).\n return;\n\n if (RenderPass.None !== this._forcedRenderPass) {\n // Add the command to the forced render pass (background).\n this.getCommands(this._forcedRenderPass).push(command);\n return;\n }\n\n if (!command.hasFeatures) {\n // Draw in general opaque pass so they are not in pick data.\n switch (pass) {\n case \"opaque-linear\":\n case \"opaque-planar\":\n pass = \"opaque\";\n break;\n case \"opaque-planar-translucent\":\n pass = \"opaque-translucent\";\n break;\n }\n }\n\n const haveFeatureOverrides = (this._opaqueOverrides || this._translucentOverrides) && command.opcode && command.hasFeatures;\n\n if (Pass.rendersTranslucent(pass) && this._addTranslucentAsOpaque) {\n switch (command.renderOrder) {\n case RenderOrder.PlanarLitSurface:\n case RenderOrder.PlanarUnlitSurface:\n case RenderOrder.BlankingRegion:\n pass = \"opaque-planar\";\n break;\n case RenderOrder.LitSurface:\n case RenderOrder.UnlitSurface:\n pass = \"opaque\";\n break;\n default:\n pass = \"opaque-linear\";\n break;\n }\n }\n\n const isDoublePass = Pass.rendersOpaqueAndTranslucent(pass);\n const renderTranslucentDuringOpaque = isDoublePass || (this._opaqueOverrides && haveFeatureOverrides);\n if (renderTranslucentDuringOpaque && Pass.rendersTranslucent(pass) && !command.primitive.cachedGeometry.alwaysRenderTranslucent) {\n let opaquePass: RenderPass;\n if (Pass.rendersOpaqueAndTranslucent(pass)) {\n opaquePass = Pass.toOpaquePass(pass);\n } else {\n switch (command.renderOrder) {\n case RenderOrder.PlanarLitSurface:\n case RenderOrder.PlanarUnlitSurface:\n case RenderOrder.BlankingRegion:\n opaquePass = RenderPass.OpaquePlanar;\n break;\n case RenderOrder.LitSurface:\n case RenderOrder.UnlitSurface:\n opaquePass = RenderPass.OpaqueGeneral;\n break;\n default:\n opaquePass = RenderPass.OpaqueLinear;\n break;\n }\n }\n\n this.getCommands(opaquePass).push(command);\n }\n\n const renderOpaqueDuringTranslucent = isDoublePass || (this._translucentOverrides && haveFeatureOverrides);\n if (renderOpaqueDuringTranslucent && Pass.rendersOpaque(pass) && !this._addTranslucentAsOpaque)\n this.getCommands(RenderPass.Translucent).push(command);\n\n if (!Pass.rendersOpaqueAndTranslucent(pass))\n this.getCommands(Pass.toRenderPass(pass)).push(command);\n }\n\n public getCommands(pass: RenderPass): DrawCommands {\n let idx = pass as number;\n assert(idx < this._commands.length);\n if (idx >= this._commands.length)\n idx -= 1;\n\n return this._commands[idx];\n }\n\n public replaceCommands(pass: RenderPass, cmds: DrawCommands): void {\n const idx = pass as number;\n this._commands[idx].splice(0);\n this._commands[idx] = cmds;\n }\n\n public addHiliteBranch(branch: Branch, pass: RenderPass): void {\n this.pushAndPopBranchForPass(pass, branch, () => {\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addHiliteCommands(this, pass));\n });\n }\n\n public processLayers(container: LayerContainer): void {\n assert(RenderPass.None === this._forcedRenderPass);\n if (RenderPass.None !== this._forcedRenderPass)\n return;\n\n this._forcedRenderPass = container.renderPass;\n this._layers.processLayers(container, () => container.graphic.addCommands(this));\n this._forcedRenderPass = RenderPass.None;\n }\n\n public addLayerCommands(layer: Layer): void {\n if (this._addLayersAsNormalGraphics) {\n // GraphicsCollectorDrawArgs wants to collect graphics to project to a plane for masking.\n // It bypasses PlanProjectionTreeReference.createDrawArgs which would otherwise wrap the graphics in a LayerContainer.\n assert(this._forcedRenderPass === RenderPass.None);\n this._forcedRenderPass = RenderPass.OpaqueGeneral;\n layer.graphic.addCommands(this);\n this._forcedRenderPass = RenderPass.None;\n return;\n }\n\n assert(this.isDrawingLayers);\n if (!this.isDrawingLayers)\n return;\n\n // Let the graphic add its commands. Afterward, pull them out and add them to the LayerCommands.\n this._layers.currentLayer = layer;\n layer.graphic.addCommands(this);\n\n const cmds = this.getCommands(this._forcedRenderPass);\n this._layers.addCommands(cmds);\n\n cmds.length = 0;\n this._layers.currentLayer = undefined;\n }\n\n public addHiliteLayerCommands(graphic: Graphic, pass: RenderPass): void {\n assert(this.isDrawingLayers || this._addLayersAsNormalGraphics);\n if (!this.isDrawingLayers && !this._addLayersAsNormalGraphics)\n return;\n\n const prevPass = this._forcedRenderPass;\n this._forcedRenderPass = RenderPass.None;\n\n graphic.addHiliteCommands(this, pass);\n\n this._forcedRenderPass = prevPass;\n }\n\n private getAnimationBranchState(branch: Branch): AnimationBranchState | undefined {\n const animId = branch.branch.animationId;\n return undefined !== animId ? this.target.animationBranches?.branchStates.get(animId) : undefined;\n }\n\n private pushAndPopBranchForPass(pass: RenderPass, branch: Branch, func: () => void): void {\n assert(!this.isDrawingLayers);\n\n const animState = this.getAnimationBranchState(branch);\n if (animState?.omit)\n return;\n\n assert(RenderPass.None !== pass);\n\n this._stack.pushBranch(branch);\n if (branch.planarClassifier)\n branch.planarClassifier.pushBatchState(this._batchState);\n\n if (branch.secondaryClassifiers)\n branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));\n\n const cmds = this.getCommands(pass);\n const clip = animState?.clip as ClipVolume | undefined;\n const pushClip = undefined !== clip ? new PushClipCommand(clip) : undefined;\n if (pushClip)\n cmds.push(pushClip);\n\n const push = new PushBranchCommand(branch);\n cmds.push(push);\n\n func();\n\n this._stack.pop();\n if (cmds[cmds.length - 1] === push) {\n cmds.pop();\n if (pushClip)\n cmds.pop();\n } else {\n cmds.push(PopBranchCommand.instance);\n if (pushClip)\n cmds.push(PopClipCommand.instance);\n }\n }\n\n private pushAndPop(push: PushCommand, pop: PopCommand, func: () => void): void {\n if (this.isDrawingLayers) {\n this._commands[RenderPass.Hilite].push(push);\n this._layers.pushAndPop(push, pop, func);\n\n const cmds = this._commands[RenderPass.Hilite];\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\n cmds.pop();\n else\n cmds.push(pop);\n\n return;\n }\n\n if (RenderPass.None === this._forcedRenderPass) {\n // Need to make sure the push command precedes any subsequent commands added to any render pass.\n for (const cmds of this._commands)\n cmds.push(push);\n } else {\n // May want to add hilite commands as well - add the push command to that pass.\n this._commands[this._forcedRenderPass].push(push);\n this._commands[RenderPass.Hilite].push(push);\n }\n\n func();\n\n // Remove push command from any passes that didn't receive any commands; add the pop command to any passes that did.\n if (RenderPass.None === this._forcedRenderPass) {\n for (const cmds of this._commands) {\n assert(0 < cmds.length);\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\n cmds.pop();\n else\n cmds.push(pop);\n }\n } else {\n assert(0 < this._commands[this._forcedRenderPass].length);\n assert(0 < this._commands[RenderPass.Hilite].length);\n\n let cmds = this._commands[this._forcedRenderPass];\n if (cmds[cmds.length - 1] === push)\n cmds.pop();\n else\n cmds.push(pop);\n\n cmds = this._commands[RenderPass.Hilite];\n if (cmds[cmds.length - 1] === push)\n cmds.pop();\n else\n cmds.push(pop);\n }\n }\n\n public pushAndPopBranch(branch: Branch, func: () => void): void {\n const animState = this.getAnimationBranchState(branch);\n if (animState?.omit)\n return;\n\n if (animState?.clip)\n this.pushAndPop(new PushClipCommand(animState.clip as ClipVolume), PopClipCommand.instance, () => this._pushAndPopBranch(branch, func));\n else\n this._pushAndPopBranch(branch, func);\n }\n\n private _pushAndPopBranch(branch: Branch, func: () => void): void {\n this._stack.pushBranch(branch);\n if (branch.planarClassifier)\n branch.planarClassifier.pushBatchState(this._batchState);\n\n if (branch.secondaryClassifiers)\n branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));\n\n this.pushAndPop(new PushBranchCommand(branch), PopBranchCommand.instance, func);\n\n this._stack.pop();\n }\n\n public pushAndPopState(state: BranchState, func: () => void): void {\n this._stack.pushState(state);\n this.pushAndPop(new PushStateCommand(state), PopBranchCommand.instance, func);\n this._stack.pop();\n }\n\n public clear(): void {\n assert(this._batchState.isEmpty);\n this._clearCommands();\n }\n\n private _clearCommands(): void {\n this._commands.forEach((cmds: DrawCommands) => cmds.splice(0));\n this._layers.clear();\n }\n\n private initForPickOverlayDecorations(overlays: GraphicList): void {\n for (const overlay of overlays) {\n const gf = overlay as Graphic;\n if (gf.isPickable)\n gf.addCommands(this);\n }\n }\n\n public initForPickOverlays(sceneOverlays: GraphicList, worldOverlayDecorations: GraphicList | undefined, viewOverlayDecorations: GraphicList | undefined): void {\n this._clearCommands();\n\n this._addTranslucentAsOpaque = true;\n\n for (const sceneGf of sceneOverlays)\n (sceneGf as Graphic).addCommands(this);\n\n if (worldOverlayDecorations?.length) {\n this.pushAndPopState(this.target.decorationsState, () => {\n this.initForPickOverlayDecorations(worldOverlayDecorations);\n });\n }\n\n if (viewOverlayDecorations?.length) {\n this.pushAndPopState(this.target.decorationsState.withViewCoords(), () => {\n this.initForPickOverlayDecorations(viewOverlayDecorations);\n });\n }\n\n this._addTranslucentAsOpaque = false;\n }\n\n public initForReadPixels(gfx: TargetGraphics): void {\n this.clear();\n\n // Set flag to force translucent geometry to be put into the opaque pass.\n this._addTranslucentAsOpaque = true;\n\n // Add the scene graphics.\n this.addGraphics(gfx.foreground);\n\n // Also add any pickable decorations.\n if (undefined !== gfx.decorations)\n this.addPickableDecorations(gfx.decorations);\n\n // Also background map is pickable\n this.addBackgroundMapGraphics(gfx.background);\n\n this._addTranslucentAsOpaque = false;\n\n this.setupClassificationByVolume();\n this._layers.outputCommands();\n }\n\n public initForRender(gfx: TargetGraphics): void {\n this.clear();\n\n this.addGraphics(gfx.foreground);\n this.addBackgroundMapGraphics(gfx.background);\n this.addOverlayGraphics(gfx.overlays);\n\n const dynamics = gfx.dynamics;\n if (dynamics && dynamics.length > 0)\n this.addDecorations(dynamics);\n\n const dec = gfx.decorations;\n if (undefined !== dec) {\n this.addBackground(dec.viewBackground as Graphic);\n\n this.addSkyBox(dec.skyBox as Graphic);\n\n if (undefined !== dec.normal && 0 < dec.normal.length)\n this.addGraphics(dec.normal);\n\n if (undefined !== dec.world && 0 < dec.world.length)\n this.addWorldDecorations(dec.world);\n\n this.pushAndPopState(this.target.decorationsState, () => {\n if (undefined !== dec.viewOverlay && 0 < dec.viewOverlay.length)\n this.addDecorations(dec.viewOverlay, RenderPass.ViewOverlay);\n\n if (undefined !== dec.worldOverlay && 0 < dec.worldOverlay.length)\n this.addDecorations(dec.worldOverlay, RenderPass.WorldOverlay);\n });\n }\n\n this.setupClassificationByVolume();\n this._layers.outputCommands();\n }\n\n public addPrimitive(prim: Primitive): void {\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\n // if (this.target.isGeometryOutsideActiveVolume(prim.cachedGeometry))\n // return;\n\n if (undefined !== this._frustumPlanes) { // See if we can cull this primitive.\n if (\"classification\" === prim.getPass(this.target)) {\n const geom = prim.cachedGeometry;\n geom.computeRange(this._scratchRange);\n let frustum = Frustum.fromRange(this._scratchRange, this._scratchFrustum);\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\n return;\n }\n }\n }\n\n const command = new PrimitiveCommand(prim);\n this.addPrimitiveCommand(command);\n\n if (RenderPass.None === this._forcedRenderPass && prim.isEdge) {\n const vf: ViewFlags = this.target.currentViewFlags;\n if (vf.renderMode !== RenderMode.Wireframe && vf.hiddenEdges)\n this.getCommands(RenderPass.HiddenEdge).push(command);\n }\n }\n\n public addBranch(branch: Branch): void {\n this.pushAndPopBranch(branch, () => {\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\n });\n }\n\n public computeBatchHiliteRenderPass(batch: Batch): RenderPass {\n let pass = RenderPass.Hilite;\n if (batch.graphic instanceof MeshGraphic) {\n const mg = batch.graphic;\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\n pass = RenderPass.HiliteClassification;\n } else if (batch.graphic instanceof GraphicsArray) {\n const ga = batch.graphic;\n if (ga.graphics[0] instanceof MeshGraphic) {\n const mg = ga.graphics[0];\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\n pass = RenderPass.HiliteClassification;\n } else if (ga.graphics[0] instanceof Branch) {\n const b = ga.graphics[0];\n if (b.branch.entries.length > 0 && b.branch.entries[0] instanceof MeshGraphic) {\n const mg = b.branch.entries[0];\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\n pass = RenderPass.HiliteClassification;\n }\n }\n }\n return pass;\n }\n\n public addBatch(batch: Batch): void {\n if (batch.locateOnly && !this.target.isReadPixelsInProgress)\n return;\n\n // Batches (aka element tiles) should only draw during ordinary (translucent or opaque) passes.\n // They may draw during both, or neither.\n // NB: This is no longer true - pickable overlay decorations are defined as Batches. Problem?\n // assert(RenderPass.None === this._forcedRenderPass);\n assert(!this._opaqueOverrides && !this._translucentOverrides);\n assert(undefined === this._curBatch);\n\n // If all features are overridden to be invisible, draw no graphics in this batch\n const overrides = batch.getOverrides(this.target);\n if (overrides.allHidden)\n return;\n\n if (!batch.range.isNull) {\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\n // if (this.target.isRangeOutsideActiveVolume(batch.range))\n // return;\n\n if (undefined !== this._frustumPlanes) {\n let frustum = Frustum.fromRange(batch.range, this._scratchFrustum);\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\n return;\n }\n }\n }\n\n const classifier = this._stack.top.planarClassifier;\n\n this._batchState.push(batch, true);\n\n this.pushAndPop(new PushBatchCommand(batch), PopBatchCommand.instance, () => {\n if (this.currentViewFlags.transparency || overrides.anyViewIndependentTranslucent) {\n this._opaqueOverrides = overrides.anyOpaque;\n this._translucentOverrides = overrides.anyTranslucent;\n\n if (undefined !== classifier) {\n this._opaqueOverrides = this._opaqueOverrides || classifier.anyOpaque;\n this._translucentOverrides = this._translucentOverrides || classifier.anyTranslucent;\n }\n }\n\n // If we have an active volume classifier then force all batches for the reality data being classified into a special render pass.\n let savedForcedRenderPass = RenderPass.None;\n if (undefined !== this.target.activeVolumeClassifierModelId && batch.featureTable.batchModelId === this.target.activeVolumeClassifierModelId) {\n savedForcedRenderPass = this._forcedRenderPass;\n this._forcedRenderPass = RenderPass.VolumeClassifiedRealityData;\n }\n\n (batch.graphic as Graphic).addCommands(this);\n\n if (RenderPass.VolumeClassifiedRealityData === this._forcedRenderPass)\n this._forcedRenderPass = savedForcedRenderPass;\n\n // If the batch contains hilited features, need to render them in the hilite pass\n const anyHilited = overrides.anyHilited;\n const planarClassifierHilited = undefined !== classifier && classifier.anyHilited;\n if (anyHilited || planarClassifierHilited)\n (batch.graphic as Graphic).addHiliteCommands(this, planarClassifierHilited ? RenderPass.HilitePlanarClassification : this.computeBatchHiliteRenderPass(batch));\n\n });\n\n this._opaqueOverrides = this._translucentOverrides = false;\n this._batchState.pop();\n }\n\n // Define a culling frustum. Commands associated with Graphics whose ranges do not intersect the frustum will be skipped.\n public setCheckRange(frustum: Frustum) { this._frustumPlanes = FrustumPlanes.fromFrustum(frustum); }\n // Clear the culling frustum.\n public clearCheckRange(): void { this._frustumPlanes = undefined; }\n\n private setupClassificationByVolume(): void {\n // To make it easier to process the classifiers individually, set up a secondary command list for them where they\n // are each separated by their own pushes & pops so that they can easily be drawn individually. This now supports\n // nested branches and batches.\n const groupedCmds = this._commands[RenderPass.Classification];\n const byIndexCmds = this._commands[RenderPass.ClassificationByIndex];\n const pushCommands: DrawCommands = []; // will contain current set of pushes ahead of a primitive\n for (const cmd of groupedCmds) {\n switch (cmd.opcode) {\n case \"pushBranch\":\n case \"pushBatch\":\n case \"pushState\":\n pushCommands.push(cmd);\n break;\n case \"drawPrimitive\":\n for (const pushCmd of pushCommands) {\n byIndexCmds.push(pushCmd);\n }\n byIndexCmds.push(cmd);\n for (let i = pushCommands.length - 1; i >= 0; --i) {\n if (\"pushBatch\" === pushCommands[i].opcode)\n byIndexCmds.push(PopBatchCommand.instance);\n else // should be eith pushBranch or pushState opcode\n byIndexCmds.push(PopBranchCommand.instance);\n }\n break;\n case \"popBatch\":\n case \"popBranch\":\n pushCommands.pop();\n break;\n }\n }\n }\n\n public dump(): Array<{ name: string, count: number }> {\n const dump = [\n { name: \"Primitives\", count: 0 },\n { name: \"Batches\", count: 0 },\n { name: \"Branches\", count: 0 },\n ];\n\n for (const cmds of this._commands) {\n for (const cmd of cmds) {\n let index;\n switch (cmd.opcode) {\n case \"drawPrimitive\":\n index = 0;\n break;\n case \"pushBatch\":\n index = 1;\n break;\n case \"pushBranch\":\n index = 2;\n break;\n default:\n continue;\n }\n\n dump[index].count++;\n }\n }\n\n return dump;\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 { Range3d } from \"@itwin/core-geometry\";\nimport { Frustum, FrustumPlanes, RenderMode, ViewFlags } from \"@itwin/core-common\";\nimport { Decorations } from \"../../../render/Decorations\";\nimport { SurfaceType } from \"../../../common/internal/render/SurfaceParams\";\nimport { GraphicList, RenderGraphic } from \"../../../render/RenderGraphic\";\nimport { AnimationBranchState } from \"../AnimationBranchState\";\nimport { BranchStack } from \"./BranchStack\";\nimport { BatchState } from \"./BatchState\";\nimport { BranchState } from \"./BranchState\";\nimport {\n DrawCommands, PopBatchCommand, PopBranchCommand, PopClipCommand, PopCommand, PrimitiveCommand, PushBatchCommand,\n PushBranchCommand, PushClipCommand, PushCommand, PushStateCommand,\n} from \"./DrawCommand\";\nimport { Batch, Branch, Graphic, GraphicsArray } from \"./Graphic\";\nimport { Layer, LayerContainer } from \"./Layer\";\nimport { LayerCommandLists } from \"./LayerCommands\";\nimport { MeshGraphic } from \"./Mesh\";\nimport { Primitive } from \"./Primitive\";\nimport { CompositeFlags, Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\nimport { TargetGraphics } from \"./TargetGraphics\";\nimport { Target } from \"./Target\";\nimport { ClipVolume } from \"./ClipVolume\";\n\n/** A list of DrawCommands to be rendered, ordered by render pass.\n * @internal\n */\nexport class RenderCommands implements Iterable<DrawCommands> {\n private _frustumPlanes?: FrustumPlanes;\n private readonly _scratchFrustum = new Frustum();\n private readonly _scratchRange = new Range3d();\n private readonly _commands = new Array<DrawCommands>(RenderPass.COUNT);\n private _target: Target;\n private _stack: BranchStack; // refers to the Target's BranchStack\n private _batchState: BatchState; // refers to the Target's BatchState\n private _forcedRenderPass: RenderPass = RenderPass.None;\n private _addLayersAsNormalGraphics = false;\n private _opaqueOverrides = false;\n private _translucentOverrides = false;\n private _addTranslucentAsOpaque = false; // true when rendering for _ReadPixels to force translucent items to be drawn in opaque pass.\n private readonly _layers: LayerCommandLists;\n\n public get target(): Target { return this._target; }\n\n public [Symbol.iterator](): Iterator<DrawCommands> {\n return this._commands[Symbol.iterator]();\n }\n\n public get isEmpty(): boolean {\n for (const commands of this._commands)\n if (0 < commands.length)\n return false;\n\n return true;\n }\n\n public get isDrawingLayers() {\n switch (this._forcedRenderPass) {\n case RenderPass.OpaqueLayers:\n case RenderPass.TranslucentLayers:\n case RenderPass.OverlayLayers:\n return true;\n default:\n return false;\n }\n }\n\n public get currentViewFlags(): ViewFlags { return this._stack.top.viewFlags; }\n public get compositeFlags(): CompositeFlags {\n let flags = CompositeFlags.None;\n if (this.hasCommands(RenderPass.Translucent))\n flags |= CompositeFlags.Translucent;\n\n if (this.hasCommands(RenderPass.Hilite) || this.hasCommands(RenderPass.HiliteClassification) || this.hasCommands(RenderPass.HilitePlanarClassification))\n flags |= CompositeFlags.Hilite;\n\n if (this.target.wantAmbientOcclusion)\n flags |= CompositeFlags.AmbientOcclusion;\n\n return flags;\n }\n\n private get _curBatch(): Batch | undefined { return this._batchState.currentBatch; }\n\n public hasCommands(pass: RenderPass): boolean { return 0 !== this.getCommands(pass).length; }\n public isOpaquePass(pass: RenderPass): boolean { return pass >= RenderPass.OpaqueLinear && pass <= RenderPass.OpaqueGeneral; }\n\n constructor(target: Target, stack: BranchStack, batchState: BatchState) {\n this._target = target;\n this._stack = stack;\n this._batchState = batchState;\n this._layers = new LayerCommandLists(this);\n\n for (let i = 0; i < RenderPass.COUNT; ++i)\n this._commands[i] = [];\n }\n\n public reset(target: Target, stack: BranchStack, batchState: BatchState): void {\n this._target = target;\n this._stack = stack;\n this._batchState = batchState;\n this.clear();\n }\n\n public collectGraphicsForPlanarProjection(scene: GraphicList): void {\n assert(this._forcedRenderPass === RenderPass.None);\n assert(!this._addLayersAsNormalGraphics);\n\n this._addLayersAsNormalGraphics = true;\n this.addGraphics(scene);\n this._addLayersAsNormalGraphics = false;\n }\n\n public addGraphics(scene: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\n this._forcedRenderPass = forcedPass;\n scene.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\n this._forcedRenderPass = RenderPass.None;\n }\n\n /** Add backgroundMap graphics to their own render pass. */\n public addBackgroundMapGraphics(backgroundMapGraphics: GraphicList): void {\n this._forcedRenderPass = RenderPass.BackgroundMap;\n backgroundMapGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\n this._forcedRenderPass = RenderPass.None;\n }\n /** Add overlay graphics to the world overlay pass */\n public addOverlayGraphics(overlayGraphics: GraphicList): void {\n this._forcedRenderPass = RenderPass.WorldOverlay;\n overlayGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\n this._forcedRenderPass = RenderPass.None;\n }\n\n public addDecorations(dec: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\n this._forcedRenderPass = forcedPass;\n for (const entry of dec) {\n (entry as Graphic).addCommands(this);\n }\n\n this._forcedRenderPass = RenderPass.None;\n }\n\n public addWorldDecorations(decs: GraphicList): void {\n const world = this.target.getWorldDecorations(decs);\n this.pushAndPopBranch(world, () => {\n for (const entry of world.branch.entries) {\n (entry as Graphic).addCommands(this);\n }\n });\n }\n\n private addPickableDecorations(decs: Decorations): void {\n if (undefined !== decs.normal) {\n for (const normal of decs.normal) {\n const gf = normal as Graphic;\n if (gf.isPickable)\n gf.addCommands(this);\n }\n }\n\n if (undefined !== decs.world) {\n const world = this.target.getWorldDecorations(decs.world);\n this.pushAndPopBranch(world, () => {\n for (const gf of world.branch.entries) {\n if ((gf as Graphic).isPickable)\n (gf as Graphic).addCommands(this);\n }\n });\n }\n }\n\n public addBackground(gf?: Graphic): void {\n if (undefined === gf)\n return;\n\n assert(RenderPass.None === this._forcedRenderPass);\n\n this._forcedRenderPass = RenderPass.Background;\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\n this._forcedRenderPass = RenderPass.None;\n }\n\n public addSkyBox(gf?: Graphic): void {\n if (undefined === gf)\n return;\n\n assert(RenderPass.None === this._forcedRenderPass);\n\n this._forcedRenderPass = RenderPass.SkyBox;\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\n this._forcedRenderPass = RenderPass.None;\n }\n\n public addPrimitiveCommand(command: PrimitiveCommand, pass?: Pass): void {\n if (undefined === pass)\n pass = command.getPass(this.target);\n\n if (\"none\" === pass) // Edges will return none if they don't want to draw at all (edges not turned on).\n return;\n\n if (RenderPass.None !== this._forcedRenderPass) {\n // Add the command to the forced render pass (background).\n this.getCommands(this._forcedRenderPass).push(command);\n return;\n }\n\n if (!command.hasFeatures) {\n // Draw in general opaque pass so they are not in pick data.\n switch (pass) {\n case \"opaque-linear\":\n case \"opaque-planar\":\n pass = \"opaque\";\n break;\n case \"opaque-planar-translucent\":\n pass = \"opaque-translucent\";\n break;\n }\n }\n\n const haveFeatureOverrides = (this._opaqueOverrides || this._translucentOverrides) && command.opcode && command.hasFeatures;\n\n if (Pass.rendersTranslucent(pass) && this._addTranslucentAsOpaque) {\n switch (command.renderOrder) {\n case RenderOrder.PlanarLitSurface:\n case RenderOrder.PlanarUnlitSurface:\n case RenderOrder.BlankingRegion:\n pass = \"opaque-planar\";\n break;\n case RenderOrder.LitSurface:\n case RenderOrder.UnlitSurface:\n pass = \"opaque\";\n break;\n default:\n pass = \"opaque-linear\";\n break;\n }\n }\n\n const isDoublePass = Pass.rendersOpaqueAndTranslucent(pass);\n const renderTranslucentDuringOpaque = isDoublePass || (this._opaqueOverrides && haveFeatureOverrides);\n if (renderTranslucentDuringOpaque && Pass.rendersTranslucent(pass) && !command.primitive.cachedGeometry.alwaysRenderTranslucent) {\n let opaquePass: RenderPass;\n if (Pass.rendersOpaqueAndTranslucent(pass)) {\n opaquePass = Pass.toOpaquePass(pass);\n } else {\n switch (command.renderOrder) {\n case RenderOrder.PlanarLitSurface:\n case RenderOrder.PlanarUnlitSurface:\n case RenderOrder.BlankingRegion:\n opaquePass = RenderPass.OpaquePlanar;\n break;\n case RenderOrder.LitSurface:\n case RenderOrder.UnlitSurface:\n opaquePass = RenderPass.OpaqueGeneral;\n break;\n default:\n opaquePass = RenderPass.OpaqueLinear;\n break;\n }\n }\n\n this.getCommands(opaquePass).push(command);\n }\n\n const renderOpaqueDuringTranslucent = isDoublePass || (this._translucentOverrides && haveFeatureOverrides);\n if (renderOpaqueDuringTranslucent && Pass.rendersOpaque(pass) && !this._addTranslucentAsOpaque)\n this.getCommands(RenderPass.Translucent).push(command);\n\n if (!Pass.rendersOpaqueAndTranslucent(pass))\n this.getCommands(Pass.toRenderPass(pass)).push(command);\n }\n\n public getCommands(pass: RenderPass): DrawCommands {\n let idx = pass as number;\n assert(idx < this._commands.length);\n if (idx >= this._commands.length)\n idx -= 1;\n\n return this._commands[idx];\n }\n\n public replaceCommands(pass: RenderPass, cmds: DrawCommands): void {\n const idx = pass as number;\n this._commands[idx].splice(0);\n this._commands[idx] = cmds;\n }\n\n public addHiliteBranch(branch: Branch, pass: RenderPass): void {\n this.pushAndPopBranchForPass(pass, branch, () => {\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addHiliteCommands(this, pass));\n });\n }\n\n public processLayers(container: LayerContainer): void {\n assert(RenderPass.None === this._forcedRenderPass);\n if (RenderPass.None !== this._forcedRenderPass)\n return;\n\n this._forcedRenderPass = container.renderPass;\n this._layers.processLayers(container, () => container.graphic.addCommands(this));\n this._forcedRenderPass = RenderPass.None;\n }\n\n public addLayerCommands(layer: Layer): void {\n if (this._addLayersAsNormalGraphics) {\n // GraphicsCollectorDrawArgs wants to collect graphics to project to a plane for masking.\n // It bypasses PlanProjectionTreeReference.createDrawArgs which would otherwise wrap the graphics in a LayerContainer.\n assert(this._forcedRenderPass === RenderPass.None);\n this._forcedRenderPass = RenderPass.OpaqueGeneral;\n layer.graphic.addCommands(this);\n this._forcedRenderPass = RenderPass.None;\n return;\n }\n\n assert(this.isDrawingLayers);\n if (!this.isDrawingLayers)\n return;\n\n // Let the graphic add its commands. Afterward, pull them out and add them to the LayerCommands.\n this._layers.currentLayer = layer;\n layer.graphic.addCommands(this);\n\n const cmds = this.getCommands(this._forcedRenderPass);\n this._layers.addCommands(cmds);\n\n cmds.length = 0;\n this._layers.currentLayer = undefined;\n }\n\n public addHiliteLayerCommands(graphic: Graphic, pass: RenderPass): void {\n assert(this.isDrawingLayers || this._addLayersAsNormalGraphics);\n if (!this.isDrawingLayers && !this._addLayersAsNormalGraphics)\n return;\n\n const prevPass = this._forcedRenderPass;\n this._forcedRenderPass = RenderPass.None;\n\n graphic.addHiliteCommands(this, pass);\n\n this._forcedRenderPass = prevPass;\n }\n\n private getAnimationBranchState(branch: Branch): AnimationBranchState | undefined {\n const animId = branch.branch.animationId;\n return undefined !== animId ? this.target.animationBranches?.branchStates.get(animId) : undefined;\n }\n\n private pushAndPopBranchForPass(pass: RenderPass, branch: Branch, func: () => void): void {\n assert(!this.isDrawingLayers);\n\n const animState = this.getAnimationBranchState(branch);\n if (animState?.omit)\n return;\n\n assert(RenderPass.None !== pass);\n\n this._stack.pushBranch(branch);\n if (branch.planarClassifier)\n branch.planarClassifier.pushBatchState(this._batchState);\n\n if (branch.secondaryClassifiers)\n branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));\n\n const cmds = this.getCommands(pass);\n const clip = animState?.clip as ClipVolume | undefined;\n const pushClip = undefined !== clip ? new PushClipCommand(clip) : undefined;\n if (pushClip)\n cmds.push(pushClip);\n\n const push = new PushBranchCommand(branch);\n cmds.push(push);\n\n func();\n\n this._stack.pop();\n if (cmds[cmds.length - 1] === push) {\n cmds.pop();\n if (pushClip)\n cmds.pop();\n } else {\n cmds.push(PopBranchCommand.instance);\n if (pushClip)\n cmds.push(PopClipCommand.instance);\n }\n }\n\n private pushAndPop(push: PushCommand, pop: PopCommand, func: () => void): void {\n if (this.isDrawingLayers) {\n this._commands[RenderPass.Hilite].push(push);\n this._layers.pushAndPop(push, pop, func);\n\n const cmds = this._commands[RenderPass.Hilite];\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\n cmds.pop();\n else\n cmds.push(pop);\n\n return;\n }\n\n if (RenderPass.None === this._forcedRenderPass) {\n // Need to make sure the push command precedes any subsequent commands added to any render pass.\n for (const cmds of this._commands)\n cmds.push(push);\n } else {\n // May want to add hilite commands as well - add the push command to that pass.\n this._commands[this._forcedRenderPass].push(push);\n this._commands[RenderPass.Hilite].push(push);\n }\n\n func();\n\n // Remove push command from any passes that didn't receive any commands; add the pop command to any passes that did.\n if (RenderPass.None === this._forcedRenderPass) {\n for (const cmds of this._commands) {\n assert(0 < cmds.length);\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\n cmds.pop();\n else\n cmds.push(pop);\n }\n } else {\n assert(0 < this._commands[this._forcedRenderPass].length);\n assert(0 < this._commands[RenderPass.Hilite].length);\n\n let cmds = this._commands[this._forcedRenderPass];\n if (cmds[cmds.length - 1] === push)\n cmds.pop();\n else\n cmds.push(pop);\n\n cmds = this._commands[RenderPass.Hilite];\n if (cmds[cmds.length - 1] === push)\n cmds.pop();\n else\n cmds.push(pop);\n }\n }\n\n public pushAndPopBranch(branch: Branch, func: () => void): void {\n const animState = this.getAnimationBranchState(branch);\n if (animState?.omit)\n return;\n\n if (animState?.clip)\n this.pushAndPop(new PushClipCommand(animState.clip as ClipVolume), PopClipCommand.instance, () => this._pushAndPopBranch(branch, func));\n else\n this._pushAndPopBranch(branch, func);\n }\n\n private _pushAndPopBranch(branch: Branch, func: () => void): void {\n this._stack.pushBranch(branch);\n if (branch.planarClassifier)\n branch.planarClassifier.pushBatchState(this._batchState);\n\n if (branch.secondaryClassifiers)\n branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));\n\n this.pushAndPop(new PushBranchCommand(branch), PopBranchCommand.instance, func);\n\n this._stack.pop();\n }\n\n public pushAndPopState(state: BranchState, func: () => void): void {\n this._stack.pushState(state);\n this.pushAndPop(new PushStateCommand(state), PopBranchCommand.instance, func);\n this._stack.pop();\n }\n\n public clear(): void {\n assert(this._batchState.isEmpty);\n this._clearCommands();\n }\n\n private _clearCommands(): void {\n this._commands.forEach((cmds: DrawCommands) => cmds.splice(0));\n this._layers.clear();\n }\n\n private initForPickOverlayDecorations(overlays: GraphicList): void {\n for (const overlay of overlays) {\n const gf = overlay as Graphic;\n if (gf.isPickable)\n gf.addCommands(this);\n }\n }\n\n public initForPickOverlays(sceneOverlays: GraphicList, worldOverlayDecorations: GraphicList | undefined, viewOverlayDecorations: GraphicList | undefined): void {\n this._clearCommands();\n\n this._addTranslucentAsOpaque = true;\n\n for (const sceneGf of sceneOverlays)\n (sceneGf as Graphic).addCommands(this);\n\n if (worldOverlayDecorations?.length) {\n this.pushAndPopState(this.target.decorationsState, () => {\n this.initForPickOverlayDecorations(worldOverlayDecorations);\n });\n }\n\n if (viewOverlayDecorations?.length) {\n this.pushAndPopState(this.target.decorationsState.withViewCoords(), () => {\n this.initForPickOverlayDecorations(viewOverlayDecorations);\n });\n }\n\n this._addTranslucentAsOpaque = false;\n }\n\n public initForReadPixels(gfx: TargetGraphics): void {\n this.clear();\n\n // Set flag to force translucent geometry to be put into the opaque pass.\n this._addTranslucentAsOpaque = true;\n\n // Add the scene graphics.\n this.addGraphics(gfx.foreground);\n\n // Also add any pickable decorations.\n if (undefined !== gfx.decorations)\n this.addPickableDecorations(gfx.decorations);\n\n // Also background map is pickable\n this.addBackgroundMapGraphics(gfx.background);\n\n this._addTranslucentAsOpaque = false;\n\n this.setupClassificationByVolume();\n this._layers.outputCommands();\n }\n\n public initForRender(gfx: TargetGraphics): void {\n this.clear();\n\n this.addGraphics(gfx.foreground);\n this.addBackgroundMapGraphics(gfx.background);\n this.addOverlayGraphics(gfx.overlays);\n\n const dynamics = gfx.dynamics;\n if (dynamics && dynamics.length > 0)\n this.addDecorations(dynamics);\n\n const dec = gfx.decorations;\n if (undefined !== dec) {\n this.addBackground(dec.viewBackground as Graphic);\n\n this.addSkyBox(dec.skyBox as Graphic);\n\n if (undefined !== dec.normal && 0 < dec.normal.length)\n this.addGraphics(dec.normal);\n\n if (undefined !== dec.world && 0 < dec.world.length)\n this.addWorldDecorations(dec.world);\n\n this.pushAndPopState(this.target.decorationsState, () => {\n if (undefined !== dec.viewOverlay && 0 < dec.viewOverlay.length)\n this.addDecorations(dec.viewOverlay, RenderPass.ViewOverlay);\n\n if (undefined !== dec.worldOverlay && 0 < dec.worldOverlay.length)\n this.addDecorations(dec.worldOverlay, RenderPass.WorldOverlay);\n });\n }\n\n this.setupClassificationByVolume();\n this._layers.outputCommands();\n }\n\n public addPrimitive(prim: Primitive): void {\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\n // if (this.target.isGeometryOutsideActiveVolume(prim.cachedGeometry))\n // return;\n\n if (undefined !== this._frustumPlanes) { // See if we can cull this primitive.\n if (\"classification\" === prim.getPass(this.target)) {\n const geom = prim.cachedGeometry;\n geom.computeRange(this._scratchRange);\n let frustum = Frustum.fromRange(this._scratchRange, this._scratchFrustum);\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\n return;\n }\n }\n }\n\n const command = new PrimitiveCommand(prim);\n this.addPrimitiveCommand(command);\n\n if (RenderPass.None === this._forcedRenderPass && prim.isEdge) {\n const vf: ViewFlags = this.target.currentViewFlags;\n if (vf.renderMode !== RenderMode.Wireframe && vf.hiddenEdges)\n this.getCommands(RenderPass.HiddenEdge).push(command);\n }\n }\n\n public addBranch(branch: Branch): void {\n this.pushAndPopBranch(branch, () => {\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\n });\n }\n\n public computeBatchHiliteRenderPass(batch: Batch): RenderPass {\n let pass = RenderPass.Hilite;\n if (batch.graphic instanceof MeshGraphic) {\n const mg = batch.graphic;\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\n pass = RenderPass.HiliteClassification;\n } else if (batch.graphic instanceof GraphicsArray) {\n const ga = batch.graphic;\n if (ga.graphics[0] instanceof MeshGraphic) {\n const mg = ga.graphics[0];\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\n pass = RenderPass.HiliteClassification;\n } else if (ga.graphics[0] instanceof Branch) {\n const b = ga.graphics[0];\n if (b.branch.entries.length > 0 && b.branch.entries[0] instanceof MeshGraphic) {\n const mg = b.branch.entries[0];\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\n pass = RenderPass.HiliteClassification;\n }\n }\n }\n return pass;\n }\n\n public addBatch(batch: Batch): void {\n if (batch.locateOnly && !this.target.isReadPixelsInProgress)\n return;\n\n // Batches (aka element tiles) should only draw during ordinary (translucent or opaque) passes.\n // They may draw during both, or neither.\n // NB: This is no longer true - pickable overlay decorations are defined as Batches. Problem?\n // assert(RenderPass.None === this._forcedRenderPass);\n assert(!this._opaqueOverrides && !this._translucentOverrides);\n assert(undefined === this._curBatch);\n\n // If all features are overridden to be invisible, draw no graphics in this batch\n const overrides = batch.getOverrides(this.target);\n if (overrides.allHidden)\n return;\n\n if (!batch.range.isNull) {\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\n // if (this.target.isRangeOutsideActiveVolume(batch.range))\n // return;\n\n if (undefined !== this._frustumPlanes) {\n let frustum = Frustum.fromRange(batch.range, this._scratchFrustum);\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\n return;\n }\n }\n }\n\n const classifier = this._stack.top.planarClassifier;\n\n this._batchState.push(batch, true);\n\n this.pushAndPop(new PushBatchCommand(batch), PopBatchCommand.instance, () => {\n if (this.currentViewFlags.transparency || overrides.anyViewIndependentTranslucent) {\n this._opaqueOverrides = overrides.anyOpaque;\n this._translucentOverrides = overrides.anyTranslucent;\n\n if (undefined !== classifier) {\n this._opaqueOverrides = this._opaqueOverrides || classifier.anyOpaque;\n this._translucentOverrides = this._translucentOverrides || classifier.anyTranslucent;\n }\n }\n\n // If we have an active volume classifier then force all batches for the reality data being classified into a special render pass.\n let savedForcedRenderPass = RenderPass.None;\n if (undefined !== this.target.activeVolumeClassifierModelId && batch.featureTable.batchModelId === this.target.activeVolumeClassifierModelId) {\n savedForcedRenderPass = this._forcedRenderPass;\n this._forcedRenderPass = RenderPass.VolumeClassifiedRealityData;\n }\n\n (batch.graphic as Graphic).addCommands(this);\n\n if (RenderPass.VolumeClassifiedRealityData === this._forcedRenderPass)\n this._forcedRenderPass = savedForcedRenderPass;\n\n // If the batch contains hilited features, need to render them in the hilite pass\n const anyHilited = overrides.anyHilited;\n const planarClassifierHilited = undefined !== classifier && classifier.anyHilited;\n if (anyHilited || planarClassifierHilited)\n (batch.graphic as Graphic).addHiliteCommands(this, planarClassifierHilited ? RenderPass.HilitePlanarClassification : this.computeBatchHiliteRenderPass(batch));\n\n });\n\n this._opaqueOverrides = this._translucentOverrides = false;\n this._batchState.pop();\n }\n\n // Define a culling frustum. Commands associated with Graphics whose ranges do not intersect the frustum will be skipped.\n public setCheckRange(frustum: Frustum) { this._frustumPlanes = FrustumPlanes.fromFrustum(frustum); }\n // Clear the culling frustum.\n public clearCheckRange(): void { this._frustumPlanes = undefined; }\n\n private setupClassificationByVolume(): void {\n // To make it easier to process the classifiers individually, set up a secondary command list for them where they\n // are each separated by their own pushes & pops so that they can easily be drawn individually. This now supports\n // nested branches and batches.\n const groupedCmds = this._commands[RenderPass.Classification];\n const byIndexCmds = this._commands[RenderPass.ClassificationByIndex];\n const pushCommands: DrawCommands = []; // will contain current set of pushes ahead of a primitive\n for (const cmd of groupedCmds) {\n switch (cmd.opcode) {\n case \"pushBranch\":\n case \"pushBatch\":\n case \"pushState\":\n pushCommands.push(cmd);\n break;\n case \"drawPrimitive\":\n for (const pushCmd of pushCommands) {\n byIndexCmds.push(pushCmd);\n }\n byIndexCmds.push(cmd);\n for (let i = pushCommands.length - 1; i >= 0; --i) {\n if (\"pushBatch\" === pushCommands[i].opcode)\n byIndexCmds.push(PopBatchCommand.instance);\n else // should be eith pushBranch or pushState opcode\n byIndexCmds.push(PopBranchCommand.instance);\n }\n break;\n case \"popBatch\":\n case \"popBranch\":\n pushCommands.pop();\n break;\n }\n }\n }\n\n public dump(): Array<{ name: string, count: number }> {\n const dump = [\n { name: \"Primitives\", count: 0 },\n { name: \"Batches\", count: 0 },\n { name: \"Branches\", count: 0 },\n ];\n\n for (const cmds of this._commands) {\n for (const cmd of cmds) {\n let index;\n switch (cmd.opcode) {\n case \"drawPrimitive\":\n index = 0;\n break;\n case \"pushBatch\":\n index = 1;\n break;\n case \"pushBranch\":\n index = 2;\n break;\n default:\n continue;\n }\n\n dump[index].count++;\n }\n }\n\n return dump;\n }\n}\n"]}
@@ -9,7 +9,7 @@
9
9
  Object.defineProperty(exports, "__esModule", { value: true });
10
10
  exports.ShaderProgramExecutor = exports.ShaderProgram = exports.GraphicUniform = exports.ProgramUniform = exports.Uniform = void 0;
11
11
  const core_bentley_1 = require("@itwin/core-bentley");
12
- const RenderSystem_1 = require("../../../render/RenderSystem");
12
+ const RenderSystemDebugControl_1 = require("../RenderSystemDebugControl");
13
13
  const DrawCommand_1 = require("./DrawCommand");
14
14
  const GL_1 = require("./GL");
15
15
  const UniformHandle_1 = require("./UniformHandle");
@@ -277,7 +277,7 @@ class ShaderProgram {
277
277
  }
278
278
  sname += isVS ? "_VS" : "_FS";
279
279
  const fname = `${sname}.glsl`;
280
- let dsfNdx = shaderFiles.push(new RenderSystem_1.DebugShaderFile(fname, src, isVS, true, false));
280
+ let dsfNdx = shaderFiles.push(new RenderSystemDebugControl_1.DebugShaderFile(fname, src, isVS, true, false));
281
281
  if (isVS)
282
282
  this._vertGNdx = dsfNdx - 1;
283
283
  else
@@ -545,7 +545,7 @@ class ShaderProgram {
545
545
  }
546
546
  }
547
547
  const srcH2 = lines.join("\n");
548
- dsfNdx = shaderFiles.push(new RenderSystem_1.DebugShaderFile(fnameH, srcH2, isVS, false, false));
548
+ dsfNdx = shaderFiles.push(new RenderSystemDebugControl_1.DebugShaderFile(fnameH, srcH2, isVS, false, false));
549
549
  if (isVS)
550
550
  this._vertHNdx = dsfNdx - 1;
551
551
  else
@@ -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 } from \"@itwin/core-bentley\";\nimport { DebugShaderFile } from \"../../../render/RenderSystem\";\nimport { AttributeDetails } from \"./AttributeMap\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DrawParams, ShaderProgramParams } from \"./DrawCommand\";\nimport { GL } from \"./GL\";\nimport { Batch, Branch } from \"./Graphic\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueFlags } from \"./TechniqueFlags\";\n\n/* eslint-disable no-restricted-syntax */\n\n/** Flags which control some conditional branches in shader code\n * @internal\n */\nexport const enum ShaderFlags {\n None = 0,\n Monochrome = 1 << 0,\n NonUniformColor = 1 << 1,\n OITFlatAlphaWeight = 1 << 2,\n OITScaleOutput = 1 << 3,\n IgnoreNonLocatable = 1 << 4,\n}\n\n/** Describes the location of a uniform variable within a shader program.\n * @internal\n */\nexport class Uniform {\n private readonly _name: string;\n protected _handle?: UniformHandle;\n\n protected constructor(name: string) { this._name = name; }\n\n public compile(prog: ShaderProgram): boolean {\n assert(!this.isValid);\n if (undefined !== prog.glProgram) {\n this._handle = UniformHandle.create(prog, this._name);\n }\n\n return this.isValid;\n }\n\n public get isValid(): boolean { return undefined !== this._handle; }\n}\n\n/**\n * A function associated with a ProgramUniform which is invoked each time the shader program becomes active.\n * The function is responsible for setting the value of the uniform.\n * @internal\n */\nexport type BindProgramUniform = (uniform: UniformHandle, params: ShaderProgramParams) => void;\n\n/**\n * Describes the location of a uniform variable within a shader program, the value of which does not change while the program is active.\n * The supplied binding function will be invoked once each time the shader becomes active to set the value of the uniform.\n * @internal\n */\nexport class ProgramUniform extends Uniform {\n private readonly _bind: BindProgramUniform;\n\n public constructor(name: string, bind: BindProgramUniform) {\n super(name);\n this._bind = bind;\n }\n\n public bind(params: ShaderProgramParams): void {\n if (undefined !== this._handle) {\n this._bind(this._handle, params);\n }\n }\n}\n\n/**\n * A function associated with a GraphicUniform which is invoked each time a new graphic primitive is rendered using the associated shader.\n * The function is responsible for setting the value of the uniform.\n * @internal\n */\nexport type BindGraphicUniform = (uniform: UniformHandle, params: DrawParams) => void;\n\n/**\n * Describes the location of a uniform variable within a shader program, the value of which is dependent upon the graphic primitive\n * currently being rendered by the program. The supplied binding function will be invoked once for each graphic primitive submitted\n * to the program to set the value of the uniform.\n * @internal\n */\nexport class GraphicUniform extends Uniform {\n private readonly _bind: BindGraphicUniform;\n\n public constructor(name: string, bind: BindGraphicUniform) {\n super(name);\n this._bind = bind;\n }\n\n public bind(params: DrawParams): void {\n if (undefined !== this._handle) {\n this._bind(this._handle, params);\n }\n }\n}\n\n/** Describes the compilation status of a shader program. Programs may be compiled during idle time, or upon first use.\n * @internal\n */\nexport const enum CompileStatus {\n Success, // The program was successfully compiled.\n Failure, // The program failed to compile.\n Uncompiled, // No attempt has yet been made to compile the program.\n}\n\n/** @internal */\nexport class ShaderProgram implements WebGLDisposable {\n public vertSource: string;\n public fragSource: string;\n private _glProgram?: WebGLProgram;\n private _inUse: boolean = false;\n private _status: CompileStatus = CompileStatus.Uncompiled;\n private readonly _programUniforms = new Array<ProgramUniform>();\n private readonly _graphicUniforms = new Array<GraphicUniform>();\n private readonly _attrMap?: Map<string, AttributeDetails>;\n // for debugging purposes...\n public readonly description: string;\n private _fragDescription: string;\n private _vertGNdx: number = -1;\n private _fragGNdx: number = -1;\n private _vertHNdx: number = -1;\n private _fragHNdx: number = -1;\n public readonly outputsToPick;\n\n public constructor(gl: WebGL2RenderingContext, vertSource: string, fragSource: string, attrMap: Map<string, AttributeDetails> | undefined, description: string, fragDescription: string) {\n this.description = description;\n this.outputsToPick = description.includes(\"Overrides\") || description.includes(\"Pick\");\n this._fragDescription = fragDescription;\n this.vertSource = vertSource;\n this.fragSource = fragSource;\n this._attrMap = attrMap;\n\n const glProgram = gl.createProgram();\n this._glProgram = (null === glProgram) ? undefined : glProgram;\n }\n\n public get isDisposed(): boolean { return this._glProgram === undefined; }\n\n public [Symbol.dispose](): void {\n if (!this.isDisposed) {\n assert(!this._inUse);\n System.instance.context.deleteProgram(this._glProgram!);\n this._glProgram = undefined;\n this._status = CompileStatus.Uncompiled;\n }\n }\n\n /** @deprecated in 5.0 Use [Symbol.dispose] instead. */\n public dispose(): void {\n this[Symbol.dispose]();\n }\n\n public get glProgram(): WebGLProgram | undefined { return this._glProgram; }\n public get isUncompiled() { return CompileStatus.Uncompiled === this._status; }\n public get isCompiled() { return CompileStatus.Success === this._status; }\n\n private compileShader(type: GL.ShaderType): WebGLShader | undefined {\n const gl = System.instance.context;\n\n const shader = gl.createShader(type);\n if (null === shader)\n return undefined;\n\n const src = GL.ShaderType.Vertex === type ? this.vertSource : this.fragSource;\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n const succeeded = gl.getShaderParameter(shader, GL.ShaderParameter.CompileStatus) as boolean;\n if (!succeeded) {\n const compileLog = `${GL.ShaderType.Vertex === type ? \"Vertex\" : \"Fragment\"} shader failed to compile. Errors: ${gl.getShaderInfoLog(shader)} Program description: ${this.description}`;\n throw new Error(compileLog);\n }\n\n if (System.instance.options.debugShaders) {\n const isVS = GL.ShaderType.Vertex === type;\n const desc = isVS ? this.description : this._fragDescription;\n this.saveShaderCode(isVS, desc, src, shader);\n }\n\n return shader;\n }\n\n private linkProgram(vert: WebGLShader, frag: WebGLShader): boolean {\n assert(undefined !== this.glProgram);\n if (undefined === this._glProgram || null === this._glProgram) // because WebGL APIs used Thing|null, not Thing|undefined...\n return false;\n\n const gl = System.instance.context;\n gl.attachShader(this._glProgram, vert);\n gl.attachShader(this._glProgram, frag);\n\n // bind attribute locations before final linking\n if (this._attrMap !== undefined) {\n this._attrMap.forEach((attr: AttributeDetails, key: string) => {\n gl.bindAttribLocation(this._glProgram!, attr.location, key);\n });\n }\n\n gl.linkProgram(this._glProgram);\n\n const linkLog = gl.getProgramInfoLog(this._glProgram);\n gl.validateProgram(this._glProgram);\n\n const succeeded = gl.getProgramParameter(this._glProgram, GL.ProgramParameter.LinkStatus) as boolean;\n if (!succeeded) {\n const validateLog = gl.getProgramInfoLog(this._glProgram);\n const msg = `Shader program failed to link. Link errors: ${linkLog} Validation errors: ${validateLog} Program description: ${this.description}`;\n throw new Error(msg);\n }\n\n // Debug output\n const debugUniforms = false;\n if (debugUniforms) {\n const dbgLog = (x: string) => console.log(x); // eslint-disable-line no-console\n const outSrc = false; // true for source out, false for just varying info\n if (this._fragDescription) {\n let tStr = \"\";\n if (!outSrc) {\n tStr = `${this._fragDescription}`;\n }\n const numUniforms = gl.getProgramParameter(this._glProgram, GL.ProgramParameter.ActiveUniforms);\n const tStr2 = `Active Uniforms: ${numUniforms}`;\n if (tStr2) {\n if (outSrc) {\n dbgLog(\"//===============================================================================================================\");\n dbgLog(this.vertSource);\n dbgLog(\"//========= Num Active Uniforms =========\");\n dbgLog(`${tStr2}\\n`);\n dbgLog(this.fragSource);\n } else {\n dbgLog(`\\n${tStr2} ${tStr}\\n`);\n }\n }\n }\n }\n\n return true;\n }\n\n public compile(forUse: boolean = false): CompileStatus {\n if (System.instance.options.debugShaders && forUse && this._status === CompileStatus.Success)\n this.setDebugShaderUsage();\n\n switch (this._status) {\n case CompileStatus.Failure: return CompileStatus.Failure;\n case CompileStatus.Success: return CompileStatus.Success;\n default: {\n if (this.isDisposed) {\n this._status = CompileStatus.Failure;\n return CompileStatus.Failure;\n }\n break;\n }\n }\n\n this._status = CompileStatus.Failure;\n\n const vert = this.compileShader(GL.ShaderType.Vertex);\n const frag = this.compileShader(GL.ShaderType.Fragment);\n if (undefined !== vert && undefined !== frag)\n if (this.linkProgram(vert, frag) && this.compileUniforms(this._programUniforms) && this.compileUniforms(this._graphicUniforms))\n this._status = CompileStatus.Success;\n\n if (System.instance.options.debugShaders && forUse && this._status === CompileStatus.Success)\n this.setDebugShaderUsage();\n\n if (true !== System.instance.options.preserveShaderSourceCode)\n this.vertSource = this.fragSource = \"\";\n\n return this._status;\n }\n\n public use(params: ShaderProgramParams): boolean {\n if (this.compile(true) !== CompileStatus.Success)\n return false;\n\n assert(undefined !== this._glProgram);\n if (null === this._glProgram || undefined === this._glProgram)\n return false;\n\n assert(!this._inUse);\n this._inUse = true;\n params.context.useProgram(this._glProgram);\n\n for (const uniform of this._programUniforms)\n uniform.bind(params);\n\n return true;\n }\n\n public endUse() {\n this._inUse = false;\n System.instance.context.useProgram(null);\n }\n\n public draw(params: DrawParams): void {\n assert(this._inUse);\n for (const uniform of this._graphicUniforms)\n uniform.bind(params);\n\n params.geometry.draw();\n }\n\n public addProgramUniform(name: string, binding: BindProgramUniform) {\n assert(this.isUncompiled);\n this._programUniforms.push(new ProgramUniform(name, binding));\n }\n\n public addGraphicUniform(name: string, binding: BindGraphicUniform) {\n assert(this.isUncompiled);\n this._graphicUniforms.push(new GraphicUniform(name, binding));\n }\n\n private compileUniforms<T extends Uniform>(uniforms: T[]): boolean {\n for (const uniform of uniforms) {\n if (!uniform.compile(this))\n return false;\n }\n\n return true;\n }\n\n private setDebugShaderUsage() {\n if (!System.instance.options.debugShaders)\n return;\n\n const shaderFiles = System.instance.debugShaderFiles;\n if (this._vertGNdx >= 0)\n shaderFiles[this._vertGNdx].isUsed = true;\n\n if (this._fragGNdx >= 0)\n shaderFiles[this._fragGNdx].isUsed = true;\n\n if (this._vertHNdx >= 0)\n shaderFiles[this._vertHNdx].isUsed = true;\n\n if (this._fragHNdx >= 0)\n shaderFiles[this._fragHNdx].isUsed = true;\n }\n\n private saveShaderCode(isVS: boolean, desc: string, src: string, shader: WebGLShader) {\n // save glsl and hlsl (from Angle and fixed up) in DebugShaderFile\n if (!System.instance.options.debugShaders)\n return;\n\n const shaderFiles = System.instance.debugShaderFiles;\n let sname: string;\n if (desc) {\n sname = desc.split(isVS ? \"//!V! \" : \"//!F! \").join(\"\");\n sname = sname.split(\": \").join(\"-\");\n sname = sname.split(\"; \").join(\"-\");\n } else {\n // need to investigate shaders with no comments to derive names, for now come up with unique name\n sname = `noname-${shaderFiles.length}`;\n }\n\n sname += isVS ? \"_VS\" : \"_FS\";\n const fname = `${sname}.glsl`;\n let dsfNdx = shaderFiles.push(new DebugShaderFile(fname, src, isVS, true, false));\n if (isVS)\n this._vertGNdx = dsfNdx - 1;\n else\n this._fragGNdx = dsfNdx - 1;\n\n const ext2 = System.instance.context.getExtension(\"WEBGL_debug_shaders\");\n if (!ext2)\n return;\n\n const srcH = ext2.getTranslatedShaderSource(shader);\n if (!srcH)\n return;\n\n // TODO: implement WebGL2 specific inputs for gl_VertexID and gl_InstanceID if ever used\n\n // parse and edit srcH to make it compilable\n const fnameH = `${sname}.hlsl`;\n let numTargets = 0; // for gl_Color cases\n let haveGLpos = false;\n let haveGLpntsz = false;\n let haveGLDepth = false;\n let haveGLFrontFacing = false;\n let haveGLPointCoord = false;\n let haveGLFragCoord = false;\n let haveGLFragColorOnly = false; // for only 1 output\n const haveGLFragColor = [false, false, false, false, false, false, false, false];\n const attrs: string[] = new Array<string>();\n const varyings: string[] = new Array<string>();\n const lines = srcH.split(\"\\n\");\n let toss = true;\n for (let ndx = 0; ndx < lines.length;) {\n let line = lines[ndx];\n if (line.indexOf(\"// INITIAL HLSL END\") >= 0)\n toss = true;\n\n if (toss)\n lines.splice(ndx, 1);\n\n if (line.indexOf(\"// INITIAL HLSL BEGIN\") >= 0) {\n toss = false;\n } else if (!toss) { // look for lines that need editing\n if (line.indexOf(\"Varyings\") >= 0) { // save off varyings in either case\n while (ndx + 1 < lines.length && lines[ndx + 1].indexOf(\"static\") >= 0) {\n ++ndx;\n line = lines[ndx].substring(6).trimStart();\n varyings.push(line.substring(0, line.indexOf(\"=\")));\n }\n }\n\n if (isVS) {\n if (line.indexOf(\"Attributes\") >= 0) { // save off attributes\n while (ndx + 1 < lines.length && lines[ndx + 1].indexOf(\"static\") >= 0) {\n ++ndx;\n line = lines[ndx].substring(6).trimStart();\n attrs.push(line.substring(0, line.indexOf(\"=\")));\n }\n } else if (line.indexOf(\"static float4 gl_Position\") >= 0) {\n haveGLpos = true;\n } else if (line.indexOf(\"static float gl_PointSize\") >= 0) {\n haveGLpntsz = true;\n } else if (line.indexOf(\"@@ VERTEX ATTRIBUTES @@\") >= 0) {\n lines[ndx] = \"// @@ VERTEX ATTRIBUTES @@\";\n } else if (line.indexOf(\"@@ MAIN PROLOGUE @@\") >= 0) {\n lines[ndx] = \"// @@ MAIN PROLOGUE @@\\ngetInput(input);\";\n } else if (line.indexOf(\"@@ VERTEX OUTPUT @@\") >= 0) {\n // have to create a VS_OUTPUT struct and a generateOutput function from varyings\n lines[ndx] = \"// @@ VERTEX OUTPUT @@\\nstruct VS_INPUT\\n {\";\n let aNdx = 0;\n for (const tstr of attrs) {\n ++ndx;\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${aNdx};`);\n ++aNdx;\n }\n\n ++ndx;\n lines.splice(ndx, 0, \" };\\nvoid getInput(VS_INPUT input) {\");\n for (const tstr of attrs) {\n let t = tstr.indexOf(\"_a\");\n let vName = tstr.substring(t);\n t = vName.indexOf(\" \");\n vName = vName.substring(0, t);\n ++ndx;\n lines.splice(ndx, 0, ` ${vName} = input.${vName};`);\n }\n\n ++ndx;\n lines.splice(ndx, 0, \"}\\nstruct VS_OUTPUT\\n {\");\n if (haveGLpos) {\n ++ndx;\n lines.splice(ndx, 0, \" float4 _v_position : SV_Position;\");\n }\n\n if (haveGLpntsz) {\n ++ndx;\n lines.splice(ndx, 0, \" float gl_PointSize : PointSize;\");\n }\n\n let vNdx = 0;\n for (const tstr of varyings) {\n ++ndx;\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${vNdx};`);\n ++vNdx;\n }\n\n ++ndx;\n lines.splice(ndx, 0, \" };\\nVS_OUTPUT generateOutput(VS_INPUT input) {\\n VS_OUTPUT output;\");\n if (haveGLpos) {\n ++ndx;\n lines.splice(ndx, 0, \" output._v_position = gl_Position;\");\n }\n\n if (haveGLpntsz) {\n ++ndx;\n lines.splice(ndx, 0, \" output.gl_PointSize = gl_PointSize;\");\n }\n\n for (const tstr of varyings) {\n let t = tstr.indexOf(\"_v\");\n let vName = tstr.substring(t);\n t = vName.indexOf(\" \");\n vName = vName.substring(0, t);\n ++ndx;\n lines.splice(ndx, 0, ` output.${vName} = ${vName};`);\n }\n\n ++ndx;\n lines.splice(ndx, 0, \" return output;\\n}\");\n }\n } else { // fragment shader\n let tNdx = 0;\n if (line.indexOf(\"static float4 gl_Color[\") >= 0) {\n //\n } else if (line.indexOf(\"gl_Color[0] =\") >= 0) {\n if (numTargets < 1)\n numTargets = 1;\n } else if (line.indexOf(\"gl_Color[1] =\") >= 0) {\n if (numTargets < 2)\n numTargets = 2;\n } else if (line.indexOf(\"gl_Color[2] =\") >= 0) {\n if (numTargets < 3)\n numTargets = 3;\n } else if (line.indexOf(\"gl_Color[3] =\") >= 0) {\n numTargets = 4;\n } else if (line.indexOf(\"gl_Depth\") >= 0) {\n haveGLDepth = true;\n } else if (line.indexOf(\"gl_FrontFacing\") >= 0) {\n haveGLFrontFacing = true;\n } else if (line.indexOf(\"gl_PointCoord\") >= 0) {\n haveGLPointCoord = true;\n } else if (line.indexOf(\"gl_FragCoord\") >= 0) {\n haveGLFragCoord = true;\n } else if ((tNdx = line.indexOf(\"out_FragColor\")) >= 0) {\n const c = line.substring(tNdx + 13, tNdx + 13 + 1);\n if (c === \" \" || c === \"=\")\n haveGLFragColorOnly = true;\n else {\n tNdx = +c;\n haveGLFragColor[tNdx] = true;\n }\n } else if (line.indexOf(\"@@ PIXEL OUTPUT @@\") >= 0) {\n // have to create a VS_OUTPUT struct, a getInputs function (both from varyings),\n // a PS_OUTPUT struct, and a generateOutput function (both based on numTargets or haveGLFragColor)\n lines[ndx] = \"// @@ PIXEL OUTPUT @@\\nstruct VS_OUTPUT\\n {\";\n if (haveGLFragCoord) {\n ++ndx;\n lines.splice(ndx, 0, \" float4 gl_FragCoord : SV_POSITION;\");\n }\n\n let vNdx = 0;\n for (const tstr of varyings) {\n ++ndx;\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${vNdx};`);\n ++vNdx;\n }\n\n if (haveGLFrontFacing) {\n ++ndx;\n lines.splice(ndx, 0, \" bool gl_FrontFacing : SV_IsFrontFace;\");\n }\n\n if (haveGLPointCoord) {\n ++ndx;\n lines.splice(ndx, 0, \" float2 gl_PointCoord : PointCoord;\");\n }\n\n ++ndx;\n lines.splice(ndx, 0, \" };\\nvoid getInputs(VS_OUTPUT input) {\");\n if (haveGLFragCoord) {\n ++ndx;\n lines.splice(ndx, 0, \" gl_FragCoord = input.gl_FragCoord;\");\n }\n\n for (const tstr of varyings) {\n let t = tstr.indexOf(\"_v\");\n let vName = tstr.substring(t);\n t = vName.indexOf(\" \");\n vName = vName.substring(0, t);\n ++ndx;\n lines.splice(ndx, 0, ` ${vName} = input.${vName};`);\n }\n\n if (haveGLFrontFacing) {\n ++ndx;\n lines.splice(ndx, 0, \" gl_FrontFacing = input.gl_FrontFacing;\");\n }\n\n if (haveGLPointCoord) {\n ++ndx;\n lines.splice(ndx, 0, \" gl_PointCoord = input.gl_PointCoord;\");\n }\n\n ++ndx;\n lines.splice(ndx, 0, \"}\\nstruct PS_OUTPUT\\n {\");\n let cNdx = 0;\n while (cNdx < numTargets) {\n ++ndx;\n lines.splice(ndx, 0, ` float4 col${cNdx} : SV_TARGET${cNdx};`);\n ++cNdx;\n }\n\n if (haveGLFragColorOnly) {\n ++ndx;\n lines.splice(ndx, 0, \" float4 out_FragColor : SV_TARGET;\");\n } else {\n for (cNdx = 0; cNdx < haveGLFragColor.length; ++cNdx) {\n if (haveGLFragColor[cNdx]) {\n ++ndx;\n lines.splice(ndx, 0, ` float4 out_FragColor${cNdx} : SV_TARGET${cNdx};`);\n }\n }\n }\n\n if (haveGLDepth) {\n ++ndx;\n lines.splice(ndx, 0, \" float gl_Depth : SV_Depth;\");\n }\n\n ++ndx;\n lines.splice(ndx, 0, \" };\\nPS_OUTPUT generateOutput () {\\n PS_OUTPUT output;\");\n cNdx = 0;\n while (cNdx < numTargets) {\n ++ndx;\n lines.splice(ndx, 0, ` output.col${cNdx} = gl_Color[${cNdx}];`);\n ++cNdx;\n }\n\n if (haveGLFragColorOnly) {\n ++ndx;\n lines.splice(ndx, 0, \" output.out_FragColor = out_FragColor;\");\n } else {\n for (cNdx = 0; cNdx < haveGLFragColor.length; ++cNdx) {\n if (haveGLFragColor[cNdx]) {\n ++ndx;\n lines.splice(ndx, 0, ` output.out_FragColor${cNdx} = out_FragColor${cNdx};`);\n }\n }\n }\n\n if (haveGLDepth) {\n ++ndx;\n lines.splice(ndx, 0, \" output.gl_Depth = gl_Depth;\");\n }\n\n ++ndx;\n lines.splice(ndx, 0, \" return output;\\n}\");\n } else if (line.indexOf(\"PS_OUTPUT main\") >= 0) {\n lines[ndx] = `// ${line}\\nPS_OUTPUT main(VS_OUTPUT input){`;\n } else if (line.indexOf(\"@@ MAIN PROLOGUE @@\") >= 0) {\n lines[ndx] = `// ${line}\\ngetInputs(input);`;\n }\n }\n\n ++ndx;\n }\n }\n\n const srcH2 = lines.join(\"\\n\");\n dsfNdx = shaderFiles.push(new DebugShaderFile(fnameH, srcH2, isVS, false, false));\n if (isVS)\n this._vertHNdx = dsfNdx - 1;\n else\n this._fragHNdx = dsfNdx - 1;\n }\n}\n\n/** Context in which ShaderPrograms are executed. Avoids switching shaders unnecessarily.\n * Ensures shader programs are compiled before use and un-bound when scope is disposed.\n * Instances of this class must *only* be declared with the `using` keyword!\n * @internal\n */\nexport class ShaderProgramExecutor {\n private _program?: ShaderProgram;\n private static _params?: ShaderProgramParams;\n\n public constructor(target: Target, pass: RenderPass, program?: ShaderProgram) {\n this.params.init(target, pass);\n this.changeProgram(program);\n }\n\n public static freeParams(): void {\n this._params = undefined;\n }\n\n private _isDisposed = false;\n public get isDisposed(): boolean { return this._isDisposed; }\n\n /** Clears the current program to be executed. This does not free WebGL resources, since those are owned by Techniques. */\n public [Symbol.dispose]() {\n this.changeProgram(undefined);\n ShaderProgramExecutor.freeParams();\n this._isDisposed = true;\n }\n\n /** @deprecated in 5.0 Use [Symbol.dispose] instead. */\n public dispose() {\n this[Symbol.dispose]();\n }\n\n public setProgram(program: ShaderProgram): boolean { return this.changeProgram(program); }\n public get isValid() { return undefined !== this._program; }\n public get target() { return this.params.target; }\n public get renderPass() { return this.params.renderPass; }\n public get params() {\n if (undefined === ShaderProgramExecutor._params)\n ShaderProgramExecutor._params = new ShaderProgramParams();\n\n return ShaderProgramExecutor._params;\n }\n\n public draw(params: DrawParams) {\n assert(this.isValid);\n if (undefined !== this._program) {\n this._program.draw(params);\n }\n }\n public drawInterrupt(params: DrawParams) {\n assert(params.target === this.params.target);\n\n const tech = params.target.techniques.getTechnique(params.geometry.techniqueId);\n const program = tech.getShader(TechniqueFlags.defaults);\n if (this.setProgram(program)) {\n this.draw(params);\n }\n }\n\n public pushBranch(branch: Branch): void { this.target.pushBranch(branch); }\n public popBranch(): void { this.target.popBranch(); }\n public pushBatch(batch: Batch): void { this.target.pushBatch(batch); }\n public popBatch(): void { this.target.popBatch(); }\n\n private changeProgram(program?: ShaderProgram): boolean {\n if (this._program === program) {\n return true;\n } else if (undefined !== this._program) {\n this._program.endUse();\n }\n\n this._program = program;\n if (undefined !== program && !program.use(this.params)) {\n this._program = undefined;\n return false;\n }\n\n return true;\n }\n}\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert } from \"@itwin/core-bentley\";\nimport { DebugShaderFile } from \"../RenderSystemDebugControl\";\nimport { AttributeDetails } from \"./AttributeMap\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DrawParams, ShaderProgramParams } from \"./DrawCommand\";\nimport { GL } from \"./GL\";\nimport { Batch, Branch } from \"./Graphic\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueFlags } from \"./TechniqueFlags\";\n\n/* eslint-disable no-restricted-syntax */\n\n/** Flags which control some conditional branches in shader code\n * @internal\n */\nexport const enum ShaderFlags {\n None = 0,\n Monochrome = 1 << 0,\n NonUniformColor = 1 << 1,\n OITFlatAlphaWeight = 1 << 2,\n OITScaleOutput = 1 << 3,\n IgnoreNonLocatable = 1 << 4,\n}\n\n/** Describes the location of a uniform variable within a shader program.\n * @internal\n */\nexport class Uniform {\n private readonly _name: string;\n protected _handle?: UniformHandle;\n\n protected constructor(name: string) { this._name = name; }\n\n public compile(prog: ShaderProgram): boolean {\n assert(!this.isValid);\n if (undefined !== prog.glProgram) {\n this._handle = UniformHandle.create(prog, this._name);\n }\n\n return this.isValid;\n }\n\n public get isValid(): boolean { return undefined !== this._handle; }\n}\n\n/**\n * A function associated with a ProgramUniform which is invoked each time the shader program becomes active.\n * The function is responsible for setting the value of the uniform.\n * @internal\n */\nexport type BindProgramUniform = (uniform: UniformHandle, params: ShaderProgramParams) => void;\n\n/**\n * Describes the location of a uniform variable within a shader program, the value of which does not change while the program is active.\n * The supplied binding function will be invoked once each time the shader becomes active to set the value of the uniform.\n * @internal\n */\nexport class ProgramUniform extends Uniform {\n private readonly _bind: BindProgramUniform;\n\n public constructor(name: string, bind: BindProgramUniform) {\n super(name);\n this._bind = bind;\n }\n\n public bind(params: ShaderProgramParams): void {\n if (undefined !== this._handle) {\n this._bind(this._handle, params);\n }\n }\n}\n\n/**\n * A function associated with a GraphicUniform which is invoked each time a new graphic primitive is rendered using the associated shader.\n * The function is responsible for setting the value of the uniform.\n * @internal\n */\nexport type BindGraphicUniform = (uniform: UniformHandle, params: DrawParams) => void;\n\n/**\n * Describes the location of a uniform variable within a shader program, the value of which is dependent upon the graphic primitive\n * currently being rendered by the program. The supplied binding function will be invoked once for each graphic primitive submitted\n * to the program to set the value of the uniform.\n * @internal\n */\nexport class GraphicUniform extends Uniform {\n private readonly _bind: BindGraphicUniform;\n\n public constructor(name: string, bind: BindGraphicUniform) {\n super(name);\n this._bind = bind;\n }\n\n public bind(params: DrawParams): void {\n if (undefined !== this._handle) {\n this._bind(this._handle, params);\n }\n }\n}\n\n/** Describes the compilation status of a shader program. Programs may be compiled during idle time, or upon first use.\n * @internal\n */\nexport const enum CompileStatus {\n Success, // The program was successfully compiled.\n Failure, // The program failed to compile.\n Uncompiled, // No attempt has yet been made to compile the program.\n}\n\n/** @internal */\nexport class ShaderProgram implements WebGLDisposable {\n public vertSource: string;\n public fragSource: string;\n private _glProgram?: WebGLProgram;\n private _inUse: boolean = false;\n private _status: CompileStatus = CompileStatus.Uncompiled;\n private readonly _programUniforms = new Array<ProgramUniform>();\n private readonly _graphicUniforms = new Array<GraphicUniform>();\n private readonly _attrMap?: Map<string, AttributeDetails>;\n // for debugging purposes...\n public readonly description: string;\n private _fragDescription: string;\n private _vertGNdx: number = -1;\n private _fragGNdx: number = -1;\n private _vertHNdx: number = -1;\n private _fragHNdx: number = -1;\n public readonly outputsToPick;\n\n public constructor(gl: WebGL2RenderingContext, vertSource: string, fragSource: string, attrMap: Map<string, AttributeDetails> | undefined, description: string, fragDescription: string) {\n this.description = description;\n this.outputsToPick = description.includes(\"Overrides\") || description.includes(\"Pick\");\n this._fragDescription = fragDescription;\n this.vertSource = vertSource;\n this.fragSource = fragSource;\n this._attrMap = attrMap;\n\n const glProgram = gl.createProgram();\n this._glProgram = (null === glProgram) ? undefined : glProgram;\n }\n\n public get isDisposed(): boolean { return this._glProgram === undefined; }\n\n public [Symbol.dispose](): void {\n if (!this.isDisposed) {\n assert(!this._inUse);\n System.instance.context.deleteProgram(this._glProgram!);\n this._glProgram = undefined;\n this._status = CompileStatus.Uncompiled;\n }\n }\n\n /** @deprecated in 5.0 Use [Symbol.dispose] instead. */\n public dispose(): void {\n this[Symbol.dispose]();\n }\n\n public get glProgram(): WebGLProgram | undefined { return this._glProgram; }\n public get isUncompiled() { return CompileStatus.Uncompiled === this._status; }\n public get isCompiled() { return CompileStatus.Success === this._status; }\n\n private compileShader(type: GL.ShaderType): WebGLShader | undefined {\n const gl = System.instance.context;\n\n const shader = gl.createShader(type);\n if (null === shader)\n return undefined;\n\n const src = GL.ShaderType.Vertex === type ? this.vertSource : this.fragSource;\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n const succeeded = gl.getShaderParameter(shader, GL.ShaderParameter.CompileStatus) as boolean;\n if (!succeeded) {\n const compileLog = `${GL.ShaderType.Vertex === type ? \"Vertex\" : \"Fragment\"} shader failed to compile. Errors: ${gl.getShaderInfoLog(shader)} Program description: ${this.description}`;\n throw new Error(compileLog);\n }\n\n if (System.instance.options.debugShaders) {\n const isVS = GL.ShaderType.Vertex === type;\n const desc = isVS ? this.description : this._fragDescription;\n this.saveShaderCode(isVS, desc, src, shader);\n }\n\n return shader;\n }\n\n private linkProgram(vert: WebGLShader, frag: WebGLShader): boolean {\n assert(undefined !== this.glProgram);\n if (undefined === this._glProgram || null === this._glProgram) // because WebGL APIs used Thing|null, not Thing|undefined...\n return false;\n\n const gl = System.instance.context;\n gl.attachShader(this._glProgram, vert);\n gl.attachShader(this._glProgram, frag);\n\n // bind attribute locations before final linking\n if (this._attrMap !== undefined) {\n this._attrMap.forEach((attr: AttributeDetails, key: string) => {\n gl.bindAttribLocation(this._glProgram!, attr.location, key);\n });\n }\n\n gl.linkProgram(this._glProgram);\n\n const linkLog = gl.getProgramInfoLog(this._glProgram);\n gl.validateProgram(this._glProgram);\n\n const succeeded = gl.getProgramParameter(this._glProgram, GL.ProgramParameter.LinkStatus) as boolean;\n if (!succeeded) {\n const validateLog = gl.getProgramInfoLog(this._glProgram);\n const msg = `Shader program failed to link. Link errors: ${linkLog} Validation errors: ${validateLog} Program description: ${this.description}`;\n throw new Error(msg);\n }\n\n // Debug output\n const debugUniforms = false;\n if (debugUniforms) {\n const dbgLog = (x: string) => console.log(x); // eslint-disable-line no-console\n const outSrc = false; // true for source out, false for just varying info\n if (this._fragDescription) {\n let tStr = \"\";\n if (!outSrc) {\n tStr = `${this._fragDescription}`;\n }\n const numUniforms = gl.getProgramParameter(this._glProgram, GL.ProgramParameter.ActiveUniforms);\n const tStr2 = `Active Uniforms: ${numUniforms}`;\n if (tStr2) {\n if (outSrc) {\n dbgLog(\"//===============================================================================================================\");\n dbgLog(this.vertSource);\n dbgLog(\"//========= Num Active Uniforms =========\");\n dbgLog(`${tStr2}\\n`);\n dbgLog(this.fragSource);\n } else {\n dbgLog(`\\n${tStr2} ${tStr}\\n`);\n }\n }\n }\n }\n\n return true;\n }\n\n public compile(forUse: boolean = false): CompileStatus {\n if (System.instance.options.debugShaders && forUse && this._status === CompileStatus.Success)\n this.setDebugShaderUsage();\n\n switch (this._status) {\n case CompileStatus.Failure: return CompileStatus.Failure;\n case CompileStatus.Success: return CompileStatus.Success;\n default: {\n if (this.isDisposed) {\n this._status = CompileStatus.Failure;\n return CompileStatus.Failure;\n }\n break;\n }\n }\n\n this._status = CompileStatus.Failure;\n\n const vert = this.compileShader(GL.ShaderType.Vertex);\n const frag = this.compileShader(GL.ShaderType.Fragment);\n if (undefined !== vert && undefined !== frag)\n if (this.linkProgram(vert, frag) && this.compileUniforms(this._programUniforms) && this.compileUniforms(this._graphicUniforms))\n this._status = CompileStatus.Success;\n\n if (System.instance.options.debugShaders && forUse && this._status === CompileStatus.Success)\n this.setDebugShaderUsage();\n\n if (true !== System.instance.options.preserveShaderSourceCode)\n this.vertSource = this.fragSource = \"\";\n\n return this._status;\n }\n\n public use(params: ShaderProgramParams): boolean {\n if (this.compile(true) !== CompileStatus.Success)\n return false;\n\n assert(undefined !== this._glProgram);\n if (null === this._glProgram || undefined === this._glProgram)\n return false;\n\n assert(!this._inUse);\n this._inUse = true;\n params.context.useProgram(this._glProgram);\n\n for (const uniform of this._programUniforms)\n uniform.bind(params);\n\n return true;\n }\n\n public endUse() {\n this._inUse = false;\n System.instance.context.useProgram(null);\n }\n\n public draw(params: DrawParams): void {\n assert(this._inUse);\n for (const uniform of this._graphicUniforms)\n uniform.bind(params);\n\n params.geometry.draw();\n }\n\n public addProgramUniform(name: string, binding: BindProgramUniform) {\n assert(this.isUncompiled);\n this._programUniforms.push(new ProgramUniform(name, binding));\n }\n\n public addGraphicUniform(name: string, binding: BindGraphicUniform) {\n assert(this.isUncompiled);\n this._graphicUniforms.push(new GraphicUniform(name, binding));\n }\n\n private compileUniforms<T extends Uniform>(uniforms: T[]): boolean {\n for (const uniform of uniforms) {\n if (!uniform.compile(this))\n return false;\n }\n\n return true;\n }\n\n private setDebugShaderUsage() {\n if (!System.instance.options.debugShaders)\n return;\n\n const shaderFiles = System.instance.debugShaderFiles;\n if (this._vertGNdx >= 0)\n shaderFiles[this._vertGNdx].isUsed = true;\n\n if (this._fragGNdx >= 0)\n shaderFiles[this._fragGNdx].isUsed = true;\n\n if (this._vertHNdx >= 0)\n shaderFiles[this._vertHNdx].isUsed = true;\n\n if (this._fragHNdx >= 0)\n shaderFiles[this._fragHNdx].isUsed = true;\n }\n\n private saveShaderCode(isVS: boolean, desc: string, src: string, shader: WebGLShader) {\n // save glsl and hlsl (from Angle and fixed up) in DebugShaderFile\n if (!System.instance.options.debugShaders)\n return;\n\n const shaderFiles = System.instance.debugShaderFiles;\n let sname: string;\n if (desc) {\n sname = desc.split(isVS ? \"//!V! \" : \"//!F! \").join(\"\");\n sname = sname.split(\": \").join(\"-\");\n sname = sname.split(\"; \").join(\"-\");\n } else {\n // need to investigate shaders with no comments to derive names, for now come up with unique name\n sname = `noname-${shaderFiles.length}`;\n }\n\n sname += isVS ? \"_VS\" : \"_FS\";\n const fname = `${sname}.glsl`;\n let dsfNdx = shaderFiles.push(new DebugShaderFile(fname, src, isVS, true, false));\n if (isVS)\n this._vertGNdx = dsfNdx - 1;\n else\n this._fragGNdx = dsfNdx - 1;\n\n const ext2 = System.instance.context.getExtension(\"WEBGL_debug_shaders\");\n if (!ext2)\n return;\n\n const srcH = ext2.getTranslatedShaderSource(shader);\n if (!srcH)\n return;\n\n // TODO: implement WebGL2 specific inputs for gl_VertexID and gl_InstanceID if ever used\n\n // parse and edit srcH to make it compilable\n const fnameH = `${sname}.hlsl`;\n let numTargets = 0; // for gl_Color cases\n let haveGLpos = false;\n let haveGLpntsz = false;\n let haveGLDepth = false;\n let haveGLFrontFacing = false;\n let haveGLPointCoord = false;\n let haveGLFragCoord = false;\n let haveGLFragColorOnly = false; // for only 1 output\n const haveGLFragColor = [false, false, false, false, false, false, false, false];\n const attrs: string[] = new Array<string>();\n const varyings: string[] = new Array<string>();\n const lines = srcH.split(\"\\n\");\n let toss = true;\n for (let ndx = 0; ndx < lines.length;) {\n let line = lines[ndx];\n if (line.indexOf(\"// INITIAL HLSL END\") >= 0)\n toss = true;\n\n if (toss)\n lines.splice(ndx, 1);\n\n if (line.indexOf(\"// INITIAL HLSL BEGIN\") >= 0) {\n toss = false;\n } else if (!toss) { // look for lines that need editing\n if (line.indexOf(\"Varyings\") >= 0) { // save off varyings in either case\n while (ndx + 1 < lines.length && lines[ndx + 1].indexOf(\"static\") >= 0) {\n ++ndx;\n line = lines[ndx].substring(6).trimStart();\n varyings.push(line.substring(0, line.indexOf(\"=\")));\n }\n }\n\n if (isVS) {\n if (line.indexOf(\"Attributes\") >= 0) { // save off attributes\n while (ndx + 1 < lines.length && lines[ndx + 1].indexOf(\"static\") >= 0) {\n ++ndx;\n line = lines[ndx].substring(6).trimStart();\n attrs.push(line.substring(0, line.indexOf(\"=\")));\n }\n } else if (line.indexOf(\"static float4 gl_Position\") >= 0) {\n haveGLpos = true;\n } else if (line.indexOf(\"static float gl_PointSize\") >= 0) {\n haveGLpntsz = true;\n } else if (line.indexOf(\"@@ VERTEX ATTRIBUTES @@\") >= 0) {\n lines[ndx] = \"// @@ VERTEX ATTRIBUTES @@\";\n } else if (line.indexOf(\"@@ MAIN PROLOGUE @@\") >= 0) {\n lines[ndx] = \"// @@ MAIN PROLOGUE @@\\ngetInput(input);\";\n } else if (line.indexOf(\"@@ VERTEX OUTPUT @@\") >= 0) {\n // have to create a VS_OUTPUT struct and a generateOutput function from varyings\n lines[ndx] = \"// @@ VERTEX OUTPUT @@\\nstruct VS_INPUT\\n {\";\n let aNdx = 0;\n for (const tstr of attrs) {\n ++ndx;\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${aNdx};`);\n ++aNdx;\n }\n\n ++ndx;\n lines.splice(ndx, 0, \" };\\nvoid getInput(VS_INPUT input) {\");\n for (const tstr of attrs) {\n let t = tstr.indexOf(\"_a\");\n let vName = tstr.substring(t);\n t = vName.indexOf(\" \");\n vName = vName.substring(0, t);\n ++ndx;\n lines.splice(ndx, 0, ` ${vName} = input.${vName};`);\n }\n\n ++ndx;\n lines.splice(ndx, 0, \"}\\nstruct VS_OUTPUT\\n {\");\n if (haveGLpos) {\n ++ndx;\n lines.splice(ndx, 0, \" float4 _v_position : SV_Position;\");\n }\n\n if (haveGLpntsz) {\n ++ndx;\n lines.splice(ndx, 0, \" float gl_PointSize : PointSize;\");\n }\n\n let vNdx = 0;\n for (const tstr of varyings) {\n ++ndx;\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${vNdx};`);\n ++vNdx;\n }\n\n ++ndx;\n lines.splice(ndx, 0, \" };\\nVS_OUTPUT generateOutput(VS_INPUT input) {\\n VS_OUTPUT output;\");\n if (haveGLpos) {\n ++ndx;\n lines.splice(ndx, 0, \" output._v_position = gl_Position;\");\n }\n\n if (haveGLpntsz) {\n ++ndx;\n lines.splice(ndx, 0, \" output.gl_PointSize = gl_PointSize;\");\n }\n\n for (const tstr of varyings) {\n let t = tstr.indexOf(\"_v\");\n let vName = tstr.substring(t);\n t = vName.indexOf(\" \");\n vName = vName.substring(0, t);\n ++ndx;\n lines.splice(ndx, 0, ` output.${vName} = ${vName};`);\n }\n\n ++ndx;\n lines.splice(ndx, 0, \" return output;\\n}\");\n }\n } else { // fragment shader\n let tNdx = 0;\n if (line.indexOf(\"static float4 gl_Color[\") >= 0) {\n //\n } else if (line.indexOf(\"gl_Color[0] =\") >= 0) {\n if (numTargets < 1)\n numTargets = 1;\n } else if (line.indexOf(\"gl_Color[1] =\") >= 0) {\n if (numTargets < 2)\n numTargets = 2;\n } else if (line.indexOf(\"gl_Color[2] =\") >= 0) {\n if (numTargets < 3)\n numTargets = 3;\n } else if (line.indexOf(\"gl_Color[3] =\") >= 0) {\n numTargets = 4;\n } else if (line.indexOf(\"gl_Depth\") >= 0) {\n haveGLDepth = true;\n } else if (line.indexOf(\"gl_FrontFacing\") >= 0) {\n haveGLFrontFacing = true;\n } else if (line.indexOf(\"gl_PointCoord\") >= 0) {\n haveGLPointCoord = true;\n } else if (line.indexOf(\"gl_FragCoord\") >= 0) {\n haveGLFragCoord = true;\n } else if ((tNdx = line.indexOf(\"out_FragColor\")) >= 0) {\n const c = line.substring(tNdx + 13, tNdx + 13 + 1);\n if (c === \" \" || c === \"=\")\n haveGLFragColorOnly = true;\n else {\n tNdx = +c;\n haveGLFragColor[tNdx] = true;\n }\n } else if (line.indexOf(\"@@ PIXEL OUTPUT @@\") >= 0) {\n // have to create a VS_OUTPUT struct, a getInputs function (both from varyings),\n // a PS_OUTPUT struct, and a generateOutput function (both based on numTargets or haveGLFragColor)\n lines[ndx] = \"// @@ PIXEL OUTPUT @@\\nstruct VS_OUTPUT\\n {\";\n if (haveGLFragCoord) {\n ++ndx;\n lines.splice(ndx, 0, \" float4 gl_FragCoord : SV_POSITION;\");\n }\n\n let vNdx = 0;\n for (const tstr of varyings) {\n ++ndx;\n lines.splice(ndx, 0, ` ${tstr}: TEXCOORD${vNdx};`);\n ++vNdx;\n }\n\n if (haveGLFrontFacing) {\n ++ndx;\n lines.splice(ndx, 0, \" bool gl_FrontFacing : SV_IsFrontFace;\");\n }\n\n if (haveGLPointCoord) {\n ++ndx;\n lines.splice(ndx, 0, \" float2 gl_PointCoord : PointCoord;\");\n }\n\n ++ndx;\n lines.splice(ndx, 0, \" };\\nvoid getInputs(VS_OUTPUT input) {\");\n if (haveGLFragCoord) {\n ++ndx;\n lines.splice(ndx, 0, \" gl_FragCoord = input.gl_FragCoord;\");\n }\n\n for (const tstr of varyings) {\n let t = tstr.indexOf(\"_v\");\n let vName = tstr.substring(t);\n t = vName.indexOf(\" \");\n vName = vName.substring(0, t);\n ++ndx;\n lines.splice(ndx, 0, ` ${vName} = input.${vName};`);\n }\n\n if (haveGLFrontFacing) {\n ++ndx;\n lines.splice(ndx, 0, \" gl_FrontFacing = input.gl_FrontFacing;\");\n }\n\n if (haveGLPointCoord) {\n ++ndx;\n lines.splice(ndx, 0, \" gl_PointCoord = input.gl_PointCoord;\");\n }\n\n ++ndx;\n lines.splice(ndx, 0, \"}\\nstruct PS_OUTPUT\\n {\");\n let cNdx = 0;\n while (cNdx < numTargets) {\n ++ndx;\n lines.splice(ndx, 0, ` float4 col${cNdx} : SV_TARGET${cNdx};`);\n ++cNdx;\n }\n\n if (haveGLFragColorOnly) {\n ++ndx;\n lines.splice(ndx, 0, \" float4 out_FragColor : SV_TARGET;\");\n } else {\n for (cNdx = 0; cNdx < haveGLFragColor.length; ++cNdx) {\n if (haveGLFragColor[cNdx]) {\n ++ndx;\n lines.splice(ndx, 0, ` float4 out_FragColor${cNdx} : SV_TARGET${cNdx};`);\n }\n }\n }\n\n if (haveGLDepth) {\n ++ndx;\n lines.splice(ndx, 0, \" float gl_Depth : SV_Depth;\");\n }\n\n ++ndx;\n lines.splice(ndx, 0, \" };\\nPS_OUTPUT generateOutput () {\\n PS_OUTPUT output;\");\n cNdx = 0;\n while (cNdx < numTargets) {\n ++ndx;\n lines.splice(ndx, 0, ` output.col${cNdx} = gl_Color[${cNdx}];`);\n ++cNdx;\n }\n\n if (haveGLFragColorOnly) {\n ++ndx;\n lines.splice(ndx, 0, \" output.out_FragColor = out_FragColor;\");\n } else {\n for (cNdx = 0; cNdx < haveGLFragColor.length; ++cNdx) {\n if (haveGLFragColor[cNdx]) {\n ++ndx;\n lines.splice(ndx, 0, ` output.out_FragColor${cNdx} = out_FragColor${cNdx};`);\n }\n }\n }\n\n if (haveGLDepth) {\n ++ndx;\n lines.splice(ndx, 0, \" output.gl_Depth = gl_Depth;\");\n }\n\n ++ndx;\n lines.splice(ndx, 0, \" return output;\\n}\");\n } else if (line.indexOf(\"PS_OUTPUT main\") >= 0) {\n lines[ndx] = `// ${line}\\nPS_OUTPUT main(VS_OUTPUT input){`;\n } else if (line.indexOf(\"@@ MAIN PROLOGUE @@\") >= 0) {\n lines[ndx] = `// ${line}\\ngetInputs(input);`;\n }\n }\n\n ++ndx;\n }\n }\n\n const srcH2 = lines.join(\"\\n\");\n dsfNdx = shaderFiles.push(new DebugShaderFile(fnameH, srcH2, isVS, false, false));\n if (isVS)\n this._vertHNdx = dsfNdx - 1;\n else\n this._fragHNdx = dsfNdx - 1;\n }\n}\n\n/** Context in which ShaderPrograms are executed. Avoids switching shaders unnecessarily.\n * Ensures shader programs are compiled before use and un-bound when scope is disposed.\n * Instances of this class must *only* be declared with the `using` keyword!\n * @internal\n */\nexport class ShaderProgramExecutor {\n private _program?: ShaderProgram;\n private static _params?: ShaderProgramParams;\n\n public constructor(target: Target, pass: RenderPass, program?: ShaderProgram) {\n this.params.init(target, pass);\n this.changeProgram(program);\n }\n\n public static freeParams(): void {\n this._params = undefined;\n }\n\n private _isDisposed = false;\n public get isDisposed(): boolean { return this._isDisposed; }\n\n /** Clears the current program to be executed. This does not free WebGL resources, since those are owned by Techniques. */\n public [Symbol.dispose]() {\n this.changeProgram(undefined);\n ShaderProgramExecutor.freeParams();\n this._isDisposed = true;\n }\n\n /** @deprecated in 5.0 Use [Symbol.dispose] instead. */\n public dispose() {\n this[Symbol.dispose]();\n }\n\n public setProgram(program: ShaderProgram): boolean { return this.changeProgram(program); }\n public get isValid() { return undefined !== this._program; }\n public get target() { return this.params.target; }\n public get renderPass() { return this.params.renderPass; }\n public get params() {\n if (undefined === ShaderProgramExecutor._params)\n ShaderProgramExecutor._params = new ShaderProgramParams();\n\n return ShaderProgramExecutor._params;\n }\n\n public draw(params: DrawParams) {\n assert(this.isValid);\n if (undefined !== this._program) {\n this._program.draw(params);\n }\n }\n public drawInterrupt(params: DrawParams) {\n assert(params.target === this.params.target);\n\n const tech = params.target.techniques.getTechnique(params.geometry.techniqueId);\n const program = tech.getShader(TechniqueFlags.defaults);\n if (this.setProgram(program)) {\n this.draw(params);\n }\n }\n\n public pushBranch(branch: Branch): void { this.target.pushBranch(branch); }\n public popBranch(): void { this.target.popBranch(); }\n public pushBatch(batch: Batch): void { this.target.pushBatch(batch); }\n public popBatch(): void { this.target.popBatch(); }\n\n private changeProgram(program?: ShaderProgram): boolean {\n if (this._program === program) {\n return true;\n } else if (undefined !== this._program) {\n this._program.endUse();\n }\n\n this._program = program;\n if (undefined !== program && !program.use(this.params)) {\n this._program = undefined;\n return false;\n }\n\n return true;\n }\n}\n"]}
@@ -2,7 +2,7 @@
2
2
  * @module WebGL
3
3
  */
4
4
  import { ColorDef } from "@itwin/core-common";
5
- import { RenderPlan } from "../../../render/RenderPlan";
5
+ import { RenderPlan } from "../RenderPlan";
6
6
  import { ColorInfo } from "./ColorInfo";
7
7
  import { FloatRgba } from "./FloatRGBA";
8
8
  import { UniformHandle } from "./UniformHandle";
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"StyleUniforms.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/StyleUniforms.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,QAAQ,EAAgC,MAAM,oBAAoB,CAAC;AAC5E,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC3C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAY,SAAS,EAAE,MAAM,aAAa,CAAC;AAClD,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAGhD;;GAEG;AACH,qBAAa,aAAa;IACxB,OAAO,CAAC,QAAQ,CAAkB;IAClC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAyC;IACjE,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAwC;IAC/D,OAAO,CAAC,UAAU,CAAkB;IACpC,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAA0C;IACnE,OAAO,CAAC,gBAAgB,CAAQ;IAChC,OAAO,CAAC,oBAAoB,CAA2C;IACvE,OAAO,CAAC,YAAY,CAAK;IAElB,OAAO,SAAK;IAEZ,MAAM,CAAC,IAAI,EAAE,UAAU,GAAG,IAAI;IAarC,OAAO,CAAC,qBAAqB;IAQtB,qBAAqB,CAAC,OAAO,EAAE,QAAQ,GAAG,IAAI;IAS9C,kBAAkB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAMhD,iBAAiB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAM/C,iBAAiB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKtD,IAAW,mBAAmB,IAAI,MAAM,CAEvC;IAED,IAAW,cAAc,IAAI,MAAM,CAElC;IAED,IAAW,mBAAmB,IAAI,MAAM,CAEvC;IAED,IAAW,eAAe,IAAI,MAAM,CAEnC;IAED,IAAW,eAAe,aAEzB;IAEM,mBAAmB,CAAC,MAAM,EAAE,SAAS,GAAG,IAAI;IAInD,IAAW,eAAe,IAAI,OAAO,CAEpC;IAED,IAAW,mBAAmB,IAAI,SAAS,CAE1C;CACF"}
@@ -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 { ColorDef, WhiteOnWhiteReversalSettings } from \"@itwin/core-common\";\nimport { RenderPlan } from \"../../../render/RenderPlan\";\nimport { ColorInfo } from \"./ColorInfo\";\nimport { FloatRgb, FloatRgba } from \"./FloatRGBA\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { desync, sync } from \"./Sync\";\n\n/** Maintains state of uniforms associated with the DisplayStyleState.\n * @internal\n */\nexport class StyleUniforms {\n private _bgColor = ColorDef.white;\n private readonly _bgRgba = FloatRgba.fromColorDef(this._bgColor);\n private readonly _bgRgb = FloatRgb.fromColorDef(this._bgColor);\n private _monoColor = ColorDef.white;\n private readonly _monoRgb = FloatRgb.fromColorDef(this._monoColor);\n private _wantWoWReversal = true;\n private _wowReversalSettings = WhiteOnWhiteReversalSettings.fromJSON();\n private _bgIntensity = 0;\n\n public syncKey = 0;\n\n public update(plan: RenderPlan): void {\n if (this._bgColor.equals(plan.bgColor) && this._monoColor.equals(plan.monoColor) && this._wowReversalSettings.equals(plan.whiteOnWhiteReversal))\n return;\n\n desync(this);\n\n this._monoColor = plan.monoColor;\n this._monoRgb.setColorDef(plan.monoColor);\n this._wowReversalSettings = plan.whiteOnWhiteReversal;\n\n this.updateBackgroundColor(plan.bgColor);\n }\n\n private updateBackgroundColor(bgColor: ColorDef): void {\n this._bgColor = bgColor;\n this._bgRgba.setColorDef(bgColor);\n this._bgRgb.setColorDef(bgColor);\n this._wantWoWReversal = this._wowReversalSettings.ignoreBackgroundColor || this._bgRgb.isWhite;\n this._bgIntensity = this._bgRgb.red * 0.3 + this._bgRgb.green * 0.59 + this._bgRgb.blue * 0.11;\n }\n\n public changeBackgroundColor(bgColor: ColorDef): void {\n if (bgColor.equals(this._bgColor))\n return;\n\n desync(this);\n this.updateBackgroundColor(bgColor);\n }\n\n // vec4\n public bindBackgroundRgba(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n this._bgRgba.bind(uniform);\n }\n\n // vec3\n public bindBackgroundRgb(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n this._bgRgb.bind(uniform);\n }\n\n // vec3\n public bindMonochromeRgb(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n this._monoRgb.bind(uniform);\n }\n\n public get backgroundIntensity(): number {\n return this._bgIntensity;\n }\n\n public get backgroundTbgr(): number {\n return this._bgColor.tbgr;\n }\n\n public get backgroundHexString(): string {\n return this._bgColor.toHexString();\n }\n\n public get backgroundAlpha(): number {\n return this._bgRgba.alpha;\n }\n\n public get backgroundColor() {\n return this._bgColor;\n }\n\n public cloneBackgroundRgba(result: FloatRgba): void {\n this._bgRgba.clone(result);\n }\n\n public get wantWoWReversal(): boolean {\n return this._wantWoWReversal;\n }\n\n public get backgroundColorInfo(): ColorInfo {\n return ColorInfo.createUniform(this._bgRgba);\n }\n}\n"]}
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { ColorDef, WhiteOnWhiteReversalSettings } from \"@itwin/core-common\";\nimport { RenderPlan } from \"../RenderPlan\";\nimport { ColorInfo } from \"./ColorInfo\";\nimport { FloatRgb, FloatRgba } from \"./FloatRGBA\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { desync, sync } from \"./Sync\";\n\n/** Maintains state of uniforms associated with the DisplayStyleState.\n * @internal\n */\nexport class StyleUniforms {\n private _bgColor = ColorDef.white;\n private readonly _bgRgba = FloatRgba.fromColorDef(this._bgColor);\n private readonly _bgRgb = FloatRgb.fromColorDef(this._bgColor);\n private _monoColor = ColorDef.white;\n private readonly _monoRgb = FloatRgb.fromColorDef(this._monoColor);\n private _wantWoWReversal = true;\n private _wowReversalSettings = WhiteOnWhiteReversalSettings.fromJSON();\n private _bgIntensity = 0;\n\n public syncKey = 0;\n\n public update(plan: RenderPlan): void {\n if (this._bgColor.equals(plan.bgColor) && this._monoColor.equals(plan.monoColor) && this._wowReversalSettings.equals(plan.whiteOnWhiteReversal))\n return;\n\n desync(this);\n\n this._monoColor = plan.monoColor;\n this._monoRgb.setColorDef(plan.monoColor);\n this._wowReversalSettings = plan.whiteOnWhiteReversal;\n\n this.updateBackgroundColor(plan.bgColor);\n }\n\n private updateBackgroundColor(bgColor: ColorDef): void {\n this._bgColor = bgColor;\n this._bgRgba.setColorDef(bgColor);\n this._bgRgb.setColorDef(bgColor);\n this._wantWoWReversal = this._wowReversalSettings.ignoreBackgroundColor || this._bgRgb.isWhite;\n this._bgIntensity = this._bgRgb.red * 0.3 + this._bgRgb.green * 0.59 + this._bgRgb.blue * 0.11;\n }\n\n public changeBackgroundColor(bgColor: ColorDef): void {\n if (bgColor.equals(this._bgColor))\n return;\n\n desync(this);\n this.updateBackgroundColor(bgColor);\n }\n\n // vec4\n public bindBackgroundRgba(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n this._bgRgba.bind(uniform);\n }\n\n // vec3\n public bindBackgroundRgb(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n this._bgRgb.bind(uniform);\n }\n\n // vec3\n public bindMonochromeRgb(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n this._monoRgb.bind(uniform);\n }\n\n public get backgroundIntensity(): number {\n return this._bgIntensity;\n }\n\n public get backgroundTbgr(): number {\n return this._bgColor.tbgr;\n }\n\n public get backgroundHexString(): string {\n return this._bgColor.toHexString();\n }\n\n public get backgroundAlpha(): number {\n return this._bgRgba.alpha;\n }\n\n public get backgroundColor() {\n return this._bgColor;\n }\n\n public cloneBackgroundRgba(result: FloatRgba): void {\n this._bgRgba.clone(result);\n }\n\n public get wantWoWReversal(): boolean {\n return this._wantWoWReversal;\n }\n\n public get backgroundColorInfo(): ColorInfo {\n return ColorInfo.createUniform(this._bgRgba);\n }\n}\n"]}