@itwin/core-frontend 5.1.0-dev.40 → 5.1.0-dev.41

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Files changed (242) hide show
  1. package/CHANGELOG.md +52 -1
  2. package/lib/cjs/GraphicalEditingScope.d.ts +1 -1
  3. package/lib/cjs/GraphicalEditingScope.d.ts.map +1 -1
  4. package/lib/cjs/GraphicalEditingScope.js +1 -1
  5. package/lib/cjs/GraphicalEditingScope.js.map +1 -1
  6. package/lib/cjs/HitDetail.d.ts +1 -1
  7. package/lib/cjs/HitDetail.d.ts.map +1 -1
  8. package/lib/cjs/HitDetail.js.map +1 -1
  9. package/lib/cjs/IModelApp.d.ts +3 -3
  10. package/lib/cjs/IModelApp.d.ts.map +1 -1
  11. package/lib/cjs/IModelApp.js.map +1 -1
  12. package/lib/cjs/IModelConnection.d.ts +6 -6
  13. package/lib/cjs/IModelConnection.js +6 -6
  14. package/lib/cjs/IModelConnection.js.map +1 -1
  15. package/lib/cjs/IpcApp.d.ts +1 -1
  16. package/lib/cjs/IpcApp.js +1 -1
  17. package/lib/cjs/IpcApp.js.map +1 -1
  18. package/lib/cjs/SelectionSet.d.ts +7 -7
  19. package/lib/cjs/SelectionSet.js +3 -3
  20. package/lib/cjs/SelectionSet.js.map +1 -1
  21. package/lib/cjs/ViewState.d.ts +1 -1
  22. package/lib/cjs/ViewState.js +1 -1
  23. package/lib/cjs/ViewState.js.map +1 -1
  24. package/lib/cjs/Viewport.d.ts +4 -4
  25. package/lib/cjs/Viewport.d.ts.map +1 -1
  26. package/lib/cjs/Viewport.js +3 -3
  27. package/lib/cjs/Viewport.js.map +1 -1
  28. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.d.ts +1 -1
  29. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.d.ts.map +1 -1
  30. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.js +1 -1
  31. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.js.map +1 -1
  32. package/lib/cjs/internal/render/webgl/AttributeBuffers.d.ts +2 -2
  33. package/lib/cjs/internal/render/webgl/AttributeBuffers.d.ts.map +1 -1
  34. package/lib/cjs/internal/render/webgl/AttributeBuffers.js +2 -2
  35. package/lib/cjs/internal/render/webgl/AttributeBuffers.js.map +1 -1
  36. package/lib/cjs/internal/render/webgl/ClippingProgram.d.ts +1 -1
  37. package/lib/cjs/internal/render/webgl/ClippingProgram.d.ts.map +1 -1
  38. package/lib/cjs/internal/render/webgl/ClippingProgram.js +1 -1
  39. package/lib/cjs/internal/render/webgl/ClippingProgram.js.map +1 -1
  40. package/lib/cjs/internal/render/webgl/ShaderProgram.d.ts +2 -2
  41. package/lib/cjs/internal/render/webgl/ShaderProgram.d.ts.map +1 -1
  42. package/lib/cjs/internal/render/webgl/ShaderProgram.js +2 -2
  43. package/lib/cjs/internal/render/webgl/ShaderProgram.js.map +1 -1
  44. package/lib/cjs/internal/render/webgl/Technique.d.ts +3 -3
  45. package/lib/cjs/internal/render/webgl/Technique.d.ts.map +1 -1
  46. package/lib/cjs/internal/render/webgl/Technique.js +3 -3
  47. package/lib/cjs/internal/render/webgl/Technique.js.map +1 -1
  48. package/lib/cjs/internal/tile/RealityModelTileTree.d.ts +1 -1
  49. package/lib/cjs/internal/tile/RealityModelTileTree.d.ts.map +1 -1
  50. package/lib/cjs/internal/tile/RealityModelTileTree.js +1 -1
  51. package/lib/cjs/internal/tile/RealityModelTileTree.js.map +1 -1
  52. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +1 -1
  53. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  54. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +1 -1
  55. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  56. package/lib/cjs/internal/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.d.ts +1 -1
  57. package/lib/cjs/internal/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.d.ts.map +1 -1
  58. package/lib/cjs/internal/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.js +1 -1
  59. package/lib/cjs/internal/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.js.map +1 -1
  60. package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.d.ts +1 -1
  61. package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.d.ts.map +1 -1
  62. package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.js +1 -1
  63. package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
  64. package/lib/cjs/internal/tile/map/ImageryProviders/MapBoxLayerImageryProvider.d.ts +1 -1
  65. package/lib/cjs/internal/tile/map/ImageryProviders/MapBoxLayerImageryProvider.d.ts.map +1 -1
  66. package/lib/cjs/internal/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js +1 -1
  67. package/lib/cjs/internal/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js.map +1 -1
  68. package/lib/cjs/properties/AngleDescription.d.ts +1 -1
  69. package/lib/cjs/properties/AngleDescription.js +1 -1
  70. package/lib/cjs/properties/AngleDescription.js.map +1 -1
  71. package/lib/cjs/properties/LengthDescription.d.ts +3 -3
  72. package/lib/cjs/properties/LengthDescription.js +3 -3
  73. package/lib/cjs/properties/LengthDescription.js.map +1 -1
  74. package/lib/cjs/render/Decorations.d.ts +1 -1
  75. package/lib/cjs/render/Decorations.d.ts.map +1 -1
  76. package/lib/cjs/render/Decorations.js +1 -1
  77. package/lib/cjs/render/Decorations.js.map +1 -1
  78. package/lib/cjs/render/GraphicBranch.d.ts +1 -1
  79. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  80. package/lib/cjs/render/GraphicBranch.js +1 -1
  81. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  82. package/lib/cjs/render/RenderGraphic.d.ts +1 -1
  83. package/lib/cjs/render/RenderGraphic.d.ts.map +1 -1
  84. package/lib/cjs/render/RenderGraphic.js.map +1 -1
  85. package/lib/cjs/render/RenderSystem.d.ts +2 -2
  86. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  87. package/lib/cjs/render/RenderSystem.js.map +1 -1
  88. package/lib/cjs/render/ScreenSpaceEffectBuilder.d.ts +1 -1
  89. package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
  90. package/lib/cjs/request/Request.d.ts +2 -2
  91. package/lib/cjs/request/Request.js.map +1 -1
  92. package/lib/cjs/tile/Tile.d.ts +1 -1
  93. package/lib/cjs/tile/Tile.d.ts.map +1 -1
  94. package/lib/cjs/tile/Tile.js +1 -1
  95. package/lib/cjs/tile/Tile.js.map +1 -1
  96. package/lib/cjs/tile/TileTree.d.ts +1 -1
  97. package/lib/cjs/tile/TileTree.d.ts.map +1 -1
  98. package/lib/cjs/tile/TileTree.js +1 -1
  99. package/lib/cjs/tile/TileTree.js.map +1 -1
  100. package/lib/cjs/tile/TileTreeReference.d.ts +1 -1
  101. package/lib/cjs/tile/TileTreeReference.d.ts.map +1 -1
  102. package/lib/cjs/tile/TileTreeReference.js +1 -1
  103. package/lib/cjs/tile/TileTreeReference.js.map +1 -1
  104. package/lib/cjs/tile/map/CesiumTerrainProvider.js +1 -1
  105. package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
  106. package/lib/cjs/tile/map/ImageryTileTree.d.ts +2 -2
  107. package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
  108. package/lib/cjs/tile/map/ImageryTileTree.js +2 -2
  109. package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
  110. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts +1 -1
  111. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  112. package/lib/cjs/tile/map/MapLayerImageryProvider.js +1 -1
  113. package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
  114. package/lib/cjs/tile/map/MapTileTree.d.ts +1 -1
  115. package/lib/cjs/tile/map/MapTileTree.d.ts.map +1 -1
  116. package/lib/cjs/tile/map/MapTileTree.js +1 -1
  117. package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
  118. package/lib/cjs/tile/map/TerrainMeshProvider.d.ts +1 -1
  119. package/lib/cjs/tile/map/TerrainMeshProvider.d.ts.map +1 -1
  120. package/lib/cjs/tile/map/TerrainMeshProvider.js +1 -1
  121. package/lib/cjs/tile/map/TerrainMeshProvider.js.map +1 -1
  122. package/lib/esm/GraphicalEditingScope.d.ts +1 -1
  123. package/lib/esm/GraphicalEditingScope.d.ts.map +1 -1
  124. package/lib/esm/GraphicalEditingScope.js +1 -1
  125. package/lib/esm/GraphicalEditingScope.js.map +1 -1
  126. package/lib/esm/HitDetail.d.ts +1 -1
  127. package/lib/esm/HitDetail.d.ts.map +1 -1
  128. package/lib/esm/HitDetail.js.map +1 -1
  129. package/lib/esm/IModelApp.d.ts +3 -3
  130. package/lib/esm/IModelApp.d.ts.map +1 -1
  131. package/lib/esm/IModelApp.js.map +1 -1
  132. package/lib/esm/IModelConnection.d.ts +6 -6
  133. package/lib/esm/IModelConnection.js +6 -6
  134. package/lib/esm/IModelConnection.js.map +1 -1
  135. package/lib/esm/IpcApp.d.ts +1 -1
  136. package/lib/esm/IpcApp.js +1 -1
  137. package/lib/esm/IpcApp.js.map +1 -1
  138. package/lib/esm/SelectionSet.d.ts +7 -7
  139. package/lib/esm/SelectionSet.js +3 -3
  140. package/lib/esm/SelectionSet.js.map +1 -1
  141. package/lib/esm/ViewState.d.ts +1 -1
  142. package/lib/esm/ViewState.js +1 -1
  143. package/lib/esm/ViewState.js.map +1 -1
  144. package/lib/esm/Viewport.d.ts +4 -4
  145. package/lib/esm/Viewport.d.ts.map +1 -1
  146. package/lib/esm/Viewport.js +3 -3
  147. package/lib/esm/Viewport.js.map +1 -1
  148. package/lib/esm/internal/render/webgl/AtmosphereUniforms.d.ts +1 -1
  149. package/lib/esm/internal/render/webgl/AtmosphereUniforms.d.ts.map +1 -1
  150. package/lib/esm/internal/render/webgl/AtmosphereUniforms.js +1 -1
  151. package/lib/esm/internal/render/webgl/AtmosphereUniforms.js.map +1 -1
  152. package/lib/esm/internal/render/webgl/AttributeBuffers.d.ts +2 -2
  153. package/lib/esm/internal/render/webgl/AttributeBuffers.d.ts.map +1 -1
  154. package/lib/esm/internal/render/webgl/AttributeBuffers.js +2 -2
  155. package/lib/esm/internal/render/webgl/AttributeBuffers.js.map +1 -1
  156. package/lib/esm/internal/render/webgl/ClippingProgram.d.ts +1 -1
  157. package/lib/esm/internal/render/webgl/ClippingProgram.d.ts.map +1 -1
  158. package/lib/esm/internal/render/webgl/ClippingProgram.js +1 -1
  159. package/lib/esm/internal/render/webgl/ClippingProgram.js.map +1 -1
  160. package/lib/esm/internal/render/webgl/ShaderProgram.d.ts +2 -2
  161. package/lib/esm/internal/render/webgl/ShaderProgram.d.ts.map +1 -1
  162. package/lib/esm/internal/render/webgl/ShaderProgram.js +2 -2
  163. package/lib/esm/internal/render/webgl/ShaderProgram.js.map +1 -1
  164. package/lib/esm/internal/render/webgl/Technique.d.ts +3 -3
  165. package/lib/esm/internal/render/webgl/Technique.d.ts.map +1 -1
  166. package/lib/esm/internal/render/webgl/Technique.js +3 -3
  167. package/lib/esm/internal/render/webgl/Technique.js.map +1 -1
  168. package/lib/esm/internal/tile/RealityModelTileTree.d.ts +1 -1
  169. package/lib/esm/internal/tile/RealityModelTileTree.d.ts.map +1 -1
  170. package/lib/esm/internal/tile/RealityModelTileTree.js +1 -1
  171. package/lib/esm/internal/tile/RealityModelTileTree.js.map +1 -1
  172. package/lib/esm/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +1 -1
  173. package/lib/esm/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  174. package/lib/esm/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +1 -1
  175. package/lib/esm/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  176. package/lib/esm/internal/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.d.ts +1 -1
  177. package/lib/esm/internal/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.d.ts.map +1 -1
  178. package/lib/esm/internal/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.js +1 -1
  179. package/lib/esm/internal/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.js.map +1 -1
  180. package/lib/esm/internal/tile/map/ImageryProviders/BingImageryProvider.d.ts +1 -1
  181. package/lib/esm/internal/tile/map/ImageryProviders/BingImageryProvider.d.ts.map +1 -1
  182. package/lib/esm/internal/tile/map/ImageryProviders/BingImageryProvider.js +1 -1
  183. package/lib/esm/internal/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
  184. package/lib/esm/internal/tile/map/ImageryProviders/MapBoxLayerImageryProvider.d.ts +1 -1
  185. package/lib/esm/internal/tile/map/ImageryProviders/MapBoxLayerImageryProvider.d.ts.map +1 -1
  186. package/lib/esm/internal/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js +1 -1
  187. package/lib/esm/internal/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js.map +1 -1
  188. package/lib/esm/properties/AngleDescription.d.ts +1 -1
  189. package/lib/esm/properties/AngleDescription.js +1 -1
  190. package/lib/esm/properties/AngleDescription.js.map +1 -1
  191. package/lib/esm/properties/LengthDescription.d.ts +3 -3
  192. package/lib/esm/properties/LengthDescription.js +3 -3
  193. package/lib/esm/properties/LengthDescription.js.map +1 -1
  194. package/lib/esm/render/Decorations.d.ts +1 -1
  195. package/lib/esm/render/Decorations.d.ts.map +1 -1
  196. package/lib/esm/render/Decorations.js +1 -1
  197. package/lib/esm/render/Decorations.js.map +1 -1
  198. package/lib/esm/render/GraphicBranch.d.ts +1 -1
  199. package/lib/esm/render/GraphicBranch.d.ts.map +1 -1
  200. package/lib/esm/render/GraphicBranch.js +1 -1
  201. package/lib/esm/render/GraphicBranch.js.map +1 -1
  202. package/lib/esm/render/RenderGraphic.d.ts +1 -1
  203. package/lib/esm/render/RenderGraphic.d.ts.map +1 -1
  204. package/lib/esm/render/RenderGraphic.js.map +1 -1
  205. package/lib/esm/render/RenderSystem.d.ts +2 -2
  206. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  207. package/lib/esm/render/RenderSystem.js.map +1 -1
  208. package/lib/esm/render/ScreenSpaceEffectBuilder.d.ts +1 -1
  209. package/lib/esm/render/ScreenSpaceEffectBuilder.js.map +1 -1
  210. package/lib/esm/request/Request.d.ts +2 -2
  211. package/lib/esm/request/Request.js.map +1 -1
  212. package/lib/esm/tile/Tile.d.ts +1 -1
  213. package/lib/esm/tile/Tile.d.ts.map +1 -1
  214. package/lib/esm/tile/Tile.js +1 -1
  215. package/lib/esm/tile/Tile.js.map +1 -1
  216. package/lib/esm/tile/TileTree.d.ts +1 -1
  217. package/lib/esm/tile/TileTree.d.ts.map +1 -1
  218. package/lib/esm/tile/TileTree.js +1 -1
  219. package/lib/esm/tile/TileTree.js.map +1 -1
  220. package/lib/esm/tile/TileTreeReference.d.ts +1 -1
  221. package/lib/esm/tile/TileTreeReference.d.ts.map +1 -1
  222. package/lib/esm/tile/TileTreeReference.js +1 -1
  223. package/lib/esm/tile/TileTreeReference.js.map +1 -1
  224. package/lib/esm/tile/map/CesiumTerrainProvider.js +1 -1
  225. package/lib/esm/tile/map/CesiumTerrainProvider.js.map +1 -1
  226. package/lib/esm/tile/map/ImageryTileTree.d.ts +2 -2
  227. package/lib/esm/tile/map/ImageryTileTree.d.ts.map +1 -1
  228. package/lib/esm/tile/map/ImageryTileTree.js +2 -2
  229. package/lib/esm/tile/map/ImageryTileTree.js.map +1 -1
  230. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts +1 -1
  231. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  232. package/lib/esm/tile/map/MapLayerImageryProvider.js +1 -1
  233. package/lib/esm/tile/map/MapLayerImageryProvider.js.map +1 -1
  234. package/lib/esm/tile/map/MapTileTree.d.ts +1 -1
  235. package/lib/esm/tile/map/MapTileTree.d.ts.map +1 -1
  236. package/lib/esm/tile/map/MapTileTree.js +1 -1
  237. package/lib/esm/tile/map/MapTileTree.js.map +1 -1
  238. package/lib/esm/tile/map/TerrainMeshProvider.d.ts +1 -1
  239. package/lib/esm/tile/map/TerrainMeshProvider.d.ts.map +1 -1
  240. package/lib/esm/tile/map/TerrainMeshProvider.js +1 -1
  241. package/lib/esm/tile/map/TerrainMeshProvider.js.map +1 -1
  242. package/package.json +20 -20
@@ -44,7 +44,7 @@ export declare class AtmosphereUniforms implements WebGLDisposable, SyncTarget {
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  bindInverseAtmosphereScaleMatrix(uniform: UniformHandle): void;
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  get isDisposed(): boolean;
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  [Symbol.dispose](): void;
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- /** @deprecated in 5.0 Use [Symbol.dispose] instead. */
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+ /** @deprecated in 5.0 - will not be removed until after 2026-06-13. Use [Symbol.dispose] instead. */
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  dispose(): void;
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  }
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  //# sourceMappingURL=AtmosphereUniforms.d.ts.map
@@ -1 +1 @@
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1
+ {"version":3,"file":"AtmosphereUniforms.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/AtmosphereUniforms.ts"],"names":[],"mappings":"AAOA,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAW,OAAO,EAAE,MAAM,UAAU,CAAC;AAC5C,OAAO,EAAgB,UAAU,EAAE,MAAM,QAAQ,CAAC;AAClD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,eAAO,MAAM,iBAAiB,KAAK,CAAC;AAEpC,qBAAa,kBAAmB,YAAW,eAAe,EAAE,UAAU;IACpE,OAAO,CAAC,WAAW,CAAC,CAAsB;IAC1C,OAAO,CAAC,UAAU,CAAC,CAAsB;IAGzC,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAA+D;IACjG,OAAO,CAAC,QAAQ,CAAC,+BAA+B,CAA+D;IAC/G,OAAO,CAAC,QAAQ,CAAC,sBAAsB,CAA+D;IACtG,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAiB;IACjD;;;;;;OAMG;IACH,IAAW,cAAc,YAAmC;IAG5D,OAAO,CAAC,SAAS,CAAO;IAGjB,OAAO,SAAK;IACnB,OAAO,CAAC,gBAAgB,CAAkB;IAC1C,OAAO,CAAC,eAAe,CAAiB;IAEjC,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IA2BnC,OAAO,CAAC,kBAAkB;IAO1B,OAAO,CAAC,qCAAqC;IAK7C,OAAO,CAAC,uBAAuB;IAK/B,OAAO,CAAC,4BAA4B;IAMpC,OAAO,CAAC,kCAAkC;IAS1C,OAAO,CAAC,+CAA+C;IASvD,OAAO,CAAC,qBAAqB;IAI7B,OAAO,CAAC,6BAA6B;IAUrC,OAAO,CAAC,eAAe;IAIhB,YAAY,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAMjD,OAAO,CAAC,wBAAwB;IAKhC,OAAO,CAAC,uBAAuB;IAKxB,0CAA0C,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAOxE,+CAA+C,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAO7E,oBAAoB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKlD,yBAAyB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKvD,2BAA2B,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKzD,gCAAgC,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKrE,IAAW,UAAU,IAAI,OAAO,CAE/B;IAEM,CAAC,MAAM,CAAC,OAAO,CAAC;IACvB,qGAAqG;IAC9F,OAAO;CAGf"}
@@ -144,7 +144,7 @@ export class AtmosphereUniforms {
144
144
  return true;
145
145
  }
146
146
  [Symbol.dispose]() { }
147
- /** @deprecated in 5.0 Use [Symbol.dispose] instead. */
147
+ /** @deprecated in 5.0 - will not be removed until after 2026-06-13. Use [Symbol.dispose] instead. */
148
148
  dispose() {
149
149
  this[Symbol.dispose]();
150
150
  }
@@ -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*--------------------------------------------------------------------------------------------*/\nimport { Atmosphere } from \"@itwin/core-common\";\nimport { Matrix3d, Point3d, Transform } from \"@itwin/core-geometry\";\nimport { RenderPlanEllipsoid } from \"../RenderPlan\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { Matrix3, Matrix4 } from \"./Matrix\";\nimport { desync, sync, SyncTarget } from \"./Sync\";\nimport { Target } from \"./Target\";\nimport { UniformHandle } from \"./UniformHandle\";\n\nexport const MAX_SAMPLE_POINTS = 40; // Maximum number of sample points to be used for the in-scattering and out-scattering computations.\n\nexport class AtmosphereUniforms implements WebGLDisposable, SyncTarget {\n private _atmosphere?: Atmosphere.Settings;\n private _ellipsoid?: RenderPlanEllipsoid;\n\n // Main shader uniforms\n private readonly _earthScaleMatrix = new Matrix3d(new Float64Array([1, 0, 0, 0, 1, 0, 0, 0, 1]));\n private readonly _inverseEllipsoidRotationMatrix = new Matrix3d(new Float64Array([1, 0, 0, 0, 1, 0, 0, 0, 1]));\n private readonly _atmosphereScaleMatrix = new Matrix3d(new Float64Array([1, 0, 0, 0, 1, 0, 0, 0, 1]));\n private readonly _atmosphereData = new Matrix4();\n /**\n * uniform mat3 u_atmosphereData;\n * { { atmosphereRadiusScaleFactor, atmosphereMaxDensityThresholdScaleFactor, densityFalloff, 0 },\n * { numViewRaySamples, numSunRaySamples, 0, 0 },\n * { earthCenter.x, earthCenter.y, earthCenter.z, 0 },\n * { scatteringCoefficients.x, scatteringCoefficients.y, scatteringCoefficients.z, 0 } }\n */\n public get atmosphereData() { return this._atmosphereData; }\n\n // Fragment shader uniforms\n private _exposure = 0.0;\n\n // utility\n public syncKey = 0;\n private _scratchMatrix3d = new Matrix3d();\n private _scratchPoint3d = new Point3d();\n\n public update(target: Target): void {\n const atmosphereHasNotChanged = this._atmosphere && target.plan.atmosphere && this._atmosphere.equals(target.plan.atmosphere);\n const ellipsoidHasNotChanged = this._ellipsoid && target.plan.ellipsoid && this._ellipsoid.equals(target.plan.ellipsoid);\n if (atmosphereHasNotChanged && ellipsoidHasNotChanged) {\n return;\n }\n\n this._atmosphere = target.plan.atmosphere;\n this._ellipsoid = target.plan.ellipsoid;\n desync(this);\n if (!this._atmosphere || !this._ellipsoid) {\n return;\n }\n\n this._updateAtmosphereScaleMatrix(this._atmosphere.atmosphereHeightAboveEarth);\n this._updateExposure(this._atmosphere.exposure);\n this._updateDensityFalloff(this._atmosphere.densityFalloff);\n this._updateEarthCenter(this._ellipsoid.ellipsoidCenter, target.uniforms.frustum.viewMatrix);\n this._updateEarthScaleMatrix(this._ellipsoid.ellipsoidRadii);\n this._updateInverseEllipsoidRotationMatrix(this._ellipsoid.ellipsoidRotation, target.uniforms.frustum.viewMatrix.matrix);\n this._updateAtmosphereRadiusScaleFactor(this._atmosphere.atmosphereHeightAboveEarth);\n this._updateAtmosphereMaxDensityThresholdScaleFactor(this._atmosphere.depthBelowEarthForMaxDensity);\n this._updateNumViewRaySamples(this._atmosphere.numViewRaySamples);\n this._updateNumSunRaySamples(this._atmosphere.numSunRaySamples);\n this._updateScatteringCoefficients(this._atmosphere.scatteringStrength, this._atmosphere.wavelengths);\n }\n\n private _updateEarthCenter(earthCenter: Point3d, viewMatrix: Transform) {\n viewMatrix.multiplyPoint3d(earthCenter, this._scratchPoint3d);\n this._atmosphereData.data[8] = this._scratchPoint3d.x;\n this._atmosphereData.data[9] = this._scratchPoint3d.y;\n this._atmosphereData.data[10] = this._scratchPoint3d.z;\n }\n\n private _updateInverseEllipsoidRotationMatrix(ellipsoidRotation: Matrix3d, viewRotation: Matrix3d) {\n viewRotation.inverse(this._scratchMatrix3d);\n ellipsoidRotation.multiplyMatrixInverseMatrix(this._scratchMatrix3d, this._inverseEllipsoidRotationMatrix);\n }\n\n private _updateEarthScaleMatrix(earthRadii: Point3d) {\n this._earthScaleMatrix.setAt(0, 0, earthRadii.x);\n this._earthScaleMatrix.setAt(1, 1, earthRadii.y);\n this._earthScaleMatrix.setAt(2, 2, earthRadii.z);\n }\n private _updateAtmosphereScaleMatrix(heightAboveSurface: number) {\n const earthPolarRadius = this._earthScaleMatrix.at(2, 2);\n const scaleFactor = earthPolarRadius === 0 ? 1.0 : (earthPolarRadius + heightAboveSurface) / earthPolarRadius;\n this._earthScaleMatrix.scale(scaleFactor, this._atmosphereScaleMatrix);\n }\n\n private _updateAtmosphereRadiusScaleFactor(atmosphereHeightAboveEarth: number) {\n const earthPolarRadius = this._earthScaleMatrix.at(2, 2);\n const minDensityThresholdRadius = earthPolarRadius + atmosphereHeightAboveEarth;\n const atmosphereRadiusScaleFactor = (earthPolarRadius === 0)\n ? 1\n : (minDensityThresholdRadius / earthPolarRadius);\n this.atmosphereData.data[0] = atmosphereRadiusScaleFactor;\n }\n\n private _updateAtmosphereMaxDensityThresholdScaleFactor(maxDensityDepthBelowEarth: number) {\n const earthPolarRadius = this._earthScaleMatrix.at(2, 2);\n const maxDensityThresholdRadius = earthPolarRadius - maxDensityDepthBelowEarth;\n const atmosphereMaxDensityThresholdScaleFactor = (earthPolarRadius === 0)\n ? 1\n : (maxDensityThresholdRadius / earthPolarRadius);\n this.atmosphereData.data[1] = atmosphereMaxDensityThresholdScaleFactor;\n }\n\n private _updateDensityFalloff(densityFalloff: number) {\n this.atmosphereData.data[2] = densityFalloff;\n }\n\n private _updateScatteringCoefficients(scatteringStrength: number, wavelengths: Atmosphere.Wavelengths) {\n // Rayleigh scattering strength is inversely related to the 4th power of the wavelength -> 1/pow(wavelength, 4)\n // Because this produces very small values when the wavelengths are taken in nanometers,\n // we attempt to normalize them around 1 by taking the smallest wavelength of visible light as a baseline (violet light - 400nm)\n const violetLightWavelength = 400.0;\n this.atmosphereData.data[12] = ((violetLightWavelength / wavelengths.r) ** 4.0) * scatteringStrength;\n this.atmosphereData.data[13] = ((violetLightWavelength / wavelengths.g) ** 4.0) * scatteringStrength;\n this.atmosphereData.data[14] = ((violetLightWavelength / wavelengths.b) ** 4.0) * scatteringStrength;\n }\n\n private _updateExposure(exposure: number) {\n this._exposure = exposure;\n }\n\n public bindExposure(uniform: UniformHandle): void {\n if (!sync(this, uniform)) {\n uniform.setUniform1f(this._exposure);\n }\n }\n\n private _updateNumViewRaySamples(_numViewRaySamples: number) {\n const numViewRaySamples = Math.max(0, Math.min(MAX_SAMPLE_POINTS, _numViewRaySamples));\n this.atmosphereData.data[4] = numViewRaySamples;\n }\n\n private _updateNumSunRaySamples(_numSunRaySamples: number) {\n const numSunRaySamples = Math.max(0, Math.min(MAX_SAMPLE_POINTS, _numSunRaySamples));\n this.atmosphereData.data[5] = numSunRaySamples;\n }\n\n public bindInverseRotationInverseEarthScaleMatrix(uniform: UniformHandle): void {\n if (!sync(this, uniform)) {\n this._earthScaleMatrix.multiplyMatrixInverseMatrix(this._inverseEllipsoidRotationMatrix, this._scratchMatrix3d);\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._scratchMatrix3d));\n }\n }\n\n public bindInverseRotationInverseAtmosphereScaleMatrix(uniform: UniformHandle): void {\n if (!sync(this, uniform)) {\n this._atmosphereScaleMatrix.multiplyMatrixInverseMatrix(this._inverseEllipsoidRotationMatrix, this._scratchMatrix3d);\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._scratchMatrix3d));\n }\n }\n\n public bindEarthScaleMatrix(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._earthScaleMatrix));\n }\n\n public bindAtmosphereScaleMatrix(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._atmosphereScaleMatrix));\n }\n\n public bindInverseEarthScaleMatrix(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._earthScaleMatrix.inverse()!));\n }\n\n public bindInverseAtmosphereScaleMatrix(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._atmosphereScaleMatrix.inverse()!));\n }\n\n public get isDisposed(): boolean {\n return true;\n }\n\n public [Symbol.dispose]() { }\n /** @deprecated in 5.0 Use [Symbol.dispose] instead. */\n public dispose() {\n this[Symbol.dispose]();\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\nimport { Atmosphere } from \"@itwin/core-common\";\nimport { Matrix3d, Point3d, Transform } from \"@itwin/core-geometry\";\nimport { RenderPlanEllipsoid } from \"../RenderPlan\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { Matrix3, Matrix4 } from \"./Matrix\";\nimport { desync, sync, SyncTarget } from \"./Sync\";\nimport { Target } from \"./Target\";\nimport { UniformHandle } from \"./UniformHandle\";\n\nexport const MAX_SAMPLE_POINTS = 40; // Maximum number of sample points to be used for the in-scattering and out-scattering computations.\n\nexport class AtmosphereUniforms implements WebGLDisposable, SyncTarget {\n private _atmosphere?: Atmosphere.Settings;\n private _ellipsoid?: RenderPlanEllipsoid;\n\n // Main shader uniforms\n private readonly _earthScaleMatrix = new Matrix3d(new Float64Array([1, 0, 0, 0, 1, 0, 0, 0, 1]));\n private readonly _inverseEllipsoidRotationMatrix = new Matrix3d(new Float64Array([1, 0, 0, 0, 1, 0, 0, 0, 1]));\n private readonly _atmosphereScaleMatrix = new Matrix3d(new Float64Array([1, 0, 0, 0, 1, 0, 0, 0, 1]));\n private readonly _atmosphereData = new Matrix4();\n /**\n * uniform mat3 u_atmosphereData;\n * { { atmosphereRadiusScaleFactor, atmosphereMaxDensityThresholdScaleFactor, densityFalloff, 0 },\n * { numViewRaySamples, numSunRaySamples, 0, 0 },\n * { earthCenter.x, earthCenter.y, earthCenter.z, 0 },\n * { scatteringCoefficients.x, scatteringCoefficients.y, scatteringCoefficients.z, 0 } }\n */\n public get atmosphereData() { return this._atmosphereData; }\n\n // Fragment shader uniforms\n private _exposure = 0.0;\n\n // utility\n public syncKey = 0;\n private _scratchMatrix3d = new Matrix3d();\n private _scratchPoint3d = new Point3d();\n\n public update(target: Target): void {\n const atmosphereHasNotChanged = this._atmosphere && target.plan.atmosphere && this._atmosphere.equals(target.plan.atmosphere);\n const ellipsoidHasNotChanged = this._ellipsoid && target.plan.ellipsoid && this._ellipsoid.equals(target.plan.ellipsoid);\n if (atmosphereHasNotChanged && ellipsoidHasNotChanged) {\n return;\n }\n\n this._atmosphere = target.plan.atmosphere;\n this._ellipsoid = target.plan.ellipsoid;\n desync(this);\n if (!this._atmosphere || !this._ellipsoid) {\n return;\n }\n\n this._updateAtmosphereScaleMatrix(this._atmosphere.atmosphereHeightAboveEarth);\n this._updateExposure(this._atmosphere.exposure);\n this._updateDensityFalloff(this._atmosphere.densityFalloff);\n this._updateEarthCenter(this._ellipsoid.ellipsoidCenter, target.uniforms.frustum.viewMatrix);\n this._updateEarthScaleMatrix(this._ellipsoid.ellipsoidRadii);\n this._updateInverseEllipsoidRotationMatrix(this._ellipsoid.ellipsoidRotation, target.uniforms.frustum.viewMatrix.matrix);\n this._updateAtmosphereRadiusScaleFactor(this._atmosphere.atmosphereHeightAboveEarth);\n this._updateAtmosphereMaxDensityThresholdScaleFactor(this._atmosphere.depthBelowEarthForMaxDensity);\n this._updateNumViewRaySamples(this._atmosphere.numViewRaySamples);\n this._updateNumSunRaySamples(this._atmosphere.numSunRaySamples);\n this._updateScatteringCoefficients(this._atmosphere.scatteringStrength, this._atmosphere.wavelengths);\n }\n\n private _updateEarthCenter(earthCenter: Point3d, viewMatrix: Transform) {\n viewMatrix.multiplyPoint3d(earthCenter, this._scratchPoint3d);\n this._atmosphereData.data[8] = this._scratchPoint3d.x;\n this._atmosphereData.data[9] = this._scratchPoint3d.y;\n this._atmosphereData.data[10] = this._scratchPoint3d.z;\n }\n\n private _updateInverseEllipsoidRotationMatrix(ellipsoidRotation: Matrix3d, viewRotation: Matrix3d) {\n viewRotation.inverse(this._scratchMatrix3d);\n ellipsoidRotation.multiplyMatrixInverseMatrix(this._scratchMatrix3d, this._inverseEllipsoidRotationMatrix);\n }\n\n private _updateEarthScaleMatrix(earthRadii: Point3d) {\n this._earthScaleMatrix.setAt(0, 0, earthRadii.x);\n this._earthScaleMatrix.setAt(1, 1, earthRadii.y);\n this._earthScaleMatrix.setAt(2, 2, earthRadii.z);\n }\n private _updateAtmosphereScaleMatrix(heightAboveSurface: number) {\n const earthPolarRadius = this._earthScaleMatrix.at(2, 2);\n const scaleFactor = earthPolarRadius === 0 ? 1.0 : (earthPolarRadius + heightAboveSurface) / earthPolarRadius;\n this._earthScaleMatrix.scale(scaleFactor, this._atmosphereScaleMatrix);\n }\n\n private _updateAtmosphereRadiusScaleFactor(atmosphereHeightAboveEarth: number) {\n const earthPolarRadius = this._earthScaleMatrix.at(2, 2);\n const minDensityThresholdRadius = earthPolarRadius + atmosphereHeightAboveEarth;\n const atmosphereRadiusScaleFactor = (earthPolarRadius === 0)\n ? 1\n : (minDensityThresholdRadius / earthPolarRadius);\n this.atmosphereData.data[0] = atmosphereRadiusScaleFactor;\n }\n\n private _updateAtmosphereMaxDensityThresholdScaleFactor(maxDensityDepthBelowEarth: number) {\n const earthPolarRadius = this._earthScaleMatrix.at(2, 2);\n const maxDensityThresholdRadius = earthPolarRadius - maxDensityDepthBelowEarth;\n const atmosphereMaxDensityThresholdScaleFactor = (earthPolarRadius === 0)\n ? 1\n : (maxDensityThresholdRadius / earthPolarRadius);\n this.atmosphereData.data[1] = atmosphereMaxDensityThresholdScaleFactor;\n }\n\n private _updateDensityFalloff(densityFalloff: number) {\n this.atmosphereData.data[2] = densityFalloff;\n }\n\n private _updateScatteringCoefficients(scatteringStrength: number, wavelengths: Atmosphere.Wavelengths) {\n // Rayleigh scattering strength is inversely related to the 4th power of the wavelength -> 1/pow(wavelength, 4)\n // Because this produces very small values when the wavelengths are taken in nanometers,\n // we attempt to normalize them around 1 by taking the smallest wavelength of visible light as a baseline (violet light - 400nm)\n const violetLightWavelength = 400.0;\n this.atmosphereData.data[12] = ((violetLightWavelength / wavelengths.r) ** 4.0) * scatteringStrength;\n this.atmosphereData.data[13] = ((violetLightWavelength / wavelengths.g) ** 4.0) * scatteringStrength;\n this.atmosphereData.data[14] = ((violetLightWavelength / wavelengths.b) ** 4.0) * scatteringStrength;\n }\n\n private _updateExposure(exposure: number) {\n this._exposure = exposure;\n }\n\n public bindExposure(uniform: UniformHandle): void {\n if (!sync(this, uniform)) {\n uniform.setUniform1f(this._exposure);\n }\n }\n\n private _updateNumViewRaySamples(_numViewRaySamples: number) {\n const numViewRaySamples = Math.max(0, Math.min(MAX_SAMPLE_POINTS, _numViewRaySamples));\n this.atmosphereData.data[4] = numViewRaySamples;\n }\n\n private _updateNumSunRaySamples(_numSunRaySamples: number) {\n const numSunRaySamples = Math.max(0, Math.min(MAX_SAMPLE_POINTS, _numSunRaySamples));\n this.atmosphereData.data[5] = numSunRaySamples;\n }\n\n public bindInverseRotationInverseEarthScaleMatrix(uniform: UniformHandle): void {\n if (!sync(this, uniform)) {\n this._earthScaleMatrix.multiplyMatrixInverseMatrix(this._inverseEllipsoidRotationMatrix, this._scratchMatrix3d);\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._scratchMatrix3d));\n }\n }\n\n public bindInverseRotationInverseAtmosphereScaleMatrix(uniform: UniformHandle): void {\n if (!sync(this, uniform)) {\n this._atmosphereScaleMatrix.multiplyMatrixInverseMatrix(this._inverseEllipsoidRotationMatrix, this._scratchMatrix3d);\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._scratchMatrix3d));\n }\n }\n\n public bindEarthScaleMatrix(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._earthScaleMatrix));\n }\n\n public bindAtmosphereScaleMatrix(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._atmosphereScaleMatrix));\n }\n\n public bindInverseEarthScaleMatrix(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._earthScaleMatrix.inverse()!));\n }\n\n public bindInverseAtmosphereScaleMatrix(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n uniform.setMatrix3(Matrix3.fromMatrix3d(this._atmosphereScaleMatrix.inverse()!));\n }\n\n public get isDisposed(): boolean {\n return true;\n }\n\n public [Symbol.dispose]() { }\n /** @deprecated in 5.0 - will not be removed until after 2026-06-13. Use [Symbol.dispose] instead. */\n public dispose() {\n this[Symbol.dispose]();\n }\n}\n"]}
@@ -54,7 +54,7 @@ export declare class BuffersContainer implements WebGLDisposable {
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  private readonly _context;
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  static create(): BuffersContainer;
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  private constructor();
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- /** @deprecated in 5.0 Use [Symbol.dispose] instead. */
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+ /** @deprecated in 5.0 - will not be removed until after 2026-06-13. Use [Symbol.dispose] instead. */
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  dispose(): void;
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  [Symbol.dispose](): void;
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  get isDisposed(): boolean;
@@ -74,7 +74,7 @@ export declare class VAOHandle implements WebGLDisposable {
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  /** Allocates the WebGLVertexArrayObjectOES using the supplied context. Free the WebGLVertexArrayObjectOES using dispose() */
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  constructor(context: WebGL2RenderingContext);
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  get isDisposed(): boolean;
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- /** @deprecated in 5.0 Use [Symbol.dispose] instead. */
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+ /** @deprecated in 5.0 - will not be removed until after 2026-06-13. Use [Symbol.dispose] instead. */
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  dispose(): void;
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  /** Frees the WebGL vertex array object */
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  [Symbol.dispose](): void;
@@ -1 +1 @@
1
- {"version":3,"file":"AttributeBuffers.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/AttributeBuffers.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC1D,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,EAAE,EAAE,MAAM,MAAM,CAAC;AAG1B,6HAA6H;AAC7H,UAAU,mBAAmB;IAC3B,MAAM,EAAE,YAAY,CAAC;IACrB,MAAM,EAAE,gBAAgB,EAAE,CAAC;CAC5B;AAED,iFAAiF;AACjF,cAAM,mBAAmB;IACvB,OAAO;WACO,MAAM,CAAC,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,gBAAgB,EAAE,GAAG,mBAAmB;WAG7E,KAAK,CAAC,OAAO,EAAE,mBAAmB,GAAG,mBAAmB;CAOvE;AAED;;;GAGG;AACH,MAAM,WAAW,gBAAgB;IAC/B,iFAAiF;IACjF,WAAW,EAAE,MAAM,CAAC;IACpB,8DAA8D;IAC9D,MAAM,EAAE,MAAM,CAAC;IACf,mCAAmC;IACnC,MAAM,EAAE,MAAM,CAAC;IACf,4GAA4G;IAC5G,YAAY,EAAE,OAAO,CAAC;IACtB,8EAA8E;IAC9E,QAAQ,EAAE,MAAM,CAAC;IACjB,4EAA4E;IAC5E,QAAQ,EAAE,MAAM,CAAC;IACjB,0IAA0I;IAC1I,WAAW,EAAE,OAAO,CAAC;CACtB;AAED;;;GAGG;AACH,yBAAiB,gBAAgB,CAAC;IAChC,SAAgB,MAAM,CAAC,WAAW,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,YAAY,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,WAAW,EAAE,OAAO,GAAG,gBAAgB,CAE7K;IAED,SAAgB,KAAK,CAAC,MAAM,EAAE,gBAAgB,GAAG,gBAAgB,CAEhE;CACF;AAED;;;GAGG;AACH,qBAAa,gBAAiB,YAAW,eAAe;IACtD,SAAgB,QAAQ,EAAE,mBAAmB,EAAE,CAAM;IACrD,SAAS,CAAC,QAAQ,CAAC,IAAI,EAAE,SAAS,CAAC;IACnC,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAyB;WAEpC,MAAM,IAAI,gBAAgB;IAIxC,OAAO;IAKP,uDAAuD;IAChD,OAAO;IAIP,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,IAAI;IAI/B,IAAW,UAAU,IAAI,OAAO,CAE/B;IAEM,SAAS,CAAC,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,gBAAgB,EAAE,GAAG,IAAI;IAMjE,cAAc,CAAC,QAAQ,EAAE,mBAAmB,EAAE,GAAG,IAAI;IAO5D,OAAO,CAAC,YAAY;IAab,IAAI,IAAI,IAAI;IAIZ,MAAM,IAAI,IAAI;CAGtB;AAED;;;GAGG;AACH,qBAAa,SAAU,YAAW,eAAe;IAC/C,OAAO,CAAC,QAAQ,CAAyB;IACzC,OAAO,CAAC,YAAY,CAAC,CAA4B;IAEjD,6HAA6H;gBAC1G,OAAO,EAAE,sBAAsB;IAclD,IAAW,UAAU,IAAI,OAAO,CAA4C;IAE5E,uDAAuD;IAChD,OAAO;IAId,0CAA0C;IACnC,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,IAAI;IAO/B,qCAAqC;IAC9B,IAAI,IAAI,IAAI;IAMnB,8CAA8C;WAChC,MAAM,CAAC,OAAO,EAAE,sBAAsB,GAAG,IAAI;CAG5D;AAED;;;;GAIG;AACH,qBAAa,YAAa,YAAW,eAAe;IAClD,OAAO,CAAC,OAAO,CAAmB;IAClC,OAAO,CAAC,SAAS,CAAC,CAAc;IAChC,OAAO,CAAC,UAAU,CAAK;IAEvB,iGAAiG;gBAC9E,MAAM,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM;IAc3C,IAAW,UAAU,IAAI,OAAO,CAAyC;IACzE,IAAW,SAAS,IAAI,MAAM,CAA4B;IAE1D,6BAA6B;IACtB,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,IAAI;IAQ/B,oEAAoE;IAC7D,IAAI,IAAI,IAAI;IAMnB,yDAAyD;IAClD,MAAM,IAAI,IAAI;IAErB,kGAAkG;IAC3F,QAAQ,CAAC,IAAI,EAAE,YAAY,EAAE,KAAK,GAAE,EAAE,CAAC,MAAM,CAAC,KAAkC,GAAG,IAAI;IAO9F,gDAAgD;WAClC,YAAY,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,KAAK,GAAE,EAAE,CAAC,MAAM,CAAC,KAAkC,GAAG,YAAY,GAAG,SAAS;IASvJ,gDAAgD;WAClC,iBAAiB,CAAC,IAAI,EAAE,YAAY,EAAE,KAAK,GAAE,EAAE,CAAC,MAAM,CAAC,KAAkC;IAIhG,OAAO,CAAC,OAAO,EAAE,EAAE,CAAC,MAAM,CAAC,OAAO;CAC1C;AAMD;;;;;;;GAOG;AACH,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,SAAS,GAAG,YAAY,CAShE;AAED,gBAAgB;AAChB,wBAAgB,gBAAgB,CAAC,OAAO,EAAE,OAAO,GAAG,YAAY,CAM/D;AAED,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,MAAM,EAAE,OAAO,GAAG,YAAY,CAM7D;AAED;;GAEG;AACH,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,SAAS,GAAG;IAAE,MAAM,EAAE,YAAY,CAAC;IAAC,KAAK,EAAE,YAAY,CAAA;CAAE,CAIjG;AAED;;GAEG;AACH,qBAAa,eAAgB,SAAQ,YAAY;IAC/C,SAAgB,MAAM,EAAE,YAAY,CAAC;gBAElB,OAAO,EAAE,SAAS;WAKvB,MAAM,CAAC,OAAO,EAAE,SAAS,EAAE,IAAI,EAAE,WAAW,GAAG,eAAe,GAAG,SAAS;CASzF;AAKD,qBAAa,eAAgB,SAAQ,YAAY;IAC/C,6CAA6C;IAC7C,SAAgB,MAAM,EAAE,YAAY,CAAC;IACrC,4CAA4C;IAC5C,SAAgB,KAAK,EAAE,YAAY,CAAC;gBAEjB,OAAO,EAAE,SAAS;WAMvB,MAAM,CAAC,OAAO,EAAE,SAAS,EAAE,IAAI,EAAE,WAAW,GAAG,UAAU,GAAG,YAAY,GAAG,eAAe,GAAG,SAAS;CASrH"}
1
+ {"version":3,"file":"AttributeBuffers.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/AttributeBuffers.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC1D,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,EAAE,EAAE,MAAM,MAAM,CAAC;AAG1B,6HAA6H;AAC7H,UAAU,mBAAmB;IAC3B,MAAM,EAAE,YAAY,CAAC;IACrB,MAAM,EAAE,gBAAgB,EAAE,CAAC;CAC5B;AAED,iFAAiF;AACjF,cAAM,mBAAmB;IACvB,OAAO;WACO,MAAM,CAAC,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,gBAAgB,EAAE,GAAG,mBAAmB;WAG7E,KAAK,CAAC,OAAO,EAAE,mBAAmB,GAAG,mBAAmB;CAOvE;AAED;;;GAGG;AACH,MAAM,WAAW,gBAAgB;IAC/B,iFAAiF;IACjF,WAAW,EAAE,MAAM,CAAC;IACpB,8DAA8D;IAC9D,MAAM,EAAE,MAAM,CAAC;IACf,mCAAmC;IACnC,MAAM,EAAE,MAAM,CAAC;IACf,4GAA4G;IAC5G,YAAY,EAAE,OAAO,CAAC;IACtB,8EAA8E;IAC9E,QAAQ,EAAE,MAAM,CAAC;IACjB,4EAA4E;IAC5E,QAAQ,EAAE,MAAM,CAAC;IACjB,0IAA0I;IAC1I,WAAW,EAAE,OAAO,CAAC;CACtB;AAED;;;GAGG;AACH,yBAAiB,gBAAgB,CAAC;IAChC,SAAgB,MAAM,CAAC,WAAW,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,YAAY,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,WAAW,EAAE,OAAO,GAAG,gBAAgB,CAE7K;IAED,SAAgB,KAAK,CAAC,MAAM,EAAE,gBAAgB,GAAG,gBAAgB,CAEhE;CACF;AAED;;;GAGG;AACH,qBAAa,gBAAiB,YAAW,eAAe;IACtD,SAAgB,QAAQ,EAAE,mBAAmB,EAAE,CAAM;IACrD,SAAS,CAAC,QAAQ,CAAC,IAAI,EAAE,SAAS,CAAC;IACnC,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAyB;WAEpC,MAAM,IAAI,gBAAgB;IAIxC,OAAO;IAKP,qGAAqG;IAC9F,OAAO;IAIP,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,IAAI;IAI/B,IAAW,UAAU,IAAI,OAAO,CAE/B;IAEM,SAAS,CAAC,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,gBAAgB,EAAE,GAAG,IAAI;IAMjE,cAAc,CAAC,QAAQ,EAAE,mBAAmB,EAAE,GAAG,IAAI;IAO5D,OAAO,CAAC,YAAY;IAab,IAAI,IAAI,IAAI;IAIZ,MAAM,IAAI,IAAI;CAGtB;AAED;;;GAGG;AACH,qBAAa,SAAU,YAAW,eAAe;IAC/C,OAAO,CAAC,QAAQ,CAAyB;IACzC,OAAO,CAAC,YAAY,CAAC,CAA4B;IAEjD,6HAA6H;gBAC1G,OAAO,EAAE,sBAAsB;IAclD,IAAW,UAAU,IAAI,OAAO,CAA4C;IAE5E,qGAAqG;IAC9F,OAAO;IAId,0CAA0C;IACnC,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,IAAI;IAO/B,qCAAqC;IAC9B,IAAI,IAAI,IAAI;IAMnB,8CAA8C;WAChC,MAAM,CAAC,OAAO,EAAE,sBAAsB,GAAG,IAAI;CAG5D;AAED;;;;GAIG;AACH,qBAAa,YAAa,YAAW,eAAe;IAClD,OAAO,CAAC,OAAO,CAAmB;IAClC,OAAO,CAAC,SAAS,CAAC,CAAc;IAChC,OAAO,CAAC,UAAU,CAAK;IAEvB,iGAAiG;gBAC9E,MAAM,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM;IAc3C,IAAW,UAAU,IAAI,OAAO,CAAyC;IACzE,IAAW,SAAS,IAAI,MAAM,CAA4B;IAE1D,6BAA6B;IACtB,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,IAAI;IAQ/B,oEAAoE;IAC7D,IAAI,IAAI,IAAI;IAMnB,yDAAyD;IAClD,MAAM,IAAI,IAAI;IAErB,kGAAkG;IAC3F,QAAQ,CAAC,IAAI,EAAE,YAAY,EAAE,KAAK,GAAE,EAAE,CAAC,MAAM,CAAC,KAAkC,GAAG,IAAI;IAO9F,gDAAgD;WAClC,YAAY,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,KAAK,GAAE,EAAE,CAAC,MAAM,CAAC,KAAkC,GAAG,YAAY,GAAG,SAAS;IASvJ,gDAAgD;WAClC,iBAAiB,CAAC,IAAI,EAAE,YAAY,EAAE,KAAK,GAAE,EAAE,CAAC,MAAM,CAAC,KAAkC;IAIhG,OAAO,CAAC,OAAO,EAAE,EAAE,CAAC,MAAM,CAAC,OAAO;CAC1C;AAMD;;;;;;;GAOG;AACH,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,SAAS,GAAG,YAAY,CAShE;AAED,gBAAgB;AAChB,wBAAgB,gBAAgB,CAAC,OAAO,EAAE,OAAO,GAAG,YAAY,CAM/D;AAED,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,MAAM,EAAE,OAAO,GAAG,YAAY,CAM7D;AAED;;GAEG;AACH,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,SAAS,GAAG;IAAE,MAAM,EAAE,YAAY,CAAC;IAAC,KAAK,EAAE,YAAY,CAAA;CAAE,CAIjG;AAED;;GAEG;AACH,qBAAa,eAAgB,SAAQ,YAAY;IAC/C,SAAgB,MAAM,EAAE,YAAY,CAAC;gBAElB,OAAO,EAAE,SAAS;WAKvB,MAAM,CAAC,OAAO,EAAE,SAAS,EAAE,IAAI,EAAE,WAAW,GAAG,eAAe,GAAG,SAAS;CASzF;AAKD,qBAAa,eAAgB,SAAQ,YAAY;IAC/C,6CAA6C;IAC7C,SAAgB,MAAM,EAAE,YAAY,CAAC;IACrC,4CAA4C;IAC5C,SAAgB,KAAK,EAAE,YAAY,CAAC;gBAEjB,OAAO,EAAE,SAAS;WAMvB,MAAM,CAAC,OAAO,EAAE,SAAS,EAAE,IAAI,EAAE,WAAW,GAAG,UAAU,GAAG,YAAY,GAAG,eAAe,GAAG,SAAS;CASrH"}
@@ -52,7 +52,7 @@ export class BuffersContainer {
52
52
  this._context = context;
53
53
  this._vao = new VAOHandle(this._context);
54
54
  }
55
- /** @deprecated in 5.0 Use [Symbol.dispose] instead. */
55
+ /** @deprecated in 5.0 - will not be removed until after 2026-06-13. Use [Symbol.dispose] instead. */
56
56
  dispose() {
57
57
  this[Symbol.dispose]();
58
58
  }
@@ -114,7 +114,7 @@ export class VAOHandle {
114
114
  assert(!this.isDisposed);
115
115
  }
116
116
  get isDisposed() { return this._arrayObject === undefined; }
117
- /** @deprecated in 5.0 Use [Symbol.dispose] instead. */
117
+ /** @deprecated in 5.0 - will not be removed until after 2026-06-13. Use [Symbol.dispose] instead. */
118
118
  dispose() {
119
119
  this[Symbol.dispose]();
120
120
  }
@@ -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 { Point3d } from \"@itwin/core-geometry\";\nimport { QParams2d, QParams3d } from \"@itwin/core-common\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { GL } from \"./GL\";\nimport { System } from \"./System\";\n\n/** Describes a connection between a BufferHandle and an arbitrary number of attributes associated with that BufferHandle. */\ninterface BufferHandleLinkage { // eslint-disable-line @typescript-eslint/no-unsafe-declaration-merging\n buffer: BufferHandle;\n params: BufferParameters[]; // If empty, means no vertex attrib details are necessary (index buffer probably)\n}\n\n/** Provides convenience methods for creating a BufferHandleLinkage interface. */\nclass BufferHandleLinkage { // eslint-disable-line @typescript-eslint/no-unsafe-declaration-merging\n private constructor() { }\n public static create(buffer: BufferHandle, params: BufferParameters[]): BufferHandleLinkage {\n return { buffer, params };\n }\n public static clone(linkage: BufferHandleLinkage): BufferHandleLinkage {\n const clonedParams: BufferParameters[] = [];\n for (const param of linkage.params) {\n clonedParams.push(BufferParameters.clone(param));\n }\n return BufferHandleLinkage.create(linkage.buffer, clonedParams);\n }\n}\n\n/**\n * Describes the binding state of a BufferHandle when added to a BuffersContainer. See the WebGL function 'vertexAttribPointer'.\n * @internal\n */\nexport interface BufferParameters {\n /** Index used for binding attribute location for the associated BufferHandle. */\n glAttribLoc: number;\n /** Number of components for the attribute (1, 2, 3, or 4). */\n glSize: number;\n /** Data type of each component. */\n glType: number;\n /** If true, WebGL will normalize integer data values into a certain range (see WebGL specs for details). */\n glNormalized: boolean;\n /** Offset in bytes between the beginning of consecutive vertex attributes. */\n glStride: number;\n /** Offset in bytes of the first component in the vertex attribute array. */\n glOffset: number;\n /** Specifies whether the attribute is instanced. If so, the WebGL instancing extension function 'vertexAttribDivisor' will be called. */\n glInstanced: boolean;\n}\n\n/**\n * Provides convenience methods for creating a BuffersParameter interface.\n * @internal\n */\nexport namespace BufferParameters {\n export function create(glAttribLoc: number, glSize: number, glType: number, glNormalized: boolean, glStride: number, glOffset: number, glInstanced: boolean): BufferParameters {\n return { glAttribLoc, glSize, glType, glNormalized, glStride, glOffset, glInstanced };\n }\n\n export function clone(params: BufferParameters): BufferParameters {\n return BufferParameters.create(params.glAttribLoc, params.glSize, params.glType, params.glNormalized, params.glStride, params.glOffset, params.glInstanced);\n }\n}\n\n/**\n * An abstract class which specifies an interface for binding and unbinding vertex buffers and their associated state.\n * @internal\n */\nexport class BuffersContainer implements WebGLDisposable {\n public readonly linkages: BufferHandleLinkage[] = [];\n protected readonly _vao: VAOHandle;\n private readonly _context: WebGL2RenderingContext;\n\n public static create(): BuffersContainer {\n return new BuffersContainer(System.instance.context);\n }\n\n private constructor(context: WebGL2RenderingContext) {\n this._context = context;\n this._vao = new VAOHandle(this._context);\n }\n\n /** @deprecated in 5.0 Use [Symbol.dispose] instead. */\n public dispose() {\n this[Symbol.dispose]();\n }\n // NB: BufferHandle objects contained within BufferHandleLinkage entries are disposed where they are created because they could be shared among multiple BuffersContainer objects.\n public [Symbol.dispose](): void {\n this._vao[Symbol.dispose]();\n }\n\n public get isDisposed(): boolean {\n return this._vao.isDisposed;\n }\n\n public addBuffer(buffer: BufferHandle, params: BufferParameters[]): void {\n const linkage = BufferHandleLinkage.create(buffer, params);\n this.linkages.push(linkage);\n this._bindLinkage(linkage);\n }\n\n public appendLinkages(linkages: BufferHandleLinkage[]): void {\n for (const linkage of linkages) {\n this.linkages.push(BufferHandleLinkage.clone(linkage));\n this._bindLinkage(linkage);\n }\n }\n\n private _bindLinkage(linkage: BufferHandleLinkage) {\n this.bind();\n linkage.buffer.bind();\n for (const p of linkage.params) {\n System.instance.context.enableVertexAttribArray(p.glAttribLoc);\n if (p.glInstanced) {\n System.instance.vertexAttribDivisor(p.glAttribLoc, 1);\n }\n System.instance.context.vertexAttribPointer(p.glAttribLoc, p.glSize, p.glType, p.glNormalized, p.glStride, p.glOffset);\n }\n this.unbind();\n }\n\n public bind(): void {\n this._vao.bind();\n }\n\n public unbind(): void {\n VAOHandle.unbind(this._context);\n }\n}\n\n/** A handle to a WebGLVertexArrayObjectOES.\n * The WebGLVertexArrayObjectOES is allocated by the constructor and should be freed by a call to dispose().\n * @internal\n */\nexport class VAOHandle implements WebGLDisposable {\n private _context: WebGL2RenderingContext;\n private _arrayObject?: WebGLVertexArrayObjectOES;\n\n /** Allocates the WebGLVertexArrayObjectOES using the supplied context. Free the WebGLVertexArrayObjectOES using dispose() */\n public constructor(context: WebGL2RenderingContext) {\n this._context = context;\n const arrayObject = this._context.createVertexArray();\n\n // vaoExt.createVertexArrayOES() returns WebGLVertexArrayObjectOES | null...\n if (null !== arrayObject) {\n this._arrayObject = arrayObject;\n } else {\n this._arrayObject = undefined;\n }\n\n assert(!this.isDisposed);\n }\n\n public get isDisposed(): boolean { return this._arrayObject === undefined; }\n\n /** @deprecated in 5.0 Use [Symbol.dispose] instead. */\n public dispose() {\n this[Symbol.dispose]();\n }\n\n /** Frees the WebGL vertex array object */\n public [Symbol.dispose](): void {\n if (!this.isDisposed) {\n this._context.deleteVertexArray(this._arrayObject!);\n this._arrayObject = undefined;\n }\n }\n\n /** Binds this vertex array object */\n public bind(): void {\n if (undefined !== this._arrayObject) {\n this._context.bindVertexArray(this._arrayObject);\n }\n }\n\n /** Ensures no vertex array object is bound */\n public static unbind(context: WebGL2RenderingContext): void {\n context.bindVertexArray(null);\n }\n}\n\n/**\n * A handle to a WebGLBuffer, such as a vertex or index buffer.\n * The WebGLBuffer is allocated by the constructor and should be freed by a call to dispose().\n * @internal\n */\nexport class BufferHandle implements WebGLDisposable {\n private _target: GL.Buffer.Target;\n private _glBuffer?: WebGLBuffer;\n private _bytesUsed = 0;\n\n /** Allocates the WebGLBuffer using the supplied context. Free the WebGLBuffer using dispose() */\n public constructor(target: GL.Buffer.Target) {\n this._target = target;\n const glBuffer = System.instance.context.createBuffer();\n\n // gl.createBuffer() returns WebGLBuffer | null...\n if (null !== glBuffer) {\n this._glBuffer = glBuffer;\n } else {\n this._glBuffer = undefined;\n }\n\n assert(!this.isDisposed);\n }\n\n public get isDisposed(): boolean { return this._glBuffer === undefined; }\n public get bytesUsed(): number { return this._bytesUsed; }\n\n /** Frees the WebGL buffer */\n public [Symbol.dispose](): void {\n if (!this.isDisposed) {\n System.instance.context.deleteBuffer(this._glBuffer!);\n this._glBuffer = undefined;\n this._bytesUsed = 0;\n }\n }\n\n /** Binds this buffer to the target specified during construction */\n public bind(): void {\n if (undefined !== this._glBuffer) {\n System.instance.context.bindBuffer(this._target, this._glBuffer);\n }\n }\n\n /** Sets the specified target to be bound to no buffer */\n public unbind(): void { System.instance.context.bindBuffer(this._target, null); }\n\n /** Binds this buffer to the target specified at construction and sets the buffer's data store. */\n public bindData(data: BufferSource, usage: GL.Buffer.Usage = GL.Buffer.Usage.StaticDraw): void {\n this.bind();\n System.instance.context.bufferData(this._target, data, usage);\n this.unbind();\n this._bytesUsed = data.byteLength;\n }\n\n /** Creates a BufferHandle and binds its data */\n public static createBuffer(target: GL.Buffer.Target, data: BufferSource, usage: GL.Buffer.Usage = GL.Buffer.Usage.StaticDraw): BufferHandle | undefined {\n const handle = new BufferHandle(target);\n if (handle.isDisposed) {\n return undefined;\n }\n\n handle.bindData(data, usage);\n return handle;\n }\n /** Creates a BufferHandle and binds its data */\n public static createArrayBuffer(data: BufferSource, usage: GL.Buffer.Usage = GL.Buffer.Usage.StaticDraw) {\n return BufferHandle.createBuffer(GL.Buffer.Target.ArrayBuffer, data, usage);\n }\n\n public isBound(binding: GL.Buffer.Binding) { return System.instance.context.getParameter(binding) === this._glBuffer; }\n}\n\nfunction setScale(index: number, value: number, array: Float32Array) {\n array[index] = 0.0 !== value ? 1.0 / value : value;\n}\n\n/**\n * Converts 2d quantization parameters to a format appropriate for submittal to the GPU.\n * params[0] = origin.x\n * params[1] = origin.y\n * params[2] = scale.x\n * params[3] = scale.y\n * @internal\n */\nexport function qparams2dToArray(params: QParams2d): Float32Array {\n const arr = new Float32Array(4);\n\n arr[0] = params.origin.x;\n arr[1] = params.origin.y;\n setScale(2, params.scale.x, arr);\n setScale(3, params.scale.y, arr);\n\n return arr;\n}\n\n/** @internal */\nexport function qorigin3dToArray(qorigin: Point3d): Float32Array {\n const origin = new Float32Array(3);\n origin[0] = qorigin.x;\n origin[1] = qorigin.y;\n origin[2] = qorigin.z;\n return origin;\n}\n\n/** @internal */\nexport function qscale3dToArray(qscale: Point3d): Float32Array {\n const scale = new Float32Array(3);\n setScale(0, qscale.x, scale);\n setScale(1, qscale.y, scale);\n setScale(2, qscale.z, scale);\n return scale;\n}\n\n/** Converts 3d quantization params to a pair of Float32Arrays\n * @internal\n */\nexport function qparams3dToArray(params: QParams3d): { origin: Float32Array, scale: Float32Array } {\n const origin = qorigin3dToArray(params.origin);\n const scale = qscale3dToArray(params.scale);\n return { origin, scale };\n}\n\n/** A handle to a WebGLBuffer intended to hold quantized 2d points\n * @internal\n */\nexport class QBufferHandle2d extends BufferHandle {\n public readonly params: Float32Array;\n\n public constructor(qParams: QParams2d) {\n super(GL.Buffer.Target.ArrayBuffer);\n this.params = qparams2dToArray(qParams);\n }\n\n public static create(qParams: QParams2d, data: Uint16Array): QBufferHandle2d | undefined {\n const handle = new QBufferHandle2d(qParams);\n if (handle.isDisposed) {\n return undefined;\n }\n\n handle.bindData(data);\n return handle;\n }\n}\n\n/* A handle to a WebGLBuffer intended to hold quantized 3d points\n * @internal\n */\nexport class QBufferHandle3d extends BufferHandle {\n /** The quantization origin in x, y, and z */\n public readonly origin: Float32Array;\n /** The quantization scale in x, y, and z */\n public readonly scale: Float32Array;\n\n public constructor(qParams: QParams3d) {\n super(GL.Buffer.Target.ArrayBuffer);\n this.origin = qorigin3dToArray(qParams.origin);\n this.scale = qscale3dToArray(qParams.scale);\n }\n\n public static create(qParams: QParams3d, data: Uint16Array | Uint8Array | Float32Array): QBufferHandle3d | undefined {\n const handle = new QBufferHandle3d(qParams);\n if (handle.isDisposed) {\n return undefined;\n }\n\n handle.bindData(data);\n return handle;\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert } from \"@itwin/core-bentley\";\nimport { Point3d } from \"@itwin/core-geometry\";\nimport { QParams2d, QParams3d } from \"@itwin/core-common\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { GL } from \"./GL\";\nimport { System } from \"./System\";\n\n/** Describes a connection between a BufferHandle and an arbitrary number of attributes associated with that BufferHandle. */\ninterface BufferHandleLinkage { // eslint-disable-line @typescript-eslint/no-unsafe-declaration-merging\n buffer: BufferHandle;\n params: BufferParameters[]; // If empty, means no vertex attrib details are necessary (index buffer probably)\n}\n\n/** Provides convenience methods for creating a BufferHandleLinkage interface. */\nclass BufferHandleLinkage { // eslint-disable-line @typescript-eslint/no-unsafe-declaration-merging\n private constructor() { }\n public static create(buffer: BufferHandle, params: BufferParameters[]): BufferHandleLinkage {\n return { buffer, params };\n }\n public static clone(linkage: BufferHandleLinkage): BufferHandleLinkage {\n const clonedParams: BufferParameters[] = [];\n for (const param of linkage.params) {\n clonedParams.push(BufferParameters.clone(param));\n }\n return BufferHandleLinkage.create(linkage.buffer, clonedParams);\n }\n}\n\n/**\n * Describes the binding state of a BufferHandle when added to a BuffersContainer. See the WebGL function 'vertexAttribPointer'.\n * @internal\n */\nexport interface BufferParameters {\n /** Index used for binding attribute location for the associated BufferHandle. */\n glAttribLoc: number;\n /** Number of components for the attribute (1, 2, 3, or 4). */\n glSize: number;\n /** Data type of each component. */\n glType: number;\n /** If true, WebGL will normalize integer data values into a certain range (see WebGL specs for details). */\n glNormalized: boolean;\n /** Offset in bytes between the beginning of consecutive vertex attributes. */\n glStride: number;\n /** Offset in bytes of the first component in the vertex attribute array. */\n glOffset: number;\n /** Specifies whether the attribute is instanced. If so, the WebGL instancing extension function 'vertexAttribDivisor' will be called. */\n glInstanced: boolean;\n}\n\n/**\n * Provides convenience methods for creating a BuffersParameter interface.\n * @internal\n */\nexport namespace BufferParameters {\n export function create(glAttribLoc: number, glSize: number, glType: number, glNormalized: boolean, glStride: number, glOffset: number, glInstanced: boolean): BufferParameters {\n return { glAttribLoc, glSize, glType, glNormalized, glStride, glOffset, glInstanced };\n }\n\n export function clone(params: BufferParameters): BufferParameters {\n return BufferParameters.create(params.glAttribLoc, params.glSize, params.glType, params.glNormalized, params.glStride, params.glOffset, params.glInstanced);\n }\n}\n\n/**\n * An abstract class which specifies an interface for binding and unbinding vertex buffers and their associated state.\n * @internal\n */\nexport class BuffersContainer implements WebGLDisposable {\n public readonly linkages: BufferHandleLinkage[] = [];\n protected readonly _vao: VAOHandle;\n private readonly _context: WebGL2RenderingContext;\n\n public static create(): BuffersContainer {\n return new BuffersContainer(System.instance.context);\n }\n\n private constructor(context: WebGL2RenderingContext) {\n this._context = context;\n this._vao = new VAOHandle(this._context);\n }\n\n /** @deprecated in 5.0 - will not be removed until after 2026-06-13. Use [Symbol.dispose] instead. */\n public dispose() {\n this[Symbol.dispose]();\n }\n // NB: BufferHandle objects contained within BufferHandleLinkage entries are disposed where they are created because they could be shared among multiple BuffersContainer objects.\n public [Symbol.dispose](): void {\n this._vao[Symbol.dispose]();\n }\n\n public get isDisposed(): boolean {\n return this._vao.isDisposed;\n }\n\n public addBuffer(buffer: BufferHandle, params: BufferParameters[]): void {\n const linkage = BufferHandleLinkage.create(buffer, params);\n this.linkages.push(linkage);\n this._bindLinkage(linkage);\n }\n\n public appendLinkages(linkages: BufferHandleLinkage[]): void {\n for (const linkage of linkages) {\n this.linkages.push(BufferHandleLinkage.clone(linkage));\n this._bindLinkage(linkage);\n }\n }\n\n private _bindLinkage(linkage: BufferHandleLinkage) {\n this.bind();\n linkage.buffer.bind();\n for (const p of linkage.params) {\n System.instance.context.enableVertexAttribArray(p.glAttribLoc);\n if (p.glInstanced) {\n System.instance.vertexAttribDivisor(p.glAttribLoc, 1);\n }\n System.instance.context.vertexAttribPointer(p.glAttribLoc, p.glSize, p.glType, p.glNormalized, p.glStride, p.glOffset);\n }\n this.unbind();\n }\n\n public bind(): void {\n this._vao.bind();\n }\n\n public unbind(): void {\n VAOHandle.unbind(this._context);\n }\n}\n\n/** A handle to a WebGLVertexArrayObjectOES.\n * The WebGLVertexArrayObjectOES is allocated by the constructor and should be freed by a call to dispose().\n * @internal\n */\nexport class VAOHandle implements WebGLDisposable {\n private _context: WebGL2RenderingContext;\n private _arrayObject?: WebGLVertexArrayObjectOES;\n\n /** Allocates the WebGLVertexArrayObjectOES using the supplied context. Free the WebGLVertexArrayObjectOES using dispose() */\n public constructor(context: WebGL2RenderingContext) {\n this._context = context;\n const arrayObject = this._context.createVertexArray();\n\n // vaoExt.createVertexArrayOES() returns WebGLVertexArrayObjectOES | null...\n if (null !== arrayObject) {\n this._arrayObject = arrayObject;\n } else {\n this._arrayObject = undefined;\n }\n\n assert(!this.isDisposed);\n }\n\n public get isDisposed(): boolean { return this._arrayObject === undefined; }\n\n /** @deprecated in 5.0 - will not be removed until after 2026-06-13. Use [Symbol.dispose] instead. */\n public dispose() {\n this[Symbol.dispose]();\n }\n\n /** Frees the WebGL vertex array object */\n public [Symbol.dispose](): void {\n if (!this.isDisposed) {\n this._context.deleteVertexArray(this._arrayObject!);\n this._arrayObject = undefined;\n }\n }\n\n /** Binds this vertex array object */\n public bind(): void {\n if (undefined !== this._arrayObject) {\n this._context.bindVertexArray(this._arrayObject);\n }\n }\n\n /** Ensures no vertex array object is bound */\n public static unbind(context: WebGL2RenderingContext): void {\n context.bindVertexArray(null);\n }\n}\n\n/**\n * A handle to a WebGLBuffer, such as a vertex or index buffer.\n * The WebGLBuffer is allocated by the constructor and should be freed by a call to dispose().\n * @internal\n */\nexport class BufferHandle implements WebGLDisposable {\n private _target: GL.Buffer.Target;\n private _glBuffer?: WebGLBuffer;\n private _bytesUsed = 0;\n\n /** Allocates the WebGLBuffer using the supplied context. Free the WebGLBuffer using dispose() */\n public constructor(target: GL.Buffer.Target) {\n this._target = target;\n const glBuffer = System.instance.context.createBuffer();\n\n // gl.createBuffer() returns WebGLBuffer | null...\n if (null !== glBuffer) {\n this._glBuffer = glBuffer;\n } else {\n this._glBuffer = undefined;\n }\n\n assert(!this.isDisposed);\n }\n\n public get isDisposed(): boolean { return this._glBuffer === undefined; }\n public get bytesUsed(): number { return this._bytesUsed; }\n\n /** Frees the WebGL buffer */\n public [Symbol.dispose](): void {\n if (!this.isDisposed) {\n System.instance.context.deleteBuffer(this._glBuffer!);\n this._glBuffer = undefined;\n this._bytesUsed = 0;\n }\n }\n\n /** Binds this buffer to the target specified during construction */\n public bind(): void {\n if (undefined !== this._glBuffer) {\n System.instance.context.bindBuffer(this._target, this._glBuffer);\n }\n }\n\n /** Sets the specified target to be bound to no buffer */\n public unbind(): void { System.instance.context.bindBuffer(this._target, null); }\n\n /** Binds this buffer to the target specified at construction and sets the buffer's data store. */\n public bindData(data: BufferSource, usage: GL.Buffer.Usage = GL.Buffer.Usage.StaticDraw): void {\n this.bind();\n System.instance.context.bufferData(this._target, data, usage);\n this.unbind();\n this._bytesUsed = data.byteLength;\n }\n\n /** Creates a BufferHandle and binds its data */\n public static createBuffer(target: GL.Buffer.Target, data: BufferSource, usage: GL.Buffer.Usage = GL.Buffer.Usage.StaticDraw): BufferHandle | undefined {\n const handle = new BufferHandle(target);\n if (handle.isDisposed) {\n return undefined;\n }\n\n handle.bindData(data, usage);\n return handle;\n }\n /** Creates a BufferHandle and binds its data */\n public static createArrayBuffer(data: BufferSource, usage: GL.Buffer.Usage = GL.Buffer.Usage.StaticDraw) {\n return BufferHandle.createBuffer(GL.Buffer.Target.ArrayBuffer, data, usage);\n }\n\n public isBound(binding: GL.Buffer.Binding) { return System.instance.context.getParameter(binding) === this._glBuffer; }\n}\n\nfunction setScale(index: number, value: number, array: Float32Array) {\n array[index] = 0.0 !== value ? 1.0 / value : value;\n}\n\n/**\n * Converts 2d quantization parameters to a format appropriate for submittal to the GPU.\n * params[0] = origin.x\n * params[1] = origin.y\n * params[2] = scale.x\n * params[3] = scale.y\n * @internal\n */\nexport function qparams2dToArray(params: QParams2d): Float32Array {\n const arr = new Float32Array(4);\n\n arr[0] = params.origin.x;\n arr[1] = params.origin.y;\n setScale(2, params.scale.x, arr);\n setScale(3, params.scale.y, arr);\n\n return arr;\n}\n\n/** @internal */\nexport function qorigin3dToArray(qorigin: Point3d): Float32Array {\n const origin = new Float32Array(3);\n origin[0] = qorigin.x;\n origin[1] = qorigin.y;\n origin[2] = qorigin.z;\n return origin;\n}\n\n/** @internal */\nexport function qscale3dToArray(qscale: Point3d): Float32Array {\n const scale = new Float32Array(3);\n setScale(0, qscale.x, scale);\n setScale(1, qscale.y, scale);\n setScale(2, qscale.z, scale);\n return scale;\n}\n\n/** Converts 3d quantization params to a pair of Float32Arrays\n * @internal\n */\nexport function qparams3dToArray(params: QParams3d): { origin: Float32Array, scale: Float32Array } {\n const origin = qorigin3dToArray(params.origin);\n const scale = qscale3dToArray(params.scale);\n return { origin, scale };\n}\n\n/** A handle to a WebGLBuffer intended to hold quantized 2d points\n * @internal\n */\nexport class QBufferHandle2d extends BufferHandle {\n public readonly params: Float32Array;\n\n public constructor(qParams: QParams2d) {\n super(GL.Buffer.Target.ArrayBuffer);\n this.params = qparams2dToArray(qParams);\n }\n\n public static create(qParams: QParams2d, data: Uint16Array): QBufferHandle2d | undefined {\n const handle = new QBufferHandle2d(qParams);\n if (handle.isDisposed) {\n return undefined;\n }\n\n handle.bindData(data);\n return handle;\n }\n}\n\n/* A handle to a WebGLBuffer intended to hold quantized 3d points\n * @internal\n */\nexport class QBufferHandle3d extends BufferHandle {\n /** The quantization origin in x, y, and z */\n public readonly origin: Float32Array;\n /** The quantization scale in x, y, and z */\n public readonly scale: Float32Array;\n\n public constructor(qParams: QParams3d) {\n super(GL.Buffer.Target.ArrayBuffer);\n this.origin = qorigin3dToArray(qParams.origin);\n this.scale = qscale3dToArray(qParams.scale);\n }\n\n public static create(qParams: QParams3d, data: Uint16Array | Uint8Array | Float32Array): QBufferHandle3d | undefined {\n const handle = new QBufferHandle3d(qParams);\n if (handle.isDisposed) {\n return undefined;\n }\n\n handle.bindData(data);\n return handle;\n }\n}\n"]}
@@ -10,7 +10,7 @@ export declare class ClippingProgram {
10
10
  constructor(src: ProgramBuilder);
11
11
  getProgram(numPlanes: number): ShaderProgram | undefined;
12
12
  [Symbol.dispose](): void;
13
- /** @deprecated in 5.0 Use [Symbol.dispose] instead. */
13
+ /** @deprecated in 5.0 - will not be removed until after 2026-06-13. Use [Symbol.dispose] instead. */
14
14
  dispose(): void;
15
15
  }
16
16
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"ClippingProgram.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/ClippingProgram.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,cAAc,EAAE,MAAM,iBAAiB,CAAC;AACjD,OAAO,EAAiB,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAY/D,gBAAgB;AAChB,qBAAa,eAAe;IAC1B,SAAS,CAAC,QAAQ,CAAC,EAAE,aAAa,CAAC;IAE5B,OAAO,IAAI,OAAO;gBAIN,GAAG,EAAE,cAAc;IAK/B,UAAU,CAAC,SAAS,EAAE,MAAM,GAAG,aAAa,GAAG,SAAS;IAIxD,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,IAAI;IAI/B,uDAAuD;IAChD,OAAO,IAAI,IAAI;CAGvB;AAED,gBAAgB;AAChB,wBAAgB,qBAAqB,CAAC,OAAO,EAAE,cAAc,GAAG,eAAe,CAE9E"}
1
+ {"version":3,"file":"ClippingProgram.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/ClippingProgram.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,cAAc,EAAE,MAAM,iBAAiB,CAAC;AACjD,OAAO,EAAiB,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAY/D,gBAAgB;AAChB,qBAAa,eAAe;IAC1B,SAAS,CAAC,QAAQ,CAAC,EAAE,aAAa,CAAC;IAE5B,OAAO,IAAI,OAAO;gBAIN,GAAG,EAAE,cAAc;IAK/B,UAAU,CAAC,SAAS,EAAE,MAAM,GAAG,aAAa,GAAG,SAAS;IAIxD,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,IAAI;IAI/B,qGAAqG;IAC9F,OAAO,IAAI,IAAI;CAGvB;AAED,gBAAgB;AAChB,wBAAgB,qBAAqB,CAAC,OAAO,EAAE,cAAc,GAAG,eAAe,CAE9E"}
@@ -31,7 +31,7 @@ export class ClippingProgram {
31
31
  [Symbol.dispose]() {
32
32
  this._program = dispose(this._program);
33
33
  }
34
- /** @deprecated in 5.0 Use [Symbol.dispose] instead. */
34
+ /** @deprecated in 5.0 - will not be removed until after 2026-06-13. Use [Symbol.dispose] instead. */
35
35
  dispose() {
36
36
  this[Symbol.dispose]();
37
37
  }
@@ -1 +1 @@
1
- {"version":3,"file":"ClippingProgram.js","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/ClippingProgram.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAE,OAAO,EAAE,MAAM,qBAAqB,CAAC;AAG9C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAC;AAE9C,SAAS,qBAAqB,CAAC,GAAmB;IAChD,MAAM,OAAO,GAAG,GAAG,CAAC,KAAK,EAAE,CAAC;IAC5B,OAAO,CAAC,IAAI,CAAC,aAAa,IAAI,OAAO,CAAC;IACtC,OAAO,CAAC,IAAI,CAAC,aAAa,IAAI,OAAO,CAAC;IACtC,WAAW,CAAC,OAAO,CAAC,CAAC;IACrB,OAAO,OAAO,CAAC;AACjB,CAAC;AAED,gBAAgB;AAChB,MAAM,OAAO,eAAe;IAChB,QAAQ,CAAiB;IAE5B,OAAO;QACZ,OAAO,SAAS,KAAK,IAAI,CAAC,QAAQ,IAAI,kCAA0B,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;IAC1F,CAAC;IAED,YAAmB,GAAmB;QACpC,MAAM,OAAO,GAAG,qBAAqB,CAAC,GAAG,CAAC,CAAC;QAC3C,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,YAAY,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;IAChE,CAAC;IAEM,UAAU,CAAC,SAAiB;QACjC,OAAO,SAAS,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,SAAS,CAAC;IACnD,CAAC;IAEM,CAAC,MAAM,CAAC,OAAO,CAAC;QACrB,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IACzC,CAAC;IAED,uDAAuD;IAChD,OAAO;QACZ,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,EAAE,CAAC;IACzB,CAAC;CACF;AAED,gBAAgB;AAChB,MAAM,UAAU,qBAAqB,CAAC,OAAuB;IAC3D,OAAO,IAAI,eAAe,CAAC,OAAO,CAAC,CAAC;AACtC,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { dispose } from \"@itwin/core-bentley\";\nimport { ProgramBuilder } from \"./ShaderBuilder\";\nimport { CompileStatus, ShaderProgram } from \"./ShaderProgram\";\nimport { System } from \"./System\";\nimport { addClipping } from \"./glsl/Clipping\";\n\nfunction createClippingBuilder(src: ProgramBuilder): ProgramBuilder {\n const builder = src.clone();\n builder.vert.headerComment += \"-Clip\";\n builder.frag.headerComment += \"-Clip\";\n addClipping(builder);\n return builder;\n}\n\n/** @internal */\nexport class ClippingProgram {\n protected _program?: ShaderProgram;\n\n public compile(): boolean {\n return undefined === this._program || CompileStatus.Success === this._program.compile();\n }\n\n public constructor(src: ProgramBuilder) {\n const builder = createClippingBuilder(src);\n this._program = builder.buildProgram(System.instance.context);\n }\n\n public getProgram(numPlanes: number): ShaderProgram | undefined {\n return numPlanes > 0 ? this._program : undefined;\n }\n\n public [Symbol.dispose](): void {\n this._program = dispose(this._program);\n }\n\n /** @deprecated in 5.0 Use [Symbol.dispose] instead. */\n public dispose(): void {\n this[Symbol.dispose]();\n }\n}\n\n/** @internal */\nexport function createClippingProgram(builder: ProgramBuilder): ClippingProgram {\n return new ClippingProgram(builder);\n}\n"]}
1
+ {"version":3,"file":"ClippingProgram.js","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/ClippingProgram.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAE,OAAO,EAAE,MAAM,qBAAqB,CAAC;AAG9C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAC;AAE9C,SAAS,qBAAqB,CAAC,GAAmB;IAChD,MAAM,OAAO,GAAG,GAAG,CAAC,KAAK,EAAE,CAAC;IAC5B,OAAO,CAAC,IAAI,CAAC,aAAa,IAAI,OAAO,CAAC;IACtC,OAAO,CAAC,IAAI,CAAC,aAAa,IAAI,OAAO,CAAC;IACtC,WAAW,CAAC,OAAO,CAAC,CAAC;IACrB,OAAO,OAAO,CAAC;AACjB,CAAC;AAED,gBAAgB;AAChB,MAAM,OAAO,eAAe;IAChB,QAAQ,CAAiB;IAE5B,OAAO;QACZ,OAAO,SAAS,KAAK,IAAI,CAAC,QAAQ,IAAI,kCAA0B,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;IAC1F,CAAC;IAED,YAAmB,GAAmB;QACpC,MAAM,OAAO,GAAG,qBAAqB,CAAC,GAAG,CAAC,CAAC;QAC3C,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,YAAY,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;IAChE,CAAC;IAEM,UAAU,CAAC,SAAiB;QACjC,OAAO,SAAS,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,SAAS,CAAC;IACnD,CAAC;IAEM,CAAC,MAAM,CAAC,OAAO,CAAC;QACrB,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IACzC,CAAC;IAED,qGAAqG;IAC9F,OAAO;QACZ,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,EAAE,CAAC;IACzB,CAAC;CACF;AAED,gBAAgB;AAChB,MAAM,UAAU,qBAAqB,CAAC,OAAuB;IAC3D,OAAO,IAAI,eAAe,CAAC,OAAO,CAAC,CAAC;AACtC,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { dispose } from \"@itwin/core-bentley\";\nimport { ProgramBuilder } from \"./ShaderBuilder\";\nimport { CompileStatus, ShaderProgram } from \"./ShaderProgram\";\nimport { System } from \"./System\";\nimport { addClipping } from \"./glsl/Clipping\";\n\nfunction createClippingBuilder(src: ProgramBuilder): ProgramBuilder {\n const builder = src.clone();\n builder.vert.headerComment += \"-Clip\";\n builder.frag.headerComment += \"-Clip\";\n addClipping(builder);\n return builder;\n}\n\n/** @internal */\nexport class ClippingProgram {\n protected _program?: ShaderProgram;\n\n public compile(): boolean {\n return undefined === this._program || CompileStatus.Success === this._program.compile();\n }\n\n public constructor(src: ProgramBuilder) {\n const builder = createClippingBuilder(src);\n this._program = builder.buildProgram(System.instance.context);\n }\n\n public getProgram(numPlanes: number): ShaderProgram | undefined {\n return numPlanes > 0 ? this._program : undefined;\n }\n\n public [Symbol.dispose](): void {\n this._program = dispose(this._program);\n }\n\n /** @deprecated in 5.0 - will not be removed until after 2026-06-13. Use [Symbol.dispose] instead. */\n public dispose(): void {\n this[Symbol.dispose]();\n }\n}\n\n/** @internal */\nexport function createClippingProgram(builder: ProgramBuilder): ClippingProgram {\n return new ClippingProgram(builder);\n}\n"]}
@@ -90,7 +90,7 @@ export declare class ShaderProgram implements WebGLDisposable {
90
90
  constructor(gl: WebGL2RenderingContext, vertSource: string, fragSource: string, attrMap: Map<string, AttributeDetails> | undefined, description: string, fragDescription: string);
91
91
  get isDisposed(): boolean;
92
92
  [Symbol.dispose](): void;
93
- /** @deprecated in 5.0 Use [Symbol.dispose] instead. */
93
+ /** @deprecated in 5.0 - will not be removed until after 2026-06-13. Use [Symbol.dispose] instead. */
94
94
  dispose(): void;
95
95
  get glProgram(): WebGLProgram | undefined;
96
96
  get isUncompiled(): boolean;
@@ -121,7 +121,7 @@ export declare class ShaderProgramExecutor {
121
121
  get isDisposed(): boolean;
122
122
  /** Clears the current program to be executed. This does not free WebGL resources, since those are owned by Techniques. */
123
123
  [Symbol.dispose](): void;
124
- /** @deprecated in 5.0 Use [Symbol.dispose] instead. */
124
+ /** @deprecated in 5.0 - will not be removed until after 2026-06-13. Use [Symbol.dispose] instead. */
125
125
  dispose(): void;
126
126
  setProgram(program: ShaderProgram): boolean;
127
127
  get isValid(): boolean;
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"ShaderProgram.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/ShaderProgram.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EAAE,gBAAgB,EAAE,MAAM,gBAAgB,CAAC;AAClD,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,UAAU,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AAEhE,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,WAAW,CAAC;AAC1C,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAChD,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAE3C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAKlC;;GAEG;AACH,0BAAkB,WAAW;IAC3B,IAAI,IAAI;IACR,UAAU,IAAS;IACnB,eAAe,IAAS;IACxB,kBAAkB,IAAS;IAC3B,cAAc,IAAS;IACvB,kBAAkB,KAAS;CAC5B;AAED;;GAEG;AACH,qBAAa,OAAO;IAClB,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAS;IAC/B,SAAS,CAAC,OAAO,CAAC,EAAE,aAAa,CAAC;IAElC,SAAS,aAAa,IAAI,EAAE,MAAM;IAE3B,OAAO,CAAC,IAAI,EAAE,aAAa,GAAG,OAAO;IAS5C,IAAW,OAAO,IAAI,OAAO,CAAuC;CACrE;AAED;;;;GAIG;AACH,MAAM,MAAM,kBAAkB,GAAG,CAAC,OAAO,EAAE,aAAa,EAAE,MAAM,EAAE,mBAAmB,KAAK,IAAI,CAAC;AAE/F;;;;GAIG;AACH,qBAAa,cAAe,SAAQ,OAAO;IACzC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAqB;gBAExB,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,kBAAkB;IAKlD,IAAI,CAAC,MAAM,EAAE,mBAAmB,GAAG,IAAI;CAK/C;AAED;;;;GAIG;AACH,MAAM,MAAM,kBAAkB,GAAG,CAAC,OAAO,EAAE,aAAa,EAAE,MAAM,EAAE,UAAU,KAAK,IAAI,CAAC;AAEtF;;;;;GAKG;AACH,qBAAa,cAAe,SAAQ,OAAO;IACzC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAqB;gBAExB,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,kBAAkB;IAKlD,IAAI,CAAC,MAAM,EAAE,UAAU,GAAG,IAAI;CAKtC;AAED;;GAEG;AACH,0BAAkB,aAAa;IAC7B,OAAO,IAAA,CAAK,yCAAyC;IACrD,OAAO,IAAA,CAAK,iCAAiC;IAC7C,UAAU,IAAA;CACX;AAED,gBAAgB;AAChB,qBAAa,aAAc,YAAW,eAAe;IAC5C,UAAU,EAAE,MAAM,CAAC;IACnB,UAAU,EAAE,MAAM,CAAC;IAC1B,OAAO,CAAC,UAAU,CAAC,CAAe;IAClC,OAAO,CAAC,MAAM,CAAkB;IAChC,OAAO,CAAC,OAAO,CAA2C;IAC1D,OAAO,CAAC,QAAQ,CAAC,gBAAgB,CAA+B;IAChE,OAAO,CAAC,QAAQ,CAAC,gBAAgB,CAA+B;IAChE,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAgC;IAE1D,SAAgB,WAAW,EAAE,MAAM,CAAC;IACpC,OAAO,CAAC,gBAAgB,CAAS;IACjC,OAAO,CAAC,SAAS,CAAc;IAC/B,OAAO,CAAC,SAAS,CAAc;IAC/B,OAAO,CAAC,SAAS,CAAc;IAC/B,OAAO,CAAC,SAAS,CAAc;IAC/B,SAAgB,aAAa,UAAC;gBAEX,EAAE,EAAE,sBAAsB,EAAE,UAAU,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,EAAE,OAAO,EAAE,GAAG,CAAC,MAAM,EAAE,gBAAgB,CAAC,GAAG,SAAS,EAAE,WAAW,EAAE,MAAM,EAAE,eAAe,EAAE,MAAM;IAYvL,IAAW,UAAU,IAAI,OAAO,CAA0C;IAEnE,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,IAAI;IAS/B,qGAAqG;IAC9F,OAAO,IAAI,IAAI;IAItB,IAAW,SAAS,IAAI,YAAY,GAAG,SAAS,CAA4B;IAC5E,IAAW,YAAY,YAAwD;IAC/E,IAAW,UAAU,YAAqD;IAE1E,OAAO,CAAC,aAAa;IAyBrB,OAAO,CAAC,WAAW;IAyDZ,OAAO,CAAC,MAAM,GAAE,OAAe,GAAG,aAAa;IAiC/C,GAAG,CAAC,MAAM,EAAE,mBAAmB,GAAG,OAAO;IAkBzC,MAAM;IAKN,IAAI,CAAC,MAAM,EAAE,UAAU,GAAG,IAAI;IAQ9B,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,EAAE,kBAAkB;IAK3D,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,EAAE,kBAAkB;IAKlE,OAAO,CAAC,eAAe;IASvB,OAAO,CAAC,mBAAmB;IAkB3B,OAAO,CAAC,cAAc;CA8SvB;AAED;;;;GAIG;AACH,qBAAa,qBAAqB;IAChC,OAAO,CAAC,QAAQ,CAAC,CAAgB;IACjC,OAAO,CAAC,MAAM,CAAC,OAAO,CAAC,CAAsB;gBAE1B,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,OAAO,CAAC,EAAE,aAAa;WAK9D,UAAU,IAAI,IAAI;IAIhC,OAAO,CAAC,WAAW,CAAS;IAC5B,IAAW,UAAU,IAAI,OAAO,CAA6B;IAE7D,0HAA0H;IACnH,CAAC,MAAM,CAAC,OAAO,CAAC;IAMvB,qGAAqG;IAC9F,OAAO;IAIP,UAAU,CAAC,OAAO,EAAE,aAAa,GAAG,OAAO;IAClD,IAAW,OAAO,YAA0C;IAC5D,IAAW,MAAM,WAAiC;IAClD,IAAW,UAAU,eAAqC;IAC1D,IAAW,MAAM,wBAKhB;IAEM,IAAI,CAAC,MAAM,EAAE,UAAU;IAMvB,aAAa,CAAC,MAAM,EAAE,UAAU;IAUhC,UAAU,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAChC,SAAS,IAAI,IAAI;IACjB,SAAS,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI;IAC7B,QAAQ,IAAI,IAAI;IAEvB,OAAO,CAAC,aAAa;CAetB"}
@@ -100,7 +100,7 @@ export class ShaderProgram {
100
100
  this._status = 2 /* CompileStatus.Uncompiled */;
101
101
  }
102
102
  }
103
- /** @deprecated in 5.0 Use [Symbol.dispose] instead. */
103
+ /** @deprecated in 5.0 - will not be removed until after 2026-06-13. Use [Symbol.dispose] instead. */
104
104
  dispose() {
105
105
  this[Symbol.dispose]();
106
106
  }
@@ -569,7 +569,7 @@ export class ShaderProgramExecutor {
569
569
  ShaderProgramExecutor.freeParams();
570
570
  this._isDisposed = true;
571
571
  }
572
- /** @deprecated in 5.0 Use [Symbol.dispose] instead. */
572
+ /** @deprecated in 5.0 - will not be removed until after 2026-06-13. Use [Symbol.dispose] instead. */
573
573
  dispose() {
574
574
  this[Symbol.dispose]();
575
575
  }