@itwin/core-frontend 5.1.0-dev.5 → 5.1.0-dev.52
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.
- package/CHANGELOG.md +101 -1
- package/lib/cjs/AccuDraw.d.ts +2 -0
- package/lib/cjs/AccuDraw.d.ts.map +1 -1
- package/lib/cjs/AccuDraw.js +2 -0
- package/lib/cjs/AccuDraw.js.map +1 -1
- package/lib/cjs/AccuSnap.js +2 -2
- package/lib/cjs/AccuSnap.js.map +1 -1
- package/lib/cjs/GraphicalEditingScope.d.ts +1 -1
- package/lib/cjs/GraphicalEditingScope.d.ts.map +1 -1
- package/lib/cjs/GraphicalEditingScope.js +1 -1
- package/lib/cjs/GraphicalEditingScope.js.map +1 -1
- package/lib/cjs/HitDetail.d.ts +1 -1
- package/lib/cjs/HitDetail.d.ts.map +1 -1
- package/lib/cjs/HitDetail.js.map +1 -1
- package/lib/cjs/IModelApp.d.ts +19 -4
- package/lib/cjs/IModelApp.d.ts.map +1 -1
- package/lib/cjs/IModelApp.js +21 -2
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.d.ts +6 -6
- package/lib/cjs/IModelConnection.js +6 -6
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/IpcApp.d.ts +2 -1
- package/lib/cjs/IpcApp.d.ts.map +1 -1
- package/lib/cjs/IpcApp.js +4 -2
- package/lib/cjs/IpcApp.js.map +1 -1
- package/lib/cjs/RealityDataSource.d.ts +65 -3
- package/lib/cjs/RealityDataSource.d.ts.map +1 -1
- package/lib/cjs/RealityDataSource.js +79 -3
- package/lib/cjs/RealityDataSource.js.map +1 -1
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.js +1 -1
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
- package/lib/cjs/SelectionSet.d.ts +7 -7
- package/lib/cjs/SelectionSet.js +3 -3
- package/lib/cjs/SelectionSet.js.map +1 -1
- package/lib/cjs/SheetViewState.d.ts +2 -0
- package/lib/cjs/SheetViewState.d.ts.map +1 -1
- package/lib/cjs/SheetViewState.js +25 -3
- package/lib/cjs/SheetViewState.js.map +1 -1
- package/lib/cjs/ViewContext.d.ts +4 -1
- package/lib/cjs/ViewContext.d.ts.map +1 -1
- package/lib/cjs/ViewContext.js +10 -5
- package/lib/cjs/ViewContext.js.map +1 -1
- package/lib/cjs/ViewManager.js +2 -2
- package/lib/cjs/ViewManager.js.map +1 -1
- package/lib/cjs/ViewState.d.ts +1 -1
- package/lib/cjs/ViewState.js +1 -1
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/Viewport.d.ts +7 -5
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +9 -5
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/core-frontend.d.ts +1 -1
- package/lib/cjs/core-frontend.d.ts.map +1 -1
- package/lib/cjs/core-frontend.js.map +1 -1
- package/lib/cjs/extension/ExtensionRuntime.js +15 -2
- package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
- package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
- package/lib/cjs/internal/GoogleMapsDecorator.d.ts +53 -0
- package/lib/cjs/internal/GoogleMapsDecorator.d.ts.map +1 -0
- package/lib/cjs/internal/GoogleMapsDecorator.js +132 -0
- package/lib/cjs/internal/GoogleMapsDecorator.js.map +1 -0
- package/lib/cjs/internal/RealityDataSourceGoogle3dTilesImpl.d.ts +83 -0
- package/lib/cjs/internal/RealityDataSourceGoogle3dTilesImpl.d.ts.map +1 -0
- package/lib/cjs/internal/RealityDataSourceGoogle3dTilesImpl.js +201 -0
- package/lib/cjs/internal/RealityDataSourceGoogle3dTilesImpl.js.map +1 -0
- package/lib/cjs/internal/cross-package.d.ts +1 -0
- package/lib/cjs/internal/cross-package.d.ts.map +1 -1
- package/lib/cjs/internal/cross-package.js +4 -1
- package/lib/cjs/internal/cross-package.js.map +1 -1
- package/lib/cjs/internal/render/MockRender.d.ts +1 -1
- package/lib/cjs/internal/render/MockRender.d.ts.map +1 -1
- package/lib/cjs/internal/render/MockRender.js +1 -1
- package/lib/cjs/internal/render/MockRender.js.map +1 -1
- package/lib/cjs/internal/render/webgl/AtmosphereUniforms.d.ts +1 -1
- package/lib/cjs/internal/render/webgl/AtmosphereUniforms.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/AtmosphereUniforms.js +1 -1
- package/lib/cjs/internal/render/webgl/AtmosphereUniforms.js.map +1 -1
- package/lib/cjs/internal/render/webgl/AttributeBuffers.d.ts +2 -2
- package/lib/cjs/internal/render/webgl/AttributeBuffers.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/AttributeBuffers.js +2 -2
- package/lib/cjs/internal/render/webgl/AttributeBuffers.js.map +1 -1
- package/lib/cjs/internal/render/webgl/ClippingProgram.d.ts +1 -1
- package/lib/cjs/internal/render/webgl/ClippingProgram.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/ClippingProgram.js +1 -1
- package/lib/cjs/internal/render/webgl/ClippingProgram.js.map +1 -1
- package/lib/cjs/internal/render/webgl/RenderCommands.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/RenderCommands.js +2 -3
- package/lib/cjs/internal/render/webgl/RenderCommands.js.map +1 -1
- package/lib/cjs/internal/render/webgl/ShaderProgram.d.ts +2 -2
- package/lib/cjs/internal/render/webgl/ShaderProgram.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/ShaderProgram.js +2 -2
- package/lib/cjs/internal/render/webgl/ShaderProgram.js.map +1 -1
- package/lib/cjs/internal/render/webgl/Target.d.ts +1 -1
- package/lib/cjs/internal/render/webgl/Target.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/Target.js +2 -2
- package/lib/cjs/internal/render/webgl/Target.js.map +1 -1
- package/lib/cjs/internal/render/webgl/TargetGraphics.d.ts +3 -3
- package/lib/cjs/internal/render/webgl/TargetGraphics.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/TargetGraphics.js +10 -7
- package/lib/cjs/internal/render/webgl/TargetGraphics.js.map +1 -1
- package/lib/cjs/internal/render/webgl/Technique.d.ts +3 -3
- package/lib/cjs/internal/render/webgl/Technique.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/Technique.js +3 -3
- package/lib/cjs/internal/render/webgl/Technique.js.map +1 -1
- package/lib/cjs/internal/tile/ClassifierTileTree.js +3 -1
- package/lib/cjs/internal/tile/ClassifierTileTree.js.map +1 -1
- package/lib/cjs/internal/tile/IModelTile.d.ts +1 -0
- package/lib/cjs/internal/tile/IModelTile.d.ts.map +1 -1
- package/lib/cjs/internal/tile/IModelTile.js +4 -0
- package/lib/cjs/internal/tile/IModelTile.js.map +1 -1
- package/lib/cjs/internal/tile/LayerTileTreeReferenceHandler.d.ts.map +1 -1
- package/lib/cjs/internal/tile/LayerTileTreeReferenceHandler.js +8 -0
- package/lib/cjs/internal/tile/LayerTileTreeReferenceHandler.js.map +1 -1
- package/lib/cjs/internal/tile/OrbitGtTileTree.d.ts +4 -1
- package/lib/cjs/internal/tile/OrbitGtTileTree.d.ts.map +1 -1
- package/lib/cjs/internal/tile/OrbitGtTileTree.js +4 -0
- package/lib/cjs/internal/tile/OrbitGtTileTree.js.map +1 -1
- package/lib/cjs/internal/tile/PrimaryTileTree.d.ts.map +1 -1
- package/lib/cjs/internal/tile/PrimaryTileTree.js +4 -3
- package/lib/cjs/internal/tile/PrimaryTileTree.js.map +1 -1
- package/lib/cjs/internal/tile/RealityModelTileTree.d.ts +20 -3
- package/lib/cjs/internal/tile/RealityModelTileTree.d.ts.map +1 -1
- package/lib/cjs/internal/tile/RealityModelTileTree.js +39 -14
- package/lib/cjs/internal/tile/RealityModelTileTree.js.map +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.d.ts +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.js +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.js.map +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.d.ts +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.d.ts.map +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.js +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/MapBoxLayerImageryProvider.d.ts +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/MapBoxLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js.map +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.d.ts +4 -0
- package/lib/cjs/internal/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +52 -11
- package/lib/cjs/internal/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/internal/tile/map/WmtsCapabilities.d.ts +7 -0
- package/lib/cjs/internal/tile/map/WmtsCapabilities.d.ts.map +1 -1
- package/lib/cjs/internal/tile/map/WmtsCapabilities.js +17 -0
- package/lib/cjs/internal/tile/map/WmtsCapabilities.js.map +1 -1
- package/lib/cjs/properties/AngleDescription.d.ts +4 -1
- package/lib/cjs/properties/AngleDescription.d.ts.map +1 -1
- package/lib/cjs/properties/AngleDescription.js +10 -2
- package/lib/cjs/properties/AngleDescription.js.map +1 -1
- package/lib/cjs/properties/FormattedQuantityDescription.d.ts +11 -1
- package/lib/cjs/properties/FormattedQuantityDescription.d.ts.map +1 -1
- package/lib/cjs/properties/FormattedQuantityDescription.js +7 -2
- package/lib/cjs/properties/FormattedQuantityDescription.js.map +1 -1
- package/lib/cjs/properties/LengthDescription.d.ts +12 -3
- package/lib/cjs/properties/LengthDescription.d.ts.map +1 -1
- package/lib/cjs/properties/LengthDescription.js +30 -6
- package/lib/cjs/properties/LengthDescription.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts +103 -7
- package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.js +212 -23
- package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
- package/lib/cjs/render/Decorations.d.ts +1 -1
- package/lib/cjs/render/Decorations.d.ts.map +1 -1
- package/lib/cjs/render/Decorations.js +1 -1
- package/lib/cjs/render/Decorations.js.map +1 -1
- package/lib/cjs/render/GraphicBranch.d.ts +1 -1
- package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBranch.js +1 -1
- package/lib/cjs/render/GraphicBranch.js.map +1 -1
- package/lib/cjs/render/RenderGraphic.d.ts +1 -1
- package/lib/cjs/render/RenderGraphic.d.ts.map +1 -1
- package/lib/cjs/render/RenderGraphic.js.map +1 -1
- package/lib/cjs/render/RenderSystem.d.ts +2 -2
- package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/RenderTarget.d.ts +1 -1
- package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
- package/lib/cjs/render/RenderTarget.js.map +1 -1
- package/lib/cjs/render/ScreenSpaceEffectBuilder.d.ts +1 -1
- package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
- package/lib/cjs/request/Request.d.ts +2 -2
- package/lib/cjs/request/Request.js.map +1 -1
- package/lib/cjs/tile/GltfReader.d.ts +1 -0
- package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
- package/lib/cjs/tile/GltfReader.js +1 -0
- package/lib/cjs/tile/GltfReader.js.map +1 -1
- package/lib/cjs/tile/RealityTile.d.ts +5 -0
- package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTile.js +5 -0
- package/lib/cjs/tile/RealityTile.js.map +1 -1
- package/lib/cjs/tile/Tile.d.ts +1 -1
- package/lib/cjs/tile/Tile.d.ts.map +1 -1
- package/lib/cjs/tile/Tile.js +1 -1
- package/lib/cjs/tile/Tile.js.map +1 -1
- package/lib/cjs/tile/TileAdmin.d.ts +10 -0
- package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
- package/lib/cjs/tile/TileAdmin.js +3 -0
- package/lib/cjs/tile/TileAdmin.js.map +1 -1
- package/lib/cjs/tile/TileTree.d.ts +1 -1
- package/lib/cjs/tile/TileTree.d.ts.map +1 -1
- package/lib/cjs/tile/TileTree.js +1 -1
- package/lib/cjs/tile/TileTree.js.map +1 -1
- package/lib/cjs/tile/TileTreeReference.d.ts +1 -1
- package/lib/cjs/tile/TileTreeReference.d.ts.map +1 -1
- package/lib/cjs/tile/TileTreeReference.js +1 -1
- package/lib/cjs/tile/TileTreeReference.js.map +1 -1
- package/lib/cjs/tile/map/CesiumTerrainProvider.js +1 -1
- package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryTileTree.d.ts +2 -2
- package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryTileTree.js +2 -2
- package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
- package/lib/cjs/tile/map/MapCartoRectangle.d.ts +10 -0
- package/lib/cjs/tile/map/MapCartoRectangle.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapCartoRectangle.js +12 -0
- package/lib/cjs/tile/map/MapCartoRectangle.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts +3 -3
- package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryProvider.js +9 -5
- package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/MapTileTree.d.ts +1 -1
- package/lib/cjs/tile/map/MapTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapTileTree.js +1 -1
- package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
- package/lib/cjs/tile/map/QuadId.d.ts +15 -0
- package/lib/cjs/tile/map/QuadId.d.ts.map +1 -1
- package/lib/cjs/tile/map/QuadId.js +12 -0
- package/lib/cjs/tile/map/QuadId.js.map +1 -1
- package/lib/cjs/tile/map/TerrainMeshProvider.d.ts +1 -1
- package/lib/cjs/tile/map/TerrainMeshProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/TerrainMeshProvider.js +1 -1
- package/lib/cjs/tile/map/TerrainMeshProvider.js.map +1 -1
- package/lib/cjs/tools/AccuDrawViewportUI.d.ts +7 -0
- package/lib/cjs/tools/AccuDrawViewportUI.d.ts.map +1 -1
- package/lib/cjs/tools/AccuDrawViewportUI.js +14 -0
- package/lib/cjs/tools/AccuDrawViewportUI.js.map +1 -1
- package/lib/cjs/tools/ElementSetTool.d.ts +9 -1
- package/lib/cjs/tools/ElementSetTool.d.ts.map +1 -1
- package/lib/cjs/tools/ElementSetTool.js +128 -7
- package/lib/cjs/tools/ElementSetTool.js.map +1 -1
- package/lib/cjs/tools/MeasureTool.d.ts +9 -0
- package/lib/cjs/tools/MeasureTool.d.ts.map +1 -1
- package/lib/cjs/tools/MeasureTool.js +53 -22
- package/lib/cjs/tools/MeasureTool.js.map +1 -1
- package/lib/cjs/tools/PrimitiveTool.d.ts +1 -1
- package/lib/cjs/tools/PrimitiveTool.d.ts.map +1 -1
- package/lib/cjs/tools/PrimitiveTool.js +2 -2
- package/lib/cjs/tools/PrimitiveTool.js.map +1 -1
- package/lib/cjs/tools/SelectTool.d.ts +2 -2
- package/lib/cjs/tools/SelectTool.d.ts.map +1 -1
- package/lib/cjs/tools/SelectTool.js +26 -97
- package/lib/cjs/tools/SelectTool.js.map +1 -1
- package/lib/cjs/tools/Tool.d.ts +10 -1
- package/lib/cjs/tools/Tool.d.ts.map +1 -1
- package/lib/cjs/tools/Tool.js +27 -4
- package/lib/cjs/tools/Tool.js.map +1 -1
- package/lib/cjs/tools/ToolAdmin.d.ts +1 -0
- package/lib/cjs/tools/ToolAdmin.d.ts.map +1 -1
- package/lib/cjs/tools/ToolAdmin.js +8 -2
- package/lib/cjs/tools/ToolAdmin.js.map +1 -1
- package/lib/cjs/tools/ToolSettings.d.ts +5 -0
- package/lib/cjs/tools/ToolSettings.d.ts.map +1 -1
- package/lib/cjs/tools/ToolSettings.js +5 -0
- package/lib/cjs/tools/ToolSettings.js.map +1 -1
- package/lib/cjs/tools/ViewTool.d.ts +1 -2
- package/lib/cjs/tools/ViewTool.d.ts.map +1 -1
- package/lib/cjs/tools/ViewTool.js +10 -47
- package/lib/cjs/tools/ViewTool.js.map +1 -1
- package/lib/esm/AccuDraw.d.ts +2 -0
- package/lib/esm/AccuDraw.d.ts.map +1 -1
- package/lib/esm/AccuDraw.js +2 -0
- package/lib/esm/AccuDraw.js.map +1 -1
- package/lib/esm/AccuSnap.js +2 -2
- package/lib/esm/AccuSnap.js.map +1 -1
- package/lib/esm/GraphicalEditingScope.d.ts +1 -1
- package/lib/esm/GraphicalEditingScope.d.ts.map +1 -1
- package/lib/esm/GraphicalEditingScope.js +1 -1
- package/lib/esm/GraphicalEditingScope.js.map +1 -1
- package/lib/esm/HitDetail.d.ts +1 -1
- package/lib/esm/HitDetail.d.ts.map +1 -1
- package/lib/esm/HitDetail.js.map +1 -1
- package/lib/esm/IModelApp.d.ts +19 -4
- package/lib/esm/IModelApp.d.ts.map +1 -1
- package/lib/esm/IModelApp.js +22 -3
- package/lib/esm/IModelApp.js.map +1 -1
- package/lib/esm/IModelConnection.d.ts +6 -6
- package/lib/esm/IModelConnection.js +6 -6
- package/lib/esm/IModelConnection.js.map +1 -1
- package/lib/esm/IpcApp.d.ts +2 -1
- package/lib/esm/IpcApp.d.ts.map +1 -1
- package/lib/esm/IpcApp.js +4 -2
- package/lib/esm/IpcApp.js.map +1 -1
- package/lib/esm/RealityDataSource.d.ts +65 -3
- package/lib/esm/RealityDataSource.d.ts.map +1 -1
- package/lib/esm/RealityDataSource.js +77 -3
- package/lib/esm/RealityDataSource.js.map +1 -1
- package/lib/esm/RealityDataSourceTilesetUrlImpl.js +1 -1
- package/lib/esm/RealityDataSourceTilesetUrlImpl.js.map +1 -1
- package/lib/esm/SelectionSet.d.ts +7 -7
- package/lib/esm/SelectionSet.js +3 -3
- package/lib/esm/SelectionSet.js.map +1 -1
- package/lib/esm/SheetViewState.d.ts +2 -0
- package/lib/esm/SheetViewState.d.ts.map +1 -1
- package/lib/esm/SheetViewState.js +25 -3
- package/lib/esm/SheetViewState.js.map +1 -1
- package/lib/esm/ViewContext.d.ts +4 -1
- package/lib/esm/ViewContext.d.ts.map +1 -1
- package/lib/esm/ViewContext.js +10 -5
- package/lib/esm/ViewContext.js.map +1 -1
- package/lib/esm/ViewManager.js +2 -2
- package/lib/esm/ViewManager.js.map +1 -1
- package/lib/esm/ViewState.d.ts +1 -1
- package/lib/esm/ViewState.js +1 -1
- package/lib/esm/ViewState.js.map +1 -1
- package/lib/esm/Viewport.d.ts +7 -5
- package/lib/esm/Viewport.d.ts.map +1 -1
- package/lib/esm/Viewport.js +9 -5
- package/lib/esm/Viewport.js.map +1 -1
- package/lib/esm/core-frontend.d.ts +1 -1
- package/lib/esm/core-frontend.d.ts.map +1 -1
- package/lib/esm/core-frontend.js.map +1 -1
- package/lib/esm/extension/ExtensionRuntime.js +15 -2
- package/lib/esm/extension/ExtensionRuntime.js.map +1 -1
- package/lib/esm/extension/providers/ExtensionLoadScript.js +1 -1
- package/lib/esm/extension/providers/ExtensionLoadScript.js.map +1 -1
- package/lib/esm/internal/GoogleMapsDecorator.d.ts +53 -0
- package/lib/esm/internal/GoogleMapsDecorator.d.ts.map +1 -0
- package/lib/esm/internal/GoogleMapsDecorator.js +126 -0
- package/lib/esm/internal/GoogleMapsDecorator.js.map +1 -0
- package/lib/esm/internal/RealityDataSourceGoogle3dTilesImpl.d.ts +83 -0
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert } 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"]}
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@@ -10,7 +10,7 @@ export declare class ClippingProgram {
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constructor(src: ProgramBuilder);
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getProgram(numPlanes: number): ShaderProgram | undefined;
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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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/** @internal */
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-
{"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,
|
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1
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+
{"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"}
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@@ -31,7 +31,7 @@ export class ClippingProgram {
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[Symbol.dispose]() {
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this._program = dispose(this._program);
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}
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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() {
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this[Symbol.dispose]();
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}
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@@ -1 +1 @@
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-
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1
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+
{"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"]}
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@@ -1 +1 @@
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1
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-
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1
|
+
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|
@@ -434,9 +434,8 @@ export class RenderCommands {
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|
|
434
434
|
this.addGraphics(gfx.foreground);
|
|
435
435
|
this.addBackgroundMapGraphics(gfx.background);
|
|
436
436
|
this.addOverlayGraphics(gfx.overlays);
|
|
437
|
-
|
|
438
|
-
|
|
439
|
-
this.addDecorations(dynamics);
|
|
437
|
+
this.addGraphics(gfx.foregroundDynamics);
|
|
438
|
+
this.addOverlayGraphics(gfx.overlayDynamics);
|
|
440
439
|
const dec = gfx.decorations;
|
|
441
440
|
if (undefined !== dec) {
|
|
442
441
|
this.addBackground(dec.viewBackground);
|
|
@@ -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 { 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"]}
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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 this.addGraphics(gfx.foregroundDynamics);\n this.addOverlayGraphics(gfx.overlayDynamics);\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"]}
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@@ -90,7 +90,7 @@ export declare class ShaderProgram implements WebGLDisposable {
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constructor(gl: WebGL2RenderingContext, vertSource: string, fragSource: string, attrMap: Map<string, AttributeDetails> | undefined, description: string, fragDescription: string);
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get isDisposed(): boolean;
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get glProgram(): WebGLProgram | undefined;
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get isUncompiled(): boolean;
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get isDisposed(): boolean;
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/** Clears the current program to be executed. This does not free WebGL resources, since those are owned by Techniques. */
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setProgram(program: ShaderProgram): boolean;
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get isValid(): boolean;
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1
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+
{"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"}
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@@ -100,7 +100,7 @@ export class ShaderProgram {
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100
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this._status = 2 /* CompileStatus.Uncompiled */;
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101
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}
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}
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103
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-
/** @deprecated in 5.0 Use [Symbol.dispose] instead. */
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103
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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() {
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this[Symbol.dispose]();
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}
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@@ -569,7 +569,7 @@ export class ShaderProgramExecutor {
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569
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ShaderProgramExecutor.freeParams();
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570
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this._isDisposed = true;
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571
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}
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572
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-
/** @deprecated in 5.0 Use [Symbol.dispose] instead. */
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572
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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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573
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dispose() {
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574
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this[Symbol.dispose]();
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575
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}
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