@itwin/core-frontend 5.1.2 → 5.2.0-dev.10

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (612) hide show
  1. package/CHANGELOG.md +1 -1
  2. package/lib/cjs/BackgroundMapGeometry.js +13 -13
  3. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  4. package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
  5. package/lib/cjs/BriefcaseConnection.js +2 -2
  6. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  7. package/lib/cjs/CheckpointConnection.d.ts.map +1 -1
  8. package/lib/cjs/CheckpointConnection.js +3 -3
  9. package/lib/cjs/CheckpointConnection.js.map +1 -1
  10. package/lib/cjs/ContextRealityModelState.js.map +1 -1
  11. package/lib/cjs/ElementLocateManager.d.ts.map +1 -1
  12. package/lib/cjs/ElementLocateManager.js +7 -6
  13. package/lib/cjs/ElementLocateManager.js.map +1 -1
  14. package/lib/cjs/EmphasizeElements.d.ts.map +1 -1
  15. package/lib/cjs/EmphasizeElements.js +3 -1
  16. package/lib/cjs/EmphasizeElements.js.map +1 -1
  17. package/lib/cjs/EnvironmentDecorations.d.ts.map +1 -1
  18. package/lib/cjs/EnvironmentDecorations.js +4 -0
  19. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  20. package/lib/cjs/FrustumAnimator.d.ts.map +1 -1
  21. package/lib/cjs/FrustumAnimator.js +3 -2
  22. package/lib/cjs/FrustumAnimator.js.map +1 -1
  23. package/lib/cjs/GlobeAnimator.d.ts.map +1 -1
  24. package/lib/cjs/GlobeAnimator.js +7 -6
  25. package/lib/cjs/GlobeAnimator.js.map +1 -1
  26. package/lib/cjs/HitDetail.d.ts.map +1 -1
  27. package/lib/cjs/HitDetail.js +12 -7
  28. package/lib/cjs/HitDetail.js.map +1 -1
  29. package/lib/cjs/IModelApp.d.ts.map +1 -1
  30. package/lib/cjs/IModelApp.js +2 -1
  31. package/lib/cjs/IModelApp.js.map +1 -1
  32. package/lib/cjs/IModelConnection.d.ts +4 -0
  33. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  34. package/lib/cjs/IModelConnection.js +156 -14
  35. package/lib/cjs/IModelConnection.js.map +1 -1
  36. package/lib/cjs/IpcApp.d.ts.map +1 -1
  37. package/lib/cjs/IpcApp.js +1 -1
  38. package/lib/cjs/IpcApp.js.map +1 -1
  39. package/lib/cjs/LinePlaneIntersect.d.ts.map +1 -1
  40. package/lib/cjs/LinePlaneIntersect.js +2 -0
  41. package/lib/cjs/LinePlaneIntersect.js.map +1 -1
  42. package/lib/cjs/LocalhostIpcApp.d.ts.map +1 -1
  43. package/lib/cjs/LocalhostIpcApp.js +2 -1
  44. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  45. package/lib/cjs/Marker.d.ts.map +1 -1
  46. package/lib/cjs/Marker.js +4 -3
  47. package/lib/cjs/Marker.js.map +1 -1
  48. package/lib/cjs/ModelState.d.ts.map +1 -1
  49. package/lib/cjs/ModelState.js +2 -2
  50. package/lib/cjs/ModelState.js.map +1 -1
  51. package/lib/cjs/NativeApp.d.ts.map +1 -1
  52. package/lib/cjs/NativeApp.js +5 -4
  53. package/lib/cjs/NativeApp.js.map +1 -1
  54. package/lib/cjs/NativeAppLogger.d.ts.map +1 -1
  55. package/lib/cjs/NativeAppLogger.js +1 -0
  56. package/lib/cjs/NativeAppLogger.js.map +1 -1
  57. package/lib/cjs/PlanarClipMaskState.js +3 -3
  58. package/lib/cjs/PlanarClipMaskState.js.map +1 -1
  59. package/lib/cjs/SelectionSet.d.ts.map +1 -1
  60. package/lib/cjs/SelectionSet.js +1 -0
  61. package/lib/cjs/SelectionSet.js.map +1 -1
  62. package/lib/cjs/SheetViewState.d.ts.map +1 -1
  63. package/lib/cjs/SheetViewState.js +5 -5
  64. package/lib/cjs/SheetViewState.js.map +1 -1
  65. package/lib/cjs/SpatialViewState.d.ts.map +1 -1
  66. package/lib/cjs/SpatialViewState.js +1 -1
  67. package/lib/cjs/SpatialViewState.js.map +1 -1
  68. package/lib/cjs/Sprites.js +2 -2
  69. package/lib/cjs/Sprites.js.map +1 -1
  70. package/lib/cjs/TentativePoint.d.ts.map +1 -1
  71. package/lib/cjs/TentativePoint.js +10 -9
  72. package/lib/cjs/TentativePoint.js.map +1 -1
  73. package/lib/cjs/ViewCreator2d.js +1 -1
  74. package/lib/cjs/ViewCreator2d.js.map +1 -1
  75. package/lib/cjs/ViewCreator3d.js +1 -1
  76. package/lib/cjs/ViewCreator3d.js.map +1 -1
  77. package/lib/cjs/ViewPose.d.ts.map +1 -1
  78. package/lib/cjs/ViewPose.js +4 -1
  79. package/lib/cjs/ViewPose.js.map +1 -1
  80. package/lib/cjs/ViewState.d.ts.map +1 -1
  81. package/lib/cjs/ViewState.js +17 -12
  82. package/lib/cjs/ViewState.js.map +1 -1
  83. package/lib/cjs/ViewingSpace.d.ts.map +1 -1
  84. package/lib/cjs/ViewingSpace.js +2 -0
  85. package/lib/cjs/ViewingSpace.js.map +1 -1
  86. package/lib/cjs/Viewport.d.ts.map +1 -1
  87. package/lib/cjs/Viewport.js +17 -10
  88. package/lib/cjs/Viewport.js.map +1 -1
  89. package/lib/cjs/common/ImageUtil.d.ts.map +1 -1
  90. package/lib/cjs/common/ImageUtil.js +2 -1
  91. package/lib/cjs/common/ImageUtil.js.map +1 -1
  92. package/lib/cjs/common/internal/render/GeometryAccumulator.d.ts.map +1 -1
  93. package/lib/cjs/common/internal/render/GeometryAccumulator.js +4 -3
  94. package/lib/cjs/common/internal/render/GeometryAccumulator.js.map +1 -1
  95. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.d.ts.map +1 -1
  96. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.js +2 -0
  97. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.js.map +1 -1
  98. package/lib/cjs/common/internal/render/MeshBuilder.js +1 -1
  99. package/lib/cjs/common/internal/render/MeshBuilder.js.map +1 -1
  100. package/lib/cjs/common/internal/render/VertexTableBuilder.d.ts.map +1 -1
  101. package/lib/cjs/common/internal/render/VertexTableBuilder.js +16 -7
  102. package/lib/cjs/common/internal/render/VertexTableBuilder.js.map +1 -1
  103. package/lib/cjs/extension/ExtensionAdmin.js +2 -2
  104. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
  105. package/lib/cjs/internal/GoogleMapsDecorator.js +1 -1
  106. package/lib/cjs/internal/GoogleMapsDecorator.js.map +1 -1
  107. package/lib/cjs/internal/ScriptUtils.js +1 -0
  108. package/lib/cjs/internal/ScriptUtils.js.map +1 -1
  109. package/lib/cjs/internal/render/UpsampleRealityMeshParams.d.ts.map +1 -1
  110. package/lib/cjs/internal/render/UpsampleRealityMeshParams.js +2 -1
  111. package/lib/cjs/internal/render/UpsampleRealityMeshParams.js.map +1 -1
  112. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.d.ts.map +1 -1
  113. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.js +7 -2
  114. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.js.map +1 -1
  115. package/lib/cjs/internal/render/webgl/AttributeBuffers.d.ts.map +1 -1
  116. package/lib/cjs/internal/render/webgl/AttributeBuffers.js +5 -3
  117. package/lib/cjs/internal/render/webgl/AttributeBuffers.js.map +1 -1
  118. package/lib/cjs/internal/render/webgl/AttributeMap.d.ts.map +1 -1
  119. package/lib/cjs/internal/render/webgl/AttributeMap.js +2 -0
  120. package/lib/cjs/internal/render/webgl/AttributeMap.js.map +1 -1
  121. package/lib/cjs/internal/render/webgl/BackgroundMapDrape.d.ts.map +1 -1
  122. package/lib/cjs/internal/render/webgl/BackgroundMapDrape.js +2 -2
  123. package/lib/cjs/internal/render/webgl/BackgroundMapDrape.js.map +1 -1
  124. package/lib/cjs/internal/render/webgl/BatchUniforms.js +1 -1
  125. package/lib/cjs/internal/render/webgl/BatchUniforms.js.map +1 -1
  126. package/lib/cjs/internal/render/webgl/BranchState.d.ts.map +1 -1
  127. package/lib/cjs/internal/render/webgl/BranchState.js +2 -1
  128. package/lib/cjs/internal/render/webgl/BranchState.js.map +1 -1
  129. package/lib/cjs/internal/render/webgl/BranchUniforms.js +2 -2
  130. package/lib/cjs/internal/render/webgl/BranchUniforms.js.map +1 -1
  131. package/lib/cjs/internal/render/webgl/CachedGeometry.d.ts.map +1 -1
  132. package/lib/cjs/internal/render/webgl/CachedGeometry.js +2 -2
  133. package/lib/cjs/internal/render/webgl/CachedGeometry.js.map +1 -1
  134. package/lib/cjs/internal/render/webgl/ClipStack.js +1 -1
  135. package/lib/cjs/internal/render/webgl/ClipStack.js.map +1 -1
  136. package/lib/cjs/internal/render/webgl/ColorInfo.js +1 -1
  137. package/lib/cjs/internal/render/webgl/ColorInfo.js.map +1 -1
  138. package/lib/cjs/internal/render/webgl/Contours.js +3 -3
  139. package/lib/cjs/internal/render/webgl/Contours.js.map +1 -1
  140. package/lib/cjs/internal/render/webgl/EDL.js +18 -18
  141. package/lib/cjs/internal/render/webgl/EDL.js.map +1 -1
  142. package/lib/cjs/internal/render/webgl/FeatureOverrides.js +4 -4
  143. package/lib/cjs/internal/render/webgl/FeatureOverrides.js.map +1 -1
  144. package/lib/cjs/internal/render/webgl/FrameBuffer.js +3 -3
  145. package/lib/cjs/internal/render/webgl/FrameBuffer.js.map +1 -1
  146. package/lib/cjs/internal/render/webgl/FrustumUniforms.d.ts.map +1 -1
  147. package/lib/cjs/internal/render/webgl/FrustumUniforms.js +2 -1
  148. package/lib/cjs/internal/render/webgl/FrustumUniforms.js.map +1 -1
  149. package/lib/cjs/internal/render/webgl/GLTimer.d.ts.map +1 -1
  150. package/lib/cjs/internal/render/webgl/GLTimer.js +2 -0
  151. package/lib/cjs/internal/render/webgl/GLTimer.js.map +1 -1
  152. package/lib/cjs/internal/render/webgl/MapLayerParams.js +2 -2
  153. package/lib/cjs/internal/render/webgl/MapLayerParams.js.map +1 -1
  154. package/lib/cjs/internal/render/webgl/MeshData.js +2 -2
  155. package/lib/cjs/internal/render/webgl/MeshData.js.map +1 -1
  156. package/lib/cjs/internal/render/webgl/PerformanceMetrics.js +1 -1
  157. package/lib/cjs/internal/render/webgl/PerformanceMetrics.js.map +1 -1
  158. package/lib/cjs/internal/render/webgl/PlanarClassifier.d.ts.map +1 -1
  159. package/lib/cjs/internal/render/webgl/PlanarClassifier.js +7 -7
  160. package/lib/cjs/internal/render/webgl/PlanarClassifier.js.map +1 -1
  161. package/lib/cjs/internal/render/webgl/PlanarGrid.js +1 -1
  162. package/lib/cjs/internal/render/webgl/PlanarGrid.js.map +1 -1
  163. package/lib/cjs/internal/render/webgl/PlanarTextureProjection.d.ts +0 -3
  164. package/lib/cjs/internal/render/webgl/PlanarTextureProjection.d.ts.map +1 -1
  165. package/lib/cjs/internal/render/webgl/PlanarTextureProjection.js +6 -5
  166. package/lib/cjs/internal/render/webgl/PlanarTextureProjection.js.map +1 -1
  167. package/lib/cjs/internal/render/webgl/PointCloud.js +1 -1
  168. package/lib/cjs/internal/render/webgl/PointCloud.js.map +1 -1
  169. package/lib/cjs/internal/render/webgl/RealityMesh.js +1 -1
  170. package/lib/cjs/internal/render/webgl/RealityMesh.js.map +1 -1
  171. package/lib/cjs/internal/render/webgl/RenderBuffer.js +2 -2
  172. package/lib/cjs/internal/render/webgl/RenderBuffer.js.map +1 -1
  173. package/lib/cjs/internal/render/webgl/SceneCompositor.d.ts.map +1 -1
  174. package/lib/cjs/internal/render/webgl/SceneCompositor.js +115 -85
  175. package/lib/cjs/internal/render/webgl/SceneCompositor.js.map +1 -1
  176. package/lib/cjs/internal/render/webgl/ScratchDrawParams.d.ts.map +1 -1
  177. package/lib/cjs/internal/render/webgl/ScratchDrawParams.js +11 -10
  178. package/lib/cjs/internal/render/webgl/ScratchDrawParams.js.map +1 -1
  179. package/lib/cjs/internal/render/webgl/ScreenSpaceEffect.js +3 -3
  180. package/lib/cjs/internal/render/webgl/ScreenSpaceEffect.js.map +1 -1
  181. package/lib/cjs/internal/render/webgl/ShaderProgram.js +3 -3
  182. package/lib/cjs/internal/render/webgl/ShaderProgram.js.map +1 -1
  183. package/lib/cjs/internal/render/webgl/ShadowUniforms.d.ts.map +1 -1
  184. package/lib/cjs/internal/render/webgl/ShadowUniforms.js +2 -1
  185. package/lib/cjs/internal/render/webgl/ShadowUniforms.js.map +1 -1
  186. package/lib/cjs/internal/render/webgl/SolarShadowMap.d.ts.map +1 -1
  187. package/lib/cjs/internal/render/webgl/SolarShadowMap.js +6 -4
  188. package/lib/cjs/internal/render/webgl/SolarShadowMap.js.map +1 -1
  189. package/lib/cjs/internal/render/webgl/System.d.ts.map +1 -1
  190. package/lib/cjs/internal/render/webgl/System.js +1 -1
  191. package/lib/cjs/internal/render/webgl/System.js.map +1 -1
  192. package/lib/cjs/internal/render/webgl/Target.d.ts.map +1 -1
  193. package/lib/cjs/internal/render/webgl/Target.js +10 -7
  194. package/lib/cjs/internal/render/webgl/Target.js.map +1 -1
  195. package/lib/cjs/internal/render/webgl/Texture.d.ts.map +1 -1
  196. package/lib/cjs/internal/render/webgl/Texture.js +10 -8
  197. package/lib/cjs/internal/render/webgl/Texture.js.map +1 -1
  198. package/lib/cjs/internal/render/webgl/glsl/Animation.d.ts.map +1 -1
  199. package/lib/cjs/internal/render/webgl/glsl/Animation.js +4 -2
  200. package/lib/cjs/internal/render/webgl/glsl/Animation.js.map +1 -1
  201. package/lib/cjs/internal/render/webgl/glsl/Color.d.ts.map +1 -1
  202. package/lib/cjs/internal/render/webgl/glsl/Color.js +2 -1
  203. package/lib/cjs/internal/render/webgl/glsl/Color.js.map +1 -1
  204. package/lib/cjs/internal/render/webgl/glsl/Composite.js +1 -1
  205. package/lib/cjs/internal/render/webgl/glsl/Composite.js.map +1 -1
  206. package/lib/cjs/internal/render/webgl/glsl/CopyStencil.d.ts.map +1 -1
  207. package/lib/cjs/internal/render/webgl/glsl/CopyStencil.js +3 -2
  208. package/lib/cjs/internal/render/webgl/glsl/CopyStencil.js.map +1 -1
  209. package/lib/cjs/internal/render/webgl/glsl/PlanarClassification.js +3 -3
  210. package/lib/cjs/internal/render/webgl/glsl/PlanarClassification.js.map +1 -1
  211. package/lib/cjs/internal/render/webgl/glsl/PlanarGrid.d.ts.map +1 -1
  212. package/lib/cjs/internal/render/webgl/glsl/PlanarGrid.js +4 -3
  213. package/lib/cjs/internal/render/webgl/glsl/PlanarGrid.js.map +1 -1
  214. package/lib/cjs/internal/render/webgl/glsl/RealityMesh.js +8 -8
  215. package/lib/cjs/internal/render/webgl/glsl/RealityMesh.js.map +1 -1
  216. package/lib/cjs/internal/render/webgl/glsl/Surface.js +10 -10
  217. package/lib/cjs/internal/render/webgl/glsl/Surface.js.map +1 -1
  218. package/lib/cjs/internal/render/webgl/glsl/Vertex.js +2 -2
  219. package/lib/cjs/internal/render/webgl/glsl/Vertex.js.map +1 -1
  220. package/lib/cjs/internal/tile/B3dmReader.d.ts.map +1 -1
  221. package/lib/cjs/internal/tile/B3dmReader.js +1 -1
  222. package/lib/cjs/internal/tile/B3dmReader.js.map +1 -1
  223. package/lib/cjs/internal/tile/FetchCloudStorage.js +1 -1
  224. package/lib/cjs/internal/tile/FetchCloudStorage.js.map +1 -1
  225. package/lib/cjs/internal/tile/LRUTileList.d.ts.map +1 -1
  226. package/lib/cjs/internal/tile/LRUTileList.js +4 -0
  227. package/lib/cjs/internal/tile/LRUTileList.js.map +1 -1
  228. package/lib/cjs/internal/tile/LayerTileTreeReferenceHandler.d.ts.map +1 -1
  229. package/lib/cjs/internal/tile/LayerTileTreeReferenceHandler.js +2 -1
  230. package/lib/cjs/internal/tile/LayerTileTreeReferenceHandler.js.map +1 -1
  231. package/lib/cjs/internal/tile/OPCFormatInterpreter.js +4 -4
  232. package/lib/cjs/internal/tile/OPCFormatInterpreter.js.map +1 -1
  233. package/lib/cjs/internal/tile/OrbitGtTileTree.d.ts.map +1 -1
  234. package/lib/cjs/internal/tile/OrbitGtTileTree.js +2 -2
  235. package/lib/cjs/internal/tile/OrbitGtTileTree.js.map +1 -1
  236. package/lib/cjs/internal/tile/RealityModelTileTree.d.ts.map +1 -1
  237. package/lib/cjs/internal/tile/RealityModelTileTree.js +3 -3
  238. package/lib/cjs/internal/tile/RealityModelTileTree.js.map +1 -1
  239. package/lib/cjs/internal/tile/RealityTileLoader.d.ts.map +1 -1
  240. package/lib/cjs/internal/tile/RealityTileLoader.js +3 -0
  241. package/lib/cjs/internal/tile/RealityTileLoader.js.map +1 -1
  242. package/lib/cjs/internal/tile/ThreeDTileFormatInterpreter.js +3 -3
  243. package/lib/cjs/internal/tile/ThreeDTileFormatInterpreter.js.map +1 -1
  244. package/lib/cjs/internal/tile/TileUserSet.d.ts.map +1 -1
  245. package/lib/cjs/internal/tile/TileUserSet.js +4 -0
  246. package/lib/cjs/internal/tile/TileUserSet.js.map +1 -1
  247. package/lib/cjs/internal/tile/map/ArcGISTileMap.js +1 -1
  248. package/lib/cjs/internal/tile/map/ArcGISTileMap.js.map +1 -1
  249. package/lib/cjs/internal/tile/map/ArcGisUtilities.d.ts.map +1 -1
  250. package/lib/cjs/internal/tile/map/ArcGisUtilities.js +4 -0
  251. package/lib/cjs/internal/tile/map/ArcGisUtilities.js.map +1 -1
  252. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  253. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +3 -1
  254. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  255. package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.js +2 -2
  256. package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
  257. package/lib/cjs/internal/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +1 -1
  258. package/lib/cjs/internal/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
  259. package/lib/cjs/internal/tile/map/MapTileAvailability.d.ts.map +1 -1
  260. package/lib/cjs/internal/tile/map/MapTileAvailability.js +5 -2
  261. package/lib/cjs/internal/tile/map/MapTileAvailability.js.map +1 -1
  262. package/lib/cjs/internal/tile/map/WmtsCapabilities.d.ts.map +1 -1
  263. package/lib/cjs/internal/tile/map/WmtsCapabilities.js +3 -2
  264. package/lib/cjs/internal/tile/map/WmtsCapabilities.js.map +1 -1
  265. package/lib/cjs/properties/FormattedQuantityDescription.d.ts.map +1 -1
  266. package/lib/cjs/properties/FormattedQuantityDescription.js +2 -0
  267. package/lib/cjs/properties/FormattedQuantityDescription.js.map +1 -1
  268. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts.map +1 -1
  269. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js +2 -0
  270. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  271. package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts.map +1 -1
  272. package/lib/cjs/quantity-formatting/QuantityFormatter.js +5 -3
  273. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  274. package/lib/cjs/tile/GltfReader.d.ts +5 -2
  275. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  276. package/lib/cjs/tile/GltfReader.js +54 -16
  277. package/lib/cjs/tile/GltfReader.js.map +1 -1
  278. package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
  279. package/lib/cjs/tile/RealityTile.js +2 -2
  280. package/lib/cjs/tile/RealityTile.js.map +1 -1
  281. package/lib/cjs/tile/RealityTileTree.d.ts.map +1 -1
  282. package/lib/cjs/tile/RealityTileTree.js +5 -5
  283. package/lib/cjs/tile/RealityTileTree.js.map +1 -1
  284. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  285. package/lib/cjs/tile/TileDrawArgs.d.ts.map +1 -1
  286. package/lib/cjs/tile/TileDrawArgs.js +2 -1
  287. package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
  288. package/lib/cjs/tile/map/ImageryTileTree.js +1 -1
  289. package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
  290. package/lib/cjs/tile/map/MapLayerFormatRegistry.js +1 -1
  291. package/lib/cjs/tile/map/MapLayerFormatRegistry.js.map +1 -1
  292. package/lib/cjs/tile/map/MapLayerSources.d.ts.map +1 -1
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  608. package/lib/esm/tools/Tool.js +2 -2
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  610. package/lib/public/scripts/parse-imdl-worker.js +1 -1
  611. package/lib/workers/webpack/parse-imdl-worker.js +1 -1
  612. package/package.json +20 -20
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, Id64 } from \"@itwin/core-bentley\";\nimport { PackedFeature, RenderFeatureTable } from \"@itwin/core-common\";\nimport { FeatureSymbology } from \"../../../render/FeatureSymbology\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { LineCode } from \"./LineCode\";\nimport { GL } from \"./GL\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { EmphasisFlags, TextureUnit } from \"./RenderFlags\";\nimport { sync, SyncObserver } from \"./Sync\";\nimport { System } from \"./System\";\nimport { Hilites, Target } from \"./Target\";\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\nimport { BatchOptions } from \"../../../common/render/BatchOptions\";\nimport { DisplayParams } from \"../../../common/internal/render/DisplayParams\";\nimport { OvrFlags } from \"../../../common/internal/render/OvrFlags\";\nimport { computeDimensions } from \"../../../common/internal/render/VertexTable\";\n\nexport function isFeatureHilited(feature: PackedFeature, hilites: Hilites, isModelHilited: boolean): boolean {\n if (hilites.isEmpty)\n return false;\n\n if (\"union\" === hilites.modelSubCategoryMode)\n return isModelHilited || hilites.elements.hasPair(feature.elementId) || hilites.subcategories.hasPair(feature.subCategoryId);\n\n return hilites.elements.hasPair(feature.elementId) || (isModelHilited && hilites.subcategories.hasPair(feature.subCategoryId));\n}\n\n/** @internal */\nexport type FeatureOverridesCleanup = () => void;\n\nconst scratchPackedFeature = PackedFeature.createWithIndex();\n\n/** @internal */\nexport class FeatureOverrides implements WebGLDisposable {\n public readonly target: Target;\n private readonly _options: BatchOptions;\n private _lut?: Texture2DHandle;\n private _mostRecentSymbologyOverrides?: FeatureSymbology.Overrides;\n private _lastFlashId = Id64.invalid;\n private _hiliteSyncObserver: SyncObserver = {};\n private _pickExclusionsSyncObserver: SyncObserver = {};\n private _anyOverridden = true;\n private _allHidden = true;\n private _anyTranslucent = true;\n private _anyViewIndependentTranslucent = true;\n private _anyOpaque = true;\n private _anyHilited = true;\n private _lutParams = new Float32Array(2);\n private _uniformSymbologyFlags: EmphasisFlags = EmphasisFlags.None;\n private _cleanup?: FeatureOverridesCleanup;\n\n public get anyOverridden() { return this._anyOverridden; }\n public get allHidden() { return this._allHidden; }\n public get anyTranslucent() { return this._anyTranslucent; }\n public get anyViewIndependentTranslucent() { return this._anyViewIndependentTranslucent; }\n public get anyOpaque() { return this._anyOpaque; }\n public get anyHilited() { return this._anyHilited; }\n\n /** For tests. */\n public get lutData(): Uint8Array | undefined { return this._lut?.dataBytes; }\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\n public get isUniform() { return 3 === this._lutParams[0] && 1 === this._lutParams[1]; }\n\n private updateUniformSymbologyFlags(): void {\n this._uniformSymbologyFlags = EmphasisFlags.None;\n if (!this.isUniform || !this._lut)\n return;\n\n let flags = this._lut.dataBytes![0];\n if (0 !== (flags & OvrFlags.Flashed))\n this._uniformSymbologyFlags |= EmphasisFlags.Flashed;\n\n if (0 !== (flags & OvrFlags.NonLocatable))\n this._uniformSymbologyFlags |= EmphasisFlags.NonLocatable;\n\n if (!this._anyHilited)\n return;\n\n flags = this._lut.dataBytes![1] << 8;\n if (0 !== (flags & OvrFlags.Hilited))\n this._uniformSymbologyFlags |= EmphasisFlags.Hilite;\n\n if (0 !== (flags & OvrFlags.Emphasized))\n this._uniformSymbologyFlags |= EmphasisFlags.Emphasized;\n }\n\n public getUniformOverrides(): Uint8Array {\n assert(this.isUniform);\n assert(undefined !== this._lut);\n assert(undefined !== this._lut.dataBytes);\n return this._lut.dataBytes;\n }\n\n private _initialize(map: RenderFeatureTable, ovrs: FeatureSymbology.Overrides, pickExcludes: Id64.Uint32Set, hilite: Hilites, flashed?: Id64.Uint32Pair): Texture2DHandle | undefined {\n const nFeatures = map.numFeatures;\n const dims = computeDimensions(nFeatures, 3, 0, System.instance.maxTextureSize);\n const width = dims.width;\n const height = dims.height;\n assert(width * height >= nFeatures);\n\n this._lutParams[0] = width;\n this._lutParams[1] = height;\n\n const data = new Uint8Array(width * height * 4);\n const creator = new Texture2DDataUpdater(data);\n this.buildLookupTable(creator, map, ovrs, pickExcludes, flashed, hilite);\n\n return TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\n }\n\n private _update(map: RenderFeatureTable, lut: Texture2DHandle, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair, hilites?: Hilites, ovrs?: FeatureSymbology.Overrides) {\n const updater = new Texture2DDataUpdater(lut.dataBytes!);\n\n if (undefined === ovrs) {\n this.updateFlashedAndHilited(updater, map, pickExcludes, flashed, hilites);\n } else {\n assert(undefined !== hilites);\n this.buildLookupTable(updater, map, ovrs, pickExcludes, flashed, hilites);\n }\n\n lut.update(updater);\n }\n\n private setTransparency(transparency: number, viewDependentTransparency: true | undefined, data: Texture2DDataUpdater, transparencyByteIndex: number, curFlags: OvrFlags): OvrFlags {\n // transparency in range [0, 1]...convert to byte and invert so 0=transparent...\n let alpha = 1.0 - transparency;\n alpha = Math.floor(0xff * alpha + 0.5);\n if ((0xff - alpha) < DisplayParams.minTransparency)\n alpha = 0xff;\n\n data.setByteAtIndex(transparencyByteIndex, alpha);\n if (0xff === alpha) {\n this._anyOpaque = true;\n } else {\n this._anyTranslucent = true;\n if (!viewDependentTransparency) {\n curFlags |= OvrFlags.ViewIndependentTransparency;\n this._anyViewIndependentTranslucent = true;\n }\n }\n\n return curFlags;\n }\n\n private buildLookupTable(data: Texture2DDataUpdater, map: RenderFeatureTable, ovr: FeatureSymbology.Overrides, pickExclude: Id64.Uint32Set | undefined, flashedIdParts: Id64.Uint32Pair | undefined, hilites: Hilites) {\n const allowHilite = true !== this._options.noHilite;\n const allowFlash = true !== this._options.noFlash;\n const allowEmphasis = true !== this._options.noEmphasis;\n\n let isModelHilited = false;\n const prevModelId = { lower: -1, upper: -1 };\n\n this._anyOpaque = this._anyTranslucent = this._anyViewIndependentTranslucent = this._anyHilited = false;\n\n let nHidden = 0;\n let nOverridden = 0;\n\n // NB: We currently use 3 RGBA values per feature as follows:\n // [0]\n // RG = override flags (see OvrFlags enum)\n // B = line code\n // A = line weight (if we need an extra byte in future, could combine code+weight into a single byte).\n // [1]\n // RGB = rgb\n // A = alpha\n // [2]\n // RGB = line rgb\n // A = line alpha\n for (const feature of map.iterable(scratchPackedFeature)) {\n const i = feature.index;\n const dataIndex = i * 4 * 3;\n\n if (prevModelId.lower !== feature.modelId.lower || prevModelId.upper !== feature.modelId.upper) {\n prevModelId.lower = feature.modelId.lower;\n prevModelId.upper = feature.modelId.upper;\n isModelHilited = allowHilite && hilites.models.hasPair(feature.modelId);\n }\n\n const app = this.target.currentBranch.getFeatureAppearance(\n ovr,\n feature.elementId.lower, feature.elementId.upper,\n feature.subCategoryId.lower, feature.subCategoryId.upper,\n feature.geometryClass,\n feature.modelId.lower, feature.modelId.upper,\n map.type, feature.animationNodeId);\n\n // NB: If the appearance is fully transparent, then:\n // - For normal (\"primary\") models, getAppearance() returns undefined.\n // - For classifier models, getAppearance() returns the appearance, and classification shader will discard fully-transparent classified pixels.\n // (The latter is how we clip the classified model using the classifiers).\n if (undefined === app) {\n // The feature is not visible. We don't care about any of the other overrides, because we're not going to render it.\n data.setOvrFlagsAtIndex(dataIndex, OvrFlags.Visibility);\n nHidden++;\n nOverridden++;\n continue;\n }\n\n let flags = app.nonLocatable ? OvrFlags.NonLocatable : OvrFlags.None;\n if (allowHilite && isFeatureHilited(feature, hilites, isModelHilited)) {\n flags |= OvrFlags.Hilited;\n this._anyHilited = true;\n }\n\n if (allowEmphasis && app.emphasized) {\n flags |= OvrFlags.Emphasized;\n this._anyHilited = true;\n }\n\n if (app.overridesRgb && app.rgb) {\n flags |= OvrFlags.Rgb;\n const rgb = app.rgb;\n data.setByteAtIndex(dataIndex + 4, rgb.r);\n data.setByteAtIndex(dataIndex + 5, rgb.g);\n data.setByteAtIndex(dataIndex + 6, rgb.b);\n }\n\n if (undefined !== app.transparency) {\n flags |= OvrFlags.Alpha;\n flags = this.setTransparency(app.transparency, app.viewDependentTransparency, data, dataIndex + 7, flags);\n }\n\n const lineRgb = app.getLineRgb();\n if (lineRgb) {\n flags |= OvrFlags.LineRgb;\n data.setByteAtIndex(dataIndex + 8, lineRgb.r);\n data.setByteAtIndex(dataIndex + 9, lineRgb.g);\n data.setByteAtIndex(dataIndex + 10, lineRgb.b);\n }\n\n const lineTransp = app.getLineTransparency();\n if (undefined !== lineTransp) {\n flags |= OvrFlags.LineAlpha;\n flags = this.setTransparency(lineTransp, app.viewDependentTransparency, data, dataIndex + 11, flags);\n }\n\n if (app.overridesWeight && app.weight) {\n flags |= OvrFlags.Weight;\n let weight = app.weight;\n weight = Math.min(31, weight);\n weight = Math.max(1, weight);\n data.setByteAtIndex(dataIndex + 3, weight);\n }\n\n if (app.overridesLinePixels && app.linePixels) {\n flags |= OvrFlags.LineCode;\n const lineCode = LineCode.valueFromLinePixels(app.linePixels);\n data.setByteAtIndex(dataIndex + 2, lineCode);\n }\n\n if (app.ignoresMaterial)\n flags |= OvrFlags.IgnoreMaterial;\n\n if (allowFlash && undefined !== flashedIdParts && feature.elementId.lower === flashedIdParts.lower && feature.elementId.upper === flashedIdParts.upper)\n flags |= OvrFlags.Flashed;\n\n if (pickExclude?.hasPair(feature.elementId)) {\n flags |= OvrFlags.InvisibleDuringPick;\n ++nHidden;\n }\n\n data.setOvrFlagsAtIndex(dataIndex, flags);\n if (OvrFlags.None !== flags)\n nOverridden++;\n }\n\n this._allHidden = (nHidden === map.numFeatures);\n this._anyOverridden = (nOverridden > 0);\n\n this.updateUniformSymbologyFlags();\n }\n\n // NB: If hilites is undefined, it means that the hilited set has not changed.\n private updateFlashedAndHilited(data: Texture2DDataUpdater, map: RenderFeatureTable, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair, hilites?: Hilites) {\n if (!hilites || true === this._options.noHilite) {\n this.updateFlashed(data, map, pickExcludes, flashed);\n return;\n }\n\n const allowFlash = true !== this._options.noFlash;\n const intersect = \"intersection\" === hilites.modelSubCategoryMode;\n\n this._anyOverridden = this._anyHilited = false;\n for (const feature of map.iterable(scratchPackedFeature)) {\n const dataIndex = feature.index * 4 * 3;\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\n // If it's invisible, none of the other flags matter. We can't flash it and don't want to hilite it.\n this._anyOverridden = true;\n continue;\n }\n\n const isModelHilited = hilites.models.hasPair(feature.modelId);\n let isHilited = isModelHilited && !intersect;\n if (!isHilited)\n isHilited = hilites.elements.hasPair(feature.elementId);\n\n if (!isHilited)\n if (isModelHilited || !intersect)\n isHilited = hilites.subcategories.hasPair(feature.subCategoryId);\n\n let isFlashed = false;\n if (flashed && allowFlash)\n isFlashed = feature.elementId.lower === flashed.lower && feature.elementId.upper === flashed.upper;\n\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\n newFlags = isHilited ? (newFlags | OvrFlags.Hilited) : (newFlags & ~OvrFlags.Hilited);\n if (pickExcludes) {\n newFlags = pickExcludes.hasPair(feature.elementId) ? (newFlags | OvrFlags.InvisibleDuringPick) : (newFlags & ~OvrFlags.InvisibleDuringPick);\n }\n\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\n if (OvrFlags.None !== newFlags) {\n this._anyOverridden = true;\n this._anyHilited = this._anyHilited || isHilited || OvrFlags.None !== (newFlags & OvrFlags.Emphasized);\n }\n }\n\n this.updateUniformSymbologyFlags();\n }\n\n private updateFlashed(data: Texture2DDataUpdater, map: RenderFeatureTable, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair): void {\n if (true === this._options.noFlash && !pickExcludes)\n return;\n\n this._anyOverridden = false;\n const elemId = { lower: 0, upper: 0 };\n for (let i = 0; i < map.numFeatures; i++) {\n const dataIndex = i * 4 * 3;\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\n // If it's invisible, none of the other flags matter and we can't flash it.\n this._anyOverridden = true;\n continue;\n }\n\n let isFlashed = false;\n let thisElemId: Id64.Uint32Pair | undefined;\n if (flashed && !this._options.noFlash) {\n thisElemId = map.getElementIdPair(i, elemId);\n isFlashed = thisElemId.lower === flashed.lower && thisElemId.upper === flashed.upper;\n }\n\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\n if (pickExcludes) {\n if (!thisElemId) {\n thisElemId = map.getElementIdPair(i, elemId);\n }\n\n newFlags = pickExcludes.hasPair(thisElemId) ? (newFlags | OvrFlags.InvisibleDuringPick) : (newFlags & ~OvrFlags.InvisibleDuringPick);\n }\n\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\n if (OvrFlags.None !== newFlags)\n this._anyOverridden = true;\n }\n\n this.updateUniformSymbologyFlags();\n }\n\n private constructor(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\n this.target = target;\n this._options = options;\n this._cleanup = cleanup;\n }\n\n public static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\n return new FeatureOverrides(target, options, cleanup);\n }\n\n public get isDisposed(): boolean { return undefined === this._lut; }\n\n public [Symbol.dispose]() {\n this._lut = dispose(this._lut);\n if (this._cleanup) {\n this._cleanup();\n this._cleanup = undefined;\n }\n }\n\n public initFromMap(map: RenderFeatureTable) {\n const nFeatures = map.numFeatures;\n assert(0 < nFeatures);\n\n this._lut = dispose(this._lut);\n\n const ovrs: FeatureSymbology.Overrides = this.target.currentFeatureSymbologyOverrides;\n this._mostRecentSymbologyOverrides = ovrs;\n const hilite = this.target.hilites;\n this._lut = this._initialize(map, ovrs, this.target.pickExclusions, hilite, this.target.flashed);\n this._lastFlashId = Id64.invalid;\n this._hiliteSyncObserver = {};\n this._pickExclusionsSyncObserver = {};\n }\n\n public update(features: RenderFeatureTable) {\n let ovrs: FeatureSymbology.Overrides | undefined = this.target.currentFeatureSymbologyOverrides;\n const ovrsUpdated = ovrs !== this._mostRecentSymbologyOverrides;\n if (ovrsUpdated)\n this._mostRecentSymbologyOverrides = ovrs;\n else\n ovrs = undefined;\n\n const flashedId = this.target.flashedId;\n\n const hilite = this.target.hilites;\n const hiliteUpdated = !sync(this.target.hiliteSyncTarget, this._hiliteSyncObserver);\n const pickExcludesUpdated = !sync(this.target.pickExclusionsSyncTarget, this._pickExclusionsSyncObserver);\n\n if (ovrsUpdated || hiliteUpdated || flashedId !== this._lastFlashId || pickExcludesUpdated) {\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\n if (this._lut) {\n this._update(\n features,\n this._lut,\n undefined !== ovrs || pickExcludesUpdated ? this.target.pickExclusions : undefined,\n this.target.flashed,\n undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs,\n );\n }\n\n this._lastFlashId = flashedId;\n }\n }\n\n public bindLUTParams(uniform: UniformHandle): void {\n uniform.setUniform2fv(this._lutParams);\n }\n\n public bindLUT(uniform: UniformHandle): void {\n if (this._lut)\n this._lut.bindSampler(uniform, TextureUnit.FeatureSymbology);\n }\n\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\n uniform.setUniform1f(this._uniformSymbologyFlags);\n }\n}\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, expectDefined, Id64 } from \"@itwin/core-bentley\";\nimport { PackedFeature, RenderFeatureTable } from \"@itwin/core-common\";\nimport { FeatureSymbology } from \"../../../render/FeatureSymbology\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { LineCode } from \"./LineCode\";\nimport { GL } from \"./GL\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { EmphasisFlags, TextureUnit } from \"./RenderFlags\";\nimport { sync, SyncObserver } from \"./Sync\";\nimport { System } from \"./System\";\nimport { Hilites, Target } from \"./Target\";\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\nimport { BatchOptions } from \"../../../common/render/BatchOptions\";\nimport { DisplayParams } from \"../../../common/internal/render/DisplayParams\";\nimport { OvrFlags } from \"../../../common/internal/render/OvrFlags\";\nimport { computeDimensions } from \"../../../common/internal/render/VertexTable\";\n\nexport function isFeatureHilited(feature: PackedFeature, hilites: Hilites, isModelHilited: boolean): boolean {\n if (hilites.isEmpty)\n return false;\n\n if (\"union\" === hilites.modelSubCategoryMode)\n return isModelHilited || hilites.elements.hasPair(feature.elementId) || hilites.subcategories.hasPair(feature.subCategoryId);\n\n return hilites.elements.hasPair(feature.elementId) || (isModelHilited && hilites.subcategories.hasPair(feature.subCategoryId));\n}\n\n/** @internal */\nexport type FeatureOverridesCleanup = () => void;\n\nconst scratchPackedFeature = PackedFeature.createWithIndex();\n\n/** @internal */\nexport class FeatureOverrides implements WebGLDisposable {\n public readonly target: Target;\n private readonly _options: BatchOptions;\n private _lut?: Texture2DHandle;\n private _mostRecentSymbologyOverrides?: FeatureSymbology.Overrides;\n private _lastFlashId = Id64.invalid;\n private _hiliteSyncObserver: SyncObserver = {};\n private _pickExclusionsSyncObserver: SyncObserver = {};\n private _anyOverridden = true;\n private _allHidden = true;\n private _anyTranslucent = true;\n private _anyViewIndependentTranslucent = true;\n private _anyOpaque = true;\n private _anyHilited = true;\n private _lutParams = new Float32Array(2);\n private _uniformSymbologyFlags: EmphasisFlags = EmphasisFlags.None;\n private _cleanup?: FeatureOverridesCleanup;\n\n public get anyOverridden() { return this._anyOverridden; }\n public get allHidden() { return this._allHidden; }\n public get anyTranslucent() { return this._anyTranslucent; }\n public get anyViewIndependentTranslucent() { return this._anyViewIndependentTranslucent; }\n public get anyOpaque() { return this._anyOpaque; }\n public get anyHilited() { return this._anyHilited; }\n\n /** For tests. */\n public get lutData(): Uint8Array | undefined { return this._lut?.dataBytes; }\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\n public get isUniform() { return 3 === this._lutParams[0] && 1 === this._lutParams[1]; }\n\n private updateUniformSymbologyFlags(): void {\n this._uniformSymbologyFlags = EmphasisFlags.None;\n if (!this.isUniform || !this._lut?.dataBytes)\n return;\n\n let flags = expectDefined(this._lut.dataBytes[0]);\n if (0 !== (flags & OvrFlags.Flashed))\n this._uniformSymbologyFlags |= EmphasisFlags.Flashed;\n\n if (0 !== (flags & OvrFlags.NonLocatable))\n this._uniformSymbologyFlags |= EmphasisFlags.NonLocatable;\n\n if (!this._anyHilited)\n return;\n\n flags = expectDefined(this._lut.dataBytes[1]) << 8;\n if (0 !== (flags & OvrFlags.Hilited))\n this._uniformSymbologyFlags |= EmphasisFlags.Hilite;\n\n if (0 !== (flags & OvrFlags.Emphasized))\n this._uniformSymbologyFlags |= EmphasisFlags.Emphasized;\n }\n\n public getUniformOverrides(): Uint8Array {\n assert(this.isUniform);\n assert(undefined !== this._lut);\n assert(undefined !== this._lut.dataBytes);\n return this._lut.dataBytes;\n }\n\n private _initialize(map: RenderFeatureTable, ovrs: FeatureSymbology.Overrides, pickExcludes: Id64.Uint32Set, hilite: Hilites, flashed?: Id64.Uint32Pair): Texture2DHandle | undefined {\n const nFeatures = map.numFeatures;\n const dims = computeDimensions(nFeatures, 3, 0, System.instance.maxTextureSize);\n const width = dims.width;\n const height = dims.height;\n assert(width * height >= nFeatures);\n\n this._lutParams[0] = width;\n this._lutParams[1] = height;\n\n const data = new Uint8Array(width * height * 4);\n const creator = new Texture2DDataUpdater(data);\n this.buildLookupTable(creator, map, ovrs, pickExcludes, flashed, hilite);\n\n return TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\n }\n\n private _update(map: RenderFeatureTable, lut: Texture2DHandle, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair, hilites?: Hilites, ovrs?: FeatureSymbology.Overrides) {\n const updater = new Texture2DDataUpdater(expectDefined(lut.dataBytes));\n\n if (undefined === ovrs) {\n this.updateFlashedAndHilited(updater, map, pickExcludes, flashed, hilites);\n } else {\n assert(undefined !== hilites);\n this.buildLookupTable(updater, map, ovrs, pickExcludes, flashed, hilites);\n }\n\n lut.update(updater);\n }\n\n private setTransparency(transparency: number, viewDependentTransparency: true | undefined, data: Texture2DDataUpdater, transparencyByteIndex: number, curFlags: OvrFlags): OvrFlags {\n // transparency in range [0, 1]...convert to byte and invert so 0=transparent...\n let alpha = 1.0 - transparency;\n alpha = Math.floor(0xff * alpha + 0.5);\n if ((0xff - alpha) < DisplayParams.minTransparency)\n alpha = 0xff;\n\n data.setByteAtIndex(transparencyByteIndex, alpha);\n if (0xff === alpha) {\n this._anyOpaque = true;\n } else {\n this._anyTranslucent = true;\n if (!viewDependentTransparency) {\n curFlags |= OvrFlags.ViewIndependentTransparency;\n this._anyViewIndependentTranslucent = true;\n }\n }\n\n return curFlags;\n }\n\n private buildLookupTable(data: Texture2DDataUpdater, map: RenderFeatureTable, ovr: FeatureSymbology.Overrides, pickExclude: Id64.Uint32Set | undefined, flashedIdParts: Id64.Uint32Pair | undefined, hilites: Hilites) {\n const allowHilite = true !== this._options.noHilite;\n const allowFlash = true !== this._options.noFlash;\n const allowEmphasis = true !== this._options.noEmphasis;\n\n let isModelHilited = false;\n const prevModelId = { lower: -1, upper: -1 };\n\n this._anyOpaque = this._anyTranslucent = this._anyViewIndependentTranslucent = this._anyHilited = false;\n\n let nHidden = 0;\n let nOverridden = 0;\n\n // NB: We currently use 3 RGBA values per feature as follows:\n // [0]\n // RG = override flags (see OvrFlags enum)\n // B = line code\n // A = line weight (if we need an extra byte in future, could combine code+weight into a single byte).\n // [1]\n // RGB = rgb\n // A = alpha\n // [2]\n // RGB = line rgb\n // A = line alpha\n for (const feature of map.iterable(scratchPackedFeature)) {\n const i = feature.index;\n const dataIndex = i * 4 * 3;\n\n if (prevModelId.lower !== feature.modelId.lower || prevModelId.upper !== feature.modelId.upper) {\n prevModelId.lower = feature.modelId.lower;\n prevModelId.upper = feature.modelId.upper;\n isModelHilited = allowHilite && hilites.models.hasPair(feature.modelId);\n }\n\n const app = this.target.currentBranch.getFeatureAppearance(\n ovr,\n feature.elementId.lower, feature.elementId.upper,\n feature.subCategoryId.lower, feature.subCategoryId.upper,\n feature.geometryClass,\n feature.modelId.lower, feature.modelId.upper,\n map.type, feature.animationNodeId);\n\n // NB: If the appearance is fully transparent, then:\n // - For normal (\"primary\") models, getAppearance() returns undefined.\n // - For classifier models, getAppearance() returns the appearance, and classification shader will discard fully-transparent classified pixels.\n // (The latter is how we clip the classified model using the classifiers).\n if (undefined === app) {\n // The feature is not visible. We don't care about any of the other overrides, because we're not going to render it.\n data.setOvrFlagsAtIndex(dataIndex, OvrFlags.Visibility);\n nHidden++;\n nOverridden++;\n continue;\n }\n\n let flags = app.nonLocatable ? OvrFlags.NonLocatable : OvrFlags.None;\n if (allowHilite && isFeatureHilited(feature, hilites, isModelHilited)) {\n flags |= OvrFlags.Hilited;\n this._anyHilited = true;\n }\n\n if (allowEmphasis && app.emphasized) {\n flags |= OvrFlags.Emphasized;\n this._anyHilited = true;\n }\n\n if (app.overridesRgb && app.rgb) {\n flags |= OvrFlags.Rgb;\n const rgb = app.rgb;\n data.setByteAtIndex(dataIndex + 4, rgb.r);\n data.setByteAtIndex(dataIndex + 5, rgb.g);\n data.setByteAtIndex(dataIndex + 6, rgb.b);\n }\n\n if (undefined !== app.transparency) {\n flags |= OvrFlags.Alpha;\n flags = this.setTransparency(app.transparency, app.viewDependentTransparency, data, dataIndex + 7, flags);\n }\n\n const lineRgb = app.getLineRgb();\n if (lineRgb) {\n flags |= OvrFlags.LineRgb;\n data.setByteAtIndex(dataIndex + 8, lineRgb.r);\n data.setByteAtIndex(dataIndex + 9, lineRgb.g);\n data.setByteAtIndex(dataIndex + 10, lineRgb.b);\n }\n\n const lineTransp = app.getLineTransparency();\n if (undefined !== lineTransp) {\n flags |= OvrFlags.LineAlpha;\n flags = this.setTransparency(lineTransp, app.viewDependentTransparency, data, dataIndex + 11, flags);\n }\n\n if (app.overridesWeight && app.weight) {\n flags |= OvrFlags.Weight;\n let weight = app.weight;\n weight = Math.min(31, weight);\n weight = Math.max(1, weight);\n data.setByteAtIndex(dataIndex + 3, weight);\n }\n\n if (app.overridesLinePixels && app.linePixels) {\n flags |= OvrFlags.LineCode;\n const lineCode = LineCode.valueFromLinePixels(app.linePixels);\n data.setByteAtIndex(dataIndex + 2, lineCode);\n }\n\n if (app.ignoresMaterial)\n flags |= OvrFlags.IgnoreMaterial;\n\n if (allowFlash && undefined !== flashedIdParts && feature.elementId.lower === flashedIdParts.lower && feature.elementId.upper === flashedIdParts.upper)\n flags |= OvrFlags.Flashed;\n\n if (pickExclude?.hasPair(feature.elementId)) {\n flags |= OvrFlags.InvisibleDuringPick;\n ++nHidden;\n }\n\n data.setOvrFlagsAtIndex(dataIndex, flags);\n if (OvrFlags.None !== flags)\n nOverridden++;\n }\n\n this._allHidden = (nHidden === map.numFeatures);\n this._anyOverridden = (nOverridden > 0);\n\n this.updateUniformSymbologyFlags();\n }\n\n // NB: If hilites is undefined, it means that the hilited set has not changed.\n private updateFlashedAndHilited(data: Texture2DDataUpdater, map: RenderFeatureTable, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair, hilites?: Hilites) {\n if (!hilites || true === this._options.noHilite) {\n this.updateFlashed(data, map, pickExcludes, flashed);\n return;\n }\n\n const allowFlash = true !== this._options.noFlash;\n const intersect = \"intersection\" === hilites.modelSubCategoryMode;\n\n this._anyOverridden = this._anyHilited = false;\n for (const feature of map.iterable(scratchPackedFeature)) {\n const dataIndex = feature.index * 4 * 3;\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\n // If it's invisible, none of the other flags matter. We can't flash it and don't want to hilite it.\n this._anyOverridden = true;\n continue;\n }\n\n const isModelHilited = hilites.models.hasPair(feature.modelId);\n let isHilited = isModelHilited && !intersect;\n if (!isHilited)\n isHilited = hilites.elements.hasPair(feature.elementId);\n\n if (!isHilited)\n if (isModelHilited || !intersect)\n isHilited = hilites.subcategories.hasPair(feature.subCategoryId);\n\n let isFlashed = false;\n if (flashed && allowFlash)\n isFlashed = feature.elementId.lower === flashed.lower && feature.elementId.upper === flashed.upper;\n\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\n newFlags = isHilited ? (newFlags | OvrFlags.Hilited) : (newFlags & ~OvrFlags.Hilited);\n if (pickExcludes) {\n newFlags = pickExcludes.hasPair(feature.elementId) ? (newFlags | OvrFlags.InvisibleDuringPick) : (newFlags & ~OvrFlags.InvisibleDuringPick);\n }\n\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\n if (OvrFlags.None !== newFlags) {\n this._anyOverridden = true;\n this._anyHilited = this._anyHilited || isHilited || OvrFlags.None !== (newFlags & OvrFlags.Emphasized);\n }\n }\n\n this.updateUniformSymbologyFlags();\n }\n\n private updateFlashed(data: Texture2DDataUpdater, map: RenderFeatureTable, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair): void {\n if (true === this._options.noFlash && !pickExcludes)\n return;\n\n this._anyOverridden = false;\n const elemId = { lower: 0, upper: 0 };\n for (let i = 0; i < map.numFeatures; i++) {\n const dataIndex = i * 4 * 3;\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\n // If it's invisible, none of the other flags matter and we can't flash it.\n this._anyOverridden = true;\n continue;\n }\n\n let isFlashed = false;\n let thisElemId: Id64.Uint32Pair | undefined;\n if (flashed && !this._options.noFlash) {\n thisElemId = map.getElementIdPair(i, elemId);\n isFlashed = thisElemId.lower === flashed.lower && thisElemId.upper === flashed.upper;\n }\n\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\n if (pickExcludes) {\n if (!thisElemId) {\n thisElemId = map.getElementIdPair(i, elemId);\n }\n\n newFlags = pickExcludes.hasPair(thisElemId) ? (newFlags | OvrFlags.InvisibleDuringPick) : (newFlags & ~OvrFlags.InvisibleDuringPick);\n }\n\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\n if (OvrFlags.None !== newFlags)\n this._anyOverridden = true;\n }\n\n this.updateUniformSymbologyFlags();\n }\n\n private constructor(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\n this.target = target;\n this._options = options;\n this._cleanup = cleanup;\n }\n\n public static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\n return new FeatureOverrides(target, options, cleanup);\n }\n\n public get isDisposed(): boolean { return undefined === this._lut; }\n\n public [Symbol.dispose]() {\n this._lut = dispose(this._lut);\n if (this._cleanup) {\n this._cleanup();\n this._cleanup = undefined;\n }\n }\n\n public initFromMap(map: RenderFeatureTable) {\n const nFeatures = map.numFeatures;\n assert(0 < nFeatures);\n\n this._lut = dispose(this._lut);\n\n const ovrs: FeatureSymbology.Overrides = this.target.currentFeatureSymbologyOverrides;\n this._mostRecentSymbologyOverrides = ovrs;\n const hilite = this.target.hilites;\n this._lut = this._initialize(map, ovrs, this.target.pickExclusions, hilite, this.target.flashed);\n this._lastFlashId = Id64.invalid;\n this._hiliteSyncObserver = {};\n this._pickExclusionsSyncObserver = {};\n }\n\n public update(features: RenderFeatureTable) {\n let ovrs: FeatureSymbology.Overrides | undefined = this.target.currentFeatureSymbologyOverrides;\n const ovrsUpdated = ovrs !== this._mostRecentSymbologyOverrides;\n if (ovrsUpdated)\n this._mostRecentSymbologyOverrides = ovrs;\n else\n ovrs = undefined;\n\n const flashedId = this.target.flashedId;\n\n const hilite = this.target.hilites;\n const hiliteUpdated = !sync(this.target.hiliteSyncTarget, this._hiliteSyncObserver);\n const pickExcludesUpdated = !sync(this.target.pickExclusionsSyncTarget, this._pickExclusionsSyncObserver);\n\n if (ovrsUpdated || hiliteUpdated || flashedId !== this._lastFlashId || pickExcludesUpdated) {\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\n if (this._lut) {\n this._update(\n features,\n this._lut,\n undefined !== ovrs || pickExcludesUpdated ? this.target.pickExclusions : undefined,\n this.target.flashed,\n undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs,\n );\n }\n\n this._lastFlashId = flashedId;\n }\n }\n\n public bindLUTParams(uniform: UniformHandle): void {\n uniform.setUniform2fv(this._lutParams);\n }\n\n public bindLUT(uniform: UniformHandle): void {\n if (this._lut)\n this._lut.bindSampler(uniform, TextureUnit.FeatureSymbology);\n }\n\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\n uniform.setUniform1f(this._uniformSymbologyFlags);\n }\n}\n"]}
@@ -114,7 +114,7 @@ class FrameBuffer {
114
114
  [Symbol.dispose]() {
115
115
  // NB: The FrameBuffer does not *own* the textures and depth buffer.
116
116
  if (!this.isDisposed) {
117
- System_1.System.instance.context.deleteFramebuffer(this._fbo);
117
+ System_1.System.instance.context.deleteFramebuffer((0, core_bentley_1.expectDefined)(this._fbo));
118
118
  this._fbo = undefined;
119
119
  if (undefined !== this._fboMs) {
120
120
  System_1.System.instance.context.deleteFramebuffer(this._fboMs);
@@ -176,7 +176,7 @@ class FrameBuffer {
176
176
  if (this._colorMsBuffers[i].isDirty) {
177
177
  gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);
178
178
  gl2.readBuffer(this._colorAttachments[i]);
179
- gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo);
179
+ gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, (0, core_bentley_1.expectDefined)(this._fbo));
180
180
  attachments.push(this._colorAttachments[i]);
181
181
  gl2.drawBuffers(attachments);
182
182
  attachments.pop();
@@ -190,7 +190,7 @@ class FrameBuffer {
190
190
  if (blitDepth && undefined !== this.depthBuffer && undefined !== this.depthBufferMs && this.depthBufferMs.isDirty) {
191
191
  const mask = GL_1.GL.BufferBit.Depth; // (this.depthBuffer instanceof RenderBuffer ? GL.BufferBit.Depth : GL.BufferBit.Depth | GL.BufferBit.Stencil);
192
192
  gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);
193
- gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo);
193
+ gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, (0, core_bentley_1.expectDefined)(this._fbo));
194
194
  gl2.blitFramebuffer(0, 0, this.depthBuffer.width, this.depthBuffer.height, 0, 0, this.depthBuffer.width, this.depthBuffer.height, mask, GL_1.GL.MultiSampling.Filter.Nearest);
195
195
  this.depthBufferMs.markBufferDirty(false);
196
196
  }
@@ -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 { WebGLDisposable } from \"./Disposable\";\nimport { GL } from \"./GL\";\nimport { RenderBuffer, RenderBufferMultiSample } from \"./RenderBuffer\";\nimport { System } from \"./System\";\nimport { TextureHandle } from \"./Texture\";\n\n/** @internal */\nexport type DepthBuffer = RenderBuffer | RenderBufferMultiSample | TextureHandle;\n/* eslint-disable no-restricted-syntax */\n\n/** @internal */\nexport const enum FrameBufferBindState {\n Unbound,\n Bound,\n BoundWithAttachments,\n BoundMultisampled,\n BoundWithAttachmentsMultisampled,\n Suspended,\n}\n\n/** @internal */\nexport class FrameBuffer implements WebGLDisposable {\n private _fbo?: WebGLFramebuffer;\n private _fboMs?: WebGLFramebuffer;\n private _bindState: FrameBufferBindState = FrameBufferBindState.Unbound;\n private readonly _colorTextures: TextureHandle[] = [];\n private readonly _colorMsBuffers: RenderBufferMultiSample[] = [];\n private readonly _colorAttachments: GLenum[] = [];\n private readonly _colorMsFilters: GL.MultiSampling.Filter[] = [];\n public readonly depthBuffer?: DepthBuffer;\n public readonly depthBufferMs?: DepthBuffer;\n\n public get isDisposed(): boolean { return this._fbo === undefined; }\n\n public get isBound(): boolean { return FrameBufferBindState.Bound <= this._bindState && FrameBufferBindState.BoundWithAttachmentsMultisampled >= this._bindState; }\n\n public get isBoundMultisampled(): boolean { return FrameBufferBindState.BoundMultisampled === this._bindState || FrameBufferBindState.BoundWithAttachmentsMultisampled === this._bindState; }\n\n public get isSuspended(): boolean { return FrameBufferBindState.Suspended === this._bindState; }\n\n public get isMultisampled(): boolean { return this._colorMsBuffers.length > 0 || undefined !== this.depthBufferMs; }\n\n public getColor(ndx: number): TextureHandle {\n assert(ndx < this._colorTextures.length);\n if (ndx < this._colorMsBuffers.length && this._colorMsBuffers[ndx].isDirty) {\n this.blitMsBuffersToTextures(false, ndx);\n }\n return this._colorTextures[ndx];\n }\n\n public getColorTargets(useMSBuffers: boolean, ndx: number): { tex: TextureHandle, msBuf: RenderBufferMultiSample | undefined } {\n let msBuf;\n if (useMSBuffers) {\n assert(ndx < this._colorMsBuffers.length);\n msBuf = this._colorMsBuffers[ndx];\n }\n assert(ndx < this._colorTextures.length);\n return { tex: this._colorTextures[ndx], msBuf };\n }\n\n private constructor(fbo: WebGLFramebuffer, colorTextures: TextureHandle[], depthBuffer?: DepthBuffer,\n colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer) {\n this._fbo = fbo;\n const gl = System.instance.context;\n\n this.bind(false);\n\n let i: number = 0;\n for (const colTex of colorTextures) {\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\n this._colorAttachments.push(attachmentEnum);\n this._colorTextures.push(colTex);\n const texHandle = colTex.getHandle();\n if (undefined !== texHandle)\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentEnum, gl.TEXTURE_2D, texHandle, 0);\n i++;\n }\n\n if (depthBuffer !== undefined) {\n this.depthBuffer = depthBuffer;\n const dbHandle = depthBuffer.getHandle();\n if (undefined !== dbHandle) {\n if (depthBuffer instanceof RenderBuffer) {\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\n } else if (depthBuffer instanceof RenderBufferMultiSample) {\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\n } else {\n // Looks like we only get a 24 bit depth buffer anyway, so use a 24-8 with a stencil.\n // gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\n }\n }\n }\n\n this.unbind();\n\n if (undefined !== colorMsBuffers && colorMsBuffers.length === colorTextures.length && undefined !== msFilters && msFilters.length === colorMsBuffers.length) {\n // Create a matching FBO with multisampling render buffers.\n const fbo2 = System.instance.context.createFramebuffer();\n if (null !== fbo2) {\n this._fboMs = fbo2;\n this.bind(false, true);\n i = 0;\n for (const colMsBuff of colorMsBuffers) {\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\n this._colorMsBuffers.push(colMsBuff);\n this._colorMsFilters.push(msFilters[i]);\n const msBuffHandle = colMsBuff.getHandle();\n if (undefined !== msBuffHandle)\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachmentEnum, gl.RENDERBUFFER, msBuffHandle);\n i++;\n }\n\n if (depthBufferMs !== undefined) {\n this.depthBufferMs = depthBufferMs;\n const dbHandleMs = depthBufferMs.getHandle();\n if (undefined !== dbHandleMs) {\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandleMs);\n }\n }\n this.unbind();\n }\n }\n }\n\n public static create(colorTextures: TextureHandle[], depthBuffer?: DepthBuffer, colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer): FrameBuffer | undefined {\n const fbo: WebGLFramebuffer | null = System.instance.context.createFramebuffer();\n if (null === fbo) {\n return undefined;\n }\n return new FrameBuffer(fbo, colorTextures, depthBuffer, colorMsBuffers, msFilters, depthBufferMs);\n }\n\n public [Symbol.dispose](): void {\n // NB: The FrameBuffer does not *own* the textures and depth buffer.\n if (!this.isDisposed) {\n System.instance.context.deleteFramebuffer(this._fbo!);\n this._fbo = undefined;\n if (undefined !== this._fboMs) {\n System.instance.context.deleteFramebuffer(this._fboMs);\n this._fboMs = undefined;\n }\n }\n }\n\n public bind(bindAttachments: boolean = false, bindMS: boolean = false): boolean {\n assert(undefined !== this._fbo);\n assert(!this.isBound);\n\n if (undefined === this._fbo)\n return false;\n\n const gl = System.instance.context;\n\n if (bindMS && undefined !== this._fboMs) {\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fboMs);\n this._bindState = FrameBufferBindState.BoundMultisampled;\n } else {\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fbo);\n this._bindState = FrameBufferBindState.Bound;\n }\n\n if (bindAttachments) {\n System.instance.setDrawBuffers(this._colorAttachments);\n this._bindState++;\n }\n return true;\n }\n\n public unbind() {\n assert(this.isBound);\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\n this._bindState = FrameBufferBindState.Unbound;\n }\n\n public suspend() {\n assert(this.isBound);\n this._bindState = FrameBufferBindState.Suspended;\n }\n\n public markTargetsDirty(): void {\n for (const msBuff of this._colorMsBuffers) {\n msBuff.markBufferDirty(true);\n }\n if (undefined !== this.depthBufferMs)\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(true);\n }\n\n /** blitDepth is true to blit the depth/stencil buffer. ndx is index of single attachment to blit.\n * All color attachments are blitted if ndx is undefined, none are blitted if ndx is -1.\n */\n public blitMsBuffersToTextures(blitDepth: boolean, ndx?: number) {\n if (!this._fboMs)\n return;\n System.instance.frameBufferStack.suspend();\n const gl2 = System.instance.context;\n const attachments = [];\n const max = (undefined === ndx ? this._colorMsBuffers.length : ndx + 1);\n for (let i = 0; i < max; ++i) {\n if (undefined !== ndx && i < ndx) {\n attachments.push(gl2.NONE); // skip this one, but first add a NONE for it in the attachment list\n continue;\n }\n if (this._colorMsBuffers[i].isDirty) {\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\n gl2.readBuffer(this._colorAttachments[i]);\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\n attachments.push(this._colorAttachments[i]);\n gl2.drawBuffers(attachments);\n attachments.pop();\n attachments.push(gl2.NONE);\n gl2.blitFramebuffer(0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\n 0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\n GL.BufferBit.Color, this._colorMsFilters[i]);\n this._colorMsBuffers[i].markBufferDirty(false);\n if (undefined !== ndx && i === ndx)\n break;\n }\n }\n if (blitDepth && undefined !== this.depthBuffer && undefined !== this.depthBufferMs && (this.depthBufferMs as RenderBufferMultiSample).isDirty) {\n const mask = GL.BufferBit.Depth; // (this.depthBuffer instanceof RenderBuffer ? GL.BufferBit.Depth : GL.BufferBit.Depth | GL.BufferBit.Stencil);\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo!);\n gl2.blitFramebuffer(0, 0, this.depthBuffer.width, this.depthBuffer.height,\n 0, 0, this.depthBuffer.width, this.depthBuffer.height,\n mask, GL.MultiSampling.Filter.Nearest);\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(false);\n }\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, null);\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, null);\n System.instance.frameBufferStack.resume();\n }\n\n /** invDepth is true to invalidate depth buffer. invStencil is true to invalidate stencil buffer. ndx is index of single color attachment to invalidate.\n * All color attachments are invalidated if ndx is undefined, none are invalidated if ndx is -1.\n * Set withMultiSampling to true to invalidate the MS buffers.\n */\n public invalidate(invDepth: boolean, invStencil: boolean, withMultiSampling: boolean, indices?: number[]): void {\n const gl = System.instance.context;\n const attachments: number[] = invDepth ? (invStencil ? [gl.DEPTH_STENCIL_ATTACHMENT] : [System.instance.context.DEPTH_ATTACHMENT]) : (invDepth ? [gl.STENCIL_ATTACHMENT] : []);\n if (undefined !== indices) {\n if (indices.length > 0) {\n for (const i of indices)\n attachments.push(gl.COLOR_ATTACHMENT0 + i);\n }\n } else {\n attachments.concat(this._colorAttachments);\n }\n System.instance.frameBufferStack.execute(this, true, withMultiSampling, () => {\n System.instance.invalidateFrameBuffer(attachments);\n });\n }\n\n // Chiefly for debugging currently - assumes RGBA, unsigned byte, want all pixels.\n public get debugPixels(): Uint8Array | undefined {\n if (!this.isBound || 0 === this._colorTextures.length || !(this._colorTextures[0] instanceof TextureHandle))\n return undefined;\n\n const tex = this._colorTextures[0];\n if (GL.Texture.Format.Rgba !== tex.format || GL.Texture.DataType.UnsignedByte !== tex.dataType)\n return undefined;\n\n const buffer = new Uint8Array(tex.width * tex.height * 4);\n for (let i = 0; i < buffer.length; i += 4) {\n buffer[i] = 0xba;\n buffer[i + 1] = 0xad;\n buffer[i + 2] = 0xf0;\n buffer[i + 3] = 0x0d;\n }\n\n System.instance.context.readPixels(0, 0, tex.width, tex.height, tex.format, tex.dataType, buffer);\n return buffer;\n }\n}\n\ninterface Binding {\n fbo: FrameBuffer;\n withAttachments: boolean;\n withMultSampling: boolean;\n}\n\n/** @internal */\nexport class FrameBufferStack {\n // FrameBuffers within this array are not owned, as this is only a storage device holding references\n private readonly _stack: Binding[] = [];\n\n private get _top() { return !this.isEmpty ? this._stack[this._stack.length - 1] : undefined; }\n\n public push(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean): void {\n if (undefined !== this._top) {\n this._top.fbo.suspend();\n }\n\n assert(!fbo.isBound);\n fbo.bind(withAttachments, withMultSampling);\n assert(fbo.isBound);\n\n this._stack.push({ fbo, withAttachments, withMultSampling });\n }\n\n public pop(): void {\n assert(!this.isEmpty);\n if (undefined === this._top) {\n return;\n }\n\n const fbo = this._top.fbo;\n this._stack.pop();\n\n assert(fbo.isBound);\n fbo.unbind();\n assert(!fbo.isBound);\n\n if (this.isEmpty) {\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\n } else {\n const top = this._top;\n assert(top.fbo.isSuspended);\n top.fbo.bind(top.withAttachments, top.withMultSampling);\n assert(top.fbo.isBound);\n }\n }\n\n public get currentColorBuffer(): TextureHandle | undefined {\n assert(!this.isEmpty);\n return undefined !== this._top ? this._top.fbo.getColor(0) : undefined;\n }\n\n public get currentFbMultisampled(): boolean {\n return undefined !== this._top ? this._top.fbo.isBoundMultisampled : false;\n }\n\n public get isEmpty(): boolean { return 0 === this._stack.length; }\n\n public execute(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean, func: () => void) {\n this.push(fbo, withAttachments, withMultSampling);\n func();\n this.pop();\n }\n\n public markTargetsDirty(): void {\n const top = this._top;\n if (undefined !== top)\n top.fbo.markTargetsDirty();\n }\n\n public suspend(): void {\n if (undefined !== this._top) {\n this._top.fbo.suspend();\n }\n }\n\n public resume(): void {\n if (undefined === this._top) {\n return;\n }\n\n if (this.isEmpty) {\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\n } else {\n const top = this._top;\n top.fbo.bind(top.withAttachments, top.withMultSampling);\n assert(top.fbo.isBound);\n }\n }\n}\n"]}
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, expectDefined } from \"@itwin/core-bentley\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { GL } from \"./GL\";\nimport { RenderBuffer, RenderBufferMultiSample } from \"./RenderBuffer\";\nimport { System } from \"./System\";\nimport { TextureHandle } from \"./Texture\";\n\n/** @internal */\nexport type DepthBuffer = RenderBuffer | RenderBufferMultiSample | TextureHandle;\n/* eslint-disable no-restricted-syntax */\n\n/** @internal */\nexport const enum FrameBufferBindState {\n Unbound,\n Bound,\n BoundWithAttachments,\n BoundMultisampled,\n BoundWithAttachmentsMultisampled,\n Suspended,\n}\n\n/** @internal */\nexport class FrameBuffer implements WebGLDisposable {\n private _fbo?: WebGLFramebuffer;\n private _fboMs?: WebGLFramebuffer;\n private _bindState: FrameBufferBindState = FrameBufferBindState.Unbound;\n private readonly _colorTextures: TextureHandle[] = [];\n private readonly _colorMsBuffers: RenderBufferMultiSample[] = [];\n private readonly _colorAttachments: GLenum[] = [];\n private readonly _colorMsFilters: GL.MultiSampling.Filter[] = [];\n public readonly depthBuffer?: DepthBuffer;\n public readonly depthBufferMs?: DepthBuffer;\n\n public get isDisposed(): boolean { return this._fbo === undefined; }\n\n public get isBound(): boolean { return FrameBufferBindState.Bound <= this._bindState && FrameBufferBindState.BoundWithAttachmentsMultisampled >= this._bindState; }\n\n public get isBoundMultisampled(): boolean { return FrameBufferBindState.BoundMultisampled === this._bindState || FrameBufferBindState.BoundWithAttachmentsMultisampled === this._bindState; }\n\n public get isSuspended(): boolean { return FrameBufferBindState.Suspended === this._bindState; }\n\n public get isMultisampled(): boolean { return this._colorMsBuffers.length > 0 || undefined !== this.depthBufferMs; }\n\n public getColor(ndx: number): TextureHandle {\n assert(ndx < this._colorTextures.length);\n if (ndx < this._colorMsBuffers.length && this._colorMsBuffers[ndx].isDirty) {\n this.blitMsBuffersToTextures(false, ndx);\n }\n return this._colorTextures[ndx];\n }\n\n public getColorTargets(useMSBuffers: boolean, ndx: number): { tex: TextureHandle, msBuf: RenderBufferMultiSample | undefined } {\n let msBuf;\n if (useMSBuffers) {\n assert(ndx < this._colorMsBuffers.length);\n msBuf = this._colorMsBuffers[ndx];\n }\n assert(ndx < this._colorTextures.length);\n return { tex: this._colorTextures[ndx], msBuf };\n }\n\n private constructor(fbo: WebGLFramebuffer, colorTextures: TextureHandle[], depthBuffer?: DepthBuffer,\n colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer) {\n this._fbo = fbo;\n const gl = System.instance.context;\n\n this.bind(false);\n\n let i: number = 0;\n for (const colTex of colorTextures) {\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\n this._colorAttachments.push(attachmentEnum);\n this._colorTextures.push(colTex);\n const texHandle = colTex.getHandle();\n if (undefined !== texHandle)\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentEnum, gl.TEXTURE_2D, texHandle, 0);\n i++;\n }\n\n if (depthBuffer !== undefined) {\n this.depthBuffer = depthBuffer;\n const dbHandle = depthBuffer.getHandle();\n if (undefined !== dbHandle) {\n if (depthBuffer instanceof RenderBuffer) {\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\n } else if (depthBuffer instanceof RenderBufferMultiSample) {\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandle);\n } else {\n // Looks like we only get a 24 bit depth buffer anyway, so use a 24-8 with a stencil.\n // gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, dbHandle, 0);\n }\n }\n }\n\n this.unbind();\n\n if (undefined !== colorMsBuffers && colorMsBuffers.length === colorTextures.length && undefined !== msFilters && msFilters.length === colorMsBuffers.length) {\n // Create a matching FBO with multisampling render buffers.\n const fbo2 = System.instance.context.createFramebuffer();\n if (null !== fbo2) {\n this._fboMs = fbo2;\n this.bind(false, true);\n i = 0;\n for (const colMsBuff of colorMsBuffers) {\n const attachmentEnum: GLenum = gl.COLOR_ATTACHMENT0 + i;\n this._colorMsBuffers.push(colMsBuff);\n this._colorMsFilters.push(msFilters[i]);\n const msBuffHandle = colMsBuff.getHandle();\n if (undefined !== msBuffHandle)\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachmentEnum, gl.RENDERBUFFER, msBuffHandle);\n i++;\n }\n\n if (depthBufferMs !== undefined) {\n this.depthBufferMs = depthBufferMs;\n const dbHandleMs = depthBufferMs.getHandle();\n if (undefined !== dbHandleMs) {\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, dbHandleMs);\n }\n }\n this.unbind();\n }\n }\n }\n\n public static create(colorTextures: TextureHandle[], depthBuffer?: DepthBuffer, colorMsBuffers?: RenderBufferMultiSample[], msFilters?: GL.MultiSampling.Filter[], depthBufferMs?: DepthBuffer): FrameBuffer | undefined {\n const fbo: WebGLFramebuffer | null = System.instance.context.createFramebuffer();\n if (null === fbo) {\n return undefined;\n }\n return new FrameBuffer(fbo, colorTextures, depthBuffer, colorMsBuffers, msFilters, depthBufferMs);\n }\n\n public [Symbol.dispose](): void {\n // NB: The FrameBuffer does not *own* the textures and depth buffer.\n if (!this.isDisposed) {\n System.instance.context.deleteFramebuffer(expectDefined(this._fbo));\n this._fbo = undefined;\n if (undefined !== this._fboMs) {\n System.instance.context.deleteFramebuffer(this._fboMs);\n this._fboMs = undefined;\n }\n }\n }\n\n public bind(bindAttachments: boolean = false, bindMS: boolean = false): boolean {\n assert(undefined !== this._fbo);\n assert(!this.isBound);\n\n if (undefined === this._fbo)\n return false;\n\n const gl = System.instance.context;\n\n if (bindMS && undefined !== this._fboMs) {\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fboMs);\n this._bindState = FrameBufferBindState.BoundMultisampled;\n } else {\n gl.bindFramebuffer(GL.FrameBuffer.TARGET, this._fbo);\n this._bindState = FrameBufferBindState.Bound;\n }\n\n if (bindAttachments) {\n System.instance.setDrawBuffers(this._colorAttachments);\n this._bindState++;\n }\n return true;\n }\n\n public unbind() {\n assert(this.isBound);\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\n this._bindState = FrameBufferBindState.Unbound;\n }\n\n public suspend() {\n assert(this.isBound);\n this._bindState = FrameBufferBindState.Suspended;\n }\n\n public markTargetsDirty(): void {\n for (const msBuff of this._colorMsBuffers) {\n msBuff.markBufferDirty(true);\n }\n if (undefined !== this.depthBufferMs)\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(true);\n }\n\n /** blitDepth is true to blit the depth/stencil buffer. ndx is index of single attachment to blit.\n * All color attachments are blitted if ndx is undefined, none are blitted if ndx is -1.\n */\n public blitMsBuffersToTextures(blitDepth: boolean, ndx?: number) {\n if (!this._fboMs)\n return;\n System.instance.frameBufferStack.suspend();\n const gl2 = System.instance.context;\n const attachments = [];\n const max = (undefined === ndx ? this._colorMsBuffers.length : ndx + 1);\n for (let i = 0; i < max; ++i) {\n if (undefined !== ndx && i < ndx) {\n attachments.push(gl2.NONE); // skip this one, but first add a NONE for it in the attachment list\n continue;\n }\n if (this._colorMsBuffers[i].isDirty) {\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\n gl2.readBuffer(this._colorAttachments[i]);\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, expectDefined(this._fbo));\n attachments.push(this._colorAttachments[i]);\n gl2.drawBuffers(attachments);\n attachments.pop();\n attachments.push(gl2.NONE);\n gl2.blitFramebuffer(0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\n 0, 0, this._colorTextures[i].width, this._colorTextures[i].height,\n GL.BufferBit.Color, this._colorMsFilters[i]);\n this._colorMsBuffers[i].markBufferDirty(false);\n if (undefined !== ndx && i === ndx)\n break;\n }\n }\n if (blitDepth && undefined !== this.depthBuffer && undefined !== this.depthBufferMs && (this.depthBufferMs as RenderBufferMultiSample).isDirty) {\n const mask = GL.BufferBit.Depth; // (this.depthBuffer instanceof RenderBuffer ? GL.BufferBit.Depth : GL.BufferBit.Depth | GL.BufferBit.Stencil);\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, expectDefined(this._fbo));\n gl2.blitFramebuffer(0, 0, this.depthBuffer.width, this.depthBuffer.height,\n 0, 0, this.depthBuffer.width, this.depthBuffer.height,\n mask, GL.MultiSampling.Filter.Nearest);\n (this.depthBufferMs as RenderBufferMultiSample).markBufferDirty(false);\n }\n gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, null);\n gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, null);\n System.instance.frameBufferStack.resume();\n }\n\n /** invDepth is true to invalidate depth buffer. invStencil is true to invalidate stencil buffer. ndx is index of single color attachment to invalidate.\n * All color attachments are invalidated if ndx is undefined, none are invalidated if ndx is -1.\n * Set withMultiSampling to true to invalidate the MS buffers.\n */\n public invalidate(invDepth: boolean, invStencil: boolean, withMultiSampling: boolean, indices?: number[]): void {\n const gl = System.instance.context;\n const attachments: number[] = invDepth ? (invStencil ? [gl.DEPTH_STENCIL_ATTACHMENT] : [System.instance.context.DEPTH_ATTACHMENT]) : (invDepth ? [gl.STENCIL_ATTACHMENT] : []);\n if (undefined !== indices) {\n if (indices.length > 0) {\n for (const i of indices)\n attachments.push(gl.COLOR_ATTACHMENT0 + i);\n }\n } else {\n attachments.concat(this._colorAttachments);\n }\n System.instance.frameBufferStack.execute(this, true, withMultiSampling, () => {\n System.instance.invalidateFrameBuffer(attachments);\n });\n }\n\n // Chiefly for debugging currently - assumes RGBA, unsigned byte, want all pixels.\n public get debugPixels(): Uint8Array | undefined {\n if (!this.isBound || 0 === this._colorTextures.length || !(this._colorTextures[0] instanceof TextureHandle))\n return undefined;\n\n const tex = this._colorTextures[0];\n if (GL.Texture.Format.Rgba !== tex.format || GL.Texture.DataType.UnsignedByte !== tex.dataType)\n return undefined;\n\n const buffer = new Uint8Array(tex.width * tex.height * 4);\n for (let i = 0; i < buffer.length; i += 4) {\n buffer[i] = 0xba;\n buffer[i + 1] = 0xad;\n buffer[i + 2] = 0xf0;\n buffer[i + 3] = 0x0d;\n }\n\n System.instance.context.readPixels(0, 0, tex.width, tex.height, tex.format, tex.dataType, buffer);\n return buffer;\n }\n}\n\ninterface Binding {\n fbo: FrameBuffer;\n withAttachments: boolean;\n withMultSampling: boolean;\n}\n\n/** @internal */\nexport class FrameBufferStack {\n // FrameBuffers within this array are not owned, as this is only a storage device holding references\n private readonly _stack: Binding[] = [];\n\n private get _top() { return !this.isEmpty ? this._stack[this._stack.length - 1] : undefined; }\n\n public push(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean): void {\n if (undefined !== this._top) {\n this._top.fbo.suspend();\n }\n\n assert(!fbo.isBound);\n fbo.bind(withAttachments, withMultSampling);\n assert(fbo.isBound);\n\n this._stack.push({ fbo, withAttachments, withMultSampling });\n }\n\n public pop(): void {\n assert(!this.isEmpty);\n if (undefined === this._top) {\n return;\n }\n\n const fbo = this._top.fbo;\n this._stack.pop();\n\n assert(fbo.isBound);\n fbo.unbind();\n assert(!fbo.isBound);\n\n if (this.isEmpty) {\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\n } else {\n const top = this._top;\n assert(top.fbo.isSuspended);\n top.fbo.bind(top.withAttachments, top.withMultSampling);\n assert(top.fbo.isBound);\n }\n }\n\n public get currentColorBuffer(): TextureHandle | undefined {\n assert(!this.isEmpty);\n return undefined !== this._top ? this._top.fbo.getColor(0) : undefined;\n }\n\n public get currentFbMultisampled(): boolean {\n return undefined !== this._top ? this._top.fbo.isBoundMultisampled : false;\n }\n\n public get isEmpty(): boolean { return 0 === this._stack.length; }\n\n public execute(fbo: FrameBuffer, withAttachments: boolean, withMultSampling: boolean, func: () => void) {\n this.push(fbo, withAttachments, withMultSampling);\n func();\n this.pop();\n }\n\n public markTargetsDirty(): void {\n const top = this._top;\n if (undefined !== top)\n top.fbo.markTargetsDirty();\n }\n\n public suspend(): void {\n if (undefined !== this._top) {\n this._top.fbo.suspend();\n }\n }\n\n public resume(): void {\n if (undefined === this._top) {\n return;\n }\n\n if (this.isEmpty) {\n System.instance.context.bindFramebuffer(GL.FrameBuffer.TARGET, null);\n } else {\n const top = this._top;\n top.fbo.bind(top.withAttachments, top.withMultSampling);\n assert(top.fbo.isBound);\n }\n }\n}\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"FrustumUniforms.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/FrustumUniforms.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAsB,QAAQ,EAAE,OAAO,EAAW,SAAS,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAC3G,OAAO,EAAE,OAAO,EAAO,MAAM,oBAAoB,CAAC;AAClD,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,OAAO,EAAE,MAAM,UAAU,CAAC;AAGnC,gBAAgB;AAChB,0BAAkB,kBAAkB;IAClC,MAAM,IAAA;IACN,YAAY,IAAA;IACZ,WAAW,IAAA;CACZ;AAED,gBAAgB;AAChB,0BAAkB,KAAK;IACrB,IAAI,IAAA;IACJ,OAAO,IAAA;IACP,KAAK,IAAA;IACL,MAAM,IAAA;CACP;AAQD;;;GAGG;AACH,qBAAa,eAAe;IAE1B,SAAgB,WAAW,UAAiB;IAC5C,OAAO,CAAC,aAAa,CAAK;IAC1B,OAAO,CAAC,QAAQ,CAAC,gBAAgB,CAAiB;IAClD,SAAgB,UAAU,YAA8B;IACxD,SAAgB,gBAAgB,WAA6B;IAC7D,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAoB;IACnD,OAAO,CAAC,QAAQ,CAAC,aAAa,CAAoB;IAGlD,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAqC;IAChE,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAqC;IAClE,OAAO,CAAC,QAAQ,CAAC,mBAAmB,CAAqC;IACzE,SAAgB,kBAAkB,UAAiB;IACnD,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAuB;IACjD,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAuB;IAGhD,OAAO,SAAK;IAGnB,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAOvB;;IAKK,oBAAoB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKlD,YAAY,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAMjD,IAAW,MAAM,IAAI,YAAY,CAA4B;IAG7D,IAAW,OAAO,IAAI,YAAY,CAA8B;IAGhE,IAAW,kBAAkB,IAAI,YAAY,CAAqC;IAElF,IAAW,SAAS,IAAI,MAAM,CAAiD;IAC/E,IAAW,QAAQ,IAAI,MAAM,CAAgD;IAC7E,IAAW,IAAI,IAAI,kBAAkB,CAAkE;IACvG,IAAW,IAAI,IAAI,OAAO,CAAoD;IAC9E,IAAW,YAAY,IAAI,MAAM,CAA+B;IAGhE,IAAW,IAAI,IAAI,YAAY,CAA2B;IAEnD,aAAa,CAAC,UAAU,EAAE,OAAO,EAAE,WAAW,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,GAAG,IAAI;IA2F5E,sBAAsB,CAAC,SAAS,EAAE,QAAQ,GAAG,IAAI;IAMxD,SAAS,CAAC,SAAS,CAAC,GAAG,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAOnF,SAAS,CAAC,UAAU,CAAC,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,kBAAkB,GAAG,IAAI;CAS1F;AAWD,gBAAgB;AAChB,wBAAgB,SAAS,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,CAAC,EAAE,OAAO,WAM9E"}
1
+ {"version":3,"file":"FrustumUniforms.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/FrustumUniforms.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAsB,QAAQ,EAAE,OAAO,EAAW,SAAS,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAC3G,OAAO,EAAE,OAAO,EAAO,MAAM,oBAAoB,CAAC;AAClD,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,OAAO,EAAE,MAAM,UAAU,CAAC;AAGnC,gBAAgB;AAChB,0BAAkB,kBAAkB;IAClC,MAAM,IAAA;IACN,YAAY,IAAA;IACZ,WAAW,IAAA;CACZ;AAED,gBAAgB;AAChB,0BAAkB,KAAK;IACrB,IAAI,IAAA;IACJ,OAAO,IAAA;IACP,KAAK,IAAA;IACL,MAAM,IAAA;CACP;AAQD;;;GAGG;AACH,qBAAa,eAAe;IAE1B,SAAgB,WAAW,UAAiB;IAC5C,OAAO,CAAC,aAAa,CAAK;IAC1B,OAAO,CAAC,QAAQ,CAAC,gBAAgB,CAAiB;IAClD,SAAgB,UAAU,YAA8B;IACxD,SAAgB,gBAAgB,WAA6B;IAC7D,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAoB;IACnD,OAAO,CAAC,QAAQ,CAAC,aAAa,CAAoB;IAGlD,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAqC;IAChE,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAqC;IAClE,OAAO,CAAC,QAAQ,CAAC,mBAAmB,CAAqC;IACzE,SAAgB,kBAAkB,UAAiB;IACnD,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAuB;IACjD,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAuB;IAGhD,OAAO,SAAK;IAGnB,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAOvB;;IAKK,oBAAoB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKlD,YAAY,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAMjD,IAAW,MAAM,IAAI,YAAY,CAA4B;IAG7D,IAAW,OAAO,IAAI,YAAY,CAA8B;IAGhE,IAAW,kBAAkB,IAAI,YAAY,CAAqC;IAElF,IAAW,SAAS,IAAI,MAAM,CAAiD;IAC/E,IAAW,QAAQ,IAAI,MAAM,CAAgD;IAC7E,IAAW,IAAI,IAAI,kBAAkB,CAAkE;IACvG,IAAW,IAAI,IAAI,OAAO,CAAoD;IAC9E,IAAW,YAAY,IAAI,MAAM,CAA+B;IAGhE,IAAW,IAAI,IAAI,YAAY,CAA2B;IAEnD,aAAa,CAAC,UAAU,EAAE,OAAO,EAAE,WAAW,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,GAAG,IAAI;IA2F5E,sBAAsB,CAAC,SAAS,EAAE,QAAQ,GAAG,IAAI;IAMxD,SAAS,CAAC,SAAS,CAAC,GAAG,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAOnF,SAAS,CAAC,UAAU,CAAC,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,kBAAkB,GAAG,IAAI;CAS1F;AAWD,gBAAgB;AAChB,wBAAgB,SAAS,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,CAAC,EAAE,OAAO,WAM9E"}
@@ -9,6 +9,7 @@
9
9
  Object.defineProperty(exports, "__esModule", { value: true });
10
10
  exports.FrustumUniforms = void 0;
11
11
  exports.fromSumOf = fromSumOf;
12
+ const core_bentley_1 = require("@itwin/core-bentley");
12
13
  const core_geometry_1 = require("@itwin/core-geometry");
13
14
  const core_common_1 = require("@itwin/core-common");
14
15
  const IModelFrameLifecycle_1 = require("./IModelFrameLifecycle");
@@ -87,7 +88,7 @@ class FrustumUniforms {
87
88
  const nearCenter = nearLowerLeft.interpolate(0.5, nearUpperRight, this._scratch.point3d);
88
89
  const viewX = normalizedDifference(nearLowerRight, nearLowerLeft, this._scratch.viewX);
89
90
  const viewY = normalizedDifference(nearUpperLeft, nearLowerLeft, this._scratch.viewY);
90
- const viewZ = viewX.crossProduct(viewY, this._scratch.viewZ).normalize();
91
+ const viewZ = (0, core_bentley_1.expectDefined)(viewX.crossProduct(viewY, this._scratch.viewZ).normalize());
91
92
  this._planFraction = newFraction;
92
93
  if (!is3d || newFraction > 0.999) { // ortho or 2d
93
94
  const halfWidth = core_geometry_1.Vector3d.createStartEnd(farLowerRight, farLowerLeft, this._scratch.vec3d).magnitude() * 0.5;
@@ -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 { InverseMatrixState, Matrix4d, Point3d, Range3d, Transform, Vector3d } from \"@itwin/core-geometry\";\nimport { Frustum, Npc } from \"@itwin/core-common\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { IModelFrameLifecycle } from \"./IModelFrameLifecycle\";\nimport { Matrix4 } from \"./Matrix\";\nimport { desync, sync } from \"./Sync\";\n\n/** @internal */\nexport const enum FrustumUniformType { // eslint-disable-line no-restricted-syntax\n TwoDee,\n Orthographic,\n Perspective,\n}\n\n/** @internal */\nexport const enum Plane { // eslint-disable-line no-restricted-syntax\n kTop,\n kBottom,\n kLeft,\n kRight,\n}\n\nconst enum FrustumData { // eslint-disable-line no-restricted-syntax\n kNear,\n kFar,\n kType,\n}\n\n/** Represents a Target's frustum for use in glsl as a pair of uniforms.\n * Do not modify fields of exposed objects directly. e.g., do not directly manipulate the projection or view matrices - use the appropriate APIs.\n * @internal\n */\nexport class FrustumUniforms {\n // CPU state. Do not modify - use APIs.\n public readonly planFrustum = new Frustum();\n private _planFraction = 0;\n private readonly _nearPlaneCenter = new Point3d();\n public readonly viewMatrix = Transform.createIdentity();\n public readonly projectionMatrix = Matrix4d.createIdentity();\n private readonly _worldUpVector = Vector3d.unitZ();\n private readonly _viewUpVector = Vector3d.unitZ();\n\n // GPU state\n private readonly _planeData: Float32Array = new Float32Array(4);\n private readonly _frustumData: Float32Array = new Float32Array(3);\n private readonly _worldFrustumZRange: Float32Array = new Float32Array(2);\n public readonly projectionMatrix32 = new Matrix4();\n private readonly _logZData = new Float32Array(2);\n private readonly _viewUpVector32 = new Float32Array(3);\n\n // SyncTarget\n public syncKey = 0;\n\n // Scratch variables\n private readonly _scratch = {\n point3d: new Point3d(),\n vec3d: new Vector3d(),\n viewX: new Vector3d(),\n viewY: new Vector3d(),\n viewZ: new Vector3d(),\n range: new Range3d(),\n };\n\n public constructor() {\n }\n\n public bindProjectionMatrix(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n uniform.setMatrix4(this.projectionMatrix32);\n }\n\n public bindUpVector(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n uniform.setUniform3fv(this._viewUpVector32);\n }\n\n // uniform vec4 u_frustumPlanes; // { top, bottom, left, right }\n public get planes(): Float32Array { return this._planeData; }\n\n // uniform vec3 u_frustum; // { near, far, type }\n public get frustum(): Float32Array { return this._frustumData; }\n\n // uniform vec2 u_worldFrustumZRange // { min, max }\n public get worldFrustumZRange(): Float32Array { return this._worldFrustumZRange; }\n\n public get nearPlane(): number { return this._frustumData[FrustumData.kNear]; }\n public get farPlane(): number { return this._frustumData[FrustumData.kFar]; }\n public get type(): FrustumUniformType { return this.frustum[FrustumData.kType] as FrustumUniformType; }\n public get is2d(): boolean { return FrustumUniformType.TwoDee === this.type; }\n public get planFraction(): number { return this._planFraction; }\n\n // uniform vec2 u_logZ where x = 1/near and y = log(far/near)\n public get logZ(): Float32Array { return this._logZData; }\n\n public changeFrustum(newFrustum: Frustum, newFraction: number, is3d: boolean): void {\n if (newFraction === this._planFraction && is3d !== this.is2d && newFrustum.equals(this.planFrustum))\n return;\n\n desync(this);\n\n newFrustum.clone(this.planFrustum);\n\n const range = newFrustum.toRange(this._scratch.range);\n this._worldFrustumZRange[0] = range.low.z;\n this._worldFrustumZRange[1] = range.high.z;\n\n const farLowerLeft = newFrustum.getCorner(Npc.LeftBottomRear);\n const farLowerRight = newFrustum.getCorner(Npc.RightBottomRear);\n const farUpperLeft = newFrustum.getCorner(Npc.LeftTopRear);\n const farUpperRight = newFrustum.getCorner(Npc.RightTopRear);\n const nearLowerLeft = newFrustum.getCorner(Npc.LeftBottomFront);\n const nearLowerRight = newFrustum.getCorner(Npc.RightBottomFront);\n const nearUpperLeft = newFrustum.getCorner(Npc.LeftTopFront);\n const nearUpperRight = newFrustum.getCorner(Npc.RightTopFront);\n\n const nearCenter = nearLowerLeft.interpolate(0.5, nearUpperRight, this._scratch.point3d);\n\n const viewX = normalizedDifference(nearLowerRight, nearLowerLeft, this._scratch.viewX);\n const viewY = normalizedDifference(nearUpperLeft, nearLowerLeft, this._scratch.viewY);\n const viewZ = viewX.crossProduct(viewY, this._scratch.viewZ).normalize()!;\n\n this._planFraction = newFraction;\n\n if (!is3d || newFraction > 0.999) { // ortho or 2d\n const halfWidth = Vector3d.createStartEnd(farLowerRight, farLowerLeft, this._scratch.vec3d).magnitude() * 0.5;\n const halfHeight = Vector3d.createStartEnd(farLowerRight, farUpperRight).magnitude() * 0.5;\n const depth = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d).magnitude();\n\n lookIn(nearCenter, viewX, viewY, viewZ, this.viewMatrix);\n ortho(-halfWidth, halfWidth, -halfHeight, halfHeight, 0, depth, this.projectionMatrix);\n\n this._nearPlaneCenter.setFrom(nearLowerLeft);\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\n\n this.setPlanes(halfHeight, -halfHeight, -halfWidth, halfWidth);\n this.setFrustum(0, depth, is3d ? FrustumUniformType.Orthographic : FrustumUniformType.TwoDee);\n } else { // perspective\n const scale = 1.0 / (1.0 - newFraction);\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d);\n const cameraPosition = fromSumOf(farLowerLeft, zVec, scale, this._scratch.point3d);\n\n const frustumLeft = dotDifference(farLowerLeft, cameraPosition, viewX) * newFraction;\n const frustumRight = dotDifference(farLowerRight, cameraPosition, viewX) * newFraction;\n const frustumBottom = dotDifference(farLowerLeft, cameraPosition, viewY) * newFraction;\n const frustumTop = dotDifference(farUpperLeft, cameraPosition, viewY) * newFraction;\n const frustumFront = -dotDifference(nearLowerLeft, cameraPosition, viewZ);\n const frustumBack = -dotDifference(farLowerLeft, cameraPosition, viewZ);\n\n lookIn(cameraPosition, viewX, viewY, viewZ, this.viewMatrix);\n frustum(frustumLeft, frustumRight, frustumBottom, frustumTop, frustumFront, frustumBack, this.projectionMatrix);\n\n IModelFrameLifecycle.onChangeCameraView.raiseEvent({\n cameraPosition,\n viewX,\n viewY,\n viewZ,\n });\n IModelFrameLifecycle.onChangeCameraFrustum.raiseEvent({\n type: FrustumUniformType.Perspective,\n left: frustumLeft,\n right: frustumRight,\n bottom: frustumBottom,\n top: frustumTop,\n front: frustumFront,\n back: frustumBack,\n });\n\n this._nearPlaneCenter.setFrom(nearLowerLeft);\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\n\n this.setPlanes(frustumTop, frustumBottom, frustumLeft, frustumRight);\n this.setFrustum(frustumFront, frustumBack, FrustumUniformType.Perspective);\n }\n\n this.viewMatrix.matrix.inverseState = InverseMatrixState.unknown;\n\n this.viewMatrix.matrix.multiplyVector(this._worldUpVector, this._viewUpVector);\n this._viewUpVector.normalizeInPlace();\n this._viewUpVector32[0] = this._viewUpVector.x;\n this._viewUpVector32[1] = this._viewUpVector.y;\n this._viewUpVector32[2] = this._viewUpVector.z;\n\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\n }\n\n public changeProjectionMatrix(newMatrix: Matrix4d): void {\n desync(this);\n this.projectionMatrix.setFrom(newMatrix);\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\n }\n\n protected setPlanes(top: number, bottom: number, left: number, right: number): void {\n this._planeData[Plane.kTop] = top;\n this._planeData[Plane.kBottom] = bottom;\n this._planeData[Plane.kLeft] = left;\n this._planeData[Plane.kRight] = right;\n }\n\n protected setFrustum(nearPlane: number, farPlane: number, type: FrustumUniformType): void {\n this._frustumData[FrustumData.kNear] = nearPlane;\n this._frustumData[FrustumData.kFar] = farPlane;\n this._frustumData[FrustumData.kType] = type as number;\n\n // If nearPlane is zero, we don't have a camera (or got very unlucky); in that case shader will compute linear depth.\n this._logZData[0] = 0 !== nearPlane ? 1 / nearPlane : 0;\n this._logZData[1] = 0 !== nearPlane ? Math.log(farPlane / nearPlane) : farPlane;\n }\n}\n\nfunction normalizedDifference(p0: Point3d, p1: Point3d, out?: Vector3d): Vector3d {\n const result = undefined !== out ? out : new Vector3d();\n result.x = p0.x - p1.x;\n result.y = p0.y - p1.y;\n result.z = p0.z - p1.z;\n result.normalizeInPlace();\n return result;\n}\n\n/** @internal */\nexport function fromSumOf(p: Point3d, v: Vector3d, scale: number, out?: Point3d) {\n const result = undefined !== out ? out : new Point3d();\n result.x = p.x + v.x * scale;\n result.y = p.y + v.y * scale;\n result.z = p.z + v.z * scale;\n return result;\n}\n\nfunction dotDifference(pt: Point3d, origin: Point3d, vec: Vector3d): number {\n return (pt.x - origin.x) * vec.x + (pt.y - origin.y) * vec.y + (pt.z - origin.z) * vec.z;\n}\n\nfunction lookIn(eye: Point3d, viewX: Vector3d, viewY: Vector3d, viewZ: Vector3d, result: Transform) {\n const rot = result.matrix.coffs;\n rot[0] = viewX.x;\n rot[1] = viewX.y;\n rot[2] = viewX.z;\n rot[3] = viewY.x;\n rot[4] = viewY.y;\n rot[5] = viewY.z;\n rot[6] = viewZ.x;\n rot[7] = viewZ.y;\n rot[8] = viewZ.z;\n\n result.origin.x = -viewX.dotProduct(eye);\n result.origin.y = -viewY.dotProduct(eye);\n result.origin.z = -viewZ.dotProduct(eye);\n}\n\nfunction ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\n Matrix4d.createRowValues(\n 2.0 / (right - left), 0.0, 0.0, -(right + left) / (right - left),\n 0.0, 2.0 / (top - bottom), 0.0, -(top + bottom) / (top - bottom),\n 0.0, 0.0, -2.0 / (far - near), -(far + near) / (far - near),\n 0.0, 0.0, 0.0, 1.0,\n result);\n}\n\nfunction frustum(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\n Matrix4d.createRowValues(\n (2.0 * near) / (right - left), 0.0, (right + left) / (right - left), 0.0,\n 0.0, (2.0 * near) / (top - bottom), (top + bottom) / (top - bottom), 0.0,\n 0.0, 0.0, -(far + near) / (far - near), -(2.0 * far * near) / (far - near),\n 0.0, 0.0, -1.0, 0.0,\n result);\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { expectDefined } from \"@itwin/core-bentley\";\nimport { InverseMatrixState, Matrix4d, Point3d, Range3d, Transform, Vector3d } from \"@itwin/core-geometry\";\nimport { Frustum, Npc } from \"@itwin/core-common\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { IModelFrameLifecycle } from \"./IModelFrameLifecycle\";\nimport { Matrix4 } from \"./Matrix\";\nimport { desync, sync } from \"./Sync\";\n\n/** @internal */\nexport const enum FrustumUniformType { // eslint-disable-line no-restricted-syntax\n TwoDee,\n Orthographic,\n Perspective,\n}\n\n/** @internal */\nexport const enum Plane { // eslint-disable-line no-restricted-syntax\n kTop,\n kBottom,\n kLeft,\n kRight,\n}\n\nconst enum FrustumData { // eslint-disable-line no-restricted-syntax\n kNear,\n kFar,\n kType,\n}\n\n/** Represents a Target's frustum for use in glsl as a pair of uniforms.\n * Do not modify fields of exposed objects directly. e.g., do not directly manipulate the projection or view matrices - use the appropriate APIs.\n * @internal\n */\nexport class FrustumUniforms {\n // CPU state. Do not modify - use APIs.\n public readonly planFrustum = new Frustum();\n private _planFraction = 0;\n private readonly _nearPlaneCenter = new Point3d();\n public readonly viewMatrix = Transform.createIdentity();\n public readonly projectionMatrix = Matrix4d.createIdentity();\n private readonly _worldUpVector = Vector3d.unitZ();\n private readonly _viewUpVector = Vector3d.unitZ();\n\n // GPU state\n private readonly _planeData: Float32Array = new Float32Array(4);\n private readonly _frustumData: Float32Array = new Float32Array(3);\n private readonly _worldFrustumZRange: Float32Array = new Float32Array(2);\n public readonly projectionMatrix32 = new Matrix4();\n private readonly _logZData = new Float32Array(2);\n private readonly _viewUpVector32 = new Float32Array(3);\n\n // SyncTarget\n public syncKey = 0;\n\n // Scratch variables\n private readonly _scratch = {\n point3d: new Point3d(),\n vec3d: new Vector3d(),\n viewX: new Vector3d(),\n viewY: new Vector3d(),\n viewZ: new Vector3d(),\n range: new Range3d(),\n };\n\n public constructor() {\n }\n\n public bindProjectionMatrix(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n uniform.setMatrix4(this.projectionMatrix32);\n }\n\n public bindUpVector(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n uniform.setUniform3fv(this._viewUpVector32);\n }\n\n // uniform vec4 u_frustumPlanes; // { top, bottom, left, right }\n public get planes(): Float32Array { return this._planeData; }\n\n // uniform vec3 u_frustum; // { near, far, type }\n public get frustum(): Float32Array { return this._frustumData; }\n\n // uniform vec2 u_worldFrustumZRange // { min, max }\n public get worldFrustumZRange(): Float32Array { return this._worldFrustumZRange; }\n\n public get nearPlane(): number { return this._frustumData[FrustumData.kNear]; }\n public get farPlane(): number { return this._frustumData[FrustumData.kFar]; }\n public get type(): FrustumUniformType { return this.frustum[FrustumData.kType] as FrustumUniformType; }\n public get is2d(): boolean { return FrustumUniformType.TwoDee === this.type; }\n public get planFraction(): number { return this._planFraction; }\n\n // uniform vec2 u_logZ where x = 1/near and y = log(far/near)\n public get logZ(): Float32Array { return this._logZData; }\n\n public changeFrustum(newFrustum: Frustum, newFraction: number, is3d: boolean): void {\n if (newFraction === this._planFraction && is3d !== this.is2d && newFrustum.equals(this.planFrustum))\n return;\n\n desync(this);\n\n newFrustum.clone(this.planFrustum);\n\n const range = newFrustum.toRange(this._scratch.range);\n this._worldFrustumZRange[0] = range.low.z;\n this._worldFrustumZRange[1] = range.high.z;\n\n const farLowerLeft = newFrustum.getCorner(Npc.LeftBottomRear);\n const farLowerRight = newFrustum.getCorner(Npc.RightBottomRear);\n const farUpperLeft = newFrustum.getCorner(Npc.LeftTopRear);\n const farUpperRight = newFrustum.getCorner(Npc.RightTopRear);\n const nearLowerLeft = newFrustum.getCorner(Npc.LeftBottomFront);\n const nearLowerRight = newFrustum.getCorner(Npc.RightBottomFront);\n const nearUpperLeft = newFrustum.getCorner(Npc.LeftTopFront);\n const nearUpperRight = newFrustum.getCorner(Npc.RightTopFront);\n\n const nearCenter = nearLowerLeft.interpolate(0.5, nearUpperRight, this._scratch.point3d);\n\n const viewX = normalizedDifference(nearLowerRight, nearLowerLeft, this._scratch.viewX);\n const viewY = normalizedDifference(nearUpperLeft, nearLowerLeft, this._scratch.viewY);\n const viewZ = expectDefined(viewX.crossProduct(viewY, this._scratch.viewZ).normalize());\n\n this._planFraction = newFraction;\n\n if (!is3d || newFraction > 0.999) { // ortho or 2d\n const halfWidth = Vector3d.createStartEnd(farLowerRight, farLowerLeft, this._scratch.vec3d).magnitude() * 0.5;\n const halfHeight = Vector3d.createStartEnd(farLowerRight, farUpperRight).magnitude() * 0.5;\n const depth = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d).magnitude();\n\n lookIn(nearCenter, viewX, viewY, viewZ, this.viewMatrix);\n ortho(-halfWidth, halfWidth, -halfHeight, halfHeight, 0, depth, this.projectionMatrix);\n\n this._nearPlaneCenter.setFrom(nearLowerLeft);\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\n\n this.setPlanes(halfHeight, -halfHeight, -halfWidth, halfWidth);\n this.setFrustum(0, depth, is3d ? FrustumUniformType.Orthographic : FrustumUniformType.TwoDee);\n } else { // perspective\n const scale = 1.0 / (1.0 - newFraction);\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d);\n const cameraPosition = fromSumOf(farLowerLeft, zVec, scale, this._scratch.point3d);\n\n const frustumLeft = dotDifference(farLowerLeft, cameraPosition, viewX) * newFraction;\n const frustumRight = dotDifference(farLowerRight, cameraPosition, viewX) * newFraction;\n const frustumBottom = dotDifference(farLowerLeft, cameraPosition, viewY) * newFraction;\n const frustumTop = dotDifference(farUpperLeft, cameraPosition, viewY) * newFraction;\n const frustumFront = -dotDifference(nearLowerLeft, cameraPosition, viewZ);\n const frustumBack = -dotDifference(farLowerLeft, cameraPosition, viewZ);\n\n lookIn(cameraPosition, viewX, viewY, viewZ, this.viewMatrix);\n frustum(frustumLeft, frustumRight, frustumBottom, frustumTop, frustumFront, frustumBack, this.projectionMatrix);\n\n IModelFrameLifecycle.onChangeCameraView.raiseEvent({\n cameraPosition,\n viewX,\n viewY,\n viewZ,\n });\n IModelFrameLifecycle.onChangeCameraFrustum.raiseEvent({\n type: FrustumUniformType.Perspective,\n left: frustumLeft,\n right: frustumRight,\n bottom: frustumBottom,\n top: frustumTop,\n front: frustumFront,\n back: frustumBack,\n });\n\n this._nearPlaneCenter.setFrom(nearLowerLeft);\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\n\n this.setPlanes(frustumTop, frustumBottom, frustumLeft, frustumRight);\n this.setFrustum(frustumFront, frustumBack, FrustumUniformType.Perspective);\n }\n\n this.viewMatrix.matrix.inverseState = InverseMatrixState.unknown;\n\n this.viewMatrix.matrix.multiplyVector(this._worldUpVector, this._viewUpVector);\n this._viewUpVector.normalizeInPlace();\n this._viewUpVector32[0] = this._viewUpVector.x;\n this._viewUpVector32[1] = this._viewUpVector.y;\n this._viewUpVector32[2] = this._viewUpVector.z;\n\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\n }\n\n public changeProjectionMatrix(newMatrix: Matrix4d): void {\n desync(this);\n this.projectionMatrix.setFrom(newMatrix);\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\n }\n\n protected setPlanes(top: number, bottom: number, left: number, right: number): void {\n this._planeData[Plane.kTop] = top;\n this._planeData[Plane.kBottom] = bottom;\n this._planeData[Plane.kLeft] = left;\n this._planeData[Plane.kRight] = right;\n }\n\n protected setFrustum(nearPlane: number, farPlane: number, type: FrustumUniformType): void {\n this._frustumData[FrustumData.kNear] = nearPlane;\n this._frustumData[FrustumData.kFar] = farPlane;\n this._frustumData[FrustumData.kType] = type as number;\n\n // If nearPlane is zero, we don't have a camera (or got very unlucky); in that case shader will compute linear depth.\n this._logZData[0] = 0 !== nearPlane ? 1 / nearPlane : 0;\n this._logZData[1] = 0 !== nearPlane ? Math.log(farPlane / nearPlane) : farPlane;\n }\n}\n\nfunction normalizedDifference(p0: Point3d, p1: Point3d, out?: Vector3d): Vector3d {\n const result = undefined !== out ? out : new Vector3d();\n result.x = p0.x - p1.x;\n result.y = p0.y - p1.y;\n result.z = p0.z - p1.z;\n result.normalizeInPlace();\n return result;\n}\n\n/** @internal */\nexport function fromSumOf(p: Point3d, v: Vector3d, scale: number, out?: Point3d) {\n const result = undefined !== out ? out : new Point3d();\n result.x = p.x + v.x * scale;\n result.y = p.y + v.y * scale;\n result.z = p.z + v.z * scale;\n return result;\n}\n\nfunction dotDifference(pt: Point3d, origin: Point3d, vec: Vector3d): number {\n return (pt.x - origin.x) * vec.x + (pt.y - origin.y) * vec.y + (pt.z - origin.z) * vec.z;\n}\n\nfunction lookIn(eye: Point3d, viewX: Vector3d, viewY: Vector3d, viewZ: Vector3d, result: Transform) {\n const rot = result.matrix.coffs;\n rot[0] = viewX.x;\n rot[1] = viewX.y;\n rot[2] = viewX.z;\n rot[3] = viewY.x;\n rot[4] = viewY.y;\n rot[5] = viewY.z;\n rot[6] = viewZ.x;\n rot[7] = viewZ.y;\n rot[8] = viewZ.z;\n\n result.origin.x = -viewX.dotProduct(eye);\n result.origin.y = -viewY.dotProduct(eye);\n result.origin.z = -viewZ.dotProduct(eye);\n}\n\nfunction ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\n Matrix4d.createRowValues(\n 2.0 / (right - left), 0.0, 0.0, -(right + left) / (right - left),\n 0.0, 2.0 / (top - bottom), 0.0, -(top + bottom) / (top - bottom),\n 0.0, 0.0, -2.0 / (far - near), -(far + near) / (far - near),\n 0.0, 0.0, 0.0, 1.0,\n result);\n}\n\nfunction frustum(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\n Matrix4d.createRowValues(\n (2.0 * near) / (right - left), 0.0, (right + left) / (right - left), 0.0,\n 0.0, (2.0 * near) / (top - bottom), (top + bottom) / (top - bottom), 0.0,\n 0.0, 0.0, -(far + near) / (far - near), -(2.0 * far * near) / (far - near),\n 0.0, 0.0, -1.0, 0.0,\n result);\n}\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"GLTimer.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/GLTimer.ts"],"names":[],"mappings":"AAOA,OAAO,EAAsB,qBAAqB,EAAE,MAAM,6BAA6B,CAAC;AACxF,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAsClC;;;;;;;;;;;;;GAaG;AACH,qBAAa,OAAO;IAClB,OAAO,CAAC,UAAU,CAAyB;IAC3C,OAAO,CAAC,WAAW,CAAe;IAClC,OAAO,CAAC,gBAAgB,CAAC,CAAwB;IAEjD,OAAO;WAQO,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO;IAI7C,IAAW,WAAW,IAAI,OAAO,CAAwC;IAEzE,IAAW,eAAe,CAAC,QAAQ,EAAE,qBAAqB,GAAG,SAAS,EAKrE;IAEM,cAAc,CAAC,KAAK,EAAE,MAAM;IAO5B,YAAY;IASZ,UAAU;IAWV,QAAQ;IA0Df,OAAO,CAAC,yBAAyB;IAajC,OAAO,CAAC,SAAS;IAgBjB,OAAO,CAAC,QAAQ;CAYjB"}
1
+ {"version":3,"file":"GLTimer.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/GLTimer.ts"],"names":[],"mappings":"AAOA,OAAO,EAAsB,qBAAqB,EAAE,MAAM,6BAA6B,CAAC;AACxF,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAsClC;;;;;;;;;;;;;GAaG;AACH,qBAAa,OAAO;IAClB,OAAO,CAAC,UAAU,CAAyB;IAC3C,OAAO,CAAC,WAAW,CAAe;IAClC,OAAO,CAAC,gBAAgB,CAAC,CAAwB;IAEjD,OAAO;WAQO,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO;IAI7C,IAAW,WAAW,IAAI,OAAO,CAAwC;IAEzE,IAAW,eAAe,CAAC,QAAQ,EAAE,qBAAqB,GAAG,SAAS,EAKrE;IAEM,cAAc,CAAC,KAAK,EAAE,MAAM;IAO5B,YAAY;IASZ,UAAU;IAWV,QAAQ;IA4Df,OAAO,CAAC,yBAAyB;IAajC,OAAO,CAAC,SAAS;IAgBjB,OAAO,CAAC,QAAQ;CAYjB"}
@@ -90,6 +90,8 @@ class GLTimer {
90
90
  if (this._queryStack.length !== 1)
91
91
  throw new core_common_1.IModelError(core_bentley_1.BentleyStatus.ERROR, "Missing at least one endOperation call");
92
92
  this._extension.endQuery();
93
+ // We verified that this._queryStack.length === 1 above, so we can safely pop it.
94
+ // eslint-disable-next-line @typescript-eslint/no-non-null-assertion
93
95
  const root = this._queryStack.pop();
94
96
  const userCallback = this._resultsCallback;
95
97
  const queryCallback = () => {
@@ -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\nimport { BentleyStatus } from \"@itwin/core-bentley\";\nimport { IModelError } from \"@itwin/core-common\";\nimport { type GLTimerResult, GLTimerResultCallback } from \"../RenderSystemDebugControl\";\nimport { System } from \"./System\";\n\nclass DisjointTimerExtension {\n private _e: any; // EXT_disjoint_timer_query, not available in lib.dom.d.ts\n private _context: WebGL2RenderingContext;\n\n public constructor(system: System) {\n this._e = system.disjointTimerQuery;\n this._context = system.context;\n }\n\n public get isSupported(): boolean { return this._e !== undefined; }\n\n public didDisjointEventHappen(): boolean {\n return this._context.getParameter(this._e.GPU_DISJOINT_EXT);\n }\n\n public createQuery(): WebGLQuery { return this._context.createQuery() as WebGLQuery; }\n public deleteQuery(q: WebGLQuery) { this._context.deleteQuery(q); }\n\n public beginQuery(q: WebGLQuery) { this._context.beginQuery(this._e.TIME_ELAPSED_EXT, q); }\n public endQuery() { this._context.endQuery(this._e.TIME_ELAPSED_EXT); }\n\n public isResultAvailable(q: WebGLQuery): boolean {\n return this._context.getQueryParameter(q, this._context.QUERY_RESULT_AVAILABLE);\n }\n public getResult(q: WebGLQuery): number {\n return this._context.getQueryParameter(q, this._context.QUERY_RESULT);\n }\n}\n\ninterface QueryEntry {\n label: string;\n query: WebGLQuery;\n siblingQueries?: WebGLQuery[]; // For when the main query is broken up into pieces by intermittent child queries.\n children?: QueryEntry[];\n}\n\n/** Record GPU hardware queries to profile independent of CPU.\n *\n * This is a wrapper around EXT_disjoint_timer_query. The extension should be available in the following browsers:\n * * Chrome 67 and later\n * * Chromium-based Edge\n * * Firefox (with webgl.enable-privileged-extensions set to true in about:config)\n *\n * EXT_disjoint_timer_query only supports one active query per context without nesting. This wrapper keeps an internal stack to make\n * nesting work.\n *\n * The extension API makes timestamps look like a better solution than disjoint timers, but they are not actually supported.\n * See https://bugs.chromium.org/p/chromium/issues/detail?id=595172\n * @internal\n */\nexport class GLTimer {\n private _extension: DisjointTimerExtension;\n private _queryStack: QueryEntry[];\n private _resultsCallback?: GLTimerResultCallback;\n\n private constructor(system: System) {\n this._extension = new DisjointTimerExtension(system);\n this._queryStack = [];\n this._resultsCallback = undefined;\n }\n\n // This class is necessarily a singleton per context because of the underlying extension it wraps.\n // System is expected to call create in its constructor.\n public static create(system: System): GLTimer {\n return new GLTimer(system);\n }\n\n public get isSupported(): boolean { return this._extension.isSupported; }\n\n public set resultsCallback(callback: GLTimerResultCallback | undefined) {\n if (this._queryStack.length !== 0)\n throw new IModelError(BentleyStatus.ERROR, \"Do not set resultsCallback when a frame is already being drawn\");\n\n this._resultsCallback = callback;\n }\n\n public beginOperation(label: string) {\n if (!this._resultsCallback)\n return;\n\n this.pushQuery(label);\n }\n\n public endOperation() {\n if (!this._resultsCallback)\n return;\n if (this._queryStack.length === 0)\n throw new IModelError(BentleyStatus.ERROR, \"Mismatched calls to beginOperation/endOperation\");\n\n this.popQuery();\n }\n\n public beginFrame() {\n if (!this._resultsCallback)\n return;\n if (this._queryStack.length !== 0)\n throw new IModelError(BentleyStatus.ERROR, \"Already recording timing for a frame\");\n\n const query = this._extension.createQuery();\n this._extension.beginQuery(query);\n this._queryStack.push({ label: \"Total\", query, children: [] });\n }\n\n public endFrame() {\n if (!this._resultsCallback)\n return;\n if (this._queryStack.length !== 1)\n throw new IModelError(BentleyStatus.ERROR, \"Missing at least one endOperation call\");\n\n this._extension.endQuery();\n const root = this._queryStack.pop()!;\n const userCallback = this._resultsCallback;\n\n const queryCallback = () => {\n if (this._extension.didDisjointEventHappen()) {\n // Have to throw away results for this frame after disjoint event occurs.\n this.cleanupAfterDisjointEvent(root);\n return;\n }\n\n // It takes one or more frames for results to become available.\n // Only checking time for root since it will always be the last query completed.\n // If there are any sibling queries then we will just check the last one.\n const finalQuery = (undefined === root.siblingQueries ? root.query : root.siblingQueries[root.siblingQueries.length-1]);\n if (!this._extension.isResultAvailable(finalQuery)) {\n setTimeout(queryCallback, 0);\n return;\n }\n\n const processQueryEntry = (queryEntry: QueryEntry): GLTimerResult => {\n const time = this._extension.getResult(queryEntry.query);\n this._extension.deleteQuery(queryEntry.query);\n\n const result: GLTimerResult = { label: queryEntry.label, nanoseconds: time };\n\n if (undefined !== queryEntry.siblingQueries) {\n for (const sib of queryEntry.siblingQueries) {\n const sibTime = this._extension.getResult(sib);\n this._extension.deleteQuery(sib);\n result.nanoseconds += sibTime;\n }\n queryEntry.siblingQueries = undefined;\n }\n\n if (queryEntry.children === undefined)\n return result;\n\n result.children = [];\n for (const child of queryEntry.children) {\n const childResult = processQueryEntry(child);\n result.children.push(childResult);\n result.nanoseconds += childResult.nanoseconds;\n }\n return result;\n };\n\n userCallback(processQueryEntry(root));\n };\n setTimeout(queryCallback, 0);\n }\n\n private cleanupAfterDisjointEvent(queryEntry: QueryEntry) {\n this._extension.deleteQuery(queryEntry.query);\n if (undefined !== queryEntry.siblingQueries) {\n for (const sib of queryEntry.siblingQueries)\n this._extension.deleteQuery(sib);\n queryEntry.siblingQueries = undefined;\n }\n if (!queryEntry.children)\n return;\n for (const child of queryEntry.children)\n this.cleanupAfterDisjointEvent(child);\n }\n\n private pushQuery(label: string) {\n this._extension.endQuery();\n\n const query = this._extension.createQuery();\n this._extension.beginQuery(query);\n\n const activeQuery = this._queryStack[this._queryStack.length - 1];\n const queryEntry: QueryEntry = { label, query };\n this._queryStack.push(queryEntry);\n\n if (activeQuery.children === undefined)\n activeQuery.children = [queryEntry];\n else\n activeQuery.children.push(queryEntry);\n }\n\n private popQuery() {\n this._extension.endQuery();\n this._queryStack.pop();\n\n const lastStackIndex = this._queryStack.length - 1;\n const activeQuery = this._queryStack[lastStackIndex];\n if (undefined === activeQuery.siblingQueries)\n activeQuery.siblingQueries = [];\n const newQuery = this._extension.createQuery();\n activeQuery.siblingQueries.push(newQuery);\n this._extension.beginQuery(newQuery);\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\nimport { BentleyStatus } from \"@itwin/core-bentley\";\nimport { IModelError } from \"@itwin/core-common\";\nimport { type GLTimerResult, GLTimerResultCallback } from \"../RenderSystemDebugControl\";\nimport { System } from \"./System\";\n\nclass DisjointTimerExtension {\n private _e: any; // EXT_disjoint_timer_query, not available in lib.dom.d.ts\n private _context: WebGL2RenderingContext;\n\n public constructor(system: System) {\n this._e = system.disjointTimerQuery;\n this._context = system.context;\n }\n\n public get isSupported(): boolean { return this._e !== undefined; }\n\n public didDisjointEventHappen(): boolean {\n return this._context.getParameter(this._e.GPU_DISJOINT_EXT);\n }\n\n public createQuery(): WebGLQuery { return this._context.createQuery() as WebGLQuery; }\n public deleteQuery(q: WebGLQuery) { this._context.deleteQuery(q); }\n\n public beginQuery(q: WebGLQuery) { this._context.beginQuery(this._e.TIME_ELAPSED_EXT, q); }\n public endQuery() { this._context.endQuery(this._e.TIME_ELAPSED_EXT); }\n\n public isResultAvailable(q: WebGLQuery): boolean {\n return this._context.getQueryParameter(q, this._context.QUERY_RESULT_AVAILABLE);\n }\n public getResult(q: WebGLQuery): number {\n return this._context.getQueryParameter(q, this._context.QUERY_RESULT);\n }\n}\n\ninterface QueryEntry {\n label: string;\n query: WebGLQuery;\n siblingQueries?: WebGLQuery[]; // For when the main query is broken up into pieces by intermittent child queries.\n children?: QueryEntry[];\n}\n\n/** Record GPU hardware queries to profile independent of CPU.\n *\n * This is a wrapper around EXT_disjoint_timer_query. The extension should be available in the following browsers:\n * * Chrome 67 and later\n * * Chromium-based Edge\n * * Firefox (with webgl.enable-privileged-extensions set to true in about:config)\n *\n * EXT_disjoint_timer_query only supports one active query per context without nesting. This wrapper keeps an internal stack to make\n * nesting work.\n *\n * The extension API makes timestamps look like a better solution than disjoint timers, but they are not actually supported.\n * See https://bugs.chromium.org/p/chromium/issues/detail?id=595172\n * @internal\n */\nexport class GLTimer {\n private _extension: DisjointTimerExtension;\n private _queryStack: QueryEntry[];\n private _resultsCallback?: GLTimerResultCallback;\n\n private constructor(system: System) {\n this._extension = new DisjointTimerExtension(system);\n this._queryStack = [];\n this._resultsCallback = undefined;\n }\n\n // This class is necessarily a singleton per context because of the underlying extension it wraps.\n // System is expected to call create in its constructor.\n public static create(system: System): GLTimer {\n return new GLTimer(system);\n }\n\n public get isSupported(): boolean { return this._extension.isSupported; }\n\n public set resultsCallback(callback: GLTimerResultCallback | undefined) {\n if (this._queryStack.length !== 0)\n throw new IModelError(BentleyStatus.ERROR, \"Do not set resultsCallback when a frame is already being drawn\");\n\n this._resultsCallback = callback;\n }\n\n public beginOperation(label: string) {\n if (!this._resultsCallback)\n return;\n\n this.pushQuery(label);\n }\n\n public endOperation() {\n if (!this._resultsCallback)\n return;\n if (this._queryStack.length === 0)\n throw new IModelError(BentleyStatus.ERROR, \"Mismatched calls to beginOperation/endOperation\");\n\n this.popQuery();\n }\n\n public beginFrame() {\n if (!this._resultsCallback)\n return;\n if (this._queryStack.length !== 0)\n throw new IModelError(BentleyStatus.ERROR, \"Already recording timing for a frame\");\n\n const query = this._extension.createQuery();\n this._extension.beginQuery(query);\n this._queryStack.push({ label: \"Total\", query, children: [] });\n }\n\n public endFrame() {\n if (!this._resultsCallback)\n return;\n if (this._queryStack.length !== 1)\n throw new IModelError(BentleyStatus.ERROR, \"Missing at least one endOperation call\");\n\n this._extension.endQuery();\n // We verified that this._queryStack.length === 1 above, so we can safely pop it.\n // eslint-disable-next-line @typescript-eslint/no-non-null-assertion\n const root = this._queryStack.pop()!;\n const userCallback = this._resultsCallback;\n\n const queryCallback = () => {\n if (this._extension.didDisjointEventHappen()) {\n // Have to throw away results for this frame after disjoint event occurs.\n this.cleanupAfterDisjointEvent(root);\n return;\n }\n\n // It takes one or more frames for results to become available.\n // Only checking time for root since it will always be the last query completed.\n // If there are any sibling queries then we will just check the last one.\n const finalQuery = (undefined === root.siblingQueries ? root.query : root.siblingQueries[root.siblingQueries.length-1]);\n if (!this._extension.isResultAvailable(finalQuery)) {\n setTimeout(queryCallback, 0);\n return;\n }\n\n const processQueryEntry = (queryEntry: QueryEntry): GLTimerResult => {\n const time = this._extension.getResult(queryEntry.query);\n this._extension.deleteQuery(queryEntry.query);\n\n const result: GLTimerResult = { label: queryEntry.label, nanoseconds: time };\n\n if (undefined !== queryEntry.siblingQueries) {\n for (const sib of queryEntry.siblingQueries) {\n const sibTime = this._extension.getResult(sib);\n this._extension.deleteQuery(sib);\n result.nanoseconds += sibTime;\n }\n queryEntry.siblingQueries = undefined;\n }\n\n if (queryEntry.children === undefined)\n return result;\n\n result.children = [];\n for (const child of queryEntry.children) {\n const childResult = processQueryEntry(child);\n result.children.push(childResult);\n result.nanoseconds += childResult.nanoseconds;\n }\n return result;\n };\n\n userCallback(processQueryEntry(root));\n };\n setTimeout(queryCallback, 0);\n }\n\n private cleanupAfterDisjointEvent(queryEntry: QueryEntry) {\n this._extension.deleteQuery(queryEntry.query);\n if (undefined !== queryEntry.siblingQueries) {\n for (const sib of queryEntry.siblingQueries)\n this._extension.deleteQuery(sib);\n queryEntry.siblingQueries = undefined;\n }\n if (!queryEntry.children)\n return;\n for (const child of queryEntry.children)\n this.cleanupAfterDisjointEvent(child);\n }\n\n private pushQuery(label: string) {\n this._extension.endQuery();\n\n const query = this._extension.createQuery();\n this._extension.beginQuery(query);\n\n const activeQuery = this._queryStack[this._queryStack.length - 1];\n const queryEntry: QueryEntry = { label, query };\n this._queryStack.push(queryEntry);\n\n if (activeQuery.children === undefined)\n activeQuery.children = [queryEntry];\n else\n activeQuery.children.push(queryEntry);\n }\n\n private popQuery() {\n this._extension.endQuery();\n this._queryStack.pop();\n\n const lastStackIndex = this._queryStack.length - 1;\n const activeQuery = this._queryStack[lastStackIndex];\n if (undefined === activeQuery.siblingQueries)\n activeQuery.siblingQueries = [];\n const newQuery = this._extension.createQuery();\n activeQuery.siblingQueries.push(newQuery);\n this._extension.beginQuery(newQuery);\n }\n}\n"]}
@@ -75,8 +75,8 @@ class LayerTextureParam {
75
75
  const points = [];
76
76
  const meshParams = projectedTexture.meshParams;
77
77
  // Calculate range in the tiles local coordinates.
78
- const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low);
79
- const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high);
78
+ const low = (0, core_bentley_1.expectDefined)(meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low));
79
+ const high = (0, core_bentley_1.expectDefined)(meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high));
80
80
  points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));
81
81
  points.push(meshParams.projection.getGlobalPoint(high.x, low.y, 0));
82
82
  points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));