@itwin/core-frontend 5.2.0-dev.5 → 5.2.0-dev.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/cjs/BackgroundMapGeometry.js +13 -13
- package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
- package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
- package/lib/cjs/BriefcaseConnection.js +2 -2
- package/lib/cjs/BriefcaseConnection.js.map +1 -1
- package/lib/cjs/CheckpointConnection.d.ts.map +1 -1
- package/lib/cjs/CheckpointConnection.js +3 -3
- package/lib/cjs/CheckpointConnection.js.map +1 -1
- package/lib/cjs/ContextRealityModelState.js.map +1 -1
- package/lib/cjs/ElementLocateManager.d.ts.map +1 -1
- package/lib/cjs/ElementLocateManager.js +7 -6
- package/lib/cjs/ElementLocateManager.js.map +1 -1
- package/lib/cjs/EmphasizeElements.d.ts.map +1 -1
- package/lib/cjs/EmphasizeElements.js +3 -1
- package/lib/cjs/EmphasizeElements.js.map +1 -1
- package/lib/cjs/EnvironmentDecorations.d.ts.map +1 -1
- package/lib/cjs/EnvironmentDecorations.js +4 -0
- package/lib/cjs/EnvironmentDecorations.js.map +1 -1
- package/lib/cjs/FrustumAnimator.d.ts.map +1 -1
- package/lib/cjs/FrustumAnimator.js +3 -2
- package/lib/cjs/FrustumAnimator.js.map +1 -1
- package/lib/cjs/GlobeAnimator.d.ts.map +1 -1
- package/lib/cjs/GlobeAnimator.js +7 -6
- package/lib/cjs/GlobeAnimator.js.map +1 -1
- package/lib/cjs/HitDetail.d.ts.map +1 -1
- package/lib/cjs/HitDetail.js +12 -7
- package/lib/cjs/HitDetail.js.map +1 -1
- package/lib/cjs/IModelApp.d.ts.map +1 -1
- package/lib/cjs/IModelApp.js +2 -1
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.d.ts.map +1 -1
- package/lib/cjs/IModelConnection.js +8 -9
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/IpcApp.d.ts.map +1 -1
- package/lib/cjs/IpcApp.js +1 -1
- package/lib/cjs/IpcApp.js.map +1 -1
- package/lib/cjs/LinePlaneIntersect.d.ts.map +1 -1
- package/lib/cjs/LinePlaneIntersect.js +2 -0
- package/lib/cjs/LinePlaneIntersect.js.map +1 -1
- package/lib/cjs/LocalhostIpcApp.d.ts.map +1 -1
- package/lib/cjs/LocalhostIpcApp.js +2 -1
- package/lib/cjs/LocalhostIpcApp.js.map +1 -1
- package/lib/cjs/Marker.d.ts.map +1 -1
- package/lib/cjs/Marker.js +4 -3
- package/lib/cjs/Marker.js.map +1 -1
- package/lib/cjs/ModelState.d.ts.map +1 -1
- package/lib/cjs/ModelState.js +2 -2
- package/lib/cjs/ModelState.js.map +1 -1
- package/lib/cjs/NativeApp.d.ts.map +1 -1
- package/lib/cjs/NativeApp.js +5 -4
- package/lib/cjs/NativeApp.js.map +1 -1
- package/lib/cjs/NativeAppLogger.d.ts.map +1 -1
- package/lib/cjs/NativeAppLogger.js +1 -0
- package/lib/cjs/NativeAppLogger.js.map +1 -1
- package/lib/cjs/PlanarClipMaskState.js +3 -3
- package/lib/cjs/PlanarClipMaskState.js.map +1 -1
- package/lib/cjs/SelectionSet.d.ts.map +1 -1
- package/lib/cjs/SelectionSet.js +1 -0
- package/lib/cjs/SelectionSet.js.map +1 -1
- package/lib/cjs/SheetViewState.d.ts.map +1 -1
- package/lib/cjs/SheetViewState.js +5 -5
- package/lib/cjs/SheetViewState.js.map +1 -1
- package/lib/cjs/SpatialViewState.d.ts.map +1 -1
- package/lib/cjs/SpatialViewState.js +1 -1
- package/lib/cjs/SpatialViewState.js.map +1 -1
- package/lib/cjs/Sprites.js +2 -2
- package/lib/cjs/Sprites.js.map +1 -1
- package/lib/cjs/TentativePoint.d.ts.map +1 -1
- package/lib/cjs/TentativePoint.js +10 -9
- package/lib/cjs/TentativePoint.js.map +1 -1
- package/lib/cjs/ViewCreator2d.js +1 -1
- package/lib/cjs/ViewCreator2d.js.map +1 -1
- package/lib/cjs/ViewCreator3d.js +1 -1
- package/lib/cjs/ViewCreator3d.js.map +1 -1
- package/lib/cjs/ViewPose.d.ts.map +1 -1
- package/lib/cjs/ViewPose.js +4 -1
- package/lib/cjs/ViewPose.js.map +1 -1
- package/lib/cjs/ViewState.d.ts.map +1 -1
- package/lib/cjs/ViewState.js +17 -12
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/ViewingSpace.d.ts.map +1 -1
- package/lib/cjs/ViewingSpace.js +2 -0
- package/lib/cjs/ViewingSpace.js.map +1 -1
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +17 -10
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/common/ImageUtil.d.ts.map +1 -1
- package/lib/cjs/common/ImageUtil.js +2 -1
- package/lib/cjs/common/ImageUtil.js.map +1 -1
- package/lib/cjs/common/internal/render/GeometryAccumulator.d.ts.map +1 -1
- package/lib/cjs/common/internal/render/GeometryAccumulator.js +4 -3
- package/lib/cjs/common/internal/render/GeometryAccumulator.js.map +1 -1
- package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.d.ts.map +1 -1
- package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.js +2 -0
- package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.js.map +1 -1
- package/lib/cjs/common/internal/render/MeshBuilder.js +1 -1
- package/lib/cjs/common/internal/render/MeshBuilder.js.map +1 -1
- package/lib/cjs/common/internal/render/VertexTableBuilder.d.ts.map +1 -1
- package/lib/cjs/common/internal/render/VertexTableBuilder.js +16 -7
- package/lib/cjs/common/internal/render/VertexTableBuilder.js.map +1 -1
- package/lib/cjs/extension/ExtensionAdmin.js +2 -2
- package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
- package/lib/cjs/internal/GoogleMapsDecorator.js +1 -1
- package/lib/cjs/internal/GoogleMapsDecorator.js.map +1 -1
- package/lib/cjs/internal/ScriptUtils.js +1 -0
- package/lib/cjs/internal/ScriptUtils.js.map +1 -1
- package/lib/cjs/internal/render/UpsampleRealityMeshParams.d.ts.map +1 -1
- package/lib/cjs/internal/render/UpsampleRealityMeshParams.js +2 -1
- package/lib/cjs/internal/render/UpsampleRealityMeshParams.js.map +1 -1
- package/lib/cjs/internal/render/webgl/AtmosphereUniforms.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/AtmosphereUniforms.js +7 -2
- package/lib/cjs/internal/render/webgl/AtmosphereUniforms.js.map +1 -1
- package/lib/cjs/internal/render/webgl/AttributeBuffers.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/AttributeBuffers.js +5 -3
- package/lib/cjs/internal/render/webgl/AttributeBuffers.js.map +1 -1
- package/lib/cjs/internal/render/webgl/AttributeMap.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/AttributeMap.js +2 -0
- package/lib/cjs/internal/render/webgl/AttributeMap.js.map +1 -1
- package/lib/cjs/internal/render/webgl/BackgroundMapDrape.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/BackgroundMapDrape.js +2 -2
- package/lib/cjs/internal/render/webgl/BackgroundMapDrape.js.map +1 -1
- package/lib/cjs/internal/render/webgl/BatchUniforms.js +1 -1
- package/lib/cjs/internal/render/webgl/BatchUniforms.js.map +1 -1
- package/lib/cjs/internal/render/webgl/BranchState.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/BranchState.js +2 -1
- package/lib/cjs/internal/render/webgl/BranchState.js.map +1 -1
- package/lib/cjs/internal/render/webgl/BranchUniforms.js +2 -2
- package/lib/cjs/internal/render/webgl/BranchUniforms.js.map +1 -1
- package/lib/cjs/internal/render/webgl/CachedGeometry.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/CachedGeometry.js +2 -2
- package/lib/cjs/internal/render/webgl/CachedGeometry.js.map +1 -1
- package/lib/cjs/internal/render/webgl/ClipStack.js +1 -1
- package/lib/cjs/internal/render/webgl/ClipStack.js.map +1 -1
- package/lib/cjs/internal/render/webgl/ColorInfo.js +1 -1
- package/lib/cjs/internal/render/webgl/ColorInfo.js.map +1 -1
- package/lib/cjs/internal/render/webgl/Contours.js +3 -3
- package/lib/cjs/internal/render/webgl/Contours.js.map +1 -1
- package/lib/cjs/internal/render/webgl/EDL.js +18 -18
- package/lib/cjs/internal/render/webgl/EDL.js.map +1 -1
- package/lib/cjs/internal/render/webgl/FeatureOverrides.js +4 -4
- package/lib/cjs/internal/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/cjs/internal/render/webgl/FrameBuffer.js +3 -3
- package/lib/cjs/internal/render/webgl/FrameBuffer.js.map +1 -1
- package/lib/cjs/internal/render/webgl/FrustumUniforms.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/FrustumUniforms.js +2 -1
- package/lib/cjs/internal/render/webgl/FrustumUniforms.js.map +1 -1
- package/lib/cjs/internal/render/webgl/GLTimer.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/GLTimer.js +2 -0
- package/lib/cjs/internal/render/webgl/GLTimer.js.map +1 -1
- package/lib/cjs/internal/render/webgl/MapLayerParams.js +2 -2
- package/lib/cjs/internal/render/webgl/MapLayerParams.js.map +1 -1
- package/lib/cjs/internal/render/webgl/MeshData.js +2 -2
- package/lib/cjs/internal/render/webgl/MeshData.js.map +1 -1
- package/lib/cjs/internal/render/webgl/PerformanceMetrics.js +1 -1
- package/lib/cjs/internal/render/webgl/PerformanceMetrics.js.map +1 -1
- package/lib/cjs/internal/render/webgl/PlanarClassifier.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/PlanarClassifier.js +7 -7
- package/lib/cjs/internal/render/webgl/PlanarClassifier.js.map +1 -1
- package/lib/cjs/internal/render/webgl/PlanarGrid.js +1 -1
- package/lib/cjs/internal/render/webgl/PlanarGrid.js.map +1 -1
- package/lib/cjs/internal/render/webgl/PlanarTextureProjection.d.ts +0 -3
- package/lib/cjs/internal/render/webgl/PlanarTextureProjection.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/PlanarTextureProjection.js +6 -5
- package/lib/cjs/internal/render/webgl/PlanarTextureProjection.js.map +1 -1
- package/lib/cjs/internal/render/webgl/PointCloud.js +1 -1
- package/lib/cjs/internal/render/webgl/PointCloud.js.map +1 -1
- package/lib/cjs/internal/render/webgl/RealityMesh.js +1 -1
- package/lib/cjs/internal/render/webgl/RealityMesh.js.map +1 -1
- package/lib/cjs/internal/render/webgl/RenderBuffer.js +2 -2
- package/lib/cjs/internal/render/webgl/RenderBuffer.js.map +1 -1
- package/lib/cjs/internal/render/webgl/SceneCompositor.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/SceneCompositor.js +115 -85
- package/lib/cjs/internal/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/cjs/internal/render/webgl/ScratchDrawParams.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/ScratchDrawParams.js +11 -10
- package/lib/cjs/internal/render/webgl/ScratchDrawParams.js.map +1 -1
- package/lib/cjs/internal/render/webgl/ScreenSpaceEffect.js +3 -3
- package/lib/cjs/internal/render/webgl/ScreenSpaceEffect.js.map +1 -1
- package/lib/cjs/internal/render/webgl/ShaderProgram.js +3 -3
- package/lib/cjs/internal/render/webgl/ShaderProgram.js.map +1 -1
- package/lib/cjs/internal/render/webgl/ShadowUniforms.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/ShadowUniforms.js +2 -1
- package/lib/cjs/internal/render/webgl/ShadowUniforms.js.map +1 -1
- package/lib/cjs/internal/render/webgl/SolarShadowMap.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/SolarShadowMap.js +6 -4
- package/lib/cjs/internal/render/webgl/SolarShadowMap.js.map +1 -1
- package/lib/cjs/internal/render/webgl/System.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/System.js +1 -1
- package/lib/cjs/internal/render/webgl/System.js.map +1 -1
- package/lib/cjs/internal/render/webgl/Target.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/Target.js +10 -7
- package/lib/cjs/internal/render/webgl/Target.js.map +1 -1
- package/lib/cjs/internal/render/webgl/Texture.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/Texture.js +10 -8
- package/lib/cjs/internal/render/webgl/Texture.js.map +1 -1
- package/lib/cjs/internal/render/webgl/glsl/Animation.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/glsl/Animation.js +4 -2
- package/lib/cjs/internal/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/cjs/internal/render/webgl/glsl/Color.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/glsl/Color.js +2 -1
- package/lib/cjs/internal/render/webgl/glsl/Color.js.map +1 -1
- package/lib/cjs/internal/render/webgl/glsl/Composite.js +1 -1
- package/lib/cjs/internal/render/webgl/glsl/Composite.js.map +1 -1
- package/lib/cjs/internal/render/webgl/glsl/CopyStencil.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/glsl/CopyStencil.js +3 -2
- package/lib/cjs/internal/render/webgl/glsl/CopyStencil.js.map +1 -1
- package/lib/cjs/internal/render/webgl/glsl/PlanarClassification.js +3 -3
- package/lib/cjs/internal/render/webgl/glsl/PlanarClassification.js.map +1 -1
- package/lib/cjs/internal/render/webgl/glsl/PlanarGrid.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/glsl/PlanarGrid.js +4 -3
- package/lib/cjs/internal/render/webgl/glsl/PlanarGrid.js.map +1 -1
- package/lib/cjs/internal/render/webgl/glsl/RealityMesh.js +8 -8
- package/lib/cjs/internal/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/cjs/internal/render/webgl/glsl/Surface.js +10 -10
- package/lib/cjs/internal/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/cjs/internal/render/webgl/glsl/Vertex.js +2 -2
- package/lib/cjs/internal/render/webgl/glsl/Vertex.js.map +1 -1
- package/lib/cjs/internal/tile/B3dmReader.d.ts.map +1 -1
- package/lib/cjs/internal/tile/B3dmReader.js +1 -1
- package/lib/cjs/internal/tile/B3dmReader.js.map +1 -1
- package/lib/cjs/internal/tile/FetchCloudStorage.js +1 -1
- package/lib/cjs/internal/tile/FetchCloudStorage.js.map +1 -1
- package/lib/cjs/internal/tile/LRUTileList.d.ts.map +1 -1
- package/lib/cjs/internal/tile/LRUTileList.js +4 -0
- package/lib/cjs/internal/tile/LRUTileList.js.map +1 -1
- package/lib/cjs/internal/tile/LayerTileTreeReferenceHandler.d.ts.map +1 -1
- package/lib/cjs/internal/tile/LayerTileTreeReferenceHandler.js +2 -1
- package/lib/cjs/internal/tile/LayerTileTreeReferenceHandler.js.map +1 -1
- package/lib/cjs/internal/tile/OPCFormatInterpreter.js +4 -4
- package/lib/cjs/internal/tile/OPCFormatInterpreter.js.map +1 -1
- package/lib/cjs/internal/tile/OrbitGtTileTree.d.ts.map +1 -1
- package/lib/cjs/internal/tile/OrbitGtTileTree.js +2 -2
- package/lib/cjs/internal/tile/OrbitGtTileTree.js.map +1 -1
- package/lib/cjs/internal/tile/RealityModelTileTree.d.ts.map +1 -1
- package/lib/cjs/internal/tile/RealityModelTileTree.js +3 -3
- package/lib/cjs/internal/tile/RealityModelTileTree.js.map +1 -1
- package/lib/cjs/internal/tile/RealityTileLoader.d.ts.map +1 -1
- package/lib/cjs/internal/tile/RealityTileLoader.js +3 -0
- package/lib/cjs/internal/tile/RealityTileLoader.js.map +1 -1
- package/lib/cjs/internal/tile/ThreeDTileFormatInterpreter.js +3 -3
- package/lib/cjs/internal/tile/ThreeDTileFormatInterpreter.js.map +1 -1
- package/lib/cjs/internal/tile/TileUserSet.d.ts.map +1 -1
- package/lib/cjs/internal/tile/TileUserSet.js +4 -0
- package/lib/cjs/internal/tile/TileUserSet.js.map +1 -1
- package/lib/cjs/internal/tile/map/ArcGISTileMap.js +1 -1
- package/lib/cjs/internal/tile/map/ArcGISTileMap.js.map +1 -1
- package/lib/cjs/internal/tile/map/ArcGisUtilities.d.ts.map +1 -1
- package/lib/cjs/internal/tile/map/ArcGisUtilities.js +4 -0
- package/lib/cjs/internal/tile/map/ArcGisUtilities.js.map +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +3 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.js +2 -2
- package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +1 -1
- package/lib/cjs/internal/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/internal/tile/map/MapTileAvailability.d.ts.map +1 -1
- package/lib/cjs/internal/tile/map/MapTileAvailability.js +5 -2
- package/lib/cjs/internal/tile/map/MapTileAvailability.js.map +1 -1
- package/lib/cjs/internal/tile/map/WmtsCapabilities.d.ts.map +1 -1
- package/lib/cjs/internal/tile/map/WmtsCapabilities.js +3 -2
- package/lib/cjs/internal/tile/map/WmtsCapabilities.js.map +1 -1
- package/lib/cjs/properties/FormattedQuantityDescription.d.ts.map +1 -1
- package/lib/cjs/properties/FormattedQuantityDescription.js +2 -0
- package/lib/cjs/properties/FormattedQuantityDescription.js.map +1 -1
- package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts.map +1 -1
- package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js +2 -0
- package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.js +5 -3
- package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
- package/lib/cjs/tile/GltfReader.d.ts +5 -2
- package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
- package/lib/cjs/tile/GltfReader.js +54 -16
- package/lib/cjs/tile/GltfReader.js.map +1 -1
- package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTile.js +2 -2
- package/lib/cjs/tile/RealityTile.js.map +1 -1
- package/lib/cjs/tile/RealityTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTileTree.js +5 -5
- package/lib/cjs/tile/RealityTileTree.js.map +1 -1
- package/lib/cjs/tile/TileAdmin.js.map +1 -1
- package/lib/cjs/tile/TileDrawArgs.d.ts.map +1 -1
- package/lib/cjs/tile/TileDrawArgs.js +2 -1
- package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
- package/lib/cjs/tile/map/ImageryTileTree.js +1 -1
- package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerFormatRegistry.js +1 -1
- package/lib/cjs/tile/map/MapLayerFormatRegistry.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerSources.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapLayerSources.js +9 -1
- package/lib/cjs/tile/map/MapLayerSources.js.map +1 -1
- package/lib/cjs/tile/map/MapTile.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapTile.js +10 -8
- package/lib/cjs/tile/map/MapTile.js.map +1 -1
- package/lib/cjs/tile/map/MapTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapTileTree.js +8 -7
- package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
- package/lib/cjs/tile/map/MapTilingScheme.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapTilingScheme.js +2 -1
- package/lib/cjs/tile/map/MapTilingScheme.js.map +1 -1
- package/lib/cjs/tools/Tool.js +1 -1
- package/lib/cjs/tools/Tool.js.map +1 -1
- package/lib/esm/BackgroundMapGeometry.js +14 -14
- package/lib/esm/BackgroundMapGeometry.js.map +1 -1
- package/lib/esm/BriefcaseConnection.d.ts.map +1 -1
- package/lib/esm/BriefcaseConnection.js +2 -2
- package/lib/esm/BriefcaseConnection.js.map +1 -1
- package/lib/esm/CheckpointConnection.d.ts.map +1 -1
- package/lib/esm/CheckpointConnection.js +4 -4
- package/lib/esm/CheckpointConnection.js.map +1 -1
- package/lib/esm/ContextRealityModelState.js.map +1 -1
- package/lib/esm/ElementLocateManager.d.ts.map +1 -1
- package/lib/esm/ElementLocateManager.js +8 -7
- package/lib/esm/ElementLocateManager.js.map +1 -1
- package/lib/esm/EmphasizeElements.d.ts.map +1 -1
- package/lib/esm/EmphasizeElements.js +3 -1
- package/lib/esm/EmphasizeElements.js.map +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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+
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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;
|
|
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"}
|
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@@ -5,6 +5,7 @@
|
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|
5
5
|
/** @packageDocumentation
|
|
6
6
|
* @module WebGL
|
|
7
7
|
*/
|
|
8
|
+
import { expectDefined } from "@itwin/core-bentley";
|
|
8
9
|
import { InverseMatrixState, Matrix4d, Point3d, Range3d, Transform, Vector3d } from "@itwin/core-geometry";
|
|
9
10
|
import { Frustum, Npc } from "@itwin/core-common";
|
|
10
11
|
import { IModelFrameLifecycle } from "./IModelFrameLifecycle";
|
|
@@ -83,7 +84,7 @@ export class FrustumUniforms {
|
|
|
83
84
|
const nearCenter = nearLowerLeft.interpolate(0.5, nearUpperRight, this._scratch.point3d);
|
|
84
85
|
const viewX = normalizedDifference(nearLowerRight, nearLowerLeft, this._scratch.viewX);
|
|
85
86
|
const viewY = normalizedDifference(nearUpperLeft, nearLowerLeft, this._scratch.viewY);
|
|
86
|
-
const viewZ = viewX.crossProduct(viewY, this._scratch.viewZ).normalize();
|
|
87
|
+
const viewZ = expectDefined(viewX.crossProduct(viewY, this._scratch.viewZ).normalize());
|
|
87
88
|
this._planFraction = newFraction;
|
|
88
89
|
if (!is3d || newFraction > 0.999) { // ortho or 2d
|
|
89
90
|
const halfWidth = 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"]}
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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"]}
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{"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;
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{"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"}
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@@ -87,6 +87,8 @@ export class GLTimer {
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if (this._queryStack.length !== 1)
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throw new IModelError(BentleyStatus.ERROR, "Missing at least one endOperation call");
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const queryCallback = () => {
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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"]}
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@@ -9,7 +9,7 @@ import { Range2d } from "@itwin/core-geometry";
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9
9
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import { TerrainTexture } from "../RenderTerrain";
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import { Matrix4 } from "./Matrix";
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11
11
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import { ModelMapLayerDrapeTarget, ModelMapLayerSettings } from "@itwin/core-common";
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12
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-
import { assert, dispose, disposeArray } from "@itwin/core-bentley";
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12
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+
import { assert, dispose, disposeArray, expectDefined } from "@itwin/core-bentley";
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13
13
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import { System } from "./System";
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export class ProjectedTexture {
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meshParams;
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@@ -70,8 +70,8 @@ class LayerTextureParam {
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70
70
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const points = [];
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71
71
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const meshParams = projectedTexture.meshParams;
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// Calculate range in the tiles local coordinates.
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73
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-
const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low);
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74
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-
const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high);
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73
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+
const low = expectDefined(meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low));
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74
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+
const high = expectDefined(meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high));
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75
75
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points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));
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points.push(meshParams.projection.getGlobalPoint(high.x, low.y, 0));
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77
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points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));
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@@ -1 +1 @@
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1
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-
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { Matrix4d, Range2d, Range3d, Transform } from \"@itwin/core-geometry\";\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { TerrainTexture } from \"../RenderTerrain\";\nimport { Matrix4 } from \"./Matrix\";\nimport { ModelMapLayerDrapeTarget, ModelMapLayerSettings, RenderTexture } from \"@itwin/core-common\";\nimport { assert, dispose, disposeArray } from \"@itwin/core-bentley\";\nimport { MeshMapLayerGraphicParams } from \"../MeshMapLayerGraphicParams\";\nimport { System } from \"./System\";\nimport { ViewState } from \"../../../ViewState\";\n\nexport class ProjectedTexture {\n public classifier: PlanarClassifier;\n constructor(classifier: RenderPlanarClassifier, public meshParams: MeshMapLayerGraphicParams, public targetRectangle: Range2d) {\n this.classifier = classifier as PlanarClassifier;\n }\n public clone(targetRectangle: Range2d) {\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\n }\n}\n\nconst scratchBytes = new Uint8Array(4);\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\nconst scratchRange2d = Range2d.createNull();\n\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\n\nclass LayerTextureParam implements Disposable {\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\n\n public [Symbol.dispose](): void {\n this.texture = dispose(this.texture);\n }\n\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\n\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\n\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\n followed by the model to texture projection.\n*/\n public getProjectionMatrix(): Matrix4d | undefined {\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\n }\n public getTerrainMatrix(): Matrix4 | undefined {\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\n }\n\n public getParams(result: Matrix4): Matrix4 {\n /** Entry 0 is 0 for */\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\n const projectedTexture = this._projectedTextureOrMatrix;\n\n result.data[0] = 1;\n result.data[1] = projectedTexture.classifier.textureImageCount;\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\n result.data[4] = scratchBytes[0];\n result.data[5] = scratchBytes[1];\n result.data[6] = scratchBytes[2];\n result.data[7] = scratchBytes[3];\n\n const points = [];\n const meshParams = projectedTexture.meshParams;\n // Calculate range in the tiles local coordinates.\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\n for (let i = 0, j = 8; i < 4; i++) {\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\n result.data[j++] = projectedPoint.x;\n result.data[j++] = projectedPoint.y;\n }\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\n if (x0 * y1 - x1 * y0 < 0) {\n const swap = ((i: number, j: number) => {\n const temp = result.data[i];\n result.data[i] = result.data[j];\n result.data[j] = temp;\n });\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\n swap(i, j);\n swap(i + 1, j + 1);\n }\n }\n } else {\n result.data[0] = 0;\n }\n return result;\n }\n}\n\n/** @internal */\nexport class LayerTextureParams implements Disposable {\n constructor(public params: LayerTextureParam[]) { }\n public static create(textures: TerrainOrProjectedTexture[]) {\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\n assert(textures.length <= maxTexturesPerMesh);\n\n const textureParams = new Array<LayerTextureParam>();\n for (const texture of textures) {\n if (texture instanceof TerrainTexture) {\n const terrainTexture = texture;\n const matrix = new Matrix4(); // Published as Mat4.\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\n matrix.data[0] = terrainTexture.translate.x;\n matrix.data[1] = terrainTexture.translate.y;\n matrix.data[2] = terrainTexture.scale.x;\n matrix.data[3] = terrainTexture.scale.y;\n\n if (terrainTexture.clipRectangle) {\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\n } else {\n matrix.data[4] = matrix.data[5] = 0;\n matrix.data[6] = matrix.data[7] = 1;\n }\n matrix.data[8] = (1.0 - terrainTexture.transparency);\n matrix.data[9] = terrainTexture.featureId;\n textureParams.push(new LayerTextureParam(terrainTexture.texture, matrix));\n } else {\n const classifier = texture.classifier;\n textureParams.push(new LayerTextureParam(classifier.getOrCreateClassifierTexture(), texture));\n }\n }\n\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\n const matrix = new Matrix4();\n matrix.data[0] = matrix.data[1] = 0.0;\n matrix.data[2] = matrix.data[3] = 1.0;\n matrix.data[4] = matrix.data[5] = 1;\n matrix.data[6] = matrix.data[7] = -1;\n matrix.data[15] = 0; // Denotes a terrain texture.\n textureParams.push(new LayerTextureParam(undefined, matrix));\n }\n return new LayerTextureParams(textureParams);\n }\n\n public [Symbol.dispose](): void {\n disposeArray(this.params);\n }\n}\n\nexport interface LayerTileData {\n ecefTransform: Transform;\n range: Range3d;\n layerClassifiers?: Map<number, RenderPlanarClassifier> | undefined;\n}\n\n/**\n * Compares the map layers of two view states, ensuring both the number of layers\n * and their order remain unchanged.\n * Returns true if the map layers differ in count, order, or model IDs; otherwise, returns false.\n *\n * @param prevView The previous view state.\n * @param newView The new view state.\n * @returns {boolean} True if there is any difference in the model layer configuration; false otherwise.\n */\nexport function compareMapLayer(prevView: ViewState, newView: ViewState): boolean {\n const getDrapedModelIds = (view: ViewState): string[] =>\n view.displayStyle\n .getMapLayers(false)\n .filter((layer): layer is ModelMapLayerSettings =>\n layer instanceof ModelMapLayerSettings &&\n (layer.drapeTarget === ModelMapLayerDrapeTarget.RealityData ||\n layer.drapeTarget === ModelMapLayerDrapeTarget.IModel))\n .map(layer => layer.modelId);\n\n const prev = getDrapedModelIds(prevView);\n const next = getDrapedModelIds(newView);\n\n if (prev.length !== next.length)\n return true;\n\n for (let i = 0; i < prev.length; i++) {\n if (prev[i] !== next[i])\n return true;\n }\n\n return false;\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\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { Matrix4d, Range2d, Range3d, Transform } from \"@itwin/core-geometry\";\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { TerrainTexture } from \"../RenderTerrain\";\nimport { Matrix4 } from \"./Matrix\";\nimport { ModelMapLayerDrapeTarget, ModelMapLayerSettings, RenderTexture } from \"@itwin/core-common\";\nimport { assert, dispose, disposeArray, expectDefined } from \"@itwin/core-bentley\";\nimport { MeshMapLayerGraphicParams } from \"../MeshMapLayerGraphicParams\";\nimport { System } from \"./System\";\nimport { ViewState } from \"../../../ViewState\";\n\nexport class ProjectedTexture {\n public classifier: PlanarClassifier;\n constructor(classifier: RenderPlanarClassifier, public meshParams: MeshMapLayerGraphicParams, public targetRectangle: Range2d) {\n this.classifier = classifier as PlanarClassifier;\n }\n public clone(targetRectangle: Range2d) {\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\n }\n}\n\nconst scratchBytes = new Uint8Array(4);\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\nconst scratchRange2d = Range2d.createNull();\n\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\n\nclass LayerTextureParam implements Disposable {\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\n\n public [Symbol.dispose](): void {\n this.texture = dispose(this.texture);\n }\n\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\n\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\n\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\n followed by the model to texture projection.\n*/\n public getProjectionMatrix(): Matrix4d | undefined {\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\n }\n public getTerrainMatrix(): Matrix4 | undefined {\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\n }\n\n public getParams(result: Matrix4): Matrix4 {\n /** Entry 0 is 0 for */\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\n const projectedTexture = this._projectedTextureOrMatrix;\n\n result.data[0] = 1;\n result.data[1] = projectedTexture.classifier.textureImageCount;\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\n result.data[4] = scratchBytes[0];\n result.data[5] = scratchBytes[1];\n result.data[6] = scratchBytes[2];\n result.data[7] = scratchBytes[3];\n\n const points = [];\n const meshParams = projectedTexture.meshParams;\n // Calculate range in the tiles local coordinates.\n const low = expectDefined(meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low));\n const high = expectDefined(meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high));\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\n for (let i = 0, j = 8; i < 4; i++) {\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\n result.data[j++] = projectedPoint.x;\n result.data[j++] = projectedPoint.y;\n }\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\n if (x0 * y1 - x1 * y0 < 0) {\n const swap = ((i: number, j: number) => {\n const temp = result.data[i];\n result.data[i] = result.data[j];\n result.data[j] = temp;\n });\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\n swap(i, j);\n swap(i + 1, j + 1);\n }\n }\n } else {\n result.data[0] = 0;\n }\n return result;\n }\n}\n\n/** @internal */\nexport class LayerTextureParams implements Disposable {\n constructor(public params: LayerTextureParam[]) { }\n public static create(textures: TerrainOrProjectedTexture[]) {\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\n assert(textures.length <= maxTexturesPerMesh);\n\n const textureParams = new Array<LayerTextureParam>();\n for (const texture of textures) {\n if (texture instanceof TerrainTexture) {\n const terrainTexture = texture;\n const matrix = new Matrix4(); // Published as Mat4.\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\n matrix.data[0] = terrainTexture.translate.x;\n matrix.data[1] = terrainTexture.translate.y;\n matrix.data[2] = terrainTexture.scale.x;\n matrix.data[3] = terrainTexture.scale.y;\n\n if (terrainTexture.clipRectangle) {\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\n } else {\n matrix.data[4] = matrix.data[5] = 0;\n matrix.data[6] = matrix.data[7] = 1;\n }\n matrix.data[8] = (1.0 - terrainTexture.transparency);\n matrix.data[9] = terrainTexture.featureId;\n textureParams.push(new LayerTextureParam(terrainTexture.texture, matrix));\n } else {\n const classifier = texture.classifier;\n textureParams.push(new LayerTextureParam(classifier.getOrCreateClassifierTexture(), texture));\n }\n }\n\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\n const matrix = new Matrix4();\n matrix.data[0] = matrix.data[1] = 0.0;\n matrix.data[2] = matrix.data[3] = 1.0;\n matrix.data[4] = matrix.data[5] = 1;\n matrix.data[6] = matrix.data[7] = -1;\n matrix.data[15] = 0; // Denotes a terrain texture.\n textureParams.push(new LayerTextureParam(undefined, matrix));\n }\n return new LayerTextureParams(textureParams);\n }\n\n public [Symbol.dispose](): void {\n disposeArray(this.params);\n }\n}\n\nexport interface LayerTileData {\n ecefTransform: Transform;\n range: Range3d;\n layerClassifiers?: Map<number, RenderPlanarClassifier> | undefined;\n}\n\n/**\n * Compares the map layers of two view states, ensuring both the number of layers\n * and their order remain unchanged.\n * Returns true if the map layers differ in count, order, or model IDs; otherwise, returns false.\n *\n * @param prevView The previous view state.\n * @param newView The new view state.\n * @returns {boolean} True if there is any difference in the model layer configuration; false otherwise.\n */\nexport function compareMapLayer(prevView: ViewState, newView: ViewState): boolean {\n const getDrapedModelIds = (view: ViewState): string[] =>\n view.displayStyle\n .getMapLayers(false)\n .filter((layer): layer is ModelMapLayerSettings =>\n layer instanceof ModelMapLayerSettings &&\n (layer.drapeTarget === ModelMapLayerDrapeTarget.RealityData ||\n layer.drapeTarget === ModelMapLayerDrapeTarget.IModel))\n .map(layer => layer.modelId);\n\n const prev = getDrapedModelIds(prevView);\n const next = getDrapedModelIds(newView);\n\n if (prev.length !== next.length)\n return true;\n\n for (let i = 0; i < prev.length; i++) {\n if (prev[i] !== next[i])\n return true;\n }\n\n return false;\n}"]}
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@@ -5,7 +5,7 @@
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/** @packageDocumentation
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* @module WebGL
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*/
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import { dispose } from "@itwin/core-bentley";
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+
import { dispose, expectDefined } from "@itwin/core-bentley";
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import { FeatureIndexType, LinePixels } from "@itwin/core-common";
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import { LineCode } from "./LineCode";
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import { createMaterialInfo } from "./Material";
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@@ -90,7 +90,7 @@ export class MeshData {
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[Symbol.dispose]() {
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dispose(this.lut);
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if (this._ownsTexture)
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this.texture[Symbol.dispose]();
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+
expectDefined(this.texture)[Symbol.dispose]();
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}
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get isGlyph() { return undefined !== this.texture && this.texture.isGlyph; }
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get isTextureAlwaysDisplayed() { return this.isGlyph || this._textureAlwaysDisplayed; }
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@@ -101,7 +101,7 @@ export class MeshData {
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collectStatistics(stats) {
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stats.addVertexTable(this.lut.bytesUsed);
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if (this._ownsTexture)
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-
stats.addTexture(this.texture.bytesUsed);
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+
stats.addTexture(expectDefined(this.texture).bytesUsed);
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}
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}
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//# sourceMappingURL=MeshData.js.map
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@@ -1 +1 @@
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1
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-
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { dispose } from \"@itwin/core-bentley\";\nimport { Point3d } from \"@itwin/core-geometry\";\nimport { FeatureIndexType, FillFlags, LinePixels } from \"@itwin/core-common\";\nimport { MeshParams } from \"../../../common/internal/render/MeshParams\";\nimport { SurfaceType } from \"../../../common/internal/render/SurfaceParams\";\nimport { RenderMemory } from \"../../../render/RenderMemory\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { LineCode } from \"./LineCode\";\nimport { createMaterialInfo, MaterialInfo } from \"./Material\";\nimport { Texture } from \"./Texture\";\nimport { VertexLUT } from \"./VertexLUT\";\n\n/** @internal */\nexport class MeshData implements WebGLDisposable {\n public readonly edgeWidth: number;\n public readonly hasFeatures: boolean;\n public readonly uniformFeatureId?: number; // Used strictly by BatchPrimitiveCommand.computeIsFlashed for flashing volume classification primitives.\n public readonly texture?: Texture;\n public readonly normalMap?: Texture;\n public readonly constantLodVParams?: Float32Array; // size 3, contains texture offset x & y and fake ortho distance (which will be set during binding)\n public readonly constantLodFParams?: Float32Array; // size 3, texture min and max size in worl units\n public readonly textureUsesConstantLod?: boolean;\n public readonly normalMapUsesConstantLod?: boolean;\n public readonly materialInfo?: MaterialInfo;\n public readonly type: SurfaceType;\n public readonly fillFlags: FillFlags;\n public readonly edgeLineCode: number; // Must call LineCode.valueFromLinePixels(val: LinePixels) and set the output to edgeLineCode\n public readonly isPlanar: boolean;\n public readonly hasBakedLighting: boolean;\n public readonly lut: VertexLUT;\n public readonly viewIndependentOrigin?: Point3d;\n private readonly _textureAlwaysDisplayed: boolean;\n\n private constructor(lut: VertexLUT, params: MeshParams, viOrigin: Point3d | undefined) {\n this.lut = lut;\n this.viewIndependentOrigin = viOrigin;\n\n this.hasFeatures = FeatureIndexType.Empty !== params.vertices.featureIndexType;\n if (FeatureIndexType.Uniform === params.vertices.featureIndexType)\n this.uniformFeatureId = params.vertices.uniformFeatureID;\n\n this.textureUsesConstantLod = false;\n this.normalMapUsesConstantLod = false;\n if (undefined !== params.surface.textureMapping) {\n this.texture = params.surface.textureMapping.texture as Texture;\n this._textureAlwaysDisplayed = params.surface.textureMapping.alwaysDisplayed;\n if (undefined !== params.surface.material && !params.surface.material.isAtlas) {\n const matTM = params.surface.material.material.textureMapping;\n if (undefined !== matTM) {\n this.textureUsesConstantLod = this.texture && matTM.params.useConstantLod;\n if (undefined !== matTM.normalMapParams) {\n this.normalMapUsesConstantLod = matTM.normalMapParams.useConstantLod;\n if (undefined !== matTM.normalMapParams.normalMap) {\n this.normalMap = matTM.normalMapParams.normalMap as Texture;\n } else {\n // If there are normal map params but the normal map is not present, use the texture as a normal map instead of a pattern map.\n this.normalMap = this.texture;\n this.texture = undefined;\n }\n }\n if (this.normalMapUsesConstantLod || this.textureUsesConstantLod) {\n this.constantLodVParams = new Float32Array(3);\n this.constantLodVParams[0] = matTM.params.constantLodParams.offset.x; // x offset\n this.constantLodVParams[1] = matTM.params.constantLodParams.offset.y; // y offset\n this.constantLodVParams[3] = 0.0; // placeholder for orto view distance\n this.constantLodFParams = new Float32Array(3);\n this.constantLodFParams[0] = matTM.params.constantLodParams.minDistClamp; // Minimum texture size\n this.constantLodFParams[1] = matTM.params.constantLodParams.maxDistClamp; // Maximum texture size\n this.constantLodFParams[2] = matTM.params.constantLodParams.repetitions; // # repetitions of pattern (to scale it)\n }\n }\n }\n } else {\n this.texture = undefined;\n this._textureAlwaysDisplayed = false;\n }\n\n this.materialInfo = createMaterialInfo(params.surface.material);\n\n this.type = params.surface.type;\n this.fillFlags = params.surface.fillFlags;\n this.isPlanar = params.isPlanar;\n this.hasBakedLighting = params.surface.hasBakedLighting;\n const edges = params.edges;\n this.edgeWidth = undefined !== edges ? edges.weight : 1;\n this.edgeLineCode = LineCode.valueFromLinePixels(undefined !== edges ? edges.linePixels : LinePixels.Solid);\n }\n\n public static create(params: MeshParams, viOrigin: Point3d | undefined): MeshData | undefined {\n const lut = VertexLUT.createFromVertexTable(params.vertices, params.auxChannels);\n return undefined !== lut ? new MeshData(lut, params, viOrigin) : undefined;\n }\n\n public get isDisposed(): boolean { return undefined === this.texture && this.lut.isDisposed; }\n\n public [Symbol.dispose]() {\n dispose(this.lut);\n if (this._ownsTexture)\n this.texture![Symbol.dispose]();\n }\n\n public get isGlyph() { return undefined !== this.texture && this.texture.isGlyph; }\n public get isTextureAlwaysDisplayed() { return this.isGlyph || this._textureAlwaysDisplayed; }\n\n // Returns true if no one else owns this texture. Implies that the texture should be disposed when this object is disposed, and the texture's memory should be tracked as belonging to this object.\n private get _ownsTexture(): boolean {\n return undefined !== this.texture && !this.texture?.hasOwner;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addVertexTable(this.lut.bytesUsed);\n if (this._ownsTexture)\n stats.addTexture(this.texture!.bytesUsed);\n }\n}\n"]}
|
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1
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+
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { dispose, expectDefined } from \"@itwin/core-bentley\";\nimport { Point3d } from \"@itwin/core-geometry\";\nimport { FeatureIndexType, FillFlags, LinePixels } from \"@itwin/core-common\";\nimport { MeshParams } from \"../../../common/internal/render/MeshParams\";\nimport { SurfaceType } from \"../../../common/internal/render/SurfaceParams\";\nimport { RenderMemory } from \"../../../render/RenderMemory\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { LineCode } from \"./LineCode\";\nimport { createMaterialInfo, MaterialInfo } from \"./Material\";\nimport { Texture } from \"./Texture\";\nimport { VertexLUT } from \"./VertexLUT\";\n\n/** @internal */\nexport class MeshData implements WebGLDisposable {\n public readonly edgeWidth: number;\n public readonly hasFeatures: boolean;\n public readonly uniformFeatureId?: number; // Used strictly by BatchPrimitiveCommand.computeIsFlashed for flashing volume classification primitives.\n public readonly texture?: Texture;\n public readonly normalMap?: Texture;\n public readonly constantLodVParams?: Float32Array; // size 3, contains texture offset x & y and fake ortho distance (which will be set during binding)\n public readonly constantLodFParams?: Float32Array; // size 3, texture min and max size in worl units\n public readonly textureUsesConstantLod?: boolean;\n public readonly normalMapUsesConstantLod?: boolean;\n public readonly materialInfo?: MaterialInfo;\n public readonly type: SurfaceType;\n public readonly fillFlags: FillFlags;\n public readonly edgeLineCode: number; // Must call LineCode.valueFromLinePixels(val: LinePixels) and set the output to edgeLineCode\n public readonly isPlanar: boolean;\n public readonly hasBakedLighting: boolean;\n public readonly lut: VertexLUT;\n public readonly viewIndependentOrigin?: Point3d;\n private readonly _textureAlwaysDisplayed: boolean;\n\n private constructor(lut: VertexLUT, params: MeshParams, viOrigin: Point3d | undefined) {\n this.lut = lut;\n this.viewIndependentOrigin = viOrigin;\n\n this.hasFeatures = FeatureIndexType.Empty !== params.vertices.featureIndexType;\n if (FeatureIndexType.Uniform === params.vertices.featureIndexType)\n this.uniformFeatureId = params.vertices.uniformFeatureID;\n\n this.textureUsesConstantLod = false;\n this.normalMapUsesConstantLod = false;\n if (undefined !== params.surface.textureMapping) {\n this.texture = params.surface.textureMapping.texture as Texture;\n this._textureAlwaysDisplayed = params.surface.textureMapping.alwaysDisplayed;\n if (undefined !== params.surface.material && !params.surface.material.isAtlas) {\n const matTM = params.surface.material.material.textureMapping;\n if (undefined !== matTM) {\n this.textureUsesConstantLod = this.texture && matTM.params.useConstantLod;\n if (undefined !== matTM.normalMapParams) {\n this.normalMapUsesConstantLod = matTM.normalMapParams.useConstantLod;\n if (undefined !== matTM.normalMapParams.normalMap) {\n this.normalMap = matTM.normalMapParams.normalMap as Texture;\n } else {\n // If there are normal map params but the normal map is not present, use the texture as a normal map instead of a pattern map.\n this.normalMap = this.texture;\n this.texture = undefined;\n }\n }\n if (this.normalMapUsesConstantLod || this.textureUsesConstantLod) {\n this.constantLodVParams = new Float32Array(3);\n this.constantLodVParams[0] = matTM.params.constantLodParams.offset.x; // x offset\n this.constantLodVParams[1] = matTM.params.constantLodParams.offset.y; // y offset\n this.constantLodVParams[3] = 0.0; // placeholder for orto view distance\n this.constantLodFParams = new Float32Array(3);\n this.constantLodFParams[0] = matTM.params.constantLodParams.minDistClamp; // Minimum texture size\n this.constantLodFParams[1] = matTM.params.constantLodParams.maxDistClamp; // Maximum texture size\n this.constantLodFParams[2] = matTM.params.constantLodParams.repetitions; // # repetitions of pattern (to scale it)\n }\n }\n }\n } else {\n this.texture = undefined;\n this._textureAlwaysDisplayed = false;\n }\n\n this.materialInfo = createMaterialInfo(params.surface.material);\n\n this.type = params.surface.type;\n this.fillFlags = params.surface.fillFlags;\n this.isPlanar = params.isPlanar;\n this.hasBakedLighting = params.surface.hasBakedLighting;\n const edges = params.edges;\n this.edgeWidth = undefined !== edges ? edges.weight : 1;\n this.edgeLineCode = LineCode.valueFromLinePixels(undefined !== edges ? edges.linePixels : LinePixels.Solid);\n }\n\n public static create(params: MeshParams, viOrigin: Point3d | undefined): MeshData | undefined {\n const lut = VertexLUT.createFromVertexTable(params.vertices, params.auxChannels);\n return undefined !== lut ? new MeshData(lut, params, viOrigin) : undefined;\n }\n\n public get isDisposed(): boolean { return undefined === this.texture && this.lut.isDisposed; }\n\n public [Symbol.dispose]() {\n dispose(this.lut);\n if (this._ownsTexture)\n expectDefined(this.texture)[Symbol.dispose]();\n }\n\n public get isGlyph() { return undefined !== this.texture && this.texture.isGlyph; }\n public get isTextureAlwaysDisplayed() { return this.isGlyph || this._textureAlwaysDisplayed; }\n\n // Returns true if no one else owns this texture. Implies that the texture should be disposed when this object is disposed, and the texture's memory should be tracked as belonging to this object.\n private get _ownsTexture(): boolean {\n return undefined !== this.texture && !this.texture?.hasOwner;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addVertexTable(this.lut.bytesUsed);\n if (this._ownsTexture)\n stats.addTexture(expectDefined(this.texture).bytesUsed);\n }\n}\n"]}
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@@ -45,7 +45,7 @@ export class PerformanceMetrics {
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}
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endOperation() {
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const endTimePoint = BeTimePoint.now();
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-
const beginTimePoint = this._beginTimePoints.
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+
const beginTimePoint = this._beginTimePoints.pop() ?? endTimePoint;
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const operationName = this._operationNames.pop();
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if (operationName) { // Add data to queue now, calculate time later; helps eliminate time spent timing things in 'Total Time'
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if (this._updateallTimePoints1) // Push to currently active allTimePoints buffer
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