@itwin/core-frontend 5.2.0-dev.5 → 5.2.0-dev.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (610) hide show
  1. package/CHANGELOG.md +8 -1
  2. package/lib/cjs/BackgroundMapGeometry.js +13 -13
  3. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  4. package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
  5. package/lib/cjs/BriefcaseConnection.js +2 -2
  6. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  7. package/lib/cjs/CheckpointConnection.d.ts.map +1 -1
  8. package/lib/cjs/CheckpointConnection.js +3 -3
  9. package/lib/cjs/CheckpointConnection.js.map +1 -1
  10. package/lib/cjs/ContextRealityModelState.js.map +1 -1
  11. package/lib/cjs/ElementLocateManager.d.ts.map +1 -1
  12. package/lib/cjs/ElementLocateManager.js +7 -6
  13. package/lib/cjs/ElementLocateManager.js.map +1 -1
  14. package/lib/cjs/EmphasizeElements.d.ts.map +1 -1
  15. package/lib/cjs/EmphasizeElements.js +3 -1
  16. package/lib/cjs/EmphasizeElements.js.map +1 -1
  17. package/lib/cjs/EnvironmentDecorations.d.ts.map +1 -1
  18. package/lib/cjs/EnvironmentDecorations.js +4 -0
  19. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  20. package/lib/cjs/FrustumAnimator.d.ts.map +1 -1
  21. package/lib/cjs/FrustumAnimator.js +3 -2
  22. package/lib/cjs/FrustumAnimator.js.map +1 -1
  23. package/lib/cjs/GlobeAnimator.d.ts.map +1 -1
  24. package/lib/cjs/GlobeAnimator.js +7 -6
  25. package/lib/cjs/GlobeAnimator.js.map +1 -1
  26. package/lib/cjs/HitDetail.d.ts.map +1 -1
  27. package/lib/cjs/HitDetail.js +12 -7
  28. package/lib/cjs/HitDetail.js.map +1 -1
  29. package/lib/cjs/IModelApp.d.ts.map +1 -1
  30. package/lib/cjs/IModelApp.js +2 -1
  31. package/lib/cjs/IModelApp.js.map +1 -1
  32. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  33. package/lib/cjs/IModelConnection.js +8 -9
  34. package/lib/cjs/IModelConnection.js.map +1 -1
  35. package/lib/cjs/IpcApp.d.ts.map +1 -1
  36. package/lib/cjs/IpcApp.js +1 -1
  37. package/lib/cjs/IpcApp.js.map +1 -1
  38. package/lib/cjs/LinePlaneIntersect.d.ts.map +1 -1
  39. package/lib/cjs/LinePlaneIntersect.js +2 -0
  40. package/lib/cjs/LinePlaneIntersect.js.map +1 -1
  41. package/lib/cjs/LocalhostIpcApp.d.ts.map +1 -1
  42. package/lib/cjs/LocalhostIpcApp.js +2 -1
  43. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  44. package/lib/cjs/Marker.d.ts.map +1 -1
  45. package/lib/cjs/Marker.js +4 -3
  46. package/lib/cjs/Marker.js.map +1 -1
  47. package/lib/cjs/ModelState.d.ts.map +1 -1
  48. package/lib/cjs/ModelState.js +2 -2
  49. package/lib/cjs/ModelState.js.map +1 -1
  50. package/lib/cjs/NativeApp.d.ts.map +1 -1
  51. package/lib/cjs/NativeApp.js +5 -4
  52. package/lib/cjs/NativeApp.js.map +1 -1
  53. package/lib/cjs/NativeAppLogger.d.ts.map +1 -1
  54. package/lib/cjs/NativeAppLogger.js +1 -0
  55. package/lib/cjs/NativeAppLogger.js.map +1 -1
  56. package/lib/cjs/PlanarClipMaskState.js +3 -3
  57. package/lib/cjs/PlanarClipMaskState.js.map +1 -1
  58. package/lib/cjs/SelectionSet.d.ts.map +1 -1
  59. package/lib/cjs/SelectionSet.js +1 -0
  60. package/lib/cjs/SelectionSet.js.map +1 -1
  61. package/lib/cjs/SheetViewState.d.ts.map +1 -1
  62. package/lib/cjs/SheetViewState.js +5 -5
  63. package/lib/cjs/SheetViewState.js.map +1 -1
  64. package/lib/cjs/SpatialViewState.d.ts.map +1 -1
  65. package/lib/cjs/SpatialViewState.js +1 -1
  66. package/lib/cjs/SpatialViewState.js.map +1 -1
  67. package/lib/cjs/Sprites.js +2 -2
  68. package/lib/cjs/Sprites.js.map +1 -1
  69. package/lib/cjs/TentativePoint.d.ts.map +1 -1
  70. package/lib/cjs/TentativePoint.js +10 -9
  71. package/lib/cjs/TentativePoint.js.map +1 -1
  72. package/lib/cjs/ViewCreator2d.js +1 -1
  73. package/lib/cjs/ViewCreator2d.js.map +1 -1
  74. package/lib/cjs/ViewCreator3d.js +1 -1
  75. package/lib/cjs/ViewCreator3d.js.map +1 -1
  76. package/lib/cjs/ViewPose.d.ts.map +1 -1
  77. package/lib/cjs/ViewPose.js +4 -1
  78. package/lib/cjs/ViewPose.js.map +1 -1
  79. package/lib/cjs/ViewState.d.ts.map +1 -1
  80. package/lib/cjs/ViewState.js +17 -12
  81. package/lib/cjs/ViewState.js.map +1 -1
  82. package/lib/cjs/ViewingSpace.d.ts.map +1 -1
  83. package/lib/cjs/ViewingSpace.js +2 -0
  84. package/lib/cjs/ViewingSpace.js.map +1 -1
  85. package/lib/cjs/Viewport.d.ts.map +1 -1
  86. package/lib/cjs/Viewport.js +17 -10
  87. package/lib/cjs/Viewport.js.map +1 -1
  88. package/lib/cjs/common/ImageUtil.d.ts.map +1 -1
  89. package/lib/cjs/common/ImageUtil.js +2 -1
  90. package/lib/cjs/common/ImageUtil.js.map +1 -1
  91. package/lib/cjs/common/internal/render/GeometryAccumulator.d.ts.map +1 -1
  92. package/lib/cjs/common/internal/render/GeometryAccumulator.js +4 -3
  93. package/lib/cjs/common/internal/render/GeometryAccumulator.js.map +1 -1
  94. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.d.ts.map +1 -1
  95. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.js +2 -0
  96. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.js.map +1 -1
  97. package/lib/cjs/common/internal/render/MeshBuilder.js +1 -1
  98. package/lib/cjs/common/internal/render/MeshBuilder.js.map +1 -1
  99. package/lib/cjs/common/internal/render/VertexTableBuilder.d.ts.map +1 -1
  100. package/lib/cjs/common/internal/render/VertexTableBuilder.js +16 -7
  101. package/lib/cjs/common/internal/render/VertexTableBuilder.js.map +1 -1
  102. package/lib/cjs/extension/ExtensionAdmin.js +2 -2
  103. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
  104. package/lib/cjs/internal/GoogleMapsDecorator.js +1 -1
  105. package/lib/cjs/internal/GoogleMapsDecorator.js.map +1 -1
  106. package/lib/cjs/internal/ScriptUtils.js +1 -0
  107. package/lib/cjs/internal/ScriptUtils.js.map +1 -1
  108. package/lib/cjs/internal/render/UpsampleRealityMeshParams.d.ts.map +1 -1
  109. package/lib/cjs/internal/render/UpsampleRealityMeshParams.js +2 -1
  110. package/lib/cjs/internal/render/UpsampleRealityMeshParams.js.map +1 -1
  111. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.d.ts.map +1 -1
  112. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.js +7 -2
  113. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.js.map +1 -1
  114. package/lib/cjs/internal/render/webgl/AttributeBuffers.d.ts.map +1 -1
  115. package/lib/cjs/internal/render/webgl/AttributeBuffers.js +5 -3
  116. package/lib/cjs/internal/render/webgl/AttributeBuffers.js.map +1 -1
  117. package/lib/cjs/internal/render/webgl/AttributeMap.d.ts.map +1 -1
  118. package/lib/cjs/internal/render/webgl/AttributeMap.js +2 -0
  119. package/lib/cjs/internal/render/webgl/AttributeMap.js.map +1 -1
  120. package/lib/cjs/internal/render/webgl/BackgroundMapDrape.d.ts.map +1 -1
  121. package/lib/cjs/internal/render/webgl/BackgroundMapDrape.js +2 -2
  122. package/lib/cjs/internal/render/webgl/BackgroundMapDrape.js.map +1 -1
  123. package/lib/cjs/internal/render/webgl/BatchUniforms.js +1 -1
  124. package/lib/cjs/internal/render/webgl/BatchUniforms.js.map +1 -1
  125. package/lib/cjs/internal/render/webgl/BranchState.d.ts.map +1 -1
  126. package/lib/cjs/internal/render/webgl/BranchState.js +2 -1
  127. package/lib/cjs/internal/render/webgl/BranchState.js.map +1 -1
  128. package/lib/cjs/internal/render/webgl/BranchUniforms.js +2 -2
  129. package/lib/cjs/internal/render/webgl/BranchUniforms.js.map +1 -1
  130. package/lib/cjs/internal/render/webgl/CachedGeometry.d.ts.map +1 -1
  131. package/lib/cjs/internal/render/webgl/CachedGeometry.js +2 -2
  132. package/lib/cjs/internal/render/webgl/CachedGeometry.js.map +1 -1
  133. package/lib/cjs/internal/render/webgl/ClipStack.js +1 -1
  134. package/lib/cjs/internal/render/webgl/ClipStack.js.map +1 -1
  135. package/lib/cjs/internal/render/webgl/ColorInfo.js +1 -1
  136. package/lib/cjs/internal/render/webgl/ColorInfo.js.map +1 -1
  137. package/lib/cjs/internal/render/webgl/Contours.js +3 -3
  138. package/lib/cjs/internal/render/webgl/Contours.js.map +1 -1
  139. package/lib/cjs/internal/render/webgl/EDL.js +18 -18
  140. package/lib/cjs/internal/render/webgl/EDL.js.map +1 -1
  141. package/lib/cjs/internal/render/webgl/FeatureOverrides.js +4 -4
  142. package/lib/cjs/internal/render/webgl/FeatureOverrides.js.map +1 -1
  143. package/lib/cjs/internal/render/webgl/FrameBuffer.js +3 -3
  144. package/lib/cjs/internal/render/webgl/FrameBuffer.js.map +1 -1
  145. package/lib/cjs/internal/render/webgl/FrustumUniforms.d.ts.map +1 -1
  146. package/lib/cjs/internal/render/webgl/FrustumUniforms.js +2 -1
  147. package/lib/cjs/internal/render/webgl/FrustumUniforms.js.map +1 -1
  148. package/lib/cjs/internal/render/webgl/GLTimer.d.ts.map +1 -1
  149. package/lib/cjs/internal/render/webgl/GLTimer.js +2 -0
  150. package/lib/cjs/internal/render/webgl/GLTimer.js.map +1 -1
  151. package/lib/cjs/internal/render/webgl/MapLayerParams.js +2 -2
  152. package/lib/cjs/internal/render/webgl/MapLayerParams.js.map +1 -1
  153. package/lib/cjs/internal/render/webgl/MeshData.js +2 -2
  154. package/lib/cjs/internal/render/webgl/MeshData.js.map +1 -1
  155. package/lib/cjs/internal/render/webgl/PerformanceMetrics.js +1 -1
  156. package/lib/cjs/internal/render/webgl/PerformanceMetrics.js.map +1 -1
  157. package/lib/cjs/internal/render/webgl/PlanarClassifier.d.ts.map +1 -1
  158. package/lib/cjs/internal/render/webgl/PlanarClassifier.js +7 -7
  159. package/lib/cjs/internal/render/webgl/PlanarClassifier.js.map +1 -1
  160. package/lib/cjs/internal/render/webgl/PlanarGrid.js +1 -1
  161. package/lib/cjs/internal/render/webgl/PlanarGrid.js.map +1 -1
  162. package/lib/cjs/internal/render/webgl/PlanarTextureProjection.d.ts +0 -3
  163. package/lib/cjs/internal/render/webgl/PlanarTextureProjection.d.ts.map +1 -1
  164. package/lib/cjs/internal/render/webgl/PlanarTextureProjection.js +6 -5
  165. package/lib/cjs/internal/render/webgl/PlanarTextureProjection.js.map +1 -1
  166. package/lib/cjs/internal/render/webgl/PointCloud.js +1 -1
  167. package/lib/cjs/internal/render/webgl/PointCloud.js.map +1 -1
  168. package/lib/cjs/internal/render/webgl/RealityMesh.js +1 -1
  169. package/lib/cjs/internal/render/webgl/RealityMesh.js.map +1 -1
  170. package/lib/cjs/internal/render/webgl/RenderBuffer.js +2 -2
  171. package/lib/cjs/internal/render/webgl/RenderBuffer.js.map +1 -1
  172. package/lib/cjs/internal/render/webgl/SceneCompositor.d.ts.map +1 -1
  173. package/lib/cjs/internal/render/webgl/SceneCompositor.js +115 -85
  174. package/lib/cjs/internal/render/webgl/SceneCompositor.js.map +1 -1
  175. package/lib/cjs/internal/render/webgl/ScratchDrawParams.d.ts.map +1 -1
  176. package/lib/cjs/internal/render/webgl/ScratchDrawParams.js +11 -10
  177. package/lib/cjs/internal/render/webgl/ScratchDrawParams.js.map +1 -1
  178. package/lib/cjs/internal/render/webgl/ScreenSpaceEffect.js +3 -3
  179. package/lib/cjs/internal/render/webgl/ScreenSpaceEffect.js.map +1 -1
  180. package/lib/cjs/internal/render/webgl/ShaderProgram.js +3 -3
  181. package/lib/cjs/internal/render/webgl/ShaderProgram.js.map +1 -1
  182. package/lib/cjs/internal/render/webgl/ShadowUniforms.d.ts.map +1 -1
  183. package/lib/cjs/internal/render/webgl/ShadowUniforms.js +2 -1
  184. package/lib/cjs/internal/render/webgl/ShadowUniforms.js.map +1 -1
  185. package/lib/cjs/internal/render/webgl/SolarShadowMap.d.ts.map +1 -1
  186. package/lib/cjs/internal/render/webgl/SolarShadowMap.js +6 -4
  187. package/lib/cjs/internal/render/webgl/SolarShadowMap.js.map +1 -1
  188. package/lib/cjs/internal/render/webgl/System.d.ts.map +1 -1
  189. package/lib/cjs/internal/render/webgl/System.js +1 -1
  190. package/lib/cjs/internal/render/webgl/System.js.map +1 -1
  191. package/lib/cjs/internal/render/webgl/Target.d.ts.map +1 -1
  192. package/lib/cjs/internal/render/webgl/Target.js +10 -7
  193. package/lib/cjs/internal/render/webgl/Target.js.map +1 -1
  194. package/lib/cjs/internal/render/webgl/Texture.d.ts.map +1 -1
  195. package/lib/cjs/internal/render/webgl/Texture.js +10 -8
  196. package/lib/cjs/internal/render/webgl/Texture.js.map +1 -1
  197. package/lib/cjs/internal/render/webgl/glsl/Animation.d.ts.map +1 -1
  198. package/lib/cjs/internal/render/webgl/glsl/Animation.js +4 -2
  199. package/lib/cjs/internal/render/webgl/glsl/Animation.js.map +1 -1
  200. package/lib/cjs/internal/render/webgl/glsl/Color.d.ts.map +1 -1
  201. package/lib/cjs/internal/render/webgl/glsl/Color.js +2 -1
  202. package/lib/cjs/internal/render/webgl/glsl/Color.js.map +1 -1
  203. package/lib/cjs/internal/render/webgl/glsl/Composite.js +1 -1
  204. package/lib/cjs/internal/render/webgl/glsl/Composite.js.map +1 -1
  205. package/lib/cjs/internal/render/webgl/glsl/CopyStencil.d.ts.map +1 -1
  206. package/lib/cjs/internal/render/webgl/glsl/CopyStencil.js +3 -2
  207. package/lib/cjs/internal/render/webgl/glsl/CopyStencil.js.map +1 -1
  208. package/lib/cjs/internal/render/webgl/glsl/PlanarClassification.js +3 -3
  209. package/lib/cjs/internal/render/webgl/glsl/PlanarClassification.js.map +1 -1
  210. package/lib/cjs/internal/render/webgl/glsl/PlanarGrid.d.ts.map +1 -1
  211. package/lib/cjs/internal/render/webgl/glsl/PlanarGrid.js +4 -3
  212. package/lib/cjs/internal/render/webgl/glsl/PlanarGrid.js.map +1 -1
  213. package/lib/cjs/internal/render/webgl/glsl/RealityMesh.js +8 -8
  214. package/lib/cjs/internal/render/webgl/glsl/RealityMesh.js.map +1 -1
  215. package/lib/cjs/internal/render/webgl/glsl/Surface.js +10 -10
  216. package/lib/cjs/internal/render/webgl/glsl/Surface.js.map +1 -1
  217. package/lib/cjs/internal/render/webgl/glsl/Vertex.js +2 -2
  218. package/lib/cjs/internal/render/webgl/glsl/Vertex.js.map +1 -1
  219. package/lib/cjs/internal/tile/B3dmReader.d.ts.map +1 -1
  220. package/lib/cjs/internal/tile/B3dmReader.js +1 -1
  221. package/lib/cjs/internal/tile/B3dmReader.js.map +1 -1
  222. package/lib/cjs/internal/tile/FetchCloudStorage.js +1 -1
  223. package/lib/cjs/internal/tile/FetchCloudStorage.js.map +1 -1
  224. package/lib/cjs/internal/tile/LRUTileList.d.ts.map +1 -1
  225. package/lib/cjs/internal/tile/LRUTileList.js +4 -0
  226. package/lib/cjs/internal/tile/LRUTileList.js.map +1 -1
  227. package/lib/cjs/internal/tile/LayerTileTreeReferenceHandler.d.ts.map +1 -1
  228. package/lib/cjs/internal/tile/LayerTileTreeReferenceHandler.js +2 -1
  229. package/lib/cjs/internal/tile/LayerTileTreeReferenceHandler.js.map +1 -1
  230. package/lib/cjs/internal/tile/OPCFormatInterpreter.js +4 -4
  231. package/lib/cjs/internal/tile/OPCFormatInterpreter.js.map +1 -1
  232. package/lib/cjs/internal/tile/OrbitGtTileTree.d.ts.map +1 -1
  233. package/lib/cjs/internal/tile/OrbitGtTileTree.js +2 -2
  234. package/lib/cjs/internal/tile/OrbitGtTileTree.js.map +1 -1
  235. package/lib/cjs/internal/tile/RealityModelTileTree.d.ts.map +1 -1
  236. package/lib/cjs/internal/tile/RealityModelTileTree.js +3 -3
  237. package/lib/cjs/internal/tile/RealityModelTileTree.js.map +1 -1
  238. package/lib/cjs/internal/tile/RealityTileLoader.d.ts.map +1 -1
  239. package/lib/cjs/internal/tile/RealityTileLoader.js +3 -0
  240. package/lib/cjs/internal/tile/RealityTileLoader.js.map +1 -1
  241. package/lib/cjs/internal/tile/ThreeDTileFormatInterpreter.js +3 -3
  242. package/lib/cjs/internal/tile/ThreeDTileFormatInterpreter.js.map +1 -1
  243. package/lib/cjs/internal/tile/TileUserSet.d.ts.map +1 -1
  244. package/lib/cjs/internal/tile/TileUserSet.js +4 -0
  245. package/lib/cjs/internal/tile/TileUserSet.js.map +1 -1
  246. package/lib/cjs/internal/tile/map/ArcGISTileMap.js +1 -1
  247. package/lib/cjs/internal/tile/map/ArcGISTileMap.js.map +1 -1
  248. package/lib/cjs/internal/tile/map/ArcGisUtilities.d.ts.map +1 -1
  249. package/lib/cjs/internal/tile/map/ArcGisUtilities.js +4 -0
  250. package/lib/cjs/internal/tile/map/ArcGisUtilities.js.map +1 -1
  251. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  252. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +3 -1
  253. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  254. package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.js +2 -2
  255. package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
  256. package/lib/cjs/internal/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +1 -1
  257. package/lib/cjs/internal/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
  258. package/lib/cjs/internal/tile/map/MapTileAvailability.d.ts.map +1 -1
  259. package/lib/cjs/internal/tile/map/MapTileAvailability.js +5 -2
  260. package/lib/cjs/internal/tile/map/MapTileAvailability.js.map +1 -1
  261. package/lib/cjs/internal/tile/map/WmtsCapabilities.d.ts.map +1 -1
  262. package/lib/cjs/internal/tile/map/WmtsCapabilities.js +3 -2
  263. package/lib/cjs/internal/tile/map/WmtsCapabilities.js.map +1 -1
  264. package/lib/cjs/properties/FormattedQuantityDescription.d.ts.map +1 -1
  265. package/lib/cjs/properties/FormattedQuantityDescription.js +2 -0
  266. package/lib/cjs/properties/FormattedQuantityDescription.js.map +1 -1
  267. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts.map +1 -1
  268. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js +2 -0
  269. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  270. package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts.map +1 -1
  271. package/lib/cjs/quantity-formatting/QuantityFormatter.js +5 -3
  272. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  273. package/lib/cjs/tile/GltfReader.d.ts +5 -2
  274. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  275. package/lib/cjs/tile/GltfReader.js +54 -16
  276. package/lib/cjs/tile/GltfReader.js.map +1 -1
  277. package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
  278. package/lib/cjs/tile/RealityTile.js +2 -2
  279. package/lib/cjs/tile/RealityTile.js.map +1 -1
  280. package/lib/cjs/tile/RealityTileTree.d.ts.map +1 -1
  281. package/lib/cjs/tile/RealityTileTree.js +5 -5
  282. package/lib/cjs/tile/RealityTileTree.js.map +1 -1
  283. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  284. package/lib/cjs/tile/TileDrawArgs.d.ts.map +1 -1
  285. package/lib/cjs/tile/TileDrawArgs.js +2 -1
  286. package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
  287. package/lib/cjs/tile/map/ImageryTileTree.js +1 -1
  288. package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
  289. package/lib/cjs/tile/map/MapLayerFormatRegistry.js +1 -1
  290. package/lib/cjs/tile/map/MapLayerFormatRegistry.js.map +1 -1
  291. package/lib/cjs/tile/map/MapLayerSources.d.ts.map +1 -1
  292. package/lib/cjs/tile/map/MapLayerSources.js +9 -1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, Id64, OrderedId64Iterable } from \"@itwin/core-bentley\";\nimport { ContourDisplay, PackedFeature, RenderFeatureTable } from \"@itwin/core-common\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { GL } from \"./GL\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { TextureUnit } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\nimport { BatchOptions } from \"../../../common/render/BatchOptions\";\nimport { computeDimensions } from \"../../../common/internal/render/VertexTable\";\n\n/** @internal */\nexport type ContoursCleanup = () => void;\n\nconst scratchPackedFeature = PackedFeature.createWithIndex();\n\n/** @internal */\nexport class Contours implements WebGLDisposable {\n public readonly target: Target;\n private readonly _options: BatchOptions;\n private _contours?: ContourDisplay;\n private _lut?: Texture2DHandle;\n private _lutWidth = 0;\n private _numFeatures = 0;\n\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\n\n public matchesTargetAndFeatureCount(target: Target, map: RenderFeatureTable): boolean {\n // checking for target change or texture size requirement change\n return target === this.target && this._numFeatures === map.numFeatures;\n }\n\n private matchesSubCategories(): boolean {\n if (this._contours === undefined && this.target.currentContours === undefined)\n return true;\n if (this._contours === undefined || this.target.currentContours === undefined)\n return false;\n if (this._contours.groups.length !== this.target.currentContours.groups.length)\n return false;\n for (let index = 0, len = this._contours.groups.length; index < len && index < ContourDisplay.maxContourGroups; ++index) {\n if (!this._contours.groups[index].subCategoriesEqual(this.target.currentContours.groups[index]))\n return false;\n }\n return true;\n }\n\n private _initialize(map: RenderFeatureTable) {\n assert(0 < map.numFeatures);\n this._numFeatures = map.numFeatures;\n const dims = computeDimensions(this._numFeatures, 1 / 8, 0, System.instance.maxTextureSize);\n const width = dims.width;\n const height = dims.height;\n assert(width * height * 8 >= this._numFeatures);\n\n const data = new Uint8Array(width * height * 4);\n const creator = new Texture2DDataUpdater(data);\n this.buildLookupTable(creator, map, this.target.currentContours!);\n this._lut = TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\n this._lutWidth = width;\n }\n\n private _update(map: RenderFeatureTable, lut: Texture2DHandle) {\n assert(this._numFeatures === map.numFeatures);\n const updater = new Texture2DDataUpdater(lut.dataBytes!);\n this.buildLookupTable(updater, map, this.target.currentContours!);\n lut.update(updater);\n }\n\n private buildLookupTable(data: Texture2DDataUpdater, map: RenderFeatureTable, contours: ContourDisplay) {\n // setup an efficient way to compare feature subcategories with lists in terrains\n const subCatMap = new Id64.Uint32Map<number>();\n let defaultNdx = 0xf; // default for unmatched subcategories is to not show contours\n // NB: index also has to be a max of 14 - has to fit in 4 bits with value 15 reserved for no terrain def\n for (let index = 0, len = contours.groups.length; index < len && index < ContourDisplay.maxContourGroups; ++index) {\n const subCats = contours.groups[index].subCategories;\n if (OrderedId64Iterable.isEmptySet(subCats)) {\n defaultNdx = index; // change default for unmatched subcategories to this definition\n } else {\n for (const subCat of subCats)\n subCatMap.setById(subCat, index);\n }\n }\n\n // NB: We currently use 1/2 of one component of RGBA value per feature as follows:\n // [0] R/G/B/A = index pair - lower 4 bits = ndx n, upper 4 bits = ndx n+1\n let even = false;\n let byteOut = 0;\n let dataIndex = 0;\n for (const feature of map.iterable(scratchPackedFeature)) {\n dataIndex = Math.floor(feature.index * 0.5);\n even = (feature.index & 1) === 0;\n const terrainNdx = subCatMap.get(feature.subCategoryId.lower, feature.subCategoryId.upper) ?? defaultNdx;\n if (even)\n byteOut = terrainNdx;\n else\n data.setByteAtIndex(dataIndex, (terrainNdx << 4) | byteOut);\n }\n if (even) // not written\n data.setByteAtIndex(dataIndex, byteOut);\n }\n\n private constructor(target: Target, options: BatchOptions) {\n this.target = target;\n this._options = options;\n this._contours = target.currentContours;\n }\n\n public static createFromTarget(target: Target, options: BatchOptions) {\n return new Contours(target, options);\n }\n\n public get isDisposed(): boolean { return undefined === this._lut; }\n\n public [Symbol.dispose]() {\n this._lut = dispose(this._lut);\n return undefined;\n }\n\n public initFromMap(map: RenderFeatureTable) {\n this._lut = dispose(this._lut);\n this._initialize(map);\n }\n\n public update(features: RenderFeatureTable) {\n if (this.matchesSubCategories())\n return;\n this._contours = this.target.currentContours;\n\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\n if (this._lut) {\n this._update(features, this._lut);\n }\n }\n\n public bindContourLUTWidth(uniform: UniformHandle): void {\n uniform.setUniform1ui(this._lutWidth);\n }\n\n public bindContourLUT(uniform: UniformHandle): void {\n if (this._lut)\n this._lut.bindSampler(uniform, TextureUnit.Contours);\n }\n}\n"]}
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{"version":3,"file":"Contours.js","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/Contours.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE,mBAAmB,EAAE,MAAM,qBAAqB,CAAC;AAChG,OAAO,EAAE,cAAc,EAAE,aAAa,EAAsB,MAAM,oBAAoB,CAAC;AAEvF,OAAO,EAAE,EAAE,EAAE,MAAM,MAAM,CAAC;AAE1B,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAElC,OAAO,EAAE,oBAAoB,EAAmB,aAAa,EAAE,MAAM,WAAW,CAAC;AAEjF,OAAO,EAAE,iBAAiB,EAAE,MAAM,6CAA6C,CAAC;AAKhF,MAAM,oBAAoB,GAAG,aAAa,CAAC,eAAe,EAAE,CAAC;AAE7D,gBAAgB;AAChB,MAAM,OAAO,QAAQ;IACH,MAAM,CAAS;IACd,QAAQ,CAAe;IAChC,SAAS,CAAkB;IAC3B,IAAI,CAAmB;IACvB,SAAS,GAAG,CAAC,CAAC;IACd,YAAY,GAAG,CAAC,CAAC;IAEzB,IAAW,UAAU,KAAa,OAAO,SAAS,KAAK,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IAEtF,4BAA4B,CAAC,MAAc,EAAE,GAAuB;QACzE,gEAAgE;QAChE,OAAO,MAAM,KAAK,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,YAAY,KAAK,GAAG,CAAC,WAAW,CAAC;IACzE,CAAC;IAEO,oBAAoB;QAC1B,IAAI,IAAI,CAAC,SAAS,KAAK,SAAS,IAAI,IAAI,CAAC,MAAM,CAAC,eAAe,KAAK,SAAS;YAC3E,OAAO,IAAI,CAAC;QACd,IAAI,IAAI,CAAC,SAAS,KAAK,SAAS,IAAI,IAAI,CAAC,MAAM,CAAC,eAAe,KAAK,SAAS;YAC3E,OAAO,KAAK,CAAC;QACf,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,MAAM,KAAK,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,MAAM,CAAC,MAAM;YAC5E,OAAO,KAAK,CAAC;QACf,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,GAAG,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,MAAM,EAAE,KAAK,GAAG,GAAG,IAAI,KAAK,GAAG,cAAc,CAAC,gBAAgB,EAAE,EAAE,KAAK,EAAE,CAAC;YACxH,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;gBAC7F,OAAO,KAAK,CAAC;QACjB,CAAC;QACD,OAAO,IAAI,CAAC;IACd,CAAC;IAEO,WAAW,CAAC,GAAuB;QACzC,MAAM,CAAC,CAAC,GAAG,GAAG,CAAC,WAAW,CAAC,CAAC;QAC5B,IAAI,CAAC,YAAY,GAAG,GAAG,CAAC,WAAW,CAAC;QACpC,MAAM,IAAI,GAAG,iBAAiB,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC;QAC5F,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACzB,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAC3B,MAAM,CAAC,KAAK,GAAG,MAAM,GAAG,CAAC,IAAI,IAAI,CAAC,YAAY,CAAC,CAAC;QAEhD,MAAM,IAAI,GAAG,IAAI,UAAU,CAAC,KAAK,GAAG,MAAM,GAAG,CAAC,CAAC,CAAC;QAChD,MAAM,OAAO,GAAG,IAAI,oBAAoB,CAAC,IAAI,CAAC,CAAC;QAC/C,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,GAAG,EAAE,aAAa,CAAC,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC;QAChF,IAAI,CAAC,IAAI,GAAG,aAAa,CAAC,aAAa,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,IAAI,EAAE,EAAE,CAAC,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC;QACpG,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;IACzB,CAAC;IAEO,OAAO,CAAC,GAAuB,EAAE,GAAoB;QAC3D,MAAM,CAAC,IAAI,CAAC,YAAY,KAAK,GAAG,CAAC,WAAW,CAAC,CAAC;QAC9C,MAAM,OAAO,GAAG,IAAI,oBAAoB,CAAC,aAAa,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC;QACvE,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,GAAG,EAAE,aAAa,CAAC,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC;QAChF,GAAG,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC;IACtB,CAAC;IAEO,gBAAgB,CAAC,IAA0B,EAAE,GAAuB,EAAE,QAAwB;QACpG,iFAAiF;QACjF,MAAM,SAAS,GAAG,IAAI,IAAI,CAAC,SAAS,EAAU,CAAC;QAC/C,IAAI,UAAU,GAAG,GAAG,CAAC,CAAE,8DAA8D;QACrF,wGAAwG;QACxG,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,GAAG,GAAG,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,KAAK,GAAG,GAAG,IAAI,KAAK,GAAG,cAAc,CAAC,gBAAgB,EAAE,EAAE,KAAK,EAAE,CAAC;YAClH,MAAM,OAAO,GAAG,QAAQ,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,aAAa,CAAC;YACrD,IAAI,mBAAmB,CAAC,UAAU,CAAC,OAAO,CAAC,EAAE,CAAC;gBAC5C,UAAU,GAAG,KAAK,CAAC,CAAC,gEAAgE;YACtF,CAAC;iBAAM,CAAC;gBACN,KAAK,MAAM,MAAM,IAAI,OAAO;oBAC1B,SAAS,CAAC,OAAO,CAAC,MAAM,EAAE,KAAK,CAAC,CAAC;YACrC,CAAC;QACH,CAAC;QAED,kFAAkF;QAClF,4EAA4E;QAC5E,IAAI,IAAI,GAAG,KAAK,CAAC;QACjB,IAAI,OAAO,GAAG,CAAC,CAAC;QAChB,IAAI,SAAS,GAAG,CAAC,CAAC;QAClB,KAAK,MAAM,OAAO,IAAI,GAAG,CAAC,QAAQ,CAAC,oBAAoB,CAAC,EAAE,CAAC;YACzD,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,KAAK,GAAG,GAAG,CAAC,CAAC;YAC5C,IAAI,GAAG,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC;YACjC,MAAM,UAAU,GAAG,SAAS,CAAC,GAAG,CAAC,OAAO,CAAC,aAAa,CAAC,KAAK,EAAE,OAAO,CAAC,aAAa,CAAC,KAAK,CAAC,IAAI,UAAU,CAAC;YACzG,IAAI,IAAI;gBACN,OAAO,GAAG,UAAU,CAAC;;gBAErB,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,CAAC,UAAU,IAAI,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC;QAChE,CAAC;QACD,IAAI,IAAI,EAAE,cAAc;YACtB,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,OAAO,CAAC,CAAC;IAC5C,CAAC;IAED,YAAoB,MAAc,EAAE,OAAqB;QACvD,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QACxB,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,eAAe,CAAC;IAC1C,CAAC;IAEM,MAAM,CAAC,gBAAgB,CAAC,MAAc,EAAE,OAAqB;QAClE,OAAO,IAAI,QAAQ,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;IACvC,CAAC;IAED,IAAW,UAAU,KAAc,OAAO,SAAS,KAAK,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC;IAE7D,CAAC,MAAM,CAAC,OAAO,CAAC;QACrB,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC/B,OAAO,SAAS,CAAC;IACnB,CAAC;IAEM,WAAW,CAAC,GAAuB;QACxC,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC/B,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC;IACxB,CAAC;IAEM,MAAM,CAAC,QAA4B;QACxC,IAAI,IAAI,CAAC,oBAAoB,EAAE;YAC7B,OAAO;QACT,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC;QAE7C,6EAA6E;QAC7E,IAAI,IAAI,CAAC,IAAI,EAAE,CAAC;YACd,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;QACpC,CAAC;IACH,CAAC;IAEM,mBAAmB,CAAC,OAAsB;QAC/C,OAAO,CAAC,aAAa,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IACxC,CAAC;IAEM,cAAc,CAAC,OAAsB;QAC1C,IAAI,IAAI,CAAC,IAAI;YACX,IAA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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, expectDefined, Id64, OrderedId64Iterable } from \"@itwin/core-bentley\";\nimport { ContourDisplay, PackedFeature, RenderFeatureTable } from \"@itwin/core-common\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { GL } from \"./GL\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { TextureUnit } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\nimport { BatchOptions } from \"../../../common/render/BatchOptions\";\nimport { computeDimensions } from \"../../../common/internal/render/VertexTable\";\n\n/** @internal */\nexport type ContoursCleanup = () => void;\n\nconst scratchPackedFeature = PackedFeature.createWithIndex();\n\n/** @internal */\nexport class Contours implements WebGLDisposable {\n public readonly target: Target;\n private readonly _options: BatchOptions;\n private _contours?: ContourDisplay;\n private _lut?: Texture2DHandle;\n private _lutWidth = 0;\n private _numFeatures = 0;\n\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\n\n public matchesTargetAndFeatureCount(target: Target, map: RenderFeatureTable): boolean {\n // checking for target change or texture size requirement change\n return target === this.target && this._numFeatures === map.numFeatures;\n }\n\n private matchesSubCategories(): boolean {\n if (this._contours === undefined && this.target.currentContours === undefined)\n return true;\n if (this._contours === undefined || this.target.currentContours === undefined)\n return false;\n if (this._contours.groups.length !== this.target.currentContours.groups.length)\n return false;\n for (let index = 0, len = this._contours.groups.length; index < len && index < ContourDisplay.maxContourGroups; ++index) {\n if (!this._contours.groups[index].subCategoriesEqual(this.target.currentContours.groups[index]))\n return false;\n }\n return true;\n }\n\n private _initialize(map: RenderFeatureTable) {\n assert(0 < map.numFeatures);\n this._numFeatures = map.numFeatures;\n const dims = computeDimensions(this._numFeatures, 1 / 8, 0, System.instance.maxTextureSize);\n const width = dims.width;\n const height = dims.height;\n assert(width * height * 8 >= this._numFeatures);\n\n const data = new Uint8Array(width * height * 4);\n const creator = new Texture2DDataUpdater(data);\n this.buildLookupTable(creator, map, expectDefined(this.target.currentContours));\n this._lut = TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\n this._lutWidth = width;\n }\n\n private _update(map: RenderFeatureTable, lut: Texture2DHandle) {\n assert(this._numFeatures === map.numFeatures);\n const updater = new Texture2DDataUpdater(expectDefined(lut.dataBytes));\n this.buildLookupTable(updater, map, expectDefined(this.target.currentContours));\n lut.update(updater);\n }\n\n private buildLookupTable(data: Texture2DDataUpdater, map: RenderFeatureTable, contours: ContourDisplay) {\n // setup an efficient way to compare feature subcategories with lists in terrains\n const subCatMap = new Id64.Uint32Map<number>();\n let defaultNdx = 0xf; // default for unmatched subcategories is to not show contours\n // NB: index also has to be a max of 14 - has to fit in 4 bits with value 15 reserved for no terrain def\n for (let index = 0, len = contours.groups.length; index < len && index < ContourDisplay.maxContourGroups; ++index) {\n const subCats = contours.groups[index].subCategories;\n if (OrderedId64Iterable.isEmptySet(subCats)) {\n defaultNdx = index; // change default for unmatched subcategories to this definition\n } else {\n for (const subCat of subCats)\n subCatMap.setById(subCat, index);\n }\n }\n\n // NB: We currently use 1/2 of one component of RGBA value per feature as follows:\n // [0] R/G/B/A = index pair - lower 4 bits = ndx n, upper 4 bits = ndx n+1\n let even = false;\n let byteOut = 0;\n let dataIndex = 0;\n for (const feature of map.iterable(scratchPackedFeature)) {\n dataIndex = Math.floor(feature.index * 0.5);\n even = (feature.index & 1) === 0;\n const terrainNdx = subCatMap.get(feature.subCategoryId.lower, feature.subCategoryId.upper) ?? defaultNdx;\n if (even)\n byteOut = terrainNdx;\n else\n data.setByteAtIndex(dataIndex, (terrainNdx << 4) | byteOut);\n }\n if (even) // not written\n data.setByteAtIndex(dataIndex, byteOut);\n }\n\n private constructor(target: Target, options: BatchOptions) {\n this.target = target;\n this._options = options;\n this._contours = target.currentContours;\n }\n\n public static createFromTarget(target: Target, options: BatchOptions) {\n return new Contours(target, options);\n }\n\n public get isDisposed(): boolean { return undefined === this._lut; }\n\n public [Symbol.dispose]() {\n this._lut = dispose(this._lut);\n return undefined;\n }\n\n public initFromMap(map: RenderFeatureTable) {\n this._lut = dispose(this._lut);\n this._initialize(map);\n }\n\n public update(features: RenderFeatureTable) {\n if (this.matchesSubCategories())\n return;\n this._contours = this.target.currentContours;\n\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\n if (this._lut) {\n this._update(features, this._lut);\n }\n }\n\n public bindContourLUTWidth(uniform: UniformHandle): void {\n uniform.setUniform1ui(this._lutWidth);\n }\n\n public bindContourLUT(uniform: UniformHandle): void {\n if (this._lut)\n this._lut.bindSampler(uniform, TextureUnit.Contours);\n }\n}\n"]}
@@ -5,7 +5,7 @@
5
5
  /** @packageDocumentation
6
6
  * @module WebGL
7
7
  */
8
- import { assert, dispose } from "@itwin/core-bentley";
8
+ import { assert, dispose, expectDefined } from "@itwin/core-bentley";
9
9
  import { EDLCalcBasicGeometry, EDLCalcFullGeometry, EDLFilterGeometry, EDLMixGeometry } from "./CachedGeometry";
10
10
  import { FrameBuffer } from "./FrameBuffer";
11
11
  import { GL } from "./GL";
@@ -209,32 +209,32 @@ export class EyeDomeLighting {
209
209
  fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {
210
210
  if (bundle.edlCalcBasicGeom === undefined) {
211
211
  const ct1 = edlParams.inputTex;
212
- const ctd = this._depth.getHandle();
213
- bundle.edlCalcBasicGeom = EDLCalcBasicGeometry.createGeometry(ct1.getHandle(), ctd, ct1.width, ct1.height);
212
+ const ctd = expectDefined(this._depth?.getHandle());
213
+ bundle.edlCalcBasicGeom = EDLCalcBasicGeometry.createGeometry(expectDefined(ct1.getHandle()), ctd, ct1.width, ct1.height);
214
214
  }
215
- const params = getDrawParams(this._target, bundle.edlCalcBasicGeom);
215
+ const params = getDrawParams(this._target, expectDefined(bundle.edlCalcBasicGeom));
216
216
  this._target.techniques.draw(params);
217
217
  });
218
218
  }
219
219
  else { // EDLMode.Full
220
220
  // draw with full method based on original paper using full, 1/2, and 1/4 sizes
221
- const edlCalc2FB = [bundle.edlCalcFbo1, bundle.edlCalcFbo2, bundle.edlCalcFbo4];
221
+ const edlCalc2FB = [expectDefined(bundle.edlCalcFbo1), expectDefined(bundle.edlCalcFbo2), expectDefined(bundle.edlCalcFbo4)];
222
222
  if (bundle.edlCalcFullGeom === undefined) {
223
223
  const ct1 = edlParams.inputTex;
224
224
  const ct2 = bundle.edlCalcTex2;
225
225
  const ct4 = bundle.edlCalcTex4;
226
- const ctd = this._depth.getHandle();
227
- bundle.edlCalcFullGeom = [EDLCalcFullGeometry.createGeometry(ct1.getHandle(), ctd, 1, ct1.width, ct1.height),
228
- EDLCalcFullGeometry.createGeometry(ct1.getHandle(), ctd, 2, ct2.width, ct2.height),
229
- EDLCalcFullGeometry.createGeometry(ct1.getHandle(), ctd, 4, ct4.width, ct4.height)];
226
+ const ctd = expectDefined(this._depth?.getHandle());
227
+ bundle.edlCalcFullGeom = [EDLCalcFullGeometry.createGeometry(expectDefined(ct1.getHandle()), ctd, 1, ct1.width, ct1.height),
228
+ EDLCalcFullGeometry.createGeometry(expectDefined(ct1.getHandle()), ctd, 2, expectDefined(ct2?.width), expectDefined(ct2?.height)),
229
+ EDLCalcFullGeometry.createGeometry(expectDefined(ct1.getHandle()), ctd, 4, expectDefined(ct4?.width), expectDefined(ct4?.height))];
230
230
  }
231
- const edlFiltFbos = [bundle.edlFiltFbo2, bundle.edlFiltFbo4];
231
+ const edlFiltFbos = [expectDefined(bundle.edlFiltFbo2), expectDefined(bundle.edlFiltFbo4)];
232
232
  if (bundle.edlFiltGeom === undefined) {
233
233
  const ft2 = bundle.edlCalcTex2;
234
234
  const ft4 = bundle.edlCalcTex4;
235
- const ftd = this._depth.getHandle();
236
- bundle.edlFiltGeom = [EDLFilterGeometry.createGeometry(ft2.getHandle(), ftd, 2, ft2.width, ft2.height),
237
- EDLFilterGeometry.createGeometry(ft4.getHandle(), ftd, 4, ft4.width, ft4.height)];
235
+ const ftd = expectDefined(this._depth?.getHandle());
236
+ bundle.edlFiltGeom = [EDLFilterGeometry.createGeometry(expectDefined(ft2?.getHandle()), ftd, 2, expectDefined(ft2?.width), expectDefined(ft2?.height)),
237
+ EDLFilterGeometry.createGeometry(expectDefined(ft4?.getHandle()), ftd, 4, expectDefined(ft4?.width), expectDefined(ft4?.height))];
238
238
  }
239
239
  const gl = System.instance.context;
240
240
  // Loop through the 3 sizes calculating an edl buffer, and if not first size, then optionally filtering those
@@ -242,21 +242,21 @@ export class EyeDomeLighting {
242
242
  fbStack.execute(edlCalc2FB[i], true, false, () => {
243
243
  const colTex = edlCalc2FB[i].getColor(0);
244
244
  gl.viewport(0, 0, colTex.width, colTex.height); // have to set viewport to current texture size
245
- const params = getDrawParams(this._target, bundle.edlCalcFullGeom[i]);
245
+ const params = getDrawParams(this._target, expectDefined(bundle.edlCalcFullGeom?.[i]));
246
246
  this._target.techniques.draw(params);
247
247
  });
248
248
  if (edlParams.edlFilter && i > 0) {
249
249
  fbStack.execute(edlFiltFbos[i - 1], true, false, () => {
250
- const params = getDrawParams(this._target, bundle.edlFiltGeom[i - 1]);
250
+ const params = getDrawParams(this._target, expectDefined(bundle.edlFiltGeom?.[i - 1]));
251
251
  this._target.techniques.draw(params);
252
252
  });
253
253
  }
254
254
  }
255
255
  gl.viewport(0, 0, this._width, this._height); // Restore viewport
256
256
  // Now combine the 3 results and output
257
- const tex1 = bundle.edlCalcTex1.getHandle();
258
- const tex2 = edlParams.edlFilter ? bundle.edlFiltTex2.getHandle() : bundle.edlCalcTex2.getHandle();
259
- const tex4 = edlParams.edlFilter ? bundle.edlFiltTex4.getHandle() : bundle.edlCalcTex4.getHandle();
257
+ const tex1 = expectDefined(bundle.edlCalcTex1?.getHandle());
258
+ const tex2 = expectDefined(edlParams.edlFilter ? bundle.edlFiltTex2?.getHandle() : bundle.edlCalcTex2?.getHandle());
259
+ const tex4 = expectDefined(edlParams.edlFilter ? bundle.edlFiltTex4?.getHandle() : bundle.edlCalcTex4?.getHandle());
260
260
  fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {
261
261
  if (bundle.edlMixGeom === undefined) {
262
262
  bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1, tex2, tex4);
@@ -267,7 +267,7 @@ export class EyeDomeLighting {
267
267
  bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1, tex2, tex4);
268
268
  }
269
269
  }
270
- const params = getDrawParams(this._target, bundle.edlMixGeom);
270
+ const params = getDrawParams(this._target, expectDefined(bundle.edlMixGeom));
271
271
  this._target.techniques.draw(params);
272
272
  });
273
273
  }
@@ -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\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose } from \"@itwin/core-bentley\";\nimport { RenderMemory } from \"../../../render/RenderMemory\";\nimport { EDLCalcBasicGeometry, EDLCalcFullGeometry, EDLFilterGeometry, EDLMixGeometry } from \"./CachedGeometry\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DepthBuffer, FrameBuffer } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { RenderBufferMultiSample } from \"./RenderBuffer\";\nimport { RenderState } from \"./RenderState\";\nimport { collectGeometryStatistics, collectTextureStatistics } from \"./SceneCompositor\";\nimport { getDrawParams } from \"./ScratchDrawParams\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TextureHandle } from \"./Texture\";\n\nclass Bundle implements WebGLDisposable {\n private constructor(\n public edlCalcTex1?: TextureHandle,\n public edlCalcTex2?: TextureHandle,\n public edlCalcTex4?: TextureHandle,\n public edlFiltTex2?: TextureHandle,\n public edlFiltTex4?: TextureHandle,\n\n public edlCalcFbo1?: FrameBuffer,\n public edlCalcFbo2?: FrameBuffer,\n public edlCalcFbo4?: FrameBuffer,\n public edlFiltFbo2?: FrameBuffer,\n public edlFiltFbo4?: FrameBuffer,\n\n public edlCalcBasicGeom?: EDLCalcBasicGeometry,\n public edlCalcFullGeom?: [EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined],\n public edlFiltGeom?: [EDLFilterGeometry | undefined, EDLFilterGeometry | undefined],\n public edlMixGeom?: EDLMixGeometry) {\n }\n\n public static create(width: number, height: number): Bundle | undefined {\n const edlCalcTex1 = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlCalcTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlCalcTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlFiltTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlFiltTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n if (undefined === edlCalcTex1 || undefined === edlCalcTex2 || undefined === edlCalcTex4 || undefined === edlFiltTex2 || undefined === edlFiltTex4) {\n dispose(edlCalcTex1);\n dispose(edlCalcTex2);\n dispose(edlCalcTex4);\n dispose(edlFiltTex2);\n dispose(edlFiltTex4);\n return undefined;\n }\n const edlCalcFbo1 = FrameBuffer.create([edlCalcTex1]);\n const edlCalcFbo2 = FrameBuffer.create([edlCalcTex2]);\n const edlCalcFbo4 = FrameBuffer.create([edlCalcTex4]);\n const edlFiltFbo2 = FrameBuffer.create([edlFiltTex2]);\n const edlFiltFbo4 = FrameBuffer.create([edlFiltTex4]);\n if (undefined === edlCalcFbo1 || undefined === edlCalcFbo2 || undefined === edlCalcFbo4 || undefined === edlFiltFbo2 || undefined === edlFiltFbo4) {\n dispose(edlCalcFbo1);\n dispose(edlCalcFbo2);\n dispose(edlCalcFbo4);\n dispose(edlFiltFbo2);\n dispose(edlFiltFbo4);\n return undefined;\n }\n return new Bundle(edlCalcTex1, edlCalcTex2, edlCalcTex4, edlFiltTex2, edlFiltTex4, edlCalcFbo1, edlCalcFbo2, edlCalcFbo4, edlFiltFbo2, edlFiltFbo4);\n }\n\n public get isDisposed(): boolean {\n return undefined === this.edlCalcTex1\n && undefined === this.edlCalcTex2\n && undefined === this.edlCalcTex4\n && undefined === this.edlFiltTex2\n && undefined === this.edlFiltTex4\n && undefined === this.edlCalcFbo1\n && undefined === this.edlCalcFbo2\n && undefined === this.edlCalcFbo4\n && undefined === this.edlFiltFbo2\n && undefined === this.edlFiltFbo4\n && undefined === this.edlCalcBasicGeom\n && undefined === this.edlCalcFullGeom?.[0]\n && undefined === this.edlCalcFullGeom?.[1]\n && undefined === this.edlCalcFullGeom?.[2]\n && undefined === this.edlCalcFullGeom\n && undefined === this.edlFiltGeom?.[0]\n && undefined === this.edlFiltGeom?.[1]\n && undefined === this.edlFiltGeom\n && undefined === this.edlMixGeom;\n }\n\n public [Symbol.dispose](): void {\n this.edlCalcTex1 = dispose(this.edlCalcTex1);\n this.edlCalcTex2 = dispose(this.edlCalcTex2);\n this.edlCalcTex4 = dispose(this.edlCalcTex4);\n this.edlFiltTex2 = dispose(this.edlFiltTex2);\n this.edlFiltTex4 = dispose(this.edlFiltTex4);\n this.edlCalcFbo1 = dispose(this.edlCalcFbo1);\n this.edlCalcFbo2 = dispose(this.edlCalcFbo2);\n this.edlCalcFbo4 = dispose(this.edlCalcFbo4);\n this.edlFiltFbo2 = dispose(this.edlFiltFbo2);\n this.edlFiltFbo4 = dispose(this.edlFiltFbo4);\n this.edlCalcBasicGeom = dispose(this.edlCalcBasicGeom);\n if (this.edlCalcFullGeom) {\n this.edlCalcFullGeom[0] = dispose(this.edlCalcFullGeom?.[0]);\n this.edlCalcFullGeom[1] = dispose(this.edlCalcFullGeom?.[1]);\n this.edlCalcFullGeom[2] = dispose(this.edlCalcFullGeom?.[2]);\n this.edlCalcFullGeom = undefined;\n }\n if (this.edlFiltGeom) {\n this.edlFiltGeom[0] = dispose(this.edlFiltGeom?.[0]);\n this.edlFiltGeom[1] = dispose(this.edlFiltGeom?.[1]);\n this.edlFiltGeom = undefined;\n }\n this.edlMixGeom = dispose(this.edlMixGeom);\n }\n}\n\n/** @internal */\nexport enum EDLMode { Off, On, Full }\n\n/** @internal */\nexport interface EDLDrawParams {\n inputTex: TextureHandle; // input to calc EDL from\n curFbo: FrameBuffer; // output fbo to get color texture from for EDL to put result in\n edlMode: EDLMode;\n edlFilter: boolean; // applies to Full mode only\n useMsBuffers: boolean;\n}\n\nexport class EyeDomeLighting implements RenderMemory.Consumer, WebGLDisposable {\n private _bundle?: Bundle;\n private _width: number;\n private _height: number;\n private _depth?: DepthBuffer; // depth buffer to read from, has to be non-MS and be up to date in draw if MS is used\n private _edlFinalFbo?: FrameBuffer;\n private _edlFinalBufs?: { tex: TextureHandle, msBuf: RenderBufferMultiSample | undefined };\n private readonly _target: Target;\n\n private getBundle(): Bundle | undefined {\n if (undefined === this._bundle) {\n this._bundle = Bundle.create(this._width, this._height);\n assert(undefined !== this._bundle);\n }\n return this._bundle;\n }\n\n public constructor(target: Target) {\n this._target = target;\n this._width = target.viewRect.width;\n this._height = target.viewRect.height;\n }\n\n public init(width: number, height: number, depth: DepthBuffer): boolean {\n this._width = width;\n this._height = height;\n this._depth = depth;\n // don't create buffers until we know we will use them (first draw)\n return true;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n const bundle = this._bundle;\n if (undefined !== bundle) {\n collectTextureStatistics(bundle.edlCalcTex1, stats);\n collectTextureStatistics(bundle.edlCalcTex2, stats);\n collectTextureStatistics(bundle.edlCalcTex4, stats);\n collectTextureStatistics(bundle.edlFiltTex2, stats);\n collectTextureStatistics(bundle.edlFiltTex4, stats);\n\n collectGeometryStatistics(bundle.edlCalcBasicGeom, stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[0], stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[1], stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[2], stats);\n collectGeometryStatistics(bundle.edlFiltGeom?.[0], stats);\n collectGeometryStatistics(bundle.edlFiltGeom?.[1], stats);\n collectGeometryStatistics(bundle.edlMixGeom, stats);\n }\n }\n\n public get isDisposed(): boolean { return undefined === this._bundle && undefined === this._edlFinalFbo; }\n\n public [Symbol.dispose]() {\n this._bundle = dispose(this._bundle);\n this._edlFinalFbo = dispose(this._edlFinalFbo);\n }\n\n public reset() {\n this[Symbol.dispose]();\n }\n\n /** calculate EyeDomeLighting at specified quality using screen space shaders\n * returns true if succeeds\n */\n public draw(edlParams: EDLDrawParams): boolean {\n if (undefined === edlParams.inputTex || undefined === this._depth || undefined === edlParams.curFbo)\n return false;\n\n const bundle = this.getBundle();\n if (undefined === bundle)\n return false;\n\n // NB: have to test and create MS buffer as well if useMsBuffers, not outputting to depth\n const finalBufs = edlParams.curFbo.getColorTargets(edlParams.useMsBuffers, 0);\n if (undefined === this._edlFinalFbo || this._edlFinalBufs?.tex !== finalBufs.tex ||\n (edlParams.useMsBuffers && this._edlFinalBufs?.msBuf !== finalBufs.msBuf)) {\n this._edlFinalFbo = dispose(this._edlFinalFbo);\n this._edlFinalBufs = finalBufs;\n const filters = [GL.MultiSampling.Filter.Linear];\n this._edlFinalFbo = FrameBuffer.create([this._edlFinalBufs.tex], undefined,\n edlParams.useMsBuffers && this._edlFinalBufs.msBuf ? [this._edlFinalBufs.msBuf] : undefined, filters, undefined);\n if (undefined === this._edlFinalFbo)\n return false;\n }\n\n const fbStack = System.instance.frameBufferStack;\n const useMsBuffers = edlParams.useMsBuffers;\n System.instance.applyRenderState(RenderState.defaults);\n\n // ###TODO: should radius be (optionally?) voxel based instead of pixel here?\n if (edlParams.edlMode === EDLMode.On) {\n // draw using single pass version (still 8 samples, full size)\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\n if (bundle.edlCalcBasicGeom === undefined) {\n const ct1 = edlParams.inputTex;\n const ctd = this._depth!.getHandle()!;\n bundle.edlCalcBasicGeom = EDLCalcBasicGeometry.createGeometry(ct1.getHandle()!, ctd, ct1.width, ct1.height);\n }\n const params = getDrawParams(this._target, bundle.edlCalcBasicGeom!);\n this._target.techniques.draw(params);\n });\n } else { // EDLMode.Full\n // draw with full method based on original paper using full, 1/2, and 1/4 sizes\n const edlCalc2FB: FrameBuffer[] = [bundle.edlCalcFbo1!, bundle.edlCalcFbo2!, bundle.edlCalcFbo4!];\n if (bundle.edlCalcFullGeom === undefined) {\n const ct1 = edlParams.inputTex;\n const ct2 = bundle.edlCalcTex2;\n const ct4 = bundle.edlCalcTex4;\n const ctd = this._depth.getHandle()!;\n bundle.edlCalcFullGeom = [EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 1, ct1.width, ct1.height),\n EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 2, ct2!.width, ct2!.height),\n EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 4, ct4!.width, ct4!.height)];\n }\n\n const edlFiltFbos: FrameBuffer[] = [bundle.edlFiltFbo2!, bundle.edlFiltFbo4!];\n if (bundle.edlFiltGeom === undefined) {\n const ft2 = bundle.edlCalcTex2;\n const ft4 = bundle.edlCalcTex4;\n const ftd = this._depth.getHandle()!;\n bundle.edlFiltGeom = [EDLFilterGeometry.createGeometry(ft2!.getHandle()!, ftd, 2, ft2!.width, ft2!.height),\n EDLFilterGeometry.createGeometry(ft4!.getHandle()!, ftd, 4, ft4!.width, ft4!.height)];\n }\n\n const gl = System.instance.context;\n // Loop through the 3 sizes calculating an edl buffer, and if not first size, then optionally filtering those\n for (let i = 0; i < 3; ++i) {\n fbStack.execute(edlCalc2FB[i], true, false, () => {\n const colTex = edlCalc2FB[i].getColor(0);\n gl.viewport(0, 0, colTex.width, colTex.height); // have to set viewport to current texture size\n const params = getDrawParams(this._target, bundle.edlCalcFullGeom![i]!);\n this._target.techniques.draw(params);\n });\n\n if (edlParams.edlFilter && i > 0) {\n fbStack.execute(edlFiltFbos[i - 1], true, false, () => {\n const params = getDrawParams(this._target, bundle.edlFiltGeom![i - 1]!);\n this._target.techniques.draw(params);\n });\n }\n }\n gl.viewport(0, 0, this._width, this._height); // Restore viewport\n\n // Now combine the 3 results and output\n const tex1 = bundle.edlCalcTex1!.getHandle();\n const tex2 = edlParams.edlFilter ? bundle.edlFiltTex2!.getHandle() : bundle.edlCalcTex2!.getHandle();\n const tex4 = edlParams.edlFilter ? bundle.edlFiltTex4!.getHandle() : bundle.edlCalcTex4!.getHandle();\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\n if (bundle.edlMixGeom === undefined) {\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1!, tex2!, tex4!);\n } else {\n if (bundle.edlMixGeom.colorTexture1 !== tex1 || bundle.edlMixGeom.colorTexture2 !== tex2 || bundle.edlMixGeom.colorTexture4 !== tex4) {\n dispose(bundle.edlMixGeom);\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1!, tex2!, tex4!);\n }\n }\n const params = getDrawParams(this._target, bundle.edlMixGeom!);\n this._target.techniques.draw(params);\n });\n }\n return true;\n }\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, expectDefined } from \"@itwin/core-bentley\";\nimport { RenderMemory } from \"../../../render/RenderMemory\";\nimport { EDLCalcBasicGeometry, EDLCalcFullGeometry, EDLFilterGeometry, EDLMixGeometry } from \"./CachedGeometry\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DepthBuffer, FrameBuffer } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { RenderBufferMultiSample } from \"./RenderBuffer\";\nimport { RenderState } from \"./RenderState\";\nimport { collectGeometryStatistics, collectTextureStatistics } from \"./SceneCompositor\";\nimport { getDrawParams } from \"./ScratchDrawParams\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TextureHandle } from \"./Texture\";\n\nclass Bundle implements WebGLDisposable {\n private constructor(\n public edlCalcTex1?: TextureHandle,\n public edlCalcTex2?: TextureHandle,\n public edlCalcTex4?: TextureHandle,\n public edlFiltTex2?: TextureHandle,\n public edlFiltTex4?: TextureHandle,\n\n public edlCalcFbo1?: FrameBuffer,\n public edlCalcFbo2?: FrameBuffer,\n public edlCalcFbo4?: FrameBuffer,\n public edlFiltFbo2?: FrameBuffer,\n public edlFiltFbo4?: FrameBuffer,\n\n public edlCalcBasicGeom?: EDLCalcBasicGeometry,\n public edlCalcFullGeom?: [EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined],\n public edlFiltGeom?: [EDLFilterGeometry | undefined, EDLFilterGeometry | undefined],\n public edlMixGeom?: EDLMixGeometry) {\n }\n\n public static create(width: number, height: number): Bundle | undefined {\n const edlCalcTex1 = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlCalcTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlCalcTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlFiltTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlFiltTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n if (undefined === edlCalcTex1 || undefined === edlCalcTex2 || undefined === edlCalcTex4 || undefined === edlFiltTex2 || undefined === edlFiltTex4) {\n dispose(edlCalcTex1);\n dispose(edlCalcTex2);\n dispose(edlCalcTex4);\n dispose(edlFiltTex2);\n dispose(edlFiltTex4);\n return undefined;\n }\n const edlCalcFbo1 = FrameBuffer.create([edlCalcTex1]);\n const edlCalcFbo2 = FrameBuffer.create([edlCalcTex2]);\n const edlCalcFbo4 = FrameBuffer.create([edlCalcTex4]);\n const edlFiltFbo2 = FrameBuffer.create([edlFiltTex2]);\n const edlFiltFbo4 = FrameBuffer.create([edlFiltTex4]);\n if (undefined === edlCalcFbo1 || undefined === edlCalcFbo2 || undefined === edlCalcFbo4 || undefined === edlFiltFbo2 || undefined === edlFiltFbo4) {\n dispose(edlCalcFbo1);\n dispose(edlCalcFbo2);\n dispose(edlCalcFbo4);\n dispose(edlFiltFbo2);\n dispose(edlFiltFbo4);\n return undefined;\n }\n return new Bundle(edlCalcTex1, edlCalcTex2, edlCalcTex4, edlFiltTex2, edlFiltTex4, edlCalcFbo1, edlCalcFbo2, edlCalcFbo4, edlFiltFbo2, edlFiltFbo4);\n }\n\n public get isDisposed(): boolean {\n return undefined === this.edlCalcTex1\n && undefined === this.edlCalcTex2\n && undefined === this.edlCalcTex4\n && undefined === this.edlFiltTex2\n && undefined === this.edlFiltTex4\n && undefined === this.edlCalcFbo1\n && undefined === this.edlCalcFbo2\n && undefined === this.edlCalcFbo4\n && undefined === this.edlFiltFbo2\n && undefined === this.edlFiltFbo4\n && undefined === this.edlCalcBasicGeom\n && undefined === this.edlCalcFullGeom?.[0]\n && undefined === this.edlCalcFullGeom?.[1]\n && undefined === this.edlCalcFullGeom?.[2]\n && undefined === this.edlCalcFullGeom\n && undefined === this.edlFiltGeom?.[0]\n && undefined === this.edlFiltGeom?.[1]\n && undefined === this.edlFiltGeom\n && undefined === this.edlMixGeom;\n }\n\n public [Symbol.dispose](): void {\n this.edlCalcTex1 = dispose(this.edlCalcTex1);\n this.edlCalcTex2 = dispose(this.edlCalcTex2);\n this.edlCalcTex4 = dispose(this.edlCalcTex4);\n this.edlFiltTex2 = dispose(this.edlFiltTex2);\n this.edlFiltTex4 = dispose(this.edlFiltTex4);\n this.edlCalcFbo1 = dispose(this.edlCalcFbo1);\n this.edlCalcFbo2 = dispose(this.edlCalcFbo2);\n this.edlCalcFbo4 = dispose(this.edlCalcFbo4);\n this.edlFiltFbo2 = dispose(this.edlFiltFbo2);\n this.edlFiltFbo4 = dispose(this.edlFiltFbo4);\n this.edlCalcBasicGeom = dispose(this.edlCalcBasicGeom);\n if (this.edlCalcFullGeom) {\n this.edlCalcFullGeom[0] = dispose(this.edlCalcFullGeom?.[0]);\n this.edlCalcFullGeom[1] = dispose(this.edlCalcFullGeom?.[1]);\n this.edlCalcFullGeom[2] = dispose(this.edlCalcFullGeom?.[2]);\n this.edlCalcFullGeom = undefined;\n }\n if (this.edlFiltGeom) {\n this.edlFiltGeom[0] = dispose(this.edlFiltGeom?.[0]);\n this.edlFiltGeom[1] = dispose(this.edlFiltGeom?.[1]);\n this.edlFiltGeom = undefined;\n }\n this.edlMixGeom = dispose(this.edlMixGeom);\n }\n}\n\n/** @internal */\nexport enum EDLMode { Off, On, Full }\n\n/** @internal */\nexport interface EDLDrawParams {\n inputTex: TextureHandle; // input to calc EDL from\n curFbo: FrameBuffer; // output fbo to get color texture from for EDL to put result in\n edlMode: EDLMode;\n edlFilter: boolean; // applies to Full mode only\n useMsBuffers: boolean;\n}\n\nexport class EyeDomeLighting implements RenderMemory.Consumer, WebGLDisposable {\n private _bundle?: Bundle;\n private _width: number;\n private _height: number;\n private _depth?: DepthBuffer; // depth buffer to read from, has to be non-MS and be up to date in draw if MS is used\n private _edlFinalFbo?: FrameBuffer;\n private _edlFinalBufs?: { tex: TextureHandle, msBuf: RenderBufferMultiSample | undefined };\n private readonly _target: Target;\n\n private getBundle(): Bundle | undefined {\n if (undefined === this._bundle) {\n this._bundle = Bundle.create(this._width, this._height);\n assert(undefined !== this._bundle);\n }\n return this._bundle;\n }\n\n public constructor(target: Target) {\n this._target = target;\n this._width = target.viewRect.width;\n this._height = target.viewRect.height;\n }\n\n public init(width: number, height: number, depth: DepthBuffer): boolean {\n this._width = width;\n this._height = height;\n this._depth = depth;\n // don't create buffers until we know we will use them (first draw)\n return true;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n const bundle = this._bundle;\n if (undefined !== bundle) {\n collectTextureStatistics(bundle.edlCalcTex1, stats);\n collectTextureStatistics(bundle.edlCalcTex2, stats);\n collectTextureStatistics(bundle.edlCalcTex4, stats);\n collectTextureStatistics(bundle.edlFiltTex2, stats);\n collectTextureStatistics(bundle.edlFiltTex4, stats);\n\n collectGeometryStatistics(bundle.edlCalcBasicGeom, stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[0], stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[1], stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[2], stats);\n collectGeometryStatistics(bundle.edlFiltGeom?.[0], stats);\n collectGeometryStatistics(bundle.edlFiltGeom?.[1], stats);\n collectGeometryStatistics(bundle.edlMixGeom, stats);\n }\n }\n\n public get isDisposed(): boolean { return undefined === this._bundle && undefined === this._edlFinalFbo; }\n\n public [Symbol.dispose]() {\n this._bundle = dispose(this._bundle);\n this._edlFinalFbo = dispose(this._edlFinalFbo);\n }\n\n public reset() {\n this[Symbol.dispose]();\n }\n\n /** calculate EyeDomeLighting at specified quality using screen space shaders\n * returns true if succeeds\n */\n public draw(edlParams: EDLDrawParams): boolean {\n if (undefined === edlParams.inputTex || undefined === this._depth || undefined === edlParams.curFbo)\n return false;\n\n const bundle = this.getBundle();\n if (undefined === bundle)\n return false;\n\n // NB: have to test and create MS buffer as well if useMsBuffers, not outputting to depth\n const finalBufs = edlParams.curFbo.getColorTargets(edlParams.useMsBuffers, 0);\n if (undefined === this._edlFinalFbo || this._edlFinalBufs?.tex !== finalBufs.tex ||\n (edlParams.useMsBuffers && this._edlFinalBufs?.msBuf !== finalBufs.msBuf)) {\n this._edlFinalFbo = dispose(this._edlFinalFbo);\n this._edlFinalBufs = finalBufs;\n const filters = [GL.MultiSampling.Filter.Linear];\n this._edlFinalFbo = FrameBuffer.create([this._edlFinalBufs.tex], undefined,\n edlParams.useMsBuffers && this._edlFinalBufs.msBuf ? [this._edlFinalBufs.msBuf] : undefined, filters, undefined);\n if (undefined === this._edlFinalFbo)\n return false;\n }\n\n const fbStack = System.instance.frameBufferStack;\n const useMsBuffers = edlParams.useMsBuffers;\n System.instance.applyRenderState(RenderState.defaults);\n\n // ###TODO: should radius be (optionally?) voxel based instead of pixel here?\n if (edlParams.edlMode === EDLMode.On) {\n // draw using single pass version (still 8 samples, full size)\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\n if (bundle.edlCalcBasicGeom === undefined) {\n const ct1 = edlParams.inputTex;\n const ctd = expectDefined(this._depth?.getHandle());\n bundle.edlCalcBasicGeom = EDLCalcBasicGeometry.createGeometry(expectDefined(ct1.getHandle()), ctd, ct1.width, ct1.height);\n }\n const params = getDrawParams(this._target, expectDefined(bundle.edlCalcBasicGeom));\n this._target.techniques.draw(params);\n });\n } else { // EDLMode.Full\n // draw with full method based on original paper using full, 1/2, and 1/4 sizes\n const edlCalc2FB: FrameBuffer[] = [expectDefined(bundle.edlCalcFbo1), expectDefined(bundle.edlCalcFbo2), expectDefined(bundle.edlCalcFbo4)];\n if (bundle.edlCalcFullGeom === undefined) {\n const ct1 = edlParams.inputTex;\n const ct2 = bundle.edlCalcTex2;\n const ct4 = bundle.edlCalcTex4;\n const ctd = expectDefined(this._depth?.getHandle());\n bundle.edlCalcFullGeom = [EDLCalcFullGeometry.createGeometry(expectDefined(ct1.getHandle()), ctd, 1, ct1.width, ct1.height),\n EDLCalcFullGeometry.createGeometry(expectDefined(ct1.getHandle()), ctd, 2, expectDefined(ct2?.width), expectDefined(ct2?.height)),\n EDLCalcFullGeometry.createGeometry(expectDefined(ct1.getHandle()), ctd, 4, expectDefined(ct4?.width), expectDefined(ct4?.height))];\n }\n\n const edlFiltFbos: FrameBuffer[] = [expectDefined(bundle.edlFiltFbo2), expectDefined(bundle.edlFiltFbo4)];\n if (bundle.edlFiltGeom === undefined) {\n const ft2 = bundle.edlCalcTex2;\n const ft4 = bundle.edlCalcTex4;\n const ftd = expectDefined(this._depth?.getHandle());\n bundle.edlFiltGeom = [EDLFilterGeometry.createGeometry(expectDefined(ft2?.getHandle()), ftd, 2, expectDefined(ft2?.width), expectDefined(ft2?.height)),\n EDLFilterGeometry.createGeometry(expectDefined(ft4?.getHandle()), ftd, 4, expectDefined(ft4?.width), expectDefined(ft4?.height))];\n }\n\n const gl = System.instance.context;\n // Loop through the 3 sizes calculating an edl buffer, and if not first size, then optionally filtering those\n for (let i = 0; i < 3; ++i) {\n fbStack.execute(edlCalc2FB[i], true, false, () => {\n const colTex = edlCalc2FB[i].getColor(0);\n gl.viewport(0, 0, colTex.width, colTex.height); // have to set viewport to current texture size\n const params = getDrawParams(this._target, expectDefined(bundle.edlCalcFullGeom?.[i]));\n this._target.techniques.draw(params);\n });\n\n if (edlParams.edlFilter && i > 0) {\n fbStack.execute(edlFiltFbos[i - 1], true, false, () => {\n const params = getDrawParams(this._target, expectDefined(bundle.edlFiltGeom?.[i - 1]));\n this._target.techniques.draw(params);\n });\n }\n }\n gl.viewport(0, 0, this._width, this._height); // Restore viewport\n\n // Now combine the 3 results and output\n const tex1 = expectDefined(bundle.edlCalcTex1?.getHandle());\n const tex2 = expectDefined(edlParams.edlFilter ? bundle.edlFiltTex2?.getHandle() : bundle.edlCalcTex2?.getHandle());\n const tex4 = expectDefined(edlParams.edlFilter ? bundle.edlFiltTex4?.getHandle() : bundle.edlCalcTex4?.getHandle());\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\n if (bundle.edlMixGeom === undefined) {\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1, tex2, tex4);\n } else {\n if (bundle.edlMixGeom.colorTexture1 !== tex1 || bundle.edlMixGeom.colorTexture2 !== tex2 || bundle.edlMixGeom.colorTexture4 !== tex4) {\n dispose(bundle.edlMixGeom);\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1, tex2, tex4);\n }\n }\n const params = getDrawParams(this._target, expectDefined(bundle.edlMixGeom));\n this._target.techniques.draw(params);\n });\n }\n return true;\n }\n}\n"]}
@@ -5,7 +5,7 @@
5
5
  /** @packageDocumentation
6
6
  * @module WebGL
7
7
  */
8
- import { assert, dispose, Id64 } from "@itwin/core-bentley";
8
+ import { assert, dispose, expectDefined, Id64 } from "@itwin/core-bentley";
9
9
  import { PackedFeature } from "@itwin/core-common";
10
10
  import { LineCode } from "./LineCode";
11
11
  import { GL } from "./GL";
@@ -53,16 +53,16 @@ export class FeatureOverrides {
53
53
  get isUniform() { return 3 === this._lutParams[0] && 1 === this._lutParams[1]; }
54
54
  updateUniformSymbologyFlags() {
55
55
  this._uniformSymbologyFlags = 0 /* EmphasisFlags.None */;
56
- if (!this.isUniform || !this._lut)
56
+ if (!this.isUniform || !this._lut?.dataBytes)
57
57
  return;
58
- let flags = this._lut.dataBytes[0];
58
+ let flags = expectDefined(this._lut.dataBytes[0]);
59
59
  if (0 !== (flags & 16 /* OvrFlags.Flashed */))
60
60
  this._uniformSymbologyFlags |= 4 /* EmphasisFlags.Flashed */;
61
61
  if (0 !== (flags & 32 /* OvrFlags.NonLocatable */))
62
62
  this._uniformSymbologyFlags |= 8 /* EmphasisFlags.NonLocatable */;
63
63
  if (!this._anyHilited)
64
64
  return;
65
- flags = this._lut.dataBytes[1] << 8;
65
+ flags = expectDefined(this._lut.dataBytes[1]) << 8;
66
66
  if (0 !== (flags & 256 /* OvrFlags.Hilited */))
67
67
  this._uniformSymbologyFlags |= 1 /* EmphasisFlags.Hilite */;
68
68
  if (0 !== (flags & 512 /* OvrFlags.Emphasized */))
@@ -88,7 +88,7 @@ export class FeatureOverrides {
88
88
  return TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);
89
89
  }
90
90
  _update(map, lut, pickExcludes, flashed, hilites, ovrs) {
91
- const updater = new Texture2DDataUpdater(lut.dataBytes);
91
+ const updater = new Texture2DDataUpdater(expectDefined(lut.dataBytes));
92
92
  if (undefined === ovrs) {
93
93
  this.updateFlashedAndHilited(updater, map, pickExcludes, flashed, hilites);
94
94
  }
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, Id64 } from \"@itwin/core-bentley\";\nimport { PackedFeature, RenderFeatureTable } from \"@itwin/core-common\";\nimport { FeatureSymbology } from \"../../../render/FeatureSymbology\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { LineCode } from \"./LineCode\";\nimport { GL } from \"./GL\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { EmphasisFlags, TextureUnit } from \"./RenderFlags\";\nimport { sync, SyncObserver } from \"./Sync\";\nimport { System } from \"./System\";\nimport { Hilites, Target } from \"./Target\";\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\nimport { BatchOptions } from \"../../../common/render/BatchOptions\";\nimport { DisplayParams } from \"../../../common/internal/render/DisplayParams\";\nimport { OvrFlags } from \"../../../common/internal/render/OvrFlags\";\nimport { computeDimensions } from \"../../../common/internal/render/VertexTable\";\n\nexport function isFeatureHilited(feature: PackedFeature, hilites: Hilites, isModelHilited: boolean): boolean {\n if (hilites.isEmpty)\n return false;\n\n if (\"union\" === hilites.modelSubCategoryMode)\n return isModelHilited || hilites.elements.hasPair(feature.elementId) || hilites.subcategories.hasPair(feature.subCategoryId);\n\n return hilites.elements.hasPair(feature.elementId) || (isModelHilited && hilites.subcategories.hasPair(feature.subCategoryId));\n}\n\n/** @internal */\nexport type FeatureOverridesCleanup = () => void;\n\nconst scratchPackedFeature = PackedFeature.createWithIndex();\n\n/** @internal */\nexport class FeatureOverrides implements WebGLDisposable {\n public readonly target: Target;\n private readonly _options: BatchOptions;\n private _lut?: Texture2DHandle;\n private _mostRecentSymbologyOverrides?: FeatureSymbology.Overrides;\n private _lastFlashId = Id64.invalid;\n private _hiliteSyncObserver: SyncObserver = {};\n private _pickExclusionsSyncObserver: SyncObserver = {};\n private _anyOverridden = true;\n private _allHidden = true;\n private _anyTranslucent = true;\n private _anyViewIndependentTranslucent = true;\n private _anyOpaque = true;\n private _anyHilited = true;\n private _lutParams = new Float32Array(2);\n private _uniformSymbologyFlags: EmphasisFlags = EmphasisFlags.None;\n private _cleanup?: FeatureOverridesCleanup;\n\n public get anyOverridden() { return this._anyOverridden; }\n public get allHidden() { return this._allHidden; }\n public get anyTranslucent() { return this._anyTranslucent; }\n public get anyViewIndependentTranslucent() { return this._anyViewIndependentTranslucent; }\n public get anyOpaque() { return this._anyOpaque; }\n public get anyHilited() { return this._anyHilited; }\n\n /** For tests. */\n public get lutData(): Uint8Array | undefined { return this._lut?.dataBytes; }\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\n public get isUniform() { return 3 === this._lutParams[0] && 1 === this._lutParams[1]; }\n\n private updateUniformSymbologyFlags(): void {\n this._uniformSymbologyFlags = EmphasisFlags.None;\n if (!this.isUniform || !this._lut)\n return;\n\n let flags = this._lut.dataBytes![0];\n if (0 !== (flags & OvrFlags.Flashed))\n this._uniformSymbologyFlags |= EmphasisFlags.Flashed;\n\n if (0 !== (flags & OvrFlags.NonLocatable))\n this._uniformSymbologyFlags |= EmphasisFlags.NonLocatable;\n\n if (!this._anyHilited)\n return;\n\n flags = this._lut.dataBytes![1] << 8;\n if (0 !== (flags & OvrFlags.Hilited))\n this._uniformSymbologyFlags |= EmphasisFlags.Hilite;\n\n if (0 !== (flags & OvrFlags.Emphasized))\n this._uniformSymbologyFlags |= EmphasisFlags.Emphasized;\n }\n\n public getUniformOverrides(): Uint8Array {\n assert(this.isUniform);\n assert(undefined !== this._lut);\n assert(undefined !== this._lut.dataBytes);\n return this._lut.dataBytes;\n }\n\n private _initialize(map: RenderFeatureTable, ovrs: FeatureSymbology.Overrides, pickExcludes: Id64.Uint32Set, hilite: Hilites, flashed?: Id64.Uint32Pair): Texture2DHandle | undefined {\n const nFeatures = map.numFeatures;\n const dims = computeDimensions(nFeatures, 3, 0, System.instance.maxTextureSize);\n const width = dims.width;\n const height = dims.height;\n assert(width * height >= nFeatures);\n\n this._lutParams[0] = width;\n this._lutParams[1] = height;\n\n const data = new Uint8Array(width * height * 4);\n const creator = new Texture2DDataUpdater(data);\n this.buildLookupTable(creator, map, ovrs, pickExcludes, flashed, hilite);\n\n return TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\n }\n\n private _update(map: RenderFeatureTable, lut: Texture2DHandle, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair, hilites?: Hilites, ovrs?: FeatureSymbology.Overrides) {\n const updater = new Texture2DDataUpdater(lut.dataBytes!);\n\n if (undefined === ovrs) {\n this.updateFlashedAndHilited(updater, map, pickExcludes, flashed, hilites);\n } else {\n assert(undefined !== hilites);\n this.buildLookupTable(updater, map, ovrs, pickExcludes, flashed, hilites);\n }\n\n lut.update(updater);\n }\n\n private setTransparency(transparency: number, viewDependentTransparency: true | undefined, data: Texture2DDataUpdater, transparencyByteIndex: number, curFlags: OvrFlags): OvrFlags {\n // transparency in range [0, 1]...convert to byte and invert so 0=transparent...\n let alpha = 1.0 - transparency;\n alpha = Math.floor(0xff * alpha + 0.5);\n if ((0xff - alpha) < DisplayParams.minTransparency)\n alpha = 0xff;\n\n data.setByteAtIndex(transparencyByteIndex, alpha);\n if (0xff === alpha) {\n this._anyOpaque = true;\n } else {\n this._anyTranslucent = true;\n if (!viewDependentTransparency) {\n curFlags |= OvrFlags.ViewIndependentTransparency;\n this._anyViewIndependentTranslucent = true;\n }\n }\n\n return curFlags;\n }\n\n private buildLookupTable(data: Texture2DDataUpdater, map: RenderFeatureTable, ovr: FeatureSymbology.Overrides, pickExclude: Id64.Uint32Set | undefined, flashedIdParts: Id64.Uint32Pair | undefined, hilites: Hilites) {\n const allowHilite = true !== this._options.noHilite;\n const allowFlash = true !== this._options.noFlash;\n const allowEmphasis = true !== this._options.noEmphasis;\n\n let isModelHilited = false;\n const prevModelId = { lower: -1, upper: -1 };\n\n this._anyOpaque = this._anyTranslucent = this._anyViewIndependentTranslucent = this._anyHilited = false;\n\n let nHidden = 0;\n let nOverridden = 0;\n\n // NB: We currently use 3 RGBA values per feature as follows:\n // [0]\n // RG = override flags (see OvrFlags enum)\n // B = line code\n // A = line weight (if we need an extra byte in future, could combine code+weight into a single byte).\n // [1]\n // RGB = rgb\n // A = alpha\n // [2]\n // RGB = line rgb\n // A = line alpha\n for (const feature of map.iterable(scratchPackedFeature)) {\n const i = feature.index;\n const dataIndex = i * 4 * 3;\n\n if (prevModelId.lower !== feature.modelId.lower || prevModelId.upper !== feature.modelId.upper) {\n prevModelId.lower = feature.modelId.lower;\n prevModelId.upper = feature.modelId.upper;\n isModelHilited = allowHilite && hilites.models.hasPair(feature.modelId);\n }\n\n const app = this.target.currentBranch.getFeatureAppearance(\n ovr,\n feature.elementId.lower, feature.elementId.upper,\n feature.subCategoryId.lower, feature.subCategoryId.upper,\n feature.geometryClass,\n feature.modelId.lower, feature.modelId.upper,\n map.type, feature.animationNodeId);\n\n // NB: If the appearance is fully transparent, then:\n // - For normal (\"primary\") models, getAppearance() returns undefined.\n // - For classifier models, getAppearance() returns the appearance, and classification shader will discard fully-transparent classified pixels.\n // (The latter is how we clip the classified model using the classifiers).\n if (undefined === app) {\n // The feature is not visible. We don't care about any of the other overrides, because we're not going to render it.\n data.setOvrFlagsAtIndex(dataIndex, OvrFlags.Visibility);\n nHidden++;\n nOverridden++;\n continue;\n }\n\n let flags = app.nonLocatable ? OvrFlags.NonLocatable : OvrFlags.None;\n if (allowHilite && isFeatureHilited(feature, hilites, isModelHilited)) {\n flags |= OvrFlags.Hilited;\n this._anyHilited = true;\n }\n\n if (allowEmphasis && app.emphasized) {\n flags |= OvrFlags.Emphasized;\n this._anyHilited = true;\n }\n\n if (app.overridesRgb && app.rgb) {\n flags |= OvrFlags.Rgb;\n const rgb = app.rgb;\n data.setByteAtIndex(dataIndex + 4, rgb.r);\n data.setByteAtIndex(dataIndex + 5, rgb.g);\n data.setByteAtIndex(dataIndex + 6, rgb.b);\n }\n\n if (undefined !== app.transparency) {\n flags |= OvrFlags.Alpha;\n flags = this.setTransparency(app.transparency, app.viewDependentTransparency, data, dataIndex + 7, flags);\n }\n\n const lineRgb = app.getLineRgb();\n if (lineRgb) {\n flags |= OvrFlags.LineRgb;\n data.setByteAtIndex(dataIndex + 8, lineRgb.r);\n data.setByteAtIndex(dataIndex + 9, lineRgb.g);\n data.setByteAtIndex(dataIndex + 10, lineRgb.b);\n }\n\n const lineTransp = app.getLineTransparency();\n if (undefined !== lineTransp) {\n flags |= OvrFlags.LineAlpha;\n flags = this.setTransparency(lineTransp, app.viewDependentTransparency, data, dataIndex + 11, flags);\n }\n\n if (app.overridesWeight && app.weight) {\n flags |= OvrFlags.Weight;\n let weight = app.weight;\n weight = Math.min(31, weight);\n weight = Math.max(1, weight);\n data.setByteAtIndex(dataIndex + 3, weight);\n }\n\n if (app.overridesLinePixels && app.linePixels) {\n flags |= OvrFlags.LineCode;\n const lineCode = LineCode.valueFromLinePixels(app.linePixels);\n data.setByteAtIndex(dataIndex + 2, lineCode);\n }\n\n if (app.ignoresMaterial)\n flags |= OvrFlags.IgnoreMaterial;\n\n if (allowFlash && undefined !== flashedIdParts && feature.elementId.lower === flashedIdParts.lower && feature.elementId.upper === flashedIdParts.upper)\n flags |= OvrFlags.Flashed;\n\n if (pickExclude?.hasPair(feature.elementId)) {\n flags |= OvrFlags.InvisibleDuringPick;\n ++nHidden;\n }\n\n data.setOvrFlagsAtIndex(dataIndex, flags);\n if (OvrFlags.None !== flags)\n nOverridden++;\n }\n\n this._allHidden = (nHidden === map.numFeatures);\n this._anyOverridden = (nOverridden > 0);\n\n this.updateUniformSymbologyFlags();\n }\n\n // NB: If hilites is undefined, it means that the hilited set has not changed.\n private updateFlashedAndHilited(data: Texture2DDataUpdater, map: RenderFeatureTable, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair, hilites?: Hilites) {\n if (!hilites || true === this._options.noHilite) {\n this.updateFlashed(data, map, pickExcludes, flashed);\n return;\n }\n\n const allowFlash = true !== this._options.noFlash;\n const intersect = \"intersection\" === hilites.modelSubCategoryMode;\n\n this._anyOverridden = this._anyHilited = false;\n for (const feature of map.iterable(scratchPackedFeature)) {\n const dataIndex = feature.index * 4 * 3;\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\n // If it's invisible, none of the other flags matter. We can't flash it and don't want to hilite it.\n this._anyOverridden = true;\n continue;\n }\n\n const isModelHilited = hilites.models.hasPair(feature.modelId);\n let isHilited = isModelHilited && !intersect;\n if (!isHilited)\n isHilited = hilites.elements.hasPair(feature.elementId);\n\n if (!isHilited)\n if (isModelHilited || !intersect)\n isHilited = hilites.subcategories.hasPair(feature.subCategoryId);\n\n let isFlashed = false;\n if (flashed && allowFlash)\n isFlashed = feature.elementId.lower === flashed.lower && feature.elementId.upper === flashed.upper;\n\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\n newFlags = isHilited ? (newFlags | OvrFlags.Hilited) : (newFlags & ~OvrFlags.Hilited);\n if (pickExcludes) {\n newFlags = pickExcludes.hasPair(feature.elementId) ? (newFlags | OvrFlags.InvisibleDuringPick) : (newFlags & ~OvrFlags.InvisibleDuringPick);\n }\n\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\n if (OvrFlags.None !== newFlags) {\n this._anyOverridden = true;\n this._anyHilited = this._anyHilited || isHilited || OvrFlags.None !== (newFlags & OvrFlags.Emphasized);\n }\n }\n\n this.updateUniformSymbologyFlags();\n }\n\n private updateFlashed(data: Texture2DDataUpdater, map: RenderFeatureTable, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair): void {\n if (true === this._options.noFlash && !pickExcludes)\n return;\n\n this._anyOverridden = false;\n const elemId = { lower: 0, upper: 0 };\n for (let i = 0; i < map.numFeatures; i++) {\n const dataIndex = i * 4 * 3;\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\n // If it's invisible, none of the other flags matter and we can't flash it.\n this._anyOverridden = true;\n continue;\n }\n\n let isFlashed = false;\n let thisElemId: Id64.Uint32Pair | undefined;\n if (flashed && !this._options.noFlash) {\n thisElemId = map.getElementIdPair(i, elemId);\n isFlashed = thisElemId.lower === flashed.lower && thisElemId.upper === flashed.upper;\n }\n\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\n if (pickExcludes) {\n if (!thisElemId) {\n thisElemId = map.getElementIdPair(i, elemId);\n }\n\n newFlags = pickExcludes.hasPair(thisElemId) ? (newFlags | OvrFlags.InvisibleDuringPick) : (newFlags & ~OvrFlags.InvisibleDuringPick);\n }\n\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\n if (OvrFlags.None !== newFlags)\n this._anyOverridden = true;\n }\n\n this.updateUniformSymbologyFlags();\n }\n\n private constructor(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\n this.target = target;\n this._options = options;\n this._cleanup = cleanup;\n }\n\n public static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\n return new FeatureOverrides(target, options, cleanup);\n }\n\n public get isDisposed(): boolean { return undefined === this._lut; }\n\n public [Symbol.dispose]() {\n this._lut = dispose(this._lut);\n if (this._cleanup) {\n this._cleanup();\n this._cleanup = undefined;\n }\n }\n\n public initFromMap(map: RenderFeatureTable) {\n const nFeatures = map.numFeatures;\n assert(0 < nFeatures);\n\n this._lut = dispose(this._lut);\n\n const ovrs: FeatureSymbology.Overrides = this.target.currentFeatureSymbologyOverrides;\n this._mostRecentSymbologyOverrides = ovrs;\n const hilite = this.target.hilites;\n this._lut = this._initialize(map, ovrs, this.target.pickExclusions, hilite, this.target.flashed);\n this._lastFlashId = Id64.invalid;\n this._hiliteSyncObserver = {};\n this._pickExclusionsSyncObserver = {};\n }\n\n public update(features: RenderFeatureTable) {\n let ovrs: FeatureSymbology.Overrides | undefined = this.target.currentFeatureSymbologyOverrides;\n const ovrsUpdated = ovrs !== this._mostRecentSymbologyOverrides;\n if (ovrsUpdated)\n this._mostRecentSymbologyOverrides = ovrs;\n else\n ovrs = undefined;\n\n const flashedId = this.target.flashedId;\n\n const hilite = this.target.hilites;\n const hiliteUpdated = !sync(this.target.hiliteSyncTarget, this._hiliteSyncObserver);\n const pickExcludesUpdated = !sync(this.target.pickExclusionsSyncTarget, this._pickExclusionsSyncObserver);\n\n if (ovrsUpdated || hiliteUpdated || flashedId !== this._lastFlashId || pickExcludesUpdated) {\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\n if (this._lut) {\n this._update(\n features,\n this._lut,\n undefined !== ovrs || pickExcludesUpdated ? this.target.pickExclusions : undefined,\n this.target.flashed,\n undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs,\n );\n }\n\n this._lastFlashId = flashedId;\n }\n }\n\n public bindLUTParams(uniform: UniformHandle): void {\n uniform.setUniform2fv(this._lutParams);\n }\n\n public bindLUT(uniform: UniformHandle): void {\n if (this._lut)\n this._lut.bindSampler(uniform, TextureUnit.FeatureSymbology);\n }\n\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\n uniform.setUniform1f(this._uniformSymbologyFlags);\n }\n}\n"]}
1
+ 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----------------------------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, expectDefined, Id64 } from \"@itwin/core-bentley\";\nimport { PackedFeature, RenderFeatureTable } from \"@itwin/core-common\";\nimport { FeatureSymbology } from \"../../../render/FeatureSymbology\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { LineCode } from \"./LineCode\";\nimport { GL } from \"./GL\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { EmphasisFlags, TextureUnit } from \"./RenderFlags\";\nimport { sync, SyncObserver } from \"./Sync\";\nimport { System } from \"./System\";\nimport { Hilites, Target } from \"./Target\";\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\nimport { BatchOptions } from \"../../../common/render/BatchOptions\";\nimport { DisplayParams } from \"../../../common/internal/render/DisplayParams\";\nimport { OvrFlags } from \"../../../common/internal/render/OvrFlags\";\nimport { computeDimensions } from \"../../../common/internal/render/VertexTable\";\n\nexport function isFeatureHilited(feature: PackedFeature, hilites: Hilites, isModelHilited: boolean): boolean {\n if (hilites.isEmpty)\n return false;\n\n if (\"union\" === hilites.modelSubCategoryMode)\n return isModelHilited || hilites.elements.hasPair(feature.elementId) || hilites.subcategories.hasPair(feature.subCategoryId);\n\n return hilites.elements.hasPair(feature.elementId) || (isModelHilited && hilites.subcategories.hasPair(feature.subCategoryId));\n}\n\n/** @internal */\nexport type FeatureOverridesCleanup = () => void;\n\nconst scratchPackedFeature = PackedFeature.createWithIndex();\n\n/** @internal */\nexport class FeatureOverrides implements WebGLDisposable {\n public readonly target: Target;\n private readonly _options: BatchOptions;\n private _lut?: Texture2DHandle;\n private _mostRecentSymbologyOverrides?: FeatureSymbology.Overrides;\n private _lastFlashId = Id64.invalid;\n private _hiliteSyncObserver: SyncObserver = {};\n private _pickExclusionsSyncObserver: SyncObserver = {};\n private _anyOverridden = true;\n private _allHidden = true;\n private _anyTranslucent = true;\n private _anyViewIndependentTranslucent = true;\n private _anyOpaque = true;\n private _anyHilited = true;\n private _lutParams = new Float32Array(2);\n private _uniformSymbologyFlags: EmphasisFlags = EmphasisFlags.None;\n private _cleanup?: FeatureOverridesCleanup;\n\n public get anyOverridden() { return this._anyOverridden; }\n public get allHidden() { return this._allHidden; }\n public get anyTranslucent() { return this._anyTranslucent; }\n public get anyViewIndependentTranslucent() { return this._anyViewIndependentTranslucent; }\n public get anyOpaque() { return this._anyOpaque; }\n public get anyHilited() { return this._anyHilited; }\n\n /** For tests. */\n public get lutData(): Uint8Array | undefined { return this._lut?.dataBytes; }\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\n public get isUniform() { return 3 === this._lutParams[0] && 1 === this._lutParams[1]; }\n\n private updateUniformSymbologyFlags(): void {\n this._uniformSymbologyFlags = EmphasisFlags.None;\n if (!this.isUniform || !this._lut?.dataBytes)\n return;\n\n let flags = expectDefined(this._lut.dataBytes[0]);\n if (0 !== (flags & OvrFlags.Flashed))\n this._uniformSymbologyFlags |= EmphasisFlags.Flashed;\n\n if (0 !== (flags & OvrFlags.NonLocatable))\n this._uniformSymbologyFlags |= EmphasisFlags.NonLocatable;\n\n if (!this._anyHilited)\n return;\n\n flags = expectDefined(this._lut.dataBytes[1]) << 8;\n if (0 !== (flags & OvrFlags.Hilited))\n this._uniformSymbologyFlags |= EmphasisFlags.Hilite;\n\n if (0 !== (flags & OvrFlags.Emphasized))\n this._uniformSymbologyFlags |= EmphasisFlags.Emphasized;\n }\n\n public getUniformOverrides(): Uint8Array {\n assert(this.isUniform);\n assert(undefined !== this._lut);\n assert(undefined !== this._lut.dataBytes);\n return this._lut.dataBytes;\n }\n\n private _initialize(map: RenderFeatureTable, ovrs: FeatureSymbology.Overrides, pickExcludes: Id64.Uint32Set, hilite: Hilites, flashed?: Id64.Uint32Pair): Texture2DHandle | undefined {\n const nFeatures = map.numFeatures;\n const dims = computeDimensions(nFeatures, 3, 0, System.instance.maxTextureSize);\n const width = dims.width;\n const height = dims.height;\n assert(width * height >= nFeatures);\n\n this._lutParams[0] = width;\n this._lutParams[1] = height;\n\n const data = new Uint8Array(width * height * 4);\n const creator = new Texture2DDataUpdater(data);\n this.buildLookupTable(creator, map, ovrs, pickExcludes, flashed, hilite);\n\n return TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\n }\n\n private _update(map: RenderFeatureTable, lut: Texture2DHandle, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair, hilites?: Hilites, ovrs?: FeatureSymbology.Overrides) {\n const updater = new Texture2DDataUpdater(expectDefined(lut.dataBytes));\n\n if (undefined === ovrs) {\n this.updateFlashedAndHilited(updater, map, pickExcludes, flashed, hilites);\n } else {\n assert(undefined !== hilites);\n this.buildLookupTable(updater, map, ovrs, pickExcludes, flashed, hilites);\n }\n\n lut.update(updater);\n }\n\n private setTransparency(transparency: number, viewDependentTransparency: true | undefined, data: Texture2DDataUpdater, transparencyByteIndex: number, curFlags: OvrFlags): OvrFlags {\n // transparency in range [0, 1]...convert to byte and invert so 0=transparent...\n let alpha = 1.0 - transparency;\n alpha = Math.floor(0xff * alpha + 0.5);\n if ((0xff - alpha) < DisplayParams.minTransparency)\n alpha = 0xff;\n\n data.setByteAtIndex(transparencyByteIndex, alpha);\n if (0xff === alpha) {\n this._anyOpaque = true;\n } else {\n this._anyTranslucent = true;\n if (!viewDependentTransparency) {\n curFlags |= OvrFlags.ViewIndependentTransparency;\n this._anyViewIndependentTranslucent = true;\n }\n }\n\n return curFlags;\n }\n\n private buildLookupTable(data: Texture2DDataUpdater, map: RenderFeatureTable, ovr: FeatureSymbology.Overrides, pickExclude: Id64.Uint32Set | undefined, flashedIdParts: Id64.Uint32Pair | undefined, hilites: Hilites) {\n const allowHilite = true !== this._options.noHilite;\n const allowFlash = true !== this._options.noFlash;\n const allowEmphasis = true !== this._options.noEmphasis;\n\n let isModelHilited = false;\n const prevModelId = { lower: -1, upper: -1 };\n\n this._anyOpaque = this._anyTranslucent = this._anyViewIndependentTranslucent = this._anyHilited = false;\n\n let nHidden = 0;\n let nOverridden = 0;\n\n // NB: We currently use 3 RGBA values per feature as follows:\n // [0]\n // RG = override flags (see OvrFlags enum)\n // B = line code\n // A = line weight (if we need an extra byte in future, could combine code+weight into a single byte).\n // [1]\n // RGB = rgb\n // A = alpha\n // [2]\n // RGB = line rgb\n // A = line alpha\n for (const feature of map.iterable(scratchPackedFeature)) {\n const i = feature.index;\n const dataIndex = i * 4 * 3;\n\n if (prevModelId.lower !== feature.modelId.lower || prevModelId.upper !== feature.modelId.upper) {\n prevModelId.lower = feature.modelId.lower;\n prevModelId.upper = feature.modelId.upper;\n isModelHilited = allowHilite && hilites.models.hasPair(feature.modelId);\n }\n\n const app = this.target.currentBranch.getFeatureAppearance(\n ovr,\n feature.elementId.lower, feature.elementId.upper,\n feature.subCategoryId.lower, feature.subCategoryId.upper,\n feature.geometryClass,\n feature.modelId.lower, feature.modelId.upper,\n map.type, feature.animationNodeId);\n\n // NB: If the appearance is fully transparent, then:\n // - For normal (\"primary\") models, getAppearance() returns undefined.\n // - For classifier models, getAppearance() returns the appearance, and classification shader will discard fully-transparent classified pixels.\n // (The latter is how we clip the classified model using the classifiers).\n if (undefined === app) {\n // The feature is not visible. We don't care about any of the other overrides, because we're not going to render it.\n data.setOvrFlagsAtIndex(dataIndex, OvrFlags.Visibility);\n nHidden++;\n nOverridden++;\n continue;\n }\n\n let flags = app.nonLocatable ? OvrFlags.NonLocatable : OvrFlags.None;\n if (allowHilite && isFeatureHilited(feature, hilites, isModelHilited)) {\n flags |= OvrFlags.Hilited;\n this._anyHilited = true;\n }\n\n if (allowEmphasis && app.emphasized) {\n flags |= OvrFlags.Emphasized;\n this._anyHilited = true;\n }\n\n if (app.overridesRgb && app.rgb) {\n flags |= OvrFlags.Rgb;\n const rgb = app.rgb;\n data.setByteAtIndex(dataIndex + 4, rgb.r);\n data.setByteAtIndex(dataIndex + 5, rgb.g);\n data.setByteAtIndex(dataIndex + 6, rgb.b);\n }\n\n if (undefined !== app.transparency) {\n flags |= OvrFlags.Alpha;\n flags = this.setTransparency(app.transparency, app.viewDependentTransparency, data, dataIndex + 7, flags);\n }\n\n const lineRgb = app.getLineRgb();\n if (lineRgb) {\n flags |= OvrFlags.LineRgb;\n data.setByteAtIndex(dataIndex + 8, lineRgb.r);\n data.setByteAtIndex(dataIndex + 9, lineRgb.g);\n data.setByteAtIndex(dataIndex + 10, lineRgb.b);\n }\n\n const lineTransp = app.getLineTransparency();\n if (undefined !== lineTransp) {\n flags |= OvrFlags.LineAlpha;\n flags = this.setTransparency(lineTransp, app.viewDependentTransparency, data, dataIndex + 11, flags);\n }\n\n if (app.overridesWeight && app.weight) {\n flags |= OvrFlags.Weight;\n let weight = app.weight;\n weight = Math.min(31, weight);\n weight = Math.max(1, weight);\n data.setByteAtIndex(dataIndex + 3, weight);\n }\n\n if (app.overridesLinePixels && app.linePixels) {\n flags |= OvrFlags.LineCode;\n const lineCode = LineCode.valueFromLinePixels(app.linePixels);\n data.setByteAtIndex(dataIndex + 2, lineCode);\n }\n\n if (app.ignoresMaterial)\n flags |= OvrFlags.IgnoreMaterial;\n\n if (allowFlash && undefined !== flashedIdParts && feature.elementId.lower === flashedIdParts.lower && feature.elementId.upper === flashedIdParts.upper)\n flags |= OvrFlags.Flashed;\n\n if (pickExclude?.hasPair(feature.elementId)) {\n flags |= OvrFlags.InvisibleDuringPick;\n ++nHidden;\n }\n\n data.setOvrFlagsAtIndex(dataIndex, flags);\n if (OvrFlags.None !== flags)\n nOverridden++;\n }\n\n this._allHidden = (nHidden === map.numFeatures);\n this._anyOverridden = (nOverridden > 0);\n\n this.updateUniformSymbologyFlags();\n }\n\n // NB: If hilites is undefined, it means that the hilited set has not changed.\n private updateFlashedAndHilited(data: Texture2DDataUpdater, map: RenderFeatureTable, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair, hilites?: Hilites) {\n if (!hilites || true === this._options.noHilite) {\n this.updateFlashed(data, map, pickExcludes, flashed);\n return;\n }\n\n const allowFlash = true !== this._options.noFlash;\n const intersect = \"intersection\" === hilites.modelSubCategoryMode;\n\n this._anyOverridden = this._anyHilited = false;\n for (const feature of map.iterable(scratchPackedFeature)) {\n const dataIndex = feature.index * 4 * 3;\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\n // If it's invisible, none of the other flags matter. We can't flash it and don't want to hilite it.\n this._anyOverridden = true;\n continue;\n }\n\n const isModelHilited = hilites.models.hasPair(feature.modelId);\n let isHilited = isModelHilited && !intersect;\n if (!isHilited)\n isHilited = hilites.elements.hasPair(feature.elementId);\n\n if (!isHilited)\n if (isModelHilited || !intersect)\n isHilited = hilites.subcategories.hasPair(feature.subCategoryId);\n\n let isFlashed = false;\n if (flashed && allowFlash)\n isFlashed = feature.elementId.lower === flashed.lower && feature.elementId.upper === flashed.upper;\n\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\n newFlags = isHilited ? (newFlags | OvrFlags.Hilited) : (newFlags & ~OvrFlags.Hilited);\n if (pickExcludes) {\n newFlags = pickExcludes.hasPair(feature.elementId) ? (newFlags | OvrFlags.InvisibleDuringPick) : (newFlags & ~OvrFlags.InvisibleDuringPick);\n }\n\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\n if (OvrFlags.None !== newFlags) {\n this._anyOverridden = true;\n this._anyHilited = this._anyHilited || isHilited || OvrFlags.None !== (newFlags & OvrFlags.Emphasized);\n }\n }\n\n this.updateUniformSymbologyFlags();\n }\n\n private updateFlashed(data: Texture2DDataUpdater, map: RenderFeatureTable, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair): void {\n if (true === this._options.noFlash && !pickExcludes)\n return;\n\n this._anyOverridden = false;\n const elemId = { lower: 0, upper: 0 };\n for (let i = 0; i < map.numFeatures; i++) {\n const dataIndex = i * 4 * 3;\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\n // If it's invisible, none of the other flags matter and we can't flash it.\n this._anyOverridden = true;\n continue;\n }\n\n let isFlashed = false;\n let thisElemId: Id64.Uint32Pair | undefined;\n if (flashed && !this._options.noFlash) {\n thisElemId = map.getElementIdPair(i, elemId);\n isFlashed = thisElemId.lower === flashed.lower && thisElemId.upper === flashed.upper;\n }\n\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\n if (pickExcludes) {\n if (!thisElemId) {\n thisElemId = map.getElementIdPair(i, elemId);\n }\n\n newFlags = pickExcludes.hasPair(thisElemId) ? (newFlags | OvrFlags.InvisibleDuringPick) : (newFlags & ~OvrFlags.InvisibleDuringPick);\n }\n\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\n if (OvrFlags.None !== newFlags)\n this._anyOverridden = true;\n }\n\n this.updateUniformSymbologyFlags();\n }\n\n private constructor(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\n this.target = target;\n this._options = options;\n this._cleanup = cleanup;\n }\n\n public static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\n return new FeatureOverrides(target, options, cleanup);\n }\n\n public get isDisposed(): boolean { return undefined === this._lut; }\n\n public [Symbol.dispose]() {\n this._lut = dispose(this._lut);\n if (this._cleanup) {\n this._cleanup();\n this._cleanup = undefined;\n }\n }\n\n public initFromMap(map: RenderFeatureTable) {\n const nFeatures = map.numFeatures;\n assert(0 < nFeatures);\n\n this._lut = dispose(this._lut);\n\n const ovrs: FeatureSymbology.Overrides = this.target.currentFeatureSymbologyOverrides;\n this._mostRecentSymbologyOverrides = ovrs;\n const hilite = this.target.hilites;\n this._lut = this._initialize(map, ovrs, this.target.pickExclusions, hilite, this.target.flashed);\n this._lastFlashId = Id64.invalid;\n this._hiliteSyncObserver = {};\n this._pickExclusionsSyncObserver = {};\n }\n\n public update(features: RenderFeatureTable) {\n let ovrs: FeatureSymbology.Overrides | undefined = this.target.currentFeatureSymbologyOverrides;\n const ovrsUpdated = ovrs !== this._mostRecentSymbologyOverrides;\n if (ovrsUpdated)\n this._mostRecentSymbologyOverrides = ovrs;\n else\n ovrs = undefined;\n\n const flashedId = this.target.flashedId;\n\n const hilite = this.target.hilites;\n const hiliteUpdated = !sync(this.target.hiliteSyncTarget, this._hiliteSyncObserver);\n const pickExcludesUpdated = !sync(this.target.pickExclusionsSyncTarget, this._pickExclusionsSyncObserver);\n\n if (ovrsUpdated || hiliteUpdated || flashedId !== this._lastFlashId || pickExcludesUpdated) {\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\n if (this._lut) {\n this._update(\n features,\n this._lut,\n undefined !== ovrs || pickExcludesUpdated ? this.target.pickExclusions : undefined,\n this.target.flashed,\n undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs,\n );\n }\n\n this._lastFlashId = flashedId;\n }\n }\n\n public bindLUTParams(uniform: UniformHandle): void {\n uniform.setUniform2fv(this._lutParams);\n }\n\n public bindLUT(uniform: UniformHandle): void {\n if (this._lut)\n this._lut.bindSampler(uniform, TextureUnit.FeatureSymbology);\n }\n\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\n uniform.setUniform1f(this._uniformSymbologyFlags);\n }\n}\n"]}
@@ -5,7 +5,7 @@
5
5
  /** @packageDocumentation
6
6
  * @module WebGL
7
7
  */
8
- import { assert } from "@itwin/core-bentley";
8
+ import { assert, expectDefined } from "@itwin/core-bentley";
9
9
  import { GL } from "./GL";
10
10
  import { RenderBuffer, RenderBufferMultiSample } from "./RenderBuffer";
11
11
  import { System } from "./System";
@@ -111,7 +111,7 @@ export class FrameBuffer {
111
111
  [Symbol.dispose]() {
112
112
  // NB: The FrameBuffer does not *own* the textures and depth buffer.
113
113
  if (!this.isDisposed) {
114
- System.instance.context.deleteFramebuffer(this._fbo);
114
+ System.instance.context.deleteFramebuffer(expectDefined(this._fbo));
115
115
  this._fbo = undefined;
116
116
  if (undefined !== this._fboMs) {
117
117
  System.instance.context.deleteFramebuffer(this._fboMs);
@@ -173,7 +173,7 @@ export class FrameBuffer {
173
173
  if (this._colorMsBuffers[i].isDirty) {
174
174
  gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);
175
175
  gl2.readBuffer(this._colorAttachments[i]);
176
- gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo);
176
+ gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, expectDefined(this._fbo));
177
177
  attachments.push(this._colorAttachments[i]);
178
178
  gl2.drawBuffers(attachments);
179
179
  attachments.pop();
@@ -187,7 +187,7 @@ export class FrameBuffer {
187
187
  if (blitDepth && undefined !== this.depthBuffer && undefined !== this.depthBufferMs && this.depthBufferMs.isDirty) {
188
188
  const mask = GL.BufferBit.Depth; // (this.depthBuffer instanceof RenderBuffer ? GL.BufferBit.Depth : GL.BufferBit.Depth | GL.BufferBit.Stencil);
189
189
  gl2.bindFramebuffer(gl2.READ_FRAMEBUFFER, this._fboMs);
190
- gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, this._fbo);
190
+ gl2.bindFramebuffer(gl2.DRAW_FRAMEBUFFER, expectDefined(this._fbo));
191
191
  gl2.blitFramebuffer(0, 0, this.depthBuffer.width, this.depthBuffer.height, 0, 0, this.depthBuffer.width, this.depthBuffer.height, mask, GL.MultiSampling.Filter.Nearest);
192
192
  this.depthBufferMs.markBufferDirty(false);
193
193
  }