@itwin/core-frontend 5.2.0 → 5.3.0-dev.10
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +1 -1
- package/lib/cjs/ElementLocateManager.d.ts.map +1 -1
- package/lib/cjs/ElementLocateManager.js +2 -5
- package/lib/cjs/ElementLocateManager.js.map +1 -1
- package/lib/cjs/HitDetail.d.ts +1 -24
- package/lib/cjs/HitDetail.d.ts.map +1 -1
- package/lib/cjs/HitDetail.js +0 -5
- package/lib/cjs/HitDetail.js.map +1 -1
- package/lib/cjs/IModeljs-css.js +1 -1
- package/lib/cjs/IModeljs-css.js.map +1 -1
- package/lib/cjs/internal/render/webgl/FrustumUniforms.d.ts +0 -2
- package/lib/cjs/internal/render/webgl/FrustumUniforms.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/FrustumUniforms.js +0 -7
- package/lib/cjs/internal/render/webgl/FrustumUniforms.js.map +1 -1
- package/lib/cjs/internal/render/webgl/SceneCompositor.d.ts +0 -9
- package/lib/cjs/internal/render/webgl/SceneCompositor.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/SceneCompositor.js +4 -67
- package/lib/cjs/internal/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/cjs/internal/render/webgl/ShaderBuilder.d.ts +3 -4
- package/lib/cjs/internal/render/webgl/ShaderBuilder.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/ShaderBuilder.js +3 -3
- package/lib/cjs/internal/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/cjs/internal/render/webgl/glsl/Atmosphere.js +1 -1
- package/lib/cjs/internal/render/webgl/glsl/ClearPickAndColor.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/glsl/ClearPickAndColor.js +1 -2
- package/lib/cjs/internal/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
- package/lib/cjs/internal/render/webgl/glsl/Contours.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/glsl/Contours.js +1 -30
- package/lib/cjs/internal/render/webgl/glsl/Contours.js.map +1 -1
- package/lib/cjs/internal/render/webgl/glsl/Fragment.d.ts.map +1 -1
- package/lib/cjs/internal/render/webgl/glsl/Fragment.js +2 -7
- package/lib/cjs/internal/render/webgl/glsl/Fragment.js.map +1 -1
- package/lib/cjs/internal/render/webgl/glsl/RealityMesh.js +1 -1
- package/lib/cjs/internal/render/webgl/glsl/Surface.js +1 -1
- package/lib/cjs/render/Pixel.d.ts +2 -13
- package/lib/cjs/render/Pixel.d.ts.map +1 -1
- package/lib/cjs/render/Pixel.js +1 -9
- package/lib/cjs/render/Pixel.js.map +1 -1
- package/lib/esm/ElementLocateManager.d.ts.map +1 -1
- package/lib/esm/ElementLocateManager.js +2 -5
- package/lib/esm/ElementLocateManager.js.map +1 -1
- package/lib/esm/HitDetail.d.ts +1 -24
- package/lib/esm/HitDetail.d.ts.map +1 -1
- package/lib/esm/HitDetail.js +0 -5
- package/lib/esm/HitDetail.js.map +1 -1
- package/lib/esm/IModeljs-css.js +1 -1
- package/lib/esm/IModeljs-css.js.map +1 -1
- package/lib/esm/internal/render/webgl/FrustumUniforms.d.ts +0 -2
- package/lib/esm/internal/render/webgl/FrustumUniforms.d.ts.map +1 -1
- package/lib/esm/internal/render/webgl/FrustumUniforms.js +1 -8
- package/lib/esm/internal/render/webgl/FrustumUniforms.js.map +1 -1
- package/lib/esm/internal/render/webgl/SceneCompositor.d.ts +0 -9
- package/lib/esm/internal/render/webgl/SceneCompositor.d.ts.map +1 -1
- package/lib/esm/internal/render/webgl/SceneCompositor.js +4 -67
- package/lib/esm/internal/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/esm/internal/render/webgl/ShaderBuilder.d.ts +3 -4
- package/lib/esm/internal/render/webgl/ShaderBuilder.d.ts.map +1 -1
- package/lib/esm/internal/render/webgl/ShaderBuilder.js +3 -3
- package/lib/esm/internal/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/esm/internal/render/webgl/glsl/Atmosphere.js +1 -1
- package/lib/esm/internal/render/webgl/glsl/ClearPickAndColor.d.ts.map +1 -1
- package/lib/esm/internal/render/webgl/glsl/ClearPickAndColor.js +1 -2
- package/lib/esm/internal/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
- package/lib/esm/internal/render/webgl/glsl/Contours.d.ts.map +1 -1
- package/lib/esm/internal/render/webgl/glsl/Contours.js +1 -30
- package/lib/esm/internal/render/webgl/glsl/Contours.js.map +1 -1
- package/lib/esm/internal/render/webgl/glsl/Fragment.d.ts.map +1 -1
- package/lib/esm/internal/render/webgl/glsl/Fragment.js +2 -7
- package/lib/esm/internal/render/webgl/glsl/Fragment.js.map +1 -1
- package/lib/esm/internal/render/webgl/glsl/RealityMesh.js +1 -1
- package/lib/esm/internal/render/webgl/glsl/Surface.js +1 -1
- package/lib/esm/render/Pixel.d.ts +2 -13
- package/lib/esm/render/Pixel.d.ts.map +1 -1
- package/lib/esm/render/Pixel.js +1 -9
- package/lib/esm/render/Pixel.js.map +1 -1
- package/lib/public/scripts/parse-imdl-worker.js +1 -1
- package/lib/workers/webpack/parse-imdl-worker.js +1 -1
- package/package.json +21 -22
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@@ -31,7 +31,6 @@ class FrustumUniforms {
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// GPU state
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_planeData = new Float32Array(4);
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_frustumData = new Float32Array(3);
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-
_worldFrustumZRange = new Float32Array(2);
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projectionMatrix32 = new Matrix_1.Matrix4();
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_logZData = new Float32Array(2);
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_viewUpVector32 = new Float32Array(3);
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@@ -44,7 +43,6 @@ class FrustumUniforms {
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viewX: new core_geometry_1.Vector3d(),
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viewY: new core_geometry_1.Vector3d(),
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viewZ: new core_geometry_1.Vector3d(),
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range: new core_geometry_1.Range3d(),
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};
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constructor() {
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}
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@@ -60,8 +58,6 @@ class FrustumUniforms {
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get planes() { return this._planeData; }
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// uniform vec3 u_frustum; // { near, far, type }
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get frustum() { return this._frustumData; }
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// uniform vec2 u_worldFrustumZRange // { min, max }
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get worldFrustumZRange() { return this._worldFrustumZRange; }
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get nearPlane() { return this._frustumData[0 /* FrustumData.kNear */]; }
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get farPlane() { return this._frustumData[1 /* FrustumData.kFar */]; }
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get type() { return this.frustum[2 /* FrustumData.kType */]; }
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@@ -74,9 +70,6 @@ class FrustumUniforms {
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return;
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(0, Sync_1.desync)(this);
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newFrustum.clone(this.planFrustum);
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const range = newFrustum.toRange(this._scratch.range);
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this._worldFrustumZRange[0] = range.low.z;
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this._worldFrustumZRange[1] = range.high.z;
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const farLowerLeft = newFrustum.getCorner(core_common_1.Npc.LeftBottomRear);
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const farLowerRight = newFrustum.getCorner(core_common_1.Npc.RightBottomRear);
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const farUpperLeft = newFrustum.getCorner(core_common_1.Npc.LeftTopRear);
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@@ -1 +1 @@
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1
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-
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { expectDefined } from \"@itwin/core-bentley\";\r\nimport { InverseMatrixState, Matrix4d, Point3d, Range3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, Npc } from \"@itwin/core-common\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { IModelFrameLifecycle } from \"./IModelFrameLifecycle\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { desync, sync } from \"./Sync\";\r\n\r\n/** @internal */\r\nexport const enum FrustumUniformType { // eslint-disable-line no-restricted-syntax\r\n TwoDee,\r\n Orthographic,\r\n Perspective,\r\n}\r\n\r\n/** @internal */\r\nexport const enum Plane { // eslint-disable-line no-restricted-syntax\r\n kTop,\r\n kBottom,\r\n kLeft,\r\n kRight,\r\n}\r\n\r\nconst enum FrustumData { // eslint-disable-line no-restricted-syntax\r\n kNear,\r\n kFar,\r\n kType,\r\n}\r\n\r\n/** Represents a Target's frustum for use in glsl as a pair of uniforms.\r\n * Do not modify fields of exposed objects directly. e.g., do not directly manipulate the projection or view matrices - use the appropriate APIs.\r\n * @internal\r\n */\r\nexport class FrustumUniforms {\r\n // CPU state. Do not modify - use APIs.\r\n public readonly planFrustum = new Frustum();\r\n private _planFraction = 0;\r\n private readonly _nearPlaneCenter = new Point3d();\r\n public readonly viewMatrix = Transform.createIdentity();\r\n public readonly projectionMatrix = Matrix4d.createIdentity();\r\n private readonly _worldUpVector = Vector3d.unitZ();\r\n private readonly _viewUpVector = Vector3d.unitZ();\r\n\r\n // GPU state\r\n private readonly _planeData: Float32Array = new Float32Array(4);\r\n private readonly _frustumData: Float32Array = new Float32Array(3);\r\n private readonly _worldFrustumZRange: Float32Array = new Float32Array(2);\r\n public readonly projectionMatrix32 = new Matrix4();\r\n private readonly _logZData = new Float32Array(2);\r\n private readonly _viewUpVector32 = new Float32Array(3);\r\n\r\n // SyncTarget\r\n public syncKey = 0;\r\n\r\n // Scratch variables\r\n private readonly _scratch = {\r\n point3d: new Point3d(),\r\n vec3d: new Vector3d(),\r\n viewX: new Vector3d(),\r\n viewY: new Vector3d(),\r\n viewZ: new Vector3d(),\r\n range: new Range3d(),\r\n };\r\n\r\n public constructor() {\r\n }\r\n\r\n public bindProjectionMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setMatrix4(this.projectionMatrix32);\r\n }\r\n\r\n public bindUpVector(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform3fv(this._viewUpVector32);\r\n }\r\n\r\n // uniform vec4 u_frustumPlanes; // { top, bottom, left, right }\r\n public get planes(): Float32Array { return this._planeData; }\r\n\r\n // uniform vec3 u_frustum; // { near, far, type }\r\n public get frustum(): Float32Array { return this._frustumData; }\r\n\r\n // uniform vec2 u_worldFrustumZRange // { min, max }\r\n public get worldFrustumZRange(): Float32Array { return this._worldFrustumZRange; }\r\n\r\n public get nearPlane(): number { return this._frustumData[FrustumData.kNear]; }\r\n public get farPlane(): number { return this._frustumData[FrustumData.kFar]; }\r\n public get type(): FrustumUniformType { return this.frustum[FrustumData.kType] as FrustumUniformType; }\r\n public get is2d(): boolean { return FrustumUniformType.TwoDee === this.type; }\r\n public get planFraction(): number { return this._planFraction; }\r\n\r\n // uniform vec2 u_logZ where x = 1/near and y = log(far/near)\r\n public get logZ(): Float32Array { return this._logZData; }\r\n\r\n public changeFrustum(newFrustum: Frustum, newFraction: number, is3d: boolean): void {\r\n if (newFraction === this._planFraction && is3d !== this.is2d && newFrustum.equals(this.planFrustum))\r\n return;\r\n\r\n desync(this);\r\n\r\n newFrustum.clone(this.planFrustum);\r\n\r\n const range = newFrustum.toRange(this._scratch.range);\r\n this._worldFrustumZRange[0] = range.low.z;\r\n this._worldFrustumZRange[1] = range.high.z;\r\n\r\n const farLowerLeft = newFrustum.getCorner(Npc.LeftBottomRear);\r\n const farLowerRight = newFrustum.getCorner(Npc.RightBottomRear);\r\n const farUpperLeft = newFrustum.getCorner(Npc.LeftTopRear);\r\n const farUpperRight = newFrustum.getCorner(Npc.RightTopRear);\r\n const nearLowerLeft = newFrustum.getCorner(Npc.LeftBottomFront);\r\n const nearLowerRight = newFrustum.getCorner(Npc.RightBottomFront);\r\n const nearUpperLeft = newFrustum.getCorner(Npc.LeftTopFront);\r\n const nearUpperRight = newFrustum.getCorner(Npc.RightTopFront);\r\n\r\n const nearCenter = nearLowerLeft.interpolate(0.5, nearUpperRight, this._scratch.point3d);\r\n\r\n const viewX = normalizedDifference(nearLowerRight, nearLowerLeft, this._scratch.viewX);\r\n const viewY = normalizedDifference(nearUpperLeft, nearLowerLeft, this._scratch.viewY);\r\n const viewZ = expectDefined(viewX.crossProduct(viewY, this._scratch.viewZ).normalize());\r\n\r\n this._planFraction = newFraction;\r\n\r\n if (!is3d || newFraction > 0.999) { // ortho or 2d\r\n const halfWidth = Vector3d.createStartEnd(farLowerRight, farLowerLeft, this._scratch.vec3d).magnitude() * 0.5;\r\n const halfHeight = Vector3d.createStartEnd(farLowerRight, farUpperRight).magnitude() * 0.5;\r\n const depth = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d).magnitude();\r\n\r\n lookIn(nearCenter, viewX, viewY, viewZ, this.viewMatrix);\r\n ortho(-halfWidth, halfWidth, -halfHeight, halfHeight, 0, depth, this.projectionMatrix);\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(halfHeight, -halfHeight, -halfWidth, halfWidth);\r\n this.setFrustum(0, depth, is3d ? FrustumUniformType.Orthographic : FrustumUniformType.TwoDee);\r\n } else { // perspective\r\n const scale = 1.0 / (1.0 - newFraction);\r\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d);\r\n const cameraPosition = fromSumOf(farLowerLeft, zVec, scale, this._scratch.point3d);\r\n\r\n const frustumLeft = dotDifference(farLowerLeft, cameraPosition, viewX) * newFraction;\r\n const frustumRight = dotDifference(farLowerRight, cameraPosition, viewX) * newFraction;\r\n const frustumBottom = dotDifference(farLowerLeft, cameraPosition, viewY) * newFraction;\r\n const frustumTop = dotDifference(farUpperLeft, cameraPosition, viewY) * newFraction;\r\n const frustumFront = -dotDifference(nearLowerLeft, cameraPosition, viewZ);\r\n const frustumBack = -dotDifference(farLowerLeft, cameraPosition, viewZ);\r\n\r\n lookIn(cameraPosition, viewX, viewY, viewZ, this.viewMatrix);\r\n frustum(frustumLeft, frustumRight, frustumBottom, frustumTop, frustumFront, frustumBack, this.projectionMatrix);\r\n\r\n IModelFrameLifecycle.onChangeCameraView.raiseEvent({\r\n cameraPosition,\r\n viewX,\r\n viewY,\r\n viewZ,\r\n });\r\n IModelFrameLifecycle.onChangeCameraFrustum.raiseEvent({\r\n type: FrustumUniformType.Perspective,\r\n left: frustumLeft,\r\n right: frustumRight,\r\n bottom: frustumBottom,\r\n top: frustumTop,\r\n front: frustumFront,\r\n back: frustumBack,\r\n });\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(frustumTop, frustumBottom, frustumLeft, frustumRight);\r\n this.setFrustum(frustumFront, frustumBack, FrustumUniformType.Perspective);\r\n }\r\n\r\n this.viewMatrix.matrix.inverseState = InverseMatrixState.unknown;\r\n\r\n this.viewMatrix.matrix.multiplyVector(this._worldUpVector, this._viewUpVector);\r\n this._viewUpVector.normalizeInPlace();\r\n this._viewUpVector32[0] = this._viewUpVector.x;\r\n this._viewUpVector32[1] = this._viewUpVector.y;\r\n this._viewUpVector32[2] = this._viewUpVector.z;\r\n\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n public changeProjectionMatrix(newMatrix: Matrix4d): void {\r\n desync(this);\r\n this.projectionMatrix.setFrom(newMatrix);\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n protected setPlanes(top: number, bottom: number, left: number, right: number): void {\r\n this._planeData[Plane.kTop] = top;\r\n this._planeData[Plane.kBottom] = bottom;\r\n this._planeData[Plane.kLeft] = left;\r\n this._planeData[Plane.kRight] = right;\r\n }\r\n\r\n protected setFrustum(nearPlane: number, farPlane: number, type: FrustumUniformType): void {\r\n this._frustumData[FrustumData.kNear] = nearPlane;\r\n this._frustumData[FrustumData.kFar] = farPlane;\r\n this._frustumData[FrustumData.kType] = type as number;\r\n\r\n // If nearPlane is zero, we don't have a camera (or got very unlucky); in that case shader will compute linear depth.\r\n this._logZData[0] = 0 !== nearPlane ? 1 / nearPlane : 0;\r\n this._logZData[1] = 0 !== nearPlane ? Math.log(farPlane / nearPlane) : farPlane;\r\n }\r\n}\r\n\r\nfunction normalizedDifference(p0: Point3d, p1: Point3d, out?: Vector3d): Vector3d {\r\n const result = undefined !== out ? out : new Vector3d();\r\n result.x = p0.x - p1.x;\r\n result.y = p0.y - p1.y;\r\n result.z = p0.z - p1.z;\r\n result.normalizeInPlace();\r\n return result;\r\n}\r\n\r\n/** @internal */\r\nexport function fromSumOf(p: Point3d, v: Vector3d, scale: number, out?: Point3d) {\r\n const result = undefined !== out ? out : new Point3d();\r\n result.x = p.x + v.x * scale;\r\n result.y = p.y + v.y * scale;\r\n result.z = p.z + v.z * scale;\r\n return result;\r\n}\r\n\r\nfunction dotDifference(pt: Point3d, origin: Point3d, vec: Vector3d): number {\r\n return (pt.x - origin.x) * vec.x + (pt.y - origin.y) * vec.y + (pt.z - origin.z) * vec.z;\r\n}\r\n\r\nfunction lookIn(eye: Point3d, viewX: Vector3d, viewY: Vector3d, viewZ: Vector3d, result: Transform) {\r\n const rot = result.matrix.coffs;\r\n rot[0] = viewX.x;\r\n rot[1] = viewX.y;\r\n rot[2] = viewX.z;\r\n rot[3] = viewY.x;\r\n rot[4] = viewY.y;\r\n rot[5] = viewY.z;\r\n rot[6] = viewZ.x;\r\n rot[7] = viewZ.y;\r\n rot[8] = viewZ.z;\r\n\r\n result.origin.x = -viewX.dotProduct(eye);\r\n result.origin.y = -viewY.dotProduct(eye);\r\n result.origin.z = -viewZ.dotProduct(eye);\r\n}\r\n\r\nfunction ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n 2.0 / (right - left), 0.0, 0.0, -(right + left) / (right - left),\r\n 0.0, 2.0 / (top - bottom), 0.0, -(top + bottom) / (top - bottom),\r\n 0.0, 0.0, -2.0 / (far - near), -(far + near) / (far - near),\r\n 0.0, 0.0, 0.0, 1.0,\r\n result);\r\n}\r\n\r\nfunction frustum(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n (2.0 * near) / (right - left), 0.0, (right + left) / (right - left), 0.0,\r\n 0.0, (2.0 * near) / (top - bottom), (top + bottom) / (top - bottom), 0.0,\r\n 0.0, 0.0, -(far + near) / (far - near), -(2.0 * far * near) / (far - near),\r\n 0.0, 0.0, -1.0, 0.0,\r\n result);\r\n}\r\n"]}
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-----------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { expectDefined } from \"@itwin/core-bentley\";\r\nimport { InverseMatrixState, Matrix4d, Point3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, Npc } from \"@itwin/core-common\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { IModelFrameLifecycle } from \"./IModelFrameLifecycle\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { desync, sync } from \"./Sync\";\r\n\r\n/** @internal */\r\nexport const enum FrustumUniformType { // eslint-disable-line no-restricted-syntax\r\n TwoDee,\r\n Orthographic,\r\n Perspective,\r\n}\r\n\r\n/** @internal */\r\nexport const enum Plane { // eslint-disable-line no-restricted-syntax\r\n kTop,\r\n kBottom,\r\n kLeft,\r\n kRight,\r\n}\r\n\r\nconst enum FrustumData { // eslint-disable-line no-restricted-syntax\r\n kNear,\r\n kFar,\r\n kType,\r\n}\r\n\r\n/** Represents a Target's frustum for use in glsl as a pair of uniforms.\r\n * Do not modify fields of exposed objects directly. e.g., do not directly manipulate the projection or view matrices - use the appropriate APIs.\r\n * @internal\r\n */\r\nexport class FrustumUniforms {\r\n // CPU state. Do not modify - use APIs.\r\n public readonly planFrustum = new Frustum();\r\n private _planFraction = 0;\r\n private readonly _nearPlaneCenter = new Point3d();\r\n public readonly viewMatrix = Transform.createIdentity();\r\n public readonly projectionMatrix = Matrix4d.createIdentity();\r\n private readonly _worldUpVector = Vector3d.unitZ();\r\n private readonly _viewUpVector = Vector3d.unitZ();\r\n\r\n // GPU state\r\n private readonly _planeData: Float32Array = new Float32Array(4);\r\n private readonly _frustumData: Float32Array = new Float32Array(3);\r\n public readonly projectionMatrix32 = new Matrix4();\r\n private readonly _logZData = new Float32Array(2);\r\n private readonly _viewUpVector32 = new Float32Array(3);\r\n\r\n // SyncTarget\r\n public syncKey = 0;\r\n\r\n // Scratch variables\r\n private readonly _scratch = {\r\n point3d: new Point3d(),\r\n vec3d: new Vector3d(),\r\n viewX: new Vector3d(),\r\n viewY: new Vector3d(),\r\n viewZ: new Vector3d(),\r\n };\r\n\r\n public constructor() {\r\n }\r\n\r\n public bindProjectionMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setMatrix4(this.projectionMatrix32);\r\n }\r\n\r\n public bindUpVector(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform3fv(this._viewUpVector32);\r\n }\r\n\r\n // uniform vec4 u_frustumPlanes; // { top, bottom, left, right }\r\n public get planes(): Float32Array { return this._planeData; }\r\n\r\n // uniform vec3 u_frustum; // { near, far, type }\r\n public get frustum(): Float32Array { return this._frustumData; }\r\n\r\n public get nearPlane(): number { return this._frustumData[FrustumData.kNear]; }\r\n public get farPlane(): number { return this._frustumData[FrustumData.kFar]; }\r\n public get type(): FrustumUniformType { return this.frustum[FrustumData.kType] as FrustumUniformType; }\r\n public get is2d(): boolean { return FrustumUniformType.TwoDee === this.type; }\r\n public get planFraction(): number { return this._planFraction; }\r\n\r\n // uniform vec2 u_logZ where x = 1/near and y = log(far/near)\r\n public get logZ(): Float32Array { return this._logZData; }\r\n\r\n public changeFrustum(newFrustum: Frustum, newFraction: number, is3d: boolean): void {\r\n if (newFraction === this._planFraction && is3d !== this.is2d && newFrustum.equals(this.planFrustum))\r\n return;\r\n\r\n desync(this);\r\n\r\n newFrustum.clone(this.planFrustum);\r\n\r\n const farLowerLeft = newFrustum.getCorner(Npc.LeftBottomRear);\r\n const farLowerRight = newFrustum.getCorner(Npc.RightBottomRear);\r\n const farUpperLeft = newFrustum.getCorner(Npc.LeftTopRear);\r\n const farUpperRight = newFrustum.getCorner(Npc.RightTopRear);\r\n const nearLowerLeft = newFrustum.getCorner(Npc.LeftBottomFront);\r\n const nearLowerRight = newFrustum.getCorner(Npc.RightBottomFront);\r\n const nearUpperLeft = newFrustum.getCorner(Npc.LeftTopFront);\r\n const nearUpperRight = newFrustum.getCorner(Npc.RightTopFront);\r\n\r\n const nearCenter = nearLowerLeft.interpolate(0.5, nearUpperRight, this._scratch.point3d);\r\n\r\n const viewX = normalizedDifference(nearLowerRight, nearLowerLeft, this._scratch.viewX);\r\n const viewY = normalizedDifference(nearUpperLeft, nearLowerLeft, this._scratch.viewY);\r\n const viewZ = expectDefined(viewX.crossProduct(viewY, this._scratch.viewZ).normalize());\r\n\r\n this._planFraction = newFraction;\r\n\r\n if (!is3d || newFraction > 0.999) { // ortho or 2d\r\n const halfWidth = Vector3d.createStartEnd(farLowerRight, farLowerLeft, this._scratch.vec3d).magnitude() * 0.5;\r\n const halfHeight = Vector3d.createStartEnd(farLowerRight, farUpperRight).magnitude() * 0.5;\r\n const depth = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d).magnitude();\r\n\r\n lookIn(nearCenter, viewX, viewY, viewZ, this.viewMatrix);\r\n ortho(-halfWidth, halfWidth, -halfHeight, halfHeight, 0, depth, this.projectionMatrix);\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(halfHeight, -halfHeight, -halfWidth, halfWidth);\r\n this.setFrustum(0, depth, is3d ? FrustumUniformType.Orthographic : FrustumUniformType.TwoDee);\r\n } else { // perspective\r\n const scale = 1.0 / (1.0 - newFraction);\r\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d);\r\n const cameraPosition = fromSumOf(farLowerLeft, zVec, scale, this._scratch.point3d);\r\n\r\n const frustumLeft = dotDifference(farLowerLeft, cameraPosition, viewX) * newFraction;\r\n const frustumRight = dotDifference(farLowerRight, cameraPosition, viewX) * newFraction;\r\n const frustumBottom = dotDifference(farLowerLeft, cameraPosition, viewY) * newFraction;\r\n const frustumTop = dotDifference(farUpperLeft, cameraPosition, viewY) * newFraction;\r\n const frustumFront = -dotDifference(nearLowerLeft, cameraPosition, viewZ);\r\n const frustumBack = -dotDifference(farLowerLeft, cameraPosition, viewZ);\r\n\r\n lookIn(cameraPosition, viewX, viewY, viewZ, this.viewMatrix);\r\n frustum(frustumLeft, frustumRight, frustumBottom, frustumTop, frustumFront, frustumBack, this.projectionMatrix);\r\n\r\n IModelFrameLifecycle.onChangeCameraView.raiseEvent({\r\n cameraPosition,\r\n viewX,\r\n viewY,\r\n viewZ,\r\n });\r\n IModelFrameLifecycle.onChangeCameraFrustum.raiseEvent({\r\n type: FrustumUniformType.Perspective,\r\n left: frustumLeft,\r\n right: frustumRight,\r\n bottom: frustumBottom,\r\n top: frustumTop,\r\n front: frustumFront,\r\n back: frustumBack,\r\n });\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(frustumTop, frustumBottom, frustumLeft, frustumRight);\r\n this.setFrustum(frustumFront, frustumBack, FrustumUniformType.Perspective);\r\n }\r\n\r\n this.viewMatrix.matrix.inverseState = InverseMatrixState.unknown;\r\n\r\n this.viewMatrix.matrix.multiplyVector(this._worldUpVector, this._viewUpVector);\r\n this._viewUpVector.normalizeInPlace();\r\n this._viewUpVector32[0] = this._viewUpVector.x;\r\n this._viewUpVector32[1] = this._viewUpVector.y;\r\n this._viewUpVector32[2] = this._viewUpVector.z;\r\n\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n public changeProjectionMatrix(newMatrix: Matrix4d): void {\r\n desync(this);\r\n this.projectionMatrix.setFrom(newMatrix);\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n protected setPlanes(top: number, bottom: number, left: number, right: number): void {\r\n this._planeData[Plane.kTop] = top;\r\n this._planeData[Plane.kBottom] = bottom;\r\n this._planeData[Plane.kLeft] = left;\r\n this._planeData[Plane.kRight] = right;\r\n }\r\n\r\n protected setFrustum(nearPlane: number, farPlane: number, type: FrustumUniformType): void {\r\n this._frustumData[FrustumData.kNear] = nearPlane;\r\n this._frustumData[FrustumData.kFar] = farPlane;\r\n this._frustumData[FrustumData.kType] = type as number;\r\n\r\n // If nearPlane is zero, we don't have a camera (or got very unlucky); in that case shader will compute linear depth.\r\n this._logZData[0] = 0 !== nearPlane ? 1 / nearPlane : 0;\r\n this._logZData[1] = 0 !== nearPlane ? Math.log(farPlane / nearPlane) : farPlane;\r\n }\r\n}\r\n\r\nfunction normalizedDifference(p0: Point3d, p1: Point3d, out?: Vector3d): Vector3d {\r\n const result = undefined !== out ? out : new Vector3d();\r\n result.x = p0.x - p1.x;\r\n result.y = p0.y - p1.y;\r\n result.z = p0.z - p1.z;\r\n result.normalizeInPlace();\r\n return result;\r\n}\r\n\r\n/** @internal */\r\nexport function fromSumOf(p: Point3d, v: Vector3d, scale: number, out?: Point3d) {\r\n const result = undefined !== out ? out : new Point3d();\r\n result.x = p.x + v.x * scale;\r\n result.y = p.y + v.y * scale;\r\n result.z = p.z + v.z * scale;\r\n return result;\r\n}\r\n\r\nfunction dotDifference(pt: Point3d, origin: Point3d, vec: Vector3d): number {\r\n return (pt.x - origin.x) * vec.x + (pt.y - origin.y) * vec.y + (pt.z - origin.z) * vec.z;\r\n}\r\n\r\nfunction lookIn(eye: Point3d, viewX: Vector3d, viewY: Vector3d, viewZ: Vector3d, result: Transform) {\r\n const rot = result.matrix.coffs;\r\n rot[0] = viewX.x;\r\n rot[1] = viewX.y;\r\n rot[2] = viewX.z;\r\n rot[3] = viewY.x;\r\n rot[4] = viewY.y;\r\n rot[5] = viewY.z;\r\n rot[6] = viewZ.x;\r\n rot[7] = viewZ.y;\r\n rot[8] = viewZ.z;\r\n\r\n result.origin.x = -viewX.dotProduct(eye);\r\n result.origin.y = -viewY.dotProduct(eye);\r\n result.origin.z = -viewZ.dotProduct(eye);\r\n}\r\n\r\nfunction ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n 2.0 / (right - left), 0.0, 0.0, -(right + left) / (right - left),\r\n 0.0, 2.0 / (top - bottom), 0.0, -(top + bottom) / (top - bottom),\r\n 0.0, 0.0, -2.0 / (far - near), -(far + near) / (far - near),\r\n 0.0, 0.0, 0.0, 1.0,\r\n result);\r\n}\r\n\r\nfunction frustum(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n (2.0 * near) / (right - left), 0.0, (right + left) / (right - left), 0.0,\r\n 0.0, (2.0 * near) / (top - bottom), (top + bottom) / (top - bottom), 0.0,\r\n 0.0, 0.0, -(far + near) / (far - near), -(2.0 * far * near) / (far - near),\r\n 0.0, 0.0, -1.0, 0.0,\r\n result);\r\n}\r\n"]}
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/** @packageDocumentation
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import { ContourDisplay } from "@itwin/core-common";
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import { EyeDomeLighting } from "./EDL";
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export declare function collectTextureStatistics(texture: TextureHandle | undefined, stats: RenderMemory.Statistics): void;
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data: Uint32Array;
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/** Orchestrates rendering of the scene on behalf of a Target.
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@@ -41,7 +34,6 @@ export declare abstract class SceneCompositor implements WebGLDisposable, Render
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abstract drawForReadPixels(_commands: RenderCommands, sceneOverlays: GraphicList, worldOverlayDecorations: GraphicList | undefined, viewOverlayDecorations: GraphicList | undefined): void;
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abstract readPixels(rect: ViewRect, selector: Pixel.Selector): Pixel.Buffer | undefined;
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{"version":3,"file":"SceneCompositor.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/SceneCompositor.ts"],"names":[],"mappings":"AAIA;;GAEG;
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{"version":3,"file":"SceneCompositor.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/SceneCompositor.ts"],"names":[],"mappings":"AAIA;;GAEG;AASH,OAAO,EAAE,YAAY,EAAE,MAAM,sBAAsB,CAAC;AACpD,OAAO,EAAE,QAAQ,EAAE,MAAM,0BAA0B,CAAC;AACpD,OAAO,EAAE,KAAK,EAAE,MAAM,uBAAuB,CAAC;AAC9C,OAAO,EAAE,WAAW,EAAE,MAAM,+BAA+B,CAAC;AAC5D,OAAO,EAAE,YAAY,EAAE,MAAM,8BAA8B,CAAC;AAG5D,OAAO,EAC2D,cAAc,EAE/E,MAAM,kBAAkB,CAAC;AAE1B,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAE/C,OAAO,EAAe,WAAW,EAAE,MAAM,eAAe,CAAC;AAIzD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAIlD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAElD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAElC,OAAO,EAAE,aAAa,EAAE,MAAM,WAAW,CAAC;AAE1C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,qBAAqB,EAAE,MAAM,iBAAiB,CAAC;AACxD,OAAO,EAAW,eAAe,EAAE,MAAM,OAAO,CAAC;AAGjD,wBAAgB,wBAAwB,CAAC,OAAO,EAAE,aAAa,GAAG,SAAS,EAAE,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI,CAGjH;AA6cD,wBAAgB,yBAAyB,CAAC,IAAI,EAAE,cAAc,GAAG,SAAS,EAAE,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI,CAGhH;AAgTD;;;GAGG;AACH,8BAAsB,eAAgB,YAAW,eAAe,EAAE,YAAY,CAAC,QAAQ;IACrF,SAAgB,MAAM,EAAE,MAAM,CAAC;IAC/B,SAAgB,cAAc,EAAE,cAAc,CAAC;IAC/C,SAAgB,eAAe,EAAE,eAAe,CAAC;IAEjD,SAAS,CAAC,gBAAgB,EAAE,OAAO,CAAC;IAEpC,aAAoB,UAAU,IAAI,OAAO,CAAC;aAC1B,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,IAAI;aACxB,OAAO,IAAI,IAAI;aACf,IAAI,CAAC,SAAS,EAAE,cAAc,GAAG,IAAI;aACrC,iBAAiB,CAAC,SAAS,EAAE,cAAc,EAAE,aAAa,EAAE,WAAW,EAAE,uBAAuB,EAAE,WAAW,GAAG,SAAS,EAAE,sBAAsB,EAAE,WAAW,GAAG,SAAS,GAAG,IAAI;aACjL,UAAU,CAAC,IAAI,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC,MAAM,GAAG,SAAS;aAC9E,iBAAiB,CAAC,IAAI,EAAE,QAAQ,GAAG,UAAU,GAAG,SAAS;aACzD,cAAc,CAAC,IAAI,EAAE,QAAQ,GAAG,UAAU,GAAG,SAAS;aACtD,kBAAkB,CAAC,OAAO,EAAE,YAAY,GAAG,SAAS,GAAG,IAAI;aAC3D,aAAa,CAAC,SAAS,EAAE,SAAS,EAAE,IAAI,EAAE,qBAAqB,EAAE,aAAa,EAAE,OAAO,GAAG,IAAI;aAC9F,iBAAiB,IAAI,IAAI;IAEzC,8GAA8G;IAC9G,aAAoB,oBAAoB,IAAI,WAAW,CAAC;IAExD,aAAoB,UAAU,IAAI,aAAa,CAAC;IAChD,aAAoB,aAAa,IAAI,aAAa,CAAC;IACnD,aAAoB,gBAAgB,IAAI,MAAM,CAAC;IAE/C,IAAW,eAAe,IAAI,OAAO,CAAkC;IAEvE,SAAS,aAAa,MAAM,EAAE,MAAM;WAOtB,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,eAAe;aAIrC,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;CACxE"}
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this.color = Texture_1.TextureHandle.createForAttachment(width, height, GL_1.GL.Texture.Format.Rgba, GL_1.GL.Texture.DataType.UnsignedByte);
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&& undefined !== this.depthAndOrder
|
|
157
|
-
&& undefined !== this.contours
|
|
158
148
|
&& undefined !== this.hilite;
|
|
159
149
|
if (rVal && numSamples > 1) {
|
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150
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rVal = this.enableMultiSampling(width, height, numSamples);
|
|
@@ -199,14 +189,12 @@ class Textures {
|
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199
189
|
this.featureIdMsBuffHidden = RenderBuffer_1.RenderBufferMultiSample.create(width, height, WebGL2RenderingContext.RGBA8, numSamples);
|
|
200
190
|
this.depthAndOrderMsBuff = RenderBuffer_1.RenderBufferMultiSample.create(width, height, WebGL2RenderingContext.RGBA8, numSamples);
|
|
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191
|
this.depthAndOrderMsBuffHidden = RenderBuffer_1.RenderBufferMultiSample.create(width, height, WebGL2RenderingContext.RGBA8, numSamples);
|
|
202
|
-
this.contoursMsBuff = RenderBuffer_1.RenderBufferMultiSample.create(width, height, WebGL2RenderingContext.RGBA8, numSamples);
|
|
203
192
|
this.hiliteMsBuff = RenderBuffer_1.RenderBufferMultiSample.create(width, height, WebGL2RenderingContext.RGBA8, numSamples);
|
|
204
193
|
return undefined !== this.colorMsBuff
|
|
205
194
|
&& undefined !== this.featureIdMsBuff
|
|
206
195
|
&& undefined !== this.featureIdMsBuffHidden
|
|
207
196
|
&& undefined !== this.depthAndOrderMsBuff
|
|
208
197
|
&& undefined !== this.depthAndOrderMsBuffHidden
|
|
209
|
-
&& undefined !== this.contoursMsBuff
|
|
210
198
|
&& undefined !== this.hiliteMsBuff;
|
|
211
199
|
}
|
|
212
200
|
disableMultiSampling() {
|
|
@@ -215,7 +203,6 @@ class Textures {
|
|
|
215
203
|
this.featureIdMsBuffHidden = (0, core_bentley_1.dispose)(this.featureIdMsBuffHidden);
|
|
216
204
|
this.depthAndOrderMsBuff = (0, core_bentley_1.dispose)(this.depthAndOrderMsBuff);
|
|
217
205
|
this.depthAndOrderMsBuffHidden = (0, core_bentley_1.dispose)(this.depthAndOrderMsBuffHidden);
|
|
218
|
-
this.contoursMsBuff = (0, core_bentley_1.dispose)(this.contoursMsBuff);
|
|
219
206
|
this.hiliteMsBuff = (0, core_bentley_1.dispose)(this.hiliteMsBuff);
|
|
220
207
|
return true;
|
|
221
208
|
}
|
|
@@ -225,7 +212,6 @@ class FrameBuffers {
|
|
|
225
212
|
opaqueColor;
|
|
226
213
|
opaqueAndCompositeColor;
|
|
227
214
|
depthAndOrder;
|
|
228
|
-
contours;
|
|
229
215
|
hilite;
|
|
230
216
|
hiliteUsingStencil;
|
|
231
217
|
stencilSet;
|
|
@@ -250,10 +236,9 @@ class FrameBuffers {
|
|
|
250
236
|
if (!this.initPotentialMSFbos(textures, depth, depthMS))
|
|
251
237
|
return false;
|
|
252
238
|
this.depthAndOrder = FrameBuffer_1.FrameBuffer.create([(0, core_bentley_1.expectDefined)(textures.depthAndOrder)], depth);
|
|
253
|
-
this.contours = FrameBuffer_1.FrameBuffer.create([(0, core_bentley_1.expectDefined)(textures.contours)], depth);
|
|
254
239
|
this.hilite = FrameBuffer_1.FrameBuffer.create([(0, core_bentley_1.expectDefined)(textures.hilite)], depth);
|
|
255
240
|
this.hiliteUsingStencil = FrameBuffer_1.FrameBuffer.create([(0, core_bentley_1.expectDefined)(textures.hilite)], depth);
|
|
256
|
-
if (!this.depthAndOrder || !this.
|
|
241
|
+
if (!this.depthAndOrder || !this.hilite || !this.hiliteUsingStencil)
|
|
257
242
|
return false;
|
|
258
243
|
(0, core_bentley_1.assert)(undefined === this.opaqueAll);
|
|
259
244
|
if (!this.initPotentialMSMRTFbos(textures, depth, depthMS))
|
|
@@ -294,10 +279,9 @@ class FrameBuffers {
|
|
|
294
279
|
undefined !== textures.color &&
|
|
295
280
|
undefined !== textures.featureId &&
|
|
296
281
|
undefined !== textures.depthAndOrder &&
|
|
297
|
-
undefined !== textures.contours &&
|
|
298
282
|
undefined !== textures.accumulation &&
|
|
299
283
|
undefined !== textures.revealage);
|
|
300
|
-
const colorAndPick = [boundColor, textures.featureId, textures.depthAndOrder
|
|
284
|
+
const colorAndPick = [boundColor, textures.featureId, textures.depthAndOrder];
|
|
301
285
|
if (undefined === depthMs) {
|
|
302
286
|
this.opaqueAll = FrameBuffer_1.FrameBuffer.create(colorAndPick, depth);
|
|
303
287
|
colorAndPick[0] = textures.color;
|
|
@@ -307,10 +291,9 @@ class FrameBuffers {
|
|
|
307
291
|
(0, core_bentley_1.assert)(undefined !== textures.colorMsBuff &&
|
|
308
292
|
undefined !== textures.featureIdMsBuff &&
|
|
309
293
|
undefined !== textures.featureIdMsBuffHidden &&
|
|
310
|
-
undefined !== textures.contoursMsBuff &&
|
|
311
294
|
undefined !== textures.depthAndOrderMsBuff &&
|
|
312
295
|
undefined !== textures.depthAndOrderMsBuffHidden);
|
|
313
|
-
const colorAndPickMsBuffs = [textures.colorMsBuff, textures.featureIdMsBuff, textures.depthAndOrderMsBuff
|
|
296
|
+
const colorAndPickMsBuffs = [textures.colorMsBuff, textures.featureIdMsBuff, textures.depthAndOrderMsBuff];
|
|
314
297
|
const colorAndPickFilters = [GL_1.GL.MultiSampling.Filter.Linear, GL_1.GL.MultiSampling.Filter.Nearest, GL_1.GL.MultiSampling.Filter.Nearest, GL_1.GL.MultiSampling.Filter.Nearest];
|
|
315
298
|
this.opaqueAll = FrameBuffer_1.FrameBuffer.create(colorAndPick, depth, colorAndPickMsBuffs, colorAndPickFilters, depthMs);
|
|
316
299
|
colorAndPick[0] = textures.color;
|
|
@@ -426,7 +409,7 @@ class FrameBuffers {
|
|
|
426
409
|
return this.initPotentialMSFbos(textures, depth, undefined);
|
|
427
410
|
}
|
|
428
411
|
get isDisposed() {
|
|
429
|
-
return undefined === this.opaqueColor && undefined === this.opaqueAndCompositeColor && undefined === this.depthAndOrder
|
|
412
|
+
return undefined === this.opaqueColor && undefined === this.opaqueAndCompositeColor && undefined === this.depthAndOrder
|
|
430
413
|
&& undefined === this.hilite && undefined === this.hiliteUsingStencil && undefined === this.occlusion
|
|
431
414
|
&& undefined === this.occlusionBlur && undefined === this.stencilSet && undefined === this.altZOnly
|
|
432
415
|
&& undefined === this.volClassCreateBlend && undefined === this.volClassCreateBlendAltZ && undefined === this.opaqueAll
|
|
@@ -439,7 +422,6 @@ class FrameBuffers {
|
|
|
439
422
|
this.opaqueColor = (0, core_bentley_1.dispose)(this.opaqueColor);
|
|
440
423
|
this.opaqueAndCompositeColor = (0, core_bentley_1.dispose)(this.opaqueAndCompositeColor);
|
|
441
424
|
this.depthAndOrder = (0, core_bentley_1.dispose)(this.depthAndOrder);
|
|
442
|
-
this.contours = (0, core_bentley_1.dispose)(this.contours);
|
|
443
425
|
this.hilite = (0, core_bentley_1.dispose)(this.hilite);
|
|
444
426
|
this.hiliteUsingStencil = (0, core_bentley_1.dispose)(this.hiliteUsingStencil);
|
|
445
427
|
this.occlusion = (0, core_bentley_1.dispose)(this.occlusion);
|
|
@@ -556,7 +538,6 @@ class PixelBuffer {
|
|
|
556
538
|
_selector;
|
|
557
539
|
_featureId;
|
|
558
540
|
_depthAndOrder;
|
|
559
|
-
_contours;
|
|
560
541
|
_batchState;
|
|
561
542
|
_scratchModelFeature = core_common_1.ModelFeature.create();
|
|
562
543
|
get _numPixels() { return this._rect.width * this._rect.height; }
|
|
@@ -670,28 +651,6 @@ class PixelBuffer {
|
|
|
670
651
|
}
|
|
671
652
|
}
|
|
672
653
|
}
|
|
673
|
-
let contour;
|
|
674
|
-
if (this._contours) {
|
|
675
|
-
const contour32 = this.getPixel32(this._contours.data, index);
|
|
676
|
-
if (contour32) { // undefined means out of bounds; zero means not a contour.
|
|
677
|
-
const groupIndexAndType = this.decodeUint8(contour32, 32);
|
|
678
|
-
const groupIndex = groupIndexAndType & ~(8 | 16);
|
|
679
|
-
const group = this._contours.display.groups[groupIndex];
|
|
680
|
-
if (group) {
|
|
681
|
-
const elevationFraction = this.decodeDepthRgba(contour32);
|
|
682
|
-
let elevation = elevationFraction * (this._contours.zHigh - this._contours.zLow) + this._contours.zLow;
|
|
683
|
-
// The shader rounds to the nearest contour elevation using single-precision arithmetic.
|
|
684
|
-
// Re-round here using double-precision to get closer.
|
|
685
|
-
const interval = group.contourDef.minorInterval;
|
|
686
|
-
elevation = (elevation >= 0 ? Math.floor((elevation + interval / 2) / interval) : Math.ceil((elevation - interval / 2) / interval)) * interval;
|
|
687
|
-
contour = {
|
|
688
|
-
group,
|
|
689
|
-
elevation,
|
|
690
|
-
isMajor: groupIndexAndType > 15,
|
|
691
|
-
};
|
|
692
|
-
}
|
|
693
|
-
}
|
|
694
|
-
}
|
|
695
654
|
let featureTable, iModel, transformToIModel, tileId, viewAttachmentId, inSectionDrawingAttachment;
|
|
696
655
|
if (undefined !== batchInfo) {
|
|
697
656
|
featureTable = batchInfo.featureTable;
|
|
@@ -712,7 +671,6 @@ class PixelBuffer {
|
|
|
712
671
|
tileId,
|
|
713
672
|
viewAttachmentId,
|
|
714
673
|
inSectionDrawingAttachment,
|
|
715
|
-
contour,
|
|
716
674
|
});
|
|
717
675
|
}
|
|
718
676
|
constructor(rect, selector, compositor) {
|
|
@@ -733,10 +691,6 @@ class PixelBuffer {
|
|
|
733
691
|
else
|
|
734
692
|
this._selector &= ~Pixel_1.Pixel.Selector.Feature;
|
|
735
693
|
}
|
|
736
|
-
// Note: readContours is a no-op unless contours are actually being drawn.
|
|
737
|
-
if (Pixel_1.Pixel.Selector.None !== (selector & Pixel_1.Pixel.Selector.Contours)) {
|
|
738
|
-
this._contours = compositor.readContours(rect);
|
|
739
|
-
}
|
|
740
694
|
}
|
|
741
695
|
get isEmpty() { return Pixel_1.Pixel.Selector.None === this._selector; }
|
|
742
696
|
static create(rect, selector, compositor) {
|
|
@@ -1424,23 +1378,6 @@ class Compositor extends SceneCompositor {
|
|
|
1424
1378
|
readDepthAndOrder(rect) {
|
|
1425
1379
|
return this.readFrameBuffer(rect, this._fbos.depthAndOrder);
|
|
1426
1380
|
}
|
|
1427
|
-
readContours(rect) {
|
|
1428
|
-
// Are we actually drawing any contours? If not, don't bother reading an array of all zeroes off the GPU.
|
|
1429
|
-
const contours = this.target.currentContours;
|
|
1430
|
-
if (!contours || !contours.displayContours || contours.groups.length === 0) {
|
|
1431
|
-
return undefined;
|
|
1432
|
-
}
|
|
1433
|
-
const info = this.readFrameBuffer(rect, this._fbos.contours);
|
|
1434
|
-
if (!info) {
|
|
1435
|
-
return undefined;
|
|
1436
|
-
}
|
|
1437
|
-
return {
|
|
1438
|
-
data: new Uint32Array(info.buffer),
|
|
1439
|
-
display: contours,
|
|
1440
|
-
zLow: this.target.uniforms.frustum.worldFrustumZRange[0],
|
|
1441
|
-
zHigh: this.target.uniforms.frustum.worldFrustumZRange[1],
|
|
1442
|
-
};
|
|
1443
|
-
}
|
|
1444
1381
|
readFeatureIds(rect) {
|
|
1445
1382
|
const tex = this._textures.featureId;
|
|
1446
1383
|
if (undefined === tex)
|