@itwin/core-frontend 5.3.0-dev.8 → 5.4.0-dev.2

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 (200) hide show
  1. package/CHANGELOG.md +26 -1
  2. package/lib/cjs/ElementLocateManager.d.ts.map +1 -1
  3. package/lib/cjs/ElementLocateManager.js +2 -5
  4. package/lib/cjs/ElementLocateManager.js.map +1 -1
  5. package/lib/cjs/HitDetail.d.ts +1 -24
  6. package/lib/cjs/HitDetail.d.ts.map +1 -1
  7. package/lib/cjs/HitDetail.js +0 -5
  8. package/lib/cjs/HitDetail.js.map +1 -1
  9. package/lib/cjs/IModelApp.d.ts +4 -0
  10. package/lib/cjs/IModelApp.d.ts.map +1 -1
  11. package/lib/cjs/IModelApp.js +4 -0
  12. package/lib/cjs/IModelApp.js.map +1 -1
  13. package/lib/cjs/SubCategoriesCache.d.ts +1 -1
  14. package/lib/cjs/SubCategoriesCache.d.ts.map +1 -1
  15. package/lib/cjs/SubCategoriesCache.js +3 -3
  16. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  17. package/lib/cjs/ViewManager.d.ts +4 -2
  18. package/lib/cjs/ViewManager.d.ts.map +1 -1
  19. package/lib/cjs/ViewManager.js +3 -1
  20. package/lib/cjs/ViewManager.js.map +1 -1
  21. package/lib/cjs/Viewport.d.ts.map +1 -1
  22. package/lib/cjs/Viewport.js +9 -3
  23. package/lib/cjs/Viewport.js.map +1 -1
  24. package/lib/cjs/common/imdl/ParseImdlDocument.d.ts.map +1 -1
  25. package/lib/cjs/common/imdl/ParseImdlDocument.js +1 -43
  26. package/lib/cjs/common/imdl/ParseImdlDocument.js.map +1 -1
  27. package/lib/cjs/common/internal/Symbols.d.ts +1 -0
  28. package/lib/cjs/common/internal/Symbols.d.ts.map +1 -1
  29. package/lib/cjs/common/internal/Symbols.js +1 -0
  30. package/lib/cjs/common/internal/Symbols.js.map +1 -1
  31. package/lib/cjs/internal/cross-package.d.ts +4 -0
  32. package/lib/cjs/internal/cross-package.d.ts.map +1 -1
  33. package/lib/cjs/internal/cross-package.js +3 -1
  34. package/lib/cjs/internal/cross-package.js.map +1 -1
  35. package/lib/cjs/internal/render/RenderAreaPattern.d.ts +1 -0
  36. package/lib/cjs/internal/render/RenderAreaPattern.d.ts.map +1 -1
  37. package/lib/cjs/internal/render/RenderAreaPattern.js.map +1 -1
  38. package/lib/cjs/internal/render/RenderGeometry.d.ts +3 -1
  39. package/lib/cjs/internal/render/RenderGeometry.d.ts.map +1 -1
  40. package/lib/cjs/internal/render/RenderGeometry.js.map +1 -1
  41. package/lib/cjs/internal/render/RenderPlan.d.ts +3 -1
  42. package/lib/cjs/internal/render/RenderPlan.d.ts.map +1 -1
  43. package/lib/cjs/internal/render/RenderPlan.js.map +1 -1
  44. package/lib/cjs/internal/render/webgl/FrustumUniforms.d.ts +0 -2
  45. package/lib/cjs/internal/render/webgl/FrustumUniforms.d.ts.map +1 -1
  46. package/lib/cjs/internal/render/webgl/FrustumUniforms.js +0 -7
  47. package/lib/cjs/internal/render/webgl/FrustumUniforms.js.map +1 -1
  48. package/lib/cjs/internal/render/webgl/SceneCompositor.d.ts +0 -9
  49. package/lib/cjs/internal/render/webgl/SceneCompositor.d.ts.map +1 -1
  50. package/lib/cjs/internal/render/webgl/SceneCompositor.js +4 -67
  51. package/lib/cjs/internal/render/webgl/SceneCompositor.js.map +1 -1
  52. package/lib/cjs/internal/render/webgl/ShaderBuilder.d.ts +3 -4
  53. package/lib/cjs/internal/render/webgl/ShaderBuilder.d.ts.map +1 -1
  54. package/lib/cjs/internal/render/webgl/ShaderBuilder.js +3 -3
  55. package/lib/cjs/internal/render/webgl/ShaderBuilder.js.map +1 -1
  56. package/lib/cjs/internal/render/webgl/System.d.ts +1 -1
  57. package/lib/cjs/internal/render/webgl/System.d.ts.map +1 -1
  58. package/lib/cjs/internal/render/webgl/System.js.map +1 -1
  59. package/lib/cjs/internal/render/webgl/glsl/Atmosphere.js +1 -1
  60. package/lib/cjs/internal/render/webgl/glsl/ClearPickAndColor.d.ts.map +1 -1
  61. package/lib/cjs/internal/render/webgl/glsl/ClearPickAndColor.js +1 -2
  62. package/lib/cjs/internal/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
  63. package/lib/cjs/internal/render/webgl/glsl/Contours.d.ts.map +1 -1
  64. package/lib/cjs/internal/render/webgl/glsl/Contours.js +1 -30
  65. package/lib/cjs/internal/render/webgl/glsl/Contours.js.map +1 -1
  66. package/lib/cjs/internal/render/webgl/glsl/Fragment.d.ts.map +1 -1
  67. package/lib/cjs/internal/render/webgl/glsl/Fragment.js +2 -7
  68. package/lib/cjs/internal/render/webgl/glsl/Fragment.js.map +1 -1
  69. package/lib/cjs/internal/render/webgl/glsl/RealityMesh.js +1 -1
  70. package/lib/cjs/internal/render/webgl/glsl/Surface.js +1 -1
  71. package/lib/cjs/internal/tile/DynamicIModelTile.d.ts +2 -0
  72. package/lib/cjs/internal/tile/DynamicIModelTile.d.ts.map +1 -1
  73. package/lib/cjs/internal/tile/DynamicIModelTile.js +3 -0
  74. package/lib/cjs/internal/tile/DynamicIModelTile.js.map +1 -1
  75. package/lib/cjs/internal/tile/IModelTileTree.d.ts +2 -0
  76. package/lib/cjs/internal/tile/IModelTileTree.d.ts.map +1 -1
  77. package/lib/cjs/internal/tile/IModelTileTree.js +5 -0
  78. package/lib/cjs/internal/tile/IModelTileTree.js.map +1 -1
  79. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +1 -1
  80. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISImageryProvider.js +1 -0
  81. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -1
  82. package/lib/cjs/render/Pixel.d.ts +2 -13
  83. package/lib/cjs/render/Pixel.d.ts.map +1 -1
  84. package/lib/cjs/render/Pixel.js +1 -9
  85. package/lib/cjs/render/Pixel.js.map +1 -1
  86. package/lib/cjs/tile/map/MapLayerAuthentication.d.ts +4 -0
  87. package/lib/cjs/tile/map/MapLayerAuthentication.d.ts.map +1 -1
  88. package/lib/cjs/tile/map/MapLayerAuthentication.js.map +1 -1
  89. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts +13 -1
  90. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  91. package/lib/cjs/tile/map/MapLayerImageryProvider.js +25 -1
  92. package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
  93. package/lib/cjs/tools/AccuDrawViewportUI.d.ts +82 -26
  94. package/lib/cjs/tools/AccuDrawViewportUI.d.ts.map +1 -1
  95. package/lib/cjs/tools/AccuDrawViewportUI.js +171 -87
  96. package/lib/cjs/tools/AccuDrawViewportUI.js.map +1 -1
  97. package/lib/cjs/tools/ToolAdmin.d.ts.map +1 -1
  98. package/lib/cjs/tools/ToolAdmin.js +3 -0
  99. package/lib/cjs/tools/ToolAdmin.js.map +1 -1
  100. package/lib/esm/ElementLocateManager.d.ts.map +1 -1
  101. package/lib/esm/ElementLocateManager.js +2 -5
  102. package/lib/esm/ElementLocateManager.js.map +1 -1
  103. package/lib/esm/HitDetail.d.ts +1 -24
  104. package/lib/esm/HitDetail.d.ts.map +1 -1
  105. package/lib/esm/HitDetail.js +0 -5
  106. package/lib/esm/HitDetail.js.map +1 -1
  107. package/lib/esm/IModelApp.d.ts +4 -0
  108. package/lib/esm/IModelApp.d.ts.map +1 -1
  109. package/lib/esm/IModelApp.js +4 -0
  110. package/lib/esm/IModelApp.js.map +1 -1
  111. package/lib/esm/SubCategoriesCache.d.ts +1 -1
  112. package/lib/esm/SubCategoriesCache.d.ts.map +1 -1
  113. package/lib/esm/SubCategoriesCache.js +3 -3
  114. package/lib/esm/SubCategoriesCache.js.map +1 -1
  115. package/lib/esm/ViewManager.d.ts +4 -2
  116. package/lib/esm/ViewManager.d.ts.map +1 -1
  117. package/lib/esm/ViewManager.js +3 -1
  118. package/lib/esm/ViewManager.js.map +1 -1
  119. package/lib/esm/Viewport.d.ts.map +1 -1
  120. package/lib/esm/Viewport.js +9 -3
  121. package/lib/esm/Viewport.js.map +1 -1
  122. package/lib/esm/common/imdl/ParseImdlDocument.d.ts.map +1 -1
  123. package/lib/esm/common/imdl/ParseImdlDocument.js +1 -43
  124. package/lib/esm/common/imdl/ParseImdlDocument.js.map +1 -1
  125. package/lib/esm/common/internal/Symbols.d.ts +1 -0
  126. package/lib/esm/common/internal/Symbols.d.ts.map +1 -1
  127. package/lib/esm/common/internal/Symbols.js +1 -0
  128. package/lib/esm/common/internal/Symbols.js.map +1 -1
  129. package/lib/esm/internal/cross-package.d.ts +4 -0
  130. package/lib/esm/internal/cross-package.d.ts.map +1 -1
  131. package/lib/esm/internal/cross-package.js +1 -0
  132. package/lib/esm/internal/cross-package.js.map +1 -1
  133. package/lib/esm/internal/render/RenderAreaPattern.d.ts +1 -0
  134. package/lib/esm/internal/render/RenderAreaPattern.d.ts.map +1 -1
  135. package/lib/esm/internal/render/RenderAreaPattern.js.map +1 -1
  136. package/lib/esm/internal/render/RenderGeometry.d.ts +3 -1
  137. package/lib/esm/internal/render/RenderGeometry.d.ts.map +1 -1
  138. package/lib/esm/internal/render/RenderGeometry.js.map +1 -1
  139. package/lib/esm/internal/render/RenderPlan.d.ts +3 -1
  140. package/lib/esm/internal/render/RenderPlan.d.ts.map +1 -1
  141. package/lib/esm/internal/render/RenderPlan.js.map +1 -1
  142. package/lib/esm/internal/render/webgl/FrustumUniforms.d.ts +0 -2
  143. package/lib/esm/internal/render/webgl/FrustumUniforms.d.ts.map +1 -1
  144. package/lib/esm/internal/render/webgl/FrustumUniforms.js +1 -8
  145. package/lib/esm/internal/render/webgl/FrustumUniforms.js.map +1 -1
  146. package/lib/esm/internal/render/webgl/SceneCompositor.d.ts +0 -9
  147. package/lib/esm/internal/render/webgl/SceneCompositor.d.ts.map +1 -1
  148. package/lib/esm/internal/render/webgl/SceneCompositor.js +4 -67
  149. package/lib/esm/internal/render/webgl/SceneCompositor.js.map +1 -1
  150. package/lib/esm/internal/render/webgl/ShaderBuilder.d.ts +3 -4
  151. package/lib/esm/internal/render/webgl/ShaderBuilder.d.ts.map +1 -1
  152. package/lib/esm/internal/render/webgl/ShaderBuilder.js +3 -3
  153. package/lib/esm/internal/render/webgl/ShaderBuilder.js.map +1 -1
  154. package/lib/esm/internal/render/webgl/System.d.ts +1 -1
  155. package/lib/esm/internal/render/webgl/System.d.ts.map +1 -1
  156. package/lib/esm/internal/render/webgl/System.js.map +1 -1
  157. package/lib/esm/internal/render/webgl/glsl/Atmosphere.js +1 -1
  158. package/lib/esm/internal/render/webgl/glsl/ClearPickAndColor.d.ts.map +1 -1
  159. package/lib/esm/internal/render/webgl/glsl/ClearPickAndColor.js +1 -2
  160. package/lib/esm/internal/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
  161. package/lib/esm/internal/render/webgl/glsl/Contours.d.ts.map +1 -1
  162. package/lib/esm/internal/render/webgl/glsl/Contours.js +1 -30
  163. package/lib/esm/internal/render/webgl/glsl/Contours.js.map +1 -1
  164. package/lib/esm/internal/render/webgl/glsl/Fragment.d.ts.map +1 -1
  165. package/lib/esm/internal/render/webgl/glsl/Fragment.js +2 -7
  166. package/lib/esm/internal/render/webgl/glsl/Fragment.js.map +1 -1
  167. package/lib/esm/internal/render/webgl/glsl/RealityMesh.js +1 -1
  168. package/lib/esm/internal/render/webgl/glsl/Surface.js +1 -1
  169. package/lib/esm/internal/tile/DynamicIModelTile.d.ts +2 -0
  170. package/lib/esm/internal/tile/DynamicIModelTile.d.ts.map +1 -1
  171. package/lib/esm/internal/tile/DynamicIModelTile.js +3 -0
  172. package/lib/esm/internal/tile/DynamicIModelTile.js.map +1 -1
  173. package/lib/esm/internal/tile/IModelTileTree.d.ts +2 -0
  174. package/lib/esm/internal/tile/IModelTileTree.d.ts.map +1 -1
  175. package/lib/esm/internal/tile/IModelTileTree.js +5 -0
  176. package/lib/esm/internal/tile/IModelTileTree.js.map +1 -1
  177. package/lib/esm/internal/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +1 -1
  178. package/lib/esm/internal/tile/map/ImageryProviders/ArcGISImageryProvider.js +1 -0
  179. package/lib/esm/internal/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -1
  180. package/lib/esm/render/Pixel.d.ts +2 -13
  181. package/lib/esm/render/Pixel.d.ts.map +1 -1
  182. package/lib/esm/render/Pixel.js +1 -9
  183. package/lib/esm/render/Pixel.js.map +1 -1
  184. package/lib/esm/tile/map/MapLayerAuthentication.d.ts +4 -0
  185. package/lib/esm/tile/map/MapLayerAuthentication.d.ts.map +1 -1
  186. package/lib/esm/tile/map/MapLayerAuthentication.js.map +1 -1
  187. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts +13 -1
  188. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  189. package/lib/esm/tile/map/MapLayerImageryProvider.js +25 -1
  190. package/lib/esm/tile/map/MapLayerImageryProvider.js.map +1 -1
  191. package/lib/esm/tools/AccuDrawViewportUI.d.ts +82 -26
  192. package/lib/esm/tools/AccuDrawViewportUI.d.ts.map +1 -1
  193. package/lib/esm/tools/AccuDrawViewportUI.js +171 -87
  194. package/lib/esm/tools/AccuDrawViewportUI.js.map +1 -1
  195. package/lib/esm/tools/ToolAdmin.d.ts.map +1 -1
  196. package/lib/esm/tools/ToolAdmin.js +3 -0
  197. package/lib/esm/tools/ToolAdmin.js.map +1 -1
  198. package/lib/public/scripts/parse-imdl-worker.js +1 -1
  199. package/lib/workers/webpack/parse-imdl-worker.js +1 -1
  200. package/package.json +22 -23
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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, BentleyStatus, Dictionary, dispose, expectDefined, Id64, Id64String } from \"@itwin/core-bentley\";\nimport { ColorDef, ElementAlignedBox3d, Frustum, Gradient, ImageBuffer, ImageBufferFormat, ImageSourceFormat, IModelError, RenderFeatureTable, RenderMaterial, RenderMaterialParams, RenderTexture, RenderTextureParams, RgbColorProps, TextureMapping, TextureTransparency } from \"@itwin/core-common\";\nimport { ClipVector, Point3d, Range3d, Transform } from \"@itwin/core-geometry\";\nimport { Capabilities, WebGLContext } from \"@itwin/webgl-compatibility\";\nimport { IModelApp } from \"../../../IModelApp\";\nimport { IModelConnection } from \"../../../IModelConnection\";\nimport { MapTileTreeReference, TileTreeReference } from \"../../../tile/internal\";\nimport { imageElementFromImageSource } from \"../../../common/ImageUtil\";\nimport { MeshParams } from \"../../../common/internal/render/MeshParams\";\nimport { PointStringParams } from \"../../../common/internal/render/PointStringParams\";\nimport { PolylineParams } from \"../../../common/internal/render/PolylineParams\";\nimport { TextureCacheKey } from \"../../../common/render/TextureParams\";\nimport { ViewRect } from \"../../../common/ViewRect\";\nimport { GraphicBranch, GraphicBranchOptions } from \"../../../render/GraphicBranch\";\nimport { CustomGraphicBuilderOptions, GraphicBuilder, ViewportGraphicBuilderOptions } from \"../../../render/GraphicBuilder\";\nimport { InstancedGraphicParams, PatternGraphicParams } from \"../../../common/render/InstancedGraphicParams\";\nimport { PrimitiveBuilder } from \"../../../internal/render/PrimitiveBuilder\";\nimport { MeshMapLayerGraphicParams } from \"../MeshMapLayerGraphicParams\";\nimport { PointCloudArgs } from \"../../../common/internal/render/PointCloudPrimitive\";\nimport { RenderClipVolume } from \"../../../render/RenderClipVolume\";\nimport { RenderGraphic, RenderGraphicOwner } from \"../../../render/RenderGraphic\";\nimport { CreateRenderMaterialArgs } from \"../../../render/CreateRenderMaterialArgs\";\nimport { RenderMemory } from \"../../../render/RenderMemory\";\nimport { RealityMeshParams } from \"../../../render/RealityMeshParams\";\nimport {\n CreateGraphicFromTemplateArgs, PlanarGridProps, RenderInstances, RenderSystem,\n} from \"../../../render/RenderSystem\";\nimport { DebugShaderFile, GLTimerResultCallback, RenderDiagnostics, RenderSystemDebugControl } from \"../RenderSystemDebugControl\";\nimport { RenderTarget } from \"../../../render/RenderTarget\";\nimport { CreateTextureArgs, CreateTextureFromSourceArgs } from \"../../../render/CreateTextureArgs\";\nimport { ScreenSpaceEffectBuilder, ScreenSpaceEffectBuilderParams } from \"../../../render/ScreenSpaceEffectBuilder\";\nimport { BackgroundMapDrape } from \"./BackgroundMapDrape\";\nimport { SkyBoxQuadsGeometry, SkySphereViewportQuadGeometry } from \"./CachedGeometry\";\nimport { ClipVolume } from \"./ClipVolume\";\nimport { Debug } from \"./Diagnostics\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DepthBuffer, FrameBufferStack } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { GLTimer } from \"./GLTimer\";\nimport { AnimationTransformBranch, Batch, Branch, Graphic, GraphicOwner, GraphicsArray } from \"./Graphic\";\nimport { InstanceBuffers, isInstancedGraphicParams, PatternBuffers, RenderInstancesImpl } from \"./InstancedGeometry\";\nimport { Layer, LayerContainer } from \"./Layer\";\nimport { LineCode } from \"./LineCode\";\nimport { Material } from \"./Material\";\nimport { MeshGraphic, MeshRenderGeometry } from \"./Mesh\";\nimport { PlanarGridGeometry } from \"./PlanarGrid\";\nimport { PointCloudGeometry } from \"./PointCloud\";\nimport { PointStringGeometry } from \"./PointString\";\nimport { PolylineGeometry } from \"./Polyline\";\nimport { Primitive, SkyCubePrimitive, SkySpherePrimitive } from \"./Primitive\";\nimport { RealityMeshGeometry } from \"./RealityMesh\";\nimport { RenderBufferMultiSample } from \"./RenderBuffer\";\nimport { TextureUnit } from \"./RenderFlags\";\nimport { RenderState } from \"./RenderState\";\nimport { createScreenSpaceEffectBuilder, ScreenSpaceEffects } from \"./ScreenSpaceEffect\";\nimport { OffScreenTarget, OnScreenTarget } from \"./Target\";\nimport { Techniques } from \"./Technique\";\nimport { ExternalTextureLoader, Texture, TextureHandle } from \"./Texture\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { BatchOptions } from \"../../../common/render/BatchOptions\";\nimport { RenderGeometry } from \"../../../internal/render/RenderGeometry\";\nimport { RenderInstancesParams } from \"../../../common/render/RenderInstancesParams\";\nimport { _batch, _branch, _featureTable, _nodes } from \"../../../common/internal/Symbols\";\nimport { RenderInstancesParamsImpl } from \"../../../internal/render/RenderInstancesParamsImpl\";\nimport { RenderSkyBoxParams } from \"../RenderSkyBoxParams\";\nimport { RenderAreaPattern } from \"../RenderAreaPattern\";\n\n/* eslint-disable no-restricted-syntax */\n\n/** @internal */\nexport const enum ContextState {\n Uninitialized,\n Success,\n Error,\n}\n\ntype RenderGeometryImpl = MeshRenderGeometry | RealityMeshGeometry | PolylineGeometry | PointStringGeometry | PointCloudGeometry;\n\n/** Id map holds key value pairs for both materials and textures, useful for caching such objects.\n * @internal\n */\nexport class IdMap implements WebGLDisposable {\n private readonly _iModel: IModelConnection;\n /** Mapping of materials by their key values. */\n public readonly materials = new Map<string, RenderMaterial>();\n /** Mapping of textures by their key values. */\n public readonly textures = new Map<string, RenderTexture>();\n /** Mapping of textures using gradient symbology. */\n public readonly gradients = new Dictionary<Gradient.Symb, RenderTexture>((lhs, rhs) => Gradient.Symb.compareSymb(lhs, rhs));\n /** Pending promises to create a texture from an ImageSource. This prevents us from decoding the same ImageSource multiple times */\n public readonly texturesFromImageSources = new Map<string, Promise<RenderTexture | undefined>>();\n\n public constructor(iModel: IModelConnection) {\n this._iModel = iModel;\n }\n\n public get isDisposed(): boolean {\n return 0 === this.textures.size && 0 === this.gradients.size;\n }\n\n public [Symbol.dispose]() {\n const textureArr = Array.from(this.textures.values());\n const gradientArr = this.gradients.extractArrays().values;\n\n for (const texture of textureArr)\n dispose(texture);\n\n for (const gradient of gradientArr)\n dispose(gradient);\n\n this.textures.clear();\n this.gradients.clear();\n this.materials.clear();\n }\n\n /** Add a material to this IdMap, given that it has a valid key. */\n public addMaterial(material: RenderMaterial) {\n if (material.key)\n this.materials.set(material.key, material);\n }\n\n /** Add a texture to this IdMap, given that it has a valid string key. If specified, it will instead use the key parameter, which could also be a gradient symb. */\n public addTexture(texture: RenderTexture, key?: TextureCacheKey) {\n assert(texture instanceof Texture);\n if (undefined !== key) {\n if (\"string\" === typeof key)\n this.textures.set(key, texture);\n else\n this.addGradient(key, texture);\n } else if (texture.key)\n this.textures.set(texture.key, texture);\n }\n\n /** Add a texture to this IdMap using gradient symbology. */\n public addGradient(gradientSymb: Gradient.Symb, texture: RenderTexture) {\n this.gradients.set(gradientSymb, texture);\n }\n\n /** Find a cached material using its key. If not found, returns undefined. */\n public findMaterial(key: string): RenderMaterial | undefined {\n return this.materials.get(key);\n }\n\n /** Find a cached gradient using the gradient symbology. If not found, returns undefined. */\n public findGradient(symb: Gradient.Symb): RenderTexture | undefined {\n return this.gradients.get(symb);\n }\n\n /** Find or create a new material given material parameters. This will cache the material if its key is valid. */\n\n public getMaterial(params: RenderMaterialParams): RenderMaterial {\n if (!params.key || !Id64.isValidId64(params.key)) // Only cache persistent materials.\n return new Material(params);\n\n let material = this.materials.get(params.key);\n if (!material) {\n material = new Material(params);\n this.materials.set(params.key, material);\n }\n return material;\n }\n\n public findTexture(key?: string | Gradient.Symb): RenderTexture | undefined {\n if (undefined === key)\n return undefined;\n else if (typeof key === \"string\")\n return this.textures.get(key);\n else\n return this.findGradient(key);\n }\n\n\n public getTextureFromElement(key: Id64String, iModel: IModelConnection, params: RenderTextureParams, format: ImageSourceFormat): RenderTexture | undefined {\n let tex = this.findTexture(params.key);\n if (tex)\n return tex;\n\n const handle = TextureHandle.createForElement(key, iModel, params.type, format, (_, data) => {\n if (tex) {\n assert(tex instanceof Texture);\n tex.transparency = data.transparency ?? TextureTransparency.Mixed;\n }\n });\n\n if (!handle)\n return undefined;\n\n tex = new Texture({ handle, type: params.type, ownership: { key, iModel }, transparency: TextureTransparency.Opaque });\n this.addTexture(tex);\n return tex;\n }\n\n public async getTextureFromImageSource(args: CreateTextureFromSourceArgs, key: string): Promise<RenderTexture | undefined> {\n const texture = this.findTexture(key);\n if (texture)\n return texture;\n\n // Are we already in the process of decoding this image?\n let promise = this.texturesFromImageSources.get(key);\n if (promise)\n return promise;\n\n promise = this.createTextureFromImageSource(args, key);\n this.texturesFromImageSources.set(key, promise);\n return promise;\n }\n\n public async createTextureFromImageSource(args: CreateTextureFromSourceArgs, key: string): Promise<RenderTexture | undefined> {\n // JPEGs don't support transparency.\n const transparency = ImageSourceFormat.Jpeg === args.source.format ? TextureTransparency.Opaque : (args.transparency ?? TextureTransparency.Mixed);\n try {\n const image = await imageElementFromImageSource(args.source);\n if (!IModelApp.hasRenderSystem)\n return undefined;\n\n return IModelApp.renderSystem.createTexture({\n type: args.type,\n ownership: args.ownership,\n image: {\n source: image,\n transparency,\n },\n });\n } catch {\n return undefined;\n } finally {\n this.texturesFromImageSources.delete(key);\n }\n }\n\n\n public getTextureFromCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement, params: RenderTextureParams): RenderTexture | undefined {\n let tex = this.findTexture(params.key);\n if (tex)\n return tex;\n\n const handle = TextureHandle.createForCubeImages(posX, negX, posY, negY, posZ, negZ);\n if (!handle)\n return undefined;\n\n const ownership = params.key ? { key: params.key, iModel: this._iModel } : (params.isOwned ? \"external\" : undefined);\n tex = new Texture({ handle, ownership, type: params.type, transparency: TextureTransparency.Opaque });\n this.addTexture(tex);\n return tex;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n for (const texture of this.textures.values())\n if (texture instanceof Texture)\n stats.addTexture(texture.bytesUsed);\n\n for (const gradient of this.gradients)\n if (gradient instanceof Texture)\n stats.addTexture(gradient.bytesUsed);\n }\n}\n\nexport type TextureBinding = WebGLTexture | undefined;\n\nconst enum VertexAttribState {\n Disabled = 0,\n Enabled = 1 << 0,\n Instanced = 1 << 2,\n InstancedEnabled = Instanced | Enabled,\n}\n\ninterface TextureCacheInfo {\n idMap: IdMap;\n key: TextureCacheKey;\n}\n\nfunction getMaterialColor(color: ColorDef | RgbColorProps | undefined): ColorDef | undefined {\n if (color instanceof ColorDef)\n return color;\n\n return color ? ColorDef.from(color.r, color.g, color.b) : undefined;\n}\n\n/** @internal */\nexport class System extends RenderSystem implements RenderSystemDebugControl, RenderMemory.Consumer, WebGLDisposable {\n public readonly canvas: HTMLCanvasElement;\n public readonly currentRenderState = new RenderState();\n public readonly context: WebGL2RenderingContext;\n public readonly frameBufferStack = new FrameBufferStack(); // frame buffers are not owned by the system\n private readonly _capabilities: Capabilities;\n public readonly resourceCache: Map<IModelConnection, IdMap>;\n public readonly glTimer: GLTimer;\n private readonly _textureBindings: TextureBinding[] = [];\n private _removeEventListener?: () => void;\n\n // NB: Increase the size of these arrays when the maximum number of attributes used by any one shader increases.\n private readonly _curVertexAttribStates: VertexAttribState[] = [\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\n ];\n private readonly _nextVertexAttribStates: VertexAttribState[] = [\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\n ];\n\n // The following are initialized immediately after the System is constructed.\n private _lineCodeTexture?: TextureHandle;\n private _noiseTexture?: TextureHandle;\n private _techniques?: Techniques;\n private _screenSpaceEffects?: ScreenSpaceEffects;\n public readonly debugShaderFiles: DebugShaderFile[] = [];\n\n public static get instance() { return IModelApp.renderSystem as System; }\n\n public get isValid(): boolean { return this.canvas !== undefined; }\n public get lineCodeTexture() { return this._lineCodeTexture; }\n public get noiseTexture() { return this._noiseTexture; }\n\n public get techniques() {\n assert(undefined !== this._techniques);\n return this._techniques;\n }\n\n public get screenSpaceEffects() {\n assert(undefined !== this._screenSpaceEffects);\n return this._screenSpaceEffects;\n }\n\n public override get maxTextureSize(): number { return this._capabilities.maxTextureSize; }\n public override get supportsCreateImageBitmap(): boolean { return this._capabilities.supportsCreateImageBitmap; }\n public get maxRenderType() { return this._capabilities.maxRenderType; }\n public get fragDepthDoesNotDisableEarlyZ() { return this._capabilities.driverBugs.fragDepthDoesNotDisableEarlyZ; }\n public get maxAntialiasSamples() { return this._capabilities.maxAntialiasSamples; }\n public get supportsNonPowerOf2Textures() { return this._capabilities.supportsNonPowerOf2Textures; }\n public get maxTexSizeAllow() { return this._capabilities.maxTexSizeAllow; }\n public get disjointTimerQuery() {\n const ext = this._capabilities.queryExtensionObject<any>(\"EXT_disjoint_timer_query_webgl2\");\n return ext ?? this._capabilities.queryExtensionObject<any>(\"EXT_disjoint_timer_query\");\n }\n\n public override get isMobile(): boolean { return this._capabilities.isMobile; }\n\n public setDrawBuffers(attachments: GLenum[]): void {\n this.context.drawBuffers(attachments);\n }\n\n public doIdleWork(): boolean {\n return this.techniques.idleCompileNextShader();\n }\n\n /** Return a Promise which when resolved indicates that all pending external textures have finished loading from the backend. */\n public override async waitForAllExternalTextures(): Promise<void> {\n const extTexLoader = ExternalTextureLoader.instance;\n if (extTexLoader.numActiveRequests < 1 && extTexLoader.numPendingRequests < 1)\n return Promise.resolve();\n const promise = new Promise<void>((resolve: any) => {\n extTexLoader.onTexturesLoaded.addOnce(() => {\n resolve();\n });\n });\n return promise;\n }\n\n public override get hasExternalTextureRequests(): boolean {\n const loader = ExternalTextureLoader.instance;\n return loader.numActiveRequests > 0 || loader.numPendingRequests > 0;\n }\n\n /** Attempt to create a WebGLRenderingContext, returning undefined if unsuccessful. */\n public static createContext(canvas: HTMLCanvasElement, useWebGL2: boolean, inputContextAttributes?: WebGLContextAttributes): WebGLContext | undefined {\n if (!useWebGL2)\n return undefined; // WebGL 2 is required.\n\n let contextAttributes: WebGLContextAttributes = { powerPreference: \"high-performance\" };\n if (undefined !== inputContextAttributes) {\n // NOTE: Order matters with spread operator - if caller wants to override powerPreference, he should be able to.\n contextAttributes = { ...contextAttributes, ...inputContextAttributes };\n }\n\n const context = canvas.getContext(\"webgl2\", contextAttributes);\n return context ?? undefined;\n }\n\n public static create(optionsIn?: RenderSystem.Options): System {\n const options: RenderSystem.Options = undefined !== optionsIn ? optionsIn : {};\n const canvas = document.createElement(\"canvas\");\n if (null === canvas)\n throw new IModelError(BentleyStatus.ERROR, \"Failed to obtain HTMLCanvasElement\");\n\n const context = this.createContext(canvas, true, optionsIn?.contextAttributes);\n if (undefined === context)\n throw new IModelError(BentleyStatus.ERROR, \"Failed to obtain WebGL context\");\n\n if (!(context instanceof WebGL2RenderingContext))\n throw new IModelError(BentleyStatus.ERROR, \"WebGL 2 support is required\");\n\n const capabilities = Capabilities.create(context, options.disabledExtensions);\n if (undefined === capabilities)\n throw new IModelError(BentleyStatus.ERROR, \"Failed to initialize rendering capabilities\");\n\n // set actual gl state to match desired state defaults\n context.depthFunc(GL.DepthFunc.Default); // LessOrEqual\n\n return new this(canvas, context, capabilities, options);\n }\n\n public get isDisposed(): boolean {\n return undefined === this._techniques\n && undefined === this._lineCodeTexture\n && undefined === this._noiseTexture\n && undefined === this._screenSpaceEffects;\n }\n\n // Note: FrameBuffers inside of the FrameBufferStack are not owned by the System, and are only used as a central storage device\n public dispose() {\n this._techniques = dispose(this._techniques);\n this._screenSpaceEffects = dispose(this._screenSpaceEffects);\n this._lineCodeTexture = dispose(this._lineCodeTexture);\n this._noiseTexture = dispose(this._noiseTexture);\n\n // We must attempt to dispose of each idmap in the resourceCache (if idmap is already disposed, has no effect)\n this.resourceCache.forEach((idMap: IdMap) => {\n dispose(idMap);\n });\n\n this.resourceCache.clear();\n if (undefined !== this._removeEventListener) {\n this._removeEventListener();\n this._removeEventListener = undefined;\n }\n }\n\n public override onInitialized(): void {\n this._techniques = Techniques.create(this.context);\n\n const noiseDim = 4;\n const noiseArr = new Uint8Array([152, 235, 94, 173, 219, 215, 115, 176, 73, 205, 43, 201, 10, 81, 205, 198]);\n this._noiseTexture = TextureHandle.createForData(noiseDim, noiseDim, noiseArr, false, GL.Texture.WrapMode.Repeat, GL.Texture.Format.Luminance);\n assert(undefined !== this._noiseTexture, \"System.noiseTexture not created.\");\n\n this._lineCodeTexture = TextureHandle.createForData(LineCode.size, LineCode.count, new Uint8Array(LineCode.lineCodeData), false, GL.Texture.WrapMode.Repeat, GL.Texture.Format.Luminance);\n assert(undefined !== this._lineCodeTexture, \"System.lineCodeTexture not created.\");\n\n this._screenSpaceEffects = new ScreenSpaceEffects();\n }\n\n public createTarget(canvas: HTMLCanvasElement): RenderTarget {\n return new OnScreenTarget(canvas);\n }\n\n public createOffscreenTarget(rect: ViewRect): RenderTarget {\n return new OffScreenTarget(rect);\n }\n\n public createGraphic(options: CustomGraphicBuilderOptions | ViewportGraphicBuilderOptions): GraphicBuilder {\n return new PrimitiveBuilder(this, options);\n }\n\n public override createPlanarGrid(frustum: Frustum, grid: PlanarGridProps): RenderGraphic | undefined {\n return PlanarGridGeometry.create(frustum, grid, this);\n }\n\n public override createTerrainMesh(params: RealityMeshParams, transform?: Transform, disableTextureDisposal = false): RealityMeshGeometry | undefined {\n return RealityMeshGeometry.createForTerrain(params, transform, disableTextureDisposal);\n }\n\n public override createRealityMeshGraphic(params: MeshMapLayerGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\n return RealityMeshGeometry.createGraphic(this, params, disableTextureDisposal);\n }\n public override createRealityMeshGeometry(realityMesh: RealityMeshParams, disableTextureDisposal = false): RealityMeshGeometry | undefined {\n return RealityMeshGeometry.createFromRealityMesh(realityMesh, disableTextureDisposal);\n }\n\n public override createMeshGeometry(params: MeshParams, viOrigin?: Point3d): MeshRenderGeometry | undefined {\n return MeshRenderGeometry.create(params, viOrigin);\n }\n\n public override createPolylineGeometry(params: PolylineParams, viOrigin?: Point3d): PolylineGeometry | undefined {\n return PolylineGeometry.create(params, viOrigin);\n }\n\n public override createPointStringGeometry(params: PointStringParams, viOrigin?: Point3d): PointStringGeometry | undefined {\n return PointStringGeometry.create(params, viOrigin);\n }\n\n public override createAreaPattern(params: PatternGraphicParams): PatternBuffers | undefined {\n return PatternBuffers.create(params);\n }\n\n public override createRenderInstances(params: RenderInstancesParams): RenderInstances | undefined {\n return RenderInstancesImpl.create(params as RenderInstancesParamsImpl);\n }\n\n private createInstancedGraphic(geometry: RenderGeometry, instances: RenderInstances): RenderGraphic | undefined {\n const geom = geometry as RenderGeometryImpl;\n return this.createRenderGraphic(geom, InstanceBuffers.fromRenderInstances(instances, geom.computeRange()));\n }\n\n public override createGraphicFromTemplate(args: CreateGraphicFromTemplateArgs): RenderGraphic {\n const template = args.template;\n const instances = args.instances as RenderInstancesImpl | undefined;\n if (instances && !template.isInstanceable) {\n throw new Error(\"GraphicTemplate is not instanceable\");\n }\n\n const graphics: RenderGraphic[] = [];\n for (const node of template[_nodes]) {\n const nodeGraphics: RenderGraphic[] = [];\n for (const geometry of node.geometry) {\n const gf = instances ? this.createInstancedGraphic(geometry, instances) : this.createRenderGraphic(geometry);\n if (gf) {\n nodeGraphics.push(gf);\n }\n }\n\n if (nodeGraphics.length === 0) {\n continue;\n }\n\n if (node.transform) {\n const branch = new GraphicBranch();\n for (const gf of nodeGraphics) {\n branch.add(gf);\n }\n\n graphics.push(this.createGraphicBranch(branch, node.transform));\n } else {\n graphics.push(this.createGraphicList(nodeGraphics));\n }\n }\n\n let graphic = this.createGraphicList(graphics);\n if (instances && instances[_featureTable]) {\n const range = new Range3d();\n graphic.unionRange(range);\n graphic = this.createBatch(graphic, instances[_featureTable], range);\n } else if (template[_batch]) {\n graphic = this.createBatch(graphic, template[_batch].featureTable, template[_batch].range, template[_batch].options);\n }\n\n const templateBranch = template[_branch];\n if (templateBranch) {\n const branch = new GraphicBranch(true);\n if (templateBranch.viewFlagOverrides) {\n branch.setViewFlagOverrides(templateBranch.viewFlagOverrides);\n }\n\n branch.add(graphic);\n graphic = this.createBranch(branch, templateBranch.transform ?? Transform.createIdentity());\n }\n\n return graphic;\n }\n\n public override createRenderGraphic(geometry: RenderGeometry, instances?: InstancedGraphicParams | RenderAreaPattern | InstanceBuffers): RenderGraphic | undefined {\n const geom = geometry as RenderGeometryImpl;\n\n let buffers: InstanceBuffers | PatternBuffers | undefined;\n if (instances) {\n if (!geometry.isInstanceable) {\n throw new Error(\"RenderGeometry is not instanceable\");\n }\n\n if (instances instanceof PatternBuffers || instances instanceof InstanceBuffers) {\n buffers = instances;\n } else {\n assert(isInstancedGraphicParams(instances));\n buffers = InstanceBuffers.fromParams(instances, () => geom.computeRange());\n if (!buffers) {\n return undefined;\n }\n }\n }\n\n return geom.renderGeometryType === \"mesh\" ? MeshGraphic.create(geom, buffers) : Primitive.create(geom, buffers);\n }\n\n public override createPointCloudGeometry(args: PointCloudArgs): PointCloudGeometry {\n return new PointCloudGeometry(args);\n }\n\n public createGraphicList(primitives: RenderGraphic[]): RenderGraphic {\n return primitives.length === 1 ? primitives[0] : new GraphicsArray(primitives);\n }\n\n public createGraphicBranch(branch: GraphicBranch, transform: Transform, options?: GraphicBranchOptions): RenderGraphic {\n return new Branch(branch, transform, undefined, options);\n }\n\n public override createAnimationTransformNode(graphic: RenderGraphic, nodeId: number): RenderGraphic {\n return new AnimationTransformBranch(graphic, nodeId);\n }\n\n public createBatch(graphic: RenderGraphic, features: RenderFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions): RenderGraphic {\n return new Batch(graphic, features, range, options);\n }\n\n public override createGraphicOwner(owned: RenderGraphic): RenderGraphicOwner {\n return new GraphicOwner(owned as Graphic);\n }\n\n public override createGraphicLayer(graphic: RenderGraphic, layerId: string) {\n return new Layer(graphic as Graphic, layerId);\n }\n\n public override createGraphicLayerContainer(graphic: RenderGraphic, drawAsOverlay: boolean, transparency: number, elevation: number) {\n return new LayerContainer(graphic as Graphic, drawAsOverlay, transparency, elevation);\n }\n\n public override createSkyBox(params: RenderSkyBoxParams): RenderGraphic | undefined {\n if (\"cube\" === params.type)\n return SkyCubePrimitive.create(SkyBoxQuadsGeometry.create(params.texture));\n\n return SkySpherePrimitive.create(SkySphereViewportQuadGeometry.createGeometry(params));\n }\n\n public override createScreenSpaceEffectBuilder(params: ScreenSpaceEffectBuilderParams): ScreenSpaceEffectBuilder {\n return createScreenSpaceEffectBuilder(params);\n }\n\n public applyRenderState(newState: RenderState) {\n newState.apply(this.currentRenderState);\n this.currentRenderState.copyFrom(newState);\n }\n\n public createDepthBuffer(width: number, height: number, numSamples: number = 1): DepthBuffer | undefined {\n // Note: The buffer/texture created here have ownership passed to the caller (system will not dispose of these)\n if (numSamples > 1)\n return RenderBufferMultiSample.create(width, height, WebGL2RenderingContext.DEPTH24_STENCIL8, numSamples);\n else\n return TextureHandle.createForAttachment(width, height, GL.Texture.Format.DepthStencil, this.context.UNSIGNED_INT_24_8);\n }\n\n /** Returns the corresponding IdMap for an IModelConnection. Creates a new one if it doesn't exist. */\n public createIModelMap(imodel: IModelConnection): IdMap {\n let idMap = this.resourceCache.get(imodel);\n if (!idMap) {\n idMap = new IdMap(imodel);\n this.resourceCache.set(imodel, idMap);\n }\n return idMap;\n }\n\n /** Removes an IModelConnection-IdMap pairing from the system's resource cache. */\n private removeIModelMap(imodel: IModelConnection) {\n const idMap = this.resourceCache.get(imodel);\n if (idMap === undefined)\n return;\n dispose(idMap);\n this.resourceCache.delete(imodel);\n }\n\n public override createRenderMaterial(args: CreateRenderMaterialArgs): RenderMaterial | undefined {\n if (args.source) {\n const cached = this.findMaterial(args.source.id, args.source.iModel);\n if (cached)\n return cached;\n }\n\n\n const params = new RenderMaterialParams();\n params.alpha = args.alpha;\n if (undefined !== args.diffuse?.weight)\n params.diffuse = args.diffuse.weight;\n\n params.diffuseColor = getMaterialColor(args.diffuse?.color);\n\n if (args.specular) {\n params.specularColor = getMaterialColor(args.specular?.color);\n if (undefined !== args.specular.weight)\n params.specular = args.specular.weight;\n\n if (undefined !== args.specular.exponent)\n params.specularExponent = args.specular.exponent;\n }\n\n if (args.textureMapping) {\n params.textureMapping = new TextureMapping(args.textureMapping.texture, new TextureMapping.Params({\n textureMat2x3: args.textureMapping.transform,\n mapMode: args.textureMapping.mode,\n textureWeight: args.textureMapping.weight,\n worldMapping: args.textureMapping.worldMapping,\n useConstantLod: args.textureMapping.useConstantLod,\n constantLodProps: args.textureMapping.constantLodProps,\n }));\n params.textureMapping.normalMapParams = args.textureMapping.normalMapParams;\n }\n\n if (args.source) {\n params.key = args.source.id;\n return this.getIdMap(args.source.iModel).getMaterial(params);\n } else {\n return new Material(params);\n }\n }\n\n /** Using its key, search for an existing material of an open iModel. */\n public override findMaterial(key: string, imodel: IModelConnection): RenderMaterial | undefined {\n const idMap = this.resourceCache.get(imodel);\n if (!idMap)\n return undefined;\n return idMap.findMaterial(key);\n }\n\n private getTextureCacheInfo(args: CreateTextureArgs): TextureCacheInfo | undefined {\n const owner = undefined !== args.ownership && args.ownership !== \"external\" ? args.ownership : undefined;\n return owner ? { idMap: this.getIdMap(owner.iModel), key: owner.key } : undefined;\n }\n\n public override createTexture(args: CreateTextureArgs): RenderTexture | undefined {\n const info = this.getTextureCacheInfo(args);\n const existing = info?.idMap.findTexture(info?.key);\n if (existing)\n return existing;\n\n const type = args.type ?? RenderTexture.Type.Normal;\n const source = args.image.source;\n\n let handle;\n if (source instanceof ImageBuffer)\n handle = TextureHandle.createForImageBuffer(source, type);\n else if (source instanceof ImageBitmap)\n handle = TextureHandle.createForImageBitmap(source, type);\n else if (source instanceof HTMLImageElement)\n handle = TextureHandle.createForImage(source, type);\n else\n assert(false);\n\n if (!handle)\n return undefined;\n\n const texture = new Texture({ handle, type, ownership: args.ownership, transparency: args.image.transparency ?? TextureTransparency.Mixed });\n if (texture && info)\n info.idMap.addTexture(texture, info.key);\n\n return texture;\n }\n\n public override async createTextureFromSource(args: CreateTextureFromSourceArgs): Promise<RenderTexture | undefined> {\n if (typeof args.ownership !== \"object\")\n return super.createTextureFromSource(args);\n\n return this.getIdMap(args.ownership.iModel).getTextureFromImageSource(args, args.ownership.key);\n }\n\n\n public override createTextureFromElement(id: Id64String, imodel: IModelConnection, params: RenderTextureParams, format: ImageSourceFormat): RenderTexture | undefined {\n return this.getIdMap(imodel).getTextureFromElement(id, imodel, params, format);\n }\n\n\n public override createTextureFromCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement, imodel: IModelConnection, params: RenderTextureParams): RenderTexture | undefined {\n return this.getIdMap(imodel).getTextureFromCubeImages(posX, negX, posY, negY, posZ, negZ, params);\n }\n\n /** Attempt to create a texture using gradient symbology. */\n public override getGradientTexture(symb: Gradient.Symb, iModel?: IModelConnection): RenderTexture | undefined {\n let width = 0x100;\n let height = 0x100;\n if (symb.mode === Gradient.Mode.Thematic) {\n // Pixels in each row are identical, no point in having width > 1.\n width = 1;\n // We want maximum height to minimize bleeding of margin color.\n height = this.maxTextureSize;\n }\n\n const source = symb.produceImage({ width, height, includeThematicMargin: true });\n return this.createTexture({\n image: {\n source,\n transparency: ImageBufferFormat.Rgba === source.format ? TextureTransparency.Mixed : TextureTransparency.Opaque,\n },\n ownership: iModel ? { iModel, key: symb } : undefined,\n type: RenderTexture.Type.Normal,\n });\n }\n\n /** Using its key, search for an existing texture of an open iModel. */\n public override findTexture(key: TextureCacheKey, imodel: IModelConnection): RenderTexture | undefined {\n const idMap = this.resourceCache.get(imodel);\n if (!idMap)\n return undefined;\n\n return idMap.findTexture(key);\n }\n\n public override createClipVolume(clipVector: ClipVector): RenderClipVolume | undefined {\n return ClipVolume.create(clipVector);\n }\n public override createBackgroundMapDrape(drapedTree: TileTreeReference, mapTree: MapTileTreeReference) {\n return BackgroundMapDrape.create(drapedTree, mapTree);\n }\n\n protected constructor(canvas: HTMLCanvasElement, context: WebGL2RenderingContext, capabilities: Capabilities, options: RenderSystem.Options) {\n super(options);\n this.canvas = canvas;\n this.context = context;\n this._capabilities = capabilities;\n this.resourceCache = new Map<IModelConnection, IdMap>();\n this.glTimer = GLTimer.create(this);\n\n // Make this System a subscriber to the the IModelConnection onClose event\n this._removeEventListener = IModelConnection.onClose.addListener((imodel) => this.removeIModelMap(imodel));\n\n canvas.addEventListener(\"webglcontextlost\", async () => RenderSystem.contextLossHandler(), false);\n }\n\n /** Exposed strictly for tests. */\n public getIdMap(imodel: IModelConnection): IdMap {\n const map = this.resourceCache.get(imodel);\n return undefined !== map ? map : this.createIModelMap(imodel);\n }\n\n private bindTexture(unit: TextureUnit, target: GL.Texture.Target, texture: TextureBinding, makeActive: boolean): void {\n const index = unit - TextureUnit.Zero;\n if (this._textureBindings[index] === texture) {\n if (makeActive)\n this.context.activeTexture(unit);\n\n return;\n }\n\n this._textureBindings[index] = texture;\n this.context.activeTexture(unit);\n this.context.bindTexture(target, undefined !== texture ? texture : null);\n }\n\n /** Bind the specified texture to the specified unit. This may *or may not* make the texture *active* */\n public bindTexture2d(unit: TextureUnit, texture: TextureBinding) { this.bindTexture(unit, GL.Texture.Target.TwoDee, texture, false); }\n /** Bind the specified texture to the specified unit. This may *or may not* make the texture *active* */\n public bindTextureCubeMap(unit: TextureUnit, texture: TextureBinding) { this.bindTexture(unit, GL.Texture.Target.CubeMap, texture, false); }\n /** Bind the specified texture to the specified unit. This *always* makes the texture *active* */\n public activateTexture2d(unit: TextureUnit, texture: TextureBinding) { this.bindTexture(unit, GL.Texture.Target.TwoDee, texture, true); }\n /** Bind the specified texture to the specified unit. This *always* makes the texture *active* */\n public activateTextureCubeMap(unit: TextureUnit, texture: TextureBinding) { this.bindTexture(unit, GL.Texture.Target.CubeMap, texture, true); }\n\n // Ensure *something* is bound to suppress 'no texture assigned to unit x' warnings.\n public ensureSamplerBound(uniform: UniformHandle, unit: TextureUnit): void {\n expectDefined(this.lineCodeTexture).bindSampler(uniform, unit);\n }\n\n public override get maxRealityImageryLayers() {\n return 6;\n }\n\n public disposeTexture(texture: WebGLTexture) {\n System.instance.context.deleteTexture(texture);\n for (let i = 0; i < this._textureBindings.length; i++) {\n if (this._textureBindings[i] === texture) {\n this._textureBindings[i] = undefined;\n break;\n }\n }\n }\n\n // System keeps track of current enabled state of vertex attribute arrays.\n // This prevents errors caused by leaving a vertex attrib array enabled after disposing of the buffer bound to it;\n // also prevents unnecessarily 'updating' the enabled state of a vertex attrib array when it hasn't actually changed.\n public enableVertexAttribArray(id: number, instanced: boolean): void {\n assert(id < this._nextVertexAttribStates.length, \"if you add new vertex attributes you must update array length\");\n assert(id < this._curVertexAttribStates.length, \"if you add new vertex attributes you must update array length\");\n\n this._nextVertexAttribStates[id] = instanced ? VertexAttribState.InstancedEnabled : VertexAttribState.Enabled;\n }\n\n public updateVertexAttribArrays(): void {\n const cur = this._curVertexAttribStates;\n const next = this._nextVertexAttribStates;\n const context = this.context;\n\n for (let i = 0; i < next.length; i++) {\n const oldState = cur[i];\n const newState = next[i];\n if (oldState !== newState) {\n // Update the enabled state if it changed.\n const wasEnabled = 0 !== (VertexAttribState.Enabled & oldState);\n const nowEnabled = 0 !== (VertexAttribState.Enabled & newState);\n if (wasEnabled !== nowEnabled) {\n if (nowEnabled) {\n context.enableVertexAttribArray(i);\n } else {\n context.disableVertexAttribArray(i);\n }\n }\n\n // Only update the divisor if the attribute is enabled.\n if (nowEnabled) {\n const wasInstanced = 0 !== (VertexAttribState.Instanced & oldState);\n const nowInstanced = 0 !== (VertexAttribState.Instanced & newState);\n if (wasInstanced !== nowInstanced) {\n this.vertexAttribDivisor(i, nowInstanced ? 1 : 0);\n }\n }\n\n cur[i] = newState;\n }\n\n // Set the attribute back to disabled, but preserve the divisor.\n next[i] &= ~VertexAttribState.Enabled;\n }\n }\n\n public vertexAttribDivisor(index: number, divisor: number) {\n this.context.vertexAttribDivisor(index, divisor);\n }\n\n public drawArrays(type: GL.PrimitiveType, first: number, count: number, numInstances: number): void {\n if (0 !== numInstances) {\n this.context.drawArraysInstanced(type, first, count, numInstances);\n } else {\n this.context.drawArrays(type, first, count);\n }\n }\n\n public invalidateFrameBuffer(attachments: number[]): void {\n this.context.invalidateFramebuffer(this.context.FRAMEBUFFER, attachments);\n }\n\n public enableDiagnostics(enable: RenderDiagnostics | undefined): void {\n enable = enable ?? RenderDiagnostics.All;\n Debug.printEnabled = RenderDiagnostics.None !== (enable & RenderDiagnostics.DebugOutput);\n Debug.evaluateEnabled = RenderDiagnostics.None !== (enable & RenderDiagnostics.WebGL);\n }\n\n // RenderSystemDebugControl\n public override get debugControl(): RenderSystemDebugControl { return this; }\n\n private _dpiAwareLOD?: boolean;\n public override get dpiAwareLOD(): boolean { return this._dpiAwareLOD ?? super.dpiAwareLOD; }\n public override set dpiAwareLOD(dpiAware: boolean) { this._dpiAwareLOD = dpiAware; }\n\n public loseContext(): boolean {\n const ext = this._capabilities.queryExtensionObject<WEBGL_lose_context>(\"WEBGL_lose_context\");\n if (undefined === ext)\n return false;\n\n ext.loseContext();\n return true;\n }\n\n public compileAllShaders(): boolean {\n return this.techniques.compileShaders();\n }\n\n public get isGLTimerSupported(): boolean { return this.glTimer.isSupported; }\n public set resultsCallback(callback: GLTimerResultCallback | undefined) {\n this.glTimer.resultsCallback = callback;\n }\n\n public override collectStatistics(stats: RenderMemory.Statistics): void {\n if (undefined !== this._lineCodeTexture)\n stats.addTexture(this._lineCodeTexture.bytesUsed);\n\n if (undefined !== this._noiseTexture)\n stats.addTexture(this._noiseTexture.bytesUsed);\n\n for (const idMap of this.resourceCache.values())\n idMap.collectStatistics(stats);\n }\n\n public setMaxAnisotropy(max: number | undefined): void {\n this._capabilities.setMaxAnisotropy(max, this.context);\n }\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, BentleyStatus, Dictionary, dispose, expectDefined, Id64, Id64String } from \"@itwin/core-bentley\";\nimport { ColorDef, ElementAlignedBox3d, Frustum, Gradient, ImageBuffer, ImageBufferFormat, ImageSourceFormat, IModelError, RenderFeatureTable, RenderMaterial, RenderMaterialParams, RenderTexture, RenderTextureParams, RgbColorProps, TextureMapping, TextureTransparency } from \"@itwin/core-common\";\nimport { ClipVector, Point3d, Range3d, Transform } from \"@itwin/core-geometry\";\nimport { Capabilities, WebGLContext } from \"@itwin/webgl-compatibility\";\nimport { IModelApp } from \"../../../IModelApp\";\nimport { IModelConnection } from \"../../../IModelConnection\";\nimport { MapTileTreeReference, TileTreeReference } from \"../../../tile/internal\";\nimport { imageElementFromImageSource } from \"../../../common/ImageUtil\";\nimport { MeshParams } from \"../../../common/internal/render/MeshParams\";\nimport { PointStringParams } from \"../../../common/internal/render/PointStringParams\";\nimport { PolylineParams } from \"../../../common/internal/render/PolylineParams\";\nimport { TextureCacheKey } from \"../../../common/render/TextureParams\";\nimport { ViewRect } from \"../../../common/ViewRect\";\nimport { GraphicBranch, GraphicBranchOptions } from \"../../../render/GraphicBranch\";\nimport { CustomGraphicBuilderOptions, GraphicBuilder, ViewportGraphicBuilderOptions } from \"../../../render/GraphicBuilder\";\nimport { InstancedGraphicParams, PatternGraphicParams } from \"../../../common/render/InstancedGraphicParams\";\nimport { PrimitiveBuilder } from \"../../../internal/render/PrimitiveBuilder\";\nimport { MeshMapLayerGraphicParams } from \"../MeshMapLayerGraphicParams\";\nimport { PointCloudArgs } from \"../../../common/internal/render/PointCloudPrimitive\";\nimport { RenderClipVolume } from \"../../../render/RenderClipVolume\";\nimport { RenderGraphic, RenderGraphicOwner } from \"../../../render/RenderGraphic\";\nimport { CreateRenderMaterialArgs } from \"../../../render/CreateRenderMaterialArgs\";\nimport { RenderMemory } from \"../../../render/RenderMemory\";\nimport { RealityMeshParams } from \"../../../render/RealityMeshParams\";\nimport {\n CreateGraphicFromTemplateArgs, PlanarGridProps, RenderInstances, RenderSystem,\n} from \"../../../render/RenderSystem\";\nimport { DebugShaderFile, GLTimerResultCallback, RenderDiagnostics, RenderSystemDebugControl } from \"../RenderSystemDebugControl\";\nimport { RenderTarget } from \"../../../render/RenderTarget\";\nimport { CreateTextureArgs, CreateTextureFromSourceArgs } from \"../../../render/CreateTextureArgs\";\nimport { ScreenSpaceEffectBuilder, ScreenSpaceEffectBuilderParams } from \"../../../render/ScreenSpaceEffectBuilder\";\nimport { BackgroundMapDrape } from \"./BackgroundMapDrape\";\nimport { SkyBoxQuadsGeometry, SkySphereViewportQuadGeometry } from \"./CachedGeometry\";\nimport { ClipVolume } from \"./ClipVolume\";\nimport { Debug } from \"./Diagnostics\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DepthBuffer, FrameBufferStack } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { GLTimer } from \"./GLTimer\";\nimport { AnimationTransformBranch, Batch, Branch, Graphic, GraphicOwner, GraphicsArray } from \"./Graphic\";\nimport { InstanceBuffers, isInstancedGraphicParams, PatternBuffers, RenderInstancesImpl } from \"./InstancedGeometry\";\nimport { Layer, LayerContainer } from \"./Layer\";\nimport { LineCode } from \"./LineCode\";\nimport { Material } from \"./Material\";\nimport { MeshGraphic, MeshRenderGeometry } from \"./Mesh\";\nimport { PlanarGridGeometry } from \"./PlanarGrid\";\nimport { PointCloudGeometry } from \"./PointCloud\";\nimport { PointStringGeometry } from \"./PointString\";\nimport { PolylineGeometry } from \"./Polyline\";\nimport { Primitive, SkyCubePrimitive, SkySpherePrimitive } from \"./Primitive\";\nimport { RealityMeshGeometry } from \"./RealityMesh\";\nimport { RenderBufferMultiSample } from \"./RenderBuffer\";\nimport { TextureUnit } from \"./RenderFlags\";\nimport { RenderState } from \"./RenderState\";\nimport { createScreenSpaceEffectBuilder, ScreenSpaceEffects } from \"./ScreenSpaceEffect\";\nimport { OffScreenTarget, OnScreenTarget } from \"./Target\";\nimport { Techniques } from \"./Technique\";\nimport { ExternalTextureLoader, Texture, TextureHandle } from \"./Texture\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { BatchOptions } from \"../../../common/render/BatchOptions\";\nimport { RenderGeometry } from \"../../../internal/render/RenderGeometry\";\nimport { RenderInstancesParams } from \"../../../common/render/RenderInstancesParams\";\nimport { _batch, _branch, _featureTable, _nodes } from \"../../../common/internal/Symbols\";\nimport { RenderInstancesParamsImpl } from \"../../../internal/render/RenderInstancesParamsImpl\";\nimport { RenderSkyBoxParams } from \"../RenderSkyBoxParams\";\nimport { RenderAreaPattern } from \"../../../internal/render/RenderAreaPattern\";\n\n/* eslint-disable no-restricted-syntax */\n\n/** @internal */\nexport const enum ContextState {\n Uninitialized,\n Success,\n Error,\n}\n\ntype RenderGeometryImpl = MeshRenderGeometry | RealityMeshGeometry | PolylineGeometry | PointStringGeometry | PointCloudGeometry;\n\n/** Id map holds key value pairs for both materials and textures, useful for caching such objects.\n * @internal\n */\nexport class IdMap implements WebGLDisposable {\n private readonly _iModel: IModelConnection;\n /** Mapping of materials by their key values. */\n public readonly materials = new Map<string, RenderMaterial>();\n /** Mapping of textures by their key values. */\n public readonly textures = new Map<string, RenderTexture>();\n /** Mapping of textures using gradient symbology. */\n public readonly gradients = new Dictionary<Gradient.Symb, RenderTexture>((lhs, rhs) => Gradient.Symb.compareSymb(lhs, rhs));\n /** Pending promises to create a texture from an ImageSource. This prevents us from decoding the same ImageSource multiple times */\n public readonly texturesFromImageSources = new Map<string, Promise<RenderTexture | undefined>>();\n\n public constructor(iModel: IModelConnection) {\n this._iModel = iModel;\n }\n\n public get isDisposed(): boolean {\n return 0 === this.textures.size && 0 === this.gradients.size;\n }\n\n public [Symbol.dispose]() {\n const textureArr = Array.from(this.textures.values());\n const gradientArr = this.gradients.extractArrays().values;\n\n for (const texture of textureArr)\n dispose(texture);\n\n for (const gradient of gradientArr)\n dispose(gradient);\n\n this.textures.clear();\n this.gradients.clear();\n this.materials.clear();\n }\n\n /** Add a material to this IdMap, given that it has a valid key. */\n public addMaterial(material: RenderMaterial) {\n if (material.key)\n this.materials.set(material.key, material);\n }\n\n /** Add a texture to this IdMap, given that it has a valid string key. If specified, it will instead use the key parameter, which could also be a gradient symb. */\n public addTexture(texture: RenderTexture, key?: TextureCacheKey) {\n assert(texture instanceof Texture);\n if (undefined !== key) {\n if (\"string\" === typeof key)\n this.textures.set(key, texture);\n else\n this.addGradient(key, texture);\n } else if (texture.key)\n this.textures.set(texture.key, texture);\n }\n\n /** Add a texture to this IdMap using gradient symbology. */\n public addGradient(gradientSymb: Gradient.Symb, texture: RenderTexture) {\n this.gradients.set(gradientSymb, texture);\n }\n\n /** Find a cached material using its key. If not found, returns undefined. */\n public findMaterial(key: string): RenderMaterial | undefined {\n return this.materials.get(key);\n }\n\n /** Find a cached gradient using the gradient symbology. If not found, returns undefined. */\n public findGradient(symb: Gradient.Symb): RenderTexture | undefined {\n return this.gradients.get(symb);\n }\n\n /** Find or create a new material given material parameters. This will cache the material if its key is valid. */\n\n public getMaterial(params: RenderMaterialParams): RenderMaterial {\n if (!params.key || !Id64.isValidId64(params.key)) // Only cache persistent materials.\n return new Material(params);\n\n let material = this.materials.get(params.key);\n if (!material) {\n material = new Material(params);\n this.materials.set(params.key, material);\n }\n return material;\n }\n\n public findTexture(key?: string | Gradient.Symb): RenderTexture | undefined {\n if (undefined === key)\n return undefined;\n else if (typeof key === \"string\")\n return this.textures.get(key);\n else\n return this.findGradient(key);\n }\n\n\n public getTextureFromElement(key: Id64String, iModel: IModelConnection, params: RenderTextureParams, format: ImageSourceFormat): RenderTexture | undefined {\n let tex = this.findTexture(params.key);\n if (tex)\n return tex;\n\n const handle = TextureHandle.createForElement(key, iModel, params.type, format, (_, data) => {\n if (tex) {\n assert(tex instanceof Texture);\n tex.transparency = data.transparency ?? TextureTransparency.Mixed;\n }\n });\n\n if (!handle)\n return undefined;\n\n tex = new Texture({ handle, type: params.type, ownership: { key, iModel }, transparency: TextureTransparency.Opaque });\n this.addTexture(tex);\n return tex;\n }\n\n public async getTextureFromImageSource(args: CreateTextureFromSourceArgs, key: string): Promise<RenderTexture | undefined> {\n const texture = this.findTexture(key);\n if (texture)\n return texture;\n\n // Are we already in the process of decoding this image?\n let promise = this.texturesFromImageSources.get(key);\n if (promise)\n return promise;\n\n promise = this.createTextureFromImageSource(args, key);\n this.texturesFromImageSources.set(key, promise);\n return promise;\n }\n\n public async createTextureFromImageSource(args: CreateTextureFromSourceArgs, key: string): Promise<RenderTexture | undefined> {\n // JPEGs don't support transparency.\n const transparency = ImageSourceFormat.Jpeg === args.source.format ? TextureTransparency.Opaque : (args.transparency ?? TextureTransparency.Mixed);\n try {\n const image = await imageElementFromImageSource(args.source);\n if (!IModelApp.hasRenderSystem)\n return undefined;\n\n return IModelApp.renderSystem.createTexture({\n type: args.type,\n ownership: args.ownership,\n image: {\n source: image,\n transparency,\n },\n });\n } catch {\n return undefined;\n } finally {\n this.texturesFromImageSources.delete(key);\n }\n }\n\n\n public getTextureFromCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement, params: RenderTextureParams): RenderTexture | undefined {\n let tex = this.findTexture(params.key);\n if (tex)\n return tex;\n\n const handle = TextureHandle.createForCubeImages(posX, negX, posY, negY, posZ, negZ);\n if (!handle)\n return undefined;\n\n const ownership = params.key ? { key: params.key, iModel: this._iModel } : (params.isOwned ? \"external\" : undefined);\n tex = new Texture({ handle, ownership, type: params.type, transparency: TextureTransparency.Opaque });\n this.addTexture(tex);\n return tex;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n for (const texture of this.textures.values())\n if (texture instanceof Texture)\n stats.addTexture(texture.bytesUsed);\n\n for (const gradient of this.gradients)\n if (gradient instanceof Texture)\n stats.addTexture(gradient.bytesUsed);\n }\n}\n\nexport type TextureBinding = WebGLTexture | undefined;\n\nconst enum VertexAttribState {\n Disabled = 0,\n Enabled = 1 << 0,\n Instanced = 1 << 2,\n InstancedEnabled = Instanced | Enabled,\n}\n\ninterface TextureCacheInfo {\n idMap: IdMap;\n key: TextureCacheKey;\n}\n\nfunction getMaterialColor(color: ColorDef | RgbColorProps | undefined): ColorDef | undefined {\n if (color instanceof ColorDef)\n return color;\n\n return color ? ColorDef.from(color.r, color.g, color.b) : undefined;\n}\n\n/** @internal */\nexport class System extends RenderSystem implements RenderSystemDebugControl, RenderMemory.Consumer, WebGLDisposable {\n public readonly canvas: HTMLCanvasElement;\n public readonly currentRenderState = new RenderState();\n public readonly context: WebGL2RenderingContext;\n public readonly frameBufferStack = new FrameBufferStack(); // frame buffers are not owned by the system\n private readonly _capabilities: Capabilities;\n public readonly resourceCache: Map<IModelConnection, IdMap>;\n public readonly glTimer: GLTimer;\n private readonly _textureBindings: TextureBinding[] = [];\n private _removeEventListener?: () => void;\n\n // NB: Increase the size of these arrays when the maximum number of attributes used by any one shader increases.\n private readonly _curVertexAttribStates: VertexAttribState[] = [\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\n ];\n private readonly _nextVertexAttribStates: VertexAttribState[] = [\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\n VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled, VertexAttribState.Disabled,\n ];\n\n // The following are initialized immediately after the System is constructed.\n private _lineCodeTexture?: TextureHandle;\n private _noiseTexture?: TextureHandle;\n private _techniques?: Techniques;\n private _screenSpaceEffects?: ScreenSpaceEffects;\n public readonly debugShaderFiles: DebugShaderFile[] = [];\n\n public static get instance() { return IModelApp.renderSystem as System; }\n\n public get isValid(): boolean { return this.canvas !== undefined; }\n public get lineCodeTexture() { return this._lineCodeTexture; }\n public get noiseTexture() { return this._noiseTexture; }\n\n public get techniques() {\n assert(undefined !== this._techniques);\n return this._techniques;\n }\n\n public get screenSpaceEffects() {\n assert(undefined !== this._screenSpaceEffects);\n return this._screenSpaceEffects;\n }\n\n public override get maxTextureSize(): number { return this._capabilities.maxTextureSize; }\n public override get supportsCreateImageBitmap(): boolean { return this._capabilities.supportsCreateImageBitmap; }\n public get maxRenderType() { return this._capabilities.maxRenderType; }\n public get fragDepthDoesNotDisableEarlyZ() { return this._capabilities.driverBugs.fragDepthDoesNotDisableEarlyZ; }\n public get maxAntialiasSamples() { return this._capabilities.maxAntialiasSamples; }\n public get supportsNonPowerOf2Textures() { return this._capabilities.supportsNonPowerOf2Textures; }\n public get maxTexSizeAllow() { return this._capabilities.maxTexSizeAllow; }\n public get disjointTimerQuery() {\n const ext = this._capabilities.queryExtensionObject<any>(\"EXT_disjoint_timer_query_webgl2\");\n return ext ?? this._capabilities.queryExtensionObject<any>(\"EXT_disjoint_timer_query\");\n }\n\n public override get isMobile(): boolean { return this._capabilities.isMobile; }\n\n public setDrawBuffers(attachments: GLenum[]): void {\n this.context.drawBuffers(attachments);\n }\n\n public doIdleWork(): boolean {\n return this.techniques.idleCompileNextShader();\n }\n\n /** Return a Promise which when resolved indicates that all pending external textures have finished loading from the backend. */\n public override async waitForAllExternalTextures(): Promise<void> {\n const extTexLoader = ExternalTextureLoader.instance;\n if (extTexLoader.numActiveRequests < 1 && extTexLoader.numPendingRequests < 1)\n return Promise.resolve();\n const promise = new Promise<void>((resolve: any) => {\n extTexLoader.onTexturesLoaded.addOnce(() => {\n resolve();\n });\n });\n return promise;\n }\n\n public override get hasExternalTextureRequests(): boolean {\n const loader = ExternalTextureLoader.instance;\n return loader.numActiveRequests > 0 || loader.numPendingRequests > 0;\n }\n\n /** Attempt to create a WebGLRenderingContext, returning undefined if unsuccessful. */\n public static createContext(canvas: HTMLCanvasElement, useWebGL2: boolean, inputContextAttributes?: WebGLContextAttributes): WebGLContext | undefined {\n if (!useWebGL2)\n return undefined; // WebGL 2 is required.\n\n let contextAttributes: WebGLContextAttributes = { powerPreference: \"high-performance\" };\n if (undefined !== inputContextAttributes) {\n // NOTE: Order matters with spread operator - if caller wants to override powerPreference, he should be able to.\n contextAttributes = { ...contextAttributes, ...inputContextAttributes };\n }\n\n const context = canvas.getContext(\"webgl2\", contextAttributes);\n return context ?? undefined;\n }\n\n public static create(optionsIn?: RenderSystem.Options): System {\n const options: RenderSystem.Options = undefined !== optionsIn ? optionsIn : {};\n const canvas = document.createElement(\"canvas\");\n if (null === canvas)\n throw new IModelError(BentleyStatus.ERROR, \"Failed to obtain HTMLCanvasElement\");\n\n const context = this.createContext(canvas, true, optionsIn?.contextAttributes);\n if (undefined === context)\n throw new IModelError(BentleyStatus.ERROR, \"Failed to obtain WebGL context\");\n\n if (!(context instanceof WebGL2RenderingContext))\n throw new IModelError(BentleyStatus.ERROR, \"WebGL 2 support is required\");\n\n const capabilities = Capabilities.create(context, options.disabledExtensions);\n if (undefined === capabilities)\n throw new IModelError(BentleyStatus.ERROR, \"Failed to initialize rendering capabilities\");\n\n // set actual gl state to match desired state defaults\n context.depthFunc(GL.DepthFunc.Default); // LessOrEqual\n\n return new this(canvas, context, capabilities, options);\n }\n\n public get isDisposed(): boolean {\n return undefined === this._techniques\n && undefined === this._lineCodeTexture\n && undefined === this._noiseTexture\n && undefined === this._screenSpaceEffects;\n }\n\n // Note: FrameBuffers inside of the FrameBufferStack are not owned by the System, and are only used as a central storage device\n public dispose() {\n this._techniques = dispose(this._techniques);\n this._screenSpaceEffects = dispose(this._screenSpaceEffects);\n this._lineCodeTexture = dispose(this._lineCodeTexture);\n this._noiseTexture = dispose(this._noiseTexture);\n\n // We must attempt to dispose of each idmap in the resourceCache (if idmap is already disposed, has no effect)\n this.resourceCache.forEach((idMap: IdMap) => {\n dispose(idMap);\n });\n\n this.resourceCache.clear();\n if (undefined !== this._removeEventListener) {\n this._removeEventListener();\n this._removeEventListener = undefined;\n }\n }\n\n public override onInitialized(): void {\n this._techniques = Techniques.create(this.context);\n\n const noiseDim = 4;\n const noiseArr = new Uint8Array([152, 235, 94, 173, 219, 215, 115, 176, 73, 205, 43, 201, 10, 81, 205, 198]);\n this._noiseTexture = TextureHandle.createForData(noiseDim, noiseDim, noiseArr, false, GL.Texture.WrapMode.Repeat, GL.Texture.Format.Luminance);\n assert(undefined !== this._noiseTexture, \"System.noiseTexture not created.\");\n\n this._lineCodeTexture = TextureHandle.createForData(LineCode.size, LineCode.count, new Uint8Array(LineCode.lineCodeData), false, GL.Texture.WrapMode.Repeat, GL.Texture.Format.Luminance);\n assert(undefined !== this._lineCodeTexture, \"System.lineCodeTexture not created.\");\n\n this._screenSpaceEffects = new ScreenSpaceEffects();\n }\n\n public createTarget(canvas: HTMLCanvasElement): RenderTarget {\n return new OnScreenTarget(canvas);\n }\n\n public createOffscreenTarget(rect: ViewRect): RenderTarget {\n return new OffScreenTarget(rect);\n }\n\n public createGraphic(options: CustomGraphicBuilderOptions | ViewportGraphicBuilderOptions): GraphicBuilder {\n return new PrimitiveBuilder(this, options);\n }\n\n public override createPlanarGrid(frustum: Frustum, grid: PlanarGridProps): RenderGraphic | undefined {\n return PlanarGridGeometry.create(frustum, grid, this);\n }\n\n public override createTerrainMesh(params: RealityMeshParams, transform?: Transform, disableTextureDisposal = false): RealityMeshGeometry | undefined {\n return RealityMeshGeometry.createForTerrain(params, transform, disableTextureDisposal);\n }\n\n public override createRealityMeshGraphic(params: MeshMapLayerGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\n return RealityMeshGeometry.createGraphic(this, params, disableTextureDisposal);\n }\n public override createRealityMeshGeometry(realityMesh: RealityMeshParams, disableTextureDisposal = false): RealityMeshGeometry | undefined {\n return RealityMeshGeometry.createFromRealityMesh(realityMesh, disableTextureDisposal);\n }\n\n public override createMeshGeometry(params: MeshParams, viOrigin?: Point3d): MeshRenderGeometry | undefined {\n return MeshRenderGeometry.create(params, viOrigin);\n }\n\n public override createPolylineGeometry(params: PolylineParams, viOrigin?: Point3d): PolylineGeometry | undefined {\n return PolylineGeometry.create(params, viOrigin);\n }\n\n public override createPointStringGeometry(params: PointStringParams, viOrigin?: Point3d): PointStringGeometry | undefined {\n return PointStringGeometry.create(params, viOrigin);\n }\n\n public override createAreaPattern(params: PatternGraphicParams): PatternBuffers | undefined {\n return PatternBuffers.create(params);\n }\n\n public override createRenderInstances(params: RenderInstancesParams): RenderInstances | undefined {\n return RenderInstancesImpl.create(params as RenderInstancesParamsImpl);\n }\n\n private createInstancedGraphic(geometry: RenderGeometry, instances: RenderInstances): RenderGraphic | undefined {\n const geom = geometry as RenderGeometryImpl;\n return this.createRenderGraphic(geom, InstanceBuffers.fromRenderInstances(instances, geom.computeRange()));\n }\n\n public override createGraphicFromTemplate(args: CreateGraphicFromTemplateArgs): RenderGraphic {\n const template = args.template;\n const instances = args.instances as RenderInstancesImpl | undefined;\n if (instances && !template.isInstanceable) {\n throw new Error(\"GraphicTemplate is not instanceable\");\n }\n\n const graphics: RenderGraphic[] = [];\n for (const node of template[_nodes]) {\n const nodeGraphics: RenderGraphic[] = [];\n for (const geometry of node.geometry) {\n const gf = instances ? this.createInstancedGraphic(geometry, instances) : this.createRenderGraphic(geometry);\n if (gf) {\n nodeGraphics.push(gf);\n }\n }\n\n if (nodeGraphics.length === 0) {\n continue;\n }\n\n if (node.transform) {\n const branch = new GraphicBranch();\n for (const gf of nodeGraphics) {\n branch.add(gf);\n }\n\n graphics.push(this.createGraphicBranch(branch, node.transform));\n } else {\n graphics.push(this.createGraphicList(nodeGraphics));\n }\n }\n\n let graphic = this.createGraphicList(graphics);\n if (instances && instances[_featureTable]) {\n const range = new Range3d();\n graphic.unionRange(range);\n graphic = this.createBatch(graphic, instances[_featureTable], range);\n } else if (template[_batch]) {\n graphic = this.createBatch(graphic, template[_batch].featureTable, template[_batch].range, template[_batch].options);\n }\n\n const templateBranch = template[_branch];\n if (templateBranch) {\n const branch = new GraphicBranch(true);\n if (templateBranch.viewFlagOverrides) {\n branch.setViewFlagOverrides(templateBranch.viewFlagOverrides);\n }\n\n branch.add(graphic);\n graphic = this.createBranch(branch, templateBranch.transform ?? Transform.createIdentity());\n }\n\n return graphic;\n }\n\n public override createRenderGraphic(geometry: RenderGeometry, instances?: InstancedGraphicParams | RenderAreaPattern | InstanceBuffers): RenderGraphic | undefined {\n const geom = geometry as RenderGeometryImpl;\n\n let buffers: InstanceBuffers | PatternBuffers | undefined;\n if (instances) {\n if (!geometry.isInstanceable) {\n throw new Error(\"RenderGeometry is not instanceable\");\n }\n\n if (instances instanceof PatternBuffers || instances instanceof InstanceBuffers) {\n buffers = instances;\n } else {\n assert(isInstancedGraphicParams(instances));\n buffers = InstanceBuffers.fromParams(instances, () => geom.computeRange());\n if (!buffers) {\n return undefined;\n }\n }\n }\n\n return geom.renderGeometryType === \"mesh\" ? MeshGraphic.create(geom, buffers) : Primitive.create(geom, buffers);\n }\n\n public override createPointCloudGeometry(args: PointCloudArgs): PointCloudGeometry {\n return new PointCloudGeometry(args);\n }\n\n public createGraphicList(primitives: RenderGraphic[]): RenderGraphic {\n return primitives.length === 1 ? primitives[0] : new GraphicsArray(primitives);\n }\n\n public createGraphicBranch(branch: GraphicBranch, transform: Transform, options?: GraphicBranchOptions): RenderGraphic {\n return new Branch(branch, transform, undefined, options);\n }\n\n public override createAnimationTransformNode(graphic: RenderGraphic, nodeId: number): RenderGraphic {\n return new AnimationTransformBranch(graphic, nodeId);\n }\n\n public createBatch(graphic: RenderGraphic, features: RenderFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions): RenderGraphic {\n return new Batch(graphic, features, range, options);\n }\n\n public override createGraphicOwner(owned: RenderGraphic): RenderGraphicOwner {\n return new GraphicOwner(owned as Graphic);\n }\n\n public override createGraphicLayer(graphic: RenderGraphic, layerId: string) {\n return new Layer(graphic as Graphic, layerId);\n }\n\n public override createGraphicLayerContainer(graphic: RenderGraphic, drawAsOverlay: boolean, transparency: number, elevation: number) {\n return new LayerContainer(graphic as Graphic, drawAsOverlay, transparency, elevation);\n }\n\n public override createSkyBox(params: RenderSkyBoxParams): RenderGraphic | undefined {\n if (\"cube\" === params.type)\n return SkyCubePrimitive.create(SkyBoxQuadsGeometry.create(params.texture));\n\n return SkySpherePrimitive.create(SkySphereViewportQuadGeometry.createGeometry(params));\n }\n\n public override createScreenSpaceEffectBuilder(params: ScreenSpaceEffectBuilderParams): ScreenSpaceEffectBuilder {\n return createScreenSpaceEffectBuilder(params);\n }\n\n public applyRenderState(newState: RenderState) {\n newState.apply(this.currentRenderState);\n this.currentRenderState.copyFrom(newState);\n }\n\n public createDepthBuffer(width: number, height: number, numSamples: number = 1): DepthBuffer | undefined {\n // Note: The buffer/texture created here have ownership passed to the caller (system will not dispose of these)\n if (numSamples > 1)\n return RenderBufferMultiSample.create(width, height, WebGL2RenderingContext.DEPTH24_STENCIL8, numSamples);\n else\n return TextureHandle.createForAttachment(width, height, GL.Texture.Format.DepthStencil, this.context.UNSIGNED_INT_24_8);\n }\n\n /** Returns the corresponding IdMap for an IModelConnection. Creates a new one if it doesn't exist. */\n public createIModelMap(imodel: IModelConnection): IdMap {\n let idMap = this.resourceCache.get(imodel);\n if (!idMap) {\n idMap = new IdMap(imodel);\n this.resourceCache.set(imodel, idMap);\n }\n return idMap;\n }\n\n /** Removes an IModelConnection-IdMap pairing from the system's resource cache. */\n private removeIModelMap(imodel: IModelConnection) {\n const idMap = this.resourceCache.get(imodel);\n if (idMap === undefined)\n return;\n dispose(idMap);\n this.resourceCache.delete(imodel);\n }\n\n public override createRenderMaterial(args: CreateRenderMaterialArgs): RenderMaterial | undefined {\n if (args.source) {\n const cached = this.findMaterial(args.source.id, args.source.iModel);\n if (cached)\n return cached;\n }\n\n\n const params = new RenderMaterialParams();\n params.alpha = args.alpha;\n if (undefined !== args.diffuse?.weight)\n params.diffuse = args.diffuse.weight;\n\n params.diffuseColor = getMaterialColor(args.diffuse?.color);\n\n if (args.specular) {\n params.specularColor = getMaterialColor(args.specular?.color);\n if (undefined !== args.specular.weight)\n params.specular = args.specular.weight;\n\n if (undefined !== args.specular.exponent)\n params.specularExponent = args.specular.exponent;\n }\n\n if (args.textureMapping) {\n params.textureMapping = new TextureMapping(args.textureMapping.texture, new TextureMapping.Params({\n textureMat2x3: args.textureMapping.transform,\n mapMode: args.textureMapping.mode,\n textureWeight: args.textureMapping.weight,\n worldMapping: args.textureMapping.worldMapping,\n useConstantLod: args.textureMapping.useConstantLod,\n constantLodProps: args.textureMapping.constantLodProps,\n }));\n params.textureMapping.normalMapParams = args.textureMapping.normalMapParams;\n }\n\n if (args.source) {\n params.key = args.source.id;\n return this.getIdMap(args.source.iModel).getMaterial(params);\n } else {\n return new Material(params);\n }\n }\n\n /** Using its key, search for an existing material of an open iModel. */\n public override findMaterial(key: string, imodel: IModelConnection): RenderMaterial | undefined {\n const idMap = this.resourceCache.get(imodel);\n if (!idMap)\n return undefined;\n return idMap.findMaterial(key);\n }\n\n private getTextureCacheInfo(args: CreateTextureArgs): TextureCacheInfo | undefined {\n const owner = undefined !== args.ownership && args.ownership !== \"external\" ? args.ownership : undefined;\n return owner ? { idMap: this.getIdMap(owner.iModel), key: owner.key } : undefined;\n }\n\n public override createTexture(args: CreateTextureArgs): RenderTexture | undefined {\n const info = this.getTextureCacheInfo(args);\n const existing = info?.idMap.findTexture(info?.key);\n if (existing)\n return existing;\n\n const type = args.type ?? RenderTexture.Type.Normal;\n const source = args.image.source;\n\n let handle;\n if (source instanceof ImageBuffer)\n handle = TextureHandle.createForImageBuffer(source, type);\n else if (source instanceof ImageBitmap)\n handle = TextureHandle.createForImageBitmap(source, type);\n else if (source instanceof HTMLImageElement)\n handle = TextureHandle.createForImage(source, type);\n else\n assert(false);\n\n if (!handle)\n return undefined;\n\n const texture = new Texture({ handle, type, ownership: args.ownership, transparency: args.image.transparency ?? TextureTransparency.Mixed });\n if (texture && info)\n info.idMap.addTexture(texture, info.key);\n\n return texture;\n }\n\n public override async createTextureFromSource(args: CreateTextureFromSourceArgs): Promise<RenderTexture | undefined> {\n if (typeof args.ownership !== \"object\")\n return super.createTextureFromSource(args);\n\n return this.getIdMap(args.ownership.iModel).getTextureFromImageSource(args, args.ownership.key);\n }\n\n\n public override createTextureFromElement(id: Id64String, imodel: IModelConnection, params: RenderTextureParams, format: ImageSourceFormat): RenderTexture | undefined {\n return this.getIdMap(imodel).getTextureFromElement(id, imodel, params, format);\n }\n\n\n public override createTextureFromCubeImages(posX: HTMLImageElement, negX: HTMLImageElement, posY: HTMLImageElement, negY: HTMLImageElement, posZ: HTMLImageElement, negZ: HTMLImageElement, imodel: IModelConnection, params: RenderTextureParams): RenderTexture | undefined {\n return this.getIdMap(imodel).getTextureFromCubeImages(posX, negX, posY, negY, posZ, negZ, params);\n }\n\n /** Attempt to create a texture using gradient symbology. */\n public override getGradientTexture(symb: Gradient.Symb, iModel?: IModelConnection): RenderTexture | undefined {\n let width = 0x100;\n let height = 0x100;\n if (symb.mode === Gradient.Mode.Thematic) {\n // Pixels in each row are identical, no point in having width > 1.\n width = 1;\n // We want maximum height to minimize bleeding of margin color.\n height = this.maxTextureSize;\n }\n\n const source = symb.produceImage({ width, height, includeThematicMargin: true });\n return this.createTexture({\n image: {\n source,\n transparency: ImageBufferFormat.Rgba === source.format ? TextureTransparency.Mixed : TextureTransparency.Opaque,\n },\n ownership: iModel ? { iModel, key: symb } : undefined,\n type: RenderTexture.Type.Normal,\n });\n }\n\n /** Using its key, search for an existing texture of an open iModel. */\n public override findTexture(key: TextureCacheKey, imodel: IModelConnection): RenderTexture | undefined {\n const idMap = this.resourceCache.get(imodel);\n if (!idMap)\n return undefined;\n\n return idMap.findTexture(key);\n }\n\n public override createClipVolume(clipVector: ClipVector): RenderClipVolume | undefined {\n return ClipVolume.create(clipVector);\n }\n public override createBackgroundMapDrape(drapedTree: TileTreeReference, mapTree: MapTileTreeReference) {\n return BackgroundMapDrape.create(drapedTree, mapTree);\n }\n\n protected constructor(canvas: HTMLCanvasElement, context: WebGL2RenderingContext, capabilities: Capabilities, options: RenderSystem.Options) {\n super(options);\n this.canvas = canvas;\n this.context = context;\n this._capabilities = capabilities;\n this.resourceCache = new Map<IModelConnection, IdMap>();\n this.glTimer = GLTimer.create(this);\n\n // Make this System a subscriber to the the IModelConnection onClose event\n this._removeEventListener = IModelConnection.onClose.addListener((imodel) => this.removeIModelMap(imodel));\n\n canvas.addEventListener(\"webglcontextlost\", async () => RenderSystem.contextLossHandler(), false);\n }\n\n /** Exposed strictly for tests. */\n public getIdMap(imodel: IModelConnection): IdMap {\n const map = this.resourceCache.get(imodel);\n return undefined !== map ? map : this.createIModelMap(imodel);\n }\n\n private bindTexture(unit: TextureUnit, target: GL.Texture.Target, texture: TextureBinding, makeActive: boolean): void {\n const index = unit - TextureUnit.Zero;\n if (this._textureBindings[index] === texture) {\n if (makeActive)\n this.context.activeTexture(unit);\n\n return;\n }\n\n this._textureBindings[index] = texture;\n this.context.activeTexture(unit);\n this.context.bindTexture(target, undefined !== texture ? texture : null);\n }\n\n /** Bind the specified texture to the specified unit. This may *or may not* make the texture *active* */\n public bindTexture2d(unit: TextureUnit, texture: TextureBinding) { this.bindTexture(unit, GL.Texture.Target.TwoDee, texture, false); }\n /** Bind the specified texture to the specified unit. This may *or may not* make the texture *active* */\n public bindTextureCubeMap(unit: TextureUnit, texture: TextureBinding) { this.bindTexture(unit, GL.Texture.Target.CubeMap, texture, false); }\n /** Bind the specified texture to the specified unit. This *always* makes the texture *active* */\n public activateTexture2d(unit: TextureUnit, texture: TextureBinding) { this.bindTexture(unit, GL.Texture.Target.TwoDee, texture, true); }\n /** Bind the specified texture to the specified unit. This *always* makes the texture *active* */\n public activateTextureCubeMap(unit: TextureUnit, texture: TextureBinding) { this.bindTexture(unit, GL.Texture.Target.CubeMap, texture, true); }\n\n // Ensure *something* is bound to suppress 'no texture assigned to unit x' warnings.\n public ensureSamplerBound(uniform: UniformHandle, unit: TextureUnit): void {\n expectDefined(this.lineCodeTexture).bindSampler(uniform, unit);\n }\n\n public override get maxRealityImageryLayers() {\n return 6;\n }\n\n public disposeTexture(texture: WebGLTexture) {\n System.instance.context.deleteTexture(texture);\n for (let i = 0; i < this._textureBindings.length; i++) {\n if (this._textureBindings[i] === texture) {\n this._textureBindings[i] = undefined;\n break;\n }\n }\n }\n\n // System keeps track of current enabled state of vertex attribute arrays.\n // This prevents errors caused by leaving a vertex attrib array enabled after disposing of the buffer bound to it;\n // also prevents unnecessarily 'updating' the enabled state of a vertex attrib array when it hasn't actually changed.\n public enableVertexAttribArray(id: number, instanced: boolean): void {\n assert(id < this._nextVertexAttribStates.length, \"if you add new vertex attributes you must update array length\");\n assert(id < this._curVertexAttribStates.length, \"if you add new vertex attributes you must update array length\");\n\n this._nextVertexAttribStates[id] = instanced ? VertexAttribState.InstancedEnabled : VertexAttribState.Enabled;\n }\n\n public updateVertexAttribArrays(): void {\n const cur = this._curVertexAttribStates;\n const next = this._nextVertexAttribStates;\n const context = this.context;\n\n for (let i = 0; i < next.length; i++) {\n const oldState = cur[i];\n const newState = next[i];\n if (oldState !== newState) {\n // Update the enabled state if it changed.\n const wasEnabled = 0 !== (VertexAttribState.Enabled & oldState);\n const nowEnabled = 0 !== (VertexAttribState.Enabled & newState);\n if (wasEnabled !== nowEnabled) {\n if (nowEnabled) {\n context.enableVertexAttribArray(i);\n } else {\n context.disableVertexAttribArray(i);\n }\n }\n\n // Only update the divisor if the attribute is enabled.\n if (nowEnabled) {\n const wasInstanced = 0 !== (VertexAttribState.Instanced & oldState);\n const nowInstanced = 0 !== (VertexAttribState.Instanced & newState);\n if (wasInstanced !== nowInstanced) {\n this.vertexAttribDivisor(i, nowInstanced ? 1 : 0);\n }\n }\n\n cur[i] = newState;\n }\n\n // Set the attribute back to disabled, but preserve the divisor.\n next[i] &= ~VertexAttribState.Enabled;\n }\n }\n\n public vertexAttribDivisor(index: number, divisor: number) {\n this.context.vertexAttribDivisor(index, divisor);\n }\n\n public drawArrays(type: GL.PrimitiveType, first: number, count: number, numInstances: number): void {\n if (0 !== numInstances) {\n this.context.drawArraysInstanced(type, first, count, numInstances);\n } else {\n this.context.drawArrays(type, first, count);\n }\n }\n\n public invalidateFrameBuffer(attachments: number[]): void {\n this.context.invalidateFramebuffer(this.context.FRAMEBUFFER, attachments);\n }\n\n public enableDiagnostics(enable: RenderDiagnostics | undefined): void {\n enable = enable ?? RenderDiagnostics.All;\n Debug.printEnabled = RenderDiagnostics.None !== (enable & RenderDiagnostics.DebugOutput);\n Debug.evaluateEnabled = RenderDiagnostics.None !== (enable & RenderDiagnostics.WebGL);\n }\n\n // RenderSystemDebugControl\n public override get debugControl(): RenderSystemDebugControl { return this; }\n\n private _dpiAwareLOD?: boolean;\n public override get dpiAwareLOD(): boolean { return this._dpiAwareLOD ?? super.dpiAwareLOD; }\n public override set dpiAwareLOD(dpiAware: boolean) { this._dpiAwareLOD = dpiAware; }\n\n public loseContext(): boolean {\n const ext = this._capabilities.queryExtensionObject<WEBGL_lose_context>(\"WEBGL_lose_context\");\n if (undefined === ext)\n return false;\n\n ext.loseContext();\n return true;\n }\n\n public compileAllShaders(): boolean {\n return this.techniques.compileShaders();\n }\n\n public get isGLTimerSupported(): boolean { return this.glTimer.isSupported; }\n public set resultsCallback(callback: GLTimerResultCallback | undefined) {\n this.glTimer.resultsCallback = callback;\n }\n\n public override collectStatistics(stats: RenderMemory.Statistics): void {\n if (undefined !== this._lineCodeTexture)\n stats.addTexture(this._lineCodeTexture.bytesUsed);\n\n if (undefined !== this._noiseTexture)\n stats.addTexture(this._noiseTexture.bytesUsed);\n\n for (const idMap of this.resourceCache.values())\n idMap.collectStatistics(stats);\n }\n\n public setMaxAnisotropy(max: number | undefined): void {\n this._capabilities.setMaxAnisotropy(max, this.context);\n }\n}\n"]}
@@ -456,6 +456,6 @@ function addAtmosphericScatteringEffect(builder, isSkyBox, perFragmentCompute) {
456
456
  });
457
457
  }, 3 /* VariablePrecision.High */);
458
458
  builder.frag.addFunction(applyHdr);
459
- builder.frag.set(24 /* FragmentShaderComponent.ApplyAtmosphericScattering */, applyAtmosphericScattering);
459
+ builder.frag.set(23 /* FragmentShaderComponent.ApplyAtmosphericScattering */, applyAtmosphericScattering);
460
460
  }
461
461
  //# sourceMappingURL=Atmosphere.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"ClearPickAndColor.d.ts","sourceRoot":"","sources":["../../../../../../src/internal/render/webgl/glsl/ClearPickAndColor.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAYjD,gBAAgB;AAChB,wBAAgB,8BAA8B,CAAC,OAAO,EAAE,sBAAsB,GAAG,aAAa,CAkB7F"}
1
+ {"version":3,"file":"ClearPickAndColor.d.ts","sourceRoot":"","sources":["../../../../../../src/internal/render/webgl/glsl/ClearPickAndColor.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAWjD,gBAAgB;AAChB,wBAAgB,8BAA8B,CAAC,OAAO,EAAE,sBAAsB,GAAG,aAAa,CAkB7F"}
@@ -14,7 +14,6 @@ const assignFragData = `
14
14
  FragColor0 = baseColor;
15
15
  FragColor1 = vec4(0.0);
16
16
  FragColor2 = vec4(0.0);
17
- FragColor3 = vec4(0.0);
18
17
  `;
19
18
  /** @internal */
20
19
  function createClearPickAndColorProgram(context) {
@@ -26,7 +25,7 @@ function createClearPickAndColorProgram(context) {
26
25
  });
27
26
  });
28
27
  frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computeBaseColor);
29
- frag.addDrawBuffersExtension(4);
28
+ frag.addDrawBuffersExtension(3);
30
29
  frag.set(18 /* FragmentShaderComponent.AssignFragData */, assignFragData);
31
30
  builder.vert.headerComment = "//!V! ClearPickAndColor";
32
31
  builder.frag.headerComment = "//!F! ClearPickAndColor";
@@ -1 +1 @@
1
- {"version":3,"file":"ClearPickAndColor.js","sourceRoot":"","sources":["../../../../../../src/internal/render/webgl/glsl/ClearPickAndColor.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AAgBH,wEAkBC;AA9BD,iDAA2D;AAE3D,MAAM,gBAAgB,GAAG,mBAAmB,CAAC;AAE7C,MAAM,cAAc,GAAG;;;;;CAKtB,CAAC;AAEF,gBAAgB;AAChB,SAAgB,8BAA8B,CAAC,OAA+B;IAC5E,MAAM,OAAO,GAAG,IAAA,wCAAyB,EAAC,KAAK,CAAC,CAAC;IACjD,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAC1B,IAAI,CAAC,UAAU,CAAC,WAAW,6BAAqB,CAAC,IAAI,EAAE,EAAE;QACvD,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACtD,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,kBAAkB,CAAC,OAAO,CAAC,CAAC;QAC3D,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,GAAG,mDAA2C,gBAAgB,CAAC,CAAC;IAErE,IAAI,CAAC,uBAAuB,CAAC,CAAC,CAAC,CAAC;IAChC,IAAI,CAAC,GAAG,kDAAyC,cAAc,CAAC,CAAC;IAEjE,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,yBAAyB,CAAC;IACvD,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,yBAAyB,CAAC;IAEvD,OAAO,OAAO,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AACvC,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { FragmentShaderComponent, VariableType } from \"../ShaderBuilder\";\nimport { ShaderProgram } from \"../ShaderProgram\";\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\n\nconst computeBaseColor = \"return u_bgColor;\";\n\nconst assignFragData = `\n FragColor0 = baseColor;\n FragColor1 = vec4(0.0);\n FragColor2 = vec4(0.0);\n FragColor3 = vec4(0.0);\n`;\n\n/** @internal */\nexport function createClearPickAndColorProgram(context: WebGL2RenderingContext): ShaderProgram {\n const builder = createViewportQuadBuilder(false);\n const frag = builder.frag;\n frag.addUniform(\"u_bgColor\", VariableType.Vec4, (prog) => {\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\n params.target.uniforms.style.bindBackgroundRgba(uniform);\n });\n });\n\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeBaseColor);\n\n frag.addDrawBuffersExtension(4);\n frag.set(FragmentShaderComponent.AssignFragData, assignFragData);\n\n builder.vert.headerComment = \"//!V! ClearPickAndColor\";\n builder.frag.headerComment = \"//!F! ClearPickAndColor\";\n\n return builder.buildProgram(context);\n}\n"]}
1
+ {"version":3,"file":"ClearPickAndColor.js","sourceRoot":"","sources":["../../../../../../src/internal/render/webgl/glsl/ClearPickAndColor.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AAeH,wEAkBC;AA7BD,iDAA2D;AAE3D,MAAM,gBAAgB,GAAG,mBAAmB,CAAC;AAE7C,MAAM,cAAc,GAAG;;;;CAItB,CAAC;AAEF,gBAAgB;AAChB,SAAgB,8BAA8B,CAAC,OAA+B;IAC5E,MAAM,OAAO,GAAG,IAAA,wCAAyB,EAAC,KAAK,CAAC,CAAC;IACjD,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAC1B,IAAI,CAAC,UAAU,CAAC,WAAW,6BAAqB,CAAC,IAAI,EAAE,EAAE;QACvD,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACtD,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,kBAAkB,CAAC,OAAO,CAAC,CAAC;QAC3D,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,GAAG,mDAA2C,gBAAgB,CAAC,CAAC;IAErE,IAAI,CAAC,uBAAuB,CAAC,CAAC,CAAC,CAAC;IAChC,IAAI,CAAC,GAAG,kDAAyC,cAAc,CAAC,CAAC;IAEjE,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,yBAAyB,CAAC;IACvD,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,yBAAyB,CAAC;IAEvD,OAAO,OAAO,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AACvC,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { FragmentShaderComponent, VariableType } from \"../ShaderBuilder\";\nimport { ShaderProgram } from \"../ShaderProgram\";\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\n\nconst computeBaseColor = \"return u_bgColor;\";\n\nconst assignFragData = `\n FragColor0 = baseColor;\n FragColor1 = vec4(0.0);\n FragColor2 = vec4(0.0);\n`;\n\n/** @internal */\nexport function createClearPickAndColorProgram(context: WebGL2RenderingContext): ShaderProgram {\n const builder = createViewportQuadBuilder(false);\n const frag = builder.frag;\n frag.addUniform(\"u_bgColor\", VariableType.Vec4, (prog) => {\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\n params.target.uniforms.style.bindBackgroundRgba(uniform);\n });\n });\n\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeBaseColor);\n\n frag.addDrawBuffersExtension(3);\n frag.set(FragmentShaderComponent.AssignFragData, assignFragData);\n\n builder.vert.headerComment = \"//!V! ClearPickAndColor\";\n builder.frag.headerComment = \"//!F! ClearPickAndColor\";\n\n return builder.buildProgram(context);\n}\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"Contours.d.ts","sourceRoot":"","sources":["../../../../../../src/internal/render/webgl/glsl/Contours.ts"],"names":[],"mappings":"AASA,OAAO,EACoB,cAAc,EACxC,MAAM,kBAAkB,CAAC;AA8G1B,gBAAgB;AAChB,wBAAgB,gBAAgB,CAAC,OAAO,EAAE,cAAc,QA4DvD"}
1
+ {"version":3,"file":"Contours.d.ts","sourceRoot":"","sources":["../../../../../../src/internal/render/webgl/glsl/Contours.ts"],"names":[],"mappings":"AASA,OAAO,EACoB,cAAc,EACxC,MAAM,kBAAkB,CAAC;AAyF1B,gBAAgB;AAChB,wBAAgB,gBAAgB,CAAC,OAAO,EAAE,cAAc,QAiDvD"}
@@ -12,7 +12,6 @@ const core_common_1 = require("@itwin/core-common");
12
12
  const RenderFlags_1 = require("../RenderFlags");
13
13
  const FeatureSymbology_1 = require("./FeatureSymbology");
14
14
  const Vertex_1 = require("./Vertex");
15
- const Decode_1 = require("./Decode");
16
15
  const computeContourNdx = `
17
16
  if (u_contourLUTWidth == 0u)
18
17
  return 15.0;
@@ -40,21 +39,6 @@ vec4 unpackAndNormalize2BytesVec4(vec4 f, bool upper) {
40
39
  return unpack2BytesVec4(f, upper) / 255.0;
41
40
  }
42
41
  `;
43
- const encodeContourLineInfo = `
44
- void encodeContourLineInfo(int groupIndex, bool isMajor, float interval) {
45
- // ContourDisplay.maxContourGroups is currently 5. Must change this code if that changes.
46
- float groupIndexAndType = float(groupIndex + (isMajor ? 16 : 8));
47
-
48
- // Find nearest multiple of interval to pixel world height.
49
- float elevation = (v_height >= 0.0 ? floor((v_height + interval / 2.0) / interval) : ceil((v_height - interval / 2.0) / interval)) * interval;
50
-
51
- // Convert elevation to a fraction of the frustum's world Z extents
52
- elevation = clamp((elevation - u_worldFrustumZRange.x) / (u_worldFrustumZRange.y - u_worldFrustumZRange.x), 0.0, 1.0);
53
-
54
- // Encode elevation in RGB and the rest of the info in A
55
- g_contourLineInfo = vec4(groupIndexAndType * 0.03125, encodeDepthRgb(elevation));
56
- }
57
- `;
58
42
  const applyContours = `
59
43
  int contourNdx = int(v_contourNdx + 0.5);
60
44
  if (contourNdx > 14) // 15 => no contours
@@ -100,12 +84,8 @@ const applyContours = `
100
84
  contourAlpha *= (patterns[(lineCodeWt / 16) & 0xf] & msk) > 0u ? 1.0 : 0.0;
101
85
  contourAlpha = min(contourAlpha, 1.0);
102
86
 
103
- bool isContourLine = contourAlpha >= 0.5;
104
- if (isContourLine)
105
- encodeContourLineInfo(contourNdxC, maj, intervals.r);
106
-
107
87
  if (rgbfp.a / 65536.0 < 0.5) { // showGeometry == 0
108
- if (!isContourLine)
88
+ if (contourAlpha < 0.5) // not a contour line
109
89
  discard;
110
90
  return vec4(rgbf.rgb, 1.0);
111
91
  }
@@ -145,23 +125,14 @@ float computeWorldHeight(vec4 rawPosition) {
145
125
  params.target.uniforms.branch.bindModelToWorldTransform(uniform, params.geometry, false);
146
126
  });
147
127
  });
148
- builder.frag.addUniform("u_worldFrustumZRange", 3 /* VariableType.Vec2 */, (prog) => {
149
- prog.addProgramUniform("u_worldFrustumZRange", (uniform, params) => {
150
- uniform.setUniform2fv(params.target.uniforms.frustum.worldFrustumZRange);
151
- });
152
- });
153
128
  const contourDefsSize = 8;
154
129
  builder.frag.addUniformArray("u_contourDefs", 5 /* VariableType.Vec4 */, contourDefsSize, (prog) => {
155
130
  prog.addGraphicUniform("u_contourDefs", (uniform, params) => {
156
131
  params.target.uniforms.contours.bindcontourDefs(uniform);
157
132
  });
158
133
  });
159
- builder.frag.addGlobal("g_contourLineInfo", 5 /* VariableType.Vec4 */, "vec4(0.0)");
160
- builder.frag.addFunction(Decode_1.encodeDepthRgb);
161
- builder.frag.addFunction(encodeContourLineInfo);
162
134
  builder.frag.addFunction(unpack2BytesVec4);
163
135
  builder.frag.addFunction(unpackAndNormalize2BytesVec4);
164
136
  builder.frag.set(11 /* FragmentShaderComponent.ApplyContours */, applyContours);
165
- builder.frag.set(23 /* FragmentShaderComponent.ComputeContourLineInfo */, "return g_contourLineInfo;");
166
137
  }
167
138
  //# sourceMappingURL=Contours.js.map
@@ -1 +1 @@
1
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\nimport { ContourDisplay } from \"@itwin/core-common\";\nimport { TextureUnit } from \"../RenderFlags\";\nimport {\n FragmentShaderComponent, ProgramBuilder, VariableType,\n} from \"../ShaderBuilder\";\nimport { addFeatureIndex } from \"./FeatureSymbology\";\nimport { addInstancedRtcMatrix } from \"./Vertex\";\nimport { encodeDepthRgb } from \"./Decode\";\n\nconst computeContourNdx = `\n if (u_contourLUTWidth == 0u)\n return 15.0;\n uint lutIndex = uint(getFeatureIndex());\n bool odd = bool(lutIndex & 1u);\n lutIndex /= 2u;\n uint byteSel = lutIndex & 0x3u;\n lutIndex /= 4u;\n ivec2 coords = ivec2(lutIndex % u_contourLUTWidth, lutIndex / u_contourLUTWidth);\n uvec4 contourNdx4 = uvec4(texelFetch(u_contourLUT, coords, 0) * 255.0 + 0.5);\n uvec2 contourNdx2 = bool(byteSel & 2u) ? contourNdx4.ba : contourNdx4.rg;\n uint contourNdx = bool(byteSel & 1u) ? contourNdx2.g : contourNdx2.r;\n return float(odd ? contourNdx >> 4u : contourNdx & 0xFu);\n`;\n\nconst unpack2BytesVec4 = `\nvec4 unpack2BytesVec4(vec4 f, bool upper) {\n f = floor(f + 0.5);\n vec4 outUpper = floor(f / 256.0);\n vec4 outLower = floor(f - outUpper * 256.0);\n return upper ? outUpper : outLower;\n}\n`;\n\nconst unpackAndNormalize2BytesVec4 = `\nvec4 unpackAndNormalize2BytesVec4(vec4 f, bool upper) {\n return unpack2BytesVec4(f, upper) / 255.0;\n}\n`;\n\nconst encodeContourLineInfo = `\n void encodeContourLineInfo(int groupIndex, bool isMajor, float interval) {\n // ContourDisplay.maxContourGroups is currently 5. Must change this code if that changes.\n float groupIndexAndType = float(groupIndex + (isMajor ? 16 : 8));\n\n // Find nearest multiple of interval to pixel world height.\n float elevation = (v_height >= 0.0 ? floor((v_height + interval / 2.0) / interval) : ceil((v_height - interval / 2.0) / interval)) * interval;\n\n // Convert elevation to a fraction of the frustum's world Z extents\n elevation = clamp((elevation - u_worldFrustumZRange.x) / (u_worldFrustumZRange.y - u_worldFrustumZRange.x), 0.0, 1.0);\n\n // Encode elevation in RGB and the rest of the info in A\n g_contourLineInfo = vec4(groupIndexAndType * 0.03125, encodeDepthRgb(elevation));\n }\n`;\n\nconst applyContours = `\n int contourNdx = int(v_contourNdx + 0.5);\n if (contourNdx > 14) // 15 => no contours\n return baseColor;\n\n const int maxDefs = ${ContourDisplay.maxContourGroups}; // max number of contour definitions allowed, have to change index arrays if this changes\n int contourNdxC = clamp(contourNdx, 0, maxDefs - 1);\n\n bool even = (contourNdxC & 1) == 0;\n vec4 rgbfp = u_contourDefs[even ? 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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\nimport { ContourDisplay } from \"@itwin/core-common\";\nimport { TextureUnit } from \"../RenderFlags\";\nimport {\n FragmentShaderComponent, ProgramBuilder, VariableType,\n} from \"../ShaderBuilder\";\nimport { addFeatureIndex } from \"./FeatureSymbology\";\nimport { addInstancedRtcMatrix } from \"./Vertex\";\n\nconst computeContourNdx = `\n if (u_contourLUTWidth == 0u)\n return 15.0;\n uint lutIndex = uint(getFeatureIndex());\n bool odd = bool(lutIndex & 1u);\n lutIndex /= 2u;\n uint byteSel = lutIndex & 0x3u;\n lutIndex /= 4u;\n ivec2 coords = ivec2(lutIndex % u_contourLUTWidth, lutIndex / u_contourLUTWidth);\n uvec4 contourNdx4 = uvec4(texelFetch(u_contourLUT, coords, 0) * 255.0 + 0.5);\n uvec2 contourNdx2 = bool(byteSel & 2u) ? contourNdx4.ba : contourNdx4.rg;\n uint contourNdx = bool(byteSel & 1u) ? contourNdx2.g : contourNdx2.r;\n return float(odd ? contourNdx >> 4u : contourNdx & 0xFu);\n`;\n\nconst unpack2BytesVec4 = `\nvec4 unpack2BytesVec4(vec4 f, bool upper) {\n f = floor(f + 0.5);\n vec4 outUpper = floor(f / 256.0);\n vec4 outLower = floor(f - outUpper * 256.0);\n return upper ? outUpper : outLower;\n}\n`;\n\nconst unpackAndNormalize2BytesVec4 = `\nvec4 unpackAndNormalize2BytesVec4(vec4 f, bool upper) {\n return unpack2BytesVec4(f, upper) / 255.0;\n}\n`;\n\nconst applyContours = `\n int contourNdx = int(v_contourNdx + 0.5);\n if (contourNdx > 14) // 15 => no contours\n return baseColor;\n\n const int maxDefs = ${ContourDisplay.maxContourGroups}; // max number of contour definitions allowed, have to change index arrays if this changes\n int contourNdxC = clamp(contourNdx, 0, maxDefs - 1);\n\n bool even = (contourNdxC & 1) == 0;\n vec4 rgbfp = u_contourDefs[even ? contourNdxC * 3 / 2 : (contourNdxC - 1) * 3 / 2 + 2];\n vec4 intervalsPair = u_contourDefs[(contourNdxC / 2) * 3 + 1];\n // intervals.r => minor interval distance, intervals.g => major index count\n vec2 intervals = even ? intervalsPair.rg : intervalsPair.ba;\n\n float coord = v_height / intervals.r;\n // determine if this is in the vicinity of a major contour line (1/2 an interval either way, which is one limit of drawing width)\n bool maj = (fract((abs(coord) + 0.5) / intervals.g) < (1.0 / intervals.g));\n vec4 rgbf = unpackAndNormalize2BytesVec4(rgbfp, maj);\n // rgbf.a => (4-bit linecode / 4-bit weight) maj/min, where the 4-bit weight is a 3-bit weight value with one fraction bit and a 1.5 offset.\n // This gives a weight range of 1.5 to 9 in 0.5 increments.\n // NB: the showGeometry bit flag is stuck in at bit 16 of this, so the major line code has an extra bit in it that needs to be masked out\n int lineCodeWt = int((rgbf.a * 255.0) + 0.5);\n // first * 0.5 is for fractional part of width, then have to add 1.0 for offset, then another 1.0 for actual width bias\n float lineRadius = (float(lineCodeWt & 0xf) * 0.5 + 2.0) * 0.5;\n\n // abs(fract(coord - 0.5) - 0.5) will produce 0.0 at the contour line, and 0.5 at the mid-point between contour lines\n // fwidth(coord) is sum of absolute diffs in coord in adjacent pixels\n float line = abs(fract(coord - 0.5) - 0.5) / fwidth(coord);\n // If line is 0 (like at contour line), contourAlpha = lineRadius, so will use draw in contour color\n\t// If line >= lineRadius, contourAlpha = 0, so won't show contour\n float contourAlpha = lineRadius - min(line, lineRadius);\n\n // figure out which direction line is going, to know which screen pattern offset to use\n float dx = dFdx(contourAlpha);\n float dy = dFdy(contourAlpha);\n\n const float patLength = 32.0;\n uint patterns[10] = uint[](0xffffffffu, 0x80808080u, 0xf8f8f8f8u, 0xffe0ffe0u, 0xfe10fe10u, 0xe0e0e0e0u, 0xf888f888u, 0xff18ff18u, 0xccccccccu, 0x00000001u);\n\n float offset = trunc((abs(dx) > abs(dy)) ? gl_FragCoord.y : gl_FragCoord.x);\n offset = mod(offset, patLength);\n uint msk = 1u << uint(offset);\n contourAlpha *= (patterns[(lineCodeWt / 16) & 0xf] & msk) > 0u ? 1.0 : 0.0;\n contourAlpha = min(contourAlpha, 1.0);\n\n if (rgbfp.a / 65536.0 < 0.5) { // showGeometry == 0\n if (contourAlpha < 0.5) // not a contour line\n discard;\n return vec4(rgbf.rgb, 1.0);\n }\n // set contour opaque even if base color is transparent\n float alpha = contourAlpha >= 0.5 ? 1.0 : baseColor.a;\n return vec4(mix(baseColor.rgb, rgbf.rgb, contourAlpha), alpha);\n`;\n\n/** @internal */\nexport function addApplyContours(builder: ProgramBuilder) {\n const modelPos = builder.vert.usesInstancedGeometry ? \"(g_instancedRtcMatrix * rawPosition)\" : \"rawPosition\";\n\n const computeWorldHeight = `\nfloat computeWorldHeight(vec4 rawPosition) {\n float height = (u_modelToWorldC * ${modelPos}).z;\n // TODO: apply ECEF correction to height\n return height;\n}\n`;\n\n addFeatureIndex(builder.vert);\n\n builder.addFunctionComputedVarying(\"v_contourNdx\", VariableType.Float, \"computeContourNdx\", computeContourNdx);\n builder.addFunctionComputedVaryingWithArgs(\"v_height\", VariableType.Float, \"computeWorldHeight(rawPosition)\", computeWorldHeight);\n\n if (builder.vert.usesInstancedGeometry)\n addInstancedRtcMatrix(builder.vert);\n\n builder.vert.addUniform(\"u_contourLUT\", VariableType.Sampler2D, (prog) => {\n prog.addGraphicUniform(\"u_contourLUT\", (uniform, params) => {\n // set this uniform here so that it won't cause problems (e.g.: loopback) if it does not end up being set by bindContourLUT call\n uniform.setUniform1i(TextureUnit.Contours - TextureUnit.Zero);\n params.target.uniforms.batch.bindContourLUT(uniform);\n });\n });\n\n builder.vert.addUniform(\"u_contourLUTWidth\", VariableType.Uint, (prog) => {\n prog.addGraphicUniform(\"u_contourLUTWidth\", (uniform, params) => {\n params.target.uniforms.batch.bindContourLUTWidth(uniform);\n });\n });\n\n builder.vert.addUniform(\"u_modelToWorldC\", VariableType.Mat4, (prog) => {\n prog.addGraphicUniform(\"u_modelToWorldC\", (uniform, params) => {\n params.target.uniforms.branch.bindModelToWorldTransform(uniform, params.geometry, false);\n });\n });\n\n const contourDefsSize = 8;\n builder.frag.addUniformArray(\"u_contourDefs\", VariableType.Vec4, contourDefsSize, (prog) => {\n prog.addGraphicUniform(\"u_contourDefs\", (uniform, params) => {\n params.target.uniforms.contours.bindcontourDefs(uniform);\n });\n });\n\n builder.frag.addFunction(unpack2BytesVec4);\n builder.frag.addFunction(unpackAndNormalize2BytesVec4);\n builder.frag.set(FragmentShaderComponent.ApplyContours, applyContours);\n}\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"Fragment.d.ts","sourceRoot":"","sources":["../../../../../../src/internal/render/webgl/glsl/Fragment.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,qBAAqB,EAAwD,MAAM,kBAAkB,CAAC;AAI/G,gBAAgB;AAChB,wBAAgB,oBAAoB,CAAC,IAAI,EAAE,qBAAqB,QAQ/D;AAED,gBAAgB;AAChB,wBAAgB,uBAAuB,CAAC,IAAI,EAAE,qBAAqB,QASlE;AA4CD,gBAAgB;AAChB,wBAAgB,oBAAoB,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI,CAkCtE;AAED,gBAAgB;AAChB,wBAAgB,uBAAuB,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI,CAazE;AAED,gBAAgB;AAChB,wBAAgB,kCAAkC,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI,CASpF;AAED,gBAAgB;AAChB,eAAO,MAAM,eAAe,2BAA2B,CAAC;AAWxD,gBAAgB;AAChB,eAAO,MAAM,kBAAkB,qPAQ9B,CAAC"}
1
+ {"version":3,"file":"Fragment.d.ts","sourceRoot":"","sources":["../../../../../../src/internal/render/webgl/glsl/Fragment.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,qBAAqB,EAAwD,MAAM,kBAAkB,CAAC;AAI/G,gBAAgB;AAChB,wBAAgB,oBAAoB,CAAC,IAAI,EAAE,qBAAqB,QAQ/D;AAED,gBAAgB;AAChB,wBAAgB,uBAAuB,CAAC,IAAI,EAAE,qBAAqB,QASlE;AA0CD,gBAAgB;AAChB,wBAAgB,oBAAoB,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI,CA8BtE;AAED,gBAAgB;AAChB,wBAAgB,uBAAuB,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI,CAazE;AAED,gBAAgB;AAChB,wBAAgB,kCAAkC,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI,CASpF;AAED,gBAAgB;AAChB,eAAO,MAAM,eAAe,2BAA2B,CAAC;AAWxD,gBAAgB;AAChB,eAAO,MAAM,kBAAkB,qPAQ9B,CAAC"}
@@ -64,13 +64,11 @@ const computeAltPickBufferOutputs = `${multiplyAlpha}
64
64
  vec4 output0 = baseColor;
65
65
  vec4 output1 = vec4(0.0);
66
66
  vec4 output2 = vec4(0.0);
67
- vec4 output3 = vec4(0.0);
68
67
  `;
69
68
  const assignPickBufferOutputsMRT = `
70
69
  FragColor0 = output0;
71
70
  FragColor1 = output1;
72
71
  FragColor2 = output2;
73
- FragColor3 = output3;
74
72
  `;
75
73
  const reassignFeatureId = " output1 = overrideFeatureId(output1);";
76
74
  /** @internal */
@@ -87,9 +85,6 @@ function addPickBufferOutputs(frag) {
87
85
  prelude.addline(" float renderOrder = u_renderOrder;");
88
86
  }
89
87
  prelude.add(computePickBufferOutputs);
90
- const computeContourLineInfo = frag.get(23 /* FragmentShaderComponent.ComputeContourLineInfo */) ?? "return vec4(0.0);";
91
- frag.addFunction("vec4 computeContourLineInfo()", computeContourLineInfo);
92
- prelude.addline(" vec4 output3 = computeContourLineInfo();");
93
88
  const overrideColor = frag.get(21 /* FragmentShaderComponent.OverrideColor */);
94
89
  if (undefined !== overrideColor) {
95
90
  frag.addFunction("vec4 overrideColor(vec4 currentColor)", overrideColor);
@@ -101,7 +96,7 @@ function addPickBufferOutputs(frag) {
101
96
  prelude.addline(reassignFeatureId);
102
97
  }
103
98
  (0, RenderPass_1.addRenderPass)(frag);
104
- frag.addDrawBuffersExtension(4);
99
+ frag.addDrawBuffersExtension(3);
105
100
  frag.set(18 /* FragmentShaderComponent.AssignFragData */, prelude.source + assignPickBufferOutputsMRT);
106
101
  }
107
102
  /** @internal */
@@ -114,7 +109,7 @@ function addAltPickBufferOutputs(frag) {
114
109
  prelude.addline(" output0 = overrideColor(output0);");
115
110
  }
116
111
  (0, RenderPass_1.addRenderPass)(frag);
117
- frag.addDrawBuffersExtension(4);
112
+ frag.addDrawBuffersExtension(3);
118
113
  frag.set(18 /* FragmentShaderComponent.AssignFragData */, prelude.source + assignPickBufferOutputsMRT);
119
114
  }
120
115
  /** @internal */