@itwin/frontend-devtools 3.0.0-dev.72

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Files changed (244) hide show
  1. package/CHANGELOG.md +723 -0
  2. package/LICENSE.md +9 -0
  3. package/README.md +321 -0
  4. package/lib/ClipboardUtilities.d.ts +9 -0
  5. package/lib/ClipboardUtilities.d.ts.map +1 -0
  6. package/lib/ClipboardUtilities.js +27 -0
  7. package/lib/ClipboardUtilities.js.map +1 -0
  8. package/lib/FrontEndDevTools.d.ts +19 -0
  9. package/lib/FrontEndDevTools.d.ts.map +1 -0
  10. package/lib/FrontEndDevTools.js +203 -0
  11. package/lib/FrontEndDevTools.js.map +1 -0
  12. package/lib/effects/Convolution.d.ts +69 -0
  13. package/lib/effects/Convolution.d.ts.map +1 -0
  14. package/lib/effects/Convolution.js +166 -0
  15. package/lib/effects/Convolution.js.map +1 -0
  16. package/lib/effects/EffectTools.d.ts +34 -0
  17. package/lib/effects/EffectTools.d.ts.map +1 -0
  18. package/lib/effects/EffectTools.js +69 -0
  19. package/lib/effects/EffectTools.js.map +1 -0
  20. package/lib/effects/Explosion.d.ts +13 -0
  21. package/lib/effects/Explosion.d.ts.map +1 -0
  22. package/lib/effects/Explosion.js +168 -0
  23. package/lib/effects/Explosion.js.map +1 -0
  24. package/lib/effects/FlipImage.d.ts +31 -0
  25. package/lib/effects/FlipImage.d.ts.map +1 -0
  26. package/lib/effects/FlipImage.js +100 -0
  27. package/lib/effects/FlipImage.js.map +1 -0
  28. package/lib/effects/LensDistortion.d.ts +35 -0
  29. package/lib/effects/LensDistortion.d.ts.map +1 -0
  30. package/lib/effects/LensDistortion.js +110 -0
  31. package/lib/effects/LensDistortion.js.map +1 -0
  32. package/lib/effects/Random.d.ts +25 -0
  33. package/lib/effects/Random.d.ts.map +1 -0
  34. package/lib/effects/Random.js +50 -0
  35. package/lib/effects/Random.js.map +1 -0
  36. package/lib/effects/Saturation.d.ts +31 -0
  37. package/lib/effects/Saturation.d.ts.map +1 -0
  38. package/lib/effects/Saturation.js +86 -0
  39. package/lib/effects/Saturation.js.map +1 -0
  40. package/lib/effects/Snow.d.ts +77 -0
  41. package/lib/effects/Snow.d.ts.map +1 -0
  42. package/lib/effects/Snow.js +187 -0
  43. package/lib/effects/Snow.js.map +1 -0
  44. package/lib/effects/Vignette.d.ts +40 -0
  45. package/lib/effects/Vignette.d.ts.map +1 -0
  46. package/lib/effects/Vignette.js +109 -0
  47. package/lib/effects/Vignette.js.map +1 -0
  48. package/lib/frontend-devtools.d.ts +82 -0
  49. package/lib/frontend-devtools.d.ts.map +1 -0
  50. package/lib/frontend-devtools.js +98 -0
  51. package/lib/frontend-devtools.js.map +1 -0
  52. package/lib/public/locales/en/FrontendDevTools.json +449 -0
  53. package/lib/public/sprites/particle_explosion.png +0 -0
  54. package/lib/public/sprites/particle_flame.png +0 -0
  55. package/lib/public/sprites/particle_snow.png +0 -0
  56. package/lib/tools/AnimationIntervalTool.d.ts +16 -0
  57. package/lib/tools/AnimationIntervalTool.d.ts.map +1 -0
  58. package/lib/tools/AnimationIntervalTool.js +31 -0
  59. package/lib/tools/AnimationIntervalTool.js.map +1 -0
  60. package/lib/tools/ChangeUnitsTool.d.ts +16 -0
  61. package/lib/tools/ChangeUnitsTool.d.ts.map +1 -0
  62. package/lib/tools/ChangeUnitsTool.js +42 -0
  63. package/lib/tools/ChangeUnitsTool.js.map +1 -0
  64. package/lib/tools/ClipTools.d.ts +68 -0
  65. package/lib/tools/ClipTools.d.ts.map +1 -0
  66. package/lib/tools/ClipTools.js +162 -0
  67. package/lib/tools/ClipTools.js.map +1 -0
  68. package/lib/tools/DisplayStyleTools.d.ts +99 -0
  69. package/lib/tools/DisplayStyleTools.d.ts.map +1 -0
  70. package/lib/tools/DisplayStyleTools.js +242 -0
  71. package/lib/tools/DisplayStyleTools.js.map +1 -0
  72. package/lib/tools/EmphasizeElementsTool.d.ts +61 -0
  73. package/lib/tools/EmphasizeElementsTool.d.ts.map +1 -0
  74. package/lib/tools/EmphasizeElementsTool.js +155 -0
  75. package/lib/tools/EmphasizeElementsTool.js.map +1 -0
  76. package/lib/tools/FrustumDecoration.d.ts +58 -0
  77. package/lib/tools/FrustumDecoration.d.ts.map +1 -0
  78. package/lib/tools/FrustumDecoration.js +372 -0
  79. package/lib/tools/FrustumDecoration.js.map +1 -0
  80. package/lib/tools/InspectElementTool.d.ts +42 -0
  81. package/lib/tools/InspectElementTool.d.ts.map +1 -0
  82. package/lib/tools/InspectElementTool.js +185 -0
  83. package/lib/tools/InspectElementTool.js.map +1 -0
  84. package/lib/tools/MapLayerTool.d.ts +248 -0
  85. package/lib/tools/MapLayerTool.d.ts.map +1 -0
  86. package/lib/tools/MapLayerTool.js +462 -0
  87. package/lib/tools/MapLayerTool.js.map +1 -0
  88. package/lib/tools/MeasureTileLoadTime.d.ts +13 -0
  89. package/lib/tools/MeasureTileLoadTime.d.ts.map +1 -0
  90. package/lib/tools/MeasureTileLoadTime.js +61 -0
  91. package/lib/tools/MeasureTileLoadTime.js.map +1 -0
  92. package/lib/tools/ModelAppearanceTools.d.ts +87 -0
  93. package/lib/tools/ModelAppearanceTools.d.ts.map +1 -0
  94. package/lib/tools/ModelAppearanceTools.js +184 -0
  95. package/lib/tools/ModelAppearanceTools.js.map +1 -0
  96. package/lib/tools/PlanProjectionTools.d.ts +41 -0
  97. package/lib/tools/PlanProjectionTools.d.ts.map +1 -0
  98. package/lib/tools/PlanProjectionTools.js +150 -0
  99. package/lib/tools/PlanProjectionTools.js.map +1 -0
  100. package/lib/tools/PlanarMaskTools.d.ts +182 -0
  101. package/lib/tools/PlanarMaskTools.d.ts.map +1 -0
  102. package/lib/tools/PlanarMaskTools.js +366 -0
  103. package/lib/tools/PlanarMaskTools.js.map +1 -0
  104. package/lib/tools/ProjectExtents.d.ts +41 -0
  105. package/lib/tools/ProjectExtents.d.ts.map +1 -0
  106. package/lib/tools/ProjectExtents.js +108 -0
  107. package/lib/tools/ProjectExtents.js.map +1 -0
  108. package/lib/tools/RealityModelTools.d.ts +117 -0
  109. package/lib/tools/RealityModelTools.d.ts.map +1 -0
  110. package/lib/tools/RealityModelTools.js +269 -0
  111. package/lib/tools/RealityModelTools.js.map +1 -0
  112. package/lib/tools/RealityTransitionTool.d.ts +26 -0
  113. package/lib/tools/RealityTransitionTool.d.ts.map +1 -0
  114. package/lib/tools/RealityTransitionTool.js +110 -0
  115. package/lib/tools/RealityTransitionTool.js.map +1 -0
  116. package/lib/tools/RenderSystemTools.d.ts +46 -0
  117. package/lib/tools/RenderSystemTools.d.ts.map +1 -0
  118. package/lib/tools/RenderSystemTools.js +81 -0
  119. package/lib/tools/RenderSystemTools.js.map +1 -0
  120. package/lib/tools/RenderTargetTools.d.ts +101 -0
  121. package/lib/tools/RenderTargetTools.d.ts.map +1 -0
  122. package/lib/tools/RenderTargetTools.js +167 -0
  123. package/lib/tools/RenderTargetTools.js.map +1 -0
  124. package/lib/tools/ReportWebGLCompatibilityTool.d.ts +12 -0
  125. package/lib/tools/ReportWebGLCompatibilityTool.d.ts.map +1 -0
  126. package/lib/tools/ReportWebGLCompatibilityTool.js +31 -0
  127. package/lib/tools/ReportWebGLCompatibilityTool.js.map +1 -0
  128. package/lib/tools/SavedViews.d.ts +47 -0
  129. package/lib/tools/SavedViews.d.ts.map +1 -0
  130. package/lib/tools/SavedViews.js +137 -0
  131. package/lib/tools/SavedViews.js.map +1 -0
  132. package/lib/tools/SelectionTools.d.ts +17 -0
  133. package/lib/tools/SelectionTools.d.ts.map +1 -0
  134. package/lib/tools/SelectionTools.js +28 -0
  135. package/lib/tools/SelectionTools.js.map +1 -0
  136. package/lib/tools/SetGpuMemoryLimitTool.d.ts +16 -0
  137. package/lib/tools/SetGpuMemoryLimitTool.d.ts.map +1 -0
  138. package/lib/tools/SetGpuMemoryLimitTool.js +34 -0
  139. package/lib/tools/SetGpuMemoryLimitTool.js.map +1 -0
  140. package/lib/tools/SourceAspectIdTools.d.ts +41 -0
  141. package/lib/tools/SourceAspectIdTools.d.ts.map +1 -0
  142. package/lib/tools/SourceAspectIdTools.js +105 -0
  143. package/lib/tools/SourceAspectIdTools.js.map +1 -0
  144. package/lib/tools/TileRequestDecoration.d.ts +13 -0
  145. package/lib/tools/TileRequestDecoration.d.ts.map +1 -0
  146. package/lib/tools/TileRequestDecoration.js +84 -0
  147. package/lib/tools/TileRequestDecoration.js.map +1 -0
  148. package/lib/tools/TileTreeBoundsDecoration.d.ts +12 -0
  149. package/lib/tools/TileTreeBoundsDecoration.d.ts.map +1 -0
  150. package/lib/tools/TileTreeBoundsDecoration.js +75 -0
  151. package/lib/tools/TileTreeBoundsDecoration.js.map +1 -0
  152. package/lib/tools/ToolTipProvider.d.ts +16 -0
  153. package/lib/tools/ToolTipProvider.d.ts.map +1 -0
  154. package/lib/tools/ToolTipProvider.js +67 -0
  155. package/lib/tools/ToolTipProvider.js.map +1 -0
  156. package/lib/tools/ViewportTools.d.ts +194 -0
  157. package/lib/tools/ViewportTools.d.ts.map +1 -0
  158. package/lib/tools/ViewportTools.js +451 -0
  159. package/lib/tools/ViewportTools.js.map +1 -0
  160. package/lib/tools/parseArgs.d.ts +24 -0
  161. package/lib/tools/parseArgs.d.ts.map +1 -0
  162. package/lib/tools/parseArgs.js +52 -0
  163. package/lib/tools/parseArgs.js.map +1 -0
  164. package/lib/tools/parseBoolean.d.ts +9 -0
  165. package/lib/tools/parseBoolean.d.ts.map +1 -0
  166. package/lib/tools/parseBoolean.js +27 -0
  167. package/lib/tools/parseBoolean.js.map +1 -0
  168. package/lib/tools/parseToggle.d.ts +9 -0
  169. package/lib/tools/parseToggle.d.ts.map +1 -0
  170. package/lib/tools/parseToggle.js +26 -0
  171. package/lib/tools/parseToggle.js.map +1 -0
  172. package/lib/ui/Button.d.ts +30 -0
  173. package/lib/ui/Button.d.ts.map +1 -0
  174. package/lib/ui/Button.js +27 -0
  175. package/lib/ui/Button.js.map +1 -0
  176. package/lib/ui/CheckBox.d.ts +24 -0
  177. package/lib/ui/CheckBox.d.ts.map +1 -0
  178. package/lib/ui/CheckBox.js +28 -0
  179. package/lib/ui/CheckBox.js.map +1 -0
  180. package/lib/ui/ColorInput.d.ts +28 -0
  181. package/lib/ui/ColorInput.d.ts.map +1 -0
  182. package/lib/ui/ColorInput.js +54 -0
  183. package/lib/ui/ColorInput.js.map +1 -0
  184. package/lib/ui/ComboBox.d.ts +29 -0
  185. package/lib/ui/ComboBox.d.ts.map +1 -0
  186. package/lib/ui/ComboBox.js +43 -0
  187. package/lib/ui/ComboBox.js.map +1 -0
  188. package/lib/ui/DataList.d.ts +28 -0
  189. package/lib/ui/DataList.d.ts.map +1 -0
  190. package/lib/ui/DataList.js +40 -0
  191. package/lib/ui/DataList.js.map +1 -0
  192. package/lib/ui/NestedMenu.d.ts +20 -0
  193. package/lib/ui/NestedMenu.d.ts.map +1 -0
  194. package/lib/ui/NestedMenu.js +47 -0
  195. package/lib/ui/NestedMenu.js.map +1 -0
  196. package/lib/ui/NumericInput.d.ts +35 -0
  197. package/lib/ui/NumericInput.d.ts.map +1 -0
  198. package/lib/ui/NumericInput.js +60 -0
  199. package/lib/ui/NumericInput.js.map +1 -0
  200. package/lib/ui/RadioBox.d.ts +29 -0
  201. package/lib/ui/RadioBox.d.ts.map +1 -0
  202. package/lib/ui/RadioBox.js +77 -0
  203. package/lib/ui/RadioBox.js.map +1 -0
  204. package/lib/ui/Slider.d.ts +25 -0
  205. package/lib/ui/Slider.d.ts.map +1 -0
  206. package/lib/ui/Slider.js +33 -0
  207. package/lib/ui/Slider.js.map +1 -0
  208. package/lib/ui/TextBox.d.ts +33 -0
  209. package/lib/ui/TextBox.d.ts.map +1 -0
  210. package/lib/ui/TextBox.js +57 -0
  211. package/lib/ui/TextBox.js.map +1 -0
  212. package/lib/widgets/DiagnosticsPanel.d.ts +36 -0
  213. package/lib/widgets/DiagnosticsPanel.d.ts.map +1 -0
  214. package/lib/widgets/DiagnosticsPanel.js +76 -0
  215. package/lib/widgets/DiagnosticsPanel.js.map +1 -0
  216. package/lib/widgets/FpsTracker.d.ts +20 -0
  217. package/lib/widgets/FpsTracker.d.ts.map +1 -0
  218. package/lib/widgets/FpsTracker.js +57 -0
  219. package/lib/widgets/FpsTracker.js.map +1 -0
  220. package/lib/widgets/GpuProfiler.d.ts +17 -0
  221. package/lib/widgets/GpuProfiler.d.ts.map +1 -0
  222. package/lib/widgets/GpuProfiler.js +193 -0
  223. package/lib/widgets/GpuProfiler.js.map +1 -0
  224. package/lib/widgets/KeyinField.d.ts +62 -0
  225. package/lib/widgets/KeyinField.d.ts.map +1 -0
  226. package/lib/widgets/KeyinField.js +188 -0
  227. package/lib/widgets/KeyinField.js.map +1 -0
  228. package/lib/widgets/MemoryTracker.d.ts +28 -0
  229. package/lib/widgets/MemoryTracker.d.ts.map +1 -0
  230. package/lib/widgets/MemoryTracker.js +244 -0
  231. package/lib/widgets/MemoryTracker.js.map +1 -0
  232. package/lib/widgets/TileMemoryBreakdown.d.ts +31 -0
  233. package/lib/widgets/TileMemoryBreakdown.d.ts.map +1 -0
  234. package/lib/widgets/TileMemoryBreakdown.js +205 -0
  235. package/lib/widgets/TileMemoryBreakdown.js.map +1 -0
  236. package/lib/widgets/TileStatisticsTracker.d.ts +22 -0
  237. package/lib/widgets/TileStatisticsTracker.d.ts.map +1 -0
  238. package/lib/widgets/TileStatisticsTracker.js +143 -0
  239. package/lib/widgets/TileStatisticsTracker.js.map +1 -0
  240. package/lib/widgets/ToolSettingsTracker.d.ts +10 -0
  241. package/lib/widgets/ToolSettingsTracker.d.ts.map +1 -0
  242. package/lib/widgets/ToolSettingsTracker.js +182 -0
  243. package/lib/widgets/ToolSettingsTracker.js.map +1 -0
  244. package/package.json +59 -0
@@ -0,0 +1,31 @@
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+ /** @packageDocumentation
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+ * @module Effects
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+ */
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+ import { ScreenSpaceEffectBuilder, Tool } from "@itwin/core-frontend";
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+ import { AddEffectTool } from "./EffectTools";
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+ /** An extremely simple and mostly useless effect intended to demonstrate the basics of creating a screen-space effect.
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+ * It flips the Viewport's image on the x and/or y axis, and/or inverts the color of each pixel.
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+ * @beta
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+ */
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+ export declare class FlipImageEffect extends AddEffectTool {
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+ static toolId: string;
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+ protected get effectName(): string;
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+ protected get textureCoordFromPosition(): boolean;
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+ protected get source(): {
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+ vertex: string;
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+ fragment: string;
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+ sampleSourcePixel: string;
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+ };
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+ protected defineEffect(builder: ScreenSpaceEffectBuilder): void;
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+ }
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+ /** Configure the [[FlipImageEffect]].
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+ * @beta
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+ */
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+ export declare class FlipImageConfig extends Tool {
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+ static toolId: string;
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+ static get minArgs(): number;
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+ static get maxArgs(): number;
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+ run(horizontal?: boolean, vertical?: boolean, color?: boolean): Promise<boolean>;
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+ parseAndRun(...input: string[]): Promise<boolean>;
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+ }
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+ //# sourceMappingURL=FlipImage.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"FlipImage.d.ts","sourceRoot":"","sources":["../../src/effects/FlipImage.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,wBAAwB,EAAE,IAAI,EAA4B,MAAM,sBAAsB,CAAC;AAEhG,OAAO,EAAE,aAAa,EAA6B,MAAM,eAAe,CAAC;AAMzE;;;GAGG;AACH,qBAAa,eAAgB,SAAQ,aAAa;IAChD,OAAuB,MAAM,SAAqB;IAElD,SAAS,KAAK,UAAU,WAAqB;IAC7C,SAAS,KAAK,wBAAwB,YAAmB;IAEzD,SAAS,KAAK,MAAM;;;;MA8BnB;IAED,SAAS,CAAC,YAAY,CAAC,OAAO,EAAE,wBAAwB,GAAG,IAAI;CAwBhE;AAED;;GAEG;AACH,qBAAa,eAAgB,SAAQ,IAAI;IACvC,OAAuB,MAAM,SAAqB;IAClD,WAA2B,OAAO,WAAgB;IAClD,WAA2B,OAAO,WAAgB;IAE5B,GAAG,CAAC,UAAU,CAAC,EAAE,OAAO,EAAE,QAAQ,CAAC,EAAE,OAAO,EAAE,KAAK,CAAC,EAAE,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;IAShF,WAAW,CAAC,GAAG,KAAK,EAAE,MAAM,EAAE,GAAG,OAAO,CAAC,OAAO,CAAC;CAIxE"}
@@ -0,0 +1,100 @@
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+ "use strict";
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+ /*---------------------------------------------------------------------------------------------
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+ * Copyright (c) Bentley Systems, Incorporated. All rights reserved.
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+ * See LICENSE.md in the project root for license terms and full copyright notice.
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+ *--------------------------------------------------------------------------------------------*/
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+ /** @packageDocumentation
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+ * @module Effects
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+ */
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+ Object.defineProperty(exports, "__esModule", { value: true });
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+ exports.FlipImageConfig = exports.FlipImageEffect = void 0;
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+ const core_frontend_1 = require("@itwin/core-frontend");
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+ const parseArgs_1 = require("../tools/parseArgs");
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+ const EffectTools_1 = require("./EffectTools");
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+ let flipHorizontal = false;
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+ let flipVertical = false;
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+ let flipColor = false;
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+ /** An extremely simple and mostly useless effect intended to demonstrate the basics of creating a screen-space effect.
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+ * It flips the Viewport's image on the x and/or y axis, and/or inverts the color of each pixel.
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+ * @beta
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+ */
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+ class FlipImageEffect extends EffectTools_1.AddEffectTool {
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+ get effectName() { return "flip"; }
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+ get textureCoordFromPosition() { return true; }
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+ get source() {
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+ return {
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+ // Compute texture coordinate for use in fragment shader.
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+ vertex: `
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+ void effectMain(vec4 pos) {
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+ vec2 uv = textureCoordFromPosition(pos);
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+ if (u_flipHorizontal)
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+ uv.x = 1.0 - uv.x;
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+
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+ if (u_flipVertical)
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+ uv.y = 1.0 - uv.y;
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+
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+ v_uv = uv;
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+ }`,
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+ // Sample the original image to flip on x and/or y axis, then invert its color.
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+ fragment: `
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+ vec4 effectMain() {
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+ vec4 color = sampleSourcePixel();
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+ if (u_flipColor) {
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+ color.r = 1.0 - color.r;
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+ color.g = 1.0 - color.g;
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+ color.b = 1.0 - color.b;
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+ }
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+
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+ return color;
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+ }`,
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+ // Because we're moving pixels around, we must tell the render system where the source pixel was originally located - otherwise
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+ // element locate will not work correctly.
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+ sampleSourcePixel: "return TEXTURE(u_diffuse, v_uv);",
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+ };
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+ }
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+ defineEffect(builder) {
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+ // Don't bother applying the effect if nothing is to be flipped.
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+ builder.shouldApply = (_context) => flipHorizontal || flipVertical || flipColor;
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+ // Define the varying for the texture coordinate.
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+ builder.addVarying("v_uv", core_frontend_1.VaryingType.Vec2);
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+ // Hook up the uniforms.
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+ builder.addUniform({
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+ name: "u_flipHorizontal",
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+ type: core_frontend_1.UniformType.Bool,
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+ bind: (uniform, _context) => uniform.setUniform1i(flipHorizontal ? 1 : 0),
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+ });
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+ builder.addUniform({
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+ name: "u_flipVertical",
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+ type: core_frontend_1.UniformType.Bool,
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+ bind: (uniform, _context) => uniform.setUniform1i(flipVertical ? 1 : 0),
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+ });
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+ builder.addUniform({
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+ name: "u_flipColor",
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+ type: core_frontend_1.UniformType.Bool,
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+ bind: (uniform, _context) => uniform.setUniform1i(flipColor ? 1 : 0),
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+ });
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+ }
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+ }
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+ exports.FlipImageEffect = FlipImageEffect;
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+ FlipImageEffect.toolId = "FlipImageEffect";
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+ /** Configure the [[FlipImageEffect]].
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+ * @beta
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+ */
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+ class FlipImageConfig extends core_frontend_1.Tool {
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+ static get minArgs() { return 0; }
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+ static get maxArgs() { return 3; }
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+ async run(horizontal, vertical, color) {
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+ flipHorizontal = !!horizontal;
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+ flipVertical = !!vertical;
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+ flipColor = !!color;
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+ (0, EffectTools_1.refreshViewportsForEffect)("fdt flip");
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+ return true;
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+ }
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+ async parseAndRun(...input) {
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+ const args = (0, parseArgs_1.parseArgs)(input);
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+ return this.run(args.getBoolean("h"), args.getBoolean("v"), args.getBoolean("c"));
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+ }
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+ }
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+ exports.FlipImageConfig = FlipImageConfig;
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+ FlipImageConfig.toolId = "FlipImageConfig";
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+ //# sourceMappingURL=FlipImage.js.map
@@ -0,0 +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 Effects\n */\n\nimport { ScreenSpaceEffectBuilder, Tool, UniformType, VaryingType } from \"@itwin/core-frontend\";\nimport { parseArgs } from \"../tools/parseArgs\";\nimport { AddEffectTool, refreshViewportsForEffect } from \"./EffectTools\";\n\nlet flipHorizontal = false;\nlet flipVertical = false;\nlet flipColor = false;\n\n/** An extremely simple and mostly useless effect intended to demonstrate the basics of creating a screen-space effect.\n * It flips the Viewport's image on the x and/or y axis, and/or inverts the color of each pixel.\n * @beta\n */\nexport class FlipImageEffect extends AddEffectTool {\n public static override toolId = \"FlipImageEffect\";\n\n protected get effectName() { return \"flip\"; }\n protected get textureCoordFromPosition() { return true; }\n\n protected get source() {\n return {\n // Compute texture coordinate for use in fragment shader.\n vertex: `\n void effectMain(vec4 pos) {\n vec2 uv = textureCoordFromPosition(pos);\n if (u_flipHorizontal)\n uv.x = 1.0 - uv.x;\n\n if (u_flipVertical)\n uv.y = 1.0 - uv.y;\n\n v_uv = uv;\n }`,\n // Sample the original image to flip on x and/or y axis, then invert its color.\n fragment: `\n vec4 effectMain() {\n vec4 color = sampleSourcePixel();\n if (u_flipColor) {\n color.r = 1.0 - color.r;\n color.g = 1.0 - color.g;\n color.b = 1.0 - color.b;\n }\n\n return color;\n }`,\n // Because we're moving pixels around, we must tell the render system where the source pixel was originally located - otherwise\n // element locate will not work correctly.\n sampleSourcePixel: \"return TEXTURE(u_diffuse, v_uv);\",\n };\n }\n\n protected defineEffect(builder: ScreenSpaceEffectBuilder): void {\n // Don't bother applying the effect if nothing is to be flipped.\n builder.shouldApply = (_context) => flipHorizontal || flipVertical || flipColor;\n\n // Define the varying for the texture coordinate.\n builder.addVarying(\"v_uv\", VaryingType.Vec2);\n\n // Hook up the uniforms.\n builder.addUniform({\n name: \"u_flipHorizontal\",\n type: UniformType.Bool,\n bind: (uniform, _context) => uniform.setUniform1i(flipHorizontal ? 1 : 0),\n });\n builder.addUniform({\n name: \"u_flipVertical\",\n type: UniformType.Bool,\n bind: (uniform, _context) => uniform.setUniform1i(flipVertical ? 1 : 0),\n });\n builder.addUniform({\n name: \"u_flipColor\",\n type: UniformType.Bool,\n bind: (uniform, _context) => uniform.setUniform1i(flipColor ? 1 : 0),\n });\n }\n}\n\n/** Configure the [[FlipImageEffect]].\n * @beta\n */\nexport class FlipImageConfig extends Tool {\n public static override toolId = \"FlipImageConfig\";\n public static override get minArgs() { return 0; }\n public static override get maxArgs() { return 3; }\n\n public override async run(horizontal?: boolean, vertical?: boolean, color?: boolean): Promise<boolean> {\n flipHorizontal = !!horizontal;\n flipVertical = !!vertical;\n flipColor = !!color;\n\n refreshViewportsForEffect(\"fdt flip\");\n return true;\n }\n\n public override async parseAndRun(...input: string[]): Promise<boolean> {\n const args = parseArgs(input);\n return this.run(args.getBoolean(\"h\"), args.getBoolean(\"v\"), args.getBoolean(\"c\"));\n }\n}\n"]}
@@ -0,0 +1,35 @@
1
+ /** @packageDocumentation
2
+ * @module Effects
3
+ */
4
+ import { ScreenSpaceEffectBuilder, Tool } from "@itwin/core-frontend";
5
+ import { AddEffectTool } from "./EffectTools";
6
+ /** Adds a screen-space effect to the selected [[Viewport]] to simulate the lens distortion produced by real-world cameras with very wide fields of view.
7
+ * Based on https://www.decarpentier.nl/lens-distortion
8
+ * The effect is improved considerably by enabling anti-aliasing (e.g., via [RenderSystem.Options.antialiasSamples]($frontend) at startup, or using the `fdt aasamples` key-in`).
9
+ * @note Because this effect applies a non-linear transform to each pixel, operations like snapping to geometry will not work properly. Element locate will work however - @see [ScreenSpaceEffectSource.sampleSourcePixel]($frontend).
10
+ * @beta
11
+ */
12
+ export declare class LensDistortionEffect extends AddEffectTool {
13
+ static toolId: string;
14
+ protected get effectName(): string;
15
+ protected get textureCoordFromPosition(): boolean;
16
+ protected get source(): {
17
+ vertex: string;
18
+ fragment: string;
19
+ sampleSourcePixel: string;
20
+ };
21
+ protected defineEffect(builder: ScreenSpaceEffectBuilder): void;
22
+ }
23
+ /** Configures the [[LensDistortionEffect]].
24
+ * @beta
25
+ */
26
+ export declare class LensDistortionConfig extends Tool {
27
+ static toolId: string;
28
+ static get minArgs(): number;
29
+ static get maxArgs(): number;
30
+ static strength: number;
31
+ static cylindricalRatio: number;
32
+ run(strength?: number, ratio?: number): Promise<boolean>;
33
+ parseAndRun(...input: string[]): Promise<boolean>;
34
+ }
35
+ //# sourceMappingURL=LensDistortion.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"LensDistortion.d.ts","sourceRoot":"","sources":["../../src/effects/LensDistortion.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,wBAAwB,EAAE,IAAI,EAA4B,MAAM,sBAAsB,CAAC;AAChG,OAAO,EAAE,aAAa,EAA6B,MAAM,eAAe,CAAC;AAGzE;;;;;GAKG;AACH,qBAAa,oBAAqB,SAAQ,aAAa;IACrD,OAAuB,MAAM,SAA0B;IAEvD,SAAS,KAAK,UAAU,WAA+B;IACvD,SAAS,KAAK,wBAAwB,YAAmB;IAEzD,SAAS,KAAK,MAAM;;;;MA8BnB;IAED,SAAS,CAAC,YAAY,CAAC,OAAO,EAAE,wBAAwB,GAAG,IAAI;CAiChE;AAED;;GAEG;AACH,qBAAa,oBAAqB,SAAQ,IAAI;IAC5C,OAAuB,MAAM,SAA0B;IACvD,WAA2B,OAAO,WAAgB;IAClD,WAA2B,OAAO,WAAgB;IAElD,OAAc,QAAQ,SAAO;IAC7B,OAAc,gBAAgB,SAAO;IAEf,GAAG,CAAC,QAAQ,CAAC,EAAE,MAAM,EAAE,KAAK,CAAC,EAAE,MAAM,GAAG,OAAO,CAAC,OAAO,CAAC;IAOxD,WAAW,CAAC,GAAG,KAAK,EAAE,MAAM,EAAE,GAAG,OAAO,CAAC,OAAO,CAAC;CAIxE"}
@@ -0,0 +1,110 @@
1
+ "use strict";
2
+ /*---------------------------------------------------------------------------------------------
3
+ * Copyright (c) Bentley Systems, Incorporated. All rights reserved.
4
+ * See LICENSE.md in the project root for license terms and full copyright notice.
5
+ *--------------------------------------------------------------------------------------------*/
6
+ /** @packageDocumentation
7
+ * @module Effects
8
+ */
9
+ Object.defineProperty(exports, "__esModule", { value: true });
10
+ exports.LensDistortionConfig = exports.LensDistortionEffect = void 0;
11
+ const core_bentley_1 = require("@itwin/core-bentley");
12
+ const core_frontend_1 = require("@itwin/core-frontend");
13
+ const EffectTools_1 = require("./EffectTools");
14
+ const parseArgs_1 = require("../tools/parseArgs");
15
+ /** Adds a screen-space effect to the selected [[Viewport]] to simulate the lens distortion produced by real-world cameras with very wide fields of view.
16
+ * Based on https://www.decarpentier.nl/lens-distortion
17
+ * The effect is improved considerably by enabling anti-aliasing (e.g., via [RenderSystem.Options.antialiasSamples]($frontend) at startup, or using the `fdt aasamples` key-in`).
18
+ * @note Because this effect applies a non-linear transform to each pixel, operations like snapping to geometry will not work properly. Element locate will work however - @see [ScreenSpaceEffectSource.sampleSourcePixel]($frontend).
19
+ * @beta
20
+ */
21
+ class LensDistortionEffect extends EffectTools_1.AddEffectTool {
22
+ get effectName() { return "lensdistortion"; }
23
+ get textureCoordFromPosition() { return true; }
24
+ get source() {
25
+ return {
26
+ vertex: `
27
+ void effectMain(vec4 position) {
28
+ vec2 uv = textureCoordFromPosition(position);
29
+ float scaledHeight = strength * height;
30
+ float cylAspectRatio = aspectRatio * cylindricalRatio;
31
+ float aspectDiagSq = aspectRatio * aspectRatio + 1.0;
32
+ float diagSq = scaledHeight * scaledHeight * aspectDiagSq;
33
+ vec2 signedUV = (2.0 * uv + vec2(-1.0, -1.0));
34
+
35
+ float z = 0.5 * sqrt(diagSq + 1.0) + 0.5;
36
+ float ny = (z - 1.0) / (cylAspectRatio * cylAspectRatio + 1.0);
37
+
38
+ vUVDot = sqrt(ny) * vec2(cylAspectRatio, 1.0) * signedUV;
39
+ vUV = vec3(0.5, 0.5, 1.0) * z + vec3(-0.5, -0.5, 0.0);
40
+ vUV.xy += uv;
41
+ }`,
42
+ // We simply shift pixels - we don't alter their colors.
43
+ fragment: `
44
+ vec4 effectMain() {
45
+ return sampleSourcePixel();
46
+ }`,
47
+ // Because we're moving pixels around, we must tell the render system where the source pixel was originally located - otherwise
48
+ // element locate will not work correctly.
49
+ sampleSourcePixel: `
50
+ vec3 uv = dot(vUVDot, vUVDot) * vec3(-0.5, -0.5, -1.0) + vUV;
51
+ return TEXTURE_PROJ(u_diffuse, uv);
52
+ `,
53
+ };
54
+ }
55
+ defineEffect(builder) {
56
+ // Lens distortion is only applicable to views with the camera enabled.
57
+ builder.shouldApply = (context) => context.viewport.isCameraOn;
58
+ builder.addVarying("vUV", core_frontend_1.VaryingType.Vec3);
59
+ builder.addVarying("vUVDot", core_frontend_1.VaryingType.Vec2);
60
+ builder.addUniform({
61
+ name: "strength",
62
+ type: core_frontend_1.UniformType.Float,
63
+ bind: (uniform) => uniform.setUniform1f(LensDistortionConfig.strength),
64
+ });
65
+ builder.addUniform({
66
+ name: "cylindricalRatio",
67
+ type: core_frontend_1.UniformType.Float,
68
+ bind: (uniform) => uniform.setUniform1f(LensDistortionConfig.cylindricalRatio),
69
+ });
70
+ builder.addUniform({
71
+ name: "aspectRatio",
72
+ type: core_frontend_1.UniformType.Float,
73
+ bind: (uniform, context) => uniform.setUniform1f(context.viewport.viewRect.aspect),
74
+ });
75
+ builder.addUniform({
76
+ name: "height",
77
+ type: core_frontend_1.UniformType.Float,
78
+ bind: (uniform, context) => {
79
+ (0, core_bentley_1.assert)(context.viewport.view.isCameraEnabled());
80
+ const fov = context.viewport.view.camera.lens.radians;
81
+ const height = Math.tan(fov / 2) / context.viewport.viewRect.aspect;
82
+ uniform.setUniform1f(height);
83
+ },
84
+ });
85
+ }
86
+ }
87
+ exports.LensDistortionEffect = LensDistortionEffect;
88
+ LensDistortionEffect.toolId = "LensDistortionEffect";
89
+ /** Configures the [[LensDistortionEffect]].
90
+ * @beta
91
+ */
92
+ class LensDistortionConfig extends core_frontend_1.Tool {
93
+ static get minArgs() { return 0; }
94
+ static get maxArgs() { return 2; }
95
+ async run(strength, ratio) {
96
+ LensDistortionConfig.strength = strength !== null && strength !== void 0 ? strength : 0.5;
97
+ LensDistortionConfig.cylindricalRatio = ratio !== null && ratio !== void 0 ? ratio : 0.5;
98
+ (0, EffectTools_1.refreshViewportsForEffect)("fdt lensdistortion");
99
+ return true;
100
+ }
101
+ async parseAndRun(...input) {
102
+ const args = (0, parseArgs_1.parseArgs)(input);
103
+ return this.run(args.getFloat("s"), args.getFloat("r"));
104
+ }
105
+ }
106
+ exports.LensDistortionConfig = LensDistortionConfig;
107
+ LensDistortionConfig.toolId = "LensDistortionConfig";
108
+ LensDistortionConfig.strength = 0.5;
109
+ LensDistortionConfig.cylindricalRatio = 0.5;
110
+ //# sourceMappingURL=LensDistortion.js.map
@@ -0,0 +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 Effects\n */\n\nimport { assert } from \"@itwin/core-bentley\";\nimport { ScreenSpaceEffectBuilder, Tool, UniformType, VaryingType } from \"@itwin/core-frontend\";\nimport { AddEffectTool, refreshViewportsForEffect } from \"./EffectTools\";\nimport { parseArgs } from \"../tools/parseArgs\";\n\n/** Adds a screen-space effect to the selected [[Viewport]] to simulate the lens distortion produced by real-world cameras with very wide fields of view.\n * Based on https://www.decarpentier.nl/lens-distortion\n * The effect is improved considerably by enabling anti-aliasing (e.g., via [RenderSystem.Options.antialiasSamples]($frontend) at startup, or using the `fdt aasamples` key-in`).\n * @note Because this effect applies a non-linear transform to each pixel, operations like snapping to geometry will not work properly. Element locate will work however - @see [ScreenSpaceEffectSource.sampleSourcePixel]($frontend).\n * @beta\n */\nexport class LensDistortionEffect extends AddEffectTool {\n public static override toolId = \"LensDistortionEffect\";\n\n protected get effectName() { return \"lensdistortion\"; }\n protected get textureCoordFromPosition() { return true; }\n\n protected get source() {\n return {\n vertex: `\n void effectMain(vec4 position) {\n vec2 uv = textureCoordFromPosition(position);\n float scaledHeight = strength * height;\n float cylAspectRatio = aspectRatio * cylindricalRatio;\n float aspectDiagSq = aspectRatio * aspectRatio + 1.0;\n float diagSq = scaledHeight * scaledHeight * aspectDiagSq;\n vec2 signedUV = (2.0 * uv + vec2(-1.0, -1.0));\n\n float z = 0.5 * sqrt(diagSq + 1.0) + 0.5;\n float ny = (z - 1.0) / (cylAspectRatio * cylAspectRatio + 1.0);\n\n vUVDot = sqrt(ny) * vec2(cylAspectRatio, 1.0) * signedUV;\n vUV = vec3(0.5, 0.5, 1.0) * z + vec3(-0.5, -0.5, 0.0);\n vUV.xy += uv;\n }`,\n // We simply shift pixels - we don't alter their colors.\n fragment: `\n vec4 effectMain() {\n return sampleSourcePixel();\n }`,\n // Because we're moving pixels around, we must tell the render system where the source pixel was originally located - otherwise\n // element locate will not work correctly.\n sampleSourcePixel: `\n vec3 uv = dot(vUVDot, vUVDot) * vec3(-0.5, -0.5, -1.0) + vUV;\n return TEXTURE_PROJ(u_diffuse, uv);\n `,\n };\n }\n\n protected defineEffect(builder: ScreenSpaceEffectBuilder): void {\n // Lens distortion is only applicable to views with the camera enabled.\n builder.shouldApply = (context) => context.viewport.isCameraOn;\n\n builder.addVarying(\"vUV\", VaryingType.Vec3);\n builder.addVarying(\"vUVDot\", VaryingType.Vec2);\n\n builder.addUniform({\n name: \"strength\",\n type: UniformType.Float,\n bind: (uniform) => uniform.setUniform1f(LensDistortionConfig.strength),\n });\n builder.addUniform({\n name: \"cylindricalRatio\",\n type: UniformType.Float,\n bind: (uniform) => uniform.setUniform1f(LensDistortionConfig.cylindricalRatio),\n });\n builder.addUniform({\n name: \"aspectRatio\",\n type: UniformType.Float,\n bind: (uniform, context) => uniform.setUniform1f(context.viewport.viewRect.aspect),\n });\n builder.addUniform({\n name: \"height\",\n type: UniformType.Float,\n bind: (uniform, context) => {\n assert(context.viewport.view.isCameraEnabled());\n const fov = context.viewport.view.camera.lens.radians;\n const height = Math.tan(fov / 2) / context.viewport.viewRect.aspect;\n uniform.setUniform1f(height);\n },\n });\n }\n}\n\n/** Configures the [[LensDistortionEffect]].\n * @beta\n */\nexport class LensDistortionConfig extends Tool {\n public static override toolId = \"LensDistortionConfig\";\n public static override get minArgs() { return 0; }\n public static override get maxArgs() { return 2; }\n\n public static strength = 0.5;\n public static cylindricalRatio = 0.5;\n\n public override async run(strength?: number, ratio?: number): Promise<boolean> {\n LensDistortionConfig.strength = strength ?? 0.5;\n LensDistortionConfig.cylindricalRatio = ratio ?? 0.5;\n refreshViewportsForEffect(\"fdt lensdistortion\");\n return true;\n }\n\n public override async parseAndRun(...input: string[]): Promise<boolean> {\n const args = parseArgs(input);\n return this.run(args.getFloat(\"s\"), args.getFloat(\"r\"));\n }\n}\n"]}
@@ -0,0 +1,25 @@
1
+ /** @packageDocumentation
2
+ * @module Effects
3
+ */
4
+ import { Point3d, Range1d, Range3d } from "@itwin/core-geometry";
5
+ /** Generate integer in [min, max].
6
+ * @beta
7
+ */
8
+ export declare function randomInteger(min: number, max: number): number;
9
+ /** Generate random integer in [range.low, range.high].
10
+ * @beta
11
+ */
12
+ export declare function randomIntegerInRange(range: Range1d): number;
13
+ /** Generate random floating-point number in [min, max).
14
+ * @beta
15
+ */
16
+ export declare function randomFloat(min: number, max: number): number;
17
+ /** Generate random floating-point number in [range.low, range.high).
18
+ * @beta
19
+ */
20
+ export declare function randomFloatInRange(range: Range1d): number;
21
+ /** Generate a random position in the specified range.
22
+ * @beta
23
+ */
24
+ export declare function randomPositionInRange(range: Range3d): Point3d;
25
+ //# sourceMappingURL=Random.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Random.d.ts","sourceRoot":"","sources":["../../src/effects/Random.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAEjE;;GAEG;AACH,wBAAgB,aAAa,CAAC,GAAG,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,MAAM,CAE9D;AAED;;GAEG;AACH,wBAAgB,oBAAoB,CAAC,KAAK,EAAE,OAAO,GAAG,MAAM,CAE3D;AAED;;GAEG;AACH,wBAAgB,WAAW,CAAC,GAAG,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,MAAM,CAE5D;AAED;;GAEG;AACH,wBAAgB,kBAAkB,CAAC,KAAK,EAAE,OAAO,GAAG,MAAM,CAEzD;AAED;;GAEG;AACH,wBAAgB,qBAAqB,CAAC,KAAK,EAAE,OAAO,GAAG,OAAO,CAK7D"}
@@ -0,0 +1,50 @@
1
+ "use strict";
2
+ /*---------------------------------------------------------------------------------------------
3
+ * Copyright (c) Bentley Systems, Incorporated. All rights reserved.
4
+ * See LICENSE.md in the project root for license terms and full copyright notice.
5
+ *--------------------------------------------------------------------------------------------*/
6
+ /** @packageDocumentation
7
+ * @module Effects
8
+ */
9
+ Object.defineProperty(exports, "__esModule", { value: true });
10
+ exports.randomPositionInRange = exports.randomFloatInRange = exports.randomFloat = exports.randomIntegerInRange = exports.randomInteger = void 0;
11
+ const core_geometry_1 = require("@itwin/core-geometry");
12
+ /** Generate integer in [min, max].
13
+ * @beta
14
+ */
15
+ function randomInteger(min, max) {
16
+ return Math.floor(Math.random() * (max - min + 1)) + min;
17
+ }
18
+ exports.randomInteger = randomInteger;
19
+ /** Generate random integer in [range.low, range.high].
20
+ * @beta
21
+ */
22
+ function randomIntegerInRange(range) {
23
+ return Math.floor(Math.random() * (range.high - range.low + 1)) + range.low;
24
+ }
25
+ exports.randomIntegerInRange = randomIntegerInRange;
26
+ /** Generate random floating-point number in [min, max).
27
+ * @beta
28
+ */
29
+ function randomFloat(min, max) {
30
+ return Math.random() * (max - min) + min;
31
+ }
32
+ exports.randomFloat = randomFloat;
33
+ /** Generate random floating-point number in [range.low, range.high).
34
+ * @beta
35
+ */
36
+ function randomFloatInRange(range) {
37
+ return randomFloat(range.low, range.high);
38
+ }
39
+ exports.randomFloatInRange = randomFloatInRange;
40
+ /** Generate a random position in the specified range.
41
+ * @beta
42
+ */
43
+ function randomPositionInRange(range) {
44
+ const x = randomFloat(range.low.x, range.high.x);
45
+ const y = randomFloat(range.low.y, range.high.y);
46
+ const z = randomFloat(range.low.z, range.high.z);
47
+ return new core_geometry_1.Point3d(x, y, z);
48
+ }
49
+ exports.randomPositionInRange = randomPositionInRange;
50
+ //# sourceMappingURL=Random.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Random.js","sourceRoot":"","sources":["../../src/effects/Random.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,wDAAiE;AAEjE;;GAEG;AACH,SAAgB,aAAa,CAAC,GAAW,EAAE,GAAW;IACpD,OAAO,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,GAAG,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;AAC3D,CAAC;AAFD,sCAEC;AAED;;GAEG;AACH,SAAgB,oBAAoB,CAAC,KAAc;IACjD,OAAO,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,KAAK,CAAC,IAAI,GAAG,KAAK,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,GAAG,CAAC;AAC9E,CAAC;AAFD,oDAEC;AAED;;GAEG;AACH,SAAgB,WAAW,CAAC,GAAW,EAAE,GAAW;IAClD,OAAO,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;AAC3C,CAAC;AAFD,kCAEC;AAED;;GAEG;AACH,SAAgB,kBAAkB,CAAC,KAAc;IAC/C,OAAO,WAAW,CAAC,KAAK,CAAC,GAAG,EAAE,KAAK,CAAC,IAAI,CAAC,CAAC;AAC5C,CAAC;AAFD,gDAEC;AAED;;GAEG;AACH,SAAgB,qBAAqB,CAAC,KAAc;IAClD,MAAM,CAAC,GAAG,WAAW,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;IACjD,MAAM,CAAC,GAAG,WAAW,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;IACjD,MAAM,CAAC,GAAG,WAAW,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;IACjD,OAAO,IAAI,uBAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AAC9B,CAAC;AALD,sDAKC","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 Effects\n */\n\nimport { Point3d, Range1d, Range3d } from \"@itwin/core-geometry\";\n\n/** Generate integer in [min, max].\n * @beta\n */\nexport function randomInteger(min: number, max: number): number {\n return Math.floor(Math.random() * (max - min + 1)) + min;\n}\n\n/** Generate random integer in [range.low, range.high].\n * @beta\n */\nexport function randomIntegerInRange(range: Range1d): number {\n return Math.floor(Math.random() * (range.high - range.low + 1)) + range.low;\n}\n\n/** Generate random floating-point number in [min, max).\n * @beta\n */\nexport function randomFloat(min: number, max: number): number {\n return Math.random() * (max - min) + min;\n}\n\n/** Generate random floating-point number in [range.low, range.high).\n * @beta\n */\nexport function randomFloatInRange(range: Range1d): number {\n return randomFloat(range.low, range.high);\n}\n\n/** Generate a random position in the specified range.\n * @beta\n */\nexport function randomPositionInRange(range: Range3d): Point3d {\n const x = randomFloat(range.low.x, range.high.x);\n const y = randomFloat(range.low.y, range.high.y);\n const z = randomFloat(range.low.z, range.high.z);\n return new Point3d(x, y, z);\n}\n"]}
@@ -0,0 +1,31 @@
1
+ /** @packageDocumentation
2
+ * @module Effects
3
+ */
4
+ import { ScreenSpaceEffectBuilder, Tool } from "@itwin/core-frontend";
5
+ import { AddEffectTool } from "./EffectTools";
6
+ /** Adjusts the saturation of colors in a viewport.
7
+ * @beta
8
+ */
9
+ export declare class SaturationEffect extends AddEffectTool {
10
+ static toolId: string;
11
+ protected get effectName(): string;
12
+ protected get textureCoordFromPosition(): boolean;
13
+ protected get source(): {
14
+ vertex: string;
15
+ fragment: string;
16
+ };
17
+ protected defineEffect(builder: ScreenSpaceEffectBuilder): void;
18
+ }
19
+ /** Configures the [[SaturationEffect]].
20
+ * @beta
21
+ */
22
+ export declare class SaturationConfig extends Tool {
23
+ static toolId: string;
24
+ static get minArgs(): number;
25
+ static get maxArgs(): number;
26
+ /** Multiplier applied to the saturation of each color in the source image. */
27
+ static multiplier: number;
28
+ run(multiplier?: number): Promise<boolean>;
29
+ parseAndRun(...input: string[]): Promise<boolean>;
30
+ }
31
+ //# sourceMappingURL=Saturation.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Saturation.d.ts","sourceRoot":"","sources":["../../src/effects/Saturation.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,wBAAwB,EAAE,IAAI,EAA4B,MAAM,sBAAsB,CAAC;AAEhG,OAAO,EAAE,aAAa,EAA6B,MAAM,eAAe,CAAC;AAEzE;;GAEG;AACH,qBAAa,gBAAiB,SAAQ,aAAa;IACjD,OAAuB,MAAM,SAAsB;IAEnD,SAAS,KAAK,UAAU,WAA2B;IACnD,SAAS,KAAK,wBAAwB,YAAmB;IAEzD,SAAS,KAAK,MAAM;;;MAkCnB;IAED,SAAS,CAAC,YAAY,CAAC,OAAO,EAAE,wBAAwB,GAAG,IAAI;CAQhE;AAED;;GAEG;AACH,qBAAa,gBAAiB,SAAQ,IAAI;IACxC,OAAuB,MAAM,SAAsB;IACnD,WAA2B,OAAO,WAAgB;IAClD,WAA2B,OAAO,WAAgB;IAElD,8EAA8E;IAC9E,OAAc,UAAU,SAAO;IAET,GAAG,CAAC,UAAU,CAAC,EAAE,MAAM,GAAG,OAAO,CAAC,OAAO,CAAC;IAM1C,WAAW,CAAC,GAAG,KAAK,EAAE,MAAM,EAAE,GAAG,OAAO,CAAC,OAAO,CAAC;CAIxE"}
@@ -0,0 +1,86 @@
1
+ "use strict";
2
+ /*---------------------------------------------------------------------------------------------
3
+ * Copyright (c) Bentley Systems, Incorporated. All rights reserved.
4
+ * See LICENSE.md in the project root for license terms and full copyright notice.
5
+ *--------------------------------------------------------------------------------------------*/
6
+ /** @packageDocumentation
7
+ * @module Effects
8
+ */
9
+ Object.defineProperty(exports, "__esModule", { value: true });
10
+ exports.SaturationConfig = exports.SaturationEffect = void 0;
11
+ const core_frontend_1 = require("@itwin/core-frontend");
12
+ const parseArgs_1 = require("../tools/parseArgs");
13
+ const EffectTools_1 = require("./EffectTools");
14
+ /** Adjusts the saturation of colors in a viewport.
15
+ * @beta
16
+ */
17
+ class SaturationEffect extends EffectTools_1.AddEffectTool {
18
+ get effectName() { return "Saturation"; }
19
+ get textureCoordFromPosition() { return true; }
20
+ get source() {
21
+ // rgb <-> hsl conversion routines from https://gamedev.stackexchange.com/questions/59797/glsl-shader-change-hue-saturation-brightness
22
+ return {
23
+ // Vertex shader simply computes texture coordinate for source pixel.
24
+ vertex: `
25
+ void effectMain(vec4 pos) {
26
+ v_texCoord = textureCoordFromPosition(pos);
27
+ }`,
28
+ // Fragment shader converts color to HSV, adjusts the saturation, and converts back to RGB.
29
+ fragment: `
30
+ vec3 rgb2hsv(vec3 c) {
31
+ vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
32
+ vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
33
+ vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
34
+
35
+ float d = q.x - min(q.w, q.y);
36
+ float e = 1.0e-10;
37
+ return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
38
+ }
39
+
40
+ vec3 hsv2rgb(vec3 c) {
41
+ vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
42
+ vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
43
+ return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
44
+ }
45
+
46
+ vec4 effectMain() {
47
+ vec4 color = TEXTURE(u_diffuse, v_texCoord);
48
+ color.rgb = rgb2hsv(color.rgb);
49
+ color.rgb.y = color.rgb.y * u_saturationMult;
50
+ color.rgb = hsv2rgb(color.rgb);
51
+ return color;
52
+ }`,
53
+ };
54
+ }
55
+ defineEffect(builder) {
56
+ builder.addVarying("v_texCoord", core_frontend_1.VaryingType.Vec2);
57
+ builder.addUniform({
58
+ name: "u_saturationMult",
59
+ type: core_frontend_1.UniformType.Float,
60
+ bind: (uniform) => uniform.setUniform1f(SaturationConfig.multiplier),
61
+ });
62
+ }
63
+ }
64
+ exports.SaturationEffect = SaturationEffect;
65
+ SaturationEffect.toolId = "SaturationEffect";
66
+ /** Configures the [[SaturationEffect]].
67
+ * @beta
68
+ */
69
+ class SaturationConfig extends core_frontend_1.Tool {
70
+ static get minArgs() { return 0; }
71
+ static get maxArgs() { return 1; }
72
+ async run(multiplier) {
73
+ SaturationConfig.multiplier = multiplier !== null && multiplier !== void 0 ? multiplier : 2.0;
74
+ (0, EffectTools_1.refreshViewportsForEffect)("fdt Saturation");
75
+ return true;
76
+ }
77
+ async parseAndRun(...input) {
78
+ const args = (0, parseArgs_1.parseArgs)(input);
79
+ return this.run(args.getFloat("s"));
80
+ }
81
+ }
82
+ exports.SaturationConfig = SaturationConfig;
83
+ SaturationConfig.toolId = "SaturationConfig";
84
+ /** Multiplier applied to the saturation of each color in the source image. */
85
+ SaturationConfig.multiplier = 2.0;
86
+ //# sourceMappingURL=Saturation.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Saturation.js","sourceRoot":"","sources":["../../src/effects/Saturation.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,wDAAgG;AAChG,kDAA+C;AAC/C,+CAAyE;AAEzE;;GAEG;AACH,MAAa,gBAAiB,SAAQ,2BAAa;IAGjD,IAAc,UAAU,KAAK,OAAO,YAAY,CAAC,CAAC,CAAC;IACnD,IAAc,wBAAwB,KAAK,OAAO,IAAI,CAAC,CAAC,CAAC;IAEzD,IAAc,MAAM;QAClB,sIAAsI;QACtI,OAAO;YACL,qEAAqE;YACrE,MAAM,EAAE;;;UAGJ;YACJ,2FAA2F;YAC3F,QAAQ,EAAE;;;;;;;;;;;;;;;;;;;;;;;UAuBN;SACL,CAAC;IACJ,CAAC;IAES,YAAY,CAAC,OAAiC;QACtD,OAAO,CAAC,UAAU,CAAC,YAAY,EAAE,2BAAW,CAAC,IAAI,CAAC,CAAC;QACnD,OAAO,CAAC,UAAU,CAAC;YACjB,IAAI,EAAE,kBAAkB;YACxB,IAAI,EAAE,2BAAW,CAAC,KAAK;YACvB,IAAI,EAAE,CAAC,OAAO,EAAE,EAAE,CAAC,OAAO,CAAC,YAAY,CAAC,gBAAgB,CAAC,UAAU,CAAC;SACrE,CAAC,CAAC;IACL,CAAC;;AAjDH,4CAkDC;AAjDwB,uBAAM,GAAG,kBAAkB,CAAC;AAmDrD;;GAEG;AACH,MAAa,gBAAiB,SAAQ,oBAAI;IAEjC,MAAM,KAAc,OAAO,KAAK,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3C,MAAM,KAAc,OAAO,KAAK,OAAO,CAAC,CAAC,CAAC,CAAC;IAKlC,KAAK,CAAC,GAAG,CAAC,UAAmB;QAC3C,gBAAgB,CAAC,UAAU,GAAG,UAAU,aAAV,UAAU,cAAV,UAAU,GAAI,GAAG,CAAC;QAChD,IAAA,uCAAyB,EAAC,gBAAgB,CAAC,CAAC;QAC5C,OAAO,IAAI,CAAC;IACd,CAAC;IAEe,KAAK,CAAC,WAAW,CAAC,GAAG,KAAe;QAClD,MAAM,IAAI,GAAG,IAAA,qBAAS,EAAC,KAAK,CAAC,CAAC;QAC9B,OAAO,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC,CAAC;IACtC,CAAC;;AAjBH,4CAkBC;AAjBwB,uBAAM,GAAG,kBAAkB,CAAC;AAInD,8EAA8E;AAChE,2BAAU,GAAG,GAAG,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 Effects\n */\n\nimport { ScreenSpaceEffectBuilder, Tool, UniformType, VaryingType } from \"@itwin/core-frontend\";\nimport { parseArgs } from \"../tools/parseArgs\";\nimport { AddEffectTool, refreshViewportsForEffect } from \"./EffectTools\";\n\n/** Adjusts the saturation of colors in a viewport.\n * @beta\n */\nexport class SaturationEffect extends AddEffectTool {\n public static override toolId = \"SaturationEffect\";\n\n protected get effectName() { return \"Saturation\"; }\n protected get textureCoordFromPosition() { return true; }\n\n protected get source() {\n // rgb <-> hsl conversion routines from https://gamedev.stackexchange.com/questions/59797/glsl-shader-change-hue-saturation-brightness\n return {\n // Vertex shader simply computes texture coordinate for source pixel.\n vertex: `\n void effectMain(vec4 pos) {\n v_texCoord = textureCoordFromPosition(pos);\n }`,\n // Fragment shader converts color to HSV, adjusts the saturation, and converts back to RGB.\n fragment: `\n vec3 rgb2hsv(vec3 c) {\n vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n\n float d = q.x - min(q.w, q.y);\n float e = 1.0e-10;\n return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n }\n\n vec3 hsv2rgb(vec3 c) {\n vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n }\n\n vec4 effectMain() {\n vec4 color = TEXTURE(u_diffuse, v_texCoord);\n color.rgb = rgb2hsv(color.rgb);\n color.rgb.y = color.rgb.y * u_saturationMult;\n color.rgb = hsv2rgb(color.rgb);\n return color;\n }`,\n };\n }\n\n protected defineEffect(builder: ScreenSpaceEffectBuilder): void {\n builder.addVarying(\"v_texCoord\", VaryingType.Vec2);\n builder.addUniform({\n name: \"u_saturationMult\",\n type: UniformType.Float,\n bind: (uniform) => uniform.setUniform1f(SaturationConfig.multiplier),\n });\n }\n}\n\n/** Configures the [[SaturationEffect]].\n * @beta\n */\nexport class SaturationConfig extends Tool {\n public static override toolId = \"SaturationConfig\";\n public static override get minArgs() { return 0; }\n public static override get maxArgs() { return 1; }\n\n /** Multiplier applied to the saturation of each color in the source image. */\n public static multiplier = 2.0;\n\n public override async run(multiplier?: number): Promise<boolean> {\n SaturationConfig.multiplier = multiplier ?? 2.0;\n refreshViewportsForEffect(\"fdt Saturation\");\n return true;\n }\n\n public override async parseAndRun(...input: string[]): Promise<boolean> {\n const args = parseArgs(input);\n return this.run(args.getFloat(\"s\"));\n }\n}\n\n"]}
@@ -0,0 +1,77 @@
1
+ /** @packageDocumentation
2
+ * @module Effects
3
+ */
4
+ import { Range1d, Range2d, Vector2d } from "@itwin/core-geometry";
5
+ import { DecorateContext, Decorator, ParticleProps, Tool, Viewport } from "@itwin/core-frontend";
6
+ /** Represents one particle displayed by a [[SnowDecorator]].
7
+ * Particle positions are in [CoordSystem.View]($frontend).
8
+ * @beta
9
+ */
10
+ export interface SnowParticle extends ParticleProps {
11
+ /** Make x, y, and z from ParticleProps writable. */
12
+ x: number;
13
+ y: number;
14
+ z: number;
15
+ /** Current velocity, in pixels per second. */
16
+ velocity: Vector2d;
17
+ }
18
+ /** Parameters controlling how a [[SnowDecorator]] works.
19
+ * @beta
20
+ */
21
+ export interface SnowParams {
22
+ /** The number of snow particles to produce. This could alternatively be expressed as a density so that small viewports would not be more crowded than larger ones. */
23
+ numParticles: number;
24
+ /** Range from which to randomly select each particle's size, in pixels. */
25
+ sizeRange: Range1d;
26
+ /** Range from which to randomly select each particle's transparency. */
27
+ transparencyRange: Range1d;
28
+ /** Range from which to randomly select each particle's initial velocity, in pixels per second. */
29
+ velocityRange: Range2d;
30
+ /** Range from which to randomly select an acceleration to apply to each particle's velocity each frame, in pixels per second squared, to simulate wind. */
31
+ accelerationRange: Range2d;
32
+ /** Wind velocity in pixels per second in X. */
33
+ windVelocity: number;
34
+ }
35
+ /** Simulates snowfall in a [Viewport]($frontend) using particle effects.
36
+ * @see [[SnowEffect]] for a [Tool]($frontend) that toggles this decorator.
37
+ * @see [ParticleCollectionBuilder]($frontend) for defining custom particle effects.
38
+ * @beta
39
+ */
40
+ export declare class SnowDecorator implements Decorator {
41
+ /** The viewport being decorated. */
42
+ readonly viewport: Viewport;
43
+ /** Invoked when this decorator is to be destroyed. */
44
+ readonly dispose: VoidFunction;
45
+ /** The initial width and height of the viewport, from which we randomly select each particle's initial position. */
46
+ private readonly _dimensions;
47
+ /** The list of particles being drawn. */
48
+ private readonly _particles;
49
+ /** The image to display for each particle. */
50
+ private _texture?;
51
+ /** The last time `updateParticles()` was invoked, in milliseconds. */
52
+ private _lastUpdateTime;
53
+ private readonly _params;
54
+ private constructor();
55
+ decorate(context: DecorateContext): void;
56
+ /** Change some of the parameters affecting this decorator. */
57
+ configure(params: Partial<SnowParams>): void;
58
+ /** Emit a new particle with randomized properties. */
59
+ private emit;
60
+ private updateParticles;
61
+ private static readonly _decorators;
62
+ /** Toggle this decorator for the specified viewport.
63
+ * @param viewport The viewport to which the effect should be applied or removed.
64
+ * @param enable `true` to enable the effect, `false` to disable it, or `undefined` to toggle the current state.
65
+ */
66
+ static toggle(viewport: Viewport, enable?: boolean): Promise<void>;
67
+ }
68
+ /** Toggles a decorator that simulates snow using particle effects.
69
+ * @see [[SnowDecorator]] for the implementation of the decorator.
70
+ * @beta
71
+ */
72
+ export declare class SnowEffect extends Tool {
73
+ static toolId: string;
74
+ run(enable?: boolean): Promise<boolean>;
75
+ parseAndRun(...args: string[]): Promise<boolean>;
76
+ }
77
+ //# sourceMappingURL=Snow.d.ts.map
@@ -0,0 +1 @@
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