@itwin/frontend-devtools 5.0.0-dev.9 → 5.0.0-dev.92

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 (264) hide show
  1. package/CHANGELOG.md +51 -1
  2. package/README.md +1 -1
  3. package/lib/cjs/ClipboardUtilities.js.map +1 -1
  4. package/lib/cjs/FrontEndDevTools.js +1 -1
  5. package/lib/cjs/FrontEndDevTools.js.map +1 -1
  6. package/lib/cjs/effects/Convolution.js +23 -23
  7. package/lib/cjs/effects/Convolution.js.map +1 -1
  8. package/lib/cjs/effects/EffectTools.js +2 -2
  9. package/lib/cjs/effects/EffectTools.js.map +1 -1
  10. package/lib/cjs/effects/Explosion.js +37 -25
  11. package/lib/cjs/effects/Explosion.js.map +1 -1
  12. package/lib/cjs/effects/FlipImage.js +22 -22
  13. package/lib/cjs/effects/FlipImage.js.map +1 -1
  14. package/lib/cjs/effects/LensDistortion.js +25 -25
  15. package/lib/cjs/effects/LensDistortion.js.map +1 -1
  16. package/lib/cjs/effects/Random.js.map +1 -1
  17. package/lib/cjs/effects/Saturation.js +30 -30
  18. package/lib/cjs/effects/Saturation.js.map +1 -1
  19. package/lib/cjs/effects/Snow.d.ts +1 -1
  20. package/lib/cjs/effects/Snow.d.ts.map +1 -1
  21. package/lib/cjs/effects/Snow.js +19 -8
  22. package/lib/cjs/effects/Snow.js.map +1 -1
  23. package/lib/cjs/effects/Vignette.js +41 -41
  24. package/lib/cjs/effects/Vignette.js.map +1 -1
  25. package/lib/cjs/frontend-devtools.js.map +1 -1
  26. package/lib/cjs/tools/AnimationIntervalTool.js +1 -1
  27. package/lib/cjs/tools/AnimationIntervalTool.js.map +1 -1
  28. package/lib/cjs/tools/ChangeUnitsTool.js +1 -1
  29. package/lib/cjs/tools/ChangeUnitsTool.js.map +1 -1
  30. package/lib/cjs/tools/ClipTools.js +6 -8
  31. package/lib/cjs/tools/ClipTools.js.map +1 -1
  32. package/lib/cjs/tools/DisplayStyleTools.js +21 -25
  33. package/lib/cjs/tools/DisplayStyleTools.js.map +1 -1
  34. package/lib/cjs/tools/EmphasizeElementsTool.js +7 -13
  35. package/lib/cjs/tools/EmphasizeElementsTool.js.map +1 -1
  36. package/lib/cjs/tools/FrustumDecoration.js +28 -9
  37. package/lib/cjs/tools/FrustumDecoration.js.map +1 -1
  38. package/lib/cjs/tools/InspectElementTool.js +7 -6
  39. package/lib/cjs/tools/InspectElementTool.js.map +1 -1
  40. package/lib/cjs/tools/MapLayerTool.d.ts +1 -1
  41. package/lib/cjs/tools/MapLayerTool.d.ts.map +1 -1
  42. package/lib/cjs/tools/MapLayerTool.js +31 -25
  43. package/lib/cjs/tools/MapLayerTool.js.map +1 -1
  44. package/lib/cjs/tools/MeasureTileLoadTime.js +4 -1
  45. package/lib/cjs/tools/MeasureTileLoadTime.js.map +1 -1
  46. package/lib/cjs/tools/ModelAppearanceTools.js +9 -9
  47. package/lib/cjs/tools/ModelAppearanceTools.js.map +1 -1
  48. package/lib/cjs/tools/PlanProjectionTools.js +8 -15
  49. package/lib/cjs/tools/PlanProjectionTools.js.map +1 -1
  50. package/lib/cjs/tools/PlanarMaskTools.js +21 -26
  51. package/lib/cjs/tools/PlanarMaskTools.js.map +1 -1
  52. package/lib/cjs/tools/ProjectExtents.js +6 -3
  53. package/lib/cjs/tools/ProjectExtents.js.map +1 -1
  54. package/lib/cjs/tools/RealityModelTools.js +10 -10
  55. package/lib/cjs/tools/RealityModelTools.js.map +1 -1
  56. package/lib/cjs/tools/RealityTransitionTool.js +1 -1
  57. package/lib/cjs/tools/RealityTransitionTool.js.map +1 -1
  58. package/lib/cjs/tools/RenderSystemTools.js +4 -3
  59. package/lib/cjs/tools/RenderSystemTools.js.map +1 -1
  60. package/lib/cjs/tools/RenderTargetTools.d.ts +1 -1
  61. package/lib/cjs/tools/RenderTargetTools.d.ts.map +1 -1
  62. package/lib/cjs/tools/RenderTargetTools.js +15 -20
  63. package/lib/cjs/tools/RenderTargetTools.js.map +1 -1
  64. package/lib/cjs/tools/ReportWebGLCompatibilityTool.js +1 -1
  65. package/lib/cjs/tools/ReportWebGLCompatibilityTool.js.map +1 -1
  66. package/lib/cjs/tools/SavedViews.js +4 -7
  67. package/lib/cjs/tools/SavedViews.js.map +1 -1
  68. package/lib/cjs/tools/ScheduleScriptTools.d.ts.map +1 -1
  69. package/lib/cjs/tools/ScheduleScriptTools.js +11 -12
  70. package/lib/cjs/tools/ScheduleScriptTools.js.map +1 -1
  71. package/lib/cjs/tools/SelectionTools.js +4 -6
  72. package/lib/cjs/tools/SelectionTools.js.map +1 -1
  73. package/lib/cjs/tools/SetGpuMemoryLimitTool.js +1 -1
  74. package/lib/cjs/tools/SetGpuMemoryLimitTool.js.map +1 -1
  75. package/lib/cjs/tools/SourceAspectIdTools.js +2 -2
  76. package/lib/cjs/tools/SourceAspectIdTools.js.map +1 -1
  77. package/lib/cjs/tools/TileRequestDecoration.js +6 -3
  78. package/lib/cjs/tools/TileRequestDecoration.js.map +1 -1
  79. package/lib/cjs/tools/TileTreeBoundsDecoration.d.ts.map +1 -1
  80. package/lib/cjs/tools/TileTreeBoundsDecoration.js +8 -4
  81. package/lib/cjs/tools/TileTreeBoundsDecoration.js.map +1 -1
  82. package/lib/cjs/tools/ToolTipProvider.js +2 -1
  83. package/lib/cjs/tools/ToolTipProvider.js.map +1 -1
  84. package/lib/cjs/tools/ViewportTools.js +22 -19
  85. package/lib/cjs/tools/ViewportTools.js.map +1 -1
  86. package/lib/cjs/tools/parseArgs.js.map +1 -1
  87. package/lib/cjs/tools/parseBoolean.js.map +1 -1
  88. package/lib/cjs/tools/parseToggle.js.map +1 -1
  89. package/lib/cjs/ui/Button.js.map +1 -1
  90. package/lib/cjs/ui/CheckBox.js.map +1 -1
  91. package/lib/cjs/ui/ColorInput.js.map +1 -1
  92. package/lib/cjs/ui/ComboBox.js.map +1 -1
  93. package/lib/cjs/ui/DataList.js.map +1 -1
  94. package/lib/cjs/ui/NestedMenu.js.map +1 -1
  95. package/lib/cjs/ui/NumericInput.js.map +1 -1
  96. package/lib/cjs/ui/RadioBox.js.map +1 -1
  97. package/lib/cjs/ui/Slider.js.map +1 -1
  98. package/lib/cjs/ui/TextBox.js.map +1 -1
  99. package/lib/cjs/widgets/DiagnosticsPanel.d.ts +1 -1
  100. package/lib/cjs/widgets/DiagnosticsPanel.d.ts.map +1 -1
  101. package/lib/cjs/widgets/DiagnosticsPanel.js +11 -1
  102. package/lib/cjs/widgets/DiagnosticsPanel.js.map +1 -1
  103. package/lib/cjs/widgets/FpsTracker.d.ts +1 -1
  104. package/lib/cjs/widgets/FpsTracker.d.ts.map +1 -1
  105. package/lib/cjs/widgets/FpsTracker.js +5 -1
  106. package/lib/cjs/widgets/FpsTracker.js.map +1 -1
  107. package/lib/cjs/widgets/GpuProfiler.d.ts +1 -1
  108. package/lib/cjs/widgets/GpuProfiler.d.ts.map +1 -1
  109. package/lib/cjs/widgets/GpuProfiler.js +89 -82
  110. package/lib/cjs/widgets/GpuProfiler.js.map +1 -1
  111. package/lib/cjs/widgets/KeyinField.js +8 -1
  112. package/lib/cjs/widgets/KeyinField.js.map +1 -1
  113. package/lib/cjs/widgets/MemoryTracker.d.ts +1 -1
  114. package/lib/cjs/widgets/MemoryTracker.d.ts.map +1 -1
  115. package/lib/cjs/widgets/MemoryTracker.js +16 -4
  116. package/lib/cjs/widgets/MemoryTracker.js.map +1 -1
  117. package/lib/cjs/widgets/RenderCommandBreakdown.d.ts +1 -1
  118. package/lib/cjs/widgets/RenderCommandBreakdown.d.ts.map +1 -1
  119. package/lib/cjs/widgets/RenderCommandBreakdown.js +6 -2
  120. package/lib/cjs/widgets/RenderCommandBreakdown.js.map +1 -1
  121. package/lib/cjs/widgets/TileMemoryBreakdown.d.ts +1 -1
  122. package/lib/cjs/widgets/TileMemoryBreakdown.d.ts.map +1 -1
  123. package/lib/cjs/widgets/TileMemoryBreakdown.js +10 -8
  124. package/lib/cjs/widgets/TileMemoryBreakdown.js.map +1 -1
  125. package/lib/cjs/widgets/TileStatisticsTracker.d.ts +1 -1
  126. package/lib/cjs/widgets/TileStatisticsTracker.d.ts.map +1 -1
  127. package/lib/cjs/widgets/TileStatisticsTracker.js +5 -2
  128. package/lib/cjs/widgets/TileStatisticsTracker.js.map +1 -1
  129. package/lib/cjs/widgets/ToolSettingsTracker.d.ts +1 -1
  130. package/lib/cjs/widgets/ToolSettingsTracker.d.ts.map +1 -1
  131. package/lib/cjs/widgets/ToolSettingsTracker.js +2 -2
  132. package/lib/cjs/widgets/ToolSettingsTracker.js.map +1 -1
  133. package/lib/esm/ClipboardUtilities.js.map +1 -1
  134. package/lib/esm/FrontEndDevTools.js +1 -1
  135. package/lib/esm/FrontEndDevTools.js.map +1 -1
  136. package/lib/esm/effects/Convolution.js +23 -23
  137. package/lib/esm/effects/Convolution.js.map +1 -1
  138. package/lib/esm/effects/EffectTools.js +2 -2
  139. package/lib/esm/effects/EffectTools.js.map +1 -1
  140. package/lib/esm/effects/Explosion.js +37 -25
  141. package/lib/esm/effects/Explosion.js.map +1 -1
  142. package/lib/esm/effects/FlipImage.js +22 -22
  143. package/lib/esm/effects/FlipImage.js.map +1 -1
  144. package/lib/esm/effects/LensDistortion.js +25 -25
  145. package/lib/esm/effects/LensDistortion.js.map +1 -1
  146. package/lib/esm/effects/Random.js.map +1 -1
  147. package/lib/esm/effects/Saturation.js +30 -30
  148. package/lib/esm/effects/Saturation.js.map +1 -1
  149. package/lib/esm/effects/Snow.d.ts +1 -1
  150. package/lib/esm/effects/Snow.d.ts.map +1 -1
  151. package/lib/esm/effects/Snow.js +19 -8
  152. package/lib/esm/effects/Snow.js.map +1 -1
  153. package/lib/esm/effects/Vignette.js +41 -41
  154. package/lib/esm/effects/Vignette.js.map +1 -1
  155. package/lib/esm/frontend-devtools.js.map +1 -1
  156. package/lib/esm/tools/AnimationIntervalTool.js +1 -1
  157. package/lib/esm/tools/AnimationIntervalTool.js.map +1 -1
  158. package/lib/esm/tools/ChangeUnitsTool.js +1 -1
  159. package/lib/esm/tools/ChangeUnitsTool.js.map +1 -1
  160. package/lib/esm/tools/ClipTools.js +6 -8
  161. package/lib/esm/tools/ClipTools.js.map +1 -1
  162. package/lib/esm/tools/DisplayStyleTools.js +21 -25
  163. package/lib/esm/tools/DisplayStyleTools.js.map +1 -1
  164. package/lib/esm/tools/EmphasizeElementsTool.js +7 -13
  165. package/lib/esm/tools/EmphasizeElementsTool.js.map +1 -1
  166. package/lib/esm/tools/FrustumDecoration.js +28 -9
  167. package/lib/esm/tools/FrustumDecoration.js.map +1 -1
  168. package/lib/esm/tools/InspectElementTool.js +7 -6
  169. package/lib/esm/tools/InspectElementTool.js.map +1 -1
  170. package/lib/esm/tools/MapLayerTool.d.ts +1 -1
  171. package/lib/esm/tools/MapLayerTool.d.ts.map +1 -1
  172. package/lib/esm/tools/MapLayerTool.js +32 -26
  173. package/lib/esm/tools/MapLayerTool.js.map +1 -1
  174. package/lib/esm/tools/MeasureTileLoadTime.js +4 -1
  175. package/lib/esm/tools/MeasureTileLoadTime.js.map +1 -1
  176. package/lib/esm/tools/ModelAppearanceTools.js +9 -9
  177. package/lib/esm/tools/ModelAppearanceTools.js.map +1 -1
  178. package/lib/esm/tools/PlanProjectionTools.js +8 -15
  179. package/lib/esm/tools/PlanProjectionTools.js.map +1 -1
  180. package/lib/esm/tools/PlanarMaskTools.js +21 -26
  181. package/lib/esm/tools/PlanarMaskTools.js.map +1 -1
  182. package/lib/esm/tools/ProjectExtents.js +6 -3
  183. package/lib/esm/tools/ProjectExtents.js.map +1 -1
  184. package/lib/esm/tools/RealityModelTools.js +10 -10
  185. package/lib/esm/tools/RealityModelTools.js.map +1 -1
  186. package/lib/esm/tools/RealityTransitionTool.js +1 -1
  187. package/lib/esm/tools/RealityTransitionTool.js.map +1 -1
  188. package/lib/esm/tools/RenderSystemTools.js +4 -3
  189. package/lib/esm/tools/RenderSystemTools.js.map +1 -1
  190. package/lib/esm/tools/RenderTargetTools.d.ts +1 -1
  191. package/lib/esm/tools/RenderTargetTools.d.ts.map +1 -1
  192. package/lib/esm/tools/RenderTargetTools.js +15 -20
  193. package/lib/esm/tools/RenderTargetTools.js.map +1 -1
  194. package/lib/esm/tools/ReportWebGLCompatibilityTool.js +1 -1
  195. package/lib/esm/tools/ReportWebGLCompatibilityTool.js.map +1 -1
  196. package/lib/esm/tools/SavedViews.js +4 -7
  197. package/lib/esm/tools/SavedViews.js.map +1 -1
  198. package/lib/esm/tools/ScheduleScriptTools.d.ts.map +1 -1
  199. package/lib/esm/tools/ScheduleScriptTools.js +11 -12
  200. package/lib/esm/tools/ScheduleScriptTools.js.map +1 -1
  201. package/lib/esm/tools/SelectionTools.js +4 -6
  202. package/lib/esm/tools/SelectionTools.js.map +1 -1
  203. package/lib/esm/tools/SetGpuMemoryLimitTool.js +1 -1
  204. package/lib/esm/tools/SetGpuMemoryLimitTool.js.map +1 -1
  205. package/lib/esm/tools/SourceAspectIdTools.js +2 -2
  206. package/lib/esm/tools/SourceAspectIdTools.js.map +1 -1
  207. package/lib/esm/tools/TileRequestDecoration.js +6 -3
  208. package/lib/esm/tools/TileRequestDecoration.js.map +1 -1
  209. package/lib/esm/tools/TileTreeBoundsDecoration.d.ts.map +1 -1
  210. package/lib/esm/tools/TileTreeBoundsDecoration.js +8 -4
  211. package/lib/esm/tools/TileTreeBoundsDecoration.js.map +1 -1
  212. package/lib/esm/tools/ToolTipProvider.js +2 -1
  213. package/lib/esm/tools/ToolTipProvider.js.map +1 -1
  214. package/lib/esm/tools/ViewportTools.js +22 -19
  215. package/lib/esm/tools/ViewportTools.js.map +1 -1
  216. package/lib/esm/tools/parseArgs.js.map +1 -1
  217. package/lib/esm/tools/parseBoolean.js.map +1 -1
  218. package/lib/esm/tools/parseToggle.js.map +1 -1
  219. package/lib/esm/ui/Button.js.map +1 -1
  220. package/lib/esm/ui/CheckBox.js.map +1 -1
  221. package/lib/esm/ui/ColorInput.js.map +1 -1
  222. package/lib/esm/ui/ComboBox.js.map +1 -1
  223. package/lib/esm/ui/DataList.js.map +1 -1
  224. package/lib/esm/ui/NestedMenu.js.map +1 -1
  225. package/lib/esm/ui/NumericInput.js.map +1 -1
  226. package/lib/esm/ui/RadioBox.js.map +1 -1
  227. package/lib/esm/ui/Slider.js.map +1 -1
  228. package/lib/esm/ui/TextBox.js.map +1 -1
  229. package/lib/esm/widgets/DiagnosticsPanel.d.ts +1 -1
  230. package/lib/esm/widgets/DiagnosticsPanel.d.ts.map +1 -1
  231. package/lib/esm/widgets/DiagnosticsPanel.js +11 -1
  232. package/lib/esm/widgets/DiagnosticsPanel.js.map +1 -1
  233. package/lib/esm/widgets/FpsTracker.d.ts +1 -1
  234. package/lib/esm/widgets/FpsTracker.d.ts.map +1 -1
  235. package/lib/esm/widgets/FpsTracker.js +5 -1
  236. package/lib/esm/widgets/FpsTracker.js.map +1 -1
  237. package/lib/esm/widgets/GpuProfiler.d.ts +1 -1
  238. package/lib/esm/widgets/GpuProfiler.d.ts.map +1 -1
  239. package/lib/esm/widgets/GpuProfiler.js +89 -82
  240. package/lib/esm/widgets/GpuProfiler.js.map +1 -1
  241. package/lib/esm/widgets/KeyinField.js +8 -1
  242. package/lib/esm/widgets/KeyinField.js.map +1 -1
  243. package/lib/esm/widgets/MemoryTracker.d.ts +1 -1
  244. package/lib/esm/widgets/MemoryTracker.d.ts.map +1 -1
  245. package/lib/esm/widgets/MemoryTracker.js +16 -4
  246. package/lib/esm/widgets/MemoryTracker.js.map +1 -1
  247. package/lib/esm/widgets/RenderCommandBreakdown.d.ts +1 -1
  248. package/lib/esm/widgets/RenderCommandBreakdown.d.ts.map +1 -1
  249. package/lib/esm/widgets/RenderCommandBreakdown.js +6 -2
  250. package/lib/esm/widgets/RenderCommandBreakdown.js.map +1 -1
  251. package/lib/esm/widgets/TileMemoryBreakdown.d.ts +1 -1
  252. package/lib/esm/widgets/TileMemoryBreakdown.d.ts.map +1 -1
  253. package/lib/esm/widgets/TileMemoryBreakdown.js +10 -8
  254. package/lib/esm/widgets/TileMemoryBreakdown.js.map +1 -1
  255. package/lib/esm/widgets/TileStatisticsTracker.d.ts +1 -1
  256. package/lib/esm/widgets/TileStatisticsTracker.d.ts.map +1 -1
  257. package/lib/esm/widgets/TileStatisticsTracker.js +5 -2
  258. package/lib/esm/widgets/TileStatisticsTracker.js.map +1 -1
  259. package/lib/esm/widgets/ToolSettingsTracker.d.ts +1 -1
  260. package/lib/esm/widgets/ToolSettingsTracker.d.ts.map +1 -1
  261. package/lib/esm/widgets/ToolSettingsTracker.js +2 -2
  262. package/lib/esm/widgets/ToolSettingsTracker.js.map +1 -1
  263. package/lib/public/locales/en/FrontendDevTools.json +494 -494
  264. package/package.json +10 -10
@@ -18,25 +18,25 @@ export class ConvolutionEffect extends AddEffectTool {
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  get source() {
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  return {
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  // The vertex shader simply computes the texture coordinate for use in the fragment shader.
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- vertex: `
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- void effectMain(vec4 pos) {
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- v_texCoord = textureCoordFromPosition(pos);
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+ vertex: `
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+ void effectMain(vec4 pos) {
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+ v_texCoord = textureCoordFromPosition(pos);
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  }`,
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  // The fragment shader samples the pixel and its neighbors and applies the kernel.
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- fragment: `
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- vec4 effectMain() {
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- vec2 onePixel = vec2(1.0, 1.0) / u_textureSize;
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- vec4 colorSum =
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- TEXTURE(u_diffuse, v_texCoord + onePixel * vec2(-1, -1)) * u_kernel[0] +
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- TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 0, -1)) * u_kernel[1] +
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- TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 1, -1)) * u_kernel[2] +
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- TEXTURE(u_diffuse, v_texCoord + onePixel * vec2(-1, 0)) * u_kernel[3] +
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- TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 0, 0)) * u_kernel[4] +
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- TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 1, 0)) * u_kernel[5] +
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- TEXTURE(u_diffuse, v_texCoord + onePixel * vec2(-1, 1)) * u_kernel[6] +
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- TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 0, 1)) * u_kernel[7] +
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- TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 1, 1)) * u_kernel[8] ;
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- return vec4((colorSum / u_kernelWeight).rgb, 1);
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+ fragment: `
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+ vec4 effectMain() {
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+ vec2 onePixel = vec2(1.0, 1.0) / u_textureSize;
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+ vec4 colorSum =
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+ TEXTURE(u_diffuse, v_texCoord + onePixel * vec2(-1, -1)) * u_kernel[0] +
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+ TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 0, -1)) * u_kernel[1] +
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+ TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 1, -1)) * u_kernel[2] +
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+ TEXTURE(u_diffuse, v_texCoord + onePixel * vec2(-1, 0)) * u_kernel[3] +
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+ TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 0, 0)) * u_kernel[4] +
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+ TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 1, 0)) * u_kernel[5] +
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+ TEXTURE(u_diffuse, v_texCoord + onePixel * vec2(-1, 1)) * u_kernel[6] +
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+ TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 0, 1)) * u_kernel[7] +
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+ TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 1, 1)) * u_kernel[8] ;
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+ return vec4((colorSum / u_kernelWeight).rgb, 1);
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  }`,
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  };
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  }
@@ -73,6 +73,7 @@ export class ConvolutionEffect extends AddEffectTool {
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  * @beta
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  */
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  export class GaussianBlurEffect extends ConvolutionEffect {
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+ static toolId = "GaussianBlurEffect";
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  get effectName() { return "blur"; }
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  get matrix() {
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  return [
@@ -82,11 +83,11 @@ export class GaussianBlurEffect extends ConvolutionEffect {
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  ];
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  }
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  }
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- GaussianBlurEffect.toolId = "GaussianBlurEffect";
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  /** Adds a screen-space unsharpen effect to the selected Viewport.
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  * @beta
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  */
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  export class UnsharpenEffect extends ConvolutionEffect {
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+ static toolId = "UnsharpenEffect";
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  get effectName() { return "unsharpen"; }
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  get matrix() {
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  return [
@@ -96,11 +97,11 @@ export class UnsharpenEffect extends ConvolutionEffect {
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  ];
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  }
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  }
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- UnsharpenEffect.toolId = "UnsharpenEffect";
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  /** Adds a screen-space emboss effect to the selected Viewport.
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  * @beta
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  */
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  export class EmbossEffect extends ConvolutionEffect {
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+ static toolId = "EmbossEffect";
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  get effectName() { return "emboss"; }
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  get matrix() {
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107
  return [
@@ -110,11 +111,11 @@ export class EmbossEffect extends ConvolutionEffect {
110
111
  ];
111
112
  }
112
113
  }
113
- EmbossEffect.toolId = "EmbossEffect";
114
114
  /** Adds a screen-space sharpen effect to the selected Viewport.
115
115
  * @beta
116
116
  */
117
117
  export class SharpenEffect extends ConvolutionEffect {
118
+ static toolId = "SharpenEffect";
118
119
  get effectName() { return "sharpen"; }
119
120
  get matrix() {
120
121
  return [
@@ -124,11 +125,11 @@ export class SharpenEffect extends ConvolutionEffect {
124
125
  ];
125
126
  }
126
127
  }
127
- SharpenEffect.toolId = "SharpenEffect";
128
128
  /** Adds a screen-space sharpness effect to the selected Viewport.
129
129
  * @beta
130
130
  */
131
131
  export class SharpnessEffect extends ConvolutionEffect {
132
+ static toolId = "SharpnessEffect";
132
133
  get effectName() { return "sharpness"; }
133
134
  get matrix() {
134
135
  return [
@@ -138,11 +139,11 @@ export class SharpnessEffect extends ConvolutionEffect {
138
139
  ];
139
140
  }
140
141
  }
141
- SharpnessEffect.toolId = "SharpnessEffect";
142
142
  /** Adds a screen-space edge-detection effect to the selected Viewport.
143
143
  * @beta
144
144
  */
145
145
  export class EdgeDetectionEffect extends ConvolutionEffect {
146
+ static toolId = "EdgeDetectionEffect";
146
147
  get effectName() { return "edgedetect"; }
147
148
  get matrix() {
148
149
  return [
@@ -152,5 +153,4 @@ export class EdgeDetectionEffect extends ConvolutionEffect {
152
153
  ];
153
154
  }
154
155
  }
155
- EdgeDetectionEffect.toolId = "EdgeDetectionEffect";
156
156
  //# sourceMappingURL=Convolution.js.map
@@ -1 +1 @@
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Effects\r\n */\r\n\r\nimport { ScreenSpaceEffectBuilder, UniformType, VaryingType } from \"@itwin/core-frontend\";\r\nimport { AddEffectTool } from \"./EffectTools\";\r\n\r\n/** Adds one of a collection of \"convolution kernels\" that alter a [Viewport]($frontend)'s image by blending neighboring pixels.\r\n * Based on https://webglfundamentals.org/webgl/lessons/webgl-image-processing-continued.html\r\n * @beta\r\n */\r\nexport abstract class ConvolutionEffect extends AddEffectTool {\r\n public static override get minArgs() { return 0; }\r\n public static override get maxArgs() { return 0; }\r\n\r\n protected abstract get matrix(): number[];\r\n\r\n protected get textureCoordFromPosition() { return true; }\r\n\r\n protected get source() {\r\n return {\r\n // The vertex shader simply computes the texture coordinate for use in the fragment shader.\r\n vertex: `\r\n void effectMain(vec4 pos) {\r\n v_texCoord = textureCoordFromPosition(pos);\r\n }`,\r\n // The fragment shader samples the pixel and its neighbors and applies the kernel.\r\n fragment: `\r\n vec4 effectMain() {\r\n vec2 onePixel = vec2(1.0, 1.0) / u_textureSize;\r\n vec4 colorSum =\r\n TEXTURE(u_diffuse, v_texCoord + onePixel * vec2(-1, -1)) * u_kernel[0] +\r\n TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 0, -1)) * u_kernel[1] +\r\n TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 1, -1)) * u_kernel[2] +\r\n TEXTURE(u_diffuse, v_texCoord + onePixel * vec2(-1, 0)) * u_kernel[3] +\r\n TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 0, 0)) * u_kernel[4] +\r\n TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 1, 0)) * u_kernel[5] +\r\n TEXTURE(u_diffuse, v_texCoord + onePixel * vec2(-1, 1)) * u_kernel[6] +\r\n TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 0, 1)) * u_kernel[7] +\r\n TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 1, 1)) * u_kernel[8] ;\r\n return vec4((colorSum / u_kernelWeight).rgb, 1);\r\n }`,\r\n };\r\n }\r\n\r\n protected defineEffect(builder: ScreenSpaceEffectBuilder): void {\r\n // Define the varying for the texture coordinate.\r\n builder.addVarying(\"v_texCoord\", VaryingType.Vec2);\r\n\r\n // Hook up the uniforms.\r\n const matrix = this.matrix;\r\n builder.addUniform({\r\n name: \"u_textureSize\",\r\n type: UniformType.Vec2,\r\n bind: (uniform, context) => {\r\n const rect = context.viewport.viewRect;\r\n uniform.setUniform2fv([rect.width, rect.height]);\r\n },\r\n });\r\n builder.addUniformArray({\r\n name: \"u_kernel\",\r\n type: UniformType.Float,\r\n length: matrix.length,\r\n bind: (uniform) => uniform.setUniform1fv(matrix),\r\n });\r\n\r\n let weight = matrix.reduce((prev, curr) => prev + curr);\r\n if (weight <= 0)\r\n weight = 1;\r\n\r\n builder.addUniform({\r\n name: \"u_kernelWeight\",\r\n type: UniformType.Float,\r\n bind: (uniform) => uniform.setUniform1f(weight),\r\n });\r\n }\r\n}\r\n\r\n/** Adds a gaussian blur screen-space effect to the selected Viewport.\r\n * @beta\r\n */\r\nexport class GaussianBlurEffect extends ConvolutionEffect {\r\n public static override toolId = \"GaussianBlurEffect\";\r\n protected get effectName() { return \"blur\"; }\r\n protected get matrix() {\r\n return [\r\n 0.045, 0.122, 0.045,\r\n 0.122, 0.332, 0.122,\r\n 0.045, 0.122, 0.045,\r\n ];\r\n }\r\n}\r\n\r\n/** Adds a screen-space unsharpen effect to the selected Viewport.\r\n * @beta\r\n */\r\nexport class UnsharpenEffect extends ConvolutionEffect {\r\n public static override toolId = \"UnsharpenEffect\";\r\n protected get effectName() { return \"unsharpen\"; }\r\n protected get matrix() {\r\n return [\r\n -1, -1, -1,\r\n -1, 9, -1,\r\n -1, -1, -1,\r\n ];\r\n }\r\n}\r\n\r\n/** Adds a screen-space emboss effect to the selected Viewport.\r\n * @beta\r\n */\r\nexport class EmbossEffect extends ConvolutionEffect {\r\n public static override toolId = \"EmbossEffect\";\r\n protected get effectName() { return \"emboss\"; }\r\n protected get matrix() {\r\n return [\r\n -2, -1, 0,\r\n -1, 1, 1,\r\n 0, 1, 2,\r\n ];\r\n }\r\n}\r\n\r\n/** Adds a screen-space sharpen effect to the selected Viewport.\r\n * @beta\r\n */\r\nexport class SharpenEffect extends ConvolutionEffect {\r\n public static override toolId = \"SharpenEffect\";\r\n protected get effectName() { return \"sharpen\"; }\r\n protected get matrix() {\r\n return [\r\n 0, -1, 0,\r\n -1, 5, -1,\r\n 0, -1, 0,\r\n ];\r\n }\r\n}\r\n\r\n/** Adds a screen-space sharpness effect to the selected Viewport.\r\n * @beta\r\n */\r\nexport class SharpnessEffect extends ConvolutionEffect {\r\n public static override toolId = \"SharpnessEffect\";\r\n protected get effectName() { return \"sharpness\"; }\r\n protected get matrix() {\r\n return [\r\n 0, -1, 0,\r\n -1, 5, -1,\r\n 0, -1, 0,\r\n ];\r\n }\r\n}\r\n\r\n/** Adds a screen-space edge-detection effect to the selected Viewport.\r\n * @beta\r\n */\r\nexport class EdgeDetectionEffect extends ConvolutionEffect {\r\n public static override toolId = \"EdgeDetectionEffect\";\r\n protected get effectName() { return \"edgedetect\"; }\r\n protected get matrix() {\r\n return [\r\n -5, 0, 0,\r\n 0, 0, 0,\r\n 0, 0, 5,\r\n ];\r\n }\r\n}\r\n"]}
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, UniformType, VaryingType } from \"@itwin/core-frontend\";\nimport { AddEffectTool } from \"./EffectTools\";\n\n/** Adds one of a collection of \"convolution kernels\" that alter a [Viewport]($frontend)'s image by blending neighboring pixels.\n * Based on https://webglfundamentals.org/webgl/lessons/webgl-image-processing-continued.html\n * @beta\n */\nexport abstract class ConvolutionEffect extends AddEffectTool {\n public static override get minArgs() { return 0; }\n public static override get maxArgs() { return 0; }\n\n protected abstract get matrix(): number[];\n\n protected get textureCoordFromPosition() { return true; }\n\n protected get source() {\n return {\n // The vertex shader simply computes the texture coordinate for use in the fragment shader.\n vertex: `\n void effectMain(vec4 pos) {\n v_texCoord = textureCoordFromPosition(pos);\n }`,\n // The fragment shader samples the pixel and its neighbors and applies the kernel.\n fragment: `\n vec4 effectMain() {\n vec2 onePixel = vec2(1.0, 1.0) / u_textureSize;\n vec4 colorSum =\n TEXTURE(u_diffuse, v_texCoord + onePixel * vec2(-1, -1)) * u_kernel[0] +\n TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 0, -1)) * u_kernel[1] +\n TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 1, -1)) * u_kernel[2] +\n TEXTURE(u_diffuse, v_texCoord + onePixel * vec2(-1, 0)) * u_kernel[3] +\n TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 0, 0)) * u_kernel[4] +\n TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 1, 0)) * u_kernel[5] +\n TEXTURE(u_diffuse, v_texCoord + onePixel * vec2(-1, 1)) * u_kernel[6] +\n TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 0, 1)) * u_kernel[7] +\n TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 1, 1)) * u_kernel[8] ;\n return vec4((colorSum / u_kernelWeight).rgb, 1);\n }`,\n };\n }\n\n protected defineEffect(builder: ScreenSpaceEffectBuilder): void {\n // Define the varying for the texture coordinate.\n builder.addVarying(\"v_texCoord\", VaryingType.Vec2);\n\n // Hook up the uniforms.\n const matrix = this.matrix;\n builder.addUniform({\n name: \"u_textureSize\",\n type: UniformType.Vec2,\n bind: (uniform, context) => {\n const rect = context.viewport.viewRect;\n uniform.setUniform2fv([rect.width, rect.height]);\n },\n });\n builder.addUniformArray({\n name: \"u_kernel\",\n type: UniformType.Float,\n length: matrix.length,\n bind: (uniform) => uniform.setUniform1fv(matrix),\n });\n\n let weight = matrix.reduce((prev, curr) => prev + curr);\n if (weight <= 0)\n weight = 1;\n\n builder.addUniform({\n name: \"u_kernelWeight\",\n type: UniformType.Float,\n bind: (uniform) => uniform.setUniform1f(weight),\n });\n }\n}\n\n/** Adds a gaussian blur screen-space effect to the selected Viewport.\n * @beta\n */\nexport class GaussianBlurEffect extends ConvolutionEffect {\n public static override toolId = \"GaussianBlurEffect\";\n protected get effectName() { return \"blur\"; }\n protected get matrix() {\n return [\n 0.045, 0.122, 0.045,\n 0.122, 0.332, 0.122,\n 0.045, 0.122, 0.045,\n ];\n }\n}\n\n/** Adds a screen-space unsharpen effect to the selected Viewport.\n * @beta\n */\nexport class UnsharpenEffect extends ConvolutionEffect {\n public static override toolId = \"UnsharpenEffect\";\n protected get effectName() { return \"unsharpen\"; }\n protected get matrix() {\n return [\n -1, -1, -1,\n -1, 9, -1,\n -1, -1, -1,\n ];\n }\n}\n\n/** Adds a screen-space emboss effect to the selected Viewport.\n * @beta\n */\nexport class EmbossEffect extends ConvolutionEffect {\n public static override toolId = \"EmbossEffect\";\n protected get effectName() { return \"emboss\"; }\n protected get matrix() {\n return [\n -2, -1, 0,\n -1, 1, 1,\n 0, 1, 2,\n ];\n }\n}\n\n/** Adds a screen-space sharpen effect to the selected Viewport.\n * @beta\n */\nexport class SharpenEffect extends ConvolutionEffect {\n public static override toolId = \"SharpenEffect\";\n protected get effectName() { return \"sharpen\"; }\n protected get matrix() {\n return [\n 0, -1, 0,\n -1, 5, -1,\n 0, -1, 0,\n ];\n }\n}\n\n/** Adds a screen-space sharpness effect to the selected Viewport.\n * @beta\n */\nexport class SharpnessEffect extends ConvolutionEffect {\n public static override toolId = \"SharpnessEffect\";\n protected get effectName() { return \"sharpness\"; }\n protected get matrix() {\n return [\n 0, -1, 0,\n -1, 5, -1,\n 0, -1, 0,\n ];\n }\n}\n\n/** Adds a screen-space edge-detection effect to the selected Viewport.\n * @beta\n */\nexport class EdgeDetectionEffect extends ConvolutionEffect {\n public static override toolId = \"EdgeDetectionEffect\";\n protected get effectName() { return \"edgedetect\"; }\n protected get matrix() {\n return [\n -5, 0, 0,\n 0, 0, 0,\n 0, 0, 5,\n ];\n }\n}\n"]}
@@ -11,6 +11,7 @@ import { IModelApp, Tool, } from "@itwin/core-frontend";
11
11
  * @beta
12
12
  */
13
13
  export class AddEffectTool extends Tool {
14
+ static _registeredEffects = new Set();
14
15
  async run() {
15
16
  // Avoid conflicts with the names of other registered screen-space effects.
16
17
  const name = `fdt ${this.effectName}`;
@@ -32,11 +33,11 @@ export class AddEffectTool extends Tool {
32
33
  return true;
33
34
  }
34
35
  }
35
- AddEffectTool._registeredEffects = new Set();
36
36
  /** Removes all screen-space effects from the selected viewport.
37
37
  * @beta
38
38
  */
39
39
  export class ClearEffectsTool extends Tool {
40
+ static toolId = "ClearEffects";
40
41
  static get minArgs() { return 0; }
41
42
  static get maxArgs() { return 0; }
42
43
  async run() {
@@ -44,7 +45,6 @@ export class ClearEffectsTool extends Tool {
44
45
  return true;
45
46
  }
46
47
  }
47
- ClearEffectsTool.toolId = "ClearEffects";
48
48
  /** Requests that any viewport to which the specified effect has been applied redraw its contents.
49
49
  * Used by tools like [[VignetteConfig]] to update the view after the effect parameters are modified.
50
50
  * @beta
@@ -1 +1 @@
1
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1
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@@ -11,14 +11,22 @@ import { GraphicType, imageElementFromUrl, IModelApp, ParticleCollectionBuilder,
11
11
  import { randomFloat, randomFloatInRange, randomIntegerInRange, randomPositionInRange } from "./Random";
12
12
  /** Represents one particle in the system. */
13
13
  class Particle {
14
+ /** Current position in the particle system's local coordinate space. */
15
+ position;
16
+ /** Current velocity in meters per second. */
17
+ velocity;
18
+ /** Current age in seconds, incremented each frame. */
19
+ age = 0;
20
+ /** Maximum age in seconds. When `this.age` exceeds `this.lifetime`, the particle expires. */
21
+ lifetime;
22
+ /** Particle size in meters. */
23
+ size;
24
+ /** Particle transparency in [0..255]. */
25
+ transparency = 0;
14
26
  get x() { return this.position.x; }
15
27
  get y() { return this.position.y; }
16
28
  get z() { return this.position.z; }
17
29
  constructor(position, velocity, lifetime, size) {
18
- /** Current age in seconds, incremented each frame. */
19
- this.age = 0;
20
- /** Particle transparency in [0..255]. */
21
- this.transparency = 0;
22
30
  this.position = position;
23
31
  this.velocity = velocity;
24
32
  this.lifetime = lifetime;
@@ -30,16 +38,14 @@ class Particle {
30
38
  * Each particle is emitted from the center of the sphere with random velocity toward the surface of the sphere.
31
39
  */
32
40
  class ParticleEmitter {
33
- constructor() {
34
- /** Range from which each particle's initial speed in meters per second will be selected. */
35
- this.speedRange = Range1d.createXX(1, 2);
36
- /** Range from which each particle's lifetime in seconds will be selected. */
37
- this.lifetimeRange = Range1d.createXX(5, 10);
38
- /** Range from which each particle's size in meters will be selected. */
39
- this.sizeRange = Range1d.createXX(0.2, 1.0);
40
- /** Range from which the number of particles emitted will be selected. */
41
- this.numParticlesRange = Range1d.createXX(1600, 2200);
42
- }
41
+ /** Range from which each particle's initial speed in meters per second will be selected. */
42
+ speedRange = Range1d.createXX(1, 2);
43
+ /** Range from which each particle's lifetime in seconds will be selected. */
44
+ lifetimeRange = Range1d.createXX(5, 10);
45
+ /** Range from which each particle's size in meters will be selected. */
46
+ sizeRange = Range1d.createXX(0.2, 1.0);
47
+ /** Range from which the number of particles emitted will be selected. */
48
+ numParticlesRange = Range1d.createXX(1600, 2200);
43
49
  /** Emit an explosion of particles from the center of the sphere. */
44
50
  emit() {
45
51
  const particles = [];
@@ -56,26 +62,33 @@ class ParticleEmitter {
56
62
  }
57
63
  }
58
64
  class ParticleSystem {
65
+ _origin;
66
+ _pickableId;
67
+ _emitter = new ParticleEmitter();
68
+ _numEmissions;
69
+ _texture;
70
+ _lastUpdateTime;
71
+ _particles = [];
72
+ _scratchVector3d = new Vector3d();
73
+ _dispose;
74
+ /** Acceleration in Z applied to particles, in meters per second squared. */
75
+ gravity = -3;
76
+ static numEmissionsRange = Range1d.createXX(1, 5);
59
77
  constructor(texture, iModel, numEmissions) {
60
- this._emitter = new ParticleEmitter();
61
- this._particles = [];
62
- this._scratchVector3d = new Vector3d();
63
- /** Acceleration in Z applied to particles, in meters per second squared. */
64
- this.gravity = -3;
65
78
  this._texture = texture;
66
79
  this._pickableId = iModel.transientIds.getNext();
67
80
  this._numEmissions = numEmissions;
68
81
  this._lastUpdateTime = Date.now();
69
82
  this._origin = randomPositionInRange(iModel.projectExtents);
70
- this._dispose = iModel.onClose.addListener(() => this.dispose());
83
+ this._dispose = iModel.onClose.addListener(() => this[Symbol.dispose]());
71
84
  }
72
- dispose() {
85
+ [Symbol.dispose]() {
73
86
  if (this._dispose) {
74
87
  this._dispose();
75
88
  this._dispose = undefined;
76
89
  }
77
90
  IModelApp.viewManager.dropDecorator(this);
78
- this._texture.dispose();
91
+ this._texture[Symbol.dispose]();
79
92
  }
80
93
  update() {
81
94
  const now = Date.now();
@@ -86,7 +99,7 @@ class ParticleSystem {
86
99
  if (numParticles === 0) {
87
100
  this._numEmissions--;
88
101
  if (this._numEmissions < 0)
89
- this.dispose();
102
+ this[Symbol.dispose]();
90
103
  else
91
104
  this._particles = this._emitter.emit();
92
105
  return;
@@ -148,11 +161,11 @@ class ParticleSystem {
148
161
  IModelApp.viewManager.addDecorator(new ParticleSystem(texture, iModel, randomIntegerInRange(this.numEmissionsRange)));
149
162
  }
150
163
  }
151
- ParticleSystem.numEmissionsRange = Range1d.createXX(1, 5);
152
164
  /** This tool applies an explosion particle effect used for testing [ParticleCollectionBuilder]($frontend).
153
165
  * @beta
154
166
  */
155
167
  export class ExplosionEffect extends Tool {
168
+ static toolId = "ExplosionEffect";
156
169
  /** This method runs the tool, applying an explosion particle effect. */
157
170
  async run() {
158
171
  const vp = IModelApp.viewManager.selectedView;
@@ -161,5 +174,4 @@ export class ExplosionEffect extends Tool {
161
174
  return true;
162
175
  }
163
176
  }
164
- ExplosionEffect.toolId = "ExplosionEffect";
165
177
  //# sourceMappingURL=Explosion.js.map
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Effects\r\n */\r\n\r\nimport { Id64String } from \"@itwin/core-bentley\";\r\nimport { Point3d, Range1d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { RenderTexture, TextureTransparency } from \"@itwin/core-common\";\r\nimport {\r\n DecorateContext, GraphicType, HitDetail, imageElementFromUrl, IModelApp, IModelConnection, ParticleCollectionBuilder, ParticleProps, Tool,\r\n} from \"@itwin/core-frontend\";\r\nimport { randomFloat, randomFloatInRange, randomIntegerInRange, randomPositionInRange } from \"./Random\";\r\n\r\n/** Represents one particle in the system. */\r\nclass Particle implements ParticleProps {\r\n /** Current position in the particle system's local coordinate space. */\r\n public readonly position: Point3d;\r\n /** Current velocity in meters per second. */\r\n public readonly velocity: Vector3d;\r\n /** Current age in seconds, incremented each frame. */\r\n public age = 0;\r\n /** Maximum age in seconds. When `this.age` exceeds `this.lifetime`, the particle expires. */\r\n public readonly lifetime: number;\r\n /** Particle size in meters. */\r\n public size: number;\r\n /** Particle transparency in [0..255]. */\r\n public transparency = 0;\r\n\r\n public get x() { return this.position.x; }\r\n public get y() { return this.position.y; }\r\n public get z() { return this.position.z; }\r\n\r\n public constructor(position: Point3d, velocity: Vector3d, lifetime: number, size: number) {\r\n this.position = position;\r\n this.velocity = velocity;\r\n this.lifetime = lifetime;\r\n this.size = size;\r\n }\r\n\r\n public get isExpired() { return this.age >= this.lifetime; }\r\n}\r\n\r\n/** Emits particles in a sphere with its center at the origin.\r\n * Each particle is emitted from the center of the sphere with random velocity toward the surface of the sphere.\r\n */\r\nclass ParticleEmitter {\r\n /** Range from which each particle's initial speed in meters per second will be selected. */\r\n public readonly speedRange = Range1d.createXX(1, 2);\r\n /** Range from which each particle's lifetime in seconds will be selected. */\r\n public readonly lifetimeRange = Range1d.createXX(5, 10);\r\n /** Range from which each particle's size in meters will be selected. */\r\n public readonly sizeRange = Range1d.createXX(0.2, 1.0);\r\n /** Range from which the number of particles emitted will be selected. */\r\n public numParticlesRange = Range1d.createXX(1600, 2200);\r\n\r\n /** Emit an explosion of particles from the center of the sphere. */\r\n public emit(): Particle[] {\r\n const particles = [];\r\n const numParticles = randomIntegerInRange(this.numParticlesRange);\r\n for (let i = 0; i < numParticles; i++) {\r\n const velocity = new Vector3d(randomFloat(-1.0, 1.0), randomFloat(-1.0, 1.0), randomFloat(-1.0, 1.0));\r\n velocity.normalizeInPlace();\r\n velocity.scaleInPlace(randomFloatInRange(this.speedRange));\r\n\r\n const lifetime = randomFloatInRange(this.lifetimeRange);\r\n const size = randomFloatInRange(this.sizeRange);\r\n particles.push(new Particle(new Point3d(0, 0, 0), velocity, lifetime, size));\r\n }\r\n\r\n return particles;\r\n }\r\n}\r\n\r\nclass ParticleSystem {\r\n private readonly _origin: Point3d;\r\n private readonly _pickableId: Id64String;\r\n private readonly _emitter = new ParticleEmitter();\r\n private _numEmissions: number;\r\n private readonly _texture: RenderTexture;\r\n private _lastUpdateTime: number;\r\n private _particles: Particle[] = [];\r\n private readonly _scratchVector3d = new Vector3d();\r\n private _dispose?: VoidFunction;\r\n /** Acceleration in Z applied to particles, in meters per second squared. */\r\n public gravity = -3;\r\n\r\n public static numEmissionsRange = Range1d.createXX(1, 5);\r\n\r\n public constructor(texture: RenderTexture, iModel: IModelConnection, numEmissions: number) {\r\n this._texture = texture;\r\n this._pickableId = iModel.transientIds.getNext();\r\n this._numEmissions = numEmissions;\r\n this._lastUpdateTime = Date.now();\r\n\r\n this._origin = randomPositionInRange(iModel.projectExtents);\r\n\r\n this._dispose = iModel.onClose.addListener(() => this.dispose());\r\n }\r\n\r\n public dispose(): void {\r\n if (this._dispose) {\r\n this._dispose();\r\n this._dispose = undefined;\r\n }\r\n\r\n IModelApp.viewManager.dropDecorator(this);\r\n this._texture.dispose();\r\n }\r\n\r\n public update(): void {\r\n const now = Date.now();\r\n let deltaMillis = now - this._lastUpdateTime;\r\n deltaMillis = Math.min(100, deltaMillis);\r\n this._lastUpdateTime = now;\r\n\r\n let numParticles = this._particles.length;\r\n if (numParticles === 0) {\r\n this._numEmissions--;\r\n if (this._numEmissions < 0)\r\n this.dispose();\r\n else\r\n this._particles = this._emitter.emit();\r\n\r\n return;\r\n }\r\n\r\n const elapsedSeconds = deltaMillis / 1000;\r\n for (let i = 0; i < numParticles; i++) {\r\n const particle = this._particles[i];\r\n this.updateParticle(particle, elapsedSeconds);\r\n if (particle.isExpired) {\r\n this._particles[i] = this._particles[numParticles - 1];\r\n --i;\r\n --numParticles;\r\n }\r\n }\r\n\r\n this._particles.length = numParticles;\r\n }\r\n\r\n private updateParticle(particle: Particle, elapsedSeconds: number): void {\r\n const velocity = particle.velocity.clone(this._scratchVector3d);\r\n velocity.scale(elapsedSeconds, velocity);\r\n velocity.z += elapsedSeconds * this.gravity;\r\n particle.position.addInPlace(velocity);\r\n particle.transparency = 255 * (particle.age / particle.lifetime);\r\n\r\n particle.age += elapsedSeconds;\r\n }\r\n\r\n public decorate(context: DecorateContext): void {\r\n if (!context.viewport.view.isSpatialView())\r\n return;\r\n\r\n this.update();\r\n\r\n const builder = ParticleCollectionBuilder.create({\r\n viewport: context.viewport,\r\n texture: this._texture,\r\n size: (this._emitter.sizeRange.high - this._emitter.sizeRange.low) / 2,\r\n transparency: 0,\r\n origin: this._origin,\r\n pickableId: this._pickableId,\r\n });\r\n\r\n for (const particle of this._particles)\r\n builder.addParticle(particle);\r\n\r\n const graphic = builder.finish();\r\n if (graphic) {\r\n context.addDecoration(GraphicType.WorldDecoration, graphic);\r\n context.viewport.onRender.addOnce((vp) => vp.invalidateDecorations());\r\n }\r\n }\r\n\r\n public testDecorationHit(id: Id64String): boolean {\r\n return id === this._pickableId;\r\n }\r\n\r\n public async getDecorationToolTip(_hit: HitDetail): Promise<HTMLElement | string> {\r\n return \"Explosion effect\";\r\n }\r\n\r\n public static async addDecorator(iModel: IModelConnection): Promise<void> {\r\n // Note: The decorator takes ownership of the texture, and disposes of it when the decorator is disposed.\r\n const image = await imageElementFromUrl(`${IModelApp.publicPath}sprites/particle_explosion.png`);\r\n const texture = IModelApp.renderSystem.createTexture({\r\n ownership: \"external\",\r\n image: { source: image, transparency: TextureTransparency.Mixed },\r\n });\r\n if (texture)\r\n IModelApp.viewManager.addDecorator(new ParticleSystem(texture, iModel, randomIntegerInRange(this.numEmissionsRange)));\r\n }\r\n}\r\n\r\n/** This tool applies an explosion particle effect used for testing [ParticleCollectionBuilder]($frontend).\r\n * @beta\r\n */\r\nexport class ExplosionEffect extends Tool {\r\n public static override toolId = \"ExplosionEffect\";\r\n\r\n /** This method runs the tool, applying an explosion particle effect. */\r\n public override async run(): Promise<boolean> {\r\n const vp = IModelApp.viewManager.selectedView;\r\n if (vp)\r\n await ParticleSystem.addDecorator(vp.iModel);\r\n\r\n return true;\r\n }\r\n}\r\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 Effects\n */\n\nimport { Id64String } from \"@itwin/core-bentley\";\nimport { Point3d, Range1d, Vector3d } from \"@itwin/core-geometry\";\nimport { RenderTexture, TextureTransparency } from \"@itwin/core-common\";\nimport {\n DecorateContext, GraphicType, HitDetail, imageElementFromUrl, IModelApp, IModelConnection, ParticleCollectionBuilder, ParticleProps, Tool,\n} from \"@itwin/core-frontend\";\nimport { randomFloat, randomFloatInRange, randomIntegerInRange, randomPositionInRange } from \"./Random\";\n\n/** Represents one particle in the system. */\nclass Particle implements ParticleProps {\n /** Current position in the particle system's local coordinate space. */\n public readonly position: Point3d;\n /** Current velocity in meters per second. */\n public readonly velocity: Vector3d;\n /** Current age in seconds, incremented each frame. */\n public age = 0;\n /** Maximum age in seconds. When `this.age` exceeds `this.lifetime`, the particle expires. */\n public readonly lifetime: number;\n /** Particle size in meters. */\n public size: number;\n /** Particle transparency in [0..255]. */\n public transparency = 0;\n\n public get x() { return this.position.x; }\n public get y() { return this.position.y; }\n public get z() { return this.position.z; }\n\n public constructor(position: Point3d, velocity: Vector3d, lifetime: number, size: number) {\n this.position = position;\n this.velocity = velocity;\n this.lifetime = lifetime;\n this.size = size;\n }\n\n public get isExpired() { return this.age >= this.lifetime; }\n}\n\n/** Emits particles in a sphere with its center at the origin.\n * Each particle is emitted from the center of the sphere with random velocity toward the surface of the sphere.\n */\nclass ParticleEmitter {\n /** Range from which each particle's initial speed in meters per second will be selected. */\n public readonly speedRange = Range1d.createXX(1, 2);\n /** Range from which each particle's lifetime in seconds will be selected. */\n public readonly lifetimeRange = Range1d.createXX(5, 10);\n /** Range from which each particle's size in meters will be selected. */\n public readonly sizeRange = Range1d.createXX(0.2, 1.0);\n /** Range from which the number of particles emitted will be selected. */\n public numParticlesRange = Range1d.createXX(1600, 2200);\n\n /** Emit an explosion of particles from the center of the sphere. */\n public emit(): Particle[] {\n const particles = [];\n const numParticles = randomIntegerInRange(this.numParticlesRange);\n for (let i = 0; i < numParticles; i++) {\n const velocity = new Vector3d(randomFloat(-1.0, 1.0), randomFloat(-1.0, 1.0), randomFloat(-1.0, 1.0));\n velocity.normalizeInPlace();\n velocity.scaleInPlace(randomFloatInRange(this.speedRange));\n\n const lifetime = randomFloatInRange(this.lifetimeRange);\n const size = randomFloatInRange(this.sizeRange);\n particles.push(new Particle(new Point3d(0, 0, 0), velocity, lifetime, size));\n }\n\n return particles;\n }\n}\n\nclass ParticleSystem {\n private readonly _origin: Point3d;\n private readonly _pickableId: Id64String;\n private readonly _emitter = new ParticleEmitter();\n private _numEmissions: number;\n private readonly _texture: RenderTexture;\n private _lastUpdateTime: number;\n private _particles: Particle[] = [];\n private readonly _scratchVector3d = new Vector3d();\n private _dispose?: VoidFunction;\n /** Acceleration in Z applied to particles, in meters per second squared. */\n public gravity = -3;\n\n public static numEmissionsRange = Range1d.createXX(1, 5);\n\n public constructor(texture: RenderTexture, iModel: IModelConnection, numEmissions: number) {\n this._texture = texture;\n this._pickableId = iModel.transientIds.getNext();\n this._numEmissions = numEmissions;\n this._lastUpdateTime = Date.now();\n\n this._origin = randomPositionInRange(iModel.projectExtents);\n\n this._dispose = iModel.onClose.addListener(() => this[Symbol.dispose]());\n }\n\n public [Symbol.dispose](): void {\n if (this._dispose) {\n this._dispose();\n this._dispose = undefined;\n }\n\n IModelApp.viewManager.dropDecorator(this);\n this._texture[Symbol.dispose]();\n }\n\n public update(): void {\n const now = Date.now();\n let deltaMillis = now - this._lastUpdateTime;\n deltaMillis = Math.min(100, deltaMillis);\n this._lastUpdateTime = now;\n\n let numParticles = this._particles.length;\n if (numParticles === 0) {\n this._numEmissions--;\n if (this._numEmissions < 0)\n this[Symbol.dispose]();\n else\n this._particles = this._emitter.emit();\n\n return;\n }\n\n const elapsedSeconds = deltaMillis / 1000;\n for (let i = 0; i < numParticles; i++) {\n const particle = this._particles[i];\n this.updateParticle(particle, elapsedSeconds);\n if (particle.isExpired) {\n this._particles[i] = this._particles[numParticles - 1];\n --i;\n --numParticles;\n }\n }\n\n this._particles.length = numParticles;\n }\n\n private updateParticle(particle: Particle, elapsedSeconds: number): void {\n const velocity = particle.velocity.clone(this._scratchVector3d);\n velocity.scale(elapsedSeconds, velocity);\n velocity.z += elapsedSeconds * this.gravity;\n particle.position.addInPlace(velocity);\n particle.transparency = 255 * (particle.age / particle.lifetime);\n\n particle.age += elapsedSeconds;\n }\n\n public decorate(context: DecorateContext): void {\n if (!context.viewport.view.isSpatialView())\n return;\n\n this.update();\n\n const builder = ParticleCollectionBuilder.create({\n viewport: context.viewport,\n texture: this._texture,\n size: (this._emitter.sizeRange.high - this._emitter.sizeRange.low) / 2,\n transparency: 0,\n origin: this._origin,\n pickableId: this._pickableId,\n });\n\n for (const particle of this._particles)\n builder.addParticle(particle);\n\n const graphic = builder.finish();\n if (graphic) {\n context.addDecoration(GraphicType.WorldDecoration, graphic);\n context.viewport.onRender.addOnce((vp) => vp.invalidateDecorations());\n }\n }\n\n public testDecorationHit(id: Id64String): boolean {\n return id === this._pickableId;\n }\n\n public async getDecorationToolTip(_hit: HitDetail): Promise<HTMLElement | string> {\n return \"Explosion effect\";\n }\n\n public static async addDecorator(iModel: IModelConnection): Promise<void> {\n // Note: The decorator takes ownership of the texture, and disposes of it when the decorator is disposed.\n const image = await imageElementFromUrl(`${IModelApp.publicPath}sprites/particle_explosion.png`);\n const texture = IModelApp.renderSystem.createTexture({\n ownership: \"external\",\n image: { source: image, transparency: TextureTransparency.Mixed },\n });\n if (texture)\n IModelApp.viewManager.addDecorator(new ParticleSystem(texture, iModel, randomIntegerInRange(this.numEmissionsRange)));\n }\n}\n\n/** This tool applies an explosion particle effect used for testing [ParticleCollectionBuilder]($frontend).\n * @beta\n */\nexport class ExplosionEffect extends Tool {\n public static override toolId = \"ExplosionEffect\";\n\n /** This method runs the tool, applying an explosion particle effect. */\n public override async run(): Promise<boolean> {\n const vp = IModelApp.viewManager.selectedView;\n if (vp)\n await ParticleSystem.addDecorator(vp.iModel);\n\n return true;\n }\n}\n"]}
@@ -16,33 +16,34 @@ let flipColor = false;
16
16
  * @beta
17
17
  */
18
18
  export class FlipImageEffect extends AddEffectTool {
19
+ static toolId = "FlipImageEffect";
19
20
  get effectName() { return "flip"; }
20
21
  get textureCoordFromPosition() { return true; }
21
22
  get source() {
22
23
  return {
23
24
  // Compute texture coordinate for use in fragment shader.
24
- vertex: `
25
- void effectMain(vec4 pos) {
26
- vec2 uv = textureCoordFromPosition(pos);
27
- if (u_flipHorizontal)
28
- uv.x = 1.0 - uv.x;
29
-
30
- if (u_flipVertical)
31
- uv.y = 1.0 - uv.y;
32
-
33
- v_uv = uv;
25
+ vertex: `
26
+ void effectMain(vec4 pos) {
27
+ vec2 uv = textureCoordFromPosition(pos);
28
+ if (u_flipHorizontal)
29
+ uv.x = 1.0 - uv.x;
30
+
31
+ if (u_flipVertical)
32
+ uv.y = 1.0 - uv.y;
33
+
34
+ v_uv = uv;
34
35
  }`,
35
36
  // Sample the original image to flip on x and/or y axis, then invert its color.
36
- fragment: `
37
- vec4 effectMain() {
38
- vec4 color = sampleSourcePixel();
39
- if (u_flipColor) {
40
- color.r = 1.0 - color.r;
41
- color.g = 1.0 - color.g;
42
- color.b = 1.0 - color.b;
43
- }
44
-
45
- return color;
37
+ fragment: `
38
+ vec4 effectMain() {
39
+ vec4 color = sampleSourcePixel();
40
+ if (u_flipColor) {
41
+ color.r = 1.0 - color.r;
42
+ color.g = 1.0 - color.g;
43
+ color.b = 1.0 - color.b;
44
+ }
45
+
46
+ return color;
46
47
  }`,
47
48
  // Because we're moving pixels around, we must tell the render system where the source pixel was originally located - otherwise
48
49
  // element locate will not work correctly.
@@ -72,11 +73,11 @@ export class FlipImageEffect extends AddEffectTool {
72
73
  });
73
74
  }
74
75
  }
75
- FlipImageEffect.toolId = "FlipImageEffect";
76
76
  /** Configure the [[FlipImageEffect]].
77
77
  * @beta
78
78
  */
79
79
  export class FlipImageConfig extends Tool {
80
+ static toolId = "FlipImageConfig";
80
81
  static get minArgs() { return 0; }
81
82
  static get maxArgs() { return 3; }
82
83
  async run(horizontal, vertical, color) {
@@ -91,5 +92,4 @@ export class FlipImageConfig extends Tool {
91
92
  return this.run(args.getBoolean("h"), args.getBoolean("v"), args.getBoolean("c"));
92
93
  }
93
94
  }
94
- FlipImageConfig.toolId = "FlipImageConfig";
95
95
  //# sourceMappingURL=FlipImage.js.map
@@ -1 +1 @@
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Effects\r\n */\r\n\r\nimport { ScreenSpaceEffectBuilder, Tool, UniformType, VaryingType } from \"@itwin/core-frontend\";\r\nimport { parseArgs } from \"../tools/parseArgs\";\r\nimport { AddEffectTool, refreshViewportsForEffect } from \"./EffectTools\";\r\n\r\nlet flipHorizontal = false;\r\nlet flipVertical = false;\r\nlet flipColor = false;\r\n\r\n/** An extremely simple and mostly useless effect intended to demonstrate the basics of creating a screen-space effect.\r\n * It flips the Viewport's image on the x and/or y axis, and/or inverts the color of each pixel.\r\n * @beta\r\n */\r\nexport class FlipImageEffect extends AddEffectTool {\r\n public static override toolId = \"FlipImageEffect\";\r\n\r\n protected get effectName() { return \"flip\"; }\r\n protected get textureCoordFromPosition() { return true; }\r\n\r\n protected get source() {\r\n return {\r\n // Compute texture coordinate for use in fragment shader.\r\n vertex: `\r\n void effectMain(vec4 pos) {\r\n vec2 uv = textureCoordFromPosition(pos);\r\n if (u_flipHorizontal)\r\n uv.x = 1.0 - uv.x;\r\n\r\n if (u_flipVertical)\r\n uv.y = 1.0 - uv.y;\r\n\r\n v_uv = uv;\r\n }`,\r\n // Sample the original image to flip on x and/or y axis, then invert its color.\r\n fragment: `\r\n vec4 effectMain() {\r\n vec4 color = sampleSourcePixel();\r\n if (u_flipColor) {\r\n color.r = 1.0 - color.r;\r\n color.g = 1.0 - color.g;\r\n color.b = 1.0 - color.b;\r\n }\r\n\r\n return color;\r\n }`,\r\n // Because we're moving pixels around, we must tell the render system where the source pixel was originally located - otherwise\r\n // element locate will not work correctly.\r\n sampleSourcePixel: \"return TEXTURE(u_diffuse, v_uv);\",\r\n };\r\n }\r\n\r\n protected defineEffect(builder: ScreenSpaceEffectBuilder): void {\r\n // Don't bother applying the effect if nothing is to be flipped.\r\n builder.shouldApply = (_context) => flipHorizontal || flipVertical || flipColor;\r\n\r\n // Define the varying for the texture coordinate.\r\n builder.addVarying(\"v_uv\", VaryingType.Vec2);\r\n\r\n // Hook up the uniforms.\r\n builder.addUniform({\r\n name: \"u_flipHorizontal\",\r\n type: UniformType.Bool,\r\n bind: (uniform, _context) => uniform.setUniform1i(flipHorizontal ? 1 : 0),\r\n });\r\n builder.addUniform({\r\n name: \"u_flipVertical\",\r\n type: UniformType.Bool,\r\n bind: (uniform, _context) => uniform.setUniform1i(flipVertical ? 1 : 0),\r\n });\r\n builder.addUniform({\r\n name: \"u_flipColor\",\r\n type: UniformType.Bool,\r\n bind: (uniform, _context) => uniform.setUniform1i(flipColor ? 1 : 0),\r\n });\r\n }\r\n}\r\n\r\n/** Configure the [[FlipImageEffect]].\r\n * @beta\r\n */\r\nexport class FlipImageConfig extends Tool {\r\n public static override toolId = \"FlipImageConfig\";\r\n public static override get minArgs() { return 0; }\r\n public static override get maxArgs() { return 3; }\r\n\r\n public override async run(horizontal?: boolean, vertical?: boolean, color?: boolean): Promise<boolean> {\r\n flipHorizontal = !!horizontal;\r\n flipVertical = !!vertical;\r\n flipColor = !!color;\r\n\r\n refreshViewportsForEffect(\"fdt flip\");\r\n return true;\r\n }\r\n\r\n public override async parseAndRun(...input: string[]): Promise<boolean> {\r\n const args = parseArgs(input);\r\n return this.run(args.getBoolean(\"h\"), args.getBoolean(\"v\"), args.getBoolean(\"c\"));\r\n }\r\n}\r\n"]}
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+ {"version":3,"file":"FlipImage.js","sourceRoot":"","sources":["../../../src/effects/FlipImage.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAA4B,IAAI,EAAE,WAAW,EAAE,WAAW,EAAE,MAAM,sBAAsB,CAAC;AAChG,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,aAAa,EAAE,yBAAyB,EAAE,MAAM,eAAe,CAAC;AAEzE,IAAI,cAAc,GAAG,KAAK,CAAC;AAC3B,IAAI,YAAY,GAAG,KAAK,CAAC;AACzB,IAAI,SAAS,GAAG,KAAK,CAAC;AAEtB;;;GAGG;AACH,MAAM,OAAO,eAAgB,SAAQ,aAAa;IACzC,MAAM,CAAU,MAAM,GAAG,iBAAiB,CAAC;IAElD,IAAc,UAAU,KAAK,OAAO,MAAM,CAAC,CAAC,CAAC;IAC7C,IAAc,wBAAwB,KAAK,OAAO,IAAI,CAAC,CAAC,CAAC;IAEzD,IAAc,MAAM;QAClB,OAAO;YACL,yDAAyD;YACzD,MAAM,EAAE;;;;;;;;;;UAUJ;YACJ,+EAA+E;YAC/E,QAAQ,EAAE;;;;;;;;;;UAUN;YACJ,+HAA+H;YAC/H,0CAA0C;YAC1C,iBAAiB,EAAE,kCAAkC;SACtD,CAAC;IACJ,CAAC;IAES,YAAY,CAAC,OAAiC;QACtD,gEAAgE;QAChE,OAAO,CAAC,WAAW,GAAG,CAAC,QAAQ,EAAE,EAAE,CAAC,cAAc,IAAI,YAAY,IAAI,SAAS,CAAC;QAEhF,iDAAiD;QACjD,OAAO,CAAC,UAAU,CAAC,MAAM,EAAE,WAAW,CAAC,IAAI,CAAC,CAAC;QAE7C,wBAAwB;QACxB,OAAO,CAAC,UAAU,CAAC;YACjB,IAAI,EAAE,kBAAkB;YACxB,IAAI,EAAE,WAAW,CAAC,IAAI;YACtB,IAAI,EAAE,CAAC,OAAO,EAAE,QAAQ,EAAE,EAAE,CAAC,OAAO,CAAC,YAAY,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;SAC1E,CAAC,CAAC;QACH,OAAO,CAAC,UAAU,CAAC;YACjB,IAAI,EAAE,gBAAgB;YACtB,IAAI,EAAE,WAAW,CAAC,IAAI;YACtB,IAAI,EAAE,CAAC,OAAO,EAAE,QAAQ,EAAE,EAAE,CAAC,OAAO,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;SACxE,CAAC,CAAC;QACH,OAAO,CAAC,UAAU,CAAC;YACjB,IAAI,EAAE,aAAa;YACnB,IAAI,EAAE,WAAW,CAAC,IAAI;YACtB,IAAI,EAAE,CAAC,OAAO,EAAE,QAAQ,EAAE,EAAE,CAAC,OAAO,CAAC,YAAY,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;SACrE,CAAC,CAAC;IACL,CAAC;;AAGH;;GAEG;AACH,MAAM,OAAO,eAAgB,SAAQ,IAAI;IAChC,MAAM,CAAU,MAAM,GAAG,iBAAiB,CAAC;IAC3C,MAAM,KAAc,OAAO,KAAK,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3C,MAAM,KAAc,OAAO,KAAK,OAAO,CAAC,CAAC,CAAC,CAAC;IAElC,KAAK,CAAC,GAAG,CAAC,UAAoB,EAAE,QAAkB,EAAE,KAAe;QACjF,cAAc,GAAG,CAAC,CAAC,UAAU,CAAC;QAC9B,YAAY,GAAG,CAAC,CAAC,QAAQ,CAAC;QAC1B,SAAS,GAAG,CAAC,CAAC,KAAK,CAAC;QAEpB,yBAAyB,CAAC,UAAU,CAAC,CAAC;QACtC,OAAO,IAAI,CAAC;IACd,CAAC;IAEe,KAAK,CAAC,WAAW,CAAC,GAAG,KAAe;QAClD,MAAM,IAAI,GAAG,SAAS,CAAC,KAAK,CAAC,CAAC;QAC9B,OAAO,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,CAAC,CAAC;IACpF,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\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"]}
@@ -16,36 +16,37 @@ import { parseArgs } from "../tools/parseArgs";
16
16
  * @beta
17
17
  */
18
18
  export class LensDistortionEffect extends AddEffectTool {
19
+ static toolId = "LensDistortionEffect";
19
20
  get effectName() { return "lensdistortion"; }
20
21
  get textureCoordFromPosition() { return true; }
21
22
  get source() {
22
23
  return {
23
- vertex: `
24
- void effectMain(vec4 position) {
25
- vec2 uv = textureCoordFromPosition(position);
26
- float scaledHeight = strength * height;
27
- float cylAspectRatio = aspectRatio * cylindricalRatio;
28
- float aspectDiagSq = aspectRatio * aspectRatio + 1.0;
29
- float diagSq = scaledHeight * scaledHeight * aspectDiagSq;
30
- vec2 signedUV = (2.0 * uv + vec2(-1.0, -1.0));
31
-
32
- float z = 0.5 * sqrt(diagSq + 1.0) + 0.5;
33
- float ny = (z - 1.0) / (cylAspectRatio * cylAspectRatio + 1.0);
34
-
35
- vUVDot = sqrt(ny) * vec2(cylAspectRatio, 1.0) * signedUV;
36
- vUV = vec3(0.5, 0.5, 1.0) * z + vec3(-0.5, -0.5, 0.0);
37
- vUV.xy += uv;
24
+ vertex: `
25
+ void effectMain(vec4 position) {
26
+ vec2 uv = textureCoordFromPosition(position);
27
+ float scaledHeight = strength * height;
28
+ float cylAspectRatio = aspectRatio * cylindricalRatio;
29
+ float aspectDiagSq = aspectRatio * aspectRatio + 1.0;
30
+ float diagSq = scaledHeight * scaledHeight * aspectDiagSq;
31
+ vec2 signedUV = (2.0 * uv + vec2(-1.0, -1.0));
32
+
33
+ float z = 0.5 * sqrt(diagSq + 1.0) + 0.5;
34
+ float ny = (z - 1.0) / (cylAspectRatio * cylAspectRatio + 1.0);
35
+
36
+ vUVDot = sqrt(ny) * vec2(cylAspectRatio, 1.0) * signedUV;
37
+ vUV = vec3(0.5, 0.5, 1.0) * z + vec3(-0.5, -0.5, 0.0);
38
+ vUV.xy += uv;
38
39
  }`,
39
40
  // We simply shift pixels - we don't alter their colors.
40
- fragment: `
41
- vec4 effectMain() {
42
- return sampleSourcePixel();
41
+ fragment: `
42
+ vec4 effectMain() {
43
+ return sampleSourcePixel();
43
44
  }`,
44
45
  // Because we're moving pixels around, we must tell the render system where the source pixel was originally located - otherwise
45
46
  // element locate will not work correctly.
46
- sampleSourcePixel: `
47
- vec3 uv = dot(vUVDot, vUVDot) * vec3(-0.5, -0.5, -1.0) + vUV;
48
- return TEXTURE_PROJ(u_diffuse, uv);
47
+ sampleSourcePixel: `
48
+ vec3 uv = dot(vUVDot, vUVDot) * vec3(-0.5, -0.5, -1.0) + vUV;
49
+ return TEXTURE_PROJ(u_diffuse, uv);
49
50
  `,
50
51
  };
51
52
  }
@@ -81,13 +82,15 @@ export class LensDistortionEffect extends AddEffectTool {
81
82
  });
82
83
  }
83
84
  }
84
- LensDistortionEffect.toolId = "LensDistortionEffect";
85
85
  /** Configures the [[LensDistortionEffect]].
86
86
  * @beta
87
87
  */
88
88
  export class LensDistortionConfig extends Tool {
89
+ static toolId = "LensDistortionConfig";
89
90
  static get minArgs() { return 0; }
90
91
  static get maxArgs() { return 2; }
92
+ static strength = 0.5;
93
+ static cylindricalRatio = 0.5;
91
94
  async run(strength, ratio) {
92
95
  LensDistortionConfig.strength = strength ?? 0.5;
93
96
  LensDistortionConfig.cylindricalRatio = ratio ?? 0.5;
@@ -99,7 +102,4 @@ export class LensDistortionConfig extends Tool {
99
102
  return this.run(args.getFloat("s"), args.getFloat("r"));
100
103
  }
101
104
  }
102
- LensDistortionConfig.toolId = "LensDistortionConfig";
103
- LensDistortionConfig.strength = 0.5;
104
- LensDistortionConfig.cylindricalRatio = 0.5;
105
105
  //# sourceMappingURL=LensDistortion.js.map