@itwin/frontend-devtools 5.5.0-dev.2 → 5.5.0-dev.5

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Files changed (148) hide show
  1. package/CHANGELOG.md +6 -1
  2. package/README.md +1 -0
  3. package/lib/cjs/ClipboardUtilities.js.map +1 -1
  4. package/lib/cjs/FrontEndDevTools.d.ts.map +1 -1
  5. package/lib/cjs/FrontEndDevTools.js +2 -0
  6. package/lib/cjs/FrontEndDevTools.js.map +1 -1
  7. package/lib/cjs/effects/Convolution.js +17 -17
  8. package/lib/cjs/effects/Convolution.js.map +1 -1
  9. package/lib/cjs/effects/EffectTools.js.map +1 -1
  10. package/lib/cjs/effects/Explosion.js.map +1 -1
  11. package/lib/cjs/effects/FlipImage.js +20 -20
  12. package/lib/cjs/effects/FlipImage.js.map +1 -1
  13. package/lib/cjs/effects/LensDistortion.js +21 -21
  14. package/lib/cjs/effects/LensDistortion.js.map +1 -1
  15. package/lib/cjs/effects/Random.js.map +1 -1
  16. package/lib/cjs/effects/Saturation.js +26 -26
  17. package/lib/cjs/effects/Saturation.js.map +1 -1
  18. package/lib/cjs/effects/Snow.js.map +1 -1
  19. package/lib/cjs/effects/Vignette.js +29 -29
  20. package/lib/cjs/effects/Vignette.js.map +1 -1
  21. package/lib/cjs/frontend-devtools.js.map +1 -1
  22. package/lib/cjs/tools/AnimationIntervalTool.js.map +1 -1
  23. package/lib/cjs/tools/ChangeUnitsTool.js.map +1 -1
  24. package/lib/cjs/tools/ClipTools.js.map +1 -1
  25. package/lib/cjs/tools/DisplayStyleTools.js.map +1 -1
  26. package/lib/cjs/tools/EmphasizeElementsTool.js.map +1 -1
  27. package/lib/cjs/tools/FrustumDecoration.js.map +1 -1
  28. package/lib/cjs/tools/InspectElementTool.js.map +1 -1
  29. package/lib/cjs/tools/MapLayerTool.js.map +1 -1
  30. package/lib/cjs/tools/MeasureTileLoadTime.js.map +1 -1
  31. package/lib/cjs/tools/ModelAppearanceTools.js.map +1 -1
  32. package/lib/cjs/tools/PlanProjectionTools.js.map +1 -1
  33. package/lib/cjs/tools/PlanarMaskTools.js.map +1 -1
  34. package/lib/cjs/tools/ProjectExtents.js.map +1 -1
  35. package/lib/cjs/tools/RealityModelTools.js.map +1 -1
  36. package/lib/cjs/tools/RealityTransitionTool.js.map +1 -1
  37. package/lib/cjs/tools/RenderSystemTools.js.map +1 -1
  38. package/lib/cjs/tools/RenderTargetTools.js.map +1 -1
  39. package/lib/cjs/tools/ReportWebGLCompatibilityTool.js.map +1 -1
  40. package/lib/cjs/tools/SavedViews.js.map +1 -1
  41. package/lib/cjs/tools/ScheduleScriptTools.js.map +1 -1
  42. package/lib/cjs/tools/SelectionTools.js.map +1 -1
  43. package/lib/cjs/tools/SetGpuMemoryLimitTool.js.map +1 -1
  44. package/lib/cjs/tools/SourceAspectIdTools.js.map +1 -1
  45. package/lib/cjs/tools/TileRequestDecoration.js.map +1 -1
  46. package/lib/cjs/tools/TileTreeBoundsDecoration.js.map +1 -1
  47. package/lib/cjs/tools/ToolTipProvider.js.map +1 -1
  48. package/lib/cjs/tools/ViewDefinitionDecorator.d.ts +12 -0
  49. package/lib/cjs/tools/ViewDefinitionDecorator.d.ts.map +1 -0
  50. package/lib/cjs/tools/ViewDefinitionDecorator.js +115 -0
  51. package/lib/cjs/tools/ViewDefinitionDecorator.js.map +1 -0
  52. package/lib/cjs/tools/ViewportTools.js.map +1 -1
  53. package/lib/cjs/tools/parseArgs.js.map +1 -1
  54. package/lib/cjs/tools/parseBoolean.js.map +1 -1
  55. package/lib/cjs/tools/parseToggle.js.map +1 -1
  56. package/lib/cjs/ui/Button.js.map +1 -1
  57. package/lib/cjs/ui/CheckBox.js.map +1 -1
  58. package/lib/cjs/ui/ColorInput.js.map +1 -1
  59. package/lib/cjs/ui/ComboBox.js.map +1 -1
  60. package/lib/cjs/ui/DataList.js.map +1 -1
  61. package/lib/cjs/ui/NestedMenu.js.map +1 -1
  62. package/lib/cjs/ui/NumericInput.js.map +1 -1
  63. package/lib/cjs/ui/RadioBox.js.map +1 -1
  64. package/lib/cjs/ui/Slider.js.map +1 -1
  65. package/lib/cjs/ui/TextBox.js.map +1 -1
  66. package/lib/cjs/widgets/DiagnosticsPanel.js.map +1 -1
  67. package/lib/cjs/widgets/FpsTracker.js.map +1 -1
  68. package/lib/cjs/widgets/GpuProfiler.js.map +1 -1
  69. package/lib/cjs/widgets/KeyinField.js.map +1 -1
  70. package/lib/cjs/widgets/MemoryTracker.js.map +1 -1
  71. package/lib/cjs/widgets/RenderCommandBreakdown.js.map +1 -1
  72. package/lib/cjs/widgets/TileMemoryBreakdown.js.map +1 -1
  73. package/lib/cjs/widgets/TileStatisticsTracker.js.map +1 -1
  74. package/lib/cjs/widgets/ToolSettingsTracker.js.map +1 -1
  75. package/lib/esm/ClipboardUtilities.js.map +1 -1
  76. package/lib/esm/FrontEndDevTools.d.ts.map +1 -1
  77. package/lib/esm/FrontEndDevTools.js +2 -0
  78. package/lib/esm/FrontEndDevTools.js.map +1 -1
  79. package/lib/esm/effects/Convolution.js +17 -17
  80. package/lib/esm/effects/Convolution.js.map +1 -1
  81. package/lib/esm/effects/EffectTools.js.map +1 -1
  82. package/lib/esm/effects/Explosion.js.map +1 -1
  83. package/lib/esm/effects/FlipImage.js +20 -20
  84. package/lib/esm/effects/FlipImage.js.map +1 -1
  85. package/lib/esm/effects/LensDistortion.js +21 -21
  86. package/lib/esm/effects/LensDistortion.js.map +1 -1
  87. package/lib/esm/effects/Random.js.map +1 -1
  88. package/lib/esm/effects/Saturation.js +26 -26
  89. package/lib/esm/effects/Saturation.js.map +1 -1
  90. package/lib/esm/effects/Snow.js.map +1 -1
  91. package/lib/esm/effects/Vignette.js +29 -29
  92. package/lib/esm/effects/Vignette.js.map +1 -1
  93. package/lib/esm/frontend-devtools.js.map +1 -1
  94. package/lib/esm/tools/AnimationIntervalTool.js.map +1 -1
  95. package/lib/esm/tools/ChangeUnitsTool.js.map +1 -1
  96. package/lib/esm/tools/ClipTools.js.map +1 -1
  97. package/lib/esm/tools/DisplayStyleTools.js.map +1 -1
  98. package/lib/esm/tools/EmphasizeElementsTool.js.map +1 -1
  99. package/lib/esm/tools/FrustumDecoration.js.map +1 -1
  100. package/lib/esm/tools/InspectElementTool.js.map +1 -1
  101. package/lib/esm/tools/MapLayerTool.js.map +1 -1
  102. package/lib/esm/tools/MeasureTileLoadTime.js.map +1 -1
  103. package/lib/esm/tools/ModelAppearanceTools.js.map +1 -1
  104. package/lib/esm/tools/PlanProjectionTools.js.map +1 -1
  105. package/lib/esm/tools/PlanarMaskTools.js.map +1 -1
  106. package/lib/esm/tools/ProjectExtents.js.map +1 -1
  107. package/lib/esm/tools/RealityModelTools.js.map +1 -1
  108. package/lib/esm/tools/RealityTransitionTool.js.map +1 -1
  109. package/lib/esm/tools/RenderSystemTools.js.map +1 -1
  110. package/lib/esm/tools/RenderTargetTools.js.map +1 -1
  111. package/lib/esm/tools/ReportWebGLCompatibilityTool.js.map +1 -1
  112. package/lib/esm/tools/SavedViews.js.map +1 -1
  113. package/lib/esm/tools/ScheduleScriptTools.js.map +1 -1
  114. package/lib/esm/tools/SelectionTools.js.map +1 -1
  115. package/lib/esm/tools/SetGpuMemoryLimitTool.js.map +1 -1
  116. package/lib/esm/tools/SourceAspectIdTools.js.map +1 -1
  117. package/lib/esm/tools/TileRequestDecoration.js.map +1 -1
  118. package/lib/esm/tools/TileTreeBoundsDecoration.js.map +1 -1
  119. package/lib/esm/tools/ToolTipProvider.js.map +1 -1
  120. package/lib/esm/tools/ViewDefinitionDecorator.d.ts +12 -0
  121. package/lib/esm/tools/ViewDefinitionDecorator.d.ts.map +1 -0
  122. package/lib/esm/tools/ViewDefinitionDecorator.js +111 -0
  123. package/lib/esm/tools/ViewDefinitionDecorator.js.map +1 -0
  124. package/lib/esm/tools/ViewportTools.js.map +1 -1
  125. package/lib/esm/tools/parseArgs.js.map +1 -1
  126. package/lib/esm/tools/parseBoolean.js.map +1 -1
  127. package/lib/esm/tools/parseToggle.js.map +1 -1
  128. package/lib/esm/ui/Button.js.map +1 -1
  129. package/lib/esm/ui/CheckBox.js.map +1 -1
  130. package/lib/esm/ui/ColorInput.js.map +1 -1
  131. package/lib/esm/ui/ComboBox.js.map +1 -1
  132. package/lib/esm/ui/DataList.js.map +1 -1
  133. package/lib/esm/ui/NestedMenu.js.map +1 -1
  134. package/lib/esm/ui/NumericInput.js.map +1 -1
  135. package/lib/esm/ui/RadioBox.js.map +1 -1
  136. package/lib/esm/ui/Slider.js.map +1 -1
  137. package/lib/esm/ui/TextBox.js.map +1 -1
  138. package/lib/esm/widgets/DiagnosticsPanel.js.map +1 -1
  139. package/lib/esm/widgets/FpsTracker.js.map +1 -1
  140. package/lib/esm/widgets/GpuProfiler.js.map +1 -1
  141. package/lib/esm/widgets/KeyinField.js.map +1 -1
  142. package/lib/esm/widgets/MemoryTracker.js.map +1 -1
  143. package/lib/esm/widgets/RenderCommandBreakdown.js.map +1 -1
  144. package/lib/esm/widgets/TileMemoryBreakdown.js.map +1 -1
  145. package/lib/esm/widgets/TileStatisticsTracker.js.map +1 -1
  146. package/lib/esm/widgets/ToolSettingsTracker.js.map +1 -1
  147. package/lib/public/locales/en/FrontendDevTools.json +497 -494
  148. package/package.json +6 -6
package/CHANGELOG.md CHANGED
@@ -1,6 +1,11 @@
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  # Change Log - @itwin/frontend-devtools
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- This log was last generated on Thu, 20 Nov 2025 22:31:49 GMT and should not be manually modified.
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+ This log was last generated on Tue, 02 Dec 2025 23:11:57 GMT and should not be manually modified.
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+
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+ ## 5.4.0
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+ Tue, 02 Dec 2025 21:22:25 GMT
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+
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+ _Version update only_
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  ## 5.3.3
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  Thu, 20 Nov 2025 22:30:37 GMT
package/README.md CHANGED
@@ -78,6 +78,7 @@ The key-ins below enable, disable, or toggle a specific feature. They take at mo
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  * `fdt toggle reality preload` - Toggles the display of preloaded reality tile bounding boxes.
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  * `fdt toggle reality freeze` - Toggles the freezing of reality tile loading, when the reality tiles are frozen new reality tiles are not downloaded or purged.
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  * `fdt toggle reality logging` - Toggle the logging of reality tile loading and selection diagnostics to the console.
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+ * `fdt toggle viewdef bounds` - Toggles the display of frustum decorations that represent the extents of the current ViewDefinition. For SectionDrawing, this also displays decorations for the associated SpatialView.
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  * `fdt reality bounds` - Toggle the display of bounding boxes for reality tiles.
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  * `fdt set building display` Toggle the display of the worldwide OpenStreetMap worldwide buildingslayer by attaching or displaying as a reality model in the current viewport. The OSM buildings are aggregated and supplied from Cesium Ion <https://cesium.com/content/cesium-osm-buildings/>. The first argument is required on|off - the second optional argument is a value for transparency between 0 and 1.
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  * `fdt wow ignore background` Toggle whether the background color needs to be white for white-on-white reversal to apply.
@@ -1 +1 @@
1
- {"version":3,"file":"ClipboardUtilities.js","sourceRoot":"","sources":["../../src/ClipboardUtilities.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AAMH,sDAUC;AAdD;;;GAGG;AACH,SAAgB,qBAAqB,CAAC,GAAW;IAC/C,MAAM,EAAE,GAAG,QAAQ,CAAC,aAAa,CAAC,UAAU,CAAC,CAAC;IAC9C,EAAE,CAAC,KAAK,GAAG,GAAG,CAAC;IACf,EAAE,CAAC,YAAY,CAAC,UAAU,EAAE,EAAE,CAAC,CAAC;IAChC,EAAE,CAAC,KAAK,CAAC,QAAQ,GAAG,UAAU,CAAC;IAC/B,EAAE,CAAC,KAAK,CAAC,IAAI,GAAG,SAAS,CAAC;IAC1B,QAAQ,CAAC,IAAI,CAAC,WAAW,CAAC,EAAE,CAAC,CAAC;IAC9B,EAAE,CAAC,MAAM,EAAE,CAAC;IACZ,QAAQ,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC,CAAC,uDAAuD;IACrF,QAAQ,CAAC,IAAI,CAAC,WAAW,CAAC,EAAE,CAAC,CAAC;AAChC,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 Utilities\n */\n\n/** Copy the input string to the system clipboard.\n * Obtained from https://techoverflow.net/2018/03/30/copying-strings-to-the-clipboard-using-pure-javascript/\n * @beta\n */\nexport function copyStringToClipboard(str: string): void {\n const el = document.createElement(\"textarea\");\n el.value = str;\n el.setAttribute(\"readonly\", \"\");\n el.style.position = \"absolute\";\n el.style.left = \"-9999px\";\n document.body.appendChild(el);\n el.select();\n document.execCommand(\"copy\"); // eslint-disable-line @typescript-eslint/no-deprecated\n document.body.removeChild(el);\n}\n"]}
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+ {"version":3,"file":"ClipboardUtilities.js","sourceRoot":"","sources":["../../src/ClipboardUtilities.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AAMH,sDAUC;AAdD;;;GAGG;AACH,SAAgB,qBAAqB,CAAC,GAAW;IAC/C,MAAM,EAAE,GAAG,QAAQ,CAAC,aAAa,CAAC,UAAU,CAAC,CAAC;IAC9C,EAAE,CAAC,KAAK,GAAG,GAAG,CAAC;IACf,EAAE,CAAC,YAAY,CAAC,UAAU,EAAE,EAAE,CAAC,CAAC;IAChC,EAAE,CAAC,KAAK,CAAC,QAAQ,GAAG,UAAU,CAAC;IAC/B,EAAE,CAAC,KAAK,CAAC,IAAI,GAAG,SAAS,CAAC;IAC1B,QAAQ,CAAC,IAAI,CAAC,WAAW,CAAC,EAAE,CAAC,CAAC;IAC9B,EAAE,CAAC,MAAM,EAAE,CAAC;IACZ,QAAQ,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC,CAAC,uDAAuD;IACrF,QAAQ,CAAC,IAAI,CAAC,WAAW,CAAC,EAAE,CAAC,CAAC;AAChC,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Utilities\r\n */\r\n\r\n/** Copy the input string to the system clipboard.\r\n * Obtained from https://techoverflow.net/2018/03/30/copying-strings-to-the-clipboard-using-pure-javascript/\r\n * @beta\r\n */\r\nexport function copyStringToClipboard(str: string): void {\r\n const el = document.createElement(\"textarea\");\r\n el.value = str;\r\n el.setAttribute(\"readonly\", \"\");\r\n el.style.position = \"absolute\";\r\n el.style.left = \"-9999px\";\r\n document.body.appendChild(el);\r\n el.select();\r\n document.execCommand(\"copy\"); // eslint-disable-line @typescript-eslint/no-deprecated\r\n document.body.removeChild(el);\r\n}\r\n"]}
@@ -1 +1 @@
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- {"version":3,"file":"FrontEndDevTools.d.ts","sourceRoot":"","sources":["../../src/FrontEndDevTools.ts"],"names":[],"mappings":"AAIA;;GAEG;AAkEH;;GAEG;AACH,qBAAa,gBAAgB;IAC3B,OAAO,CAAC,MAAM,CAAC,YAAY,CAAS;IAEpC;;;;;;;OAOG;WACiB,UAAU,IAAI,OAAO,CAAC,IAAI,CAAC;IAsK/C,OAAO,CAAC,MAAM,CAAC,QAAQ;CAGxB"}
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+ {"version":3,"file":"FrontEndDevTools.d.ts","sourceRoot":"","sources":["../../src/FrontEndDevTools.ts"],"names":[],"mappings":"AAIA;;GAEG;AAmEH;;GAEG;AACH,qBAAa,gBAAgB;IAC3B,OAAO,CAAC,MAAM,CAAC,YAAY,CAAS;IAEpC;;;;;;;OAOG;WACiB,UAAU,IAAI,OAAO,CAAC,IAAI,CAAC;IAuK/C,OAAO,CAAC,MAAM,CAAC,QAAQ;CAGxB"}
@@ -44,6 +44,7 @@ const SourceAspectIdTools_1 = require("./tools/SourceAspectIdTools");
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  const TileRequestDecoration_1 = require("./tools/TileRequestDecoration");
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  const TileTreeBoundsDecoration_1 = require("./tools/TileTreeBoundsDecoration");
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  const ToolTipProvider_1 = require("./tools/ToolTipProvider");
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+ const ViewDefinitionDecorator_1 = require("./tools/ViewDefinitionDecorator");
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  /** Entry-point for the package. Before using the package you *must* call [[FrontendDevTools.initialize]].
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  * @beta
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  */
@@ -168,6 +169,7 @@ class FrontendDevTools {
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  ViewportTools_1.ToggleViewAttachmentBoundariesTool,
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  ViewportTools_1.ToggleViewAttachmentClipShapesTool,
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  ViewportTools_1.ToggleViewAttachmentsTool,
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+ ViewDefinitionDecorator_1.ViewDefinitionDecorationTool,
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  DisplayStyleTools_1.ToggleWiremeshTool,
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  RenderTargetTools_1.ToggleRealityTileBounds,
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  RenderTargetTools_1.ToggleRealityTilePreload,
@@ -1 +1 @@
1
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Utilities\n */\n\nimport { IModelApp } from \"@itwin/core-frontend\";\nimport { EdgeDetectionEffect, EmbossEffect, GaussianBlurEffect, SharpenEffect, SharpnessEffect, UnsharpenEffect } from \"./effects/Convolution\";\nimport { ClearEffectsTool } from \"./effects/EffectTools\";\nimport { ExplosionEffect } from \"./effects/Explosion\";\nimport { FlipImageConfig, FlipImageEffect } from \"./effects/FlipImage\";\nimport { LensDistortionConfig, LensDistortionEffect } from \"./effects/LensDistortion\";\nimport { SaturationConfig, SaturationEffect } from \"./effects/Saturation\";\nimport { SnowEffect } from \"./effects/Snow\";\nimport { VignetteConfig, VignetteEffect } from \"./effects/Vignette\";\nimport {\n MaskBackgroundMapByElementTool, MaskBackgroundMapByExcludedElementTool, MaskBackgroundMapByModelTool, MaskBackgroundMapBySubCategoryTool, MaskRealityModelByElementTool, MaskRealityModelByExcludedElementTool,\n MaskRealityModelByModelTool, MaskRealityModelBySubCategoryTool, SetHigherPriorityRealityModelMasking, SetMapHigherPriorityMasking, UnmaskMapTool, UnmaskRealityModelTool,\n} from \"./tools/PlanarMaskTools\";\nimport {\n ChangeCameraTool, ChangeEmphasisSettingsTool, ChangeFlashSettingsTool, ChangeHiliteModeTool, ChangeHiliteSettingsTool, DefaultTileSizeModifierTool, FadeOutTool,\n FreezeSceneTool, SetAspectRatioSkewTool, ShowTileVolumesTool, Toggle3dManipulationsTool, ToggleDrawingGraphicsTool, ToggleSectionDrawingSpatialViewTool,\n ToggleTileTreeReferencesTool, ToggleViewAttachmentBoundariesTool, ToggleViewAttachmentClipShapesTool, ToggleViewAttachmentsTool, ViewportAddRealityModel,\n ViewportTileSizeModifierTool,\n} from \"./tools/ViewportTools\";\nimport { AnimationIntervalTool } from \"./tools/AnimationIntervalTool\";\nimport { ChangeUnitsTool } from \"./tools/ChangeUnitsTool\";\nimport { ClipColorTool, ClipIntersectionTool, TestClipStyleTool, ToggleSectionCutTool } from \"./tools/ClipTools\";\nimport {\n ApplyRenderingStyleTool, ChangeBackgroundColorTool, ChangeViewFlagsTool, OverrideSubCategoryTool, SaveRenderingStyleTool, SkyCubeTool,\n SkySphereTool, ToggleSkyboxTool, ToggleWiremeshTool, WoWIgnoreBackgroundTool,\n} from \"./tools/DisplayStyleTools\";\nimport { QueryScheduleScriptTool, ReverseScheduleScriptTool, SetScheduleScriptTool } from \"./tools/ScheduleScriptTools\";\nimport {\n ClearEmphasizedElementsTool, ClearIsolatedElementsTool, EmphasizeSelectedElementsTool, EmphasizeVisibleElementsTool, IsolateSelectedElementsTool,\n} from \"./tools/EmphasizeElementsTool\";\nimport { ToggleFrustumSnapshotTool, ToggleSelectedViewFrustumTool, ToggleShadowFrustumTool } from \"./tools/FrustumDecoration\";\nimport { InspectElementTool } from \"./tools/InspectElementTool\";\nimport {\n AttachArcGISFeatureMapLayerByUrlTool,\n AttachArcGISMapLayerByUrlTool, AttachMapLayerTool, AttachMapOverlayTool, AttachModelMapLayerTool, AttachOgcApiFeaturesMapLayerTool, AttachTileURLMapLayerByUrlTool, AttachWmsMapLayerByUrlTool,\n AttachWmtsMapLayerByUrlTool, DetachMapLayersTool, MapBaseColorTool, MapBaseTransparencyTool, MapBaseVisibilityTool, MapLayerSubLayerVisibilityTool,\n MapLayerTransparencyTool, MapLayerVisibilityTool, MapLayerZoomTool, ReorderMapLayers, SetMapBaseTool, ToggleTerrainTool,\n} from \"./tools/MapLayerTool\";\nimport { MeasureTileLoadTimeTool } from \"./tools/MeasureTileLoadTime\";\nimport {\n ClearModelAppearanceOverrides, SetModelColorTool, SetModelEmphasizedTool, SetModelIgnoresMaterialsTool, SetModelLineCodeTool,\n SetModelLineWeightTool, SetModelLocateTool, SetModelTransparencyTool,\n} from \"./tools/ModelAppearanceTools\";\nimport { ChangePlanProjectionSettingsTool, DumpPlanProjectionSettingsTool, OverrideSubCategoryPriorityTool } from \"./tools/PlanProjectionTools\";\nimport { ToggleProjectExtentsTool } from \"./tools/ProjectExtents\";\nimport {\n AttachCesiumAssetTool, AttachRealityModelTool, ClearRealityModelAppearanceOverrides, DetachRealityModelTool, SaveRealityModelTool,\n SetRealityModelColorTool, SetRealityModelEmphasizedTool, SetRealityModelLocateTool, SetRealityModelTransparencyTool, ToggleOSMBuildingDisplay,\n} from \"./tools/RealityModelTools\";\nimport { RealityTransitionTool } from \"./tools/RealityTransitionTool\";\nimport { CompileShadersTool, LoseWebGLContextTool, ToggleDPIForLODTool } from \"./tools/RenderSystemTools\";\nimport {\n SetAASamplesTool, ToggleDrapeFrustumTool, ToggleMaskFrustumTool, ToggleNormalMaps, TogglePrimitiveVisibilityTool, ToggleReadPixelsTool, ToggleRealityTileBounds, ToggleRealityTileFreeze,\n ToggleRealityTileLogging, ToggleRealityTilePreload, ToggleVolClassIntersect,\n} from \"./tools/RenderTargetTools\";\nimport { ReportWebGLCompatibilityTool } from \"./tools/ReportWebGLCompatibilityTool\";\nimport { ApplyViewByIdTool, ApplyViewTool, SaveViewTool } from \"./tools/SavedViews\";\nimport { DumpSelectionSetTool, SelectElementsByIdTool } from \"./tools/SelectionTools\";\nimport { SetGpuMemoryLimitTool } from \"./tools/SetGpuMemoryLimitTool\";\nimport { ElementIdFromSourceAspectIdTool, SourceAspectIdFromElementIdTool } from \"./tools/SourceAspectIdTools\";\nimport { ToggleTileRequestDecorationTool } from \"./tools/TileRequestDecoration\";\nimport { ToggleTileTreeBoundsDecorationTool } from \"./tools/TileTreeBoundsDecoration\";\nimport { ToggleToolTipsTool } from \"./tools/ToolTipProvider\";\n\n/** Entry-point for the package. 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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 Utilities\r\n */\r\n\r\nimport { IModelApp } from \"@itwin/core-frontend\";\r\nimport { EdgeDetectionEffect, EmbossEffect, GaussianBlurEffect, SharpenEffect, SharpnessEffect, UnsharpenEffect } from \"./effects/Convolution\";\r\nimport { ClearEffectsTool } from \"./effects/EffectTools\";\r\nimport { ExplosionEffect } from \"./effects/Explosion\";\r\nimport { FlipImageConfig, FlipImageEffect } from \"./effects/FlipImage\";\r\nimport { LensDistortionConfig, LensDistortionEffect } from \"./effects/LensDistortion\";\r\nimport { SaturationConfig, SaturationEffect } from \"./effects/Saturation\";\r\nimport { SnowEffect } from \"./effects/Snow\";\r\nimport { VignetteConfig, VignetteEffect } from \"./effects/Vignette\";\r\nimport {\r\n MaskBackgroundMapByElementTool, MaskBackgroundMapByExcludedElementTool, MaskBackgroundMapByModelTool, MaskBackgroundMapBySubCategoryTool, MaskRealityModelByElementTool, MaskRealityModelByExcludedElementTool,\r\n MaskRealityModelByModelTool, MaskRealityModelBySubCategoryTool, SetHigherPriorityRealityModelMasking, SetMapHigherPriorityMasking, UnmaskMapTool, UnmaskRealityModelTool,\r\n} from \"./tools/PlanarMaskTools\";\r\nimport {\r\n ChangeCameraTool, ChangeEmphasisSettingsTool, ChangeFlashSettingsTool, ChangeHiliteModeTool, ChangeHiliteSettingsTool, DefaultTileSizeModifierTool, FadeOutTool,\r\n FreezeSceneTool, SetAspectRatioSkewTool, ShowTileVolumesTool, Toggle3dManipulationsTool, ToggleDrawingGraphicsTool, ToggleSectionDrawingSpatialViewTool,\r\n ToggleTileTreeReferencesTool, ToggleViewAttachmentBoundariesTool, ToggleViewAttachmentClipShapesTool, ToggleViewAttachmentsTool, ViewportAddRealityModel,\r\n ViewportTileSizeModifierTool,\r\n} from \"./tools/ViewportTools\";\r\nimport { AnimationIntervalTool } from \"./tools/AnimationIntervalTool\";\r\nimport { ChangeUnitsTool } from \"./tools/ChangeUnitsTool\";\r\nimport { ClipColorTool, ClipIntersectionTool, TestClipStyleTool, ToggleSectionCutTool } from \"./tools/ClipTools\";\r\nimport {\r\n ApplyRenderingStyleTool, ChangeBackgroundColorTool, ChangeViewFlagsTool, OverrideSubCategoryTool, SaveRenderingStyleTool, SkyCubeTool,\r\n SkySphereTool, ToggleSkyboxTool, ToggleWiremeshTool, WoWIgnoreBackgroundTool,\r\n} from \"./tools/DisplayStyleTools\";\r\nimport { QueryScheduleScriptTool, ReverseScheduleScriptTool, SetScheduleScriptTool } from \"./tools/ScheduleScriptTools\";\r\nimport {\r\n ClearEmphasizedElementsTool, ClearIsolatedElementsTool, EmphasizeSelectedElementsTool, EmphasizeVisibleElementsTool, IsolateSelectedElementsTool,\r\n} from \"./tools/EmphasizeElementsTool\";\r\nimport { ToggleFrustumSnapshotTool, ToggleSelectedViewFrustumTool, ToggleShadowFrustumTool } from \"./tools/FrustumDecoration\";\r\nimport { InspectElementTool } from \"./tools/InspectElementTool\";\r\nimport {\r\n AttachArcGISFeatureMapLayerByUrlTool,\r\n AttachArcGISMapLayerByUrlTool, AttachMapLayerTool, AttachMapOverlayTool, AttachModelMapLayerTool, AttachOgcApiFeaturesMapLayerTool, AttachTileURLMapLayerByUrlTool, AttachWmsMapLayerByUrlTool,\r\n AttachWmtsMapLayerByUrlTool, DetachMapLayersTool, MapBaseColorTool, MapBaseTransparencyTool, MapBaseVisibilityTool, MapLayerSubLayerVisibilityTool,\r\n MapLayerTransparencyTool, MapLayerVisibilityTool, MapLayerZoomTool, ReorderMapLayers, SetMapBaseTool, ToggleTerrainTool,\r\n} from \"./tools/MapLayerTool\";\r\nimport { MeasureTileLoadTimeTool } from \"./tools/MeasureTileLoadTime\";\r\nimport {\r\n ClearModelAppearanceOverrides, SetModelColorTool, SetModelEmphasizedTool, SetModelIgnoresMaterialsTool, SetModelLineCodeTool,\r\n SetModelLineWeightTool, SetModelLocateTool, SetModelTransparencyTool,\r\n} from \"./tools/ModelAppearanceTools\";\r\nimport { ChangePlanProjectionSettingsTool, DumpPlanProjectionSettingsTool, OverrideSubCategoryPriorityTool } from \"./tools/PlanProjectionTools\";\r\nimport { ToggleProjectExtentsTool } from \"./tools/ProjectExtents\";\r\nimport {\r\n AttachCesiumAssetTool, AttachRealityModelTool, ClearRealityModelAppearanceOverrides, DetachRealityModelTool, SaveRealityModelTool,\r\n SetRealityModelColorTool, SetRealityModelEmphasizedTool, SetRealityModelLocateTool, SetRealityModelTransparencyTool, ToggleOSMBuildingDisplay,\r\n} from \"./tools/RealityModelTools\";\r\nimport { RealityTransitionTool } from \"./tools/RealityTransitionTool\";\r\nimport { CompileShadersTool, LoseWebGLContextTool, ToggleDPIForLODTool } from \"./tools/RenderSystemTools\";\r\nimport {\r\n SetAASamplesTool, ToggleDrapeFrustumTool, ToggleMaskFrustumTool, ToggleNormalMaps, TogglePrimitiveVisibilityTool, ToggleReadPixelsTool, ToggleRealityTileBounds, ToggleRealityTileFreeze,\r\n ToggleRealityTileLogging, ToggleRealityTilePreload, ToggleVolClassIntersect,\r\n} from \"./tools/RenderTargetTools\";\r\nimport { ReportWebGLCompatibilityTool } from \"./tools/ReportWebGLCompatibilityTool\";\r\nimport { ApplyViewByIdTool, ApplyViewTool, SaveViewTool } from \"./tools/SavedViews\";\r\nimport { DumpSelectionSetTool, SelectElementsByIdTool } from \"./tools/SelectionTools\";\r\nimport { SetGpuMemoryLimitTool } from \"./tools/SetGpuMemoryLimitTool\";\r\nimport { ElementIdFromSourceAspectIdTool, SourceAspectIdFromElementIdTool } from \"./tools/SourceAspectIdTools\";\r\nimport { ToggleTileRequestDecorationTool } from \"./tools/TileRequestDecoration\";\r\nimport { ToggleTileTreeBoundsDecorationTool } from \"./tools/TileTreeBoundsDecoration\";\r\nimport { ToggleToolTipsTool } from \"./tools/ToolTipProvider\";\r\nimport { ViewDefinitionDecorationTool } from \"./tools/ViewDefinitionDecorator\";\r\n\r\n/** Entry-point for the package. Before using the package you *must* call [[FrontendDevTools.initialize]].\r\n * @beta\r\n */\r\nexport class FrontendDevTools {\r\n private static _initialized = false;\r\n\r\n /** Call this before using the package (e.g., before instantiating any of its widgets or attempting to use any of its tools.\r\n * To initialize when starting up your app:\r\n * ```ts\r\n * IModelApp.startup();\r\n * await FrontendDevTools.initialize();\r\n * ```\r\n * @beta\r\n */\r\n public static async initialize(): Promise<void> {\r\n if (this._initialized)\r\n return;\r\n\r\n this._initialized = true;\r\n\r\n // clean up if we're being shut down\r\n IModelApp.onBeforeShutdown.addListener(() => this.shutdown());\r\n\r\n const namespace = \"FrontendDevTools\";\r\n const namespacePromise = IModelApp.localization.registerNamespace(namespace);\r\n const tools = [\r\n AttachMapLayerTool,\r\n AttachMapOverlayTool,\r\n AttachModelMapLayerTool,\r\n AttachArcGISMapLayerByUrlTool,\r\n AttachArcGISFeatureMapLayerByUrlTool,\r\n AttachOgcApiFeaturesMapLayerTool,\r\n AttachWmsMapLayerByUrlTool,\r\n AttachWmtsMapLayerByUrlTool,\r\n AttachTileURLMapLayerByUrlTool,\r\n AnimationIntervalTool,\r\n ApplyRenderingStyleTool,\r\n ApplyViewByIdTool,\r\n ApplyViewTool,\r\n ChangeBackgroundColorTool,\r\n ChangeCameraTool,\r\n ChangeEmphasisSettingsTool,\r\n ChangeFlashSettingsTool,\r\n ChangeHiliteModeTool,\r\n ChangeHiliteSettingsTool,\r\n ChangePlanProjectionSettingsTool,\r\n ChangeUnitsTool,\r\n ChangeViewFlagsTool,\r\n ClearEffectsTool,\r\n ClearEmphasizedElementsTool,\r\n ClearIsolatedElementsTool,\r\n ClipColorTool,\r\n ClipIntersectionTool,\r\n CompileShadersTool,\r\n DefaultTileSizeModifierTool,\r\n DetachMapLayersTool,\r\n DumpPlanProjectionSettingsTool,\r\n DumpSelectionSetTool,\r\n EdgeDetectionEffect,\r\n EmbossEffect,\r\n ElementIdFromSourceAspectIdTool,\r\n EmphasizeSelectedElementsTool,\r\n EmphasizeVisibleElementsTool,\r\n ExplosionEffect,\r\n FadeOutTool,\r\n FlipImageConfig,\r\n FlipImageEffect,\r\n FreezeSceneTool,\r\n GaussianBlurEffect,\r\n InspectElementTool,\r\n IsolateSelectedElementsTool,\r\n LensDistortionConfig,\r\n LensDistortionEffect,\r\n LoseWebGLContextTool,\r\n MapLayerTransparencyTool,\r\n MapLayerVisibilityTool,\r\n MapLayerSubLayerVisibilityTool,\r\n MapLayerZoomTool,\r\n MapBaseColorTool,\r\n MapBaseTransparencyTool,\r\n MapBaseVisibilityTool,\r\n MeasureTileLoadTimeTool,\r\n OverrideSubCategoryTool,\r\n OverrideSubCategoryPriorityTool,\r\n QueryScheduleScriptTool,\r\n RealityTransitionTool,\r\n ReorderMapLayers,\r\n ReportWebGLCompatibilityTool,\r\n ReverseScheduleScriptTool,\r\n SaturationConfig,\r\n SaturationEffect,\r\n SaveRenderingStyleTool,\r\n SaveViewTool,\r\n SelectElementsByIdTool,\r\n SetAASamplesTool,\r\n SetAspectRatioSkewTool,\r\n SetScheduleScriptTool,\r\n ToggleVolClassIntersect,\r\n SetMapBaseTool,\r\n SharpenEffect,\r\n SharpnessEffect,\r\n ShowTileVolumesTool,\r\n SkyCubeTool,\r\n SkySphereTool,\r\n SnowEffect,\r\n SourceAspectIdFromElementIdTool,\r\n TestClipStyleTool,\r\n Toggle3dManipulationsTool,\r\n ToggleDrawingGraphicsTool,\r\n ToggleDPIForLODTool,\r\n ToggleDrapeFrustumTool,\r\n ToggleFrustumSnapshotTool,\r\n ToggleMaskFrustumTool,\r\n ToggleNormalMaps,\r\n TogglePrimitiveVisibilityTool,\r\n ToggleProjectExtentsTool,\r\n ToggleReadPixelsTool,\r\n ToggleSectionDrawingSpatialViewTool,\r\n ToggleSelectedViewFrustumTool,\r\n ToggleShadowFrustumTool,\r\n ToggleSkyboxTool,\r\n ToggleTileRequestDecorationTool,\r\n ToggleTileTreeBoundsDecorationTool,\r\n ToggleTileTreeReferencesTool,\r\n ToggleToolTipsTool,\r\n ToggleViewAttachmentBoundariesTool,\r\n ToggleViewAttachmentClipShapesTool,\r\n ToggleViewAttachmentsTool,\r\n ViewDefinitionDecorationTool,\r\n ToggleWiremeshTool,\r\n ToggleRealityTileBounds,\r\n ToggleRealityTilePreload,\r\n ToggleRealityTileLogging,\r\n ToggleRealityTileFreeze,\r\n ToggleSectionCutTool,\r\n ToggleTerrainTool,\r\n UnsharpenEffect,\r\n ViewportAddRealityModel,\r\n ViewportTileSizeModifierTool,\r\n VignetteConfig,\r\n VignetteEffect,\r\n AttachRealityModelTool,\r\n DetachRealityModelTool,\r\n SaveRealityModelTool,\r\n SetGpuMemoryLimitTool,\r\n SetRealityModelLocateTool,\r\n SetRealityModelEmphasizedTool,\r\n SetRealityModelTransparencyTool,\r\n SetRealityModelColorTool,\r\n SetModelLocateTool,\r\n SetModelEmphasizedTool,\r\n SetModelTransparencyTool,\r\n SetModelColorTool,\r\n SetModelLineWeightTool,\r\n SetModelLineCodeTool,\r\n SetModelIgnoresMaterialsTool,\r\n ClearRealityModelAppearanceOverrides,\r\n ClearModelAppearanceOverrides,\r\n AttachCesiumAssetTool,\r\n ToggleOSMBuildingDisplay,\r\n SetHigherPriorityRealityModelMasking,\r\n SetMapHigherPriorityMasking,\r\n MaskRealityModelByModelTool,\r\n MaskRealityModelBySubCategoryTool,\r\n MaskRealityModelByElementTool,\r\n MaskRealityModelByExcludedElementTool,\r\n UnmaskRealityModelTool,\r\n MaskBackgroundMapByModelTool,\r\n MaskBackgroundMapBySubCategoryTool,\r\n MaskBackgroundMapByElementTool,\r\n MaskBackgroundMapByExcludedElementTool,\r\n UnmaskMapTool,\r\n WoWIgnoreBackgroundTool,\r\n ];\r\n\r\n for (const tool of tools)\r\n tool.register(namespace);\r\n\r\n return namespacePromise;\r\n }\r\n\r\n private static shutdown() {\r\n this._initialized = false;\r\n }\r\n}\r\n"]}
@@ -21,25 +21,25 @@ class ConvolutionEffect extends EffectTools_1.AddEffectTool {
21
21
  get source() {
22
22
  return {
23
23
  // The vertex shader simply computes the texture coordinate for use in the fragment shader.
24
- vertex: `
25
- void effectMain(vec4 pos) {
26
- v_texCoord = textureCoordFromPosition(pos);
24
+ vertex: `
25
+ void effectMain(vec4 pos) {
26
+ v_texCoord = textureCoordFromPosition(pos);
27
27
  }`,
28
28
  // The fragment shader samples the pixel and its neighbors and applies the kernel.
29
- fragment: `
30
- vec4 effectMain() {
31
- vec2 onePixel = vec2(1.0, 1.0) / u_textureSize;
32
- vec4 colorSum =
33
- TEXTURE(u_diffuse, v_texCoord + onePixel * vec2(-1, -1)) * u_kernel[0] +
34
- TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 0, -1)) * u_kernel[1] +
35
- TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 1, -1)) * u_kernel[2] +
36
- TEXTURE(u_diffuse, v_texCoord + onePixel * vec2(-1, 0)) * u_kernel[3] +
37
- TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 0, 0)) * u_kernel[4] +
38
- TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 1, 0)) * u_kernel[5] +
39
- TEXTURE(u_diffuse, v_texCoord + onePixel * vec2(-1, 1)) * u_kernel[6] +
40
- TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 0, 1)) * u_kernel[7] +
41
- TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 1, 1)) * u_kernel[8] ;
42
- return vec4((colorSum / u_kernelWeight).rgb, 1);
29
+ fragment: `
30
+ vec4 effectMain() {
31
+ vec2 onePixel = vec2(1.0, 1.0) / u_textureSize;
32
+ vec4 colorSum =
33
+ TEXTURE(u_diffuse, v_texCoord + onePixel * vec2(-1, -1)) * u_kernel[0] +
34
+ TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 0, -1)) * u_kernel[1] +
35
+ TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 1, -1)) * u_kernel[2] +
36
+ TEXTURE(u_diffuse, v_texCoord + onePixel * vec2(-1, 0)) * u_kernel[3] +
37
+ TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 0, 0)) * u_kernel[4] +
38
+ TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 1, 0)) * u_kernel[5] +
39
+ TEXTURE(u_diffuse, v_texCoord + onePixel * vec2(-1, 1)) * u_kernel[6] +
40
+ TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 0, 1)) * u_kernel[7] +
41
+ TEXTURE(u_diffuse, v_texCoord + onePixel * vec2( 1, 1)) * u_kernel[8] ;
42
+ return vec4((colorSum / u_kernelWeight).rgb, 1);
43
43
  }`,
44
44
  };
45
45
  }
@@ -1 +1 @@
1
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module 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"]}
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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"]}
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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"]}
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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[Symbol.dispose]());\r\n }\r\n\r\n public [Symbol.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[Symbol.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[Symbol.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"]}
@@ -25,28 +25,28 @@ class FlipImageEffect extends EffectTools_1.AddEffectTool {
25
25
  get source() {
26
26
  return {
27
27
  // Compute texture coordinate for use in fragment shader.
28
- vertex: `
29
- void effectMain(vec4 pos) {
30
- vec2 uv = textureCoordFromPosition(pos);
31
- if (u_flipHorizontal)
32
- uv.x = 1.0 - uv.x;
33
-
34
- if (u_flipVertical)
35
- uv.y = 1.0 - uv.y;
36
-
37
- v_uv = uv;
28
+ vertex: `
29
+ void effectMain(vec4 pos) {
30
+ vec2 uv = textureCoordFromPosition(pos);
31
+ if (u_flipHorizontal)
32
+ uv.x = 1.0 - uv.x;
33
+
34
+ if (u_flipVertical)
35
+ uv.y = 1.0 - uv.y;
36
+
37
+ v_uv = uv;
38
38
  }`,
39
39
  // Sample the original image to flip on x and/or y axis, then invert its color.
40
- fragment: `
41
- vec4 effectMain() {
42
- vec4 color = sampleSourcePixel();
43
- if (u_flipColor) {
44
- color.r = 1.0 - color.r;
45
- color.g = 1.0 - color.g;
46
- color.b = 1.0 - color.b;
47
- }
48
-
49
- return color;
40
+ fragment: `
41
+ vec4 effectMain() {
42
+ vec4 color = sampleSourcePixel();
43
+ if (u_flipColor) {
44
+ color.r = 1.0 - color.r;
45
+ color.g = 1.0 - color.g;
46
+ color.b = 1.0 - color.b;
47
+ }
48
+
49
+ return color;
50
50
  }`,
51
51
  // Because we're moving pixels around, we must tell the render system where the source pixel was originally located - otherwise
52
52
  // element locate will not work correctly.
@@ -1 +1 @@
1
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module 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"]}
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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"]}
@@ -24,32 +24,32 @@ class LensDistortionEffect extends EffectTools_1.AddEffectTool {
24
24
  get textureCoordFromPosition() { return true; }
25
25
  get source() {
26
26
  return {
27
- vertex: `
28
- void effectMain(vec4 position) {
29
- vec2 uv = textureCoordFromPosition(position);
30
- float scaledHeight = strength * height;
31
- float cylAspectRatio = aspectRatio * cylindricalRatio;
32
- float aspectDiagSq = aspectRatio * aspectRatio + 1.0;
33
- float diagSq = scaledHeight * scaledHeight * aspectDiagSq;
34
- vec2 signedUV = (2.0 * uv + vec2(-1.0, -1.0));
35
-
36
- float z = 0.5 * sqrt(diagSq + 1.0) + 0.5;
37
- float ny = (z - 1.0) / (cylAspectRatio * cylAspectRatio + 1.0);
38
-
39
- vUVDot = sqrt(ny) * vec2(cylAspectRatio, 1.0) * signedUV;
40
- vUV = vec3(0.5, 0.5, 1.0) * z + vec3(-0.5, -0.5, 0.0);
41
- vUV.xy += uv;
27
+ vertex: `
28
+ void effectMain(vec4 position) {
29
+ vec2 uv = textureCoordFromPosition(position);
30
+ float scaledHeight = strength * height;
31
+ float cylAspectRatio = aspectRatio * cylindricalRatio;
32
+ float aspectDiagSq = aspectRatio * aspectRatio + 1.0;
33
+ float diagSq = scaledHeight * scaledHeight * aspectDiagSq;
34
+ vec2 signedUV = (2.0 * uv + vec2(-1.0, -1.0));
35
+
36
+ float z = 0.5 * sqrt(diagSq + 1.0) + 0.5;
37
+ float ny = (z - 1.0) / (cylAspectRatio * cylAspectRatio + 1.0);
38
+
39
+ vUVDot = sqrt(ny) * vec2(cylAspectRatio, 1.0) * signedUV;
40
+ vUV = vec3(0.5, 0.5, 1.0) * z + vec3(-0.5, -0.5, 0.0);
41
+ vUV.xy += uv;
42
42
  }`,
43
43
  // We simply shift pixels - we don't alter their colors.
44
- fragment: `
45
- vec4 effectMain() {
46
- return sampleSourcePixel();
44
+ fragment: `
45
+ vec4 effectMain() {
46
+ return sampleSourcePixel();
47
47
  }`,
48
48
  // Because we're moving pixels around, we must tell the render system where the source pixel was originally located - otherwise
49
49
  // element locate will not work correctly.
50
- sampleSourcePixel: `
51
- vec3 uv = dot(vUVDot, vUVDot) * vec3(-0.5, -0.5, -1.0) + vUV;
52
- return TEXTURE_PROJ(u_diffuse, uv);
50
+ sampleSourcePixel: `
51
+ vec3 uv = dot(vUVDot, vUVDot) * vec3(-0.5, -0.5, -1.0) + vUV;
52
+ return TEXTURE_PROJ(u_diffuse, uv);
53
53
  `,
54
54
  };
55
55
  }
@@ -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 { 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.is3d() && context.viewport.view.isCameraOn);\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"]}
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 { assert } from \"@itwin/core-bentley\";\r\nimport { ScreenSpaceEffectBuilder, Tool, UniformType, VaryingType } from \"@itwin/core-frontend\";\r\nimport { AddEffectTool, refreshViewportsForEffect } from \"./EffectTools\";\r\nimport { parseArgs } from \"../tools/parseArgs\";\r\n\r\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.\r\n * Based on https://www.decarpentier.nl/lens-distortion\r\n * The effect is improved considerably by enabling anti-aliasing (e.g., via [RenderSystem.Options.antialiasSamples]($frontend) at startup, or using the `fdt aasamples` key-in`).\r\n * @note Because this effect applies a non-linear transform to each pixel, operations like snapping to geometry will not work properly. Element locate will work however - @see [ScreenSpaceEffectSource.sampleSourcePixel]($frontend).\r\n * @beta\r\n */\r\nexport class LensDistortionEffect extends AddEffectTool {\r\n public static override toolId = \"LensDistortionEffect\";\r\n\r\n protected get effectName() { return \"lensdistortion\"; }\r\n protected get textureCoordFromPosition() { return true; }\r\n\r\n protected get source() {\r\n return {\r\n vertex: `\r\n void effectMain(vec4 position) {\r\n vec2 uv = textureCoordFromPosition(position);\r\n float scaledHeight = strength * height;\r\n float cylAspectRatio = aspectRatio * cylindricalRatio;\r\n float aspectDiagSq = aspectRatio * aspectRatio + 1.0;\r\n float diagSq = scaledHeight * scaledHeight * aspectDiagSq;\r\n vec2 signedUV = (2.0 * uv + vec2(-1.0, -1.0));\r\n\r\n float z = 0.5 * sqrt(diagSq + 1.0) + 0.5;\r\n float ny = (z - 1.0) / (cylAspectRatio * cylAspectRatio + 1.0);\r\n\r\n vUVDot = sqrt(ny) * vec2(cylAspectRatio, 1.0) * signedUV;\r\n vUV = vec3(0.5, 0.5, 1.0) * z + vec3(-0.5, -0.5, 0.0);\r\n vUV.xy += uv;\r\n }`,\r\n // We simply shift pixels - we don't alter their colors.\r\n fragment: `\r\n vec4 effectMain() {\r\n return sampleSourcePixel();\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: `\r\n vec3 uv = dot(vUVDot, vUVDot) * vec3(-0.5, -0.5, -1.0) + vUV;\r\n return TEXTURE_PROJ(u_diffuse, uv);\r\n `,\r\n };\r\n }\r\n\r\n protected defineEffect(builder: ScreenSpaceEffectBuilder): void {\r\n // Lens distortion is only applicable to views with the camera enabled.\r\n builder.shouldApply = (context) => context.viewport.isCameraOn;\r\n\r\n builder.addVarying(\"vUV\", VaryingType.Vec3);\r\n builder.addVarying(\"vUVDot\", VaryingType.Vec2);\r\n\r\n builder.addUniform({\r\n name: \"strength\",\r\n type: UniformType.Float,\r\n bind: (uniform) => uniform.setUniform1f(LensDistortionConfig.strength),\r\n });\r\n builder.addUniform({\r\n name: \"cylindricalRatio\",\r\n type: UniformType.Float,\r\n bind: (uniform) => uniform.setUniform1f(LensDistortionConfig.cylindricalRatio),\r\n });\r\n builder.addUniform({\r\n name: \"aspectRatio\",\r\n type: UniformType.Float,\r\n bind: (uniform, context) => uniform.setUniform1f(context.viewport.viewRect.aspect),\r\n });\r\n builder.addUniform({\r\n name: \"height\",\r\n type: UniformType.Float,\r\n bind: (uniform, context) => {\r\n assert(context.viewport.view.is3d() && context.viewport.view.isCameraOn);\r\n const fov = context.viewport.view.camera.lens.radians;\r\n const height = Math.tan(fov / 2) / context.viewport.viewRect.aspect;\r\n uniform.setUniform1f(height);\r\n },\r\n });\r\n }\r\n}\r\n\r\n/** Configures the [[LensDistortionEffect]].\r\n * @beta\r\n */\r\nexport class LensDistortionConfig extends Tool {\r\n public static override toolId = \"LensDistortionConfig\";\r\n public static override get minArgs() { return 0; }\r\n public static override get maxArgs() { return 2; }\r\n\r\n public static strength = 0.5;\r\n public static cylindricalRatio = 0.5;\r\n\r\n public override async run(strength?: number, ratio?: number): Promise<boolean> {\r\n LensDistortionConfig.strength = strength ?? 0.5;\r\n LensDistortionConfig.cylindricalRatio = ratio ?? 0.5;\r\n refreshViewportsForEffect(\"fdt lensdistortion\");\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.getFloat(\"s\"), args.getFloat(\"r\"));\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"Random.js","sourceRoot":"","sources":["../../../src/effects/Random.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AAOH,sCAEC;AAKD,oDAEC;AAKD,kCAEC;AAKD,gDAEC;AAKD,sDAKC;AAtCD,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;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;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;AAED;;GAEG;AACH,SAAgB,kBAAkB,CAAC,KAAc;IAC/C,OAAO,WAAW,CAAC,KAAK,CAAC,GAAG,EAAE,KAAK,CAAC,IAAI,CAAC,CAAC;AAC5C,CAAC;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","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"]}
1
+ {"version":3,"file":"Random.js","sourceRoot":"","sources":["../../../src/effects/Random.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;AAOH,sCAEC;AAKD,oDAEC;AAKD,kCAEC;AAKD,gDAEC;AAKD,sDAKC;AAtCD,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;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;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;AAED;;GAEG;AACH,SAAgB,kBAAkB,CAAC,KAAc;IAC/C,OAAO,WAAW,CAAC,KAAK,CAAC,GAAG,EAAE,KAAK,CAAC,IAAI,CAAC,CAAC;AAC5C,CAAC;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","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Effects\r\n */\r\n\r\nimport { Point3d, Range1d, Range3d } from \"@itwin/core-geometry\";\r\n\r\n/** Generate integer in [min, max].\r\n * @beta\r\n */\r\nexport function randomInteger(min: number, max: number): number {\r\n return Math.floor(Math.random() * (max - min + 1)) + min;\r\n}\r\n\r\n/** Generate random integer in [range.low, range.high].\r\n * @beta\r\n */\r\nexport function randomIntegerInRange(range: Range1d): number {\r\n return Math.floor(Math.random() * (range.high - range.low + 1)) + range.low;\r\n}\r\n\r\n/** Generate random floating-point number in [min, max).\r\n * @beta\r\n */\r\nexport function randomFloat(min: number, max: number): number {\r\n return Math.random() * (max - min) + min;\r\n}\r\n\r\n/** Generate random floating-point number in [range.low, range.high).\r\n * @beta\r\n */\r\nexport function randomFloatInRange(range: Range1d): number {\r\n return randomFloat(range.low, range.high);\r\n}\r\n\r\n/** Generate a random position in the specified range.\r\n * @beta\r\n */\r\nexport function randomPositionInRange(range: Range3d): Point3d {\r\n const x = randomFloat(range.low.x, range.high.x);\r\n const y = randomFloat(range.low.y, range.high.y);\r\n const z = randomFloat(range.low.z, range.high.z);\r\n return new Point3d(x, y, z);\r\n}\r\n"]}
@@ -22,34 +22,34 @@ class SaturationEffect extends EffectTools_1.AddEffectTool {
22
22
  // rgb <-> hsl conversion routines from https://gamedev.stackexchange.com/questions/59797/glsl-shader-change-hue-saturation-brightness
23
23
  return {
24
24
  // Vertex shader simply computes texture coordinate for source pixel.
25
- vertex: `
26
- void effectMain(vec4 pos) {
27
- v_texCoord = textureCoordFromPosition(pos);
25
+ vertex: `
26
+ void effectMain(vec4 pos) {
27
+ v_texCoord = textureCoordFromPosition(pos);
28
28
  }`,
29
29
  // Fragment shader converts color to HSV, adjusts the saturation, and converts back to RGB.
30
- fragment: `
31
- vec3 rgb2hsv(vec3 c) {
32
- vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
33
- vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
34
- vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
35
-
36
- float d = q.x - min(q.w, q.y);
37
- float e = 1.0e-10;
38
- return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
39
- }
40
-
41
- vec3 hsv2rgb(vec3 c) {
42
- vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
43
- vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
44
- return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
45
- }
46
-
47
- vec4 effectMain() {
48
- vec4 color = TEXTURE(u_diffuse, v_texCoord);
49
- color.rgb = rgb2hsv(color.rgb);
50
- color.rgb.y = color.rgb.y * u_saturationMult;
51
- color.rgb = hsv2rgb(color.rgb);
52
- return color;
30
+ fragment: `
31
+ vec3 rgb2hsv(vec3 c) {
32
+ vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
33
+ vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
34
+ vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
35
+
36
+ float d = q.x - min(q.w, q.y);
37
+ float e = 1.0e-10;
38
+ return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
39
+ }
40
+
41
+ vec3 hsv2rgb(vec3 c) {
42
+ vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
43
+ vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
44
+ return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
45
+ }
46
+
47
+ vec4 effectMain() {
48
+ vec4 color = TEXTURE(u_diffuse, v_texCoord);
49
+ color.rgb = rgb2hsv(color.rgb);
50
+ color.rgb.y = color.rgb.y * u_saturationMult;
51
+ color.rgb = hsv2rgb(color.rgb);
52
+ return color;
53
53
  }`,
54
54
  };
55
55
  }