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| import Check from "../Core/Check.js";import clone from "../Core/clone.js";import Color from "../Core/Color.js";import ComponentDatatype from "../Core/ComponentDatatype.js";import createGuid from "../Core/createGuid.js";import defaultValue from "../Core/defaultValue.js";import defined from "../Core/defined.js";import destroyObject from "../Core/destroyObject.js";import DeveloperError from "../Core/DeveloperError.js";import Geometry from "../Core/Geometry.js";import GeometryAttribute from "../Core/GeometryAttribute.js";import loadKTX2 from "../Core/loadKTX2.js";import Matrix4 from "../Core/Matrix4.js";import PixelFormat from "../Core/PixelFormat.js";import PrimitiveType from "../Core/PrimitiveType.js";import RuntimeError from "../Core/RuntimeError.js";import WebGLConstants from "../Core/WebGLConstants.js";import ViewportQuadVS from "../Shaders/ViewportQuadVS.js";import BufferUsage from "./BufferUsage.js";import ClearCommand from "./ClearCommand.js";import ContextLimits from "./ContextLimits.js";import CubeMap from "./CubeMap.js";import DrawCommand from "./DrawCommand.js";import PassState from "./PassState.js";import PixelDatatype from "./PixelDatatype.js";import RenderState from "./RenderState.js";import ShaderCache from "./ShaderCache.js";import ShaderProgram from "./ShaderProgram.js";import Texture from "./Texture.js";import TextureCache from "./TextureCache.js";import UniformState from "./UniformState.js";import VertexArray from "./VertexArray.js";function errorToString(gl, error) {  let message = "WebGL Error:  ";  switch (error) {    case gl.INVALID_ENUM:      message += "INVALID_ENUM";      break;    case gl.INVALID_VALUE:      message += "INVALID_VALUE";      break;    case gl.INVALID_OPERATION:      message += "INVALID_OPERATION";      break;    case gl.OUT_OF_MEMORY:      message += "OUT_OF_MEMORY";      break;    case gl.CONTEXT_LOST_WEBGL:      message += "CONTEXT_LOST_WEBGL lost";      break;    default:      message += `Unknown (${error})`;  }  return message;}function createErrorMessage(gl, glFunc, glFuncArguments, error) {  let message = `${errorToString(gl, error)}: ${glFunc.name}(`;  for (let i = 0; i < glFuncArguments.length; ++i) {    if (i !== 0) {      message += ", ";    }    message += glFuncArguments[i];  }  message += ");";  return message;}function throwOnError(gl, glFunc, glFuncArguments) {  const error = gl.getError();  if (error !== gl.NO_ERROR) {    throw new RuntimeError(      createErrorMessage(gl, glFunc, glFuncArguments, error)    );  }}function makeGetterSetter(gl, propertyName, logFunction) {  return {    get: function () {      const value = gl[propertyName];      logFunction(gl, `get: ${propertyName}`, value);      return gl[propertyName];    },    set: function (value) {      gl[propertyName] = value;      logFunction(gl, `set: ${propertyName}`, value);    },  };}function wrapGL(gl, logFunction) {  if (!defined(logFunction)) {    return gl;  }  function wrapFunction(property) {    return function () {      const result = property.apply(gl, arguments);      logFunction(gl, property, arguments);      return result;    };  }  const glWrapper = {};  // JavaScript linters normally demand that a for..in loop must directly contain an if,  // but in our loop below, we actually intend to iterate all properties, including  // those in the prototype.  /*eslint-disable guard-for-in*/  for (const propertyName in gl) {    const property = gl[propertyName];    // wrap any functions we encounter, otherwise just copy the property to the wrapper.    if (property instanceof Function) {      glWrapper[propertyName] = wrapFunction(property);    } else {      Object.defineProperty(        glWrapper,        propertyName,        makeGetterSetter(gl, propertyName, logFunction)      );    }  }  /*eslint-enable guard-for-in*/  return glWrapper;}function getExtension(gl, names) {  const length = names.length;  for (let i = 0; i < length; ++i) {    const extension = gl.getExtension(names[i]);    if (extension) {      return extension;    }  }  return undefined;}/** * @private * @constructor */function Context(canvas, options) {  // this check must use typeof, not defined, because defined doesn't work with undeclared variables.  if (typeof WebGLRenderingContext === "undefined") {    throw new RuntimeError(      "The browser does not support WebGL.  Visit http://get.webgl.org."    );  }  //>>includeStart('debug', pragmas.debug);  Check.defined("canvas", canvas);  //>>includeEnd('debug');  this._canvas = canvas;  options = clone(options, true);  // Don't use defaultValue.EMPTY_OBJECT here because the options object gets modified in the next line.  options = defaultValue(options, {});  options.allowTextureFilterAnisotropic = defaultValue(    options.allowTextureFilterAnisotropic,    true  );  const webglOptions = defaultValue(options.webgl, {});  // Override select WebGL defaults  webglOptions.alpha = defaultValue(webglOptions.alpha, false); // WebGL default is true  webglOptions.stencil = defaultValue(webglOptions.stencil, true); // WebGL default is false  const requestWebgl2 =    defaultValue(options.requestWebgl2, false) &&    typeof WebGL2RenderingContext !== "undefined";  let webgl2 = false;  let glContext;  const getWebGLStub = options.getWebGLStub;  if (!defined(getWebGLStub)) {    if (requestWebgl2) {      glContext =        canvas.getContext("webgl2", webglOptions) ||        canvas.getContext("experimental-webgl2", webglOptions) ||        undefined;      if (defined(glContext)) {        webgl2 = true;      }    }    if (!defined(glContext)) {      glContext =        canvas.getContext("webgl", webglOptions) ||        canvas.getContext("experimental-webgl", webglOptions) ||        undefined;    }    if (!defined(glContext)) {      throw new RuntimeError(        "The browser supports WebGL, but initialization failed."      );    }  } else {    // Use WebGL stub when requested for unit tests    glContext = getWebGLStub(canvas, webglOptions);  }  this._originalGLContext = glContext;  this._gl = glContext;  this._webgl2 = webgl2;  this._id = createGuid();  // Validation and logging disabled by default for speed.  this.validateFramebuffer = false;  this.validateShaderProgram = false;  this.logShaderCompilation = false;  this._throwOnWebGLError = false;  this._shaderCache = new ShaderCache(this);  this._textureCache = new TextureCache();  const gl = glContext;  this._stencilBits = gl.getParameter(gl.STENCIL_BITS);  ContextLimits._maximumCombinedTextureImageUnits = gl.getParameter(    gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS  ); // min: 8  ContextLimits._maximumCubeMapSize = gl.getParameter(    gl.MAX_CUBE_MAP_TEXTURE_SIZE  ); // min: 16  ContextLimits._maximumFragmentUniformVectors = gl.getParameter(    gl.MAX_FRAGMENT_UNIFORM_VECTORS  ); // min: 16  ContextLimits._maximumTextureImageUnits = gl.getParameter(    gl.MAX_TEXTURE_IMAGE_UNITS  ); // min: 8  ContextLimits._maximumRenderbufferSize = gl.getParameter(    gl.MAX_RENDERBUFFER_SIZE  ); // min: 1  ContextLimits._maximumTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); // min: 64  ContextLimits._maximumVaryingVectors = gl.getParameter(    gl.MAX_VARYING_VECTORS  ); // min: 8  ContextLimits._maximumVertexAttributes = gl.getParameter(    gl.MAX_VERTEX_ATTRIBS  ); // min: 8  ContextLimits._maximumVertexTextureImageUnits = gl.getParameter(    gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS  ); // min: 0  ContextLimits._maximumVertexUniformVectors = gl.getParameter(    gl.MAX_VERTEX_UNIFORM_VECTORS  ); // min: 128  ContextLimits._maximumSamples = this._webgl2    ? gl.getParameter(gl.MAX_SAMPLES)    : 0;  const aliasedLineWidthRange = gl.getParameter(gl.ALIASED_LINE_WIDTH_RANGE); // must include 1  ContextLimits._minimumAliasedLineWidth = aliasedLineWidthRange[0];  ContextLimits._maximumAliasedLineWidth = aliasedLineWidthRange[1];  const aliasedPointSizeRange = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE); // must include 1  ContextLimits._minimumAliasedPointSize = aliasedPointSizeRange[0];  ContextLimits._maximumAliasedPointSize = aliasedPointSizeRange[1];  const maximumViewportDimensions = gl.getParameter(gl.MAX_VIEWPORT_DIMS);  ContextLimits._maximumViewportWidth = maximumViewportDimensions[0];  ContextLimits._maximumViewportHeight = maximumViewportDimensions[1];  const highpFloat = gl.getShaderPrecisionFormat(    gl.FRAGMENT_SHADER,    gl.HIGH_FLOAT  );  ContextLimits._highpFloatSupported = highpFloat.precision !== 0;  const highpInt = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_INT);  ContextLimits._highpIntSupported = highpInt.rangeMax !== 0;  this._antialias = gl.getContextAttributes().antialias;  // Query and initialize extensions  this._standardDerivatives = !!getExtension(gl, ["OES_standard_derivatives"]);  this._blendMinmax = !!getExtension(gl, ["EXT_blend_minmax"]);  this._elementIndexUint = !!getExtension(gl, ["OES_element_index_uint"]);  this._depthTexture = !!getExtension(gl, [    "WEBGL_depth_texture",    "WEBKIT_WEBGL_depth_texture",  ]);  this._fragDepth = !!getExtension(gl, ["EXT_frag_depth"]);  this._debugShaders = getExtension(gl, ["WEBGL_debug_shaders"]);  this._textureFloat = !!getExtension(gl, ["OES_texture_float"]);  this._textureHalfFloat = !!getExtension(gl, ["OES_texture_half_float"]);  this._textureFloatLinear = !!getExtension(gl, ["OES_texture_float_linear"]);  this._textureHalfFloatLinear = !!getExtension(gl, [    "OES_texture_half_float_linear",  ]);  this._colorBufferFloat = !!getExtension(gl, [    "EXT_color_buffer_float",    "WEBGL_color_buffer_float",  ]);  this._floatBlend = !!getExtension(gl, ["EXT_float_blend"]);  this._colorBufferHalfFloat = !!getExtension(gl, [    "EXT_color_buffer_half_float",  ]);  this._s3tc = !!getExtension(gl, [    "WEBGL_compressed_texture_s3tc",    "MOZ_WEBGL_compressed_texture_s3tc",    "WEBKIT_WEBGL_compressed_texture_s3tc",  ]);  this._pvrtc = !!getExtension(gl, [    "WEBGL_compressed_texture_pvrtc",    "WEBKIT_WEBGL_compressed_texture_pvrtc",  ]);  this._astc = !!getExtension(gl, ["WEBGL_compressed_texture_astc"]);  this._etc = !!getExtension(gl, ["WEBG_compressed_texture_etc"]);  this._etc1 = !!getExtension(gl, ["WEBGL_compressed_texture_etc1"]);  this._bc7 = !!getExtension(gl, ["EXT_texture_compression_bptc"]);  // It is necessary to pass supported formats to loadKTX2  // because imagery layers don't have access to the context.  loadKTX2.setKTX2SupportedFormats(    this._s3tc,    this._pvrtc,    this._astc,    this._etc,    this._etc1,    this._bc7  );  const textureFilterAnisotropic = options.allowTextureFilterAnisotropic    ? getExtension(gl, [        "EXT_texture_filter_anisotropic",        "WEBKIT_EXT_texture_filter_anisotropic",      ])    : undefined;  this._textureFilterAnisotropic = textureFilterAnisotropic;  ContextLimits._maximumTextureFilterAnisotropy = defined(    textureFilterAnisotropic  )    ? gl.getParameter(textureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT)    : 1.0;  let glCreateVertexArray;  let glBindVertexArray;  let glDeleteVertexArray;  let glDrawElementsInstanced;  let glDrawArraysInstanced;  let glVertexAttribDivisor;  let glDrawBuffers;  let vertexArrayObject;  let instancedArrays;  let drawBuffers;  if (webgl2) {    const that = this;    glCreateVertexArray = function () {      return that._gl.createVertexArray();    };    glBindVertexArray = function (vao) {      that._gl.bindVertexArray(vao);    };    glDeleteVertexArray = function (vao) {      that._gl.deleteVertexArray(vao);    };    glDrawElementsInstanced = function (      mode,      count,      type,      offset,      instanceCount    ) {      gl.drawElementsInstanced(mode, count, type, offset, instanceCount);    };    glDrawArraysInstanced = function (mode, first, count, instanceCount) {      gl.drawArraysInstanced(mode, first, count, instanceCount);    };    glVertexAttribDivisor = function (index, divisor) {      gl.vertexAttribDivisor(index, divisor);    };    glDrawBuffers = function (buffers) {      gl.drawBuffers(buffers);    };  } else {    vertexArrayObject = getExtension(gl, ["OES_vertex_array_object"]);    if (defined(vertexArrayObject)) {      glCreateVertexArray = function () {        return vertexArrayObject.createVertexArrayOES();      };      glBindVertexArray = function (vertexArray) {        vertexArrayObject.bindVertexArrayOES(vertexArray);      };      glDeleteVertexArray = function (vertexArray) {        vertexArrayObject.deleteVertexArrayOES(vertexArray);      };    }    instancedArrays = getExtension(gl, ["ANGLE_instanced_arrays"]);    if (defined(instancedArrays)) {      glDrawElementsInstanced = function (        mode,        count,        type,        offset,        instanceCount      ) {        instancedArrays.drawElementsInstancedANGLE(          mode,          count,          type,          offset,          instanceCount        );      };      glDrawArraysInstanced = function (mode, first, count, instanceCount) {        instancedArrays.drawArraysInstancedANGLE(          mode,          first,          count,          instanceCount        );      };      glVertexAttribDivisor = function (index, divisor) {        instancedArrays.vertexAttribDivisorANGLE(index, divisor);      };    }    drawBuffers = getExtension(gl, ["WEBGL_draw_buffers"]);    if (defined(drawBuffers)) {      glDrawBuffers = function (buffers) {        drawBuffers.drawBuffersWEBGL(buffers);      };    }  }  this.glCreateVertexArray = glCreateVertexArray;  this.glBindVertexArray = glBindVertexArray;  this.glDeleteVertexArray = glDeleteVertexArray;  this.glDrawElementsInstanced = glDrawElementsInstanced;  this.glDrawArraysInstanced = glDrawArraysInstanced;  this.glVertexAttribDivisor = glVertexAttribDivisor;  this.glDrawBuffers = glDrawBuffers;  this._vertexArrayObject = !!vertexArrayObject;  this._instancedArrays = !!instancedArrays;  this._drawBuffers = !!drawBuffers;  ContextLimits._maximumDrawBuffers = this.drawBuffers    ? gl.getParameter(WebGLConstants.MAX_DRAW_BUFFERS)    : 1;  ContextLimits._maximumColorAttachments = this.drawBuffers    ? gl.getParameter(WebGLConstants.MAX_COLOR_ATTACHMENTS)    : 1;  this._clearColor = new Color(0.0, 0.0, 0.0, 0.0);  this._clearDepth = 1.0;  this._clearStencil = 0;  const us = new UniformState();  const ps = new PassState(this);  const rs = RenderState.fromCache();  this._defaultPassState = ps;  this._defaultRenderState = rs;  // default texture has a value of (1, 1, 1)  // default emissive texture has a value of (0, 0, 0)  // default normal texture is +z which is encoded as (0.5, 0.5, 1)  this._defaultTexture = undefined;  this._defaultEmissiveTexture = undefined;  this._defaultNormalTexture = undefined;  this._defaultCubeMap = undefined;  this._us = us;  this._currentRenderState = rs;  this._currentPassState = ps;  this._currentFramebuffer = undefined;  this._maxFrameTextureUnitIndex = 0;  // Vertex attribute divisor state cache. Workaround for ANGLE (also look at VertexArray.setVertexAttribDivisor)  this._vertexAttribDivisors = [];  this._previousDrawInstanced = false;  for (let i = 0; i < ContextLimits._maximumVertexAttributes; i++) {    this._vertexAttribDivisors.push(0);  }  this._pickObjects = {};  this._nextPickColor = new Uint32Array(1);  /**   * @example   * {   *   webgl : {   *     alpha : false,   *     depth : true,   *     stencil : false,   *     antialias : true,   *     premultipliedAlpha : true,   *     preserveDrawingBuffer : false,   *     failIfMajorPerformanceCaveat : true   *   },   *   allowTextureFilterAnisotropic : true   * }   */  this.options = options;  /**   * A cache of objects tied to this context.  Just before the Context is destroyed,   * <code>destroy</code> will be invoked on each object in this object literal that has   * such a method.  This is useful for caching any objects that might otherwise   * be stored globally, except they're tied to a particular context, and to manage   * their lifetime.   *   * @type {Object}   */  this.cache = {};  RenderState.apply(gl, rs, ps);}const defaultFramebufferMarker = {};Object.defineProperties(Context.prototype, {  id: {    get: function () {      return this._id;    },  },  webgl2: {    get: function () {      return this._webgl2;    },  },  canvas: {    get: function () {      return this._canvas;    },  },  shaderCache: {    get: function () {      return this._shaderCache;    },  },  textureCache: {    get: function () {      return this._textureCache;    },  },  uniformState: {    get: function () {      return this._us;    },  },  /**   * The number of stencil bits per pixel in the default bound framebuffer.  The minimum is eight bits.   * @memberof Context.prototype   * @type {Number}   * @see {@link https://www.khronos.org/opengles/sdk/docs/man/xhtml/glGet.xml|glGet} with <code>STENCIL_BITS</code>.   */  stencilBits: {    get: function () {      return this._stencilBits;    },  },  /**   * <code>true</code> if the WebGL context supports stencil buffers.   * Stencil buffers are not supported by all systems.   * @memberof Context.prototype   * @type {Boolean}   */  stencilBuffer: {    get: function () {      return this._stencilBits >= 8;    },  },  /**   * <code>true</code> if the WebGL context supports antialiasing.  By default   * antialiasing is requested, but it is not supported by all systems.   * @memberof Context.prototype   * @type {Boolean}   */  antialias: {    get: function () {      return this._antialias;    },  },  /**   * <code>true</code> if the WebGL context supports multisample antialiasing. Requires   * WebGL2.   * @memberof Context.prototype   * @type {Boolean}   */  msaa: {    get: function () {      return this._webgl2;    },  },  /**   * <code>true</code> if the OES_standard_derivatives extension is supported.  This   * extension provides access to <code>dFdx</code>, <code>dFdy</code>, and <code>fwidth</code>   * functions from GLSL.  A shader using these functions still needs to explicitly enable the   * extension with <code>#extension GL_OES_standard_derivatives : enable</code>.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link http://www.khronos.org/registry/gles/extensions/OES/OES_standard_derivatives.txt|OES_standard_derivatives}   */  standardDerivatives: {    get: function () {      return this._standardDerivatives || this._webgl2;    },  },  /**   * <code>true</code> if the EXT_float_blend extension is supported. This   * extension enables blending with 32-bit float values.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link https://www.khronos.org/registry/webgl/extensions/EXT_float_blend/}   */  floatBlend: {    get: function () {      return this._floatBlend;    },  },  /**   * <code>true</code> if the EXT_blend_minmax extension is supported.  This   * extension extends blending capabilities by adding two new blend equations:   * the minimum or maximum color components of the source and destination colors.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link https://www.khronos.org/registry/webgl/extensions/EXT_blend_minmax/}   */  blendMinmax: {    get: function () {      return this._blendMinmax || this._webgl2;    },  },  /**   * <code>true</code> if the OES_element_index_uint extension is supported.  This   * extension allows the use of unsigned int indices, which can improve performance by   * eliminating batch breaking caused by unsigned short indices.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link http://www.khronos.org/registry/webgl/extensions/OES_element_index_uint/|OES_element_index_uint}   */  elementIndexUint: {    get: function () {      return this._elementIndexUint || this._webgl2;    },  },  /**   * <code>true</code> if WEBGL_depth_texture is supported.  This extension provides   * access to depth textures that, for example, can be attached to framebuffers for shadow mapping.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link http://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/|WEBGL_depth_texture}   */  depthTexture: {    get: function () {      return this._depthTexture || this._webgl2;    },  },  /**   * <code>true</code> if OES_texture_float is supported. This extension provides   * access to floating point textures that, for example, can be attached to framebuffers for high dynamic range.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link https://www.khronos.org/registry/webgl/extensions/OES_texture_float/}   */  floatingPointTexture: {    get: function () {      return this._webgl2 || this._textureFloat;    },  },  /**   * <code>true</code> if OES_texture_half_float is supported. This extension provides   * access to floating point textures that, for example, can be attached to framebuffers for high dynamic range.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link https://www.khronos.org/registry/webgl/extensions/OES_texture_half_float/}   */  halfFloatingPointTexture: {    get: function () {      return this._webgl2 || this._textureHalfFloat;    },  },  /**   * <code>true</code> if OES_texture_float_linear is supported. This extension provides   * access to linear sampling methods for minification and magnification filters of floating-point textures.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link https://www.khronos.org/registry/webgl/extensions/OES_texture_float_linear/}   */  textureFloatLinear: {    get: function () {      return this._textureFloatLinear;    },  },  /**   * <code>true</code> if OES_texture_half_float_linear is supported. This extension provides   * access to linear sampling methods for minification and magnification filters of half floating-point textures.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link https://www.khronos.org/registry/webgl/extensions/OES_texture_half_float_linear/}   */  textureHalfFloatLinear: {    get: function () {      return (        (this._webgl2 && this._textureFloatLinear) ||        (!this._webgl2 && this._textureHalfFloatLinear)      );    },  },  /**   * <code>true</code> if EXT_texture_filter_anisotropic is supported. This extension provides   * access to anisotropic filtering for textured surfaces at an oblique angle from the viewer.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link https://www.khronos.org/registry/webgl/extensions/EXT_texture_filter_anisotropic/}   */  textureFilterAnisotropic: {    get: function () {      return !!this._textureFilterAnisotropic;    },  },  /**   * <code>true</code> if WEBGL_compressed_texture_s3tc is supported.  This extension provides   * access to DXT compressed textures.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/}   */  s3tc: {    get: function () {      return this._s3tc;    },  },  /**   * <code>true</code> if WEBGL_compressed_texture_pvrtc is supported.  This extension provides   * access to PVR compressed textures.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/}   */  pvrtc: {    get: function () {      return this._pvrtc;    },  },  /**   * <code>true</code> if WEBGL_compressed_texture_astc is supported.  This extension provides   * access to ASTC compressed textures.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_astc/}   */  astc: {    get: function () {      return this._astc;    },  },  /**   * <code>true</code> if WEBGL_compressed_texture_etc is supported.  This extension provides   * access to ETC compressed textures.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc/}   */  etc: {    get: function () {      return this._etc;    },  },  /**   * <code>true</code> if WEBGL_compressed_texture_etc1 is supported.  This extension provides   * access to ETC1 compressed textures.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/}   */  etc1: {    get: function () {      return this._etc1;    },  },  /**   * <code>true</code> if EXT_texture_compression_bptc is supported.  This extension provides   * access to BC7 compressed textures.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link https://www.khronos.org/registry/webgl/extensions/EXT_texture_compression_bptc/}   */  bc7: {    get: function () {      return this._bc7;    },  },  /**   * <code>true</code> if S3TC, PVRTC, ASTC, ETC, ETC1, or BC7 compression is supported.   * @memberof Context.prototype   * @type {Boolean}   */  supportsBasis: {    get: function () {      return (        this._s3tc ||        this._pvrtc ||        this._astc ||        this._etc ||        this._etc1 ||        this._bc7      );    },  },  /**   * <code>true</code> if the OES_vertex_array_object extension is supported.  This   * extension can improve performance by reducing the overhead of switching vertex arrays.   * When enabled, this extension is automatically used by {@link VertexArray}.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link http://www.khronos.org/registry/webgl/extensions/OES_vertex_array_object/|OES_vertex_array_object}   */  vertexArrayObject: {    get: function () {      return this._vertexArrayObject || this._webgl2;    },  },  /**   * <code>true</code> if the EXT_frag_depth extension is supported.  This   * extension provides access to the <code>gl_FragDepthEXT</code> built-in output variable   * from GLSL fragment shaders.  A shader using these functions still needs to explicitly enable the   * extension with <code>#extension GL_EXT_frag_depth : enable</code>.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link http://www.khronos.org/registry/webgl/extensions/EXT_frag_depth/|EXT_frag_depth}   */  fragmentDepth: {    get: function () {      return this._fragDepth || this._webgl2;    },  },  /**   * <code>true</code> if the ANGLE_instanced_arrays extension is supported.  This   * extension provides access to instanced rendering.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link https://www.khronos.org/registry/webgl/extensions/ANGLE_instanced_arrays}   */  instancedArrays: {    get: function () {      return this._instancedArrays || this._webgl2;    },  },  /**   * <code>true</code> if the EXT_color_buffer_float extension is supported.  This   * extension makes the gl.RGBA32F format color renderable.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link https://www.khronos.org/registry/webgl/extensions/WEBGL_color_buffer_float/}   * @see {@link https://www.khronos.org/registry/webgl/extensions/EXT_color_buffer_float/}   */  colorBufferFloat: {    get: function () {      return this._colorBufferFloat;    },  },  /**   * <code>true</code> if the EXT_color_buffer_half_float extension is supported.  This   * extension makes the format gl.RGBA16F format color renderable.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link https://www.khronos.org/registry/webgl/extensions/EXT_color_buffer_half_float/}   * @see {@link https://www.khronos.org/registry/webgl/extensions/EXT_color_buffer_float/}   */  colorBufferHalfFloat: {    get: function () {      return (        (this._webgl2 && this._colorBufferFloat) ||        (!this._webgl2 && this._colorBufferHalfFloat)      );    },  },  /**   * <code>true</code> if the WEBGL_draw_buffers extension is supported. This   * extensions provides support for multiple render targets. The framebuffer object can have mutiple   * color attachments and the GLSL fragment shader can write to the built-in output array <code>gl_FragData</code>.   * A shader using this feature needs to explicitly enable the extension with   * <code>#extension GL_EXT_draw_buffers : enable</code>.   * @memberof Context.prototype   * @type {Boolean}   * @see {@link http://www.khronos.org/registry/webgl/extensions/WEBGL_draw_buffers/|WEBGL_draw_buffers}   */  drawBuffers: {    get: function () {      return this._drawBuffers || this._webgl2;    },  },  debugShaders: {    get: function () {      return this._debugShaders;    },  },  throwOnWebGLError: {    get: function () {      return this._throwOnWebGLError;    },    set: function (value) {      this._throwOnWebGLError = value;      this._gl = wrapGL(        this._originalGLContext,        value ? throwOnError : undefined      );    },  },  /**   * A 1x1 RGBA texture initialized to [255, 255, 255, 255].  This can   * be used as a placeholder texture while other textures are downloaded.   * @memberof Context.prototype   * @type {Texture}   */  defaultTexture: {    get: function () {      if (this._defaultTexture === undefined) {        this._defaultTexture = new Texture({          context: this,          source: {            width: 1,            height: 1,            arrayBufferView: new Uint8Array([255, 255, 255, 255]),          },          flipY: false,        });      }      return this._defaultTexture;    },  },  /**   * A 1x1 RGB texture initialized to [0, 0, 0] representing a material that is   * not emissive. This can be used as a placeholder texture for emissive   * textures while other textures are downloaded.   * @memberof Context.prototype   * @type {Texture}   */  defaultEmissiveTexture: {    get: function () {      if (this._defaultEmissiveTexture === undefined) {        this._defaultEmissiveTexture = new Texture({          context: this,          pixelFormat: PixelFormat.RGB,          source: {            width: 1,            height: 1,            arrayBufferView: new Uint8Array([0, 0, 0]),          },          flipY: false,        });      }      return this._defaultEmissiveTexture;    },  },  /**   * A 1x1 RGBA texture initialized to [128, 128, 255] to encode a tangent   * space normal pointing in the +z direction, i.e. (0, 0, 1). This can   * be used as a placeholder normal texture while other textures are   * downloaded.   * @memberof Context.prototype   * @type {Texture}   */  defaultNormalTexture: {    get: function () {      if (this._defaultNormalTexture === undefined) {        this._defaultNormalTexture = new Texture({          context: this,          pixelFormat: PixelFormat.RGB,          source: {            width: 1,            height: 1,            arrayBufferView: new Uint8Array([128, 128, 255]),          },          flipY: false,        });      }      return this._defaultNormalTexture;    },  },  /**   * A cube map, where each face is a 1x1 RGBA texture initialized to   * [255, 255, 255, 255].  This can be used as a placeholder cube map while   * other cube maps are downloaded.   * @memberof Context.prototype   * @type {CubeMap}   */  defaultCubeMap: {    get: function () {      if (this._defaultCubeMap === undefined) {        const face = {          width: 1,          height: 1,          arrayBufferView: new Uint8Array([255, 255, 255, 255]),        };        this._defaultCubeMap = new CubeMap({          context: this,          source: {            positiveX: face,            negativeX: face,            positiveY: face,            negativeY: face,            positiveZ: face,            negativeZ: face,          },          flipY: false,        });      }      return this._defaultCubeMap;    },  },  /**   * The drawingBufferHeight of the underlying GL context.   * @memberof Context.prototype   * @type {Number}   * @see {@link https://www.khronos.org/registry/webgl/specs/1.0/#DOM-WebGLRenderingContext-drawingBufferHeight|drawingBufferHeight}   */  drawingBufferHeight: {    get: function () {      return this._gl.drawingBufferHeight;    },  },  /**   * The drawingBufferWidth of the underlying GL context.   * @memberof Context.prototype   * @type {Number}   * @see {@link https://www.khronos.org/registry/webgl/specs/1.0/#DOM-WebGLRenderingContext-drawingBufferWidth|drawingBufferWidth}   */  drawingBufferWidth: {    get: function () {      return this._gl.drawingBufferWidth;    },  },  /**   * Gets an object representing the currently bound framebuffer.  While this instance is not an actual   * {@link Framebuffer}, it is used to represent the default framebuffer in calls to   * {@link Texture.fromFramebuffer}.   * @memberof Context.prototype   * @type {Object}   */  defaultFramebuffer: {    get: function () {      return defaultFramebufferMarker;    },  },});/** * Validates a framebuffer. * Available in debug builds only. * @private */function validateFramebuffer(context) {  //>>includeStart('debug', pragmas.debug);  if (context.validateFramebuffer) {    const gl = context._gl;    const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);    if (status !== gl.FRAMEBUFFER_COMPLETE) {      let message;      switch (status) {        case gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT:          message =            "Framebuffer is not complete.  Incomplete attachment: at least one attachment point with a renderbuffer or texture attached has its attached object no longer in existence or has an attached image with a width or height of zero, or the color attachment point has a non-color-renderable image attached, or the depth attachment point has a non-depth-renderable image attached, or the stencil attachment point has a non-stencil-renderable image attached.  Color-renderable formats include GL_RGBA4, GL_RGB5_A1, and GL_RGB565. GL_DEPTH_COMPONENT16 is the only depth-renderable format. GL_STENCIL_INDEX8 is the only stencil-renderable format.";          break;        case gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS:          message =            "Framebuffer is not complete.  Incomplete dimensions: not all attached images have the same width and height.";          break;        case gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:          message =            "Framebuffer is not complete.  Missing attachment: no images are attached to the framebuffer.";          break;        case gl.FRAMEBUFFER_UNSUPPORTED:          message =            "Framebuffer is not complete.  Unsupported: the combination of internal formats of the attached images violates an implementation-dependent set of restrictions.";          break;      }      throw new DeveloperError(message);    }  }  //>>includeEnd('debug');}function applyRenderState(context, renderState, passState, clear) {  const previousRenderState = context._currentRenderState;  const previousPassState = context._currentPassState;  context._currentRenderState = renderState;  context._currentPassState = passState;  RenderState.partialApply(    context._gl,    previousRenderState,    renderState,    previousPassState,    passState,    clear  );}let scratchBackBufferArray;// this check must use typeof, not defined, because defined doesn't work with undeclared variables.if (typeof WebGLRenderingContext !== "undefined") {  scratchBackBufferArray = [WebGLConstants.BACK];}function bindFramebuffer(context, framebuffer) {  if (framebuffer !== context._currentFramebuffer) {    context._currentFramebuffer = framebuffer;    let buffers = scratchBackBufferArray;    if (defined(framebuffer)) {      framebuffer._bind();      validateFramebuffer(context);      // TODO: Need a way for a command to give what draw buffers are active.      buffers = framebuffer._getActiveColorAttachments();    } else {      const gl = context._gl;      gl.bindFramebuffer(gl.FRAMEBUFFER, null);    }    if (context.drawBuffers) {      context.glDrawBuffers(buffers);    }  }}const defaultClearCommand = new ClearCommand();Context.prototype.clear = function (clearCommand, passState) {  clearCommand = defaultValue(clearCommand, defaultClearCommand);  passState = defaultValue(passState, this._defaultPassState);  const gl = this._gl;  let bitmask = 0;  const c = clearCommand.color;  const d = clearCommand.depth;  const s = clearCommand.stencil;  if (defined(c)) {    if (!Color.equals(this._clearColor, c)) {      Color.clone(c, this._clearColor);      gl.clearColor(c.red, c.green, c.blue, c.alpha);    }    bitmask |= gl.COLOR_BUFFER_BIT;  }  if (defined(d)) {    if (d !== this._clearDepth) {      this._clearDepth = d;      gl.clearDepth(d);    }    bitmask |= gl.DEPTH_BUFFER_BIT;  }  if (defined(s)) {    if (s !== this._clearStencil) {      this._clearStencil = s;      gl.clearStencil(s);    }    bitmask |= gl.STENCIL_BUFFER_BIT;  }  const rs = defaultValue(clearCommand.renderState, this._defaultRenderState);  applyRenderState(this, rs, passState, true);  // The command's framebuffer takes presidence over the pass' framebuffer, e.g., for off-screen rendering.  const framebuffer = defaultValue(    clearCommand.framebuffer,    passState.framebuffer  );  bindFramebuffer(this, framebuffer);  gl.clear(bitmask);};function beginDraw(  context,  framebuffer,  passState,  shaderProgram,  renderState) {  //>>includeStart('debug', pragmas.debug);  if (defined(framebuffer) && renderState.depthTest) {    if (renderState.depthTest.enabled && !framebuffer.hasDepthAttachment) {      throw new DeveloperError(        "The depth test can not be enabled (drawCommand.renderState.depthTest.enabled) because the framebuffer (drawCommand.framebuffer) does not have a depth or depth-stencil renderbuffer."      );    }  }  //>>includeEnd('debug');  bindFramebuffer(context, framebuffer);  applyRenderState(context, renderState, passState, false);  shaderProgram._bind();  context._maxFrameTextureUnitIndex = Math.max(    context._maxFrameTextureUnitIndex,    shaderProgram.maximumTextureUnitIndex  );}function continueDraw(context, drawCommand, shaderProgram, uniformMap) {  const primitiveType = drawCommand._primitiveType;  const va = drawCommand._vertexArray;  let offset = drawCommand._offset;  let count = drawCommand._count;  const instanceCount = drawCommand.instanceCount;  //>>includeStart('debug', pragmas.debug);  if (!PrimitiveType.validate(primitiveType)) {    throw new DeveloperError(      "drawCommand.primitiveType is required and must be valid."    );  }  Check.defined("drawCommand.vertexArray", va);  Check.typeOf.number.greaterThanOrEquals("drawCommand.offset", offset, 0);  if (defined(count)) {    Check.typeOf.number.greaterThanOrEquals("drawCommand.count", count, 0);  }  Check.typeOf.number.greaterThanOrEquals(    "drawCommand.instanceCount",    instanceCount,    0  );  if (instanceCount > 0 && !context.instancedArrays) {    throw new DeveloperError("Instanced arrays extension is not supported");  }  //>>includeEnd('debug');  context._us.model = defaultValue(drawCommand._modelMatrix, Matrix4.IDENTITY);  shaderProgram._setUniforms(    uniformMap,    context._us,    context.validateShaderProgram  );  va._bind();  const indexBuffer = va.indexBuffer;  if (defined(indexBuffer)) {    offset = offset * indexBuffer.bytesPerIndex; // offset in vertices to offset in bytes    count = defaultValue(count, indexBuffer.numberOfIndices);    if (instanceCount === 0) {      context._gl.drawElements(        primitiveType,        count,        indexBuffer.indexDatatype,        offset      );    } else {      context.glDrawElementsInstanced(        primitiveType,        count,        indexBuffer.indexDatatype,        offset,        instanceCount      );    }  } else {    count = defaultValue(count, va.numberOfVertices);    if (instanceCount === 0) {      context._gl.drawArrays(primitiveType, offset, count);    } else {      context.glDrawArraysInstanced(        primitiveType,        offset,        count,        instanceCount      );    }  }  va._unBind();}Context.prototype.draw = function (  drawCommand,  passState,  shaderProgram,  uniformMap) {  //>>includeStart('debug', pragmas.debug);  Check.defined("drawCommand", drawCommand);  Check.defined("drawCommand.shaderProgram", drawCommand._shaderProgram);  //>>includeEnd('debug');  passState = defaultValue(passState, this._defaultPassState);  // The command's framebuffer takes presidence over the pass' framebuffer, e.g., for off-screen rendering.  const framebuffer = defaultValue(    drawCommand._framebuffer,    passState.framebuffer  );  const renderState = defaultValue(    drawCommand._renderState,    this._defaultRenderState  );  shaderProgram = defaultValue(shaderProgram, drawCommand._shaderProgram);  uniformMap = defaultValue(uniformMap, drawCommand._uniformMap);  beginDraw(this, framebuffer, passState, shaderProgram, renderState);  continueDraw(this, drawCommand, shaderProgram, uniformMap);};Context.prototype.endFrame = function () {  const gl = this._gl;  gl.useProgram(null);  this._currentFramebuffer = undefined;  gl.bindFramebuffer(gl.FRAMEBUFFER, null);  const buffers = scratchBackBufferArray;  if (this.drawBuffers) {    this.glDrawBuffers(buffers);  }  const length = this._maxFrameTextureUnitIndex;  this._maxFrameTextureUnitIndex = 0;  for (let i = 0; i < length; ++i) {    gl.activeTexture(gl.TEXTURE0 + i);    gl.bindTexture(gl.TEXTURE_2D, null);    gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);  }};Context.prototype.readPixels = function (readState) {  const gl = this._gl;  readState = defaultValue(readState, defaultValue.EMPTY_OBJECT);  const x = Math.max(defaultValue(readState.x, 0), 0);  const y = Math.max(defaultValue(readState.y, 0), 0);  const width = defaultValue(readState.width, gl.drawingBufferWidth);  const height = defaultValue(readState.height, gl.drawingBufferHeight);  const framebuffer = readState.framebuffer;  //>>includeStart('debug', pragmas.debug);  Check.typeOf.number.greaterThan("readState.width", width, 0);  Check.typeOf.number.greaterThan("readState.height", height, 0);  //>>includeEnd('debug');  let pixelDatatype = PixelDatatype.UNSIGNED_BYTE;  if (defined(framebuffer) && framebuffer.numberOfColorAttachments > 0) {    pixelDatatype = framebuffer.getColorTexture(0).pixelDatatype;  }  const pixels = PixelFormat.createTypedArray(    PixelFormat.RGBA,    pixelDatatype,    width,    height  );  bindFramebuffer(this, framebuffer);  gl.readPixels(    x,    y,    width,    height,    PixelFormat.RGBA,    PixelDatatype.toWebGLConstant(pixelDatatype, this),    pixels  );  return pixels;};const viewportQuadAttributeLocations = {  position: 0,  textureCoordinates: 1,};Context.prototype.getViewportQuadVertexArray = function () {  // Per-context cache for viewport quads  let vertexArray = this.cache.viewportQuad_vertexArray;  if (!defined(vertexArray)) {    const geometry = new Geometry({      attributes: {        position: new GeometryAttribute({          componentDatatype: ComponentDatatype.FLOAT,          componentsPerAttribute: 2,          values: [-1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0],        }),        textureCoordinates: new GeometryAttribute({          componentDatatype: ComponentDatatype.FLOAT,          componentsPerAttribute: 2,          values: [0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0],        }),      },      // Workaround Internet Explorer 11.0.8 lack of TRIANGLE_FAN      indices: new Uint16Array([0, 1, 2, 0, 2, 3]),      primitiveType: PrimitiveType.TRIANGLES,    });    vertexArray = VertexArray.fromGeometry({      context: this,      geometry: geometry,      attributeLocations: viewportQuadAttributeLocations,      bufferUsage: BufferUsage.STATIC_DRAW,      interleave: true,    });    this.cache.viewportQuad_vertexArray = vertexArray;  }  return vertexArray;};Context.prototype.createViewportQuadCommand = function (  fragmentShaderSource,  overrides) {  overrides = defaultValue(overrides, defaultValue.EMPTY_OBJECT);  return new DrawCommand({    vertexArray: this.getViewportQuadVertexArray(),    primitiveType: PrimitiveType.TRIANGLES,    renderState: overrides.renderState,    shaderProgram: ShaderProgram.fromCache({      context: this,      vertexShaderSource: ViewportQuadVS,      fragmentShaderSource: fragmentShaderSource,      attributeLocations: viewportQuadAttributeLocations,    }),    uniformMap: overrides.uniformMap,    owner: overrides.owner,    framebuffer: overrides.framebuffer,    pass: overrides.pass,  });};/** * Gets the object associated with a pick color. * * @param {Color} pickColor The pick color. * @returns {Object} The object associated with the pick color, or undefined if no object is associated with that color. * * @example * const object = context.getObjectByPickColor(pickColor); * * @see Context#createPickId */Context.prototype.getObjectByPickColor = function (pickColor) {  //>>includeStart('debug', pragmas.debug);  Check.defined("pickColor", pickColor);  //>>includeEnd('debug');  return this._pickObjects[pickColor.toRgba()];};function PickId(pickObjects, key, color) {  this._pickObjects = pickObjects;  this.key = key;  this.color = color;}Object.defineProperties(PickId.prototype, {  object: {    get: function () {      return this._pickObjects[this.key];    },    set: function (value) {      this._pickObjects[this.key] = value;    },  },});PickId.prototype.destroy = function () {  delete this._pickObjects[this.key];  return undefined;};/** * Creates a unique ID associated with the input object for use with color-buffer picking. * The ID has an RGBA color value unique to this context.  You must call destroy() * on the pick ID when destroying the input object. * * @param {Object} object The object to associate with the pick ID. * @returns {Object} A PickId object with a <code>color</code> property. * * @exception {RuntimeError} Out of unique Pick IDs. * * * @example * this._pickId = context.createPickId({ *   primitive : this, *   id : this.id * }); * * @see Context#getObjectByPickColor */Context.prototype.createPickId = function (object) {  //>>includeStart('debug', pragmas.debug);  Check.defined("object", object);  //>>includeEnd('debug');  // the increment and assignment have to be separate statements to  // actually detect overflow in the Uint32 value  ++this._nextPickColor[0];  const key = this._nextPickColor[0];  if (key === 0) {    // In case of overflow    throw new RuntimeError("Out of unique Pick IDs.");  }  this._pickObjects[key] = object;  return new PickId(this._pickObjects, key, Color.fromRgba(key));};Context.prototype.isDestroyed = function () {  return false;};Context.prototype.destroy = function () {  // Destroy all objects in the cache that have a destroy method.  const cache = this.cache;  for (const property in cache) {    if (cache.hasOwnProperty(property)) {      const propertyValue = cache[property];      if (defined(propertyValue.destroy)) {        propertyValue.destroy();      }    }  }  this._shaderCache = this._shaderCache.destroy();  this._textureCache = this._textureCache.destroy();  this._defaultTexture = this._defaultTexture && this._defaultTexture.destroy();  this._defaultEmissiveTexture =    this._defaultEmissiveTexture && this._defaultEmissiveTexture.destroy();  this._defaultNormalTexture =    this._defaultNormalTexture && this._defaultNormalTexture.destroy();  this._defaultCubeMap = this._defaultCubeMap && this._defaultCubeMap.destroy();  return destroyObject(this);};export default Context;
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