@itwin/core-frontend 3.0.0-dev.105 → 3.0.0-dev.106

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (135) hide show
  1. package/lib/cjs/ApproximateTerrainHeights.js +3 -3
  2. package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
  3. package/lib/cjs/RealityDataSource.d.ts +1 -0
  4. package/lib/cjs/RealityDataSource.d.ts.map +1 -1
  5. package/lib/cjs/RealityDataSource.js +8 -1
  6. package/lib/cjs/RealityDataSource.js.map +1 -1
  7. package/lib/cjs/TwoWayViewportSync.d.ts +35 -6
  8. package/lib/cjs/TwoWayViewportSync.d.ts.map +1 -1
  9. package/lib/cjs/TwoWayViewportSync.js +51 -11
  10. package/lib/cjs/TwoWayViewportSync.js.map +1 -1
  11. package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
  12. package/lib/cjs/render/webgl/PlanarClassifier.js +4 -2
  13. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  14. package/lib/cjs/render/webgl/glsl/PlanarClassification.d.ts.map +1 -1
  15. package/lib/cjs/render/webgl/glsl/PlanarClassification.js +10 -1
  16. package/lib/cjs/render/webgl/glsl/PlanarClassification.js.map +1 -1
  17. package/lib/cjs/tile/OrbitGtTileTree.d.ts.map +1 -1
  18. package/lib/cjs/tile/OrbitGtTileTree.js +4 -0
  19. package/lib/cjs/tile/OrbitGtTileTree.js.map +1 -1
  20. package/lib/cjs/tile/internal.d.ts +1 -0
  21. package/lib/cjs/tile/internal.d.ts.map +1 -1
  22. package/lib/cjs/tile/internal.js +1 -0
  23. package/lib/cjs/tile/internal.js.map +1 -1
  24. package/lib/cjs/tile/map/ArcGISTileMap.d.ts +22 -0
  25. package/lib/cjs/tile/map/ArcGISTileMap.d.ts.map +1 -0
  26. package/lib/cjs/tile/map/ArcGISTileMap.js +173 -0
  27. package/lib/cjs/tile/map/ArcGISTileMap.js.map +1 -0
  28. package/lib/cjs/tile/map/CesiumTerrainProvider.js +5 -4
  29. package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
  30. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +2 -2
  31. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  32. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +18 -40
  33. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  34. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.d.ts +6 -1
  35. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.d.ts.map +1 -1
  36. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +63 -21
  37. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
  38. package/lib/cjs/tile/map/ImageryTileTree.d.ts +4 -4
  39. package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
  40. package/lib/cjs/tile/map/ImageryTileTree.js +20 -24
  41. package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
  42. package/lib/cjs/tile/map/MapCartoRectangle.js +1 -1
  43. package/lib/cjs/tile/map/MapCartoRectangle.js.map +1 -1
  44. package/lib/cjs/tile/map/MapLayerImageryFormats.d.ts.map +1 -1
  45. package/lib/cjs/tile/map/MapLayerImageryFormats.js +17 -6
  46. package/lib/cjs/tile/map/MapLayerImageryFormats.js.map +1 -1
  47. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts +9 -4
  48. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  49. package/lib/cjs/tile/map/MapLayerImageryProvider.js +22 -4
  50. package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
  51. package/lib/cjs/tile/map/MapTile.d.ts.map +1 -1
  52. package/lib/cjs/tile/map/MapTile.js +4 -3
  53. package/lib/cjs/tile/map/MapTile.js.map +1 -1
  54. package/lib/cjs/tile/map/MapTileTree.js +1 -1
  55. package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
  56. package/lib/cjs/tile/map/MapTilingScheme.d.ts +7 -2
  57. package/lib/cjs/tile/map/MapTilingScheme.d.ts.map +1 -1
  58. package/lib/cjs/tile/map/MapTilingScheme.js +21 -8
  59. package/lib/cjs/tile/map/MapTilingScheme.js.map +1 -1
  60. package/lib/cjs/tile/map/QuadId.d.ts +1 -0
  61. package/lib/cjs/tile/map/QuadId.d.ts.map +1 -1
  62. package/lib/cjs/tile/map/QuadId.js +2 -1
  63. package/lib/cjs/tile/map/QuadId.js.map +1 -1
  64. package/lib/cjs/tile/map/WmtsCapabilities.d.ts +7 -0
  65. package/lib/cjs/tile/map/WmtsCapabilities.d.ts.map +1 -1
  66. package/lib/cjs/tile/map/WmtsCapabilities.js +16 -2
  67. package/lib/cjs/tile/map/WmtsCapabilities.js.map +1 -1
  68. package/lib/esm/ApproximateTerrainHeights.js +3 -3
  69. package/lib/esm/ApproximateTerrainHeights.js.map +1 -1
  70. package/lib/esm/RealityDataSource.d.ts +1 -0
  71. package/lib/esm/RealityDataSource.d.ts.map +1 -1
  72. package/lib/esm/RealityDataSource.js +8 -1
  73. package/lib/esm/RealityDataSource.js.map +1 -1
  74. package/lib/esm/TwoWayViewportSync.d.ts +35 -6
  75. package/lib/esm/TwoWayViewportSync.d.ts.map +1 -1
  76. package/lib/esm/TwoWayViewportSync.js +49 -10
  77. package/lib/esm/TwoWayViewportSync.js.map +1 -1
  78. package/lib/esm/render/webgl/PlanarClassifier.d.ts.map +1 -1
  79. package/lib/esm/render/webgl/PlanarClassifier.js +4 -2
  80. package/lib/esm/render/webgl/PlanarClassifier.js.map +1 -1
  81. package/lib/esm/render/webgl/glsl/PlanarClassification.d.ts.map +1 -1
  82. package/lib/esm/render/webgl/glsl/PlanarClassification.js +10 -1
  83. package/lib/esm/render/webgl/glsl/PlanarClassification.js.map +1 -1
  84. package/lib/esm/tile/OrbitGtTileTree.d.ts.map +1 -1
  85. package/lib/esm/tile/OrbitGtTileTree.js +4 -0
  86. package/lib/esm/tile/OrbitGtTileTree.js.map +1 -1
  87. package/lib/esm/tile/internal.d.ts +1 -0
  88. package/lib/esm/tile/internal.d.ts.map +1 -1
  89. package/lib/esm/tile/internal.js +1 -0
  90. package/lib/esm/tile/internal.js.map +1 -1
  91. package/lib/esm/tile/map/ArcGISTileMap.d.ts +22 -0
  92. package/lib/esm/tile/map/ArcGISTileMap.d.ts.map +1 -0
  93. package/lib/esm/tile/map/ArcGISTileMap.js +169 -0
  94. package/lib/esm/tile/map/ArcGISTileMap.js.map +1 -0
  95. package/lib/esm/tile/map/CesiumTerrainProvider.js +5 -4
  96. package/lib/esm/tile/map/CesiumTerrainProvider.js.map +1 -1
  97. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +2 -2
  98. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  99. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +19 -41
  100. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  101. package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.d.ts +6 -1
  102. package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.d.ts.map +1 -1
  103. package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +63 -21
  104. package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
  105. package/lib/esm/tile/map/ImageryTileTree.d.ts +4 -4
  106. package/lib/esm/tile/map/ImageryTileTree.d.ts.map +1 -1
  107. package/lib/esm/tile/map/ImageryTileTree.js +21 -25
  108. package/lib/esm/tile/map/ImageryTileTree.js.map +1 -1
  109. package/lib/esm/tile/map/MapCartoRectangle.js +1 -1
  110. package/lib/esm/tile/map/MapCartoRectangle.js.map +1 -1
  111. package/lib/esm/tile/map/MapLayerImageryFormats.d.ts.map +1 -1
  112. package/lib/esm/tile/map/MapLayerImageryFormats.js +17 -6
  113. package/lib/esm/tile/map/MapLayerImageryFormats.js.map +1 -1
  114. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts +9 -4
  115. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  116. package/lib/esm/tile/map/MapLayerImageryProvider.js +22 -4
  117. package/lib/esm/tile/map/MapLayerImageryProvider.js.map +1 -1
  118. package/lib/esm/tile/map/MapTile.d.ts.map +1 -1
  119. package/lib/esm/tile/map/MapTile.js +4 -3
  120. package/lib/esm/tile/map/MapTile.js.map +1 -1
  121. package/lib/esm/tile/map/MapTileTree.js +1 -1
  122. package/lib/esm/tile/map/MapTileTree.js.map +1 -1
  123. package/lib/esm/tile/map/MapTilingScheme.d.ts +7 -2
  124. package/lib/esm/tile/map/MapTilingScheme.d.ts.map +1 -1
  125. package/lib/esm/tile/map/MapTilingScheme.js +22 -9
  126. package/lib/esm/tile/map/MapTilingScheme.js.map +1 -1
  127. package/lib/esm/tile/map/QuadId.d.ts +1 -0
  128. package/lib/esm/tile/map/QuadId.d.ts.map +1 -1
  129. package/lib/esm/tile/map/QuadId.js +2 -1
  130. package/lib/esm/tile/map/QuadId.js.map +1 -1
  131. package/lib/esm/tile/map/WmtsCapabilities.d.ts +7 -0
  132. package/lib/esm/tile/map/WmtsCapabilities.d.ts.map +1 -1
  133. package/lib/esm/tile/map/WmtsCapabilities.js +16 -2
  134. package/lib/esm/tile/map/WmtsCapabilities.js.map +1 -1
  135. package/package.json +24 -24
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { dispose } from \"@itwin/core-bentley\";\r\nimport { Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Vector3d } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorDef, Frustum, FrustumPlanes, RenderMode, RenderTexture, SpatialClassifier, SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay,\r\n} from \"@itwin/core-common\";\r\nimport { PlanarClipMaskState } from \"../../PlanarClipMaskState\";\r\nimport { GraphicsCollectorDrawArgs, SpatialClassifierTileTreeReference, TileTreeReference } from \"../../tile/internal\";\r\nimport { SceneContext } from \"../../ViewContext\";\r\nimport { ViewState3d } from \"../../ViewState\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { PlanarClassifierTarget, RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { CachedGeometry, Combine3TexturesGeometry, CombineTexturesGeometry, ViewportQuadGeometry } from \"./CachedGeometry\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DrawCommands } from \"./DrawCommand\";\r\nimport { FrameBuffer } from \"./FrameBuffer\";\r\nimport { GL } from \"./GL\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { PlanarTextureProjection } from \"./PlanarTextureProjection\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { getDrawParams } from \"./ScratchDrawParams\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { Texture, TextureHandle } from \"./Texture\";\r\n\r\nexport enum PlanarClassifierContent { None = 0, MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3 }\r\n\r\nfunction createTexture(handle: TextureHandle): Texture {\r\n return new Texture({\r\n handle,\r\n ownership: \"external\",\r\n type: RenderTexture.Type.TileSection,\r\n });\r\n}\r\n\r\nfunction createTextureHandle(width: number, height: number, heightMult = 1.0) { return TextureHandle.createForAttachment(width, height * heightMult, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte); }\r\n\r\nclass ClassifierTextures implements WebGLDisposable {\r\n private constructor(public readonly color: Texture,\r\n public readonly feature: Texture,\r\n public readonly hilite: Texture) { }\r\n\r\n public get isDisposed(): boolean {\r\n return this.color.isDisposed\r\n && this.feature.isDisposed\r\n && this.hilite.isDisposed;\r\n }\r\n\r\n public dispose(): void {\r\n dispose(this.color);\r\n dispose(this.feature);\r\n dispose(this.hilite);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addPlanarClassifier(this.color.bytesUsed);\r\n stats.addPlanarClassifier(this.feature.bytesUsed);\r\n stats.addPlanarClassifier(this.hilite.bytesUsed);\r\n }\r\n\r\n public static create(width: number, height: number): ClassifierTextures | undefined {\r\n const hColor = createTextureHandle(width, height);\r\n const hFeature = createTextureHandle(width, height);\r\n const hHilite = createTextureHandle(width, height);\r\n if (!hColor || !hFeature || !hHilite)\r\n return undefined;\r\n\r\n const color = createTexture(hColor);\r\n const feature = createTexture(hFeature);\r\n const hilite = createTexture(hHilite);\r\n if (!color || !feature || !hilite)\r\n return undefined;\r\n\r\n return new ClassifierTextures(color, feature, hilite);\r\n }\r\n}\r\n\r\nabstract class ClassifierFrameBuffers implements WebGLDisposable {\r\n protected constructor(\r\n public readonly textures: ClassifierTextures,\r\n private readonly _hilite: FrameBuffer) { }\r\n\r\n public get isDisposed(): boolean {\r\n return this.textures.isDisposed && this._hilite.isDisposed;\r\n }\r\n\r\n public dispose(): void {\r\n dispose(this.textures);\r\n dispose(this._hilite);\r\n }\r\n\r\n public abstract draw(cmds: DrawCommands, target: Target): void;\r\n\r\n public drawHilite(cmds: DrawCommands, target: Target): void {\r\n const system = System.instance;\r\n const gl = system.context;\r\n system.frameBufferStack.execute(this._hilite, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n target.techniques.execute(target, cmds, RenderPass.Hilite);\r\n });\r\n }\r\n\r\n public static create(width: number, height: number): ClassifierFrameBuffers | undefined {\r\n const textures = ClassifierTextures.create(width, height);\r\n if (undefined === textures)\r\n return undefined;\r\n\r\n const hiliteFbo = FrameBuffer.create([textures.hilite.texture]);\r\n if (undefined === hiliteFbo)\r\n return undefined;\r\n\r\n if (System.instance.capabilities.supportsDrawBuffers)\r\n return ClassifierMRTFrameBuffers.createMRT(textures, hiliteFbo);\r\n else\r\n return ClassifierMPFrameBuffers.createMP(textures, hiliteFbo);\r\n }\r\n}\r\n\r\nclass ClassifierMRTFrameBuffers extends ClassifierFrameBuffers {\r\n private readonly _fbo: FrameBuffer;\r\n private readonly _clearGeom: ViewportQuadGeometry;\r\n\r\n private constructor(textures: ClassifierTextures, hilite: FrameBuffer, fbo: FrameBuffer, geom: ViewportQuadGeometry) {\r\n super(textures, hilite);\r\n this._fbo = fbo;\r\n this._clearGeom = geom;\r\n }\r\n\r\n public override get isDisposed(): boolean {\r\n return super.isDisposed\r\n && this._fbo.isDisposed\r\n && this._clearGeom.isDisposed;\r\n }\r\n\r\n public override dispose(): void {\r\n dispose(this._fbo);\r\n dispose(this._clearGeom);\r\n super.dispose();\r\n }\r\n\r\n public static createMRT(textures: ClassifierTextures, hilite: FrameBuffer): ClassifierMRTFrameBuffers | undefined {\r\n const fbo = FrameBuffer.create([textures.color.texture, textures.feature.texture]);\r\n if (undefined === fbo)\r\n return undefined;\r\n\r\n const geom = ViewportQuadGeometry.create(TechniqueId.ClearPickAndColor);\r\n return undefined !== geom ? new ClassifierMRTFrameBuffers(textures, hilite, fbo, geom) : undefined;\r\n }\r\n\r\n public draw(cmds: DrawCommands, target: Target): void {\r\n System.instance.frameBufferStack.execute(this._fbo, true, false, () => {\r\n target.techniques.draw(getDrawParams(target, this._clearGeom));\r\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\r\n });\r\n }\r\n}\r\n\r\nclass ClassifierMPFrameBuffers extends ClassifierFrameBuffers {\r\n private readonly _color: FrameBuffer;\r\n private readonly _feature: FrameBuffer;\r\n\r\n private constructor(textures: ClassifierTextures, hilite: FrameBuffer, color: FrameBuffer, feature: FrameBuffer) {\r\n super(textures, hilite);\r\n this._color = color;\r\n this._feature = feature;\r\n }\r\n\r\n public override get isDisposed(): boolean {\r\n return super.isDisposed\r\n && this._color.isDisposed\r\n && this._feature.isDisposed;\r\n }\r\n\r\n public override dispose(): void {\r\n dispose(this._color);\r\n dispose(this._feature);\r\n super.dispose();\r\n }\r\n\r\n public static createMP(textures: ClassifierTextures, hilite: FrameBuffer): ClassifierMPFrameBuffers | undefined {\r\n const color = FrameBuffer.create([textures.color.texture]);\r\n const feature = FrameBuffer.create([textures.feature.texture]);\r\n return undefined !== color && undefined !== feature ? new ClassifierMPFrameBuffers(textures, hilite, color, feature) : undefined;\r\n }\r\n\r\n public draw(cmds: DrawCommands, target: Target): void {\r\n const system = System.instance;\r\n const gl = system.context;\r\n const draw = (feature: boolean) => {\r\n const fbo = feature ? this._feature : this._color;\r\n system.frameBufferStack.execute(fbo, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n target.compositor.currentRenderTargetIndex = feature ? 1 : 0;\r\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\r\n });\r\n };\r\n\r\n draw(false);\r\n draw(true);\r\n }\r\n}\r\n\r\ninterface TextureAndFbo {\r\n texture: Texture;\r\n fbo: FrameBuffer;\r\n}\r\n\r\nabstract class SingleTextureFrameBuffer implements WebGLDisposable {\r\n public texture: Texture;\r\n protected fbo: FrameBuffer;\r\n public get isDisposed(): boolean { return this.texture.isDisposed && this.fbo.isDisposed; }\r\n public collectStatistics(stats: RenderMemory.Statistics): void { stats.addPlanarClassifier(this.texture.bytesUsed); }\r\n protected constructor(textureAndFbo: TextureAndFbo) {\r\n this.texture = textureAndFbo.texture;\r\n this.fbo = textureAndFbo.fbo;\r\n }\r\n public dispose(): void {\r\n dispose(this.texture);\r\n dispose(this.fbo);\r\n }\r\n public static createTextureAndFrameBuffer(width: number, height: number): TextureAndFbo | undefined {\r\n const hTexture = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n if (!hTexture)\r\n return undefined;\r\n\r\n const texture = new Texture({ type: RenderTexture.Type.TileSection, ownership: \"external\", handle: hTexture });\r\n if (!texture)\r\n return undefined;\r\n\r\n const fbo = FrameBuffer.create([texture.texture]);\r\n if (undefined === fbo)\r\n return undefined;\r\n\r\n return { texture, fbo };\r\n }\r\n}\r\nclass MaskFrameBuffer extends SingleTextureFrameBuffer {\r\n public static create(width: number, height: number): MaskFrameBuffer | undefined {\r\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, height);\r\n return undefined === textureFbo ? undefined : new MaskFrameBuffer(textureFbo);\r\n }\r\n public draw(cmds: DrawCommands, target: Target): void {\r\n const system = System.instance;\r\n const gl = system.context;\r\n\r\n system.frameBufferStack.execute(this.fbo, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n if (!System.instance.capabilities.supportsDrawBuffers)\r\n target.compositor.currentRenderTargetIndex = 0;\r\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\r\n });\r\n }\r\n}\r\nabstract class CombineTexturesFrameBuffer extends SingleTextureFrameBuffer {\r\n constructor(textureAndFbo: TextureAndFbo, private _combineGeom: CachedGeometry, private _width: number, private _height: number, private _heightMult: number) { super(textureAndFbo); }\r\n public compose(target: Target): void {\r\n const system = System.instance;\r\n const gl = system.context;\r\n system.context.viewport(0, 0, this._width, this._heightMult * this._height);\r\n system.frameBufferStack.execute(this.fbo, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n target.techniques.draw(getDrawParams(target, this._combineGeom));\r\n });\r\n }\r\n}\r\n\r\nclass ClassifierCombinationBuffer extends CombineTexturesFrameBuffer {\r\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture): ClassifierAndMaskCombinationBuffer | undefined {\r\n const combineGeom = CombineTexturesGeometry.createGeometry(classifierColor.texture.getHandle()!, classifierFeature.texture.getHandle()!);\r\n if (undefined === combineGeom)\r\n return undefined;\r\n\r\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 2 * height);\r\n return undefined === textureFbo ? undefined : new ClassifierCombinationBuffer(textureFbo, combineGeom, width, height, 2);\r\n }\r\n}\r\nclass ClassifierAndMaskCombinationBuffer extends CombineTexturesFrameBuffer {\r\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture, mask: Texture): ClassifierAndMaskCombinationBuffer | undefined {\r\n const combineGeom = Combine3TexturesGeometry.createGeometry(classifierColor.texture.getHandle()!, classifierFeature.texture.getHandle()!, mask.texture.getHandle()!);\r\n if (undefined === combineGeom)\r\n return undefined;\r\n\r\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 3 * height);\r\n return undefined === textureFbo ? undefined : new ClassifierAndMaskCombinationBuffer(textureFbo, combineGeom, width, height, 3);\r\n }\r\n}\r\n\r\nconst scratchPrevRenderState = new RenderState();\r\n\r\n/** @internal */\r\nexport class PlanarClassifier extends RenderPlanarClassifier implements RenderMemory.Consumer, WebGLDisposable {\r\n private _classifierBuffers?: ClassifierFrameBuffers;\r\n private _maskBuffer?: MaskFrameBuffer;\r\n private _classifierCombinedBuffer?: ClassifierCombinationBuffer;\r\n private _classifierAndMaskCombinedBuffer?: ClassifierAndMaskCombinationBuffer;\r\n private _projectionMatrix = Matrix4d.createIdentity();\r\n private _graphics?: RenderGraphic[];\r\n private readonly _classifierGraphics: RenderGraphic[] = [];\r\n private readonly _maskGraphics: RenderGraphic[] = [];\r\n private _frustum?: Frustum;\r\n private _width = 0;\r\n private _height = 0;\r\n private _baseBatchId = 0;\r\n private _anyHilited = false;\r\n private _anyOpaque = false;\r\n private _anyTranslucent = false;\r\n private _classifier?: SpatialClassifier;\r\n private readonly _plane = Plane3dByOriginAndUnitNormal.create(new Point3d(0, 0, 0), new Vector3d(0, 0, 1))!; // TBD -- Support other planes - default to X-Y for now.\r\n private readonly _renderState = new RenderState();\r\n private readonly _renderCommands: RenderCommands;\r\n private readonly _branchStack = new BranchStack();\r\n private readonly _batchState: BatchState;\r\n private _planarClipMask?: PlanarClipMaskState;\r\n private _classifierTreeRef?: TileTreeReference;\r\n private _planarClipMaskOverrides?: FeatureSymbology.Overrides;\r\n private _contentMode: PlanarClassifierContent = PlanarClassifierContent.None;\r\n\r\n private static _postProjectionMatrix = Matrix4d.createRowValues(\r\n 0, 1, 0, 0,\r\n 0, 0, -1, 0,\r\n 1, 0, 0, 0,\r\n 0, 0, 0, 1);\r\n private _debugFrustum?: Frustum;\r\n private _doDebugFrustum = false;\r\n private _debugFrustumGraphic?: RenderGraphic = undefined;\r\n private _isClassifyingPointCloud?: boolean; // we will detect this the first time we draw\r\n private readonly _bgColor = ColorDef.from(0, 0, 0, 255);\r\n\r\n private constructor(classifier: SpatialClassifier | undefined, target: Target) {\r\n super();\r\n this._classifier = classifier;\r\n\r\n const flags = this._renderState.flags;\r\n flags.depthMask = flags.blend = flags.depthTest = false;\r\n\r\n this._batchState = new BatchState(this._branchStack);\r\n this._renderCommands = new RenderCommands(target, this._branchStack, this._batchState);\r\n }\r\n\r\n public getParams(params: Float32Array): void {\r\n params[0] = this.insideDisplay;\r\n params[1] = this.outsideDisplay;\r\n params[2] = this._contentMode;\r\n params[3] = (this._planarClipMask?.settings.transparency === undefined) ? -1 : this._planarClipMask.settings.transparency;\r\n }\r\n\r\n public get hiliteTexture(): Texture | undefined { return undefined !== this._classifierBuffers ? this._classifierBuffers.textures.hilite : undefined; }\r\n public get projectionMatrix(): Matrix4d { return this._projectionMatrix; }\r\n // public get properties(): SpatialClassifier { return this._classifier; }\r\n public get baseBatchId(): number { return this._baseBatchId; }\r\n public get anyHilited(): boolean { return this._anyHilited; }\r\n public get anyOpaque(): boolean { return this._anyOpaque; }\r\n public get anyTranslucent(): boolean { return this._anyTranslucent; }\r\n public get insideDisplay(): SpatialClassifierInsideDisplay { return this._classifier ? this._classifier.flags.inside : SpatialClassifierInsideDisplay.Off; }\r\n public get outsideDisplay(): SpatialClassifierOutsideDisplay { return this._classifier ? this._classifier.flags.outside : SpatialClassifierOutsideDisplay.On; }\r\n public get isClassifyingPointCloud(): boolean { return true === this._isClassifyingPointCloud; }\r\n\r\n public addGraphic(graphic: RenderGraphic) {\r\n this._graphics!.push(graphic);\r\n }\r\n\r\n public static create(properties: SpatialClassifier | undefined, target: Target): PlanarClassifier {\r\n return new PlanarClassifier(properties, target);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n if (undefined !== this._classifierBuffers)\r\n this._classifierBuffers.textures.collectStatistics(stats);\r\n\r\n if (undefined !== this._maskBuffer)\r\n this._maskBuffer.collectStatistics(stats);\r\n\r\n if (undefined !== this._classifierCombinedBuffer)\r\n this._classifierCombinedBuffer.collectStatistics(stats);\r\n\r\n if (undefined !== this._classifierAndMaskCombinedBuffer)\r\n this._classifierAndMaskCombinedBuffer.collectStatistics(stats);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._classifierBuffers; }\r\n\r\n public dispose() {\r\n this._classifierBuffers = dispose(this._classifierBuffers);\r\n this._maskBuffer = dispose(this._maskBuffer);\r\n this._classifierCombinedBuffer = dispose(this._classifierCombinedBuffer);\r\n this._classifierAndMaskCombinedBuffer = dispose(this._classifierAndMaskCombinedBuffer);\r\n }\r\n\r\n public get texture(): Texture | undefined {\r\n switch (this._contentMode) {\r\n case PlanarClassifierContent.None:\r\n return undefined;\r\n case PlanarClassifierContent.ClassifierOnly:\r\n return this._classifierCombinedBuffer?.texture;\r\n case PlanarClassifierContent.MaskOnly:\r\n return this._maskBuffer?.texture;\r\n case PlanarClassifierContent.ClassifierAndMask:\r\n return this._classifierAndMaskCombinedBuffer?.texture;\r\n }\r\n }\r\n\r\n private pushBatches(batchState: BatchState, graphics: RenderGraphic[]) {\r\n graphics.forEach((graphic) => {\r\n if (graphic instanceof Batch) {\r\n batchState.push(graphic, true);\r\n batchState.pop();\r\n } else if (graphic instanceof Branch) {\r\n this.pushBatches(batchState, graphic.branch.entries);\r\n }\r\n });\r\n }\r\n\r\n public pushBatchState(batchState: BatchState) {\r\n this._baseBatchId = batchState.nextBatchId - 1;\r\n if (undefined !== this._classifierGraphics)\r\n this.pushBatches(batchState, this._classifierGraphics);\r\n }\r\n\r\n public setSource(classifierTreeRef?: SpatialClassifierTileTreeReference, planarClipMask?: PlanarClipMaskState) {\r\n this._classifierTreeRef = classifierTreeRef;\r\n this._classifier = classifierTreeRef?.activeClassifier;\r\n this._planarClipMask = planarClipMask;\r\n }\r\n\r\n public collectGraphics(context: SceneContext, target: PlanarClassifierTarget): void {\r\n this._classifierGraphics.length = this._maskGraphics.length = 0;\r\n if (undefined === context.viewingSpace)\r\n return;\r\n\r\n const viewState = context.viewingSpace.view as ViewState3d;\r\n if (undefined === viewState)\r\n return;\r\n\r\n // TBD - Refine resolution calculation -- increase height based on viewing angle.\r\n // But make sure that we don't make it larger than the hardware supports, keeping in mind that we will be doubling the height later.\r\n const requiredHeight = Math.min(Math.max(context.target.viewRect.width, context.target.viewRect.height), System.instance.capabilities.maxTextureSize / 2);\r\n const requiredWidth = requiredHeight;\r\n\r\n if (requiredWidth !== this._width || requiredHeight !== this._height)\r\n this.dispose();\r\n\r\n this._width = requiredWidth;\r\n this._height = requiredHeight;\r\n const maskTrees = this._planarClipMask?.getTileTrees(viewState, target.modelId);\r\n if (!maskTrees && !this._classifierTreeRef)\r\n return;\r\n\r\n const allTrees = maskTrees ? maskTrees.slice() : new Array<TileTreeReference>();\r\n if (this._classifierTreeRef)\r\n allTrees.push(this._classifierTreeRef);\r\n\r\n const projection = PlanarTextureProjection.computePlanarTextureProjection(this._plane, context, target, allTrees, viewState, this._width, this._height);\r\n if (!projection.textureFrustum || !projection.projectionMatrix || !projection.worldToViewMap)\r\n return;\r\n\r\n this._projectionMatrix = projection.projectionMatrix;\r\n this._frustum = projection.textureFrustum;\r\n this._debugFrustum = projection.debugFrustum;\r\n this._planarClipMaskOverrides = this._planarClipMask?.getPlanarClipMaskSymbologyOverrides();\r\n\r\n const drawTree = (treeRef: TileTreeReference, graphics: RenderGraphic[]) => {\r\n this._graphics = graphics;\r\n const drawArgs = GraphicsCollectorDrawArgs.create(context, this, treeRef, new FrustumPlanes(this._frustum), projection.worldToViewMap!);\r\n if (undefined !== drawArgs)\r\n treeRef.draw(drawArgs);\r\n\r\n this._graphics = undefined;\r\n };\r\n if (this._classifierTreeRef)\r\n drawTree(this._classifierTreeRef, this._classifierGraphics);\r\n\r\n if (maskTrees)\r\n maskTrees.forEach((maskTree) => drawTree(maskTree, this._maskGraphics));\r\n\r\n // Shader behaves slightly differently when classifying surfaces vs point clouds.\r\n this._isClassifyingPointCloud = target.isPointCloud;\r\n\r\n if (this._doDebugFrustum) {\r\n this._debugFrustumGraphic = dispose(this._debugFrustumGraphic);\r\n const builder = context.createSceneGraphicBuilder();\r\n\r\n builder.setSymbology(ColorDef.green, ColorDef.green, 1);\r\n builder.addFrustum(context.viewingSpace.getFrustum());\r\n builder.setSymbology(ColorDef.red, ColorDef.red, 1);\r\n builder.addFrustum(this._debugFrustum!);\r\n builder.setSymbology(ColorDef.white, ColorDef.white, 1);\r\n builder.addFrustum(this._frustum);\r\n this._debugFrustumGraphic = builder.finish();\r\n }\r\n }\r\n\r\n public draw(target: Target) {\r\n if (undefined === this._frustum)\r\n return;\r\n\r\n this._contentMode = PlanarClassifierContent.None;\r\n let combinationBuffer: ClassifierCombinationBuffer | undefined;\r\n if (this._classifierGraphics.length === 0) {\r\n if (this._maskGraphics.length === 0) {\r\n return;\r\n } else {\r\n if (undefined === this._maskBuffer) {\r\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\r\n if (undefined === this._maskBuffer)\r\n return;\r\n }\r\n this._contentMode = PlanarClassifierContent.MaskOnly;\r\n }\r\n } else {\r\n if (undefined === this._classifierBuffers) {\r\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\r\n if (undefined === this._classifierBuffers)\r\n return;\r\n }\r\n if (this._maskGraphics.length === 0) {\r\n if (undefined === this._classifierCombinedBuffer) {\r\n combinationBuffer = this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\r\n if (undefined === this._classifierCombinedBuffer)\r\n return;\r\n }\r\n this._contentMode = PlanarClassifierContent.ClassifierOnly;\r\n combinationBuffer = this._classifierCombinedBuffer;\r\n } else {\r\n if (undefined === this._maskBuffer) {\r\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\r\n if (undefined === this._maskBuffer)\r\n return;\r\n }\r\n if (undefined === this._classifierAndMaskCombinedBuffer) {\r\n combinationBuffer = this._classifierAndMaskCombinedBuffer = ClassifierAndMaskCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature, this._maskBuffer.texture);\r\n if (undefined === this._classifierAndMaskCombinedBuffer)\r\n return;\r\n }\r\n combinationBuffer = this._classifierAndMaskCombinedBuffer;\r\n this._contentMode = PlanarClassifierContent.ClassifierAndMask;\r\n }\r\n }\r\n\r\n if (undefined !== this._debugFrustumGraphic)\r\n target.graphics.foreground.push(this._debugFrustumGraphic);\r\n\r\n // Temporarily override the Target's state.\r\n const system = System.instance;\r\n const prevState = system.currentRenderState.clone(scratchPrevRenderState);\r\n system.context.viewport(0, 0, this._width, this._height);\r\n\r\n const vf = target.currentViewFlags.copy({\r\n renderMode: RenderMode.SmoothShade,\r\n transparency: !this.isClassifyingPointCloud, // point clouds don't support transparency.\r\n textures: false,\r\n lighting: false,\r\n shadows: false,\r\n monochrome: false,\r\n materials: false,\r\n ambientOcclusion: false,\r\n visibleEdges: false,\r\n hiddenEdges: false,\r\n });\r\n\r\n system.applyRenderState(this._renderState);\r\n const prevPlan = target.plan;\r\n const prevOverrides = target.currentFeatureSymbologyOverrides;\r\n\r\n target.uniforms.style.changeBackgroundColor(this._bgColor); // Avoid white on white reversal. Will be reset in changeRenderPlan below.\r\n target.changeFrustum(this._frustum, this._frustum.getFraction(), true);\r\n this._anyTranslucent = false;\r\n\r\n const prevProjMatrix = target.uniforms.frustum.projectionMatrix;\r\n target.uniforms.frustum.changeProjectionMatrix(PlanarClassifier._postProjectionMatrix.multiplyMatrixMatrix(prevProjMatrix));\r\n target.uniforms.branch.changeRenderPlan(vf, target.plan.is3d, target.plan.hline);\r\n\r\n const renderCommands = this._renderCommands;\r\n const getDrawCommands = (graphics: RenderGraphic[]) => {\r\n this._batchState.reset();\r\n renderCommands.reset(target, this._branchStack, this._batchState);\r\n renderCommands.collectGraphicsForPlanarProjection(graphics);\r\n\r\n // Draw the classifiers into our attachments.\r\n // When using Display.ElementColor, the color and transparency come from the classifier geometry. Therefore we may need to draw the classified geometry\r\n // in a different pass - or both passes - depending on the transparency of the classifiers.\r\n // NB: \"Outside\" geometry by definition cannot take color/transparency from element...\r\n const cmds = renderCommands.getCommands(RenderPass.OpaquePlanar);\r\n\r\n // NB: We don't strictly require the classifier geometry to be planar, and sometimes (e.g., \"planar\" polyface/bspsurf) we do not detect planarity.\r\n cmds.push(...renderCommands.getCommands(RenderPass.OpaqueGeneral));\r\n this._anyOpaque = cmds.length > 0;\r\n const transCmds = renderCommands.getCommands(RenderPass.Translucent);\r\n if (transCmds.length > 0) {\r\n cmds.push(...transCmds);\r\n this._anyTranslucent = true;\r\n }\r\n return cmds;\r\n };\r\n\r\n if (this._classifierGraphics.length > 0 && this._classifierBuffers) {\r\n this._classifierBuffers.draw(getDrawCommands(this._classifierGraphics), target);\r\n\r\n // Draw any hilited classifiers.\r\n const hiliteCommands = renderCommands.getCommands(RenderPass.Hilite);\r\n this._anyHilited = 0 !== hiliteCommands.length;\r\n if (this._anyHilited)\r\n this._classifierBuffers.drawHilite(hiliteCommands, target);\r\n }\r\n if (this._maskGraphics.length > 0 && this._maskBuffer) {\r\n if (this._planarClipMaskOverrides)\r\n target.overrideFeatureSymbology(this._planarClipMaskOverrides);\r\n if (this._planarClipMask && this._planarClipMask.settings.transparency !== undefined && this._planarClipMask.settings.transparency > 0.0)\r\n this._anyTranslucent = true;\r\n\r\n this._maskBuffer.draw(getDrawCommands(this._maskGraphics), target);\r\n\r\n }\r\n if (combinationBuffer)\r\n combinationBuffer.compose(target);\r\n\r\n this._batchState.reset();\r\n target.changeRenderPlan(prevPlan);\r\n target.overrideFeatureSymbology(prevOverrides);\r\n\r\n system.applyRenderState(prevState);\r\n system.context.viewport(0, 0, target.viewRect.width, target.viewRect.height);\r\n }\r\n}\r\n\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { dispose } from \"@itwin/core-bentley\";\r\nimport { Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Vector3d } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorDef, Frustum, FrustumPlanes, RenderMode, RenderTexture, SpatialClassifier, SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay,\r\n} from \"@itwin/core-common\";\r\nimport { PlanarClipMaskState } from \"../../PlanarClipMaskState\";\r\nimport { GraphicsCollectorDrawArgs, SpatialClassifierTileTreeReference, TileTreeReference } from \"../../tile/internal\";\r\nimport { SceneContext } from \"../../ViewContext\";\r\nimport { ViewState3d } from \"../../ViewState\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { PlanarClassifierTarget, RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { CachedGeometry, Combine3TexturesGeometry, CombineTexturesGeometry, ViewportQuadGeometry } from \"./CachedGeometry\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DrawCommands } from \"./DrawCommand\";\r\nimport { FrameBuffer } from \"./FrameBuffer\";\r\nimport { GL } from \"./GL\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { PlanarTextureProjection } from \"./PlanarTextureProjection\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { getDrawParams } from \"./ScratchDrawParams\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { Texture, TextureHandle } from \"./Texture\";\r\n\r\nexport enum PlanarClassifierContent { None = 0, MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3 }\r\n\r\nfunction createTexture(handle: TextureHandle): Texture {\r\n return new Texture({\r\n handle,\r\n ownership: \"external\",\r\n type: RenderTexture.Type.TileSection,\r\n });\r\n}\r\n\r\nfunction createTextureHandle(width: number, height: number, heightMult = 1.0) { return TextureHandle.createForAttachment(width, height * heightMult, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte); }\r\n\r\nclass ClassifierTextures implements WebGLDisposable {\r\n private constructor(public readonly color: Texture,\r\n public readonly feature: Texture,\r\n public readonly hilite: Texture) { }\r\n\r\n public get isDisposed(): boolean {\r\n return this.color.isDisposed\r\n && this.feature.isDisposed\r\n && this.hilite.isDisposed;\r\n }\r\n\r\n public dispose(): void {\r\n dispose(this.color);\r\n dispose(this.feature);\r\n dispose(this.hilite);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addPlanarClassifier(this.color.bytesUsed);\r\n stats.addPlanarClassifier(this.feature.bytesUsed);\r\n stats.addPlanarClassifier(this.hilite.bytesUsed);\r\n }\r\n\r\n public static create(width: number, height: number): ClassifierTextures | undefined {\r\n const hColor = createTextureHandle(width, height);\r\n const hFeature = createTextureHandle(width, height);\r\n const hHilite = createTextureHandle(width, height);\r\n if (!hColor || !hFeature || !hHilite)\r\n return undefined;\r\n\r\n const color = createTexture(hColor);\r\n const feature = createTexture(hFeature);\r\n const hilite = createTexture(hHilite);\r\n if (!color || !feature || !hilite)\r\n return undefined;\r\n\r\n return new ClassifierTextures(color, feature, hilite);\r\n }\r\n}\r\n\r\nabstract class ClassifierFrameBuffers implements WebGLDisposable {\r\n protected constructor(\r\n public readonly textures: ClassifierTextures,\r\n private readonly _hilite: FrameBuffer) { }\r\n\r\n public get isDisposed(): boolean {\r\n return this.textures.isDisposed && this._hilite.isDisposed;\r\n }\r\n\r\n public dispose(): void {\r\n dispose(this.textures);\r\n dispose(this._hilite);\r\n }\r\n\r\n public abstract draw(cmds: DrawCommands, target: Target): void;\r\n\r\n public drawHilite(cmds: DrawCommands, target: Target): void {\r\n const system = System.instance;\r\n const gl = system.context;\r\n system.frameBufferStack.execute(this._hilite, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n target.techniques.execute(target, cmds, RenderPass.Hilite);\r\n });\r\n }\r\n\r\n public static create(width: number, height: number): ClassifierFrameBuffers | undefined {\r\n const textures = ClassifierTextures.create(width, height);\r\n if (undefined === textures)\r\n return undefined;\r\n\r\n const hiliteFbo = FrameBuffer.create([textures.hilite.texture]);\r\n if (undefined === hiliteFbo)\r\n return undefined;\r\n\r\n if (System.instance.capabilities.supportsDrawBuffers)\r\n return ClassifierMRTFrameBuffers.createMRT(textures, hiliteFbo);\r\n else\r\n return ClassifierMPFrameBuffers.createMP(textures, hiliteFbo);\r\n }\r\n}\r\n\r\nclass ClassifierMRTFrameBuffers extends ClassifierFrameBuffers {\r\n private readonly _fbo: FrameBuffer;\r\n private readonly _clearGeom: ViewportQuadGeometry;\r\n\r\n private constructor(textures: ClassifierTextures, hilite: FrameBuffer, fbo: FrameBuffer, geom: ViewportQuadGeometry) {\r\n super(textures, hilite);\r\n this._fbo = fbo;\r\n this._clearGeom = geom;\r\n }\r\n\r\n public override get isDisposed(): boolean {\r\n return super.isDisposed\r\n && this._fbo.isDisposed\r\n && this._clearGeom.isDisposed;\r\n }\r\n\r\n public override dispose(): void {\r\n dispose(this._fbo);\r\n dispose(this._clearGeom);\r\n super.dispose();\r\n }\r\n\r\n public static createMRT(textures: ClassifierTextures, hilite: FrameBuffer): ClassifierMRTFrameBuffers | undefined {\r\n const fbo = FrameBuffer.create([textures.color.texture, textures.feature.texture]);\r\n if (undefined === fbo)\r\n return undefined;\r\n\r\n const geom = ViewportQuadGeometry.create(TechniqueId.ClearPickAndColor);\r\n return undefined !== geom ? new ClassifierMRTFrameBuffers(textures, hilite, fbo, geom) : undefined;\r\n }\r\n\r\n public draw(cmds: DrawCommands, target: Target): void {\r\n System.instance.frameBufferStack.execute(this._fbo, true, false, () => {\r\n target.techniques.draw(getDrawParams(target, this._clearGeom));\r\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\r\n });\r\n }\r\n}\r\n\r\nclass ClassifierMPFrameBuffers extends ClassifierFrameBuffers {\r\n private readonly _color: FrameBuffer;\r\n private readonly _feature: FrameBuffer;\r\n\r\n private constructor(textures: ClassifierTextures, hilite: FrameBuffer, color: FrameBuffer, feature: FrameBuffer) {\r\n super(textures, hilite);\r\n this._color = color;\r\n this._feature = feature;\r\n }\r\n\r\n public override get isDisposed(): boolean {\r\n return super.isDisposed\r\n && this._color.isDisposed\r\n && this._feature.isDisposed;\r\n }\r\n\r\n public override dispose(): void {\r\n dispose(this._color);\r\n dispose(this._feature);\r\n super.dispose();\r\n }\r\n\r\n public static createMP(textures: ClassifierTextures, hilite: FrameBuffer): ClassifierMPFrameBuffers | undefined {\r\n const color = FrameBuffer.create([textures.color.texture]);\r\n const feature = FrameBuffer.create([textures.feature.texture]);\r\n return undefined !== color && undefined !== feature ? new ClassifierMPFrameBuffers(textures, hilite, color, feature) : undefined;\r\n }\r\n\r\n public draw(cmds: DrawCommands, target: Target): void {\r\n const system = System.instance;\r\n const gl = system.context;\r\n const draw = (feature: boolean) => {\r\n const fbo = feature ? this._feature : this._color;\r\n system.frameBufferStack.execute(fbo, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n target.compositor.currentRenderTargetIndex = feature ? 1 : 0;\r\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\r\n });\r\n };\r\n\r\n draw(false);\r\n draw(true);\r\n }\r\n}\r\n\r\ninterface TextureAndFbo {\r\n texture: Texture;\r\n fbo: FrameBuffer;\r\n}\r\n\r\nabstract class SingleTextureFrameBuffer implements WebGLDisposable {\r\n public texture: Texture;\r\n protected fbo: FrameBuffer;\r\n public get isDisposed(): boolean { return this.texture.isDisposed && this.fbo.isDisposed; }\r\n public collectStatistics(stats: RenderMemory.Statistics): void { stats.addPlanarClassifier(this.texture.bytesUsed); }\r\n protected constructor(textureAndFbo: TextureAndFbo) {\r\n this.texture = textureAndFbo.texture;\r\n this.fbo = textureAndFbo.fbo;\r\n }\r\n public dispose(): void {\r\n dispose(this.texture);\r\n dispose(this.fbo);\r\n }\r\n public static createTextureAndFrameBuffer(width: number, height: number): TextureAndFbo | undefined {\r\n const hTexture = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n if (!hTexture)\r\n return undefined;\r\n\r\n const texture = new Texture({ type: RenderTexture.Type.TileSection, ownership: \"external\", handle: hTexture });\r\n if (!texture)\r\n return undefined;\r\n\r\n const fbo = FrameBuffer.create([texture.texture]);\r\n if (undefined === fbo)\r\n return undefined;\r\n\r\n return { texture, fbo };\r\n }\r\n}\r\nclass MaskFrameBuffer extends SingleTextureFrameBuffer {\r\n public static create(width: number, height: number): MaskFrameBuffer | undefined {\r\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, height);\r\n return undefined === textureFbo ? undefined : new MaskFrameBuffer(textureFbo);\r\n }\r\n public draw(cmds: DrawCommands, target: Target): void {\r\n const system = System.instance;\r\n const gl = system.context;\r\n\r\n system.frameBufferStack.execute(this.fbo, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n if (!System.instance.capabilities.supportsDrawBuffers)\r\n target.compositor.currentRenderTargetIndex = 0;\r\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\r\n });\r\n }\r\n}\r\nabstract class CombineTexturesFrameBuffer extends SingleTextureFrameBuffer {\r\n constructor(textureAndFbo: TextureAndFbo, private _combineGeom: CachedGeometry, private _width: number, private _height: number, private _heightMult: number) { super(textureAndFbo); }\r\n public compose(target: Target): void {\r\n const system = System.instance;\r\n const gl = system.context;\r\n system.context.viewport(0, 0, this._width, this._heightMult * this._height);\r\n system.frameBufferStack.execute(this.fbo, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n target.techniques.draw(getDrawParams(target, this._combineGeom));\r\n });\r\n }\r\n}\r\n\r\nclass ClassifierCombinationBuffer extends CombineTexturesFrameBuffer {\r\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture): ClassifierAndMaskCombinationBuffer | undefined {\r\n const combineGeom = CombineTexturesGeometry.createGeometry(classifierColor.texture.getHandle()!, classifierFeature.texture.getHandle()!);\r\n if (undefined === combineGeom)\r\n return undefined;\r\n\r\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 2 * height);\r\n return undefined === textureFbo ? undefined : new ClassifierCombinationBuffer(textureFbo, combineGeom, width, height, 2);\r\n }\r\n}\r\nclass ClassifierAndMaskCombinationBuffer extends CombineTexturesFrameBuffer {\r\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture, mask: Texture): ClassifierAndMaskCombinationBuffer | undefined {\r\n const combineGeom = Combine3TexturesGeometry.createGeometry(classifierColor.texture.getHandle()!, classifierFeature.texture.getHandle()!, mask.texture.getHandle()!);\r\n if (undefined === combineGeom)\r\n return undefined;\r\n\r\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 3 * height);\r\n return undefined === textureFbo ? undefined : new ClassifierAndMaskCombinationBuffer(textureFbo, combineGeom, width, height, 3);\r\n }\r\n}\r\n\r\nconst scratchPrevRenderState = new RenderState();\r\n\r\n/** @internal */\r\nexport class PlanarClassifier extends RenderPlanarClassifier implements RenderMemory.Consumer, WebGLDisposable {\r\n private _classifierBuffers?: ClassifierFrameBuffers;\r\n private _maskBuffer?: MaskFrameBuffer;\r\n private _classifierCombinedBuffer?: ClassifierCombinationBuffer;\r\n private _classifierAndMaskCombinedBuffer?: ClassifierAndMaskCombinationBuffer;\r\n private _projectionMatrix = Matrix4d.createIdentity();\r\n private _graphics?: RenderGraphic[];\r\n private readonly _classifierGraphics: RenderGraphic[] = [];\r\n private readonly _maskGraphics: RenderGraphic[] = [];\r\n private _frustum?: Frustum;\r\n private _width = 0;\r\n private _height = 0;\r\n private _baseBatchId = 0;\r\n private _anyHilited = false;\r\n private _anyOpaque = false;\r\n private _anyTranslucent = false;\r\n private _classifier?: SpatialClassifier;\r\n private readonly _plane = Plane3dByOriginAndUnitNormal.create(new Point3d(0, 0, 0), new Vector3d(0, 0, 1))!; // TBD -- Support other planes - default to X-Y for now.\r\n private readonly _renderState = new RenderState();\r\n private readonly _renderCommands: RenderCommands;\r\n private readonly _branchStack = new BranchStack();\r\n private readonly _batchState: BatchState;\r\n private _planarClipMask?: PlanarClipMaskState;\r\n private _classifierTreeRef?: TileTreeReference;\r\n private _planarClipMaskOverrides?: FeatureSymbology.Overrides;\r\n private _contentMode: PlanarClassifierContent = PlanarClassifierContent.None;\r\n\r\n private static _postProjectionMatrix = Matrix4d.createRowValues(\r\n 0, 1, 0, 0,\r\n 0, 0, -1, 0,\r\n 1, 0, 0, 0,\r\n 0, 0, 0, 1);\r\n private _debugFrustum?: Frustum;\r\n private _doDebugFrustum = false;\r\n private _debugFrustumGraphic?: RenderGraphic = undefined;\r\n private _isClassifyingPointCloud?: boolean; // we will detect this the first time we draw\r\n private readonly _bgColor = ColorDef.from(0, 0, 0, 255);\r\n\r\n private constructor(classifier: SpatialClassifier | undefined, target: Target) {\r\n super();\r\n this._classifier = classifier;\r\n\r\n const flags = this._renderState.flags;\r\n flags.depthMask = flags.blend = flags.depthTest = false;\r\n\r\n this._batchState = new BatchState(this._branchStack);\r\n this._renderCommands = new RenderCommands(target, this._branchStack, this._batchState);\r\n }\r\n\r\n public getParams(params: Float32Array): void {\r\n params[0] = this.insideDisplay;\r\n params[1] = this.outsideDisplay;\r\n params[2] = this._contentMode;\r\n if (this._planarClipMask?.settings.invert) // If the mask sense is inverted, negate the contentMode to indicate this to the shader.\r\n params[2] = - params[2];\r\n\r\n params[3] = (this._planarClipMask?.settings.transparency === undefined) ? -1 : this._planarClipMask.settings.transparency;\r\n\r\n }\r\n\r\n public get hiliteTexture(): Texture | undefined { return undefined !== this._classifierBuffers ? this._classifierBuffers.textures.hilite : undefined; }\r\n public get projectionMatrix(): Matrix4d { return this._projectionMatrix; }\r\n // public get properties(): SpatialClassifier { return this._classifier; }\r\n public get baseBatchId(): number { return this._baseBatchId; }\r\n public get anyHilited(): boolean { return this._anyHilited; }\r\n public get anyOpaque(): boolean { return this._anyOpaque; }\r\n public get anyTranslucent(): boolean { return this._anyTranslucent; }\r\n public get insideDisplay(): SpatialClassifierInsideDisplay { return this._classifier ? this._classifier.flags.inside : SpatialClassifierInsideDisplay.Off; }\r\n public get outsideDisplay(): SpatialClassifierOutsideDisplay { return this._classifier ? this._classifier.flags.outside : SpatialClassifierOutsideDisplay.On; }\r\n public get isClassifyingPointCloud(): boolean { return true === this._isClassifyingPointCloud; }\r\n\r\n public addGraphic(graphic: RenderGraphic) {\r\n this._graphics!.push(graphic);\r\n }\r\n\r\n public static create(properties: SpatialClassifier | undefined, target: Target): PlanarClassifier {\r\n return new PlanarClassifier(properties, target);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n if (undefined !== this._classifierBuffers)\r\n this._classifierBuffers.textures.collectStatistics(stats);\r\n\r\n if (undefined !== this._maskBuffer)\r\n this._maskBuffer.collectStatistics(stats);\r\n\r\n if (undefined !== this._classifierCombinedBuffer)\r\n this._classifierCombinedBuffer.collectStatistics(stats);\r\n\r\n if (undefined !== this._classifierAndMaskCombinedBuffer)\r\n this._classifierAndMaskCombinedBuffer.collectStatistics(stats);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._classifierBuffers; }\r\n\r\n public dispose() {\r\n this._classifierBuffers = dispose(this._classifierBuffers);\r\n this._maskBuffer = dispose(this._maskBuffer);\r\n this._classifierCombinedBuffer = dispose(this._classifierCombinedBuffer);\r\n this._classifierAndMaskCombinedBuffer = dispose(this._classifierAndMaskCombinedBuffer);\r\n }\r\n\r\n public get texture(): Texture | undefined {\r\n switch (this._contentMode) {\r\n case PlanarClassifierContent.None:\r\n return undefined;\r\n case PlanarClassifierContent.ClassifierOnly:\r\n return this._classifierCombinedBuffer?.texture;\r\n case PlanarClassifierContent.MaskOnly:\r\n return this._maskBuffer?.texture;\r\n case PlanarClassifierContent.ClassifierAndMask:\r\n return this._classifierAndMaskCombinedBuffer?.texture;\r\n }\r\n }\r\n\r\n private pushBatches(batchState: BatchState, graphics: RenderGraphic[]) {\r\n graphics.forEach((graphic) => {\r\n if (graphic instanceof Batch) {\r\n batchState.push(graphic, true);\r\n batchState.pop();\r\n } else if (graphic instanceof Branch) {\r\n this.pushBatches(batchState, graphic.branch.entries);\r\n }\r\n });\r\n }\r\n\r\n public pushBatchState(batchState: BatchState) {\r\n this._baseBatchId = batchState.nextBatchId - 1;\r\n if (undefined !== this._classifierGraphics)\r\n this.pushBatches(batchState, this._classifierGraphics);\r\n }\r\n\r\n public setSource(classifierTreeRef?: SpatialClassifierTileTreeReference, planarClipMask?: PlanarClipMaskState) {\r\n this._classifierTreeRef = classifierTreeRef;\r\n this._classifier = classifierTreeRef?.activeClassifier;\r\n this._planarClipMask = planarClipMask;\r\n }\r\n\r\n public collectGraphics(context: SceneContext, target: PlanarClassifierTarget): void {\r\n this._classifierGraphics.length = this._maskGraphics.length = 0;\r\n if (undefined === context.viewingSpace)\r\n return;\r\n\r\n const viewState = context.viewingSpace.view as ViewState3d;\r\n if (undefined === viewState)\r\n return;\r\n\r\n // TBD - Refine resolution calculation -- increase height based on viewing angle.\r\n // But make sure that we don't make it larger than the hardware supports, keeping in mind that we will be doubling the height later.\r\n const requiredHeight = Math.min(Math.max(context.target.viewRect.width, context.target.viewRect.height), System.instance.capabilities.maxTextureSize / 2);\r\n const requiredWidth = requiredHeight;\r\n\r\n if (requiredWidth !== this._width || requiredHeight !== this._height)\r\n this.dispose();\r\n\r\n this._width = requiredWidth;\r\n this._height = requiredHeight;\r\n const maskTrees = this._planarClipMask?.getTileTrees(viewState, target.modelId);\r\n if (!maskTrees && !this._classifierTreeRef)\r\n return;\r\n\r\n const allTrees = maskTrees ? maskTrees.slice() : new Array<TileTreeReference>();\r\n if (this._classifierTreeRef)\r\n allTrees.push(this._classifierTreeRef);\r\n\r\n const projection = PlanarTextureProjection.computePlanarTextureProjection(this._plane, context, target, allTrees, viewState, this._width, this._height);\r\n if (!projection.textureFrustum || !projection.projectionMatrix || !projection.worldToViewMap)\r\n return;\r\n\r\n this._projectionMatrix = projection.projectionMatrix;\r\n this._frustum = projection.textureFrustum;\r\n this._debugFrustum = projection.debugFrustum;\r\n this._planarClipMaskOverrides = this._planarClipMask?.getPlanarClipMaskSymbologyOverrides();\r\n\r\n const drawTree = (treeRef: TileTreeReference, graphics: RenderGraphic[]) => {\r\n this._graphics = graphics;\r\n const drawArgs = GraphicsCollectorDrawArgs.create(context, this, treeRef, new FrustumPlanes(this._frustum), projection.worldToViewMap!);\r\n if (undefined !== drawArgs)\r\n treeRef.draw(drawArgs);\r\n\r\n this._graphics = undefined;\r\n };\r\n if (this._classifierTreeRef)\r\n drawTree(this._classifierTreeRef, this._classifierGraphics);\r\n\r\n if (maskTrees)\r\n maskTrees.forEach((maskTree) => drawTree(maskTree, this._maskGraphics));\r\n\r\n // Shader behaves slightly differently when classifying surfaces vs point clouds.\r\n this._isClassifyingPointCloud = target.isPointCloud;\r\n\r\n if (this._doDebugFrustum) {\r\n this._debugFrustumGraphic = dispose(this._debugFrustumGraphic);\r\n const builder = context.createSceneGraphicBuilder();\r\n\r\n builder.setSymbology(ColorDef.green, ColorDef.green, 1);\r\n builder.addFrustum(context.viewingSpace.getFrustum());\r\n builder.setSymbology(ColorDef.red, ColorDef.red, 1);\r\n builder.addFrustum(this._debugFrustum!);\r\n builder.setSymbology(ColorDef.white, ColorDef.white, 1);\r\n builder.addFrustum(this._frustum);\r\n this._debugFrustumGraphic = builder.finish();\r\n }\r\n }\r\n\r\n public draw(target: Target) {\r\n if (undefined === this._frustum)\r\n return;\r\n\r\n this._contentMode = PlanarClassifierContent.None;\r\n let combinationBuffer: ClassifierCombinationBuffer | undefined;\r\n if (this._classifierGraphics.length === 0) {\r\n if (this._maskGraphics.length === 0) {\r\n return;\r\n } else {\r\n if (undefined === this._maskBuffer) {\r\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\r\n if (undefined === this._maskBuffer)\r\n return;\r\n }\r\n this._contentMode = PlanarClassifierContent.MaskOnly;\r\n }\r\n } else {\r\n if (undefined === this._classifierBuffers) {\r\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\r\n if (undefined === this._classifierBuffers)\r\n return;\r\n }\r\n if (this._maskGraphics.length === 0) {\r\n if (undefined === this._classifierCombinedBuffer) {\r\n combinationBuffer = this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\r\n if (undefined === this._classifierCombinedBuffer)\r\n return;\r\n }\r\n this._contentMode = PlanarClassifierContent.ClassifierOnly;\r\n combinationBuffer = this._classifierCombinedBuffer;\r\n } else {\r\n if (undefined === this._maskBuffer) {\r\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\r\n if (undefined === this._maskBuffer)\r\n return;\r\n }\r\n if (undefined === this._classifierAndMaskCombinedBuffer) {\r\n combinationBuffer = this._classifierAndMaskCombinedBuffer = ClassifierAndMaskCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature, this._maskBuffer.texture);\r\n if (undefined === this._classifierAndMaskCombinedBuffer)\r\n return;\r\n }\r\n combinationBuffer = this._classifierAndMaskCombinedBuffer;\r\n this._contentMode = PlanarClassifierContent.ClassifierAndMask;\r\n }\r\n }\r\n\r\n if (undefined !== this._debugFrustumGraphic)\r\n target.graphics.foreground.push(this._debugFrustumGraphic);\r\n\r\n // Temporarily override the Target's state.\r\n const system = System.instance;\r\n const prevState = system.currentRenderState.clone(scratchPrevRenderState);\r\n system.context.viewport(0, 0, this._width, this._height);\r\n\r\n const vf = target.currentViewFlags.copy({\r\n renderMode: RenderMode.SmoothShade,\r\n transparency: !this.isClassifyingPointCloud, // point clouds don't support transparency.\r\n textures: false,\r\n lighting: false,\r\n shadows: false,\r\n monochrome: false,\r\n materials: false,\r\n ambientOcclusion: false,\r\n visibleEdges: false,\r\n hiddenEdges: false,\r\n });\r\n\r\n system.applyRenderState(this._renderState);\r\n const prevPlan = target.plan;\r\n const prevOverrides = target.currentFeatureSymbologyOverrides;\r\n\r\n target.uniforms.style.changeBackgroundColor(this._bgColor); // Avoid white on white reversal. Will be reset in changeRenderPlan below.\r\n target.changeFrustum(this._frustum, this._frustum.getFraction(), true);\r\n this._anyTranslucent = false;\r\n\r\n const prevProjMatrix = target.uniforms.frustum.projectionMatrix;\r\n target.uniforms.frustum.changeProjectionMatrix(PlanarClassifier._postProjectionMatrix.multiplyMatrixMatrix(prevProjMatrix));\r\n target.uniforms.branch.changeRenderPlan(vf, target.plan.is3d, target.plan.hline);\r\n\r\n const renderCommands = this._renderCommands;\r\n const getDrawCommands = (graphics: RenderGraphic[]) => {\r\n this._batchState.reset();\r\n renderCommands.reset(target, this._branchStack, this._batchState);\r\n renderCommands.collectGraphicsForPlanarProjection(graphics);\r\n\r\n // Draw the classifiers into our attachments.\r\n // When using Display.ElementColor, the color and transparency come from the classifier geometry. Therefore we may need to draw the classified geometry\r\n // in a different pass - or both passes - depending on the transparency of the classifiers.\r\n // NB: \"Outside\" geometry by definition cannot take color/transparency from element...\r\n const cmds = renderCommands.getCommands(RenderPass.OpaquePlanar);\r\n\r\n // NB: We don't strictly require the classifier geometry to be planar, and sometimes (e.g., \"planar\" polyface/bspsurf) we do not detect planarity.\r\n cmds.push(...renderCommands.getCommands(RenderPass.OpaqueGeneral));\r\n this._anyOpaque = cmds.length > 0;\r\n const transCmds = renderCommands.getCommands(RenderPass.Translucent);\r\n if (transCmds.length > 0) {\r\n cmds.push(...transCmds);\r\n this._anyTranslucent = true;\r\n }\r\n return cmds;\r\n };\r\n\r\n if (this._classifierGraphics.length > 0 && this._classifierBuffers) {\r\n this._classifierBuffers.draw(getDrawCommands(this._classifierGraphics), target);\r\n\r\n // Draw any hilited classifiers.\r\n const hiliteCommands = renderCommands.getCommands(RenderPass.Hilite);\r\n this._anyHilited = 0 !== hiliteCommands.length;\r\n if (this._anyHilited)\r\n this._classifierBuffers.drawHilite(hiliteCommands, target);\r\n }\r\n if (this._maskGraphics.length > 0 && this._maskBuffer) {\r\n if (this._planarClipMaskOverrides)\r\n target.overrideFeatureSymbology(this._planarClipMaskOverrides);\r\n if (this._planarClipMask && this._planarClipMask.settings.transparency !== undefined && this._planarClipMask.settings.transparency > 0.0)\r\n this._anyTranslucent = true;\r\n\r\n this._maskBuffer.draw(getDrawCommands(this._maskGraphics), target);\r\n\r\n }\r\n if (combinationBuffer)\r\n combinationBuffer.compose(target);\r\n\r\n this._batchState.reset();\r\n target.changeRenderPlan(prevPlan);\r\n target.overrideFeatureSymbology(prevOverrides);\r\n\r\n system.applyRenderState(prevState);\r\n system.context.viewport(0, 0, target.viewRect.width, target.viewRect.height);\r\n }\r\n}\r\n\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"PlanarClassification.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/PlanarClassification.ts"],"names":[],"mappings":"AAeA,OAAO,EAA2B,cAAc,EAA+B,MAAM,kBAAkB,CAAC;AACxG,OAAO,EAAE,UAAU,EAAE,MAAM,mBAAmB,CAAC;AAO/C,eAAO,MAAM,mBAAmB,qMAM/B,CAAC;AA0MF,gBAAgB;AAChB,wBAAgB,wBAAwB,CAAC,OAAO,EAAE,cAAc,EAAE,WAAW,EAAE,OAAO,EAAE,UAAU,EAAE,UAAU,QAyD7G;AAED,gBAAgB;AAChB,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,cAAc,QAiBjE;AAED,gBAAgB;AAChB,wBAAgB,yBAAyB,CAAC,OAAO,EAAE,cAAc,EAAE,eAAe,UAAO,QAYxF;AAkED;;;;;;GAMG;AACH,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,EAAE,UAAU,GAAG,IAAI,CAgBhG"}
1
+ {"version":3,"file":"PlanarClassification.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/PlanarClassification.ts"],"names":[],"mappings":"AAeA,OAAO,EAA2B,cAAc,EAA+B,MAAM,kBAAkB,CAAC;AACxG,OAAO,EAAE,UAAU,EAAE,MAAM,mBAAmB,CAAC;AAO/C,eAAO,MAAM,mBAAmB,qMAM/B,CAAC;AAmNF,gBAAgB;AAChB,wBAAgB,wBAAwB,CAAC,OAAO,EAAE,cAAc,EAAE,WAAW,EAAE,OAAO,EAAE,UAAU,EAAE,UAAU,QAyD7G;AAED,gBAAgB;AAChB,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,cAAc,QAiBjE;AAED,gBAAgB;AAChB,wBAAgB,yBAAyB,CAAC,OAAO,EAAE,cAAc,EAAE,eAAe,UAAO,QAYxF;AAkED;;;;;;GAMG;AACH,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,EAAE,UAAU,GAAG,IAAI,CAgBhG"}
@@ -47,6 +47,12 @@ if (u_pClassColorParams.x > kClassifierDisplay_Element) { // texture/terrain dra
47
47
  return vec4(rgb, baseColor.a);
48
48
  }
49
49
  float imageCount = u_pClassColorParams.z;
50
+ // If imageCount is less than zero - the mask sense is inverted - inside rather than outside. (masks only)
51
+ bool doInvert = false;
52
+ if (imageCount < 0.0) {
53
+ imageCount = - imageCount;
54
+ doInvert = true;
55
+ }
50
56
 
51
57
  vec4 colorTexel = vec4(0);
52
58
  vec4 maskTexel = vec4(0);
@@ -73,7 +79,10 @@ if (!isOutside) {
73
79
  }
74
80
  }
75
81
  if (doMask) {
76
- if (!isOutside && (maskTexel.r + maskTexel.g + maskTexel.b + maskTexel.a > 0.0)) {
82
+ bool masked = !isOutside && (maskTexel.r + maskTexel.g + maskTexel.b + maskTexel.a) > 0.0;
83
+ if (doInvert)
84
+ masked = !masked;
85
+ if (masked) {
77
86
  float maskTransparency = u_pClassColorParams.w < 0.0 ? (1.0 - maskTexel.a) : u_pClassColorParams.w;
78
87
  if (maskTransparency <= 0.0) {
79
88
  discard;
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { SpatialClassifierInsideDisplay } from \"@itwin/core-common\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { PlanarClassifierContent } from \"../PlanarClassifier\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { IsThematic } from \"../TechniqueFlags\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { addClassifierFlash } from \"./FeatureSymbology\";\r\nimport { addWindowToTexCoords } from \"./Fragment\";\r\nimport { addInstancedRtcMatrix } from \"./Vertex\";\r\n\r\nexport const volClassOpaqueColor = `\r\nvec4 volClassColor(vec4 baseColor, float depth) {\r\n if (depth <= TEXTURE(s_pClassSampler, windowCoordsToTexCoords(gl_FragCoord.xy)).r)\r\n discard;\r\n return vec4(baseColor.rgb, 1.0);\r\n}\r\n`;\r\n\r\nconst volClassTranslucentColor = `\r\nvec4 volClassColor(vec4 baseColor, float depth) {\r\n return vec4(baseColor.rgb, depth); // This will never be called, so we use depth here to avoid a compile error\r\n}\r\n`;\r\n\r\nconst applyPlanarClassificationPrelude = `\r\nconst float dimScale = .7;\r\n\r\nvec2 classPos = v_pClassPos / v_pClassPosW;\r\nbool isOutside = classPos.x < 0.0 || classPos.x > 1.0 || classPos.y < 0.0 || classPos.y > 1.0;\r\nif (u_pClassColorParams.x > kClassifierDisplay_Element) { // texture/terrain drape.\r\n if (u_pClassColorParams.x > kTextureDrape) {\r\n return volClassColor(baseColor, depth);\r\n }\r\n if (isOutside)\r\n discard;\r\n\r\n vec3 rgb = TEXTURE(s_pClassSampler, classPos.xy).rgb;\r\n return vec4(rgb, baseColor.a);\r\n}\r\nfloat imageCount = u_pClassColorParams.z;\r\n\r\nvec4 colorTexel = vec4(0);\r\nvec4 maskTexel = vec4(0);\r\nbool doMask = imageCount != kTextureContentClassifierOnly;\r\nbool doClassify = imageCount != kTextureContentMaskOnly;\r\n\r\nif (!isOutside) {\r\n if (imageCount == kTextureContentClassifierOnly) {\r\n colorTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y / imageCount));\r\n } else if (imageCount == kTextureContentMaskOnly) {\r\n maskTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y));\r\n } else if (imageCount == kTextureContentClassifierAndMask) {\r\n colorTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y / imageCount));\r\n maskTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, (2.0 + classPos.y) / imageCount));\r\n }\r\n if (colorTexel.b >= 0.5) {\r\n if (u_shaderFlags[kShaderBit_IgnoreNonLocatable]) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n colorTexel.b = (colorTexel.b * 255.0 - 128.0) / 127.0;\r\n } else {\r\n colorTexel.b *= 255.0 / 127.0;\r\n }\r\n}\r\nif (doMask) {\r\n if (!isOutside && (maskTexel.r + maskTexel.g + maskTexel.b + maskTexel.a > 0.0)) {\r\n float maskTransparency = u_pClassColorParams.w < 0.0 ? (1.0 - maskTexel.a) : u_pClassColorParams.w;\r\n if (maskTransparency <= 0.0) {\r\n discard;\r\n return vec4(0);\r\n }\r\n\r\n baseColor.a = baseColor.a * maskTransparency;\r\n }\r\n\r\n if (!doClassify)\r\n return baseColor;\r\n }\r\n\r\n bool isClassified = !isOutside && (colorTexel.r + colorTexel.g + colorTexel.b + colorTexel.a > 0.0);\r\n float param = isClassified ? u_pClassColorParams.x : u_pClassColorParams.y;\r\n if (kClassifierDisplay_Off == param) {\r\n discard;\r\n return vec4(0);\r\n}\r\n`\r\n ;\r\n\r\n// Currently we discard if classifier is pure black (acts as clipping mask).\r\n// These could be more efficiently handled with masks.\r\nconst applyPlanarClassificationColor = applyPlanarClassificationPrelude + // eslint-disable-line prefer-template\r\n `\r\n float colorMix = u_pClassPointCloud ? .65 : .35;\r\n vec4 classColor;\r\n if (kClassifierDisplay_On == param)\r\n classColor = baseColor;\r\n else if (!isClassified || kClassifierDisplay_Dimmed == param)\r\n classColor = vec4(baseColor.rgb * dimScale, baseColor.a);\r\n else if (kClassifierDisplay_Hilite == param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), baseColor.a);\r\n else {\r\n if (colorTexel.b > colorTexel.a) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n\r\n // NB: colorTexel contains pre-multiplied alpha. We know it is greater than zero from above.\r\n float alpha = colorTexel.a * baseColor.a;\r\n vec3 rgb = colorTexel.rgb / colorTexel.a;\r\n rgb = mix(baseColor.rgb, rgb, colorMix);\r\n classColor = vec4(rgb, alpha);\r\n }\r\n\r\n if (kClassifierDisplay_Element != param && isClassified) {\r\n if (colorTexel.r > colorTexel.a && kClassifierDisplay_Hilite != param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), 1.0);\r\n\r\n if (colorTexel.g > colorTexel.a)\r\n classColor = applyClassifierFlash(classColor);\r\n }\r\n\r\n return classColor;\r\n`;\r\n\r\nconst applyPlanarClassificationColorForThematic = applyPlanarClassificationPrelude + // eslint-disable-line prefer-template\r\n `\r\n vec4 classColor = baseColor;\r\n\r\n if (kClassifierDisplay_Element == param) {\r\n if (colorTexel.b > colorTexel.a) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n\r\n // We stashed the element alpha in blue channel. Make sure to handle pre-multiplied alpha.\r\n baseColor.rgb = baseColor.rgb / baseColor.a;\r\n classColor = vec4(baseColor.rgb, colorTexel.b);\r\n classColor.rgb *= classColor.a;\r\n colorTexel.a = 0.5; // make conditions below potentially pass\r\n }\r\n\r\n if (isClassified) {\r\n if (colorTexel.r > colorTexel.a && kClassifierDisplay_Hilite != param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), 1.0);\r\n\r\n if (colorTexel.g > colorTexel.a)\r\n classColor = applyClassifierFlash(classColor);\r\n }\r\n\r\n return classColor;\r\n`;\r\n\r\nconst overrideFeatureId = `\r\n if (u_pClassColorParams.x > kClassifierDisplay_Element) return currentId;\r\n vec2 classPos = v_pClassPos / v_pClassPosW;\r\n vec4 featureTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, (1.0 + classPos.y) / u_pClassColorParams.z));\r\n return (featureTexel == vec4(0)) ? currentId : addUInt32s(u_batchBase, featureTexel * 255.0) / 255.0;\r\n `;\r\n\r\nconst computeClassifiedHiliteColor = `\r\n vec2 classPos = v_pClassPos / v_pClassPosW;\r\n return TEXTURE(s_pClassHiliteSampler, classPos);\r\n`;\r\nconst computeClassifiedSurfaceHiliteColor = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture) && TEXTURE(s_texture, v_texCoord).a <= 0.15)\r\n return vec4(0.0);\r\n${computeClassifiedHiliteColor}`;\r\n\r\nconst computeClassifierPos = \"vec4 classProj = u_pClassProj * rawPosition; v_pClassPos = classProj.xy;\";\r\nconst computeInstancedClassifierPos = \"vec4 classProj = u_pClassProj * g_instancedRtcMatrix * rawPosition; v_pClassPos = classProj.xy;\";\r\nconst computeClassifierPosW = \"v_pClassPosW = classProj.w;\";\r\n\r\nconst scratchBytes = new Uint8Array(4);\r\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\r\nconst scratchBatchBaseComponents = [0, 0, 0, 0];\r\nconst scratchColorParams = new Float32Array(4); // Unclassified scale, classified base scale, classified classifier scale, content/image count... MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3\r\nconst scratchModel = Matrix4d.createIdentity();\r\nconst scratchModelProjection = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nfunction addPlanarClassifierCommon(builder: ProgramBuilder) {\r\n const vert = builder.vert;\r\n vert.addUniform(\"u_pClassProj\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassProj\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape!;\r\n assert(undefined !== source || undefined !== params.target.activeVolumeClassifierTexture);\r\n if (undefined !== params.target.currentPlanarClassifierOrDrape) {\r\n source.projectionMatrix.multiplyMatrixMatrix(Matrix4d.createTransform(params.target.currentTransform, scratchModel), scratchModelProjection);\r\n scratchMatrix.initFromMatrix4d(scratchModelProjection);\r\n } else\r\n scratchMatrix.initIdentity(); // needs to be identity for volume classifiers\r\n uniform.setMatrix4(scratchMatrix);\r\n });\r\n });\r\n\r\n if (vert.usesInstancedGeometry)\r\n addInstancedRtcMatrix(vert);\r\n\r\n builder.addInlineComputedVarying(\"v_pClassPos\", VariableType.Vec2, vert.usesInstancedGeometry ? computeInstancedClassifierPos : computeClassifierPos);\r\n builder.addInlineComputedVarying(\"v_pClassPosW\", VariableType.Float, computeClassifierPosW);\r\n\r\n addPlanarClassifierConstants(builder.frag);\r\n}\r\n\r\nfunction addPlanarClassifierConstants(builder: ShaderBuilder) {\r\n builder.addDefine(\"kClassifierDisplay_Off\", SpatialClassifierInsideDisplay.Off.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_On\", SpatialClassifierInsideDisplay.On.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Dimmed\", SpatialClassifierInsideDisplay.Dimmed.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Hilite\", SpatialClassifierInsideDisplay.Hilite.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Element\", SpatialClassifierInsideDisplay.ElementColor.toFixed(1));\r\n const td = SpatialClassifierInsideDisplay.ElementColor + 1;\r\n builder.addDefine(\"kTextureDrape\", td.toFixed(1));\r\n builder.addDefine(\"kTextureContentClassifierOnly\", PlanarClassifierContent.ClassifierOnly.toFixed(1));\r\n builder.addDefine(\"kTextureContentMaskOnly\", PlanarClassifierContent.MaskOnly.toFixed(1));\r\n builder.addDefine(\"kTextureContentClassifierAndMask\", PlanarClassifierContent.ClassifierAndMask.toFixed(1));\r\n}\r\n\r\n/** @internal */\r\nexport function addColorPlanarClassifier(builder: ProgramBuilder, translucent: boolean, isThematic: IsThematic) {\r\n addPlanarClassifierCommon(builder);\r\n const frag = builder.frag;\r\n frag.addUniform(\"s_pClassSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_pClassSampler\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape;\r\n const volClass = params.target.activeVolumeClassifierTexture;\r\n assert(undefined !== source || undefined !== volClass);\r\n if (source) {\r\n assert(undefined !== source.texture);\r\n source.texture.texture.bindSampler(uniform, TextureUnit.PlanarClassification);\r\n } else\r\n Texture2DHandle.bindSampler(uniform, volClass!, TextureUnit.PlanarClassification);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_pClassColorParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassColorParams\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape;\r\n const volClass = params.target.activeVolumeClassifierTexture;\r\n assert(undefined !== source || undefined !== volClass);\r\n if (undefined !== source) {\r\n source.getParams(scratchColorParams);\r\n } else {\r\n scratchColorParams[0] = 6.0; // Volume classifier, by element color.\r\n scratchColorParams[1] = 0.5; // used for alpha value\r\n scratchColorParams[2] = 0.0; // Not used for volume.\r\n scratchColorParams[3] = 0.0; // Not used for volume.\r\n }\r\n uniform.setUniform4fv(scratchColorParams);\r\n });\r\n });\r\n\r\n if (isThematic === IsThematic.No) {\r\n frag.addUniform(\"u_pClassPointCloud\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassPointCloud\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier;\r\n const isPointCloud = undefined !== classifier && classifier.isClassifyingPointCloud;\r\n uniform.setUniform1i(isPointCloud ? 1 : 0);\r\n });\r\n });\r\n }\r\n\r\n addClassifierFlash(frag);\r\n\r\n if (translucent)\r\n // We will never call the shaders for volume classifiers with translucency,\r\n // so use a different version of the function which does not use glFragCoord to reduce the varyings count\r\n frag.addFunction(volClassTranslucentColor);\r\n else {\r\n addWindowToTexCoords(frag);\r\n frag.addFunction(volClassOpaqueColor);\r\n }\r\n\r\n addShaderFlags(builder);\r\n\r\n frag.set(FragmentShaderComponent.ApplyPlanarClassifier, (isThematic === IsThematic.No) ? applyPlanarClassificationColor : applyPlanarClassificationColorForThematic);\r\n}\r\n\r\n/** @internal */\r\nexport function addFeaturePlanarClassifier(builder: ProgramBuilder) {\r\n const frag = builder.frag;\r\n frag.addUniform(\"u_batchBase\", VariableType.Vec4, (prog) => { // TBD. Instancing.\r\n prog.addGraphicUniform(\"u_batchBase\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier;\r\n if (classifier !== undefined) {\r\n scratchBatchBaseId[0] = classifier.baseBatchId;\r\n scratchBatchBaseComponents[0] = scratchBytes[0];\r\n scratchBatchBaseComponents[1] = scratchBytes[1];\r\n scratchBatchBaseComponents[2] = scratchBytes[2];\r\n scratchBatchBaseComponents[3] = scratchBytes[3];\r\n }\r\n uniform.setUniform4fv(scratchBatchBaseComponents);\r\n });\r\n });\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n frag.addFunction(addUInt32s);\r\n}\r\n\r\n/** @internal */\r\nexport function addHilitePlanarClassifier(builder: ProgramBuilder, supportTextures = true) {\r\n addPlanarClassifierCommon(builder);\r\n const frag = builder.frag;\r\n frag.addUniform(\"s_pClassHiliteSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_pClassHiliteSampler\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier!;\r\n assert(undefined !== classifier && undefined !== classifier.hiliteTexture);\r\n classifier.hiliteTexture.texture.bindSampler(uniform, TextureUnit.PlanarClassificationHilite);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, supportTextures ? computeClassifiedSurfaceHiliteColor : computeClassifiedHiliteColor);\r\n}\r\n\r\n// NonLocatable flag is put in upper bit of blue component when drawing the classification texture.\r\nconst encodeNonLocatableWithFeatures = `\r\nvec4 encodeNonLocatable(vec4 clr) {\r\n float encoded_b = (floor(clr.b * 127.0) + float(extractNthBit(floor(v_feature_emphasis + 0.5), kEmphBit_NonLocatable)) * 128.0) / 255.0;\r\n return vec4(clr.r, clr.g, encoded_b, clr.a);\r\n}\r\n`;\r\n\r\nconst encodeNonLocatable = `\r\nvec4 encodeNonLocatable(vec4 clr) {\r\n float encoded_b = floor(clr.b * 127.0) / 255.0;\r\n return vec4(clr.r, clr.g, encoded_b, clr.a);\r\n}\r\n`;\r\n\r\nconst overrideClassifierColorPrelude = `\r\n if (0.0 == u_planarClassifierInsideMode)\r\n return currentColor;\r\n\r\n if (0.0 == currentColor.a)\r\n return encodeNonLocatable(vec4(0.0, 0.0, 1.0, 0.5));\r\n`;\r\n\r\nconst overrideClassifierEmphasis = `\r\n if (kClassifierDisplay_Element != u_planarClassifierInsideMode) {\r\n float emph = floor(v_feature_emphasis + 0.5);\r\n if (0.0 != emph)\r\n return encodeNonLocatable(vec4(extractNthBit(emph, kEmphBit_Hilite), extractNthBit(emph, kEmphBit_Flash), 0.0, 0.5));\r\n }\r\n`;\r\n\r\nconst overrideClassifierColorPostlude = `\r\n return encodeNonLocatable(currentColor);\r\n`;\r\n\r\nconst overrideClassifierWithFeatures = overrideClassifierColorPrelude + overrideClassifierEmphasis + overrideClassifierColorPostlude;\r\nconst overrideClassifierForClip = overrideClassifierColorPrelude + overrideClassifierColorPostlude;\r\n\r\nconst overrideClassifierColorPreludeForThematic = `\r\n if (0.0 == u_planarClassifierInsideMode)\r\n return currentColor;\r\n\r\n if (0.0 == currentColor.a)\r\n return encodeNonLocatable(vec4(0.0, 0.0, 1.0, 0.5));\r\n\r\n bool isElem = kClassifierDisplay_Element == u_planarClassifierInsideMode;\r\n`;\r\n\r\nconst overrideClassifierEmphasisForThematic = `\r\n float emph = floor(v_feature_emphasis + 0.5);\r\n if (0.0 != emph)\r\n return encodeNonLocatable(vec4(extractNthBit(emph, kEmphBit_Hilite), extractNthBit(emph, kEmphBit_Flash), isElem ? currentColor.a : 0.0, isElem ? 1.0 : 0.5));\r\n else if (kClassifierDisplay_Element == u_planarClassifierInsideMode)\r\n return encodeNonLocatable(vec4(0.0, 0.0, currentColor.a, 1.0));\r\n`;\r\n\r\n// Thematic classifiers use alpha of 1 to blend; we just want thematic colors to largely win out except when selecting and flashing classifiers.\r\nconst overrideClassifierColorPostludeClipForThematic = `\r\n return encodeNonLocatable(isElem ? vec4(0.0, 0.0, 1.0, 1.0) : currentColor);\r\n`;\r\n\r\nconst overrideClassifierWithFeaturesForThematic = overrideClassifierColorPreludeForThematic + overrideClassifierEmphasisForThematic + overrideClassifierColorPostlude;\r\nconst overrideClassifierForClipForThematic = overrideClassifierColorPreludeForThematic + overrideClassifierColorPostludeClipForThematic;\r\n\r\n/** The classified geometry needs some information about the classifier geometry. The classified fragment shader outputs special values that do not represent valid RGB+A combinations when using\r\n * pre-multiplied alpha. The alpha channel will be 0.5, and the red, green, and/or blue channels will be 1.0:\r\n * - Red: hilited.\r\n * - Green: flashed.\r\n * - Blue: fully-transparent. Indicates clipping mask (discard the classified pixel).\r\n * @internal\r\n */\r\nexport function addOverrideClassifierColor(builder: ProgramBuilder, isThematic: IsThematic): void {\r\n addPlanarClassifierConstants(builder.frag);\r\n builder.frag.addUniform(\"u_planarClassifierInsideMode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_planarClassifierInsideMode\", (uniform, params) => {\r\n const classifier = params.target.currentlyDrawingClassifier;\r\n const override = undefined !== classifier ? classifier.insideDisplay : 0;\r\n uniform.setUniform1f(override);\r\n });\r\n });\r\n\r\n const haveOverrides = undefined !== builder.frag.find(\"v_feature_emphasis\");\r\n builder.frag.addFunction(haveOverrides ? encodeNonLocatableWithFeatures : encodeNonLocatable);\r\n if (isThematic === IsThematic.No)\r\n builder.frag.set(FragmentShaderComponent.OverrideColor, haveOverrides ? overrideClassifierWithFeatures : overrideClassifierForClip);\r\n else\r\n builder.frag.set(FragmentShaderComponent.OverrideColor, haveOverrides ? overrideClassifierWithFeaturesForThematic : overrideClassifierForClipForThematic);\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { SpatialClassifierInsideDisplay } from \"@itwin/core-common\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { PlanarClassifierContent } from \"../PlanarClassifier\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { IsThematic } from \"../TechniqueFlags\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { addClassifierFlash } from \"./FeatureSymbology\";\r\nimport { addWindowToTexCoords } from \"./Fragment\";\r\nimport { addInstancedRtcMatrix } from \"./Vertex\";\r\n\r\nexport const volClassOpaqueColor = `\r\nvec4 volClassColor(vec4 baseColor, float depth) {\r\n if (depth <= TEXTURE(s_pClassSampler, windowCoordsToTexCoords(gl_FragCoord.xy)).r)\r\n discard;\r\n return vec4(baseColor.rgb, 1.0);\r\n}\r\n`;\r\n\r\nconst volClassTranslucentColor = `\r\nvec4 volClassColor(vec4 baseColor, float depth) {\r\n return vec4(baseColor.rgb, depth); // This will never be called, so we use depth here to avoid a compile error\r\n}\r\n`;\r\n\r\nconst applyPlanarClassificationPrelude = `\r\nconst float dimScale = .7;\r\n\r\nvec2 classPos = v_pClassPos / v_pClassPosW;\r\nbool isOutside = classPos.x < 0.0 || classPos.x > 1.0 || classPos.y < 0.0 || classPos.y > 1.0;\r\nif (u_pClassColorParams.x > kClassifierDisplay_Element) { // texture/terrain drape.\r\n if (u_pClassColorParams.x > kTextureDrape) {\r\n return volClassColor(baseColor, depth);\r\n }\r\n if (isOutside)\r\n discard;\r\n\r\n vec3 rgb = TEXTURE(s_pClassSampler, classPos.xy).rgb;\r\n return vec4(rgb, baseColor.a);\r\n}\r\nfloat imageCount = u_pClassColorParams.z;\r\n// If imageCount is less than zero - the mask sense is inverted - inside rather than outside. (masks only)\r\nbool doInvert = false;\r\nif (imageCount < 0.0) {\r\n imageCount = - imageCount;\r\n doInvert = true;\r\n}\r\n\r\nvec4 colorTexel = vec4(0);\r\nvec4 maskTexel = vec4(0);\r\nbool doMask = imageCount != kTextureContentClassifierOnly;\r\nbool doClassify = imageCount != kTextureContentMaskOnly;\r\n\r\nif (!isOutside) {\r\n if (imageCount == kTextureContentClassifierOnly) {\r\n colorTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y / imageCount));\r\n } else if (imageCount == kTextureContentMaskOnly) {\r\n maskTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y));\r\n } else if (imageCount == kTextureContentClassifierAndMask) {\r\n colorTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y / imageCount));\r\n maskTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, (2.0 + classPos.y) / imageCount));\r\n }\r\n if (colorTexel.b >= 0.5) {\r\n if (u_shaderFlags[kShaderBit_IgnoreNonLocatable]) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n colorTexel.b = (colorTexel.b * 255.0 - 128.0) / 127.0;\r\n } else {\r\n colorTexel.b *= 255.0 / 127.0;\r\n }\r\n}\r\nif (doMask) {\r\n bool masked = !isOutside && (maskTexel.r + maskTexel.g + maskTexel.b + maskTexel.a) > 0.0;\r\n if (doInvert)\r\n masked = !masked;\r\n if (masked) {\r\n float maskTransparency = u_pClassColorParams.w < 0.0 ? (1.0 - maskTexel.a) : u_pClassColorParams.w;\r\n if (maskTransparency <= 0.0) {\r\n discard;\r\n return vec4(0);\r\n }\r\n\r\n baseColor.a = baseColor.a * maskTransparency;\r\n }\r\n\r\n if (!doClassify)\r\n return baseColor;\r\n }\r\n\r\n bool isClassified = !isOutside && (colorTexel.r + colorTexel.g + colorTexel.b + colorTexel.a > 0.0);\r\n float param = isClassified ? u_pClassColorParams.x : u_pClassColorParams.y;\r\n if (kClassifierDisplay_Off == param) {\r\n discard;\r\n return vec4(0);\r\n}\r\n`\r\n ;\r\n\r\n// Currently we discard if classifier is pure black (acts as clipping mask).\r\n// These could be more efficiently handled with masks.\r\nconst applyPlanarClassificationColor = applyPlanarClassificationPrelude + // eslint-disable-line prefer-template\r\n `\r\n float colorMix = u_pClassPointCloud ? .65 : .35;\r\n vec4 classColor;\r\n if (kClassifierDisplay_On == param)\r\n classColor = baseColor;\r\n else if (!isClassified || kClassifierDisplay_Dimmed == param)\r\n classColor = vec4(baseColor.rgb * dimScale, baseColor.a);\r\n else if (kClassifierDisplay_Hilite == param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), baseColor.a);\r\n else {\r\n if (colorTexel.b > colorTexel.a) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n\r\n // NB: colorTexel contains pre-multiplied alpha. We know it is greater than zero from above.\r\n float alpha = colorTexel.a * baseColor.a;\r\n vec3 rgb = colorTexel.rgb / colorTexel.a;\r\n rgb = mix(baseColor.rgb, rgb, colorMix);\r\n classColor = vec4(rgb, alpha);\r\n }\r\n\r\n if (kClassifierDisplay_Element != param && isClassified) {\r\n if (colorTexel.r > colorTexel.a && kClassifierDisplay_Hilite != param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), 1.0);\r\n\r\n if (colorTexel.g > colorTexel.a)\r\n classColor = applyClassifierFlash(classColor);\r\n }\r\n\r\n return classColor;\r\n`;\r\n\r\nconst applyPlanarClassificationColorForThematic = applyPlanarClassificationPrelude + // eslint-disable-line prefer-template\r\n `\r\n vec4 classColor = baseColor;\r\n\r\n if (kClassifierDisplay_Element == param) {\r\n if (colorTexel.b > colorTexel.a) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n\r\n // We stashed the element alpha in blue channel. Make sure to handle pre-multiplied alpha.\r\n baseColor.rgb = baseColor.rgb / baseColor.a;\r\n classColor = vec4(baseColor.rgb, colorTexel.b);\r\n classColor.rgb *= classColor.a;\r\n colorTexel.a = 0.5; // make conditions below potentially pass\r\n }\r\n\r\n if (isClassified) {\r\n if (colorTexel.r > colorTexel.a && kClassifierDisplay_Hilite != param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), 1.0);\r\n\r\n if (colorTexel.g > colorTexel.a)\r\n classColor = applyClassifierFlash(classColor);\r\n }\r\n\r\n return classColor;\r\n`;\r\n\r\nconst overrideFeatureId = `\r\n if (u_pClassColorParams.x > kClassifierDisplay_Element) return currentId;\r\n vec2 classPos = v_pClassPos / v_pClassPosW;\r\n vec4 featureTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, (1.0 + classPos.y) / u_pClassColorParams.z));\r\n return (featureTexel == vec4(0)) ? currentId : addUInt32s(u_batchBase, featureTexel * 255.0) / 255.0;\r\n `;\r\n\r\nconst computeClassifiedHiliteColor = `\r\n vec2 classPos = v_pClassPos / v_pClassPosW;\r\n return TEXTURE(s_pClassHiliteSampler, classPos);\r\n`;\r\nconst computeClassifiedSurfaceHiliteColor = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture) && TEXTURE(s_texture, v_texCoord).a <= 0.15)\r\n return vec4(0.0);\r\n${computeClassifiedHiliteColor}`;\r\n\r\nconst computeClassifierPos = \"vec4 classProj = u_pClassProj * rawPosition; v_pClassPos = classProj.xy;\";\r\nconst computeInstancedClassifierPos = \"vec4 classProj = u_pClassProj * g_instancedRtcMatrix * rawPosition; v_pClassPos = classProj.xy;\";\r\nconst computeClassifierPosW = \"v_pClassPosW = classProj.w;\";\r\n\r\nconst scratchBytes = new Uint8Array(4);\r\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\r\nconst scratchBatchBaseComponents = [0, 0, 0, 0];\r\nconst scratchColorParams = new Float32Array(4); // Unclassified scale, classified base scale, classified classifier scale, content/image count... MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3\r\nconst scratchModel = Matrix4d.createIdentity();\r\nconst scratchModelProjection = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nfunction addPlanarClassifierCommon(builder: ProgramBuilder) {\r\n const vert = builder.vert;\r\n vert.addUniform(\"u_pClassProj\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassProj\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape!;\r\n assert(undefined !== source || undefined !== params.target.activeVolumeClassifierTexture);\r\n if (undefined !== params.target.currentPlanarClassifierOrDrape) {\r\n source.projectionMatrix.multiplyMatrixMatrix(Matrix4d.createTransform(params.target.currentTransform, scratchModel), scratchModelProjection);\r\n scratchMatrix.initFromMatrix4d(scratchModelProjection);\r\n } else\r\n scratchMatrix.initIdentity(); // needs to be identity for volume classifiers\r\n uniform.setMatrix4(scratchMatrix);\r\n });\r\n });\r\n\r\n if (vert.usesInstancedGeometry)\r\n addInstancedRtcMatrix(vert);\r\n\r\n builder.addInlineComputedVarying(\"v_pClassPos\", VariableType.Vec2, vert.usesInstancedGeometry ? computeInstancedClassifierPos : computeClassifierPos);\r\n builder.addInlineComputedVarying(\"v_pClassPosW\", VariableType.Float, computeClassifierPosW);\r\n\r\n addPlanarClassifierConstants(builder.frag);\r\n}\r\n\r\nfunction addPlanarClassifierConstants(builder: ShaderBuilder) {\r\n builder.addDefine(\"kClassifierDisplay_Off\", SpatialClassifierInsideDisplay.Off.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_On\", SpatialClassifierInsideDisplay.On.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Dimmed\", SpatialClassifierInsideDisplay.Dimmed.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Hilite\", SpatialClassifierInsideDisplay.Hilite.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Element\", SpatialClassifierInsideDisplay.ElementColor.toFixed(1));\r\n const td = SpatialClassifierInsideDisplay.ElementColor + 1;\r\n builder.addDefine(\"kTextureDrape\", td.toFixed(1));\r\n builder.addDefine(\"kTextureContentClassifierOnly\", PlanarClassifierContent.ClassifierOnly.toFixed(1));\r\n builder.addDefine(\"kTextureContentMaskOnly\", PlanarClassifierContent.MaskOnly.toFixed(1));\r\n builder.addDefine(\"kTextureContentClassifierAndMask\", PlanarClassifierContent.ClassifierAndMask.toFixed(1));\r\n}\r\n\r\n/** @internal */\r\nexport function addColorPlanarClassifier(builder: ProgramBuilder, translucent: boolean, isThematic: IsThematic) {\r\n addPlanarClassifierCommon(builder);\r\n const frag = builder.frag;\r\n frag.addUniform(\"s_pClassSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_pClassSampler\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape;\r\n const volClass = params.target.activeVolumeClassifierTexture;\r\n assert(undefined !== source || undefined !== volClass);\r\n if (source) {\r\n assert(undefined !== source.texture);\r\n source.texture.texture.bindSampler(uniform, TextureUnit.PlanarClassification);\r\n } else\r\n Texture2DHandle.bindSampler(uniform, volClass!, TextureUnit.PlanarClassification);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_pClassColorParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassColorParams\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape;\r\n const volClass = params.target.activeVolumeClassifierTexture;\r\n assert(undefined !== source || undefined !== volClass);\r\n if (undefined !== source) {\r\n source.getParams(scratchColorParams);\r\n } else {\r\n scratchColorParams[0] = 6.0; // Volume classifier, by element color.\r\n scratchColorParams[1] = 0.5; // used for alpha value\r\n scratchColorParams[2] = 0.0; // Not used for volume.\r\n scratchColorParams[3] = 0.0; // Not used for volume.\r\n }\r\n uniform.setUniform4fv(scratchColorParams);\r\n });\r\n });\r\n\r\n if (isThematic === IsThematic.No) {\r\n frag.addUniform(\"u_pClassPointCloud\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassPointCloud\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier;\r\n const isPointCloud = undefined !== classifier && classifier.isClassifyingPointCloud;\r\n uniform.setUniform1i(isPointCloud ? 1 : 0);\r\n });\r\n });\r\n }\r\n\r\n addClassifierFlash(frag);\r\n\r\n if (translucent)\r\n // We will never call the shaders for volume classifiers with translucency,\r\n // so use a different version of the function which does not use glFragCoord to reduce the varyings count\r\n frag.addFunction(volClassTranslucentColor);\r\n else {\r\n addWindowToTexCoords(frag);\r\n frag.addFunction(volClassOpaqueColor);\r\n }\r\n\r\n addShaderFlags(builder);\r\n\r\n frag.set(FragmentShaderComponent.ApplyPlanarClassifier, (isThematic === IsThematic.No) ? applyPlanarClassificationColor : applyPlanarClassificationColorForThematic);\r\n}\r\n\r\n/** @internal */\r\nexport function addFeaturePlanarClassifier(builder: ProgramBuilder) {\r\n const frag = builder.frag;\r\n frag.addUniform(\"u_batchBase\", VariableType.Vec4, (prog) => { // TBD. Instancing.\r\n prog.addGraphicUniform(\"u_batchBase\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier;\r\n if (classifier !== undefined) {\r\n scratchBatchBaseId[0] = classifier.baseBatchId;\r\n scratchBatchBaseComponents[0] = scratchBytes[0];\r\n scratchBatchBaseComponents[1] = scratchBytes[1];\r\n scratchBatchBaseComponents[2] = scratchBytes[2];\r\n scratchBatchBaseComponents[3] = scratchBytes[3];\r\n }\r\n uniform.setUniform4fv(scratchBatchBaseComponents);\r\n });\r\n });\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n frag.addFunction(addUInt32s);\r\n}\r\n\r\n/** @internal */\r\nexport function addHilitePlanarClassifier(builder: ProgramBuilder, supportTextures = true) {\r\n addPlanarClassifierCommon(builder);\r\n const frag = builder.frag;\r\n frag.addUniform(\"s_pClassHiliteSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_pClassHiliteSampler\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier!;\r\n assert(undefined !== classifier && undefined !== classifier.hiliteTexture);\r\n classifier.hiliteTexture.texture.bindSampler(uniform, TextureUnit.PlanarClassificationHilite);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, supportTextures ? computeClassifiedSurfaceHiliteColor : computeClassifiedHiliteColor);\r\n}\r\n\r\n// NonLocatable flag is put in upper bit of blue component when drawing the classification texture.\r\nconst encodeNonLocatableWithFeatures = `\r\nvec4 encodeNonLocatable(vec4 clr) {\r\n float encoded_b = (floor(clr.b * 127.0) + float(extractNthBit(floor(v_feature_emphasis + 0.5), kEmphBit_NonLocatable)) * 128.0) / 255.0;\r\n return vec4(clr.r, clr.g, encoded_b, clr.a);\r\n}\r\n`;\r\n\r\nconst encodeNonLocatable = `\r\nvec4 encodeNonLocatable(vec4 clr) {\r\n float encoded_b = floor(clr.b * 127.0) / 255.0;\r\n return vec4(clr.r, clr.g, encoded_b, clr.a);\r\n}\r\n`;\r\n\r\nconst overrideClassifierColorPrelude = `\r\n if (0.0 == u_planarClassifierInsideMode)\r\n return currentColor;\r\n\r\n if (0.0 == currentColor.a)\r\n return encodeNonLocatable(vec4(0.0, 0.0, 1.0, 0.5));\r\n`;\r\n\r\nconst overrideClassifierEmphasis = `\r\n if (kClassifierDisplay_Element != u_planarClassifierInsideMode) {\r\n float emph = floor(v_feature_emphasis + 0.5);\r\n if (0.0 != emph)\r\n return encodeNonLocatable(vec4(extractNthBit(emph, kEmphBit_Hilite), extractNthBit(emph, kEmphBit_Flash), 0.0, 0.5));\r\n }\r\n`;\r\n\r\nconst overrideClassifierColorPostlude = `\r\n return encodeNonLocatable(currentColor);\r\n`;\r\n\r\nconst overrideClassifierWithFeatures = overrideClassifierColorPrelude + overrideClassifierEmphasis + overrideClassifierColorPostlude;\r\nconst overrideClassifierForClip = overrideClassifierColorPrelude + overrideClassifierColorPostlude;\r\n\r\nconst overrideClassifierColorPreludeForThematic = `\r\n if (0.0 == u_planarClassifierInsideMode)\r\n return currentColor;\r\n\r\n if (0.0 == currentColor.a)\r\n return encodeNonLocatable(vec4(0.0, 0.0, 1.0, 0.5));\r\n\r\n bool isElem = kClassifierDisplay_Element == u_planarClassifierInsideMode;\r\n`;\r\n\r\nconst overrideClassifierEmphasisForThematic = `\r\n float emph = floor(v_feature_emphasis + 0.5);\r\n if (0.0 != emph)\r\n return encodeNonLocatable(vec4(extractNthBit(emph, kEmphBit_Hilite), extractNthBit(emph, kEmphBit_Flash), isElem ? currentColor.a : 0.0, isElem ? 1.0 : 0.5));\r\n else if (kClassifierDisplay_Element == u_planarClassifierInsideMode)\r\n return encodeNonLocatable(vec4(0.0, 0.0, currentColor.a, 1.0));\r\n`;\r\n\r\n// Thematic classifiers use alpha of 1 to blend; we just want thematic colors to largely win out except when selecting and flashing classifiers.\r\nconst overrideClassifierColorPostludeClipForThematic = `\r\n return encodeNonLocatable(isElem ? vec4(0.0, 0.0, 1.0, 1.0) : currentColor);\r\n`;\r\n\r\nconst overrideClassifierWithFeaturesForThematic = overrideClassifierColorPreludeForThematic + overrideClassifierEmphasisForThematic + overrideClassifierColorPostlude;\r\nconst overrideClassifierForClipForThematic = overrideClassifierColorPreludeForThematic + overrideClassifierColorPostludeClipForThematic;\r\n\r\n/** The classified geometry needs some information about the classifier geometry. The classified fragment shader outputs special values that do not represent valid RGB+A combinations when using\r\n * pre-multiplied alpha. The alpha channel will be 0.5, and the red, green, and/or blue channels will be 1.0:\r\n * - Red: hilited.\r\n * - Green: flashed.\r\n * - Blue: fully-transparent. Indicates clipping mask (discard the classified pixel).\r\n * @internal\r\n */\r\nexport function addOverrideClassifierColor(builder: ProgramBuilder, isThematic: IsThematic): void {\r\n addPlanarClassifierConstants(builder.frag);\r\n builder.frag.addUniform(\"u_planarClassifierInsideMode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_planarClassifierInsideMode\", (uniform, params) => {\r\n const classifier = params.target.currentlyDrawingClassifier;\r\n const override = undefined !== classifier ? classifier.insideDisplay : 0;\r\n uniform.setUniform1f(override);\r\n });\r\n });\r\n\r\n const haveOverrides = undefined !== builder.frag.find(\"v_feature_emphasis\");\r\n builder.frag.addFunction(haveOverrides ? encodeNonLocatableWithFeatures : encodeNonLocatable);\r\n if (isThematic === IsThematic.No)\r\n builder.frag.set(FragmentShaderComponent.OverrideColor, haveOverrides ? overrideClassifierWithFeatures : overrideClassifierForClip);\r\n else\r\n builder.frag.set(FragmentShaderComponent.OverrideColor, haveOverrides ? overrideClassifierWithFeaturesForThematic : overrideClassifierForClipForThematic);\r\n}\r\n"]}
@@ -1 +1 @@
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+ {"version":3,"file":"OrbitGtTileTree.d.ts","sourceRoot":"","sources":["../../../src/tile/OrbitGtTileTree.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAA0C,UAAU,EAAE,MAAM,qBAAqB,CAAC;AACzF,OAAO,EAC6F,gBAAgB,EAC5D,oBAAoB,EAAE,iBAAiB,EAC9F,MAAM,oBAAoB,CAAC;AAC5B,OAAO,EAAW,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAC7E,OAAO,EAEL,kBAAkB,EAEnB,MAAM,qBAAqB,CAAC;AAI7B,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAKvD,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AACtD,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AAGtD,OAAO,EACL,oBAAoB,EAAE,IAAI,EAAE,WAAW,EAAE,YAAY,EAAoB,UAAU,EAAE,WAAW,EAAE,QAAQ,EAC1G,cAAc,EACf,MAAM,YAAY,CAAC;AAqEpB,gBAAgB;AAChB,wBAAgB,8BAA8B,CAAC,KAAK,EAAE,eAAe,CAAC,cAAc,GAAG,oBAAoB,CAAC,SAAS,CAEpH;AAgBD,cAAM,eAAgB,SAAQ,IAAI;IAChC,SAAS,CAAC,aAAa,CAAC,QAAQ,EAAE,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG,SAAS,KAAK,IAAI,EAAE,OAAO,EAAE,CAAC,KAAK,EAAE,KAAK,KAAK,IAAI,GAAG,IAAI;IACnG,cAAc,CAAC,WAAW,EAAE,MAAM,OAAO,GAAG,OAAO,CAAC,WAAW,CAAC,QAAQ,CAAC;IACtF,IAAW,OAAO,sDAA0E;IAC/E,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,YAAY,EAAE,OAAO,EAAE,YAAY,EAAE,WAAW,CAAC,EAAE,MAAM,OAAO,GAAG,OAAO,CAAC,WAAW,CAAC;IACnH,UAAU,IAAI,IAAI;gBAEtB,MAAM,EAAE,UAAU,EAAE,IAAI,EAAE,QAAQ;CAC/C;AAiFD,gBAAgB;AAChB,qBAAa,eAAgB,SAAQ,QAAQ;IAMI,OAAO,CAAC,YAAY;IAA2C,OAAO,CAAC,aAAa;IAAY,OAAO,CAAC,cAAc;IALrK,OAAO,CAAC,WAAW,CAAa;IACzB,QAAQ,EAAE,eAAe,CAAC;IAC1B,iBAAiB,EAAE,iBAAiB,CAAM;IACjD,OAAO,CAAC,aAAa,CAAyC;gBAE3C,UAAU,EAAE,cAAc,EAAU,YAAY,EAAE,kBAAkB,EAAE,UAAU,EAAE,OAAO,EAAU,aAAa,EAAE,QAAQ,EAAU,cAAc,EAAE,SAAS;IAS1J,gBAAgB,IAAI,OAAO,CAAC,SAAS,GAAG,SAAS,CAAC;IAIxD,OAAO,IAAI,IAAI;IAW/B,SAAS,CAAC,YAAY,CAAC,KAAK,EAAE,YAAY,GAAG,IAAI,EAAE;IACnD,IAAW,IAAI,IAAI,OAAO,CAAiB;IAC3C,IAAoB,kBAAkB,IAAI,OAAO,CAAkB;IACnE,IAAW,QAAQ,IAAI,MAAM,GAAG,SAAS,CAAsB;IAE/D,OAAO,CAAC,QAAQ;IAQT,KAAK;IAKI,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAKhE,IAAI,CAAC,IAAI,EAAE,YAAY;CAqE/B;AAED,gBAAgB;AAEhB,yBAAiB,eAAe,CAAC;IAC/B,UAAiB,cAAe,SAAQ,oBAAoB,CAAC,kBAAkB;QAC7E,WAAW,CAAC,EAAE,gBAAgB,CAAC;QAC/B,OAAO,CAAC,EAAE,UAAU,CAAC;KACtB;IA8BD,SAAsB,qBAAqB,CAAC,WAAW,EAAE,oBAAoB,EAAE,MAAM,EAAE,gBAAgB,EAAE,OAAO,EAAE,UAAU,GAAG,OAAO,CAAC,QAAQ,GAAG,SAAS,CAAC,CA0F3J;CACF"}
@@ -290,6 +290,7 @@ exports.OrbitGtTileTree = OrbitGtTileTree;
290
290
  async function createOrbitGtTileTree(rdSourceKey, iModel, modelId) {
291
291
  const rdSource = await RealityDataSource_1.RealityDataSource.fromKey(rdSourceKey, iModel.iTwinId);
292
292
  const isContextShare = rdSourceKey.provider === core_common_1.RealityDataProvider.ContextShare;
293
+ const isTilestUrl = rdSourceKey.provider === core_common_1.RealityDataProvider.TilesetUrl;
293
294
  let blobStringUrl;
294
295
  if (isContextShare) {
295
296
  const realityData = rdSource ? rdSource.realityData : undefined;
@@ -302,6 +303,9 @@ exports.OrbitGtTileTree = OrbitGtTileTree;
302
303
  const blobUrl = await realityData.getBlobUrl(token, docRootName);
303
304
  blobStringUrl = blobUrl.toString();
304
305
  }
306
+ else if (isTilestUrl) {
307
+ blobStringUrl = rdSourceKey.id;
308
+ }
305
309
  else {
306
310
  const orbitGtBlobProps = RealityDataSource_1.RealityDataSource.createOrbitGtBlobPropsFromKey(rdSourceKey);
307
311
  if (orbitGtBlobProps === undefined)