@itwin/core-frontend 3.0.0-dev.139 → 3.0.0-dev.144
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.
- package/lib/cjs/render/MockRender.d.ts +3 -1
- package/lib/cjs/render/MockRender.d.ts.map +1 -1
- package/lib/cjs/render/MockRender.js.map +1 -1
- package/lib/cjs/render/RenderSystem.d.ts +3 -1
- package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
- package/lib/cjs/render/RenderSystem.js +4 -2
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/primitives/EdgeParams.d.ts +50 -0
- package/lib/cjs/render/primitives/EdgeParams.d.ts.map +1 -0
- package/lib/cjs/render/primitives/EdgeParams.js +116 -0
- package/lib/cjs/render/primitives/EdgeParams.js.map +1 -0
- package/lib/cjs/render/primitives/PointStringParams.d.ts +16 -0
- package/lib/cjs/render/primitives/PointStringParams.d.ts.map +1 -0
- package/lib/cjs/render/primitives/PointStringParams.js +43 -0
- package/lib/cjs/render/primitives/PointStringParams.js.map +1 -0
- package/lib/cjs/render/primitives/PolylineParams.d.ts +44 -0
- package/lib/cjs/render/primitives/PolylineParams.d.ts.map +1 -0
- package/lib/cjs/render/primitives/PolylineParams.js +205 -0
- package/lib/cjs/render/primitives/PolylineParams.js.map +1 -0
- package/lib/cjs/render/primitives/SurfaceParams.d.ts +46 -0
- package/lib/cjs/render/primitives/SurfaceParams.d.ts.map +1 -0
- package/lib/cjs/render/primitives/SurfaceParams.js +42 -0
- package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -0
- package/lib/cjs/render/primitives/VertexTable.d.ts +3 -123
- package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
- package/lib/cjs/render/primitives/VertexTable.js +10 -351
- package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.d.ts +4 -2
- package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/EdgeGeometry.d.ts +73 -0
- package/lib/cjs/render/webgl/EdgeGeometry.d.ts.map +1 -0
- package/lib/cjs/render/webgl/EdgeGeometry.js +141 -0
- package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -0
- package/lib/cjs/render/webgl/InstancedGeometry.d.ts +4 -4
- package/lib/cjs/render/webgl/InstancedGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Material.d.ts +1 -1
- package/lib/cjs/render/webgl/Material.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Material.js.map +1 -1
- package/lib/cjs/render/webgl/Mesh.d.ts +6 -162
- package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Mesh.js +11 -456
- package/lib/cjs/render/webgl/Mesh.js.map +1 -1
- package/lib/cjs/render/webgl/MeshData.d.ts +38 -0
- package/lib/cjs/render/webgl/MeshData.d.ts.map +1 -0
- package/lib/cjs/render/webgl/MeshData.js +66 -0
- package/lib/cjs/render/webgl/MeshData.js.map +1 -0
- package/lib/cjs/render/webgl/MeshGeometry.d.ts +38 -0
- package/lib/cjs/render/webgl/MeshGeometry.d.ts.map +1 -0
- package/lib/cjs/render/webgl/MeshGeometry.js +60 -0
- package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -0
- package/lib/cjs/render/webgl/PointString.d.ts +1 -1
- package/lib/cjs/render/webgl/PointString.d.ts.map +1 -1
- package/lib/cjs/render/webgl/PointString.js.map +1 -1
- package/lib/cjs/render/webgl/Polyline.d.ts +1 -1
- package/lib/cjs/render/webgl/Polyline.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Polyline.js.map +1 -1
- package/lib/cjs/render/webgl/RenderCommands.js +4 -4
- package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.d.ts +54 -0
- package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -0
- package/lib/cjs/render/webgl/SurfaceGeometry.js +240 -0
- package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -0
- package/lib/cjs/render/webgl/System.d.ts +3 -1
- package/lib/cjs/render/webgl/System.d.ts.map +1 -1
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.js +3 -3
- package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/cjs/render-primitives.d.ts +5 -1
- package/lib/cjs/render-primitives.d.ts.map +1 -1
- package/lib/cjs/render-primitives.js +5 -1
- package/lib/cjs/render-primitives.js.map +1 -1
- package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
- package/lib/cjs/tile/ImdlReader.js +8 -5
- package/lib/cjs/tile/ImdlReader.js.map +1 -1
- package/lib/cjs/webgl.d.ts +4 -0
- package/lib/cjs/webgl.d.ts.map +1 -1
- package/lib/cjs/webgl.js +4 -0
- package/lib/cjs/webgl.js.map +1 -1
- package/lib/esm/render/MockRender.d.ts +3 -1
- package/lib/esm/render/MockRender.d.ts.map +1 -1
- package/lib/esm/render/MockRender.js.map +1 -1
- package/lib/esm/render/RenderSystem.d.ts +3 -1
- package/lib/esm/render/RenderSystem.d.ts.map +1 -1
- package/lib/esm/render/RenderSystem.js +3 -1
- package/lib/esm/render/RenderSystem.js.map +1 -1
- package/lib/esm/render/primitives/EdgeParams.d.ts +50 -0
- package/lib/esm/render/primitives/EdgeParams.d.ts.map +1 -0
- package/lib/esm/render/primitives/EdgeParams.js +113 -0
- package/lib/esm/render/primitives/EdgeParams.js.map +1 -0
- package/lib/esm/render/primitives/PointStringParams.d.ts +16 -0
- package/lib/esm/render/primitives/PointStringParams.d.ts.map +1 -0
- package/lib/esm/render/primitives/PointStringParams.js +39 -0
- package/lib/esm/render/primitives/PointStringParams.js.map +1 -0
- package/lib/esm/render/primitives/PolylineParams.d.ts +44 -0
- package/lib/esm/render/primitives/PolylineParams.d.ts.map +1 -0
- package/lib/esm/render/primitives/PolylineParams.js +199 -0
- package/lib/esm/render/primitives/PolylineParams.js.map +1 -0
- package/lib/esm/render/primitives/SurfaceParams.d.ts +46 -0
- package/lib/esm/render/primitives/SurfaceParams.d.ts.map +1 -0
- package/lib/esm/render/primitives/SurfaceParams.js +37 -0
- package/lib/esm/render/primitives/SurfaceParams.js.map +1 -0
- package/lib/esm/render/primitives/VertexTable.d.ts +3 -123
- package/lib/esm/render/primitives/VertexTable.d.ts.map +1 -1
- package/lib/esm/render/primitives/VertexTable.js +5 -341
- package/lib/esm/render/primitives/VertexTable.js.map +1 -1
- package/lib/esm/render/webgl/CachedGeometry.d.ts +4 -2
- package/lib/esm/render/webgl/CachedGeometry.d.ts.map +1 -1
- package/lib/esm/render/webgl/CachedGeometry.js.map +1 -1
- package/lib/esm/render/webgl/EdgeGeometry.d.ts +73 -0
- package/lib/esm/render/webgl/EdgeGeometry.d.ts.map +1 -0
- package/lib/esm/render/webgl/EdgeGeometry.js +135 -0
- package/lib/esm/render/webgl/EdgeGeometry.js.map +1 -0
- package/lib/esm/render/webgl/InstancedGeometry.d.ts +4 -4
- package/lib/esm/render/webgl/InstancedGeometry.d.ts.map +1 -1
- package/lib/esm/render/webgl/Material.d.ts +1 -1
- package/lib/esm/render/webgl/Material.d.ts.map +1 -1
- package/lib/esm/render/webgl/Material.js.map +1 -1
- package/lib/esm/render/webgl/Mesh.d.ts +6 -162
- package/lib/esm/render/webgl/Mesh.d.ts.map +1 -1
- package/lib/esm/render/webgl/Mesh.js +5 -443
- package/lib/esm/render/webgl/Mesh.js.map +1 -1
- package/lib/esm/render/webgl/MeshData.d.ts +38 -0
- package/lib/esm/render/webgl/MeshData.d.ts.map +1 -0
- package/lib/esm/render/webgl/MeshData.js +62 -0
- package/lib/esm/render/webgl/MeshData.js.map +1 -0
- package/lib/esm/render/webgl/MeshGeometry.d.ts +38 -0
- package/lib/esm/render/webgl/MeshGeometry.d.ts.map +1 -0
- package/lib/esm/render/webgl/MeshGeometry.js +56 -0
- package/lib/esm/render/webgl/MeshGeometry.js.map +1 -0
- package/lib/esm/render/webgl/PointString.d.ts +1 -1
- package/lib/esm/render/webgl/PointString.d.ts.map +1 -1
- package/lib/esm/render/webgl/PointString.js.map +1 -1
- package/lib/esm/render/webgl/Polyline.d.ts +1 -1
- package/lib/esm/render/webgl/Polyline.d.ts.map +1 -1
- package/lib/esm/render/webgl/Polyline.js.map +1 -1
- package/lib/esm/render/webgl/RenderCommands.js +1 -1
- package/lib/esm/render/webgl/RenderCommands.js.map +1 -1
- package/lib/esm/render/webgl/SurfaceGeometry.d.ts +54 -0
- package/lib/esm/render/webgl/SurfaceGeometry.d.ts.map +1 -0
- package/lib/esm/render/webgl/SurfaceGeometry.js +235 -0
- package/lib/esm/render/webgl/SurfaceGeometry.js.map +1 -0
- package/lib/esm/render/webgl/System.d.ts +3 -1
- package/lib/esm/render/webgl/System.d.ts.map +1 -1
- package/lib/esm/render/webgl/System.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Surface.js +1 -1
- package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/esm/render-primitives.d.ts +5 -1
- package/lib/esm/render-primitives.d.ts.map +1 -1
- package/lib/esm/render-primitives.js +5 -1
- package/lib/esm/render-primitives.js.map +1 -1
- package/lib/esm/tile/ImdlReader.d.ts.map +1 -1
- package/lib/esm/tile/ImdlReader.js +4 -1
- package/lib/esm/tile/ImdlReader.js.map +1 -1
- package/lib/esm/webgl.d.ts +4 -0
- package/lib/esm/webgl.d.ts.map +1 -1
- package/lib/esm/webgl.js +4 -0
- package/lib/esm/webgl.js.map +1 -1
- package/package.json +22 -22
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Range3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, FrustumPlanes, RenderMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { Decorations } from \"../Decorations\";\r\nimport { SurfaceType } from \"../primitives/VertexTable\";\r\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\r\nimport { AnimationBranchState } from \"../GraphicBranch\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport {\r\n DrawCommands, PopBatchCommand, PopBranchCommand, PopClipCommand, PopCommand, PrimitiveCommand, PushBatchCommand,\r\n PushBranchCommand, PushClipCommand, PushCommand, PushStateCommand,\r\n} from \"./DrawCommand\";\r\nimport { Batch, Branch, Graphic, GraphicsArray } from \"./Graphic\";\r\nimport { Layer, LayerContainer } from \"./Layer\";\r\nimport { LayerCommandLists } from \"./LayerCommands\";\r\nimport { MeshGraphic } from \"./Mesh\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { CompositeFlags, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { TargetGraphics } from \"./TargetGraphics\";\r\nimport { Target } from \"./Target\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\n\r\n/** A list of DrawCommands to be rendered, ordered by render pass.\r\n * @internal\r\n */\r\nexport class RenderCommands implements Iterable<DrawCommands> {\r\n private _frustumPlanes?: FrustumPlanes;\r\n private readonly _scratchFrustum = new Frustum();\r\n private readonly _scratchRange = new Range3d();\r\n private readonly _commands = new Array<DrawCommands>(RenderPass.COUNT);\r\n private _target: Target;\r\n private _stack: BranchStack; // refers to the Target's BranchStack\r\n private _batchState: BatchState; // refers to the Target's BatchState\r\n private _forcedRenderPass: RenderPass = RenderPass.None;\r\n private _addLayersAsNormalGraphics = false;\r\n private _opaqueOverrides = false;\r\n private _translucentOverrides = false;\r\n private _addTranslucentAsOpaque = false; // true when rendering for _ReadPixels to force translucent items to be drawn in opaque pass.\r\n private readonly _layers: LayerCommandLists;\r\n\r\n public get target(): Target { return this._target; }\r\n\r\n public [Symbol.iterator](): Iterator<DrawCommands> {\r\n return this._commands[Symbol.iterator]();\r\n }\r\n\r\n public get isEmpty(): boolean {\r\n for (const commands of this._commands)\r\n if (0 < commands.length)\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n public get isDrawingLayers() {\r\n switch (this._forcedRenderPass) {\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n public get currentViewFlags(): ViewFlags { return this._stack.top.viewFlags; }\r\n public get compositeFlags(): CompositeFlags {\r\n let flags = CompositeFlags.None;\r\n if (this.hasCommands(RenderPass.Translucent))\r\n flags |= CompositeFlags.Translucent;\r\n\r\n if (this.hasCommands(RenderPass.Hilite) || this.hasCommands(RenderPass.HiliteClassification) || this.hasCommands(RenderPass.HilitePlanarClassification))\r\n flags |= CompositeFlags.Hilite;\r\n\r\n if (this.target.wantAmbientOcclusion)\r\n flags |= CompositeFlags.AmbientOcclusion;\r\n\r\n return flags;\r\n }\r\n\r\n private get _curBatch(): Batch | undefined { return this._batchState.currentBatch; }\r\n\r\n public hasCommands(pass: RenderPass): boolean { return 0 !== this.getCommands(pass).length; }\r\n public isOpaquePass(pass: RenderPass): boolean { return pass >= RenderPass.OpaqueLinear && pass <= RenderPass.OpaqueGeneral; }\r\n\r\n constructor(target: Target, stack: BranchStack, batchState: BatchState) {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this._layers = new LayerCommandLists(this);\r\n\r\n for (let i = 0; i < RenderPass.COUNT; ++i)\r\n this._commands[i] = [];\r\n }\r\n\r\n public reset(target: Target, stack: BranchStack, batchState: BatchState): void {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this.clear();\r\n }\r\n\r\n public collectGraphicsForPlanarProjection(scene: GraphicList): void {\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n assert(!this._addLayersAsNormalGraphics);\r\n\r\n this._addLayersAsNormalGraphics = true;\r\n this.addGraphics(scene);\r\n this._addLayersAsNormalGraphics = false;\r\n }\r\n\r\n public addGraphics(scene: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n scene.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n /** Add backgroundMap graphics to their own render pass. */\r\n public addBackgroundMapGraphics(backgroundMapGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.BackgroundMap;\r\n backgroundMapGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n /** Add overlay graphics to the world overlay pass */\r\n public addOverlayGraphics(overlayGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.WorldOverlay;\r\n overlayGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addDecorations(dec: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n for (const entry of dec) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addWorldDecorations(decs: GraphicList): void {\r\n const world = this.target.getWorldDecorations(decs);\r\n this.pushAndPopBranch(world, () => {\r\n for (const entry of world.branch.entries) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n\r\n private addPickableDecorations(decs: Decorations): void {\r\n if (undefined !== decs.normal) {\r\n for (const normal of decs.normal) {\r\n const gf = normal as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n }\r\n\r\n if (undefined !== decs.world) {\r\n const world = this.target.getWorldDecorations(decs.world);\r\n this.pushAndPopBranch(world, () => {\r\n for (const gf of world.branch.entries) {\r\n if ((gf as Graphic).isPickable)\r\n (gf as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n }\r\n\r\n public addBackground(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.Background;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addSkyBox(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.SkyBox;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addPrimitiveCommand(command: PrimitiveCommand, pass?: RenderPass): void {\r\n if (undefined === pass)\r\n pass = command.getRenderPass(this.target);\r\n\r\n if (RenderPass.None === pass) // Edges will return none if they don't want to draw at all (edges not turned on).\r\n return;\r\n\r\n if (RenderPass.None !== this._forcedRenderPass) {\r\n // Add the command to the forced render pass (background).\r\n this.getCommands(this._forcedRenderPass).push(command);\r\n return;\r\n }\r\n\r\n const haveFeatureOverrides = (this._opaqueOverrides || this._translucentOverrides) && command.opcode && command.hasFeatures;\r\n\r\n if (RenderPass.Translucent === pass && this._addTranslucentAsOpaque) {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n pass = RenderPass.OpaquePlanar;\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n pass = RenderPass.OpaqueGeneral;\r\n break;\r\n default:\r\n pass = RenderPass.OpaqueLinear;\r\n break;\r\n }\r\n }\r\n\r\n switch (pass) {\r\n // If this command ordinarily renders translucent, but some features have been overridden to be opaque, must draw in both passes\r\n case RenderPass.Translucent:\r\n if (this._opaqueOverrides && haveFeatureOverrides && !command.primitive.cachedGeometry.alwaysRenderTranslucent) {\r\n let opaquePass: RenderPass;\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n opaquePass = RenderPass.OpaquePlanar;\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n opaquePass = RenderPass.OpaqueGeneral;\r\n break;\r\n default:\r\n opaquePass = RenderPass.OpaqueLinear;\r\n break;\r\n }\r\n this.getCommands(opaquePass).push(command);\r\n }\r\n break;\r\n // If this command ordinarily renders opaque, but some features have been overridden to be translucent,\r\n // must draw in both passes unless we are overriding translucent geometry to draw in the opaque pass for _ReadPixels.\r\n case RenderPass.OpaqueLinear:\r\n case RenderPass.OpaquePlanar:\r\n // Want these items to draw in general opaque pass so they are not in pick data.\r\n if (!command.hasFeatures)\r\n pass = RenderPass.OpaqueGeneral;\r\n /* falls through */\r\n case RenderPass.OpaqueGeneral:\r\n if (this._translucentOverrides && haveFeatureOverrides && !this._addTranslucentAsOpaque)\r\n this.getCommands(RenderPass.Translucent).push(command);\r\n break;\r\n }\r\n\r\n this.getCommands(pass).push(command);\r\n }\r\n\r\n public getCommands(pass: RenderPass): DrawCommands {\r\n let idx = pass as number;\r\n assert(idx < this._commands.length);\r\n if (idx >= this._commands.length)\r\n idx -= 1;\r\n\r\n return this._commands[idx];\r\n }\r\n\r\n public replaceCommands(pass: RenderPass, cmds: DrawCommands): void {\r\n const idx = pass as number;\r\n this._commands[idx].splice(0);\r\n this._commands[idx] = cmds;\r\n }\r\n\r\n public addHiliteBranch(branch: Branch, pass: RenderPass): void {\r\n this.pushAndPopBranchForPass(pass, branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addHiliteCommands(this, pass));\r\n });\r\n }\r\n\r\n public processLayers(container: LayerContainer): void {\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n if (RenderPass.None !== this._forcedRenderPass)\r\n return;\r\n\r\n this._forcedRenderPass = container.renderPass;\r\n this._layers.processLayers(container, () => container.graphic.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addLayerCommands(layer: Layer): void {\r\n if (this._addLayersAsNormalGraphics) {\r\n // GraphicsCollectorDrawArgs wants to collect graphics to project to a plane for masking.\r\n // It bypasses PlanProjectionTreeReference.createDrawArgs which would otherwise wrap the graphics in a LayerContainer.\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n this._forcedRenderPass = RenderPass.OpaqueGeneral;\r\n layer.graphic.addCommands(this);\r\n this._forcedRenderPass = RenderPass.None;\r\n return;\r\n }\r\n\r\n assert(this.isDrawingLayers);\r\n if (!this.isDrawingLayers)\r\n return;\r\n\r\n // Let the graphic add its commands. Afterward, pull them out and add them to the LayerCommands.\r\n this._layers.currentLayer = layer;\r\n layer.graphic.addCommands(this);\r\n\r\n const cmds = this.getCommands(this._forcedRenderPass);\r\n this._layers.addCommands(cmds);\r\n\r\n cmds.length = 0;\r\n this._layers.currentLayer = undefined;\r\n }\r\n\r\n public addHiliteLayerCommands(graphic: Graphic, pass: RenderPass): void {\r\n assert(this.isDrawingLayers || this._addLayersAsNormalGraphics);\r\n if (!this.isDrawingLayers && !this._addLayersAsNormalGraphics)\r\n return;\r\n\r\n const prevPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.None;\r\n\r\n graphic.addHiliteCommands(this, pass);\r\n\r\n this._forcedRenderPass = prevPass;\r\n }\r\n\r\n private getAnimationBranchState(branch: Branch): AnimationBranchState | undefined {\r\n const animId = branch.branch.animationId;\r\n return undefined !== animId ? this.target.animationBranches?.branchStates.get(animId) : undefined;\r\n }\r\n\r\n private pushAndPopBranchForPass(pass: RenderPass, branch: Branch, func: () => void): void {\r\n assert(!this.isDrawingLayers);\r\n\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n assert(RenderPass.None !== pass);\r\n\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n const cmds = this.getCommands(pass);\r\n const clip = animState?.clip as ClipVolume | undefined;\r\n const pushClip = undefined !== clip ? new PushClipCommand(clip) : undefined;\r\n if (pushClip)\r\n cmds.push(pushClip);\r\n\r\n const push = new PushBranchCommand(branch);\r\n cmds.push(push);\r\n\r\n func();\r\n\r\n this._stack.pop();\r\n if (cmds[cmds.length - 1] === push) {\r\n cmds.pop();\r\n if (pushClip)\r\n cmds.pop();\r\n } else {\r\n cmds.push(PopBranchCommand.instance);\r\n if (pushClip)\r\n cmds.push(PopClipCommand.instance);\r\n }\r\n }\r\n\r\n private pushAndPop(push: PushCommand, pop: PopCommand, func: () => void): void {\r\n if (this.isDrawingLayers) {\r\n this._commands[RenderPass.Hilite].push(push);\r\n this._layers.pushAndPop(push, pop, func);\r\n\r\n const cmds = this._commands[RenderPass.Hilite];\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n return;\r\n }\r\n\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n // Need to make sure the push command precedes any subsequent commands added to any render pass.\r\n for (const cmds of this._commands)\r\n cmds.push(push);\r\n } else {\r\n // May want to add hilite commands as well - add the push command to that pass.\r\n this._commands[this._forcedRenderPass].push(push);\r\n this._commands[RenderPass.Hilite].push(push);\r\n }\r\n\r\n func();\r\n\r\n // Remove push command from any passes that didn't receive any commands; add the pop command to any passes that did.\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n for (const cmds of this._commands) {\r\n assert(0 < cmds.length);\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n } else {\r\n assert(0 < this._commands[this._forcedRenderPass].length);\r\n assert(0 < this._commands[RenderPass.Hilite].length);\r\n\r\n let cmds = this._commands[this._forcedRenderPass];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n cmds = this._commands[RenderPass.Hilite];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n }\r\n\r\n public pushAndPopBranch(branch: Branch, func: () => void): void {\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n if (animState?.clip)\r\n this.pushAndPop(new PushClipCommand(animState.clip as ClipVolume), PopClipCommand.instance, () => this._pushAndPopBranch(branch, func));\r\n else\r\n this._pushAndPopBranch(branch, func);\r\n }\r\n\r\n private _pushAndPopBranch(branch: Branch, func: () => void): void {\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n this.pushAndPop(new PushBranchCommand(branch), PopBranchCommand.instance, func);\r\n\r\n this._stack.pop();\r\n }\r\n\r\n public pushAndPopState(state: BranchState, func: () => void): void {\r\n this._stack.pushState(state);\r\n this.pushAndPop(new PushStateCommand(state), PopBranchCommand.instance, func);\r\n this._stack.pop();\r\n }\r\n\r\n public clear(): void {\r\n assert(this._batchState.isEmpty);\r\n this._clearCommands();\r\n }\r\n\r\n private _clearCommands(): void {\r\n this._commands.forEach((cmds: DrawCommands) => { cmds.splice(0); });\r\n this._layers.clear();\r\n }\r\n\r\n public initForPickOverlays(sceneOverlays: GraphicList, overlayDecorations: GraphicList | undefined): void {\r\n this._clearCommands();\r\n\r\n this._addTranslucentAsOpaque = true;\r\n\r\n for (const sceneGf of sceneOverlays)\r\n (sceneGf as Graphic).addCommands(this);\r\n\r\n if (undefined !== overlayDecorations) {\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n for (const overlay of overlayDecorations) {\r\n const gf = overlay as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n });\r\n }\r\n\r\n this._addTranslucentAsOpaque = false;\r\n }\r\n\r\n public initForReadPixels(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n // Set flag to force translucent geometry to be put into the opaque pass.\r\n this._addTranslucentAsOpaque = true;\r\n\r\n // Add the scene graphics.\r\n this.addGraphics(gfx.foreground);\r\n\r\n // Also add any pickable decorations.\r\n if (undefined !== gfx.decorations)\r\n this.addPickableDecorations(gfx.decorations);\r\n\r\n // Also background map is pickable\r\n this.addBackgroundMapGraphics(gfx.background);\r\n\r\n this._addTranslucentAsOpaque = false;\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public initForRender(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n this.addGraphics(gfx.foreground);\r\n this.addBackgroundMapGraphics(gfx.background);\r\n this.addOverlayGraphics(gfx.overlays);\r\n\r\n const dynamics = gfx.dynamics;\r\n if (dynamics && dynamics.length > 0)\r\n this.addDecorations(dynamics);\r\n\r\n const dec = gfx.decorations;\r\n if (undefined !== dec) {\r\n this.addBackground(dec.viewBackground as Graphic);\r\n\r\n this.addSkyBox(dec.skyBox as Graphic);\r\n\r\n if (undefined !== dec.normal && 0 < dec.normal.length)\r\n this.addGraphics(dec.normal);\r\n\r\n if (undefined !== dec.world && 0 < dec.world.length)\r\n this.addWorldDecorations(dec.world);\r\n\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n if (undefined !== dec.viewOverlay && 0 < dec.viewOverlay.length)\r\n this.addDecorations(dec.viewOverlay, RenderPass.ViewOverlay);\r\n\r\n if (undefined !== dec.worldOverlay && 0 < dec.worldOverlay.length)\r\n this.addDecorations(dec.worldOverlay, RenderPass.WorldOverlay);\r\n });\r\n }\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public addPrimitive(prim: Primitive): void {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isGeometryOutsideActiveVolume(prim.cachedGeometry))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) { // See if we can cull this primitive.\r\n if (RenderPass.Classification === prim.getRenderPass(this.target)) {\r\n const geom = prim.cachedGeometry;\r\n geom.computeRange(this._scratchRange);\r\n let frustum = Frustum.fromRange(this._scratchRange, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const command = new PrimitiveCommand(prim);\r\n this.addPrimitiveCommand(command);\r\n\r\n if (RenderPass.None === this._forcedRenderPass && prim.isEdge) {\r\n const vf: ViewFlags = this.target.currentViewFlags;\r\n if (vf.renderMode !== RenderMode.Wireframe && vf.hiddenEdges)\r\n this.addPrimitiveCommand(command, RenderPass.HiddenEdge);\r\n }\r\n }\r\n\r\n public addBranch(branch: Branch): void {\r\n this.pushAndPopBranch(branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n });\r\n }\r\n\r\n public computeBatchHiliteRenderPass(batch: Batch): RenderPass {\r\n let pass = RenderPass.Hilite;\r\n if (batch.graphic instanceof MeshGraphic) {\r\n const mg = batch.graphic;\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (batch.graphic instanceof GraphicsArray) {\r\n const ga = batch.graphic;\r\n if (ga.graphics[0] instanceof MeshGraphic) {\r\n const mg = ga.graphics[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (ga.graphics[0] instanceof Branch) {\r\n const b = ga.graphics[0];\r\n if (b.branch.entries.length > 0 && b.branch.entries[0] instanceof MeshGraphic) {\r\n const mg = b.branch.entries[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n }\r\n }\r\n }\r\n return pass;\r\n }\r\n\r\n public addBatch(batch: Batch): void {\r\n if (batch.locateOnly && !this.target.isReadPixelsInProgress)\r\n return;\r\n\r\n // Batches (aka element tiles) should only draw during ordinary (translucent or opaque) passes.\r\n // They may draw during both, or neither.\r\n // NB: This is no longer true - pickable overlay decorations are defined as Batches. Problem?\r\n // assert(RenderPass.None === this._forcedRenderPass);\r\n assert(!this._opaqueOverrides && !this._translucentOverrides);\r\n assert(undefined === this._curBatch);\r\n\r\n // If all features are overridden to be invisible, draw no graphics in this batch\r\n const overrides = batch.getOverrides(this.target);\r\n if (overrides.allHidden)\r\n return;\r\n\r\n if (!batch.range.isNull) {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isRangeOutsideActiveVolume(batch.range))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) {\r\n let frustum = Frustum.fromRange(batch.range, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const classifier = this._stack.top.planarClassifier;\r\n\r\n this._batchState.push(batch, true);\r\n\r\n this.pushAndPop(new PushBatchCommand(batch), PopBatchCommand.instance, () => {\r\n if (this.currentViewFlags.transparency || overrides.anyViewIndependentTranslucent) {\r\n this._opaqueOverrides = overrides.anyOpaque;\r\n this._translucentOverrides = overrides.anyTranslucent;\r\n\r\n if (undefined !== classifier) {\r\n this._opaqueOverrides = this._opaqueOverrides || classifier.anyOpaque;\r\n this._translucentOverrides = this._translucentOverrides || classifier.anyTranslucent;\r\n }\r\n }\r\n\r\n // If we have an active volume classifier then force all batches for the reality data being classified into a special render pass.\r\n let savedForcedRenderPass = RenderPass.None;\r\n if (undefined !== this.target.activeVolumeClassifierModelId && batch.featureTable.modelId === this.target.activeVolumeClassifierModelId) {\r\n savedForcedRenderPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.VolumeClassifiedRealityData;\r\n }\r\n\r\n (batch.graphic as Graphic).addCommands(this);\r\n\r\n if (RenderPass.VolumeClassifiedRealityData === this._forcedRenderPass)\r\n this._forcedRenderPass = savedForcedRenderPass;\r\n\r\n // If the batch contains hilited features, need to render them in the hilite pass\r\n const anyHilited = overrides.anyHilited;\r\n const planarClassifierHilited = undefined !== classifier && classifier.anyHilited;\r\n if (anyHilited || planarClassifierHilited)\r\n (batch.graphic as Graphic).addHiliteCommands(this, planarClassifierHilited ? RenderPass.HilitePlanarClassification : this.computeBatchHiliteRenderPass(batch));\r\n\r\n });\r\n\r\n this._opaqueOverrides = this._translucentOverrides = false;\r\n this._batchState.pop();\r\n }\r\n\r\n // Define a culling frustum. Commands associated with Graphics whose ranges do not intersect the frustum will be skipped.\r\n public setCheckRange(frustum: Frustum) { this._frustumPlanes = new FrustumPlanes(frustum); }\r\n // Clear the culling frustum.\r\n public clearCheckRange(): void { this._frustumPlanes = undefined; }\r\n\r\n private setupClassificationByVolume(): void {\r\n // To make it easier to process the classifiers individually, set up a secondary command list for them where they\r\n // are each separated by their own pushes & pops so that they can easily be drawn individually. This now supports\r\n // nested branches and batches.\r\n const groupedCmds = this._commands[RenderPass.Classification];\r\n const byIndexCmds = this._commands[RenderPass.ClassificationByIndex];\r\n const pushCommands: DrawCommands = []; // will contain current set of pushes ahead of a primitive\r\n for (const cmd of groupedCmds) {\r\n switch (cmd.opcode) {\r\n case \"pushBranch\":\r\n case \"pushBatch\":\r\n case \"pushState\":\r\n pushCommands.push(cmd);\r\n break;\r\n case \"drawPrimitive\":\r\n for (const pushCmd of pushCommands) {\r\n byIndexCmds.push(pushCmd);\r\n }\r\n byIndexCmds.push(cmd);\r\n for (let i = pushCommands.length - 1; i >= 0; --i) {\r\n if (\"pushBatch\" === pushCommands[i].opcode)\r\n byIndexCmds.push(PopBatchCommand.instance);\r\n else // should be eith pushBranch or pushState opcode\r\n byIndexCmds.push(PopBranchCommand.instance);\r\n }\r\n break;\r\n case \"popBatch\":\r\n case \"popBranch\":\r\n pushCommands.pop();\r\n break;\r\n }\r\n }\r\n }\r\n\r\n public dump(): Array<{ name: string, count: number }> {\r\n const dump = [\r\n { name: \"Primitives\", count: 0 },\r\n { name: \"Batches\", count: 0 },\r\n { name: \"Branches\", count: 0 },\r\n ];\r\n\r\n for (const cmds of this._commands) {\r\n for (const cmd of cmds) {\r\n let index;\r\n switch (cmd.opcode) {\r\n case \"drawPrimitive\": index = 0; break;\r\n case \"pushBatch\": index = 1; break;\r\n case \"pushBranch\": index = 2; break;\r\n default: continue;\r\n }\r\n\r\n dump[index].count++;\r\n }\r\n }\r\n\r\n return dump;\r\n }\r\n}\r\n"]}
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1
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+
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Range3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, FrustumPlanes, RenderMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { Decorations } from \"../Decorations\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\r\nimport { AnimationBranchState } from \"../GraphicBranch\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport {\r\n DrawCommands, PopBatchCommand, PopBranchCommand, PopClipCommand, PopCommand, PrimitiveCommand, PushBatchCommand,\r\n PushBranchCommand, PushClipCommand, PushCommand, PushStateCommand,\r\n} from \"./DrawCommand\";\r\nimport { Batch, Branch, Graphic, GraphicsArray } from \"./Graphic\";\r\nimport { Layer, LayerContainer } from \"./Layer\";\r\nimport { LayerCommandLists } from \"./LayerCommands\";\r\nimport { MeshGraphic } from \"./Mesh\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { CompositeFlags, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { TargetGraphics } from \"./TargetGraphics\";\r\nimport { Target } from \"./Target\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\n\r\n/** A list of DrawCommands to be rendered, ordered by render pass.\r\n * @internal\r\n */\r\nexport class RenderCommands implements Iterable<DrawCommands> {\r\n private _frustumPlanes?: FrustumPlanes;\r\n private readonly _scratchFrustum = new Frustum();\r\n private readonly _scratchRange = new Range3d();\r\n private readonly _commands = new Array<DrawCommands>(RenderPass.COUNT);\r\n private _target: Target;\r\n private _stack: BranchStack; // refers to the Target's BranchStack\r\n private _batchState: BatchState; // refers to the Target's BatchState\r\n private _forcedRenderPass: RenderPass = RenderPass.None;\r\n private _addLayersAsNormalGraphics = false;\r\n private _opaqueOverrides = false;\r\n private _translucentOverrides = false;\r\n private _addTranslucentAsOpaque = false; // true when rendering for _ReadPixels to force translucent items to be drawn in opaque pass.\r\n private readonly _layers: LayerCommandLists;\r\n\r\n public get target(): Target { return this._target; }\r\n\r\n public [Symbol.iterator](): Iterator<DrawCommands> {\r\n return this._commands[Symbol.iterator]();\r\n }\r\n\r\n public get isEmpty(): boolean {\r\n for (const commands of this._commands)\r\n if (0 < commands.length)\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n public get isDrawingLayers() {\r\n switch (this._forcedRenderPass) {\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n public get currentViewFlags(): ViewFlags { return this._stack.top.viewFlags; }\r\n public get compositeFlags(): CompositeFlags {\r\n let flags = CompositeFlags.None;\r\n if (this.hasCommands(RenderPass.Translucent))\r\n flags |= CompositeFlags.Translucent;\r\n\r\n if (this.hasCommands(RenderPass.Hilite) || this.hasCommands(RenderPass.HiliteClassification) || this.hasCommands(RenderPass.HilitePlanarClassification))\r\n flags |= CompositeFlags.Hilite;\r\n\r\n if (this.target.wantAmbientOcclusion)\r\n flags |= CompositeFlags.AmbientOcclusion;\r\n\r\n return flags;\r\n }\r\n\r\n private get _curBatch(): Batch | undefined { return this._batchState.currentBatch; }\r\n\r\n public hasCommands(pass: RenderPass): boolean { return 0 !== this.getCommands(pass).length; }\r\n public isOpaquePass(pass: RenderPass): boolean { return pass >= RenderPass.OpaqueLinear && pass <= RenderPass.OpaqueGeneral; }\r\n\r\n constructor(target: Target, stack: BranchStack, batchState: BatchState) {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this._layers = new LayerCommandLists(this);\r\n\r\n for (let i = 0; i < RenderPass.COUNT; ++i)\r\n this._commands[i] = [];\r\n }\r\n\r\n public reset(target: Target, stack: BranchStack, batchState: BatchState): void {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this.clear();\r\n }\r\n\r\n public collectGraphicsForPlanarProjection(scene: GraphicList): void {\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n assert(!this._addLayersAsNormalGraphics);\r\n\r\n this._addLayersAsNormalGraphics = true;\r\n this.addGraphics(scene);\r\n this._addLayersAsNormalGraphics = false;\r\n }\r\n\r\n public addGraphics(scene: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n scene.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n /** Add backgroundMap graphics to their own render pass. */\r\n public addBackgroundMapGraphics(backgroundMapGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.BackgroundMap;\r\n backgroundMapGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n /** Add overlay graphics to the world overlay pass */\r\n public addOverlayGraphics(overlayGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.WorldOverlay;\r\n overlayGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addDecorations(dec: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n for (const entry of dec) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addWorldDecorations(decs: GraphicList): void {\r\n const world = this.target.getWorldDecorations(decs);\r\n this.pushAndPopBranch(world, () => {\r\n for (const entry of world.branch.entries) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n\r\n private addPickableDecorations(decs: Decorations): void {\r\n if (undefined !== decs.normal) {\r\n for (const normal of decs.normal) {\r\n const gf = normal as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n }\r\n\r\n if (undefined !== decs.world) {\r\n const world = this.target.getWorldDecorations(decs.world);\r\n this.pushAndPopBranch(world, () => {\r\n for (const gf of world.branch.entries) {\r\n if ((gf as Graphic).isPickable)\r\n (gf as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n }\r\n\r\n public addBackground(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.Background;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addSkyBox(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.SkyBox;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addPrimitiveCommand(command: PrimitiveCommand, pass?: RenderPass): void {\r\n if (undefined === pass)\r\n pass = command.getRenderPass(this.target);\r\n\r\n if (RenderPass.None === pass) // Edges will return none if they don't want to draw at all (edges not turned on).\r\n return;\r\n\r\n if (RenderPass.None !== this._forcedRenderPass) {\r\n // Add the command to the forced render pass (background).\r\n this.getCommands(this._forcedRenderPass).push(command);\r\n return;\r\n }\r\n\r\n const haveFeatureOverrides = (this._opaqueOverrides || this._translucentOverrides) && command.opcode && command.hasFeatures;\r\n\r\n if (RenderPass.Translucent === pass && this._addTranslucentAsOpaque) {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n pass = RenderPass.OpaquePlanar;\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n pass = RenderPass.OpaqueGeneral;\r\n break;\r\n default:\r\n pass = RenderPass.OpaqueLinear;\r\n break;\r\n }\r\n }\r\n\r\n switch (pass) {\r\n // If this command ordinarily renders translucent, but some features have been overridden to be opaque, must draw in both passes\r\n case RenderPass.Translucent:\r\n if (this._opaqueOverrides && haveFeatureOverrides && !command.primitive.cachedGeometry.alwaysRenderTranslucent) {\r\n let opaquePass: RenderPass;\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n opaquePass = RenderPass.OpaquePlanar;\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n opaquePass = RenderPass.OpaqueGeneral;\r\n break;\r\n default:\r\n opaquePass = RenderPass.OpaqueLinear;\r\n break;\r\n }\r\n this.getCommands(opaquePass).push(command);\r\n }\r\n break;\r\n // If this command ordinarily renders opaque, but some features have been overridden to be translucent,\r\n // must draw in both passes unless we are overriding translucent geometry to draw in the opaque pass for _ReadPixels.\r\n case RenderPass.OpaqueLinear:\r\n case RenderPass.OpaquePlanar:\r\n // Want these items to draw in general opaque pass so they are not in pick data.\r\n if (!command.hasFeatures)\r\n pass = RenderPass.OpaqueGeneral;\r\n /* falls through */\r\n case RenderPass.OpaqueGeneral:\r\n if (this._translucentOverrides && haveFeatureOverrides && !this._addTranslucentAsOpaque)\r\n this.getCommands(RenderPass.Translucent).push(command);\r\n break;\r\n }\r\n\r\n this.getCommands(pass).push(command);\r\n }\r\n\r\n public getCommands(pass: RenderPass): DrawCommands {\r\n let idx = pass as number;\r\n assert(idx < this._commands.length);\r\n if (idx >= this._commands.length)\r\n idx -= 1;\r\n\r\n return this._commands[idx];\r\n }\r\n\r\n public replaceCommands(pass: RenderPass, cmds: DrawCommands): void {\r\n const idx = pass as number;\r\n this._commands[idx].splice(0);\r\n this._commands[idx] = cmds;\r\n }\r\n\r\n public addHiliteBranch(branch: Branch, pass: RenderPass): void {\r\n this.pushAndPopBranchForPass(pass, branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addHiliteCommands(this, pass));\r\n });\r\n }\r\n\r\n public processLayers(container: LayerContainer): void {\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n if (RenderPass.None !== this._forcedRenderPass)\r\n return;\r\n\r\n this._forcedRenderPass = container.renderPass;\r\n this._layers.processLayers(container, () => container.graphic.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addLayerCommands(layer: Layer): void {\r\n if (this._addLayersAsNormalGraphics) {\r\n // GraphicsCollectorDrawArgs wants to collect graphics to project to a plane for masking.\r\n // It bypasses PlanProjectionTreeReference.createDrawArgs which would otherwise wrap the graphics in a LayerContainer.\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n this._forcedRenderPass = RenderPass.OpaqueGeneral;\r\n layer.graphic.addCommands(this);\r\n this._forcedRenderPass = RenderPass.None;\r\n return;\r\n }\r\n\r\n assert(this.isDrawingLayers);\r\n if (!this.isDrawingLayers)\r\n return;\r\n\r\n // Let the graphic add its commands. Afterward, pull them out and add them to the LayerCommands.\r\n this._layers.currentLayer = layer;\r\n layer.graphic.addCommands(this);\r\n\r\n const cmds = this.getCommands(this._forcedRenderPass);\r\n this._layers.addCommands(cmds);\r\n\r\n cmds.length = 0;\r\n this._layers.currentLayer = undefined;\r\n }\r\n\r\n public addHiliteLayerCommands(graphic: Graphic, pass: RenderPass): void {\r\n assert(this.isDrawingLayers || this._addLayersAsNormalGraphics);\r\n if (!this.isDrawingLayers && !this._addLayersAsNormalGraphics)\r\n return;\r\n\r\n const prevPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.None;\r\n\r\n graphic.addHiliteCommands(this, pass);\r\n\r\n this._forcedRenderPass = prevPass;\r\n }\r\n\r\n private getAnimationBranchState(branch: Branch): AnimationBranchState | undefined {\r\n const animId = branch.branch.animationId;\r\n return undefined !== animId ? this.target.animationBranches?.branchStates.get(animId) : undefined;\r\n }\r\n\r\n private pushAndPopBranchForPass(pass: RenderPass, branch: Branch, func: () => void): void {\r\n assert(!this.isDrawingLayers);\r\n\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n assert(RenderPass.None !== pass);\r\n\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n const cmds = this.getCommands(pass);\r\n const clip = animState?.clip as ClipVolume | undefined;\r\n const pushClip = undefined !== clip ? new PushClipCommand(clip) : undefined;\r\n if (pushClip)\r\n cmds.push(pushClip);\r\n\r\n const push = new PushBranchCommand(branch);\r\n cmds.push(push);\r\n\r\n func();\r\n\r\n this._stack.pop();\r\n if (cmds[cmds.length - 1] === push) {\r\n cmds.pop();\r\n if (pushClip)\r\n cmds.pop();\r\n } else {\r\n cmds.push(PopBranchCommand.instance);\r\n if (pushClip)\r\n cmds.push(PopClipCommand.instance);\r\n }\r\n }\r\n\r\n private pushAndPop(push: PushCommand, pop: PopCommand, func: () => void): void {\r\n if (this.isDrawingLayers) {\r\n this._commands[RenderPass.Hilite].push(push);\r\n this._layers.pushAndPop(push, pop, func);\r\n\r\n const cmds = this._commands[RenderPass.Hilite];\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n return;\r\n }\r\n\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n // Need to make sure the push command precedes any subsequent commands added to any render pass.\r\n for (const cmds of this._commands)\r\n cmds.push(push);\r\n } else {\r\n // May want to add hilite commands as well - add the push command to that pass.\r\n this._commands[this._forcedRenderPass].push(push);\r\n this._commands[RenderPass.Hilite].push(push);\r\n }\r\n\r\n func();\r\n\r\n // Remove push command from any passes that didn't receive any commands; add the pop command to any passes that did.\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n for (const cmds of this._commands) {\r\n assert(0 < cmds.length);\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n } else {\r\n assert(0 < this._commands[this._forcedRenderPass].length);\r\n assert(0 < this._commands[RenderPass.Hilite].length);\r\n\r\n let cmds = this._commands[this._forcedRenderPass];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n cmds = this._commands[RenderPass.Hilite];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n }\r\n\r\n public pushAndPopBranch(branch: Branch, func: () => void): void {\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n if (animState?.clip)\r\n this.pushAndPop(new PushClipCommand(animState.clip as ClipVolume), PopClipCommand.instance, () => this._pushAndPopBranch(branch, func));\r\n else\r\n this._pushAndPopBranch(branch, func);\r\n }\r\n\r\n private _pushAndPopBranch(branch: Branch, func: () => void): void {\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n this.pushAndPop(new PushBranchCommand(branch), PopBranchCommand.instance, func);\r\n\r\n this._stack.pop();\r\n }\r\n\r\n public pushAndPopState(state: BranchState, func: () => void): void {\r\n this._stack.pushState(state);\r\n this.pushAndPop(new PushStateCommand(state), PopBranchCommand.instance, func);\r\n this._stack.pop();\r\n }\r\n\r\n public clear(): void {\r\n assert(this._batchState.isEmpty);\r\n this._clearCommands();\r\n }\r\n\r\n private _clearCommands(): void {\r\n this._commands.forEach((cmds: DrawCommands) => { cmds.splice(0); });\r\n this._layers.clear();\r\n }\r\n\r\n public initForPickOverlays(sceneOverlays: GraphicList, overlayDecorations: GraphicList | undefined): void {\r\n this._clearCommands();\r\n\r\n this._addTranslucentAsOpaque = true;\r\n\r\n for (const sceneGf of sceneOverlays)\r\n (sceneGf as Graphic).addCommands(this);\r\n\r\n if (undefined !== overlayDecorations) {\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n for (const overlay of overlayDecorations) {\r\n const gf = overlay as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n });\r\n }\r\n\r\n this._addTranslucentAsOpaque = false;\r\n }\r\n\r\n public initForReadPixels(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n // Set flag to force translucent geometry to be put into the opaque pass.\r\n this._addTranslucentAsOpaque = true;\r\n\r\n // Add the scene graphics.\r\n this.addGraphics(gfx.foreground);\r\n\r\n // Also add any pickable decorations.\r\n if (undefined !== gfx.decorations)\r\n this.addPickableDecorations(gfx.decorations);\r\n\r\n // Also background map is pickable\r\n this.addBackgroundMapGraphics(gfx.background);\r\n\r\n this._addTranslucentAsOpaque = false;\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public initForRender(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n this.addGraphics(gfx.foreground);\r\n this.addBackgroundMapGraphics(gfx.background);\r\n this.addOverlayGraphics(gfx.overlays);\r\n\r\n const dynamics = gfx.dynamics;\r\n if (dynamics && dynamics.length > 0)\r\n this.addDecorations(dynamics);\r\n\r\n const dec = gfx.decorations;\r\n if (undefined !== dec) {\r\n this.addBackground(dec.viewBackground as Graphic);\r\n\r\n this.addSkyBox(dec.skyBox as Graphic);\r\n\r\n if (undefined !== dec.normal && 0 < dec.normal.length)\r\n this.addGraphics(dec.normal);\r\n\r\n if (undefined !== dec.world && 0 < dec.world.length)\r\n this.addWorldDecorations(dec.world);\r\n\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n if (undefined !== dec.viewOverlay && 0 < dec.viewOverlay.length)\r\n this.addDecorations(dec.viewOverlay, RenderPass.ViewOverlay);\r\n\r\n if (undefined !== dec.worldOverlay && 0 < dec.worldOverlay.length)\r\n this.addDecorations(dec.worldOverlay, RenderPass.WorldOverlay);\r\n });\r\n }\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public addPrimitive(prim: Primitive): void {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isGeometryOutsideActiveVolume(prim.cachedGeometry))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) { // See if we can cull this primitive.\r\n if (RenderPass.Classification === prim.getRenderPass(this.target)) {\r\n const geom = prim.cachedGeometry;\r\n geom.computeRange(this._scratchRange);\r\n let frustum = Frustum.fromRange(this._scratchRange, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const command = new PrimitiveCommand(prim);\r\n this.addPrimitiveCommand(command);\r\n\r\n if (RenderPass.None === this._forcedRenderPass && prim.isEdge) {\r\n const vf: ViewFlags = this.target.currentViewFlags;\r\n if (vf.renderMode !== RenderMode.Wireframe && vf.hiddenEdges)\r\n this.addPrimitiveCommand(command, RenderPass.HiddenEdge);\r\n }\r\n }\r\n\r\n public addBranch(branch: Branch): void {\r\n this.pushAndPopBranch(branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n });\r\n }\r\n\r\n public computeBatchHiliteRenderPass(batch: Batch): RenderPass {\r\n let pass = RenderPass.Hilite;\r\n if (batch.graphic instanceof MeshGraphic) {\r\n const mg = batch.graphic;\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (batch.graphic instanceof GraphicsArray) {\r\n const ga = batch.graphic;\r\n if (ga.graphics[0] instanceof MeshGraphic) {\r\n const mg = ga.graphics[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (ga.graphics[0] instanceof Branch) {\r\n const b = ga.graphics[0];\r\n if (b.branch.entries.length > 0 && b.branch.entries[0] instanceof MeshGraphic) {\r\n const mg = b.branch.entries[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n }\r\n }\r\n }\r\n return pass;\r\n }\r\n\r\n public addBatch(batch: Batch): void {\r\n if (batch.locateOnly && !this.target.isReadPixelsInProgress)\r\n return;\r\n\r\n // Batches (aka element tiles) should only draw during ordinary (translucent or opaque) passes.\r\n // They may draw during both, or neither.\r\n // NB: This is no longer true - pickable overlay decorations are defined as Batches. Problem?\r\n // assert(RenderPass.None === this._forcedRenderPass);\r\n assert(!this._opaqueOverrides && !this._translucentOverrides);\r\n assert(undefined === this._curBatch);\r\n\r\n // If all features are overridden to be invisible, draw no graphics in this batch\r\n const overrides = batch.getOverrides(this.target);\r\n if (overrides.allHidden)\r\n return;\r\n\r\n if (!batch.range.isNull) {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isRangeOutsideActiveVolume(batch.range))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) {\r\n let frustum = Frustum.fromRange(batch.range, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const classifier = this._stack.top.planarClassifier;\r\n\r\n this._batchState.push(batch, true);\r\n\r\n this.pushAndPop(new PushBatchCommand(batch), PopBatchCommand.instance, () => {\r\n if (this.currentViewFlags.transparency || overrides.anyViewIndependentTranslucent) {\r\n this._opaqueOverrides = overrides.anyOpaque;\r\n this._translucentOverrides = overrides.anyTranslucent;\r\n\r\n if (undefined !== classifier) {\r\n this._opaqueOverrides = this._opaqueOverrides || classifier.anyOpaque;\r\n this._translucentOverrides = this._translucentOverrides || classifier.anyTranslucent;\r\n }\r\n }\r\n\r\n // If we have an active volume classifier then force all batches for the reality data being classified into a special render pass.\r\n let savedForcedRenderPass = RenderPass.None;\r\n if (undefined !== this.target.activeVolumeClassifierModelId && batch.featureTable.modelId === this.target.activeVolumeClassifierModelId) {\r\n savedForcedRenderPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.VolumeClassifiedRealityData;\r\n }\r\n\r\n (batch.graphic as Graphic).addCommands(this);\r\n\r\n if (RenderPass.VolumeClassifiedRealityData === this._forcedRenderPass)\r\n this._forcedRenderPass = savedForcedRenderPass;\r\n\r\n // If the batch contains hilited features, need to render them in the hilite pass\r\n const anyHilited = overrides.anyHilited;\r\n const planarClassifierHilited = undefined !== classifier && classifier.anyHilited;\r\n if (anyHilited || planarClassifierHilited)\r\n (batch.graphic as Graphic).addHiliteCommands(this, planarClassifierHilited ? RenderPass.HilitePlanarClassification : this.computeBatchHiliteRenderPass(batch));\r\n\r\n });\r\n\r\n this._opaqueOverrides = this._translucentOverrides = false;\r\n this._batchState.pop();\r\n }\r\n\r\n // Define a culling frustum. Commands associated with Graphics whose ranges do not intersect the frustum will be skipped.\r\n public setCheckRange(frustum: Frustum) { this._frustumPlanes = new FrustumPlanes(frustum); }\r\n // Clear the culling frustum.\r\n public clearCheckRange(): void { this._frustumPlanes = undefined; }\r\n\r\n private setupClassificationByVolume(): void {\r\n // To make it easier to process the classifiers individually, set up a secondary command list for them where they\r\n // are each separated by their own pushes & pops so that they can easily be drawn individually. This now supports\r\n // nested branches and batches.\r\n const groupedCmds = this._commands[RenderPass.Classification];\r\n const byIndexCmds = this._commands[RenderPass.ClassificationByIndex];\r\n const pushCommands: DrawCommands = []; // will contain current set of pushes ahead of a primitive\r\n for (const cmd of groupedCmds) {\r\n switch (cmd.opcode) {\r\n case \"pushBranch\":\r\n case \"pushBatch\":\r\n case \"pushState\":\r\n pushCommands.push(cmd);\r\n break;\r\n case \"drawPrimitive\":\r\n for (const pushCmd of pushCommands) {\r\n byIndexCmds.push(pushCmd);\r\n }\r\n byIndexCmds.push(cmd);\r\n for (let i = pushCommands.length - 1; i >= 0; --i) {\r\n if (\"pushBatch\" === pushCommands[i].opcode)\r\n byIndexCmds.push(PopBatchCommand.instance);\r\n else // should be eith pushBranch or pushState opcode\r\n byIndexCmds.push(PopBranchCommand.instance);\r\n }\r\n break;\r\n case \"popBatch\":\r\n case \"popBranch\":\r\n pushCommands.pop();\r\n break;\r\n }\r\n }\r\n }\r\n\r\n public dump(): Array<{ name: string, count: number }> {\r\n const dump = [\r\n { name: \"Primitives\", count: 0 },\r\n { name: \"Batches\", count: 0 },\r\n { name: \"Branches\", count: 0 },\r\n ];\r\n\r\n for (const cmds of this._commands) {\r\n for (const cmd of cmds) {\r\n let index;\r\n switch (cmd.opcode) {\r\n case \"drawPrimitive\": index = 0; break;\r\n case \"pushBatch\": index = 1; break;\r\n case \"pushBranch\": index = 2; break;\r\n default: continue;\r\n }\r\n\r\n dump[index].count++;\r\n }\r\n }\r\n\r\n return dump;\r\n }\r\n}\r\n"]}
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/** @packageDocumentation
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* @module WebGL
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*/
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import { ViewFlags } from "@itwin/core-common";
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import { VertexIndices } from "../primitives/VertexTable";
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import { RenderMemory } from "../RenderMemory";
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import { ShaderProgramParams } from "./DrawCommand";
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import { BuffersContainer } from "./AttributeBuffers";
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import { MaterialInfo } from "./Material";
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import { RenderOrder, RenderPass } from "./RenderFlags";
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import { Target } from "./Target";
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import { TechniqueId } from "./TechniqueId";
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import { MeshData } from "./MeshData";
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import { MeshGeometry } from "./MeshGeometry";
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/** @internal */
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export declare function wantMaterials(vf: ViewFlags): boolean;
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/** @internal */
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export declare class SurfaceGeometry extends MeshGeometry {
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private readonly _buffers;
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private readonly _indices;
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get lutBuffers(): BuffersContainer;
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static create(mesh: MeshData, indices: VertexIndices): SurfaceGeometry | undefined;
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get isDisposed(): boolean;
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dispose(): void;
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collectStatistics(stats: RenderMemory.Statistics): void;
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get isLit(): boolean;
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get isTexturedType(): boolean;
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get hasTexture(): boolean;
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get isGlyph(): boolean;
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get alwaysRenderTranslucent(): boolean;
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get isTileSection(): boolean;
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get isClassifier(): boolean;
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get supportsThematicDisplay(): boolean;
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get allowColorOverride(): boolean;
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get asSurface(): this;
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get asEdge(): undefined;
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get asSilhouette(): undefined;
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protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void;
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wantMixMonochromeColor(target: Target): boolean;
|
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get techniqueId(): TechniqueId;
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get isLitSurface(): boolean;
|
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get hasBakedLighting(): boolean;
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get hasFixedNormals(): boolean;
|
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get renderOrder(): RenderOrder;
|
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getColor(target: Target): import("./ColorInfo").ColorInfo;
|
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getRenderPass(target: Target): RenderPass;
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protected _wantWoWReversal(target: Target): boolean;
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get materialInfo(): MaterialInfo | undefined;
|
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useTexture(params: ShaderProgramParams): boolean;
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|
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computeSurfaceFlags(params: ShaderProgramParams, flags: Int32Array): void;
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private constructor();
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private wantTextures;
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}
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//# sourceMappingURL=SurfaceGeometry.d.ts.map
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{"version":3,"file":"SurfaceGeometry.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/SurfaceGeometry.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAyB,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAEtE,OAAO,EAAE,aAAa,EAAE,MAAM,2BAA2B,CAAC;AAC1D,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAE/C,OAAO,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AAEpD,OAAO,EAAkC,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtF,OAAO,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC;AAC1C,OAAO,EAAE,WAAW,EAAE,UAAU,EAAmB,MAAM,eAAe,CAAC;AAEzE,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACtC,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAE9C,gBAAgB;AAChB,wBAAgB,aAAa,CAAC,EAAE,EAAE,SAAS,GAAG,OAAO,CAEpD;AAMD,gBAAgB;AAChB,qBAAa,eAAgB,SAAQ,YAAY;IAC/C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAmB;IAC5C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAe;IAExC,IAAW,UAAU,qBAA4B;WAEnC,MAAM,CAAC,IAAI,EAAE,QAAQ,EAAE,OAAO,EAAE,aAAa,GAAG,eAAe,GAAG,SAAS;IAKzF,IAAW,UAAU,IAAI,OAAO,CAG/B;IAEM,OAAO;IAKP,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAI9D,IAAW,KAAK,YAAmG;IACnH,IAAW,cAAc,YAAwG;IACjI,IAAW,UAAU,YAAgE;IACrF,IAAW,OAAO,YAAgC;IAClD,IAAoB,uBAAuB,YAA2B;IACtE,IAAW,aAAa,YAAuE;IAC/F,IAAW,YAAY,YAAgE;IACvF,IAAoB,uBAAuB,YAE1C;IAED,IAAoB,kBAAkB,YAKrC;IAED,IAAoB,SAAS,SAAmB;IAChD,IAAoB,MAAM,cAAwB;IAClD,IAAoB,YAAY,cAAwB;IAExD,SAAS,CAAC,KAAK,CAAC,YAAY,EAAE,MAAM,EAAE,wBAAwB,CAAC,EAAE,gBAAgB,GAAG,IAAI;IAmBxE,sBAAsB,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO;IAK/D,IAAW,WAAW,IAAI,WAAW,CAAgC;IACrE,IAAoB,YAAY,YAAyB;IACzD,IAAoB,gBAAgB,YAAyC;IAC7E,IAAoB,eAAe,YAAwC;IAC3E,IAAW,WAAW,IAAI,WAAW,CASpC;IAEe,QAAQ,CAAC,MAAM,EAAE,MAAM;IAOhC,aAAa,CAAC,MAAM,EAAE,MAAM,GAAG,UAAU;IAgDhD,SAAS,CAAC,gBAAgB,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO;IAmBnD,IAAoB,YAAY,IAAI,YAAY,GAAG,SAAS,CAAmC;IAExF,UAAU,CAAC,MAAM,EAAE,mBAAmB,GAAG,OAAO;IAIhD,mBAAmB,CAAC,MAAM,EAAE,mBAAmB,EAAE,KAAK,EAAE,UAAU,GAAG,IAAI;IAyDhF,OAAO;IASP,OAAO,CAAC,YAAY;CA0BrB"}
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"use strict";
|
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/*---------------------------------------------------------------------------------------------
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* Copyright (c) Bentley Systems, Incorporated. All rights reserved.
|
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* See LICENSE.md in the project root for license terms and full copyright notice.
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*--------------------------------------------------------------------------------------------*/
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/** @packageDocumentation
|
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|
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* @module WebGL
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8
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*/
|
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|
+
Object.defineProperty(exports, "__esModule", { value: true });
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exports.SurfaceGeometry = exports.wantMaterials = void 0;
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const core_bentley_1 = require("@itwin/core-bentley");
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const core_common_1 = require("@itwin/core-common");
|
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13
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const SurfaceParams_1 = require("../primitives/SurfaceParams");
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14
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+
const AttributeMap_1 = require("./AttributeMap");
|
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15
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const GL_1 = require("./GL");
|
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16
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+
const AttributeBuffers_1 = require("./AttributeBuffers");
|
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17
|
+
const System_1 = require("./System");
|
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18
|
+
const MeshGeometry_1 = require("./MeshGeometry");
|
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19
|
+
/** @internal */
|
|
20
|
+
function wantMaterials(vf) {
|
|
21
|
+
return vf.materials && core_common_1.RenderMode.SmoothShade === vf.renderMode;
|
|
22
|
+
}
|
|
23
|
+
exports.wantMaterials = wantMaterials;
|
|
24
|
+
function wantLighting(vf) {
|
|
25
|
+
return core_common_1.RenderMode.SmoothShade === vf.renderMode && vf.lighting;
|
|
26
|
+
}
|
|
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|
+
/** @internal */
|
|
28
|
+
class SurfaceGeometry extends MeshGeometry_1.MeshGeometry {
|
|
29
|
+
constructor(indices, numIndices, mesh) {
|
|
30
|
+
super(mesh, numIndices);
|
|
31
|
+
this._buffers = AttributeBuffers_1.BuffersContainer.create();
|
|
32
|
+
const attrPos = AttributeMap_1.AttributeMap.findAttribute("a_pos", 0 /* Surface */, false);
|
|
33
|
+
(0, core_bentley_1.assert)(undefined !== attrPos);
|
|
34
|
+
this._buffers.addBuffer(indices, [AttributeBuffers_1.BufferParameters.create(attrPos.location, 3, GL_1.GL.DataType.UnsignedByte, false, 0, 0, false)]);
|
|
35
|
+
this._indices = indices;
|
|
36
|
+
}
|
|
37
|
+
get lutBuffers() { return this._buffers; }
|
|
38
|
+
static create(mesh, indices) {
|
|
39
|
+
const indexBuffer = AttributeBuffers_1.BufferHandle.createArrayBuffer(indices.data);
|
|
40
|
+
return undefined !== indexBuffer ? new SurfaceGeometry(indexBuffer, indices.length, mesh) : undefined;
|
|
41
|
+
}
|
|
42
|
+
get isDisposed() {
|
|
43
|
+
return this._buffers.isDisposed
|
|
44
|
+
&& this._indices.isDisposed;
|
|
45
|
+
}
|
|
46
|
+
dispose() {
|
|
47
|
+
(0, core_bentley_1.dispose)(this._buffers);
|
|
48
|
+
(0, core_bentley_1.dispose)(this._indices);
|
|
49
|
+
}
|
|
50
|
+
collectStatistics(stats) {
|
|
51
|
+
stats.addSurface(this._indices.bytesUsed);
|
|
52
|
+
}
|
|
53
|
+
get isLit() { return SurfaceParams_1.SurfaceType.Lit === this.surfaceType || SurfaceParams_1.SurfaceType.TexturedLit === this.surfaceType; }
|
|
54
|
+
get isTexturedType() { return SurfaceParams_1.SurfaceType.Textured === this.surfaceType || SurfaceParams_1.SurfaceType.TexturedLit === this.surfaceType; }
|
|
55
|
+
get hasTexture() { return this.isTexturedType && undefined !== this.texture; }
|
|
56
|
+
get isGlyph() { return this.mesh.isGlyph; }
|
|
57
|
+
get alwaysRenderTranslucent() { return this.isGlyph; }
|
|
58
|
+
get isTileSection() { return undefined !== this.texture && this.texture.isTileSection; }
|
|
59
|
+
get isClassifier() { return SurfaceParams_1.SurfaceType.VolumeClassifier === this.surfaceType; }
|
|
60
|
+
get supportsThematicDisplay() {
|
|
61
|
+
return !this.isGlyph;
|
|
62
|
+
}
|
|
63
|
+
get allowColorOverride() {
|
|
64
|
+
// Text background color should not be overridden by feature symbology overrides - otherwise it becomes unreadable...
|
|
65
|
+
// We don't actually know if we have text.
|
|
66
|
+
// We do know that text background color uses blanking fill. So do ImageGraphics, so they're also going to forbid overriding their color.
|
|
67
|
+
return core_common_1.FillFlags.Blanking !== (this.fillFlags & core_common_1.FillFlags.Blanking);
|
|
68
|
+
}
|
|
69
|
+
get asSurface() { return this; }
|
|
70
|
+
get asEdge() { return undefined; }
|
|
71
|
+
get asSilhouette() { return undefined; }
|
|
72
|
+
_draw(numInstances, instanceBuffersContainer) {
|
|
73
|
+
const system = System_1.System.instance;
|
|
74
|
+
// If we can't write depth in the fragment shader, use polygonOffset to force blanking regions to draw behind.
|
|
75
|
+
const offset = 2 /* BlankingRegion */ === this.renderOrder && !system.supportsLogZBuffer;
|
|
76
|
+
if (offset) {
|
|
77
|
+
system.context.enable(GL_1.GL.POLYGON_OFFSET_FILL);
|
|
78
|
+
system.context.polygonOffset(1.0, 1.0);
|
|
79
|
+
}
|
|
80
|
+
const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers;
|
|
81
|
+
bufs.bind();
|
|
82
|
+
system.drawArrays(GL_1.GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);
|
|
83
|
+
bufs.unbind();
|
|
84
|
+
if (offset)
|
|
85
|
+
system.context.disable(GL_1.GL.POLYGON_OFFSET_FILL);
|
|
86
|
+
}
|
|
87
|
+
wantMixMonochromeColor(target) {
|
|
88
|
+
// Text relies on white-on-white reversal.
|
|
89
|
+
return !this.isGlyph && (this.isLitSurface || this.wantTextures(target, this.hasTexture));
|
|
90
|
+
}
|
|
91
|
+
get techniqueId() { return 0 /* Surface */; }
|
|
92
|
+
get isLitSurface() { return this.isLit; }
|
|
93
|
+
get hasBakedLighting() { return this.mesh.hasBakedLighting; }
|
|
94
|
+
get hasFixedNormals() { return this.mesh.hasFixedNormals; }
|
|
95
|
+
get renderOrder() {
|
|
96
|
+
if (core_common_1.FillFlags.Behind === (this.fillFlags & core_common_1.FillFlags.Behind))
|
|
97
|
+
return 2 /* BlankingRegion */;
|
|
98
|
+
let order = this.isLit ? 4 /* LitSurface */ : 3 /* UnlitSurface */;
|
|
99
|
+
if (this.isPlanar)
|
|
100
|
+
order = order | 8 /* PlanarBit */;
|
|
101
|
+
return order;
|
|
102
|
+
}
|
|
103
|
+
getColor(target) {
|
|
104
|
+
if (core_common_1.FillFlags.Background === (this.fillFlags & core_common_1.FillFlags.Background))
|
|
105
|
+
return target.uniforms.style.backgroundColorInfo;
|
|
106
|
+
else
|
|
107
|
+
return this.colorInfo;
|
|
108
|
+
}
|
|
109
|
+
getRenderPass(target) {
|
|
110
|
+
// Classifiers have a dedicated pass
|
|
111
|
+
if (this.isClassifier)
|
|
112
|
+
return 5 /* Classification */;
|
|
113
|
+
const opaquePass = this.isPlanar ? 3 /* OpaquePlanar */ : 4 /* OpaqueGeneral */;
|
|
114
|
+
// When reading pixels, glyphs are always opaque. Otherwise always transparent (for anti-aliasing).
|
|
115
|
+
if (this.isGlyph)
|
|
116
|
+
return target.isReadPixelsInProgress ? opaquePass : 7 /* Translucent */;
|
|
117
|
+
const vf = target.currentViewFlags;
|
|
118
|
+
// When rendering thematic isolines, we need translucency because they have anti-aliasing.
|
|
119
|
+
if (target.wantThematicDisplay && this.supportsThematicDisplay && target.uniforms.thematic.wantIsoLines)
|
|
120
|
+
return 7 /* Translucent */;
|
|
121
|
+
// In wireframe, unless fill is explicitly enabled for planar region, surface does not draw
|
|
122
|
+
if (core_common_1.RenderMode.Wireframe === vf.renderMode && !this.mesh.isTextureAlwaysDisplayed) {
|
|
123
|
+
const fillFlags = this.fillFlags;
|
|
124
|
+
const showFill = core_common_1.FillFlags.Always === (fillFlags & core_common_1.FillFlags.Always) || (vf.fill && core_common_1.FillFlags.ByView === (fillFlags & core_common_1.FillFlags.ByView));
|
|
125
|
+
if (!showFill)
|
|
126
|
+
return 255 /* None */;
|
|
127
|
+
}
|
|
128
|
+
// If transparency disabled by render mode or view flag, always draw opaque.
|
|
129
|
+
if (!vf.transparency || core_common_1.RenderMode.SolidFill === vf.renderMode || core_common_1.RenderMode.HiddenLine === vf.renderMode)
|
|
130
|
+
return opaquePass;
|
|
131
|
+
// We have 3 sources of alpha: the material, the texture, and the color.
|
|
132
|
+
// Base alpha comes from the material if it overrides it; otherwise from the color.
|
|
133
|
+
// The texture's alpha is multiplied by the base alpha.
|
|
134
|
+
// So we must draw in the translucent pass if the texture has transparency OR the base alpha is less than 1.
|
|
135
|
+
let hasAlpha = false;
|
|
136
|
+
const mat = wantMaterials(vf) ? this.mesh.materialInfo : undefined;
|
|
137
|
+
if (undefined !== mat && mat.overridesAlpha)
|
|
138
|
+
hasAlpha = mat.hasTranslucency;
|
|
139
|
+
else
|
|
140
|
+
hasAlpha = this.getColor(target).hasTranslucency;
|
|
141
|
+
if (!hasAlpha) {
|
|
142
|
+
const tex = this.wantTextures(target, true) ? this.texture : undefined;
|
|
143
|
+
hasAlpha = undefined !== tex && tex.hasTranslucency;
|
|
144
|
+
}
|
|
145
|
+
return hasAlpha ? 7 /* Translucent */ : opaquePass;
|
|
146
|
+
}
|
|
147
|
+
_wantWoWReversal(target) {
|
|
148
|
+
const fillFlags = this.fillFlags;
|
|
149
|
+
if (core_common_1.FillFlags.None !== (fillFlags & core_common_1.FillFlags.Background))
|
|
150
|
+
return false; // fill color explicitly from background
|
|
151
|
+
if (core_common_1.FillFlags.None !== (fillFlags & core_common_1.FillFlags.Always))
|
|
152
|
+
return true; // fill displayed even in wireframe
|
|
153
|
+
const vf = target.currentViewFlags;
|
|
154
|
+
if (core_common_1.RenderMode.Wireframe === vf.renderMode || vf.visibleEdges)
|
|
155
|
+
return false; // never invert surfaces when edges are displayed
|
|
156
|
+
if (this.isLit && wantLighting(vf))
|
|
157
|
+
return false;
|
|
158
|
+
// Don't invert white pixels of textures...
|
|
159
|
+
return !this.wantTextures(target, this.hasTexture);
|
|
160
|
+
}
|
|
161
|
+
get materialInfo() { return this.mesh.materialInfo; }
|
|
162
|
+
useTexture(params) {
|
|
163
|
+
return this.wantTextures(params.target, this.hasTexture);
|
|
164
|
+
}
|
|
165
|
+
computeSurfaceFlags(params, flags) {
|
|
166
|
+
const target = params.target;
|
|
167
|
+
const vf = target.currentViewFlags;
|
|
168
|
+
const useMaterial = wantMaterials(vf);
|
|
169
|
+
flags[3 /* IgnoreMaterial */] = useMaterial ? 0 : 1;
|
|
170
|
+
flags[9 /* HasMaterialAtlas */] = useMaterial && this.hasMaterialAtlas ? 1 : 0;
|
|
171
|
+
flags[1 /* ApplyLighting */] = 0;
|
|
172
|
+
flags[8 /* NoFaceFront */] = 0;
|
|
173
|
+
flags[6 /* HasColorAndNormal */] = 0;
|
|
174
|
+
if (this.isLit) {
|
|
175
|
+
flags[2 /* HasNormals */] = 1;
|
|
176
|
+
if (wantLighting(vf)) {
|
|
177
|
+
flags[1 /* ApplyLighting */] = 1;
|
|
178
|
+
if (this.hasFixedNormals)
|
|
179
|
+
flags[8 /* NoFaceFront */] = 1;
|
|
180
|
+
}
|
|
181
|
+
// Textured meshes store normal in place of color index.
|
|
182
|
+
// Untextured lit meshes store normal where textured meshes would store UV coords.
|
|
183
|
+
// Tell shader where to find normal.
|
|
184
|
+
if (!this.isTexturedType) {
|
|
185
|
+
flags[6 /* HasColorAndNormal */] = 1;
|
|
186
|
+
}
|
|
187
|
+
}
|
|
188
|
+
else {
|
|
189
|
+
flags[2 /* HasNormals */] = 0;
|
|
190
|
+
}
|
|
191
|
+
flags[0 /* HasTexture */] = this.useTexture(params) ? 1 : 0;
|
|
192
|
+
// The transparency threshold controls how transparent a surface must be to allow light to pass through; more opaque surfaces cast shadows.
|
|
193
|
+
flags[4 /* TransparencyThreshold */] = params.target.isDrawingShadowMap ? 1 : 0;
|
|
194
|
+
flags[5 /* BackgroundFill */] = 0;
|
|
195
|
+
switch (params.renderPass) {
|
|
196
|
+
// NB: We need this for opaque pass due to SolidFill (must compute transparency, discard below threshold, render opaque at or above threshold)
|
|
197
|
+
case 2 /* OpaqueLinear */:
|
|
198
|
+
case 3 /* OpaquePlanar */:
|
|
199
|
+
case 4 /* OpaqueGeneral */:
|
|
200
|
+
case 7 /* Translucent */:
|
|
201
|
+
case 11 /* WorldOverlay */:
|
|
202
|
+
case 1 /* OpaqueLayers */:
|
|
203
|
+
case 6 /* TranslucentLayers */:
|
|
204
|
+
case 10 /* OverlayLayers */: {
|
|
205
|
+
const mode = vf.renderMode;
|
|
206
|
+
if (!this.isGlyph && (core_common_1.RenderMode.HiddenLine === mode || core_common_1.RenderMode.SolidFill === mode)) {
|
|
207
|
+
flags[4 /* TransparencyThreshold */] = 1;
|
|
208
|
+
if (core_common_1.RenderMode.HiddenLine === mode && core_common_1.FillFlags.Always !== (this.fillFlags & core_common_1.FillFlags.Always)) {
|
|
209
|
+
// fill flags test for text - doesn't render with bg fill in hidden line mode.
|
|
210
|
+
flags[5 /* BackgroundFill */] = 1;
|
|
211
|
+
}
|
|
212
|
+
break;
|
|
213
|
+
}
|
|
214
|
+
}
|
|
215
|
+
}
|
|
216
|
+
}
|
|
217
|
+
wantTextures(target, surfaceTextureExists) {
|
|
218
|
+
if (this.hasScalarAnimation && undefined !== target.analysisTexture)
|
|
219
|
+
return true;
|
|
220
|
+
if (!surfaceTextureExists)
|
|
221
|
+
return false;
|
|
222
|
+
if (this.mesh.isTextureAlwaysDisplayed)
|
|
223
|
+
return true;
|
|
224
|
+
if (this.supportsThematicDisplay && target.wantThematicDisplay)
|
|
225
|
+
return false;
|
|
226
|
+
const fill = this.fillFlags;
|
|
227
|
+
const flags = target.currentViewFlags;
|
|
228
|
+
// ###TODO need to distinguish between gradient fill and actual textures...
|
|
229
|
+
switch (flags.renderMode) {
|
|
230
|
+
case core_common_1.RenderMode.SmoothShade:
|
|
231
|
+
return flags.textures;
|
|
232
|
+
case core_common_1.RenderMode.Wireframe:
|
|
233
|
+
return core_common_1.FillFlags.Always === (fill & core_common_1.FillFlags.Always) || (flags.fill && core_common_1.FillFlags.ByView === (fill & core_common_1.FillFlags.ByView));
|
|
234
|
+
default:
|
|
235
|
+
return core_common_1.FillFlags.Always === (fill & core_common_1.FillFlags.Always);
|
|
236
|
+
}
|
|
237
|
+
}
|
|
238
|
+
}
|
|
239
|
+
exports.SurfaceGeometry = SurfaceGeometry;
|
|
240
|
+
//# sourceMappingURL=SurfaceGeometry.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"SurfaceGeometry.js","sourceRoot":"","sources":["../../../../src/render/webgl/SurfaceGeometry.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,sDAAsD;AACtD,oDAAsE;AACtE,+DAA0D;AAG1D,iDAA8C;AAE9C,6BAA0B;AAC1B,yDAAsF;AAGtF,qCAAkC;AAIlC,iDAA8C;AAE9C,gBAAgB;AAChB,SAAgB,aAAa,CAAC,EAAa;IACzC,OAAO,EAAE,CAAC,SAAS,IAAI,wBAAU,CAAC,WAAW,KAAK,EAAE,CAAC,UAAU,CAAC;AAClE,CAAC;AAFD,sCAEC;AAED,SAAS,YAAY,CAAC,EAAa;IACjC,OAAO,wBAAU,CAAC,WAAW,KAAK,EAAE,CAAC,UAAU,IAAI,EAAE,CAAC,QAAQ,CAAC;AACjE,CAAC;AAED,gBAAgB;AAChB,MAAa,eAAgB,SAAQ,2BAAY;IA+N/C,YAAoB,OAAqB,EAAE,UAAkB,EAAE,IAAc;QAC3E,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QACxB,IAAI,CAAC,QAAQ,GAAG,mCAAgB,CAAC,MAAM,EAAE,CAAC;QAC1C,MAAM,OAAO,GAAG,2BAAY,CAAC,aAAa,CAAC,OAAO,mBAAuB,KAAK,CAAC,CAAC;QAChF,IAAA,qBAAM,EAAC,SAAS,KAAK,OAAO,CAAC,CAAC;QAC9B,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC,mCAAgB,CAAC,MAAM,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,EAAE,OAAE,CAAC,QAAQ,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC;QAC/H,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;IAC1B,CAAC;IAlOD,IAAW,UAAU,KAAK,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC;IAE1C,MAAM,CAAC,MAAM,CAAC,IAAc,EAAE,OAAsB;QACzD,MAAM,WAAW,GAAG,+BAAY,CAAC,iBAAiB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACjE,OAAO,SAAS,KAAK,WAAW,CAAC,CAAC,CAAC,IAAI,eAAe,CAAC,WAAW,EAAE,OAAO,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;IACxG,CAAC;IAED,IAAW,UAAU;QACnB,OAAO,IAAI,CAAC,QAAQ,CAAC,UAAU;eAC1B,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC;IAChC,CAAC;IAEM,OAAO;QACZ,IAAA,sBAAO,EAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvB,IAAA,sBAAO,EAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IACzB,CAAC;IAEM,iBAAiB,CAAC,KAA8B;QACrD,KAAK,CAAC,UAAU,CAAC,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;IAC5C,CAAC;IAED,IAAW,KAAK,KAAK,OAAO,2BAAW,CAAC,GAAG,KAAK,IAAI,CAAC,WAAW,IAAI,2BAAW,CAAC,WAAW,KAAK,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC;IACnH,IAAW,cAAc,KAAK,OAAO,2BAAW,CAAC,QAAQ,KAAK,IAAI,CAAC,WAAW,IAAI,2BAAW,CAAC,WAAW,KAAK,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC;IACjI,IAAW,UAAU,KAAK,OAAO,IAAI,CAAC,cAAc,IAAI,SAAS,KAAK,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC;IACrF,IAAW,OAAO,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC;IAClD,IAAoB,uBAAuB,KAAK,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC;IACtE,IAAW,aAAa,KAAK,OAAO,SAAS,KAAK,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,OAAO,CAAC,aAAa,CAAC,CAAC,CAAC;IAC/F,IAAW,YAAY,KAAK,OAAO,2BAAW,CAAC,gBAAgB,KAAK,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC;IACvF,IAAoB,uBAAuB;QACzC,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC;IACvB,CAAC;IAED,IAAoB,kBAAkB;QACpC,qHAAqH;QACrH,0CAA0C;QAC1C,yIAAyI;QACzI,OAAO,uBAAS,CAAC,QAAQ,KAAK,CAAC,IAAI,CAAC,SAAS,GAAG,uBAAS,CAAC,QAAQ,CAAC,CAAC;IACtE,CAAC;IAED,IAAoB,SAAS,KAAK,OAAO,IAAI,CAAC,CAAC,CAAC;IAChD,IAAoB,MAAM,KAAK,OAAO,SAAS,CAAC,CAAC,CAAC;IAClD,IAAoB,YAAY,KAAK,OAAO,SAAS,CAAC,CAAC,CAAC;IAE9C,KAAK,CAAC,YAAoB,EAAE,wBAA2C;QAC/E,MAAM,MAAM,GAAG,eAAM,CAAC,QAAQ,CAAC;QAE/B,8GAA8G;QAC9G,MAAM,MAAM,GAAG,2BAA+B,IAAI,CAAC,WAAW,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC;QAC7F,IAAI,MAAM,EAAE;YACV,MAAM,CAAC,OAAO,CAAC,MAAM,CAAC,OAAE,CAAC,mBAAmB,CAAC,CAAC;YAC9C,MAAM,CAAC,OAAO,CAAC,aAAa,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;SACxC;QAED,MAAM,IAAI,GAAG,wBAAwB,KAAK,SAAS,CAAC,CAAC,CAAC,wBAAwB,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC;QAC/F,IAAI,CAAC,IAAI,EAAE,CAAC;QACZ,MAAM,CAAC,UAAU,CAAC,OAAE,CAAC,aAAa,CAAC,SAAS,EAAE,CAAC,EAAE,IAAI,CAAC,WAAW,EAAE,YAAY,CAAC,CAAC;QACjF,IAAI,CAAC,MAAM,EAAE,CAAC;QAEd,IAAI,MAAM;YACR,MAAM,CAAC,OAAO,CAAC,OAAO,CAAC,OAAE,CAAC,mBAAmB,CAAC,CAAC;IACnD,CAAC;IAEe,sBAAsB,CAAC,MAAc;QACnD,0CAA0C;QAC1C,OAAO,CAAC,IAAI,CAAC,OAAO,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC;IAC5F,CAAC;IAED,IAAW,WAAW,KAAkB,uBAA2B,CAAC,CAAC;IACrE,IAAoB,YAAY,KAAK,OAAO,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;IACzD,IAAoB,gBAAgB,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC;IAC7E,IAAoB,eAAe,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC;IAC3E,IAAW,WAAW;QACpB,IAAI,uBAAS,CAAC,MAAM,KAAK,CAAC,IAAI,CAAC,SAAS,GAAG,uBAAS,CAAC,MAAM,CAAC;YAC1D,8BAAkC;QAEpC,IAAI,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,oBAAwB,CAAC,qBAAyB,CAAC;QAC3E,IAAI,IAAI,CAAC,QAAQ;YACf,KAAK,GAAG,KAAK,oBAAwB,CAAC;QAExC,OAAO,KAAK,CAAC;IACf,CAAC;IAEe,QAAQ,CAAC,MAAc;QACrC,IAAI,uBAAS,CAAC,UAAU,KAAK,CAAC,IAAI,CAAC,SAAS,GAAG,uBAAS,CAAC,UAAU,CAAC;YAClE,OAAO,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,mBAAmB,CAAC;;YAEjD,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAEM,aAAa,CAAC,MAAc;QACjC,oCAAoC;QACpC,IAAI,IAAI,CAAC,YAAY;YACnB,8BAAiC;QAEnC,MAAM,UAAU,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,sBAAyB,CAAC,sBAAyB,CAAC;QAEtF,mGAAmG;QACnG,IAAI,IAAI,CAAC,OAAO;YACd,OAAO,MAAM,CAAC,sBAAsB,CAAC,CAAC,CAAC,UAAU,CAAC,CAAC,oBAAuB,CAAC;QAE7E,MAAM,EAAE,GAAG,MAAM,CAAC,gBAAgB,CAAC;QAEnC,0FAA0F;QAC1F,IAAI,MAAM,CAAC,mBAAmB,IAAI,IAAI,CAAC,uBAAuB,IAAI,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,YAAY;YACrG,2BAA8B;QAEhC,2FAA2F;QAC3F,IAAI,wBAAU,CAAC,SAAS,KAAK,EAAE,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,wBAAwB,EAAE;YACjF,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;YACjC,MAAM,QAAQ,GAAG,uBAAS,CAAC,MAAM,KAAK,CAAC,SAAS,GAAG,uBAAS,CAAC,MAAM,CAAC,IAAI,CAAC,EAAE,CAAC,IAAI,IAAI,uBAAS,CAAC,MAAM,KAAK,CAAC,SAAS,GAAG,uBAAS,CAAC,MAAM,CAAC,CAAC,CAAC;YACzI,IAAI,CAAC,QAAQ;gBACX,sBAAuB;SAC1B;QAED,4EAA4E;QAC5E,IAAI,CAAC,EAAE,CAAC,YAAY,IAAI,wBAAU,CAAC,SAAS,KAAK,EAAE,CAAC,UAAU,IAAI,wB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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { FillFlags, RenderMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { VertexIndices } from \"../primitives/VertexTable\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\r\nimport { MaterialInfo } from \"./Material\";\r\nimport { RenderOrder, RenderPass, SurfaceBitIndex } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { MeshData } from \"./MeshData\";\r\nimport { MeshGeometry } from \"./MeshGeometry\";\r\n\r\n/** @internal */\r\nexport function wantMaterials(vf: ViewFlags): boolean {\r\n return vf.materials && RenderMode.SmoothShade === vf.renderMode;\r\n}\r\n\r\nfunction wantLighting(vf: ViewFlags) {\r\n return RenderMode.SmoothShade === vf.renderMode && vf.lighting;\r\n}\r\n\r\n/** @internal */\r\nexport class SurfaceGeometry extends MeshGeometry {\r\n private readonly _buffers: BuffersContainer;\r\n private readonly _indices: BufferHandle;\r\n\r\n public get lutBuffers() { return this._buffers; }\r\n\r\n public static create(mesh: MeshData, indices: VertexIndices): SurfaceGeometry | undefined {\r\n const indexBuffer = BufferHandle.createArrayBuffer(indices.data);\r\n return undefined !== indexBuffer ? new SurfaceGeometry(indexBuffer, indices.length, mesh) : undefined;\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this._buffers.isDisposed\r\n && this._indices.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this._buffers);\r\n dispose(this._indices);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addSurface(this._indices.bytesUsed);\r\n }\r\n\r\n public get isLit() { return SurfaceType.Lit === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get isTexturedType() { return SurfaceType.Textured === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get hasTexture() { return this.isTexturedType && undefined !== this.texture; }\r\n public get isGlyph() { return this.mesh.isGlyph; }\r\n public override get alwaysRenderTranslucent() { return this.isGlyph; }\r\n public get isTileSection() { return undefined !== this.texture && this.texture.isTileSection; }\r\n public get isClassifier() { return SurfaceType.VolumeClassifier === this.surfaceType; }\r\n public override get supportsThematicDisplay() {\r\n return !this.isGlyph;\r\n }\r\n\r\n public override get allowColorOverride() {\r\n // Text background color should not be overridden by feature symbology overrides - otherwise it becomes unreadable...\r\n // We don't actually know if we have text.\r\n // We do know that text background color uses blanking fill. So do ImageGraphics, so they're also going to forbid overriding their color.\r\n return FillFlags.Blanking !== (this.fillFlags & FillFlags.Blanking);\r\n }\r\n\r\n public override get asSurface() { return this; }\r\n public override get asEdge() { return undefined; }\r\n public override get asSilhouette() { return undefined; }\r\n\r\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\r\n const system = System.instance;\r\n\r\n // If we can't write depth in the fragment shader, use polygonOffset to force blanking regions to draw behind.\r\n const offset = RenderOrder.BlankingRegion === this.renderOrder && !system.supportsLogZBuffer;\r\n if (offset) {\r\n system.context.enable(GL.POLYGON_OFFSET_FILL);\r\n system.context.polygonOffset(1.0, 1.0);\r\n }\r\n\r\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers;\r\n bufs.bind();\r\n system.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\r\n bufs.unbind();\r\n\r\n if (offset)\r\n system.context.disable(GL.POLYGON_OFFSET_FILL);\r\n }\r\n\r\n public override wantMixMonochromeColor(target: Target): boolean {\r\n // Text relies on white-on-white reversal.\r\n return !this.isGlyph && (this.isLitSurface || this.wantTextures(target, this.hasTexture));\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.Surface; }\r\n public override get isLitSurface() { return this.isLit; }\r\n public override get hasBakedLighting() { return this.mesh.hasBakedLighting; }\r\n public override get hasFixedNormals() { return this.mesh.hasFixedNormals; }\r\n public get renderOrder(): RenderOrder {\r\n if (FillFlags.Behind === (this.fillFlags & FillFlags.Behind))\r\n return RenderOrder.BlankingRegion;\r\n\r\n let order = this.isLit ? RenderOrder.LitSurface : RenderOrder.UnlitSurface;\r\n if (this.isPlanar)\r\n order = order | RenderOrder.PlanarBit;\r\n\r\n return order;\r\n }\r\n\r\n public override getColor(target: Target) {\r\n if (FillFlags.Background === (this.fillFlags & FillFlags.Background))\r\n return target.uniforms.style.backgroundColorInfo;\r\n else\r\n return this.colorInfo;\r\n }\r\n\r\n public getRenderPass(target: Target): RenderPass {\r\n // Classifiers have a dedicated pass\r\n if (this.isClassifier)\r\n return RenderPass.Classification;\r\n\r\n const opaquePass = this.isPlanar ? RenderPass.OpaquePlanar : RenderPass.OpaqueGeneral;\r\n\r\n // When reading pixels, glyphs are always opaque. Otherwise always transparent (for anti-aliasing).\r\n if (this.isGlyph)\r\n return target.isReadPixelsInProgress ? opaquePass : RenderPass.Translucent;\r\n\r\n const vf = target.currentViewFlags;\r\n\r\n // When rendering thematic isolines, we need translucency because they have anti-aliasing.\r\n if (target.wantThematicDisplay && this.supportsThematicDisplay && target.uniforms.thematic.wantIsoLines)\r\n return RenderPass.Translucent;\r\n\r\n // In wireframe, unless fill is explicitly enabled for planar region, surface does not draw\r\n if (RenderMode.Wireframe === vf.renderMode && !this.mesh.isTextureAlwaysDisplayed) {\r\n const fillFlags = this.fillFlags;\r\n const showFill = FillFlags.Always === (fillFlags & FillFlags.Always) || (vf.fill && FillFlags.ByView === (fillFlags & FillFlags.ByView));\r\n if (!showFill)\r\n return RenderPass.None;\r\n }\r\n\r\n // If transparency disabled by render mode or view flag, always draw opaque.\r\n if (!vf.transparency || RenderMode.SolidFill === vf.renderMode || RenderMode.HiddenLine === vf.renderMode)\r\n return opaquePass;\r\n\r\n // We have 3 sources of alpha: the material, the texture, and the color.\r\n // Base alpha comes from the material if it overrides it; otherwise from the color.\r\n // The texture's alpha is multiplied by the base alpha.\r\n // So we must draw in the translucent pass if the texture has transparency OR the base alpha is less than 1.\r\n let hasAlpha = false;\r\n const mat = wantMaterials(vf) ? this.mesh.materialInfo : undefined;\r\n if (undefined !== mat && mat.overridesAlpha)\r\n hasAlpha = mat.hasTranslucency;\r\n else\r\n hasAlpha = this.getColor(target).hasTranslucency;\r\n\r\n if (!hasAlpha) {\r\n const tex = this.wantTextures(target, true) ? this.texture : undefined;\r\n hasAlpha = undefined !== tex && tex.hasTranslucency;\r\n }\r\n\r\n return hasAlpha ? RenderPass.Translucent : opaquePass;\r\n }\r\n\r\n protected _wantWoWReversal(target: Target): boolean {\r\n const fillFlags = this.fillFlags;\r\n if (FillFlags.None !== (fillFlags & FillFlags.Background))\r\n return false; // fill color explicitly from background\r\n\r\n if (FillFlags.None !== (fillFlags & FillFlags.Always))\r\n return true; // fill displayed even in wireframe\r\n\r\n const vf = target.currentViewFlags;\r\n if (RenderMode.Wireframe === vf.renderMode || vf.visibleEdges)\r\n return false; // never invert surfaces when edges are displayed\r\n\r\n if (this.isLit && wantLighting(vf))\r\n return false;\r\n\r\n // Don't invert white pixels of textures...\r\n return !this.wantTextures(target, this.hasTexture);\r\n }\r\n\r\n public override get materialInfo(): MaterialInfo | undefined { return this.mesh.materialInfo; }\r\n\r\n public useTexture(params: ShaderProgramParams): boolean {\r\n return this.wantTextures(params.target, this.hasTexture);\r\n }\r\n\r\n public computeSurfaceFlags(params: ShaderProgramParams, flags: Int32Array): void {\r\n const target = params.target;\r\n const vf = target.currentViewFlags;\r\n\r\n const useMaterial = wantMaterials(vf);\r\n flags[SurfaceBitIndex.IgnoreMaterial] = useMaterial ? 0 : 1;\r\n flags[SurfaceBitIndex.HasMaterialAtlas] = useMaterial && this.hasMaterialAtlas ? 1 : 0;\r\n\r\n flags[SurfaceBitIndex.ApplyLighting] = 0;\r\n flags[SurfaceBitIndex.NoFaceFront] = 0;\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 0;\r\n if (this.isLit) {\r\n flags[SurfaceBitIndex.HasNormals] = 1;\r\n if (wantLighting(vf)) {\r\n flags[SurfaceBitIndex.ApplyLighting] = 1;\r\n if (this.hasFixedNormals)\r\n flags[SurfaceBitIndex.NoFaceFront] = 1;\r\n }\r\n\r\n // Textured meshes store normal in place of color index.\r\n // Untextured lit meshes store normal where textured meshes would store UV coords.\r\n // Tell shader where to find normal.\r\n if (!this.isTexturedType) {\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 1;\r\n }\r\n } else {\r\n flags[SurfaceBitIndex.HasNormals] = 0;\r\n }\r\n\r\n flags[SurfaceBitIndex.HasTexture] = this.useTexture(params) ? 1 : 0;\r\n\r\n // The transparency threshold controls how transparent a surface must be to allow light to pass through; more opaque surfaces cast shadows.\r\n flags[SurfaceBitIndex.TransparencyThreshold] = params.target.isDrawingShadowMap ? 1 : 0;\r\n flags[SurfaceBitIndex.BackgroundFill] = 0;\r\n switch (params.renderPass) {\r\n // NB: We need this for opaque pass due to SolidFill (must compute transparency, discard below threshold, render opaque at or above threshold)\r\n case RenderPass.OpaqueLinear:\r\n case RenderPass.OpaquePlanar:\r\n case RenderPass.OpaqueGeneral:\r\n case RenderPass.Translucent:\r\n case RenderPass.WorldOverlay:\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers: {\r\n const mode = vf.renderMode;\r\n if (!this.isGlyph && (RenderMode.HiddenLine === mode || RenderMode.SolidFill === mode)) {\r\n flags[SurfaceBitIndex.TransparencyThreshold] = 1;\r\n if (RenderMode.HiddenLine === mode && FillFlags.Always !== (this.fillFlags & FillFlags.Always)) {\r\n // fill flags test for text - doesn't render with bg fill in hidden line mode.\r\n flags[SurfaceBitIndex.BackgroundFill] = 1;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private constructor(indices: BufferHandle, numIndices: number, mesh: MeshData) {\r\n super(mesh, numIndices);\r\n this._buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Surface, false);\r\n assert(undefined !== attrPos);\r\n this._buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this._indices = indices;\r\n }\r\n\r\n private wantTextures(target: Target, surfaceTextureExists: boolean): boolean {\r\n if (this.hasScalarAnimation && undefined !== target.analysisTexture)\r\n return true;\r\n\r\n if (!surfaceTextureExists)\r\n return false;\r\n\r\n if (this.mesh.isTextureAlwaysDisplayed)\r\n return true;\r\n\r\n if (this.supportsThematicDisplay && target.wantThematicDisplay)\r\n return false;\r\n\r\n const fill = this.fillFlags;\r\n const flags = target.currentViewFlags;\r\n\r\n // ###TODO need to distinguish between gradient fill and actual textures...\r\n switch (flags.renderMode) {\r\n case RenderMode.SmoothShade:\r\n return flags.textures;\r\n case RenderMode.Wireframe:\r\n return FillFlags.Always === (fill & FillFlags.Always) || (flags.fill && FillFlags.ByView === (fill & FillFlags.ByView));\r\n default:\r\n return FillFlags.Always === (fill & FillFlags.Always);\r\n }\r\n }\r\n}\r\n"]}
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@@ -14,7 +14,9 @@ import { InstancedGraphicParams, PatternGraphicParams } from "../InstancedGraphi
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import { RealityMeshPrimitive } from "../primitives/mesh/RealityMeshPrimitive";
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import { TerrainMeshPrimitive } from "../primitives/mesh/TerrainMeshPrimitive";
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import { PointCloudArgs } from "../primitives/PointCloudPrimitive";
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import { MeshParams
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import { MeshParams } from "../primitives/VertexTable";
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import { PointStringParams } from "../primitives/PointStringParams";
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import { PolylineParams } from "../primitives/PolylineParams";
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import { RenderClipVolume } from "../RenderClipVolume";
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import { RenderGraphic, RenderGraphicOwner } from "../RenderGraphic";
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import { RenderMemory } from "../RenderMemory";
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