@itwin/core-frontend 3.0.0-dev.140 → 3.0.0-dev.141

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (159) hide show
  1. package/lib/cjs/render/MockRender.d.ts +3 -1
  2. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  3. package/lib/cjs/render/MockRender.js.map +1 -1
  4. package/lib/cjs/render/RenderSystem.d.ts +3 -1
  5. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  6. package/lib/cjs/render/RenderSystem.js +4 -2
  7. package/lib/cjs/render/RenderSystem.js.map +1 -1
  8. package/lib/cjs/render/primitives/EdgeParams.d.ts +50 -0
  9. package/lib/cjs/render/primitives/EdgeParams.d.ts.map +1 -0
  10. package/lib/cjs/render/primitives/EdgeParams.js +116 -0
  11. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -0
  12. package/lib/cjs/render/primitives/PointStringParams.d.ts +16 -0
  13. package/lib/cjs/render/primitives/PointStringParams.d.ts.map +1 -0
  14. package/lib/cjs/render/primitives/PointStringParams.js +43 -0
  15. package/lib/cjs/render/primitives/PointStringParams.js.map +1 -0
  16. package/lib/cjs/render/primitives/PolylineParams.d.ts +44 -0
  17. package/lib/cjs/render/primitives/PolylineParams.d.ts.map +1 -0
  18. package/lib/cjs/render/primitives/PolylineParams.js +205 -0
  19. package/lib/cjs/render/primitives/PolylineParams.js.map +1 -0
  20. package/lib/cjs/render/primitives/SurfaceParams.d.ts +46 -0
  21. package/lib/cjs/render/primitives/SurfaceParams.d.ts.map +1 -0
  22. package/lib/cjs/render/primitives/SurfaceParams.js +42 -0
  23. package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -0
  24. package/lib/cjs/render/primitives/VertexTable.d.ts +3 -123
  25. package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
  26. package/lib/cjs/render/primitives/VertexTable.js +10 -351
  27. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  28. package/lib/cjs/render/webgl/CachedGeometry.d.ts +4 -2
  29. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  30. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  31. package/lib/cjs/render/webgl/EdgeGeometry.d.ts +73 -0
  32. package/lib/cjs/render/webgl/EdgeGeometry.d.ts.map +1 -0
  33. package/lib/cjs/render/webgl/EdgeGeometry.js +141 -0
  34. package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -0
  35. package/lib/cjs/render/webgl/InstancedGeometry.d.ts +4 -4
  36. package/lib/cjs/render/webgl/InstancedGeometry.d.ts.map +1 -1
  37. package/lib/cjs/render/webgl/Material.d.ts +1 -1
  38. package/lib/cjs/render/webgl/Material.d.ts.map +1 -1
  39. package/lib/cjs/render/webgl/Material.js.map +1 -1
  40. package/lib/cjs/render/webgl/Mesh.d.ts +6 -162
  41. package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
  42. package/lib/cjs/render/webgl/Mesh.js +11 -456
  43. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  44. package/lib/cjs/render/webgl/MeshData.d.ts +38 -0
  45. package/lib/cjs/render/webgl/MeshData.d.ts.map +1 -0
  46. package/lib/cjs/render/webgl/MeshData.js +66 -0
  47. package/lib/cjs/render/webgl/MeshData.js.map +1 -0
  48. package/lib/cjs/render/webgl/MeshGeometry.d.ts +38 -0
  49. package/lib/cjs/render/webgl/MeshGeometry.d.ts.map +1 -0
  50. package/lib/cjs/render/webgl/MeshGeometry.js +60 -0
  51. package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -0
  52. package/lib/cjs/render/webgl/PointString.d.ts +1 -1
  53. package/lib/cjs/render/webgl/PointString.d.ts.map +1 -1
  54. package/lib/cjs/render/webgl/PointString.js.map +1 -1
  55. package/lib/cjs/render/webgl/Polyline.d.ts +1 -1
  56. package/lib/cjs/render/webgl/Polyline.d.ts.map +1 -1
  57. package/lib/cjs/render/webgl/Polyline.js.map +1 -1
  58. package/lib/cjs/render/webgl/RenderCommands.js +4 -4
  59. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  60. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts +54 -0
  61. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -0
  62. package/lib/cjs/render/webgl/SurfaceGeometry.js +240 -0
  63. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -0
  64. package/lib/cjs/render/webgl/System.d.ts +3 -1
  65. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  66. package/lib/cjs/render/webgl/System.js.map +1 -1
  67. package/lib/cjs/render/webgl/glsl/Surface.js +3 -3
  68. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  69. package/lib/cjs/render-primitives.d.ts +5 -1
  70. package/lib/cjs/render-primitives.d.ts.map +1 -1
  71. package/lib/cjs/render-primitives.js +5 -1
  72. package/lib/cjs/render-primitives.js.map +1 -1
  73. package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
  74. package/lib/cjs/tile/ImdlReader.js +8 -5
  75. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  76. package/lib/cjs/webgl.d.ts +4 -0
  77. package/lib/cjs/webgl.d.ts.map +1 -1
  78. package/lib/cjs/webgl.js +4 -0
  79. package/lib/cjs/webgl.js.map +1 -1
  80. package/lib/esm/render/MockRender.d.ts +3 -1
  81. package/lib/esm/render/MockRender.d.ts.map +1 -1
  82. package/lib/esm/render/MockRender.js.map +1 -1
  83. package/lib/esm/render/RenderSystem.d.ts +3 -1
  84. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  85. package/lib/esm/render/RenderSystem.js +3 -1
  86. package/lib/esm/render/RenderSystem.js.map +1 -1
  87. package/lib/esm/render/primitives/EdgeParams.d.ts +50 -0
  88. package/lib/esm/render/primitives/EdgeParams.d.ts.map +1 -0
  89. package/lib/esm/render/primitives/EdgeParams.js +113 -0
  90. package/lib/esm/render/primitives/EdgeParams.js.map +1 -0
  91. package/lib/esm/render/primitives/PointStringParams.d.ts +16 -0
  92. package/lib/esm/render/primitives/PointStringParams.d.ts.map +1 -0
  93. package/lib/esm/render/primitives/PointStringParams.js +39 -0
  94. package/lib/esm/render/primitives/PointStringParams.js.map +1 -0
  95. package/lib/esm/render/primitives/PolylineParams.d.ts +44 -0
  96. package/lib/esm/render/primitives/PolylineParams.d.ts.map +1 -0
  97. package/lib/esm/render/primitives/PolylineParams.js +199 -0
  98. package/lib/esm/render/primitives/PolylineParams.js.map +1 -0
  99. package/lib/esm/render/primitives/SurfaceParams.d.ts +46 -0
  100. package/lib/esm/render/primitives/SurfaceParams.d.ts.map +1 -0
  101. package/lib/esm/render/primitives/SurfaceParams.js +37 -0
  102. package/lib/esm/render/primitives/SurfaceParams.js.map +1 -0
  103. package/lib/esm/render/primitives/VertexTable.d.ts +3 -123
  104. package/lib/esm/render/primitives/VertexTable.d.ts.map +1 -1
  105. package/lib/esm/render/primitives/VertexTable.js +5 -341
  106. package/lib/esm/render/primitives/VertexTable.js.map +1 -1
  107. package/lib/esm/render/webgl/CachedGeometry.d.ts +4 -2
  108. package/lib/esm/render/webgl/CachedGeometry.d.ts.map +1 -1
  109. package/lib/esm/render/webgl/CachedGeometry.js.map +1 -1
  110. package/lib/esm/render/webgl/EdgeGeometry.d.ts +73 -0
  111. package/lib/esm/render/webgl/EdgeGeometry.d.ts.map +1 -0
  112. package/lib/esm/render/webgl/EdgeGeometry.js +135 -0
  113. package/lib/esm/render/webgl/EdgeGeometry.js.map +1 -0
  114. package/lib/esm/render/webgl/InstancedGeometry.d.ts +4 -4
  115. package/lib/esm/render/webgl/InstancedGeometry.d.ts.map +1 -1
  116. package/lib/esm/render/webgl/Material.d.ts +1 -1
  117. package/lib/esm/render/webgl/Material.d.ts.map +1 -1
  118. package/lib/esm/render/webgl/Material.js.map +1 -1
  119. package/lib/esm/render/webgl/Mesh.d.ts +6 -162
  120. package/lib/esm/render/webgl/Mesh.d.ts.map +1 -1
  121. package/lib/esm/render/webgl/Mesh.js +5 -443
  122. package/lib/esm/render/webgl/Mesh.js.map +1 -1
  123. package/lib/esm/render/webgl/MeshData.d.ts +38 -0
  124. package/lib/esm/render/webgl/MeshData.d.ts.map +1 -0
  125. package/lib/esm/render/webgl/MeshData.js +62 -0
  126. package/lib/esm/render/webgl/MeshData.js.map +1 -0
  127. package/lib/esm/render/webgl/MeshGeometry.d.ts +38 -0
  128. package/lib/esm/render/webgl/MeshGeometry.d.ts.map +1 -0
  129. package/lib/esm/render/webgl/MeshGeometry.js +56 -0
  130. package/lib/esm/render/webgl/MeshGeometry.js.map +1 -0
  131. package/lib/esm/render/webgl/PointString.d.ts +1 -1
  132. package/lib/esm/render/webgl/PointString.d.ts.map +1 -1
  133. package/lib/esm/render/webgl/PointString.js.map +1 -1
  134. package/lib/esm/render/webgl/Polyline.d.ts +1 -1
  135. package/lib/esm/render/webgl/Polyline.d.ts.map +1 -1
  136. package/lib/esm/render/webgl/Polyline.js.map +1 -1
  137. package/lib/esm/render/webgl/RenderCommands.js +1 -1
  138. package/lib/esm/render/webgl/RenderCommands.js.map +1 -1
  139. package/lib/esm/render/webgl/SurfaceGeometry.d.ts +54 -0
  140. package/lib/esm/render/webgl/SurfaceGeometry.d.ts.map +1 -0
  141. package/lib/esm/render/webgl/SurfaceGeometry.js +235 -0
  142. package/lib/esm/render/webgl/SurfaceGeometry.js.map +1 -0
  143. package/lib/esm/render/webgl/System.d.ts +3 -1
  144. package/lib/esm/render/webgl/System.d.ts.map +1 -1
  145. package/lib/esm/render/webgl/System.js.map +1 -1
  146. package/lib/esm/render/webgl/glsl/Surface.js +1 -1
  147. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  148. package/lib/esm/render-primitives.d.ts +5 -1
  149. package/lib/esm/render-primitives.d.ts.map +1 -1
  150. package/lib/esm/render-primitives.js +5 -1
  151. package/lib/esm/render-primitives.js.map +1 -1
  152. package/lib/esm/tile/ImdlReader.d.ts.map +1 -1
  153. package/lib/esm/tile/ImdlReader.js +4 -1
  154. package/lib/esm/tile/ImdlReader.js.map +1 -1
  155. package/lib/esm/webgl.d.ts +4 -0
  156. package/lib/esm/webgl.d.ts.map +1 -1
  157. package/lib/esm/webgl.js +4 -0
  158. package/lib/esm/webgl.js.map +1 -1
  159. package/package.json +22 -22
@@ -0,0 +1 @@
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@@ -0,0 +1,62 @@
1
+ /*---------------------------------------------------------------------------------------------
2
+ * Copyright (c) Bentley Systems, Incorporated. All rights reserved.
3
+ * See LICENSE.md in the project root for license terms and full copyright notice.
4
+ *--------------------------------------------------------------------------------------------*/
5
+ /** @packageDocumentation
6
+ * @module WebGL
7
+ */
8
+ import { dispose } from "@itwin/core-bentley";
9
+ import { FeatureIndexType, LinePixels } from "@itwin/core-common";
10
+ import { LineCode } from "./LineCode";
11
+ import { createMaterialInfo } from "./Material";
12
+ import { VertexLUT } from "./VertexLUT";
13
+ /** @internal */
14
+ export class MeshData {
15
+ constructor(lut, params, viOrigin) {
16
+ this.lut = lut;
17
+ this.viewIndependentOrigin = viOrigin;
18
+ this.hasFeatures = FeatureIndexType.Empty !== params.vertices.featureIndexType;
19
+ if (FeatureIndexType.Uniform === params.vertices.featureIndexType)
20
+ this.uniformFeatureId = params.vertices.uniformFeatureID;
21
+ if (undefined !== params.surface.textureMapping) {
22
+ this.texture = params.surface.textureMapping.texture;
23
+ this._textureAlwaysDisplayed = params.surface.textureMapping.alwaysDisplayed;
24
+ }
25
+ else {
26
+ this.texture = undefined;
27
+ this._textureAlwaysDisplayed = false;
28
+ }
29
+ this.materialInfo = createMaterialInfo(params.surface.material);
30
+ this.type = params.surface.type;
31
+ this.fillFlags = params.surface.fillFlags;
32
+ this.isPlanar = params.isPlanar;
33
+ this.hasBakedLighting = params.surface.hasBakedLighting;
34
+ this.hasFixedNormals = params.surface.hasFixedNormals;
35
+ const edges = params.edges;
36
+ this.edgeWidth = undefined !== edges ? edges.weight : 1;
37
+ this.edgeLineCode = LineCode.valueFromLinePixels(undefined !== edges ? edges.linePixels : LinePixels.Solid);
38
+ }
39
+ static create(params, viOrigin) {
40
+ const lut = VertexLUT.createFromVertexTable(params.vertices, params.auxChannels);
41
+ return undefined !== lut ? new MeshData(lut, params, viOrigin) : undefined;
42
+ }
43
+ get isDisposed() { return undefined === this.texture && this.lut.isDisposed; }
44
+ dispose() {
45
+ dispose(this.lut);
46
+ if (this._ownsTexture)
47
+ this.texture.dispose();
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+ }
49
+ get isGlyph() { return undefined !== this.texture && this.texture.isGlyph; }
50
+ get isTextureAlwaysDisplayed() { return this.isGlyph || this._textureAlwaysDisplayed; }
51
+ // Returns true if no one else owns this texture. Implies that the texture should be disposed when this object is disposed, and the texture's memory should be tracked as belonging to this object.
52
+ get _ownsTexture() {
53
+ var _a;
54
+ return undefined !== this.texture && !((_a = this.texture) === null || _a === void 0 ? void 0 : _a.hasOwner);
55
+ }
56
+ collectStatistics(stats) {
57
+ stats.addVertexTable(this.lut.bytesUsed);
58
+ if (this._ownsTexture)
59
+ stats.addTexture(this.texture.bytesUsed);
60
+ }
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+ }
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+ //# sourceMappingURL=MeshData.js.map
@@ -0,0 +1 @@
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { dispose } from \"@itwin/core-bentley\";\r\nimport { Point3d } from \"@itwin/core-geometry\";\r\nimport { FeatureIndexType, FillFlags, LinePixels } from \"@itwin/core-common\";\r\nimport { MeshParams } from \"../primitives/VertexTable\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { createMaterialInfo, MaterialInfo } from \"./Material\";\r\nimport { Texture } from \"./Texture\";\r\nimport { VertexLUT } from \"./VertexLUT\";\r\n\r\n/** @internal */\r\nexport class MeshData implements WebGLDisposable {\r\n public readonly edgeWidth: number;\r\n public readonly hasFeatures: boolean;\r\n public readonly uniformFeatureId?: number; // Used strictly by BatchPrimitiveCommand.computeIsFlashed for flashing volume classification primitives.\r\n public readonly texture?: Texture;\r\n public readonly materialInfo?: MaterialInfo;\r\n public readonly type: SurfaceType;\r\n public readonly fillFlags: FillFlags;\r\n public readonly edgeLineCode: number; // Must call LineCode.valueFromLinePixels(val: LinePixels) and set the output to edgeLineCode\r\n public readonly isPlanar: boolean;\r\n public readonly hasBakedLighting: boolean;\r\n public readonly hasFixedNormals: boolean; // Fixed normals will not be flipped to face front (Terrain skirts).\r\n public readonly lut: VertexLUT;\r\n public readonly viewIndependentOrigin?: Point3d;\r\n private readonly _textureAlwaysDisplayed: boolean;\r\n\r\n private constructor(lut: VertexLUT, params: MeshParams, viOrigin: Point3d | undefined) {\r\n this.lut = lut;\r\n this.viewIndependentOrigin = viOrigin;\r\n\r\n this.hasFeatures = FeatureIndexType.Empty !== params.vertices.featureIndexType;\r\n if (FeatureIndexType.Uniform === params.vertices.featureIndexType)\r\n this.uniformFeatureId = params.vertices.uniformFeatureID;\r\n\r\n if (undefined !== params.surface.textureMapping) {\r\n this.texture = params.surface.textureMapping.texture as Texture;\r\n this._textureAlwaysDisplayed = params.surface.textureMapping.alwaysDisplayed;\r\n } else {\r\n this.texture = undefined;\r\n this._textureAlwaysDisplayed = false;\r\n }\r\n\r\n this.materialInfo = createMaterialInfo(params.surface.material);\r\n\r\n this.type = params.surface.type;\r\n this.fillFlags = params.surface.fillFlags;\r\n this.isPlanar = params.isPlanar;\r\n this.hasBakedLighting = params.surface.hasBakedLighting;\r\n this.hasFixedNormals = params.surface.hasFixedNormals;\r\n const edges = params.edges;\r\n this.edgeWidth = undefined !== edges ? edges.weight : 1;\r\n this.edgeLineCode = LineCode.valueFromLinePixels(undefined !== edges ? edges.linePixels : LinePixels.Solid);\r\n }\r\n\r\n public static create(params: MeshParams, viOrigin: Point3d | undefined): MeshData | undefined {\r\n const lut = VertexLUT.createFromVertexTable(params.vertices, params.auxChannels);\r\n return undefined !== lut ? new MeshData(lut, params, viOrigin) : undefined;\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this.texture && this.lut.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.lut);\r\n if (this._ownsTexture)\r\n this.texture!.dispose();\r\n }\r\n\r\n public get isGlyph() { return undefined !== this.texture && this.texture.isGlyph; }\r\n public get isTextureAlwaysDisplayed() { return this.isGlyph || this._textureAlwaysDisplayed; }\r\n\r\n // Returns true if no one else owns this texture. Implies that the texture should be disposed when this object is disposed, and the texture's memory should be tracked as belonging to this object.\r\n private get _ownsTexture(): boolean {\r\n return undefined !== this.texture && !this.texture?.hasOwner;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addVertexTable(this.lut.bytesUsed);\r\n if (this._ownsTexture)\r\n stats.addTexture(this.texture!.bytesUsed);\r\n }\r\n}\r\n"]}
@@ -0,0 +1,38 @@
1
+ /** @packageDocumentation
2
+ * @module WebGL
3
+ */
4
+ import { LUTGeometry } from "./CachedGeometry";
5
+ import { ColorInfo } from "./ColorInfo";
6
+ import { ShaderProgramParams } from "./DrawCommand";
7
+ import { FloatRgba } from "./FloatRGBA";
8
+ import { RenderPass } from "./RenderFlags";
9
+ import { Target } from "./Target";
10
+ import { MeshData } from "./MeshData";
11
+ /** Defines one aspect of the geometry of a mesh (surface or edges)
12
+ * @internal
13
+ */
14
+ export declare abstract class MeshGeometry extends LUTGeometry {
15
+ readonly mesh: MeshData;
16
+ protected readonly _numIndices: number;
17
+ get asMesh(): this;
18
+ protected _getLineWeight(params: ShaderProgramParams): number;
19
+ get edgeWidth(): number;
20
+ get edgeLineCode(): number;
21
+ get hasFeatures(): boolean;
22
+ get surfaceType(): import("../primitives/SurfaceParams").SurfaceType;
23
+ get fillFlags(): import("@itwin/core-common").FillFlags;
24
+ get isPlanar(): boolean;
25
+ get colorInfo(): ColorInfo;
26
+ get uniformColor(): FloatRgba | undefined;
27
+ get texture(): import("./Texture").Texture | undefined;
28
+ get hasBakedLighting(): boolean;
29
+ get hasFixedNormals(): boolean;
30
+ get lut(): import("./VertexLUT").VertexLUT;
31
+ get hasScalarAnimation(): boolean;
32
+ protected constructor(mesh: MeshData, numIndices: number);
33
+ protected computeEdgeWeight(params: ShaderProgramParams): number;
34
+ protected computeEdgeLineCode(params: ShaderProgramParams): number;
35
+ protected computeEdgeColor(target: Target): ColorInfo;
36
+ protected computeEdgePass(target: Target): RenderPass;
37
+ }
38
+ //# sourceMappingURL=MeshGeometry.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"MeshGeometry.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/MeshGeometry.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AACpD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC3C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAEtC;;GAEG;AACH,8BAAsB,YAAa,SAAQ,WAAW;IACpD,SAAgB,IAAI,EAAE,QAAQ,CAAC;IAC/B,SAAS,CAAC,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAEvC,IAAoB,MAAM,SAAmB;cAC1B,cAAc,CAAC,MAAM,EAAE,mBAAmB,GAAG,MAAM;IAGtE,IAAW,SAAS,WAAkC;IACtD,IAAW,YAAY,WAAqC;IAC5D,IAAoB,WAAW,YAAoC;IACnE,IAAW,WAAW,sDAA6B;IACnD,IAAW,SAAS,2CAAkC;IACtD,IAAW,QAAQ,YAAiC;IACpD,IAAW,SAAS,IAAI,SAAS,CAAoC;IACrE,IAAW,YAAY,IAAI,SAAS,GAAG,SAAS,CAA0E;IAC1H,IAAW,OAAO,4CAAgC;IAClD,IAAoB,gBAAgB,YAAyC;IAC7E,IAAW,eAAe,YAAwC;IAClE,IAAW,GAAG,oCAA4B;IAC1C,IAAW,kBAAkB,YAA+C;IAE5E,SAAS,aAAa,IAAI,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM;IAMxD,SAAS,CAAC,iBAAiB,CAAC,MAAM,EAAE,mBAAmB,GAAG,MAAM;IAGhE,SAAS,CAAC,mBAAmB,CAAC,MAAM,EAAE,mBAAmB,GAAG,MAAM;IAGlE,SAAS,CAAC,gBAAgB,CAAC,MAAM,EAAE,MAAM,GAAG,SAAS;IAGrD,SAAS,CAAC,eAAe,CAAC,MAAM,EAAE,MAAM,GAAG,UAAU;CAatD"}
@@ -0,0 +1,56 @@
1
+ /*---------------------------------------------------------------------------------------------
2
+ * Copyright (c) Bentley Systems, Incorporated. All rights reserved.
3
+ * See LICENSE.md in the project root for license terms and full copyright notice.
4
+ *--------------------------------------------------------------------------------------------*/
5
+ /** @packageDocumentation
6
+ * @module WebGL
7
+ */
8
+ import { RenderMode } from "@itwin/core-common";
9
+ import { LUTGeometry } from "./CachedGeometry";
10
+ /** Defines one aspect of the geometry of a mesh (surface or edges)
11
+ * @internal
12
+ */
13
+ export class MeshGeometry extends LUTGeometry {
14
+ constructor(mesh, numIndices) {
15
+ super(mesh.viewIndependentOrigin);
16
+ this._numIndices = numIndices;
17
+ this.mesh = mesh;
18
+ }
19
+ get asMesh() { return this; }
20
+ _getLineWeight(params) { return this.computeEdgeWeight(params); }
21
+ // Convenience accessors...
22
+ get edgeWidth() { return this.mesh.edgeWidth; }
23
+ get edgeLineCode() { return this.mesh.edgeLineCode; }
24
+ get hasFeatures() { return this.mesh.hasFeatures; }
25
+ get surfaceType() { return this.mesh.type; }
26
+ get fillFlags() { return this.mesh.fillFlags; }
27
+ get isPlanar() { return this.mesh.isPlanar; }
28
+ get colorInfo() { return this.mesh.lut.colorInfo; }
29
+ get uniformColor() { return this.colorInfo.isUniform ? this.colorInfo.uniform : undefined; }
30
+ get texture() { return this.mesh.texture; }
31
+ get hasBakedLighting() { return this.mesh.hasBakedLighting; }
32
+ get hasFixedNormals() { return this.mesh.hasFixedNormals; }
33
+ get lut() { return this.mesh.lut; }
34
+ get hasScalarAnimation() { return this.mesh.lut.hasScalarAnimation; }
35
+ computeEdgeWeight(params) {
36
+ return params.target.computeEdgeWeight(params.renderPass, this.edgeWidth);
37
+ }
38
+ computeEdgeLineCode(params) {
39
+ return params.target.computeEdgeLineCode(params.renderPass, this.edgeLineCode);
40
+ }
41
+ computeEdgeColor(target) {
42
+ return target.computeEdgeColor(this.colorInfo);
43
+ }
44
+ computeEdgePass(target) {
45
+ if (target.isDrawingShadowMap)
46
+ return 255 /* None */;
47
+ const vf = target.currentViewFlags;
48
+ if (RenderMode.SmoothShade === vf.renderMode && !vf.visibleEdges) {
49
+ return 255 /* None */;
50
+ }
51
+ // Only want translucent edges in wireframe mode.
52
+ const isTranslucent = RenderMode.Wireframe === vf.renderMode && vf.transparency && this.colorInfo.hasTranslucency;
53
+ return isTranslucent ? 7 /* Translucent */ : 2 /* OpaqueLinear */;
54
+ }
55
+ }
56
+ //# sourceMappingURL=MeshGeometry.js.map
@@ -0,0 +1 @@
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { RenderMode } from \"@itwin/core-common\";\r\nimport { LUTGeometry } from \"./CachedGeometry\";\r\nimport { ColorInfo } from \"./ColorInfo\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { FloatRgba } from \"./FloatRGBA\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { Target } from \"./Target\";\r\nimport { MeshData } from \"./MeshData\";\r\n\r\n/** Defines one aspect of the geometry of a mesh (surface or edges)\r\n * @internal\r\n */\r\nexport abstract class MeshGeometry extends LUTGeometry {\r\n public readonly mesh: MeshData;\r\n protected readonly _numIndices: number;\r\n\r\n public override get asMesh() { return this; }\r\n protected override _getLineWeight(params: ShaderProgramParams): number { return this.computeEdgeWeight(params); }\r\n\r\n // Convenience accessors...\r\n public get edgeWidth() { return this.mesh.edgeWidth; }\r\n public get edgeLineCode() { return this.mesh.edgeLineCode; }\r\n public override get hasFeatures() { return this.mesh.hasFeatures; }\r\n public get surfaceType() { return this.mesh.type; }\r\n public get fillFlags() { return this.mesh.fillFlags; }\r\n public get isPlanar() { return this.mesh.isPlanar; }\r\n public get colorInfo(): ColorInfo { return this.mesh.lut.colorInfo; }\r\n public get uniformColor(): FloatRgba | undefined { return this.colorInfo.isUniform ? this.colorInfo.uniform : undefined; }\r\n public get texture() { return this.mesh.texture; }\r\n public override get hasBakedLighting() { return this.mesh.hasBakedLighting; }\r\n public get hasFixedNormals() { return this.mesh.hasFixedNormals; }\r\n public get lut() { return this.mesh.lut; }\r\n public get hasScalarAnimation() { return this.mesh.lut.hasScalarAnimation; }\r\n\r\n protected constructor(mesh: MeshData, numIndices: number) {\r\n super(mesh.viewIndependentOrigin);\r\n this._numIndices = numIndices;\r\n this.mesh = mesh;\r\n }\r\n\r\n protected computeEdgeWeight(params: ShaderProgramParams): number {\r\n return params.target.computeEdgeWeight(params.renderPass, this.edgeWidth);\r\n }\r\n protected computeEdgeLineCode(params: ShaderProgramParams): number {\r\n return params.target.computeEdgeLineCode(params.renderPass, this.edgeLineCode);\r\n }\r\n protected computeEdgeColor(target: Target): ColorInfo {\r\n return target.computeEdgeColor(this.colorInfo);\r\n }\r\n protected computeEdgePass(target: Target): RenderPass {\r\n if (target.isDrawingShadowMap)\r\n return RenderPass.None;\r\n\r\n const vf = target.currentViewFlags;\r\n if (RenderMode.SmoothShade === vf.renderMode && !vf.visibleEdges) {\r\n return RenderPass.None;\r\n }\r\n\r\n // Only want translucent edges in wireframe mode.\r\n const isTranslucent = RenderMode.Wireframe === vf.renderMode && vf.transparency && this.colorInfo.hasTranslucency;\r\n return isTranslucent ? RenderPass.Translucent : RenderPass.OpaqueLinear;\r\n }\r\n}\r\n"]}
@@ -3,7 +3,7 @@
3
3
  */
4
4
  import { Point3d } from "@itwin/core-geometry";
5
5
  import { QParams3d } from "@itwin/core-common";
6
- import { PointStringParams } from "../primitives/VertexTable";
6
+ import { PointStringParams } from "../primitives/PointStringParams";
7
7
  import { RenderMemory } from "../RenderMemory";
8
8
  import { LUTGeometry } from "./CachedGeometry";
9
9
  import { ShaderProgramParams } from "./DrawCommand";
@@ -1 +1 @@
1
- {"version":3,"file":"PointString.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/PointString.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAoB,SAAS,EAAE,MAAM,oBAAoB,CAAC;AACjE,OAAO,EAAE,iBAAiB,EAAE,MAAM,2BAA2B,CAAC;AAC9D,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAE/C,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AAEpD,OAAO,EAAE,YAAY,EAAoB,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtF,OAAO,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAExD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAExC,gBAAgB;AAChB,qBAAa,mBAAoB,SAAQ,WAAW;IAClD,SAAgB,OAAO,EAAE,gBAAgB,CAAC;IAC1C,SAAgB,YAAY,EAAE,SAAS,CAAC;IACxC,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAU;IACvC,SAAgB,MAAM,EAAE,MAAM,CAAC;IAC/B,SAAgB,GAAG,EAAE,SAAS,CAAC;IAC/B,SAAgB,OAAO,EAAE,YAAY,CAAC;IACtC,SAAgB,UAAU,EAAE,MAAM,CAAC;IAEnC,IAAW,UAAU,qBAA2B;IAEhD,OAAO;IAcP,SAAS,CAAC,gBAAgB,CAAC,OAAO,EAAE,MAAM,GAAG,OAAO;IAEpD,IAAW,WAAW,IAAI,WAAW,CAAoC;IAClE,aAAa,CAAC,OAAO,EAAE,MAAM,GAAG,UAAU;IACjD,IAAoB,WAAW,YAAgC;IAC/D,IAAW,WAAW,IAAI,WAAW,CAAqC;cACvD,cAAc,CAAC,OAAO,EAAE,mBAAmB,GAAG,MAAM;IAEvE,SAAS,CAAC,KAAK,CAAC,YAAY,EAAE,MAAM,EAAE,wBAAwB,CAAC,EAAE,gBAAgB,GAAG,IAAI;WAS1E,MAAM,CAAC,MAAM,EAAE,iBAAiB,EAAE,QAAQ,EAAE,OAAO,GAAG,SAAS,GAAG,mBAAmB,GAAG,SAAS;IAa/G,IAAW,UAAU,IAAI,OAAO,CAI/B;IAEM,OAAO;IAMP,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;CAI/D"}
1
+ {"version":3,"file":"PointString.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/PointString.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAoB,SAAS,EAAE,MAAM,oBAAoB,CAAC;AACjE,OAAO,EAAE,iBAAiB,EAAE,MAAM,iCAAiC,CAAC;AACpE,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAE/C,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AAEpD,OAAO,EAAE,YAAY,EAAoB,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtF,OAAO,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAExD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAExC,gBAAgB;AAChB,qBAAa,mBAAoB,SAAQ,WAAW;IAClD,SAAgB,OAAO,EAAE,gBAAgB,CAAC;IAC1C,SAAgB,YAAY,EAAE,SAAS,CAAC;IACxC,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAU;IACvC,SAAgB,MAAM,EAAE,MAAM,CAAC;IAC/B,SAAgB,GAAG,EAAE,SAAS,CAAC;IAC/B,SAAgB,OAAO,EAAE,YAAY,CAAC;IACtC,SAAgB,UAAU,EAAE,MAAM,CAAC;IAEnC,IAAW,UAAU,qBAA2B;IAEhD,OAAO;IAcP,SAAS,CAAC,gBAAgB,CAAC,OAAO,EAAE,MAAM,GAAG,OAAO;IAEpD,IAAW,WAAW,IAAI,WAAW,CAAoC;IAClE,aAAa,CAAC,OAAO,EAAE,MAAM,GAAG,UAAU;IACjD,IAAoB,WAAW,YAAgC;IAC/D,IAAW,WAAW,IAAI,WAAW,CAAqC;cACvD,cAAc,CAAC,OAAO,EAAE,mBAAmB,GAAG,MAAM;IAEvE,SAAS,CAAC,KAAK,CAAC,YAAY,EAAE,MAAM,EAAE,wBAAwB,CAAC,EAAE,gBAAgB,GAAG,IAAI;WAS1E,MAAM,CAAC,MAAM,EAAE,iBAAiB,EAAE,QAAQ,EAAE,OAAO,GAAG,SAAS,GAAG,mBAAmB,GAAG,SAAS;IAa/G,IAAW,UAAU,IAAI,OAAO,CAI/B;IAEM,OAAO;IAMP,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;CAI/D"}
@@ -1 +1 @@
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { Point3d } from \"@itwin/core-geometry\";\r\nimport { FeatureIndexType, QParams3d } from \"@itwin/core-common\";\r\nimport { PointStringParams } from \"../primitives/VertexTable\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { LUTGeometry } from \"./CachedGeometry\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\r\nimport { RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { VertexLUT } from \"./VertexLUT\";\r\n\r\n/** @internal */\r\nexport class PointStringGeometry extends LUTGeometry {\r\n public readonly buffers: BuffersContainer;\r\n public readonly vertexParams: QParams3d;\r\n private readonly _hasFeatures: boolean;\r\n public readonly weight: number;\r\n public readonly lut: VertexLUT;\r\n public readonly indices: BufferHandle;\r\n public readonly numIndices: number;\r\n\r\n public get lutBuffers() { return this.buffers; }\r\n\r\n private constructor(indices: BufferHandle, numIndices: number, lut: VertexLUT, qparams: QParams3d, weight: number, hasFeatures: boolean, viOrigin: Point3d | undefined) {\r\n super(viOrigin);\r\n this.buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.PointString, 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.numIndices = numIndices;\r\n this.indices = indices;\r\n this.lut = lut;\r\n this.vertexParams = qparams;\r\n this.weight = weight;\r\n this._hasFeatures = hasFeatures;\r\n }\r\n\r\n protected _wantWoWReversal(_target: Target): boolean { return true; }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.PointString; }\r\n public getRenderPass(_target: Target): RenderPass { return RenderPass.OpaqueLinear; }\r\n public override get hasFeatures() { return this._hasFeatures; }\r\n public get renderOrder(): RenderOrder { return RenderOrder.PlanarLinear; }\r\n protected override _getLineWeight(_params: ShaderProgramParams): number { return this.weight; }\r\n\r\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\r\n const gl = System.instance;\r\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this.buffers;\r\n\r\n bufs.bind();\r\n gl.drawArrays(GL.PrimitiveType.Points, 0, this.numIndices, numInstances);\r\n bufs.unbind();\r\n }\r\n\r\n public static create(params: PointStringParams, viOrigin: Point3d | undefined): PointStringGeometry | undefined {\r\n const indices = BufferHandle.createArrayBuffer(params.indices.data);\r\n if (undefined === indices)\r\n return undefined;\r\n\r\n const lut = VertexLUT.createFromVertexTable(params.vertices);\r\n if (undefined === lut)\r\n return undefined;\r\n\r\n const hasFeatures = FeatureIndexType.Empty !== params.vertices.featureIndexType;\r\n return new PointStringGeometry(indices, params.indices.length, lut, params.vertices.qparams, params.weight, hasFeatures, viOrigin);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.buffers.isDisposed\r\n && this.lut.isDisposed\r\n && this.indices.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this.lut);\r\n dispose(this.indices);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addVertexTable(this.lut.bytesUsed);\r\n stats.addPointString(this.indices.bytesUsed);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"PointString.js","sourceRoot":"","sources":["../../../../src/render/webgl/PointString.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,qBAAqB,CAAC;AAEtD,OAAO,EAAE,gBAAgB,EAAa,MAAM,oBAAoB,CAAC;AAGjE,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAE/C,OAAO,EAAE,EAAE,EAAE,MAAM,MAAM,CAAC;AAC1B,OAAO,EAAE,YAAY,EAAE,gBAAgB,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtF,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAGlC,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAExC,gBAAgB;AAChB,MAAM,OAAO,mBAAoB,SAAQ,WAAW;IAWlD,YAAoB,OAAqB,EAAE,UAAkB,EAAE,GAAc,EAAE,OAAkB,EAAE,MAAc,EAAE,WAAoB,EAAE,QAA6B;QACpK,KAAK,CAAC,QAAQ,CAAC,CAAC;QAChB,IAAI,CAAC,OAAO,GAAG,gBAAgB,CAAC,MAAM,EAAE,CAAC;QACzC,MAAM,OAAO,GAAG,YAAY,CAAC,aAAa,CAAC,OAAO,uBAA2B,KAAK,CAAC,CAAC;QACpF,MAAM,CAAC,SAAS,KAAK,OAAO,CAAC,CAAC;QAC9B,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC,gBAAgB,CAAC,MAAM,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC,QAAQ,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC;QAC9H,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;QAC7B,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;QACf,IAAI,CAAC,YAAY,GAAG,OAAO,CAAC;QAC5B,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,YAAY,GAAG,WAAW,CAAC;IAClC,CAAC;IAdD,IAAW,UAAU,KAAK,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC;IAgBtC,gBAAgB,CAAC,OAAe,IAAa,OAAO,IAAI,CAAC,CAAC,CAAC;IAErE,IAAW,WAAW,KAAkB,2BAA+B,CAAC,CAAC;IAClE,aAAa,CAAC,OAAe,IAAgB,4BAA+B,CAAC,CAAC;IACrF,IAAoB,WAAW,KAAK,OAAO,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC;IAC/D,IAAW,WAAW,KAAkB,6BAAgC,CAAC,CAAC;IACvD,cAAc,CAAC,OAA4B,IAAY,OAAO,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;IAErF,KAAK,CAAC,YAAoB,EAAE,wBAA2C;QAC/E,MAAM,EAAE,GAAG,MAAM,CAAC,QAAQ,CAAC;QAC3B,MAAM,IAAI,GAAG,wBAAwB,KAAK,SAAS,CAAC,CAAC,CAAC,wBAAwB,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC;QAE9F,IAAI,CAAC,IAAI,EAAE,CAAC;QACZ,EAAE,CAAC,UAAU,CAAC,EAAE,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,IAAI,CAAC,UAAU,EAAE,YAAY,CAAC,CAAC;QACzE,IAAI,CAAC,MAAM,EAAE,CAAC;IAChB,CAAC;IAEM,MAAM,CAAC,MAAM,CAAC,MAAyB,EAAE,QAA6B;QAC3E,MAAM,OAAO,GAAG,YAAY,CAAC,iBAAiB,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACpE,IAAI,SAAS,KAAK,OAAO;YACvB,OAAO,SAAS,CAAC;QAEnB,MAAM,GAAG,GAAG,SAAS,CAAC,qBAAqB,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;QAC7D,IAAI,SAAS,KAAK,GAAG;YACnB,OAAO,SAAS,CAAC;QAEnB,MAAM,WAAW,GAAG,gBAAgB,CAAC,KAAK,KAAK,MAAM,CAAC,QAAQ,CAAC,gBAAgB,CAAC;QAChF,OAAO,IAAI,mBAAmB,CAAC,OAAO,EAAE,MAAM,CAAC,OAAO,CAAC,MAAM,EAAE,GAAG,EAAE,MAAM,CAAC,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,EAAE,QAAQ,CAAC,CAAC;IACrI,CAAC;IAED,IAAW,UAAU;QACnB,OAAO,IAAI,CAAC,OAAO,CAAC,UAAU;eACzB,IAAI,CAAC,GAAG,CAAC,UAAU;eACnB,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC;IAC/B,CAAC;IAEM,OAAO;QACZ,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QACtB,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QAClB,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;IACxB,CAAC;IAEM,iBAAiB,CAAC,KAA8B;QACrD,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC;QACzC,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC;IAC/C,CAAC;CACF","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { Point3d } from \"@itwin/core-geometry\";\r\nimport { FeatureIndexType, QParams3d } from \"@itwin/core-common\";\r\nimport { PointStringParams } from \"../primitives/PointStringParams\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { LUTGeometry } from \"./CachedGeometry\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\r\nimport { RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { VertexLUT } from \"./VertexLUT\";\r\n\r\n/** @internal */\r\nexport class PointStringGeometry extends LUTGeometry {\r\n public readonly buffers: BuffersContainer;\r\n public readonly vertexParams: QParams3d;\r\n private readonly _hasFeatures: boolean;\r\n public readonly weight: number;\r\n public readonly lut: VertexLUT;\r\n public readonly indices: BufferHandle;\r\n public readonly numIndices: number;\r\n\r\n public get lutBuffers() { return this.buffers; }\r\n\r\n private constructor(indices: BufferHandle, numIndices: number, lut: VertexLUT, qparams: QParams3d, weight: number, hasFeatures: boolean, viOrigin: Point3d | undefined) {\r\n super(viOrigin);\r\n this.buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.PointString, 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.numIndices = numIndices;\r\n this.indices = indices;\r\n this.lut = lut;\r\n this.vertexParams = qparams;\r\n this.weight = weight;\r\n this._hasFeatures = hasFeatures;\r\n }\r\n\r\n protected _wantWoWReversal(_target: Target): boolean { return true; }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.PointString; }\r\n public getRenderPass(_target: Target): RenderPass { return RenderPass.OpaqueLinear; }\r\n public override get hasFeatures() { return this._hasFeatures; }\r\n public get renderOrder(): RenderOrder { return RenderOrder.PlanarLinear; }\r\n protected override _getLineWeight(_params: ShaderProgramParams): number { return this.weight; }\r\n\r\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\r\n const gl = System.instance;\r\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this.buffers;\r\n\r\n bufs.bind();\r\n gl.drawArrays(GL.PrimitiveType.Points, 0, this.numIndices, numInstances);\r\n bufs.unbind();\r\n }\r\n\r\n public static create(params: PointStringParams, viOrigin: Point3d | undefined): PointStringGeometry | undefined {\r\n const indices = BufferHandle.createArrayBuffer(params.indices.data);\r\n if (undefined === indices)\r\n return undefined;\r\n\r\n const lut = VertexLUT.createFromVertexTable(params.vertices);\r\n if (undefined === lut)\r\n return undefined;\r\n\r\n const hasFeatures = FeatureIndexType.Empty !== params.vertices.featureIndexType;\r\n return new PointStringGeometry(indices, params.indices.length, lut, params.vertices.qparams, params.weight, hasFeatures, viOrigin);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.buffers.isDisposed\r\n && this.lut.isDisposed\r\n && this.indices.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this.lut);\r\n dispose(this.indices);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addVertexTable(this.lut.bytesUsed);\r\n stats.addPointString(this.indices.bytesUsed);\r\n }\r\n}\r\n"]}
@@ -3,7 +3,7 @@
3
3
  */
4
4
  import { Point3d } from "@itwin/core-geometry";
5
5
  import { PolylineTypeFlags, QParams3d } from "@itwin/core-common";
6
- import { PolylineParams } from "../primitives/VertexTable";
6
+ import { PolylineParams } from "../primitives/PolylineParams";
7
7
  import { RenderMemory } from "../RenderMemory";
8
8
  import { LUTGeometry, PolylineBuffers } from "./CachedGeometry";
9
9
  import { ColorInfo } from "./ColorInfo";
@@ -1 +1 @@
1
- {"version":3,"file":"Polyline.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/Polyline.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAoB,iBAAiB,EAAE,SAAS,EAAc,MAAM,oBAAoB,CAAC;AAChG,OAAO,EAAE,cAAc,EAAE,MAAM,2BAA2B,CAAC;AAC3D,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,WAAW,EAAE,eAAe,EAAE,MAAM,kBAAkB,CAAC;AAChE,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AAGpD,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtD,OAAO,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAExD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAExC,gBAAgB;AAChB,qBAAa,gBAAiB,SAAQ,WAAW;IACxC,YAAY,EAAE,SAAS,CAAC;IAC/B,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAU;IAChC,UAAU,EAAE,MAAM,CAAC;IACnB,QAAQ,EAAE,MAAM,CAAC;IACjB,IAAI,EAAE,iBAAiB,CAAC;IAC/B,OAAO,CAAC,SAAS,CAAU;IACpB,GAAG,EAAE,SAAS,CAAC;IACf,UAAU,EAAE,MAAM,CAAC;IAC1B,OAAO,CAAC,QAAQ,CAAkB;IAElC,IAAW,UAAU,qBAAoC;IAEzD,OAAO;IAaP,IAAW,UAAU,IAAI,OAAO,CAA4D;IAErF,OAAO;IAKP,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAK9D,IAAW,SAAS,IAAI,OAAO,CAAmD;IAClF,IAAW,YAAY,IAAI,OAAO,CAAiD;IACnF,IAAW,aAAa,IAAI,OAAO,CAAoD;IAEvF,IAAW,WAAW,IAAI,WAAW,CAKpC;IAED,SAAS,CAAC,gBAAgB,CAAC,OAAO,EAAE,MAAM,GAAG,OAAO;IAEpD,IAAoB,eAAe,IAAI,eAAe,GAAG,SAAS,CAA0B;IAE5F,OAAO,CAAC,gBAAgB;IAUjB,aAAa,CAAC,MAAM,EAAE,MAAM,GAAG,UAAU;IAahD,IAAW,WAAW,IAAI,WAAW,CAAiC;IACtE,IAAW,QAAQ,IAAI,OAAO,CAA2B;IACzD,IAAoB,MAAM,IAAI,OAAO,CAA2B;IAChE,IAAoB,OAAO,IAAI,YAAY,CAA6B;IACxE,IAAoB,MAAM,IAAI,YAAY,CAA4B;IACtE,IAAW,gBAAgB,IAAI,MAAM,CAAsC;IAC3E,IAAoB,WAAW,YAAgC;cAE5C,cAAc,CAAC,MAAM,EAAE,mBAAmB,GAAG,MAAM;cAGnD,YAAY,CAAC,MAAM,EAAE,mBAAmB,GAAG,MAAM;IAGpD,QAAQ,CAAC,MAAM,EAAE,MAAM,GAAG,SAAS;IAInD,SAAS,CAAC,KAAK,CAAC,YAAY,EAAE,MAAM,EAAE,wBAAwB,CAAC,EAAE,gBAAgB,GAAG,IAAI;WAS1E,MAAM,CAAC,MAAM,EAAE,cAAc,EAAE,qBAAqB,EAAE,OAAO,GAAG,SAAS,GAAG,gBAAgB,GAAG,SAAS;CAWvH"}
1
+ {"version":3,"file":"Polyline.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/Polyline.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAoB,iBAAiB,EAAE,SAAS,EAAc,MAAM,oBAAoB,CAAC;AAChG,OAAO,EAAE,cAAc,EAAE,MAAM,8BAA8B,CAAC;AAC9D,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,WAAW,EAAE,eAAe,EAAE,MAAM,kBAAkB,CAAC;AAChE,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AAGpD,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtD,OAAO,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAExD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAExC,gBAAgB;AAChB,qBAAa,gBAAiB,SAAQ,WAAW;IACxC,YAAY,EAAE,SAAS,CAAC;IAC/B,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAU;IAChC,UAAU,EAAE,MAAM,CAAC;IACnB,QAAQ,EAAE,MAAM,CAAC;IACjB,IAAI,EAAE,iBAAiB,CAAC;IAC/B,OAAO,CAAC,SAAS,CAAU;IACpB,GAAG,EAAE,SAAS,CAAC;IACf,UAAU,EAAE,MAAM,CAAC;IAC1B,OAAO,CAAC,QAAQ,CAAkB;IAElC,IAAW,UAAU,qBAAoC;IAEzD,OAAO;IAaP,IAAW,UAAU,IAAI,OAAO,CAA4D;IAErF,OAAO;IAKP,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAK9D,IAAW,SAAS,IAAI,OAAO,CAAmD;IAClF,IAAW,YAAY,IAAI,OAAO,CAAiD;IACnF,IAAW,aAAa,IAAI,OAAO,CAAoD;IAEvF,IAAW,WAAW,IAAI,WAAW,CAKpC;IAED,SAAS,CAAC,gBAAgB,CAAC,OAAO,EAAE,MAAM,GAAG,OAAO;IAEpD,IAAoB,eAAe,IAAI,eAAe,GAAG,SAAS,CAA0B;IAE5F,OAAO,CAAC,gBAAgB;IAUjB,aAAa,CAAC,MAAM,EAAE,MAAM,GAAG,UAAU;IAahD,IAAW,WAAW,IAAI,WAAW,CAAiC;IACtE,IAAW,QAAQ,IAAI,OAAO,CAA2B;IACzD,IAAoB,MAAM,IAAI,OAAO,CAA2B;IAChE,IAAoB,OAAO,IAAI,YAAY,CAA6B;IACxE,IAAoB,MAAM,IAAI,YAAY,CAA4B;IACtE,IAAW,gBAAgB,IAAI,MAAM,CAAsC;IAC3E,IAAoB,WAAW,YAAgC;cAE5C,cAAc,CAAC,MAAM,EAAE,mBAAmB,GAAG,MAAM;cAGnD,YAAY,CAAC,MAAM,EAAE,mBAAmB,GAAG,MAAM;IAGpD,QAAQ,CAAC,MAAM,EAAE,MAAM,GAAG,SAAS;IAInD,SAAS,CAAC,KAAK,CAAC,YAAY,EAAE,MAAM,EAAE,wBAAwB,CAAC,EAAE,gBAAgB,GAAG,IAAI;WAS1E,MAAM,CAAC,MAAM,EAAE,cAAc,EAAE,qBAAqB,EAAE,OAAO,GAAG,SAAS,GAAG,gBAAgB,GAAG,SAAS;CAWvH"}
@@ -1 +1 @@
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { dispose } from \"@itwin/core-bentley\";\r\nimport { Point3d } from \"@itwin/core-geometry\";\r\nimport { FeatureIndexType, PolylineTypeFlags, QParams3d, RenderMode } from \"@itwin/core-common\";\r\nimport { PolylineParams } from \"../primitives/VertexTable\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { LUTGeometry, PolylineBuffers } from \"./CachedGeometry\";\r\nimport { ColorInfo } from \"./ColorInfo\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { GL } from \"./GL\";\r\nimport { BuffersContainer } from \"./AttributeBuffers\";\r\nimport { RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { VertexLUT } from \"./VertexLUT\";\r\n\r\n/** @internal */\r\nexport class PolylineGeometry extends LUTGeometry {\r\n public vertexParams: QParams3d;\r\n private readonly _hasFeatures: boolean;\r\n public lineWeight: number;\r\n public lineCode: number;\r\n public type: PolylineTypeFlags;\r\n private _isPlanar: boolean;\r\n public lut: VertexLUT;\r\n public numIndices: number;\r\n private _buffers: PolylineBuffers;\r\n\r\n public get lutBuffers() { return this._buffers.buffers; }\r\n\r\n private constructor(lut: VertexLUT, buffers: PolylineBuffers, params: PolylineParams, viOrigin: Point3d | undefined) {\r\n super(viOrigin);\r\n this.vertexParams = params.vertices.qparams;\r\n this._hasFeatures = FeatureIndexType.Empty !== params.vertices.featureIndexType;\r\n this.lineWeight = params.weight;\r\n this.lineCode = LineCode.valueFromLinePixels(params.linePixels);\r\n this.type = params.type;\r\n this._isPlanar = params.isPlanar;\r\n this.lut = lut;\r\n this.numIndices = params.polyline.indices.length;\r\n this._buffers = buffers;\r\n }\r\n\r\n public get isDisposed(): boolean { return this._buffers.isDisposed && this.lut.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.lut);\r\n dispose(this._buffers);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._buffers.collectStatistics(stats, RenderMemory.BufferType.Polylines);\r\n stats.addVertexTable(this.lut.bytesUsed);\r\n }\r\n\r\n public get isAnyEdge(): boolean { return PolylineTypeFlags.Normal !== this.type; }\r\n public get isNormalEdge(): boolean { return PolylineTypeFlags.Edge === this.type; }\r\n public get isOutlineEdge(): boolean { return PolylineTypeFlags.Outline === this.type; }\r\n\r\n public get renderOrder(): RenderOrder {\r\n if (this.isAnyEdge)\r\n return this.isPlanar ? RenderOrder.PlanarEdge : RenderOrder.Edge;\r\n else\r\n return this.isPlanar ? RenderOrder.PlanarLinear : RenderOrder.Linear;\r\n }\r\n\r\n protected _wantWoWReversal(_target: Target): boolean { return true; }\r\n\r\n public override get polylineBuffers(): PolylineBuffers | undefined { return this._buffers; }\r\n\r\n private _computeEdgePass(target: Target, colorInfo: ColorInfo): RenderPass {\r\n const vf = target.currentViewFlags;\r\n if (RenderMode.SmoothShade === vf.renderMode && !vf.visibleEdges)\r\n return RenderPass.None;\r\n\r\n // Only want to return Translucent for edges if rendering in Wireframe mode ###TODO: what about overrides?\r\n const isTranslucent: boolean = RenderMode.Wireframe === vf.renderMode && vf.transparency && colorInfo.hasTranslucency;\r\n return isTranslucent ? RenderPass.Translucent : RenderPass.OpaqueLinear;\r\n }\r\n\r\n public getRenderPass(target: Target): RenderPass {\r\n const vf = target.currentViewFlags;\r\n if (this.isEdge) {\r\n let pass = this._computeEdgePass(target, this.lut.colorInfo);\r\n // Only display the outline in wireframe if Fill is off...\r\n if (RenderPass.None !== pass && this.isOutlineEdge && RenderMode.Wireframe === vf.renderMode && vf.fill)\r\n pass = RenderPass.None;\r\n return pass;\r\n }\r\n const isTranslucent: boolean = vf.transparency && this.lut.colorInfo.hasTranslucency;\r\n return isTranslucent ? RenderPass.Translucent : RenderPass.OpaqueLinear;\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.Polyline; }\r\n public get isPlanar(): boolean { return this._isPlanar; }\r\n public override get isEdge(): boolean { return this.isAnyEdge; }\r\n public override get qOrigin(): Float32Array { return this.lut.qOrigin; }\r\n public override get qScale(): Float32Array { return this.lut.qScale; }\r\n public get numRgbaPerVertex(): number { return this.lut.numRgbaPerVertex; }\r\n public override get hasFeatures() { return this._hasFeatures; }\r\n\r\n protected override _getLineWeight(params: ShaderProgramParams): number {\r\n return this.isEdge ? params.target.computeEdgeWeight(params.renderPass, this.lineWeight) : this.lineWeight;\r\n }\r\n protected override _getLineCode(params: ShaderProgramParams): number {\r\n return this.isEdge ? params.target.computeEdgeLineCode(params.renderPass, this.lineCode) : this.lineCode;\r\n }\r\n public override getColor(target: Target): ColorInfo {\r\n return this.isEdge ? target.computeEdgeColor(this.lut.colorInfo) : this.lut.colorInfo;\r\n }\r\n\r\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\r\n const gl = System.instance;\r\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers.buffers;\r\n\r\n bufs.bind();\r\n gl.drawArrays(GL.PrimitiveType.Triangles, 0, this.numIndices, numInstances);\r\n bufs.unbind();\r\n }\r\n\r\n public static create(params: PolylineParams, viewIndependentOrigin: Point3d | undefined): PolylineGeometry | undefined {\r\n const lut = VertexLUT.createFromVertexTable(params.vertices);\r\n if (undefined === lut)\r\n return undefined;\r\n\r\n const buffers = PolylineBuffers.create(params.polyline);\r\n if (undefined === buffers)\r\n return undefined;\r\n\r\n return new PolylineGeometry(lut, buffers, params, viewIndependentOrigin);\r\n }\r\n}\r\n"]}
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { dispose } from \"@itwin/core-bentley\";\r\nimport { Point3d } from \"@itwin/core-geometry\";\r\nimport { FeatureIndexType, PolylineTypeFlags, QParams3d, RenderMode } from \"@itwin/core-common\";\r\nimport { PolylineParams } from \"../primitives/PolylineParams\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { LUTGeometry, PolylineBuffers } from \"./CachedGeometry\";\r\nimport { ColorInfo } from \"./ColorInfo\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { GL } from \"./GL\";\r\nimport { BuffersContainer } from \"./AttributeBuffers\";\r\nimport { RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { VertexLUT } from \"./VertexLUT\";\r\n\r\n/** @internal */\r\nexport class PolylineGeometry extends LUTGeometry {\r\n public vertexParams: QParams3d;\r\n private readonly _hasFeatures: boolean;\r\n public lineWeight: number;\r\n public lineCode: number;\r\n public type: PolylineTypeFlags;\r\n private _isPlanar: boolean;\r\n public lut: VertexLUT;\r\n public numIndices: number;\r\n private _buffers: PolylineBuffers;\r\n\r\n public get lutBuffers() { return this._buffers.buffers; }\r\n\r\n private constructor(lut: VertexLUT, buffers: PolylineBuffers, params: PolylineParams, viOrigin: Point3d | undefined) {\r\n super(viOrigin);\r\n this.vertexParams = params.vertices.qparams;\r\n this._hasFeatures = FeatureIndexType.Empty !== params.vertices.featureIndexType;\r\n this.lineWeight = params.weight;\r\n this.lineCode = LineCode.valueFromLinePixels(params.linePixels);\r\n this.type = params.type;\r\n this._isPlanar = params.isPlanar;\r\n this.lut = lut;\r\n this.numIndices = params.polyline.indices.length;\r\n this._buffers = buffers;\r\n }\r\n\r\n public get isDisposed(): boolean { return this._buffers.isDisposed && this.lut.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.lut);\r\n dispose(this._buffers);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._buffers.collectStatistics(stats, RenderMemory.BufferType.Polylines);\r\n stats.addVertexTable(this.lut.bytesUsed);\r\n }\r\n\r\n public get isAnyEdge(): boolean { return PolylineTypeFlags.Normal !== this.type; }\r\n public get isNormalEdge(): boolean { return PolylineTypeFlags.Edge === this.type; }\r\n public get isOutlineEdge(): boolean { return PolylineTypeFlags.Outline === this.type; }\r\n\r\n public get renderOrder(): RenderOrder {\r\n if (this.isAnyEdge)\r\n return this.isPlanar ? RenderOrder.PlanarEdge : RenderOrder.Edge;\r\n else\r\n return this.isPlanar ? RenderOrder.PlanarLinear : RenderOrder.Linear;\r\n }\r\n\r\n protected _wantWoWReversal(_target: Target): boolean { return true; }\r\n\r\n public override get polylineBuffers(): PolylineBuffers | undefined { return this._buffers; }\r\n\r\n private _computeEdgePass(target: Target, colorInfo: ColorInfo): RenderPass {\r\n const vf = target.currentViewFlags;\r\n if (RenderMode.SmoothShade === vf.renderMode && !vf.visibleEdges)\r\n return RenderPass.None;\r\n\r\n // Only want to return Translucent for edges if rendering in Wireframe mode ###TODO: what about overrides?\r\n const isTranslucent: boolean = RenderMode.Wireframe === vf.renderMode && vf.transparency && colorInfo.hasTranslucency;\r\n return isTranslucent ? RenderPass.Translucent : RenderPass.OpaqueLinear;\r\n }\r\n\r\n public getRenderPass(target: Target): RenderPass {\r\n const vf = target.currentViewFlags;\r\n if (this.isEdge) {\r\n let pass = this._computeEdgePass(target, this.lut.colorInfo);\r\n // Only display the outline in wireframe if Fill is off...\r\n if (RenderPass.None !== pass && this.isOutlineEdge && RenderMode.Wireframe === vf.renderMode && vf.fill)\r\n pass = RenderPass.None;\r\n return pass;\r\n }\r\n const isTranslucent: boolean = vf.transparency && this.lut.colorInfo.hasTranslucency;\r\n return isTranslucent ? RenderPass.Translucent : RenderPass.OpaqueLinear;\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.Polyline; }\r\n public get isPlanar(): boolean { return this._isPlanar; }\r\n public override get isEdge(): boolean { return this.isAnyEdge; }\r\n public override get qOrigin(): Float32Array { return this.lut.qOrigin; }\r\n public override get qScale(): Float32Array { return this.lut.qScale; }\r\n public get numRgbaPerVertex(): number { return this.lut.numRgbaPerVertex; }\r\n public override get hasFeatures() { return this._hasFeatures; }\r\n\r\n protected override _getLineWeight(params: ShaderProgramParams): number {\r\n return this.isEdge ? params.target.computeEdgeWeight(params.renderPass, this.lineWeight) : this.lineWeight;\r\n }\r\n protected override _getLineCode(params: ShaderProgramParams): number {\r\n return this.isEdge ? params.target.computeEdgeLineCode(params.renderPass, this.lineCode) : this.lineCode;\r\n }\r\n public override getColor(target: Target): ColorInfo {\r\n return this.isEdge ? target.computeEdgeColor(this.lut.colorInfo) : this.lut.colorInfo;\r\n }\r\n\r\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\r\n const gl = System.instance;\r\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers.buffers;\r\n\r\n bufs.bind();\r\n gl.drawArrays(GL.PrimitiveType.Triangles, 0, this.numIndices, numInstances);\r\n bufs.unbind();\r\n }\r\n\r\n public static create(params: PolylineParams, viewIndependentOrigin: Point3d | undefined): PolylineGeometry | undefined {\r\n const lut = VertexLUT.createFromVertexTable(params.vertices);\r\n if (undefined === lut)\r\n return undefined;\r\n\r\n const buffers = PolylineBuffers.create(params.polyline);\r\n if (undefined === buffers)\r\n return undefined;\r\n\r\n return new PolylineGeometry(lut, buffers, params, viewIndependentOrigin);\r\n }\r\n}\r\n"]}
@@ -8,7 +8,7 @@
8
8
  import { assert } from "@itwin/core-bentley";
9
9
  import { Range3d } from "@itwin/core-geometry";
10
10
  import { Frustum, FrustumPlanes, RenderMode } from "@itwin/core-common";
11
- import { SurfaceType } from "../primitives/VertexTable";
11
+ import { SurfaceType } from "../primitives/SurfaceParams";
12
12
  import { PopBatchCommand, PopBranchCommand, PopClipCommand, PrimitiveCommand, PushBatchCommand, PushBranchCommand, PushClipCommand, PushStateCommand, } from "./DrawCommand";
13
13
  import { Branch, GraphicsArray } from "./Graphic";
14
14
  import { LayerCommandLists } from "./LayerCommands";
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module 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"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module 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"]}