@itwin/core-frontend 3.0.0-dev.152 → 3.0.0-dev.153

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 (253) hide show
  1. package/lib/cjs/Marker.d.ts +9 -2
  2. package/lib/cjs/Marker.d.ts.map +1 -1
  3. package/lib/cjs/Marker.js +33 -5
  4. package/lib/cjs/Marker.js.map +1 -1
  5. package/lib/cjs/RealityDataSource.js +1 -12
  6. package/lib/cjs/RealityDataSource.js.map +1 -1
  7. package/lib/cjs/render/RenderMemory.d.ts +21 -15
  8. package/lib/cjs/render/RenderMemory.d.ts.map +1 -1
  9. package/lib/cjs/render/RenderMemory.js +21 -15
  10. package/lib/cjs/render/RenderMemory.js.map +1 -1
  11. package/lib/cjs/render/RenderSystem.d.ts +2 -0
  12. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  13. package/lib/cjs/render/RenderSystem.js +2 -0
  14. package/lib/cjs/render/RenderSystem.js.map +1 -1
  15. package/lib/cjs/render/primitives/EdgeParams.d.ts +35 -1
  16. package/lib/cjs/render/primitives/EdgeParams.d.ts.map +1 -1
  17. package/lib/cjs/render/primitives/EdgeParams.js +114 -10
  18. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
  19. package/lib/cjs/render/primitives/VertexTable.d.ts +1 -0
  20. package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
  21. package/lib/cjs/render/primitives/VertexTable.js +6 -1
  22. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  23. package/lib/cjs/render/webgl/AttributeMap.js +5 -5
  24. package/lib/cjs/render/webgl/CachedGeometry.d.ts +2 -0
  25. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  26. package/lib/cjs/render/webgl/CachedGeometry.js +14 -13
  27. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  28. package/lib/cjs/render/webgl/DrawCommand.js +2 -2
  29. package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts +51 -0
  30. package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -0
  31. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js +90 -0
  32. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -0
  33. package/lib/cjs/render/webgl/InstancedGeometry.d.ts +1 -0
  34. package/lib/cjs/render/webgl/InstancedGeometry.d.ts.map +1 -1
  35. package/lib/cjs/render/webgl/InstancedGeometry.js +1 -0
  36. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  37. package/lib/cjs/render/webgl/Mesh.d.ts +2 -0
  38. package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
  39. package/lib/cjs/render/webgl/Mesh.js +7 -1
  40. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  41. package/lib/cjs/render/webgl/PlanarClassifier.js +1 -1
  42. package/lib/cjs/render/webgl/PlanarGrid.js +2 -2
  43. package/lib/cjs/render/webgl/RealityMesh.js +5 -5
  44. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  45. package/lib/cjs/render/webgl/RenderFlags.d.ts +4 -1
  46. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  47. package/lib/cjs/render/webgl/RenderFlags.js +6 -1
  48. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  49. package/lib/cjs/render/webgl/SceneCompositor.js +6 -6
  50. package/lib/cjs/render/webgl/ScreenSpaceEffect.js +1 -1
  51. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +16 -14
  52. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  53. package/lib/cjs/render/webgl/ShaderBuilder.js +19 -15
  54. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  55. package/lib/cjs/render/webgl/System.d.ts +2 -0
  56. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  57. package/lib/cjs/render/webgl/System.js +2 -0
  58. package/lib/cjs/render/webgl/System.js.map +1 -1
  59. package/lib/cjs/render/webgl/Target.js +1 -1
  60. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  61. package/lib/cjs/render/webgl/Technique.js +72 -57
  62. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  63. package/lib/cjs/render/webgl/TechniqueId.d.ts +29 -28
  64. package/lib/cjs/render/webgl/TechniqueId.d.ts.map +1 -1
  65. package/lib/cjs/render/webgl/TechniqueId.js +7 -7
  66. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  67. package/lib/cjs/render/webgl/glsl/Animation.js +1 -1
  68. package/lib/cjs/render/webgl/glsl/Color.js +1 -1
  69. package/lib/cjs/render/webgl/glsl/CopyStencil.d.ts.map +1 -1
  70. package/lib/cjs/render/webgl/glsl/CopyStencil.js +4 -7
  71. package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
  72. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +1 -1
  73. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  74. package/lib/cjs/render/webgl/glsl/Edge.d.ts +2 -1
  75. package/lib/cjs/render/webgl/glsl/Edge.d.ts.map +1 -1
  76. package/lib/cjs/render/webgl/glsl/Edge.js +132 -14
  77. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  78. package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  79. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +13 -10
  80. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  81. package/lib/cjs/render/webgl/glsl/Fragment.d.ts.map +1 -1
  82. package/lib/cjs/render/webgl/glsl/Fragment.js +9 -1
  83. package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
  84. package/lib/cjs/render/webgl/glsl/LookupTable.d.ts +4 -2
  85. package/lib/cjs/render/webgl/glsl/LookupTable.d.ts.map +1 -1
  86. package/lib/cjs/render/webgl/glsl/LookupTable.js +7 -3
  87. package/lib/cjs/render/webgl/glsl/LookupTable.js.map +1 -1
  88. package/lib/cjs/render/webgl/glsl/PlanarGrid.js +2 -2
  89. package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
  90. package/lib/cjs/render/webgl/glsl/PointCloud.js +2 -2
  91. package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
  92. package/lib/cjs/render/webgl/glsl/PointString.js +1 -1
  93. package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
  94. package/lib/cjs/render/webgl/glsl/Polyline.js +1 -1
  95. package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
  96. package/lib/cjs/render/webgl/glsl/RealityMesh.js +4 -4
  97. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  98. package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js +1 -1
  99. package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
  100. package/lib/cjs/render/webgl/glsl/SkyBox.js +1 -1
  101. package/lib/cjs/render/webgl/glsl/SkyBox.js.map +1 -1
  102. package/lib/cjs/render/webgl/glsl/SkySphere.js +1 -1
  103. package/lib/cjs/render/webgl/glsl/Surface.js +3 -3
  104. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  105. package/lib/cjs/render/webgl/glsl/Vertex.js +1 -1
  106. package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
  107. package/lib/cjs/render/webgl/glsl/ViewportQuad.js +1 -1
  108. package/lib/cjs/render/webgl/glsl/ViewportQuad.js.map +1 -1
  109. package/lib/cjs/tile/IModelTile.d.ts.map +1 -1
  110. package/lib/cjs/tile/IModelTile.js +1 -0
  111. package/lib/cjs/tile/IModelTile.js.map +1 -1
  112. package/lib/cjs/tile/ImdlReader.d.ts +1 -0
  113. package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
  114. package/lib/cjs/tile/ImdlReader.js +21 -1
  115. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  116. package/lib/cjs/tile/PrimaryTileTree.d.ts.map +1 -1
  117. package/lib/cjs/tile/PrimaryTileTree.js +4 -3
  118. package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
  119. package/lib/cjs/tile/TileAdmin.d.ts +9 -0
  120. package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
  121. package/lib/cjs/tile/TileAdmin.js +18 -13
  122. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  123. package/lib/cjs/webgl.d.ts +1 -0
  124. package/lib/cjs/webgl.d.ts.map +1 -1
  125. package/lib/cjs/webgl.js +1 -0
  126. package/lib/cjs/webgl.js.map +1 -1
  127. package/lib/esm/Marker.d.ts +9 -2
  128. package/lib/esm/Marker.d.ts.map +1 -1
  129. package/lib/esm/Marker.js +34 -6
  130. package/lib/esm/Marker.js.map +1 -1
  131. package/lib/esm/RealityDataSource.js +2 -13
  132. package/lib/esm/RealityDataSource.js.map +1 -1
  133. package/lib/esm/render/RenderMemory.d.ts +21 -15
  134. package/lib/esm/render/RenderMemory.d.ts.map +1 -1
  135. package/lib/esm/render/RenderMemory.js +21 -15
  136. package/lib/esm/render/RenderMemory.js.map +1 -1
  137. package/lib/esm/render/RenderSystem.d.ts +2 -0
  138. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  139. package/lib/esm/render/RenderSystem.js +2 -0
  140. package/lib/esm/render/RenderSystem.js.map +1 -1
  141. package/lib/esm/render/primitives/EdgeParams.d.ts +35 -1
  142. package/lib/esm/render/primitives/EdgeParams.d.ts.map +1 -1
  143. package/lib/esm/render/primitives/EdgeParams.js +114 -10
  144. package/lib/esm/render/primitives/EdgeParams.js.map +1 -1
  145. package/lib/esm/render/primitives/VertexTable.d.ts +1 -0
  146. package/lib/esm/render/primitives/VertexTable.d.ts.map +1 -1
  147. package/lib/esm/render/primitives/VertexTable.js +6 -1
  148. package/lib/esm/render/primitives/VertexTable.js.map +1 -1
  149. package/lib/esm/render/webgl/AttributeMap.js +5 -5
  150. package/lib/esm/render/webgl/CachedGeometry.d.ts +2 -0
  151. package/lib/esm/render/webgl/CachedGeometry.d.ts.map +1 -1
  152. package/lib/esm/render/webgl/CachedGeometry.js +14 -13
  153. package/lib/esm/render/webgl/CachedGeometry.js.map +1 -1
  154. package/lib/esm/render/webgl/DrawCommand.js +2 -2
  155. package/lib/esm/render/webgl/IndexedEdgeGeometry.d.ts +51 -0
  156. package/lib/esm/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -0
  157. package/lib/esm/render/webgl/IndexedEdgeGeometry.js +85 -0
  158. package/lib/esm/render/webgl/IndexedEdgeGeometry.js.map +1 -0
  159. package/lib/esm/render/webgl/InstancedGeometry.d.ts +1 -0
  160. package/lib/esm/render/webgl/InstancedGeometry.d.ts.map +1 -1
  161. package/lib/esm/render/webgl/InstancedGeometry.js +1 -0
  162. package/lib/esm/render/webgl/InstancedGeometry.js.map +1 -1
  163. package/lib/esm/render/webgl/Mesh.d.ts +2 -0
  164. package/lib/esm/render/webgl/Mesh.d.ts.map +1 -1
  165. package/lib/esm/render/webgl/Mesh.js +7 -1
  166. package/lib/esm/render/webgl/Mesh.js.map +1 -1
  167. package/lib/esm/render/webgl/PlanarClassifier.js +1 -1
  168. package/lib/esm/render/webgl/PlanarGrid.js +2 -2
  169. package/lib/esm/render/webgl/RealityMesh.js +5 -5
  170. package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
  171. package/lib/esm/render/webgl/RenderFlags.d.ts +4 -1
  172. package/lib/esm/render/webgl/RenderFlags.d.ts.map +1 -1
  173. package/lib/esm/render/webgl/RenderFlags.js +6 -1
  174. package/lib/esm/render/webgl/RenderFlags.js.map +1 -1
  175. package/lib/esm/render/webgl/SceneCompositor.js +6 -6
  176. package/lib/esm/render/webgl/ScreenSpaceEffect.js +1 -1
  177. package/lib/esm/render/webgl/ShaderBuilder.d.ts +16 -14
  178. package/lib/esm/render/webgl/ShaderBuilder.d.ts.map +1 -1
  179. package/lib/esm/render/webgl/ShaderBuilder.js +19 -15
  180. package/lib/esm/render/webgl/ShaderBuilder.js.map +1 -1
  181. package/lib/esm/render/webgl/System.d.ts +2 -0
  182. package/lib/esm/render/webgl/System.d.ts.map +1 -1
  183. package/lib/esm/render/webgl/System.js +2 -0
  184. package/lib/esm/render/webgl/System.js.map +1 -1
  185. package/lib/esm/render/webgl/Target.js +1 -1
  186. package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
  187. package/lib/esm/render/webgl/Technique.js +72 -57
  188. package/lib/esm/render/webgl/Technique.js.map +1 -1
  189. package/lib/esm/render/webgl/TechniqueId.d.ts +29 -28
  190. package/lib/esm/render/webgl/TechniqueId.d.ts.map +1 -1
  191. package/lib/esm/render/webgl/TechniqueId.js +7 -7
  192. package/lib/esm/render/webgl/TechniqueId.js.map +1 -1
  193. package/lib/esm/render/webgl/glsl/Animation.js +1 -1
  194. package/lib/esm/render/webgl/glsl/Color.js +1 -1
  195. package/lib/esm/render/webgl/glsl/CopyStencil.d.ts.map +1 -1
  196. package/lib/esm/render/webgl/glsl/CopyStencil.js +4 -7
  197. package/lib/esm/render/webgl/glsl/CopyStencil.js.map +1 -1
  198. package/lib/esm/render/webgl/glsl/EVSMFromDepth.js +1 -1
  199. package/lib/esm/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  200. package/lib/esm/render/webgl/glsl/Edge.d.ts +2 -1
  201. package/lib/esm/render/webgl/glsl/Edge.d.ts.map +1 -1
  202. package/lib/esm/render/webgl/glsl/Edge.js +132 -14
  203. package/lib/esm/render/webgl/glsl/Edge.js.map +1 -1
  204. package/lib/esm/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  205. package/lib/esm/render/webgl/glsl/FeatureSymbology.js +13 -10
  206. package/lib/esm/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  207. package/lib/esm/render/webgl/glsl/Fragment.d.ts.map +1 -1
  208. package/lib/esm/render/webgl/glsl/Fragment.js +9 -1
  209. package/lib/esm/render/webgl/glsl/Fragment.js.map +1 -1
  210. package/lib/esm/render/webgl/glsl/LookupTable.d.ts +4 -2
  211. package/lib/esm/render/webgl/glsl/LookupTable.d.ts.map +1 -1
  212. package/lib/esm/render/webgl/glsl/LookupTable.js +7 -3
  213. package/lib/esm/render/webgl/glsl/LookupTable.js.map +1 -1
  214. package/lib/esm/render/webgl/glsl/PlanarGrid.js +2 -2
  215. package/lib/esm/render/webgl/glsl/PlanarGrid.js.map +1 -1
  216. package/lib/esm/render/webgl/glsl/PointCloud.js +2 -2
  217. package/lib/esm/render/webgl/glsl/PointCloud.js.map +1 -1
  218. package/lib/esm/render/webgl/glsl/PointString.js +1 -1
  219. package/lib/esm/render/webgl/glsl/PointString.js.map +1 -1
  220. package/lib/esm/render/webgl/glsl/Polyline.js +1 -1
  221. package/lib/esm/render/webgl/glsl/Polyline.js.map +1 -1
  222. package/lib/esm/render/webgl/glsl/RealityMesh.js +4 -4
  223. package/lib/esm/render/webgl/glsl/RealityMesh.js.map +1 -1
  224. package/lib/esm/render/webgl/glsl/ScreenSpaceEffect.js +1 -1
  225. package/lib/esm/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
  226. package/lib/esm/render/webgl/glsl/SkyBox.js +1 -1
  227. package/lib/esm/render/webgl/glsl/SkyBox.js.map +1 -1
  228. package/lib/esm/render/webgl/glsl/SkySphere.js +1 -1
  229. package/lib/esm/render/webgl/glsl/Surface.js +3 -3
  230. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  231. package/lib/esm/render/webgl/glsl/Vertex.js +1 -1
  232. package/lib/esm/render/webgl/glsl/Vertex.js.map +1 -1
  233. package/lib/esm/render/webgl/glsl/ViewportQuad.js +1 -1
  234. package/lib/esm/render/webgl/glsl/ViewportQuad.js.map +1 -1
  235. package/lib/esm/tile/IModelTile.d.ts.map +1 -1
  236. package/lib/esm/tile/IModelTile.js +1 -0
  237. package/lib/esm/tile/IModelTile.js.map +1 -1
  238. package/lib/esm/tile/ImdlReader.d.ts +1 -0
  239. package/lib/esm/tile/ImdlReader.d.ts.map +1 -1
  240. package/lib/esm/tile/ImdlReader.js +21 -1
  241. package/lib/esm/tile/ImdlReader.js.map +1 -1
  242. package/lib/esm/tile/PrimaryTileTree.d.ts.map +1 -1
  243. package/lib/esm/tile/PrimaryTileTree.js +5 -4
  244. package/lib/esm/tile/PrimaryTileTree.js.map +1 -1
  245. package/lib/esm/tile/TileAdmin.d.ts +9 -0
  246. package/lib/esm/tile/TileAdmin.d.ts.map +1 -1
  247. package/lib/esm/tile/TileAdmin.js +19 -14
  248. package/lib/esm/tile/TileAdmin.js.map +1 -1
  249. package/lib/esm/webgl.d.ts +1 -0
  250. package/lib/esm/webgl.d.ts.map +1 -1
  251. package/lib/esm/webgl.js +1 -0
  252. package/lib/esm/webgl.js.map +1 -1
  253. package/package.json +22 -22
@@ -37,6 +37,8 @@ export declare const enum GeometryType {
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  ArrayedPoints = 2
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  }
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  /** Reserved texture units for specific sampler variables, to avoid conflicts between shader components which each have their own textures.
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+ * WebGL 1 guarantees a minimum of 8 vertex texture units, and iOS provides no more than that.
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+ * WebGL 2 guarantees a minimum of 15 vertex texture units.
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  * @internal
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  */
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  export declare enum TextureUnit {
@@ -66,7 +68,8 @@ export declare enum TextureUnit {
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  RealityMesh3,
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  RealityMesh4,
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  RealityMesh5,
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- RealityMeshThematicGradient
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+ RealityMeshThematicGradient,
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+ EdgeLUT
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  }
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  /**
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  * Defines the order in which primitives are rendered within a GLESList. This is chiefly
@@ -1 +1 @@
1
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@@ -7,6 +7,8 @@
7
7
  */
8
8
  /* eslint-disable no-restricted-syntax */
9
9
  /** Reserved texture units for specific sampler variables, to avoid conflicts between shader components which each have their own textures.
10
+ * WebGL 1 guarantees a minimum of 8 vertex texture units, and iOS provides no more than that.
11
+ * WebGL 2 guarantees a minimum of 15 vertex texture units.
10
12
  * @internal
11
13
  */
12
14
  export var TextureUnit;
@@ -34,14 +36,17 @@ export var TextureUnit;
34
36
  // Texture unit 7 is overloaded. Therefore receiving shadows and thematic display are mutually exclusive.
35
37
  TextureUnit[TextureUnit["ShadowMap"] = TextureUnit.Seven] = "ShadowMap";
36
38
  TextureUnit[TextureUnit["ThematicSensors"] = TextureUnit.Seven] = "ThematicSensors";
37
- // The number of allowable map layers for either background or overlay map is limited to 3 if only 8 texture units is available (IOS)... 6 layers are available if the hardware supports them.
39
+ // Textures used for up to 3 background or overlay map layers.
38
40
  TextureUnit[TextureUnit["RealityMesh0"] = TextureUnit.Two] = "RealityMesh0";
39
41
  TextureUnit[TextureUnit["RealityMesh1"] = TextureUnit.VertexLUT] = "RealityMesh1";
40
42
  TextureUnit[TextureUnit["RealityMesh2"] = TextureUnit.ShadowMap] = "RealityMesh2";
43
+ // If more than 8 texture units are available, 3 additional background or overlay map layers.
41
44
  TextureUnit[TextureUnit["RealityMesh3"] = WebGLRenderingContext.TEXTURE8] = "RealityMesh3";
42
45
  TextureUnit[TextureUnit["RealityMesh4"] = WebGLRenderingContext.TEXTURE9] = "RealityMesh4";
43
46
  TextureUnit[TextureUnit["RealityMesh5"] = WebGLRenderingContext.TEXTURE10] = "RealityMesh5";
44
47
  TextureUnit[TextureUnit["RealityMeshThematicGradient"] = WebGLRenderingContext.TEXTURE11] = "RealityMeshThematicGradient";
48
+ // Lookup table for indexed edges - used only if WebGL 2 is available.
49
+ TextureUnit[TextureUnit["EdgeLUT"] = WebGLRenderingContext.TEXTURE12] = "EdgeLUT";
45
50
  })(TextureUnit || (TextureUnit = {}));
46
51
  /** @internal */
47
52
  export function isPlanar(order) { return order >= 8 /* PlanarBit */; }
@@ -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/* eslint-disable no-restricted-syntax */\r\n\r\n/** Ordered list of render passes which produce a rendered frame.\r\n * @internal\r\n */\r\nexport const enum RenderPass {\r\n None = 0xff,\r\n Background = 0,\r\n OpaqueLayers, // XY planar models render without depth-testing in order based on priority\r\n OpaqueLinear, // Linear geometry that is opaque and needs to be written to the pick data buffers\r\n OpaquePlanar, // Planar surface geometry that is opaque and needs to be written to the pick data buffers\r\n OpaqueGeneral, // All other opaque geometry (including point clouds and reality meshes) which are not written to the pick data buffers\r\n Classification, // Stencil volumes for normal processing of reality data classification.\r\n TranslucentLayers, // like Layers but drawn without depth write, blending with opaque\r\n Translucent,\r\n HiddenEdge,\r\n Hilite,\r\n OverlayLayers, // Like Layers, but drawn atop all other geometry\r\n WorldOverlay, // Decorations\r\n ViewOverlay, // Decorations\r\n SkyBox,\r\n BackgroundMap,\r\n HiliteClassification, // Secondary hilite pass for stencil volumes to process hilited classifiers for reality data\r\n ClassificationByIndex, // Stencil volumes for processing classification one classifier at a time (used for generating pick data Ids and flashing a single classifier).\r\n HilitePlanarClassification,\r\n PlanarClassification,\r\n VolumeClassifiedRealityData,\r\n COUNT,\r\n}\r\n\r\n/** Describes the type of geometry rendered by a ShaderProgram.\r\n * @internal\r\n */\r\nexport const enum GeometryType {\r\n IndexedTriangles,\r\n IndexedPoints,\r\n ArrayedPoints,\r\n}\r\n\r\n/** Reserved texture units for specific sampler variables, to avoid conflicts between shader components which each have their own textures.\r\n * @internal\r\n */\r\nexport enum TextureUnit {\r\n // For shaders which know exactly which textures will be used\r\n Zero = WebGLRenderingContext.TEXTURE0,\r\n One = WebGLRenderingContext.TEXTURE1,\r\n Two = WebGLRenderingContext.TEXTURE2,\r\n Three = WebGLRenderingContext.TEXTURE3,\r\n Four = WebGLRenderingContext.TEXTURE4,\r\n Five = WebGLRenderingContext.TEXTURE5,\r\n Six = WebGLRenderingContext.TEXTURE6,\r\n Seven = WebGLRenderingContext.TEXTURE7, // Last one available for GLES2\r\n\r\n ClipVolume = Zero,\r\n FeatureSymbology = One,\r\n SurfaceTexture = Two,\r\n LineCode = Two,\r\n\r\n PickFeatureId = Three,\r\n PickDepthAndOrder = Four,\r\n\r\n VertexLUT = Five,\r\n\r\n // Texture unit 6 is overloaded. Therefore classification, hilite classification, and aux channel are all mutually exclusive.\r\n AuxChannelLUT = Six,\r\n PlanarClassification = Six,\r\n PlanarClassificationHilite = Six,\r\n\r\n // Texture unit 7 is overloaded. 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This is chiefly\r\n * used to sort primitives which originate from the same element. e.g., the blanking fill\r\n * associated with a text field must always render behind the text; the edges of a surface\r\n * must render in front of the surface; etc.\r\n * An exception to the 'same element' rule is provided for planar surfaces and edges thereof\r\n * sketched onto non-planar surfaces. When the depth test is ambiguous the planar geometry\r\n * is always on top of the non-planar surface. This addresses z-fighting when shapes are\r\n * sketched onto surfaces, e.g. as part of push-pull modeling workflows.\r\n * @internal\r\n */\r\nexport const enum RenderOrder {\r\n None = 0,\r\n Background = 1, // i.e., background map drawn without depth\r\n BlankingRegion = 2,\r\n UnlitSurface = 3, // Distinction only made for whether or not to apply ambient occlusion.\r\n LitSurface = 4,\r\n Linear = 5,\r\n Edge = 6,\r\n Silhouette = 7,\r\n\r\n PlanarBit = 8,\r\n\r\n PlanarUnlitSurface = UnlitSurface | PlanarBit,\r\n PlanarLitSurface = LitSurface | PlanarBit,\r\n PlanarLinear = Linear | PlanarBit,\r\n PlanarEdge = Edge | PlanarBit,\r\n PlanarSilhouette = Silhouette | PlanarBit,\r\n}\r\n\r\n/** @internal */\r\nexport function isPlanar(order: RenderOrder): boolean { return order >= RenderOrder.PlanarBit; }\r\n\r\n/** Flags indicating operations to be performed by the post-process composite step.\r\n * @internal\r\n */\r\nexport const enum CompositeFlags {\r\n None = 0,\r\n Translucent = 1 << 0,\r\n Hilite = 1 << 1,\r\n AmbientOcclusion = 1 << 2,\r\n}\r\n\r\n/** Location in boolean array of SurfaceFlags above.\r\n * @internal\r\n */\r\nexport const enum SurfaceBitIndex {\r\n HasTexture,\r\n ApplyLighting,\r\n HasNormals,\r\n IgnoreMaterial,\r\n TransparencyThreshold,\r\n BackgroundFill,\r\n HasColorAndNormal,\r\n OverrideRgb,\r\n NoFaceFront,\r\n HasMaterialAtlas,\r\n Count,\r\n}\r\n\r\n/** Describes attributes of a MeshGeometry object. Used to conditionally execute portion of shader programs.\r\n * @internal\r\n */\r\nexport const enum SurfaceFlags {\r\n None = 0,\r\n HasTexture = 1 << SurfaceBitIndex.HasTexture,\r\n ApplyLighting = 1 << SurfaceBitIndex.ApplyLighting,\r\n HasNormals = 1 << SurfaceBitIndex.HasNormals,\r\n\r\n // NB: In u_surfaceFlags provided to shader, indicates material color/specular/alpha should be ignored. Has no effect on texture.\r\n // If a given feature has the 'ignore material' override set, v_surfaceFlags will be modified to turn on IgnoreMaterial and turn off HasTexture.\r\n IgnoreMaterial = 1 << SurfaceBitIndex.IgnoreMaterial,\r\n\r\n // In HiddenLine and SolidFill modes, a transparency threshold is supplied; surfaces that are more transparent than the threshold are not rendered.\r\n TransparencyThreshold = 1 << SurfaceBitIndex.TransparencyThreshold,\r\n\r\n // For HiddenLine mode\r\n BackgroundFill = 1 << SurfaceBitIndex.BackgroundFill,\r\n\r\n // For textured meshes, the color index in the vertex LUT is unused - we place the normal there instead.\r\n // For untextured lit meshes, the normal is placed after the feature ID.\r\n HasColorAndNormal = 1 << SurfaceBitIndex.HasColorAndNormal,\r\n // For textured meshes, use rgb from v_color instead of from texture.\r\n OverrideRgb = 1 << SurfaceBitIndex.OverrideRgb,\r\n // For geometry with fixed normals (terrain meshes) we must avoid front facing normal reversal or skirts will be incorrectly lit.\r\n NoFaceFront = 1 << SurfaceBitIndex.NoFaceFront,\r\n HasMaterialAtlas = 1 << SurfaceBitIndex.HasMaterialAtlas,\r\n}\r\n\r\n/** @internal */\r\n/** 16-bit flags indicating what aspects of a feature's symbology are overridden.\r\n * @internal\r\n */\r\nexport const enum OvrFlags {\r\n None = 0,\r\n Visibility = 1 << 0,\r\n Rgb = 1 << 1,\r\n Alpha = 1 << 2,\r\n IgnoreMaterial = 1 << 3, // ignore material color, specular properties, and texture.\r\n Flashed = 1 << 4,\r\n NonLocatable = 1 << 5, // do not draw during pick - allows geometry beneath to be picked.\r\n LineCode = 1 << 6,\r\n Weight = 1 << 7,\r\n Hilited = 1 << 8,\r\n Emphasized = 1 << 9, // rendered with \"emphasis\" hilite settings (silhouette etc).\r\n ViewIndependentTransparency = 1 << 10,\r\n\r\n Rgba = Rgb | Alpha,\r\n}\r\n\r\n/** @internal */\r\nexport const enum IsTranslucent { No, Yes, Maybe }\r\n"]}
1
+ {"version":3,"file":"RenderFlags.js","sourceRoot":"","sources":["../../../../src/render/webgl/RenderFlags.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AACH,yCAAyC;AAuCzC;;;;GAIG;AACH,MAAM,CAAN,IAAY,WA4CX;AA5CD,WAAY,WAAW;IACrB,6DAA6D;IAC7D,kCAAO,qBAAqB,CAAC,QAAQ,UAAA,CAAA;IACrC,iCAAM,qBAAqB,CAAC,QAAQ,SAAA,CAAA;IACpC,iCAAM,qBAAqB,CAAC,QAAQ,SAAA,CAAA;IACpC,mCAAQ,qBAAqB,CAAC,QAAQ,WAAA,CAAA;IACtC,kCAAO,qBAAqB,CAAC,QAAQ,UAAA,CAAA;IACrC,kCAAO,qBAAqB,CAAC,QAAQ,UAAA,CAAA;IACrC,iCAAM,qBAAqB,CAAC,QAAQ,SAAA,CAAA;IACpC,mCAAQ,qBAAqB,CAAC,QAAQ,WAAA,CAAA;IAEtC,wCAAa,YAAA,IAAI,gBAAA,CAAA;IACjB,8CAAmB,YAAA,GAAG,sBAAA,CAAA;IACtB,4CAAiB,YAAA,GAAG,oBAAA,CAAA;IACpB,sCAAW,YAAA,GAAG,cAAA,CAAA;IAEd,2CAAgB,YAAA,KAAK,mBAAA,CAAA;IACrB,+CAAoB,YAAA,IAAI,uBAAA,CAAA;IAExB,uCAAY,YAAA,IAAI,eAAA,CAAA;IAEhB,6HAA6H;IAC7H,2CAAgB,YAAA,GAAG,mBAAA,CAAA;IACnB,kDAAuB,YAAA,GAAG,0BAAA,CAAA;IAC1B,wDAA6B,YAAA,GAAG,gCAAA,CAAA;IAEhC,yGAAyG;IACzG,uCAAY,YAAA,KAAK,eAAA,CAAA;IACjB,6CAAkB,YAAA,KAAK,qBAAA,CAAA;IAEvB,8DAA8D;IAC9D,0CAAe,YAAA,GAAG,kBAAA,CAAA;IAClB,0CAAe,YAAA,SAAS,kBAAA,CAAA;IACxB,0CAAe,YAAA,SAAS,kBAAA,CAAA;IAExB,6FAA6F;IAC7F,0CAAe,qBAAqB,CAAC,QAAQ,kBAAA,CAAA;IAC7C,0CAAe,qBAAqB,CAAC,QAAQ,kBAAA,CAAA;IAC7C,0CAAe,qBAAqB,CAAC,SAAS,kBAAA,CAAA;IAE9C,yDAA8B,qBAAqB,CAAC,SAAS,iCAAA,CAAA;IAE7D,sEAAsE;IACtE,qCAAU,qBAAqB,CAAC,SAAS,aAAA,CAAA;AAC3C,CAAC,EA5CW,WAAW,KAAX,WAAW,QA4CtB;AAgCD,gBAAgB;AAChB,MAAM,UAAU,QAAQ,CAAC,KAAkB,IAAa,OAAO,KAAK,qBAAyB,CAAC,CAAC,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** Ordered list of render passes which produce a rendered frame.\r\n * @internal\r\n */\r\nexport const enum RenderPass {\r\n None = 0xff,\r\n Background = 0,\r\n OpaqueLayers, // XY planar models render without depth-testing in order based on priority\r\n OpaqueLinear, // Linear geometry that is opaque and needs to be written to the pick data buffers\r\n OpaquePlanar, // Planar surface geometry that is opaque and needs to be written to the pick data buffers\r\n OpaqueGeneral, // All other opaque geometry (including point clouds and reality meshes) which are not written to the pick data buffers\r\n Classification, // Stencil volumes for normal processing of reality data classification.\r\n TranslucentLayers, // like Layers but drawn without depth write, blending with opaque\r\n Translucent,\r\n HiddenEdge,\r\n Hilite,\r\n OverlayLayers, // Like Layers, but drawn atop all other geometry\r\n WorldOverlay, // Decorations\r\n ViewOverlay, // Decorations\r\n SkyBox,\r\n BackgroundMap,\r\n HiliteClassification, // Secondary hilite pass for stencil volumes to process hilited classifiers for reality data\r\n ClassificationByIndex, // Stencil volumes for processing classification one classifier at a time (used for generating pick data Ids and flashing a single classifier).\r\n HilitePlanarClassification,\r\n PlanarClassification,\r\n VolumeClassifiedRealityData,\r\n COUNT,\r\n}\r\n\r\n/** Describes the type of geometry rendered by a ShaderProgram.\r\n * @internal\r\n */\r\nexport const enum GeometryType {\r\n IndexedTriangles,\r\n IndexedPoints,\r\n ArrayedPoints,\r\n}\r\n\r\n/** Reserved texture units for specific sampler variables, to avoid conflicts between shader components which each have their own textures.\r\n * WebGL 1 guarantees a minimum of 8 vertex texture units, and iOS provides no more than that.\r\n * WebGL 2 guarantees a minimum of 15 vertex texture units.\r\n * @internal\r\n */\r\nexport enum TextureUnit {\r\n // For shaders which know exactly which textures will be used\r\n Zero = WebGLRenderingContext.TEXTURE0,\r\n One = WebGLRenderingContext.TEXTURE1,\r\n Two = WebGLRenderingContext.TEXTURE2,\r\n Three = WebGLRenderingContext.TEXTURE3,\r\n Four = WebGLRenderingContext.TEXTURE4,\r\n Five = WebGLRenderingContext.TEXTURE5,\r\n Six = WebGLRenderingContext.TEXTURE6,\r\n Seven = WebGLRenderingContext.TEXTURE7, // Last one guaranteed available for WebGL 1\r\n\r\n ClipVolume = Zero,\r\n FeatureSymbology = One,\r\n SurfaceTexture = Two,\r\n LineCode = Two,\r\n\r\n PickFeatureId = Three,\r\n PickDepthAndOrder = Four,\r\n\r\n VertexLUT = Five,\r\n\r\n // Texture unit 6 is overloaded. Therefore classification, hilite classification, and aux channel are all mutually exclusive.\r\n AuxChannelLUT = Six,\r\n PlanarClassification = Six,\r\n PlanarClassificationHilite = Six,\r\n\r\n // Texture unit 7 is overloaded. Therefore receiving shadows and thematic display are mutually exclusive.\r\n ShadowMap = Seven,\r\n ThematicSensors = Seven,\r\n\r\n // Textures used for up to 3 background or overlay map layers.\r\n RealityMesh0 = Two,\r\n RealityMesh1 = VertexLUT, // Reality meshes do not use VertexLUT.\r\n RealityMesh2 = ShadowMap, // Shadow map when picking -- PickDepthAndOrder otherwise....\r\n\r\n // If more than 8 texture units are available, 3 additional background or overlay map layers.\r\n RealityMesh3 = WebGLRenderingContext.TEXTURE8,\r\n RealityMesh4 = WebGLRenderingContext.TEXTURE9,\r\n RealityMesh5 = WebGLRenderingContext.TEXTURE10,\r\n\r\n RealityMeshThematicGradient = WebGLRenderingContext.TEXTURE11,\r\n\r\n // Lookup table for indexed edges - used only if WebGL 2 is available.\r\n EdgeLUT = WebGLRenderingContext.TEXTURE12,\r\n}\r\n\r\n/**\r\n * Defines the order in which primitives are rendered within a GLESList. This is chiefly\r\n * used to sort primitives which originate from the same element. e.g., the blanking fill\r\n * associated with a text field must always render behind the text; the edges of a surface\r\n * must render in front of the surface; etc.\r\n * An exception to the 'same element' rule is provided for planar surfaces and edges thereof\r\n * sketched onto non-planar surfaces. When the depth test is ambiguous the planar geometry\r\n * is always on top of the non-planar surface. This addresses z-fighting when shapes are\r\n * sketched onto surfaces, e.g. as part of push-pull modeling workflows.\r\n * @internal\r\n */\r\nexport const enum RenderOrder {\r\n None = 0,\r\n Background = 1, // i.e., background map drawn without depth\r\n BlankingRegion = 2,\r\n UnlitSurface = 3, // Distinction only made for whether or not to apply ambient occlusion.\r\n LitSurface = 4,\r\n Linear = 5,\r\n Edge = 6,\r\n Silhouette = 7,\r\n\r\n PlanarBit = 8,\r\n\r\n PlanarUnlitSurface = UnlitSurface | PlanarBit,\r\n PlanarLitSurface = LitSurface | PlanarBit,\r\n PlanarLinear = Linear | PlanarBit,\r\n PlanarEdge = Edge | PlanarBit,\r\n PlanarSilhouette = Silhouette | PlanarBit,\r\n}\r\n\r\n/** @internal */\r\nexport function isPlanar(order: RenderOrder): boolean { return order >= RenderOrder.PlanarBit; }\r\n\r\n/** Flags indicating operations to be performed by the post-process composite step.\r\n * @internal\r\n */\r\nexport const enum CompositeFlags {\r\n None = 0,\r\n Translucent = 1 << 0,\r\n Hilite = 1 << 1,\r\n AmbientOcclusion = 1 << 2,\r\n}\r\n\r\n/** Location in boolean array of SurfaceFlags above.\r\n * @internal\r\n */\r\nexport const enum SurfaceBitIndex {\r\n HasTexture,\r\n ApplyLighting,\r\n HasNormals,\r\n IgnoreMaterial,\r\n TransparencyThreshold,\r\n BackgroundFill,\r\n HasColorAndNormal,\r\n OverrideRgb,\r\n NoFaceFront,\r\n HasMaterialAtlas,\r\n Count,\r\n}\r\n\r\n/** Describes attributes of a MeshGeometry object. Used to conditionally execute portion of shader programs.\r\n * @internal\r\n */\r\nexport const enum SurfaceFlags {\r\n None = 0,\r\n HasTexture = 1 << SurfaceBitIndex.HasTexture,\r\n ApplyLighting = 1 << SurfaceBitIndex.ApplyLighting,\r\n HasNormals = 1 << SurfaceBitIndex.HasNormals,\r\n\r\n // NB: In u_surfaceFlags provided to shader, indicates material color/specular/alpha should be ignored. Has no effect on texture.\r\n // If a given feature has the 'ignore material' override set, v_surfaceFlags will be modified to turn on IgnoreMaterial and turn off HasTexture.\r\n IgnoreMaterial = 1 << SurfaceBitIndex.IgnoreMaterial,\r\n\r\n // In HiddenLine and SolidFill modes, a transparency threshold is supplied; surfaces that are more transparent than the threshold are not rendered.\r\n TransparencyThreshold = 1 << SurfaceBitIndex.TransparencyThreshold,\r\n\r\n // For HiddenLine mode\r\n BackgroundFill = 1 << SurfaceBitIndex.BackgroundFill,\r\n\r\n // For textured meshes, the color index in the vertex LUT is unused - we place the normal there instead.\r\n // For untextured lit meshes, the normal is placed after the feature ID.\r\n HasColorAndNormal = 1 << SurfaceBitIndex.HasColorAndNormal,\r\n // For textured meshes, use rgb from v_color instead of from texture.\r\n OverrideRgb = 1 << SurfaceBitIndex.OverrideRgb,\r\n // For geometry with fixed normals (terrain meshes) we must avoid front facing normal reversal or skirts will be incorrectly lit.\r\n NoFaceFront = 1 << SurfaceBitIndex.NoFaceFront,\r\n HasMaterialAtlas = 1 << SurfaceBitIndex.HasMaterialAtlas,\r\n}\r\n\r\n/** @internal */\r\n/** 16-bit flags indicating what aspects of a feature's symbology are overridden.\r\n * @internal\r\n */\r\nexport const enum OvrFlags {\r\n None = 0,\r\n Visibility = 1 << 0,\r\n Rgb = 1 << 1,\r\n Alpha = 1 << 2,\r\n IgnoreMaterial = 1 << 3, // ignore material color, specular properties, and texture.\r\n Flashed = 1 << 4,\r\n NonLocatable = 1 << 5, // do not draw during pick - allows geometry beneath to be picked.\r\n LineCode = 1 << 6,\r\n Weight = 1 << 7,\r\n Hilited = 1 << 8,\r\n Emphasized = 1 << 9, // rendered with \"emphasis\" hilite settings (silhouette etc).\r\n ViewIndependentTransparency = 1 << 10,\r\n\r\n Rgba = Rgb | Alpha,\r\n}\r\n\r\n/** @internal */\r\nexport const enum IsTranslucent { No, Yes, Maybe }\r\n"]}
@@ -312,10 +312,10 @@ class Geometry {
312
312
  }
313
313
  enableVolumeClassifier(textures, depth, width, height) {
314
314
  assert(undefined === this.volClassColorStencil && undefined === this.volClassCopyZ && undefined === this.volClassSetBlend && undefined === this.volClassBlend);
315
- this.volClassColorStencil = ViewportQuadGeometry.create(19 /* VolClassColorUsingStencil */);
316
- this.volClassCopyZ = SingleTexturedViewportQuadGeometry.createGeometry(depth.getHandle(), 29 /* VolClassCopyZ */);
315
+ this.volClassColorStencil = ViewportQuadGeometry.create(20 /* VolClassColorUsingStencil */);
316
+ this.volClassCopyZ = SingleTexturedViewportQuadGeometry.createGeometry(depth.getHandle(), 30 /* VolClassCopyZ */);
317
317
  this.volClassSetBlend = VolumeClassifierGeometry.createVCGeometry(depth.getHandle());
318
- this.volClassBlend = SingleTexturedViewportQuadGeometry.createGeometry(textures.volClassBlend.getHandle(), 31 /* VolClassBlend */);
318
+ this.volClassBlend = SingleTexturedViewportQuadGeometry.createGeometry(textures.volClassBlend.getHandle(), 32 /* VolClassBlend */);
319
319
  if (!System.instance.capabilities.supportsFragDepth)
320
320
  this.volClassCopyZWithPoints = ScreenPointsGeometry.createGeometry(width, height, depth.getHandle());
321
321
  return undefined !== this.volClassColorStencil && undefined !== this.volClassCopyZ && undefined !== this.volClassSetBlend && undefined !== this.volClassBlend
@@ -1594,8 +1594,8 @@ class MRTGeometry extends Geometry {
1594
1594
  return false;
1595
1595
  assert(undefined === this.copyPickBuffers);
1596
1596
  this.copyPickBuffers = CopyPickBufferGeometry.createGeometry(textures.featureId.getHandle(), textures.depthAndOrder.getHandle());
1597
- this.clearTranslucent = ViewportQuadGeometry.create(15 /* OITClearTranslucent */);
1598
- this.clearPickAndColor = ViewportQuadGeometry.create(20 /* ClearPickAndColor */);
1597
+ this.clearTranslucent = ViewportQuadGeometry.create(16 /* OITClearTranslucent */);
1598
+ this.clearPickAndColor = ViewportQuadGeometry.create(21 /* ClearPickAndColor */);
1599
1599
  return undefined !== this.copyPickBuffers && undefined !== this.clearTranslucent && undefined !== this.clearPickAndColor;
1600
1600
  }
1601
1601
  get isDisposed() {
@@ -1804,7 +1804,7 @@ class MPGeometry extends Geometry {
1804
1804
  if (!super.init(textures))
1805
1805
  return false;
1806
1806
  assert(undefined === this.copyColor);
1807
- this.copyColor = SingleTexturedViewportQuadGeometry.createGeometry(textures.featureId.getHandle(), 17 /* CopyColor */);
1807
+ this.copyColor = SingleTexturedViewportQuadGeometry.createGeometry(textures.featureId.getHandle(), 18 /* CopyColor */);
1808
1808
  return undefined !== this.copyColor;
1809
1809
  }
1810
1810
  get isDisposed() { return super.isDisposed && undefined === this.copyColor; }
@@ -104,7 +104,7 @@ export class ScreenSpaceEffects {
104
104
  assert(effectGeometry instanceof ScreenSpaceGeometry);
105
105
  this._effectGeometry = effectGeometry;
106
106
  // NB: We'll replace the texture each time we draw.
107
- const copyGeometry = SingleTexturedViewportQuadGeometry.createGeometry(System.instance.lineCodeTexture.getHandle(), 17 /* CopyColor */);
107
+ const copyGeometry = SingleTexturedViewportQuadGeometry.createGeometry(System.instance.lineCodeTexture.getHandle(), 18 /* CopyColor */);
108
108
  assert(undefined !== copyGeometry);
109
109
  this._copyGeometry = copyGeometry;
110
110
  }
@@ -171,19 +171,20 @@ export declare class ShaderBuilder extends ShaderVariables {
171
171
  * @internal
172
172
  */
173
173
  export declare const enum VertexShaderComponent {
174
- AdjustRawPosition = 0,
175
- CheckForEarlyDiscard = 1,
176
- ComputeFeatureOverrides = 2,
177
- ComputeMaterial = 3,
178
- ComputeBaseColor = 4,
179
- ApplyMaterialColor = 5,
180
- ApplyFeatureColor = 6,
181
- AdjustContrast = 7,
182
- CheckForDiscard = 8,
183
- ComputePosition = 9,
184
- CheckForLateDiscard = 10,
185
- FinalizePosition = 11,
186
- COUNT = 12
174
+ ComputeQuantizedPosition = 0,
175
+ AdjustRawPosition = 1,
176
+ CheckForEarlyDiscard = 2,
177
+ ComputeFeatureOverrides = 3,
178
+ ComputeMaterial = 4,
179
+ ComputeBaseColor = 5,
180
+ ApplyMaterialColor = 6,
181
+ ApplyFeatureColor = 7,
182
+ AdjustContrast = 8,
183
+ CheckForDiscard = 9,
184
+ ComputePosition = 10,
185
+ CheckForLateDiscard = 11,
186
+ FinalizePosition = 12,
187
+ COUNT = 13
187
188
  }
188
189
  /** Assembles the source code for a vertex shader from a set of modular components.
189
190
  * @internal
@@ -223,7 +224,8 @@ export declare const enum FragmentShaderComponent {
223
224
  OverrideFeatureId = 17,
224
225
  FinalizeDepth = 18,
225
226
  OverrideColor = 19,
226
- COUNT = 20
227
+ OverrideRenderOrder = 20,
228
+ COUNT = 21
227
229
  }
228
230
  /** Assembles the source code for a fragment shader from a set of modular components.
229
231
  * @internal
@@ -1 +1 @@
1
- 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1
+ {"version":3,"file":"ShaderBuilder.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/ShaderBuilder.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,YAAY,EAAE,MAAM,4BAA4B,CAAC;AAC1D,OAAO,EAAE,gBAAgB,EAAE,MAAM,gBAAgB,CAAC;AAIlD,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAKhD;;GAEG;AACH,0BAAkB,YAAY;IAC5B,OAAO,IAAA;IACP,GAAG,IAAA;IACH,KAAK,IAAA;IACL,IAAI,IAAA;IACJ,IAAI,IAAA;IACJ,IAAI,IAAA;IACJ,IAAI,IAAA;IACJ,IAAI,IAAA;IACJ,SAAS,IAAA;IACT,WAAW,IAAA;IACX,IAAI,KAAA;IAEJ,KAAK,KAAA;CACN;AAED;;GAEG;AACH,0BAAkB,aAAa;IAC7B,MAAM,IAAA;IACN,OAAO,IAAA;IACP,OAAO,IAAA;IAEP,KAAK,IAAA;CACN;AAED;;GAEG;AACH,0BAAkB,iBAAiB;IACjC,OAAO,IAAA;IACP,GAAG,IAAA;IACH,MAAM,IAAA;IACN,IAAI,IAAA;IAEJ,KAAK,IAAA;CACN;AA8CD;;;;;GAKG;AACH,oBAAY,kBAAkB,GAAG,CAAC,IAAI,EAAE,aAAa,KAAK,IAAI,CAAC;AAE/D;;GAEG;AACH,qBAAa,cAAc;IACzB,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAqB;IAClD,SAAgB,IAAI,EAAE,MAAM,CAAC;IAC7B,SAAgB,KAAK,CAAC,EAAE,MAAM,CAAC;IAC/B,SAAgB,IAAI,EAAE,YAAY,CAAC;IACnC,SAAgB,KAAK,EAAE,aAAa,CAAC;IACrC,SAAgB,SAAS,EAAE,iBAAiB,CAAC;IAC7C,SAAgB,OAAO,EAAE,OAAO,CAAS;IACzC,SAAgB,MAAM,EAAE,MAAM,CAAC;IAE/B,OAAO;WAWO,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,KAAK,EAAE,aAAa,EAAE,UAAU,CAAC,EAAE,kBAAkB,EAAE,SAAS,GAAE,iBAA6C,GAAG,cAAc;WAIzK,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,aAAa,EAAE,UAAU,CAAC,EAAE,kBAAkB,EAAE,SAAS,GAAE,iBAA6C,GAAG,cAAc;WAI9L,YAAY,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,OAAO,GAAE,OAAe;IAIrG,IAAW,UAAU,IAAI,OAAO,CAA2C;IACpE,UAAU,CAAC,IAAI,EAAE,aAAa;IAKrC,IAAW,QAAQ,IAAI,MAAM,CAA4C;IAClE,YAAY,CAAC,cAAc,EAAE,OAAO,GAAG,MAAM;IACpD,IAAW,aAAa,IAAI,MAAM,CAAsD;IAExF,8DAA8D;IACvD,gBAAgB,CAAC,cAAc,EAAE,OAAO,GAAG,MAAM;CA2BzD;AAED;;;;GAIG;AACH,qBAAa,eAAe;IAC1B,SAAS,CAAC,KAAK,EAAE,cAAc,EAAE,CAA+B;IAEhE,wDAAwD;IACjD,IAAI,CAAC,IAAI,EAAE,MAAM,GAAG,cAAc,GAAG,SAAS;IAErD,yGAAyG;IAClG,WAAW,CAAC,CAAC,EAAE,cAAc,GAAG,OAAO;IAYvC,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,OAAO,EAAE,kBAAkB,EAAE,SAAS,GAAE,iBAA6C;IAIlI,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,GAAG,OAAO;IAIrD,SAAS,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,OAAO,GAAE,OAAe;IAIpF,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,KAAK,EAAE,MAAM;IAI3D,kBAAkB,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM;IAOrD,oFAAoF;IAC7E,sBAAsB,CAAC,cAAc,EAAE,OAAO,EAAE,KAAK,EAAE,aAAa,EAAE,SAAS,CAAC,EAAE,OAAO,GAAG,MAAM;IAUzG,wEAAwE;IACjE,iBAAiB,CAAC,cAAc,EAAE,OAAO,GAAG,MAAM;IAgBzD;;;OAGG;IACI,WAAW,CAAC,IAAI,EAAE,aAAa,EAAE,UAAU,CAAC,EAAE,eAAe,GAAG,IAAI;IAS3E,IAAW,MAAM,IAAI,MAAM,CAA8B;IAEzD,OAAO,CAAC,QAAQ;IAaT,sBAAsB,CAAC,UAAU,EAAE,MAAM,GAAG,MAAM;IA6ElD,wBAAwB,CAAC,UAAU,EAAE,MAAM,GAAG,MAAM;CAiD5D;AAED;;GAEG;AACH,qBAAa,aAAa;IACjB,MAAM,EAAE,MAAM,CAAM;IAGpB,GAAG,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IAGvB,OAAO,IAAI,IAAI;IAGf,OAAO,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IAElC;;;;;;;;;;;OAWG;WACW,uBAAuB,CAAC,WAAW,EAAE,MAAM,EAAE,cAAc,EAAE,MAAM,GAAG,MAAM;IAQ1F,oHAAoH;IAC7G,WAAW,CAAC,WAAW,EAAE,MAAM,EAAE,cAAc,EAAE,MAAM,GAAG,IAAI;IAErE,2HAA2H;IACpH,OAAO,CAAC,cAAc,EAAE,MAAM,GAAG,IAAI;CAC7C;AAED,gBAAgB;AAChB,0BAAkB,kBAAkB;IAElC,IAAI,IAAI;IAER,WAAW,IAAS;IAEpB,SAAS,IAAS;IAClB,oBAAoB,IAA0B;CAC/C;AAED;;;;GAIG;AACH,qBAAa,aAAc,SAAQ,eAAe;IAChD,SAAS,CAAC,WAAW,yBAAmC;IACxD,SAAS,CAAC,UAAU,EAAE,MAAM,EAAE,CAAM;IACpC,SAAS,CAAC,WAAW,EAAE,MAAM,EAAE,CAAM;IACrC,SAAS,CAAC,OAAO,EAAE,MAAM,EAAE,CAAM;IACjC,SAAS,CAAC,YAAY,EAAE,MAAM,EAAE,CAAM;IACtC,SAAS,CAAC,QAAQ,EAAE,MAAM,CAAM;IACzB,aAAa,EAAE,MAAM,CAAM;IAClC,SAAS,CAAC,QAAQ,CAAC,MAAM,EAAE,kBAAkB,CAAC;IAC9C,SAAS,CAAC,aAAa,EAAE,MAAM,EAAE,CAAuB;IAExD,IAAW,eAAe,YAAyF;IACnH,IAAW,qBAAqB,YAAuF;IAEhH,cAAc,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI;IAKhD,SAAS,aAAa,aAAa,EAAE,MAAM,EAAE,KAAK,EAAE,kBAAkB;IAiBtE,SAAS,CAAC,YAAY,CAAC,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG,IAAI;IAM9D,SAAS,CAAC,eAAe,CAAC,KAAK,EAAE,MAAM;IAKvC,SAAS,CAAC,YAAY,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,GAAG,SAAS;IAKlD,WAAW,CAAC,iBAAiB,EAAE,MAAM,EAAE,cAAc,CAAC,EAAE,MAAM,GAAG,IAAI;IASrE,eAAe,CAAC,QAAQ,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,GAAG,OAAO;IAU/D,YAAY,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,GAAG,SAAS;IAI9C,YAAY,CAAC,OAAO,EAAE,MAAM,GAAG,IAAI;IAKnC,QAAQ,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI;IAK7B,SAAS,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAW5C,eAAe,IAAI,IAAI;IAKvB,aAAa,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAQvD,SAAS,CAAC,kBAAkB,CAAC,OAAO,EAAE,GAAG,CAAC,MAAM,EAAE,gBAAgB,CAAC,GAAG,SAAS,EAAE,cAAc,EAAE,OAAO,GAAG,aAAa;IAuDxH,SAAS,CAAC,UAAU,CAAC,GAAG,EAAE,aAAa,GAAG,IAAI;CAW/C;AAED;;GAEG;AACH,0BAAkB,qBAAqB;IAIrC,wBAAwB,IAAA;IAGxB,iBAAiB,IAAA;IAGjB,oBAAoB,IAAA;IAGpB,uBAAuB,IAAA;IAGvB,eAAe,IAAA;IAGf,gBAAgB,IAAA;IAGhB,kBAAkB,IAAA;IAGlB,iBAAiB,IAAA;IAGjB,cAAc,IAAA;IAKd,eAAe,IAAA;IAGf,eAAe,KAAA;IAGf,mBAAmB,KAAA;IAGnB,gBAAgB,KAAA;IAEhB,KAAK,KAAA;CACN;AAED;;GAEG;AACH,qBAAa,mBAAoB,SAAQ,aAAa;IACpD,OAAO,CAAC,gBAAgB,CAAiC;IAEzD,OAAO,CAAC,YAAY;gBAED,KAAK,EAAE,kBAAkB;IAgBrC,GAAG,CAAC,EAAE,EAAE,qBAAqB,GAAG,MAAM,GAAG,SAAS;IAClD,GAAG,CAAC,EAAE,EAAE,qBAAqB,EAAE,SAAS,EAAE,MAAM;IAChD,KAAK,CAAC,EAAE,EAAE,qBAAqB;IAE/B,kBAAkB,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,WAAW,EAAE,MAAM,GAAG,IAAI;IAK/E,W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@@ -522,7 +522,7 @@ export class ShaderBuilder extends ShaderVariables {
522
522
  */
523
523
  export class VertexShaderBuilder extends ShaderBuilder {
524
524
  constructor(flags) {
525
- super(12 /* COUNT */, flags);
525
+ super(13 /* COUNT */, flags);
526
526
  this._computedVarying = new Array();
527
527
  this.addDefine("MAT_NORM", "g_nmx");
528
528
  if (this.usesInstancedGeometry) {
@@ -545,14 +545,18 @@ export class VertexShaderBuilder extends ShaderBuilder {
545
545
  this._computedVarying.push(computation);
546
546
  }
547
547
  buildSource(attrMap) {
548
+ var _a;
548
549
  const prelude = this.buildPrelude(attrMap);
549
550
  const main = new SourceBuilder();
550
551
  main.newline();
551
- const computePosition = this.get(9 /* ComputePosition */);
552
+ const computePosition = this.get(10 /* ComputePosition */);
552
553
  assert(undefined !== computePosition);
553
554
  if (undefined !== computePosition) {
554
555
  prelude.addFunction("vec4 computePosition(vec4 rawPos)", computePosition);
555
556
  }
557
+ const computeQPos = (_a = this.get(0 /* ComputeQuantizedPosition */)) !== null && _a !== void 0 ? _a : "return a_pos;";
558
+ prelude.addFunction("vec3 computeQuantizedPosition()", computeQPos);
559
+ main.addline(" vec3 qpos = computeQuantizedPosition();");
556
560
  // Initialization logic that should occur at start of main() - primarily global variables whose values
557
561
  // are too complex to compute inline or which depend on uniforms and/or other globals.
558
562
  for (const init of this._initializers) {
@@ -561,56 +565,56 @@ export class VertexShaderBuilder extends ShaderBuilder {
561
565
  else
562
566
  main.addline(` { ${init} }\n`);
563
567
  }
564
- main.addline(" vec4 rawPosition = unquantizeVertexPosition(a_pos, u_qOrigin, u_qScale);");
565
- const adjustRawPosition = this.get(0 /* AdjustRawPosition */);
568
+ main.addline(" vec4 rawPosition = unquantizeVertexPosition(qpos, u_qOrigin, u_qScale);");
569
+ const adjustRawPosition = this.get(1 /* AdjustRawPosition */);
566
570
  if (undefined !== adjustRawPosition) {
567
571
  prelude.addFunction("vec4 adjustRawPosition(vec4 rawPos)", adjustRawPosition);
568
572
  main.addline(" rawPosition = adjustRawPosition(rawPosition);");
569
573
  }
570
- const checkForEarlyDiscard = this.get(1 /* CheckForEarlyDiscard */);
574
+ const checkForEarlyDiscard = this.get(2 /* CheckForEarlyDiscard */);
571
575
  if (undefined !== checkForEarlyDiscard) {
572
576
  prelude.addFunction("bool checkForEarlyDiscard(vec4 rawPos)", checkForEarlyDiscard);
573
577
  main.add(earlyVertexDiscard);
574
578
  }
575
- const computeFeatureOverrides = this.get(2 /* ComputeFeatureOverrides */);
579
+ const computeFeatureOverrides = this.get(3 /* ComputeFeatureOverrides */);
576
580
  if (undefined !== computeFeatureOverrides) {
577
581
  prelude.addFunction("void computeFeatureOverrides()", computeFeatureOverrides);
578
582
  main.addline(" computeFeatureOverrides();");
579
583
  }
580
- const computeMaterial = this.get(3 /* ComputeMaterial */);
584
+ const computeMaterial = this.get(4 /* ComputeMaterial */);
581
585
  if (undefined !== computeMaterial) {
582
586
  prelude.addFunction("void computeMaterial()", computeMaterial);
583
587
  main.addline(" computeMaterial();");
584
588
  }
585
- const computeBaseColor = this.get(4 /* ComputeBaseColor */);
589
+ const computeBaseColor = this.get(5 /* ComputeBaseColor */);
586
590
  if (undefined !== computeBaseColor) {
587
591
  assert(undefined !== this.find("v_color"));
588
592
  prelude.addFunction("vec4 computeBaseColor()", computeBaseColor);
589
593
  main.addline(" vec4 baseColor = computeBaseColor();");
590
- const applyMaterialColor = this.get(5 /* ApplyMaterialColor */);
594
+ const applyMaterialColor = this.get(6 /* ApplyMaterialColor */);
591
595
  if (undefined !== applyMaterialColor) {
592
596
  prelude.addFunction("vec4 applyMaterialColor(vec4 baseColor)", applyMaterialColor);
593
597
  main.addline(" baseColor = applyMaterialColor(baseColor);");
594
598
  }
595
- const applyFeatureColor = this.get(6 /* ApplyFeatureColor */);
599
+ const applyFeatureColor = this.get(7 /* ApplyFeatureColor */);
596
600
  if (undefined !== applyFeatureColor) {
597
601
  prelude.addFunction("vec4 applyFeatureColor(vec4 baseColor)", applyFeatureColor);
598
602
  main.addline(" baseColor = applyFeatureColor(baseColor);");
599
603
  }
600
- const adjustContrast = this.get(7 /* AdjustContrast */);
604
+ const adjustContrast = this.get(8 /* AdjustContrast */);
601
605
  if (adjustContrast) {
602
606
  prelude.addFunction("vec4 adjustContrast(vec4 baseColor)", adjustContrast);
603
607
  main.addline(" baseColor = adjustContrast(baseColor);");
604
608
  }
605
609
  main.addline(" v_color = baseColor;");
606
610
  }
607
- const checkForDiscard = this.get(8 /* CheckForDiscard */);
611
+ const checkForDiscard = this.get(9 /* CheckForDiscard */);
608
612
  if (undefined !== checkForDiscard) {
609
613
  prelude.addFunction("bool checkForDiscard()", checkForDiscard);
610
614
  main.add(vertexDiscard);
611
615
  }
612
616
  main.addline(" gl_Position = computePosition(rawPosition);");
613
- const finalizePos = this.get(11 /* FinalizePosition */);
617
+ const finalizePos = this.get(12 /* FinalizePosition */);
614
618
  if (undefined !== finalizePos) {
615
619
  prelude.addFunction("vec4 finalizePosition(vec4 pos)", finalizePos);
616
620
  main.addline(" gl_Position = finalizePosition(gl_Position);");
@@ -618,7 +622,7 @@ export class VertexShaderBuilder extends ShaderBuilder {
618
622
  for (const comp of this._computedVarying) {
619
623
  main.addline(` ${comp}`);
620
624
  }
621
- const checkForLateDiscard = this.get(10 /* CheckForLateDiscard */);
625
+ const checkForLateDiscard = this.get(11 /* CheckForLateDiscard */);
622
626
  if (undefined !== checkForLateDiscard) {
623
627
  prelude.addFunction("bool checkForLateDiscard()", checkForLateDiscard);
624
628
  main.addline(lateVertexDiscard);
@@ -636,7 +640,7 @@ export class VertexShaderBuilder extends ShaderBuilder {
636
640
  */
637
641
  export class FragmentShaderBuilder extends ShaderBuilder {
638
642
  constructor(flags) {
639
- super(20 /* COUNT */, flags);
643
+ super(21 /* COUNT */, flags);
640
644
  this.requiresEarlyZWorkaround = false;
641
645
  if (System.instance.capabilities.isWebGL2)
642
646
  this.addFragOutput("FragColor", -1);