@itwin/core-frontend 3.0.0-dev.174 → 3.0.0-dev.178

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 (239) hide show
  1. package/lib/cjs/IModelApp.d.ts +1 -1
  2. package/lib/cjs/IModelApp.d.ts.map +1 -1
  3. package/lib/cjs/IModelApp.js.map +1 -1
  4. package/lib/cjs/SheetViewState.d.ts.map +1 -1
  5. package/lib/cjs/SheetViewState.js +1 -2
  6. package/lib/cjs/SheetViewState.js.map +1 -1
  7. package/lib/cjs/Viewport.d.ts +1 -0
  8. package/lib/cjs/Viewport.d.ts.map +1 -1
  9. package/lib/cjs/Viewport.js +10 -2
  10. package/lib/cjs/Viewport.js.map +1 -1
  11. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  12. package/lib/cjs/render/RenderSystem.js +5 -6
  13. package/lib/cjs/render/RenderSystem.js.map +1 -1
  14. package/lib/cjs/render/RenderTexture.d.ts +2 -17
  15. package/lib/cjs/render/RenderTexture.d.ts.map +1 -1
  16. package/lib/cjs/render/RenderTexture.js +0 -17
  17. package/lib/cjs/render/RenderTexture.js.map +1 -1
  18. package/lib/cjs/render/webgl/BackgroundMapDrape.js +1 -1
  19. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  20. package/lib/cjs/render/webgl/CachedGeometry.d.ts +7 -6
  21. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  22. package/lib/cjs/render/webgl/CachedGeometry.js +7 -6
  23. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  24. package/lib/cjs/render/webgl/DrawCommand.d.ts +2 -2
  25. package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
  26. package/lib/cjs/render/webgl/DrawCommand.js +2 -2
  27. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  28. package/lib/cjs/render/webgl/EdgeGeometry.d.ts +3 -3
  29. package/lib/cjs/render/webgl/EdgeGeometry.d.ts.map +1 -1
  30. package/lib/cjs/render/webgl/EdgeGeometry.js +2 -2
  31. package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -1
  32. package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts +1 -1
  33. package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -1
  34. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js +1 -1
  35. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
  36. package/lib/cjs/render/webgl/InstancedGeometry.d.ts +1 -1
  37. package/lib/cjs/render/webgl/InstancedGeometry.d.ts.map +1 -1
  38. package/lib/cjs/render/webgl/InstancedGeometry.js +1 -1
  39. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  40. package/lib/cjs/render/webgl/MeshGeometry.d.ts +2 -2
  41. package/lib/cjs/render/webgl/MeshGeometry.d.ts.map +1 -1
  42. package/lib/cjs/render/webgl/MeshGeometry.js +4 -5
  43. package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
  44. package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
  45. package/lib/cjs/render/webgl/PlanarClassifier.js +2 -1
  46. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  47. package/lib/cjs/render/webgl/PlanarGrid.d.ts +2 -3
  48. package/lib/cjs/render/webgl/PlanarGrid.d.ts.map +1 -1
  49. package/lib/cjs/render/webgl/PlanarGrid.js +1 -1
  50. package/lib/cjs/render/webgl/PlanarGrid.js.map +1 -1
  51. package/lib/cjs/render/webgl/PointCloud.d.ts +2 -2
  52. package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
  53. package/lib/cjs/render/webgl/PointCloud.js +2 -2
  54. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  55. package/lib/cjs/render/webgl/PointString.d.ts +2 -2
  56. package/lib/cjs/render/webgl/PointString.d.ts.map +1 -1
  57. package/lib/cjs/render/webgl/PointString.js +1 -1
  58. package/lib/cjs/render/webgl/PointString.js.map +1 -1
  59. package/lib/cjs/render/webgl/Polyline.d.ts +2 -2
  60. package/lib/cjs/render/webgl/Polyline.d.ts.map +1 -1
  61. package/lib/cjs/render/webgl/Polyline.js +6 -6
  62. package/lib/cjs/render/webgl/Polyline.js.map +1 -1
  63. package/lib/cjs/render/webgl/Primitive.d.ts +2 -2
  64. package/lib/cjs/render/webgl/Primitive.d.ts.map +1 -1
  65. package/lib/cjs/render/webgl/Primitive.js +5 -5
  66. package/lib/cjs/render/webgl/Primitive.js.map +1 -1
  67. package/lib/cjs/render/webgl/RealityMesh.d.ts +2 -2
  68. package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
  69. package/lib/cjs/render/webgl/RealityMesh.js +4 -4
  70. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  71. package/lib/cjs/render/webgl/RenderCommands.d.ts +2 -2
  72. package/lib/cjs/render/webgl/RenderCommands.d.ts.map +1 -1
  73. package/lib/cjs/render/webgl/RenderCommands.js +49 -42
  74. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  75. package/lib/cjs/render/webgl/RenderFlags.d.ts +43 -0
  76. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  77. package/lib/cjs/render/webgl/RenderFlags.js +58 -1
  78. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  79. package/lib/cjs/render/webgl/SceneCompositor.js +3 -3
  80. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  81. package/lib/cjs/render/webgl/ShaderProgram.d.ts +1 -1
  82. package/lib/cjs/render/webgl/ShaderProgram.d.ts.map +1 -1
  83. package/lib/cjs/render/webgl/ShaderProgram.js +4 -4
  84. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  85. package/lib/cjs/render/webgl/SolarShadowMap.d.ts.map +1 -1
  86. package/lib/cjs/render/webgl/SolarShadowMap.js +2 -2
  87. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  88. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts +2 -2
  89. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  90. package/lib/cjs/render/webgl/SurfaceGeometry.js +16 -8
  91. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  92. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  93. package/lib/cjs/render/webgl/System.js +15 -11
  94. package/lib/cjs/render/webgl/System.js.map +1 -1
  95. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  96. package/lib/cjs/render/webgl/Technique.js +1 -68
  97. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  98. package/lib/cjs/render/webgl/Texture.d.ts +15 -12
  99. package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
  100. package/lib/cjs/render/webgl/Texture.js +26 -23
  101. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  102. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.d.ts.map +1 -1
  103. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +82 -17
  104. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  105. package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  106. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +9 -5
  107. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  108. package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
  109. package/lib/cjs/render/webgl/glsl/Surface.js +29 -7
  110. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  111. package/lib/cjs/render/webgl/glsl/Vertex.js +1 -1
  112. package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
  113. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  114. package/lib/cjs/tile/GltfReader.js +1 -2
  115. package/lib/cjs/tile/GltfReader.js.map +1 -1
  116. package/lib/cjs/tile/ImdlReader.d.ts +3 -1
  117. package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
  118. package/lib/cjs/tile/ImdlReader.js +1 -1
  119. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  120. package/lib/esm/IModelApp.d.ts +1 -1
  121. package/lib/esm/IModelApp.d.ts.map +1 -1
  122. package/lib/esm/IModelApp.js.map +1 -1
  123. package/lib/esm/SheetViewState.d.ts.map +1 -1
  124. package/lib/esm/SheetViewState.js +1 -2
  125. package/lib/esm/SheetViewState.js.map +1 -1
  126. package/lib/esm/Viewport.d.ts +1 -0
  127. package/lib/esm/Viewport.d.ts.map +1 -1
  128. package/lib/esm/Viewport.js +10 -2
  129. package/lib/esm/Viewport.js.map +1 -1
  130. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  131. package/lib/esm/render/RenderSystem.js +6 -7
  132. package/lib/esm/render/RenderSystem.js.map +1 -1
  133. package/lib/esm/render/RenderTexture.d.ts +2 -17
  134. package/lib/esm/render/RenderTexture.d.ts.map +1 -1
  135. package/lib/esm/render/RenderTexture.js +1 -16
  136. package/lib/esm/render/RenderTexture.js.map +1 -1
  137. package/lib/esm/render/webgl/BackgroundMapDrape.js +2 -2
  138. package/lib/esm/render/webgl/BackgroundMapDrape.js.map +1 -1
  139. package/lib/esm/render/webgl/CachedGeometry.d.ts +7 -6
  140. package/lib/esm/render/webgl/CachedGeometry.d.ts.map +1 -1
  141. package/lib/esm/render/webgl/CachedGeometry.js +7 -6
  142. package/lib/esm/render/webgl/CachedGeometry.js.map +1 -1
  143. package/lib/esm/render/webgl/DrawCommand.d.ts +2 -2
  144. package/lib/esm/render/webgl/DrawCommand.d.ts.map +1 -1
  145. package/lib/esm/render/webgl/DrawCommand.js +2 -2
  146. package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
  147. package/lib/esm/render/webgl/EdgeGeometry.d.ts +3 -3
  148. package/lib/esm/render/webgl/EdgeGeometry.d.ts.map +1 -1
  149. package/lib/esm/render/webgl/EdgeGeometry.js +2 -2
  150. package/lib/esm/render/webgl/EdgeGeometry.js.map +1 -1
  151. package/lib/esm/render/webgl/IndexedEdgeGeometry.d.ts +1 -1
  152. package/lib/esm/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -1
  153. package/lib/esm/render/webgl/IndexedEdgeGeometry.js +1 -1
  154. package/lib/esm/render/webgl/IndexedEdgeGeometry.js.map +1 -1
  155. package/lib/esm/render/webgl/InstancedGeometry.d.ts +1 -1
  156. package/lib/esm/render/webgl/InstancedGeometry.d.ts.map +1 -1
  157. package/lib/esm/render/webgl/InstancedGeometry.js +1 -1
  158. package/lib/esm/render/webgl/InstancedGeometry.js.map +1 -1
  159. package/lib/esm/render/webgl/MeshGeometry.d.ts +2 -2
  160. package/lib/esm/render/webgl/MeshGeometry.d.ts.map +1 -1
  161. package/lib/esm/render/webgl/MeshGeometry.js +4 -5
  162. package/lib/esm/render/webgl/MeshGeometry.js.map +1 -1
  163. package/lib/esm/render/webgl/PlanarClassifier.d.ts.map +1 -1
  164. package/lib/esm/render/webgl/PlanarClassifier.js +3 -2
  165. package/lib/esm/render/webgl/PlanarClassifier.js.map +1 -1
  166. package/lib/esm/render/webgl/PlanarGrid.d.ts +2 -3
  167. package/lib/esm/render/webgl/PlanarGrid.d.ts.map +1 -1
  168. package/lib/esm/render/webgl/PlanarGrid.js +1 -1
  169. package/lib/esm/render/webgl/PlanarGrid.js.map +1 -1
  170. package/lib/esm/render/webgl/PointCloud.d.ts +2 -2
  171. package/lib/esm/render/webgl/PointCloud.d.ts.map +1 -1
  172. package/lib/esm/render/webgl/PointCloud.js +2 -2
  173. package/lib/esm/render/webgl/PointCloud.js.map +1 -1
  174. package/lib/esm/render/webgl/PointString.d.ts +2 -2
  175. package/lib/esm/render/webgl/PointString.d.ts.map +1 -1
  176. package/lib/esm/render/webgl/PointString.js +1 -1
  177. package/lib/esm/render/webgl/PointString.js.map +1 -1
  178. package/lib/esm/render/webgl/Polyline.d.ts +2 -2
  179. package/lib/esm/render/webgl/Polyline.d.ts.map +1 -1
  180. package/lib/esm/render/webgl/Polyline.js +6 -6
  181. package/lib/esm/render/webgl/Polyline.js.map +1 -1
  182. package/lib/esm/render/webgl/Primitive.d.ts +2 -2
  183. package/lib/esm/render/webgl/Primitive.d.ts.map +1 -1
  184. package/lib/esm/render/webgl/Primitive.js +5 -5
  185. package/lib/esm/render/webgl/Primitive.js.map +1 -1
  186. package/lib/esm/render/webgl/RealityMesh.d.ts +2 -2
  187. package/lib/esm/render/webgl/RealityMesh.d.ts.map +1 -1
  188. package/lib/esm/render/webgl/RealityMesh.js +4 -4
  189. package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
  190. package/lib/esm/render/webgl/RenderCommands.d.ts +2 -2
  191. package/lib/esm/render/webgl/RenderCommands.d.ts.map +1 -1
  192. package/lib/esm/render/webgl/RenderCommands.js +49 -42
  193. package/lib/esm/render/webgl/RenderCommands.js.map +1 -1
  194. package/lib/esm/render/webgl/RenderFlags.d.ts +43 -0
  195. package/lib/esm/render/webgl/RenderFlags.d.ts.map +1 -1
  196. package/lib/esm/render/webgl/RenderFlags.js +57 -0
  197. package/lib/esm/render/webgl/RenderFlags.js.map +1 -1
  198. package/lib/esm/render/webgl/SceneCompositor.js +3 -3
  199. package/lib/esm/render/webgl/SceneCompositor.js.map +1 -1
  200. package/lib/esm/render/webgl/ShaderProgram.d.ts +1 -1
  201. package/lib/esm/render/webgl/ShaderProgram.d.ts.map +1 -1
  202. package/lib/esm/render/webgl/ShaderProgram.js +4 -4
  203. package/lib/esm/render/webgl/ShaderProgram.js.map +1 -1
  204. package/lib/esm/render/webgl/SolarShadowMap.d.ts.map +1 -1
  205. package/lib/esm/render/webgl/SolarShadowMap.js +3 -3
  206. package/lib/esm/render/webgl/SolarShadowMap.js.map +1 -1
  207. package/lib/esm/render/webgl/SurfaceGeometry.d.ts +2 -2
  208. package/lib/esm/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  209. package/lib/esm/render/webgl/SurfaceGeometry.js +17 -9
  210. package/lib/esm/render/webgl/SurfaceGeometry.js.map +1 -1
  211. package/lib/esm/render/webgl/System.d.ts.map +1 -1
  212. package/lib/esm/render/webgl/System.js +16 -12
  213. package/lib/esm/render/webgl/System.js.map +1 -1
  214. package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
  215. package/lib/esm/render/webgl/Technique.js +1 -68
  216. package/lib/esm/render/webgl/Technique.js.map +1 -1
  217. package/lib/esm/render/webgl/Texture.d.ts +15 -12
  218. package/lib/esm/render/webgl/Texture.d.ts.map +1 -1
  219. package/lib/esm/render/webgl/Texture.js +27 -24
  220. package/lib/esm/render/webgl/Texture.js.map +1 -1
  221. package/lib/esm/render/webgl/glsl/AmbientOcclusion.d.ts.map +1 -1
  222. package/lib/esm/render/webgl/glsl/AmbientOcclusion.js +83 -18
  223. package/lib/esm/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  224. package/lib/esm/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  225. package/lib/esm/render/webgl/glsl/FeatureSymbology.js +10 -6
  226. package/lib/esm/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  227. package/lib/esm/render/webgl/glsl/Surface.d.ts.map +1 -1
  228. package/lib/esm/render/webgl/glsl/Surface.js +31 -9
  229. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  230. package/lib/esm/render/webgl/glsl/Vertex.js +2 -2
  231. package/lib/esm/render/webgl/glsl/Vertex.js.map +1 -1
  232. package/lib/esm/tile/GltfReader.d.ts.map +1 -1
  233. package/lib/esm/tile/GltfReader.js +2 -3
  234. package/lib/esm/tile/GltfReader.js.map +1 -1
  235. package/lib/esm/tile/ImdlReader.d.ts +3 -1
  236. package/lib/esm/tile/ImdlReader.d.ts.map +1 -1
  237. package/lib/esm/tile/ImdlReader.js +1 -1
  238. package/lib/esm/tile/ImdlReader.js.map +1 -1
  239. package/package.json +24 -23
@@ -6,7 +6,7 @@
6
6
  * @module WebGL
7
7
  */
8
8
  import { assert, dispose } from "@itwin/core-bentley";
9
- import { FillFlags, RenderMode } from "@itwin/core-common";
9
+ import { FillFlags, RenderMode, TextureTransparency } from "@itwin/core-common";
10
10
  import { SurfaceType } from "../primitives/SurfaceParams";
11
11
  import { AttributeMap } from "./AttributeMap";
12
12
  import { GL } from "./GL";
@@ -102,24 +102,24 @@ export class SurfaceGeometry extends MeshGeometry {
102
102
  else
103
103
  return this.colorInfo;
104
104
  }
105
- getRenderPass(target) {
105
+ getPass(target) {
106
106
  // Classifiers have a dedicated pass
107
107
  if (this.isClassifier)
108
- return 5 /* Classification */;
109
- const opaquePass = this.isPlanar ? 3 /* OpaquePlanar */ : 4 /* OpaqueGeneral */;
108
+ return "classification";
109
+ let opaquePass = this.isPlanar ? "opaque-planar" : "opaque";
110
110
  // When reading pixels, glyphs are always opaque. Otherwise always transparent (for anti-aliasing).
111
111
  if (this.isGlyph)
112
- return target.isReadPixelsInProgress ? opaquePass : 7 /* Translucent */;
112
+ return target.isReadPixelsInProgress ? opaquePass : "translucent";
113
113
  const vf = target.currentViewFlags;
114
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  // When rendering thematic isolines, we need translucency because they have anti-aliasing.
115
115
  if (target.wantThematicDisplay && this.supportsThematicDisplay && target.uniforms.thematic.wantIsoLines)
116
- return 7 /* Translucent */;
116
+ return "translucent";
117
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  // In wireframe, unless fill is explicitly enabled for planar region, surface does not draw
118
118
  if (RenderMode.Wireframe === vf.renderMode && !this.mesh.isTextureAlwaysDisplayed) {
119
119
  const fillFlags = this.fillFlags;
120
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  const showFill = FillFlags.Always === (fillFlags & FillFlags.Always) || (vf.fill && FillFlags.ByView === (fillFlags & FillFlags.ByView));
121
121
  if (!showFill)
122
- return 255 /* None */;
122
+ return "none";
123
123
  }
124
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  // If transparency disabled by render mode or view flag, always draw opaque.
125
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  if (!vf.transparency || RenderMode.SolidFill === vf.renderMode || RenderMode.HiddenLine === vf.renderMode)
@@ -135,10 +135,18 @@ export class SurfaceGeometry extends MeshGeometry {
135
135
  else
136
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  hasAlpha = this.getColor(target).hasTranslucency;
137
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  if (!hasAlpha) {
138
+ // ###TODO handle TextureTransparency.Mixed; remove Texture.hasTranslucency.
138
139
  const tex = this.wantTextures(target, true) ? this.texture : undefined;
139
- hasAlpha = undefined !== tex && tex.hasTranslucency;
140
+ switch (tex === null || tex === void 0 ? void 0 : tex.transparency) {
141
+ case TextureTransparency.Translucent:
142
+ hasAlpha = true;
143
+ break;
144
+ case TextureTransparency.Mixed:
145
+ opaquePass = `${opaquePass}-translucent`;
146
+ break;
147
+ }
140
148
  }
141
- return hasAlpha ? 7 /* Translucent */ : opaquePass;
149
+ return hasAlpha ? "translucent" : opaquePass;
142
150
  }
143
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  _wantWoWReversal(target) {
144
152
  const fillFlags = this.fillFlags;
@@ -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, dispose } from \"@itwin/core-bentley\";\r\nimport { FillFlags, RenderMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { VertexIndices } from \"../primitives/VertexTable\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\r\nimport { MaterialInfo } from \"./Material\";\r\nimport { RenderOrder, RenderPass, SurfaceBitIndex } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { MeshData } from \"./MeshData\";\r\nimport { MeshGeometry } from \"./MeshGeometry\";\r\n\r\n/** @internal */\r\nexport function wantMaterials(vf: ViewFlags): boolean {\r\n return vf.materials && RenderMode.SmoothShade === vf.renderMode;\r\n}\r\n\r\nfunction wantLighting(vf: ViewFlags) {\r\n return RenderMode.SmoothShade === vf.renderMode && vf.lighting;\r\n}\r\n\r\n/** @internal */\r\nexport class SurfaceGeometry extends MeshGeometry {\r\n private readonly _buffers: BuffersContainer;\r\n private readonly _indices: BufferHandle;\r\n\r\n public get lutBuffers() { return this._buffers; }\r\n\r\n public static create(mesh: MeshData, indices: VertexIndices): SurfaceGeometry | undefined {\r\n const indexBuffer = BufferHandle.createArrayBuffer(indices.data);\r\n return undefined !== indexBuffer ? new SurfaceGeometry(indexBuffer, indices.length, mesh) : undefined;\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this._buffers.isDisposed\r\n && this._indices.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this._buffers);\r\n dispose(this._indices);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addSurface(this._indices.bytesUsed);\r\n }\r\n\r\n public get isLit() { return SurfaceType.Lit === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get isTexturedType() { return SurfaceType.Textured === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get hasTexture() { return this.isTexturedType && undefined !== this.texture; }\r\n public get isGlyph() { return this.mesh.isGlyph; }\r\n public override get alwaysRenderTranslucent() { return this.isGlyph; }\r\n public get isTileSection() { return undefined !== this.texture && this.texture.isTileSection; }\r\n public get isClassifier() { return SurfaceType.VolumeClassifier === this.surfaceType; }\r\n public override get supportsThematicDisplay() {\r\n return !this.isGlyph;\r\n }\r\n\r\n public override get allowColorOverride() {\r\n // Text background color should not be overridden by feature symbology overrides - otherwise it becomes unreadable...\r\n // We don't actually know if we have text.\r\n // We do know that text background color uses blanking fill. So do ImageGraphics, so they're also going to forbid overriding their color.\r\n return FillFlags.Blanking !== (this.fillFlags & FillFlags.Blanking);\r\n }\r\n\r\n public override get asSurface() { return this; }\r\n public override get asEdge() { return undefined; }\r\n public override get asSilhouette() { return undefined; }\r\n\r\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\r\n const system = System.instance;\r\n\r\n // If we can't write depth in the fragment shader, use polygonOffset to force blanking regions to draw behind.\r\n const offset = RenderOrder.BlankingRegion === this.renderOrder && !system.supportsLogZBuffer;\r\n if (offset) {\r\n system.context.enable(GL.POLYGON_OFFSET_FILL);\r\n system.context.polygonOffset(1.0, 1.0);\r\n }\r\n\r\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers;\r\n bufs.bind();\r\n system.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\r\n bufs.unbind();\r\n\r\n if (offset)\r\n system.context.disable(GL.POLYGON_OFFSET_FILL);\r\n }\r\n\r\n public override wantMixMonochromeColor(target: Target): boolean {\r\n // Text relies on white-on-white reversal.\r\n return !this.isGlyph && (this.isLitSurface || this.wantTextures(target, this.hasTexture));\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.Surface; }\r\n public override get isLitSurface() { return this.isLit; }\r\n public override get hasBakedLighting() { return this.mesh.hasBakedLighting; }\r\n public override get hasFixedNormals() { return this.mesh.hasFixedNormals; }\r\n public get renderOrder(): RenderOrder {\r\n if (FillFlags.Behind === (this.fillFlags & FillFlags.Behind))\r\n return RenderOrder.BlankingRegion;\r\n\r\n let order = this.isLit ? RenderOrder.LitSurface : RenderOrder.UnlitSurface;\r\n if (this.isPlanar)\r\n order = order | RenderOrder.PlanarBit;\r\n\r\n return order;\r\n }\r\n\r\n public override getColor(target: Target) {\r\n if (FillFlags.Background === (this.fillFlags & FillFlags.Background))\r\n return target.uniforms.style.backgroundColorInfo;\r\n else\r\n return this.colorInfo;\r\n }\r\n\r\n public getRenderPass(target: Target): RenderPass {\r\n // Classifiers have a dedicated pass\r\n if (this.isClassifier)\r\n return RenderPass.Classification;\r\n\r\n const opaquePass = this.isPlanar ? RenderPass.OpaquePlanar : RenderPass.OpaqueGeneral;\r\n\r\n // When reading pixels, glyphs are always opaque. Otherwise always transparent (for anti-aliasing).\r\n if (this.isGlyph)\r\n return target.isReadPixelsInProgress ? opaquePass : RenderPass.Translucent;\r\n\r\n const vf = target.currentViewFlags;\r\n\r\n // When rendering thematic isolines, we need translucency because they have anti-aliasing.\r\n if (target.wantThematicDisplay && this.supportsThematicDisplay && target.uniforms.thematic.wantIsoLines)\r\n return RenderPass.Translucent;\r\n\r\n // In wireframe, unless fill is explicitly enabled for planar region, surface does not draw\r\n if (RenderMode.Wireframe === vf.renderMode && !this.mesh.isTextureAlwaysDisplayed) {\r\n const fillFlags = this.fillFlags;\r\n const showFill = FillFlags.Always === (fillFlags & FillFlags.Always) || (vf.fill && FillFlags.ByView === (fillFlags & FillFlags.ByView));\r\n if (!showFill)\r\n return RenderPass.None;\r\n }\r\n\r\n // If transparency disabled by render mode or view flag, always draw opaque.\r\n if (!vf.transparency || RenderMode.SolidFill === vf.renderMode || RenderMode.HiddenLine === vf.renderMode)\r\n return opaquePass;\r\n\r\n // We have 3 sources of alpha: the material, the texture, and the color.\r\n // Base alpha comes from the material if it overrides it; otherwise from the color.\r\n // The texture's alpha is multiplied by the base alpha.\r\n // So we must draw in the translucent pass if the texture has transparency OR the base alpha is less than 1.\r\n let hasAlpha = false;\r\n const mat = wantMaterials(vf) ? this.mesh.materialInfo : undefined;\r\n if (undefined !== mat && mat.overridesAlpha)\r\n hasAlpha = mat.hasTranslucency;\r\n else\r\n hasAlpha = this.getColor(target).hasTranslucency;\r\n\r\n if (!hasAlpha) {\r\n const tex = this.wantTextures(target, true) ? this.texture : undefined;\r\n hasAlpha = undefined !== tex && tex.hasTranslucency;\r\n }\r\n\r\n return hasAlpha ? RenderPass.Translucent : opaquePass;\r\n }\r\n\r\n protected _wantWoWReversal(target: Target): boolean {\r\n const fillFlags = this.fillFlags;\r\n if (FillFlags.None !== (fillFlags & FillFlags.Background))\r\n return false; // fill color explicitly from background\r\n\r\n if (FillFlags.None !== (fillFlags & FillFlags.Always))\r\n return true; // fill displayed even in wireframe\r\n\r\n const vf = target.currentViewFlags;\r\n if (RenderMode.Wireframe === vf.renderMode || vf.visibleEdges)\r\n return false; // never invert surfaces when edges are displayed\r\n\r\n if (this.isLit && wantLighting(vf))\r\n return false;\r\n\r\n // Don't invert white pixels of textures...\r\n return !this.wantTextures(target, this.hasTexture);\r\n }\r\n\r\n public override get materialInfo(): MaterialInfo | undefined { return this.mesh.materialInfo; }\r\n\r\n public useTexture(params: ShaderProgramParams): boolean {\r\n return this.wantTextures(params.target, this.hasTexture);\r\n }\r\n\r\n public computeSurfaceFlags(params: ShaderProgramParams, flags: Int32Array): void {\r\n const target = params.target;\r\n const vf = target.currentViewFlags;\r\n\r\n const useMaterial = wantMaterials(vf);\r\n flags[SurfaceBitIndex.IgnoreMaterial] = useMaterial ? 0 : 1;\r\n flags[SurfaceBitIndex.HasMaterialAtlas] = useMaterial && this.hasMaterialAtlas ? 1 : 0;\r\n\r\n flags[SurfaceBitIndex.ApplyLighting] = 0;\r\n flags[SurfaceBitIndex.NoFaceFront] = 0;\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 0;\r\n if (this.isLit) {\r\n flags[SurfaceBitIndex.HasNormals] = 1;\r\n if (wantLighting(vf)) {\r\n flags[SurfaceBitIndex.ApplyLighting] = 1;\r\n if (this.hasFixedNormals)\r\n flags[SurfaceBitIndex.NoFaceFront] = 1;\r\n }\r\n\r\n // Textured meshes store normal in place of color index.\r\n // Untextured lit meshes store normal where textured meshes would store UV coords.\r\n // Tell shader where to find normal.\r\n if (!this.isTexturedType) {\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 1;\r\n }\r\n } else {\r\n flags[SurfaceBitIndex.HasNormals] = 0;\r\n }\r\n\r\n flags[SurfaceBitIndex.HasTexture] = this.useTexture(params) ? 1 : 0;\r\n\r\n // The transparency threshold controls how transparent a surface must be to allow light to pass through; more opaque surfaces cast shadows.\r\n flags[SurfaceBitIndex.TransparencyThreshold] = params.target.isDrawingShadowMap ? 1 : 0;\r\n flags[SurfaceBitIndex.BackgroundFill] = 0;\r\n switch (params.renderPass) {\r\n // NB: We need this for opaque pass due to SolidFill (must compute transparency, discard below threshold, render opaque at or above threshold)\r\n case RenderPass.OpaqueLinear:\r\n case RenderPass.OpaquePlanar:\r\n case RenderPass.OpaqueGeneral:\r\n case RenderPass.Translucent:\r\n case RenderPass.WorldOverlay:\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers: {\r\n const mode = vf.renderMode;\r\n if (!this.isGlyph && (RenderMode.HiddenLine === mode || RenderMode.SolidFill === mode)) {\r\n flags[SurfaceBitIndex.TransparencyThreshold] = 1;\r\n if (RenderMode.HiddenLine === mode && FillFlags.Always !== (this.fillFlags & FillFlags.Always)) {\r\n // fill flags test for text - doesn't render with bg fill in hidden line mode.\r\n flags[SurfaceBitIndex.BackgroundFill] = 1;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private constructor(indices: BufferHandle, numIndices: number, mesh: MeshData) {\r\n super(mesh, numIndices);\r\n this._buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Surface, false);\r\n assert(undefined !== attrPos);\r\n this._buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this._indices = indices;\r\n }\r\n\r\n private wantTextures(target: Target, surfaceTextureExists: boolean): boolean {\r\n if (this.hasScalarAnimation && undefined !== target.analysisTexture)\r\n return true;\r\n\r\n if (!surfaceTextureExists)\r\n return false;\r\n\r\n if (this.mesh.isTextureAlwaysDisplayed)\r\n return true;\r\n\r\n if (this.supportsThematicDisplay && target.wantThematicDisplay)\r\n return false;\r\n\r\n const fill = this.fillFlags;\r\n const flags = target.currentViewFlags;\r\n\r\n // ###TODO need to distinguish between gradient fill and actual textures...\r\n switch (flags.renderMode) {\r\n case RenderMode.SmoothShade:\r\n return flags.textures;\r\n case RenderMode.Wireframe:\r\n return FillFlags.Always === (fill & FillFlags.Always) || (flags.fill && FillFlags.ByView === (fill & FillFlags.ByView));\r\n default:\r\n return FillFlags.Always === (fill & FillFlags.Always);\r\n }\r\n }\r\n}\r\n"]}
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, dispose } from \"@itwin/core-bentley\";\r\nimport { FillFlags, RenderMode, TextureTransparency, ViewFlags } from \"@itwin/core-common\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { VertexIndices } from \"../primitives/VertexTable\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\r\nimport { MaterialInfo } from \"./Material\";\r\nimport { Pass, RenderOrder, RenderPass, SurfaceBitIndex } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { MeshData } from \"./MeshData\";\r\nimport { MeshGeometry } from \"./MeshGeometry\";\r\n\r\n/** @internal */\r\nexport function wantMaterials(vf: ViewFlags): boolean {\r\n return vf.materials && RenderMode.SmoothShade === vf.renderMode;\r\n}\r\n\r\nfunction wantLighting(vf: ViewFlags) {\r\n return RenderMode.SmoothShade === vf.renderMode && vf.lighting;\r\n}\r\n\r\n/** @internal */\r\nexport class SurfaceGeometry extends MeshGeometry {\r\n private readonly _buffers: BuffersContainer;\r\n private readonly _indices: BufferHandle;\r\n\r\n public get lutBuffers() { return this._buffers; }\r\n\r\n public static create(mesh: MeshData, indices: VertexIndices): SurfaceGeometry | undefined {\r\n const indexBuffer = BufferHandle.createArrayBuffer(indices.data);\r\n return undefined !== indexBuffer ? new SurfaceGeometry(indexBuffer, indices.length, mesh) : undefined;\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this._buffers.isDisposed\r\n && this._indices.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this._buffers);\r\n dispose(this._indices);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addSurface(this._indices.bytesUsed);\r\n }\r\n\r\n public get isLit() { return SurfaceType.Lit === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get isTexturedType() { return SurfaceType.Textured === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get hasTexture() { return this.isTexturedType && undefined !== this.texture; }\r\n public get isGlyph() { return this.mesh.isGlyph; }\r\n public override get alwaysRenderTranslucent() { return this.isGlyph; }\r\n public get isTileSection() { return undefined !== this.texture && this.texture.isTileSection; }\r\n public get isClassifier() { return SurfaceType.VolumeClassifier === this.surfaceType; }\r\n public override get supportsThematicDisplay() {\r\n return !this.isGlyph;\r\n }\r\n\r\n public override get allowColorOverride() {\r\n // Text background color should not be overridden by feature symbology overrides - otherwise it becomes unreadable...\r\n // We don't actually know if we have text.\r\n // We do know that text background color uses blanking fill. So do ImageGraphics, so they're also going to forbid overriding their color.\r\n return FillFlags.Blanking !== (this.fillFlags & FillFlags.Blanking);\r\n }\r\n\r\n public override get asSurface() { return this; }\r\n public override get asEdge() { return undefined; }\r\n public override get asSilhouette() { return undefined; }\r\n\r\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\r\n const system = System.instance;\r\n\r\n // If we can't write depth in the fragment shader, use polygonOffset to force blanking regions to draw behind.\r\n const offset = RenderOrder.BlankingRegion === this.renderOrder && !system.supportsLogZBuffer;\r\n if (offset) {\r\n system.context.enable(GL.POLYGON_OFFSET_FILL);\r\n system.context.polygonOffset(1.0, 1.0);\r\n }\r\n\r\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers;\r\n bufs.bind();\r\n system.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\r\n bufs.unbind();\r\n\r\n if (offset)\r\n system.context.disable(GL.POLYGON_OFFSET_FILL);\r\n }\r\n\r\n public override wantMixMonochromeColor(target: Target): boolean {\r\n // Text relies on white-on-white reversal.\r\n return !this.isGlyph && (this.isLitSurface || this.wantTextures(target, this.hasTexture));\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.Surface; }\r\n public override get isLitSurface() { return this.isLit; }\r\n public override get hasBakedLighting() { return this.mesh.hasBakedLighting; }\r\n public override get hasFixedNormals() { return this.mesh.hasFixedNormals; }\r\n public get renderOrder(): RenderOrder {\r\n if (FillFlags.Behind === (this.fillFlags & FillFlags.Behind))\r\n return RenderOrder.BlankingRegion;\r\n\r\n let order = this.isLit ? RenderOrder.LitSurface : RenderOrder.UnlitSurface;\r\n if (this.isPlanar)\r\n order = order | RenderOrder.PlanarBit;\r\n\r\n return order;\r\n }\r\n\r\n public override getColor(target: Target) {\r\n if (FillFlags.Background === (this.fillFlags & FillFlags.Background))\r\n return target.uniforms.style.backgroundColorInfo;\r\n else\r\n return this.colorInfo;\r\n }\r\n\r\n public override getPass(target: Target): Pass {\r\n // Classifiers have a dedicated pass\r\n if (this.isClassifier)\r\n return \"classification\";\r\n\r\n let opaquePass: Pass = this.isPlanar ? \"opaque-planar\" : \"opaque\";\r\n\r\n // When reading pixels, glyphs are always opaque. Otherwise always transparent (for anti-aliasing).\r\n if (this.isGlyph)\r\n return target.isReadPixelsInProgress ? opaquePass : \"translucent\";\r\n\r\n const vf = target.currentViewFlags;\r\n\r\n // When rendering thematic isolines, we need translucency because they have anti-aliasing.\r\n if (target.wantThematicDisplay && this.supportsThematicDisplay && target.uniforms.thematic.wantIsoLines)\r\n return \"translucent\";\r\n\r\n // In wireframe, unless fill is explicitly enabled for planar region, surface does not draw\r\n if (RenderMode.Wireframe === vf.renderMode && !this.mesh.isTextureAlwaysDisplayed) {\r\n const fillFlags = this.fillFlags;\r\n const showFill = FillFlags.Always === (fillFlags & FillFlags.Always) || (vf.fill && FillFlags.ByView === (fillFlags & FillFlags.ByView));\r\n if (!showFill)\r\n return \"none\";\r\n }\r\n\r\n // If transparency disabled by render mode or view flag, always draw opaque.\r\n if (!vf.transparency || RenderMode.SolidFill === vf.renderMode || RenderMode.HiddenLine === vf.renderMode)\r\n return opaquePass;\r\n\r\n // We have 3 sources of alpha: the material, the texture, and the color.\r\n // Base alpha comes from the material if it overrides it; otherwise from the color.\r\n // The texture's alpha is multiplied by the base alpha.\r\n // So we must draw in the translucent pass if the texture has transparency OR the base alpha is less than 1.\r\n let hasAlpha = false;\r\n const mat = wantMaterials(vf) ? this.mesh.materialInfo : undefined;\r\n if (undefined !== mat && mat.overridesAlpha)\r\n hasAlpha = mat.hasTranslucency;\r\n else\r\n hasAlpha = this.getColor(target).hasTranslucency;\r\n\r\n if (!hasAlpha) {\r\n // ###TODO handle TextureTransparency.Mixed; remove Texture.hasTranslucency.\r\n const tex = this.wantTextures(target, true) ? this.texture : undefined;\r\n switch (tex?.transparency) {\r\n case TextureTransparency.Translucent:\r\n hasAlpha = true;\r\n break;\r\n case TextureTransparency.Mixed:\r\n opaquePass = `${opaquePass}-translucent`;\r\n break;\r\n }\r\n }\r\n\r\n return hasAlpha ? \"translucent\" : opaquePass;\r\n }\r\n\r\n protected _wantWoWReversal(target: Target): boolean {\r\n const fillFlags = this.fillFlags;\r\n if (FillFlags.None !== (fillFlags & FillFlags.Background))\r\n return false; // fill color explicitly from background\r\n\r\n if (FillFlags.None !== (fillFlags & FillFlags.Always))\r\n return true; // fill displayed even in wireframe\r\n\r\n const vf = target.currentViewFlags;\r\n if (RenderMode.Wireframe === vf.renderMode || vf.visibleEdges)\r\n return false; // never invert surfaces when edges are displayed\r\n\r\n if (this.isLit && wantLighting(vf))\r\n return false;\r\n\r\n // Don't invert white pixels of textures...\r\n return !this.wantTextures(target, this.hasTexture);\r\n }\r\n\r\n public override get materialInfo(): MaterialInfo | undefined { return this.mesh.materialInfo; }\r\n\r\n public useTexture(params: ShaderProgramParams): boolean {\r\n return this.wantTextures(params.target, this.hasTexture);\r\n }\r\n\r\n public computeSurfaceFlags(params: ShaderProgramParams, flags: Int32Array): void {\r\n const target = params.target;\r\n const vf = target.currentViewFlags;\r\n\r\n const useMaterial = wantMaterials(vf);\r\n flags[SurfaceBitIndex.IgnoreMaterial] = useMaterial ? 0 : 1;\r\n flags[SurfaceBitIndex.HasMaterialAtlas] = useMaterial && this.hasMaterialAtlas ? 1 : 0;\r\n\r\n flags[SurfaceBitIndex.ApplyLighting] = 0;\r\n flags[SurfaceBitIndex.NoFaceFront] = 0;\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 0;\r\n if (this.isLit) {\r\n flags[SurfaceBitIndex.HasNormals] = 1;\r\n if (wantLighting(vf)) {\r\n flags[SurfaceBitIndex.ApplyLighting] = 1;\r\n if (this.hasFixedNormals)\r\n flags[SurfaceBitIndex.NoFaceFront] = 1;\r\n }\r\n\r\n // Textured meshes store normal in place of color index.\r\n // Untextured lit meshes store normal where textured meshes would store UV coords.\r\n // Tell shader where to find normal.\r\n if (!this.isTexturedType) {\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 1;\r\n }\r\n } else {\r\n flags[SurfaceBitIndex.HasNormals] = 0;\r\n }\r\n\r\n flags[SurfaceBitIndex.HasTexture] = this.useTexture(params) ? 1 : 0;\r\n\r\n // The transparency threshold controls how transparent a surface must be to allow light to pass through; more opaque surfaces cast shadows.\r\n flags[SurfaceBitIndex.TransparencyThreshold] = params.target.isDrawingShadowMap ? 1 : 0;\r\n flags[SurfaceBitIndex.BackgroundFill] = 0;\r\n switch (params.renderPass) {\r\n // NB: We need this for opaque pass due to SolidFill (must compute transparency, discard below threshold, render opaque at or above threshold)\r\n case RenderPass.OpaqueLinear:\r\n case RenderPass.OpaquePlanar:\r\n case RenderPass.OpaqueGeneral:\r\n case RenderPass.Translucent:\r\n case RenderPass.WorldOverlay:\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers: {\r\n const mode = vf.renderMode;\r\n if (!this.isGlyph && (RenderMode.HiddenLine === mode || RenderMode.SolidFill === mode)) {\r\n flags[SurfaceBitIndex.TransparencyThreshold] = 1;\r\n if (RenderMode.HiddenLine === mode && FillFlags.Always !== (this.fillFlags & FillFlags.Always)) {\r\n // fill flags test for text - doesn't render with bg fill in hidden line mode.\r\n flags[SurfaceBitIndex.BackgroundFill] = 1;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private constructor(indices: BufferHandle, numIndices: number, mesh: MeshData) {\r\n super(mesh, numIndices);\r\n this._buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Surface, false);\r\n assert(undefined !== attrPos);\r\n this._buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this._indices = indices;\r\n }\r\n\r\n private wantTextures(target: Target, surfaceTextureExists: boolean): boolean {\r\n if (this.hasScalarAnimation && undefined !== target.analysisTexture)\r\n return true;\r\n\r\n if (!surfaceTextureExists)\r\n return false;\r\n\r\n if (this.mesh.isTextureAlwaysDisplayed)\r\n return true;\r\n\r\n if (this.supportsThematicDisplay && target.wantThematicDisplay)\r\n return false;\r\n\r\n const fill = this.fillFlags;\r\n const flags = target.currentViewFlags;\r\n\r\n // ###TODO need to distinguish between gradient fill and actual textures...\r\n switch (flags.renderMode) {\r\n case RenderMode.SmoothShade:\r\n return flags.textures;\r\n case RenderMode.Wireframe:\r\n return FillFlags.Always === (fill & FillFlags.Always) || (flags.fill && FillFlags.ByView === (fill & FillFlags.ByView));\r\n default:\r\n return FillFlags.Always === (fill & FillFlags.Always);\r\n }\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"System.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/System.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAyB,UAAU,EAAiB,UAAU,EAAE,MAAM,qBAAqB,CAAC;AACnG,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACtE,OAAO,EACL,QAAQ,EAAE,mBAAmB,EAAE,OAAO,EAAE,QAAQ,EAAkC,iBAAiB,EAAe,kBAAkB,EAAE,cAAc,EAAE,aAAa,EACpK,MAAM,oBAAoB,CAAC;AAC5B,OAAO,EAAE,YAAY,EAAa,YAAY,EAAE,MAAM,4BAA4B,CAAC;AAGnF,OAAO,EAAE,gBAAgB,EAAE,MAAM,wBAAwB,CAAC;AAC1D,OAAO,EAAE,oBAAoB,EAAE,iBAAiB,EAAE,MAAM,qBAAqB,CAAC;AAC9E,OAAO,EAAE,QAAQ,EAAE,MAAM,gBAAgB,CAAC;AAC1C,OAAO,EAAE,aAAa,EAAE,oBAAoB,EAAE,MAAM,kBAAkB,CAAC;AACvE,OAAO,EAAE,YAAY,EAAE,2BAA2B,EAAE,cAAc,EAAE,6BAA6B,EAAE,MAAM,mBAAmB,CAAC;AAC7H,OAAO,EAAE,sBAAsB,EAAE,oBAAoB,EAAE,MAAM,2BAA2B,CAAC;AAEzF,OAAO,EAAE,oBAAoB,EAAE,MAAM,yCAAyC,CAAC;AAC/E,OAAO,EAAE,oBAAoB,EAAE,MAAM,yCAAyC,CAAC;AAC/E,OAAO,EAAE,cAAc,EAAE,MAAM,mCAAmC,CAAC;AACnE,OAAO,EAAE,UAAU,EAAE,MAAM,2BAA2B,CAAC;AACvD,OAAO,EAAE,iBAAiB,EAAE,MAAM,iCAAiC,CAAC;AACpE,OAAO,EAAE,cAAc,EAAE,MAAM,8BAA8B,CAAC;AAC9D,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,aAAa,EAAE,kBAAkB,EAAE,MAAM,kBAAkB,CAAC;AACrE,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,iBAAiB,EAAE,2BAA2B,EAAE,eAAe,EAAE,MAAM,kBAAkB,CAAC;AACnG,OAAO,EACL,eAAe,EAAE,qBAAqB,EAAE,eAAe,EAAE,iBAAiB,EAAE,iBAAiB,EAAE,cAAc,EAAE,kBAAkB,EACjI,YAAY,EAAE,wBAAwB,EAAE,cAAc,EACvD,MAAM,iBAAiB,CAAC;AACzB,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,wBAAwB,EAAE,8BAA8B,EAAE,MAAM,6BAA6B,CAAC;AACvG,OAAO,EAAE,kBAAkB,EAAE,MAAM,sBAAsB,CAAC;AAG1D,OAAO,EAA4B,cAAc,EAAE,MAAM,qBAAqB,CAAC;AAE/E,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,WAAW,EAAE,gBAAgB,EAAE,MAAM,eAAe,CAAC;AAC9D,OAAO,EAAE,EAAE,EAAE,MAAM,MAAM,CAAC;AAC1B,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AAEpC,OAAO,EAAE,KAAK,EAAE,cAAc,EAAE,MAAM,SAAS,CAAC;AAGhD,OAAO,EAAe,kBAAkB,EAAE,MAAM,QAAQ,CAAC;AAEzD,OAAO,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AACpD,OAAO,EAAE,gBAAgB,EAAE,MAAM,YAAY,CAAC;AAG9C,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAkC,kBAAkB,EAAE,MAAM,qBAAqB,CAAC;AAEzF,OAAO,EAAE,UAAU,EAAE,MAAM,aAAa,CAAC;AACzC,OAAO,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AACpD,OAAO,EAAkC,aAAa,EAAE,MAAM,WAAW,CAAC;AAC1E,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAKhD,gBAAgB;AAChB,0BAAkB,YAAY;IAC5B,aAAa,IAAA;IACb,OAAO,IAAA;IACP,KAAK,IAAA;CACN;AA2ED;;GAEG;AACH,qBAAa,KAAM,YAAW,eAAe;IAC3C,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAmB;IAC3C,gDAAgD;IAChD,SAAgB,SAAS,8BAAqC;IAC9D,+CAA+C;IAC/C,SAAgB,QAAQ,6BAAoC;IAC5D,oDAAoD;IACpD,SAAgB,SAAS,2CAA2E;IACpG,mIAAmI;IACnI,SAAgB,wBAAwB,kDAAyD;gBAE9E,MAAM,EAAE,gBAAgB;IAI3C,IAAW,UAAU,IAAI,OAAO,CAE/B;IAEM,OAAO;IAed,mEAAmE;IAC5D,WAAW,CAAC,QAAQ,EAAE,cAAc;IAK3C,mKAAmK;IAC5J,UAAU,CAAC,OAAO,EAAE,aAAa,EAAE,GAAG,CAAC,EAAE,eAAe;IAW/D,4DAA4D;IACrD,WAAW,CAAC,YAAY,EAAE,QAAQ,CAAC,IAAI,EAAE,OAAO,EAAE,aAAa;IAItE,6EAA6E;IACtE,YAAY,CAAC,GAAG,EAAE,MAAM,GAAG,cAAc,GAAG,SAAS;IAI5D,4FAA4F;IACrF,YAAY,CAAC,IAAI,EAAE,QAAQ,CAAC,IAAI,GAAG,aAAa,GAAG,SAAS;IAInE,iHAAiH;IAC1G,WAAW,CAAC,MAAM,EAAE,cAAc,CAAC,MAAM,GAAG,cAAc;IAY1D,WAAW,CAAC,GAAG,CAAC,EAAE,MAAM,GAAG,QAAQ,CAAC,IAAI,GAAG,aAAa,GAAG,SAAS;IAUpE,qBAAqB,CAAC,GAAG,EAAE,UAAU,EAAE,MAAM,EAAE,gBAAgB,EAAE,MAAM,EAAE,aAAa,CAAC,MAAM,EAAE,MAAM,EAAE,iBAAiB,GAAG,aAAa,GAAG,SAAS;IAoB9I,yBAAyB,CAAC,IAAI,EAAE,2BAA2B,EAAE,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,aAAa,GAAG,SAAS,CAAC;IAe7G,4BAA4B,CAAC,IAAI,EAAE,2BAA2B,EAAE,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,aAAa,GAAG,SAAS,CAAC;IAwBtH,wBAAwB,CAAC,IAAI,EAAE,gBAAgB,EAAE,IAAI,EAAE,gBAAgB,EAAE,IAAI,EAAE,gBAAgB,EAAE,IAAI,EAAE,gBAAgB,EAAE,IAAI,EAAE,gBAAgB,EAAE,IAAI,EAAE,gBAAgB,EAAE,MAAM,EAAE,aAAa,CAAC,MAAM,GAAG,aAAa,GAAG,SAAS;IAejO,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;CAS/D;AAED,oBAAY,cAAc,GAAG,YAAY,GAAG,SAAS,CAAC;AActD,gBAAgB;AAChB,qBAAa,MAAO,SAAQ,YAAa,YAAW,wBAAwB,EAAE,YAAY,CAAC,QAAQ,EAAE,eAAe;IAClH,SAAgB,MAAM,EAAE,iBAAiB,CAAC;IAC1C,SAAgB,kBAAkB,cAAqB;IACvD,SAAgB,OAAO,EAAE,YAAY,CAAC;IACtC,SAAgB,gBAAgB,mBAA0B;IAC1D,SAAgB,YAAY,EAAE,YAAY,CAAC;IAC3C,SAAgB,aAAa,EAAE,GAAG,CAAC,gBAAgB,EAAE,KAAK,CAAC,CAAC;IAC5D,SAAgB,OAAO,EAAE,OAAO,CAAC;IACjC,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAkB;IAC9C,OAAO,CAAC,QAAQ,CAAC,gBAAgB,CAAwB;IACzD,OAAO,CAAC,oBAAoB,CAAC,CAAa;IAG1C,OAAO,CAAC,QAAQ,CAAC,sBAAsB,CAIrC;IACF,OAAO,CAAC,QAAQ,CAAC,uBAAuB,CAItC;IAGF,OAAO,CAAC,gBAAgB,CAAC,CAAgB;IACzC,OAAO,CAAC,aAAa,CAAC,CAAgB;IACtC,OAAO,CAAC,WAAW,CAAC,CAAa;IACjC,OAAO,CAAC,mBAAmB,CAAC,CAAqB;IACjD,SAAgB,gBAAgB,EAAE,eAAe,EAAE,CAAM;IAEzD,WAAkB,QAAQ,WAA+C;IAEzE,IAAW,OAAO,IAAI,OAAO,CAAsC;IACnE,IAAW,eAAe,8BAAoC;IAC9D,IAAW,YAAY,8BAAiC;IAExD,IAAW,UAAU,eAGpB;IAED,IAAW,kBAAkB,uBAG5B;IAED,IAAoB,cAAc,IAAI,MAAM,CAA6C;IACzF,IAAoB,kBAAkB,IAAI,OAAO,CAAiD;IAClG,IAAoB,kCAAkC,IAAI,OAAO,CAAuC;IAExG,6FAA6F;IAC7F,IAAoB,oBAAoB,IAAI,OAAO,CAA0B;IAC7E,IAAW,QAAQ,IAAI,OAAO,CAAuC;IACrE,IAAoB,QAAQ,IAAI,OAAO,CAAuC;IAEvE,cAAc,CAAC,WAAW,EAAE,MAAM,EAAE,GAAG,IAAI;IAE3C,UAAU,IAAI,OAAO;IAI5B,gIAAgI;IAC1G,0BAA0B,IAAI,OAAO,CAAC,IAAI,CAAC;IAYjE,sFAAsF;WACxE,aAAa,CAAC,MAAM,EAAE,iBAAiB,EAAE,SAAS,EAAE,OAAO,EAAE,sBAAsB,CAAC,EAAE,sBAAsB,GAAG,YAAY,GAAG,SAAS;WAmBvI,MAAM,CAAC,SAAS,CAAC,EAAE,YAAY,CAAC,OAAO,GAAG,MAAM;IA8B9D,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@@ -6,13 +6,12 @@
6
6
  * @module WebGL
7
7
  */
8
8
  import { assert, BentleyStatus, Dictionary, dispose, Id64 } from "@itwin/core-bentley";
9
- import { Gradient, ImageBuffer, ImageBufferFormat, ImageSourceFormat, IModelError, RenderTexture, } from "@itwin/core-common";
9
+ import { Gradient, ImageBuffer, ImageBufferFormat, ImageSourceFormat, IModelError, RenderTexture, TextureTransparency, } from "@itwin/core-common";
10
10
  import { Capabilities, DepthType } from "@itwin/webgl-compatibility";
11
11
  import { imageElementFromImageSource } from "../../ImageUtil";
12
12
  import { IModelApp } from "../../IModelApp";
13
13
  import { IModelConnection } from "../../IModelConnection";
14
14
  import { PrimitiveBuilder } from "../primitives/geometry/GeometryListBuilder";
15
- import { TextureTransparency } from "../RenderTexture";
16
15
  import { RenderDiagnostics, RenderSystem, } from "../RenderSystem";
17
16
  import { BackgroundMapDrape } from "./BackgroundMapDrape";
18
17
  import { SkyBoxQuadsGeometry, SkySphereViewportQuadGeometry } from "./CachedGeometry";
@@ -175,10 +174,16 @@ export class IdMap {
175
174
  let tex = this.findTexture(params.key);
176
175
  if (tex)
177
176
  return tex;
178
- const handle = TextureHandle.createForElement(key, iModel, params.type, format);
177
+ const handle = TextureHandle.createForElement(key, iModel, params.type, format, (_, data) => {
178
+ var _a;
179
+ if (tex) {
180
+ assert(tex instanceof Texture);
181
+ tex.transparency = (_a = data.transparency) !== null && _a !== void 0 ? _a : TextureTransparency.Mixed;
182
+ }
183
+ });
179
184
  if (!handle)
180
185
  return undefined;
181
- tex = new Texture({ handle, type: params.type, ownership: { key, iModel } });
186
+ tex = new Texture({ handle, type: params.type, ownership: { key, iModel }, transparency: TextureTransparency.Opaque });
182
187
  this.addTexture(tex);
183
188
  return tex;
184
189
  }
@@ -197,7 +202,7 @@ export class IdMap {
197
202
  async createTextureFromImageSource(args, key) {
198
203
  var _a;
199
204
  // JPEGs don't support transparency.
200
- const transparency = ImageSourceFormat.Jpeg === args.source.format ? TextureTransparency.Opaque : ((_a = args.transparency) !== null && _a !== void 0 ? _a : TextureTransparency.Translucent);
205
+ const transparency = ImageSourceFormat.Jpeg === args.source.format ? TextureTransparency.Opaque : ((_a = args.transparency) !== null && _a !== void 0 ? _a : TextureTransparency.Mixed);
201
206
  try {
202
207
  const image = await imageElementFromImageSource(args.source);
203
208
  if (!IModelApp.hasRenderSystem)
@@ -227,7 +232,7 @@ export class IdMap {
227
232
  if (!handle)
228
233
  return undefined;
229
234
  const ownership = params.key ? { key: params.key, iModel: this._iModel } : (params.isOwned ? "external" : undefined);
230
- tex = new Texture({ handle, ownership, type: params.type });
235
+ tex = new Texture({ handle, ownership, type: params.type, transparency: TextureTransparency.Opaque });
231
236
  this.addTexture(tex);
232
237
  return tex;
233
238
  }
@@ -528,22 +533,21 @@ export class System extends RenderSystem {
528
533
  return owner ? { idMap: this.getIdMap(owner.iModel), key: owner.key } : undefined;
529
534
  }
530
535
  createTexture(args) {
531
- var _a;
536
+ var _a, _b;
532
537
  const info = this.getTextureCacheInfo(args);
533
538
  const existing = info === null || info === void 0 ? void 0 : info.idMap.findTexture(info === null || info === void 0 ? void 0 : info.key);
534
539
  if (existing)
535
540
  return existing;
536
541
  const type = (_a = args.type) !== null && _a !== void 0 ? _a : RenderTexture.Type.Normal;
537
542
  const source = args.image.source;
538
- // ###TODO createForImageBuffer should take args.transparency.
539
543
  let handle;
540
544
  if (source instanceof ImageBuffer)
541
- handle = TextureHandle.createForImageBuffer(source, type); // ###TODO use transparency from args
545
+ handle = TextureHandle.createForImageBuffer(source, type);
542
546
  else
543
- handle = TextureHandle.createForImage(source, TextureTransparency.Opaque !== args.image.transparency, type);
547
+ handle = TextureHandle.createForImage(source, type);
544
548
  if (!handle)
545
549
  return undefined;
546
- const texture = new Texture({ handle, type, ownership: args.ownership });
550
+ const texture = new Texture({ handle, type, ownership: args.ownership, transparency: (_b = args.image.transparency) !== null && _b !== void 0 ? _b : TextureTransparency.Mixed });
547
551
  if (texture && info)
548
552
  info.idMap.addTexture(texture, info.key);
549
553
  return texture;
@@ -567,7 +571,7 @@ export class System extends RenderSystem {
567
571
  return this.createTexture({
568
572
  image: {
569
573
  source,
570
- transparency: ImageBufferFormat.Rgba === source.format ? TextureTransparency.Translucent : TextureTransparency.Opaque,
574
+ transparency: ImageBufferFormat.Rgba === source.format ? TextureTransparency.Mixed : TextureTransparency.Opaque,
571
575
  },
572
576
  ownership: iModel ? { iModel, key: symb } : undefined,
573
577
  type: RenderTexture.Type.Normal,