@itwin/core-frontend 3.0.0-dev.176 → 3.0.0-dev.180

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 (183) 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/Viewport.d.ts +1 -0
  5. package/lib/cjs/Viewport.d.ts.map +1 -1
  6. package/lib/cjs/Viewport.js +10 -2
  7. package/lib/cjs/Viewport.js.map +1 -1
  8. package/lib/cjs/render/webgl/CachedGeometry.d.ts +7 -6
  9. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  10. package/lib/cjs/render/webgl/CachedGeometry.js +7 -6
  11. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  12. package/lib/cjs/render/webgl/DrawCommand.d.ts +2 -2
  13. package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
  14. package/lib/cjs/render/webgl/DrawCommand.js +2 -2
  15. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  16. package/lib/cjs/render/webgl/EdgeGeometry.d.ts +3 -3
  17. package/lib/cjs/render/webgl/EdgeGeometry.d.ts.map +1 -1
  18. package/lib/cjs/render/webgl/EdgeGeometry.js +2 -2
  19. package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -1
  20. package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts +1 -1
  21. package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -1
  22. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js +1 -1
  23. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
  24. package/lib/cjs/render/webgl/InstancedGeometry.d.ts +1 -1
  25. package/lib/cjs/render/webgl/InstancedGeometry.d.ts.map +1 -1
  26. package/lib/cjs/render/webgl/InstancedGeometry.js +1 -1
  27. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  28. package/lib/cjs/render/webgl/MeshGeometry.d.ts +2 -2
  29. package/lib/cjs/render/webgl/MeshGeometry.d.ts.map +1 -1
  30. package/lib/cjs/render/webgl/MeshGeometry.js +4 -5
  31. package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
  32. package/lib/cjs/render/webgl/PlanarGrid.d.ts +2 -3
  33. package/lib/cjs/render/webgl/PlanarGrid.d.ts.map +1 -1
  34. package/lib/cjs/render/webgl/PlanarGrid.js +1 -1
  35. package/lib/cjs/render/webgl/PlanarGrid.js.map +1 -1
  36. package/lib/cjs/render/webgl/PointCloud.d.ts +2 -2
  37. package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
  38. package/lib/cjs/render/webgl/PointCloud.js +2 -2
  39. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  40. package/lib/cjs/render/webgl/PointString.d.ts +2 -2
  41. package/lib/cjs/render/webgl/PointString.d.ts.map +1 -1
  42. package/lib/cjs/render/webgl/PointString.js +1 -1
  43. package/lib/cjs/render/webgl/PointString.js.map +1 -1
  44. package/lib/cjs/render/webgl/Polyline.d.ts +2 -2
  45. package/lib/cjs/render/webgl/Polyline.d.ts.map +1 -1
  46. package/lib/cjs/render/webgl/Polyline.js +6 -6
  47. package/lib/cjs/render/webgl/Polyline.js.map +1 -1
  48. package/lib/cjs/render/webgl/Primitive.d.ts +2 -2
  49. package/lib/cjs/render/webgl/Primitive.d.ts.map +1 -1
  50. package/lib/cjs/render/webgl/Primitive.js +5 -5
  51. package/lib/cjs/render/webgl/Primitive.js.map +1 -1
  52. package/lib/cjs/render/webgl/RealityMesh.d.ts +2 -2
  53. package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
  54. package/lib/cjs/render/webgl/RealityMesh.js +4 -4
  55. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  56. package/lib/cjs/render/webgl/RenderCommands.d.ts +2 -2
  57. package/lib/cjs/render/webgl/RenderCommands.d.ts.map +1 -1
  58. package/lib/cjs/render/webgl/RenderCommands.js +49 -42
  59. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  60. package/lib/cjs/render/webgl/RenderFlags.d.ts +43 -0
  61. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  62. package/lib/cjs/render/webgl/RenderFlags.js +58 -1
  63. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  64. package/lib/cjs/render/webgl/SceneCompositor.js +3 -3
  65. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  66. package/lib/cjs/render/webgl/ShaderProgram.d.ts +1 -1
  67. package/lib/cjs/render/webgl/ShaderProgram.d.ts.map +1 -1
  68. package/lib/cjs/render/webgl/ShaderProgram.js +4 -4
  69. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  70. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts +2 -2
  71. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  72. package/lib/cjs/render/webgl/SurfaceGeometry.js +16 -8
  73. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  74. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  75. package/lib/cjs/render/webgl/Technique.js +1 -68
  76. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  77. package/lib/cjs/render/webgl/Texture.d.ts +0 -1
  78. package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
  79. package/lib/cjs/render/webgl/Texture.js +0 -1
  80. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  81. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.d.ts.map +1 -1
  82. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +82 -17
  83. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  84. package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  85. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +9 -5
  86. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  87. package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
  88. package/lib/cjs/render/webgl/glsl/Surface.js +29 -7
  89. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  90. package/lib/cjs/render/webgl/glsl/Vertex.js +1 -1
  91. package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
  92. package/lib/esm/IModelApp.d.ts +1 -1
  93. package/lib/esm/IModelApp.d.ts.map +1 -1
  94. package/lib/esm/IModelApp.js.map +1 -1
  95. package/lib/esm/Viewport.d.ts +1 -0
  96. package/lib/esm/Viewport.d.ts.map +1 -1
  97. package/lib/esm/Viewport.js +10 -2
  98. package/lib/esm/Viewport.js.map +1 -1
  99. package/lib/esm/render/webgl/CachedGeometry.d.ts +7 -6
  100. package/lib/esm/render/webgl/CachedGeometry.d.ts.map +1 -1
  101. package/lib/esm/render/webgl/CachedGeometry.js +7 -6
  102. package/lib/esm/render/webgl/CachedGeometry.js.map +1 -1
  103. package/lib/esm/render/webgl/DrawCommand.d.ts +2 -2
  104. package/lib/esm/render/webgl/DrawCommand.d.ts.map +1 -1
  105. package/lib/esm/render/webgl/DrawCommand.js +2 -2
  106. package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
  107. package/lib/esm/render/webgl/EdgeGeometry.d.ts +3 -3
  108. package/lib/esm/render/webgl/EdgeGeometry.d.ts.map +1 -1
  109. package/lib/esm/render/webgl/EdgeGeometry.js +2 -2
  110. package/lib/esm/render/webgl/EdgeGeometry.js.map +1 -1
  111. package/lib/esm/render/webgl/IndexedEdgeGeometry.d.ts +1 -1
  112. package/lib/esm/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -1
  113. package/lib/esm/render/webgl/IndexedEdgeGeometry.js +1 -1
  114. package/lib/esm/render/webgl/IndexedEdgeGeometry.js.map +1 -1
  115. package/lib/esm/render/webgl/InstancedGeometry.d.ts +1 -1
  116. package/lib/esm/render/webgl/InstancedGeometry.d.ts.map +1 -1
  117. package/lib/esm/render/webgl/InstancedGeometry.js +1 -1
  118. package/lib/esm/render/webgl/InstancedGeometry.js.map +1 -1
  119. package/lib/esm/render/webgl/MeshGeometry.d.ts +2 -2
  120. package/lib/esm/render/webgl/MeshGeometry.d.ts.map +1 -1
  121. package/lib/esm/render/webgl/MeshGeometry.js +4 -5
  122. package/lib/esm/render/webgl/MeshGeometry.js.map +1 -1
  123. package/lib/esm/render/webgl/PlanarGrid.d.ts +2 -3
  124. package/lib/esm/render/webgl/PlanarGrid.d.ts.map +1 -1
  125. package/lib/esm/render/webgl/PlanarGrid.js +1 -1
  126. package/lib/esm/render/webgl/PlanarGrid.js.map +1 -1
  127. package/lib/esm/render/webgl/PointCloud.d.ts +2 -2
  128. package/lib/esm/render/webgl/PointCloud.d.ts.map +1 -1
  129. package/lib/esm/render/webgl/PointCloud.js +2 -2
  130. package/lib/esm/render/webgl/PointCloud.js.map +1 -1
  131. package/lib/esm/render/webgl/PointString.d.ts +2 -2
  132. package/lib/esm/render/webgl/PointString.d.ts.map +1 -1
  133. package/lib/esm/render/webgl/PointString.js +1 -1
  134. package/lib/esm/render/webgl/PointString.js.map +1 -1
  135. package/lib/esm/render/webgl/Polyline.d.ts +2 -2
  136. package/lib/esm/render/webgl/Polyline.d.ts.map +1 -1
  137. package/lib/esm/render/webgl/Polyline.js +6 -6
  138. package/lib/esm/render/webgl/Polyline.js.map +1 -1
  139. package/lib/esm/render/webgl/Primitive.d.ts +2 -2
  140. package/lib/esm/render/webgl/Primitive.d.ts.map +1 -1
  141. package/lib/esm/render/webgl/Primitive.js +5 -5
  142. package/lib/esm/render/webgl/Primitive.js.map +1 -1
  143. package/lib/esm/render/webgl/RealityMesh.d.ts +2 -2
  144. package/lib/esm/render/webgl/RealityMesh.d.ts.map +1 -1
  145. package/lib/esm/render/webgl/RealityMesh.js +4 -4
  146. package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
  147. package/lib/esm/render/webgl/RenderCommands.d.ts +2 -2
  148. package/lib/esm/render/webgl/RenderCommands.d.ts.map +1 -1
  149. package/lib/esm/render/webgl/RenderCommands.js +49 -42
  150. package/lib/esm/render/webgl/RenderCommands.js.map +1 -1
  151. package/lib/esm/render/webgl/RenderFlags.d.ts +43 -0
  152. package/lib/esm/render/webgl/RenderFlags.d.ts.map +1 -1
  153. package/lib/esm/render/webgl/RenderFlags.js +57 -0
  154. package/lib/esm/render/webgl/RenderFlags.js.map +1 -1
  155. package/lib/esm/render/webgl/SceneCompositor.js +3 -3
  156. package/lib/esm/render/webgl/SceneCompositor.js.map +1 -1
  157. package/lib/esm/render/webgl/ShaderProgram.d.ts +1 -1
  158. package/lib/esm/render/webgl/ShaderProgram.d.ts.map +1 -1
  159. package/lib/esm/render/webgl/ShaderProgram.js +4 -4
  160. package/lib/esm/render/webgl/ShaderProgram.js.map +1 -1
  161. package/lib/esm/render/webgl/SurfaceGeometry.d.ts +2 -2
  162. package/lib/esm/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  163. package/lib/esm/render/webgl/SurfaceGeometry.js +17 -9
  164. package/lib/esm/render/webgl/SurfaceGeometry.js.map +1 -1
  165. package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
  166. package/lib/esm/render/webgl/Technique.js +1 -68
  167. package/lib/esm/render/webgl/Technique.js.map +1 -1
  168. package/lib/esm/render/webgl/Texture.d.ts +0 -1
  169. package/lib/esm/render/webgl/Texture.d.ts.map +1 -1
  170. package/lib/esm/render/webgl/Texture.js +0 -1
  171. package/lib/esm/render/webgl/Texture.js.map +1 -1
  172. package/lib/esm/render/webgl/glsl/AmbientOcclusion.d.ts.map +1 -1
  173. package/lib/esm/render/webgl/glsl/AmbientOcclusion.js +83 -18
  174. package/lib/esm/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  175. package/lib/esm/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  176. package/lib/esm/render/webgl/glsl/FeatureSymbology.js +10 -6
  177. package/lib/esm/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  178. package/lib/esm/render/webgl/glsl/Surface.d.ts.map +1 -1
  179. package/lib/esm/render/webgl/glsl/Surface.js +31 -9
  180. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  181. package/lib/esm/render/webgl/glsl/Vertex.js +2 -2
  182. package/lib/esm/render/webgl/glsl/Vertex.js.map +1 -1
  183. package/package.json +24 -23
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1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, IDisposable } from \"@itwin/core-bentley\";\r\nimport { Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\r\nimport { ColorDef, PackedFeatureTable, Quantization, RenderTexture } from \"@itwin/core-common\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { GraphicBranch } from \"../GraphicBranch\";\r\nimport { RealityMeshPrimitive } from \"../primitives/mesh/RealityMeshPrimitive\";\r\nimport { TerrainMeshPrimitive } from \"../primitives/mesh/TerrainMeshPrimitive\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\r\nimport { GL } from \"./GL\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\nconst scratchOverlapRange = Range2d.createNull();\r\n\r\n/** @internal */\r\nexport class RealityTextureParams {\r\n\r\n constructor(public matrices: Matrix4[], public textures: RenderTexture[]) { }\r\n public static create(terrainTextures: TerrainTexture[]) {\r\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\r\n assert(terrainTextures.length <= maxTexturesPerMesh);\r\n\r\n const renderTextures = [];\r\n const matrices = new Array<Matrix4>();\r\n for (const terrainTexture of terrainTextures) {\r\n const matrix = new Matrix4(); // Published as Mat4.\r\n renderTextures.push(terrainTexture.texture);\r\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\r\n matrix.data[0] = terrainTexture.translate.x;\r\n matrix.data[1] = terrainTexture.translate.y;\r\n matrix.data[2] = terrainTexture.scale.x;\r\n matrix.data[3] = terrainTexture.scale.y;\r\n\r\n if (terrainTexture.clipRectangle) {\r\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\r\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\r\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\r\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\r\n } else {\r\n matrix.data[4] = matrix.data[5] = 0;\r\n matrix.data[6] = matrix.data[7] = 1;\r\n }\r\n matrix.data[8] = (1.0 - terrainTexture.transparency);\r\n matrix.data[9] = terrainTexture.featureId;\r\n matrices.push(matrix);\r\n }\r\n\r\n for (let i = terrainTextures.length; i < maxTexturesPerMesh; i++) {\r\n const matrix = new Matrix4();\r\n matrix.data[0] = matrix.data[1] = 0.0;\r\n matrix.data[2] = matrix.data[3] = 1.0;\r\n matrix.data[4] = matrix.data[5] = 1;\r\n matrix.data[6] = matrix.data[7] = -1;\r\n matrices.push(matrix);\r\n }\r\n return new RealityTextureParams(matrices, renderTextures);\r\n }\r\n}\r\n\r\n/** @internal */\r\n\r\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\r\n public readonly uvParams: QBufferHandle2d;\r\n public readonly featureID?: number;\r\n public readonly normals?: BufferHandle;\r\n\r\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, featureID?: number) {\r\n super(positions, indices, numIndices);\r\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.uvParams = uvParams;\r\n\r\n if (undefined !== normals) {\r\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n if (normals.bytesUsed > 0)\r\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.normals = normals;\r\n }\r\n\r\n this.featureID = featureID;\r\n }\r\n\r\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: Uint16Array, normBuf: BufferHandle | undefined, featureID: number) {\r\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\r\n\r\n if (undefined === indBuf)\r\n return undefined;\r\n\r\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, featureID);\r\n\r\n }\r\n\r\n public static createFromRealityMesh(mesh: RealityMeshPrimitive) {\r\n const posBuf = QBufferHandle3d.create(mesh.pointQParams, mesh.points);\r\n const uvParamBuf = QBufferHandle2d.create(mesh.uvQParams, mesh.uvs);\r\n const normalBuf = mesh.normals ? BufferHandle.createArrayBuffer(mesh.normals) : undefined;\r\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, mesh.indices, normalBuf, mesh.featureID);\r\n }\r\n\r\n public override get isDisposed(): boolean {\r\n return super.isDisposed && this.uvParams.isDisposed;\r\n }\r\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this.uvParams);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {\r\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\r\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\r\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\r\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\r\n public override get supportsThematicDisplay() { return true; }\r\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\r\n\r\n private constructor(private _realityMeshParams: RealityMeshGeometryParams, public textureParams: RealityTextureParams | undefined, private readonly _transform: Transform | undefined, public readonly baseColor: ColorDef | undefined, private _baseIsTransparent: boolean, private _isTerrain: boolean) {\r\n super(_realityMeshParams);\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this._realityMeshParams);\r\n }\r\n\r\n public static createFromTerrainMesh(terrainMesh: TerrainMeshPrimitive, transform: Transform | undefined) {\r\n const params = RealityMeshGeometryParams.createFromRealityMesh(terrainMesh);\r\n return params ? new RealityMeshGeometry(params, undefined, transform, undefined, false, true) : undefined;\r\n }\r\n\r\n public static createFromRealityMesh(realityMesh: RealityMeshPrimitive): RealityMeshGeometry | undefined {\r\n const params = RealityMeshGeometryParams.createFromRealityMesh(realityMesh);\r\n if (!params)\r\n return undefined;\r\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\r\n\r\n return new RealityMeshGeometry(params, texture ? RealityTextureParams.create([texture]) : undefined, undefined, undefined, false, false);\r\n }\r\n\r\n public getRange(): Range3d {\r\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\r\n }\r\n\r\n public static createGraphic(system: RenderSystem, realityMesh: RealityMeshGeometry, featureTable: PackedFeatureTable, tileId: string | undefined, baseColor: ColorDef | undefined, baseTransparent: boolean, textures?: TerrainTexture[]): RenderGraphic | undefined {\r\n const meshes = [];\r\n if (textures === undefined)\r\n textures = [];\r\n\r\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\r\n const layers = new Array<TerrainTexture[]>();\r\n let layerCount = 0;\r\n for (const texture of textures) {\r\n const layer = layers[texture.layerIndex];\r\n if (layer) {\r\n layer.push(texture);\r\n } else {\r\n layerCount++;\r\n layers[texture.layerIndex] = [texture];\r\n }\r\n }\r\n if (layerCount < 2) {\r\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\r\n meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(textures), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));\r\n } else {\r\n const primaryLayer = layers.shift()!;\r\n for (const primaryTexture of primaryLayer) {\r\n const targetRectangle = primaryTexture.targetRectangle;\r\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\r\n const layerTextures = [primaryTexture];\r\n for (const secondaryLayer of layers) {\r\n if (!secondaryLayer)\r\n continue;\r\n for (const secondaryTexture of secondaryLayer) {\r\n const secondaryRectangle = secondaryTexture.targetRectangle;\r\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\r\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\r\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\r\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\r\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\r\n\r\n if (secondaryTexture.clipRectangle)\r\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\r\n\r\n if (!textureRange.isNull)\r\n layerTextures.push(new TerrainTexture(secondaryTexture.texture, secondaryTexture.featureId, secondaryTexture.scale, secondaryTexture.translate, secondaryTexture.targetRectangle, secondaryTexture.layerIndex, secondaryTexture.transparency, textureRange));\r\n }\r\n }\r\n }\r\n layerTextures.length = Math.min(layerTextures.length, texturesPerMesh);\r\n meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(layerTextures), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));\r\n }\r\n }\r\n\r\n if (meshes.length === 0)\r\n return undefined;\r\n\r\n const branch = new GraphicBranch(true);\r\n for (const mesh of meshes) {\r\n const primitive = Primitive.create(mesh);\r\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\r\n }\r\n\r\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\r\n\r\n public getRenderPass(target: Target): RenderPass {\r\n if (target.isDrawingShadowMap)\r\n return RenderPass.None;\r\n\r\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\r\n return RenderPass.Translucent;\r\n\r\n return RenderPass.OpaqueGeneral;\r\n }\r\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\r\n\r\n public override draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, GL.DataType.UnsignedShort, 0);\r\n this._params.buffers.unbind();\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, IDisposable } from \"@itwin/core-bentley\";\r\nimport { Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\r\nimport { ColorDef, PackedFeatureTable, Quantization, RenderTexture } from \"@itwin/core-common\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { GraphicBranch } from \"../GraphicBranch\";\r\nimport { RealityMeshPrimitive } from \"../primitives/mesh/RealityMeshPrimitive\";\r\nimport { TerrainMeshPrimitive } from \"../primitives/mesh/TerrainMeshPrimitive\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\r\nimport { GL } from \"./GL\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\nconst scratchOverlapRange = Range2d.createNull();\r\n\r\n/** @internal */\r\nexport class RealityTextureParams {\r\n\r\n constructor(public matrices: Matrix4[], public textures: RenderTexture[]) { }\r\n public static create(terrainTextures: TerrainTexture[]) {\r\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\r\n assert(terrainTextures.length <= maxTexturesPerMesh);\r\n\r\n const renderTextures = [];\r\n const matrices = new Array<Matrix4>();\r\n for (const terrainTexture of terrainTextures) {\r\n const matrix = new Matrix4(); // Published as Mat4.\r\n renderTextures.push(terrainTexture.texture);\r\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\r\n matrix.data[0] = terrainTexture.translate.x;\r\n matrix.data[1] = terrainTexture.translate.y;\r\n matrix.data[2] = terrainTexture.scale.x;\r\n matrix.data[3] = terrainTexture.scale.y;\r\n\r\n if (terrainTexture.clipRectangle) {\r\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\r\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\r\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\r\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\r\n } else {\r\n matrix.data[4] = matrix.data[5] = 0;\r\n matrix.data[6] = matrix.data[7] = 1;\r\n }\r\n matrix.data[8] = (1.0 - terrainTexture.transparency);\r\n matrix.data[9] = terrainTexture.featureId;\r\n matrices.push(matrix);\r\n }\r\n\r\n for (let i = terrainTextures.length; i < maxTexturesPerMesh; i++) {\r\n const matrix = new Matrix4();\r\n matrix.data[0] = matrix.data[1] = 0.0;\r\n matrix.data[2] = matrix.data[3] = 1.0;\r\n matrix.data[4] = matrix.data[5] = 1;\r\n matrix.data[6] = matrix.data[7] = -1;\r\n matrices.push(matrix);\r\n }\r\n return new RealityTextureParams(matrices, renderTextures);\r\n }\r\n}\r\n\r\n/** @internal */\r\n\r\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\r\n public readonly uvParams: QBufferHandle2d;\r\n public readonly featureID?: number;\r\n public readonly normals?: BufferHandle;\r\n\r\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, featureID?: number) {\r\n super(positions, indices, numIndices);\r\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.uvParams = uvParams;\r\n\r\n if (undefined !== normals) {\r\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n if (normals.bytesUsed > 0)\r\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.normals = normals;\r\n }\r\n\r\n this.featureID = featureID;\r\n }\r\n\r\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: Uint16Array, normBuf: BufferHandle | undefined, featureID: number) {\r\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\r\n\r\n if (undefined === indBuf)\r\n return undefined;\r\n\r\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, featureID);\r\n\r\n }\r\n\r\n public static createFromRealityMesh(mesh: RealityMeshPrimitive) {\r\n const posBuf = QBufferHandle3d.create(mesh.pointQParams, mesh.points);\r\n const uvParamBuf = QBufferHandle2d.create(mesh.uvQParams, mesh.uvs);\r\n const normalBuf = mesh.normals ? BufferHandle.createArrayBuffer(mesh.normals) : undefined;\r\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, mesh.indices, normalBuf, mesh.featureID);\r\n }\r\n\r\n public override get isDisposed(): boolean {\r\n return super.isDisposed && this.uvParams.isDisposed;\r\n }\r\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this.uvParams);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {\r\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\r\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\r\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\r\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\r\n public override get supportsThematicDisplay() { return true; }\r\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\r\n\r\n private constructor(private _realityMeshParams: RealityMeshGeometryParams, public textureParams: RealityTextureParams | undefined, private readonly _transform: Transform | undefined, public readonly baseColor: ColorDef | undefined, private _baseIsTransparent: boolean, private _isTerrain: boolean) {\r\n super(_realityMeshParams);\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this._realityMeshParams);\r\n }\r\n\r\n public static createFromTerrainMesh(terrainMesh: TerrainMeshPrimitive, transform: Transform | undefined) {\r\n const params = RealityMeshGeometryParams.createFromRealityMesh(terrainMesh);\r\n return params ? new RealityMeshGeometry(params, undefined, transform, undefined, false, true) : undefined;\r\n }\r\n\r\n public static createFromRealityMesh(realityMesh: RealityMeshPrimitive): RealityMeshGeometry | undefined {\r\n const params = RealityMeshGeometryParams.createFromRealityMesh(realityMesh);\r\n if (!params)\r\n return undefined;\r\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\r\n\r\n return new RealityMeshGeometry(params, texture ? RealityTextureParams.create([texture]) : undefined, undefined, undefined, false, false);\r\n }\r\n\r\n public getRange(): Range3d {\r\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\r\n }\r\n\r\n public static createGraphic(system: RenderSystem, realityMesh: RealityMeshGeometry, featureTable: PackedFeatureTable, tileId: string | undefined, baseColor: ColorDef | undefined, baseTransparent: boolean, textures?: TerrainTexture[]): RenderGraphic | undefined {\r\n const meshes = [];\r\n if (textures === undefined)\r\n textures = [];\r\n\r\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\r\n const layers = new Array<TerrainTexture[]>();\r\n let layerCount = 0;\r\n for (const texture of textures) {\r\n const layer = layers[texture.layerIndex];\r\n if (layer) {\r\n layer.push(texture);\r\n } else {\r\n layerCount++;\r\n layers[texture.layerIndex] = [texture];\r\n }\r\n }\r\n if (layerCount < 2) {\r\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\r\n meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(textures), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));\r\n } else {\r\n const primaryLayer = layers.shift()!;\r\n for (const primaryTexture of primaryLayer) {\r\n const targetRectangle = primaryTexture.targetRectangle;\r\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\r\n const layerTextures = [primaryTexture];\r\n for (const secondaryLayer of layers) {\r\n if (!secondaryLayer)\r\n continue;\r\n for (const secondaryTexture of secondaryLayer) {\r\n const secondaryRectangle = secondaryTexture.targetRectangle;\r\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\r\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\r\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\r\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\r\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\r\n\r\n if (secondaryTexture.clipRectangle)\r\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\r\n\r\n if (!textureRange.isNull)\r\n layerTextures.push(new TerrainTexture(secondaryTexture.texture, secondaryTexture.featureId, secondaryTexture.scale, secondaryTexture.translate, secondaryTexture.targetRectangle, secondaryTexture.layerIndex, secondaryTexture.transparency, textureRange));\r\n }\r\n }\r\n }\r\n layerTextures.length = Math.min(layerTextures.length, texturesPerMesh);\r\n meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(layerTextures), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));\r\n }\r\n }\r\n\r\n if (meshes.length === 0)\r\n return undefined;\r\n\r\n const branch = new GraphicBranch(true);\r\n for (const mesh of meshes) {\r\n const primitive = Primitive.create(mesh);\r\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\r\n }\r\n\r\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\r\n\r\n public override getPass(target: Target) {\r\n if (target.isDrawingShadowMap)\r\n return \"none\";\r\n\r\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\r\n return \"translucent\";\r\n\r\n return \"opaque\";\r\n }\r\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\r\n\r\n public override draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, GL.DataType.UnsignedShort, 0);\r\n this._params.buffers.unbind();\r\n }\r\n}\r\n"]}
@@ -10,7 +10,7 @@ import { DrawCommands, PrimitiveCommand } from "./DrawCommand";
10
10
  import { Batch, Branch, Graphic } from "./Graphic";
11
11
  import { Layer, LayerContainer } from "./Layer";
12
12
  import { Primitive } from "./Primitive";
13
- import { CompositeFlags, RenderPass } from "./RenderFlags";
13
+ import { CompositeFlags, Pass, RenderPass } from "./RenderFlags";
14
14
  import { TargetGraphics } from "./TargetGraphics";
15
15
  import { Target } from "./Target";
16
16
  /** A list of DrawCommands to be rendered, ordered by render pass.
@@ -52,7 +52,7 @@ export declare class RenderCommands implements Iterable<DrawCommands> {
52
52
  private addPickableDecorations;
53
53
  addBackground(gf?: Graphic): void;
54
54
  addSkyBox(gf?: Graphic): void;
55
- addPrimitiveCommand(command: PrimitiveCommand, pass?: RenderPass): void;
55
+ addPrimitiveCommand(command: PrimitiveCommand, pass?: Pass): void;
56
56
  getCommands(pass: RenderPass): DrawCommands;
57
57
  replaceCommands(pass: RenderPass, cmds: DrawCommands): void;
58
58
  addHiliteBranch(branch: Branch, pass: RenderPass): void;
@@ -1 +1 @@
1
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+ {"version":3,"file":"RenderCommands.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/RenderCommands.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EAAE,OAAO,EAA6B,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAGnF,OAAO,EAAE,WAAW,EAAiB,MAAM,kBAAkB,CAAC;AAE9D,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC1C,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EACL,YAAY,EAAiE,gBAAgB,EAE9F,MAAM,eAAe,CAAC;AACvB,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,EAAiB,MAAM,WAAW,CAAC;AAClE,OAAO,EAAE,KAAK,EAAE,cAAc,EAAE,MAAM,SAAS,CAAC;AAGhD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,cAAc,EAAE,IAAI,EAAe,UAAU,EAAE,MAAM,eAAe,CAAC;AAC9E,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAGlC;;GAEG;AACH,qBAAa,cAAe,YAAW,QAAQ,CAAC,YAAY,CAAC;IAC3D,OAAO,CAAC,cAAc,CAAC,CAAgB;IACvC,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAiB;IACjD,OAAO,CAAC,QAAQ,CAAC,aAAa,CAAiB;IAC/C,OAAO,CAAC,QAAQ,CAAC,SAAS,CAA6C;IACvE,OAAO,CAAC,OAAO,CAAS;IACxB,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,WAAW,CAAa;IAChC,OAAO,CAAC,iBAAiB,CAA+B;IACxD,OAAO,CAAC,0BAA0B,CAAS;IAC3C,OAAO,CAAC,gBAAgB,CAAS;IACjC,OAAO,CAAC,qBAAqB,CAAS;IACtC,OAAO,CAAC,uBAAuB,CAAS;IACxC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAoB;IAE5C,IAAW,MAAM,IAAI,MAAM,CAAyB;IAE7C,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,QAAQ,CAAC,YAAY,CAAC;IAIlD,IAAW,OAAO,IAAI,OAAO,CAM5B;IAED,IAAW,eAAe,YASzB;IAED,IAAW,gBAAgB,IAAI,SAAS,CAAsC;IAC9E,IAAW,cAAc,IAAI,cAAc,CAY1C;IAED,OAAO,KAAK,SAAS,GAA+D;IAE7E,WAAW,CAAC,IAAI,EAAE,UAAU,GAAG,OAAO;IACtC,YAAY,CAAC,IAAI,EAAE,UAAU,GAAG,OAAO;gBAElC,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,WAAW,EAAE,UAAU,EAAE,UAAU;IAU/D,KAAK,CAAC,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,WAAW,EAAE,UAAU,EAAE,UAAU,GAAG,IAAI;IAOvE,kCAAkC,CAAC,KAAK,EAAE,WAAW,GAAG,IAAI;IAS5D,WAAW,CAAC,KAAK,EAAE,WAAW,EAAE,UAAU,GAAE,UAA4B,GAAG,IAAI;IAMtF,2DAA2D;IACpD,wBAAwB,CAAC,qBAAqB,EAAE,WAAW,GAAG,IAAI;IAKzE,qDAAqD;IAC9C,kBAAkB,CAAC,eAAe,EAAE,WAAW,GAAG,IAAI;IAMtD,cAAc,CAAC,GAAG,EAAE,WAAW,EAAE,UAAU,GAAE,UAA4B,GAAG,IAAI;IAShF,mBAAmB,CAAC,IAAI,EAAE,WAAW,GAAG,IAAI;IASnD,OAAO,CAAC,sBAAsB;IAoBvB,aAAa,CAAC,EAAE,CAAC,EAAE,OAAO,GAAG,IAAI;IAWjC,SAAS,CAAC,EAAE,CAAC,EAAE,OAAO,GAAG,IAAI;IAW7B,mBAAmB,CAAC,OAAO,EAAE,gBAAgB,EAAE,IAAI,CAAC,EAAE,IAAI,GAAG,IAAI;IA+EjE,WAAW,CAAC,IAAI,EAAE,UAAU,GAAG,YAAY;IAS3C,eAAe,CAAC,IAAI,EAAE,UAAU,EAAE,IAAI,EAAE,YAAY,GAAG,IAAI;IAM3D,eAAe,CAAC,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,GAAG,IAAI;IAMvD,aAAa,CAAC,SAAS,EAAE,cAAc,GAAG,IAAI;IAU9C,gBAAgB,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI;IA0BpC,sBAAsB,CAAC,OAAO,EAAE,OAAO,EAAE,IAAI,EAAE,UAAU,GAAG,IAAI;IAavE,OAAO,CAAC,uBAAuB;IAK/B,OAAO,CAAC,uBAAuB;IAoC/B,OAAO,CAAC,UAAU;IAqDX,gBAAgB,CAAC,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,IAAI,GAAG,IAAI;IAW/D,OAAO,CAAC,iBAAiB;IAUlB,eAAe,CAAC,KAAK,EAAE,WAAW,EAAE,IAAI,EAAE,MAAM,IAAI,GAAG,IAAI;IAM3D,KAAK,IAAI,IAAI;IAKpB,OAAO,CAAC,cAAc;IAKf,mBAAmB,CAAC,aAAa,EAAE,WAAW,EAAE,kBAAkB,EAAE,WAAW,GAAG,SAAS,GAAG,IAAI;IAqBlG,iBAAiB,CAAC,GAAG,EAAE,cAAc,GAAG,IAAI;IAsB5C,aAAa,CAAC,GAAG,EAAE,cAAc,GAAG,IAAI;IAoCxC,YAAY,CAAC,IAAI,EAAE,SAAS,GAAG,IAAI;IA2BnC,SAAS,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAM/B,4BAA4B,CAAC,KAAK,EAAE,KAAK,GAAG,UAAU;IAwBtD,QAAQ,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI;IAsE5B,aAAa,CAAC,OAAO,EAAE,OAAO;IAE9B,eAAe,IAAI,IAAI;IAE9B,OAAO,CAAC,2BAA2B;IAkC5B,IAAI,IAAI,KAAK,CAAC;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAE,CAAC;CAuBtD"}
@@ -16,6 +16,7 @@ const DrawCommand_1 = require("./DrawCommand");
16
16
  const Graphic_1 = require("./Graphic");
17
17
  const LayerCommands_1 = require("./LayerCommands");
18
18
  const Mesh_1 = require("./Mesh");
19
+ const RenderFlags_1 = require("./RenderFlags");
19
20
  /** A list of DrawCommands to be rendered, ordered by render pass.
20
21
  * @internal
21
22
  */
@@ -151,67 +152,73 @@ class RenderCommands {
151
152
  }
152
153
  addPrimitiveCommand(command, pass) {
153
154
  if (undefined === pass)
154
- pass = command.getRenderPass(this.target);
155
- if (255 /* None */ === pass) // Edges will return none if they don't want to draw at all (edges not turned on).
155
+ pass = command.getPass(this.target);
156
+ if ("none" === pass) // Edges will return none if they don't want to draw at all (edges not turned on).
156
157
  return;
157
158
  if (255 /* None */ !== this._forcedRenderPass) {
158
159
  // Add the command to the forced render pass (background).
159
160
  this.getCommands(this._forcedRenderPass).push(command);
160
161
  return;
161
162
  }
163
+ if (!command.hasFeatures) {
164
+ // Draw in general opaque pass so they are not in pick data.
165
+ switch (pass) {
166
+ case "opaque-linear":
167
+ case "opaque-planar":
168
+ pass = "opaque";
169
+ break;
170
+ case "opaque-planar-translucent":
171
+ pass = "opaque-translucent";
172
+ break;
173
+ }
174
+ }
162
175
  const haveFeatureOverrides = (this._opaqueOverrides || this._translucentOverrides) && command.opcode && command.hasFeatures;
163
- if (7 /* Translucent */ === pass && this._addTranslucentAsOpaque) {
176
+ if (RenderFlags_1.Pass.rendersTranslucent(pass) && this._addTranslucentAsOpaque) {
164
177
  switch (command.renderOrder) {
165
178
  case 12 /* PlanarLitSurface */:
166
179
  case 11 /* PlanarUnlitSurface */:
167
180
  case 2 /* BlankingRegion */:
168
- pass = 3 /* OpaquePlanar */;
181
+ pass = "opaque-planar";
169
182
  break;
170
183
  case 4 /* LitSurface */:
171
184
  case 3 /* UnlitSurface */:
172
- pass = 4 /* OpaqueGeneral */;
185
+ pass = "opaque";
173
186
  break;
174
187
  default:
175
- pass = 2 /* OpaqueLinear */;
188
+ pass = "opaque-linear";
176
189
  break;
177
190
  }
178
191
  }
179
- switch (pass) {
180
- // If this command ordinarily renders translucent, but some features have been overridden to be opaque, must draw in both passes
181
- case 7 /* Translucent */:
182
- if (this._opaqueOverrides && haveFeatureOverrides && !command.primitive.cachedGeometry.alwaysRenderTranslucent) {
183
- let opaquePass;
184
- switch (command.renderOrder) {
185
- case 12 /* PlanarLitSurface */:
186
- case 11 /* PlanarUnlitSurface */:
187
- case 2 /* BlankingRegion */:
188
- opaquePass = 3 /* OpaquePlanar */;
189
- break;
190
- case 4 /* LitSurface */:
191
- case 3 /* UnlitSurface */:
192
- opaquePass = 4 /* OpaqueGeneral */;
193
- break;
194
- default:
195
- opaquePass = 2 /* OpaqueLinear */;
196
- break;
197
- }
198
- this.getCommands(opaquePass).push(command);
192
+ const isDoublePass = RenderFlags_1.Pass.rendersOpaqueAndTranslucent(pass);
193
+ const renderTranslucentDuringOpaque = isDoublePass || (this._opaqueOverrides && haveFeatureOverrides);
194
+ if (renderTranslucentDuringOpaque && RenderFlags_1.Pass.rendersTranslucent(pass) && !command.primitive.cachedGeometry.alwaysRenderTranslucent) {
195
+ let opaquePass;
196
+ if (RenderFlags_1.Pass.rendersOpaqueAndTranslucent(pass)) {
197
+ opaquePass = RenderFlags_1.Pass.toOpaquePass(pass);
198
+ }
199
+ else {
200
+ switch (command.renderOrder) {
201
+ case 12 /* PlanarLitSurface */:
202
+ case 11 /* PlanarUnlitSurface */:
203
+ case 2 /* BlankingRegion */:
204
+ opaquePass = 3 /* OpaquePlanar */;
205
+ break;
206
+ case 4 /* LitSurface */:
207
+ case 3 /* UnlitSurface */:
208
+ opaquePass = 4 /* OpaqueGeneral */;
209
+ break;
210
+ default:
211
+ opaquePass = 2 /* OpaqueLinear */;
212
+ break;
199
213
  }
200
- break;
201
- // If this command ordinarily renders opaque, but some features have been overridden to be translucent,
202
- // must draw in both passes unless we are overriding translucent geometry to draw in the opaque pass for _ReadPixels.
203
- case 2 /* OpaqueLinear */:
204
- case 3 /* OpaquePlanar */:
205
- // Want these items to draw in general opaque pass so they are not in pick data.
206
- if (!command.hasFeatures)
207
- pass = 4 /* OpaqueGeneral */;
208
- /* falls through */
209
- case 4 /* OpaqueGeneral */:
210
- if (this._translucentOverrides && haveFeatureOverrides && !this._addTranslucentAsOpaque)
211
- this.getCommands(7 /* Translucent */).push(command);
212
- break;
214
+ }
215
+ this.getCommands(opaquePass).push(command);
213
216
  }
214
- this.getCommands(pass).push(command);
217
+ const renderOpaqueDuringTranslucent = isDoublePass || (this._translucentOverrides && haveFeatureOverrides);
218
+ if (renderOpaqueDuringTranslucent && RenderFlags_1.Pass.rendersOpaque(pass) && !this._addTranslucentAsOpaque)
219
+ this.getCommands(7 /* Translucent */).push(command);
220
+ if (!RenderFlags_1.Pass.rendersOpaqueAndTranslucent(pass))
221
+ this.getCommands(RenderFlags_1.Pass.toRenderPass(pass)).push(command);
215
222
  }
216
223
  getCommands(pass) {
217
224
  let idx = pass;
@@ -440,7 +447,7 @@ class RenderCommands {
440
447
  // if (this.target.isGeometryOutsideActiveVolume(prim.cachedGeometry))
441
448
  // return;
442
449
  if (undefined !== this._frustumPlanes) { // See if we can cull this primitive.
443
- if (5 /* Classification */ === prim.getRenderPass(this.target)) {
450
+ if ("classification" === prim.getPass(this.target)) {
444
451
  const geom = prim.cachedGeometry;
445
452
  geom.computeRange(this._scratchRange);
446
453
  let frustum = core_common_1.Frustum.fromRange(this._scratchRange, this._scratchFrustum);
@@ -455,7 +462,7 @@ class RenderCommands {
455
462
  if (255 /* None */ === this._forcedRenderPass && prim.isEdge) {
456
463
  const vf = this.target.currentViewFlags;
457
464
  if (vf.renderMode !== core_common_1.RenderMode.Wireframe && vf.hiddenEdges)
458
- this.addPrimitiveCommand(command, 8 /* HiddenEdge */);
465
+ this.getCommands(8 /* HiddenEdge */).push(command);
459
466
  }
460
467
  }
461
468
  addBranch(branch) {
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Range3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, FrustumPlanes, RenderMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { Decorations } from \"../Decorations\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\r\nimport { AnimationBranchState } from \"../GraphicBranch\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport {\r\n DrawCommands, PopBatchCommand, PopBranchCommand, PopClipCommand, PopCommand, PrimitiveCommand, PushBatchCommand,\r\n PushBranchCommand, PushClipCommand, PushCommand, PushStateCommand,\r\n} from \"./DrawCommand\";\r\nimport { Batch, Branch, Graphic, GraphicsArray } from \"./Graphic\";\r\nimport { Layer, LayerContainer } from \"./Layer\";\r\nimport { LayerCommandLists } from \"./LayerCommands\";\r\nimport { MeshGraphic } from \"./Mesh\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { CompositeFlags, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { TargetGraphics } from \"./TargetGraphics\";\r\nimport { Target } from \"./Target\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\n\r\n/** A list of DrawCommands to be rendered, ordered by render pass.\r\n * @internal\r\n */\r\nexport class RenderCommands implements Iterable<DrawCommands> {\r\n private _frustumPlanes?: FrustumPlanes;\r\n private readonly _scratchFrustum = new Frustum();\r\n private readonly _scratchRange = new Range3d();\r\n private readonly _commands = new Array<DrawCommands>(RenderPass.COUNT);\r\n private _target: Target;\r\n private _stack: BranchStack; // refers to the Target's BranchStack\r\n private _batchState: BatchState; // refers to the Target's BatchState\r\n private _forcedRenderPass: RenderPass = RenderPass.None;\r\n private _addLayersAsNormalGraphics = false;\r\n private _opaqueOverrides = false;\r\n private _translucentOverrides = false;\r\n private _addTranslucentAsOpaque = false; // true when rendering for _ReadPixels to force translucent items to be drawn in opaque pass.\r\n private readonly _layers: LayerCommandLists;\r\n\r\n public get target(): Target { return this._target; }\r\n\r\n public [Symbol.iterator](): Iterator<DrawCommands> {\r\n return this._commands[Symbol.iterator]();\r\n }\r\n\r\n public get isEmpty(): boolean {\r\n for (const commands of this._commands)\r\n if (0 < commands.length)\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n public get isDrawingLayers() {\r\n switch (this._forcedRenderPass) {\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n public get currentViewFlags(): ViewFlags { return this._stack.top.viewFlags; }\r\n public get compositeFlags(): CompositeFlags {\r\n let flags = CompositeFlags.None;\r\n if (this.hasCommands(RenderPass.Translucent))\r\n flags |= CompositeFlags.Translucent;\r\n\r\n if (this.hasCommands(RenderPass.Hilite) || this.hasCommands(RenderPass.HiliteClassification) || this.hasCommands(RenderPass.HilitePlanarClassification))\r\n flags |= CompositeFlags.Hilite;\r\n\r\n if (this.target.wantAmbientOcclusion)\r\n flags |= CompositeFlags.AmbientOcclusion;\r\n\r\n return flags;\r\n }\r\n\r\n private get _curBatch(): Batch | undefined { return this._batchState.currentBatch; }\r\n\r\n public hasCommands(pass: RenderPass): boolean { return 0 !== this.getCommands(pass).length; }\r\n public isOpaquePass(pass: RenderPass): boolean { return pass >= RenderPass.OpaqueLinear && pass <= RenderPass.OpaqueGeneral; }\r\n\r\n constructor(target: Target, stack: BranchStack, batchState: BatchState) {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this._layers = new LayerCommandLists(this);\r\n\r\n for (let i = 0; i < RenderPass.COUNT; ++i)\r\n this._commands[i] = [];\r\n }\r\n\r\n public reset(target: Target, stack: BranchStack, batchState: BatchState): void {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this.clear();\r\n }\r\n\r\n public collectGraphicsForPlanarProjection(scene: GraphicList): void {\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n assert(!this._addLayersAsNormalGraphics);\r\n\r\n this._addLayersAsNormalGraphics = true;\r\n this.addGraphics(scene);\r\n this._addLayersAsNormalGraphics = false;\r\n }\r\n\r\n public addGraphics(scene: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n scene.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n /** Add backgroundMap graphics to their own render pass. */\r\n public addBackgroundMapGraphics(backgroundMapGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.BackgroundMap;\r\n backgroundMapGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n /** Add overlay graphics to the world overlay pass */\r\n public addOverlayGraphics(overlayGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.WorldOverlay;\r\n overlayGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addDecorations(dec: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n for (const entry of dec) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addWorldDecorations(decs: GraphicList): void {\r\n const world = this.target.getWorldDecorations(decs);\r\n this.pushAndPopBranch(world, () => {\r\n for (const entry of world.branch.entries) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n\r\n private addPickableDecorations(decs: Decorations): void {\r\n if (undefined !== decs.normal) {\r\n for (const normal of decs.normal) {\r\n const gf = normal as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n }\r\n\r\n if (undefined !== decs.world) {\r\n const world = this.target.getWorldDecorations(decs.world);\r\n this.pushAndPopBranch(world, () => {\r\n for (const gf of world.branch.entries) {\r\n if ((gf as Graphic).isPickable)\r\n (gf as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n }\r\n\r\n public addBackground(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.Background;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addSkyBox(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.SkyBox;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addPrimitiveCommand(command: PrimitiveCommand, pass?: RenderPass): void {\r\n if (undefined === pass)\r\n pass = command.getRenderPass(this.target);\r\n\r\n if (RenderPass.None === pass) // Edges will return none if they don't want to draw at all (edges not turned on).\r\n return;\r\n\r\n if (RenderPass.None !== this._forcedRenderPass) {\r\n // Add the command to the forced render pass (background).\r\n this.getCommands(this._forcedRenderPass).push(command);\r\n return;\r\n }\r\n\r\n const haveFeatureOverrides = (this._opaqueOverrides || this._translucentOverrides) && command.opcode && command.hasFeatures;\r\n\r\n if (RenderPass.Translucent === pass && this._addTranslucentAsOpaque) {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n pass = RenderPass.OpaquePlanar;\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n pass = RenderPass.OpaqueGeneral;\r\n break;\r\n default:\r\n pass = RenderPass.OpaqueLinear;\r\n break;\r\n }\r\n }\r\n\r\n switch (pass) {\r\n // If this command ordinarily renders translucent, but some features have been overridden to be opaque, must draw in both passes\r\n case RenderPass.Translucent:\r\n if (this._opaqueOverrides && haveFeatureOverrides && !command.primitive.cachedGeometry.alwaysRenderTranslucent) {\r\n let opaquePass: RenderPass;\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n opaquePass = RenderPass.OpaquePlanar;\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n opaquePass = RenderPass.OpaqueGeneral;\r\n break;\r\n default:\r\n opaquePass = RenderPass.OpaqueLinear;\r\n break;\r\n }\r\n this.getCommands(opaquePass).push(command);\r\n }\r\n break;\r\n // If this command ordinarily renders opaque, but some features have been overridden to be translucent,\r\n // must draw in both passes unless we are overriding translucent geometry to draw in the opaque pass for _ReadPixels.\r\n case RenderPass.OpaqueLinear:\r\n case RenderPass.OpaquePlanar:\r\n // Want these items to draw in general opaque pass so they are not in pick data.\r\n if (!command.hasFeatures)\r\n pass = RenderPass.OpaqueGeneral;\r\n /* falls through */\r\n case RenderPass.OpaqueGeneral:\r\n if (this._translucentOverrides && haveFeatureOverrides && !this._addTranslucentAsOpaque)\r\n this.getCommands(RenderPass.Translucent).push(command);\r\n break;\r\n }\r\n\r\n this.getCommands(pass).push(command);\r\n }\r\n\r\n public getCommands(pass: RenderPass): DrawCommands {\r\n let idx = pass as number;\r\n assert(idx < this._commands.length);\r\n if (idx >= this._commands.length)\r\n idx -= 1;\r\n\r\n return this._commands[idx];\r\n }\r\n\r\n public replaceCommands(pass: RenderPass, cmds: DrawCommands): void {\r\n const idx = pass as number;\r\n this._commands[idx].splice(0);\r\n this._commands[idx] = cmds;\r\n }\r\n\r\n public addHiliteBranch(branch: Branch, pass: RenderPass): void {\r\n this.pushAndPopBranchForPass(pass, branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addHiliteCommands(this, pass));\r\n });\r\n }\r\n\r\n public processLayers(container: LayerContainer): void {\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n if (RenderPass.None !== this._forcedRenderPass)\r\n return;\r\n\r\n this._forcedRenderPass = container.renderPass;\r\n this._layers.processLayers(container, () => container.graphic.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addLayerCommands(layer: Layer): void {\r\n if (this._addLayersAsNormalGraphics) {\r\n // GraphicsCollectorDrawArgs wants to collect graphics to project to a plane for masking.\r\n // It bypasses PlanProjectionTreeReference.createDrawArgs which would otherwise wrap the graphics in a LayerContainer.\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n this._forcedRenderPass = RenderPass.OpaqueGeneral;\r\n layer.graphic.addCommands(this);\r\n this._forcedRenderPass = RenderPass.None;\r\n return;\r\n }\r\n\r\n assert(this.isDrawingLayers);\r\n if (!this.isDrawingLayers)\r\n return;\r\n\r\n // Let the graphic add its commands. Afterward, pull them out and add them to the LayerCommands.\r\n this._layers.currentLayer = layer;\r\n layer.graphic.addCommands(this);\r\n\r\n const cmds = this.getCommands(this._forcedRenderPass);\r\n this._layers.addCommands(cmds);\r\n\r\n cmds.length = 0;\r\n this._layers.currentLayer = undefined;\r\n }\r\n\r\n public addHiliteLayerCommands(graphic: Graphic, pass: RenderPass): void {\r\n assert(this.isDrawingLayers || this._addLayersAsNormalGraphics);\r\n if (!this.isDrawingLayers && !this._addLayersAsNormalGraphics)\r\n return;\r\n\r\n const prevPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.None;\r\n\r\n graphic.addHiliteCommands(this, pass);\r\n\r\n this._forcedRenderPass = prevPass;\r\n }\r\n\r\n private getAnimationBranchState(branch: Branch): AnimationBranchState | undefined {\r\n const animId = branch.branch.animationId;\r\n return undefined !== animId ? this.target.animationBranches?.branchStates.get(animId) : undefined;\r\n }\r\n\r\n private pushAndPopBranchForPass(pass: RenderPass, branch: Branch, func: () => void): void {\r\n assert(!this.isDrawingLayers);\r\n\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n assert(RenderPass.None !== pass);\r\n\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n const cmds = this.getCommands(pass);\r\n const clip = animState?.clip as ClipVolume | undefined;\r\n const pushClip = undefined !== clip ? new PushClipCommand(clip) : undefined;\r\n if (pushClip)\r\n cmds.push(pushClip);\r\n\r\n const push = new PushBranchCommand(branch);\r\n cmds.push(push);\r\n\r\n func();\r\n\r\n this._stack.pop();\r\n if (cmds[cmds.length - 1] === push) {\r\n cmds.pop();\r\n if (pushClip)\r\n cmds.pop();\r\n } else {\r\n cmds.push(PopBranchCommand.instance);\r\n if (pushClip)\r\n cmds.push(PopClipCommand.instance);\r\n }\r\n }\r\n\r\n private pushAndPop(push: PushCommand, pop: PopCommand, func: () => void): void {\r\n if (this.isDrawingLayers) {\r\n this._commands[RenderPass.Hilite].push(push);\r\n this._layers.pushAndPop(push, pop, func);\r\n\r\n const cmds = this._commands[RenderPass.Hilite];\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n return;\r\n }\r\n\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n // Need to make sure the push command precedes any subsequent commands added to any render pass.\r\n for (const cmds of this._commands)\r\n cmds.push(push);\r\n } else {\r\n // May want to add hilite commands as well - add the push command to that pass.\r\n this._commands[this._forcedRenderPass].push(push);\r\n this._commands[RenderPass.Hilite].push(push);\r\n }\r\n\r\n func();\r\n\r\n // Remove push command from any passes that didn't receive any commands; add the pop command to any passes that did.\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n for (const cmds of this._commands) {\r\n assert(0 < cmds.length);\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n } else {\r\n assert(0 < this._commands[this._forcedRenderPass].length);\r\n assert(0 < this._commands[RenderPass.Hilite].length);\r\n\r\n let cmds = this._commands[this._forcedRenderPass];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n cmds = this._commands[RenderPass.Hilite];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n }\r\n\r\n public pushAndPopBranch(branch: Branch, func: () => void): void {\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n if (animState?.clip)\r\n this.pushAndPop(new PushClipCommand(animState.clip as ClipVolume), PopClipCommand.instance, () => this._pushAndPopBranch(branch, func));\r\n else\r\n this._pushAndPopBranch(branch, func);\r\n }\r\n\r\n private _pushAndPopBranch(branch: Branch, func: () => void): void {\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n this.pushAndPop(new PushBranchCommand(branch), PopBranchCommand.instance, func);\r\n\r\n this._stack.pop();\r\n }\r\n\r\n public pushAndPopState(state: BranchState, func: () => void): void {\r\n this._stack.pushState(state);\r\n this.pushAndPop(new PushStateCommand(state), PopBranchCommand.instance, func);\r\n this._stack.pop();\r\n }\r\n\r\n public clear(): void {\r\n assert(this._batchState.isEmpty);\r\n this._clearCommands();\r\n }\r\n\r\n private _clearCommands(): void {\r\n this._commands.forEach((cmds: DrawCommands) => { cmds.splice(0); });\r\n this._layers.clear();\r\n }\r\n\r\n public initForPickOverlays(sceneOverlays: GraphicList, overlayDecorations: GraphicList | undefined): void {\r\n this._clearCommands();\r\n\r\n this._addTranslucentAsOpaque = true;\r\n\r\n for (const sceneGf of sceneOverlays)\r\n (sceneGf as Graphic).addCommands(this);\r\n\r\n if (undefined !== overlayDecorations) {\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n for (const overlay of overlayDecorations) {\r\n const gf = overlay as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n });\r\n }\r\n\r\n this._addTranslucentAsOpaque = false;\r\n }\r\n\r\n public initForReadPixels(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n // Set flag to force translucent geometry to be put into the opaque pass.\r\n this._addTranslucentAsOpaque = true;\r\n\r\n // Add the scene graphics.\r\n this.addGraphics(gfx.foreground);\r\n\r\n // Also add any pickable decorations.\r\n if (undefined !== gfx.decorations)\r\n this.addPickableDecorations(gfx.decorations);\r\n\r\n // Also background map is pickable\r\n this.addBackgroundMapGraphics(gfx.background);\r\n\r\n this._addTranslucentAsOpaque = false;\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public initForRender(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n this.addGraphics(gfx.foreground);\r\n this.addBackgroundMapGraphics(gfx.background);\r\n this.addOverlayGraphics(gfx.overlays);\r\n\r\n const dynamics = gfx.dynamics;\r\n if (dynamics && dynamics.length > 0)\r\n this.addDecorations(dynamics);\r\n\r\n const dec = gfx.decorations;\r\n if (undefined !== dec) {\r\n this.addBackground(dec.viewBackground as Graphic);\r\n\r\n this.addSkyBox(dec.skyBox as Graphic);\r\n\r\n if (undefined !== dec.normal && 0 < dec.normal.length)\r\n this.addGraphics(dec.normal);\r\n\r\n if (undefined !== dec.world && 0 < dec.world.length)\r\n this.addWorldDecorations(dec.world);\r\n\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n if (undefined !== dec.viewOverlay && 0 < dec.viewOverlay.length)\r\n this.addDecorations(dec.viewOverlay, RenderPass.ViewOverlay);\r\n\r\n if (undefined !== dec.worldOverlay && 0 < dec.worldOverlay.length)\r\n this.addDecorations(dec.worldOverlay, RenderPass.WorldOverlay);\r\n });\r\n }\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public addPrimitive(prim: Primitive): void {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isGeometryOutsideActiveVolume(prim.cachedGeometry))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) { // See if we can cull this primitive.\r\n if (RenderPass.Classification === prim.getRenderPass(this.target)) {\r\n const geom = prim.cachedGeometry;\r\n geom.computeRange(this._scratchRange);\r\n let frustum = Frustum.fromRange(this._scratchRange, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const command = new PrimitiveCommand(prim);\r\n this.addPrimitiveCommand(command);\r\n\r\n if (RenderPass.None === this._forcedRenderPass && prim.isEdge) {\r\n const vf: ViewFlags = this.target.currentViewFlags;\r\n if (vf.renderMode !== RenderMode.Wireframe && vf.hiddenEdges)\r\n this.addPrimitiveCommand(command, RenderPass.HiddenEdge);\r\n }\r\n }\r\n\r\n public addBranch(branch: Branch): void {\r\n this.pushAndPopBranch(branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n });\r\n }\r\n\r\n public computeBatchHiliteRenderPass(batch: Batch): RenderPass {\r\n let pass = RenderPass.Hilite;\r\n if (batch.graphic instanceof MeshGraphic) {\r\n const mg = batch.graphic;\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (batch.graphic instanceof GraphicsArray) {\r\n const ga = batch.graphic;\r\n if (ga.graphics[0] instanceof MeshGraphic) {\r\n const mg = ga.graphics[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (ga.graphics[0] instanceof Branch) {\r\n const b = ga.graphics[0];\r\n if (b.branch.entries.length > 0 && b.branch.entries[0] instanceof MeshGraphic) {\r\n const mg = b.branch.entries[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n }\r\n }\r\n }\r\n return pass;\r\n }\r\n\r\n public addBatch(batch: Batch): void {\r\n if (batch.locateOnly && !this.target.isReadPixelsInProgress)\r\n return;\r\n\r\n // Batches (aka element tiles) should only draw during ordinary (translucent or opaque) passes.\r\n // They may draw during both, or neither.\r\n // NB: This is no longer true - pickable overlay decorations are defined as Batches. Problem?\r\n // assert(RenderPass.None === this._forcedRenderPass);\r\n assert(!this._opaqueOverrides && !this._translucentOverrides);\r\n assert(undefined === this._curBatch);\r\n\r\n // If all features are overridden to be invisible, draw no graphics in this batch\r\n const overrides = batch.getOverrides(this.target);\r\n if (overrides.allHidden)\r\n return;\r\n\r\n if (!batch.range.isNull) {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isRangeOutsideActiveVolume(batch.range))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) {\r\n let frustum = Frustum.fromRange(batch.range, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const classifier = this._stack.top.planarClassifier;\r\n\r\n this._batchState.push(batch, true);\r\n\r\n this.pushAndPop(new PushBatchCommand(batch), PopBatchCommand.instance, () => {\r\n if (this.currentViewFlags.transparency || overrides.anyViewIndependentTranslucent) {\r\n this._opaqueOverrides = overrides.anyOpaque;\r\n this._translucentOverrides = overrides.anyTranslucent;\r\n\r\n if (undefined !== classifier) {\r\n this._opaqueOverrides = this._opaqueOverrides || classifier.anyOpaque;\r\n this._translucentOverrides = this._translucentOverrides || classifier.anyTranslucent;\r\n }\r\n }\r\n\r\n // If we have an active volume classifier then force all batches for the reality data being classified into a special render pass.\r\n let savedForcedRenderPass = RenderPass.None;\r\n if (undefined !== this.target.activeVolumeClassifierModelId && batch.featureTable.modelId === this.target.activeVolumeClassifierModelId) {\r\n savedForcedRenderPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.VolumeClassifiedRealityData;\r\n }\r\n\r\n (batch.graphic as Graphic).addCommands(this);\r\n\r\n if (RenderPass.VolumeClassifiedRealityData === this._forcedRenderPass)\r\n this._forcedRenderPass = savedForcedRenderPass;\r\n\r\n // If the batch contains hilited features, need to render them in the hilite pass\r\n const anyHilited = overrides.anyHilited;\r\n const planarClassifierHilited = undefined !== classifier && classifier.anyHilited;\r\n if (anyHilited || planarClassifierHilited)\r\n (batch.graphic as Graphic).addHiliteCommands(this, planarClassifierHilited ? RenderPass.HilitePlanarClassification : this.computeBatchHiliteRenderPass(batch));\r\n\r\n });\r\n\r\n this._opaqueOverrides = this._translucentOverrides = false;\r\n this._batchState.pop();\r\n }\r\n\r\n // Define a culling frustum. Commands associated with Graphics whose ranges do not intersect the frustum will be skipped.\r\n public setCheckRange(frustum: Frustum) { this._frustumPlanes = new FrustumPlanes(frustum); }\r\n // Clear the culling frustum.\r\n public clearCheckRange(): void { this._frustumPlanes = undefined; }\r\n\r\n private setupClassificationByVolume(): void {\r\n // To make it easier to process the classifiers individually, set up a secondary command list for them where they\r\n // are each separated by their own pushes & pops so that they can easily be drawn individually. This now supports\r\n // nested branches and batches.\r\n const groupedCmds = this._commands[RenderPass.Classification];\r\n const byIndexCmds = this._commands[RenderPass.ClassificationByIndex];\r\n const pushCommands: DrawCommands = []; // will contain current set of pushes ahead of a primitive\r\n for (const cmd of groupedCmds) {\r\n switch (cmd.opcode) {\r\n case \"pushBranch\":\r\n case \"pushBatch\":\r\n case \"pushState\":\r\n pushCommands.push(cmd);\r\n break;\r\n case \"drawPrimitive\":\r\n for (const pushCmd of pushCommands) {\r\n byIndexCmds.push(pushCmd);\r\n }\r\n byIndexCmds.push(cmd);\r\n for (let i = pushCommands.length - 1; i >= 0; --i) {\r\n if (\"pushBatch\" === pushCommands[i].opcode)\r\n byIndexCmds.push(PopBatchCommand.instance);\r\n else // should be eith pushBranch or pushState opcode\r\n byIndexCmds.push(PopBranchCommand.instance);\r\n }\r\n break;\r\n case \"popBatch\":\r\n case \"popBranch\":\r\n pushCommands.pop();\r\n break;\r\n }\r\n }\r\n }\r\n\r\n public dump(): Array<{ name: string, count: number }> {\r\n const dump = [\r\n { name: \"Primitives\", count: 0 },\r\n { name: \"Batches\", count: 0 },\r\n { name: \"Branches\", count: 0 },\r\n ];\r\n\r\n for (const cmds of this._commands) {\r\n for (const cmd of cmds) {\r\n let index;\r\n switch (cmd.opcode) {\r\n case \"drawPrimitive\": index = 0; break;\r\n case \"pushBatch\": index = 1; break;\r\n case \"pushBranch\": index = 2; break;\r\n default: continue;\r\n }\r\n\r\n dump[index].count++;\r\n }\r\n }\r\n\r\n return dump;\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Range3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, FrustumPlanes, RenderMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { Decorations } from \"../Decorations\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\r\nimport { AnimationBranchState } from \"../GraphicBranch\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport {\r\n DrawCommands, PopBatchCommand, PopBranchCommand, PopClipCommand, PopCommand, PrimitiveCommand, PushBatchCommand,\r\n PushBranchCommand, PushClipCommand, PushCommand, PushStateCommand,\r\n} from \"./DrawCommand\";\r\nimport { Batch, Branch, Graphic, GraphicsArray } from \"./Graphic\";\r\nimport { Layer, LayerContainer } from \"./Layer\";\r\nimport { LayerCommandLists } from \"./LayerCommands\";\r\nimport { MeshGraphic } from \"./Mesh\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { CompositeFlags, Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { TargetGraphics } from \"./TargetGraphics\";\r\nimport { Target } from \"./Target\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\n\r\n/** A list of DrawCommands to be rendered, ordered by render pass.\r\n * @internal\r\n */\r\nexport class RenderCommands implements Iterable<DrawCommands> {\r\n private _frustumPlanes?: FrustumPlanes;\r\n private readonly _scratchFrustum = new Frustum();\r\n private readonly _scratchRange = new Range3d();\r\n private readonly _commands = new Array<DrawCommands>(RenderPass.COUNT);\r\n private _target: Target;\r\n private _stack: BranchStack; // refers to the Target's BranchStack\r\n private _batchState: BatchState; // refers to the Target's BatchState\r\n private _forcedRenderPass: RenderPass = RenderPass.None;\r\n private _addLayersAsNormalGraphics = false;\r\n private _opaqueOverrides = false;\r\n private _translucentOverrides = false;\r\n private _addTranslucentAsOpaque = false; // true when rendering for _ReadPixels to force translucent items to be drawn in opaque pass.\r\n private readonly _layers: LayerCommandLists;\r\n\r\n public get target(): Target { return this._target; }\r\n\r\n public [Symbol.iterator](): Iterator<DrawCommands> {\r\n return this._commands[Symbol.iterator]();\r\n }\r\n\r\n public get isEmpty(): boolean {\r\n for (const commands of this._commands)\r\n if (0 < commands.length)\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n public get isDrawingLayers() {\r\n switch (this._forcedRenderPass) {\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n public get currentViewFlags(): ViewFlags { return this._stack.top.viewFlags; }\r\n public get compositeFlags(): CompositeFlags {\r\n let flags = CompositeFlags.None;\r\n if (this.hasCommands(RenderPass.Translucent))\r\n flags |= CompositeFlags.Translucent;\r\n\r\n if (this.hasCommands(RenderPass.Hilite) || this.hasCommands(RenderPass.HiliteClassification) || this.hasCommands(RenderPass.HilitePlanarClassification))\r\n flags |= CompositeFlags.Hilite;\r\n\r\n if (this.target.wantAmbientOcclusion)\r\n flags |= CompositeFlags.AmbientOcclusion;\r\n\r\n return flags;\r\n }\r\n\r\n private get _curBatch(): Batch | undefined { return this._batchState.currentBatch; }\r\n\r\n public hasCommands(pass: RenderPass): boolean { return 0 !== this.getCommands(pass).length; }\r\n public isOpaquePass(pass: RenderPass): boolean { return pass >= RenderPass.OpaqueLinear && pass <= RenderPass.OpaqueGeneral; }\r\n\r\n constructor(target: Target, stack: BranchStack, batchState: BatchState) {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this._layers = new LayerCommandLists(this);\r\n\r\n for (let i = 0; i < RenderPass.COUNT; ++i)\r\n this._commands[i] = [];\r\n }\r\n\r\n public reset(target: Target, stack: BranchStack, batchState: BatchState): void {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this.clear();\r\n }\r\n\r\n public collectGraphicsForPlanarProjection(scene: GraphicList): void {\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n assert(!this._addLayersAsNormalGraphics);\r\n\r\n this._addLayersAsNormalGraphics = true;\r\n this.addGraphics(scene);\r\n this._addLayersAsNormalGraphics = false;\r\n }\r\n\r\n public addGraphics(scene: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n scene.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n /** Add backgroundMap graphics to their own render pass. */\r\n public addBackgroundMapGraphics(backgroundMapGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.BackgroundMap;\r\n backgroundMapGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n /** Add overlay graphics to the world overlay pass */\r\n public addOverlayGraphics(overlayGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.WorldOverlay;\r\n overlayGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addDecorations(dec: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n for (const entry of dec) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addWorldDecorations(decs: GraphicList): void {\r\n const world = this.target.getWorldDecorations(decs);\r\n this.pushAndPopBranch(world, () => {\r\n for (const entry of world.branch.entries) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n\r\n private addPickableDecorations(decs: Decorations): void {\r\n if (undefined !== decs.normal) {\r\n for (const normal of decs.normal) {\r\n const gf = normal as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n }\r\n\r\n if (undefined !== decs.world) {\r\n const world = this.target.getWorldDecorations(decs.world);\r\n this.pushAndPopBranch(world, () => {\r\n for (const gf of world.branch.entries) {\r\n if ((gf as Graphic).isPickable)\r\n (gf as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n }\r\n\r\n public addBackground(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.Background;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addSkyBox(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.SkyBox;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addPrimitiveCommand(command: PrimitiveCommand, pass?: Pass): void {\r\n if (undefined === pass)\r\n pass = command.getPass(this.target);\r\n\r\n if (\"none\" === pass) // Edges will return none if they don't want to draw at all (edges not turned on).\r\n return;\r\n\r\n if (RenderPass.None !== this._forcedRenderPass) {\r\n // Add the command to the forced render pass (background).\r\n this.getCommands(this._forcedRenderPass).push(command);\r\n return;\r\n }\r\n\r\n if (!command.hasFeatures) {\r\n // Draw in general opaque pass so they are not in pick data.\r\n switch (pass) {\r\n case \"opaque-linear\":\r\n case \"opaque-planar\":\r\n pass = \"opaque\";\r\n break;\r\n case \"opaque-planar-translucent\":\r\n pass = \"opaque-translucent\";\r\n break;\r\n }\r\n }\r\n\r\n const haveFeatureOverrides = (this._opaqueOverrides || this._translucentOverrides) && command.opcode && command.hasFeatures;\r\n\r\n if (Pass.rendersTranslucent(pass) && this._addTranslucentAsOpaque) {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n pass = \"opaque-planar\";\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n pass = \"opaque\";\r\n break;\r\n default:\r\n pass = \"opaque-linear\";\r\n break;\r\n }\r\n }\r\n\r\n const isDoublePass = Pass.rendersOpaqueAndTranslucent(pass);\r\n const renderTranslucentDuringOpaque = isDoublePass || (this._opaqueOverrides && haveFeatureOverrides);\r\n if (renderTranslucentDuringOpaque && Pass.rendersTranslucent(pass) && !command.primitive.cachedGeometry.alwaysRenderTranslucent) {\r\n let opaquePass: RenderPass;\r\n if (Pass.rendersOpaqueAndTranslucent(pass)) {\r\n opaquePass = Pass.toOpaquePass(pass);\r\n } else {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n opaquePass = RenderPass.OpaquePlanar;\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n opaquePass = RenderPass.OpaqueGeneral;\r\n break;\r\n default:\r\n opaquePass = RenderPass.OpaqueLinear;\r\n break;\r\n }\r\n }\r\n\r\n this.getCommands(opaquePass).push(command);\r\n }\r\n\r\n const renderOpaqueDuringTranslucent = isDoublePass || (this._translucentOverrides && haveFeatureOverrides);\r\n if (renderOpaqueDuringTranslucent && Pass.rendersOpaque(pass) && !this._addTranslucentAsOpaque)\r\n this.getCommands(RenderPass.Translucent).push(command);\r\n\r\n if (!Pass.rendersOpaqueAndTranslucent(pass))\r\n this.getCommands(Pass.toRenderPass(pass)).push(command);\r\n }\r\n\r\n public getCommands(pass: RenderPass): DrawCommands {\r\n let idx = pass as number;\r\n assert(idx < this._commands.length);\r\n if (idx >= this._commands.length)\r\n idx -= 1;\r\n\r\n return this._commands[idx];\r\n }\r\n\r\n public replaceCommands(pass: RenderPass, cmds: DrawCommands): void {\r\n const idx = pass as number;\r\n this._commands[idx].splice(0);\r\n this._commands[idx] = cmds;\r\n }\r\n\r\n public addHiliteBranch(branch: Branch, pass: RenderPass): void {\r\n this.pushAndPopBranchForPass(pass, branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addHiliteCommands(this, pass));\r\n });\r\n }\r\n\r\n public processLayers(container: LayerContainer): void {\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n if (RenderPass.None !== this._forcedRenderPass)\r\n return;\r\n\r\n this._forcedRenderPass = container.renderPass;\r\n this._layers.processLayers(container, () => container.graphic.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addLayerCommands(layer: Layer): void {\r\n if (this._addLayersAsNormalGraphics) {\r\n // GraphicsCollectorDrawArgs wants to collect graphics to project to a plane for masking.\r\n // It bypasses PlanProjectionTreeReference.createDrawArgs which would otherwise wrap the graphics in a LayerContainer.\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n this._forcedRenderPass = RenderPass.OpaqueGeneral;\r\n layer.graphic.addCommands(this);\r\n this._forcedRenderPass = RenderPass.None;\r\n return;\r\n }\r\n\r\n assert(this.isDrawingLayers);\r\n if (!this.isDrawingLayers)\r\n return;\r\n\r\n // Let the graphic add its commands. Afterward, pull them out and add them to the LayerCommands.\r\n this._layers.currentLayer = layer;\r\n layer.graphic.addCommands(this);\r\n\r\n const cmds = this.getCommands(this._forcedRenderPass);\r\n this._layers.addCommands(cmds);\r\n\r\n cmds.length = 0;\r\n this._layers.currentLayer = undefined;\r\n }\r\n\r\n public addHiliteLayerCommands(graphic: Graphic, pass: RenderPass): void {\r\n assert(this.isDrawingLayers || this._addLayersAsNormalGraphics);\r\n if (!this.isDrawingLayers && !this._addLayersAsNormalGraphics)\r\n return;\r\n\r\n const prevPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.None;\r\n\r\n graphic.addHiliteCommands(this, pass);\r\n\r\n this._forcedRenderPass = prevPass;\r\n }\r\n\r\n private getAnimationBranchState(branch: Branch): AnimationBranchState | undefined {\r\n const animId = branch.branch.animationId;\r\n return undefined !== animId ? this.target.animationBranches?.branchStates.get(animId) : undefined;\r\n }\r\n\r\n private pushAndPopBranchForPass(pass: RenderPass, branch: Branch, func: () => void): void {\r\n assert(!this.isDrawingLayers);\r\n\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n assert(RenderPass.None !== pass);\r\n\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n const cmds = this.getCommands(pass);\r\n const clip = animState?.clip as ClipVolume | undefined;\r\n const pushClip = undefined !== clip ? new PushClipCommand(clip) : undefined;\r\n if (pushClip)\r\n cmds.push(pushClip);\r\n\r\n const push = new PushBranchCommand(branch);\r\n cmds.push(push);\r\n\r\n func();\r\n\r\n this._stack.pop();\r\n if (cmds[cmds.length - 1] === push) {\r\n cmds.pop();\r\n if (pushClip)\r\n cmds.pop();\r\n } else {\r\n cmds.push(PopBranchCommand.instance);\r\n if (pushClip)\r\n cmds.push(PopClipCommand.instance);\r\n }\r\n }\r\n\r\n private pushAndPop(push: PushCommand, pop: PopCommand, func: () => void): void {\r\n if (this.isDrawingLayers) {\r\n this._commands[RenderPass.Hilite].push(push);\r\n this._layers.pushAndPop(push, pop, func);\r\n\r\n const cmds = this._commands[RenderPass.Hilite];\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n return;\r\n }\r\n\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n // Need to make sure the push command precedes any subsequent commands added to any render pass.\r\n for (const cmds of this._commands)\r\n cmds.push(push);\r\n } else {\r\n // May want to add hilite commands as well - add the push command to that pass.\r\n this._commands[this._forcedRenderPass].push(push);\r\n this._commands[RenderPass.Hilite].push(push);\r\n }\r\n\r\n func();\r\n\r\n // Remove push command from any passes that didn't receive any commands; add the pop command to any passes that did.\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n for (const cmds of this._commands) {\r\n assert(0 < cmds.length);\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n } else {\r\n assert(0 < this._commands[this._forcedRenderPass].length);\r\n assert(0 < this._commands[RenderPass.Hilite].length);\r\n\r\n let cmds = this._commands[this._forcedRenderPass];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n cmds = this._commands[RenderPass.Hilite];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n }\r\n\r\n public pushAndPopBranch(branch: Branch, func: () => void): void {\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n if (animState?.clip)\r\n this.pushAndPop(new PushClipCommand(animState.clip as ClipVolume), PopClipCommand.instance, () => this._pushAndPopBranch(branch, func));\r\n else\r\n this._pushAndPopBranch(branch, func);\r\n }\r\n\r\n private _pushAndPopBranch(branch: Branch, func: () => void): void {\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n this.pushAndPop(new PushBranchCommand(branch), PopBranchCommand.instance, func);\r\n\r\n this._stack.pop();\r\n }\r\n\r\n public pushAndPopState(state: BranchState, func: () => void): void {\r\n this._stack.pushState(state);\r\n this.pushAndPop(new PushStateCommand(state), PopBranchCommand.instance, func);\r\n this._stack.pop();\r\n }\r\n\r\n public clear(): void {\r\n assert(this._batchState.isEmpty);\r\n this._clearCommands();\r\n }\r\n\r\n private _clearCommands(): void {\r\n this._commands.forEach((cmds: DrawCommands) => { cmds.splice(0); });\r\n this._layers.clear();\r\n }\r\n\r\n public initForPickOverlays(sceneOverlays: GraphicList, overlayDecorations: GraphicList | undefined): void {\r\n this._clearCommands();\r\n\r\n this._addTranslucentAsOpaque = true;\r\n\r\n for (const sceneGf of sceneOverlays)\r\n (sceneGf as Graphic).addCommands(this);\r\n\r\n if (undefined !== overlayDecorations) {\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n for (const overlay of overlayDecorations) {\r\n const gf = overlay as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n });\r\n }\r\n\r\n this._addTranslucentAsOpaque = false;\r\n }\r\n\r\n public initForReadPixels(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n // Set flag to force translucent geometry to be put into the opaque pass.\r\n this._addTranslucentAsOpaque = true;\r\n\r\n // Add the scene graphics.\r\n this.addGraphics(gfx.foreground);\r\n\r\n // Also add any pickable decorations.\r\n if (undefined !== gfx.decorations)\r\n this.addPickableDecorations(gfx.decorations);\r\n\r\n // Also background map is pickable\r\n this.addBackgroundMapGraphics(gfx.background);\r\n\r\n this._addTranslucentAsOpaque = false;\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public initForRender(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n this.addGraphics(gfx.foreground);\r\n this.addBackgroundMapGraphics(gfx.background);\r\n this.addOverlayGraphics(gfx.overlays);\r\n\r\n const dynamics = gfx.dynamics;\r\n if (dynamics && dynamics.length > 0)\r\n this.addDecorations(dynamics);\r\n\r\n const dec = gfx.decorations;\r\n if (undefined !== dec) {\r\n this.addBackground(dec.viewBackground as Graphic);\r\n\r\n this.addSkyBox(dec.skyBox as Graphic);\r\n\r\n if (undefined !== dec.normal && 0 < dec.normal.length)\r\n this.addGraphics(dec.normal);\r\n\r\n if (undefined !== dec.world && 0 < dec.world.length)\r\n this.addWorldDecorations(dec.world);\r\n\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n if (undefined !== dec.viewOverlay && 0 < dec.viewOverlay.length)\r\n this.addDecorations(dec.viewOverlay, RenderPass.ViewOverlay);\r\n\r\n if (undefined !== dec.worldOverlay && 0 < dec.worldOverlay.length)\r\n this.addDecorations(dec.worldOverlay, RenderPass.WorldOverlay);\r\n });\r\n }\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public addPrimitive(prim: Primitive): void {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isGeometryOutsideActiveVolume(prim.cachedGeometry))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) { // See if we can cull this primitive.\r\n if (\"classification\" === prim.getPass(this.target)) {\r\n const geom = prim.cachedGeometry;\r\n geom.computeRange(this._scratchRange);\r\n let frustum = Frustum.fromRange(this._scratchRange, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const command = new PrimitiveCommand(prim);\r\n this.addPrimitiveCommand(command);\r\n\r\n if (RenderPass.None === this._forcedRenderPass && prim.isEdge) {\r\n const vf: ViewFlags = this.target.currentViewFlags;\r\n if (vf.renderMode !== RenderMode.Wireframe && vf.hiddenEdges)\r\n this.getCommands(RenderPass.HiddenEdge).push(command);\r\n }\r\n }\r\n\r\n public addBranch(branch: Branch): void {\r\n this.pushAndPopBranch(branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n });\r\n }\r\n\r\n public computeBatchHiliteRenderPass(batch: Batch): RenderPass {\r\n let pass = RenderPass.Hilite;\r\n if (batch.graphic instanceof MeshGraphic) {\r\n const mg = batch.graphic;\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (batch.graphic instanceof GraphicsArray) {\r\n const ga = batch.graphic;\r\n if (ga.graphics[0] instanceof MeshGraphic) {\r\n const mg = ga.graphics[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (ga.graphics[0] instanceof Branch) {\r\n const b = ga.graphics[0];\r\n if (b.branch.entries.length > 0 && b.branch.entries[0] instanceof MeshGraphic) {\r\n const mg = b.branch.entries[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n }\r\n }\r\n }\r\n return pass;\r\n }\r\n\r\n public addBatch(batch: Batch): void {\r\n if (batch.locateOnly && !this.target.isReadPixelsInProgress)\r\n return;\r\n\r\n // Batches (aka element tiles) should only draw during ordinary (translucent or opaque) passes.\r\n // They may draw during both, or neither.\r\n // NB: This is no longer true - pickable overlay decorations are defined as Batches. Problem?\r\n // assert(RenderPass.None === this._forcedRenderPass);\r\n assert(!this._opaqueOverrides && !this._translucentOverrides);\r\n assert(undefined === this._curBatch);\r\n\r\n // If all features are overridden to be invisible, draw no graphics in this batch\r\n const overrides = batch.getOverrides(this.target);\r\n if (overrides.allHidden)\r\n return;\r\n\r\n if (!batch.range.isNull) {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isRangeOutsideActiveVolume(batch.range))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) {\r\n let frustum = Frustum.fromRange(batch.range, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const classifier = this._stack.top.planarClassifier;\r\n\r\n this._batchState.push(batch, true);\r\n\r\n this.pushAndPop(new PushBatchCommand(batch), PopBatchCommand.instance, () => {\r\n if (this.currentViewFlags.transparency || overrides.anyViewIndependentTranslucent) {\r\n this._opaqueOverrides = overrides.anyOpaque;\r\n this._translucentOverrides = overrides.anyTranslucent;\r\n\r\n if (undefined !== classifier) {\r\n this._opaqueOverrides = this._opaqueOverrides || classifier.anyOpaque;\r\n this._translucentOverrides = this._translucentOverrides || classifier.anyTranslucent;\r\n }\r\n }\r\n\r\n // If we have an active volume classifier then force all batches for the reality data being classified into a special render pass.\r\n let savedForcedRenderPass = RenderPass.None;\r\n if (undefined !== this.target.activeVolumeClassifierModelId && batch.featureTable.modelId === this.target.activeVolumeClassifierModelId) {\r\n savedForcedRenderPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.VolumeClassifiedRealityData;\r\n }\r\n\r\n (batch.graphic as Graphic).addCommands(this);\r\n\r\n if (RenderPass.VolumeClassifiedRealityData === this._forcedRenderPass)\r\n this._forcedRenderPass = savedForcedRenderPass;\r\n\r\n // If the batch contains hilited features, need to render them in the hilite pass\r\n const anyHilited = overrides.anyHilited;\r\n const planarClassifierHilited = undefined !== classifier && classifier.anyHilited;\r\n if (anyHilited || planarClassifierHilited)\r\n (batch.graphic as Graphic).addHiliteCommands(this, planarClassifierHilited ? RenderPass.HilitePlanarClassification : this.computeBatchHiliteRenderPass(batch));\r\n\r\n });\r\n\r\n this._opaqueOverrides = this._translucentOverrides = false;\r\n this._batchState.pop();\r\n }\r\n\r\n // Define a culling frustum. Commands associated with Graphics whose ranges do not intersect the frustum will be skipped.\r\n public setCheckRange(frustum: Frustum) { this._frustumPlanes = new FrustumPlanes(frustum); }\r\n // Clear the culling frustum.\r\n public clearCheckRange(): void { this._frustumPlanes = undefined; }\r\n\r\n private setupClassificationByVolume(): void {\r\n // To make it easier to process the classifiers individually, set up a secondary command list for them where they\r\n // are each separated by their own pushes & pops so that they can easily be drawn individually. This now supports\r\n // nested branches and batches.\r\n const groupedCmds = this._commands[RenderPass.Classification];\r\n const byIndexCmds = this._commands[RenderPass.ClassificationByIndex];\r\n const pushCommands: DrawCommands = []; // will contain current set of pushes ahead of a primitive\r\n for (const cmd of groupedCmds) {\r\n switch (cmd.opcode) {\r\n case \"pushBranch\":\r\n case \"pushBatch\":\r\n case \"pushState\":\r\n pushCommands.push(cmd);\r\n break;\r\n case \"drawPrimitive\":\r\n for (const pushCmd of pushCommands) {\r\n byIndexCmds.push(pushCmd);\r\n }\r\n byIndexCmds.push(cmd);\r\n for (let i = pushCommands.length - 1; i >= 0; --i) {\r\n if (\"pushBatch\" === pushCommands[i].opcode)\r\n byIndexCmds.push(PopBatchCommand.instance);\r\n else // should be eith pushBranch or pushState opcode\r\n byIndexCmds.push(PopBranchCommand.instance);\r\n }\r\n break;\r\n case \"popBatch\":\r\n case \"popBranch\":\r\n pushCommands.pop();\r\n break;\r\n }\r\n }\r\n }\r\n\r\n public dump(): Array<{ name: string, count: number }> {\r\n const dump = [\r\n { name: \"Primitives\", count: 0 },\r\n { name: \"Batches\", count: 0 },\r\n { name: \"Branches\", count: 0 },\r\n ];\r\n\r\n for (const cmds of this._commands) {\r\n for (const cmd of cmds) {\r\n let index;\r\n switch (cmd.opcode) {\r\n case \"drawPrimitive\": index = 0; break;\r\n case \"pushBatch\": index = 1; break;\r\n case \"pushBranch\": index = 2; break;\r\n default: continue;\r\n }\r\n\r\n dump[index].count++;\r\n }\r\n }\r\n\r\n return dump;\r\n }\r\n}\r\n"]}
@@ -2,6 +2,8 @@
2
2
  * @module WebGL
3
3
  */
4
4
  /** Ordered list of render passes which produce a rendered frame.
5
+ * [[RenderCommands]] organizes its [[DrawCommands]] into a list indexed by RenderPass.
6
+ * @see [[Pass]] for the type from which the RenderPass for a [[Primitive]] is derived.
5
7
  * @internal
6
8
  */
7
9
  export declare const enum RenderPass {
@@ -28,6 +30,31 @@ export declare const enum RenderPass {
28
30
  VolumeClassifiedRealityData = 19,
29
31
  COUNT = 20
30
32
  }
33
+ /** Describes the [[RenderPass]]es in which a [[Primitive]] wants to be rendered.
34
+ * Generally, each Pass corresponds to a single RenderPass. However a couple of passes specify that the primitive should be rendered
35
+ * twice, in two different render passes.
36
+ * [[RenderCommands.addPrimitive]] may ignore the requested Pass. For example, edges typically draw in RenderPass.OpaqueLinear, but
37
+ * may also draw in RenderPass.HiddenEdge; and translucent geometry may sometimes be rendered in an opaque render pass instead.
38
+ * @see [[CachedGeometry.getPass]].
39
+ * @internal
40
+ */
41
+ export declare type Pass = "skybox" | // SkyBox
42
+ "opaque" | // OpaqueGeneral
43
+ "opaque-linear" | // OpaqueLinear
44
+ "opaque-planar" | // OpaquePlanar
45
+ "translucent" | // Translucent
46
+ "view-overlay" | // ViewOverlay
47
+ "classification" | // Classification
48
+ "none" | // None
49
+ "opaque-translucent" | // OpaqueGeneral and Translucent
50
+ "opaque-planar-translucent";
51
+ /** [[Pass]]es that map to two [[RenderPass]]es.
52
+ * @internal
53
+ */
54
+ export declare type DoublePass = "opaque-translucent" | "opaque-planar-translucent";
55
+ /** [[Pass]]es that map to a single [[RenderPass]].
56
+ * @internal */
57
+ export declare type SinglePass = Exclude<Pass, DoublePass>;
31
58
  /** Describes the type of geometry rendered by a ShaderProgram.
32
59
  * @internal
33
60
  */
@@ -36,6 +63,22 @@ export declare const enum GeometryType {
36
63
  IndexedPoints = 1,
37
64
  ArrayedPoints = 2
38
65
  }
66
+ /** @internal */
67
+ export declare namespace Pass {
68
+ /** Return the RenderPass corresponding to the specified Pass. */
69
+ function toRenderPass(pass: SinglePass): RenderPass;
70
+ /** Return true if the specified Pass renders during RenderPass.Translucent.
71
+ * @note It is possible for both [[rendersTranslucent]] and [[rendersOpaque]] to return true (or false) for a given Pass.
72
+ */
73
+ function rendersTranslucent(pass: Pass): boolean;
74
+ /** Return true if the specified Pass renders during one of the opaque RenderPasses.
75
+ * @note It is possible for both [[rendersTranslucent]] and [[rendersOpaque]] to return true for a given Pass.
76
+ */
77
+ function rendersOpaque(pass: Pass): boolean;
78
+ /** Return true if the specified Pass renders both during RenderPass.Translucent and one of the opaque RenderPasses. */
79
+ function rendersOpaqueAndTranslucent(pass: Pass): pass is DoublePass;
80
+ function toOpaquePass(pass: DoublePass): RenderPass;
81
+ }
39
82
  /** Reserved texture units for specific sampler variables, to avoid conflicts between shader components which each have their own textures.
40
83
  * WebGL 1 guarantees a minimum of 8 vertex texture units, and iOS provides no more than that.
41
84
  * WebGL 2 guarantees a minimum of 15 vertex texture units.
@@ -1 +1 @@
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