@itwin/core-frontend 3.0.0-dev.94 → 3.0.0-extension.0

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 (131) hide show
  1. package/lib/cjs/GeoServices.d.ts +4 -4
  2. package/lib/cjs/GeoServices.d.ts.map +1 -1
  3. package/lib/cjs/GeoServices.js +17 -14
  4. package/lib/cjs/GeoServices.js.map +1 -1
  5. package/lib/cjs/IModelApp.d.ts +7 -1
  6. package/lib/cjs/IModelApp.d.ts.map +1 -1
  7. package/lib/cjs/IModelApp.js +10 -2
  8. package/lib/cjs/IModelApp.js.map +1 -1
  9. package/lib/cjs/SheetViewState.js +1 -1
  10. package/lib/cjs/SheetViewState.js.map +1 -1
  11. package/lib/cjs/ViewCreator3d.d.ts +1 -1
  12. package/lib/cjs/ViewCreator3d.d.ts.map +1 -1
  13. package/lib/cjs/ViewCreator3d.js +1 -1
  14. package/lib/cjs/ViewCreator3d.js.map +1 -1
  15. package/lib/cjs/ViewState.d.ts +0 -2
  16. package/lib/cjs/ViewState.d.ts.map +1 -1
  17. package/lib/cjs/ViewState.js +9 -9
  18. package/lib/cjs/ViewState.js.map +1 -1
  19. package/lib/cjs/Viewport.d.ts.map +1 -1
  20. package/lib/cjs/Viewport.js +6 -4
  21. package/lib/cjs/Viewport.js.map +1 -1
  22. package/lib/cjs/core-frontend.d.ts +7 -6
  23. package/lib/cjs/core-frontend.d.ts.map +1 -1
  24. package/lib/cjs/core-frontend.js +7 -6
  25. package/lib/cjs/core-frontend.js.map +1 -1
  26. package/lib/cjs/extension/Extension.d.ts +39 -0
  27. package/lib/cjs/extension/Extension.d.ts.map +1 -0
  28. package/lib/cjs/extension/Extension.js +39 -0
  29. package/lib/cjs/extension/Extension.js.map +1 -0
  30. package/lib/cjs/extension/ExtensionAdmin.d.ts +70 -0
  31. package/lib/cjs/extension/ExtensionAdmin.d.ts.map +1 -0
  32. package/lib/cjs/extension/ExtensionAdmin.js +105 -0
  33. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -0
  34. package/lib/cjs/extension/ExtensionHost.d.ts +20 -0
  35. package/lib/cjs/extension/ExtensionHost.d.ts.map +1 -0
  36. package/lib/cjs/extension/ExtensionHost.js +19 -0
  37. package/lib/cjs/extension/ExtensionHost.js.map +1 -0
  38. package/lib/cjs/extension/ExtensionImpl.d.ts +16 -0
  39. package/lib/cjs/extension/ExtensionImpl.d.ts.map +1 -0
  40. package/lib/cjs/extension/ExtensionImpl.js +40 -0
  41. package/lib/cjs/extension/ExtensionImpl.js.map +1 -0
  42. package/lib/cjs/extension/ExtensionLoader.d.ts +20 -0
  43. package/lib/cjs/extension/ExtensionLoader.d.ts.map +1 -0
  44. package/lib/cjs/extension/ExtensionLoader.js +11 -0
  45. package/lib/cjs/extension/ExtensionLoader.js.map +1 -0
  46. package/lib/cjs/extension/ExtensionRuntime.d.ts +2 -0
  47. package/lib/cjs/extension/ExtensionRuntime.d.ts.map +1 -0
  48. package/lib/cjs/extension/ExtensionRuntime.js +60 -0
  49. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -0
  50. package/lib/cjs/extension/extensions.d.ts +18 -0
  51. package/lib/cjs/extension/extensions.d.ts.map +1 -0
  52. package/lib/cjs/extension/extensions.js +35 -0
  53. package/lib/cjs/extension/extensions.js.map +1 -0
  54. package/lib/cjs/render/webgl/SceneCompositor.js +1 -1
  55. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  56. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  57. package/lib/cjs/render/webgl/Target.js +11 -1
  58. package/lib/cjs/render/webgl/Target.js.map +1 -1
  59. package/lib/cjs/render/webgl/Technique.js +1 -1
  60. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  61. package/lib/cjs/tile/TileDrawArgs.js +2 -2
  62. package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
  63. package/lib/cjs/tools/ViewTool.d.ts.map +1 -1
  64. package/lib/cjs/tools/ViewTool.js +8 -9
  65. package/lib/cjs/tools/ViewTool.js.map +1 -1
  66. package/lib/esm/GeoServices.d.ts +4 -4
  67. package/lib/esm/GeoServices.d.ts.map +1 -1
  68. package/lib/esm/GeoServices.js +17 -14
  69. package/lib/esm/GeoServices.js.map +1 -1
  70. package/lib/esm/IModelApp.d.ts +7 -1
  71. package/lib/esm/IModelApp.d.ts.map +1 -1
  72. package/lib/esm/IModelApp.js +10 -2
  73. package/lib/esm/IModelApp.js.map +1 -1
  74. package/lib/esm/SheetViewState.js +1 -1
  75. package/lib/esm/SheetViewState.js.map +1 -1
  76. package/lib/esm/ViewCreator3d.d.ts +1 -1
  77. package/lib/esm/ViewCreator3d.d.ts.map +1 -1
  78. package/lib/esm/ViewCreator3d.js +1 -1
  79. package/lib/esm/ViewCreator3d.js.map +1 -1
  80. package/lib/esm/ViewState.d.ts +0 -2
  81. package/lib/esm/ViewState.d.ts.map +1 -1
  82. package/lib/esm/ViewState.js +9 -9
  83. package/lib/esm/ViewState.js.map +1 -1
  84. package/lib/esm/Viewport.d.ts.map +1 -1
  85. package/lib/esm/Viewport.js +6 -4
  86. package/lib/esm/Viewport.js.map +1 -1
  87. package/lib/esm/core-frontend.d.ts +7 -6
  88. package/lib/esm/core-frontend.d.ts.map +1 -1
  89. package/lib/esm/core-frontend.js +7 -6
  90. package/lib/esm/core-frontend.js.map +1 -1
  91. package/lib/esm/extension/Extension.d.ts +39 -0
  92. package/lib/esm/extension/Extension.d.ts.map +1 -0
  93. package/lib/esm/extension/Extension.js +38 -0
  94. package/lib/esm/extension/Extension.js.map +1 -0
  95. package/lib/esm/extension/ExtensionAdmin.d.ts +70 -0
  96. package/lib/esm/extension/ExtensionAdmin.d.ts.map +1 -0
  97. package/lib/esm/extension/ExtensionAdmin.js +101 -0
  98. package/lib/esm/extension/ExtensionAdmin.js.map +1 -0
  99. package/lib/esm/extension/ExtensionHost.d.ts +20 -0
  100. package/lib/esm/extension/ExtensionHost.d.ts.map +1 -0
  101. package/lib/esm/extension/ExtensionHost.js +15 -0
  102. package/lib/esm/extension/ExtensionHost.js.map +1 -0
  103. package/lib/esm/extension/ExtensionImpl.d.ts +16 -0
  104. package/lib/esm/extension/ExtensionImpl.d.ts.map +1 -0
  105. package/lib/esm/extension/ExtensionImpl.js +35 -0
  106. package/lib/esm/extension/ExtensionImpl.js.map +1 -0
  107. package/lib/esm/extension/ExtensionLoader.d.ts +20 -0
  108. package/lib/esm/extension/ExtensionLoader.d.ts.map +1 -0
  109. package/lib/esm/extension/ExtensionLoader.js +10 -0
  110. package/lib/esm/extension/ExtensionLoader.js.map +1 -0
  111. package/lib/esm/extension/ExtensionRuntime.d.ts +2 -0
  112. package/lib/esm/extension/ExtensionRuntime.d.ts.map +1 -0
  113. package/lib/esm/extension/ExtensionRuntime.js +58 -0
  114. package/lib/esm/extension/ExtensionRuntime.js.map +1 -0
  115. package/lib/esm/extension/extensions.d.ts +18 -0
  116. package/lib/esm/extension/extensions.d.ts.map +1 -0
  117. package/lib/esm/extension/extensions.js +23 -0
  118. package/lib/esm/extension/extensions.js.map +1 -0
  119. package/lib/esm/render/webgl/SceneCompositor.js +1 -1
  120. package/lib/esm/render/webgl/SceneCompositor.js.map +1 -1
  121. package/lib/esm/render/webgl/Target.d.ts.map +1 -1
  122. package/lib/esm/render/webgl/Target.js +11 -1
  123. package/lib/esm/render/webgl/Target.js.map +1 -1
  124. package/lib/esm/render/webgl/Technique.js +1 -1
  125. package/lib/esm/render/webgl/Technique.js.map +1 -1
  126. package/lib/esm/tile/TileDrawArgs.js +2 -2
  127. package/lib/esm/tile/TileDrawArgs.js.map +1 -1
  128. package/lib/esm/tools/ViewTool.d.ts.map +1 -1
  129. package/lib/esm/tools/ViewTool.js +8 -9
  130. package/lib/esm/tools/ViewTool.js.map +1 -1
  131. package/package.json +24 -24
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, using } from \"@itwin/core-bentley\";\r\nimport { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { ClippingProgram, createClippingProgram } from \"./ClippingProgram\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DrawCommands, DrawParams } from \"./DrawCommand\";\r\nimport { createAmbientOcclusionProgram } from \"./glsl/AmbientOcclusion\";\r\nimport { createBlurProgram } from \"./glsl/Blur\";\r\nimport { createClearPickAndColorProgram } from \"./glsl/ClearPickAndColor\";\r\nimport { createClearTranslucentProgram } from \"./glsl/ClearTranslucent\";\r\nimport { createCombine3TexturesProgram } from \"./glsl/Combine3Textures\";\r\nimport { createCombineTexturesProgram } from \"./glsl/CombineTextures\";\r\nimport { addEyeSpace, addFrustum, addShaderFlags } from \"./glsl/Common\";\r\nimport { createCompositeProgram } from \"./glsl/Composite\";\r\nimport { createCopyColorProgram } from \"./glsl/CopyColor\";\r\nimport { createCopyPickBuffersProgram } from \"./glsl/CopyPickBuffers\";\r\nimport {\r\n createVolClassBlendProgram, createVolClassColorUsingStencilProgram, createVolClassCopyZProgram, createVolClassCopyZUsingPointsProgram,\r\n createVolClassSetBlendProgram,\r\n} from \"./glsl/CopyStencil\";\r\nimport { createEdgeBuilder } from \"./glsl/Edge\";\r\nimport { createEVSMProgram } from \"./glsl/EVSMFromDepth\";\r\nimport { addFeatureId, addFeatureSymbology, addRenderOrder, addUniformFeatureSymbology, FeatureSymbologyOptions, mixFeatureColor } from \"./glsl/FeatureSymbology\";\r\nimport { addFragColorWithPreMultipliedAlpha, addPickBufferOutputs } from \"./glsl/Fragment\";\r\nimport { addLogDepth } from \"./glsl/LogarithmicDepthBuffer\";\r\nimport { addUnlitMonochrome } from \"./glsl/Monochrome\";\r\nimport createPlanarGridProgram from \"./glsl/PlanarGrid\";\r\nimport { createPointCloudBuilder, createPointCloudHiliter } from \"./glsl/PointCloud\";\r\nimport { createPointStringBuilder, createPointStringHiliter } from \"./glsl/PointString\";\r\nimport { createPolylineBuilder, createPolylineHiliter } from \"./glsl/Polyline\";\r\nimport createRealityMeshBuilder, { createClassifierRealityMeshHiliter, createRealityMeshHiliter } from \"./glsl/RealityMesh\";\r\nimport { createSkyBoxProgram } from \"./glsl/SkyBox\";\r\nimport { createSkySphereProgram } from \"./glsl/SkySphere\";\r\nimport { createSurfaceBuilder, createSurfaceHiliter } from \"./glsl/Surface\";\r\nimport { addTranslucency } from \"./glsl/Translucency\";\r\nimport { addModelViewMatrix } from \"./glsl/Vertex\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { ProgramBuilder, VariableType, VertexShaderComponent } from \"./ShaderBuilder\";\r\nimport { CompileStatus, ShaderProgram, ShaderProgramExecutor } from \"./ShaderProgram\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport {\r\n FeatureMode, IsAnimated, IsClassified, IsEdgeTestNeeded, IsInstanced, IsShadowable, IsThematic, TechniqueFlags,\r\n} from \"./TechniqueFlags\";\r\nimport { computeCompositeTechniqueId, TechniqueId } from \"./TechniqueId\";\r\n\r\n/** Defines a rendering technique implemented using one or more shader programs.\r\n * @internal\r\n */\r\nexport interface Technique extends WebGLDisposable {\r\n getShader(flags: TechniqueFlags): ShaderProgram;\r\n getShaderByIndex(index: number): ShaderProgram;\r\n getShaderCount(): number;\r\n\r\n // Chiefly for tests - compiles all shader programs - more generally programs are compiled on demand.\r\n compileShaders(): boolean;\r\n}\r\n\r\n/** A rendering technique implemented using a single shader program, typically for some specialized purpose.\r\n * @internal\r\n */\r\nexport class SingularTechnique implements Technique {\r\n public readonly program: ShaderProgram;\r\n\r\n // Note: Technique assumes ownership of a program\r\n public constructor(program: ShaderProgram) { this.program = program; }\r\n\r\n public getShader(_flags: TechniqueFlags) { return this.program; }\r\n public getShaderByIndex(_index: number) { return this.program; }\r\n public getShaderCount() { return 1; }\r\n public compileShaders(): boolean { return this.program.compile() === CompileStatus.Success; }\r\n\r\n public get isDisposed(): boolean { return this.program.isDisposed; }\r\n\r\n public dispose(): void {\r\n dispose(this.program);\r\n }\r\n}\r\n\r\nfunction numFeatureVariants(numBaseShaders: number) { return numBaseShaders * 3; }\r\nconst numHiliteVariants = 2; // instanced and non-instanced.\r\nconst featureModes = [FeatureMode.None, FeatureMode.Pick, FeatureMode.Overrides];\r\nconst scratchTechniqueFlags = new TechniqueFlags();\r\nconst scratchHiliteFlags = new TechniqueFlags();\r\n\r\n/** A rendering technique implemented using multiple shader programs, selected based on TechniqueFlags.\r\n * @internal\r\n */\r\nexport abstract class VariedTechnique implements Technique {\r\n private readonly _basicPrograms: ShaderProgram[] = [];\r\n private readonly _clippingPrograms: ClippingProgram[] = [];\r\n\r\n /** TechniqueFlags identifying shader programs for which the fragment shader writes depth but does not contain any discards.\r\n * Buggy Intel HD 620/630 drivers incorrectly apply early-Z optimization in this case; we must insert a never-executed\r\n * conditional discard to prevent that.\r\n */\r\n protected _earlyZFlags: TechniqueFlags[] = [];\r\n\r\n public compileShaders(): boolean {\r\n let allCompiled = true;\r\n for (const program of this._basicPrograms) {\r\n if (program.compile() !== CompileStatus.Success)\r\n allCompiled = false;\r\n }\r\n\r\n for (const clipper of this._clippingPrograms)\r\n if (!clipper.compile())\r\n allCompiled = false;\r\n\r\n return allCompiled;\r\n }\r\n\r\n protected finishConstruction(): void {\r\n this._earlyZFlags.length = 0;\r\n\r\n // Confirm no empty entries in our array.\r\n let emptyShaderIndex = -1;\r\n assert(-1 === (emptyShaderIndex = this._basicPrograms.findIndex((prog) => undefined === prog)), `Shader index ${emptyShaderIndex} is undefined in ${this.constructor.name}`);\r\n }\r\n\r\n private _isDisposed = false;\r\n public get isDisposed(): boolean { return this._isDisposed; }\r\n\r\n public dispose(): void {\r\n if (this._isDisposed)\r\n return;\r\n\r\n for (const program of this._basicPrograms) {\r\n assert(undefined !== program);\r\n dispose(program);\r\n }\r\n\r\n this._basicPrograms.length = 0;\r\n for (const clipShaderObj of this._clippingPrograms) {\r\n assert(undefined !== clipShaderObj);\r\n clipShaderObj.dispose();\r\n }\r\n\r\n this._clippingPrograms.length = 0;\r\n this._isDisposed = true;\r\n }\r\n\r\n protected constructor(numPrograms: number) {\r\n this._basicPrograms.length = numPrograms;\r\n }\r\n\r\n protected abstract computeShaderIndex(flags: TechniqueFlags): number;\r\n protected abstract get _debugDescription(): string;\r\n\r\n protected addShader(builder: ProgramBuilder, flags: TechniqueFlags, gl: WebGLContext): void {\r\n const descr = `${this._debugDescription}: ${flags.buildDescription()}`;\r\n builder.setDebugDescription(descr);\r\n\r\n if (System.instance.supportsLogZBuffer && !flags.isHilite) {\r\n addLogDepth(builder);\r\n\r\n assert(!builder.frag.requiresEarlyZWorkaround);\r\n if (System.instance.capabilities.driverBugs.fragDepthDoesNotDisableEarlyZ)\r\n builder.frag.requiresEarlyZWorkaround = -1 !== this._earlyZFlags.findIndex((x) => x.equals(flags));\r\n }\r\n\r\n const index = this.getShaderIndex(flags);\r\n this.addProgram(builder, index, gl);\r\n\r\n assert(!builder.frag.requiresEarlyZWorkaround);\r\n }\r\n\r\n private addProgram(builder: ProgramBuilder, index: number, gl: WebGLContext): void {\r\n assert(this._basicPrograms[index] === undefined);\r\n this._basicPrograms[index] = builder.buildProgram(gl);\r\n assert(this._basicPrograms[index] !== undefined);\r\n\r\n // Clipping programs always include a discard, so never require workaround.\r\n builder.frag.requiresEarlyZWorkaround = false;\r\n\r\n assert(this._clippingPrograms[index] === undefined);\r\n this._clippingPrograms[index] = createClippingProgram(builder);\r\n assert(this._clippingPrograms[index] !== undefined);\r\n }\r\n\r\n protected addHiliteShader(gl: WebGLContext, instanced: IsInstanced, classified: IsClassified, create: (instanced: IsInstanced, classified: IsClassified) => ProgramBuilder): void {\r\n const builder = create(instanced, classified);\r\n scratchHiliteFlags.initForHilite(0, instanced, classified);\r\n this.addShader(builder, scratchHiliteFlags, gl);\r\n }\r\n\r\n protected addTranslucentShader(builder: ProgramBuilder, flags: TechniqueFlags, gl: WebGLContext): void {\r\n flags.isTranslucent = true;\r\n addTranslucency(builder);\r\n this.addShader(builder, flags, gl);\r\n }\r\n\r\n protected addFeatureId(builder: ProgramBuilder, feat: FeatureMode) {\r\n const frag = builder.frag;\r\n if (FeatureMode.None === feat) {\r\n addFragColorWithPreMultipliedAlpha(frag);\r\n } else {\r\n const vert = builder.vert;\r\n addFrustum(builder);\r\n addEyeSpace(builder);\r\n addModelViewMatrix(vert);\r\n addRenderOrder(frag);\r\n addFeatureId(builder, false);\r\n addPickBufferOutputs(frag);\r\n }\r\n }\r\n\r\n private getShaderIndex(flags: TechniqueFlags) {\r\n assert(!flags.isHilite || (!flags.isTranslucent && (flags.isClassified === IsClassified.Yes || flags.hasFeatures)), \"invalid technique flags\");\r\n const index = this.computeShaderIndex(flags);\r\n assert(index < this._basicPrograms.length, \"shader index out of bounds\");\r\n return index;\r\n }\r\n\r\n public getShader(flags: TechniqueFlags): ShaderProgram {\r\n const index = this.getShaderIndex(flags);\r\n let program: ShaderProgram | undefined;\r\n\r\n if (flags.hasClip) {\r\n const entry = this._clippingPrograms[index];\r\n assert(undefined !== entry);\r\n program = entry.getProgram(flags.numClipPlanes);\r\n }\r\n\r\n if (program === undefined)\r\n program = this._basicPrograms[index];\r\n\r\n return program;\r\n }\r\n\r\n // NB: Will ignore clipping shaders.\r\n public getShaderByIndex(index: number): ShaderProgram {\r\n return this._basicPrograms[index];\r\n }\r\n\r\n // NB: Will ignore clipping shaders.\r\n public getShaderCount(): number {\r\n return this._basicPrograms.length;\r\n }\r\n\r\n /** For tests. */\r\n public forEachProgram(func: (program: ShaderProgram) => void): void {\r\n for (const basic of this._basicPrograms)\r\n func(basic);\r\n\r\n for (const clip of this._clippingPrograms) {\r\n const prog = clip.getProgram(1);\r\n assert(undefined !== prog);\r\n func(prog);\r\n }\r\n }\r\n}\r\n\r\nclass SurfaceTechnique extends VariedTechnique {\r\n private static readonly _kOpaque = 0;\r\n private static readonly _kTranslucent = 1;\r\n private static readonly _kInstanced = 2;\r\n private static readonly _kAnimated = 4;\r\n private static readonly _kShadowable = 8;\r\n private static readonly _kThematic = 16;\r\n private static readonly _kFeature = 24;\r\n private static readonly _kEdgeTestNeeded = SurfaceTechnique._kFeature * 3; // only when hasFeatures\r\n private static readonly _kHilite = SurfaceTechnique._kEdgeTestNeeded + SurfaceTechnique._kFeature * 2;\r\n // Classifiers are never animated or instanced. They do support shadows, thematic display, and translucency.\r\n // There are 3 base variations - 1 per feature mode - each with translucent/shadowed/thematic variants; plus 1 for hilite.\r\n private static readonly _kClassified = SurfaceTechnique._kHilite + numHiliteVariants;\r\n\r\n public constructor(gl: WebGLContext) {\r\n // 3 base classified variations - 1 per feature mode.\r\n // Plus thematic variant of each and shadowable variant of each = 9\r\n // Plus translucent variant of each of those = 18\r\n // Plus 1 hilite shader = 19\r\n super(SurfaceTechnique._kClassified + 19);\r\n\r\n this._earlyZFlags = [\r\n TechniqueFlags.fromDescription(\"Opaque\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Animated\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Animated-Shadowable\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Classified\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Instanced\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Instanced-Animated\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Instanced-Animated-Shadowable\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Instanced-Hilite-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Instanced-Shadowable\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Shadowable\"),\r\n TechniqueFlags.fromDescription(\"Translucent\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Animated\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Animated-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Animated-Pick\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Animated-Shadowable\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Animated-Shadowable-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Animated-Shadowable-Pick\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Animated\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Animated-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Animated-Pick\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Animated-Shadowable\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Animated-Shadowable-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Animated-Shadowable-Pick\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Pick\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Shadowable\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Shadowable-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Shadowable-Pick\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Pick\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Shadowable\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Shadowable-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Shadowable-Pick\"),\r\n ];\r\n\r\n const flags = scratchTechniqueFlags;\r\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\r\n this.addHiliteShader(gl, instanced, IsClassified.No, createSurfaceHiliter);\r\n for (let iAnimate = IsAnimated.No; iAnimate <= IsAnimated.Yes; iAnimate++) {\r\n for (let shadowable = IsShadowable.No; shadowable <= IsShadowable.Yes; shadowable++) {\r\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\r\n for (let edgeTestNeeded = IsEdgeTestNeeded.No; edgeTestNeeded <= IsEdgeTestNeeded.Yes; edgeTestNeeded++) {\r\n for (const featureMode of featureModes) {\r\n for (let iTranslucent = 0; iTranslucent <= 1; iTranslucent++) {\r\n if (FeatureMode.None !== featureMode || IsEdgeTestNeeded.No === edgeTestNeeded) {\r\n if (IsThematic.Yes === thematic && IsShadowable.Yes === shadowable)\r\n continue; // currently this combination is disallowed.\r\n\r\n flags.reset(featureMode, instanced, shadowable, thematic);\r\n flags.isAnimated = iAnimate;\r\n flags.isEdgeTestNeeded = edgeTestNeeded;\r\n flags.isTranslucent = 1 === iTranslucent;\r\n\r\n const builder = createSurfaceBuilder(flags);\r\n this.addShader(builder, flags, gl);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.Yes, createSurfaceHiliter);\r\n for (let translucent = 0; translucent < 2; translucent++) {\r\n for (let shadowable = IsShadowable.No; shadowable <= IsShadowable.Yes; shadowable++) {\r\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\r\n for (const featureMode of featureModes) {\r\n if (IsThematic.Yes === thematic && IsShadowable.Yes === shadowable)\r\n continue; // currently this combination is disallowed.\r\n\r\n flags.reset(featureMode, IsInstanced.No, shadowable, thematic);\r\n flags.isClassified = IsClassified.Yes;\r\n flags.isTranslucent = (0 !== translucent);\r\n\r\n const builder = createSurfaceBuilder(flags);\r\n if (flags.isTranslucent)\r\n addTranslucency(builder);\r\n\r\n this.addShader(builder, flags, gl);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this.finishConstruction();\r\n }\r\n\r\n protected get _debugDescription() { return \"Surface\"; }\r\n\r\n public computeShaderIndex(flags: TechniqueFlags): number {\r\n assert(!(flags.isThematic && flags.isShadowable));\r\n\r\n if (flags.isClassified) {\r\n assert(!flags.isAnimated);\r\n assert(!flags.isInstanced);\r\n assert(!flags.isEdgeTestNeeded);\r\n\r\n // First classified shader is for hilite\r\n if (flags.isHilite)\r\n return SurfaceTechnique._kClassified;\r\n\r\n // The rest are organized in 3 groups of 6 - one group per feature mode.\r\n // Each group contains opaque, translucent, opaque+thematic, translucent+thematic, opaque+shadowable, and translucent+shadowable variants.\r\n let baseIndex = SurfaceTechnique._kClassified + 1;\r\n if (flags.isTranslucent)\r\n baseIndex += 1;\r\n if (flags.isShadowable)\r\n baseIndex += 2;\r\n if (flags.isThematic)\r\n baseIndex += 4;\r\n\r\n const featureOffset = 6 * flags.featureMode;\r\n return baseIndex + featureOffset;\r\n } else if (flags.isHilite) {\r\n assert(flags.hasFeatures);\r\n return SurfaceTechnique._kHilite + flags.isInstanced;\r\n }\r\n\r\n assert(flags.hasFeatures || flags.isEdgeTestNeeded === IsEdgeTestNeeded.No);\r\n let index = flags.isTranslucent ? SurfaceTechnique._kTranslucent : SurfaceTechnique._kOpaque;\r\n index += SurfaceTechnique._kInstanced * flags.isInstanced;\r\n index += SurfaceTechnique._kAnimated * flags.isAnimated;\r\n index += SurfaceTechnique._kShadowable * flags.isShadowable;\r\n index += SurfaceTechnique._kThematic * flags.isThematic;\r\n\r\n if (flags.isEdgeTestNeeded)\r\n index += SurfaceTechnique._kEdgeTestNeeded + (flags.featureMode - 1) * SurfaceTechnique._kFeature;\r\n else\r\n index += SurfaceTechnique._kFeature * flags.featureMode;\r\n\r\n return index;\r\n }\r\n}\r\n\r\nclass PolylineTechnique extends VariedTechnique {\r\n private static readonly _kOpaque = 0;\r\n private static readonly _kTranslucent = 1;\r\n private static readonly _kInstanced = 2;\r\n private static readonly _kFeature = 4;\r\n private static readonly _kHilite = numFeatureVariants(PolylineTechnique._kFeature);\r\n\r\n public constructor(gl: WebGLContext) {\r\n super(PolylineTechnique._kHilite + numHiliteVariants);\r\n\r\n this._earlyZFlags = [\r\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Instanced-Hilite-Overrides\"),\r\n ];\r\n\r\n const flags = scratchTechniqueFlags;\r\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\r\n this.addHiliteShader(gl, instanced, IsClassified.No, createPolylineHiliter);\r\n for (const featureMode of featureModes) {\r\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No);\r\n const builder = createPolylineBuilder(instanced);\r\n addUnlitMonochrome(builder.frag);\r\n\r\n // The translucent shaders do not need the element IDs.\r\n const builderTrans = createPolylineBuilder(instanced);\r\n addUnlitMonochrome(builderTrans.frag);\r\n if (FeatureMode.Overrides === featureMode) {\r\n addFeatureSymbology(builderTrans, featureMode, FeatureSymbologyOptions.Linear);\r\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.Linear);\r\n this.addTranslucentShader(builderTrans, flags, gl);\r\n } else {\r\n this.addTranslucentShader(builderTrans, flags, gl);\r\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.None);\r\n }\r\n\r\n this.addFeatureId(builder, featureMode);\r\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No);\r\n this.addShader(builder, flags, gl);\r\n }\r\n }\r\n\r\n this.finishConstruction();\r\n }\r\n\r\n protected get _debugDescription() { return \"Polyline\"; }\r\n\r\n public computeShaderIndex(flags: TechniqueFlags): number {\r\n if (flags.isHilite) {\r\n assert(flags.hasFeatures);\r\n return PolylineTechnique._kHilite + flags.isInstanced;\r\n }\r\n\r\n let index = flags.isTranslucent ? PolylineTechnique._kTranslucent : PolylineTechnique._kOpaque;\r\n index += PolylineTechnique._kFeature * flags.featureMode;\r\n index += PolylineTechnique._kInstanced * flags.isInstanced;\r\n return index;\r\n }\r\n}\r\n\r\nclass EdgeTechnique extends VariedTechnique {\r\n private static readonly _kOpaque = 0;\r\n private static readonly _kTranslucent = 1;\r\n private static readonly _kAnimated = 2;\r\n private static readonly _kInstanced = 4;\r\n private static readonly _kFeature = 8;\r\n private readonly _isSilhouette: boolean;\r\n\r\n public constructor(gl: WebGLContext, isSilhouette: boolean = false) {\r\n super(numFeatureVariants(EdgeTechnique._kFeature));\r\n this._isSilhouette = isSilhouette;\r\n\r\n const flags = scratchTechniqueFlags;\r\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\r\n for (let iAnimate = IsAnimated.No; iAnimate <= IsAnimated.Yes; iAnimate++) {\r\n for (const featureMode of featureModes) {\r\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No);\r\n flags.isAnimated = iAnimate;\r\n const builder = createEdgeBuilder(isSilhouette, flags.isInstanced, flags.isAnimated);\r\n addUnlitMonochrome(builder.frag);\r\n\r\n // The translucent shaders do not need the element IDs.\r\n const builderTrans = createEdgeBuilder(isSilhouette, flags.isInstanced, flags.isAnimated);\r\n addUnlitMonochrome(builderTrans.frag);\r\n if (FeatureMode.Overrides === featureMode) {\r\n addFeatureSymbology(builderTrans, featureMode, FeatureSymbologyOptions.Linear);\r\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.Linear);\r\n this.addTranslucentShader(builderTrans, flags, gl);\r\n } else {\r\n this.addTranslucentShader(builderTrans, flags, gl);\r\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.None);\r\n }\r\n\r\n this.addFeatureId(builder, featureMode);\r\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No);\r\n flags.isAnimated = iAnimate;\r\n this.addShader(builder, flags, gl);\r\n }\r\n }\r\n }\r\n\r\n this.finishConstruction();\r\n }\r\n\r\n protected get _debugDescription() { return this._isSilhouette ? \"Silhouette\" : \"Edge\"; }\r\n\r\n public computeShaderIndex(flags: TechniqueFlags): number {\r\n let index = flags.isTranslucent ? EdgeTechnique._kTranslucent : EdgeTechnique._kOpaque;\r\n index += EdgeTechnique._kFeature * flags.featureMode;\r\n if (flags.isAnimated)\r\n index += EdgeTechnique._kAnimated;\r\n if (flags.isInstanced)\r\n index += EdgeTechnique._kInstanced;\r\n\r\n return index;\r\n }\r\n}\r\n\r\nclass PointStringTechnique extends VariedTechnique {\r\n private static readonly _kOpaque = 0;\r\n private static readonly _kTranslucent = 1;\r\n private static readonly _kInstanced = 2;\r\n private static readonly _kFeature = 4;\r\n private static readonly _kHilite = numFeatureVariants(PointStringTechnique._kFeature);\r\n\r\n public constructor(gl: WebGLContext) {\r\n super((PointStringTechnique._kHilite + numHiliteVariants));\r\n\r\n const flags = scratchTechniqueFlags;\r\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\r\n this.addHiliteShader(gl, instanced, IsClassified.No, createPointStringHiliter);\r\n for (const featureMode of featureModes) {\r\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No);\r\n const builder = createPointStringBuilder(instanced);\r\n addUnlitMonochrome(builder.frag);\r\n\r\n // The translucent shaders do not need the element IDs.\r\n const builderTrans = createPointStringBuilder(instanced);\r\n addUnlitMonochrome(builderTrans.frag);\r\n if (FeatureMode.Overrides === featureMode) {\r\n addFeatureSymbology(builderTrans, featureMode, FeatureSymbologyOptions.Point);\r\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.Point);\r\n this.addTranslucentShader(builderTrans, flags, gl);\r\n } else {\r\n this.addTranslucentShader(builderTrans, flags, gl);\r\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.None);\r\n }\r\n\r\n this.addFeatureId(builder, featureMode);\r\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No);\r\n this.addShader(builder, flags, gl);\r\n }\r\n }\r\n\r\n this.finishConstruction();\r\n }\r\n\r\n protected get _debugDescription() { return \"PointString\"; }\r\n\r\n public computeShaderIndex(flags: TechniqueFlags): number {\r\n if (flags.isHilite) {\r\n assert(flags.hasFeatures);\r\n return PointStringTechnique._kHilite + flags.isInstanced;\r\n }\r\n\r\n let index = flags.isTranslucent ? PointStringTechnique._kTranslucent : PointStringTechnique._kOpaque;\r\n index += PointStringTechnique._kFeature * flags.featureMode;\r\n index += PointStringTechnique._kInstanced * flags.isInstanced;\r\n return index;\r\n }\r\n}\r\n\r\nclass PointCloudTechnique extends VariedTechnique {\r\n private static readonly _kHilite = 8;\r\n\r\n public constructor(gl: WebGLContext) {\r\n super(PointCloudTechnique._kHilite + 2);\r\n\r\n this._earlyZFlags = [\r\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Classified\"),\r\n ];\r\n\r\n for (let iClassified = IsClassified.No; iClassified <= IsClassified.Yes; iClassified++) {\r\n this.addHiliteShader(gl, IsInstanced.No, iClassified, () => createPointCloudHiliter(iClassified));\r\n const flags = scratchTechniqueFlags;\r\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\r\n const pointCloudFeatureModes = [FeatureMode.None, FeatureMode.Overrides];\r\n for (const featureMode of pointCloudFeatureModes) {\r\n flags.reset(featureMode, IsInstanced.No, IsShadowable.No, thematic);\r\n flags.isClassified = iClassified;\r\n const builder = createPointCloudBuilder(flags.isClassified, featureMode, thematic);\r\n if (FeatureMode.Overrides === featureMode) {\r\n addUniformFeatureSymbology(builder, true);\r\n builder.vert.addUniform(\"u_overrideColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_overrideColorMix\", (uniform, params) => {\r\n uniform.setUniform1f(params.geometry.asPointCloud!.overrideColorMix);\r\n });\r\n });\r\n builder.vert.set(VertexShaderComponent.ApplyFeatureColor, mixFeatureColor);\r\n }\r\n\r\n this.addFeatureId(builder, featureMode);\r\n this.addShader(builder, flags, gl);\r\n }\r\n }\r\n }\r\n\r\n this.finishConstruction();\r\n }\r\n\r\n protected get _debugDescription() { return \"PointCloud\"; }\r\n\r\n public computeShaderIndex(flags: TechniqueFlags): number {\r\n if (flags.isHilite)\r\n return PointCloudTechnique._kHilite + flags.isClassified;\r\n else {\r\n let ndx = 0;\r\n if (flags.isClassified)\r\n ndx++;\r\n if (flags.featureMode !== FeatureMode.None)\r\n ndx += 2;\r\n if (flags.isThematic)\r\n ndx += 4;\r\n return ndx;\r\n }\r\n }\r\n}\r\n\r\nclass RealityMeshTechnique extends VariedTechnique {\r\n private static readonly _numVariants = 50;\r\n\r\n public constructor(gl: WebGLRenderingContext) {\r\n super(RealityMeshTechnique._numVariants);\r\n this._earlyZFlags = [\r\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Classified\"),\r\n ];\r\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.No, createRealityMeshHiliter);\r\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.Yes, createClassifierRealityMeshHiliter);\r\n for (let iClassified = IsClassified.No; iClassified <= IsClassified.Yes; iClassified++) {\r\n for (let iTranslucent = 0; iTranslucent <= 1; iTranslucent++) {\r\n for (let shadowable = IsShadowable.No; shadowable <= IsShadowable.Yes; shadowable++) {\r\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\r\n const flags = scratchTechniqueFlags;\r\n for (const featureMode of featureModes) {\r\n flags.reset(featureMode, IsInstanced.No, shadowable, thematic);\r\n flags.isClassified = iClassified;\r\n flags.isTranslucent = 1 === iTranslucent;\r\n const builder = createRealityMeshBuilder(flags);\r\n\r\n if (flags.isTranslucent) {\r\n addShaderFlags(builder);\r\n addTranslucency(builder);\r\n } else\r\n this.addFeatureId(builder, featureMode);\r\n\r\n this.addShader(builder, flags, gl);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n this.finishConstruction();\r\n }\r\n\r\n protected get _debugDescription() { return \"RealityMesh\"; }\r\n\r\n public computeShaderIndex(flags: TechniqueFlags): number {\r\n if (flags.isHilite)\r\n return flags.isClassified ? 1 : 0;\r\n let ndx = 2;\r\n if (flags.isClassified)\r\n ndx++;\r\n if (flags.isShadowable)\r\n ndx += 2;\r\n if (flags.isTranslucent)\r\n ndx += 4;\r\n ndx += 8 * flags.featureMode;\r\n if (flags.isThematic)\r\n ndx += 24;\r\n return ndx;\r\n }\r\n}\r\n\r\ninterface PrioritizedShaderVariation {\r\n featureMode: FeatureMode;\r\n isInstanced: IsInstanced;\r\n isShadowable: IsShadowable;\r\n isEdgeTestedNeeded: IsEdgeTestNeeded;\r\n isTranslucent: boolean;\r\n}\r\n\r\ninterface PrioritizedTechniqueOrShader {\r\n techniqueId: TechniqueId;\r\n specificShader?: PrioritizedShaderVariation; // if defined, only compile this specific shader variation for the technique; otherwise, compile all uncompiled shader variations for the technique\r\n}\r\n\r\nconst techniquesByPriority: PrioritizedTechniqueOrShader[] = [\r\n // Compile these specific shader variations first because they seem most likely to be used immediately upon opening a file.\r\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.None, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: false } },\r\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: false } },\r\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: false } },\r\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: false } },\r\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: false } },\r\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.None, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: true } },\r\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: true } },\r\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: true } },\r\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: true } },\r\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: true } },\r\n\r\n // Next, compile all shaders in specific techniques.\r\n // Do surfaces first because (1) they are the most commonly used and (2) they take longer to compile.\r\n { techniqueId: TechniqueId.Surface },\r\n { techniqueId: TechniqueId.Edge },\r\n { techniqueId: TechniqueId.SilhouetteEdge },\r\n { techniqueId: TechniqueId.Polyline },\r\n { techniqueId: TechniqueId.PointString },\r\n { techniqueId: TechniqueId.PointCloud },\r\n { techniqueId: TechniqueId.RealityMesh },\r\n\r\n // The following techniques take a trivial amount of time to compile - do them last\r\n { techniqueId: TechniqueId.OITClearTranslucent },\r\n { techniqueId: TechniqueId.CopyPickBuffers },\r\n { techniqueId: TechniqueId.CopyColor },\r\n { techniqueId: TechniqueId.CopyColorNoAlpha },\r\n { techniqueId: TechniqueId.ClearPickAndColor },\r\n { techniqueId: TechniqueId.CompositeTranslucent },\r\n { techniqueId: TechniqueId.CompositeHilite },\r\n { techniqueId: TechniqueId.CompositeHiliteAndTranslucent },\r\n { techniqueId: TechniqueId.CompositeOcclusion },\r\n { techniqueId: TechniqueId.CompositeTranslucentAndOcclusion },\r\n { techniqueId: TechniqueId.CompositeHiliteAndOcclusion },\r\n { techniqueId: TechniqueId.CompositeAll },\r\n { techniqueId: TechniqueId.VolClassColorUsingStencil },\r\n { techniqueId: TechniqueId.EVSMFromDepth },\r\n { techniqueId: TechniqueId.SkyBox },\r\n { techniqueId: TechniqueId.SkySphereGradient },\r\n { techniqueId: TechniqueId.SkySphereTexture },\r\n { techniqueId: TechniqueId.AmbientOcclusion },\r\n { techniqueId: TechniqueId.Blur },\r\n { techniqueId: TechniqueId.CombineTextures },\r\n { techniqueId: TechniqueId.VolClassCopyZ },\r\n { techniqueId: TechniqueId.VolClassSetBlend },\r\n { techniqueId: TechniqueId.VolClassBlend },\r\n { techniqueId: TechniqueId.Combine3Textures },\r\n { techniqueId: TechniqueId.PlanarGrid },\r\n];\r\nconst numTechniquesByPriority = techniquesByPriority.length;\r\n\r\n/** A collection of rendering techniques accessed by ID.\r\n * @internal\r\n */\r\nexport class Techniques implements WebGLDisposable {\r\n private readonly _list = new Array<Technique>(); // indexed by TechniqueId, which may exceed TechniqueId.NumBuiltIn for dynamic techniques.\r\n private readonly _dynamicTechniqueIds = new Array<string>(); // technique ID = (index in this array) + TechniqueId.NumBuiltIn\r\n private _techniqueByPriorityIndex = 0;\r\n private _shaderIndex = 0;\r\n\r\n public static create(gl: WebGLContext): Techniques {\r\n const techs = new Techniques();\r\n techs.initializeBuiltIns(gl);\r\n return techs;\r\n }\r\n\r\n public getTechnique(id: TechniqueId): Technique {\r\n assert(id < this._list.length, \"technique index out of bounds\");\r\n return this._list[id];\r\n }\r\n\r\n public get numTechniques(): number {\r\n return this._list.length;\r\n }\r\n\r\n public addDynamicTechnique(technique: Technique, name: string): TechniqueId {\r\n const id = this.getDynamicTechniqueId(name);\r\n if (undefined !== id)\r\n return id;\r\n\r\n this._dynamicTechniqueIds.push(name);\r\n this._list.push(technique);\r\n return TechniqueId.NumBuiltIn + this._dynamicTechniqueIds.length - 1;\r\n }\r\n\r\n public getDynamicTechniqueId(name: string): TechniqueId | undefined {\r\n const index = this._dynamicTechniqueIds.indexOf(name);\r\n return -1 !== index ? index + TechniqueId.NumBuiltIn + index : undefined;\r\n }\r\n\r\n /** Execute each command in the list */\r\n public execute(target: Target, commands: DrawCommands, renderPass: RenderPass) {\r\n assert(RenderPass.None !== renderPass, \"invalid render pass\");\r\n\r\n using(new ShaderProgramExecutor(target, renderPass), (executor: ShaderProgramExecutor) => {\r\n for (const command of commands)\r\n command.execute(executor);\r\n });\r\n System.instance.frameBufferStack.markTargetsDirty();\r\n }\r\n\r\n /** Execute the commands for a single given classification primitive (the first 3 commands should be a push, the primitive, then a pop) */\r\n public executeForIndexedClassifier(target: Target, cmdsByIndex: DrawCommands, renderPass: RenderPass) {\r\n // ###TODO: Disable shadows. Probably in the ClassifierTileTree's ViewFlagOverrides.\r\n this.execute(target, cmdsByIndex, renderPass);\r\n }\r\n\r\n /** Draw a single primitive. Usually used for special-purpose rendering techniques. */\r\n public draw(params: DrawParams): void {\r\n const tech = this.getTechnique(params.geometry.techniqueId);\r\n const program = tech.getShader(TechniqueFlags.defaults);\r\n using(new ShaderProgramExecutor(params.target, params.renderPass, program), (executor: ShaderProgramExecutor) => {\r\n assert(executor.isValid);\r\n if (executor.isValid) {\r\n executor.draw(params);\r\n }\r\n });\r\n System.instance.frameBufferStack.markTargetsDirty();\r\n }\r\n\r\n public get isDisposed(): boolean { return 0 === this._list.length; }\r\n\r\n public dispose(): void {\r\n for (const tech of this._list)\r\n dispose(tech);\r\n this._list.length = 0;\r\n }\r\n\r\n // Chiefly for tests - compiles all shader programs - more generally programs are compiled on demand.\r\n public compileShaders(): boolean {\r\n let allCompiled = true;\r\n\r\n for (const tech of this._list) {\r\n if (!tech.compileShaders()) {\r\n allCompiled = false;\r\n }\r\n }\r\n\r\n return allCompiled;\r\n }\r\n\r\n /** Compile shader of next highest priority. Called when possible during an idle situation before any viewports exist. */\r\n public idleCompileNextShader(): boolean {\r\n let compileStatus = CompileStatus.Success;\r\n let wasPreviouslyCompiled = false;\r\n\r\n do {\r\n if (this._techniqueByPriorityIndex >= numTechniquesByPriority)\r\n return false;\r\n\r\n let shader: ShaderProgram;\r\n let numShaders = 0;\r\n\r\n const pTech = techniquesByPriority[this._techniqueByPriorityIndex];\r\n const tech = this._list[pTech.techniqueId];\r\n\r\n if (pTech.specificShader !== undefined) { // if this entry consists of a specific shader, just compile that\r\n const flags = scratchTechniqueFlags;\r\n flags.reset(pTech.specificShader.featureMode, pTech.specificShader.isInstanced, pTech.specificShader.isShadowable, IsThematic.No);\r\n flags.isEdgeTestNeeded = pTech.specificShader.isEdgeTestedNeeded;\r\n flags.isTranslucent = pTech.specificShader.isTranslucent;\r\n shader = tech.getShader(flags);\r\n } else { // if this entry only contains a techniqueId, then compile all uncompiled shaders for that technique\r\n shader = tech.getShaderByIndex(this._shaderIndex);\r\n this._shaderIndex++;\r\n numShaders = tech.getShaderCount();\r\n }\r\n\r\n if (shader.isCompiled)\r\n wasPreviouslyCompiled = true;\r\n else {\r\n compileStatus = shader.compile();\r\n wasPreviouslyCompiled = false;\r\n }\r\n\r\n if (this._shaderIndex >= numShaders) {\r\n this._techniqueByPriorityIndex++;\r\n this._shaderIndex = 0;\r\n }\r\n } while (wasPreviouslyCompiled);\r\n\r\n return compileStatus === CompileStatus.Success;\r\n }\r\n\r\n /** For tests. */\r\n public forEachVariedProgram(func: (program: ShaderProgram) => void): void {\r\n for (const technique of this._list)\r\n if (technique instanceof VariedTechnique)\r\n technique.forEachProgram(func);\r\n }\r\n\r\n private constructor() { }\r\n\r\n private initializeBuiltIns(gl: WebGLContext): void {\r\n this._list[TechniqueId.OITClearTranslucent] = new SingularTechnique(createClearTranslucentProgram(gl));\r\n this._list[TechniqueId.ClearPickAndColor] = new SingularTechnique(createClearPickAndColorProgram(gl));\r\n this._list[TechniqueId.CopyColor] = new SingularTechnique(createCopyColorProgram(gl));\r\n this._list[TechniqueId.CopyColorNoAlpha] = new SingularTechnique(createCopyColorProgram(gl, false));\r\n this._list[TechniqueId.CopyPickBuffers] = new SingularTechnique(createCopyPickBuffersProgram(gl));\r\n this._list[TechniqueId.EVSMFromDepth] = new SingularTechnique(createEVSMProgram(gl));\r\n this._list[TechniqueId.SkyBox] = new SingularTechnique(createSkyBoxProgram(gl));\r\n this._list[TechniqueId.SkySphereGradient] = new SingularTechnique(createSkySphereProgram(gl, true));\r\n this._list[TechniqueId.SkySphereTexture] = new SingularTechnique(createSkySphereProgram(gl, false));\r\n this._list[TechniqueId.AmbientOcclusion] = new SingularTechnique(createAmbientOcclusionProgram(gl));\r\n this._list[TechniqueId.Blur] = new SingularTechnique(createBlurProgram(gl));\r\n this._list[TechniqueId.CombineTextures] = new SingularTechnique(createCombineTexturesProgram(gl));\r\n this._list[TechniqueId.Combine3Textures] = new SingularTechnique(createCombine3TexturesProgram(gl));\r\n this._list[TechniqueId.Surface] = new SurfaceTechnique(gl);\r\n this._list[TechniqueId.Edge] = new EdgeTechnique(gl, false);\r\n this._list[TechniqueId.SilhouetteEdge] = new EdgeTechnique(gl, true);\r\n this._list[TechniqueId.Polyline] = new PolylineTechnique(gl);\r\n this._list[TechniqueId.PointString] = new PointStringTechnique(gl);\r\n this._list[TechniqueId.PointCloud] = new PointCloudTechnique(gl);\r\n this._list[TechniqueId.RealityMesh] = new RealityMeshTechnique(gl);\r\n this._list[TechniqueId.PlanarGrid] = new SingularTechnique(createPlanarGridProgram(gl));\r\n if (System.instance.capabilities.supportsFragDepth)\r\n this._list[TechniqueId.VolClassCopyZ] = new SingularTechnique(createVolClassCopyZProgram(gl));\r\n else\r\n this._list[TechniqueId.VolClassCopyZ] = new SingularTechnique(createVolClassCopyZUsingPointsProgram(gl));\r\n this._list[TechniqueId.VolClassSetBlend] = new SingularTechnique(createVolClassSetBlendProgram(gl));\r\n this._list[TechniqueId.VolClassBlend] = new SingularTechnique(createVolClassBlendProgram(gl));\r\n this._list[TechniqueId.VolClassColorUsingStencil] = new SingularTechnique(createVolClassColorUsingStencilProgram(gl));\r\n\r\n for (let compositeFlags = 1; compositeFlags <= 7; compositeFlags++) {\r\n const techId = computeCompositeTechniqueId(compositeFlags);\r\n this._list[techId] = new SingularTechnique(createCompositeProgram(compositeFlags, gl));\r\n }\r\n\r\n assert(this._list.length === TechniqueId.NumBuiltIn, \"unexpected number of built-in techniques\");\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, using } from \"@itwin/core-bentley\";\r\nimport { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { ClippingProgram, createClippingProgram } from \"./ClippingProgram\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DrawCommands, DrawParams } from \"./DrawCommand\";\r\nimport { createAmbientOcclusionProgram } from \"./glsl/AmbientOcclusion\";\r\nimport { createBlurProgram } from \"./glsl/Blur\";\r\nimport { createClearPickAndColorProgram } from \"./glsl/ClearPickAndColor\";\r\nimport { createClearTranslucentProgram } from \"./glsl/ClearTranslucent\";\r\nimport { createCombine3TexturesProgram } from \"./glsl/Combine3Textures\";\r\nimport { createCombineTexturesProgram } from \"./glsl/CombineTextures\";\r\nimport { addEyeSpace, addFrustum, addShaderFlags } from \"./glsl/Common\";\r\nimport { createCompositeProgram } from \"./glsl/Composite\";\r\nimport { createCopyColorProgram } from \"./glsl/CopyColor\";\r\nimport { createCopyPickBuffersProgram } from \"./glsl/CopyPickBuffers\";\r\nimport {\r\n createVolClassBlendProgram, createVolClassColorUsingStencilProgram, createVolClassCopyZProgram, createVolClassCopyZUsingPointsProgram,\r\n createVolClassSetBlendProgram,\r\n} from \"./glsl/CopyStencil\";\r\nimport { createEdgeBuilder } from \"./glsl/Edge\";\r\nimport { createEVSMProgram } from \"./glsl/EVSMFromDepth\";\r\nimport { addFeatureId, addFeatureSymbology, addRenderOrder, addUniformFeatureSymbology, FeatureSymbologyOptions, mixFeatureColor } from \"./glsl/FeatureSymbology\";\r\nimport { addFragColorWithPreMultipliedAlpha, addPickBufferOutputs } from \"./glsl/Fragment\";\r\nimport { addLogDepth } from \"./glsl/LogarithmicDepthBuffer\";\r\nimport { addUnlitMonochrome } from \"./glsl/Monochrome\";\r\nimport createPlanarGridProgram from \"./glsl/PlanarGrid\";\r\nimport { createPointCloudBuilder, createPointCloudHiliter } from \"./glsl/PointCloud\";\r\nimport { createPointStringBuilder, createPointStringHiliter } from \"./glsl/PointString\";\r\nimport { createPolylineBuilder, createPolylineHiliter } from \"./glsl/Polyline\";\r\nimport createRealityMeshBuilder, { createClassifierRealityMeshHiliter, createRealityMeshHiliter } from \"./glsl/RealityMesh\";\r\nimport { createSkyBoxProgram } from \"./glsl/SkyBox\";\r\nimport { createSkySphereProgram } from \"./glsl/SkySphere\";\r\nimport { createSurfaceBuilder, createSurfaceHiliter } from \"./glsl/Surface\";\r\nimport { addTranslucency } from \"./glsl/Translucency\";\r\nimport { addModelViewMatrix } from \"./glsl/Vertex\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { ProgramBuilder, VariableType, VertexShaderComponent } from \"./ShaderBuilder\";\r\nimport { CompileStatus, ShaderProgram, ShaderProgramExecutor } from \"./ShaderProgram\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport {\r\n FeatureMode, IsAnimated, IsClassified, IsEdgeTestNeeded, IsInstanced, IsShadowable, IsThematic, TechniqueFlags,\r\n} from \"./TechniqueFlags\";\r\nimport { computeCompositeTechniqueId, TechniqueId } from \"./TechniqueId\";\r\n\r\n/** Defines a rendering technique implemented using one or more shader programs.\r\n * @internal\r\n */\r\nexport interface Technique extends WebGLDisposable {\r\n getShader(flags: TechniqueFlags): ShaderProgram;\r\n getShaderByIndex(index: number): ShaderProgram;\r\n getShaderCount(): number;\r\n\r\n // Chiefly for tests - compiles all shader programs - more generally programs are compiled on demand.\r\n compileShaders(): boolean;\r\n}\r\n\r\n/** A rendering technique implemented using a single shader program, typically for some specialized purpose.\r\n * @internal\r\n */\r\nexport class SingularTechnique implements Technique {\r\n public readonly program: ShaderProgram;\r\n\r\n // Note: Technique assumes ownership of a program\r\n public constructor(program: ShaderProgram) { this.program = program; }\r\n\r\n public getShader(_flags: TechniqueFlags) { return this.program; }\r\n public getShaderByIndex(_index: number) { return this.program; }\r\n public getShaderCount() { return 1; }\r\n public compileShaders(): boolean { return this.program.compile() === CompileStatus.Success; }\r\n\r\n public get isDisposed(): boolean { return this.program.isDisposed; }\r\n\r\n public dispose(): void {\r\n dispose(this.program);\r\n }\r\n}\r\n\r\nfunction numFeatureVariants(numBaseShaders: number) { return numBaseShaders * 3; }\r\nconst numHiliteVariants = 2; // instanced and non-instanced.\r\nconst featureModes = [FeatureMode.None, FeatureMode.Pick, FeatureMode.Overrides];\r\nconst scratchTechniqueFlags = new TechniqueFlags();\r\nconst scratchHiliteFlags = new TechniqueFlags();\r\n\r\n/** A rendering technique implemented using multiple shader programs, selected based on TechniqueFlags.\r\n * @internal\r\n */\r\nexport abstract class VariedTechnique implements Technique {\r\n private readonly _basicPrograms: ShaderProgram[] = [];\r\n private readonly _clippingPrograms: ClippingProgram[] = [];\r\n\r\n /** TechniqueFlags identifying shader programs for which the fragment shader writes depth but does not contain any discards.\r\n * Buggy Intel HD 620/630 drivers incorrectly apply early-Z optimization in this case; we must insert a never-executed\r\n * conditional discard to prevent that.\r\n */\r\n protected _earlyZFlags: TechniqueFlags[] = [];\r\n\r\n public compileShaders(): boolean {\r\n let allCompiled = true;\r\n for (const program of this._basicPrograms) {\r\n if (program.compile() !== CompileStatus.Success)\r\n allCompiled = false;\r\n }\r\n\r\n for (const clipper of this._clippingPrograms)\r\n if (!clipper.compile())\r\n allCompiled = false;\r\n\r\n return allCompiled;\r\n }\r\n\r\n protected finishConstruction(): void {\r\n this._earlyZFlags.length = 0;\r\n\r\n // Confirm no empty entries in our array.\r\n let emptyShaderIndex = -1;\r\n assert(-1 === (emptyShaderIndex = this._basicPrograms.findIndex((prog) => undefined === prog)), `Shader index ${emptyShaderIndex} is undefined in ${this.constructor.name}`);\r\n }\r\n\r\n private _isDisposed = false;\r\n public get isDisposed(): boolean { return this._isDisposed; }\r\n\r\n public dispose(): void {\r\n if (this._isDisposed)\r\n return;\r\n\r\n for (const program of this._basicPrograms) {\r\n assert(undefined !== program);\r\n dispose(program);\r\n }\r\n\r\n this._basicPrograms.length = 0;\r\n for (const clipShaderObj of this._clippingPrograms) {\r\n assert(undefined !== clipShaderObj);\r\n clipShaderObj.dispose();\r\n }\r\n\r\n this._clippingPrograms.length = 0;\r\n this._isDisposed = true;\r\n }\r\n\r\n protected constructor(numPrograms: number) {\r\n this._basicPrograms.length = numPrograms;\r\n }\r\n\r\n protected abstract computeShaderIndex(flags: TechniqueFlags): number;\r\n protected abstract get _debugDescription(): string;\r\n\r\n protected addShader(builder: ProgramBuilder, flags: TechniqueFlags, gl: WebGLContext): void {\r\n const descr = `${this._debugDescription}: ${flags.buildDescription()}`;\r\n builder.setDebugDescription(descr);\r\n\r\n if (System.instance.supportsLogZBuffer) {\r\n addLogDepth(builder);\r\n\r\n assert(!builder.frag.requiresEarlyZWorkaround);\r\n if (System.instance.capabilities.driverBugs.fragDepthDoesNotDisableEarlyZ)\r\n builder.frag.requiresEarlyZWorkaround = -1 !== this._earlyZFlags.findIndex((x) => x.equals(flags));\r\n }\r\n\r\n const index = this.getShaderIndex(flags);\r\n this.addProgram(builder, index, gl);\r\n\r\n assert(!builder.frag.requiresEarlyZWorkaround);\r\n }\r\n\r\n private addProgram(builder: ProgramBuilder, index: number, gl: WebGLContext): void {\r\n assert(this._basicPrograms[index] === undefined);\r\n this._basicPrograms[index] = builder.buildProgram(gl);\r\n assert(this._basicPrograms[index] !== undefined);\r\n\r\n // Clipping programs always include a discard, so never require workaround.\r\n builder.frag.requiresEarlyZWorkaround = false;\r\n\r\n assert(this._clippingPrograms[index] === undefined);\r\n this._clippingPrograms[index] = createClippingProgram(builder);\r\n assert(this._clippingPrograms[index] !== undefined);\r\n }\r\n\r\n protected addHiliteShader(gl: WebGLContext, instanced: IsInstanced, classified: IsClassified, create: (instanced: IsInstanced, classified: IsClassified) => ProgramBuilder): void {\r\n const builder = create(instanced, classified);\r\n scratchHiliteFlags.initForHilite(0, instanced, classified);\r\n this.addShader(builder, scratchHiliteFlags, gl);\r\n }\r\n\r\n protected addTranslucentShader(builder: ProgramBuilder, flags: TechniqueFlags, gl: WebGLContext): void {\r\n flags.isTranslucent = true;\r\n addTranslucency(builder);\r\n this.addShader(builder, flags, gl);\r\n }\r\n\r\n protected addFeatureId(builder: ProgramBuilder, feat: FeatureMode) {\r\n const frag = builder.frag;\r\n if (FeatureMode.None === feat) {\r\n addFragColorWithPreMultipliedAlpha(frag);\r\n } else {\r\n const vert = builder.vert;\r\n addFrustum(builder);\r\n addEyeSpace(builder);\r\n addModelViewMatrix(vert);\r\n addRenderOrder(frag);\r\n addFeatureId(builder, false);\r\n addPickBufferOutputs(frag);\r\n }\r\n }\r\n\r\n private getShaderIndex(flags: TechniqueFlags) {\r\n assert(!flags.isHilite || (!flags.isTranslucent && (flags.isClassified === IsClassified.Yes || flags.hasFeatures)), \"invalid technique flags\");\r\n const index = this.computeShaderIndex(flags);\r\n assert(index < this._basicPrograms.length, \"shader index out of bounds\");\r\n return index;\r\n }\r\n\r\n public getShader(flags: TechniqueFlags): ShaderProgram {\r\n const index = this.getShaderIndex(flags);\r\n let program: ShaderProgram | undefined;\r\n\r\n if (flags.hasClip) {\r\n const entry = this._clippingPrograms[index];\r\n assert(undefined !== entry);\r\n program = entry.getProgram(flags.numClipPlanes);\r\n }\r\n\r\n if (program === undefined)\r\n program = this._basicPrograms[index];\r\n\r\n return program;\r\n }\r\n\r\n // NB: Will ignore clipping shaders.\r\n public getShaderByIndex(index: number): ShaderProgram {\r\n return this._basicPrograms[index];\r\n }\r\n\r\n // NB: Will ignore clipping shaders.\r\n public getShaderCount(): number {\r\n return this._basicPrograms.length;\r\n }\r\n\r\n /** For tests. */\r\n public forEachProgram(func: (program: ShaderProgram) => void): void {\r\n for (const basic of this._basicPrograms)\r\n func(basic);\r\n\r\n for (const clip of this._clippingPrograms) {\r\n const prog = clip.getProgram(1);\r\n assert(undefined !== prog);\r\n func(prog);\r\n }\r\n }\r\n}\r\n\r\nclass SurfaceTechnique extends VariedTechnique {\r\n private static readonly _kOpaque = 0;\r\n private static readonly _kTranslucent = 1;\r\n private static readonly _kInstanced = 2;\r\n private static readonly _kAnimated = 4;\r\n private static readonly _kShadowable = 8;\r\n private static readonly _kThematic = 16;\r\n private static readonly _kFeature = 24;\r\n private static readonly _kEdgeTestNeeded = SurfaceTechnique._kFeature * 3; // only when hasFeatures\r\n private static readonly _kHilite = SurfaceTechnique._kEdgeTestNeeded + SurfaceTechnique._kFeature * 2;\r\n // Classifiers are never animated or instanced. They do support shadows, thematic display, and translucency.\r\n // There are 3 base variations - 1 per feature mode - each with translucent/shadowed/thematic variants; plus 1 for hilite.\r\n private static readonly _kClassified = SurfaceTechnique._kHilite + numHiliteVariants;\r\n\r\n public constructor(gl: WebGLContext) {\r\n // 3 base classified variations - 1 per feature mode.\r\n // Plus thematic variant of each and shadowable variant of each = 9\r\n // Plus translucent variant of each of those = 18\r\n // Plus 1 hilite shader = 19\r\n super(SurfaceTechnique._kClassified + 19);\r\n\r\n this._earlyZFlags = [\r\n TechniqueFlags.fromDescription(\"Opaque\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Animated\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Animated-Shadowable\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Classified\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Instanced\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Instanced-Animated\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Instanced-Animated-Shadowable\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Instanced-Hilite-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Instanced-Shadowable\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Shadowable\"),\r\n TechniqueFlags.fromDescription(\"Translucent\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Animated\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Animated-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Animated-Pick\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Animated-Shadowable\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Animated-Shadowable-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Animated-Shadowable-Pick\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Animated\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Animated-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Animated-Pick\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Animated-Shadowable\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Animated-Shadowable-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Animated-Shadowable-Pick\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Pick\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Shadowable\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Shadowable-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Instanced-Shadowable-Pick\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Pick\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Shadowable\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Shadowable-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Translucent-Shadowable-Pick\"),\r\n ];\r\n\r\n const flags = scratchTechniqueFlags;\r\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\r\n this.addHiliteShader(gl, instanced, IsClassified.No, createSurfaceHiliter);\r\n for (let iAnimate = IsAnimated.No; iAnimate <= IsAnimated.Yes; iAnimate++) {\r\n for (let shadowable = IsShadowable.No; shadowable <= IsShadowable.Yes; shadowable++) {\r\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\r\n for (let edgeTestNeeded = IsEdgeTestNeeded.No; edgeTestNeeded <= IsEdgeTestNeeded.Yes; edgeTestNeeded++) {\r\n for (const featureMode of featureModes) {\r\n for (let iTranslucent = 0; iTranslucent <= 1; iTranslucent++) {\r\n if (FeatureMode.None !== featureMode || IsEdgeTestNeeded.No === edgeTestNeeded) {\r\n if (IsThematic.Yes === thematic && IsShadowable.Yes === shadowable)\r\n continue; // currently this combination is disallowed.\r\n\r\n flags.reset(featureMode, instanced, shadowable, thematic);\r\n flags.isAnimated = iAnimate;\r\n flags.isEdgeTestNeeded = edgeTestNeeded;\r\n flags.isTranslucent = 1 === iTranslucent;\r\n\r\n const builder = createSurfaceBuilder(flags);\r\n this.addShader(builder, flags, gl);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.Yes, createSurfaceHiliter);\r\n for (let translucent = 0; translucent < 2; translucent++) {\r\n for (let shadowable = IsShadowable.No; shadowable <= IsShadowable.Yes; shadowable++) {\r\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\r\n for (const featureMode of featureModes) {\r\n if (IsThematic.Yes === thematic && IsShadowable.Yes === shadowable)\r\n continue; // currently this combination is disallowed.\r\n\r\n flags.reset(featureMode, IsInstanced.No, shadowable, thematic);\r\n flags.isClassified = IsClassified.Yes;\r\n flags.isTranslucent = (0 !== translucent);\r\n\r\n const builder = createSurfaceBuilder(flags);\r\n if (flags.isTranslucent)\r\n addTranslucency(builder);\r\n\r\n this.addShader(builder, flags, gl);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this.finishConstruction();\r\n }\r\n\r\n protected get _debugDescription() { return \"Surface\"; }\r\n\r\n public computeShaderIndex(flags: TechniqueFlags): number {\r\n assert(!(flags.isThematic && flags.isShadowable));\r\n\r\n if (flags.isClassified) {\r\n assert(!flags.isAnimated);\r\n assert(!flags.isInstanced);\r\n assert(!flags.isEdgeTestNeeded);\r\n\r\n // First classified shader is for hilite\r\n if (flags.isHilite)\r\n return SurfaceTechnique._kClassified;\r\n\r\n // The rest are organized in 3 groups of 6 - one group per feature mode.\r\n // Each group contains opaque, translucent, opaque+thematic, translucent+thematic, opaque+shadowable, and translucent+shadowable variants.\r\n let baseIndex = SurfaceTechnique._kClassified + 1;\r\n if (flags.isTranslucent)\r\n baseIndex += 1;\r\n if (flags.isShadowable)\r\n baseIndex += 2;\r\n if (flags.isThematic)\r\n baseIndex += 4;\r\n\r\n const featureOffset = 6 * flags.featureMode;\r\n return baseIndex + featureOffset;\r\n } else if (flags.isHilite) {\r\n assert(flags.hasFeatures);\r\n return SurfaceTechnique._kHilite + flags.isInstanced;\r\n }\r\n\r\n assert(flags.hasFeatures || flags.isEdgeTestNeeded === IsEdgeTestNeeded.No);\r\n let index = flags.isTranslucent ? SurfaceTechnique._kTranslucent : SurfaceTechnique._kOpaque;\r\n index += SurfaceTechnique._kInstanced * flags.isInstanced;\r\n index += SurfaceTechnique._kAnimated * flags.isAnimated;\r\n index += SurfaceTechnique._kShadowable * flags.isShadowable;\r\n index += SurfaceTechnique._kThematic * flags.isThematic;\r\n\r\n if (flags.isEdgeTestNeeded)\r\n index += SurfaceTechnique._kEdgeTestNeeded + (flags.featureMode - 1) * SurfaceTechnique._kFeature;\r\n else\r\n index += SurfaceTechnique._kFeature * flags.featureMode;\r\n\r\n return index;\r\n }\r\n}\r\n\r\nclass PolylineTechnique extends VariedTechnique {\r\n private static readonly _kOpaque = 0;\r\n private static readonly _kTranslucent = 1;\r\n private static readonly _kInstanced = 2;\r\n private static readonly _kFeature = 4;\r\n private static readonly _kHilite = numFeatureVariants(PolylineTechnique._kFeature);\r\n\r\n public constructor(gl: WebGLContext) {\r\n super(PolylineTechnique._kHilite + numHiliteVariants);\r\n\r\n this._earlyZFlags = [\r\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Instanced-Hilite-Overrides\"),\r\n ];\r\n\r\n const flags = scratchTechniqueFlags;\r\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\r\n this.addHiliteShader(gl, instanced, IsClassified.No, createPolylineHiliter);\r\n for (const featureMode of featureModes) {\r\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No);\r\n const builder = createPolylineBuilder(instanced);\r\n addUnlitMonochrome(builder.frag);\r\n\r\n // The translucent shaders do not need the element IDs.\r\n const builderTrans = createPolylineBuilder(instanced);\r\n addUnlitMonochrome(builderTrans.frag);\r\n if (FeatureMode.Overrides === featureMode) {\r\n addFeatureSymbology(builderTrans, featureMode, FeatureSymbologyOptions.Linear);\r\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.Linear);\r\n this.addTranslucentShader(builderTrans, flags, gl);\r\n } else {\r\n this.addTranslucentShader(builderTrans, flags, gl);\r\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.None);\r\n }\r\n\r\n this.addFeatureId(builder, featureMode);\r\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No);\r\n this.addShader(builder, flags, gl);\r\n }\r\n }\r\n\r\n this.finishConstruction();\r\n }\r\n\r\n protected get _debugDescription() { return \"Polyline\"; }\r\n\r\n public computeShaderIndex(flags: TechniqueFlags): number {\r\n if (flags.isHilite) {\r\n assert(flags.hasFeatures);\r\n return PolylineTechnique._kHilite + flags.isInstanced;\r\n }\r\n\r\n let index = flags.isTranslucent ? PolylineTechnique._kTranslucent : PolylineTechnique._kOpaque;\r\n index += PolylineTechnique._kFeature * flags.featureMode;\r\n index += PolylineTechnique._kInstanced * flags.isInstanced;\r\n return index;\r\n }\r\n}\r\n\r\nclass EdgeTechnique extends VariedTechnique {\r\n private static readonly _kOpaque = 0;\r\n private static readonly _kTranslucent = 1;\r\n private static readonly _kAnimated = 2;\r\n private static readonly _kInstanced = 4;\r\n private static readonly _kFeature = 8;\r\n private readonly _isSilhouette: boolean;\r\n\r\n public constructor(gl: WebGLContext, isSilhouette: boolean = false) {\r\n super(numFeatureVariants(EdgeTechnique._kFeature));\r\n this._isSilhouette = isSilhouette;\r\n\r\n const flags = scratchTechniqueFlags;\r\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\r\n for (let iAnimate = IsAnimated.No; iAnimate <= IsAnimated.Yes; iAnimate++) {\r\n for (const featureMode of featureModes) {\r\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No);\r\n flags.isAnimated = iAnimate;\r\n const builder = createEdgeBuilder(isSilhouette, flags.isInstanced, flags.isAnimated);\r\n addUnlitMonochrome(builder.frag);\r\n\r\n // The translucent shaders do not need the element IDs.\r\n const builderTrans = createEdgeBuilder(isSilhouette, flags.isInstanced, flags.isAnimated);\r\n addUnlitMonochrome(builderTrans.frag);\r\n if (FeatureMode.Overrides === featureMode) {\r\n addFeatureSymbology(builderTrans, featureMode, FeatureSymbologyOptions.Linear);\r\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.Linear);\r\n this.addTranslucentShader(builderTrans, flags, gl);\r\n } else {\r\n this.addTranslucentShader(builderTrans, flags, gl);\r\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.None);\r\n }\r\n\r\n this.addFeatureId(builder, featureMode);\r\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No);\r\n flags.isAnimated = iAnimate;\r\n this.addShader(builder, flags, gl);\r\n }\r\n }\r\n }\r\n\r\n this.finishConstruction();\r\n }\r\n\r\n protected get _debugDescription() { return this._isSilhouette ? \"Silhouette\" : \"Edge\"; }\r\n\r\n public computeShaderIndex(flags: TechniqueFlags): number {\r\n let index = flags.isTranslucent ? EdgeTechnique._kTranslucent : EdgeTechnique._kOpaque;\r\n index += EdgeTechnique._kFeature * flags.featureMode;\r\n if (flags.isAnimated)\r\n index += EdgeTechnique._kAnimated;\r\n if (flags.isInstanced)\r\n index += EdgeTechnique._kInstanced;\r\n\r\n return index;\r\n }\r\n}\r\n\r\nclass PointStringTechnique extends VariedTechnique {\r\n private static readonly _kOpaque = 0;\r\n private static readonly _kTranslucent = 1;\r\n private static readonly _kInstanced = 2;\r\n private static readonly _kFeature = 4;\r\n private static readonly _kHilite = numFeatureVariants(PointStringTechnique._kFeature);\r\n\r\n public constructor(gl: WebGLContext) {\r\n super((PointStringTechnique._kHilite + numHiliteVariants));\r\n\r\n const flags = scratchTechniqueFlags;\r\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\r\n this.addHiliteShader(gl, instanced, IsClassified.No, createPointStringHiliter);\r\n for (const featureMode of featureModes) {\r\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No);\r\n const builder = createPointStringBuilder(instanced);\r\n addUnlitMonochrome(builder.frag);\r\n\r\n // The translucent shaders do not need the element IDs.\r\n const builderTrans = createPointStringBuilder(instanced);\r\n addUnlitMonochrome(builderTrans.frag);\r\n if (FeatureMode.Overrides === featureMode) {\r\n addFeatureSymbology(builderTrans, featureMode, FeatureSymbologyOptions.Point);\r\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.Point);\r\n this.addTranslucentShader(builderTrans, flags, gl);\r\n } else {\r\n this.addTranslucentShader(builderTrans, flags, gl);\r\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.None);\r\n }\r\n\r\n this.addFeatureId(builder, featureMode);\r\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No);\r\n this.addShader(builder, flags, gl);\r\n }\r\n }\r\n\r\n this.finishConstruction();\r\n }\r\n\r\n protected get _debugDescription() { return \"PointString\"; }\r\n\r\n public computeShaderIndex(flags: TechniqueFlags): number {\r\n if (flags.isHilite) {\r\n assert(flags.hasFeatures);\r\n return PointStringTechnique._kHilite + flags.isInstanced;\r\n }\r\n\r\n let index = flags.isTranslucent ? PointStringTechnique._kTranslucent : PointStringTechnique._kOpaque;\r\n index += PointStringTechnique._kFeature * flags.featureMode;\r\n index += PointStringTechnique._kInstanced * flags.isInstanced;\r\n return index;\r\n }\r\n}\r\n\r\nclass PointCloudTechnique extends VariedTechnique {\r\n private static readonly _kHilite = 8;\r\n\r\n public constructor(gl: WebGLContext) {\r\n super(PointCloudTechnique._kHilite + 2);\r\n\r\n this._earlyZFlags = [\r\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Classified\"),\r\n ];\r\n\r\n for (let iClassified = IsClassified.No; iClassified <= IsClassified.Yes; iClassified++) {\r\n this.addHiliteShader(gl, IsInstanced.No, iClassified, () => createPointCloudHiliter(iClassified));\r\n const flags = scratchTechniqueFlags;\r\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\r\n const pointCloudFeatureModes = [FeatureMode.None, FeatureMode.Overrides];\r\n for (const featureMode of pointCloudFeatureModes) {\r\n flags.reset(featureMode, IsInstanced.No, IsShadowable.No, thematic);\r\n flags.isClassified = iClassified;\r\n const builder = createPointCloudBuilder(flags.isClassified, featureMode, thematic);\r\n if (FeatureMode.Overrides === featureMode) {\r\n addUniformFeatureSymbology(builder, true);\r\n builder.vert.addUniform(\"u_overrideColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_overrideColorMix\", (uniform, params) => {\r\n uniform.setUniform1f(params.geometry.asPointCloud!.overrideColorMix);\r\n });\r\n });\r\n builder.vert.set(VertexShaderComponent.ApplyFeatureColor, mixFeatureColor);\r\n }\r\n\r\n this.addFeatureId(builder, featureMode);\r\n this.addShader(builder, flags, gl);\r\n }\r\n }\r\n }\r\n\r\n this.finishConstruction();\r\n }\r\n\r\n protected get _debugDescription() { return \"PointCloud\"; }\r\n\r\n public computeShaderIndex(flags: TechniqueFlags): number {\r\n if (flags.isHilite)\r\n return PointCloudTechnique._kHilite + flags.isClassified;\r\n else {\r\n let ndx = 0;\r\n if (flags.isClassified)\r\n ndx++;\r\n if (flags.featureMode !== FeatureMode.None)\r\n ndx += 2;\r\n if (flags.isThematic)\r\n ndx += 4;\r\n return ndx;\r\n }\r\n }\r\n}\r\n\r\nclass RealityMeshTechnique extends VariedTechnique {\r\n private static readonly _numVariants = 50;\r\n\r\n public constructor(gl: WebGLRenderingContext) {\r\n super(RealityMeshTechnique._numVariants);\r\n this._earlyZFlags = [\r\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Overrides\"),\r\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Classified\"),\r\n ];\r\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.No, createRealityMeshHiliter);\r\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.Yes, createClassifierRealityMeshHiliter);\r\n for (let iClassified = IsClassified.No; iClassified <= IsClassified.Yes; iClassified++) {\r\n for (let iTranslucent = 0; iTranslucent <= 1; iTranslucent++) {\r\n for (let shadowable = IsShadowable.No; shadowable <= IsShadowable.Yes; shadowable++) {\r\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\r\n const flags = scratchTechniqueFlags;\r\n for (const featureMode of featureModes) {\r\n flags.reset(featureMode, IsInstanced.No, shadowable, thematic);\r\n flags.isClassified = iClassified;\r\n flags.isTranslucent = 1 === iTranslucent;\r\n const builder = createRealityMeshBuilder(flags);\r\n\r\n if (flags.isTranslucent) {\r\n addShaderFlags(builder);\r\n addTranslucency(builder);\r\n } else\r\n this.addFeatureId(builder, featureMode);\r\n\r\n this.addShader(builder, flags, gl);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n this.finishConstruction();\r\n }\r\n\r\n protected get _debugDescription() { return \"RealityMesh\"; }\r\n\r\n public computeShaderIndex(flags: TechniqueFlags): number {\r\n if (flags.isHilite)\r\n return flags.isClassified ? 1 : 0;\r\n let ndx = 2;\r\n if (flags.isClassified)\r\n ndx++;\r\n if (flags.isShadowable)\r\n ndx += 2;\r\n if (flags.isTranslucent)\r\n ndx += 4;\r\n ndx += 8 * flags.featureMode;\r\n if (flags.isThematic)\r\n ndx += 24;\r\n return ndx;\r\n }\r\n}\r\n\r\ninterface PrioritizedShaderVariation {\r\n featureMode: FeatureMode;\r\n isInstanced: IsInstanced;\r\n isShadowable: IsShadowable;\r\n isEdgeTestedNeeded: IsEdgeTestNeeded;\r\n isTranslucent: boolean;\r\n}\r\n\r\ninterface PrioritizedTechniqueOrShader {\r\n techniqueId: TechniqueId;\r\n specificShader?: PrioritizedShaderVariation; // if defined, only compile this specific shader variation for the technique; otherwise, compile all uncompiled shader variations for the technique\r\n}\r\n\r\nconst techniquesByPriority: PrioritizedTechniqueOrShader[] = [\r\n // Compile these specific shader variations first because they seem most likely to be used immediately upon opening a file.\r\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.None, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: false } },\r\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: false } },\r\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: false } },\r\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: false } },\r\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: false } },\r\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.None, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: true } },\r\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: true } },\r\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: true } },\r\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: true } },\r\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: true } },\r\n\r\n // Next, compile all shaders in specific techniques.\r\n // Do surfaces first because (1) they are the most commonly used and (2) they take longer to compile.\r\n { techniqueId: TechniqueId.Surface },\r\n { techniqueId: TechniqueId.Edge },\r\n { techniqueId: TechniqueId.SilhouetteEdge },\r\n { techniqueId: TechniqueId.Polyline },\r\n { techniqueId: TechniqueId.PointString },\r\n { techniqueId: TechniqueId.PointCloud },\r\n { techniqueId: TechniqueId.RealityMesh },\r\n\r\n // The following techniques take a trivial amount of time to compile - do them last\r\n { techniqueId: TechniqueId.OITClearTranslucent },\r\n { techniqueId: TechniqueId.CopyPickBuffers },\r\n { techniqueId: TechniqueId.CopyColor },\r\n { techniqueId: TechniqueId.CopyColorNoAlpha },\r\n { techniqueId: TechniqueId.ClearPickAndColor },\r\n { techniqueId: TechniqueId.CompositeTranslucent },\r\n { techniqueId: TechniqueId.CompositeHilite },\r\n { techniqueId: TechniqueId.CompositeHiliteAndTranslucent },\r\n { techniqueId: TechniqueId.CompositeOcclusion },\r\n { techniqueId: TechniqueId.CompositeTranslucentAndOcclusion },\r\n { techniqueId: TechniqueId.CompositeHiliteAndOcclusion },\r\n { techniqueId: TechniqueId.CompositeAll },\r\n { techniqueId: TechniqueId.VolClassColorUsingStencil },\r\n { techniqueId: TechniqueId.EVSMFromDepth },\r\n { techniqueId: TechniqueId.SkyBox },\r\n { techniqueId: TechniqueId.SkySphereGradient },\r\n { techniqueId: TechniqueId.SkySphereTexture },\r\n { techniqueId: TechniqueId.AmbientOcclusion },\r\n { techniqueId: TechniqueId.Blur },\r\n { techniqueId: TechniqueId.CombineTextures },\r\n { techniqueId: TechniqueId.VolClassCopyZ },\r\n { techniqueId: TechniqueId.VolClassSetBlend },\r\n { techniqueId: TechniqueId.VolClassBlend },\r\n { techniqueId: TechniqueId.Combine3Textures },\r\n { techniqueId: TechniqueId.PlanarGrid },\r\n];\r\nconst numTechniquesByPriority = techniquesByPriority.length;\r\n\r\n/** A collection of rendering techniques accessed by ID.\r\n * @internal\r\n */\r\nexport class Techniques implements WebGLDisposable {\r\n private readonly _list = new Array<Technique>(); // indexed by TechniqueId, which may exceed TechniqueId.NumBuiltIn for dynamic techniques.\r\n private readonly _dynamicTechniqueIds = new Array<string>(); // technique ID = (index in this array) + TechniqueId.NumBuiltIn\r\n private _techniqueByPriorityIndex = 0;\r\n private _shaderIndex = 0;\r\n\r\n public static create(gl: WebGLContext): Techniques {\r\n const techs = new Techniques();\r\n techs.initializeBuiltIns(gl);\r\n return techs;\r\n }\r\n\r\n public getTechnique(id: TechniqueId): Technique {\r\n assert(id < this._list.length, \"technique index out of bounds\");\r\n return this._list[id];\r\n }\r\n\r\n public get numTechniques(): number {\r\n return this._list.length;\r\n }\r\n\r\n public addDynamicTechnique(technique: Technique, name: string): TechniqueId {\r\n const id = this.getDynamicTechniqueId(name);\r\n if (undefined !== id)\r\n return id;\r\n\r\n this._dynamicTechniqueIds.push(name);\r\n this._list.push(technique);\r\n return TechniqueId.NumBuiltIn + this._dynamicTechniqueIds.length - 1;\r\n }\r\n\r\n public getDynamicTechniqueId(name: string): TechniqueId | undefined {\r\n const index = this._dynamicTechniqueIds.indexOf(name);\r\n return -1 !== index ? index + TechniqueId.NumBuiltIn + index : undefined;\r\n }\r\n\r\n /** Execute each command in the list */\r\n public execute(target: Target, commands: DrawCommands, renderPass: RenderPass) {\r\n assert(RenderPass.None !== renderPass, \"invalid render pass\");\r\n\r\n using(new ShaderProgramExecutor(target, renderPass), (executor: ShaderProgramExecutor) => {\r\n for (const command of commands)\r\n command.execute(executor);\r\n });\r\n System.instance.frameBufferStack.markTargetsDirty();\r\n }\r\n\r\n /** Execute the commands for a single given classification primitive (the first 3 commands should be a push, the primitive, then a pop) */\r\n public executeForIndexedClassifier(target: Target, cmdsByIndex: DrawCommands, renderPass: RenderPass) {\r\n // ###TODO: Disable shadows. Probably in the ClassifierTileTree's ViewFlagOverrides.\r\n this.execute(target, cmdsByIndex, renderPass);\r\n }\r\n\r\n /** Draw a single primitive. Usually used for special-purpose rendering techniques. */\r\n public draw(params: DrawParams): void {\r\n const tech = this.getTechnique(params.geometry.techniqueId);\r\n const program = tech.getShader(TechniqueFlags.defaults);\r\n using(new ShaderProgramExecutor(params.target, params.renderPass, program), (executor: ShaderProgramExecutor) => {\r\n assert(executor.isValid);\r\n if (executor.isValid) {\r\n executor.draw(params);\r\n }\r\n });\r\n System.instance.frameBufferStack.markTargetsDirty();\r\n }\r\n\r\n public get isDisposed(): boolean { return 0 === this._list.length; }\r\n\r\n public dispose(): void {\r\n for (const tech of this._list)\r\n dispose(tech);\r\n this._list.length = 0;\r\n }\r\n\r\n // Chiefly for tests - compiles all shader programs - more generally programs are compiled on demand.\r\n public compileShaders(): boolean {\r\n let allCompiled = true;\r\n\r\n for (const tech of this._list) {\r\n if (!tech.compileShaders()) {\r\n allCompiled = false;\r\n }\r\n }\r\n\r\n return allCompiled;\r\n }\r\n\r\n /** Compile shader of next highest priority. Called when possible during an idle situation before any viewports exist. */\r\n public idleCompileNextShader(): boolean {\r\n let compileStatus = CompileStatus.Success;\r\n let wasPreviouslyCompiled = false;\r\n\r\n do {\r\n if (this._techniqueByPriorityIndex >= numTechniquesByPriority)\r\n return false;\r\n\r\n let shader: ShaderProgram;\r\n let numShaders = 0;\r\n\r\n const pTech = techniquesByPriority[this._techniqueByPriorityIndex];\r\n const tech = this._list[pTech.techniqueId];\r\n\r\n if (pTech.specificShader !== undefined) { // if this entry consists of a specific shader, just compile that\r\n const flags = scratchTechniqueFlags;\r\n flags.reset(pTech.specificShader.featureMode, pTech.specificShader.isInstanced, pTech.specificShader.isShadowable, IsThematic.No);\r\n flags.isEdgeTestNeeded = pTech.specificShader.isEdgeTestedNeeded;\r\n flags.isTranslucent = pTech.specificShader.isTranslucent;\r\n shader = tech.getShader(flags);\r\n } else { // if this entry only contains a techniqueId, then compile all uncompiled shaders for that technique\r\n shader = tech.getShaderByIndex(this._shaderIndex);\r\n this._shaderIndex++;\r\n numShaders = tech.getShaderCount();\r\n }\r\n\r\n if (shader.isCompiled)\r\n wasPreviouslyCompiled = true;\r\n else {\r\n compileStatus = shader.compile();\r\n wasPreviouslyCompiled = false;\r\n }\r\n\r\n if (this._shaderIndex >= numShaders) {\r\n this._techniqueByPriorityIndex++;\r\n this._shaderIndex = 0;\r\n }\r\n } while (wasPreviouslyCompiled);\r\n\r\n return compileStatus === CompileStatus.Success;\r\n }\r\n\r\n /** For tests. */\r\n public forEachVariedProgram(func: (program: ShaderProgram) => void): void {\r\n for (const technique of this._list)\r\n if (technique instanceof VariedTechnique)\r\n technique.forEachProgram(func);\r\n }\r\n\r\n private constructor() { }\r\n\r\n private initializeBuiltIns(gl: WebGLContext): void {\r\n this._list[TechniqueId.OITClearTranslucent] = new SingularTechnique(createClearTranslucentProgram(gl));\r\n this._list[TechniqueId.ClearPickAndColor] = new SingularTechnique(createClearPickAndColorProgram(gl));\r\n this._list[TechniqueId.CopyColor] = new SingularTechnique(createCopyColorProgram(gl));\r\n this._list[TechniqueId.CopyColorNoAlpha] = new SingularTechnique(createCopyColorProgram(gl, false));\r\n this._list[TechniqueId.CopyPickBuffers] = new SingularTechnique(createCopyPickBuffersProgram(gl));\r\n this._list[TechniqueId.EVSMFromDepth] = new SingularTechnique(createEVSMProgram(gl));\r\n this._list[TechniqueId.SkyBox] = new SingularTechnique(createSkyBoxProgram(gl));\r\n this._list[TechniqueId.SkySphereGradient] = new SingularTechnique(createSkySphereProgram(gl, true));\r\n this._list[TechniqueId.SkySphereTexture] = new SingularTechnique(createSkySphereProgram(gl, false));\r\n this._list[TechniqueId.AmbientOcclusion] = new SingularTechnique(createAmbientOcclusionProgram(gl));\r\n this._list[TechniqueId.Blur] = new SingularTechnique(createBlurProgram(gl));\r\n this._list[TechniqueId.CombineTextures] = new SingularTechnique(createCombineTexturesProgram(gl));\r\n this._list[TechniqueId.Combine3Textures] = new SingularTechnique(createCombine3TexturesProgram(gl));\r\n this._list[TechniqueId.Surface] = new SurfaceTechnique(gl);\r\n this._list[TechniqueId.Edge] = new EdgeTechnique(gl, false);\r\n this._list[TechniqueId.SilhouetteEdge] = new EdgeTechnique(gl, true);\r\n this._list[TechniqueId.Polyline] = new PolylineTechnique(gl);\r\n this._list[TechniqueId.PointString] = new PointStringTechnique(gl);\r\n this._list[TechniqueId.PointCloud] = new PointCloudTechnique(gl);\r\n this._list[TechniqueId.RealityMesh] = new RealityMeshTechnique(gl);\r\n this._list[TechniqueId.PlanarGrid] = new SingularTechnique(createPlanarGridProgram(gl));\r\n if (System.instance.capabilities.supportsFragDepth)\r\n this._list[TechniqueId.VolClassCopyZ] = new SingularTechnique(createVolClassCopyZProgram(gl));\r\n else\r\n this._list[TechniqueId.VolClassCopyZ] = new SingularTechnique(createVolClassCopyZUsingPointsProgram(gl));\r\n this._list[TechniqueId.VolClassSetBlend] = new SingularTechnique(createVolClassSetBlendProgram(gl));\r\n this._list[TechniqueId.VolClassBlend] = new SingularTechnique(createVolClassBlendProgram(gl));\r\n this._list[TechniqueId.VolClassColorUsingStencil] = new SingularTechnique(createVolClassColorUsingStencilProgram(gl));\r\n\r\n for (let compositeFlags = 1; compositeFlags <= 7; compositeFlags++) {\r\n const techId = computeCompositeTechniqueId(compositeFlags);\r\n this._list[techId] = new SingularTechnique(createCompositeProgram(compositeFlags, gl));\r\n }\r\n\r\n assert(this._list.length === TechniqueId.NumBuiltIn, \"unexpected number of built-in techniques\");\r\n }\r\n}\r\n"]}
@@ -54,7 +54,7 @@ class TileDrawArgs {
54
54
  this.viewClip = undefined === outsideClipColor ? context.viewport.view.getViewClip() : undefined;
55
55
  }
56
56
  this.parentsAndChildrenExclusive = parentsAndChildrenExclusive;
57
- if (context.viewport.view.isCameraEnabled())
57
+ if (context.viewport.isCameraOn)
58
58
  this._nearFrontCenter = context.viewport.getFrustum(CoordSystem_1.CoordSystem.World).frontCenter;
59
59
  this.pixelSizeScaleFactor = this.computePixelSizeScaleFactor();
60
60
  }
@@ -106,7 +106,7 @@ class TileDrawArgs {
106
106
  * Device scaling is not applied.
107
107
  */
108
108
  computePixelSizeInMetersAtClosestPoint(center, radius) {
109
- if (this.context.viewport.view.isCameraEnabled() && this._nearFrontCenter) {
109
+ if (this.context.viewport.view.is3d() && this.context.viewport.isCameraOn && this._nearFrontCenter) {
110
110
  const toFront = core_geometry_1.Vector3d.createStartEnd(center, this._nearFrontCenter);
111
111
  const viewZ = this.context.viewport.rotation.rowZ();
112
112
  // If the sphere overlaps the near front plane just use near front point. This also handles behind eye conditions.
@@ -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 Tiles\r\n */\r\n\r\nimport { BeTimePoint } from \"@itwin/core-bentley\";\r\nimport { ClipVector, Geometry, Map4d, Matrix4d, Point3d, Point4d, Range1d, Range3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { FeatureAppearanceProvider, FrustumPlanes, HiddenLine, ViewFlagOverrides } from \"@itwin/core-common\";\r\nimport { FeatureSymbology } from \"../render/FeatureSymbology\";\r\nimport { GraphicBranch } from \"../render/GraphicBranch\";\r\nimport { RenderClipVolume } from \"../render/RenderClipVolume\";\r\nimport { RenderGraphic } from \"../render/RenderGraphic\";\r\nimport { RenderPlanarClassifier } from \"../render/RenderPlanarClassifier\";\r\nimport { RenderTextureDrape } from \"../render/RenderSystem\";\r\nimport { SceneContext } from \"../ViewContext\";\r\nimport { ViewingSpace } from \"../ViewingSpace\";\r\nimport { CoordSystem } from \"../CoordSystem\";\r\nimport { Tile, TileGraphicType, TileTree } from \"./internal\";\r\n\r\nconst scratchRange = new Range3d();\r\nconst scratchPoint = Point3d.create();\r\nconst scratchPoint4d = Point4d.create();\r\nconst scratchXRange = Range1d.createNull();\r\nconst scratchYRange = Range1d.createNull();\r\nconst scratchMatrix4d = Matrix4d.createIdentity();\r\n\r\n/** Parameters used to construct [[TileDrawArgs]].\r\n * @public\r\n */\r\nexport interface TileDrawArgParams {\r\n /** Context for the scene into which the tiles are to be rendered. */\r\n context: SceneContext;\r\n /** Transform to be applied when drawing the tiles. */\r\n location: Transform;\r\n /** The tile tree from which to obtain tiles. */\r\n tree: TileTree;\r\n /** The time at which these args were created. */\r\n now: BeTimePoint;\r\n /** Overrides to apply to the view's [ViewFlags]($common) when drawing the tiles. */\r\n viewFlagOverrides: ViewFlagOverrides;\r\n /** Clip volume used to clip the tiles. */\r\n clipVolume?: RenderClipVolume;\r\n /** True if a tile and its child tiles should not be drawn simultaneously. */\r\n parentsAndChildrenExclusive: boolean;\r\n /** Symbology overrides to apply to the tiles. */\r\n symbologyOverrides: FeatureSymbology.Overrides | undefined;\r\n /** Optionally customizes the view's symbology overrides for the tiles. */\r\n appearanceProvider?: FeatureAppearanceProvider;\r\n /** Optionally overrides the view's hidden line settings. */\r\n hiddenLineSettings?: HiddenLine.Settings;\r\n /** If defined, tiles should be culled if they do not intersect this clip. */\r\n intersectionClip?: ClipVector;\r\n}\r\n/**\r\n * Provides context used when selecting and drawing [[Tile]]s.\r\n * @see [[TileTree.selectTiles]]\r\n * @see [[TileTree.draw]]\r\n * @public\r\n */\r\nexport class TileDrawArgs {\r\n /** Transform to the location in iModel coordinates at which the tiles are to be drawn. */\r\n public readonly location: Transform;\r\n /** The tile tree being drawn. */\r\n public readonly tree: TileTree;\r\n /** Optional clip volume applied to the tiles. */\r\n public clipVolume: RenderClipVolume | undefined;\r\n /** The context in which the tiles will be drawn, exposing, e.g., the [[Viewport]] and accepting [[RenderGraphic]]s to be drawn. */\r\n public readonly context: SceneContext;\r\n /** Describes the viewed volume. */\r\n public viewingSpace: ViewingSpace;\r\n /** Holds the tile graphics to be drawn. */\r\n public readonly graphics: GraphicBranch = new GraphicBranch();\r\n /** @internal */\r\n public readonly now: BeTimePoint;\r\n /** The planes of the viewing frustum, used for frustum culling. */\r\n protected _frustumPlanes?: FrustumPlanes;\r\n /** @internal */\r\n public planarClassifier?: RenderPlanarClassifier;\r\n /** @internal */\r\n public drape?: RenderTextureDrape;\r\n /** Optional clip volume applied to all tiles in the view. */\r\n public readonly viewClip?: ClipVector;\r\n /** True if a tile and its child tiles should not be drawn simultaneously. */\r\n public parentsAndChildrenExclusive: boolean;\r\n /** @internal */\r\n private _appearanceProvider?: FeatureAppearanceProvider;\r\n /** Optional overrides for the view's hidden line settings. */\r\n public hiddenLineSettings?: HiddenLine.Settings;\r\n /** Tiles that we want to draw and that are ready to draw. May not actually be selected, e.g. if sibling tiles are not yet ready. */\r\n public readonly readyTiles = new Set<Tile>();\r\n /** For perspective views, the view-Z of the near plane. */\r\n private readonly _nearFrontCenter?: Point3d;\r\n /** Overrides applied to the view's [ViewFlags]($common) when drawing the tiles. */\r\n public get viewFlagOverrides(): ViewFlagOverrides { return this.graphics.viewFlagOverrides; }\r\n /** If defined, replaces the view's own symbology overrides when drawing the tiles. */\r\n public get symbologyOverrides(): FeatureSymbology.Overrides | undefined { return this.graphics.symbologyOverrides; }\r\n /** If defined, tiles will be culled if they do not intersect this clip. */\r\n public intersectionClip?: ClipVector;\r\n /** @internal */\r\n public readonly pixelSizeScaleFactor;\r\n\r\n /** Compute the size in pixels of the specified tile at the point on its bounding sphere closest to the camera. */\r\n public getPixelSize(tile: Tile): number {\r\n const sizeFromProjection = this.getPixelSizeFromProjection(tile);\r\n if (undefined !== sizeFromProjection)\r\n return sizeFromProjection;\r\n\r\n const radius = this.getTileRadius(tile); // use a sphere to test pixel size. We don't know the orientation of the image within the bounding box.\r\n const center = this.getTileCenter(tile);\r\n\r\n const pixelSizeAtPt = this.computePixelSizeInMetersAtClosestPoint(center, radius);\r\n return 0 !== pixelSizeAtPt ? this.context.adjustPixelSizeForLOD(radius / pixelSizeAtPt) : 1.0e-3;\r\n }\r\n\r\n /** If the tile provides corners (from an OBB) then this produces most accurate representation of the tile size */\r\n private getPixelSizeFromProjection(tile: Tile): number | undefined {\r\n const sizeProjectionCorners = tile.getSizeProjectionCorners();\r\n if (!sizeProjectionCorners)\r\n return undefined;\r\n\r\n /* For maps or global reality models we use the projected screen rectangle rather than sphere to calculate pixel size to avoid excessive tiles at horizon. */\r\n const tileToView = this.worldToViewMap.transform0.multiplyMatrixMatrix(Matrix4d.createTransform(this.location, scratchMatrix4d), scratchMatrix4d);\r\n scratchXRange.setNull();\r\n scratchYRange.setNull();\r\n\r\n let behindEye = false;\r\n for (const corner of sizeProjectionCorners) {\r\n const viewCorner = tileToView.multiplyPoint3d(corner, 1, scratchPoint4d);\r\n if (viewCorner.w < 0.0) {\r\n behindEye = true;\r\n break;\r\n }\r\n\r\n scratchXRange.extendX(viewCorner.x / viewCorner.w);\r\n scratchYRange.extendX(viewCorner.y / viewCorner.w);\r\n }\r\n if (behindEye)\r\n return undefined;\r\n\r\n return scratchXRange.isNull ? 1.0E-3 : this.context.adjustPixelSizeForLOD(Math.sqrt(scratchXRange.length() * scratchYRange.length()));\r\n }\r\n\r\n /** Compute the size in meters of one pixel at the point on the tile's bounding sphere closest to the camera. */\r\n public getPixelSizeInMetersAtClosestPoint(tile: Tile): number {\r\n const radius = this.getTileRadius(tile); // use a sphere to test pixel size. We don't know the orientation of the image within the bounding box.\r\n const center = this.getTileCenter(tile);\r\n\r\n const pixelSizeAtPt = this.computePixelSizeInMetersAtClosestPoint(center, radius);\r\n return 0 !== pixelSizeAtPt ? this.context.adjustPixelSizeForLOD(pixelSizeAtPt) : 1.0e-3;\r\n }\r\n\r\n /** Compute the size in meters of one pixel at the point on a sphere closest to the camera.\r\n * Device scaling is not applied.\r\n */\r\n protected computePixelSizeInMetersAtClosestPoint(center: Point3d, radius: number): number {\r\n if (this.context.viewport.view.isCameraEnabled() && this._nearFrontCenter) {\r\n const toFront = Vector3d.createStartEnd(center, this._nearFrontCenter);\r\n const viewZ = this.context.viewport.rotation.rowZ();\r\n // If the sphere overlaps the near front plane just use near front point. This also handles behind eye conditions.\r\n if (viewZ.dotProduct(toFront) < radius) {\r\n center = this._nearFrontCenter;\r\n } else {\r\n // Find point on sphere closest to eye.\r\n const toEye = center.unitVectorTo(this.context.viewport.view.camera.eye);\r\n\r\n if (toEye) { // Only if tile is not already behind the eye.\r\n toEye.scaleInPlace(radius);\r\n center.addInPlace(toEye);\r\n }\r\n }\r\n }\r\n\r\n const viewPt = this.worldToViewMap.transform0.multiplyPoint3dQuietNormalize(center);\r\n const viewPt2 = new Point3d(viewPt.x + 1.0, viewPt.y, viewPt.z);\r\n return this.worldToViewMap.transform1.multiplyPoint3dQuietNormalize(viewPt).distance(this.worldToViewMap.transform1.multiplyPoint3dQuietNormalize(viewPt2));\r\n }\r\n\r\n /** Compute this size of a sphere on screen in pixels */\r\n public getRangePixelSize(range: Range3d): number {\r\n const transformedRange = this.location.multiplyRange(range, scratchRange);\r\n const center = transformedRange.localXYZToWorld(.5, .5, .5, scratchPoint)!;\r\n const radius = transformedRange.diagonal().magnitude();\r\n\r\n const viewPt = this.worldToViewMap.transform0.multiplyPoint3dQuietNormalize(center);\r\n const viewPt2 = new Point3d(viewPt.x + 1.0, viewPt.y, viewPt.z);\r\n const pixelSizeAtPt = this.worldToViewMap.transform1.multiplyPoint3dQuietNormalize(viewPt).distance(this.worldToViewMap.transform1.multiplyPoint3dQuietNormalize(viewPt2));\r\n return 0 !== pixelSizeAtPt ? radius / pixelSizeAtPt : 1.0e-3;\r\n }\r\n\r\n /** @internal */\r\n public getTileGraphics(tile: Tile) {\r\n return tile.produceGraphics();\r\n }\r\n\r\n /** The planes of the viewing frustum, used for frustum culling. */\r\n public get frustumPlanes(): FrustumPlanes {\r\n return this._frustumPlanes !== undefined ? this._frustumPlanes : this.context.frustumPlanes;\r\n }\r\n\r\n /** Provides conversions between [[CoordSystem.World]] and [[CoordSystem.View]]. */\r\n public get worldToViewMap(): Map4d {\r\n return this.viewingSpace.worldToViewMap;\r\n }\r\n\r\n private computePixelSizeScaleFactor(): number {\r\n // Check to see if a model display transform with non-uniform scaling is being used.\r\n const tf = this.context.viewport.view.getModelDisplayTransform(this.tree.modelId, Transform.createIdentity());\r\n const scale = [];\r\n scale[0] = tf.matrix.getColumn(0).magnitude();\r\n scale[1] = tf.matrix.getColumn(1).magnitude();\r\n scale[2] = tf.matrix.getColumn(2).magnitude();\r\n if (Math.abs(scale[0] - scale[1]) <= Geometry.smallMetricDistance && Math.abs(scale[0] - scale[2]) <= Geometry.smallMetricDistance)\r\n return 1;\r\n // If the component with the largest scale is not the same as the component with the largest tile range use it to adjust the pixel size.\r\n const rangeDiag = this.tree.range.diagonal();\r\n let maxS = 0;\r\n let maxR = 0;\r\n if (scale[0] > scale[1]) {\r\n maxS = (scale[0] > scale[2] ? 0 : 2);\r\n } else {\r\n maxS = (scale[1] > scale[2] ? 1 : 2);\r\n }\r\n if (rangeDiag.x > rangeDiag.y) {\r\n maxR = (rangeDiag.x > rangeDiag.z ? 0 : 2);\r\n } else {\r\n maxR = (rangeDiag.y > rangeDiag.z ? 1 : 2);\r\n }\r\n if (maxS !== maxR)\r\n return scale[maxS];\r\n return 1;\r\n }\r\n\r\n /** Constructor */\r\n public constructor(params: TileDrawArgParams) {\r\n const { location, tree, context, now, viewFlagOverrides, clipVolume, parentsAndChildrenExclusive, symbologyOverrides } = params;\r\n this.location = location;\r\n this.tree = tree;\r\n this.context = context;\r\n this.now = now;\r\n this._appearanceProvider = params.appearanceProvider;\r\n this.hiddenLineSettings = params.hiddenLineSettings;\r\n\r\n // Do not cull tiles based on clip volume if tiles outside clip are supposed to be drawn but in a different color.\r\n if (undefined !== clipVolume && !context.viewport.view.displayStyle.settings.clipStyle.outsideColor)\r\n this.clipVolume = clipVolume;\r\n\r\n this.graphics.setViewFlagOverrides(viewFlagOverrides);\r\n this.graphics.symbologyOverrides = symbologyOverrides;\r\n this.graphics.animationId = tree.modelId;\r\n\r\n this.viewingSpace = context.viewingSpace;\r\n this._frustumPlanes = new FrustumPlanes(this.viewingSpace.getFrustum());\r\n\r\n this.planarClassifier = context.getPlanarClassifierForModel(tree.modelId);\r\n this.drape = context.getTextureDrapeForModel(tree.modelId);\r\n\r\n // NB: If the tile tree has its own clip, do not also apply the view's clip.\r\n if (context.viewFlags.clipVolume && false !== viewFlagOverrides.clipVolume && undefined === clipVolume) {\r\n const outsideClipColor = context.viewport.displayStyle.settings.clipStyle.outsideColor;\r\n this.viewClip = undefined === outsideClipColor ? context.viewport.view.getViewClip() : undefined;\r\n }\r\n\r\n this.parentsAndChildrenExclusive = parentsAndChildrenExclusive;\r\n if (context.viewport.view.isCameraEnabled())\r\n this._nearFrontCenter = context.viewport.getFrustum(CoordSystem.World).frontCenter;\r\n\r\n this.pixelSizeScaleFactor = this.computePixelSizeScaleFactor();\r\n }\r\n\r\n /** A multiplier applied to a [[Tile]]'s `maximumSize` property to adjust level of detail.\r\n * @see [[Viewport.tileSizeModifier]].\r\n * @public\r\n */\r\n public get tileSizeModifier(): number { return this.context.viewport.tileSizeModifier; }\r\n\r\n /** @internal */\r\n public getTileCenter(tile: Tile): Point3d { return this.location.multiplyPoint3d(tile.center); }\r\n\r\n /** @internal */\r\n public getTileRadius(tile: Tile): number {\r\n let range: Range3d = tile.range.clone(scratchRange);\r\n if (tile.tree.is2d) {\r\n // 2d tiles have a fixed Z range of [-1, 1]. Sometimes (e.g., hypermodeling) we draw them within a 3d view. Prevent Z from artificially expanding the radius.\r\n range.low.z = range.high.z = 0;\r\n }\r\n\r\n range = this.location.multiplyRange(range, range);\r\n return 0.5 * range.low.distance(range.high);\r\n }\r\n\r\n /** @internal */\r\n public get clip(): ClipVector | undefined {\r\n return undefined !== this.clipVolume ? this.clipVolume.clipVector : undefined;\r\n }\r\n\r\n /** Add a provider to supplement or override the symbology overrides for the view.\r\n * @note If a provider already exists, the new provider will be chained such that it sees the base overrides\r\n * after they have potentially been modified by the existing provider.\r\n * @public\r\n */\r\n public addAppearanceProvider(provider: FeatureAppearanceProvider): void {\r\n this._appearanceProvider = this._appearanceProvider ? FeatureAppearanceProvider.chain(this._appearanceProvider, provider) : provider;\r\n }\r\n\r\n /** Optionally customizes aspects of the view's [[FeatureSymbology.Overrides]]. */\r\n public get appearanceProvider(): FeatureAppearanceProvider | undefined {\r\n return this._appearanceProvider;\r\n }\r\n\r\n /** @internal */\r\n public produceGraphics(): RenderGraphic | undefined {\r\n return this._produceGraphicBranch(this.graphics);\r\n }\r\n\r\n /** @internal */\r\n private _produceGraphicBranch(graphics: GraphicBranch): RenderGraphic | undefined {\r\n if (graphics.isEmpty)\r\n return undefined;\r\n\r\n const opts = {\r\n iModel: this.tree.iModel,\r\n clipVolume: this.clipVolume,\r\n classifierOrDrape: this.planarClassifier ?? this.drape,\r\n appearanceProvider: this.appearanceProvider,\r\n hline: this.hiddenLineSettings,\r\n };\r\n\r\n return this.context.createGraphicBranch(graphics, this.location, opts);\r\n }\r\n\r\n /** Output graphics for all accumulated tiles. */\r\n public drawGraphics(): void {\r\n const graphics = this.produceGraphics();\r\n if (undefined !== graphics)\r\n this.context.outputGraphic(graphics);\r\n }\r\n\r\n /** Output graphics of the specified type for all accumulated tiles. */\r\n public drawGraphicsWithType(graphicType: TileGraphicType, graphics: GraphicBranch): void {\r\n const branch = this._produceGraphicBranch(graphics);\r\n if (undefined !== branch)\r\n this.context.withGraphicType(graphicType, () => this.context.outputGraphic(branch));\r\n }\r\n\r\n /** Indicate that graphics for the specified tile are desired but not yet available. Subsequently a request will be enqueued to load the tile's graphics. */\r\n public insertMissing(tile: Tile): void {\r\n this.context.insertMissingTile(tile);\r\n }\r\n\r\n /** Indicate that some requested child tiles are not yet loaded. */\r\n public markChildrenLoading(): void {\r\n this.context.markChildrenLoading();\r\n }\r\n\r\n /** Indicate that the specified tile is being used for some purpose by the [[SceneContext]]'s [[Viewport]]. Typically \"used\" means \"displayed\", but the exact meaning is up to the [[TileTree]] - for example, \"used\" might also mean that the tile's children are being used. A tile that is \"in use\" by any [[Viewport]] will not be discarded. */\r\n public markUsed(tile: Tile): void {\r\n tile.usageMarker.mark(this.context.viewport, this.now);\r\n }\r\n\r\n /** Indicate that the specified tile should be displayed and that its graphics are ready to be displayed. The number of \"ready\" tiles is used in conjunction with the number of \"missing\" tiles to convey to the user how complete the current view is.\r\n * @see [[insertMissing]]\r\n */\r\n public markReady(tile: Tile): void {\r\n this.readyTiles.add(tile);\r\n }\r\n\r\n /** Invoked by [[TileTree.selectTiles]]. This exists chiefly for [[SolarShadowMap]].\r\n * @internal\r\n */\r\n public processSelectedTiles(_tiles: Tile[]): void { }\r\n\r\n /* @internal */\r\n public get maxRealityTreeSelectionCount(): number | undefined { return undefined; }\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 Tiles\r\n */\r\n\r\nimport { BeTimePoint } from \"@itwin/core-bentley\";\r\nimport { ClipVector, Geometry, Map4d, Matrix4d, Point3d, Point4d, Range1d, Range3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { FeatureAppearanceProvider, FrustumPlanes, HiddenLine, ViewFlagOverrides } from \"@itwin/core-common\";\r\nimport { FeatureSymbology } from \"../render/FeatureSymbology\";\r\nimport { GraphicBranch } from \"../render/GraphicBranch\";\r\nimport { RenderClipVolume } from \"../render/RenderClipVolume\";\r\nimport { RenderGraphic } from \"../render/RenderGraphic\";\r\nimport { RenderPlanarClassifier } from \"../render/RenderPlanarClassifier\";\r\nimport { RenderTextureDrape } from \"../render/RenderSystem\";\r\nimport { SceneContext } from \"../ViewContext\";\r\nimport { ViewingSpace } from \"../ViewingSpace\";\r\nimport { CoordSystem } from \"../CoordSystem\";\r\nimport { Tile, TileGraphicType, TileTree } from \"./internal\";\r\n\r\nconst scratchRange = new Range3d();\r\nconst scratchPoint = Point3d.create();\r\nconst scratchPoint4d = Point4d.create();\r\nconst scratchXRange = Range1d.createNull();\r\nconst scratchYRange = Range1d.createNull();\r\nconst scratchMatrix4d = Matrix4d.createIdentity();\r\n\r\n/** Parameters used to construct [[TileDrawArgs]].\r\n * @public\r\n */\r\nexport interface TileDrawArgParams {\r\n /** Context for the scene into which the tiles are to be rendered. */\r\n context: SceneContext;\r\n /** Transform to be applied when drawing the tiles. */\r\n location: Transform;\r\n /** The tile tree from which to obtain tiles. */\r\n tree: TileTree;\r\n /** The time at which these args were created. */\r\n now: BeTimePoint;\r\n /** Overrides to apply to the view's [ViewFlags]($common) when drawing the tiles. */\r\n viewFlagOverrides: ViewFlagOverrides;\r\n /** Clip volume used to clip the tiles. */\r\n clipVolume?: RenderClipVolume;\r\n /** True if a tile and its child tiles should not be drawn simultaneously. */\r\n parentsAndChildrenExclusive: boolean;\r\n /** Symbology overrides to apply to the tiles. */\r\n symbologyOverrides: FeatureSymbology.Overrides | undefined;\r\n /** Optionally customizes the view's symbology overrides for the tiles. */\r\n appearanceProvider?: FeatureAppearanceProvider;\r\n /** Optionally overrides the view's hidden line settings. */\r\n hiddenLineSettings?: HiddenLine.Settings;\r\n /** If defined, tiles should be culled if they do not intersect this clip. */\r\n intersectionClip?: ClipVector;\r\n}\r\n/**\r\n * Provides context used when selecting and drawing [[Tile]]s.\r\n * @see [[TileTree.selectTiles]]\r\n * @see [[TileTree.draw]]\r\n * @public\r\n */\r\nexport class TileDrawArgs {\r\n /** Transform to the location in iModel coordinates at which the tiles are to be drawn. */\r\n public readonly location: Transform;\r\n /** The tile tree being drawn. */\r\n public readonly tree: TileTree;\r\n /** Optional clip volume applied to the tiles. */\r\n public clipVolume: RenderClipVolume | undefined;\r\n /** The context in which the tiles will be drawn, exposing, e.g., the [[Viewport]] and accepting [[RenderGraphic]]s to be drawn. */\r\n public readonly context: SceneContext;\r\n /** Describes the viewed volume. */\r\n public viewingSpace: ViewingSpace;\r\n /** Holds the tile graphics to be drawn. */\r\n public readonly graphics: GraphicBranch = new GraphicBranch();\r\n /** @internal */\r\n public readonly now: BeTimePoint;\r\n /** The planes of the viewing frustum, used for frustum culling. */\r\n protected _frustumPlanes?: FrustumPlanes;\r\n /** @internal */\r\n public planarClassifier?: RenderPlanarClassifier;\r\n /** @internal */\r\n public drape?: RenderTextureDrape;\r\n /** Optional clip volume applied to all tiles in the view. */\r\n public readonly viewClip?: ClipVector;\r\n /** True if a tile and its child tiles should not be drawn simultaneously. */\r\n public parentsAndChildrenExclusive: boolean;\r\n /** @internal */\r\n private _appearanceProvider?: FeatureAppearanceProvider;\r\n /** Optional overrides for the view's hidden line settings. */\r\n public hiddenLineSettings?: HiddenLine.Settings;\r\n /** Tiles that we want to draw and that are ready to draw. May not actually be selected, e.g. if sibling tiles are not yet ready. */\r\n public readonly readyTiles = new Set<Tile>();\r\n /** For perspective views, the view-Z of the near plane. */\r\n private readonly _nearFrontCenter?: Point3d;\r\n /** Overrides applied to the view's [ViewFlags]($common) when drawing the tiles. */\r\n public get viewFlagOverrides(): ViewFlagOverrides { return this.graphics.viewFlagOverrides; }\r\n /** If defined, replaces the view's own symbology overrides when drawing the tiles. */\r\n public get symbologyOverrides(): FeatureSymbology.Overrides | undefined { return this.graphics.symbologyOverrides; }\r\n /** If defined, tiles will be culled if they do not intersect this clip. */\r\n public intersectionClip?: ClipVector;\r\n /** @internal */\r\n public readonly pixelSizeScaleFactor;\r\n\r\n /** Compute the size in pixels of the specified tile at the point on its bounding sphere closest to the camera. */\r\n public getPixelSize(tile: Tile): number {\r\n const sizeFromProjection = this.getPixelSizeFromProjection(tile);\r\n if (undefined !== sizeFromProjection)\r\n return sizeFromProjection;\r\n\r\n const radius = this.getTileRadius(tile); // use a sphere to test pixel size. We don't know the orientation of the image within the bounding box.\r\n const center = this.getTileCenter(tile);\r\n\r\n const pixelSizeAtPt = this.computePixelSizeInMetersAtClosestPoint(center, radius);\r\n return 0 !== pixelSizeAtPt ? this.context.adjustPixelSizeForLOD(radius / pixelSizeAtPt) : 1.0e-3;\r\n }\r\n\r\n /** If the tile provides corners (from an OBB) then this produces most accurate representation of the tile size */\r\n private getPixelSizeFromProjection(tile: Tile): number | undefined {\r\n const sizeProjectionCorners = tile.getSizeProjectionCorners();\r\n if (!sizeProjectionCorners)\r\n return undefined;\r\n\r\n /* For maps or global reality models we use the projected screen rectangle rather than sphere to calculate pixel size to avoid excessive tiles at horizon. */\r\n const tileToView = this.worldToViewMap.transform0.multiplyMatrixMatrix(Matrix4d.createTransform(this.location, scratchMatrix4d), scratchMatrix4d);\r\n scratchXRange.setNull();\r\n scratchYRange.setNull();\r\n\r\n let behindEye = false;\r\n for (const corner of sizeProjectionCorners) {\r\n const viewCorner = tileToView.multiplyPoint3d(corner, 1, scratchPoint4d);\r\n if (viewCorner.w < 0.0) {\r\n behindEye = true;\r\n break;\r\n }\r\n\r\n scratchXRange.extendX(viewCorner.x / viewCorner.w);\r\n scratchYRange.extendX(viewCorner.y / viewCorner.w);\r\n }\r\n if (behindEye)\r\n return undefined;\r\n\r\n return scratchXRange.isNull ? 1.0E-3 : this.context.adjustPixelSizeForLOD(Math.sqrt(scratchXRange.length() * scratchYRange.length()));\r\n }\r\n\r\n /** Compute the size in meters of one pixel at the point on the tile's bounding sphere closest to the camera. */\r\n public getPixelSizeInMetersAtClosestPoint(tile: Tile): number {\r\n const radius = this.getTileRadius(tile); // use a sphere to test pixel size. We don't know the orientation of the image within the bounding box.\r\n const center = this.getTileCenter(tile);\r\n\r\n const pixelSizeAtPt = this.computePixelSizeInMetersAtClosestPoint(center, radius);\r\n return 0 !== pixelSizeAtPt ? this.context.adjustPixelSizeForLOD(pixelSizeAtPt) : 1.0e-3;\r\n }\r\n\r\n /** Compute the size in meters of one pixel at the point on a sphere closest to the camera.\r\n * Device scaling is not applied.\r\n */\r\n protected computePixelSizeInMetersAtClosestPoint(center: Point3d, radius: number): number {\r\n if (this.context.viewport.view.is3d() && this.context.viewport.isCameraOn && this._nearFrontCenter) {\r\n const toFront = Vector3d.createStartEnd(center, this._nearFrontCenter);\r\n const viewZ = this.context.viewport.rotation.rowZ();\r\n // If the sphere overlaps the near front plane just use near front point. This also handles behind eye conditions.\r\n if (viewZ.dotProduct(toFront) < radius) {\r\n center = this._nearFrontCenter;\r\n } else {\r\n // Find point on sphere closest to eye.\r\n const toEye = center.unitVectorTo(this.context.viewport.view.camera.eye);\r\n\r\n if (toEye) { // Only if tile is not already behind the eye.\r\n toEye.scaleInPlace(radius);\r\n center.addInPlace(toEye);\r\n }\r\n }\r\n }\r\n\r\n const viewPt = this.worldToViewMap.transform0.multiplyPoint3dQuietNormalize(center);\r\n const viewPt2 = new Point3d(viewPt.x + 1.0, viewPt.y, viewPt.z);\r\n return this.worldToViewMap.transform1.multiplyPoint3dQuietNormalize(viewPt).distance(this.worldToViewMap.transform1.multiplyPoint3dQuietNormalize(viewPt2));\r\n }\r\n\r\n /** Compute this size of a sphere on screen in pixels */\r\n public getRangePixelSize(range: Range3d): number {\r\n const transformedRange = this.location.multiplyRange(range, scratchRange);\r\n const center = transformedRange.localXYZToWorld(.5, .5, .5, scratchPoint)!;\r\n const radius = transformedRange.diagonal().magnitude();\r\n\r\n const viewPt = this.worldToViewMap.transform0.multiplyPoint3dQuietNormalize(center);\r\n const viewPt2 = new Point3d(viewPt.x + 1.0, viewPt.y, viewPt.z);\r\n const pixelSizeAtPt = this.worldToViewMap.transform1.multiplyPoint3dQuietNormalize(viewPt).distance(this.worldToViewMap.transform1.multiplyPoint3dQuietNormalize(viewPt2));\r\n return 0 !== pixelSizeAtPt ? radius / pixelSizeAtPt : 1.0e-3;\r\n }\r\n\r\n /** @internal */\r\n public getTileGraphics(tile: Tile) {\r\n return tile.produceGraphics();\r\n }\r\n\r\n /** The planes of the viewing frustum, used for frustum culling. */\r\n public get frustumPlanes(): FrustumPlanes {\r\n return this._frustumPlanes !== undefined ? this._frustumPlanes : this.context.frustumPlanes;\r\n }\r\n\r\n /** Provides conversions between [[CoordSystem.World]] and [[CoordSystem.View]]. */\r\n public get worldToViewMap(): Map4d {\r\n return this.viewingSpace.worldToViewMap;\r\n }\r\n\r\n private computePixelSizeScaleFactor(): number {\r\n // Check to see if a model display transform with non-uniform scaling is being used.\r\n const tf = this.context.viewport.view.getModelDisplayTransform(this.tree.modelId, Transform.createIdentity());\r\n const scale = [];\r\n scale[0] = tf.matrix.getColumn(0).magnitude();\r\n scale[1] = tf.matrix.getColumn(1).magnitude();\r\n scale[2] = tf.matrix.getColumn(2).magnitude();\r\n if (Math.abs(scale[0] - scale[1]) <= Geometry.smallMetricDistance && Math.abs(scale[0] - scale[2]) <= Geometry.smallMetricDistance)\r\n return 1;\r\n // If the component with the largest scale is not the same as the component with the largest tile range use it to adjust the pixel size.\r\n const rangeDiag = this.tree.range.diagonal();\r\n let maxS = 0;\r\n let maxR = 0;\r\n if (scale[0] > scale[1]) {\r\n maxS = (scale[0] > scale[2] ? 0 : 2);\r\n } else {\r\n maxS = (scale[1] > scale[2] ? 1 : 2);\r\n }\r\n if (rangeDiag.x > rangeDiag.y) {\r\n maxR = (rangeDiag.x > rangeDiag.z ? 0 : 2);\r\n } else {\r\n maxR = (rangeDiag.y > rangeDiag.z ? 1 : 2);\r\n }\r\n if (maxS !== maxR)\r\n return scale[maxS];\r\n return 1;\r\n }\r\n\r\n /** Constructor */\r\n public constructor(params: TileDrawArgParams) {\r\n const { location, tree, context, now, viewFlagOverrides, clipVolume, parentsAndChildrenExclusive, symbologyOverrides } = params;\r\n this.location = location;\r\n this.tree = tree;\r\n this.context = context;\r\n this.now = now;\r\n this._appearanceProvider = params.appearanceProvider;\r\n this.hiddenLineSettings = params.hiddenLineSettings;\r\n\r\n // Do not cull tiles based on clip volume if tiles outside clip are supposed to be drawn but in a different color.\r\n if (undefined !== clipVolume && !context.viewport.view.displayStyle.settings.clipStyle.outsideColor)\r\n this.clipVolume = clipVolume;\r\n\r\n this.graphics.setViewFlagOverrides(viewFlagOverrides);\r\n this.graphics.symbologyOverrides = symbologyOverrides;\r\n this.graphics.animationId = tree.modelId;\r\n\r\n this.viewingSpace = context.viewingSpace;\r\n this._frustumPlanes = new FrustumPlanes(this.viewingSpace.getFrustum());\r\n\r\n this.planarClassifier = context.getPlanarClassifierForModel(tree.modelId);\r\n this.drape = context.getTextureDrapeForModel(tree.modelId);\r\n\r\n // NB: If the tile tree has its own clip, do not also apply the view's clip.\r\n if (context.viewFlags.clipVolume && false !== viewFlagOverrides.clipVolume && undefined === clipVolume) {\r\n const outsideClipColor = context.viewport.displayStyle.settings.clipStyle.outsideColor;\r\n this.viewClip = undefined === outsideClipColor ? context.viewport.view.getViewClip() : undefined;\r\n }\r\n\r\n this.parentsAndChildrenExclusive = parentsAndChildrenExclusive;\r\n if (context.viewport.isCameraOn)\r\n this._nearFrontCenter = context.viewport.getFrustum(CoordSystem.World).frontCenter;\r\n\r\n this.pixelSizeScaleFactor = this.computePixelSizeScaleFactor();\r\n }\r\n\r\n /** A multiplier applied to a [[Tile]]'s `maximumSize` property to adjust level of detail.\r\n * @see [[Viewport.tileSizeModifier]].\r\n * @public\r\n */\r\n public get tileSizeModifier(): number { return this.context.viewport.tileSizeModifier; }\r\n\r\n /** @internal */\r\n public getTileCenter(tile: Tile): Point3d { return this.location.multiplyPoint3d(tile.center); }\r\n\r\n /** @internal */\r\n public getTileRadius(tile: Tile): number {\r\n let range: Range3d = tile.range.clone(scratchRange);\r\n if (tile.tree.is2d) {\r\n // 2d tiles have a fixed Z range of [-1, 1]. Sometimes (e.g., hypermodeling) we draw them within a 3d view. Prevent Z from artificially expanding the radius.\r\n range.low.z = range.high.z = 0;\r\n }\r\n\r\n range = this.location.multiplyRange(range, range);\r\n return 0.5 * range.low.distance(range.high);\r\n }\r\n\r\n /** @internal */\r\n public get clip(): ClipVector | undefined {\r\n return undefined !== this.clipVolume ? this.clipVolume.clipVector : undefined;\r\n }\r\n\r\n /** Add a provider to supplement or override the symbology overrides for the view.\r\n * @note If a provider already exists, the new provider will be chained such that it sees the base overrides\r\n * after they have potentially been modified by the existing provider.\r\n * @public\r\n */\r\n public addAppearanceProvider(provider: FeatureAppearanceProvider): void {\r\n this._appearanceProvider = this._appearanceProvider ? FeatureAppearanceProvider.chain(this._appearanceProvider, provider) : provider;\r\n }\r\n\r\n /** Optionally customizes aspects of the view's [[FeatureSymbology.Overrides]]. */\r\n public get appearanceProvider(): FeatureAppearanceProvider | undefined {\r\n return this._appearanceProvider;\r\n }\r\n\r\n /** @internal */\r\n public produceGraphics(): RenderGraphic | undefined {\r\n return this._produceGraphicBranch(this.graphics);\r\n }\r\n\r\n /** @internal */\r\n private _produceGraphicBranch(graphics: GraphicBranch): RenderGraphic | undefined {\r\n if (graphics.isEmpty)\r\n return undefined;\r\n\r\n const opts = {\r\n iModel: this.tree.iModel,\r\n clipVolume: this.clipVolume,\r\n classifierOrDrape: this.planarClassifier ?? this.drape,\r\n appearanceProvider: this.appearanceProvider,\r\n hline: this.hiddenLineSettings,\r\n };\r\n\r\n return this.context.createGraphicBranch(graphics, this.location, opts);\r\n }\r\n\r\n /** Output graphics for all accumulated tiles. */\r\n public drawGraphics(): void {\r\n const graphics = this.produceGraphics();\r\n if (undefined !== graphics)\r\n this.context.outputGraphic(graphics);\r\n }\r\n\r\n /** Output graphics of the specified type for all accumulated tiles. */\r\n public drawGraphicsWithType(graphicType: TileGraphicType, graphics: GraphicBranch): void {\r\n const branch = this._produceGraphicBranch(graphics);\r\n if (undefined !== branch)\r\n this.context.withGraphicType(graphicType, () => this.context.outputGraphic(branch));\r\n }\r\n\r\n /** Indicate that graphics for the specified tile are desired but not yet available. Subsequently a request will be enqueued to load the tile's graphics. */\r\n public insertMissing(tile: Tile): void {\r\n this.context.insertMissingTile(tile);\r\n }\r\n\r\n /** Indicate that some requested child tiles are not yet loaded. */\r\n public markChildrenLoading(): void {\r\n this.context.markChildrenLoading();\r\n }\r\n\r\n /** Indicate that the specified tile is being used for some purpose by the [[SceneContext]]'s [[Viewport]]. Typically \"used\" means \"displayed\", but the exact meaning is up to the [[TileTree]] - for example, \"used\" might also mean that the tile's children are being used. A tile that is \"in use\" by any [[Viewport]] will not be discarded. */\r\n public markUsed(tile: Tile): void {\r\n tile.usageMarker.mark(this.context.viewport, this.now);\r\n }\r\n\r\n /** Indicate that the specified tile should be displayed and that its graphics are ready to be displayed. The number of \"ready\" tiles is used in conjunction with the number of \"missing\" tiles to convey to the user how complete the current view is.\r\n * @see [[insertMissing]]\r\n */\r\n public markReady(tile: Tile): void {\r\n this.readyTiles.add(tile);\r\n }\r\n\r\n /** Invoked by [[TileTree.selectTiles]]. This exists chiefly for [[SolarShadowMap]].\r\n * @internal\r\n */\r\n public processSelectedTiles(_tiles: Tile[]): void { }\r\n\r\n /* @internal */\r\n public get maxRealityTreeSelectionCount(): number | undefined { return undefined; }\r\n}\r\n"]}
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1
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