@itwin/core-frontend 3.1.0-dev.0 → 3.1.0-dev.13

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 (350) hide show
  1. package/lib/cjs/ApproximateTerrainHeights.d.ts +1 -1
  2. package/lib/cjs/ApproximateTerrainHeights.d.ts.map +1 -1
  3. package/lib/cjs/ApproximateTerrainHeights.js +21 -9
  4. package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
  5. package/lib/cjs/ApproximateTerrainHeightsProps.d.ts +12 -0
  6. package/lib/cjs/ApproximateTerrainHeightsProps.d.ts.map +1 -0
  7. package/lib/cjs/ApproximateTerrainHeightsProps.js +13 -0
  8. package/lib/cjs/ApproximateTerrainHeightsProps.js.map +1 -0
  9. package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
  10. package/lib/cjs/BriefcaseConnection.js +6 -5
  11. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  12. package/lib/cjs/DisplayStyleState.d.ts +1 -0
  13. package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
  14. package/lib/cjs/DisplayStyleState.js.map +1 -1
  15. package/lib/cjs/DrawingViewState.js +3 -3
  16. package/lib/cjs/DrawingViewState.js.map +1 -1
  17. package/lib/cjs/EnvironmentDecorations.d.ts.map +1 -1
  18. package/lib/cjs/EnvironmentDecorations.js +7 -10
  19. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  20. package/lib/cjs/SheetViewState.d.ts.map +1 -1
  21. package/lib/cjs/SheetViewState.js +4 -6
  22. package/lib/cjs/SheetViewState.js.map +1 -1
  23. package/lib/cjs/Viewport.d.ts +6 -3
  24. package/lib/cjs/Viewport.d.ts.map +1 -1
  25. package/lib/cjs/Viewport.js +16 -9
  26. package/lib/cjs/Viewport.js.map +1 -1
  27. package/lib/cjs/core-frontend.d.ts +1 -0
  28. package/lib/cjs/core-frontend.d.ts.map +1 -1
  29. package/lib/cjs/core-frontend.js +1 -0
  30. package/lib/cjs/core-frontend.js.map +1 -1
  31. package/lib/cjs/render/RenderMaterial.d.ts +61 -0
  32. package/lib/cjs/render/RenderMaterial.d.ts.map +1 -0
  33. package/lib/cjs/render/RenderMaterial.js +10 -0
  34. package/lib/cjs/render/RenderMaterial.js.map +1 -0
  35. package/lib/cjs/render/RenderSystem.d.ts +10 -3
  36. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  37. package/lib/cjs/render/RenderSystem.js +11 -3
  38. package/lib/cjs/render/RenderSystem.js.map +1 -1
  39. package/lib/cjs/render/primitives/mesh/RealityMeshPrimitive.d.ts +2 -0
  40. package/lib/cjs/render/primitives/mesh/RealityMeshPrimitive.d.ts.map +1 -1
  41. package/lib/cjs/render/primitives/mesh/RealityMeshPrimitive.js +39 -2
  42. package/lib/cjs/render/primitives/mesh/RealityMeshPrimitive.js.map +1 -1
  43. package/lib/cjs/render/webgl/DrawCommand.js +1 -1
  44. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  45. package/lib/cjs/render/webgl/Material.d.ts.map +1 -1
  46. package/lib/cjs/render/webgl/Material.js +2 -0
  47. package/lib/cjs/render/webgl/Material.js.map +1 -1
  48. package/lib/cjs/render/webgl/RealityMesh.d.ts +1 -0
  49. package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
  50. package/lib/cjs/render/webgl/RealityMesh.js +1 -0
  51. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  52. package/lib/cjs/render/webgl/SceneCompositor.d.ts +3 -0
  53. package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
  54. package/lib/cjs/render/webgl/SceneCompositor.js +31 -6
  55. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  56. package/lib/cjs/render/webgl/ShaderProgram.d.ts +1 -0
  57. package/lib/cjs/render/webgl/ShaderProgram.d.ts.map +1 -1
  58. package/lib/cjs/render/webgl/ShaderProgram.js +1 -0
  59. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  60. package/lib/cjs/render/webgl/System.d.ts +2 -0
  61. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  62. package/lib/cjs/render/webgl/System.js +43 -0
  63. package/lib/cjs/render/webgl/System.js.map +1 -1
  64. package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
  65. package/lib/cjs/render/webgl/Texture.js +2 -2
  66. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  67. package/lib/cjs/tile/DynamicIModelTile.d.ts.map +1 -1
  68. package/lib/cjs/tile/DynamicIModelTile.js +1 -1
  69. package/lib/cjs/tile/DynamicIModelTile.js.map +1 -1
  70. package/lib/cjs/tile/GltfReader.d.ts +6 -1
  71. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  72. package/lib/cjs/tile/GltfReader.js +102 -27
  73. package/lib/cjs/tile/GltfReader.js.map +1 -1
  74. package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
  75. package/lib/cjs/tile/ImdlReader.js +2 -0
  76. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  77. package/lib/cjs/tile/LRUTileList.d.ts +29 -29
  78. package/lib/cjs/tile/LRUTileList.d.ts.map +1 -1
  79. package/lib/cjs/tile/LRUTileList.js +50 -50
  80. package/lib/cjs/tile/LRUTileList.js.map +1 -1
  81. package/lib/cjs/tile/OrbitGtTileTree.js +1 -1
  82. package/lib/cjs/tile/OrbitGtTileTree.js.map +1 -1
  83. package/lib/cjs/tile/RealityModelTileTree.d.ts +24 -2
  84. package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
  85. package/lib/cjs/tile/RealityModelTileTree.js +36 -11
  86. package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
  87. package/lib/cjs/tile/RealityTile.d.ts +17 -3
  88. package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
  89. package/lib/cjs/tile/RealityTile.js +34 -2
  90. package/lib/cjs/tile/RealityTile.js.map +1 -1
  91. package/lib/cjs/tile/RealityTileLoader.d.ts +8 -5
  92. package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
  93. package/lib/cjs/tile/RealityTileLoader.js +19 -5
  94. package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
  95. package/lib/cjs/tile/RealityTileTree.d.ts +3 -1
  96. package/lib/cjs/tile/RealityTileTree.d.ts.map +1 -1
  97. package/lib/cjs/tile/RealityTileTree.js +5 -1
  98. package/lib/cjs/tile/RealityTileTree.js.map +1 -1
  99. package/lib/cjs/tile/Tile.d.ts +5 -4
  100. package/lib/cjs/tile/Tile.d.ts.map +1 -1
  101. package/lib/cjs/tile/Tile.js +3 -2
  102. package/lib/cjs/tile/Tile.js.map +1 -1
  103. package/lib/cjs/tile/TileAdmin.d.ts +43 -45
  104. package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
  105. package/lib/cjs/tile/TileAdmin.js +104 -99
  106. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  107. package/lib/cjs/tile/TileGeometryCollector.d.ts +80 -0
  108. package/lib/cjs/tile/TileGeometryCollector.d.ts.map +1 -0
  109. package/lib/cjs/tile/TileGeometryCollector.js +71 -0
  110. package/lib/cjs/tile/TileGeometryCollector.js.map +1 -0
  111. package/lib/cjs/tile/TileRequest.d.ts +12 -9
  112. package/lib/cjs/tile/TileRequest.d.ts.map +1 -1
  113. package/lib/cjs/tile/TileRequest.js +19 -11
  114. package/lib/cjs/tile/TileRequest.js.map +1 -1
  115. package/lib/cjs/tile/TileRequestChannel.js +3 -3
  116. package/lib/cjs/tile/TileRequestChannel.js.map +1 -1
  117. package/lib/cjs/tile/TileTree.d.ts +7 -1
  118. package/lib/cjs/tile/TileTree.d.ts.map +1 -1
  119. package/lib/cjs/tile/TileTree.js +8 -1
  120. package/lib/cjs/tile/TileTree.js.map +1 -1
  121. package/lib/cjs/tile/TileTreeReference.d.ts +23 -2
  122. package/lib/cjs/tile/TileTreeReference.d.ts.map +1 -1
  123. package/lib/cjs/tile/TileTreeReference.js +37 -1
  124. package/lib/cjs/tile/TileTreeReference.js.map +1 -1
  125. package/lib/cjs/tile/TileUsageMarker.d.ts +9 -9
  126. package/lib/cjs/tile/TileUsageMarker.d.ts.map +1 -1
  127. package/lib/cjs/tile/TileUsageMarker.js +9 -9
  128. package/lib/cjs/tile/TileUsageMarker.js.map +1 -1
  129. package/lib/cjs/tile/TileUser.d.ts +33 -0
  130. package/lib/cjs/tile/TileUser.d.ts.map +1 -0
  131. package/lib/cjs/tile/TileUser.js +28 -0
  132. package/lib/cjs/tile/TileUser.js.map +1 -0
  133. package/lib/cjs/tile/TileUserSet.d.ts +28 -0
  134. package/lib/cjs/tile/TileUserSet.d.ts.map +1 -0
  135. package/lib/cjs/tile/TileUserSet.js +123 -0
  136. package/lib/cjs/tile/TileUserSet.js.map +1 -0
  137. package/lib/cjs/tile/internal.d.ts +3 -0
  138. package/lib/cjs/tile/internal.d.ts.map +1 -1
  139. package/lib/cjs/tile/internal.js +3 -0
  140. package/lib/cjs/tile/internal.js.map +1 -1
  141. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +1 -2
  142. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  143. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +1 -1
  144. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  145. package/lib/cjs/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.d.ts +1 -2
  146. package/lib/cjs/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.d.ts.map +1 -1
  147. package/lib/cjs/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.js +1 -1
  148. package/lib/cjs/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.js.map +1 -1
  149. package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js +1 -1
  150. package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
  151. package/lib/cjs/tile/map/ImageryProviders/MapBoxLayerImageryProvider.d.ts +1 -2
  152. package/lib/cjs/tile/map/ImageryProviders/MapBoxLayerImageryProvider.d.ts.map +1 -1
  153. package/lib/cjs/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js +1 -1
  154. package/lib/cjs/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js.map +1 -1
  155. package/lib/cjs/tile/map/ImageryTileTree.d.ts +2 -2
  156. package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
  157. package/lib/cjs/tile/map/ImageryTileTree.js +1 -1
  158. package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
  159. package/lib/cjs/tile/map/MapTile.d.ts +7 -6
  160. package/lib/cjs/tile/map/MapTile.d.ts.map +1 -1
  161. package/lib/cjs/tile/map/MapTile.js +47 -34
  162. package/lib/cjs/tile/map/MapTile.js.map +1 -1
  163. package/lib/cjs/tile/map/MapTileLoader.d.ts +2 -1
  164. package/lib/cjs/tile/map/MapTileLoader.d.ts.map +1 -1
  165. package/lib/cjs/tile/map/MapTileLoader.js +4 -1
  166. package/lib/cjs/tile/map/MapTileLoader.js.map +1 -1
  167. package/lib/cjs/tile/map/MapTileTree.d.ts +8 -5
  168. package/lib/cjs/tile/map/MapTileTree.d.ts.map +1 -1
  169. package/lib/cjs/tile/map/MapTileTree.js +25 -7
  170. package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
  171. package/lib/esm/ApproximateTerrainHeights.d.ts +1 -1
  172. package/lib/esm/ApproximateTerrainHeights.d.ts.map +1 -1
  173. package/lib/esm/ApproximateTerrainHeights.js +2 -9
  174. package/lib/esm/ApproximateTerrainHeights.js.map +1 -1
  175. package/lib/esm/ApproximateTerrainHeightsProps.d.ts +12 -0
  176. package/lib/esm/ApproximateTerrainHeightsProps.d.ts.map +1 -0
  177. package/lib/esm/ApproximateTerrainHeightsProps.js +10 -0
  178. package/lib/esm/ApproximateTerrainHeightsProps.js.map +1 -0
  179. package/lib/esm/BriefcaseConnection.d.ts.map +1 -1
  180. package/lib/esm/BriefcaseConnection.js +6 -5
  181. package/lib/esm/BriefcaseConnection.js.map +1 -1
  182. package/lib/esm/DisplayStyleState.d.ts +1 -0
  183. package/lib/esm/DisplayStyleState.d.ts.map +1 -1
  184. package/lib/esm/DisplayStyleState.js.map +1 -1
  185. package/lib/esm/DrawingViewState.js +3 -3
  186. package/lib/esm/DrawingViewState.js.map +1 -1
  187. package/lib/esm/EnvironmentDecorations.d.ts.map +1 -1
  188. package/lib/esm/EnvironmentDecorations.js +8 -11
  189. package/lib/esm/EnvironmentDecorations.js.map +1 -1
  190. package/lib/esm/SheetViewState.d.ts.map +1 -1
  191. package/lib/esm/SheetViewState.js +5 -7
  192. package/lib/esm/SheetViewState.js.map +1 -1
  193. package/lib/esm/Viewport.d.ts +6 -3
  194. package/lib/esm/Viewport.d.ts.map +1 -1
  195. package/lib/esm/Viewport.js +17 -10
  196. package/lib/esm/Viewport.js.map +1 -1
  197. package/lib/esm/core-frontend.d.ts +1 -0
  198. package/lib/esm/core-frontend.d.ts.map +1 -1
  199. package/lib/esm/core-frontend.js +1 -0
  200. package/lib/esm/core-frontend.js.map +1 -1
  201. package/lib/esm/render/RenderMaterial.d.ts +61 -0
  202. package/lib/esm/render/RenderMaterial.d.ts.map +1 -0
  203. package/lib/esm/render/RenderMaterial.js +9 -0
  204. package/lib/esm/render/RenderMaterial.js.map +1 -0
  205. package/lib/esm/render/RenderSystem.d.ts +10 -3
  206. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  207. package/lib/esm/render/RenderSystem.js +9 -1
  208. package/lib/esm/render/RenderSystem.js.map +1 -1
  209. package/lib/esm/render/primitives/mesh/RealityMeshPrimitive.d.ts +2 -0
  210. package/lib/esm/render/primitives/mesh/RealityMeshPrimitive.d.ts.map +1 -1
  211. package/lib/esm/render/primitives/mesh/RealityMeshPrimitive.js +39 -2
  212. package/lib/esm/render/primitives/mesh/RealityMeshPrimitive.js.map +1 -1
  213. package/lib/esm/render/webgl/DrawCommand.js +1 -1
  214. package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
  215. package/lib/esm/render/webgl/Material.d.ts.map +1 -1
  216. package/lib/esm/render/webgl/Material.js +2 -0
  217. package/lib/esm/render/webgl/Material.js.map +1 -1
  218. package/lib/esm/render/webgl/RealityMesh.d.ts +1 -0
  219. package/lib/esm/render/webgl/RealityMesh.d.ts.map +1 -1
  220. package/lib/esm/render/webgl/RealityMesh.js +1 -0
  221. package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
  222. package/lib/esm/render/webgl/SceneCompositor.d.ts +3 -0
  223. package/lib/esm/render/webgl/SceneCompositor.d.ts.map +1 -1
  224. package/lib/esm/render/webgl/SceneCompositor.js +31 -6
  225. package/lib/esm/render/webgl/SceneCompositor.js.map +1 -1
  226. package/lib/esm/render/webgl/ShaderProgram.d.ts +1 -0
  227. package/lib/esm/render/webgl/ShaderProgram.d.ts.map +1 -1
  228. package/lib/esm/render/webgl/ShaderProgram.js +1 -0
  229. package/lib/esm/render/webgl/ShaderProgram.js.map +1 -1
  230. package/lib/esm/render/webgl/System.d.ts +2 -0
  231. package/lib/esm/render/webgl/System.d.ts.map +1 -1
  232. package/lib/esm/render/webgl/System.js +44 -1
  233. package/lib/esm/render/webgl/System.js.map +1 -1
  234. package/lib/esm/render/webgl/Texture.d.ts.map +1 -1
  235. package/lib/esm/render/webgl/Texture.js +2 -2
  236. package/lib/esm/render/webgl/Texture.js.map +1 -1
  237. package/lib/esm/tile/DynamicIModelTile.d.ts.map +1 -1
  238. package/lib/esm/tile/DynamicIModelTile.js +1 -1
  239. package/lib/esm/tile/DynamicIModelTile.js.map +1 -1
  240. package/lib/esm/tile/GltfReader.d.ts +6 -1
  241. package/lib/esm/tile/GltfReader.d.ts.map +1 -1
  242. package/lib/esm/tile/GltfReader.js +103 -28
  243. package/lib/esm/tile/GltfReader.js.map +1 -1
  244. package/lib/esm/tile/ImdlReader.d.ts.map +1 -1
  245. package/lib/esm/tile/ImdlReader.js +2 -0
  246. package/lib/esm/tile/ImdlReader.js.map +1 -1
  247. package/lib/esm/tile/LRUTileList.d.ts +29 -29
  248. package/lib/esm/tile/LRUTileList.d.ts.map +1 -1
  249. package/lib/esm/tile/LRUTileList.js +47 -47
  250. package/lib/esm/tile/LRUTileList.js.map +1 -1
  251. package/lib/esm/tile/OrbitGtTileTree.js +1 -1
  252. package/lib/esm/tile/OrbitGtTileTree.js.map +1 -1
  253. package/lib/esm/tile/RealityModelTileTree.d.ts +24 -2
  254. package/lib/esm/tile/RealityModelTileTree.d.ts.map +1 -1
  255. package/lib/esm/tile/RealityModelTileTree.js +36 -12
  256. package/lib/esm/tile/RealityModelTileTree.js.map +1 -1
  257. package/lib/esm/tile/RealityTile.d.ts +17 -3
  258. package/lib/esm/tile/RealityTile.d.ts.map +1 -1
  259. package/lib/esm/tile/RealityTile.js +34 -2
  260. package/lib/esm/tile/RealityTile.js.map +1 -1
  261. package/lib/esm/tile/RealityTileLoader.d.ts +8 -5
  262. package/lib/esm/tile/RealityTileLoader.d.ts.map +1 -1
  263. package/lib/esm/tile/RealityTileLoader.js +19 -5
  264. package/lib/esm/tile/RealityTileLoader.js.map +1 -1
  265. package/lib/esm/tile/RealityTileTree.d.ts +3 -1
  266. package/lib/esm/tile/RealityTileTree.d.ts.map +1 -1
  267. package/lib/esm/tile/RealityTileTree.js +7 -3
  268. package/lib/esm/tile/RealityTileTree.js.map +1 -1
  269. package/lib/esm/tile/Tile.d.ts +5 -4
  270. package/lib/esm/tile/Tile.d.ts.map +1 -1
  271. package/lib/esm/tile/Tile.js +3 -2
  272. package/lib/esm/tile/Tile.js.map +1 -1
  273. package/lib/esm/tile/TileAdmin.d.ts +43 -45
  274. package/lib/esm/tile/TileAdmin.d.ts.map +1 -1
  275. package/lib/esm/tile/TileAdmin.js +105 -100
  276. package/lib/esm/tile/TileAdmin.js.map +1 -1
  277. package/lib/esm/tile/TileGeometryCollector.d.ts +80 -0
  278. package/lib/esm/tile/TileGeometryCollector.d.ts.map +1 -0
  279. package/lib/esm/tile/TileGeometryCollector.js +67 -0
  280. package/lib/esm/tile/TileGeometryCollector.js.map +1 -0
  281. package/lib/esm/tile/TileRequest.d.ts +12 -9
  282. package/lib/esm/tile/TileRequest.d.ts.map +1 -1
  283. package/lib/esm/tile/TileRequest.js +19 -11
  284. package/lib/esm/tile/TileRequest.js.map +1 -1
  285. package/lib/esm/tile/TileRequestChannel.js +3 -3
  286. package/lib/esm/tile/TileRequestChannel.js.map +1 -1
  287. package/lib/esm/tile/TileTree.d.ts +7 -1
  288. package/lib/esm/tile/TileTree.d.ts.map +1 -1
  289. package/lib/esm/tile/TileTree.js +8 -1
  290. package/lib/esm/tile/TileTree.js.map +1 -1
  291. package/lib/esm/tile/TileTreeReference.d.ts +23 -2
  292. package/lib/esm/tile/TileTreeReference.d.ts.map +1 -1
  293. package/lib/esm/tile/TileTreeReference.js +39 -3
  294. package/lib/esm/tile/TileTreeReference.js.map +1 -1
  295. package/lib/esm/tile/TileUsageMarker.d.ts +9 -9
  296. package/lib/esm/tile/TileUsageMarker.d.ts.map +1 -1
  297. package/lib/esm/tile/TileUsageMarker.js +9 -9
  298. package/lib/esm/tile/TileUsageMarker.js.map +1 -1
  299. package/lib/esm/tile/TileUser.d.ts +33 -0
  300. package/lib/esm/tile/TileUser.d.ts.map +1 -0
  301. package/lib/esm/tile/TileUser.js +25 -0
  302. package/lib/esm/tile/TileUser.js.map +1 -0
  303. package/lib/esm/tile/TileUserSet.d.ts +28 -0
  304. package/lib/esm/tile/TileUserSet.d.ts.map +1 -0
  305. package/lib/esm/tile/TileUserSet.js +118 -0
  306. package/lib/esm/tile/TileUserSet.js.map +1 -0
  307. package/lib/esm/tile/internal.d.ts +3 -0
  308. package/lib/esm/tile/internal.d.ts.map +1 -1
  309. package/lib/esm/tile/internal.js +3 -0
  310. package/lib/esm/tile/internal.js.map +1 -1
  311. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +1 -2
  312. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  313. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +1 -1
  314. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  315. package/lib/esm/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.d.ts +1 -2
  316. package/lib/esm/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.d.ts.map +1 -1
  317. package/lib/esm/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.js +1 -1
  318. package/lib/esm/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.js.map +1 -1
  319. package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.js +1 -1
  320. package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
  321. package/lib/esm/tile/map/ImageryProviders/MapBoxLayerImageryProvider.d.ts +1 -2
  322. package/lib/esm/tile/map/ImageryProviders/MapBoxLayerImageryProvider.d.ts.map +1 -1
  323. package/lib/esm/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js +1 -1
  324. package/lib/esm/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js.map +1 -1
  325. package/lib/esm/tile/map/ImageryTileTree.d.ts +2 -2
  326. package/lib/esm/tile/map/ImageryTileTree.d.ts.map +1 -1
  327. package/lib/esm/tile/map/ImageryTileTree.js +1 -1
  328. package/lib/esm/tile/map/ImageryTileTree.js.map +1 -1
  329. package/lib/esm/tile/map/MapTile.d.ts +7 -6
  330. package/lib/esm/tile/map/MapTile.d.ts.map +1 -1
  331. package/lib/esm/tile/map/MapTile.js +47 -34
  332. package/lib/esm/tile/map/MapTile.js.map +1 -1
  333. package/lib/esm/tile/map/MapTileLoader.d.ts +2 -1
  334. package/lib/esm/tile/map/MapTileLoader.d.ts.map +1 -1
  335. package/lib/esm/tile/map/MapTileLoader.js +4 -1
  336. package/lib/esm/tile/map/MapTileLoader.js.map +1 -1
  337. package/lib/esm/tile/map/MapTileTree.d.ts +8 -5
  338. package/lib/esm/tile/map/MapTileTree.d.ts.map +1 -1
  339. package/lib/esm/tile/map/MapTileTree.js +26 -8
  340. package/lib/esm/tile/map/MapTileTree.js.map +1 -1
  341. package/package.json +20 -20
  342. package/lib/cjs/ViewportSet.d.ts +0 -28
  343. package/lib/cjs/ViewportSet.d.ts.map +0 -1
  344. package/lib/cjs/ViewportSet.js +0 -126
  345. package/lib/cjs/ViewportSet.js.map +0 -1
  346. package/lib/esm/ViewportSet.d.ts +0 -28
  347. package/lib/esm/ViewportSet.d.ts.map +0 -1
  348. package/lib/esm/ViewportSet.js +0 -121
  349. package/lib/esm/ViewportSet.js.map +0 -1
  350. package/lib/public/assets/approximateTerrainHeights.json +0 -1
@@ -1 +1 @@
1
- {"version":3,"file":"RealityMeshPrimitive.d.ts","sourceRoot":"","sources":["../../../../../src/render/primitives/mesh/RealityMeshPrimitive.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,SAAS,EAAE,SAAS,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACzE,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AACtD,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAGlD,MAAM,WAAW,gBAAgB;IAC/B,QAAQ,CAAC,OAAO,EAAE,WAAW,CAAC;IAC9B,QAAQ,CAAC,YAAY,EAAE,SAAS,CAAC;IACjC,QAAQ,CAAC,MAAM,EAAE,WAAW,CAAC;IAC7B,QAAQ,CAAC,OAAO,CAAC,EAAE,WAAW,CAAC;IAC/B,QAAQ,CAAC,SAAS,EAAE,SAAS,CAAC;IAC9B,QAAQ,CAAC,GAAG,EAAE,WAAW,CAAC;IAC1B,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,QAAQ,CAAC,OAAO,CAAC,EAAE,aAAa,CAAC;CAClC;AAED,gBAAgB;AAChB,qBAAa,oBAAqB,YAAW,YAAY,CAAC,QAAQ;IAChE,SAAgB,OAAO,EAAE,WAAW,CAAC;IACrC,SAAgB,YAAY,EAAE,SAAS,CAAC;IACxC,SAAgB,MAAM,EAAE,WAAW,CAAC;IACpC,SAAgB,OAAO,CAAC,EAAE,WAAW,CAAC;IACtC,SAAgB,SAAS,EAAE,SAAS,CAAC;IACrC,SAAgB,GAAG,EAAE,WAAW,CAAC;IACjC,SAAgB,SAAS,EAAE,MAAM,CAAK;IACtC,SAAgB,OAAO,CAAC,EAAE,aAAa,CAAC;IACxC,SAAS,aAAa,KAAK,EAAE,gBAAgB;WAW/B,kBAAkB,CAAC,IAAI,EAAE,YAAY,GAAG,oBAAoB,GAAG,SAAS;IAO/E,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAG9D,IAAW,SAAS,WAEnB;CACF"}
1
+ {"version":3,"file":"RealityMeshPrimitive.d.ts","sourceRoot":"","sources":["../../../../../src/render/primitives/mesh/RealityMeshPrimitive.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAmB,QAAQ,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAC5E,OAAO,EAAoB,SAAS,EAAE,SAAS,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AAC3F,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AACtD,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAGlD,MAAM,WAAW,gBAAgB;IAC/B,QAAQ,CAAC,OAAO,EAAE,WAAW,CAAC;IAC9B,QAAQ,CAAC,YAAY,EAAE,SAAS,CAAC;IACjC,QAAQ,CAAC,MAAM,EAAE,WAAW,CAAC;IAC7B,QAAQ,CAAC,OAAO,CAAC,EAAE,WAAW,CAAC;IAC/B,QAAQ,CAAC,SAAS,EAAE,SAAS,CAAC;IAC9B,QAAQ,CAAC,GAAG,EAAE,WAAW,CAAC;IAC1B,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,QAAQ,CAAC,OAAO,CAAC,EAAE,aAAa,CAAC;CAClC;AAED,gBAAgB;AAChB,qBAAa,oBAAqB,YAAW,YAAY,CAAC,QAAQ;IAChE,SAAgB,OAAO,EAAE,WAAW,CAAC;IACrC,SAAgB,YAAY,EAAE,SAAS,CAAC;IACxC,SAAgB,MAAM,EAAE,WAAW,CAAC;IACpC,SAAgB,OAAO,CAAC,EAAE,WAAW,CAAC;IACtC,SAAgB,SAAS,EAAE,SAAS,CAAC;IACrC,SAAgB,GAAG,EAAE,WAAW,CAAC;IACjC,SAAgB,SAAS,EAAE,MAAM,CAAK;IACtC,SAAgB,OAAO,CAAC,EAAE,aAAa,CAAC;IACxC,SAAS,aAAa,KAAK,EAAE,gBAAgB;WAW/B,kBAAkB,CAAC,IAAI,EAAE,YAAY,GAAG,oBAAoB,GAAG,SAAS;IAO/E,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAG9D,IAAW,SAAS,WAEnB;IAEM,cAAc,CAAC,SAAS,EAAE,SAAS,GAAG,SAAS,EAAE,WAAW,CAAC,EAAE,OAAO,EAAE,UAAU,CAAC,EAAE,OAAO,GAAG,QAAQ,GAAG,SAAS;CAuC3H"}
@@ -5,6 +5,9 @@
5
5
  /** @packageDocumentation
6
6
  * @module Rendering
7
7
  */
8
+ import { assert } from "@itwin/core-bentley";
9
+ import { IndexedPolyface } from "@itwin/core-geometry";
10
+ import { OctEncodedNormal } from "@itwin/core-common";
8
11
  import { Mesh } from "./MeshPrimitives";
9
12
  /** @internal */
10
13
  export class RealityMeshPrimitive {
@@ -20,9 +23,10 @@ export class RealityMeshPrimitive {
20
23
  this.texture = props.texture;
21
24
  }
22
25
  static createFromGltfMesh(mesh) {
23
- if (mesh.primitive.type !== Mesh.PrimitiveType.Mesh || mesh.primitive.edges || !mesh.primitive.displayParams.textureMapping || !mesh.pointQParams || !mesh.uvQParams || !mesh.points || !mesh.uvs || !mesh.indices || !(mesh.indices instanceof Uint16Array))
26
+ var _a;
27
+ if (mesh.primitive.type !== Mesh.PrimitiveType.Mesh || mesh.primitive.edges || !mesh.pointQParams || !mesh.uvQParams || !mesh.points || !mesh.uvs || !mesh.indices || !(mesh.indices instanceof Uint16Array))
24
28
  return undefined; // Simple meshes have only triangles without edges and are textured.
25
- return new RealityMeshPrimitive({ indices: mesh.indices, pointQParams: mesh.pointQParams, points: mesh.points, uvQParams: mesh.uvQParams, uvs: mesh.uvs, normals: mesh.normals, featureID: 0, texture: mesh.primitive.displayParams.textureMapping.texture });
29
+ return new RealityMeshPrimitive({ indices: mesh.indices, pointQParams: mesh.pointQParams, points: mesh.points, uvQParams: mesh.uvQParams, uvs: mesh.uvs, normals: mesh.normals, featureID: 0, texture: (_a = mesh.primitive.displayParams.textureMapping) === null || _a === void 0 ? void 0 : _a.texture });
26
30
  }
27
31
  collectStatistics(stats) {
28
32
  stats.addTerrain(this.bytesUsed);
@@ -30,5 +34,38 @@ export class RealityMeshPrimitive {
30
34
  get bytesUsed() {
31
35
  return 2 * (this.indices.length + this.points.length + this.uvs.length + (this.normals ? this.normals.length : 0));
32
36
  }
37
+ createPolyface(transform, needNormals, needParams) {
38
+ if (!this.pointQParams || !this.points || !this.indices) {
39
+ assert(false, "missing mesh points");
40
+ return undefined;
41
+ }
42
+ const { points, pointQParams, normals, uvs, uvQParams, indices } = this;
43
+ const includeNormals = needNormals && undefined !== normals;
44
+ const includeParams = needParams && undefined !== uvQParams && undefined !== uvs;
45
+ const polyface = IndexedPolyface.create(includeNormals, includeParams);
46
+ for (let i = 0; i < points.length;) {
47
+ const point = pointQParams.unquantize(points[i++], points[i++], points[i++]);
48
+ if (transform)
49
+ transform.multiplyPoint3d(point, point);
50
+ polyface.addPoint(point);
51
+ }
52
+ if (includeNormals)
53
+ for (let i = 0; i < normals.length;)
54
+ polyface.addNormal(OctEncodedNormal.decodeValue(normals[i++]));
55
+ if (includeParams)
56
+ for (let i = 0; i < uvs.length;)
57
+ polyface.addParam(uvQParams.unquantize(uvs[i++], uvs[i++]));
58
+ let j = 0;
59
+ indices.forEach((index) => {
60
+ polyface.addPointIndex(index);
61
+ if (includeNormals)
62
+ polyface.addNormalIndex(index);
63
+ if (includeParams)
64
+ polyface.addParamIndex(index);
65
+ if (0 === (++j % 3))
66
+ polyface.terminateFacet();
67
+ });
68
+ return polyface;
69
+ }
33
70
  }
34
71
  //# sourceMappingURL=RealityMeshPrimitive.js.map
@@ -1 +1 @@
1
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1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { IndexedPolyface, Polyface, Transform } from \"@itwin/core-geometry\";\r\nimport { OctEncodedNormal, QParams2d, QParams3d, RenderTexture } from \"@itwin/core-common\";\r\nimport { GltfMeshData } from \"../../../tile/internal\";\r\nimport { RenderMemory } from \"../../RenderMemory\";\r\nimport { Mesh } from \"./MeshPrimitives\";\r\n\r\nexport interface RealityMeshProps {\r\n readonly indices: Uint16Array;\r\n readonly pointQParams: QParams3d;\r\n readonly points: Uint16Array;\r\n readonly normals?: Uint16Array;\r\n readonly uvQParams: QParams2d;\r\n readonly uvs: Uint16Array;\r\n readonly featureID: number;\r\n readonly texture?: RenderTexture;\r\n}\r\n\r\n/** @internal */\r\nexport class RealityMeshPrimitive implements RenderMemory.Consumer {\r\n public readonly indices: Uint16Array;\r\n public readonly pointQParams: QParams3d;\r\n public readonly points: Uint16Array;\r\n public readonly normals?: Uint16Array;\r\n public readonly uvQParams: QParams2d;\r\n public readonly uvs: Uint16Array;\r\n public readonly featureID: number = 0;\r\n public readonly texture?: RenderTexture;\r\n protected constructor(props: RealityMeshProps) {\r\n this.pointQParams = props.pointQParams;\r\n this.points = props.points;\r\n this.uvQParams = props.uvQParams;\r\n this.uvs = props.uvs;\r\n this.normals = props.normals;\r\n this.indices = props.indices;\r\n this.featureID = props.featureID;\r\n this.texture = props.texture;\r\n }\r\n\r\n public static createFromGltfMesh(mesh: GltfMeshData): RealityMeshPrimitive | undefined {\r\n if (mesh.primitive.type !== Mesh.PrimitiveType.Mesh || mesh.primitive.edges || !mesh.pointQParams || !mesh.uvQParams || !mesh.points || !mesh.uvs || !mesh.indices || !(mesh.indices instanceof Uint16Array))\r\n return undefined; // Simple meshes have only triangles without edges and are textured.\r\n\r\n return new RealityMeshPrimitive({ indices: mesh.indices, pointQParams: mesh.pointQParams, points: mesh.points, uvQParams: mesh.uvQParams, uvs: mesh.uvs, normals: mesh.normals, featureID: 0, texture: mesh.primitive.displayParams.textureMapping?.texture });\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addTerrain(this.bytesUsed);\r\n }\r\n public get bytesUsed() {\r\n return 2 * (this.indices.length + this.points.length + this.uvs.length + (this.normals ? this.normals.length : 0));\r\n }\r\n\r\n public createPolyface(transform: Transform | undefined, needNormals?: boolean, needParams?: boolean): Polyface | undefined {\r\n if (!this.pointQParams || !this.points || !this.indices) {\r\n assert (false, \"missing mesh points\");\r\n return undefined;\r\n }\r\n const { points, pointQParams, normals, uvs, uvQParams, indices } = this;\r\n const includeNormals = needNormals && undefined !== normals;\r\n const includeParams = needParams && undefined !== uvQParams && undefined !== uvs;\r\n\r\n const polyface = IndexedPolyface.create(includeNormals, includeParams);\r\n for (let i = 0; i < points.length; ) {\r\n const point = pointQParams.unquantize(points[i++], points[i++], points[i++]);\r\n if (transform)\r\n transform.multiplyPoint3d(point, point);\r\n\r\n polyface.addPoint(point);\r\n }\r\n\r\n if (includeNormals)\r\n for (let i = 0; i < normals.length; )\r\n polyface.addNormal(OctEncodedNormal.decodeValue(normals[i++]));\r\n\r\n if (includeParams)\r\n for (let i = 0; i < uvs.length; )\r\n polyface.addParam(uvQParams.unquantize(uvs[i++], uvs[i++]));\r\n\r\n let j = 0;\r\n indices.forEach((index: number) => {\r\n polyface.addPointIndex(index);\r\n if (includeNormals)\r\n polyface.addNormalIndex(index);\r\n if (includeParams)\r\n polyface.addParamIndex(index);\r\n if (0 === (++j % 3))\r\n polyface.terminateFacet();\r\n });\r\n return polyface;\r\n }\r\n\r\n}\r\n"]}
@@ -158,7 +158,7 @@ export class PrimitiveCommand {
158
158
  const technique = target.techniques.getTechnique(techniqueId);
159
159
  const program = technique.getShader(flags);
160
160
  if (exec.setProgram(program))
161
- this.primitive.draw(exec);
161
+ exec.target.compositor.drawPrimitive(this.primitive, exec, program.outputsToPick);
162
162
  }
163
163
  get hasFeatures() { return this.primitive.hasFeatures; }
164
164
  get renderOrder() { return this.primitive.renderOrder; }
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { isFeatureHilited } from \"./FeatureOverrides\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { ShaderProgramExecutor } from \"./ShaderProgram\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, IsWiremesh, TechniqueFlags } from \"./TechniqueFlags\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport class ShaderProgramParams {\r\n private _target?: Target;\r\n private _renderPass: RenderPass = RenderPass.None;\r\n\r\n public get target(): Target { assert(undefined !== this._target); return this._target; }\r\n public get renderPass() { return this._renderPass; }\r\n\r\n public get projectionMatrix() { return this.target.uniforms.getProjectionMatrix32(this.isViewCoords); }\r\n public bindProjectionMatrix(uniform: UniformHandle) { this.target.uniforms.bindProjectionMatrix(uniform, this.isViewCoords); }\r\n\r\n public get isViewCoords() { return RenderPass.ViewOverlay === this.renderPass || RenderPass.Background === this.renderPass; }\r\n public get isOverlayPass() { return RenderPass.WorldOverlay === this.renderPass || RenderPass.ViewOverlay === this.renderPass; }\r\n public get context() { return System.instance.context; }\r\n\r\n public init(target: Target, pass: RenderPass = RenderPass.OpaqueGeneral) {\r\n this._renderPass = pass;\r\n this._target = target;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class DrawParams {\r\n private _programParams?: ShaderProgramParams;\r\n private _geometry?: CachedGeometry;\r\n\r\n public get geometry(): CachedGeometry { assert(undefined !== this._geometry); return this._geometry; }\r\n public get programParams(): ShaderProgramParams { assert(undefined !== this._programParams); return this._programParams; }\r\n\r\n public get target() { return this.programParams.target; }\r\n public get renderPass() { return this.programParams.renderPass; }\r\n public get projectionMatrix() { return this.programParams.projectionMatrix; }\r\n public get isViewCoords() { return this.programParams.isViewCoords; }\r\n public get isOverlayPass() { return this.programParams.isOverlayPass; }\r\n public get context() { return this.programParams.context; }\r\n\r\n public init(programParams: ShaderProgramParams, geometry: CachedGeometry) {\r\n this._programParams = programParams;\r\n this._geometry = geometry;\r\n }\r\n}\r\n\r\n/** Defines operation associated with pushing or popping a branch\r\n * @internal\r\n */\r\nexport const enum PushOrPop {\r\n Push,\r\n Pop,\r\n}\r\n\r\n/** Represents a command to be executed within a RenderPass. The most common command is\r\n * to draw a primitive; others involve state changes such as pushing/popping transforms\r\n * and symbology overrides, which require that commands be executed in order.\r\n * @internal\r\n */\r\nexport enum DrawOpCode {\r\n Primitive = \"drawPrimitive\", // eslint-disable-line @typescript-eslint/no-shadow\r\n PushBranch = \"pushBranch\",\r\n PopBranch = \"popBranch\",\r\n PushBatch = \"pushBatch\",\r\n PopBatch = \"popBatch\",\r\n PushState = \"pushState\",\r\n PushClip = \"pushClip\",\r\n PopClip = \"popClip\",\r\n}\r\n\r\n/** @internal */\r\nexport class PopBatchCommand {\r\n public readonly opcode = \"popBatch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBatchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.popBatch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBatchCommand {\r\n public readonly opcode = \"pushBatch\";\r\n\r\n public constructor(public readonly batch: Batch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushBatch(this.batch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushStateCommand {\r\n public readonly opcode = \"pushState\";\r\n\r\n public constructor(public readonly state: BranchState) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushState(this.state);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBranchCommand {\r\n public readonly opcode = \"pushBranch\";\r\n\r\n public constructor(public readonly branch: Branch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.pushBranch(this.branch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopBranchCommand {\r\n public readonly opcode = \"popBranch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBranchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.popBranch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushClipCommand {\r\n public readonly opcode = \"pushClip\";\r\n\r\n public constructor(public readonly clip: ClipVolume) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.push(this.clip);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopClipCommand {\r\n public readonly opcode = \"popClip\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopClipCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.pop();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PrimitiveCommand {\r\n public readonly opcode = \"drawPrimitive\";\r\n\r\n public constructor(public readonly primitive: Primitive) { }\r\n\r\n private static readonly _scratchTechniqueFlags = new TechniqueFlags();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n if (exec.target.isGeometryOutsideActiveVolume(this.primitive.cachedGeometry))\r\n return;\r\n\r\n const techniqueId = this.primitive.techniqueId;\r\n if (TechniqueId.Invalid === techniqueId)\r\n return;\r\n\r\n const target = exec.target;\r\n const thematic = this.primitive.cachedGeometry.supportsThematicDisplay && target.wantThematicDisplay;\r\n const shadowable = (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh) && target.solarShadowMap.isReady && target.currentViewFlags.shadows && !thematic;\r\n const isShadowable = shadowable ? IsShadowable.Yes : IsShadowable.No;\r\n let isThematic = thematic ? IsThematic.Yes : IsThematic.No;\r\n const isClassified = (undefined !== target.currentPlanarClassifierOrDrape || undefined !== target.activeVolumeClassifierTexture) ? IsClassified.Yes : IsClassified.No;\r\n const isInstanced = this.primitive.isInstanced ? IsInstanced.Yes : IsInstanced.No;\r\n const isAnimated = this.primitive.hasAnimation ? IsAnimated.Yes : IsAnimated.No;\r\n\r\n // Point clouds do not support hillshade or slope mode for thematic display.\r\n if (isThematic && (undefined !== this.primitive.cachedGeometry.asPointCloud) && (target.uniforms.thematic.wantSlopeMode || target.uniforms.thematic.wantHillShadeMode))\r\n isThematic = IsThematic.No;\r\n\r\n const wiremesh = target.currentViewFlags.wiremesh && System.instance.isWebGL2 && (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh);\r\n const isWiremesh = wiremesh ? IsWiremesh.Yes : IsWiremesh.No;\r\n const flags = PrimitiveCommand._scratchTechniqueFlags;\r\n flags.init(target, exec.renderPass, isInstanced, isAnimated, isClassified, isShadowable, isThematic, isWiremesh);\r\n\r\n const technique = target.techniques.getTechnique(techniqueId);\r\n const program = technique.getShader(flags);\r\n\r\n if (exec.setProgram(program))\r\n this.primitive.draw(exec);\r\n }\r\n\r\n public get hasFeatures(): boolean { return this.primitive.hasFeatures; }\r\n public get renderOrder(): RenderOrder { return this.primitive.renderOrder; }\r\n\r\n public getPass(target: Target): Pass {\r\n return this.primitive.getPass(target);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport type PushCommand = PushBranchCommand | PushBatchCommand | PushStateCommand | PushClipCommand;\r\n/** @internal */\r\nexport type PopCommand = PopBranchCommand | PopBatchCommand | PopClipCommand;\r\n/** @internal */\r\nexport type DrawCommand = PushCommand | PopCommand | PrimitiveCommand;\r\n\r\n/** For a single RenderPass, an ordered list of commands to be executed during that pass.\r\n * @internal\r\n */\r\nexport type DrawCommands = DrawCommand[];\r\n\r\n/** Extracts the commands for rendering the flashed classifier (if any) from the by-index set of volume classifier commands.\r\n * NB: Cmds will be sets of some pushes, a primitive, and then some pops (equal to number of pushes).\r\n * The primitive should be right in the middle of a set. We need to find the set which matches the flashID.\r\n * @internal\r\n */\r\nexport function extractFlashedVolumeClassifierCommands(flashedId: Id64String, cmds: DrawCommands, numCmdsPerClassifier: number): DrawCommands | undefined {\r\n if (!Id64.isValid(flashedId) || 0 === numCmdsPerClassifier)\r\n return undefined;\r\n\r\n const firstPrim = (numCmdsPerClassifier - 1) / 2;\r\n for (let i = firstPrim; i < cmds.length; i += numCmdsPerClassifier) {\r\n assert(\"drawPrimitive\" === cmds[i].opcode, \"Command list not configured as expected.\");\r\n const pc: PrimitiveCommand = cmds[i] as PrimitiveCommand;\r\n const surface = pc.primitive.cachedGeometry.asSurface;\r\n if (undefined !== surface && undefined !== surface.mesh.uniformFeatureId) {\r\n let j = i - 1;\r\n while (j >= 0 && \"pushBatch\" !== cmds[j].opcode) // Find batch for this primitive\r\n j--;\r\n if (j < 0) continue;\r\n const pushBatch = cmds[j] as PushBatchCommand;\r\n const elemId = pushBatch.batch.featureTable.findElementId(surface.mesh.uniformFeatureId);\r\n if (undefined !== elemId && elemId === flashedId) {\r\n return cmds.slice(i - firstPrim, i + firstPrim + 1);\r\n }\r\n }\r\n }\r\n\r\n return undefined;\r\n}\r\n\r\n/** @internal */\r\nexport function extractHilitedVolumeClassifierCommands(hilites: Hilites, cmds: DrawCommands): DrawCommands {\r\n // TODO: This could really be done at the time the HiliteClassification render pass commands are being generated\r\n // by just not putting the ones which are not hilited into the ClassificationHilite command list.\r\n const result: DrawCommand[] = [];\r\n\r\n let batch;\r\n for (const cmd of cmds) {\r\n switch (cmd.opcode) {\r\n case \"popBranch\":\r\n if (result.length > 0 && \"pushBranch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"popBatch\":\r\n batch = undefined;\r\n if (result.length > 0 && \"pushBatch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"pushBatch\":\r\n batch = cmd.batch;\r\n break;\r\n case \"drawPrimitive\":\r\n if (undefined !== batch) {\r\n // Skip any primitives that are not hilited.\r\n const surface = cmd.primitive.cachedGeometry.asSurface;\r\n if (undefined === surface || undefined === surface.mesh.uniformFeatureId)\r\n continue;\r\n\r\n const feature = batch.featureTable.getPackedFeature(surface.mesh.uniformFeatureId);\r\n if (undefined === feature || !isFeatureHilited(feature, hilites))\r\n continue;\r\n\r\n break;\r\n }\r\n }\r\n\r\n result.push(cmd);\r\n }\r\n\r\n return result;\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, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { isFeatureHilited } from \"./FeatureOverrides\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { ShaderProgramExecutor } from \"./ShaderProgram\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, IsWiremesh, TechniqueFlags } from \"./TechniqueFlags\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport class ShaderProgramParams {\r\n private _target?: Target;\r\n private _renderPass: RenderPass = RenderPass.None;\r\n\r\n public get target(): Target { assert(undefined !== this._target); return this._target; }\r\n public get renderPass() { return this._renderPass; }\r\n\r\n public get projectionMatrix() { return this.target.uniforms.getProjectionMatrix32(this.isViewCoords); }\r\n public bindProjectionMatrix(uniform: UniformHandle) { this.target.uniforms.bindProjectionMatrix(uniform, this.isViewCoords); }\r\n\r\n public get isViewCoords() { return RenderPass.ViewOverlay === this.renderPass || RenderPass.Background === this.renderPass; }\r\n public get isOverlayPass() { return RenderPass.WorldOverlay === this.renderPass || RenderPass.ViewOverlay === this.renderPass; }\r\n public get context() { return System.instance.context; }\r\n\r\n public init(target: Target, pass: RenderPass = RenderPass.OpaqueGeneral) {\r\n this._renderPass = pass;\r\n this._target = target;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class DrawParams {\r\n private _programParams?: ShaderProgramParams;\r\n private _geometry?: CachedGeometry;\r\n\r\n public get geometry(): CachedGeometry { assert(undefined !== this._geometry); return this._geometry; }\r\n public get programParams(): ShaderProgramParams { assert(undefined !== this._programParams); return this._programParams; }\r\n\r\n public get target() { return this.programParams.target; }\r\n public get renderPass() { return this.programParams.renderPass; }\r\n public get projectionMatrix() { return this.programParams.projectionMatrix; }\r\n public get isViewCoords() { return this.programParams.isViewCoords; }\r\n public get isOverlayPass() { return this.programParams.isOverlayPass; }\r\n public get context() { return this.programParams.context; }\r\n\r\n public init(programParams: ShaderProgramParams, geometry: CachedGeometry) {\r\n this._programParams = programParams;\r\n this._geometry = geometry;\r\n }\r\n}\r\n\r\n/** Defines operation associated with pushing or popping a branch\r\n * @internal\r\n */\r\nexport const enum PushOrPop {\r\n Push,\r\n Pop,\r\n}\r\n\r\n/** Represents a command to be executed within a RenderPass. The most common command is\r\n * to draw a primitive; others involve state changes such as pushing/popping transforms\r\n * and symbology overrides, which require that commands be executed in order.\r\n * @internal\r\n */\r\nexport enum DrawOpCode {\r\n Primitive = \"drawPrimitive\", // eslint-disable-line @typescript-eslint/no-shadow\r\n PushBranch = \"pushBranch\",\r\n PopBranch = \"popBranch\",\r\n PushBatch = \"pushBatch\",\r\n PopBatch = \"popBatch\",\r\n PushState = \"pushState\",\r\n PushClip = \"pushClip\",\r\n PopClip = \"popClip\",\r\n}\r\n\r\n/** @internal */\r\nexport class PopBatchCommand {\r\n public readonly opcode = \"popBatch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBatchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.popBatch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBatchCommand {\r\n public readonly opcode = \"pushBatch\";\r\n\r\n public constructor(public readonly batch: Batch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushBatch(this.batch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushStateCommand {\r\n public readonly opcode = \"pushState\";\r\n\r\n public constructor(public readonly state: BranchState) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushState(this.state);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBranchCommand {\r\n public readonly opcode = \"pushBranch\";\r\n\r\n public constructor(public readonly branch: Branch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.pushBranch(this.branch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopBranchCommand {\r\n public readonly opcode = \"popBranch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBranchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.popBranch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushClipCommand {\r\n public readonly opcode = \"pushClip\";\r\n\r\n public constructor(public readonly clip: ClipVolume) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.push(this.clip);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopClipCommand {\r\n public readonly opcode = \"popClip\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopClipCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.pop();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PrimitiveCommand {\r\n public readonly opcode = \"drawPrimitive\";\r\n\r\n public constructor(public readonly primitive: Primitive) { }\r\n\r\n private static readonly _scratchTechniqueFlags = new TechniqueFlags();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n if (exec.target.isGeometryOutsideActiveVolume(this.primitive.cachedGeometry))\r\n return;\r\n\r\n const techniqueId = this.primitive.techniqueId;\r\n if (TechniqueId.Invalid === techniqueId)\r\n return;\r\n\r\n const target = exec.target;\r\n const thematic = this.primitive.cachedGeometry.supportsThematicDisplay && target.wantThematicDisplay;\r\n const shadowable = (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh) && target.solarShadowMap.isReady && target.currentViewFlags.shadows && !thematic;\r\n const isShadowable = shadowable ? IsShadowable.Yes : IsShadowable.No;\r\n let isThematic = thematic ? IsThematic.Yes : IsThematic.No;\r\n const isClassified = (undefined !== target.currentPlanarClassifierOrDrape || undefined !== target.activeVolumeClassifierTexture) ? IsClassified.Yes : IsClassified.No;\r\n const isInstanced = this.primitive.isInstanced ? IsInstanced.Yes : IsInstanced.No;\r\n const isAnimated = this.primitive.hasAnimation ? IsAnimated.Yes : IsAnimated.No;\r\n\r\n // Point clouds do not support hillshade or slope mode for thematic display.\r\n if (isThematic && (undefined !== this.primitive.cachedGeometry.asPointCloud) && (target.uniforms.thematic.wantSlopeMode || target.uniforms.thematic.wantHillShadeMode))\r\n isThematic = IsThematic.No;\r\n\r\n const wiremesh = target.currentViewFlags.wiremesh && System.instance.isWebGL2 && (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh);\r\n const isWiremesh = wiremesh ? IsWiremesh.Yes : IsWiremesh.No;\r\n const flags = PrimitiveCommand._scratchTechniqueFlags;\r\n flags.init(target, exec.renderPass, isInstanced, isAnimated, isClassified, isShadowable, isThematic, isWiremesh);\r\n\r\n const technique = target.techniques.getTechnique(techniqueId);\r\n const program = technique.getShader(flags);\r\n\r\n if (exec.setProgram(program))\r\n exec.target.compositor.drawPrimitive(this.primitive, exec, program.outputsToPick);\r\n }\r\n\r\n public get hasFeatures(): boolean { return this.primitive.hasFeatures; }\r\n public get renderOrder(): RenderOrder { return this.primitive.renderOrder; }\r\n\r\n public getPass(target: Target): Pass {\r\n return this.primitive.getPass(target);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport type PushCommand = PushBranchCommand | PushBatchCommand | PushStateCommand | PushClipCommand;\r\n/** @internal */\r\nexport type PopCommand = PopBranchCommand | PopBatchCommand | PopClipCommand;\r\n/** @internal */\r\nexport type DrawCommand = PushCommand | PopCommand | PrimitiveCommand;\r\n\r\n/** For a single RenderPass, an ordered list of commands to be executed during that pass.\r\n * @internal\r\n */\r\nexport type DrawCommands = DrawCommand[];\r\n\r\n/** Extracts the commands for rendering the flashed classifier (if any) from the by-index set of volume classifier commands.\r\n * NB: Cmds will be sets of some pushes, a primitive, and then some pops (equal to number of pushes).\r\n * The primitive should be right in the middle of a set. We need to find the set which matches the flashID.\r\n * @internal\r\n */\r\nexport function extractFlashedVolumeClassifierCommands(flashedId: Id64String, cmds: DrawCommands, numCmdsPerClassifier: number): DrawCommands | undefined {\r\n if (!Id64.isValid(flashedId) || 0 === numCmdsPerClassifier)\r\n return undefined;\r\n\r\n const firstPrim = (numCmdsPerClassifier - 1) / 2;\r\n for (let i = firstPrim; i < cmds.length; i += numCmdsPerClassifier) {\r\n assert(\"drawPrimitive\" === cmds[i].opcode, \"Command list not configured as expected.\");\r\n const pc: PrimitiveCommand = cmds[i] as PrimitiveCommand;\r\n const surface = pc.primitive.cachedGeometry.asSurface;\r\n if (undefined !== surface && undefined !== surface.mesh.uniformFeatureId) {\r\n let j = i - 1;\r\n while (j >= 0 && \"pushBatch\" !== cmds[j].opcode) // Find batch for this primitive\r\n j--;\r\n if (j < 0) continue;\r\n const pushBatch = cmds[j] as PushBatchCommand;\r\n const elemId = pushBatch.batch.featureTable.findElementId(surface.mesh.uniformFeatureId);\r\n if (undefined !== elemId && elemId === flashedId) {\r\n return cmds.slice(i - firstPrim, i + firstPrim + 1);\r\n }\r\n }\r\n }\r\n\r\n return undefined;\r\n}\r\n\r\n/** @internal */\r\nexport function extractHilitedVolumeClassifierCommands(hilites: Hilites, cmds: DrawCommands): DrawCommands {\r\n // TODO: This could really be done at the time the HiliteClassification render pass commands are being generated\r\n // by just not putting the ones which are not hilited into the ClassificationHilite command list.\r\n const result: DrawCommand[] = [];\r\n\r\n let batch;\r\n for (const cmd of cmds) {\r\n switch (cmd.opcode) {\r\n case \"popBranch\":\r\n if (result.length > 0 && \"pushBranch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"popBatch\":\r\n batch = undefined;\r\n if (result.length > 0 && \"pushBatch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"pushBatch\":\r\n batch = cmd.batch;\r\n break;\r\n case \"drawPrimitive\":\r\n if (undefined !== batch) {\r\n // Skip any primitives that are not hilited.\r\n const surface = cmd.primitive.cachedGeometry.asSurface;\r\n if (undefined === surface || undefined === surface.mesh.uniformFeatureId)\r\n continue;\r\n\r\n const feature = batch.featureTable.getPackedFeature(surface.mesh.uniformFeatureId);\r\n if (undefined === feature || !isFeatureHilited(feature, hilites))\r\n continue;\r\n\r\n break;\r\n }\r\n }\r\n\r\n result.push(cmd);\r\n }\r\n\r\n return result;\r\n}\r\n"]}
@@ -1 +1 @@
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+ {"version":3,"file":"Material.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/Material.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAY,cAAc,EAAE,MAAM,oBAAoB,CAAC;AAC9D,OAAO,EAAE,eAAe,EAAE,oBAAoB,EAAE,MAAM,6BAA6B,CAAC;AAGpF;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,qBAAa,QAAS,SAAQ,cAAc;IAE1C,gBAAuB,OAAO,EAAE,QAAQ,CAAgD;IAGxF,SAAgB,OAAO,EAAE,KAAK,CAAS;IACvC,SAAgB,YAAY,eAAuB;IACnD,SAAgB,IAAI,eAAuB;IAE3C,IAAW,YAAY,YAAgC;IACvD,IAAW,cAAc,YAAgC;IACzD,IAAW,eAAe,YAAsD;gBAG7D,MAAM,EAAE,cAAc,CAAC,MAAM;IA2BhD,OAAO,CAAC,UAAU;CAQnB;AAID;;GAEG;AACH,oBAAY,YAAY,GAAG,QAAQ,GAAG,oBAAoB,CAAC;AAE3D,gBAAgB;AAChB,wBAAgB,kBAAkB,CAAC,MAAM,EAAE,eAAe,GAAG,SAAS,GAAG,YAAY,GAAG,SAAS,CAOhG"}
@@ -36,6 +36,7 @@ import { FloatRgb } from "./FloatRGBA";
36
36
  * @internal
37
37
  */
38
38
  export class Material extends RenderMaterial {
39
+ // eslint-disable-next-line deprecation/deprecation
39
40
  constructor(params) {
40
41
  super(params);
41
42
  // Used for type-switching vs MaterialAtlas
@@ -72,6 +73,7 @@ export class Material extends RenderMaterial {
72
73
  this.fragUniforms[index] = loByte + hiByte * 256;
73
74
  }
74
75
  }
76
+ // eslint-disable-next-line deprecation/deprecation
75
77
  Material.default = new Material(RenderMaterial.Params.defaults);
76
78
  Object.freeze(Material.default);
77
79
  /** @internal */
@@ -1 +1 @@
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { ColorDef, RenderMaterial } from \"@itwin/core-common\";\r\nimport { SurfaceMaterial, SurfaceMaterialAtlas } from \"../primitives/SurfaceParams\";\r\nimport { FloatRgb } from \"./FloatRGBA\";\r\n\r\n/** Parameters describing a single material. The parameters used are:\r\n * - diffuse color rgb (vec3).\r\n * - alpha (float in [0..1])\r\n * - is rgb overridden (bool)\r\n * - is alpha overridden (bool)\r\n * - specular exponent (float).\r\n * - specular color (vec3).\r\n * - specular weight (float in [0..1])\r\n * - diffuse weight (float in [0..1])\r\n * - texture weight (float in [0..1])\r\n *\r\n * The rgb and alpha are applied in the vertex shader. Either can be negative, indicating the material does not override it.\r\n *\r\n * The rest are passed as a varying vec4 to be applied in the fragment shader.\r\n * All but the specular exponent are compressed such that floats in [0..1] become integers in [0..255] and concatenated bitwise in pairs into 16-bit integer values.\r\n *\r\n * The result is:\r\n * x: diffuse and specular weights\r\n * y: texture weight and specular red\r\n * z: specular green and blue\r\n * w: specular exponent\r\n *\r\n * This packing is motivated by the limited max number of varying vectors guaranteed by WebGL.\r\n * A varying is used because:\r\n * 1. Material atlases require looking up the material associated with a particular vertex; and\r\n * 2. The vertex material may be replaced with a default material based on other criteria such as view flags and feature symbology overrides.\r\n * @internal\r\n */\r\nexport class Material extends RenderMaterial {\r\n public static readonly default: Material = new Material(RenderMaterial.Params.defaults);\r\n\r\n // Used for type-switching vs MaterialAtlas\r\n public readonly isAtlas: false = false;\r\n public readonly fragUniforms = new Float32Array(4);\r\n public readonly rgba = new Float32Array(4);\r\n\r\n public get overridesRgb() { return this.rgba[0] >= 0; }\r\n public get overridesAlpha() { return this.rgba[3] >= 0; }\r\n public get hasTranslucency() { return this.overridesAlpha && this.rgba[3] < 1; }\r\n\r\n public constructor(params: RenderMaterial.Params) {\r\n super(params);\r\n\r\n if (undefined !== params.diffuseColor) {\r\n const rgb = FloatRgb.fromColorDef(params.diffuseColor);\r\n this.rgba[0] = rgb.red;\r\n this.rgba[1] = rgb.green;\r\n this.rgba[2] = rgb.blue;\r\n } else {\r\n this.rgba[0] = this.rgba[1] = this.rgba[2] = -1;\r\n }\r\n\r\n const alpha = undefined !== params.alpha ? params.alpha : -1;\r\n this.rgba[3] = alpha;\r\n\r\n const scale = (value: number) => Math.floor(value * 255 + 0.5);\r\n this.setInteger(scale(params.diffuse), scale(params.specular), 0);\r\n\r\n const textureWeight = undefined !== this.textureMapping ? this.textureMapping.params.weight : 1.0;\r\n const specularRgb = undefined !== params.specularColor ? params.specularColor : ColorDef.white;\r\n const specularColors = specularRgb.colors;\r\n this.setInteger(scale(textureWeight), specularColors.r, 1);\r\n this.setInteger(specularColors.g, specularColors.b, 2);\r\n\r\n this.fragUniforms[3] = params.specularExponent;\r\n }\r\n\r\n private setInteger(loByte: number, hiByte: number, index: number): void {\r\n const clamp = (x: number) => Math.floor(Math.min(255, (Math.max(x, 0))));\r\n\r\n loByte = clamp(loByte);\r\n hiByte = clamp(hiByte);\r\n\r\n this.fragUniforms[index] = loByte + hiByte * 256;\r\n }\r\n}\r\n\r\nObject.freeze(Material.default);\r\n\r\n/** Describes the material associated with a surface.\r\n * @internal\r\n */\r\nexport type MaterialInfo = Material | SurfaceMaterialAtlas;\r\n\r\n/** @internal */\r\nexport function createMaterialInfo(source: SurfaceMaterial | undefined): MaterialInfo | undefined {\r\n if (undefined === source)\r\n return undefined;\r\n else if (source.isAtlas)\r\n return source;\r\n else\r\n return source.material as Material;\r\n}\r\n"]}
1
+ {"version":3,"file":"Material.js","sourceRoot":"","sources":["../../../../src/render/webgl/Material.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAE,QAAQ,EAAE,cAAc,EAAE,MAAM,oBAAoB,CAAC;AAE9D,OAAO,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAC;AAEvC;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,MAAM,OAAO,QAAS,SAAQ,cAAc;IAa1C,mDAAmD;IACnD,YAAmB,MAA6B;QAC9C,KAAK,CAAC,MAAM,CAAC,CAAC;QAXhB,2CAA2C;QAC3B,YAAO,GAAU,KAAK,CAAC;QACvB,iBAAY,GAAG,IAAI,YAAY,CAAC,CAAC,CAAC,CAAC;QACnC,SAAI,GAAG,IAAI,YAAY,CAAC,CAAC,CAAC,CAAC;QAUzC,IAAI,SAAS,KAAK,MAAM,CAAC,YAAY,EAAE;YACrC,MAAM,GAAG,GAAG,QAAQ,CAAC,YAAY,CAAC,MAAM,CAAC,YAAY,CAAC,CAAC;YACvD,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC;YACvB,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,KAAK,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,IAAI,CAAC;SACzB;aAAM;YACL,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;SACjD;QAED,MAAM,KAAK,GAAG,SAAS,KAAK,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC7D,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC;QAErB,MAAM,KAAK,GAAG,CAAC,KAAa,EAAE,EAAE,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,GAAG,GAAG,GAAG,GAAG,CAAC,CAAC;QAC/D,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,MAAM,CAAC,OAAO,CAAC,EAAE,KAAK,CAAC,MAAM,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC,CAAC;QAElE,MAAM,aAAa,GAAG,SAAS,KAAK,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC;QAClG,MAAM,WAAW,GAAG,SAAS,KAAK,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,QAAQ,CAAC,KAAK,CAAC;QAC/F,MAAM,cAAc,GAAG,WAAW,CAAC,MAAM,CAAC;QAC1C,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,aAAa,CAAC,EAAE,cAAc,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAC3D,IAAI,CAAC,UAAU,CAAC,cAAc,CAAC,CAAC,EAAE,cAAc,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAEvD,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,gBAAgB,CAAC;IACjD,CAAC;IA9BD,IAAW,YAAY,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;IACvD,IAAW,cAAc,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;IACzD,IAAW,eAAe,KAAK,OAAO,IAAI,CAAC,cAAc,IAAI,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;IA8BxE,UAAU,CAAC,MAAc,EAAE,MAAc,EAAE,KAAa;QAC9D,MAAM,KAAK,GAAG,CAAC,CAAS,EAAE,EAAE,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAEzE,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC;QACvB,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC;QAEvB,IAAI,CAAC,YAAY,CAAC,KAAK,CAAC,GAAG,MAAM,GAAG,MAAM,GAAG,GAAG,CAAC;IACnD,CAAC;;AA/CD,mDAAmD;AAC5B,gBAAO,GAAa,IAAI,QAAQ,CAAC,cAAc,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;AAiD1F,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;AAOhC,gBAAgB;AAChB,MAAM,UAAU,kBAAkB,CAAC,MAAmC;IACpE,IAAI,SAAS,KAAK,MAAM;QACtB,OAAO,SAAS,CAAC;SACd,IAAI,MAAM,CAAC,OAAO;QACrB,OAAO,MAAM,CAAC;;QAEd,OAAO,MAAM,CAAC,QAAoB,CAAC;AACvC,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { ColorDef, RenderMaterial } from \"@itwin/core-common\";\r\nimport { SurfaceMaterial, SurfaceMaterialAtlas } from \"../primitives/SurfaceParams\";\r\nimport { FloatRgb } from \"./FloatRGBA\";\r\n\r\n/** Parameters describing a single material. The parameters used are:\r\n * - diffuse color rgb (vec3).\r\n * - alpha (float in [0..1])\r\n * - is rgb overridden (bool)\r\n * - is alpha overridden (bool)\r\n * - specular exponent (float).\r\n * - specular color (vec3).\r\n * - specular weight (float in [0..1])\r\n * - diffuse weight (float in [0..1])\r\n * - texture weight (float in [0..1])\r\n *\r\n * The rgb and alpha are applied in the vertex shader. Either can be negative, indicating the material does not override it.\r\n *\r\n * The rest are passed as a varying vec4 to be applied in the fragment shader.\r\n * All but the specular exponent are compressed such that floats in [0..1] become integers in [0..255] and concatenated bitwise in pairs into 16-bit integer values.\r\n *\r\n * The result is:\r\n * x: diffuse and specular weights\r\n * y: texture weight and specular red\r\n * z: specular green and blue\r\n * w: specular exponent\r\n *\r\n * This packing is motivated by the limited max number of varying vectors guaranteed by WebGL.\r\n * A varying is used because:\r\n * 1. Material atlases require looking up the material associated with a particular vertex; and\r\n * 2. The vertex material may be replaced with a default material based on other criteria such as view flags and feature symbology overrides.\r\n * @internal\r\n */\r\nexport class Material extends RenderMaterial {\r\n // eslint-disable-next-line deprecation/deprecation\r\n public static readonly default: Material = new Material(RenderMaterial.Params.defaults);\r\n\r\n // Used for type-switching vs MaterialAtlas\r\n public readonly isAtlas: false = false;\r\n public readonly fragUniforms = new Float32Array(4);\r\n public readonly rgba = new Float32Array(4);\r\n\r\n public get overridesRgb() { return this.rgba[0] >= 0; }\r\n public get overridesAlpha() { return this.rgba[3] >= 0; }\r\n public get hasTranslucency() { return this.overridesAlpha && this.rgba[3] < 1; }\r\n\r\n // eslint-disable-next-line deprecation/deprecation\r\n public constructor(params: RenderMaterial.Params) {\r\n super(params);\r\n\r\n if (undefined !== params.diffuseColor) {\r\n const rgb = FloatRgb.fromColorDef(params.diffuseColor);\r\n this.rgba[0] = rgb.red;\r\n this.rgba[1] = rgb.green;\r\n this.rgba[2] = rgb.blue;\r\n } else {\r\n this.rgba[0] = this.rgba[1] = this.rgba[2] = -1;\r\n }\r\n\r\n const alpha = undefined !== params.alpha ? params.alpha : -1;\r\n this.rgba[3] = alpha;\r\n\r\n const scale = (value: number) => Math.floor(value * 255 + 0.5);\r\n this.setInteger(scale(params.diffuse), scale(params.specular), 0);\r\n\r\n const textureWeight = undefined !== this.textureMapping ? this.textureMapping.params.weight : 1.0;\r\n const specularRgb = undefined !== params.specularColor ? params.specularColor : ColorDef.white;\r\n const specularColors = specularRgb.colors;\r\n this.setInteger(scale(textureWeight), specularColors.r, 1);\r\n this.setInteger(specularColors.g, specularColors.b, 2);\r\n\r\n this.fragUniforms[3] = params.specularExponent;\r\n }\r\n\r\n private setInteger(loByte: number, hiByte: number, index: number): void {\r\n const clamp = (x: number) => Math.floor(Math.min(255, (Math.max(x, 0))));\r\n\r\n loByte = clamp(loByte);\r\n hiByte = clamp(hiByte);\r\n\r\n this.fragUniforms[index] = loByte + hiByte * 256;\r\n }\r\n}\r\n\r\nObject.freeze(Material.default);\r\n\r\n/** Describes the material associated with a surface.\r\n * @internal\r\n */\r\nexport type MaterialInfo = Material | SurfaceMaterialAtlas;\r\n\r\n/** @internal */\r\nexport function createMaterialInfo(source: SurfaceMaterial | undefined): MaterialInfo | undefined {\r\n if (undefined === source)\r\n return undefined;\r\n else if (source.isAtlas)\r\n return source;\r\n else\r\n return source.material as Material;\r\n}\r\n"]}
@@ -48,6 +48,7 @@ export declare class RealityMeshGeometry extends IndexedGeometry implements IDis
48
48
  get hasFeatures(): boolean;
49
49
  get supportsThematicDisplay(): boolean;
50
50
  get overrideColorMix(): number;
51
+ get transform(): Transform | undefined;
51
52
  private constructor();
52
53
  dispose(): void;
53
54
  static createFromTerrainMesh(terrainMesh: TerrainMeshPrimitive, transform: Transform | undefined): RealityMeshGeometry | undefined;
@@ -1 +1 @@
1
- {"version":3,"file":"RealityMesh.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/RealityMesh.ts"],"names":[],"mappings":"AAKA;;GAEG;AAEH,OAAO,EAAmB,WAAW,EAAE,MAAM,qBAAqB,CAAC;AACnE,OAAO,EAAW,OAAO,EAAE,SAAS,EAAY,MAAM,sBAAsB,CAAC;AAC7E,OAAO,EAAE,QAAQ,EAAE,kBAAkB,EAAgB,aAAa,EAAE,MAAM,oBAAoB,CAAC;AAE/F,OAAO,EAAE,YAAY,EAAoB,eAAe,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAC;AACtG,OAAO,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,kBAAkB,CAAC;AAC1E,OAAO,EAAE,OAAO,EAAE,MAAM,UAAU,CAAC;AAEnC,OAAO,EAAE,oBAAoB,EAAE,MAAM,yCAAyC,CAAC;AAC/E,OAAO,EAAE,oBAAoB,EAAE,MAAM,yCAAyC,CAAC;AAC/E,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AACjD,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,cAAc,EAAE,MAAM,iBAAiB,CAAC;AAG/D,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAI5C,gBAAgB;AAChB,qBAAa,oBAAoB;IAEZ,QAAQ,EAAE,OAAO,EAAE;IAAS,QAAQ,EAAE,aAAa,EAAE;gBAArD,QAAQ,EAAE,OAAO,EAAE,EAAS,QAAQ,EAAE,aAAa,EAAE;WAC1D,MAAM,CAAC,eAAe,EAAE,cAAc,EAAE;CAuCvD;AAED,gBAAgB;AAEhB,qBAAa,yBAA0B,SAAQ,qBAAqB;IAClE,SAAgB,QAAQ,EAAE,eAAe,CAAC;IAC1C,SAAgB,SAAS,CAAC,EAAE,MAAM,CAAC;IACnC,SAAgB,OAAO,CAAC,EAAE,YAAY,CAAC;IAEvC,SAAS,aAAa,SAAS,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,GAAG,SAAS,EAAE,QAAQ,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,EAAE,UAAU,EAAE,MAAM,EAAE,SAAS,CAAC,EAAE,MAAM;IAkB7K,OAAO,CAAC,MAAM,CAAC,iBAAiB;WAUlB,qBAAqB,CAAC,IAAI,EAAE,oBAAoB;IAO9D,IAAoB,UAAU,IAAI,OAAO,CAExC;IACD,IAAW,SAAS,IAAI,MAAM,CAAoJ;IAElK,OAAO;CAIxB;AAED,gBAAgB;AAChB,qBAAa,mBAAoB,SAAQ,eAAgB,YAAW,WAAW,EAAE,YAAY,CAAC,QAAQ;IAQhF,OAAO,CAAC,kBAAkB;IAAoC,aAAa,EAAE,oBAAoB,GAAG,SAAS;IAAE,OAAO,CAAC,QAAQ,CAAC,UAAU;aAAyC,SAAS,EAAE,QAAQ,GAAG,SAAS;IAAE,OAAO,CAAC,kBAAkB;IAAW,OAAO,CAAC,UAAU;IAP/R,IAAoB,aAAa,IAAI,mBAAmB,GAAG,SAAS,CAAiB;IACrF,IAAoB,UAAU,IAAI,OAAO,CAA+C;IACxF,IAAW,SAAS,iBAAsD;IAC1E,IAAoB,WAAW,IAAI,OAAO,CAA4D;IACtG,IAAoB,uBAAuB,YAAmB;IAC9D,IAAW,gBAAgB,WAAiB;IAE5C,OAAO;IAIS,OAAO;WAKT,qBAAqB,CAAC,WAAW,EAAE,oBAAoB,EAAE,SAAS,EAAE,SAAS,GAAG,SAAS;WAKzF,qBAAqB,CAAC,WAAW,EAAE,oBAAoB,GAAG,mBAAmB,GAAG,SAAS;IAShG,QAAQ,IAAI,OAAO;WAIZ,aAAa,CAAC,MAAM,EAAE,YAAY,EAAE,WAAW,EAAE,mBAAmB,EAAE,YAAY,EAAE,kBAAkB,EAAE,MAAM,EAAE,MAAM,GAAG,SAAS,EAAE,SAAS,EAAE,QAAQ,GAAG,SAAS,EAAE,eAAe,EAAE,OAAO,EAAE,QAAQ,CAAC,EAAE,cAAc,EAAE,GAAG,aAAa,GAAG,SAAS;IA8D7P,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAI9D,IAAW,WAAW,IAAI,WAAW,CAAoC;IAEzD,OAAO,CAAC,MAAM,EAAE,MAAM;IAStC,IAAW,WAAW,IAAI,WAAW,CAAqC;IAE1D,IAAI,IAAI,IAAI;CAK7B"}
1
+ {"version":3,"file":"RealityMesh.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/RealityMesh.ts"],"names":[],"mappings":"AAKA;;GAEG;AAEH,OAAO,EAAmB,WAAW,EAAE,MAAM,qBAAqB,CAAC;AACnE,OAAO,EAAW,OAAO,EAAE,SAAS,EAAY,MAAM,sBAAsB,CAAC;AAC7E,OAAO,EAAE,QAAQ,EAAE,kBAAkB,EAAgB,aAAa,EAAE,MAAM,oBAAoB,CAAC;AAE/F,OAAO,EAAE,YAAY,EAAoB,eAAe,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAC;AACtG,OAAO,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,kBAAkB,CAAC;AAC1E,OAAO,EAAE,OAAO,EAAE,MAAM,UAAU,CAAC;AAEnC,OAAO,EAAE,oBAAoB,EAAE,MAAM,yCAAyC,CAAC;AAC/E,OAAO,EAAE,oBAAoB,EAAE,MAAM,yCAAyC,CAAC;AAC/E,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AACjD,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,cAAc,EAAE,MAAM,iBAAiB,CAAC;AAG/D,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAI5C,gBAAgB;AAChB,qBAAa,oBAAoB;IAEZ,QAAQ,EAAE,OAAO,EAAE;IAAS,QAAQ,EAAE,aAAa,EAAE;gBAArD,QAAQ,EAAE,OAAO,EAAE,EAAS,QAAQ,EAAE,aAAa,EAAE;WAC1D,MAAM,CAAC,eAAe,EAAE,cAAc,EAAE;CAuCvD;AAED,gBAAgB;AAEhB,qBAAa,yBAA0B,SAAQ,qBAAqB;IAClE,SAAgB,QAAQ,EAAE,eAAe,CAAC;IAC1C,SAAgB,SAAS,CAAC,EAAE,MAAM,CAAC;IACnC,SAAgB,OAAO,CAAC,EAAE,YAAY,CAAC;IAEvC,SAAS,aAAa,SAAS,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,GAAG,SAAS,EAAE,QAAQ,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,EAAE,UAAU,EAAE,MAAM,EAAE,SAAS,CAAC,EAAE,MAAM;IAkB7K,OAAO,CAAC,MAAM,CAAC,iBAAiB;WAUlB,qBAAqB,CAAC,IAAI,EAAE,oBAAoB;IAO9D,IAAoB,UAAU,IAAI,OAAO,CAExC;IACD,IAAW,SAAS,IAAI,MAAM,CAAoJ;IAElK,OAAO;CAIxB;AAED,gBAAgB;AAChB,qBAAa,mBAAoB,SAAQ,eAAgB,YAAW,WAAW,EAAE,YAAY,CAAC,QAAQ;IAShF,OAAO,CAAC,kBAAkB;IAAoC,aAAa,EAAE,oBAAoB,GAAG,SAAS;IAAE,OAAO,CAAC,QAAQ,CAAC,UAAU;aAAyC,SAAS,EAAE,QAAQ,GAAG,SAAS;IAAE,OAAO,CAAC,kBAAkB;IAAW,OAAO,CAAC,UAAU;IAR/R,IAAoB,aAAa,IAAI,mBAAmB,GAAG,SAAS,CAAiB;IACrF,IAAoB,UAAU,IAAI,OAAO,CAA+C;IACxF,IAAW,SAAS,iBAAsD;IAC1E,IAAoB,WAAW,IAAI,OAAO,CAA4D;IACtG,IAAoB,uBAAuB,YAAmB;IAC9D,IAAW,gBAAgB,WAAiB;IAC5C,IAAW,SAAS,IAAI,SAAS,GAAG,SAAS,CAA4B;IAEzE,OAAO;IAIS,OAAO;WAKT,qBAAqB,CAAC,WAAW,EAAE,oBAAoB,EAAE,SAAS,EAAE,SAAS,GAAG,SAAS;WAKzF,qBAAqB,CAAC,WAAW,EAAE,oBAAoB,GAAG,mBAAmB,GAAG,SAAS;IAShG,QAAQ,IAAI,OAAO;WAIZ,aAAa,CAAC,MAAM,EAAE,YAAY,EAAE,WAAW,EAAE,mBAAmB,EAAE,YAAY,EAAE,kBAAkB,EAAE,MAAM,EAAE,MAAM,GAAG,SAAS,EAAE,SAAS,EAAE,QAAQ,GAAG,SAAS,EAAE,eAAe,EAAE,OAAO,EAAE,QAAQ,CAAC,EAAE,cAAc,EAAE,GAAG,aAAa,GAAG,SAAS;IA8D7P,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAI9D,IAAW,WAAW,IAAI,WAAW,CAAoC;IAEzD,OAAO,CAAC,MAAM,EAAE,MAAM;IAStC,IAAW,WAAW,IAAI,WAAW,CAAqC;IAE1D,IAAI,IAAI,IAAI;CAK7B"}
@@ -117,6 +117,7 @@ export class RealityMeshGeometry extends IndexedGeometry {
117
117
  get hasFeatures() { return this._realityMeshParams.featureID !== undefined; }
118
118
  get supportsThematicDisplay() { return true; }
119
119
  get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.
120
+ get transform() { return this._transform; }
120
121
  dispose() {
121
122
  super.dispose();
122
123
  dispose(this._realityMeshParams);
@@ -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\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, IDisposable } from \"@itwin/core-bentley\";\r\nimport { Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\r\nimport { ColorDef, PackedFeatureTable, Quantization, RenderTexture } from \"@itwin/core-common\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { GraphicBranch } from \"../GraphicBranch\";\r\nimport { RealityMeshPrimitive } from \"../primitives/mesh/RealityMeshPrimitive\";\r\nimport { TerrainMeshPrimitive } from \"../primitives/mesh/TerrainMeshPrimitive\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\r\nimport { GL } from \"./GL\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\nconst scratchOverlapRange = Range2d.createNull();\r\n\r\n/** @internal */\r\nexport class RealityTextureParams {\r\n\r\n constructor(public matrices: Matrix4[], public textures: RenderTexture[]) { }\r\n public static create(terrainTextures: TerrainTexture[]) {\r\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\r\n assert(terrainTextures.length <= maxTexturesPerMesh);\r\n\r\n const renderTextures = [];\r\n const matrices = new Array<Matrix4>();\r\n for (const terrainTexture of terrainTextures) {\r\n const matrix = new Matrix4(); // Published as Mat4.\r\n renderTextures.push(terrainTexture.texture);\r\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\r\n matrix.data[0] = terrainTexture.translate.x;\r\n matrix.data[1] = terrainTexture.translate.y;\r\n matrix.data[2] = terrainTexture.scale.x;\r\n matrix.data[3] = terrainTexture.scale.y;\r\n\r\n if (terrainTexture.clipRectangle) {\r\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\r\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\r\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\r\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\r\n } else {\r\n matrix.data[4] = matrix.data[5] = 0;\r\n matrix.data[6] = matrix.data[7] = 1;\r\n }\r\n matrix.data[8] = (1.0 - terrainTexture.transparency);\r\n matrix.data[9] = terrainTexture.featureId;\r\n matrices.push(matrix);\r\n }\r\n\r\n for (let i = terrainTextures.length; i < maxTexturesPerMesh; i++) {\r\n const matrix = new Matrix4();\r\n matrix.data[0] = matrix.data[1] = 0.0;\r\n matrix.data[2] = matrix.data[3] = 1.0;\r\n matrix.data[4] = matrix.data[5] = 1;\r\n matrix.data[6] = matrix.data[7] = -1;\r\n matrices.push(matrix);\r\n }\r\n return new RealityTextureParams(matrices, renderTextures);\r\n }\r\n}\r\n\r\n/** @internal */\r\n\r\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\r\n public readonly uvParams: QBufferHandle2d;\r\n public readonly featureID?: number;\r\n public readonly normals?: BufferHandle;\r\n\r\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, featureID?: number) {\r\n super(positions, indices, numIndices);\r\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.uvParams = uvParams;\r\n\r\n if (undefined !== normals) {\r\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n if (normals.bytesUsed > 0)\r\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.normals = normals;\r\n }\r\n\r\n this.featureID = featureID;\r\n }\r\n\r\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: Uint16Array, normBuf: BufferHandle | undefined, featureID: number) {\r\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\r\n\r\n if (undefined === indBuf)\r\n return undefined;\r\n\r\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, featureID);\r\n\r\n }\r\n\r\n public static createFromRealityMesh(mesh: RealityMeshPrimitive) {\r\n const posBuf = QBufferHandle3d.create(mesh.pointQParams, mesh.points);\r\n const uvParamBuf = QBufferHandle2d.create(mesh.uvQParams, mesh.uvs);\r\n const normalBuf = mesh.normals ? BufferHandle.createArrayBuffer(mesh.normals) : undefined;\r\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, mesh.indices, normalBuf, mesh.featureID);\r\n }\r\n\r\n public override get isDisposed(): boolean {\r\n return super.isDisposed && this.uvParams.isDisposed;\r\n }\r\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this.uvParams);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {\r\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\r\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\r\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\r\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\r\n public override get supportsThematicDisplay() { return true; }\r\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\r\n\r\n private constructor(private _realityMeshParams: RealityMeshGeometryParams, public textureParams: RealityTextureParams | undefined, private readonly _transform: Transform | undefined, public readonly baseColor: ColorDef | undefined, private _baseIsTransparent: boolean, private _isTerrain: boolean) {\r\n super(_realityMeshParams);\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this._realityMeshParams);\r\n }\r\n\r\n public static createFromTerrainMesh(terrainMesh: TerrainMeshPrimitive, transform: Transform | undefined) {\r\n const params = RealityMeshGeometryParams.createFromRealityMesh(terrainMesh);\r\n return params ? new RealityMeshGeometry(params, undefined, transform, undefined, false, true) : undefined;\r\n }\r\n\r\n public static createFromRealityMesh(realityMesh: RealityMeshPrimitive): RealityMeshGeometry | undefined {\r\n const params = RealityMeshGeometryParams.createFromRealityMesh(realityMesh);\r\n if (!params)\r\n return undefined;\r\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\r\n\r\n return new RealityMeshGeometry(params, texture ? RealityTextureParams.create([texture]) : undefined, undefined, undefined, false, false);\r\n }\r\n\r\n public getRange(): Range3d {\r\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\r\n }\r\n\r\n public static createGraphic(system: RenderSystem, realityMesh: RealityMeshGeometry, featureTable: PackedFeatureTable, tileId: string | undefined, baseColor: ColorDef | undefined, baseTransparent: boolean, textures?: TerrainTexture[]): RenderGraphic | undefined {\r\n const meshes = [];\r\n if (textures === undefined)\r\n textures = [];\r\n\r\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\r\n const layers = new Array<TerrainTexture[]>();\r\n let layerCount = 0;\r\n for (const texture of textures) {\r\n const layer = layers[texture.layerIndex];\r\n if (layer) {\r\n layer.push(texture);\r\n } else {\r\n layerCount++;\r\n layers[texture.layerIndex] = [texture];\r\n }\r\n }\r\n if (layerCount < 2) {\r\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\r\n meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(textures), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));\r\n } else {\r\n const primaryLayer = layers.shift()!;\r\n for (const primaryTexture of primaryLayer) {\r\n const targetRectangle = primaryTexture.targetRectangle;\r\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\r\n const layerTextures = [primaryTexture];\r\n for (const secondaryLayer of layers) {\r\n if (!secondaryLayer)\r\n continue;\r\n for (const secondaryTexture of secondaryLayer) {\r\n const secondaryRectangle = secondaryTexture.targetRectangle;\r\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\r\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\r\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\r\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\r\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\r\n\r\n if (secondaryTexture.clipRectangle)\r\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\r\n\r\n if (!textureRange.isNull)\r\n layerTextures.push(new TerrainTexture(secondaryTexture.texture, secondaryTexture.featureId, secondaryTexture.scale, secondaryTexture.translate, secondaryTexture.targetRectangle, secondaryTexture.layerIndex, secondaryTexture.transparency, textureRange));\r\n }\r\n }\r\n }\r\n layerTextures.length = Math.min(layerTextures.length, texturesPerMesh);\r\n meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(layerTextures), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));\r\n }\r\n }\r\n\r\n if (meshes.length === 0)\r\n return undefined;\r\n\r\n const branch = new GraphicBranch(true);\r\n for (const mesh of meshes) {\r\n const primitive = Primitive.create(mesh);\r\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\r\n }\r\n\r\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\r\n\r\n public override getPass(target: Target) {\r\n if (target.isDrawingShadowMap)\r\n return \"none\";\r\n\r\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\r\n return \"translucent\";\r\n\r\n return \"opaque\";\r\n }\r\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\r\n\r\n public override draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, GL.DataType.UnsignedShort, 0);\r\n this._params.buffers.unbind();\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, IDisposable } from \"@itwin/core-bentley\";\r\nimport { Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\r\nimport { ColorDef, PackedFeatureTable, Quantization, RenderTexture } from \"@itwin/core-common\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { GraphicBranch } from \"../GraphicBranch\";\r\nimport { RealityMeshPrimitive } from \"../primitives/mesh/RealityMeshPrimitive\";\r\nimport { TerrainMeshPrimitive } from \"../primitives/mesh/TerrainMeshPrimitive\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\r\nimport { GL } from \"./GL\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\nconst scratchOverlapRange = Range2d.createNull();\r\n\r\n/** @internal */\r\nexport class RealityTextureParams {\r\n\r\n constructor(public matrices: Matrix4[], public textures: RenderTexture[]) { }\r\n public static create(terrainTextures: TerrainTexture[]) {\r\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\r\n assert(terrainTextures.length <= maxTexturesPerMesh);\r\n\r\n const renderTextures = [];\r\n const matrices = new Array<Matrix4>();\r\n for (const terrainTexture of terrainTextures) {\r\n const matrix = new Matrix4(); // Published as Mat4.\r\n renderTextures.push(terrainTexture.texture);\r\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\r\n matrix.data[0] = terrainTexture.translate.x;\r\n matrix.data[1] = terrainTexture.translate.y;\r\n matrix.data[2] = terrainTexture.scale.x;\r\n matrix.data[3] = terrainTexture.scale.y;\r\n\r\n if (terrainTexture.clipRectangle) {\r\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\r\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\r\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\r\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\r\n } else {\r\n matrix.data[4] = matrix.data[5] = 0;\r\n matrix.data[6] = matrix.data[7] = 1;\r\n }\r\n matrix.data[8] = (1.0 - terrainTexture.transparency);\r\n matrix.data[9] = terrainTexture.featureId;\r\n matrices.push(matrix);\r\n }\r\n\r\n for (let i = terrainTextures.length; i < maxTexturesPerMesh; i++) {\r\n const matrix = new Matrix4();\r\n matrix.data[0] = matrix.data[1] = 0.0;\r\n matrix.data[2] = matrix.data[3] = 1.0;\r\n matrix.data[4] = matrix.data[5] = 1;\r\n matrix.data[6] = matrix.data[7] = -1;\r\n matrices.push(matrix);\r\n }\r\n return new RealityTextureParams(matrices, renderTextures);\r\n }\r\n}\r\n\r\n/** @internal */\r\n\r\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\r\n public readonly uvParams: QBufferHandle2d;\r\n public readonly featureID?: number;\r\n public readonly normals?: BufferHandle;\r\n\r\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, featureID?: number) {\r\n super(positions, indices, numIndices);\r\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.uvParams = uvParams;\r\n\r\n if (undefined !== normals) {\r\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n if (normals.bytesUsed > 0)\r\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.normals = normals;\r\n }\r\n\r\n this.featureID = featureID;\r\n }\r\n\r\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: Uint16Array, normBuf: BufferHandle | undefined, featureID: number) {\r\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\r\n\r\n if (undefined === indBuf)\r\n return undefined;\r\n\r\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, featureID);\r\n\r\n }\r\n\r\n public static createFromRealityMesh(mesh: RealityMeshPrimitive) {\r\n const posBuf = QBufferHandle3d.create(mesh.pointQParams, mesh.points);\r\n const uvParamBuf = QBufferHandle2d.create(mesh.uvQParams, mesh.uvs);\r\n const normalBuf = mesh.normals ? BufferHandle.createArrayBuffer(mesh.normals) : undefined;\r\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, mesh.indices, normalBuf, mesh.featureID);\r\n }\r\n\r\n public override get isDisposed(): boolean {\r\n return super.isDisposed && this.uvParams.isDisposed;\r\n }\r\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this.uvParams);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {\r\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\r\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\r\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\r\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\r\n public override get supportsThematicDisplay() { return true; }\r\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\r\n public get transform(): Transform | undefined { return this._transform; }\r\n\r\n private constructor(private _realityMeshParams: RealityMeshGeometryParams, public textureParams: RealityTextureParams | undefined, private readonly _transform: Transform | undefined, public readonly baseColor: ColorDef | undefined, private _baseIsTransparent: boolean, private _isTerrain: boolean) {\r\n super(_realityMeshParams);\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this._realityMeshParams);\r\n }\r\n\r\n public static createFromTerrainMesh(terrainMesh: TerrainMeshPrimitive, transform: Transform | undefined) {\r\n const params = RealityMeshGeometryParams.createFromRealityMesh(terrainMesh);\r\n return params ? new RealityMeshGeometry(params, undefined, transform, undefined, false, true) : undefined;\r\n }\r\n\r\n public static createFromRealityMesh(realityMesh: RealityMeshPrimitive): RealityMeshGeometry | undefined {\r\n const params = RealityMeshGeometryParams.createFromRealityMesh(realityMesh);\r\n if (!params)\r\n return undefined;\r\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\r\n\r\n return new RealityMeshGeometry(params, texture ? RealityTextureParams.create([texture]) : undefined, undefined, undefined, false, false);\r\n }\r\n\r\n public getRange(): Range3d {\r\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\r\n }\r\n\r\n public static createGraphic(system: RenderSystem, realityMesh: RealityMeshGeometry, featureTable: PackedFeatureTable, tileId: string | undefined, baseColor: ColorDef | undefined, baseTransparent: boolean, textures?: TerrainTexture[]): RenderGraphic | undefined {\r\n const meshes = [];\r\n if (textures === undefined)\r\n textures = [];\r\n\r\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\r\n const layers = new Array<TerrainTexture[]>();\r\n let layerCount = 0;\r\n for (const texture of textures) {\r\n const layer = layers[texture.layerIndex];\r\n if (layer) {\r\n layer.push(texture);\r\n } else {\r\n layerCount++;\r\n layers[texture.layerIndex] = [texture];\r\n }\r\n }\r\n if (layerCount < 2) {\r\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\r\n meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(textures), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));\r\n } else {\r\n const primaryLayer = layers.shift()!;\r\n for (const primaryTexture of primaryLayer) {\r\n const targetRectangle = primaryTexture.targetRectangle;\r\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\r\n const layerTextures = [primaryTexture];\r\n for (const secondaryLayer of layers) {\r\n if (!secondaryLayer)\r\n continue;\r\n for (const secondaryTexture of secondaryLayer) {\r\n const secondaryRectangle = secondaryTexture.targetRectangle;\r\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\r\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\r\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\r\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\r\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\r\n\r\n if (secondaryTexture.clipRectangle)\r\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\r\n\r\n if (!textureRange.isNull)\r\n layerTextures.push(new TerrainTexture(secondaryTexture.texture, secondaryTexture.featureId, secondaryTexture.scale, secondaryTexture.translate, secondaryTexture.targetRectangle, secondaryTexture.layerIndex, secondaryTexture.transparency, textureRange));\r\n }\r\n }\r\n }\r\n layerTextures.length = Math.min(layerTextures.length, texturesPerMesh);\r\n meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(layerTextures), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));\r\n }\r\n }\r\n\r\n if (meshes.length === 0)\r\n return undefined;\r\n\r\n const branch = new GraphicBranch(true);\r\n for (const mesh of meshes) {\r\n const primitive = Primitive.create(mesh);\r\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\r\n }\r\n\r\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\r\n\r\n public override getPass(target: Target) {\r\n if (target.isDrawingShadowMap)\r\n return \"none\";\r\n\r\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\r\n return \"translucent\";\r\n\r\n return \"opaque\";\r\n }\r\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\r\n\r\n public override draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, GL.DataType.UnsignedShort, 0);\r\n this._params.buffers.unbind();\r\n }\r\n}\r\n"]}
@@ -12,6 +12,8 @@ import { RenderCommands } from "./RenderCommands";
12
12
  import { SolarShadowMap } from "./SolarShadowMap";
13
13
  import { Target } from "./Target";
14
14
  import { TextureHandle } from "./Texture";
15
+ import { Primitive } from "./Primitive";
16
+ import { ShaderProgramExecutor } from "./ShaderProgram";
15
17
  /** Orchestrates rendering of the scene on behalf of a Target.
16
18
  * This base class exists only so we don't have to export all the types of the shared Compositor members like Textures, FrameBuffers, etc.
17
19
  * @internal
@@ -30,6 +32,7 @@ export declare abstract class SceneCompositor implements WebGLDisposable, Render
30
32
  abstract readDepthAndOrder(rect: ViewRect): Uint8Array | undefined;
31
33
  abstract readFeatureIds(rect: ViewRect): Uint8Array | undefined;
32
34
  abstract updateSolarShadows(context: SceneContext | undefined): void;
35
+ abstract drawPrimitive(primitive: Primitive, exec: ShaderProgramExecutor, outputsToPick: boolean): void;
33
36
  /** Obtain a framebuffer with a single spare RGBA texture that can be used for screen-space effect shaders. */
34
37
  abstract get screenSpaceEffectFbo(): FrameBuffer;
35
38
  abstract get featureIds(): TextureHandle;
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"SceneCompositor.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/SceneCompositor.ts"],"names":[],"mappings":"AAIA;;GAEG;AASH,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,QAAQ,EAAE,MAAM,gBAAgB,CAAC;AAC1C,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AACjC,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAQ/C,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAG/C,OAAO,EAAe,WAAW,EAAE,MAAM,eAAe,CAAC;AAIzD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAIlD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAElD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAElC,OAAO,EAAE,aAAa,EAAE,MAAM,WAAW,CAAC;AAE1C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,qBAAqB,EAAE,MAAM,iBAAiB,CAAC;AA8jBxD;;;GAGG;AACH,8BAAsB,eAAgB,YAAW,eAAe,EAAE,YAAY,CAAC,QAAQ;IACrF,SAAgB,MAAM,EAAE,MAAM,CAAC;IAC/B,SAAgB,cAAc,EAAE,cAAc,CAAC;IAE/C,aAAoB,wBAAwB,IAAI,MAAM,CAAC;IACvD,aAAoB,wBAAwB,CAAC,MAAM,EAAE,MAAM,EAAE;IAC7D,aAAoB,UAAU,IAAI,OAAO,CAAC;aAC1B,OAAO,IAAI,IAAI;aACf,OAAO,IAAI,IAAI;aACf,IAAI,CAAC,SAAS,EAAE,cAAc,GAAG,IAAI;aACrC,iBAAiB,CAAC,SAAS,EAAE,cAAc,EAAE,aAAa,EAAE,WAAW,EAAE,kBAAkB,EAAE,WAAW,GAAG,SAAS,GAAG,IAAI;aAC3H,UAAU,CAAC,IAAI,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC,MAAM,GAAG,SAAS;aAC9E,iBAAiB,CAAC,IAAI,EAAE,QAAQ,GAAG,UAAU,GAAG,SAAS;aACzD,cAAc,CAAC,IAAI,EAAE,QAAQ,GAAG,UAAU,GAAG,SAAS;aACtD,kBAAkB,CAAC,OAAO,EAAE,YAAY,GAAG,SAAS,GAAG,IAAI;aAC3D,aAAa,CAAC,SAAS,EAAE,SAAS,EAAE,IAAI,EAAE,qBAAqB,EAAE,aAAa,EAAE,OAAO,GAAG,IAAI;IAE9G,8GAA8G;IAC9G,aAAoB,oBAAoB,IAAI,WAAW,CAAC;IAExD,aAAoB,UAAU,IAAI,aAAa,CAAC;IAChD,aAAoB,aAAa,IAAI,aAAa,CAAC;IACnD,aAAoB,gBAAgB,IAAI,MAAM,CAAC;IAE/C,SAAS,aAAa,MAAM,EAAE,MAAM;WAKtB,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,eAAe;aAIrC,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;CACxE"}
@@ -500,6 +500,13 @@ export class SceneCompositor {
500
500
  return System.instance.capabilities.supportsDrawBuffers ? new MRTCompositor(target) : new MPCompositor(target);
501
501
  }
502
502
  }
503
+ // This describes what types of primitives a compositor should draw. See the `drawPrimitive` method of Compositor.
504
+ var PrimitiveDrawState;
505
+ (function (PrimitiveDrawState) {
506
+ PrimitiveDrawState[PrimitiveDrawState["Both"] = 0] = "Both";
507
+ PrimitiveDrawState[PrimitiveDrawState["Pickable"] = 1] = "Pickable";
508
+ PrimitiveDrawState[PrimitiveDrawState["NonPickable"] = 2] = "NonPickable";
509
+ })(PrimitiveDrawState || (PrimitiveDrawState = {}));
503
510
  // The actual base class. Specializations are provided based on whether or not multiple render targets are supported.
504
511
  class Compositor extends SceneCompositor {
505
512
  constructor(target, fbos, geometry) {
@@ -519,6 +526,7 @@ class Compositor extends SceneCompositor {
519
526
  this._haveVolumeClassifier = false;
520
527
  this._antialiasSamples = 1;
521
528
  this._viewProjectionMatrix = new Matrix4();
529
+ this._primitiveDrawState = PrimitiveDrawState.Both; // used by drawPrimitive to decide whether a primitive needs to be drawn.
522
530
  this._frameBuffers = fbos;
523
531
  this._geom = geometry;
524
532
  this._opaqueRenderState.flags.depthTest = true;
@@ -539,6 +547,11 @@ class Compositor extends SceneCompositor {
539
547
  this._layerRenderState.depthFunc = GL.DepthFunc.Always;
540
548
  this._layerRenderState.blend.setBlendFunc(GL.BlendFactor.One, GL.BlendFactor.OneMinusSrcAlpha);
541
549
  }
550
+ drawPrimitive(primitive, exec, outputsToPick) {
551
+ if ((outputsToPick && this._primitiveDrawState !== PrimitiveDrawState.NonPickable) ||
552
+ (!outputsToPick && this._primitiveDrawState !== PrimitiveDrawState.Pickable))
553
+ primitive.draw(exec);
554
+ }
542
555
  get antialiasSamples() { return this._antialiasSamples; }
543
556
  get useMsBuffers() { return this._antialiasSamples > 1 && !this.target.isReadPixelsInProgress; }
544
557
  enableVolumeClassifierFbos(textures, depth, volClassDepth, depthMS, volClassDepthMS) {
@@ -1669,20 +1682,24 @@ class MRTCompositor extends Compositor {
1669
1682
  this.drawPass(commands, 2 /* OpaqueLinear */);
1670
1683
  this.drawPass(commands, 3 /* OpaquePlanar */, true);
1671
1684
  if (needAO || renderForReadPixels) {
1685
+ if (needAO)
1686
+ this._primitiveDrawState = PrimitiveDrawState.Pickable;
1672
1687
  this.drawPass(commands, 4 /* OpaqueGeneral */, true);
1688
+ this._primitiveDrawState = PrimitiveDrawState.Both;
1673
1689
  if (this.useMsBuffers) {
1674
1690
  const fbo = (needComposite ? this._fbos.opaqueAndCompositeAll : this._fbos.opaqueAll);
1675
1691
  fbo.blitMsBuffersToTextures(true);
1676
1692
  }
1677
- if (needAO)
1678
- this.renderAmbientOcclusion();
1679
1693
  }
1680
1694
  });
1681
1695
  this._readPickDataFromPingPong = false;
1682
1696
  // The general pass (and following) will not bother to write to pick buffers and so can read from the actual pick buffers.
1683
- if (!renderForReadPixels && !needAO) {
1697
+ if (!renderForReadPixels) {
1684
1698
  fbStack.execute(needComposite ? this._fbos.opaqueAndCompositeColor : this._fbos.opaqueColor, true, this.useMsBuffers, () => {
1699
+ if (needAO)
1700
+ this._primitiveDrawState = PrimitiveDrawState.NonPickable;
1685
1701
  this.drawPass(commands, 4 /* OpaqueGeneral */, false);
1702
+ this._primitiveDrawState = PrimitiveDrawState.Both;
1686
1703
  this.drawPass(commands, 8 /* HiddenEdge */, false);
1687
1704
  });
1688
1705
  if (this.useMsBuffers) {
@@ -1690,6 +1707,8 @@ class MRTCompositor extends Compositor {
1690
1707
  fbo.blitMsBuffersToTextures(needComposite);
1691
1708
  }
1692
1709
  }
1710
+ if (needAO)
1711
+ this.renderAmbientOcclusion();
1693
1712
  }
1694
1713
  renderLayers(commands, needComposite, pass) {
1695
1714
  this._readPickDataFromPingPong = true;
@@ -1862,19 +1881,25 @@ class MPCompositor extends Compositor {
1862
1881
  this.drawOpaquePass(colorFbo, commands, 2 /* OpaqueLinear */, false);
1863
1882
  this.drawOpaquePass(colorFbo, commands, 3 /* OpaquePlanar */, true);
1864
1883
  if (renderForReadPixels || needAO) {
1865
- this.drawOpaquePass(colorFbo, commands, 4 /* OpaqueGeneral */, true);
1866
1884
  if (needAO)
1867
- this.renderAmbientOcclusion();
1885
+ this._primitiveDrawState = PrimitiveDrawState.Pickable;
1886
+ this.drawOpaquePass(colorFbo, commands, 4 /* OpaqueGeneral */, true);
1887
+ this._primitiveDrawState = PrimitiveDrawState.Both;
1868
1888
  }
1869
1889
  this._readPickDataFromPingPong = false;
1870
1890
  // The general pass (and following) will not bother to write to pick buffers and so can read from the actual pick buffers.
1871
- if (!renderForReadPixels && !needAO) {
1891
+ if (!renderForReadPixels) {
1872
1892
  System.instance.frameBufferStack.execute(colorFbo, true, false, () => {
1873
1893
  this._drawMultiPassDepth = true; // for OpaqueGeneral
1894
+ if (needAO)
1895
+ this._primitiveDrawState = PrimitiveDrawState.NonPickable;
1874
1896
  this.drawPass(commands, 4 /* OpaqueGeneral */, false);
1897
+ this._primitiveDrawState = PrimitiveDrawState.Both;
1875
1898
  this.drawPass(commands, 8 /* HiddenEdge */, false);
1876
1899
  });
1877
1900
  }
1901
+ if (needAO)
1902
+ this.renderAmbientOcclusion();
1878
1903
  }
1879
1904
  renderLayers(commands, needComposite, pass) {
1880
1905
  this._readPickDataFromPingPong = true;