@itwin/core-frontend 3.2.0-dev.1 → 3.2.0-dev.14

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 (232) hide show
  1. package/CHANGELOG.md +6 -1
  2. package/lib/cjs/BriefcaseConnection.d.ts +35 -1
  3. package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
  4. package/lib/cjs/BriefcaseConnection.js +52 -1
  5. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  6. package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
  7. package/lib/cjs/DisplayStyleState.js +6 -4
  8. package/lib/cjs/DisplayStyleState.js.map +1 -1
  9. package/lib/cjs/HitDetail.js.map +1 -1
  10. package/lib/cjs/IModelApp.d.ts +2 -0
  11. package/lib/cjs/IModelApp.d.ts.map +1 -1
  12. package/lib/cjs/IModelApp.js +6 -3
  13. package/lib/cjs/IModelApp.js.map +1 -1
  14. package/lib/cjs/IModelConnection.d.ts +5 -2
  15. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  16. package/lib/cjs/IModelConnection.js +11 -3
  17. package/lib/cjs/IModelConnection.js.map +1 -1
  18. package/lib/cjs/render/ParticleCollectionBuilder.d.ts.map +1 -1
  19. package/lib/cjs/render/ParticleCollectionBuilder.js +16 -9
  20. package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
  21. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  22. package/lib/cjs/render/RenderSystem.js +19 -17
  23. package/lib/cjs/render/RenderSystem.js.map +1 -1
  24. package/lib/cjs/render/primitives/EdgeParams.d.ts.map +1 -1
  25. package/lib/cjs/render/primitives/EdgeParams.js +3 -1
  26. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
  27. package/lib/cjs/render/primitives/PolylineParams.d.ts.map +1 -1
  28. package/lib/cjs/render/primitives/PolylineParams.js +10 -5
  29. package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
  30. package/lib/cjs/render/primitives/VertexKey.d.ts +11 -8
  31. package/lib/cjs/render/primitives/VertexKey.d.ts.map +1 -1
  32. package/lib/cjs/render/primitives/VertexKey.js +24 -6
  33. package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
  34. package/lib/cjs/render/primitives/VertexTable.d.ts +15 -2
  35. package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
  36. package/lib/cjs/render/primitives/VertexTable.js +273 -108
  37. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  38. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
  39. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js +22 -10
  40. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  41. package/lib/cjs/render/primitives/mesh/MeshBuilder.d.ts +4 -6
  42. package/lib/cjs/render/primitives/mesh/MeshBuilder.d.ts.map +1 -1
  43. package/lib/cjs/render/primitives/mesh/MeshBuilder.js +16 -13
  44. package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
  45. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.d.ts.map +1 -1
  46. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js +12 -1
  47. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  48. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +45 -28
  49. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
  50. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js +107 -146
  51. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  52. package/lib/cjs/render/webgl/CachedGeometry.d.ts +6 -0
  53. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  54. package/lib/cjs/render/webgl/CachedGeometry.js +6 -0
  55. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  56. package/lib/cjs/render/webgl/RealityMesh.d.ts +1 -0
  57. package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
  58. package/lib/cjs/render/webgl/RealityMesh.js +1 -0
  59. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  60. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +8 -7
  61. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  62. package/lib/cjs/render/webgl/ShaderBuilder.js +12 -5
  63. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  64. package/lib/cjs/render/webgl/VertexLUT.d.ts +2 -1
  65. package/lib/cjs/render/webgl/VertexLUT.d.ts.map +1 -1
  66. package/lib/cjs/render/webgl/VertexLUT.js +4 -3
  67. package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
  68. package/lib/cjs/render/webgl/glsl/Color.js +1 -1
  69. package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
  70. package/lib/cjs/render/webgl/glsl/Decode.d.ts +6 -0
  71. package/lib/cjs/render/webgl/glsl/Decode.d.ts.map +1 -1
  72. package/lib/cjs/render/webgl/glsl/Decode.js +18 -1
  73. package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
  74. package/lib/cjs/render/webgl/glsl/Edge.d.ts.map +1 -1
  75. package/lib/cjs/render/webgl/glsl/Edge.js +15 -6
  76. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  77. package/lib/cjs/render/webgl/glsl/PointString.d.ts.map +1 -1
  78. package/lib/cjs/render/webgl/glsl/PointString.js +1 -1
  79. package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
  80. package/lib/cjs/render/webgl/glsl/Polyline.d.ts +2 -2
  81. package/lib/cjs/render/webgl/glsl/Polyline.d.ts.map +1 -1
  82. package/lib/cjs/render/webgl/glsl/Polyline.js +24 -9
  83. package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
  84. package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
  85. package/lib/cjs/render/webgl/glsl/RealityMesh.js +1 -3
  86. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  87. package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
  88. package/lib/cjs/render/webgl/glsl/Surface.js +18 -19
  89. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  90. package/lib/cjs/render/webgl/glsl/Thematic.d.ts.map +1 -1
  91. package/lib/cjs/render/webgl/glsl/Thematic.js +1 -6
  92. package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
  93. package/lib/cjs/render/webgl/glsl/Vertex.d.ts.map +1 -1
  94. package/lib/cjs/render/webgl/glsl/Vertex.js +31 -14
  95. package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
  96. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  97. package/lib/cjs/tile/GltfReader.js +8 -6
  98. package/lib/cjs/tile/GltfReader.js.map +1 -1
  99. package/lib/cjs/tile/OPCFormatInterpreter.d.ts.map +1 -1
  100. package/lib/cjs/tile/OPCFormatInterpreter.js +1 -2
  101. package/lib/cjs/tile/OPCFormatInterpreter.js.map +1 -1
  102. package/lib/cjs/tile/map/ArcGisUtilities.d.ts.map +1 -1
  103. package/lib/cjs/tile/map/ArcGisUtilities.js +13 -0
  104. package/lib/cjs/tile/map/ArcGisUtilities.js.map +1 -1
  105. package/lib/cjs/tile/map/BingElevation.d.ts +2 -16
  106. package/lib/cjs/tile/map/BingElevation.d.ts.map +1 -1
  107. package/lib/cjs/tile/map/BingElevation.js +1 -63
  108. package/lib/cjs/tile/map/BingElevation.js.map +1 -1
  109. package/lib/cjs/tools/PrimitiveTool.d.ts +3 -0
  110. package/lib/cjs/tools/PrimitiveTool.d.ts.map +1 -1
  111. package/lib/cjs/tools/PrimitiveTool.js +6 -0
  112. package/lib/cjs/tools/PrimitiveTool.js.map +1 -1
  113. package/lib/cjs/tools/ToolAdmin.d.ts +1 -21
  114. package/lib/cjs/tools/ToolAdmin.d.ts.map +1 -1
  115. package/lib/cjs/tools/ToolAdmin.js +0 -17
  116. package/lib/cjs/tools/ToolAdmin.js.map +1 -1
  117. package/lib/esm/BriefcaseConnection.d.ts +35 -1
  118. package/lib/esm/BriefcaseConnection.d.ts.map +1 -1
  119. package/lib/esm/BriefcaseConnection.js +50 -0
  120. package/lib/esm/BriefcaseConnection.js.map +1 -1
  121. package/lib/esm/DisplayStyleState.d.ts.map +1 -1
  122. package/lib/esm/DisplayStyleState.js +6 -4
  123. package/lib/esm/DisplayStyleState.js.map +1 -1
  124. package/lib/esm/HitDetail.js.map +1 -1
  125. package/lib/esm/IModelApp.d.ts +2 -0
  126. package/lib/esm/IModelApp.d.ts.map +1 -1
  127. package/lib/esm/IModelApp.js +5 -2
  128. package/lib/esm/IModelApp.js.map +1 -1
  129. package/lib/esm/IModelConnection.d.ts +5 -2
  130. package/lib/esm/IModelConnection.d.ts.map +1 -1
  131. package/lib/esm/IModelConnection.js +12 -4
  132. package/lib/esm/IModelConnection.js.map +1 -1
  133. package/lib/esm/render/ParticleCollectionBuilder.d.ts.map +1 -1
  134. package/lib/esm/render/ParticleCollectionBuilder.js +17 -10
  135. package/lib/esm/render/ParticleCollectionBuilder.js.map +1 -1
  136. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  137. package/lib/esm/render/RenderSystem.js +20 -18
  138. package/lib/esm/render/RenderSystem.js.map +1 -1
  139. package/lib/esm/render/primitives/EdgeParams.d.ts.map +1 -1
  140. package/lib/esm/render/primitives/EdgeParams.js +3 -1
  141. package/lib/esm/render/primitives/EdgeParams.js.map +1 -1
  142. package/lib/esm/render/primitives/PolylineParams.d.ts.map +1 -1
  143. package/lib/esm/render/primitives/PolylineParams.js +11 -6
  144. package/lib/esm/render/primitives/PolylineParams.js.map +1 -1
  145. package/lib/esm/render/primitives/VertexKey.d.ts +11 -8
  146. package/lib/esm/render/primitives/VertexKey.d.ts.map +1 -1
  147. package/lib/esm/render/primitives/VertexKey.js +24 -6
  148. package/lib/esm/render/primitives/VertexKey.js.map +1 -1
  149. package/lib/esm/render/primitives/VertexTable.d.ts +15 -2
  150. package/lib/esm/render/primitives/VertexTable.d.ts.map +1 -1
  151. package/lib/esm/render/primitives/VertexTable.js +274 -109
  152. package/lib/esm/render/primitives/VertexTable.js.map +1 -1
  153. package/lib/esm/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
  154. package/lib/esm/render/primitives/geometry/GeometryAccumulator.js +23 -11
  155. package/lib/esm/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  156. package/lib/esm/render/primitives/mesh/MeshBuilder.d.ts +4 -6
  157. package/lib/esm/render/primitives/mesh/MeshBuilder.d.ts.map +1 -1
  158. package/lib/esm/render/primitives/mesh/MeshBuilder.js +17 -14
  159. package/lib/esm/render/primitives/mesh/MeshBuilder.js.map +1 -1
  160. package/lib/esm/render/primitives/mesh/MeshBuilderMap.d.ts.map +1 -1
  161. package/lib/esm/render/primitives/mesh/MeshBuilderMap.js +12 -1
  162. package/lib/esm/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  163. package/lib/esm/render/primitives/mesh/MeshPrimitives.d.ts +45 -28
  164. package/lib/esm/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
  165. package/lib/esm/render/primitives/mesh/MeshPrimitives.js +108 -144
  166. package/lib/esm/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  167. package/lib/esm/render/webgl/CachedGeometry.d.ts +6 -0
  168. package/lib/esm/render/webgl/CachedGeometry.d.ts.map +1 -1
  169. package/lib/esm/render/webgl/CachedGeometry.js +6 -0
  170. package/lib/esm/render/webgl/CachedGeometry.js.map +1 -1
  171. package/lib/esm/render/webgl/RealityMesh.d.ts +1 -0
  172. package/lib/esm/render/webgl/RealityMesh.d.ts.map +1 -1
  173. package/lib/esm/render/webgl/RealityMesh.js +1 -0
  174. package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
  175. package/lib/esm/render/webgl/ShaderBuilder.d.ts +8 -7
  176. package/lib/esm/render/webgl/ShaderBuilder.d.ts.map +1 -1
  177. package/lib/esm/render/webgl/ShaderBuilder.js +12 -5
  178. package/lib/esm/render/webgl/ShaderBuilder.js.map +1 -1
  179. package/lib/esm/render/webgl/VertexLUT.d.ts +2 -1
  180. package/lib/esm/render/webgl/VertexLUT.d.ts.map +1 -1
  181. package/lib/esm/render/webgl/VertexLUT.js +4 -3
  182. package/lib/esm/render/webgl/VertexLUT.js.map +1 -1
  183. package/lib/esm/render/webgl/glsl/Color.js +1 -1
  184. package/lib/esm/render/webgl/glsl/Color.js.map +1 -1
  185. package/lib/esm/render/webgl/glsl/Decode.d.ts +6 -0
  186. package/lib/esm/render/webgl/glsl/Decode.d.ts.map +1 -1
  187. package/lib/esm/render/webgl/glsl/Decode.js +17 -0
  188. package/lib/esm/render/webgl/glsl/Decode.js.map +1 -1
  189. package/lib/esm/render/webgl/glsl/Edge.d.ts.map +1 -1
  190. package/lib/esm/render/webgl/glsl/Edge.js +15 -6
  191. package/lib/esm/render/webgl/glsl/Edge.js.map +1 -1
  192. package/lib/esm/render/webgl/glsl/PointString.d.ts.map +1 -1
  193. package/lib/esm/render/webgl/glsl/PointString.js +1 -1
  194. package/lib/esm/render/webgl/glsl/PointString.js.map +1 -1
  195. package/lib/esm/render/webgl/glsl/Polyline.d.ts +2 -2
  196. package/lib/esm/render/webgl/glsl/Polyline.d.ts.map +1 -1
  197. package/lib/esm/render/webgl/glsl/Polyline.js +24 -9
  198. package/lib/esm/render/webgl/glsl/Polyline.js.map +1 -1
  199. package/lib/esm/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
  200. package/lib/esm/render/webgl/glsl/RealityMesh.js +1 -3
  201. package/lib/esm/render/webgl/glsl/RealityMesh.js.map +1 -1
  202. package/lib/esm/render/webgl/glsl/Surface.d.ts.map +1 -1
  203. package/lib/esm/render/webgl/glsl/Surface.js +18 -19
  204. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  205. package/lib/esm/render/webgl/glsl/Thematic.d.ts.map +1 -1
  206. package/lib/esm/render/webgl/glsl/Thematic.js +1 -6
  207. package/lib/esm/render/webgl/glsl/Thematic.js.map +1 -1
  208. package/lib/esm/render/webgl/glsl/Vertex.d.ts.map +1 -1
  209. package/lib/esm/render/webgl/glsl/Vertex.js +32 -15
  210. package/lib/esm/render/webgl/glsl/Vertex.js.map +1 -1
  211. package/lib/esm/tile/GltfReader.d.ts.map +1 -1
  212. package/lib/esm/tile/GltfReader.js +9 -7
  213. package/lib/esm/tile/GltfReader.js.map +1 -1
  214. package/lib/esm/tile/OPCFormatInterpreter.d.ts.map +1 -1
  215. package/lib/esm/tile/OPCFormatInterpreter.js +2 -3
  216. package/lib/esm/tile/OPCFormatInterpreter.js.map +1 -1
  217. package/lib/esm/tile/map/ArcGisUtilities.d.ts.map +1 -1
  218. package/lib/esm/tile/map/ArcGisUtilities.js +13 -0
  219. package/lib/esm/tile/map/ArcGisUtilities.js.map +1 -1
  220. package/lib/esm/tile/map/BingElevation.d.ts +2 -16
  221. package/lib/esm/tile/map/BingElevation.d.ts.map +1 -1
  222. package/lib/esm/tile/map/BingElevation.js +1 -63
  223. package/lib/esm/tile/map/BingElevation.js.map +1 -1
  224. package/lib/esm/tools/PrimitiveTool.d.ts +3 -0
  225. package/lib/esm/tools/PrimitiveTool.d.ts.map +1 -1
  226. package/lib/esm/tools/PrimitiveTool.js +6 -0
  227. package/lib/esm/tools/PrimitiveTool.js.map +1 -1
  228. package/lib/esm/tools/ToolAdmin.d.ts +1 -21
  229. package/lib/esm/tools/ToolAdmin.d.ts.map +1 -1
  230. package/lib/esm/tools/ToolAdmin.js +0 -17
  231. package/lib/esm/tools/ToolAdmin.js.map +1 -1
  232. package/package.json +20 -20
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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 { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\r\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\r\nimport { GraphicBranch } from \"../GraphicBranch\";\r\nimport { RealityMeshGraphicParams, RealityMeshPrimitive } from \"../primitives/mesh/RealityMeshPrimitive\";\r\nimport { TerrainMeshPrimitive } from \"../primitives/mesh/TerrainMeshPrimitive\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\r\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\r\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\r\nimport { GL } from \"./GL\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\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\nconst scratchBytes = new Uint8Array(4);\r\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\r\nconst scratchRange2d = Range2d.createNull();\r\nclass ProjectedTexture {\r\n public classifier: PlanarClassifier;\r\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\r\n this.classifier = classifier as PlanarClassifier;\r\n }\r\n public clone(targetRectangle: Range2d) {\r\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\r\n }\r\n}\r\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\r\n\r\nclass RealityTextureParam {\r\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\r\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\r\n\r\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\n public getProjectionMatrix(): Matrix4d | undefined {\r\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\r\n }\r\n public getTerrainMatrix(): Matrix4 | undefined {\r\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\r\n }\r\n\r\n public getParams(result: Matrix4): Matrix4 {\r\n /** Entry 0 is 0 for */\r\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\r\n const projectedTexture = this._projectedTextureOrMatrix;\r\n\r\n result.data[0] = 1;\r\n result.data[1] = projectedTexture.classifier.textureImageCount;\r\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\r\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\r\n result.data[4] = scratchBytes[0];\r\n result.data[5] = scratchBytes[1];\r\n result.data[6] = scratchBytes[2];\r\n result.data[7] = scratchBytes[3];\r\n\r\n const points = [];\r\n const meshParams = projectedTexture.meshParams;\r\n // Calculate range in the tiles local coordinates.\r\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\r\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\r\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\r\n points.push( meshParams.projection.getGlobalPoint(high.x, low.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\r\n for (let i = 0, j = 8; i < 4; i++) {\r\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\r\n result.data[j++] = projectedPoint.x;\r\n result.data[j++] = projectedPoint.y;\r\n }\r\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\r\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\r\n if (x0 * y1 - x1 * y0 < 0) {\r\n const swap = ((i: number, j: number) => {\r\n const temp = result.data[i];\r\n result.data[i] = result.data[j];\r\n result.data[j] = temp;\r\n });\r\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\r\n swap(i, j);\r\n swap(i + 1, j + 1);\r\n }\r\n }\r\n } else {\r\n result.data[0] = 0;\r\n }\r\n return result;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityTextureParams {\r\n constructor(public params: RealityTextureParam[]) { }\r\n public static create(textures: TerrainOrProjectedTexture[]) {\r\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\r\n assert(textures.length <= maxTexturesPerMesh);\r\n\r\n const textureParams = new Array<RealityTextureParam>();\r\n for (const texture of textures) {\r\n if (texture instanceof TerrainTexture) {\r\n const terrainTexture = texture;\r\n const matrix = new Matrix4(); // Published as Mat4.\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 textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\r\n } else {\r\n const classifier = texture.classifier;\r\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\r\n }\r\n }\r\n\r\n for (let i = textures.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 matrix.data[15] = 0; // Denotes a terrain texture.\r\n textureParams.push(new RealityTextureParam(undefined, matrix));\r\n }\r\n return new RealityTextureParams(textureParams);\r\n }\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 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, params: RealityMeshGraphicParams): RenderGraphic | undefined {\r\n const meshes = [];\r\n const textures = params.textures ?? [];\r\n const realityMesh = params.realityMesh as RealityMeshGeometry;\r\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\r\n\r\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\r\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\r\n // Collate the textures and classifiers layers into a single array.\r\n for (const texture of textures) {\r\n const layer = layers[texture.layerIndex];\r\n if (layer) {\r\n (layer as TerrainTexture[]).push(texture);\r\n } else {\r\n layers[texture.layerIndex] = [texture];\r\n }\r\n }\r\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\r\n\r\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\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 let primaryLayer;\r\n while (primaryLayer === undefined)\r\n primaryLayer = layers.shift();\r\n if (!primaryLayer)\r\n return undefined;\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 let 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 if (secondaryTexture instanceof ProjectedTexture) {\r\n layerTextures.push(secondaryTexture.clone(targetRectangle));\r\n } else {\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 && textureRange) {\r\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\r\n }\r\n }\r\n }\r\n }\r\n }\r\n while (layerTextures.length > texturesPerMesh) {\r\n meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));\r\n layerTextures = layerTextures.slice(texturesPerMesh);\r\n }\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 { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\r\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\r\nimport { GraphicBranch } from \"../GraphicBranch\";\r\nimport { RealityMeshGraphicParams, RealityMeshPrimitive } from \"../primitives/mesh/RealityMeshPrimitive\";\r\nimport { TerrainMeshPrimitive } from \"../primitives/mesh/TerrainMeshPrimitive\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\r\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\r\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\r\nimport { GL } from \"./GL\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\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\nconst scratchBytes = new Uint8Array(4);\r\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\r\nconst scratchRange2d = Range2d.createNull();\r\nclass ProjectedTexture {\r\n public classifier: PlanarClassifier;\r\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\r\n this.classifier = classifier as PlanarClassifier;\r\n }\r\n public clone(targetRectangle: Range2d) {\r\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\r\n }\r\n}\r\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\r\n\r\nclass RealityTextureParam {\r\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\r\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\r\n\r\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\n public getProjectionMatrix(): Matrix4d | undefined {\r\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\r\n }\r\n public getTerrainMatrix(): Matrix4 | undefined {\r\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\r\n }\r\n\r\n public getParams(result: Matrix4): Matrix4 {\r\n /** Entry 0 is 0 for */\r\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\r\n const projectedTexture = this._projectedTextureOrMatrix;\r\n\r\n result.data[0] = 1;\r\n result.data[1] = projectedTexture.classifier.textureImageCount;\r\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\r\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\r\n result.data[4] = scratchBytes[0];\r\n result.data[5] = scratchBytes[1];\r\n result.data[6] = scratchBytes[2];\r\n result.data[7] = scratchBytes[3];\r\n\r\n const points = [];\r\n const meshParams = projectedTexture.meshParams;\r\n // Calculate range in the tiles local coordinates.\r\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\r\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\r\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\r\n points.push( meshParams.projection.getGlobalPoint(high.x, low.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\r\n for (let i = 0, j = 8; i < 4; i++) {\r\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\r\n result.data[j++] = projectedPoint.x;\r\n result.data[j++] = projectedPoint.y;\r\n }\r\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\r\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\r\n if (x0 * y1 - x1 * y0 < 0) {\r\n const swap = ((i: number, j: number) => {\r\n const temp = result.data[i];\r\n result.data[i] = result.data[j];\r\n result.data[j] = temp;\r\n });\r\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\r\n swap(i, j);\r\n swap(i + 1, j + 1);\r\n }\r\n }\r\n } else {\r\n result.data[0] = 0;\r\n }\r\n return result;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityTextureParams {\r\n constructor(public params: RealityTextureParam[]) { }\r\n public static create(textures: TerrainOrProjectedTexture[]) {\r\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\r\n assert(textures.length <= maxTexturesPerMesh);\r\n\r\n const textureParams = new Array<RealityTextureParam>();\r\n for (const texture of textures) {\r\n if (texture instanceof TerrainTexture) {\r\n const terrainTexture = texture;\r\n const matrix = new Matrix4(); // Published as Mat4.\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 textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\r\n } else {\r\n const classifier = texture.classifier;\r\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\r\n }\r\n }\r\n\r\n for (let i = textures.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 matrix.data[15] = 0; // Denotes a terrain texture.\r\n textureParams.push(new RealityTextureParam(undefined, matrix));\r\n }\r\n return new RealityTextureParams(textureParams);\r\n }\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 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 readonly hasTextures: boolean;\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 this.hasTextures = undefined !== textureParams && textureParams.params.some((x) => undefined !== x.texture);\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, params: RealityMeshGraphicParams): RenderGraphic | undefined {\r\n const meshes = [];\r\n const textures = params.textures ?? [];\r\n const realityMesh = params.realityMesh as RealityMeshGeometry;\r\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\r\n\r\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\r\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\r\n // Collate the textures and classifiers layers into a single array.\r\n for (const texture of textures) {\r\n const layer = layers[texture.layerIndex];\r\n if (layer) {\r\n (layer as TerrainTexture[]).push(texture);\r\n } else {\r\n layers[texture.layerIndex] = [texture];\r\n }\r\n }\r\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\r\n\r\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\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 let primaryLayer;\r\n while (primaryLayer === undefined)\r\n primaryLayer = layers.shift();\r\n if (!primaryLayer)\r\n return undefined;\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 let 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 if (secondaryTexture instanceof ProjectedTexture) {\r\n layerTextures.push(secondaryTexture.clone(targetRectangle));\r\n } else {\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 && textureRange) {\r\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\r\n }\r\n }\r\n }\r\n }\r\n }\r\n while (layerTextures.length > texturesPerMesh) {\r\n meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));\r\n layerTextures = layerTextures.slice(texturesPerMesh);\r\n }\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"]}
@@ -128,11 +128,11 @@ export declare class SourceBuilder {
128
128
  addMain(implementation: string): void;
129
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  }
130
130
  /** @internal */
131
- export declare const enum ShaderBuilderFlags {
132
- None = 0,
133
- VertexTable = 1,
134
- Instanced = 2,
135
- InstancedVertexTable = 3
131
+ export interface ShaderBuilderFlags {
132
+ /** If defined and true, the geometry is instanced. */
133
+ readonly instanced?: boolean;
134
+ /** If defined and greater than zero, the vertex data comes from a texture, and each vertex in the table uses no more than this number of RGBA values. */
135
+ readonly maxRgbaPerVertex?: number;
136
136
  }
137
137
  /**
138
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  * Represents a fragment or vertex shader under construction. The shader consists of a set of defined variables,
@@ -192,7 +192,8 @@ export declare const enum VertexShaderComponent {
192
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  export declare class VertexShaderBuilder extends ShaderBuilder {
193
193
  private _computedVarying;
194
194
  private buildPrelude;
195
- constructor(flags: ShaderBuilderFlags);
195
+ constructor(flags?: ShaderBuilderFlags);
196
+ get maxRgbaPerVertex(): number | undefined;
196
197
  get(id: VertexShaderComponent): string | undefined;
197
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  set(id: VertexShaderComponent, component: string): void;
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  unset(id: VertexShaderComponent): void;
@@ -232,7 +233,7 @@ export declare const enum FragmentShaderComponent {
232
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  */
233
234
  export declare class FragmentShaderBuilder extends ShaderBuilder {
234
235
  requiresEarlyZWorkaround: boolean;
235
- constructor(flags: ShaderBuilderFlags);
236
+ constructor(flags?: ShaderBuilderFlags);
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237
  get(id: FragmentShaderComponent): string | undefined;
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  set(id: FragmentShaderComponent, component: string): void;
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  unset(id: FragmentShaderComponent): void;
@@ -1 +1 @@
1
- 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1
+ {"version":3,"file":"ShaderBuilder.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/ShaderBuilder.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,YAAY,EAAE,MAAM,4BAA4B,CAAC;AAC1D,OAAO,EAAE,gBAAgB,EAAE,MAAM,gBAAgB,CAAC;AAIlD,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAKhD;;GAEG;AACH,0BAAkB,YAAY;IAC5B,OAAO,IAAA;IACP,GAAG,IAAA;IACH,KAAK,IAAA;IACL,IAAI,IAAA;IACJ,IAAI,IAAA;IACJ,IAAI,IAAA;IACJ,IAAI,IAAA;IACJ,IAAI,IAAA;IACJ,SAAS,IAAA;IACT,WAAW,IAAA;IACX,IAAI,KAAA;IAEJ,KAAK,KAAA;CACN;AAED;;GAEG;AACH,0BAAkB,aAAa;IAC7B,MAAM,IAAA;IACN,OAAO,IAAA;IACP,OAAO,IAAA;IAEP,KAAK,IAAA;CACN;AAED;;GAEG;AACH,0BAAkB,iBAAiB;IACjC,OAAO,IAAA;IACP,GAAG,IAAA;IACH,MAAM,IAAA;IACN,IAAI,IAAA;IAEJ,KAAK,IAAA;CACN;AA8CD;;;;;GAKG;AACH,oBAAY,kBAAkB,GAAG,CAAC,IAAI,EAAE,aAAa,KAAK,IAAI,CAAC;AAE/D;;GAEG;AACH,qBAAa,cAAc;IACzB,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAqB;IAClD,SAAgB,IAAI,EAAE,MAAM,CAAC;IAC7B,SAAgB,KAAK,CAAC,EAAE,MAAM,CAAC;IAC/B,SAAgB,IAAI,EAAE,YAAY,CAAC;IACnC,SAAgB,KAAK,EAAE,aAAa,CAAC;IACrC,SAAgB,SAAS,EAAE,iBAAiB,CAAC;IAC7C,SAAgB,OAAO,EAAE,OAAO,CAAS;IACzC,SAAgB,MAAM,EAAE,MAAM,CAAC;IAE/B,OAAO;WAWO,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,KAAK,EAAE,aAAa,EAAE,UAAU,CAAC,EAAE,kBAAkB,EAAE,SAAS,GAAE,iBAA6C,GAAG,cAAc;WAIzK,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,aAAa,EAAE,UAAU,CAAC,EAAE,kBAAkB,EAAE,SAAS,GAAE,iBAA6C,GAAG,cAAc;WAI9L,YAAY,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,OAAO,GAAE,OAAe;IAIrG,IAAW,UAAU,IAAI,OAAO,CAA2C;IACpE,UAAU,CAAC,IAAI,EAAE,aAAa;IAKrC,IAAW,QAAQ,IAAI,MAAM,CAA4C;IAClE,YAAY,CAAC,cAAc,EAAE,OAAO,GAAG,MAAM;IACpD,IAAW,aAAa,IAAI,MAAM,CAAsD;IAExF,8DAA8D;IACvD,gBAAgB,CAAC,cAAc,EAAE,OAAO,GAAG,MAAM;CA2BzD;AAED;;;;GAIG;AACH,qBAAa,eAAe;IAC1B,SAAS,CAAC,KAAK,EAAE,cAAc,EAAE,CAA+B;IAEhE,wDAAwD;IACjD,IAAI,CAAC,IAAI,EAAE,MAAM,GAAG,cAAc,GAAG,SAAS;IAErD,yGAAyG;IAClG,WAAW,CAAC,CAAC,EAAE,cAAc,GAAG,OAAO;IAYvC,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,OAAO,EAAE,kBAAkB,EAAE,SAAS,GAAE,iBAA6C;IAIlI,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,GAAG,OAAO;IAIrD,SAAS,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,OAAO,GAAE,OAAe;IAIpF,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,KAAK,EAAE,MAAM;IAI3D,kBAAkB,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM;IAOrD,oFAAoF;IAC7E,sBAAsB,CAAC,cAAc,EAAE,OAAO,EAAE,KAAK,EAAE,aAAa,EAAE,SAAS,CAAC,EAAE,OAAO,GAAG,MAAM;IAUzG,wEAAwE;IACjE,iBAAiB,CAAC,cAAc,EAAE,OAAO,GAAG,MAAM;IAgBzD;;;OAGG;IACI,WAAW,CAAC,IAAI,EAAE,aAAa,EAAE,UAAU,CAAC,EAAE,eAAe,GAAG,IAAI;IAS3E,IAAW,MAAM,IAAI,MAAM,CAA8B;IAEzD,OAAO,CAAC,QAAQ;IAaT,sBAAsB,CAAC,UAAU,EAAE,MAAM,GAAG,MAAM;IA6ElD,wBAAwB,CAAC,UAAU,EAAE,MAAM,GAAG,MAAM;CAiD5D;AAED;;GAEG;AACH,qBAAa,aAAa;IACjB,MAAM,EAAE,MAAM,CAAM;IAGpB,GAAG,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IAGvB,OAAO,IAAI,IAAI;IAGf,OAAO,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IAElC;;;;;;;;;;;OAWG;WACW,uBAAuB,CAAC,WAAW,EAAE,MAAM,EAAE,cAAc,EAAE,MAAM,GAAG,MAAM;IAQ1F,oHAAoH;IAC7G,WAAW,CAAC,WAAW,EAAE,MAAM,EAAE,cAAc,EAAE,MAAM,GAAG,IAAI;IAErE,2HAA2H;IACpH,OAAO,CAAC,cAAc,EAAE,MAAM,GAAG,IAAI;CAC7C;AAED,gBAAgB;AAChB,MAAM,WAAW,kBAAkB;IACjC,sDAAsD;IACtD,QAAQ,CAAC,SAAS,CAAC,EAAE,OAAO,CAAC;IAC7B,yJAAyJ;IACzJ,QAAQ,CAAC,gBAAgB,CAAC,EAAE,MAAM,CAAC;CACpC;AAED;;;;GAIG;AACH,qBAAa,aAAc,SAAQ,eAAe;IAChD,SAAS,CAAC,WAAW,yBAAmC;IACxD,SAAS,CAAC,UAAU,EAAE,MAAM,EAAE,CAAM;IACpC,SAAS,CAAC,WAAW,EAAE,MAAM,EAAE,CAAM;IACrC,SAAS,CAAC,OAAO,EAAE,MAAM,EAAE,CAAM;IACjC,SAAS,CAAC,YAAY,EAAE,MAAM,EAAE,CAAM;IACtC,SAAS,CAAC,QAAQ,EAAE,MAAM,CAAM;IACzB,aAAa,EAAE,MAAM,CAAM;IAClC,SAAS,CAAC,QAAQ,CAAC,MAAM,EAAE,kBAAkB,CAAC;IAC9C,SAAS,CAAC,aAAa,EAAE,MAAM,EAAE,CAAuB;IAExD,IAAW,eAAe,IAAI,OAAO,CAEpC;IAED,IAAW,qBAAqB,IAAI,OAAO,CAE1C;IAEM,cAAc,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI;IAKhD,SAAS,aAAa,aAAa,EAAE,MAAM,EAAE,KAAK,EAAE,kBAAkB;IAiBtE,SAAS,CAAC,YAAY,CAAC,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG,IAAI;IAM9D,SAAS,CAAC,eAAe,CAAC,KAAK,EAAE,MAAM;IAKvC,SAAS,CAAC,YAAY,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,GAAG,SAAS;IAKlD,WAAW,CAAC,iBAAiB,EAAE,MAAM,EAAE,cAAc,CAAC,EAAE,MAAM,GAAG,IAAI;IASrE,eAAe,CAAC,QAAQ,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,GAAG,OAAO;IAU/D,YAAY,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,GAAG,SAAS;IAI9C,YAAY,CAAC,OAAO,EAAE,MAAM,GAAG,IAAI;IAKnC,QAAQ,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI;IAK7B,SAAS,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAW5C,eAAe,IAAI,IAAI;IAKvB,aAAa,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAQvD,SAAS,CAAC,kBAAkB,CAAC,OAAO,EAAE,GAAG,CAAC,MAAM,EAAE,gBAAgB,CAAC,GAAG,SAAS,EAAE,cAAc,EAAE,OAAO,GAAG,aAAa;IAuDxH,SAAS,CAAC,UAAU,CAAC,GAAG,EAAE,aAAa,GAAG,IAAI;CAW/C;AAED;;GAEG;AACH,0BAAkB,qBAAqB;IAIrC,wBAAwB,IAAA;IAGxB,iBAAiB,IAAA;IAGjB,oBAAoB,IAAA;IAGpB,uBAAuB,IAAA;IAGvB,eAAe,IAAA;IAGf,gBAAgB,IAAA;IAGhB,kBAAkB,IAAA;IAGlB,iBAAiB,IAAA;IAGjB,cAAc,IAAA;IAKd,eAAe,IAAA;IAGf,eAAe,KAAA;IAGf,mBAAmB,KAAA;IAGnB,gBAAgB,KAAA;IAEhB,KAAK,KAAA;CACN;AAED;;GAEG;AACH,qBAAa,mBAAoB,SAAQ,aAAa;IACpD,OAAO,CAAC,gBAAgB,CAAiC;IAEzD,OAAO,CAAC,YAAY;gBAED,KAAK,GAAE,kBAAwB;IAgBlD,IAAW,gBAAgB,IAAI,MAAM,GAAG,SAAS,CAEhD;IAEM,GAAG,CAAC,EAAE,EAAE,qBAAqB,GAAG,MAAM,GAAG,SAAS;IAClD,GAAG,CAAC,EAAE,EAAE,qBAAqB,EAAE,SAAS,EAAE,MAAM;IAChD,KAAK,CAAC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@@ -397,8 +397,12 @@ export class ShaderBuilder extends ShaderVariables {
397
397
  this.addDefine("TEXTURE_PROJ", "texture2DProj");
398
398
  }
399
399
  }
400
- get usesVertexTable() { return 0 /* None */ !== (this._flags & 1 /* VertexTable */); }
401
- get usesInstancedGeometry() { return 0 /* None */ !== (this._flags & 2 /* Instanced */); }
400
+ get usesVertexTable() {
401
+ return !!this._flags.maxRgbaPerVertex;
402
+ }
403
+ get usesInstancedGeometry() {
404
+ return !!this._flags.instanced;
405
+ }
402
406
  addInitializer(initializer) {
403
407
  if (-1 === this._initializers.indexOf(initializer))
404
408
  this._initializers.push(initializer);
@@ -521,7 +525,7 @@ export class ShaderBuilder extends ShaderVariables {
521
525
  * @internal
522
526
  */
523
527
  export class VertexShaderBuilder extends ShaderBuilder {
524
- constructor(flags) {
528
+ constructor(flags = {}) {
525
529
  super(13 /* COUNT */, flags);
526
530
  this._computedVarying = new Array();
527
531
  this.addDefine("MAT_NORM", "g_nmx");
@@ -537,6 +541,9 @@ export class VertexShaderBuilder extends ShaderBuilder {
537
541
  addPosition(this, this.usesVertexTable);
538
542
  }
539
543
  buildPrelude(attrMap) { return this.buildPreludeCommon(attrMap, true); }
544
+ get maxRgbaPerVertex() {
545
+ return this._flags.maxRgbaPerVertex;
546
+ }
540
547
  get(id) { return this.getComponent(id); }
541
548
  set(id, component) { this.addComponent(id, component); }
542
549
  unset(id) { this.removeComponent(id); }
@@ -639,7 +646,7 @@ export class VertexShaderBuilder extends ShaderBuilder {
639
646
  * @internal
640
647
  */
641
648
  export class FragmentShaderBuilder extends ShaderBuilder {
642
- constructor(flags) {
649
+ constructor(flags = {}) {
643
650
  super(21 /* COUNT */, flags);
644
651
  this.requiresEarlyZWorkaround = false;
645
652
  if (System.instance.capabilities.isWebGL2)
@@ -805,7 +812,7 @@ export class FragmentShaderBuilder extends ShaderBuilder {
805
812
  * @internal
806
813
  */
807
814
  export class ProgramBuilder {
808
- constructor(attrMap, flags = 0 /* None */) {
815
+ constructor(attrMap, flags = {}) {
809
816
  this._attrMap = attrMap;
810
817
  this.vert = new VertexShaderBuilder(flags);
811
818
  this.frag = new FragmentShaderBuilder(flags);