@itwin/core-frontend 3.2.0-dev.28 → 3.2.0-dev.30
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.
- package/CHANGELOG.md +38 -1
- package/lib/cjs/ViewManager.d.ts.map +1 -1
- package/lib/cjs/ViewManager.js +1 -0
- package/lib/cjs/ViewManager.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTable.d.ts +1 -1
- package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js +0 -1
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +0 -4
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.js +2 -1
- package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts +5 -4
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.js +7 -6
- package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/cjs/render/webgl/Technique.d.ts +4 -2
- package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Technique.js +148 -120
- package/lib/cjs/render/webgl/Technique.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueFlags.d.ts +7 -3
- package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
- package/lib/cjs/render/webgl/TechniqueFlags.js +17 -4
- package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.js +2 -0
- package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Color.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Color.js +8 -7
- package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Edge.d.ts +2 -2
- package/lib/cjs/render/webgl/glsl/Edge.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Edge.js +6 -10
- package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointString.d.ts +3 -3
- package/lib/cjs/render/webgl/glsl/PointString.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointString.js +6 -6
- package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Polyline.d.ts +3 -3
- package/lib/cjs/render/webgl/glsl/Polyline.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Polyline.js +6 -10
- package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.d.ts +2 -2
- package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.js +33 -16
- package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Vertex.d.ts +3 -1
- package/lib/cjs/render/webgl/glsl/Vertex.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Vertex.js +139 -37
- package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
- package/lib/cjs/tile/RealityTileLoader.d.ts +1 -1
- package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTileLoader.js +29 -6
- package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts +0 -1
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +12 -10
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/WmsCapabilities.d.ts +3 -2
- package/lib/cjs/tile/map/WmsCapabilities.d.ts.map +1 -1
- package/lib/cjs/tile/map/WmsCapabilities.js +11 -10
- package/lib/cjs/tile/map/WmsCapabilities.js.map +1 -1
- package/lib/esm/ViewManager.d.ts.map +1 -1
- package/lib/esm/ViewManager.js +1 -0
- package/lib/esm/ViewManager.js.map +1 -1
- package/lib/esm/render/primitives/VertexTable.d.ts +1 -1
- package/lib/esm/render/primitives/VertexTable.js.map +1 -1
- package/lib/esm/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
- package/lib/esm/render/primitives/geometry/GeometryAccumulator.js +0 -1
- package/lib/esm/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
- package/lib/esm/render/primitives/mesh/MeshBuilderMap.js +1 -1
- package/lib/esm/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
- package/lib/esm/render/primitives/mesh/MeshPrimitives.d.ts +0 -4
- package/lib/esm/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
- package/lib/esm/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/esm/render/webgl/DrawCommand.d.ts.map +1 -1
- package/lib/esm/render/webgl/DrawCommand.js +2 -1
- package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
- package/lib/esm/render/webgl/ShaderBuilder.d.ts +5 -4
- package/lib/esm/render/webgl/ShaderBuilder.d.ts.map +1 -1
- package/lib/esm/render/webgl/ShaderBuilder.js +7 -6
- package/lib/esm/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/esm/render/webgl/Technique.d.ts +4 -2
- package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
- package/lib/esm/render/webgl/Technique.js +148 -120
- package/lib/esm/render/webgl/Technique.js.map +1 -1
- package/lib/esm/render/webgl/TechniqueFlags.d.ts +7 -3
- package/lib/esm/render/webgl/TechniqueFlags.d.ts.map +1 -1
- package/lib/esm/render/webgl/TechniqueFlags.js +17 -4
- package/lib/esm/render/webgl/TechniqueFlags.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Animation.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Animation.js +2 -0
- package/lib/esm/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Color.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Color.js +8 -7
- package/lib/esm/render/webgl/glsl/Color.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Edge.d.ts +2 -2
- package/lib/esm/render/webgl/glsl/Edge.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Edge.js +7 -11
- package/lib/esm/render/webgl/glsl/Edge.js.map +1 -1
- package/lib/esm/render/webgl/glsl/PointString.d.ts +3 -3
- package/lib/esm/render/webgl/glsl/PointString.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/PointString.js +6 -6
- package/lib/esm/render/webgl/glsl/PointString.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Polyline.d.ts +3 -3
- package/lib/esm/render/webgl/glsl/Polyline.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Polyline.js +7 -11
- package/lib/esm/render/webgl/glsl/Polyline.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Surface.d.ts +2 -2
- package/lib/esm/render/webgl/glsl/Surface.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Surface.js +33 -16
- package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Vertex.d.ts +3 -1
- package/lib/esm/render/webgl/glsl/Vertex.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Vertex.js +138 -37
- package/lib/esm/render/webgl/glsl/Vertex.js.map +1 -1
- package/lib/esm/tile/RealityTileLoader.d.ts +1 -1
- package/lib/esm/tile/RealityTileLoader.d.ts.map +1 -1
- package/lib/esm/tile/RealityTileLoader.js +30 -7
- package/lib/esm/tile/RealityTileLoader.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts +0 -1
- package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +12 -10
- package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/WmsCapabilities.d.ts +3 -2
- package/lib/esm/tile/map/WmsCapabilities.d.ts.map +1 -1
- package/lib/esm/tile/map/WmsCapabilities.js +11 -10
- package/lib/esm/tile/map/WmsCapabilities.js.map +1 -1
- 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/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { IndexedPolyface, Loop, Path, Point3d, Range3d, SolidPrimitive, Transform } from \"@itwin/core-geometry\";\r\nimport { AnalysisStyleDisplacement, QPoint3dList } from \"@itwin/core-common\";\r\nimport { GraphicBranch } from \"../../GraphicBranch\";\r\nimport { RenderGraphic } from \"../../RenderGraphic\";\r\nimport { RenderSystem } from \"../../RenderSystem\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { MeshBuilderMap } from \"../mesh/MeshBuilderMap\";\r\nimport { MeshList } from \"../mesh/MeshPrimitives\";\r\nimport { GeometryOptions } from \"../Primitives\";\r\nimport { GeometryList } from \"./GeometryList\";\r\nimport { Geometry, PrimitiveGeometryType } from \"./GeometryPrimitives\";\r\nimport { IModelApp } from \"../../../IModelApp\";\r\n\r\n/** @internal */\r\nexport class GeometryAccumulator {\r\n private _transform: Transform;\r\n private _surfacesOnly: boolean;\r\n private readonly _analysisDisplacement?: AnalysisStyleDisplacement;\r\n private readonly _viewIndependentOrigin?: Point3d;\r\n\r\n public readonly tileRange: Range3d;\r\n public readonly geometries: GeometryList = new GeometryList();\r\n public readonly system: RenderSystem;\r\n\r\n public get surfacesOnly(): boolean { return this._surfacesOnly; }\r\n public get transform(): Transform { return this._transform; }\r\n public get isEmpty(): boolean { return this.geometries.isEmpty; }\r\n public get haveTransform(): boolean { return !this._transform.isIdentity; }\r\n\r\n public constructor(options?: {\r\n system?: RenderSystem;\r\n surfacesOnly?: boolean;\r\n transform?: Transform;\r\n tileRange?: Range3d;\r\n analysisStyleDisplacement?: AnalysisStyleDisplacement;\r\n viewIndependentOrigin?: Point3d;\r\n }) {\r\n this.system = options?.system ?? IModelApp.renderSystem;\r\n this.tileRange = options?.tileRange ?? Range3d.createNull();\r\n this._surfacesOnly = true === options?.surfacesOnly;\r\n this._transform = options?.transform ?? Transform.createIdentity();\r\n this._analysisDisplacement = options?.analysisStyleDisplacement;\r\n this._viewIndependentOrigin = options?.viewIndependentOrigin;\r\n }\r\n\r\n private getPrimitiveRange(geom: PrimitiveGeometryType): Range3d | undefined {\r\n const range = new Range3d();\r\n geom.range(undefined, range);\r\n return range.isNull ? undefined : range;\r\n }\r\n\r\n private calculateTransform(transform: Transform, range: Range3d): Transform {\r\n if (this.haveTransform)\r\n transform = this._transform.multiplyTransformTransform(transform);\r\n\r\n transform.multiplyRange(range, range);\r\n return transform;\r\n }\r\n\r\n public addLoop(loop: Loop, displayParams: DisplayParams, transform: Transform, disjoint: boolean): boolean {\r\n const range = this.getPrimitiveRange(loop);\r\n if (!range)\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromLoop(loop, xform, range, displayParams, disjoint));\r\n }\r\n\r\n public addLineString(pts: Point3d[], displayParams: DisplayParams, transform: Transform): boolean {\r\n // Do this.getPrimitiveRange() manually, so there is no need to create a PointString3d object just to find the range\r\n const range = Range3d.createNull();\r\n range.extendArray(pts, undefined);\r\n if (range.isNull)\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromLineString(pts, xform, range, displayParams));\r\n }\r\n\r\n public addPointString(pts: Point3d[], displayParams: DisplayParams, transform: Transform): boolean {\r\n // Do this.getPrimitiveRange() manually, so there is no need to create a PointString3d object just to find the range\r\n const range = Range3d.createNull();\r\n range.extendArray(pts, undefined);\r\n if (range.isNull)\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromPointString(pts, xform, range, displayParams));\r\n }\r\n\r\n public addPath(path: Path, displayParams: DisplayParams, transform: Transform, disjoint: boolean): boolean {\r\n const range = this.getPrimitiveRange(path);\r\n if (!range)\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromPath(path, xform, range, displayParams, disjoint));\r\n }\r\n\r\n public addPolyface(pf: IndexedPolyface, displayParams: DisplayParams, transform: Transform): boolean {\r\n // Adjust the mesh range based on displacements applied to vertices by analysis style, if applicable.\r\n let range;\r\n if (this._analysisDisplacement) {\r\n const channel = pf.data.auxData?.channels.find((x) => x.name === this._analysisDisplacement!.channelName);\r\n const displacementRange = channel?.computeDisplacementRange(this._analysisDisplacement.scale);\r\n if (displacementRange && !displacementRange.isNull) {\r\n range = Range3d.createNull();\r\n const pt = new Point3d();\r\n for (let i = 0; i < pf.data.point.length; i++) {\r\n pf.data.point.getPoint3dAtUncheckedPointIndex(i, pt);\r\n range.extendXYZ(pt.x + displacementRange.low.x, pt.y + displacementRange.low.y, pt.z + displacementRange.low.z);\r\n range.extendXYZ(pt.x + displacementRange.high.x, pt.y + displacementRange.high.y, pt.z + displacementRange.high.z);\r\n }\r\n }\r\n }\r\n\r\n if (!range && !(range = this.getPrimitiveRange(pf)))\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromPolyface(pf, xform, range, displayParams));\r\n }\r\n\r\n public addSolidPrimitive(primitive: SolidPrimitive, displayParams: DisplayParams, transform: Transform): boolean {\r\n const range = this.getPrimitiveRange(primitive);\r\n if (!range)\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromSolidPrimitive(primitive, xform, range, displayParams));\r\n }\r\n\r\n public addGeometry(geom: Geometry): boolean { this.geometries.push(geom); return true; }\r\n\r\n public clear(): void { this.geometries.clear(); }\r\n\r\n /**\r\n * Generates a MeshBuilderMap\r\n * native: GeometryAccumulator::ToMeshBuilderMap(GeometryOptionsCR options, double tolerance, FeatureTableP featureTable, ViewContextR context) const\r\n * note : removed featureTable, ViewContext\r\n * @param tolerance should derive from Viewport.getPixelSizeAtPoint\r\n */\r\n public toMeshBuilderMap(options: GeometryOptions, tolerance: number, pickableId?: string): MeshBuilderMap {\r\n const { geometries } = this; // declare internal dependencies\r\n\r\n const range = geometries.computeRange();\r\n const is2d = !range.isNull && range.isAlmostZeroZ;\r\n\r\n return MeshBuilderMap.createFromGeometries(geometries, tolerance, range, is2d, options, pickableId);\r\n }\r\n\r\n public toMeshes(options: GeometryOptions, tolerance: number, pickableId?: string): MeshList {\r\n if (this.geometries.isEmpty)\r\n return new MeshList();\r\n\r\n const builderMap = this.toMeshBuilderMap(options, tolerance, pickableId);\r\n return builderMap.toMeshes();\r\n }\r\n\r\n /**\r\n * Populate a list of Graphic objects from the accumulated Geometry objects.\r\n * removed ViewContext\r\n */\r\n public saveToGraphicList(graphics: RenderGraphic[], options: GeometryOptions, tolerance: number, pickableId?: string): MeshList | undefined {\r\n const meshes = this.toMeshes(options, tolerance, pickableId);\r\n if (0 === meshes.length)\r\n return undefined;\r\n\r\n // If the meshes contain quantized positions, they are all quantized to the same range. If that range is small relative to the distance\r\n // from the origin, quantization errors can produce display artifacts. Remove the translation from the quantization parameters and apply\r\n // it in the transform instead.\r\n //\r\n // If the positions are not quantized, they have already been transformed to be relative to the center of the meshes' range.\r\n // Apply the inverse translation to put them back into model space.\r\n const branch = new GraphicBranch(true);\r\n let transformOrigin: Point3d | undefined;\r\n\r\n for (const mesh of meshes) {\r\n const verts = mesh.points;\r\n if (branch.isEmpty) {\r\n assert(transformOrigin === undefined);\r\n if (verts instanceof QPoint3dList) {\r\n transformOrigin = verts.params.origin.clone();\r\n verts.params.origin.setZero();\r\n } else {\r\n transformOrigin = verts.range.center;\r\n }\r\n } else {\r\n assert(undefined !== transformOrigin);\r\n if (verts instanceof QPoint3dList) {\r\n assert(transformOrigin.isAlmostEqual(verts.params.origin));\r\n verts.params.origin.setZero();\r\n } else {\r\n assert(transformOrigin.isAlmostEqual(verts.range.center));\r\n }\r\n }\r\n\r\n const graphic = mesh.getGraphics(this.system, this._viewIndependentOrigin);\r\n if (undefined !== graphic)\r\n branch.add(graphic);\r\n }\r\n\r\n if (!branch.isEmpty) {\r\n assert(undefined !== transformOrigin);\r\n const transform = Transform.createTranslation(transformOrigin);\r\n graphics.push(this.system.createBranch(branch, transform));\r\n }\r\n\r\n return meshes;\r\n }\r\n}\r\n"]}
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+
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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 Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { IndexedPolyface, Loop, Path, Point3d, Range3d, SolidPrimitive, Transform } from \"@itwin/core-geometry\";\r\nimport { AnalysisStyleDisplacement, QPoint3dList } from \"@itwin/core-common\";\r\nimport { GraphicBranch } from \"../../GraphicBranch\";\r\nimport { RenderGraphic } from \"../../RenderGraphic\";\r\nimport { RenderSystem } from \"../../RenderSystem\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { MeshBuilderMap } from \"../mesh/MeshBuilderMap\";\r\nimport { MeshList } from \"../mesh/MeshPrimitives\";\r\nimport { GeometryOptions } from \"../Primitives\";\r\nimport { GeometryList } from \"./GeometryList\";\r\nimport { Geometry, PrimitiveGeometryType } from \"./GeometryPrimitives\";\r\nimport { IModelApp } from \"../../../IModelApp\";\r\n\r\n/** @internal */\r\nexport class GeometryAccumulator {\r\n private _transform: Transform;\r\n private _surfacesOnly: boolean;\r\n private readonly _analysisDisplacement?: AnalysisStyleDisplacement;\r\n private readonly _viewIndependentOrigin?: Point3d;\r\n\r\n public readonly tileRange: Range3d;\r\n public readonly geometries: GeometryList = new GeometryList();\r\n public readonly system: RenderSystem;\r\n\r\n public get surfacesOnly(): boolean { return this._surfacesOnly; }\r\n public get transform(): Transform { return this._transform; }\r\n public get isEmpty(): boolean { return this.geometries.isEmpty; }\r\n public get haveTransform(): boolean { return !this._transform.isIdentity; }\r\n\r\n public constructor(options?: {\r\n system?: RenderSystem;\r\n surfacesOnly?: boolean;\r\n transform?: Transform;\r\n tileRange?: Range3d;\r\n analysisStyleDisplacement?: AnalysisStyleDisplacement;\r\n viewIndependentOrigin?: Point3d;\r\n }) {\r\n this.system = options?.system ?? IModelApp.renderSystem;\r\n this.tileRange = options?.tileRange ?? Range3d.createNull();\r\n this._surfacesOnly = true === options?.surfacesOnly;\r\n this._transform = options?.transform ?? Transform.createIdentity();\r\n this._analysisDisplacement = options?.analysisStyleDisplacement;\r\n this._viewIndependentOrigin = options?.viewIndependentOrigin;\r\n }\r\n\r\n private getPrimitiveRange(geom: PrimitiveGeometryType): Range3d | undefined {\r\n const range = new Range3d();\r\n geom.range(undefined, range);\r\n return range.isNull ? undefined : range;\r\n }\r\n\r\n private calculateTransform(transform: Transform, range: Range3d): Transform {\r\n if (this.haveTransform)\r\n transform = this._transform.multiplyTransformTransform(transform);\r\n\r\n transform.multiplyRange(range, range);\r\n return transform;\r\n }\r\n\r\n public addLoop(loop: Loop, displayParams: DisplayParams, transform: Transform, disjoint: boolean): boolean {\r\n const range = this.getPrimitiveRange(loop);\r\n if (!range)\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromLoop(loop, xform, range, displayParams, disjoint));\r\n }\r\n\r\n public addLineString(pts: Point3d[], displayParams: DisplayParams, transform: Transform): boolean {\r\n // Do this.getPrimitiveRange() manually, so there is no need to create a PointString3d object just to find the range\r\n const range = Range3d.createNull();\r\n range.extendArray(pts, undefined);\r\n if (range.isNull)\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromLineString(pts, xform, range, displayParams));\r\n }\r\n\r\n public addPointString(pts: Point3d[], displayParams: DisplayParams, transform: Transform): boolean {\r\n // Do this.getPrimitiveRange() manually, so there is no need to create a PointString3d object just to find the range\r\n const range = Range3d.createNull();\r\n range.extendArray(pts, undefined);\r\n if (range.isNull)\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromPointString(pts, xform, range, displayParams));\r\n }\r\n\r\n public addPath(path: Path, displayParams: DisplayParams, transform: Transform, disjoint: boolean): boolean {\r\n const range = this.getPrimitiveRange(path);\r\n if (!range)\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromPath(path, xform, range, displayParams, disjoint));\r\n }\r\n\r\n public addPolyface(pf: IndexedPolyface, displayParams: DisplayParams, transform: Transform): boolean {\r\n // Adjust the mesh range based on displacements applied to vertices by analysis style, if applicable.\r\n let range;\r\n if (this._analysisDisplacement) {\r\n const channel = pf.data.auxData?.channels.find((x) => x.name === this._analysisDisplacement!.channelName);\r\n const displacementRange = channel?.computeDisplacementRange(this._analysisDisplacement.scale);\r\n if (displacementRange && !displacementRange.isNull) {\r\n range = Range3d.createNull();\r\n const pt = new Point3d();\r\n for (let i = 0; i < pf.data.point.length; i++) {\r\n pf.data.point.getPoint3dAtUncheckedPointIndex(i, pt);\r\n range.extendXYZ(pt.x + displacementRange.low.x, pt.y + displacementRange.low.y, pt.z + displacementRange.low.z);\r\n range.extendXYZ(pt.x + displacementRange.high.x, pt.y + displacementRange.high.y, pt.z + displacementRange.high.z);\r\n }\r\n }\r\n }\r\n\r\n if (!range && !(range = this.getPrimitiveRange(pf)))\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromPolyface(pf, xform, range, displayParams));\r\n }\r\n\r\n public addSolidPrimitive(primitive: SolidPrimitive, displayParams: DisplayParams, transform: Transform): boolean {\r\n const range = this.getPrimitiveRange(primitive);\r\n if (!range)\r\n return false;\r\n\r\n const xform = this.calculateTransform(transform, range);\r\n return this.addGeometry(Geometry.createFromSolidPrimitive(primitive, xform, range, displayParams));\r\n }\r\n\r\n public addGeometry(geom: Geometry): boolean { this.geometries.push(geom); return true; }\r\n\r\n public clear(): void { this.geometries.clear(); }\r\n\r\n /**\r\n * Generates a MeshBuilderMap\r\n * native: GeometryAccumulator::ToMeshBuilderMap(GeometryOptionsCR options, double tolerance, FeatureTableP featureTable, ViewContextR context) const\r\n * note : removed featureTable, ViewContext\r\n * @param tolerance should derive from Viewport.getPixelSizeAtPoint\r\n */\r\n public toMeshBuilderMap(options: GeometryOptions, tolerance: number, pickableId?: string): MeshBuilderMap {\r\n const { geometries } = this; // declare internal dependencies\r\n\r\n const range = geometries.computeRange();\r\n const is2d = !range.isNull && range.isAlmostZeroZ;\r\n\r\n return MeshBuilderMap.createFromGeometries(geometries, tolerance, range, is2d, options, pickableId);\r\n }\r\n\r\n public toMeshes(options: GeometryOptions, tolerance: number, pickableId?: string): MeshList {\r\n if (this.geometries.isEmpty)\r\n return new MeshList();\r\n\r\n const builderMap = this.toMeshBuilderMap(options, tolerance, pickableId);\r\n return builderMap.toMeshes();\r\n }\r\n\r\n /**\r\n * Populate a list of Graphic objects from the accumulated Geometry objects.\r\n * removed ViewContext\r\n */\r\n public saveToGraphicList(graphics: RenderGraphic[], options: GeometryOptions, tolerance: number, pickableId?: string): MeshList | undefined {\r\n const meshes = this.toMeshes(options, tolerance, pickableId);\r\n if (0 === meshes.length)\r\n return undefined;\r\n\r\n // If the meshes contain quantized positions, they are all quantized to the same range. If that range is small relative to the distance\r\n // from the origin, quantization errors can produce display artifacts. Remove the translation from the quantization parameters and apply\r\n // it in the transform instead.\r\n //\r\n // If the positions are not quantized, they have already been transformed to be relative to the center of the meshes' range.\r\n // Apply the inverse translation to put them back into model space.\r\n const branch = new GraphicBranch(true);\r\n let transformOrigin: Point3d | undefined;\r\n\r\n for (const mesh of meshes) {\r\n const verts = mesh.points;\r\n if (branch.isEmpty) {\r\n if (verts instanceof QPoint3dList) {\r\n transformOrigin = verts.params.origin.clone();\r\n verts.params.origin.setZero();\r\n } else {\r\n transformOrigin = verts.range.center;\r\n }\r\n } else {\r\n assert(undefined !== transformOrigin);\r\n if (verts instanceof QPoint3dList) {\r\n assert(transformOrigin.isAlmostEqual(verts.params.origin));\r\n verts.params.origin.setZero();\r\n } else {\r\n assert(transformOrigin.isAlmostEqual(verts.range.center));\r\n }\r\n }\r\n\r\n const graphic = mesh.getGraphics(this.system, this._viewIndependentOrigin);\r\n if (undefined !== graphic)\r\n branch.add(graphic);\r\n }\r\n\r\n if (!branch.isEmpty) {\r\n assert(undefined !== transformOrigin);\r\n const transform = Transform.createTranslation(transformOrigin);\r\n graphics.push(this.system.createBranch(branch, transform));\r\n }\r\n\r\n return meshes;\r\n }\r\n}\r\n"]}
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@@ -97,7 +97,7 @@ export class MeshBuilderMap extends Dictionary {
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getBuilder(displayParams, type, hasNormals, isPlanar) {
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const { facetAreaTolerance, tolerance, is2d, range } = this;
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const key = this.getKey(displayParams, type, hasNormals, isPlanar);
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-
const quantizePositions =
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+
const quantizePositions = false; // ###TODO should this be configurable?
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return this.getBuilderFromKey(key, {
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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 Rendering\r\n */\r\n\r\nimport { compareBooleans, compareNumbers, Dictionary } from \"@itwin/core-bentley\";\r\nimport { Range3d } from \"@itwin/core-geometry\";\r\nimport { Feature, FeatureTable } from \"@itwin/core-common\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { GeometryList } from \"../geometry/GeometryList\";\r\nimport { Geometry } from \"../geometry/GeometryPrimitives\";\r\nimport { PolyfacePrimitive } from \"../Polyface\";\r\nimport { GeometryOptions, ToleranceRatio } from \"../Primitives\";\r\nimport { StrokesPrimitive } from \"../Strokes\";\r\nimport { MeshBuilder, MeshEdgeCreationOptions } from \"./MeshBuilder\";\r\nimport { Mesh, MeshList } from \"./MeshPrimitives\";\r\n\r\n/** @internal */\r\nexport class MeshBuilderMap extends Dictionary<MeshBuilderMap.Key, MeshBuilder> {\r\n public readonly range: Range3d;\r\n public readonly vertexTolerance: number;\r\n public readonly facetAreaTolerance: number;\r\n public readonly tolerance: number;\r\n public readonly is2d: boolean;\r\n public readonly features?: Mesh.Features;\r\n public readonly options: GeometryOptions;\r\n private _keyOrder = 0;\r\n\r\n constructor(tolerance: number, range: Range3d, is2d: boolean, options: GeometryOptions, id?: string) {\r\n super((lhs: MeshBuilderMap.Key, rhs: MeshBuilderMap.Key) => lhs.compare(rhs));\r\n this.tolerance = tolerance;\r\n this.vertexTolerance = tolerance * ToleranceRatio.vertex;\r\n this.facetAreaTolerance = tolerance * ToleranceRatio.facetArea;\r\n this.range = range;\r\n this.is2d = is2d;\r\n this.options = options;\r\n\r\n if (undefined !== id) {\r\n const table = new FeatureTable(1);\r\n this.features = new Mesh.Features(table);\r\n this.features.add(new Feature(id), 0);\r\n }\r\n }\r\n\r\n public static createFromGeometries(geometries: GeometryList, tolerance: number, range: Range3d, is2d: boolean, options: GeometryOptions, id?: string): MeshBuilderMap {\r\n const map = new MeshBuilderMap(tolerance, range, is2d, options, id);\r\n\r\n for (const geom of geometries)\r\n map.loadGeometry(geom);\r\n\r\n return map;\r\n }\r\n\r\n public toMeshes(): MeshList {\r\n const meshes = new MeshList(undefined !== this.features ? this.features.table : undefined, this.range);\r\n for (const builder of this._values)\r\n meshes.push(builder.mesh);\r\n\r\n return meshes;\r\n }\r\n\r\n /**\r\n * extract polyfaces and strokes from geometry into MeshBuilder stored in builderMap\r\n * @param geom Geometry instance to extract polyfaces and strokes from\r\n * @param wantSurfacesOnly if true prevent strokes from being loaded into builders\r\n */\r\n public loadGeometry(geom: Geometry): void {\r\n this.loadPolyfacePrimitiveList(geom);\r\n\r\n if (!this.options.wantSurfacesOnly)\r\n this.loadStrokePrimitiveList(geom);\r\n }\r\n\r\n /**\r\n * extract polyface primitives from geometry in meshBuilder stored in builderMap\r\n * @param geom Geometry instance to extract polyfaces from\r\n */\r\n public loadPolyfacePrimitiveList(geom: Geometry): void {\r\n const polyfaces = geom.getPolyfaces(this.tolerance);\r\n\r\n if (polyfaces !== undefined)\r\n for (const polyface of polyfaces)\r\n this.loadIndexedPolyface(polyface);\r\n }\r\n\r\n /**\r\n * extract indexed polyfaces into meshBuilder stored in builderMap\r\n * @param polyface PolyfacePrimitive to extract indexed polyfaces from\r\n */\r\n public loadIndexedPolyface(polyface: PolyfacePrimitive): void {\r\n const { indexedPolyface, displayParams, isPlanar } = polyface;\r\n const { pointCount, normalCount } = indexedPolyface;\r\n const { fillColor, isTextured } = displayParams;\r\n const textureMapping = displayParams.textureMapping;\r\n\r\n if (pointCount === 0)\r\n return;\r\n\r\n const builder = this.getBuilder(displayParams, Mesh.PrimitiveType.Mesh, normalCount > 0, isPlanar);\r\n const edgeOptions = new MeshEdgeCreationOptions(polyface.displayEdges && this.options.edges ? MeshEdgeCreationOptions.Type.DefaultEdges : MeshEdgeCreationOptions.Type.NoEdges);\r\n builder.addFromPolyface(indexedPolyface, { edgeOptions, includeParams: isTextured, fillColor: fillColor.tbgr, mappedTexture: textureMapping });\r\n }\r\n\r\n /**\r\n * extract stroke primitives from geometry in meshBuilder stored in builderMap\r\n * @param geom Geometry instance to extract strokes from\r\n */\r\n public loadStrokePrimitiveList(geom: Geometry): void {\r\n const strokes = geom.getStrokes(this.tolerance);\r\n\r\n if (undefined !== strokes)\r\n for (const stroke of strokes)\r\n this.loadStrokesPrimitive(stroke);\r\n }\r\n\r\n /**\r\n * extract strokes primitive into meshBuilder stored in builderMap\r\n * @param strokePrimitive StrokesPrimitive instance to extractfrom\r\n */\r\n public loadStrokesPrimitive(strokePrimitive: StrokesPrimitive): void {\r\n const { displayParams, isDisjoint, isPlanar, strokes } = strokePrimitive;\r\n\r\n const type = isDisjoint ? Mesh.PrimitiveType.Point : Mesh.PrimitiveType.Polyline;\r\n const builder = this.getBuilder(displayParams, type, false, isPlanar);\r\n builder.addStrokePointLists(strokes, isDisjoint, displayParams.fillColor.tbgr);\r\n }\r\n\r\n public getBuilder(displayParams: DisplayParams, type: Mesh.PrimitiveType, hasNormals: boolean, isPlanar: boolean): MeshBuilder {\r\n const { facetAreaTolerance, tolerance, is2d, range } = this;\r\n const key = this.getKey(displayParams, type, hasNormals, isPlanar);\r\n\r\n const quantizePositions = true; // ###TODO should this be configurable?\r\n return this.getBuilderFromKey(key, {\r\n displayParams,\r\n type,\r\n range,\r\n quantizePositions,\r\n is2d,\r\n isPlanar,\r\n tolerance,\r\n areaTolerance: facetAreaTolerance,\r\n features: this.features,\r\n });\r\n }\r\n\r\n public getKey(displayParams: DisplayParams, type: Mesh.PrimitiveType, hasNormals: boolean, isPlanar: boolean): MeshBuilderMap.Key {\r\n const key = new MeshBuilderMap.Key(displayParams, type, hasNormals, isPlanar);\r\n\r\n if (this.options.preserveOrder)\r\n key.order = ++this._keyOrder;\r\n\r\n return key;\r\n }\r\n\r\n /**\r\n * gets builder associated with key if defined, otherwise creates a new builder and sets that with key\r\n * @param key MeshBuilderMap.Key to associate with builder\r\n * @param props MeshBuilder.Props required to create builder if it does not already exist\r\n * @returns builder reference, changes will update instance stored in builderMap\r\n */\r\n public getBuilderFromKey(key: MeshBuilderMap.Key, props: MeshBuilder.Props): MeshBuilder {\r\n let builder = this.get(key);\r\n if (undefined === builder) {\r\n builder = MeshBuilder.create(props);\r\n this.set(key, builder);\r\n }\r\n return builder;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport namespace MeshBuilderMap { // eslint-disable-line no-redeclare\r\n export class Key {\r\n public order: number = 0;\r\n public readonly params: DisplayParams;\r\n public readonly type: Mesh.PrimitiveType;\r\n public readonly hasNormals: boolean;\r\n public readonly isPlanar: boolean;\r\n\r\n constructor(params: DisplayParams, type: Mesh.PrimitiveType, hasNormals: boolean, isPlanar: boolean) {\r\n this.params = params;\r\n this.type = type;\r\n this.hasNormals = hasNormals;\r\n this.isPlanar = isPlanar;\r\n }\r\n\r\n public static createFromMesh(mesh: Mesh): Key {\r\n return new Key(mesh.displayParams, mesh.type, mesh.normals.length !== 0, mesh.isPlanar);\r\n }\r\n\r\n public compare(rhs: Key): number {\r\n let diff = compareNumbers(this.order, rhs.order);\r\n if (0 === diff) {\r\n diff = compareNumbers(this.type, rhs.type);\r\n if (0 === diff) {\r\n diff = compareBooleans(this.isPlanar, rhs.isPlanar);\r\n if (0 === diff) {\r\n diff = compareBooleans(this.hasNormals, rhs.hasNormals);\r\n if (0 === diff) {\r\n diff = this.params.compareForMerge(rhs.params);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return diff;\r\n }\r\n\r\n public equals(rhs: Key): boolean { return 0 === this.compare(rhs); }\r\n }\r\n}\r\n"]}
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+
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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 Rendering\r\n */\r\n\r\nimport { compareBooleans, compareNumbers, Dictionary } from \"@itwin/core-bentley\";\r\nimport { Range3d } from \"@itwin/core-geometry\";\r\nimport { Feature, FeatureTable } from \"@itwin/core-common\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { GeometryList } from \"../geometry/GeometryList\";\r\nimport { Geometry } from \"../geometry/GeometryPrimitives\";\r\nimport { PolyfacePrimitive } from \"../Polyface\";\r\nimport { GeometryOptions, ToleranceRatio } from \"../Primitives\";\r\nimport { StrokesPrimitive } from \"../Strokes\";\r\nimport { MeshBuilder, MeshEdgeCreationOptions } from \"./MeshBuilder\";\r\nimport { Mesh, MeshList } from \"./MeshPrimitives\";\r\n\r\n/** @internal */\r\nexport class MeshBuilderMap extends Dictionary<MeshBuilderMap.Key, MeshBuilder> {\r\n public readonly range: Range3d;\r\n public readonly vertexTolerance: number;\r\n public readonly facetAreaTolerance: number;\r\n public readonly tolerance: number;\r\n public readonly is2d: boolean;\r\n public readonly features?: Mesh.Features;\r\n public readonly options: GeometryOptions;\r\n private _keyOrder = 0;\r\n\r\n constructor(tolerance: number, range: Range3d, is2d: boolean, options: GeometryOptions, id?: string) {\r\n super((lhs: MeshBuilderMap.Key, rhs: MeshBuilderMap.Key) => lhs.compare(rhs));\r\n this.tolerance = tolerance;\r\n this.vertexTolerance = tolerance * ToleranceRatio.vertex;\r\n this.facetAreaTolerance = tolerance * ToleranceRatio.facetArea;\r\n this.range = range;\r\n this.is2d = is2d;\r\n this.options = options;\r\n\r\n if (undefined !== id) {\r\n const table = new FeatureTable(1);\r\n this.features = new Mesh.Features(table);\r\n this.features.add(new Feature(id), 0);\r\n }\r\n }\r\n\r\n public static createFromGeometries(geometries: GeometryList, tolerance: number, range: Range3d, is2d: boolean, options: GeometryOptions, id?: string): MeshBuilderMap {\r\n const map = new MeshBuilderMap(tolerance, range, is2d, options, id);\r\n\r\n for (const geom of geometries)\r\n map.loadGeometry(geom);\r\n\r\n return map;\r\n }\r\n\r\n public toMeshes(): MeshList {\r\n const meshes = new MeshList(undefined !== this.features ? this.features.table : undefined, this.range);\r\n for (const builder of this._values)\r\n meshes.push(builder.mesh);\r\n\r\n return meshes;\r\n }\r\n\r\n /**\r\n * extract polyfaces and strokes from geometry into MeshBuilder stored in builderMap\r\n * @param geom Geometry instance to extract polyfaces and strokes from\r\n * @param wantSurfacesOnly if true prevent strokes from being loaded into builders\r\n */\r\n public loadGeometry(geom: Geometry): void {\r\n this.loadPolyfacePrimitiveList(geom);\r\n\r\n if (!this.options.wantSurfacesOnly)\r\n this.loadStrokePrimitiveList(geom);\r\n }\r\n\r\n /**\r\n * extract polyface primitives from geometry in meshBuilder stored in builderMap\r\n * @param geom Geometry instance to extract polyfaces from\r\n */\r\n public loadPolyfacePrimitiveList(geom: Geometry): void {\r\n const polyfaces = geom.getPolyfaces(this.tolerance);\r\n\r\n if (polyfaces !== undefined)\r\n for (const polyface of polyfaces)\r\n this.loadIndexedPolyface(polyface);\r\n }\r\n\r\n /**\r\n * extract indexed polyfaces into meshBuilder stored in builderMap\r\n * @param polyface PolyfacePrimitive to extract indexed polyfaces from\r\n */\r\n public loadIndexedPolyface(polyface: PolyfacePrimitive): void {\r\n const { indexedPolyface, displayParams, isPlanar } = polyface;\r\n const { pointCount, normalCount } = indexedPolyface;\r\n const { fillColor, isTextured } = displayParams;\r\n const textureMapping = displayParams.textureMapping;\r\n\r\n if (pointCount === 0)\r\n return;\r\n\r\n const builder = this.getBuilder(displayParams, Mesh.PrimitiveType.Mesh, normalCount > 0, isPlanar);\r\n const edgeOptions = new MeshEdgeCreationOptions(polyface.displayEdges && this.options.edges ? MeshEdgeCreationOptions.Type.DefaultEdges : MeshEdgeCreationOptions.Type.NoEdges);\r\n builder.addFromPolyface(indexedPolyface, { edgeOptions, includeParams: isTextured, fillColor: fillColor.tbgr, mappedTexture: textureMapping });\r\n }\r\n\r\n /**\r\n * extract stroke primitives from geometry in meshBuilder stored in builderMap\r\n * @param geom Geometry instance to extract strokes from\r\n */\r\n public loadStrokePrimitiveList(geom: Geometry): void {\r\n const strokes = geom.getStrokes(this.tolerance);\r\n\r\n if (undefined !== strokes)\r\n for (const stroke of strokes)\r\n this.loadStrokesPrimitive(stroke);\r\n }\r\n\r\n /**\r\n * extract strokes primitive into meshBuilder stored in builderMap\r\n * @param strokePrimitive StrokesPrimitive instance to extractfrom\r\n */\r\n public loadStrokesPrimitive(strokePrimitive: StrokesPrimitive): void {\r\n const { displayParams, isDisjoint, isPlanar, strokes } = strokePrimitive;\r\n\r\n const type = isDisjoint ? Mesh.PrimitiveType.Point : Mesh.PrimitiveType.Polyline;\r\n const builder = this.getBuilder(displayParams, type, false, isPlanar);\r\n builder.addStrokePointLists(strokes, isDisjoint, displayParams.fillColor.tbgr);\r\n }\r\n\r\n public getBuilder(displayParams: DisplayParams, type: Mesh.PrimitiveType, hasNormals: boolean, isPlanar: boolean): MeshBuilder {\r\n const { facetAreaTolerance, tolerance, is2d, range } = this;\r\n const key = this.getKey(displayParams, type, hasNormals, isPlanar);\r\n\r\n const quantizePositions = false; // ###TODO should this be configurable?\r\n return this.getBuilderFromKey(key, {\r\n displayParams,\r\n type,\r\n range,\r\n quantizePositions,\r\n is2d,\r\n isPlanar,\r\n tolerance,\r\n areaTolerance: facetAreaTolerance,\r\n features: this.features,\r\n });\r\n }\r\n\r\n public getKey(displayParams: DisplayParams, type: Mesh.PrimitiveType, hasNormals: boolean, isPlanar: boolean): MeshBuilderMap.Key {\r\n const key = new MeshBuilderMap.Key(displayParams, type, hasNormals, isPlanar);\r\n\r\n if (this.options.preserveOrder)\r\n key.order = ++this._keyOrder;\r\n\r\n return key;\r\n }\r\n\r\n /**\r\n * gets builder associated with key if defined, otherwise creates a new builder and sets that with key\r\n * @param key MeshBuilderMap.Key to associate with builder\r\n * @param props MeshBuilder.Props required to create builder if it does not already exist\r\n * @returns builder reference, changes will update instance stored in builderMap\r\n */\r\n public getBuilderFromKey(key: MeshBuilderMap.Key, props: MeshBuilder.Props): MeshBuilder {\r\n let builder = this.get(key);\r\n if (undefined === builder) {\r\n builder = MeshBuilder.create(props);\r\n this.set(key, builder);\r\n }\r\n return builder;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport namespace MeshBuilderMap { // eslint-disable-line no-redeclare\r\n export class Key {\r\n public order: number = 0;\r\n public readonly params: DisplayParams;\r\n public readonly type: Mesh.PrimitiveType;\r\n public readonly hasNormals: boolean;\r\n public readonly isPlanar: boolean;\r\n\r\n constructor(params: DisplayParams, type: Mesh.PrimitiveType, hasNormals: boolean, isPlanar: boolean) {\r\n this.params = params;\r\n this.type = type;\r\n this.hasNormals = hasNormals;\r\n this.isPlanar = isPlanar;\r\n }\r\n\r\n public static createFromMesh(mesh: Mesh): Key {\r\n return new Key(mesh.displayParams, mesh.type, mesh.normals.length !== 0, mesh.isPlanar);\r\n }\r\n\r\n public compare(rhs: Key): number {\r\n let diff = compareNumbers(this.order, rhs.order);\r\n if (0 === diff) {\r\n diff = compareNumbers(this.type, rhs.type);\r\n if (0 === diff) {\r\n diff = compareBooleans(this.isPlanar, rhs.isPlanar);\r\n if (0 === diff) {\r\n diff = compareBooleans(this.hasNormals, rhs.hasNormals);\r\n if (0 === diff) {\r\n diff = this.params.compareForMerge(rhs.params);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return diff;\r\n }\r\n\r\n public equals(rhs: Key): boolean { return 0 === this.compare(rhs); }\r\n }\r\n}\r\n"]}
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@@ -129,10 +129,6 @@ export declare namespace Mesh {
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features?: Mesh.Features;
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type: Mesh.PrimitiveType;
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range: Range3d;
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/** @note Support for unquantized positions has been temporarily, partially reverted - graphics that use them
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* will not currently display properly.
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* For now, always specify `true`.
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*/
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quantizePositions: boolean;
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is2d: boolean;
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isPlanar: boolean;
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@@ -1 +1 @@
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-
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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 Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AuxChannel, AuxChannelData, Point2d, Point3d, Range3d } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorIndex, EdgeArgs, Feature, FeatureIndex, FeatureIndexType, FeatureTable, FillFlags, LinePixels, MeshEdges, MeshPolyline, MeshPolylineList,\r\n OctEncodedNormal, PolylineData, PolylineEdgeArgs, PolylineFlags, QParams3d, QPoint3dList, RenderMaterial, RenderTexture, SilhouetteEdgeArgs,\r\n} from \"@itwin/core-common\";\r\nimport { InstancedGraphicParams } from \"../../InstancedGraphicParams\";\r\nimport { RenderGraphic } from \"../../RenderGraphic\";\r\nimport { RenderSystem } from \"../../RenderSystem\";\r\nimport { ColorMap } from \"../ColorMap\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { Triangle, TriangleList } from \"../Primitives\";\r\nimport { VertexKeyProps } from \"../VertexKey\";\r\n\r\n/** A Point3d[] with an [[add]] method used to enable compatibility with the [[MeshPointList]] union type.\r\n * It is provided a range to contain all of the points. Each point added to the list is transformed to be relative to\r\n * the center of that range.\r\n * In the finished graphic, a transform is applied to transform back from the range's center.\r\n * @internal\r\n */\r\nexport interface Point3dList extends Array<Point3d> {\r\n /** Identical to `push`, except it returns `void` instead of `number`; compatible with [QPoint3dList.add]($common). */\r\n add(point: Point3d): void;\r\n /** The range containing all of the points to be contained in the list, computed in advance. */\r\n range: Range3d;\r\n}\r\n\r\n/** The list of points associated with a [[Mesh]].\r\n * @see [[Mesh.Props.quantizePositions]] to specify whether points should be quantized or not.\r\n * @internal\r\n */\r\nexport type MeshPointList = Point3dList | QPoint3dList;\r\n\r\n/* Information needed to draw a set of indexed polylines using a shared vertex buffer.\r\n * @internal\r\n */\r\nexport interface PolylineArgs {\r\n colors: ColorIndex;\r\n features: FeatureIndex;\r\n width: number;\r\n linePixels: LinePixels;\r\n flags: PolylineFlags;\r\n points: QPoint3dList | Omit<Point3dList, \"add\">;\r\n polylines: PolylineData[];\r\n}\r\n\r\n/** @internal */\r\nexport namespace PolylineArgs {\r\n export function fromMesh(mesh: Mesh): PolylineArgs | undefined {\r\n if (!mesh.polylines || mesh.polylines.length === 0)\r\n return undefined;\r\n\r\n const polylines = [];\r\n for (const polyline of mesh.polylines) {\r\n const polylineData = new PolylineData();\r\n if (polylineData.init(polyline))\r\n polylines.push(polylineData);\r\n }\r\n\r\n if (polylines.length === 0)\r\n return undefined;\r\n\r\n const flags = new PolylineFlags(mesh.is2d, mesh.isPlanar);\r\n flags.isDisjoint = mesh.type === Mesh.PrimitiveType.Point;\r\n if (mesh.displayParams.regionEdgeType === DisplayParams.RegionEdgeType.Outline) {\r\n // This polyline is behaving as the edges of a region surface.\r\n if (!mesh.displayParams.gradient || mesh.displayParams.gradient.isOutlined)\r\n flags.setIsNormalEdge();\r\n else\r\n flags.setIsOutlineEdge(); // edges only displayed if fill undisplayed\r\n }\r\n\r\n const colors = new ColorIndex();\r\n mesh.colorMap.toColorIndex(colors, mesh.colors);\r\n\r\n const features = new FeatureIndex();\r\n mesh.toFeatureIndex(features);\r\n\r\n return {\r\n width: mesh.displayParams.width,\r\n linePixels: mesh.displayParams.linePixels,\r\n flags,\r\n polylines,\r\n points: mesh.points,\r\n colors,\r\n features,\r\n };\r\n }\r\n}\r\n\r\n/** The vertices of the edges are shared with those of the surface\r\n * @internal\r\n */\r\nexport class MeshArgsEdges {\r\n public edges = new EdgeArgs();\r\n public silhouettes = new SilhouetteEdgeArgs();\r\n public polylines = new PolylineEdgeArgs();\r\n public width = 0;\r\n public linePixels = LinePixels.Solid;\r\n\r\n public clear(): void {\r\n this.edges.clear();\r\n this.silhouettes.clear();\r\n this.polylines.clear();\r\n this.width = 0;\r\n this.linePixels = LinePixels.Solid;\r\n }\r\n public get isValid(): boolean { return this.edges.isValid || this.silhouettes.isValid || this.polylines.isValid; }\r\n}\r\n\r\n/* A carrier of information needed to describe a triangle mesh and its edges.\r\n * @internal\r\n */\r\nexport interface MeshArgs {\r\n edges?: MeshArgsEdges;\r\n vertIndices: number[];\r\n points: QPoint3dList | Omit<Point3dList, \"add\">;\r\n normals?: OctEncodedNormal[];\r\n colors: ColorIndex;\r\n features: FeatureIndex;\r\n fillFlags: FillFlags;\r\n isPlanar?: boolean;\r\n is2d?: boolean;\r\n hasBakedLighting?: boolean;\r\n isVolumeClassifier?: boolean;\r\n hasFixedNormals?: boolean;\r\n auxChannels?: ReadonlyArray<AuxChannel>;\r\n material?: RenderMaterial;\r\n textureMapping?: {\r\n texture: RenderTexture;\r\n uvParams: Point2d[];\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport namespace MeshArgs {\r\n export function fromMesh(mesh: Mesh): MeshArgs | undefined {\r\n if (!mesh.triangles || mesh.triangles.isEmpty || mesh.points.length === 0)\r\n return undefined;\r\n\r\n const texture = mesh.displayParams.textureMapping?.texture;\r\n const textureMapping = texture && mesh.uvParams.length > 0 ? { texture, uvParams: mesh.uvParams } : undefined;\r\n\r\n const colors = new ColorIndex();\r\n mesh.colorMap.toColorIndex(colors, mesh.colors);\r\n\r\n const features = new FeatureIndex();\r\n mesh.toFeatureIndex(features);\r\n\r\n let edges;\r\n if (mesh.edges) {\r\n edges = new MeshArgsEdges();\r\n edges.width = mesh.displayParams.width;\r\n edges.linePixels = mesh.displayParams.linePixels;\r\n edges.edges.init(mesh.edges);\r\n edges.silhouettes.init(mesh.edges);\r\n\r\n const polylines = [];\r\n for (const meshPolyline of mesh.edges.polylines) {\r\n const polyline = new PolylineData();\r\n if (polyline.init(meshPolyline))\r\n polylines.push(polyline);\r\n }\r\n\r\n edges.polylines.init(polylines);\r\n }\r\n\r\n return {\r\n vertIndices: mesh.triangles.indices,\r\n points: mesh.points,\r\n normals: !mesh.displayParams.ignoreLighting && mesh.normals.length > 0 ? mesh.normals : undefined,\r\n textureMapping,\r\n colors,\r\n features,\r\n material: mesh.displayParams.material,\r\n fillFlags: mesh.displayParams.fillFlags,\r\n isPlanar: mesh.isPlanar,\r\n is2d: mesh.is2d,\r\n hasBakedLighting: true === mesh.hasBakedLighting,\r\n hasFixedNormals: false,\r\n isVolumeClassifier: true === mesh.isVolumeClassifier,\r\n edges,\r\n auxChannels: mesh.auxChannels,\r\n };\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Mesh {\r\n private readonly _data: TriangleList | MeshPolylineList;\r\n public readonly points: MeshPointList;\r\n public readonly normals: OctEncodedNormal[] = [];\r\n public readonly uvParams: Point2d[] = [];\r\n public readonly colorMap: ColorMap = new ColorMap(); // used to be called ColorTable\r\n public colors: number[] = [];\r\n public edges?: MeshEdges;\r\n public readonly features?: Mesh.Features;\r\n public readonly type: Mesh.PrimitiveType;\r\n public readonly is2d: boolean;\r\n public readonly isPlanar: boolean;\r\n public readonly hasBakedLighting: boolean;\r\n public readonly isVolumeClassifier: boolean;\r\n public displayParams: DisplayParams;\r\n private _auxChannels?: AuxChannel[];\r\n\r\n private constructor(props: Mesh.Props) {\r\n const { displayParams, features, type, range, is2d, isPlanar } = props;\r\n this._data = Mesh.PrimitiveType.Mesh === type ? new TriangleList() : new MeshPolylineList();\r\n this.displayParams = displayParams;\r\n this.features = features;\r\n this.type = type;\r\n this.is2d = is2d;\r\n this.isPlanar = isPlanar;\r\n this.hasBakedLighting = (true === props.hasBakedLighting);\r\n this.isVolumeClassifier = (true === props.isVolumeClassifier);\r\n if (props.quantizePositions) {\r\n this.points = new QPoint3dList(QParams3d.fromRange(range));\r\n } else {\r\n const points = [] as unknown as Point3dList;\r\n points.range = range;\r\n const center = range.center;\r\n points.add = (pt: Point3d) => {\r\n // assert(range.containsPoint(pt)); rounding error triggers this sometimes...\r\n points.push(pt.minus(center));\r\n };\r\n this.points = points;\r\n }\r\n }\r\n\r\n public static create(props: Mesh.Props): Mesh { return new Mesh(props); }\r\n\r\n public get triangles(): TriangleList | undefined {\r\n return Mesh.PrimitiveType.Mesh === this.type ? this._data as TriangleList : undefined;\r\n }\r\n\r\n public get polylines(): MeshPolylineList | undefined {\r\n return Mesh.PrimitiveType.Mesh !== this.type ? this._data as MeshPolylineList : undefined;\r\n }\r\n\r\n public get auxChannels(): ReadonlyArray<AuxChannel> | undefined {\r\n return this._auxChannels;\r\n }\r\n\r\n public addAuxChannels(channels: ReadonlyArray<AuxChannel>, srcIndex: number): void {\r\n // The native version of this function appears to assume that all polyfaces added to the Mesh will have\r\n // the same number + type of aux channels.\r\n // ###TODO We should really produce a separate Mesh for each unique combination. For now just bail on mismatch.\r\n if (this._auxChannels) {\r\n if (this._auxChannels.length !== channels.length)\r\n return;\r\n\r\n for (let i = 0; i < channels.length; i++) {\r\n const src = channels[i];\r\n const dst = this._auxChannels[i];\r\n if (src.dataType !== dst.dataType || src.name !== dst.name || src.inputName !== dst.inputName)\r\n return;\r\n }\r\n }\r\n\r\n if (!this._auxChannels) {\r\n // Copy the channels, leaving each AuxData's values array empty.\r\n this._auxChannels = channels.map((x) => new AuxChannel(x.data.map((y) => new AuxChannelData(y.input, [])), x.dataType, x.name, x.inputName));\r\n }\r\n\r\n // Append the value at srcIndex from each source channel's data to our channels.\r\n for (let channelIndex = 0; channelIndex < channels.length; channelIndex++) {\r\n const srcChannel = channels[channelIndex];\r\n const dstChannel = this._auxChannels[channelIndex];\r\n const dstIndex = dstChannel.valueCount;\r\n for (let dataIndex = 0; dataIndex < srcChannel.data.length; dataIndex++) {\r\n const dstData = dstChannel.data[dataIndex];\r\n dstData.copyValues(srcChannel.data[dataIndex], dstIndex, srcIndex, dstChannel.entriesPerValue);\r\n }\r\n }\r\n }\r\n\r\n public toFeatureIndex(index: FeatureIndex): void {\r\n if (undefined !== this.features)\r\n this.features.toFeatureIndex(index);\r\n }\r\n\r\n public toMeshArgs(): MeshArgs | undefined {\r\n return MeshArgs.fromMesh(this);\r\n }\r\n\r\n public toPolylineArgs(): PolylineArgs | undefined {\r\n return PolylineArgs.fromMesh(this);\r\n }\r\n\r\n public getGraphics(system: RenderSystem, instancesOrViewIndependentOrigin?: InstancedGraphicParams | Point3d): RenderGraphic | undefined {\r\n const meshArgs = this.toMeshArgs();\r\n if (meshArgs)\r\n return system.createTriMesh(meshArgs, instancesOrViewIndependentOrigin);\r\n\r\n const plArgs = this.toPolylineArgs();\r\n return plArgs ? system.createIndexedPolylines(plArgs, instancesOrViewIndependentOrigin) : undefined;\r\n }\r\n\r\n public addPolyline(poly: MeshPolyline): void {\r\n const { type, polylines } = this;\r\n\r\n assert(Mesh.PrimitiveType.Polyline === type || Mesh.PrimitiveType.Point === type);\r\n assert(undefined !== polylines);\r\n\r\n if (Mesh.PrimitiveType.Polyline === type && poly.indices.length < 2)\r\n return;\r\n\r\n if (undefined !== polylines)\r\n polylines.push(poly);\r\n }\r\n\r\n public addTriangle(triangle: Triangle): void {\r\n const { triangles, type } = this;\r\n\r\n assert(Mesh.PrimitiveType.Mesh === type);\r\n assert(undefined !== triangles);\r\n\r\n if (undefined !== triangles)\r\n triangles.addTriangle(triangle);\r\n }\r\n\r\n public addVertex(props: VertexKeyProps): number {\r\n const { position, normal, uvParam, fillColor } = props;\r\n\r\n this.points.add(position);\r\n\r\n if (undefined !== normal)\r\n this.normals.push(normal);\r\n\r\n if (undefined !== uvParam)\r\n this.uvParams.push(uvParam);\r\n\r\n // Don't allocate color indices until we have non-uniform colors\r\n if (0 === this.colorMap.length) {\r\n this.colorMap.insert(fillColor);\r\n assert(this.colorMap.isUniform);\r\n assert(0 === this.colorMap.indexOf(fillColor));\r\n } else if (!this.colorMap.isUniform || !this.colorMap.hasColor(fillColor)) {\r\n // Back-fill uniform value (index=0) for existing vertices if previously uniform\r\n if (0 === this.colors.length)\r\n this.colors.length = this.points.length - 1;\r\n\r\n this.colors.push(this.colorMap.insert(fillColor));\r\n assert(!this.colorMap.isUniform);\r\n }\r\n\r\n return this.points.length - 1;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport namespace Mesh { // eslint-disable-line no-redeclare\r\n export enum PrimitiveType {\r\n Mesh, // eslint-disable-line @typescript-eslint/no-shadow\r\n Polyline,\r\n Point,\r\n }\r\n\r\n export class Features {\r\n public readonly table: FeatureTable;\r\n public indices: number[] = [];\r\n public uniform = 0;\r\n public initialized = false;\r\n\r\n public constructor(table: FeatureTable) { this.table = table; }\r\n\r\n public add(feat: Feature, numVerts: number): void {\r\n const index = this.table.insert(feat);\r\n if (!this.initialized) {\r\n // First feature - uniform.\r\n this.uniform = index;\r\n this.initialized = true;\r\n } else if (0 < this.indices.length) {\r\n // Already non-uniform\r\n this.indices.push(index);\r\n } else {\r\n // Second feature - back-fill uniform for existing verts\r\n while (this.indices.length < numVerts - 1)\r\n this.indices.push(this.uniform);\r\n\r\n this.indices.push(index);\r\n }\r\n }\r\n\r\n public setIndices(indices: number[]) {\r\n this.indices.length = 0;\r\n this.uniform = 0;\r\n this.initialized = 0 < indices.length;\r\n\r\n assert(0 < indices.length);\r\n if (1 === indices.length)\r\n this.uniform = indices[0];\r\n else if (1 < indices.length)\r\n this.indices = indices;\r\n }\r\n\r\n public toFeatureIndex(index: FeatureIndex): void {\r\n if (!this.initialized) {\r\n index.type = FeatureIndexType.Empty;\r\n } else if (this.indices.length === 0) {\r\n index.type = FeatureIndexType.Uniform;\r\n index.featureID = this.uniform;\r\n } else {\r\n index.type = FeatureIndexType.NonUniform;\r\n index.featureIDs = new Uint32Array(this.indices);\r\n }\r\n }\r\n }\r\n\r\n export interface Props {\r\n displayParams: DisplayParams;\r\n features?: Mesh.Features;\r\n type: Mesh.PrimitiveType;\r\n range: Range3d;\r\n /** @note Support for unquantized positions has been temporarily, partially reverted - graphics that use them\r\n * will not currently display properly.\r\n * For now, always specify `true`.\r\n */\r\n quantizePositions: boolean;\r\n is2d: boolean;\r\n isPlanar: boolean;\r\n hasBakedLighting?: boolean;\r\n isVolumeClassifier?: boolean;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class MeshList extends Array<Mesh> {\r\n public readonly features?: FeatureTable;\r\n public readonly range?: Range3d;\r\n constructor(features?: FeatureTable, range?: Range3d) {\r\n super();\r\n this.features = features;\r\n this.range = range;\r\n }\r\n}\r\n"]}
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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 Rendering\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AuxChannel, AuxChannelData, Point2d, Point3d, Range3d } from \"@itwin/core-geometry\";\r\nimport {\r\n ColorIndex, EdgeArgs, Feature, FeatureIndex, FeatureIndexType, FeatureTable, FillFlags, LinePixels, MeshEdges, MeshPolyline, MeshPolylineList,\r\n OctEncodedNormal, PolylineData, PolylineEdgeArgs, PolylineFlags, QParams3d, QPoint3dList, RenderMaterial, RenderTexture, SilhouetteEdgeArgs,\r\n} from \"@itwin/core-common\";\r\nimport { InstancedGraphicParams } from \"../../InstancedGraphicParams\";\r\nimport { RenderGraphic } from \"../../RenderGraphic\";\r\nimport { RenderSystem } from \"../../RenderSystem\";\r\nimport { ColorMap } from \"../ColorMap\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { Triangle, TriangleList } from \"../Primitives\";\r\nimport { VertexKeyProps } from \"../VertexKey\";\r\n\r\n/** A Point3d[] with an [[add]] method used to enable compatibility with the [[MeshPointList]] union type.\r\n * It is provided a range to contain all of the points. Each point added to the list is transformed to be relative to\r\n * the center of that range.\r\n * In the finished graphic, a transform is applied to transform back from the range's center.\r\n * @internal\r\n */\r\nexport interface Point3dList extends Array<Point3d> {\r\n /** Identical to `push`, except it returns `void` instead of `number`; compatible with [QPoint3dList.add]($common). */\r\n add(point: Point3d): void;\r\n /** The range containing all of the points to be contained in the list, computed in advance. */\r\n range: Range3d;\r\n}\r\n\r\n/** The list of points associated with a [[Mesh]].\r\n * @see [[Mesh.Props.quantizePositions]] to specify whether points should be quantized or not.\r\n * @internal\r\n */\r\nexport type MeshPointList = Point3dList | QPoint3dList;\r\n\r\n/* Information needed to draw a set of indexed polylines using a shared vertex buffer.\r\n * @internal\r\n */\r\nexport interface PolylineArgs {\r\n colors: ColorIndex;\r\n features: FeatureIndex;\r\n width: number;\r\n linePixels: LinePixels;\r\n flags: PolylineFlags;\r\n points: QPoint3dList | Omit<Point3dList, \"add\">;\r\n polylines: PolylineData[];\r\n}\r\n\r\n/** @internal */\r\nexport namespace PolylineArgs {\r\n export function fromMesh(mesh: Mesh): PolylineArgs | undefined {\r\n if (!mesh.polylines || mesh.polylines.length === 0)\r\n return undefined;\r\n\r\n const polylines = [];\r\n for (const polyline of mesh.polylines) {\r\n const polylineData = new PolylineData();\r\n if (polylineData.init(polyline))\r\n polylines.push(polylineData);\r\n }\r\n\r\n if (polylines.length === 0)\r\n return undefined;\r\n\r\n const flags = new PolylineFlags(mesh.is2d, mesh.isPlanar);\r\n flags.isDisjoint = mesh.type === Mesh.PrimitiveType.Point;\r\n if (mesh.displayParams.regionEdgeType === DisplayParams.RegionEdgeType.Outline) {\r\n // This polyline is behaving as the edges of a region surface.\r\n if (!mesh.displayParams.gradient || mesh.displayParams.gradient.isOutlined)\r\n flags.setIsNormalEdge();\r\n else\r\n flags.setIsOutlineEdge(); // edges only displayed if fill undisplayed\r\n }\r\n\r\n const colors = new ColorIndex();\r\n mesh.colorMap.toColorIndex(colors, mesh.colors);\r\n\r\n const features = new FeatureIndex();\r\n mesh.toFeatureIndex(features);\r\n\r\n return {\r\n width: mesh.displayParams.width,\r\n linePixels: mesh.displayParams.linePixels,\r\n flags,\r\n polylines,\r\n points: mesh.points,\r\n colors,\r\n features,\r\n };\r\n }\r\n}\r\n\r\n/** The vertices of the edges are shared with those of the surface\r\n * @internal\r\n */\r\nexport class MeshArgsEdges {\r\n public edges = new EdgeArgs();\r\n public silhouettes = new SilhouetteEdgeArgs();\r\n public polylines = new PolylineEdgeArgs();\r\n public width = 0;\r\n public linePixels = LinePixels.Solid;\r\n\r\n public clear(): void {\r\n this.edges.clear();\r\n this.silhouettes.clear();\r\n this.polylines.clear();\r\n this.width = 0;\r\n this.linePixels = LinePixels.Solid;\r\n }\r\n public get isValid(): boolean { return this.edges.isValid || this.silhouettes.isValid || this.polylines.isValid; }\r\n}\r\n\r\n/* A carrier of information needed to describe a triangle mesh and its edges.\r\n * @internal\r\n */\r\nexport interface MeshArgs {\r\n edges?: MeshArgsEdges;\r\n vertIndices: number[];\r\n points: QPoint3dList | Omit<Point3dList, \"add\">;\r\n normals?: OctEncodedNormal[];\r\n colors: ColorIndex;\r\n features: FeatureIndex;\r\n fillFlags: FillFlags;\r\n isPlanar?: boolean;\r\n is2d?: boolean;\r\n hasBakedLighting?: boolean;\r\n isVolumeClassifier?: boolean;\r\n hasFixedNormals?: boolean;\r\n auxChannels?: ReadonlyArray<AuxChannel>;\r\n material?: RenderMaterial;\r\n textureMapping?: {\r\n texture: RenderTexture;\r\n uvParams: Point2d[];\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport namespace MeshArgs {\r\n export function fromMesh(mesh: Mesh): MeshArgs | undefined {\r\n if (!mesh.triangles || mesh.triangles.isEmpty || mesh.points.length === 0)\r\n return undefined;\r\n\r\n const texture = mesh.displayParams.textureMapping?.texture;\r\n const textureMapping = texture && mesh.uvParams.length > 0 ? { texture, uvParams: mesh.uvParams } : undefined;\r\n\r\n const colors = new ColorIndex();\r\n mesh.colorMap.toColorIndex(colors, mesh.colors);\r\n\r\n const features = new FeatureIndex();\r\n mesh.toFeatureIndex(features);\r\n\r\n let edges;\r\n if (mesh.edges) {\r\n edges = new MeshArgsEdges();\r\n edges.width = mesh.displayParams.width;\r\n edges.linePixels = mesh.displayParams.linePixels;\r\n edges.edges.init(mesh.edges);\r\n edges.silhouettes.init(mesh.edges);\r\n\r\n const polylines = [];\r\n for (const meshPolyline of mesh.edges.polylines) {\r\n const polyline = new PolylineData();\r\n if (polyline.init(meshPolyline))\r\n polylines.push(polyline);\r\n }\r\n\r\n edges.polylines.init(polylines);\r\n }\r\n\r\n return {\r\n vertIndices: mesh.triangles.indices,\r\n points: mesh.points,\r\n normals: !mesh.displayParams.ignoreLighting && mesh.normals.length > 0 ? mesh.normals : undefined,\r\n textureMapping,\r\n colors,\r\n features,\r\n material: mesh.displayParams.material,\r\n fillFlags: mesh.displayParams.fillFlags,\r\n isPlanar: mesh.isPlanar,\r\n is2d: mesh.is2d,\r\n hasBakedLighting: true === mesh.hasBakedLighting,\r\n hasFixedNormals: false,\r\n isVolumeClassifier: true === mesh.isVolumeClassifier,\r\n edges,\r\n auxChannels: mesh.auxChannels,\r\n };\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Mesh {\r\n private readonly _data: TriangleList | MeshPolylineList;\r\n public readonly points: MeshPointList;\r\n public readonly normals: OctEncodedNormal[] = [];\r\n public readonly uvParams: Point2d[] = [];\r\n public readonly colorMap: ColorMap = new ColorMap(); // used to be called ColorTable\r\n public colors: number[] = [];\r\n public edges?: MeshEdges;\r\n public readonly features?: Mesh.Features;\r\n public readonly type: Mesh.PrimitiveType;\r\n public readonly is2d: boolean;\r\n public readonly isPlanar: boolean;\r\n public readonly hasBakedLighting: boolean;\r\n public readonly isVolumeClassifier: boolean;\r\n public displayParams: DisplayParams;\r\n private _auxChannels?: AuxChannel[];\r\n\r\n private constructor(props: Mesh.Props) {\r\n const { displayParams, features, type, range, is2d, isPlanar } = props;\r\n this._data = Mesh.PrimitiveType.Mesh === type ? new TriangleList() : new MeshPolylineList();\r\n this.displayParams = displayParams;\r\n this.features = features;\r\n this.type = type;\r\n this.is2d = is2d;\r\n this.isPlanar = isPlanar;\r\n this.hasBakedLighting = (true === props.hasBakedLighting);\r\n this.isVolumeClassifier = (true === props.isVolumeClassifier);\r\n if (props.quantizePositions) {\r\n this.points = new QPoint3dList(QParams3d.fromRange(range));\r\n } else {\r\n const points = [] as unknown as Point3dList;\r\n points.range = range;\r\n const center = range.center;\r\n points.add = (pt: Point3d) => {\r\n // assert(range.containsPoint(pt)); rounding error triggers this sometimes...\r\n points.push(pt.minus(center));\r\n };\r\n this.points = points;\r\n }\r\n }\r\n\r\n public static create(props: Mesh.Props): Mesh { return new Mesh(props); }\r\n\r\n public get triangles(): TriangleList | undefined {\r\n return Mesh.PrimitiveType.Mesh === this.type ? this._data as TriangleList : undefined;\r\n }\r\n\r\n public get polylines(): MeshPolylineList | undefined {\r\n return Mesh.PrimitiveType.Mesh !== this.type ? this._data as MeshPolylineList : undefined;\r\n }\r\n\r\n public get auxChannels(): ReadonlyArray<AuxChannel> | undefined {\r\n return this._auxChannels;\r\n }\r\n\r\n public addAuxChannels(channels: ReadonlyArray<AuxChannel>, srcIndex: number): void {\r\n // The native version of this function appears to assume that all polyfaces added to the Mesh will have\r\n // the same number + type of aux channels.\r\n // ###TODO We should really produce a separate Mesh for each unique combination. For now just bail on mismatch.\r\n if (this._auxChannels) {\r\n if (this._auxChannels.length !== channels.length)\r\n return;\r\n\r\n for (let i = 0; i < channels.length; i++) {\r\n const src = channels[i];\r\n const dst = this._auxChannels[i];\r\n if (src.dataType !== dst.dataType || src.name !== dst.name || src.inputName !== dst.inputName)\r\n return;\r\n }\r\n }\r\n\r\n if (!this._auxChannels) {\r\n // Copy the channels, leaving each AuxData's values array empty.\r\n this._auxChannels = channels.map((x) => new AuxChannel(x.data.map((y) => new AuxChannelData(y.input, [])), x.dataType, x.name, x.inputName));\r\n }\r\n\r\n // Append the value at srcIndex from each source channel's data to our channels.\r\n for (let channelIndex = 0; channelIndex < channels.length; channelIndex++) {\r\n const srcChannel = channels[channelIndex];\r\n const dstChannel = this._auxChannels[channelIndex];\r\n const dstIndex = dstChannel.valueCount;\r\n for (let dataIndex = 0; dataIndex < srcChannel.data.length; dataIndex++) {\r\n const dstData = dstChannel.data[dataIndex];\r\n dstData.copyValues(srcChannel.data[dataIndex], dstIndex, srcIndex, dstChannel.entriesPerValue);\r\n }\r\n }\r\n }\r\n\r\n public toFeatureIndex(index: FeatureIndex): void {\r\n if (undefined !== this.features)\r\n this.features.toFeatureIndex(index);\r\n }\r\n\r\n public toMeshArgs(): MeshArgs | undefined {\r\n return MeshArgs.fromMesh(this);\r\n }\r\n\r\n public toPolylineArgs(): PolylineArgs | undefined {\r\n return PolylineArgs.fromMesh(this);\r\n }\r\n\r\n public getGraphics(system: RenderSystem, instancesOrViewIndependentOrigin?: InstancedGraphicParams | Point3d): RenderGraphic | undefined {\r\n const meshArgs = this.toMeshArgs();\r\n if (meshArgs)\r\n return system.createTriMesh(meshArgs, instancesOrViewIndependentOrigin);\r\n\r\n const plArgs = this.toPolylineArgs();\r\n return plArgs ? system.createIndexedPolylines(plArgs, instancesOrViewIndependentOrigin) : undefined;\r\n }\r\n\r\n public addPolyline(poly: MeshPolyline): void {\r\n const { type, polylines } = this;\r\n\r\n assert(Mesh.PrimitiveType.Polyline === type || Mesh.PrimitiveType.Point === type);\r\n assert(undefined !== polylines);\r\n\r\n if (Mesh.PrimitiveType.Polyline === type && poly.indices.length < 2)\r\n return;\r\n\r\n if (undefined !== polylines)\r\n polylines.push(poly);\r\n }\r\n\r\n public addTriangle(triangle: Triangle): void {\r\n const { triangles, type } = this;\r\n\r\n assert(Mesh.PrimitiveType.Mesh === type);\r\n assert(undefined !== triangles);\r\n\r\n if (undefined !== triangles)\r\n triangles.addTriangle(triangle);\r\n }\r\n\r\n public addVertex(props: VertexKeyProps): number {\r\n const { position, normal, uvParam, fillColor } = props;\r\n\r\n this.points.add(position);\r\n\r\n if (undefined !== normal)\r\n this.normals.push(normal);\r\n\r\n if (undefined !== uvParam)\r\n this.uvParams.push(uvParam);\r\n\r\n // Don't allocate color indices until we have non-uniform colors\r\n if (0 === this.colorMap.length) {\r\n this.colorMap.insert(fillColor);\r\n assert(this.colorMap.isUniform);\r\n assert(0 === this.colorMap.indexOf(fillColor));\r\n } else if (!this.colorMap.isUniform || !this.colorMap.hasColor(fillColor)) {\r\n // Back-fill uniform value (index=0) for existing vertices if previously uniform\r\n if (0 === this.colors.length)\r\n this.colors.length = this.points.length - 1;\r\n\r\n this.colors.push(this.colorMap.insert(fillColor));\r\n assert(!this.colorMap.isUniform);\r\n }\r\n\r\n return this.points.length - 1;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport namespace Mesh { // eslint-disable-line no-redeclare\r\n export enum PrimitiveType {\r\n Mesh, // eslint-disable-line @typescript-eslint/no-shadow\r\n Polyline,\r\n Point,\r\n }\r\n\r\n export class Features {\r\n public readonly table: FeatureTable;\r\n public indices: number[] = [];\r\n public uniform = 0;\r\n public initialized = false;\r\n\r\n public constructor(table: FeatureTable) { this.table = table; }\r\n\r\n public add(feat: Feature, numVerts: number): void {\r\n const index = this.table.insert(feat);\r\n if (!this.initialized) {\r\n // First feature - uniform.\r\n this.uniform = index;\r\n this.initialized = true;\r\n } else if (0 < this.indices.length) {\r\n // Already non-uniform\r\n this.indices.push(index);\r\n } else {\r\n // Second feature - back-fill uniform for existing verts\r\n while (this.indices.length < numVerts - 1)\r\n this.indices.push(this.uniform);\r\n\r\n this.indices.push(index);\r\n }\r\n }\r\n\r\n public setIndices(indices: number[]) {\r\n this.indices.length = 0;\r\n this.uniform = 0;\r\n this.initialized = 0 < indices.length;\r\n\r\n assert(0 < indices.length);\r\n if (1 === indices.length)\r\n this.uniform = indices[0];\r\n else if (1 < indices.length)\r\n this.indices = indices;\r\n }\r\n\r\n public toFeatureIndex(index: FeatureIndex): void {\r\n if (!this.initialized) {\r\n index.type = FeatureIndexType.Empty;\r\n } else if (this.indices.length === 0) {\r\n index.type = FeatureIndexType.Uniform;\r\n index.featureID = this.uniform;\r\n } else {\r\n index.type = FeatureIndexType.NonUniform;\r\n index.featureIDs = new Uint32Array(this.indices);\r\n }\r\n }\r\n }\r\n\r\n export interface Props {\r\n displayParams: DisplayParams;\r\n features?: Mesh.Features;\r\n type: Mesh.PrimitiveType;\r\n range: Range3d;\r\n quantizePositions: boolean;\r\n is2d: boolean;\r\n isPlanar: boolean;\r\n hasBakedLighting?: boolean;\r\n isVolumeClassifier?: boolean;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class MeshList extends Array<Mesh> {\r\n public readonly features?: FeatureTable;\r\n public readonly range?: Range3d;\r\n constructor(features?: FeatureTable, range?: Range3d) {\r\n super();\r\n this.features = features;\r\n this.range = range;\r\n }\r\n}\r\n"]}
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+
{"version":3,"file":"DrawCommand.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/DrawCommand.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAgB,UAAU,EAAE,MAAM,qBAAqB,CAAC;AAC/D,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAE1C,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,WAAW,CAAC;AAC1C,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAChD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,IAAI,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC9D,OAAO,EAAE,qBAAqB,EAAE,MAAM,iBAAiB,CAAC;AAExD,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAM3C,gBAAgB;AAChB,qBAAa,mBAAmB;IAC9B,OAAO,CAAC,OAAO,CAAC,CAAS;IACzB,OAAO,CAAC,WAAW,CAA+B;IAElD,IAAW,MAAM,IAAI,MAAM,CAA6D;IACxF,IAAW,UAAU,eAA+B;IAEpD,IAAW,gBAAgB,+BAA4E;IAChG,oBAAoB,CAAC,OAAO,EAAE,aAAa;IAElD,IAAW,YAAY,YAAsG;IAC7H,IAAW,aAAa,YAAwG;IAChI,IAAW,OAAO,sDAAsC;IAEjD,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,IAAI,GAAE,UAAqC;CAIxE;AAED,gBAAgB;AAChB,qBAAa,UAAU;IACrB,OAAO,CAAC,cAAc,CAAC,CAAsB;IAC7C,OAAO,CAAC,SAAS,CAAC,CAAiB;IAEnC,IAAW,QAAQ,IAAI,cAAc,CAAiE;IACtG,IAAW,aAAa,IAAI,mBAAmB,CAA2E;IAE1H,IAAW,MAAM,WAAwC;IACzD,IAAW,UAAU,eAA4C;IACjE,IAAW,gBAAgB,+BAAkD;IAC7E,IAAW,YAAY,YAA8C;IACrE,IAAW,aAAa,YAA+C;IACvE,IAAW,OAAO,sDAAyC;IAEpD,IAAI,CAAC,aAAa,EAAE,mBAAmB,EAAE,QAAQ,EAAE,cAAc;CAIzE;AAED;;GAEG;AACH,0BAAkB,SAAS;IACzB,IAAI,IAAA;IACJ,GAAG,IAAA;CACJ;AAED;;;;GAIG;AACH,oBAAY,UAAU;IACpB,SAAS,kBAAkB;IAC3B,UAAU,eAAe;IACzB,SAAS,cAAc;IACvB,SAAS,cAAc;IACvB,QAAQ,aAAa;IACrB,SAAS,cAAc;IACvB,QAAQ,aAAa;IACrB,OAAO,YAAY;CACpB;AAED,gBAAgB;AAChB,qBAAa,eAAe;IAC1B,SAAgB,MAAM,cAAc;IAEpC,OAAO;IAEP,OAAc,QAAQ,kBAAyB;IAExC,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,gBAAgB;aAGQ,KAAK,EAAE,KAAK;IAF/C,SAAgB,MAAM,eAAe;gBAEF,KAAK,EAAE,KAAK;IAExC,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,gBAAgB;aAGQ,KAAK,EAAE,WAAW;IAFrD,SAAgB,MAAM,eAAe;gBAEF,KAAK,EAAE,WAAW;IAE9C,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,iBAAiB;aAGO,MAAM,EAAE,MAAM;IAFjD,SAAgB,MAAM,gBAAgB;gBAEH,MAAM,EAAE,MAAM;IAE1C,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,gBAAgB;IAC3B,SAAgB,MAAM,eAAe;IAErC,OAAO;IAEP,OAAc,QAAQ,mBAA0B;IAEzC,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,eAAe;aAGS,IAAI,EAAE,UAAU;IAFnD,SAAgB,MAAM,cAAc;gBAED,IAAI,EAAE,UAAU;IAE5C,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,cAAc;IACzB,SAAgB,MAAM,aAAa;IAEnC,OAAO;IAEP,OAAc,QAAQ,iBAAwB;IAEvC,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,gBAAgB;aAGQ,SAAS,EAAE,SAAS;IAFvD,SAAgB,MAAM,mBAAmB;gBAEN,SAAS,EAAE,SAAS;IAEvD,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,sBAAsB,CAAwB;IAE/D,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;IAkCjD,IAAW,WAAW,IAAI,OAAO,CAAuC;IACxE,IAAW,WAAW,IAAI,WAAW,CAAuC;IAErE,OAAO,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;CAGrC;AAED,gBAAgB;AAChB,oBAAY,WAAW,GAAG,iBAAiB,GAAG,gBAAgB,GAAG,gBAAgB,GAAG,eAAe,CAAC;AACpG,gBAAgB;AAChB,oBAAY,UAAU,GAAG,gBAAgB,GAAG,eAAe,GAAG,cAAc,CAAC;AAC7E,gBAAgB;AAChB,oBAAY,WAAW,GAAG,WAAW,GAAG,UAAU,GAAG,gBAAgB,CAAC;AAEtE;;GAEG;AACH,oBAAY,YAAY,GAAG,WAAW,EAAE,CAAC;AAEzC;;;;GAIG;AACH,wBAAgB,sCAAsC,CAAC,SAAS,EAAE,UAAU,EAAE,IAAI,EAAE,YAAY,EAAE,oBAAoB,EAAE,MAAM,GAAG,YAAY,GAAG,SAAS,CAuBxJ;AAED,gBAAgB;AAChB,wBAAgB,sCAAsC,CAAC,OAAO,EAAE,OAAO,EAAE,IAAI,EAAE,YAAY,GAAG,YAAY,CA2CzG"}
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|
@@ -154,7 +154,8 @@ export class PrimitiveCommand {
|
|
|
154
154
|
const wiremesh = target.currentViewFlags.wiremesh && System.instance.isWebGL2 && (techniqueId === 0 /* Surface */ || techniqueId === 7 /* RealityMesh */);
|
|
155
155
|
const isWiremesh = wiremesh ? 1 /* Yes */ : 0 /* No */;
|
|
156
156
|
const flags = PrimitiveCommand._scratchTechniqueFlags;
|
|
157
|
-
|
|
157
|
+
const posType = this.primitive.cachedGeometry.usesQuantizedPositions ? "quantized" : "unquantized";
|
|
158
|
+
flags.init(target, exec.renderPass, isInstanced, isAnimated, isClassified, isShadowable, isThematic, isWiremesh, posType);
|
|
158
159
|
const technique = target.techniques.getTechnique(techniqueId);
|
|
159
160
|
const program = technique.getShader(flags);
|
|
160
161
|
if (exec.setProgram(program))
|
|
@@ -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 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"]}
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1
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+
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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 const posType = this.primitive.cachedGeometry.usesQuantizedPositions ? \"quantized\" : \"unquantized\";\r\n flags.init(target, exec.renderPass, isInstanced, isAnimated, isClassified, isShadowable, isThematic, isWiremesh, posType);\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"]}
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import { WebGLContext } from "@itwin/webgl-compatibility";
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export interface ShaderBuilderFlags {
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+
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@@ -397,9 +397,6 @@ export class ShaderBuilder extends ShaderVariables {
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|
|
397
397
|
this.addDefine("TEXTURE_PROJ", "texture2DProj");
|
|
398
398
|
}
|
|
399
399
|
}
|
|
400
|
-
get usesVertexTable() {
|
|
401
|
-
return !!this._flags.maxRgbaPerVertex;
|
|
402
|
-
}
|
|
403
400
|
get usesInstancedGeometry() {
|
|
404
401
|
return !!this._flags.instanced;
|
|
405
402
|
}
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|
@@ -541,8 +538,12 @@ export class VertexShaderBuilder extends ShaderBuilder {
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|
|
541
538
|
addPosition(this, this.usesVertexTable);
|
|
542
539
|
}
|
|
543
540
|
buildPrelude(attrMap) { return this.buildPreludeCommon(attrMap, true); }
|
|
544
|
-
get
|
|
545
|
-
return this._flags.
|
|
541
|
+
get usesVertexTable() {
|
|
542
|
+
return undefined !== this._flags.positionType;
|
|
543
|
+
}
|
|
544
|
+
get positionType() {
|
|
545
|
+
assert(undefined !== this._flags.positionType);
|
|
546
|
+
return this._flags.positionType;
|
|
546
547
|
}
|
|
547
548
|
get(id) { return this.getComponent(id); }
|
|
548
549
|
set(id, component) { this.addComponent(id, component); }
|
|
@@ -572,7 +573,7 @@ export class VertexShaderBuilder extends ShaderBuilder {
|
|
|
572
573
|
else
|
|
573
574
|
main.addline(` { ${init} }\n`);
|
|
574
575
|
}
|
|
575
|
-
main.addline(" vec4 rawPosition =
|
|
576
|
+
main.addline(" vec4 rawPosition = computeVertexPosition(qpos);");
|
|
576
577
|
const adjustRawPosition = this.get(1 /* AdjustRawPosition */);
|
|
577
578
|
if (undefined !== adjustRawPosition) {
|
|
578
579
|
prelude.addFunction("vec4 adjustRawPosition(vec4 rawPos)", adjustRawPosition);
|