@itwin/core-frontend 3.2.0-dev.29 → 3.2.0-dev.33

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Files changed (134) hide show
  1. package/CHANGELOG.md +8 -1
  2. package/lib/cjs/ViewManager.d.ts.map +1 -1
  3. package/lib/cjs/ViewManager.js +1 -0
  4. package/lib/cjs/ViewManager.js.map +1 -1
  5. package/lib/cjs/render/primitives/VertexTable.d.ts +1 -1
  6. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  7. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
  8. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js +0 -1
  9. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  10. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js +1 -1
  11. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  12. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +0 -4
  13. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
  14. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  15. package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
  16. package/lib/cjs/render/webgl/DrawCommand.js +2 -1
  17. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  18. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +5 -4
  19. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  20. package/lib/cjs/render/webgl/ShaderBuilder.js +7 -6
  21. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  22. package/lib/cjs/render/webgl/Technique.d.ts +4 -2
  23. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  24. package/lib/cjs/render/webgl/Technique.js +148 -120
  25. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  26. package/lib/cjs/render/webgl/TechniqueFlags.d.ts +7 -3
  27. package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
  28. package/lib/cjs/render/webgl/TechniqueFlags.js +17 -4
  29. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  30. package/lib/cjs/render/webgl/glsl/Animation.d.ts.map +1 -1
  31. package/lib/cjs/render/webgl/glsl/Animation.js +2 -0
  32. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  33. package/lib/cjs/render/webgl/glsl/Color.d.ts.map +1 -1
  34. package/lib/cjs/render/webgl/glsl/Color.js +8 -7
  35. package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
  36. package/lib/cjs/render/webgl/glsl/Edge.d.ts +2 -2
  37. package/lib/cjs/render/webgl/glsl/Edge.d.ts.map +1 -1
  38. package/lib/cjs/render/webgl/glsl/Edge.js +6 -10
  39. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  40. package/lib/cjs/render/webgl/glsl/PointString.d.ts +3 -3
  41. package/lib/cjs/render/webgl/glsl/PointString.d.ts.map +1 -1
  42. package/lib/cjs/render/webgl/glsl/PointString.js +6 -6
  43. package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
  44. package/lib/cjs/render/webgl/glsl/Polyline.d.ts +3 -3
  45. package/lib/cjs/render/webgl/glsl/Polyline.d.ts.map +1 -1
  46. package/lib/cjs/render/webgl/glsl/Polyline.js +6 -10
  47. package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
  48. package/lib/cjs/render/webgl/glsl/Surface.d.ts +2 -2
  49. package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
  50. package/lib/cjs/render/webgl/glsl/Surface.js +33 -16
  51. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  52. package/lib/cjs/render/webgl/glsl/Vertex.d.ts +3 -1
  53. package/lib/cjs/render/webgl/glsl/Vertex.d.ts.map +1 -1
  54. package/lib/cjs/render/webgl/glsl/Vertex.js +139 -37
  55. package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
  56. package/lib/cjs/tile/RealityTileLoader.d.ts +1 -1
  57. package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
  58. package/lib/cjs/tile/RealityTileLoader.js +29 -6
  59. package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
  60. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts +0 -1
  61. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
  62. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +12 -10
  63. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
  64. package/lib/cjs/tile/map/WmsCapabilities.d.ts +3 -2
  65. package/lib/cjs/tile/map/WmsCapabilities.d.ts.map +1 -1
  66. package/lib/cjs/tile/map/WmsCapabilities.js +11 -10
  67. package/lib/cjs/tile/map/WmsCapabilities.js.map +1 -1
  68. package/lib/esm/ViewManager.d.ts.map +1 -1
  69. package/lib/esm/ViewManager.js +1 -0
  70. package/lib/esm/ViewManager.js.map +1 -1
  71. package/lib/esm/render/primitives/VertexTable.d.ts +1 -1
  72. package/lib/esm/render/primitives/VertexTable.js.map +1 -1
  73. package/lib/esm/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
  74. package/lib/esm/render/primitives/geometry/GeometryAccumulator.js +0 -1
  75. package/lib/esm/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  76. package/lib/esm/render/primitives/mesh/MeshBuilderMap.js +1 -1
  77. package/lib/esm/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  78. package/lib/esm/render/primitives/mesh/MeshPrimitives.d.ts +0 -4
  79. package/lib/esm/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
  80. package/lib/esm/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  81. package/lib/esm/render/webgl/DrawCommand.d.ts.map +1 -1
  82. package/lib/esm/render/webgl/DrawCommand.js +2 -1
  83. package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
  84. package/lib/esm/render/webgl/ShaderBuilder.d.ts +5 -4
  85. package/lib/esm/render/webgl/ShaderBuilder.d.ts.map +1 -1
  86. package/lib/esm/render/webgl/ShaderBuilder.js +7 -6
  87. package/lib/esm/render/webgl/ShaderBuilder.js.map +1 -1
  88. package/lib/esm/render/webgl/Technique.d.ts +4 -2
  89. package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
  90. package/lib/esm/render/webgl/Technique.js +148 -120
  91. package/lib/esm/render/webgl/Technique.js.map +1 -1
  92. package/lib/esm/render/webgl/TechniqueFlags.d.ts +7 -3
  93. package/lib/esm/render/webgl/TechniqueFlags.d.ts.map +1 -1
  94. package/lib/esm/render/webgl/TechniqueFlags.js +17 -4
  95. package/lib/esm/render/webgl/TechniqueFlags.js.map +1 -1
  96. package/lib/esm/render/webgl/glsl/Animation.d.ts.map +1 -1
  97. package/lib/esm/render/webgl/glsl/Animation.js +2 -0
  98. package/lib/esm/render/webgl/glsl/Animation.js.map +1 -1
  99. package/lib/esm/render/webgl/glsl/Color.d.ts.map +1 -1
  100. package/lib/esm/render/webgl/glsl/Color.js +8 -7
  101. package/lib/esm/render/webgl/glsl/Color.js.map +1 -1
  102. package/lib/esm/render/webgl/glsl/Edge.d.ts +2 -2
  103. package/lib/esm/render/webgl/glsl/Edge.d.ts.map +1 -1
  104. package/lib/esm/render/webgl/glsl/Edge.js +7 -11
  105. package/lib/esm/render/webgl/glsl/Edge.js.map +1 -1
  106. package/lib/esm/render/webgl/glsl/PointString.d.ts +3 -3
  107. package/lib/esm/render/webgl/glsl/PointString.d.ts.map +1 -1
  108. package/lib/esm/render/webgl/glsl/PointString.js +6 -6
  109. package/lib/esm/render/webgl/glsl/PointString.js.map +1 -1
  110. package/lib/esm/render/webgl/glsl/Polyline.d.ts +3 -3
  111. package/lib/esm/render/webgl/glsl/Polyline.d.ts.map +1 -1
  112. package/lib/esm/render/webgl/glsl/Polyline.js +7 -11
  113. package/lib/esm/render/webgl/glsl/Polyline.js.map +1 -1
  114. package/lib/esm/render/webgl/glsl/Surface.d.ts +2 -2
  115. package/lib/esm/render/webgl/glsl/Surface.d.ts.map +1 -1
  116. package/lib/esm/render/webgl/glsl/Surface.js +33 -16
  117. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  118. package/lib/esm/render/webgl/glsl/Vertex.d.ts +3 -1
  119. package/lib/esm/render/webgl/glsl/Vertex.d.ts.map +1 -1
  120. package/lib/esm/render/webgl/glsl/Vertex.js +138 -37
  121. package/lib/esm/render/webgl/glsl/Vertex.js.map +1 -1
  122. package/lib/esm/tile/RealityTileLoader.d.ts +1 -1
  123. package/lib/esm/tile/RealityTileLoader.d.ts.map +1 -1
  124. package/lib/esm/tile/RealityTileLoader.js +30 -7
  125. package/lib/esm/tile/RealityTileLoader.js.map +1 -1
  126. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts +0 -1
  127. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
  128. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +12 -10
  129. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
  130. package/lib/esm/tile/map/WmsCapabilities.d.ts +3 -2
  131. package/lib/esm/tile/map/WmsCapabilities.d.ts.map +1 -1
  132. package/lib/esm/tile/map/WmsCapabilities.js +11 -10
  133. package/lib/esm/tile/map/WmsCapabilities.js.map +1 -1
  134. package/package.json +20 -20
@@ -100,7 +100,7 @@ class MeshBuilderMap extends core_bentley_1.Dictionary {
100
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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);
103
- const quantizePositions = true; // ###TODO should this be configurable?
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+ const quantizePositions = false; // ###TODO should this be configurable?
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  return this.getBuilderFromKey(key, {
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  displayParams,
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  type,
@@ -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 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"]}
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 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"]}
@@ -129,10 +129,6 @@ export declare namespace Mesh {
129
129
  features?: Mesh.Features;
130
130
  type: Mesh.PrimitiveType;
131
131
  range: Range3d;
132
- /** @note Support for unquantized positions has been temporarily, partially reverted - graphics that use them
133
- * will not currently display properly.
134
- * For now, always specify `true`.
135
- */
136
132
  quantizePositions: boolean;
137
133
  is2d: boolean;
138
134
  isPlanar: boolean;
@@ -1 +1 @@
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@@ -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 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"]}
@@ -1 +1 @@
1
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1
+ {"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"}
@@ -166,7 +166,8 @@ class PrimitiveCommand {
166
166
  const wiremesh = target.currentViewFlags.wiremesh && System_1.System.instance.isWebGL2 && (techniqueId === 0 /* Surface */ || techniqueId === 7 /* RealityMesh */);
167
167
  const isWiremesh = wiremesh ? 1 /* Yes */ : 0 /* No */;
168
168
  const flags = PrimitiveCommand._scratchTechniqueFlags;
169
- flags.init(target, exec.renderPass, isInstanced, isAnimated, isClassified, isShadowable, isThematic, isWiremesh);
169
+ const posType = this.primitive.cachedGeometry.usesQuantizedPositions ? "quantized" : "unquantized";
170
+ flags.init(target, exec.renderPass, isInstanced, isAnimated, isClassified, isShadowable, isThematic, isWiremesh, posType);
170
171
  const technique = target.techniques.getTechnique(techniqueId);
171
172
  const program = technique.getShader(flags);
172
173
  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"]}
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 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"]}
@@ -4,6 +4,7 @@
4
4
  import { WebGLContext } from "@itwin/webgl-compatibility";
5
5
  import { AttributeDetails } from "./AttributeMap";
6
6
  import { ShaderProgram } from "./ShaderProgram";
7
+ import { PositionType } from "./TechniqueFlags";
7
8
  /** Describes the data type of a shader program variable.
8
9
  * @internal
9
10
  */
@@ -131,8 +132,8 @@ export declare class SourceBuilder {
131
132
  export interface ShaderBuilderFlags {
132
133
  /** If defined and true, the geometry is instanced. */
133
134
  readonly instanced?: boolean;
134
- /** If defined and greater than zero, the vertex data comes from a texture, and each vertex in the table uses no more than this number of RGBA values. */
135
- readonly maxRgbaPerVertex?: number;
135
+ /** If defined, indicates the vertex data comes from a texture and specifies whether the positions are quantized 16-bit integers or unquantized 32-bit floats. */
136
+ readonly positionType?: PositionType;
136
137
  }
137
138
  /**
138
139
  * Represents a fragment or vertex shader under construction. The shader consists of a set of defined variables,
@@ -149,7 +150,6 @@ export declare class ShaderBuilder extends ShaderVariables {
149
150
  headerComment: string;
150
151
  protected readonly _flags: ShaderBuilderFlags;
151
152
  protected _initializers: string[];
152
- get usesVertexTable(): boolean;
153
153
  get usesInstancedGeometry(): boolean;
154
154
  addInitializer(initializer: string): void;
155
155
  protected constructor(maxComponents: number, flags: ShaderBuilderFlags);
@@ -193,7 +193,8 @@ export declare class VertexShaderBuilder extends ShaderBuilder {
193
193
  private _computedVarying;
194
194
  private buildPrelude;
195
195
  constructor(flags?: ShaderBuilderFlags);
196
- get maxRgbaPerVertex(): number | undefined;
196
+ get usesVertexTable(): boolean;
197
+ get positionType(): PositionType;
197
198
  get(id: VertexShaderComponent): string | undefined;
198
199
  set(id: VertexShaderComponent, component: string): void;
199
200
  unset(id: VertexShaderComponent): void;
@@ -1 +1 @@
1
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1
+ 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@@ -403,9 +403,6 @@ class ShaderBuilder extends ShaderVariables {
403
403
  this.addDefine("TEXTURE_PROJ", "texture2DProj");
404
404
  }
405
405
  }
406
- get usesVertexTable() {
407
- return !!this._flags.maxRgbaPerVertex;
408
- }
409
406
  get usesInstancedGeometry() {
410
407
  return !!this._flags.instanced;
411
408
  }
@@ -548,8 +545,12 @@ class VertexShaderBuilder extends ShaderBuilder {
548
545
  (0, Vertex_1.addPosition)(this, this.usesVertexTable);
549
546
  }
550
547
  buildPrelude(attrMap) { return this.buildPreludeCommon(attrMap, true); }
551
- get maxRgbaPerVertex() {
552
- return this._flags.maxRgbaPerVertex;
548
+ get usesVertexTable() {
549
+ return undefined !== this._flags.positionType;
550
+ }
551
+ get positionType() {
552
+ (0, core_bentley_1.assert)(undefined !== this._flags.positionType);
553
+ return this._flags.positionType;
553
554
  }
554
555
  get(id) { return this.getComponent(id); }
555
556
  set(id, component) { this.addComponent(id, component); }
@@ -579,7 +580,7 @@ class VertexShaderBuilder extends ShaderBuilder {
579
580
  else
580
581
  main.addline(` { ${init} }\n`);
581
582
  }
582
- main.addline(" vec4 rawPosition = unquantizeVertexPosition(qpos, u_qOrigin, u_qScale);");
583
+ main.addline(" vec4 rawPosition = computeVertexPosition(qpos);");
583
584
  const adjustRawPosition = this.get(1 /* AdjustRawPosition */);
584
585
  if (undefined !== adjustRawPosition) {
585
586
  prelude.addFunction("vec4 adjustRawPosition(vec4 rawPos)", adjustRawPosition);