@itwin/core-frontend 3.2.0-dev.3 → 3.2.0-dev.34

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (266) hide show
  1. package/CHANGELOG.md +48 -1
  2. package/lib/cjs/BriefcaseConnection.d.ts +35 -1
  3. package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
  4. package/lib/cjs/BriefcaseConnection.js +52 -1
  5. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  6. package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
  7. package/lib/cjs/DisplayStyleState.js +6 -4
  8. package/lib/cjs/DisplayStyleState.js.map +1 -1
  9. package/lib/cjs/IModelApp.d.ts +2 -0
  10. package/lib/cjs/IModelApp.d.ts.map +1 -1
  11. package/lib/cjs/IModelApp.js +6 -3
  12. package/lib/cjs/IModelApp.js.map +1 -1
  13. package/lib/cjs/IModelConnection.d.ts +5 -2
  14. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  15. package/lib/cjs/IModelConnection.js +11 -3
  16. package/lib/cjs/IModelConnection.js.map +1 -1
  17. package/lib/cjs/ImageUtil.d.ts +4 -2
  18. package/lib/cjs/ImageUtil.d.ts.map +1 -1
  19. package/lib/cjs/ImageUtil.js +8 -4
  20. package/lib/cjs/ImageUtil.js.map +1 -1
  21. package/lib/cjs/ViewManager.d.ts.map +1 -1
  22. package/lib/cjs/ViewManager.js +1 -0
  23. package/lib/cjs/ViewManager.js.map +1 -1
  24. package/lib/cjs/Viewport.d.ts.map +1 -1
  25. package/lib/cjs/Viewport.js +5 -1
  26. package/lib/cjs/Viewport.js.map +1 -1
  27. package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts.map +1 -1
  28. package/lib/cjs/quantity-formatting/QuantityFormatter.js +2 -1
  29. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  30. package/lib/cjs/render/primitives/VertexTable.d.ts +1 -1
  31. package/lib/cjs/render/primitives/VertexTable.js +30 -2
  32. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  33. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
  34. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js +7 -3
  35. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  36. package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
  37. package/lib/cjs/render/webgl/DrawCommand.js +2 -1
  38. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  39. package/lib/cjs/render/webgl/RealityMesh.d.ts +1 -0
  40. package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
  41. package/lib/cjs/render/webgl/RealityMesh.js +1 -0
  42. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  43. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +5 -4
  44. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  45. package/lib/cjs/render/webgl/ShaderBuilder.js +7 -6
  46. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  47. package/lib/cjs/render/webgl/Target.d.ts +3 -1
  48. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  49. package/lib/cjs/render/webgl/Target.js +9 -0
  50. package/lib/cjs/render/webgl/Target.js.map +1 -1
  51. package/lib/cjs/render/webgl/Technique.d.ts +4 -2
  52. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  53. package/lib/cjs/render/webgl/Technique.js +148 -120
  54. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  55. package/lib/cjs/render/webgl/TechniqueFlags.d.ts +7 -3
  56. package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
  57. package/lib/cjs/render/webgl/TechniqueFlags.js +17 -4
  58. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  59. package/lib/cjs/render/webgl/glsl/Animation.d.ts.map +1 -1
  60. package/lib/cjs/render/webgl/glsl/Animation.js +2 -0
  61. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  62. package/lib/cjs/render/webgl/glsl/Color.d.ts.map +1 -1
  63. package/lib/cjs/render/webgl/glsl/Color.js +8 -7
  64. package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
  65. package/lib/cjs/render/webgl/glsl/Decode.d.ts +2 -1
  66. package/lib/cjs/render/webgl/glsl/Decode.d.ts.map +1 -1
  67. package/lib/cjs/render/webgl/glsl/Decode.js +16 -2
  68. package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
  69. package/lib/cjs/render/webgl/glsl/Edge.d.ts +2 -2
  70. package/lib/cjs/render/webgl/glsl/Edge.d.ts.map +1 -1
  71. package/lib/cjs/render/webgl/glsl/Edge.js +6 -19
  72. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  73. package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  74. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +0 -2
  75. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  76. package/lib/cjs/render/webgl/glsl/PointString.d.ts +3 -3
  77. package/lib/cjs/render/webgl/glsl/PointString.d.ts.map +1 -1
  78. package/lib/cjs/render/webgl/glsl/PointString.js +6 -6
  79. package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
  80. package/lib/cjs/render/webgl/glsl/Polyline.d.ts +3 -3
  81. package/lib/cjs/render/webgl/glsl/Polyline.d.ts.map +1 -1
  82. package/lib/cjs/render/webgl/glsl/Polyline.js +6 -21
  83. package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
  84. package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
  85. package/lib/cjs/render/webgl/glsl/RealityMesh.js +1 -3
  86. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  87. package/lib/cjs/render/webgl/glsl/Surface.d.ts +2 -2
  88. package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
  89. package/lib/cjs/render/webgl/glsl/Surface.js +50 -34
  90. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  91. package/lib/cjs/render/webgl/glsl/Vertex.d.ts +3 -3
  92. package/lib/cjs/render/webgl/glsl/Vertex.d.ts.map +1 -1
  93. package/lib/cjs/render/webgl/glsl/Vertex.js +143 -57
  94. package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
  95. package/lib/cjs/tile/IModelTileRequestChannels.d.ts +3 -3
  96. package/lib/cjs/tile/IModelTileRequestChannels.d.ts.map +1 -1
  97. package/lib/cjs/tile/IModelTileRequestChannels.js +7 -11
  98. package/lib/cjs/tile/IModelTileRequestChannels.js.map +1 -1
  99. package/lib/cjs/tile/OPCFormatInterpreter.d.ts.map +1 -1
  100. package/lib/cjs/tile/OPCFormatInterpreter.js +1 -2
  101. package/lib/cjs/tile/OPCFormatInterpreter.js.map +1 -1
  102. package/lib/cjs/tile/RealityTileLoader.d.ts +1 -1
  103. package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
  104. package/lib/cjs/tile/RealityTileLoader.js +29 -6
  105. package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
  106. package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
  107. package/lib/cjs/tile/TileAdmin.js +0 -5
  108. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  109. package/lib/cjs/tile/TileRequestChannels.d.ts +0 -4
  110. package/lib/cjs/tile/TileRequestChannels.d.ts.map +1 -1
  111. package/lib/cjs/tile/TileRequestChannels.js +1 -6
  112. package/lib/cjs/tile/TileRequestChannels.js.map +1 -1
  113. package/lib/cjs/tile/map/ArcGisUtilities.d.ts.map +1 -1
  114. package/lib/cjs/tile/map/ArcGisUtilities.js +13 -0
  115. package/lib/cjs/tile/map/ArcGisUtilities.js.map +1 -1
  116. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts +0 -1
  117. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
  118. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +12 -10
  119. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
  120. package/lib/cjs/tile/map/MapTileTree.js +2 -2
  121. package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
  122. package/lib/cjs/tile/map/WmsCapabilities.d.ts +3 -2
  123. package/lib/cjs/tile/map/WmsCapabilities.d.ts.map +1 -1
  124. package/lib/cjs/tile/map/WmsCapabilities.js +11 -10
  125. package/lib/cjs/tile/map/WmsCapabilities.js.map +1 -1
  126. package/lib/cjs/tools/PrimitiveTool.d.ts +3 -0
  127. package/lib/cjs/tools/PrimitiveTool.d.ts.map +1 -1
  128. package/lib/cjs/tools/PrimitiveTool.js +6 -0
  129. package/lib/cjs/tools/PrimitiveTool.js.map +1 -1
  130. package/lib/cjs/tools/ToolAdmin.d.ts +1 -21
  131. package/lib/cjs/tools/ToolAdmin.d.ts.map +1 -1
  132. package/lib/cjs/tools/ToolAdmin.js +0 -17
  133. package/lib/cjs/tools/ToolAdmin.js.map +1 -1
  134. package/lib/esm/BriefcaseConnection.d.ts +35 -1
  135. package/lib/esm/BriefcaseConnection.d.ts.map +1 -1
  136. package/lib/esm/BriefcaseConnection.js +50 -0
  137. package/lib/esm/BriefcaseConnection.js.map +1 -1
  138. package/lib/esm/DisplayStyleState.d.ts.map +1 -1
  139. package/lib/esm/DisplayStyleState.js +6 -4
  140. package/lib/esm/DisplayStyleState.js.map +1 -1
  141. package/lib/esm/IModelApp.d.ts +2 -0
  142. package/lib/esm/IModelApp.d.ts.map +1 -1
  143. package/lib/esm/IModelApp.js +5 -2
  144. package/lib/esm/IModelApp.js.map +1 -1
  145. package/lib/esm/IModelConnection.d.ts +5 -2
  146. package/lib/esm/IModelConnection.d.ts.map +1 -1
  147. package/lib/esm/IModelConnection.js +12 -4
  148. package/lib/esm/IModelConnection.js.map +1 -1
  149. package/lib/esm/ImageUtil.d.ts +4 -2
  150. package/lib/esm/ImageUtil.d.ts.map +1 -1
  151. package/lib/esm/ImageUtil.js +8 -4
  152. package/lib/esm/ImageUtil.js.map +1 -1
  153. package/lib/esm/ViewManager.d.ts.map +1 -1
  154. package/lib/esm/ViewManager.js +1 -0
  155. package/lib/esm/ViewManager.js.map +1 -1
  156. package/lib/esm/Viewport.d.ts.map +1 -1
  157. package/lib/esm/Viewport.js +5 -1
  158. package/lib/esm/Viewport.js.map +1 -1
  159. package/lib/esm/quantity-formatting/QuantityFormatter.d.ts.map +1 -1
  160. package/lib/esm/quantity-formatting/QuantityFormatter.js +3 -2
  161. package/lib/esm/quantity-formatting/QuantityFormatter.js.map +1 -1
  162. package/lib/esm/render/primitives/VertexTable.d.ts +1 -1
  163. package/lib/esm/render/primitives/VertexTable.js +30 -2
  164. package/lib/esm/render/primitives/VertexTable.js.map +1 -1
  165. package/lib/esm/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
  166. package/lib/esm/render/primitives/geometry/GeometryAccumulator.js +7 -3
  167. package/lib/esm/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  168. package/lib/esm/render/webgl/DrawCommand.d.ts.map +1 -1
  169. package/lib/esm/render/webgl/DrawCommand.js +2 -1
  170. package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
  171. package/lib/esm/render/webgl/RealityMesh.d.ts +1 -0
  172. package/lib/esm/render/webgl/RealityMesh.d.ts.map +1 -1
  173. package/lib/esm/render/webgl/RealityMesh.js +1 -0
  174. package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
  175. package/lib/esm/render/webgl/ShaderBuilder.d.ts +5 -4
  176. package/lib/esm/render/webgl/ShaderBuilder.d.ts.map +1 -1
  177. package/lib/esm/render/webgl/ShaderBuilder.js +7 -6
  178. package/lib/esm/render/webgl/ShaderBuilder.js.map +1 -1
  179. package/lib/esm/render/webgl/Target.d.ts +3 -1
  180. package/lib/esm/render/webgl/Target.d.ts.map +1 -1
  181. package/lib/esm/render/webgl/Target.js +9 -0
  182. package/lib/esm/render/webgl/Target.js.map +1 -1
  183. package/lib/esm/render/webgl/Technique.d.ts +4 -2
  184. package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
  185. package/lib/esm/render/webgl/Technique.js +148 -120
  186. package/lib/esm/render/webgl/Technique.js.map +1 -1
  187. package/lib/esm/render/webgl/TechniqueFlags.d.ts +7 -3
  188. package/lib/esm/render/webgl/TechniqueFlags.d.ts.map +1 -1
  189. package/lib/esm/render/webgl/TechniqueFlags.js +17 -4
  190. package/lib/esm/render/webgl/TechniqueFlags.js.map +1 -1
  191. package/lib/esm/render/webgl/glsl/Animation.d.ts.map +1 -1
  192. package/lib/esm/render/webgl/glsl/Animation.js +2 -0
  193. package/lib/esm/render/webgl/glsl/Animation.js.map +1 -1
  194. package/lib/esm/render/webgl/glsl/Color.d.ts.map +1 -1
  195. package/lib/esm/render/webgl/glsl/Color.js +8 -7
  196. package/lib/esm/render/webgl/glsl/Color.js.map +1 -1
  197. package/lib/esm/render/webgl/glsl/Decode.d.ts +2 -1
  198. package/lib/esm/render/webgl/glsl/Decode.d.ts.map +1 -1
  199. package/lib/esm/render/webgl/glsl/Decode.js +15 -1
  200. package/lib/esm/render/webgl/glsl/Decode.js.map +1 -1
  201. package/lib/esm/render/webgl/glsl/Edge.d.ts +2 -2
  202. package/lib/esm/render/webgl/glsl/Edge.d.ts.map +1 -1
  203. package/lib/esm/render/webgl/glsl/Edge.js +7 -20
  204. package/lib/esm/render/webgl/glsl/Edge.js.map +1 -1
  205. package/lib/esm/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  206. package/lib/esm/render/webgl/glsl/FeatureSymbology.js +1 -3
  207. package/lib/esm/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  208. package/lib/esm/render/webgl/glsl/PointString.d.ts +3 -3
  209. package/lib/esm/render/webgl/glsl/PointString.d.ts.map +1 -1
  210. package/lib/esm/render/webgl/glsl/PointString.js +6 -6
  211. package/lib/esm/render/webgl/glsl/PointString.js.map +1 -1
  212. package/lib/esm/render/webgl/glsl/Polyline.d.ts +3 -3
  213. package/lib/esm/render/webgl/glsl/Polyline.d.ts.map +1 -1
  214. package/lib/esm/render/webgl/glsl/Polyline.js +7 -22
  215. package/lib/esm/render/webgl/glsl/Polyline.js.map +1 -1
  216. package/lib/esm/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
  217. package/lib/esm/render/webgl/glsl/RealityMesh.js +1 -3
  218. package/lib/esm/render/webgl/glsl/RealityMesh.js.map +1 -1
  219. package/lib/esm/render/webgl/glsl/Surface.d.ts +2 -2
  220. package/lib/esm/render/webgl/glsl/Surface.d.ts.map +1 -1
  221. package/lib/esm/render/webgl/glsl/Surface.js +51 -35
  222. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  223. package/lib/esm/render/webgl/glsl/Vertex.d.ts +3 -3
  224. package/lib/esm/render/webgl/glsl/Vertex.d.ts.map +1 -1
  225. package/lib/esm/render/webgl/glsl/Vertex.js +142 -56
  226. package/lib/esm/render/webgl/glsl/Vertex.js.map +1 -1
  227. package/lib/esm/tile/IModelTileRequestChannels.d.ts +3 -3
  228. package/lib/esm/tile/IModelTileRequestChannels.d.ts.map +1 -1
  229. package/lib/esm/tile/IModelTileRequestChannels.js +7 -11
  230. package/lib/esm/tile/IModelTileRequestChannels.js.map +1 -1
  231. package/lib/esm/tile/OPCFormatInterpreter.d.ts.map +1 -1
  232. package/lib/esm/tile/OPCFormatInterpreter.js +2 -3
  233. package/lib/esm/tile/OPCFormatInterpreter.js.map +1 -1
  234. package/lib/esm/tile/RealityTileLoader.d.ts +1 -1
  235. package/lib/esm/tile/RealityTileLoader.d.ts.map +1 -1
  236. package/lib/esm/tile/RealityTileLoader.js +30 -7
  237. package/lib/esm/tile/RealityTileLoader.js.map +1 -1
  238. package/lib/esm/tile/TileAdmin.d.ts.map +1 -1
  239. package/lib/esm/tile/TileAdmin.js +0 -5
  240. package/lib/esm/tile/TileAdmin.js.map +1 -1
  241. package/lib/esm/tile/TileRequestChannels.d.ts +0 -4
  242. package/lib/esm/tile/TileRequestChannels.d.ts.map +1 -1
  243. package/lib/esm/tile/TileRequestChannels.js +1 -6
  244. package/lib/esm/tile/TileRequestChannels.js.map +1 -1
  245. package/lib/esm/tile/map/ArcGisUtilities.d.ts.map +1 -1
  246. package/lib/esm/tile/map/ArcGisUtilities.js +13 -0
  247. package/lib/esm/tile/map/ArcGisUtilities.js.map +1 -1
  248. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts +0 -1
  249. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
  250. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +12 -10
  251. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
  252. package/lib/esm/tile/map/MapTileTree.js +2 -2
  253. package/lib/esm/tile/map/MapTileTree.js.map +1 -1
  254. package/lib/esm/tile/map/WmsCapabilities.d.ts +3 -2
  255. package/lib/esm/tile/map/WmsCapabilities.d.ts.map +1 -1
  256. package/lib/esm/tile/map/WmsCapabilities.js +11 -10
  257. package/lib/esm/tile/map/WmsCapabilities.js.map +1 -1
  258. package/lib/esm/tools/PrimitiveTool.d.ts +3 -0
  259. package/lib/esm/tools/PrimitiveTool.d.ts.map +1 -1
  260. package/lib/esm/tools/PrimitiveTool.js +6 -0
  261. package/lib/esm/tools/PrimitiveTool.js.map +1 -1
  262. package/lib/esm/tools/ToolAdmin.d.ts +1 -21
  263. package/lib/esm/tools/ToolAdmin.d.ts.map +1 -1
  264. package/lib/esm/tools/ToolAdmin.js +0 -17
  265. package/lib/esm/tools/ToolAdmin.js.map +1 -1
  266. package/package.json +20 -21
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, IDisposable } from \"@itwin/core-bentley\";\r\nimport { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\r\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\r\nimport { GraphicBranch } from \"../GraphicBranch\";\r\nimport { RealityMeshGraphicParams, RealityMeshPrimitive } from \"../primitives/mesh/RealityMeshPrimitive\";\r\nimport { TerrainMeshPrimitive } from \"../primitives/mesh/TerrainMeshPrimitive\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\r\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\r\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\r\nimport { GL } from \"./GL\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\nconst scratchOverlapRange = Range2d.createNull();\r\nconst scratchBytes = new Uint8Array(4);\r\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\r\nconst scratchRange2d = Range2d.createNull();\r\nclass ProjectedTexture {\r\n public classifier: PlanarClassifier;\r\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\r\n this.classifier = classifier as PlanarClassifier;\r\n }\r\n public clone(targetRectangle: Range2d) {\r\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\r\n }\r\n}\r\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\r\n\r\nclass RealityTextureParam {\r\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\r\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\r\n\r\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\n public getProjectionMatrix(): Matrix4d | undefined {\r\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\r\n }\r\n public getTerrainMatrix(): Matrix4 | undefined {\r\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\r\n }\r\n\r\n public getParams(result: Matrix4): Matrix4 {\r\n /** Entry 0 is 0 for */\r\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\r\n const projectedTexture = this._projectedTextureOrMatrix;\r\n\r\n result.data[0] = 1;\r\n result.data[1] = projectedTexture.classifier.textureImageCount;\r\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\r\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\r\n result.data[4] = scratchBytes[0];\r\n result.data[5] = scratchBytes[1];\r\n result.data[6] = scratchBytes[2];\r\n result.data[7] = scratchBytes[3];\r\n\r\n const points = [];\r\n const meshParams = projectedTexture.meshParams;\r\n // Calculate range in the tiles local coordinates.\r\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\r\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\r\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\r\n points.push( meshParams.projection.getGlobalPoint(high.x, low.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\r\n for (let i = 0, j = 8; i < 4; i++) {\r\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\r\n result.data[j++] = projectedPoint.x;\r\n result.data[j++] = projectedPoint.y;\r\n }\r\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\r\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\r\n if (x0 * y1 - x1 * y0 < 0) {\r\n const swap = ((i: number, j: number) => {\r\n const temp = result.data[i];\r\n result.data[i] = result.data[j];\r\n result.data[j] = temp;\r\n });\r\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\r\n swap(i, j);\r\n swap(i + 1, j + 1);\r\n }\r\n }\r\n } else {\r\n result.data[0] = 0;\r\n }\r\n return result;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityTextureParams {\r\n constructor(public params: RealityTextureParam[]) { }\r\n public static create(textures: TerrainOrProjectedTexture[]) {\r\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\r\n assert(textures.length <= maxTexturesPerMesh);\r\n\r\n const textureParams = new Array<RealityTextureParam>();\r\n for (const texture of textures) {\r\n if (texture instanceof TerrainTexture) {\r\n const terrainTexture = texture;\r\n const matrix = new Matrix4(); // Published as Mat4.\r\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\r\n matrix.data[0] = terrainTexture.translate.x;\r\n matrix.data[1] = terrainTexture.translate.y;\r\n matrix.data[2] = terrainTexture.scale.x;\r\n matrix.data[3] = terrainTexture.scale.y;\r\n\r\n if (terrainTexture.clipRectangle) {\r\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\r\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\r\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\r\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\r\n } else {\r\n matrix.data[4] = matrix.data[5] = 0;\r\n matrix.data[6] = matrix.data[7] = 1;\r\n }\r\n matrix.data[8] = (1.0 - terrainTexture.transparency);\r\n matrix.data[9] = terrainTexture.featureId;\r\n textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\r\n } else {\r\n const classifier = texture.classifier;\r\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\r\n }\r\n }\r\n\r\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\r\n const matrix = new Matrix4();\r\n matrix.data[0] = matrix.data[1] = 0.0;\r\n matrix.data[2] = matrix.data[3] = 1.0;\r\n matrix.data[4] = matrix.data[5] = 1;\r\n matrix.data[6] = matrix.data[7] = -1;\r\n matrix.data[15] = 0; // Denotes a terrain texture.\r\n textureParams.push(new RealityTextureParam(undefined, matrix));\r\n }\r\n return new RealityTextureParams(textureParams);\r\n }\r\n\r\n}\r\n\r\n/** @internal */\r\n\r\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\r\n public readonly uvParams: QBufferHandle2d;\r\n public readonly featureID?: number;\r\n public readonly normals?: BufferHandle;\r\n\r\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, featureID?: number) {\r\n super(positions, indices, numIndices);\r\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.uvParams = uvParams;\r\n\r\n if (undefined !== normals) {\r\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n if (normals.bytesUsed > 0)\r\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.normals = normals;\r\n }\r\n this.featureID = featureID;\r\n }\r\n\r\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: Uint16Array, normBuf: BufferHandle | undefined, featureID: number) {\r\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\r\n\r\n if (undefined === indBuf)\r\n return undefined;\r\n\r\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, featureID);\r\n\r\n }\r\n\r\n public static createFromRealityMesh(mesh: RealityMeshPrimitive) {\r\n const posBuf = QBufferHandle3d.create(mesh.pointQParams, mesh.points);\r\n const uvParamBuf = QBufferHandle2d.create(mesh.uvQParams, mesh.uvs);\r\n const normalBuf = mesh.normals ? BufferHandle.createArrayBuffer(mesh.normals) : undefined;\r\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, mesh.indices, normalBuf, mesh.featureID);\r\n }\r\n\r\n public override get isDisposed(): boolean {\r\n return super.isDisposed && this.uvParams.isDisposed;\r\n }\r\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this.uvParams);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {\r\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\r\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\r\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\r\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\r\n public override get supportsThematicDisplay() { return true; }\r\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\r\n public get transform(): Transform | undefined { return this._transform; }\r\n\r\n private constructor(private _realityMeshParams: RealityMeshGeometryParams, public textureParams: RealityTextureParams | undefined, private readonly _transform: Transform | undefined, public readonly baseColor: ColorDef | undefined, private _baseIsTransparent: boolean, private _isTerrain: boolean) {\r\n super(_realityMeshParams);\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this._realityMeshParams);\r\n }\r\n\r\n public static createFromTerrainMesh(terrainMesh: TerrainMeshPrimitive, transform: Transform | undefined) {\r\n const params = RealityMeshGeometryParams.createFromRealityMesh(terrainMesh);\r\n return params ? new RealityMeshGeometry(params, undefined, transform, undefined, false, true) : undefined;\r\n }\r\n\r\n public static createFromRealityMesh(realityMesh: RealityMeshPrimitive): RealityMeshGeometry | undefined {\r\n const params = RealityMeshGeometryParams.createFromRealityMesh(realityMesh);\r\n if (!params)\r\n return undefined;\r\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\r\n\r\n return new RealityMeshGeometry(params, texture ? RealityTextureParams.create([texture]) : undefined, undefined, undefined, false, false);\r\n }\r\n\r\n public getRange(): Range3d {\r\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\r\n }\r\n\r\n public static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams): RenderGraphic | undefined {\r\n const meshes = [];\r\n const textures = params.textures ?? [];\r\n const realityMesh = params.realityMesh as RealityMeshGeometry;\r\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\r\n\r\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\r\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\r\n // Collate the textures and classifiers layers into a single array.\r\n for (const texture of textures) {\r\n const layer = layers[texture.layerIndex];\r\n if (layer) {\r\n (layer as TerrainTexture[]).push(texture);\r\n } else {\r\n layers[texture.layerIndex] = [texture];\r\n }\r\n }\r\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\r\n\r\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\r\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\r\n meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(textures), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));\r\n } else {\r\n let primaryLayer;\r\n while (primaryLayer === undefined)\r\n primaryLayer = layers.shift();\r\n if (!primaryLayer)\r\n return undefined;\r\n for (const primaryTexture of primaryLayer) {\r\n const targetRectangle = primaryTexture.targetRectangle;\r\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\r\n let layerTextures = [primaryTexture];\r\n for (const secondaryLayer of layers) {\r\n if (!secondaryLayer)\r\n continue;\r\n for (const secondaryTexture of secondaryLayer) {\r\n if (secondaryTexture instanceof ProjectedTexture) {\r\n layerTextures.push(secondaryTexture.clone(targetRectangle));\r\n } else {\r\n const secondaryRectangle = secondaryTexture.targetRectangle;\r\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\r\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\r\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\r\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\r\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\r\n\r\n if (secondaryTexture.clipRectangle)\r\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\r\n\r\n if (!textureRange.isNull && textureRange) {\r\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\r\n }\r\n }\r\n }\r\n }\r\n }\r\n while (layerTextures.length > texturesPerMesh) {\r\n meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));\r\n layerTextures = layerTextures.slice(texturesPerMesh);\r\n }\r\n meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(layerTextures), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));\r\n }\r\n }\r\n\r\n if (meshes.length === 0)\r\n return undefined;\r\n\r\n const branch = new GraphicBranch(true);\r\n for (const mesh of meshes) {\r\n const primitive = Primitive.create(mesh);\r\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\r\n }\r\n\r\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\r\n\r\n public override getPass(target: Target) {\r\n if (target.isDrawingShadowMap)\r\n return \"none\";\r\n\r\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\r\n return \"translucent\";\r\n\r\n return \"opaque\";\r\n }\r\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\r\n\r\n public override draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, GL.DataType.UnsignedShort, 0);\r\n this._params.buffers.unbind();\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, IDisposable } from \"@itwin/core-bentley\";\r\nimport { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\r\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\r\nimport { GraphicBranch } from \"../GraphicBranch\";\r\nimport { RealityMeshGraphicParams, RealityMeshPrimitive } from \"../primitives/mesh/RealityMeshPrimitive\";\r\nimport { TerrainMeshPrimitive } from \"../primitives/mesh/TerrainMeshPrimitive\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\r\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\r\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\r\nimport { GL } from \"./GL\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\nconst scratchOverlapRange = Range2d.createNull();\r\nconst scratchBytes = new Uint8Array(4);\r\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\r\nconst scratchRange2d = Range2d.createNull();\r\nclass ProjectedTexture {\r\n public classifier: PlanarClassifier;\r\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\r\n this.classifier = classifier as PlanarClassifier;\r\n }\r\n public clone(targetRectangle: Range2d) {\r\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\r\n }\r\n}\r\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\r\n\r\nclass RealityTextureParam {\r\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\r\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\r\n\r\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\n public getProjectionMatrix(): Matrix4d | undefined {\r\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\r\n }\r\n public getTerrainMatrix(): Matrix4 | undefined {\r\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\r\n }\r\n\r\n public getParams(result: Matrix4): Matrix4 {\r\n /** Entry 0 is 0 for */\r\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\r\n const projectedTexture = this._projectedTextureOrMatrix;\r\n\r\n result.data[0] = 1;\r\n result.data[1] = projectedTexture.classifier.textureImageCount;\r\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\r\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\r\n result.data[4] = scratchBytes[0];\r\n result.data[5] = scratchBytes[1];\r\n result.data[6] = scratchBytes[2];\r\n result.data[7] = scratchBytes[3];\r\n\r\n const points = [];\r\n const meshParams = projectedTexture.meshParams;\r\n // Calculate range in the tiles local coordinates.\r\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\r\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\r\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\r\n points.push( meshParams.projection.getGlobalPoint(high.x, low.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\r\n for (let i = 0, j = 8; i < 4; i++) {\r\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\r\n result.data[j++] = projectedPoint.x;\r\n result.data[j++] = projectedPoint.y;\r\n }\r\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\r\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\r\n if (x0 * y1 - x1 * y0 < 0) {\r\n const swap = ((i: number, j: number) => {\r\n const temp = result.data[i];\r\n result.data[i] = result.data[j];\r\n result.data[j] = temp;\r\n });\r\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\r\n swap(i, j);\r\n swap(i + 1, j + 1);\r\n }\r\n }\r\n } else {\r\n result.data[0] = 0;\r\n }\r\n return result;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityTextureParams {\r\n constructor(public params: RealityTextureParam[]) { }\r\n public static create(textures: TerrainOrProjectedTexture[]) {\r\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\r\n assert(textures.length <= maxTexturesPerMesh);\r\n\r\n const textureParams = new Array<RealityTextureParam>();\r\n for (const texture of textures) {\r\n if (texture instanceof TerrainTexture) {\r\n const terrainTexture = texture;\r\n const matrix = new Matrix4(); // Published as Mat4.\r\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\r\n matrix.data[0] = terrainTexture.translate.x;\r\n matrix.data[1] = terrainTexture.translate.y;\r\n matrix.data[2] = terrainTexture.scale.x;\r\n matrix.data[3] = terrainTexture.scale.y;\r\n\r\n if (terrainTexture.clipRectangle) {\r\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\r\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\r\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\r\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\r\n } else {\r\n matrix.data[4] = matrix.data[5] = 0;\r\n matrix.data[6] = matrix.data[7] = 1;\r\n }\r\n matrix.data[8] = (1.0 - terrainTexture.transparency);\r\n matrix.data[9] = terrainTexture.featureId;\r\n textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\r\n } else {\r\n const classifier = texture.classifier;\r\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\r\n }\r\n }\r\n\r\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\r\n const matrix = new Matrix4();\r\n matrix.data[0] = matrix.data[1] = 0.0;\r\n matrix.data[2] = matrix.data[3] = 1.0;\r\n matrix.data[4] = matrix.data[5] = 1;\r\n matrix.data[6] = matrix.data[7] = -1;\r\n matrix.data[15] = 0; // Denotes a terrain texture.\r\n textureParams.push(new RealityTextureParam(undefined, matrix));\r\n }\r\n return new RealityTextureParams(textureParams);\r\n }\r\n\r\n}\r\n\r\n/** @internal */\r\n\r\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\r\n public readonly uvParams: QBufferHandle2d;\r\n public readonly featureID?: number;\r\n public readonly normals?: BufferHandle;\r\n\r\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, featureID?: number) {\r\n super(positions, indices, numIndices);\r\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.uvParams = uvParams;\r\n\r\n if (undefined !== normals) {\r\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n if (normals.bytesUsed > 0)\r\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.normals = normals;\r\n }\r\n this.featureID = featureID;\r\n }\r\n\r\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: Uint16Array, normBuf: BufferHandle | undefined, featureID: number) {\r\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\r\n\r\n if (undefined === indBuf)\r\n return undefined;\r\n\r\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, featureID);\r\n\r\n }\r\n\r\n public static createFromRealityMesh(mesh: RealityMeshPrimitive) {\r\n const posBuf = QBufferHandle3d.create(mesh.pointQParams, mesh.points);\r\n const uvParamBuf = QBufferHandle2d.create(mesh.uvQParams, mesh.uvs);\r\n const normalBuf = mesh.normals ? BufferHandle.createArrayBuffer(mesh.normals) : undefined;\r\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, mesh.indices, normalBuf, mesh.featureID);\r\n }\r\n\r\n public override get isDisposed(): boolean {\r\n return super.isDisposed && this.uvParams.isDisposed;\r\n }\r\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this.uvParams);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {\r\n public readonly hasTextures: boolean;\r\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\r\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\r\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\r\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\r\n public override get supportsThematicDisplay() { return true; }\r\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\r\n public get transform(): Transform | undefined { return this._transform; }\r\n\r\n private constructor(private _realityMeshParams: RealityMeshGeometryParams, public textureParams: RealityTextureParams | undefined, private readonly _transform: Transform | undefined, public readonly baseColor: ColorDef | undefined, private _baseIsTransparent: boolean, private _isTerrain: boolean) {\r\n super(_realityMeshParams);\r\n this.hasTextures = undefined !== textureParams && textureParams.params.some((x) => undefined !== x.texture);\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this._realityMeshParams);\r\n }\r\n\r\n public static createFromTerrainMesh(terrainMesh: TerrainMeshPrimitive, transform: Transform | undefined) {\r\n const params = RealityMeshGeometryParams.createFromRealityMesh(terrainMesh);\r\n return params ? new RealityMeshGeometry(params, undefined, transform, undefined, false, true) : undefined;\r\n }\r\n\r\n public static createFromRealityMesh(realityMesh: RealityMeshPrimitive): RealityMeshGeometry | undefined {\r\n const params = RealityMeshGeometryParams.createFromRealityMesh(realityMesh);\r\n if (!params)\r\n return undefined;\r\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\r\n\r\n return new RealityMeshGeometry(params, texture ? RealityTextureParams.create([texture]) : undefined, undefined, undefined, false, false);\r\n }\r\n\r\n public getRange(): Range3d {\r\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\r\n }\r\n\r\n public static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams): RenderGraphic | undefined {\r\n const meshes = [];\r\n const textures = params.textures ?? [];\r\n const realityMesh = params.realityMesh as RealityMeshGeometry;\r\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\r\n\r\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\r\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\r\n // Collate the textures and classifiers layers into a single array.\r\n for (const texture of textures) {\r\n const layer = layers[texture.layerIndex];\r\n if (layer) {\r\n (layer as TerrainTexture[]).push(texture);\r\n } else {\r\n layers[texture.layerIndex] = [texture];\r\n }\r\n }\r\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\r\n\r\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\r\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\r\n meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(textures), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));\r\n } else {\r\n let primaryLayer;\r\n while (primaryLayer === undefined)\r\n primaryLayer = layers.shift();\r\n if (!primaryLayer)\r\n return undefined;\r\n for (const primaryTexture of primaryLayer) {\r\n const targetRectangle = primaryTexture.targetRectangle;\r\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\r\n let layerTextures = [primaryTexture];\r\n for (const secondaryLayer of layers) {\r\n if (!secondaryLayer)\r\n continue;\r\n for (const secondaryTexture of secondaryLayer) {\r\n if (secondaryTexture instanceof ProjectedTexture) {\r\n layerTextures.push(secondaryTexture.clone(targetRectangle));\r\n } else {\r\n const secondaryRectangle = secondaryTexture.targetRectangle;\r\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\r\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\r\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\r\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\r\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\r\n\r\n if (secondaryTexture.clipRectangle)\r\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\r\n\r\n if (!textureRange.isNull && textureRange) {\r\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\r\n }\r\n }\r\n }\r\n }\r\n }\r\n while (layerTextures.length > texturesPerMesh) {\r\n meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));\r\n layerTextures = layerTextures.slice(texturesPerMesh);\r\n }\r\n meshes.push(new RealityMeshGeometry(realityMesh._realityMeshParams, RealityTextureParams.create(layerTextures), realityMesh._transform, baseColor, baseTransparent, realityMesh._isTerrain));\r\n }\r\n }\r\n\r\n if (meshes.length === 0)\r\n return undefined;\r\n\r\n const branch = new GraphicBranch(true);\r\n for (const mesh of meshes) {\r\n const primitive = Primitive.create(mesh);\r\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\r\n }\r\n\r\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\r\n\r\n public override getPass(target: Target) {\r\n if (target.isDrawingShadowMap)\r\n return \"none\";\r\n\r\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\r\n return \"translucent\";\r\n\r\n return \"opaque\";\r\n }\r\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\r\n\r\n public override draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, GL.DataType.UnsignedShort, 0);\r\n this._params.buffers.unbind();\r\n }\r\n}\r\n"]}
@@ -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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@@ -397,9 +397,6 @@ export class ShaderBuilder extends ShaderVariables {
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
  }
@@ -541,8 +538,12 @@ export class VertexShaderBuilder extends ShaderBuilder {
541
538
  addPosition(this, this.usesVertexTable);
542
539
  }
543
540
  buildPrelude(attrMap) { return this.buildPreludeCommon(attrMap, true); }
544
- get maxRgbaPerVertex() {
545
- return this._flags.maxRgbaPerVertex;
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 = unquantizeVertexPosition(qpos, u_qOrigin, u_qScale);");
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);