@itwin/core-frontend 3.2.0-dev.8 → 3.3.0-dev.1

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 (1218) hide show
  1. package/CHANGELOG.md +60 -1
  2. package/lib/cjs/AccuDraw.d.ts +2 -0
  3. package/lib/cjs/AccuDraw.d.ts.map +1 -1
  4. package/lib/cjs/AccuDraw.js +2 -0
  5. package/lib/cjs/AccuDraw.js.map +1 -1
  6. package/lib/cjs/AccuSnap.d.ts +1 -0
  7. package/lib/cjs/AccuSnap.d.ts.map +1 -1
  8. package/lib/cjs/AccuSnap.js +1 -0
  9. package/lib/cjs/AccuSnap.js.map +1 -1
  10. package/lib/cjs/ApproximateTerrainHeights.d.ts.map +1 -1
  11. package/lib/cjs/ApproximateTerrainHeights.js +4 -2
  12. package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
  13. package/lib/cjs/ApproximateTerrainHeightsProps.d.ts +1 -1
  14. package/lib/cjs/ApproximateTerrainHeightsProps.d.ts.map +1 -1
  15. package/lib/cjs/ApproximateTerrainHeightsProps.js +2 -2
  16. package/lib/cjs/ApproximateTerrainHeightsProps.js.map +1 -1
  17. package/lib/cjs/AuxCoordSys.d.ts +12 -2
  18. package/lib/cjs/AuxCoordSys.d.ts.map +1 -1
  19. package/lib/cjs/AuxCoordSys.js +12 -2
  20. package/lib/cjs/AuxCoordSys.js.map +1 -1
  21. package/lib/cjs/BingLocation.d.ts +1 -0
  22. package/lib/cjs/BingLocation.d.ts.map +1 -1
  23. package/lib/cjs/BingLocation.js +1 -0
  24. package/lib/cjs/BingLocation.js.map +1 -1
  25. package/lib/cjs/BriefcaseConnection.d.ts +35 -1
  26. package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
  27. package/lib/cjs/BriefcaseConnection.js +52 -1
  28. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  29. package/lib/cjs/CategorySelectorState.d.ts +1 -0
  30. package/lib/cjs/CategorySelectorState.d.ts.map +1 -1
  31. package/lib/cjs/CategorySelectorState.js +1 -0
  32. package/lib/cjs/CategorySelectorState.js.map +1 -1
  33. package/lib/cjs/ChangeFlags.d.ts +1 -0
  34. package/lib/cjs/ChangeFlags.d.ts.map +1 -1
  35. package/lib/cjs/ChangeFlags.js +1 -0
  36. package/lib/cjs/ChangeFlags.js.map +1 -1
  37. package/lib/cjs/ContextRealityModelState.d.ts +1 -0
  38. package/lib/cjs/ContextRealityModelState.d.ts.map +1 -1
  39. package/lib/cjs/ContextRealityModelState.js +1 -0
  40. package/lib/cjs/ContextRealityModelState.js.map +1 -1
  41. package/lib/cjs/CoordSystem.d.ts +1 -0
  42. package/lib/cjs/CoordSystem.d.ts.map +1 -1
  43. package/lib/cjs/CoordSystem.js +1 -0
  44. package/lib/cjs/CoordSystem.js.map +1 -1
  45. package/lib/cjs/DisplayStyleState.d.ts +4 -0
  46. package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
  47. package/lib/cjs/DisplayStyleState.js +9 -4
  48. package/lib/cjs/DisplayStyleState.js.map +1 -1
  49. package/lib/cjs/DrawingViewState.d.ts +5 -2
  50. package/lib/cjs/DrawingViewState.d.ts.map +1 -1
  51. package/lib/cjs/DrawingViewState.js +34 -3
  52. package/lib/cjs/DrawingViewState.js.map +1 -1
  53. package/lib/cjs/ElementLocateManager.d.ts +23 -5
  54. package/lib/cjs/ElementLocateManager.d.ts.map +1 -1
  55. package/lib/cjs/ElementLocateManager.js +19 -4
  56. package/lib/cjs/ElementLocateManager.js.map +1 -1
  57. package/lib/cjs/EmphasizeElements.d.ts +1 -0
  58. package/lib/cjs/EmphasizeElements.d.ts.map +1 -1
  59. package/lib/cjs/EmphasizeElements.js +1 -0
  60. package/lib/cjs/EmphasizeElements.js.map +1 -1
  61. package/lib/cjs/EntityState.d.ts +2 -0
  62. package/lib/cjs/EntityState.d.ts.map +1 -1
  63. package/lib/cjs/EntityState.js +2 -0
  64. package/lib/cjs/EntityState.js.map +1 -1
  65. package/lib/cjs/FeatureOverrideProvider.d.ts +1 -0
  66. package/lib/cjs/FeatureOverrideProvider.d.ts.map +1 -1
  67. package/lib/cjs/FeatureOverrideProvider.js.map +1 -1
  68. package/lib/cjs/FlashSettings.d.ts +3 -0
  69. package/lib/cjs/FlashSettings.d.ts.map +1 -1
  70. package/lib/cjs/FlashSettings.js +2 -0
  71. package/lib/cjs/FlashSettings.js.map +1 -1
  72. package/lib/cjs/FrontendHubAccess.d.ts +4 -1
  73. package/lib/cjs/FrontendHubAccess.d.ts.map +1 -1
  74. package/lib/cjs/FrontendHubAccess.js.map +1 -1
  75. package/lib/cjs/FrontendLoggerCategory.d.ts +6 -1
  76. package/lib/cjs/FrontendLoggerCategory.d.ts.map +1 -1
  77. package/lib/cjs/FrontendLoggerCategory.js +5 -0
  78. package/lib/cjs/FrontendLoggerCategory.js.map +1 -1
  79. package/lib/cjs/FrustumAnimator.d.ts +2 -0
  80. package/lib/cjs/FrustumAnimator.d.ts.map +1 -1
  81. package/lib/cjs/FrustumAnimator.js +2 -0
  82. package/lib/cjs/FrustumAnimator.js.map +1 -1
  83. package/lib/cjs/FuzzySearch.d.ts +1 -0
  84. package/lib/cjs/FuzzySearch.d.ts.map +1 -1
  85. package/lib/cjs/FuzzySearch.js.map +1 -1
  86. package/lib/cjs/GlobeAnimator.d.ts +1 -0
  87. package/lib/cjs/GlobeAnimator.d.ts.map +1 -1
  88. package/lib/cjs/GlobeAnimator.js +1 -0
  89. package/lib/cjs/GlobeAnimator.js.map +1 -1
  90. package/lib/cjs/HitDetail.d.ts +26 -5
  91. package/lib/cjs/HitDetail.d.ts.map +1 -1
  92. package/lib/cjs/HitDetail.js +26 -5
  93. package/lib/cjs/HitDetail.js.map +1 -1
  94. package/lib/cjs/IModelApp.d.ts +9 -0
  95. package/lib/cjs/IModelApp.d.ts.map +1 -1
  96. package/lib/cjs/IModelApp.js +38 -23
  97. package/lib/cjs/IModelApp.js.map +1 -1
  98. package/lib/cjs/IModelConnection.d.ts +11 -2
  99. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  100. package/lib/cjs/IModelConnection.js +23 -2
  101. package/lib/cjs/IModelConnection.js.map +1 -1
  102. package/lib/cjs/ImageUtil.d.ts +15 -2
  103. package/lib/cjs/ImageUtil.d.ts.map +1 -1
  104. package/lib/cjs/ImageUtil.js +19 -4
  105. package/lib/cjs/ImageUtil.js.map +1 -1
  106. package/lib/cjs/IpcApp.d.ts +1 -0
  107. package/lib/cjs/IpcApp.d.ts.map +1 -1
  108. package/lib/cjs/IpcApp.js +1 -0
  109. package/lib/cjs/IpcApp.js.map +1 -1
  110. package/lib/cjs/MarginPercent.d.ts +1 -0
  111. package/lib/cjs/MarginPercent.d.ts.map +1 -1
  112. package/lib/cjs/MarginPercent.js +1 -0
  113. package/lib/cjs/MarginPercent.js.map +1 -1
  114. package/lib/cjs/Marker.d.ts +16 -3
  115. package/lib/cjs/Marker.d.ts.map +1 -1
  116. package/lib/cjs/Marker.js +3 -0
  117. package/lib/cjs/Marker.js.map +1 -1
  118. package/lib/cjs/ModelSelectorState.d.ts +1 -0
  119. package/lib/cjs/ModelSelectorState.d.ts.map +1 -1
  120. package/lib/cjs/ModelSelectorState.js +1 -0
  121. package/lib/cjs/ModelSelectorState.js.map +1 -1
  122. package/lib/cjs/ModelState.d.ts +10 -0
  123. package/lib/cjs/ModelState.d.ts.map +1 -1
  124. package/lib/cjs/ModelState.js +10 -0
  125. package/lib/cjs/ModelState.js.map +1 -1
  126. package/lib/cjs/NotificationManager.d.ts +11 -0
  127. package/lib/cjs/NotificationManager.d.ts.map +1 -1
  128. package/lib/cjs/NotificationManager.js +10 -0
  129. package/lib/cjs/NotificationManager.js.map +1 -1
  130. package/lib/cjs/PerModelCategoryVisibility.d.ts +1 -0
  131. package/lib/cjs/PerModelCategoryVisibility.d.ts.map +1 -1
  132. package/lib/cjs/PerModelCategoryVisibility.js +1 -0
  133. package/lib/cjs/PerModelCategoryVisibility.js.map +1 -1
  134. package/lib/cjs/SelectionSet.d.ts +7 -0
  135. package/lib/cjs/SelectionSet.d.ts.map +1 -1
  136. package/lib/cjs/SelectionSet.js +3 -0
  137. package/lib/cjs/SelectionSet.js.map +1 -1
  138. package/lib/cjs/SheetViewState.d.ts +6 -5
  139. package/lib/cjs/SheetViewState.d.ts.map +1 -1
  140. package/lib/cjs/SheetViewState.js +58 -6
  141. package/lib/cjs/SheetViewState.js.map +1 -1
  142. package/lib/cjs/SpatialViewState.d.ts +7 -2
  143. package/lib/cjs/SpatialViewState.d.ts.map +1 -1
  144. package/lib/cjs/SpatialViewState.js +17 -3
  145. package/lib/cjs/SpatialViewState.js.map +1 -1
  146. package/lib/cjs/Sprites.d.ts +3 -0
  147. package/lib/cjs/Sprites.d.ts.map +1 -1
  148. package/lib/cjs/Sprites.js +3 -0
  149. package/lib/cjs/Sprites.js.map +1 -1
  150. package/lib/cjs/StandardView.d.ts +1 -0
  151. package/lib/cjs/StandardView.d.ts.map +1 -1
  152. package/lib/cjs/StandardView.js +1 -0
  153. package/lib/cjs/StandardView.js.map +1 -1
  154. package/lib/cjs/SubCategoriesCache.d.ts +14 -7
  155. package/lib/cjs/SubCategoriesCache.d.ts.map +1 -1
  156. package/lib/cjs/SubCategoriesCache.js +36 -8
  157. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  158. package/lib/cjs/TentativePoint.d.ts +4 -1
  159. package/lib/cjs/TentativePoint.d.ts.map +1 -1
  160. package/lib/cjs/TentativePoint.js +4 -1
  161. package/lib/cjs/TentativePoint.js.map +1 -1
  162. package/lib/cjs/Tiles.d.ts +1 -0
  163. package/lib/cjs/Tiles.d.ts.map +1 -1
  164. package/lib/cjs/Tiles.js +1 -0
  165. package/lib/cjs/Tiles.js.map +1 -1
  166. package/lib/cjs/ViewAnimation.d.ts +6 -0
  167. package/lib/cjs/ViewAnimation.d.ts.map +1 -1
  168. package/lib/cjs/ViewAnimation.js.map +1 -1
  169. package/lib/cjs/ViewCreator2d.d.ts +2 -0
  170. package/lib/cjs/ViewCreator2d.d.ts.map +1 -1
  171. package/lib/cjs/ViewCreator2d.js +1 -0
  172. package/lib/cjs/ViewCreator2d.js.map +1 -1
  173. package/lib/cjs/ViewCreator3d.d.ts +2 -8
  174. package/lib/cjs/ViewCreator3d.d.ts.map +1 -1
  175. package/lib/cjs/ViewCreator3d.js +12 -38
  176. package/lib/cjs/ViewCreator3d.js.map +1 -1
  177. package/lib/cjs/ViewGlobalLocation.d.ts +3 -0
  178. package/lib/cjs/ViewGlobalLocation.d.ts.map +1 -1
  179. package/lib/cjs/ViewGlobalLocation.js +1 -0
  180. package/lib/cjs/ViewGlobalLocation.js.map +1 -1
  181. package/lib/cjs/ViewManager.d.ts +3 -0
  182. package/lib/cjs/ViewManager.d.ts.map +1 -1
  183. package/lib/cjs/ViewManager.js +2 -0
  184. package/lib/cjs/ViewManager.js.map +1 -1
  185. package/lib/cjs/ViewPose.d.ts +1 -0
  186. package/lib/cjs/ViewPose.d.ts.map +1 -1
  187. package/lib/cjs/ViewPose.js +1 -0
  188. package/lib/cjs/ViewPose.js.map +1 -1
  189. package/lib/cjs/ViewRect.d.ts +1 -0
  190. package/lib/cjs/ViewRect.d.ts.map +1 -1
  191. package/lib/cjs/ViewRect.js +1 -0
  192. package/lib/cjs/ViewRect.js.map +1 -1
  193. package/lib/cjs/ViewState.d.ts +17 -2
  194. package/lib/cjs/ViewState.d.ts.map +1 -1
  195. package/lib/cjs/ViewState.js +40 -9
  196. package/lib/cjs/ViewState.js.map +1 -1
  197. package/lib/cjs/ViewStatus.d.ts +1 -0
  198. package/lib/cjs/ViewStatus.d.ts.map +1 -1
  199. package/lib/cjs/ViewStatus.js +1 -0
  200. package/lib/cjs/ViewStatus.js.map +1 -1
  201. package/lib/cjs/ViewingSpace.d.ts +1 -0
  202. package/lib/cjs/ViewingSpace.d.ts.map +1 -1
  203. package/lib/cjs/ViewingSpace.js +1 -0
  204. package/lib/cjs/ViewingSpace.js.map +1 -1
  205. package/lib/cjs/Viewport.d.ts +6 -2
  206. package/lib/cjs/Viewport.d.ts.map +1 -1
  207. package/lib/cjs/Viewport.js +12 -4
  208. package/lib/cjs/Viewport.js.map +1 -1
  209. package/lib/cjs/ViewportSync.d.ts +119 -0
  210. package/lib/cjs/ViewportSync.d.ts.map +1 -0
  211. package/lib/cjs/ViewportSync.js +187 -0
  212. package/lib/cjs/ViewportSync.js.map +1 -0
  213. package/lib/cjs/core-frontend.d.ts +10 -6
  214. package/lib/cjs/core-frontend.d.ts.map +1 -1
  215. package/lib/cjs/core-frontend.js +11 -6
  216. package/lib/cjs/core-frontend.js.map +1 -1
  217. package/lib/cjs/extension/Extension.d.ts +24 -15
  218. package/lib/cjs/extension/Extension.d.ts.map +1 -1
  219. package/lib/cjs/extension/Extension.js +0 -8
  220. package/lib/cjs/extension/Extension.js.map +1 -1
  221. package/lib/cjs/extension/ExtensionAdmin.d.ts +21 -44
  222. package/lib/cjs/extension/ExtensionAdmin.d.ts.map +1 -1
  223. package/lib/cjs/extension/ExtensionAdmin.js +55 -64
  224. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
  225. package/lib/cjs/extension/ExtensionRuntime.js +231 -59
  226. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  227. package/lib/cjs/extension/providers/ExtensionLoadScript.d.ts +10 -0
  228. package/lib/cjs/extension/providers/ExtensionLoadScript.d.ts.map +1 -0
  229. package/lib/cjs/extension/providers/ExtensionLoadScript.js +55 -0
  230. package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -0
  231. package/lib/cjs/extension/providers/ExtensionServiceClient.d.ts +52 -0
  232. package/lib/cjs/extension/providers/ExtensionServiceClient.d.ts.map +1 -0
  233. package/lib/cjs/extension/providers/ExtensionServiceClient.js +131 -0
  234. package/lib/cjs/extension/providers/ExtensionServiceClient.js.map +1 -0
  235. package/lib/cjs/extension/providers/LocalExtensionProvider.d.ts +26 -0
  236. package/lib/cjs/extension/providers/LocalExtensionProvider.d.ts.map +1 -0
  237. package/lib/cjs/extension/providers/LocalExtensionProvider.js +24 -0
  238. package/lib/cjs/extension/providers/LocalExtensionProvider.js.map +1 -0
  239. package/lib/cjs/extension/providers/RemoteExtensionProvider.d.ts +36 -0
  240. package/lib/cjs/extension/providers/RemoteExtensionProvider.d.ts.map +1 -0
  241. package/lib/cjs/extension/providers/RemoteExtensionProvider.js +53 -0
  242. package/lib/cjs/extension/providers/RemoteExtensionProvider.js.map +1 -0
  243. package/lib/cjs/extension/providers/ServiceExtensionProvider.d.ts +37 -0
  244. package/lib/cjs/extension/providers/ServiceExtensionProvider.d.ts.map +1 -0
  245. package/lib/cjs/extension/providers/ServiceExtensionProvider.js +84 -0
  246. package/lib/cjs/extension/providers/ServiceExtensionProvider.js.map +1 -0
  247. package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts.map +1 -1
  248. package/lib/cjs/quantity-formatting/QuantityFormatter.js +2 -1
  249. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  250. package/lib/cjs/render/CanvasDecoration.d.ts +2 -0
  251. package/lib/cjs/render/CanvasDecoration.d.ts.map +1 -1
  252. package/lib/cjs/render/CanvasDecoration.js.map +1 -1
  253. package/lib/cjs/render/Decorations.d.ts +1 -0
  254. package/lib/cjs/render/Decorations.d.ts.map +1 -1
  255. package/lib/cjs/render/Decorations.js +1 -0
  256. package/lib/cjs/render/Decorations.js.map +1 -1
  257. package/lib/cjs/render/FeatureSymbology.d.ts +1 -0
  258. package/lib/cjs/render/FeatureSymbology.d.ts.map +1 -1
  259. package/lib/cjs/render/FeatureSymbology.js +1 -0
  260. package/lib/cjs/render/FeatureSymbology.js.map +1 -1
  261. package/lib/cjs/render/GraphicBranch.d.ts +2 -0
  262. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  263. package/lib/cjs/render/GraphicBranch.js +1 -0
  264. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  265. package/lib/cjs/render/GraphicBuilder.d.ts +33 -2
  266. package/lib/cjs/render/GraphicBuilder.d.ts.map +1 -1
  267. package/lib/cjs/render/GraphicBuilder.js +26 -0
  268. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  269. package/lib/cjs/render/GraphicPrimitive.d.ts +14 -0
  270. package/lib/cjs/render/GraphicPrimitive.d.ts.map +1 -1
  271. package/lib/cjs/render/GraphicPrimitive.js.map +1 -1
  272. package/lib/cjs/render/ParticleCollectionBuilder.d.ts +3 -0
  273. package/lib/cjs/render/ParticleCollectionBuilder.d.ts.map +1 -1
  274. package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
  275. package/lib/cjs/render/Pixel.d.ts +1 -0
  276. package/lib/cjs/render/Pixel.d.ts.map +1 -1
  277. package/lib/cjs/render/Pixel.js +1 -0
  278. package/lib/cjs/render/Pixel.js.map +1 -1
  279. package/lib/cjs/render/RenderClipVolume.d.ts +1 -0
  280. package/lib/cjs/render/RenderClipVolume.d.ts.map +1 -1
  281. package/lib/cjs/render/RenderClipVolume.js +1 -0
  282. package/lib/cjs/render/RenderClipVolume.js.map +1 -1
  283. package/lib/cjs/render/RenderGraphic.d.ts +3 -0
  284. package/lib/cjs/render/RenderGraphic.d.ts.map +1 -1
  285. package/lib/cjs/render/RenderGraphic.js +2 -0
  286. package/lib/cjs/render/RenderGraphic.js.map +1 -1
  287. package/lib/cjs/render/RenderSystem.d.ts +4 -3
  288. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  289. package/lib/cjs/render/RenderSystem.js +4 -3
  290. package/lib/cjs/render/RenderSystem.js.map +1 -1
  291. package/lib/cjs/render/RenderTexture.d.ts +7 -0
  292. package/lib/cjs/render/RenderTexture.d.ts.map +1 -1
  293. package/lib/cjs/render/RenderTexture.js.map +1 -1
  294. package/lib/cjs/render/Scene.d.ts +1 -0
  295. package/lib/cjs/render/Scene.d.ts.map +1 -1
  296. package/lib/cjs/render/Scene.js +1 -0
  297. package/lib/cjs/render/Scene.js.map +1 -1
  298. package/lib/cjs/render/ScreenSpaceEffectBuilder.d.ts +10 -0
  299. package/lib/cjs/render/ScreenSpaceEffectBuilder.d.ts.map +1 -1
  300. package/lib/cjs/render/ScreenSpaceEffectBuilder.js +2 -0
  301. package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
  302. package/lib/cjs/render/primitives/VertexKey.d.ts +4 -2
  303. package/lib/cjs/render/primitives/VertexKey.d.ts.map +1 -1
  304. package/lib/cjs/render/primitives/VertexKey.js +23 -12
  305. package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
  306. package/lib/cjs/render/primitives/VertexTable.d.ts +1 -1
  307. package/lib/cjs/render/primitives/VertexTable.js +30 -2
  308. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  309. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts +12 -4
  310. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
  311. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js +20 -15
  312. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  313. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.d.ts +2 -1
  314. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.d.ts.map +1 -1
  315. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js +6 -1
  316. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
  317. package/lib/cjs/render/primitives/geometry/GeometryPrimitives.d.ts +14 -12
  318. package/lib/cjs/render/primitives/geometry/GeometryPrimitives.d.ts.map +1 -1
  319. package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js +26 -25
  320. package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js.map +1 -1
  321. package/lib/cjs/render/primitives/mesh/MeshBuilder.d.ts +8 -8
  322. package/lib/cjs/render/primitives/mesh/MeshBuilder.d.ts.map +1 -1
  323. package/lib/cjs/render/primitives/mesh/MeshBuilder.js +15 -15
  324. package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
  325. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.d.ts +11 -6
  326. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.d.ts.map +1 -1
  327. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js +12 -15
  328. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  329. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +1 -1
  330. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
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@@ -6,6 +6,7 @@ import { Viewport } from "../Viewport";
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  * @see [[ScreenSpaceEffectBuilder.addUniform]] to define a uniform variable.
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  * @see [[Uniform]] to set the value of a uniform variable.
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  export declare enum UniformType {
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  /** GLSL `bool`. */
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  /** The underlying data types that can be used for varying variables in screen-space effect shaders.
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  * @see [[ScreenSpaceEffectBuilder.addVarying]] to define a varying variable.
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  * @public
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  export declare enum VaryingType {
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  /** GLSL `float`. */
@@ -39,6 +41,7 @@ export declare enum VaryingType {
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  * @see [[UniformParams.bind]] to provide the value of the variable.
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  * @see [[ScreenSpaceEffectBuilder.addUniform]] to add a uniform variable to an effect shader.
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  * @public
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  */
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  export interface Uniform {
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  /** Sets the value to an integer - equivalent to `WebGLRenderingContext.uniform1i`. */
@@ -58,6 +61,7 @@ export interface Uniform {
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  }
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  /** Context supplied to [[UniformParams.bind]].
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64
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  export interface UniformContext {
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  /** The viewport to which the screen-space effect is to be applied. */
@@ -66,6 +70,7 @@ export interface UniformContext {
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  /** Parameters used to define a uniform variable for a [[ScreenSpaceEffectBuilder]]'s shader program.
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  * @see [[ScreenSpaceEffectBuilder.addUniform]] to add a uniform variable to an effect shader.
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  export interface UniformParams {
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  /** The data type of the uniform variable. */
@@ -78,6 +83,7 @@ export interface UniformParams {
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  /** Parameters used to define an array of uniform variables for a [[ScreenSpaceEffectBuilder]]'s shader program.
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  export interface UniformArrayParams extends UniformParams {
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  /** The number of elements in the array. */
@@ -92,6 +98,7 @@ export interface UniformArrayParams extends UniformParams {
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  * The [[RenderSystem]] takes care of adjusting the source code for some of these differences, e.g., `varying` (WebGL1) vs `in` and `out` (WebGL2);
93
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  * and `TEXTURE`, `TEXTURE_CUBE`, and `TEXTURE_PROJ` macros are provided to replace `texture2D`, `textureCube`, and `texture2DProj` with their WebGL2 equivalents when applicable.
94
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101
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  */
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  export interface ScreenSpaceEffectSource {
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  /** The GLSL implementation of the vertex shader. Instead of `main`, it implements `void effectMain(vec4 position)` where `position` is the vertex position in normalized device coordinates ([-1..1]).
@@ -119,6 +126,7 @@ export interface ScreenSpaceEffectSource {
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  /** Parameters used to create a [[ScreenSpaceEffectBuilder]].
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  * @see [[RenderSystem.createScreenSpaceEffectBuilder]].
121
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  * @public
129
+ * @extensions
122
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  */
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  export interface ScreenSpaceEffectBuilderParams {
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  /** The name of the effect. Must be unique among all registered screen-space effects. It is not displayed to the user. */
@@ -132,6 +140,7 @@ export interface ScreenSpaceEffectBuilderParams {
132
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  }
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  /** Context passed to [[ScreenSpaceEffectBuilder.shouldApply]].
134
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  * @public
143
+ * @extensions
135
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  */
136
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  export interface ScreenSpaceEffectContext {
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  /** The viewport to which the screen-space effect is to be applied. */
@@ -164,6 +173,7 @@ export interface ScreenSpaceEffectContext {
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  * @see [ConvolutionEffect]($frontend-devtools) for examples of effects like blur, sharpen, and emboss.
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  * @see [FlipImageEffect]($frontend-devtools) for a very simple example of an effect that shifts pixels from their original locations.
166
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  * @public
176
+ * @extensions
167
177
  */
168
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  export interface ScreenSpaceEffectBuilder {
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  /** True if the shader will be used with a WebGL 2 rendering context. */
@@ -1 +1 @@
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@@ -12,6 +12,7 @@ exports.VaryingType = exports.UniformType = void 0;
12
12
  * @see [[ScreenSpaceEffectBuilder.addUniform]] to define a uniform variable.
13
13
  * @see [[Uniform]] to set the value of a uniform variable.
14
14
  * @public
15
+ * @extensions
15
16
  */
16
17
  var UniformType;
17
18
  (function (UniformType) {
@@ -31,6 +32,7 @@ var UniformType;
31
32
  /** The underlying data types that can be used for varying variables in screen-space effect shaders.
32
33
  * @see [[ScreenSpaceEffectBuilder.addVarying]] to define a varying variable.
33
34
  * @public
35
+ * @extensions
34
36
  */
35
37
  var VaryingType;
36
38
  (function (VaryingType) {
@@ -1 +1 @@
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { Viewport } from \"../Viewport\";\r\n\r\n/** The underlying data types that can be used for uniform variables in screen-space effect shaders.\r\n * @see [[ScreenSpaceEffectBuilder.addUniform]] to define a uniform variable.\r\n * @see [[Uniform]] to set the value of a uniform variable.\r\n * @public\r\n */\r\nexport enum UniformType {\r\n /** GLSL `bool`. */\r\n Bool,\r\n /** GLSL `int`. */\r\n Int,\r\n /** GLSL `float`. */\r\n Float,\r\n /** GLSL `vec2`. */\r\n Vec2,\r\n /** GLSL `vec3`. */\r\n Vec3,\r\n /** GLSL `vec4`. */\r\n Vec4,\r\n}\r\n\r\n/** The underlying data types that can be used for varying variables in screen-space effect shaders.\r\n * @see [[ScreenSpaceEffectBuilder.addVarying]] to define a varying variable.\r\n * @public\r\n */\r\nexport enum VaryingType {\r\n /** GLSL `float`. */\r\n Float,\r\n /** GLSL `vec2`. */\r\n Vec2,\r\n /** GLSL `vec3`. */\r\n Vec3,\r\n /** GLSL `vec4`. */\r\n Vec4,\r\n}\r\n\r\n/** Represents a uniform variable in a shader program used by a custom screen-space effect, providing methods for setting the current value of the uniform.\r\n * @see [[UniformParams.bind]] to provide the value of the variable.\r\n * @see [[ScreenSpaceEffectBuilder.addUniform]] to add a uniform variable to an effect shader.\r\n * @public\r\n */\r\nexport interface Uniform {\r\n /** Sets the value to an integer - equivalent to `WebGLRenderingContext.uniform1i`. */\r\n setUniform1i: (value: number) => void;\r\n /** Sets the value to a float - equivalent to `WebGLRenderingContext.uniform1f`. */\r\n setUniform1f: (value: number) => void;\r\n /** Sets the value to an array of floats - equivalent to `WebGLRenderingContext.uniform1fv`. */\r\n setUniform1fv: (value: Float32Array | number[]) => void;\r\n /** Sets the value to an array of integers - equivalent to `WebGLRenderingContext.uniform1iv`. */\r\n setUniform1iv: (value: Int32Array | number[]) => void;\r\n /** Sets the value as a vec2, equivalent to `WebGLRenderingContext.uniform2fv`. */\r\n setUniform2fv: (value: Float32Array | number[]) => void;\r\n /** Sets the value as a vec3 - equivalent to `WebGLRenderingContext.uniform3fv`. */\r\n setUniform3fv: (value: Float32Array | number[]) => void;\r\n /** Sets the value as a vec4 - equivalent to `WebGLRenderingContext.uniform4fv`. */\r\n setUniform4fv: (value: Float32Array | number[]) => void;\r\n}\r\n\r\n/** Context supplied to [[UniformParams.bind]].\r\n * @public\r\n */\r\nexport interface UniformContext {\r\n /** The viewport to which the screen-space effect is to be applied. */\r\n viewport: Viewport;\r\n}\r\n\r\n/** Parameters used to define a uniform variable for a [[ScreenSpaceEffectBuilder]]'s shader program.\r\n * @see [[ScreenSpaceEffectBuilder.addUniform]] to add a uniform variable to an effect shader.\r\n * @public\r\n */\r\nexport interface UniformParams {\r\n /** The data type of the uniform variable. */\r\n type: UniformType;\r\n /** The name of the variable. It must be unique among all uniforms used by the shader program. */\r\n name: string;\r\n /** A function that computes the value of the variable and binds it to the shader program each time the effect is rendered. */\r\n bind: (uniform: Uniform, context: UniformContext) => void;\r\n}\r\n\r\n/** Parameters used to define an array of uniform variables for a [[ScreenSpaceEffectBuilder]]'s shader program.\r\n * @see [[ScreenSpaceEffectBuilder.addUniformArray]] to add a uniform array to an effect shader.\r\n * @public\r\n */\r\nexport interface UniformArrayParams extends UniformParams {\r\n /** The number of elements in the array. */\r\n length: number;\r\n}\r\n\r\n/** The GLSL implementation of the effect produced by a [[ScreenSpaceEffectBuilder]], to be integrated into a complete shader program. The effect shader code differs slightly from that of an ordinary shader:\r\n * - Instead of `main`, it should implement `effectMain`.\r\n * - It can include other functions, variables, etc outside of `effectMain`.\r\n * - It should omit declarations of uniform and varying variables - these will be generated from those supplied to [[ScreenSpaceEffectBuilder.addUniform]] and [[ScreenSpaceEffectBuilder.addVarying]].\r\n * The program receives one pre-defined `uniform sampler2D u_diffuse` representing the viewport's rendered image.\r\n * Because the [[RenderSystem]] uses either WebGL1 or WebGL2 based on the capabilities of the client, the effect shader should be written to compile with either; or, [[ScreenSpaceEffectBuilder.isWebGL2]] should be tested.\r\n * The [[RenderSystem]] takes care of adjusting the source code for some of these differences, e.g., `varying` (WebGL1) vs `in` and `out` (WebGL2);\r\n * and `TEXTURE`, `TEXTURE_CUBE`, and `TEXTURE_PROJ` macros are provided to replace `texture2D`, `textureCube`, and `texture2DProj` with their WebGL2 equivalents when applicable.\r\n * @public\r\n */\r\nexport interface ScreenSpaceEffectSource {\r\n /** The GLSL implementation of the vertex shader. Instead of `main`, it implements `void effectMain(vec4 position)` where `position` is the vertex position in normalized device coordinates ([-1..1]).\r\n * `effectMain` should compute whatever information is required by the fragment shader. It should not assign to `gl_Position`.\r\n */\r\n vertex: string;\r\n\r\n /** The GLSL implementation of the fragment shader. Instead of `main`, it implements `vec4 effectMain()` returning the color to be output.\r\n * `effectMain` should sample `u_diffuse` directly using `TEXTURE()` or `TEXTURE_PROJ()` instead of `texture2D()`, `texture2DProj()`, or `texture()`;\r\n * or, if [[ScreenSpaceEffectSource.sampleSourcePixel]] is defined, it can use `sampleSourcePixel()` instead.\r\n * It should not assign to `gl_FragColor`.\r\n * The alpha component of the output color is ignored as there is nothing with which to blend.\r\n */\r\n fragment: string;\r\n\r\n /** If the fragment shader shifts pixels from their original locations, then by default element locate will not work, because it expects the pixels produced by an element\r\n * to remain at their original locations. This can be fixed by supplying the body of a GLSL function `vec4 sampleSourcePixel()` that, as part of the fragment shader,\r\n * obtains the pixel in the source image corresponding to the pixel that will be output by the shader.\r\n * For example, if the source pixel is simply specified by a `varying vec2 v_texCoord` computed by the vertex shader, then this property should be defined as `return TEXTURE(u_diffuse, v_texCoord);`.\r\n * This function will automatically be included in the fragment shader, so it can also be used by `effectMain` when computing the output color.\r\n * @note `sampleSourcePixel` should not modify the sample in any way - that should be done only in `effectMain`.\r\n * @note `sampleSourcePixel` should **not** be supplied if the effect does **not** shift pixels as it can negatively impact performance of element locate.\r\n * @see [FlipImageEffect]($frontend-devtools) or [LensDistortionEffect]($frontend-devtools) for examples of effects that implement this property.\r\n */\r\n sampleSourcePixel?: string;\r\n}\r\n\r\n/** Parameters used to create a [[ScreenSpaceEffectBuilder]].\r\n * @see [[RenderSystem.createScreenSpaceEffectBuilder]].\r\n * @public\r\n */\r\nexport interface ScreenSpaceEffectBuilderParams {\r\n /** The name of the effect. Must be unique among all registered screen-space effects. It is not displayed to the user. */\r\n name: string;\r\n /** If true, adds a `vec2 textureCoordFromPosition(vec4 position)` function to the vertex shader that computes a UV coordinate based on the vertex's position. */\r\n textureCoordFromPosition?: boolean;\r\n\r\n /** The GLSL implementation of the effect.\r\n * @see [[ScreenSpaceEffectSource]] for details.\r\n */\r\n source: ScreenSpaceEffectSource;\r\n}\r\n\r\n/** Context passed to [[ScreenSpaceEffectBuilder.shouldApply]].\r\n * @public\r\n */\r\nexport interface ScreenSpaceEffectContext {\r\n /** The viewport to which the screen-space effect is to be applied. */\r\n viewport: Viewport;\r\n}\r\n\r\n/** An interface used to construct and register with the [[IModelApp.renderSystem]] a custom screen-space effect.\r\n * Screen-space effects take as input the image rendered by a Viewport, as a WebGL texture, and execute a shader program to modify the image.\r\n * Any number of screen-space effects can be registered, but each must have a unique name. Each Viewport has an ordered list of effects to be applied to it.\r\n *\r\n * Each time a Viewport's contents are rendered, the [[RenderSystem]] does the following:\r\n * - Render Viewport's contents to a texture.\r\n * - For each effect name in [[Viewport.screenSpaceEffects]]:\r\n * - Look up the corresponding registered effect.\r\n * - If `shouldApply is defined and returns false, skip the effect. Otherwise:\r\n * - For each [[Uniform]] defined by the effect, invoke its `bind` property to set its current value.\r\n * - Bind the Viewport's rendered image to the uniform `u_diffuse`.\r\n * - Execute the effect shader to alter the viewport's image.\r\n * In this way, a series of multiple effects can be chained together, each consuming as input the image output by the previous effect.\r\n *\r\n * A screen-space effect that **moves** pixels from their original locations rather than simply recoloring them may cause some tools to behave unexpectedly:\r\n * - Element locate will only work correctly if [[ScreenSpaceEffectBuilderParams.sampleSourcePixel]] is properly defined.\r\n * - Tools like the measurement tool that require snapping to element geometry will not snap correctly since the element geometry has been distorted by the shader.\r\n * @see [Screen-space Effects Sample](https://www.itwinjs.org/sample-showcase/?group=Viewer+Features&sample=screen-space-effects-sample&imodel=Villa) for an interactive demonstration.\r\n * @see [[RenderSystem.createScreenSpaceEffectBuilder]] to create and register a new effect.\r\n * @see [[ScreenSpaceEffectBuilderParams]] to define the initial state of the builder.\r\n * @see [[Viewport.screenSpaceEffects]], [[Viewport.addScreenSpaceEffect]], and [[Viewport.removeScreenSpaceEffects]] to change the effects applied to a viewport.\r\n * @see [LensDistortionEffect]($frontend-devtools) for an simulation of the fish-eye distortion produced by real-world cameras with very wide fields of view.\r\n * @see [SaturationEffect]($frontend-devtools) for an example of an effect that adjusts the saturation of the original image.\r\n * @see [VignetteEffect]($frontend-devtools) for an example of an effect that applies [vignetting](https://en.wikipedia.org/wiki/Vignetting) to the original image.\r\n * @see [ConvolutionEffect]($frontend-devtools) for examples of effects like blur, sharpen, and emboss.\r\n * @see [FlipImageEffect]($frontend-devtools) for a very simple example of an effect that shifts pixels from their original locations.\r\n * @public\r\n */\r\nexport interface ScreenSpaceEffectBuilder {\r\n /** True if the shader will be used with a WebGL 2 rendering context. */\r\n readonly isWebGL2: boolean;\r\n\r\n /** Add a uniform variable to the shader program. */\r\n addUniform: (params: UniformParams) => void;\r\n\r\n /** Add an array of uniform variables to the shader program. */\r\n addUniformArray: (params: UniformArrayParams) => void;\r\n\r\n /** Add a varying variable to the shader program. */\r\n addVarying: (name: string, type: VaryingType) => void;\r\n\r\n /** If defined, a function invoked each frame before the effect is applied. If it returns false, the effect will be skipped for that frame. */\r\n shouldApply?: (context: ScreenSpaceEffectContext) => boolean;\r\n\r\n /** Finishes construction of the effect and, if successful, registers it with [[IModelApp.renderSystem]].\r\n * @throws Error if the shader fails to compile and link, or an effect with the same name has already been registered.\r\n * @note After `finish` is called, no other properties or methods of the builder will have any effect.\r\n */\r\n finish: () => void;\r\n}\r\n"]}
1
+ {"version":3,"file":"ScreenSpaceEffectBuilder.js","sourceRoot":"","sources":["../../../src/render/ScreenSpaceEffectBuilder.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAIH;;;;;GAKG;AACH,IAAY,WAaX;AAbD,WAAY,WAAW;IACrB,mBAAmB;IACnB,6CAAI,CAAA;IACJ,kBAAkB;IAClB,2CAAG,CAAA;IACH,oBAAoB;IACpB,+CAAK,CAAA;IACL,mBAAmB;IACnB,6CAAI,CAAA;IACJ,mBAAmB;IACnB,6CAAI,CAAA;IACJ,mBAAmB;IACnB,6CAAI,CAAA;AACN,CAAC,EAbW,WAAW,GAAX,mBAAW,KAAX,mBAAW,QAatB;AAED;;;;GAIG;AACH,IAAY,WASX;AATD,WAAY,WAAW;IACrB,oBAAoB;IACpB,+CAAK,CAAA;IACL,mBAAmB;IACnB,6CAAI,CAAA;IACJ,mBAAmB;IACnB,6CAAI,CAAA;IACJ,mBAAmB;IACnB,6CAAI,CAAA;AACN,CAAC,EATW,WAAW,GAAX,mBAAW,KAAX,mBAAW,QAStB","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { Viewport } from \"../Viewport\";\r\n\r\n/** The underlying data types that can be used for uniform variables in screen-space effect shaders.\r\n * @see [[ScreenSpaceEffectBuilder.addUniform]] to define a uniform variable.\r\n * @see [[Uniform]] to set the value of a uniform variable.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum UniformType {\r\n /** GLSL `bool`. */\r\n Bool,\r\n /** GLSL `int`. */\r\n Int,\r\n /** GLSL `float`. */\r\n Float,\r\n /** GLSL `vec2`. */\r\n Vec2,\r\n /** GLSL `vec3`. */\r\n Vec3,\r\n /** GLSL `vec4`. */\r\n Vec4,\r\n}\r\n\r\n/** The underlying data types that can be used for varying variables in screen-space effect shaders.\r\n * @see [[ScreenSpaceEffectBuilder.addVarying]] to define a varying variable.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum VaryingType {\r\n /** GLSL `float`. */\r\n Float,\r\n /** GLSL `vec2`. */\r\n Vec2,\r\n /** GLSL `vec3`. */\r\n Vec3,\r\n /** GLSL `vec4`. */\r\n Vec4,\r\n}\r\n\r\n/** Represents a uniform variable in a shader program used by a custom screen-space effect, providing methods for setting the current value of the uniform.\r\n * @see [[UniformParams.bind]] to provide the value of the variable.\r\n * @see [[ScreenSpaceEffectBuilder.addUniform]] to add a uniform variable to an effect shader.\r\n * @public\r\n * @extensions\r\n */\r\nexport interface Uniform {\r\n /** Sets the value to an integer - equivalent to `WebGLRenderingContext.uniform1i`. */\r\n setUniform1i: (value: number) => void;\r\n /** Sets the value to a float - equivalent to `WebGLRenderingContext.uniform1f`. */\r\n setUniform1f: (value: number) => void;\r\n /** Sets the value to an array of floats - equivalent to `WebGLRenderingContext.uniform1fv`. */\r\n setUniform1fv: (value: Float32Array | number[]) => void;\r\n /** Sets the value to an array of integers - equivalent to `WebGLRenderingContext.uniform1iv`. */\r\n setUniform1iv: (value: Int32Array | number[]) => void;\r\n /** Sets the value as a vec2, equivalent to `WebGLRenderingContext.uniform2fv`. */\r\n setUniform2fv: (value: Float32Array | number[]) => void;\r\n /** Sets the value as a vec3 - equivalent to `WebGLRenderingContext.uniform3fv`. */\r\n setUniform3fv: (value: Float32Array | number[]) => void;\r\n /** Sets the value as a vec4 - equivalent to `WebGLRenderingContext.uniform4fv`. */\r\n setUniform4fv: (value: Float32Array | number[]) => void;\r\n}\r\n\r\n/** Context supplied to [[UniformParams.bind]].\r\n * @public\r\n * @extensions\r\n */\r\nexport interface UniformContext {\r\n /** The viewport to which the screen-space effect is to be applied. */\r\n viewport: Viewport;\r\n}\r\n\r\n/** Parameters used to define a uniform variable for a [[ScreenSpaceEffectBuilder]]'s shader program.\r\n * @see [[ScreenSpaceEffectBuilder.addUniform]] to add a uniform variable to an effect shader.\r\n * @public\r\n * @extensions\r\n */\r\nexport interface UniformParams {\r\n /** The data type of the uniform variable. */\r\n type: UniformType;\r\n /** The name of the variable. It must be unique among all uniforms used by the shader program. */\r\n name: string;\r\n /** A function that computes the value of the variable and binds it to the shader program each time the effect is rendered. */\r\n bind: (uniform: Uniform, context: UniformContext) => void;\r\n}\r\n\r\n/** Parameters used to define an array of uniform variables for a [[ScreenSpaceEffectBuilder]]'s shader program.\r\n * @see [[ScreenSpaceEffectBuilder.addUniformArray]] to add a uniform array to an effect shader.\r\n * @public\r\n * @extensions\r\n */\r\nexport interface UniformArrayParams extends UniformParams {\r\n /** The number of elements in the array. */\r\n length: number;\r\n}\r\n\r\n/** The GLSL implementation of the effect produced by a [[ScreenSpaceEffectBuilder]], to be integrated into a complete shader program. The effect shader code differs slightly from that of an ordinary shader:\r\n * - Instead of `main`, it should implement `effectMain`.\r\n * - It can include other functions, variables, etc outside of `effectMain`.\r\n * - It should omit declarations of uniform and varying variables - these will be generated from those supplied to [[ScreenSpaceEffectBuilder.addUniform]] and [[ScreenSpaceEffectBuilder.addVarying]].\r\n * The program receives one pre-defined `uniform sampler2D u_diffuse` representing the viewport's rendered image.\r\n * Because the [[RenderSystem]] uses either WebGL1 or WebGL2 based on the capabilities of the client, the effect shader should be written to compile with either; or, [[ScreenSpaceEffectBuilder.isWebGL2]] should be tested.\r\n * The [[RenderSystem]] takes care of adjusting the source code for some of these differences, e.g., `varying` (WebGL1) vs `in` and `out` (WebGL2);\r\n * and `TEXTURE`, `TEXTURE_CUBE`, and `TEXTURE_PROJ` macros are provided to replace `texture2D`, `textureCube`, and `texture2DProj` with their WebGL2 equivalents when applicable.\r\n * @public\r\n * @extensions\r\n */\r\nexport interface ScreenSpaceEffectSource {\r\n /** The GLSL implementation of the vertex shader. Instead of `main`, it implements `void effectMain(vec4 position)` where `position` is the vertex position in normalized device coordinates ([-1..1]).\r\n * `effectMain` should compute whatever information is required by the fragment shader. It should not assign to `gl_Position`.\r\n */\r\n vertex: string;\r\n\r\n /** The GLSL implementation of the fragment shader. Instead of `main`, it implements `vec4 effectMain()` returning the color to be output.\r\n * `effectMain` should sample `u_diffuse` directly using `TEXTURE()` or `TEXTURE_PROJ()` instead of `texture2D()`, `texture2DProj()`, or `texture()`;\r\n * or, if [[ScreenSpaceEffectSource.sampleSourcePixel]] is defined, it can use `sampleSourcePixel()` instead.\r\n * It should not assign to `gl_FragColor`.\r\n * The alpha component of the output color is ignored as there is nothing with which to blend.\r\n */\r\n fragment: string;\r\n\r\n /** If the fragment shader shifts pixels from their original locations, then by default element locate will not work, because it expects the pixels produced by an element\r\n * to remain at their original locations. This can be fixed by supplying the body of a GLSL function `vec4 sampleSourcePixel()` that, as part of the fragment shader,\r\n * obtains the pixel in the source image corresponding to the pixel that will be output by the shader.\r\n * For example, if the source pixel is simply specified by a `varying vec2 v_texCoord` computed by the vertex shader, then this property should be defined as `return TEXTURE(u_diffuse, v_texCoord);`.\r\n * This function will automatically be included in the fragment shader, so it can also be used by `effectMain` when computing the output color.\r\n * @note `sampleSourcePixel` should not modify the sample in any way - that should be done only in `effectMain`.\r\n * @note `sampleSourcePixel` should **not** be supplied if the effect does **not** shift pixels as it can negatively impact performance of element locate.\r\n * @see [FlipImageEffect]($frontend-devtools) or [LensDistortionEffect]($frontend-devtools) for examples of effects that implement this property.\r\n */\r\n sampleSourcePixel?: string;\r\n}\r\n\r\n/** Parameters used to create a [[ScreenSpaceEffectBuilder]].\r\n * @see [[RenderSystem.createScreenSpaceEffectBuilder]].\r\n * @public\r\n * @extensions\r\n */\r\nexport interface ScreenSpaceEffectBuilderParams {\r\n /** The name of the effect. Must be unique among all registered screen-space effects. It is not displayed to the user. */\r\n name: string;\r\n /** If true, adds a `vec2 textureCoordFromPosition(vec4 position)` function to the vertex shader that computes a UV coordinate based on the vertex's position. */\r\n textureCoordFromPosition?: boolean;\r\n\r\n /** The GLSL implementation of the effect.\r\n * @see [[ScreenSpaceEffectSource]] for details.\r\n */\r\n source: ScreenSpaceEffectSource;\r\n}\r\n\r\n/** Context passed to [[ScreenSpaceEffectBuilder.shouldApply]].\r\n * @public\r\n * @extensions\r\n */\r\nexport interface ScreenSpaceEffectContext {\r\n /** The viewport to which the screen-space effect is to be applied. */\r\n viewport: Viewport;\r\n}\r\n\r\n/** An interface used to construct and register with the [[IModelApp.renderSystem]] a custom screen-space effect.\r\n * Screen-space effects take as input the image rendered by a Viewport, as a WebGL texture, and execute a shader program to modify the image.\r\n * Any number of screen-space effects can be registered, but each must have a unique name. Each Viewport has an ordered list of effects to be applied to it.\r\n *\r\n * Each time a Viewport's contents are rendered, the [[RenderSystem]] does the following:\r\n * - Render Viewport's contents to a texture.\r\n * - For each effect name in [[Viewport.screenSpaceEffects]]:\r\n * - Look up the corresponding registered effect.\r\n * - If `shouldApply is defined and returns false, skip the effect. Otherwise:\r\n * - For each [[Uniform]] defined by the effect, invoke its `bind` property to set its current value.\r\n * - Bind the Viewport's rendered image to the uniform `u_diffuse`.\r\n * - Execute the effect shader to alter the viewport's image.\r\n * In this way, a series of multiple effects can be chained together, each consuming as input the image output by the previous effect.\r\n *\r\n * A screen-space effect that **moves** pixels from their original locations rather than simply recoloring them may cause some tools to behave unexpectedly:\r\n * - Element locate will only work correctly if [[ScreenSpaceEffectBuilderParams.sampleSourcePixel]] is properly defined.\r\n * - Tools like the measurement tool that require snapping to element geometry will not snap correctly since the element geometry has been distorted by the shader.\r\n * @see [Screen-space Effects Sample](https://www.itwinjs.org/sample-showcase/?group=Viewer+Features&sample=screen-space-effects-sample&imodel=Villa) for an interactive demonstration.\r\n * @see [[RenderSystem.createScreenSpaceEffectBuilder]] to create and register a new effect.\r\n * @see [[ScreenSpaceEffectBuilderParams]] to define the initial state of the builder.\r\n * @see [[Viewport.screenSpaceEffects]], [[Viewport.addScreenSpaceEffect]], and [[Viewport.removeScreenSpaceEffects]] to change the effects applied to a viewport.\r\n * @see [LensDistortionEffect]($frontend-devtools) for an simulation of the fish-eye distortion produced by real-world cameras with very wide fields of view.\r\n * @see [SaturationEffect]($frontend-devtools) for an example of an effect that adjusts the saturation of the original image.\r\n * @see [VignetteEffect]($frontend-devtools) for an example of an effect that applies [vignetting](https://en.wikipedia.org/wiki/Vignetting) to the original image.\r\n * @see [ConvolutionEffect]($frontend-devtools) for examples of effects like blur, sharpen, and emboss.\r\n * @see [FlipImageEffect]($frontend-devtools) for a very simple example of an effect that shifts pixels from their original locations.\r\n * @public\r\n * @extensions\r\n */\r\nexport interface ScreenSpaceEffectBuilder {\r\n /** True if the shader will be used with a WebGL 2 rendering context. */\r\n readonly isWebGL2: boolean;\r\n\r\n /** Add a uniform variable to the shader program. */\r\n addUniform: (params: UniformParams) => void;\r\n\r\n /** Add an array of uniform variables to the shader program. */\r\n addUniformArray: (params: UniformArrayParams) => void;\r\n\r\n /** Add a varying variable to the shader program. */\r\n addVarying: (name: string, type: VaryingType) => void;\r\n\r\n /** If defined, a function invoked each frame before the effect is applied. If it returns false, the effect will be skipped for that frame. */\r\n shouldApply?: (context: ScreenSpaceEffectContext) => boolean;\r\n\r\n /** Finishes construction of the effect and, if successful, registers it with [[IModelApp.renderSystem]].\r\n * @throws Error if the shader fails to compile and link, or an effect with the same name has already been registered.\r\n * @note After `finish` is called, no other properties or methods of the builder will have any effect.\r\n */\r\n finish: () => void;\r\n}\r\n"]}
@@ -3,13 +3,14 @@
3
3
  */
4
4
  import { IndexMap } from "@itwin/core-bentley";
5
5
  import { Point2d, Point3d, XYAndZ } from "@itwin/core-geometry";
6
- import { OctEncodedNormal } from "@itwin/core-common";
6
+ import { Feature, OctEncodedNormal } from "@itwin/core-common";
7
7
  /** @internal */
8
8
  export interface VertexKeyProps {
9
9
  position: Point3d;
10
10
  fillColor: number;
11
11
  normal?: OctEncodedNormal;
12
12
  uvParam?: Point2d;
13
+ feature?: Feature;
13
14
  }
14
15
  /** @internal */
15
16
  export declare class VertexKey {
@@ -17,7 +18,8 @@ export declare class VertexKey {
17
18
  readonly normal?: OctEncodedNormal;
18
19
  readonly uvParam?: Point2d;
19
20
  readonly fillColor: number;
20
- constructor(position: Point3d, fillColor: number, normal?: OctEncodedNormal, uvParam?: Point2d);
21
+ readonly feature?: Feature;
22
+ constructor(position: Point3d, fillColor: number, normal?: OctEncodedNormal, uvParam?: Point2d, feature?: Feature);
21
23
  static create(props: VertexKeyProps): VertexKey;
22
24
  equals(rhs: VertexKey, tolerance: XYAndZ): boolean;
23
25
  compare(rhs: VertexKey, tolerance: XYAndZ): number;
@@ -1 +1 @@
1
- {"version":3,"file":"VertexKey.d.ts","sourceRoot":"","sources":["../../../../src/render/primitives/VertexKey.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAgC,QAAQ,EAAE,MAAM,qBAAqB,CAAC;AAC7E,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAChE,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD,gBAAgB;AAChB,MAAM,WAAW,cAAc;IAC7B,QAAQ,EAAE,OAAO,CAAC;IAClB,SAAS,EAAE,MAAM,CAAC;IAClB,MAAM,CAAC,EAAE,gBAAgB,CAAC;IAC1B,OAAO,CAAC,EAAE,OAAO,CAAC;CACnB;AAaD,gBAAgB;AAChB,qBAAa,SAAS;IACpB,SAAgB,QAAQ,EAAE,OAAO,CAAC;IAClC,SAAgB,MAAM,CAAC,EAAE,gBAAgB,CAAC;IAC1C,SAAgB,OAAO,CAAC,EAAE,OAAO,CAAC;IAClC,SAAgB,SAAS,EAAE,MAAM,CAAC;gBAEf,QAAQ,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,gBAAgB,EAAE,OAAO,CAAC,EAAE,OAAO;WAOvF,MAAM,CAAC,KAAK,EAAE,cAAc,GAAG,SAAS;IAE/C,MAAM,CAAC,GAAG,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,GAAG,OAAO;IAqBlD,OAAO,CAAC,GAAG,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,GAAG,MAAM;CAwB1D;AAED,gBAAgB;AAChB,qBAAa,SAAU,SAAQ,QAAQ,CAAC,SAAS,CAAC;IAChD,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAS;gBAEjB,SAAS,EAAE,MAAM;IAK7B,SAAS,CAAC,KAAK,EAAE,cAAc,EAAE,QAAQ,CAAC,EAAE,CAAC,EAAE,EAAE,SAAS,KAAK,GAAG,GAAG,MAAM;IAI3E,uBAAuB,CAAC,EAAE,EAAE,cAAc,EAAE,EAAE,EAAE,cAAc,GAAG,OAAO;IAIxE,gBAAgB,CAAC,EAAE,EAAE,cAAc,EAAE,EAAE,EAAE,cAAc,GAAG,MAAM;CAGxE"}
1
+ {"version":3,"file":"VertexKey.d.ts","sourceRoot":"","sources":["../../../../src/render/primitives/VertexKey.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAA0D,QAAQ,EAAE,MAAM,qBAAqB,CAAC;AACvG,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAChE,OAAO,EAAE,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAE/D,gBAAgB;AAChB,MAAM,WAAW,cAAc;IAC7B,QAAQ,EAAE,OAAO,CAAC;IAClB,SAAS,EAAE,MAAM,CAAC;IAClB,MAAM,CAAC,EAAE,gBAAgB,CAAC;IAC1B,OAAO,CAAC,EAAE,OAAO,CAAC;IAClB,OAAO,CAAC,EAAE,OAAO,CAAC;CACnB;AAiBD,gBAAgB;AAChB,qBAAa,SAAS;IACpB,SAAgB,QAAQ,EAAE,OAAO,CAAC;IAClC,SAAgB,MAAM,CAAC,EAAE,gBAAgB,CAAC;IAC1C,SAAgB,OAAO,CAAC,EAAE,OAAO,CAAC;IAClC,SAAgB,SAAS,EAAE,MAAM,CAAC;IAClC,SAAgB,OAAO,CAAC,EAAE,OAAO,CAAC;gBAEf,QAAQ,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,gBAAgB,EAAE,OAAO,CAAC,EAAE,OAAO,EAAE,OAAO,CAAC,EAAE,OAAO;WAQ1G,MAAM,CAAC,KAAK,EAAE,cAAc,GAAG,SAAS;IAI/C,MAAM,CAAC,GAAG,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,GAAG,OAAO;IAwBlD,OAAO,CAAC,GAAG,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,GAAG,MAAM;CA2B1D;AAED,gBAAgB;AAChB,qBAAa,SAAU,SAAQ,QAAQ,CAAC,SAAS,CAAC;IAChD,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAS;gBAEjB,SAAS,EAAE,MAAM;IAK7B,SAAS,CAAC,KAAK,EAAE,cAAc,EAAE,QAAQ,CAAC,EAAE,CAAC,EAAE,EAAE,SAAS,KAAK,GAAG,GAAG,MAAM;IAI3E,uBAAuB,CAAC,EAAE,EAAE,cAAc,EAAE,EAAE,EAAE,cAAc,GAAG,OAAO;IAIxE,gBAAgB,CAAC,EAAE,EAAE,cAAc,EAAE,EAAE,EAAE,cAAc,GAAG,MAAM;CAGxE"}
@@ -18,18 +18,26 @@ function comparePositions(p0, p1, tolerance) {
18
18
  }
19
19
  return diff;
20
20
  }
21
+ function compareFeatures(f0, f1) {
22
+ return (0, core_bentley_1.comparePossiblyUndefined)((lhs, rhs) => lhs.compare(rhs), f0, f1);
23
+ }
21
24
  /** @internal */
22
25
  class VertexKey {
23
- constructor(position, fillColor, normal, uvParam) {
26
+ constructor(position, fillColor, normal, uvParam, feature) {
24
27
  this.position = position.clone();
25
28
  this.fillColor = fillColor;
26
29
  this.normal = normal;
27
30
  this.uvParam = uvParam === null || uvParam === void 0 ? void 0 : uvParam.clone();
31
+ this.feature = feature;
32
+ }
33
+ static create(props) {
34
+ return new VertexKey(props.position, props.fillColor, props.normal, props.uvParam, props.feature);
28
35
  }
29
- static create(props) { return new VertexKey(props.position, props.fillColor, props.normal, props.uvParam); }
30
36
  equals(rhs, tolerance) {
31
37
  if (this.fillColor !== rhs.fillColor)
32
38
  return false;
39
+ if (0 !== compareFeatures(this.feature, rhs.feature))
40
+ return false;
33
41
  if (undefined !== this.normal) {
34
42
  (0, core_bentley_1.assert)(undefined !== rhs.normal);
35
43
  if (this.normal.value !== rhs.normal.value)
@@ -39,7 +47,7 @@ class VertexKey {
39
47
  return false;
40
48
  if (undefined !== this.uvParam) {
41
49
  (0, core_bentley_1.assert)(undefined !== rhs.uvParam);
42
- return this.uvParam.isAlmostEqual(rhs.uvParam, 0.1); // ###TODO surely this is a typo?
50
+ return this.uvParam.isAlmostEqual(rhs.uvParam, 0.0001);
43
51
  }
44
52
  return true;
45
53
  }
@@ -50,15 +58,18 @@ class VertexKey {
50
58
  if (0 === diff) {
51
59
  diff = comparePositions(this.position, rhs.position, tolerance);
52
60
  if (0 === diff) {
53
- if (undefined !== this.normal) {
54
- (0, core_bentley_1.assert)(undefined !== rhs.normal);
55
- diff = this.normal.value - rhs.normal.value;
56
- }
57
- if (0 === diff && undefined !== this.uvParam) {
58
- (0, core_bentley_1.assert)(undefined !== rhs.uvParam);
59
- diff = (0, core_bentley_1.compareWithTolerance)(this.uvParam.x, rhs.uvParam.x);
60
- if (0 === diff)
61
- diff = (0, core_bentley_1.compareWithTolerance)(this.uvParam.x, rhs.uvParam.y);
61
+ diff = compareFeatures(this.feature, rhs.feature);
62
+ if (0 === diff) {
63
+ if (undefined !== this.normal) {
64
+ (0, core_bentley_1.assert)(undefined !== rhs.normal);
65
+ diff = this.normal.value - rhs.normal.value;
66
+ }
67
+ if (0 === diff && undefined !== this.uvParam) {
68
+ (0, core_bentley_1.assert)(undefined !== rhs.uvParam);
69
+ diff = (0, core_bentley_1.compareWithTolerance)(this.uvParam.x, rhs.uvParam.x);
70
+ if (0 === diff)
71
+ diff = (0, core_bentley_1.compareWithTolerance)(this.uvParam.x, rhs.uvParam.y);
72
+ }
62
73
  }
63
74
  }
64
75
  }
@@ -1 +1 @@
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert, compareWithTolerance, IndexMap } from \"@itwin/core-bentley\";\r\nimport { Point2d, Point3d, XYAndZ } from \"@itwin/core-geometry\";\r\nimport { OctEncodedNormal } from \"@itwin/core-common\";\r\n\r\n/** @internal */\r\nexport interface VertexKeyProps {\r\n position: Point3d;\r\n fillColor: number;\r\n normal?: OctEncodedNormal;\r\n uvParam?: Point2d;\r\n}\r\n\r\nfunction comparePositions(p0: Point3d, p1: Point3d, tolerance: XYAndZ): number {\r\n let diff = compareWithTolerance(p0.x, p1.x, tolerance.x);\r\n if (0 === diff) {\r\n diff = compareWithTolerance(p0.y, p1.y, tolerance.y);\r\n if (0 === diff)\r\n diff = compareWithTolerance(p0.z, p1.z, tolerance.z);\r\n }\r\n\r\n return diff;\r\n}\r\n\r\n/** @internal */\r\nexport class VertexKey {\r\n public readonly position: Point3d;\r\n public readonly normal?: OctEncodedNormal;\r\n public readonly uvParam?: Point2d;\r\n public readonly fillColor: number;\r\n\r\n public constructor(position: Point3d, fillColor: number, normal?: OctEncodedNormal, uvParam?: Point2d) {\r\n this.position = position.clone();\r\n this.fillColor = fillColor;\r\n this.normal = normal;\r\n this.uvParam = uvParam?.clone();\r\n }\r\n\r\n public static create(props: VertexKeyProps): VertexKey { return new VertexKey(props.position, props.fillColor, props.normal, props.uvParam); }\r\n\r\n public equals(rhs: VertexKey, tolerance: XYAndZ): boolean {\r\n if (this.fillColor !== rhs.fillColor)\r\n return false;\r\n\r\n if (undefined !== this.normal) {\r\n assert(undefined !== rhs.normal);\r\n if (this.normal.value !== rhs.normal.value)\r\n return false;\r\n }\r\n\r\n if (0 !== comparePositions(this.position, rhs.position, tolerance))\r\n return false;\r\n\r\n if (undefined !== this.uvParam) {\r\n assert(undefined !== rhs.uvParam);\r\n return this.uvParam.isAlmostEqual(rhs.uvParam, 0.1); // ###TODO surely this is a typo?\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public compare(rhs: VertexKey, tolerance: XYAndZ): number {\r\n if (this === rhs)\r\n return 0;\r\n\r\n let diff = this.fillColor - rhs.fillColor;\r\n if (0 === diff) {\r\n diff = comparePositions(this.position, rhs.position, tolerance);\r\n if (0 === diff) {\r\n if (undefined !== this.normal) {\r\n assert(undefined !== rhs.normal);\r\n diff = this.normal.value - rhs.normal.value;\r\n }\r\n\r\n if (0 === diff && undefined !== this.uvParam) {\r\n assert(undefined !== rhs.uvParam);\r\n diff = compareWithTolerance(this.uvParam.x, rhs.uvParam.x);\r\n if (0 === diff)\r\n diff = compareWithTolerance(this.uvParam.x, rhs.uvParam.y);\r\n }\r\n }\r\n }\r\n\r\n return diff;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class VertexMap extends IndexMap<VertexKey> {\r\n private readonly _tolerance: XYAndZ;\r\n\r\n public constructor(tolerance: XYAndZ) {\r\n super((lhs, rhs) => lhs.compare(rhs, tolerance));\r\n this._tolerance = tolerance;\r\n }\r\n\r\n public insertKey(props: VertexKeyProps, onInsert?: (vk: VertexKey) => any): number {\r\n return this.insert(VertexKey.create(props), onInsert);\r\n }\r\n\r\n public arePositionsAlmostEqual(p0: VertexKeyProps, p1: VertexKeyProps): boolean {\r\n return 0 === this.comparePositions(p0, p1);\r\n }\r\n\r\n public comparePositions(p0: VertexKeyProps, p1: VertexKeyProps): number {\r\n return comparePositions(p0.position, p1.position, this._tolerance);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"VertexKey.js","sourceRoot":"","sources":["../../../../src/render/primitives/VertexKey.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,sDAAuG;AAavG,SAAS,gBAAgB,CAAC,EAAW,EAAE,EAAW,EAAE,SAAiB;IACnE,IAAI,IAAI,GAAG,IAAA,mCAAoB,EAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,CAAC,CAAC;IACzD,IAAI,CAAC,KAAK,IAAI,EAAE;QACd,IAAI,GAAG,IAAA,mCAAoB,EAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,CAAC,CAAC;QACrD,IAAI,CAAC,KAAK,IAAI;YACZ,IAAI,GAAG,IAAA,mCAAoB,EAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,CAAC,CAAC;KACxD;IAED,OAAO,IAAI,CAAC;AACd,CAAC;AAED,SAAS,eAAe,CAAC,EAAuB,EAAE,EAAuB;IACvE,OAAO,IAAA,uCAAwB,EAAC,CAAC,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,OAAO,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;AAC1E,CAAC;AAED,gBAAgB;AAChB,MAAa,SAAS;IAOpB,YAAmB,QAAiB,EAAE,SAAiB,EAAE,MAAyB,EAAE,OAAiB,EAAE,OAAiB;QACtH,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC,KAAK,EAAE,CAAC;QACjC,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;QAC3B,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,OAAO,GAAG,OAAO,aAAP,OAAO,uBAAP,OAAO,CAAE,KAAK,EAAE,CAAC;QAChC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;IACzB,CAAC;IAEM,MAAM,CAAC,MAAM,CAAC,KAAqB;QACxC,OAAO,IAAI,SAAS,CAAC,KAAK,CAAC,QAAQ,EAAE,KAAK,CAAC,SAAS,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,CAAC,OAAO,EAAE,KAAK,CAAC,OAAO,CAAC,CAAC;IACpG,CAAC;IAEM,MAAM,CAAC,GAAc,EAAE,SAAiB;QAC7C,IAAI,IAAI,CAAC,SAAS,KAAK,GAAG,CAAC,SAAS;YAClC,OAAO,KAAK,CAAC;QAEf,IAAI,CAAC,KAAK,eAAe,CAAC,IAAI,CAAC,OAAO,EAAE,GAAG,CAAC,OAAO,CAAC;YAClD,OAAO,KAAK,CAAC;QAEf,IAAI,SAAS,KAAK,IAAI,CAAC,MAAM,EAAE;YAC7B,IAAA,qBAAM,EAAC,SAAS,KAAK,GAAG,CAAC,MAAM,CAAC,CAAC;YACjC,IAAI,IAAI,CAAC,MAAM,CAAC,KAAK,KAAK,GAAG,CAAC,MAAM,CAAC,KAAK;gBACxC,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,CAAC,KAAK,gBAAgB,CAAC,IAAI,CAAC,QAAQ,EAAE,GAAG,CAAC,QAAQ,EAAE,SAAS,CAAC;YAChE,OAAO,KAAK,CAAC;QAEf,IAAI,SAAS,KAAK,IAAI,CAAC,OAAO,EAAE;YAC9B,IAAA,qBAAM,EAAC,SAAS,KAAK,GAAG,CAAC,OAAO,CAAC,CAAC;YAClC,OAAO,IAAI,CAAC,OAAO,CAAC,aAAa,CAAC,GAAG,CAAC,OAAO,EAAE,MAAM,CAAC,CAAC;SACxD;QAED,OAAO,IAAI,CAAC;IACd,CAAC;IAEM,OAAO,CAAC,GAAc,EAAE,SAAiB;QAC9C,IAAI,IAAI,KAAK,GAAG;YACd,OAAO,CAAC,CAAC;QAEX,IAAI,IAAI,GAAG,IAAI,CAAC,SAAS,GAAG,GAAG,CAAC,SAAS,CAAC;QAC1C,IAAI,CAAC,KAAK,IAAI,EAAE;YACd,IAAI,GAAG,gBAAgB,CAAC,IAAI,CAAC,QAAQ,EAAE,GAAG,CAAC,QAAQ,EAAE,SAAS,CAAC,CAAC;YAChE,IAAI,CAAC,KAAK,IAAI,EAAE;gBACd,IAAI,GAAG,eAAe,CAAC,IAAI,CAAC,OAAO,EAAE,GAAG,CAAC,OAAO,CAAC,CAAC;gBAClD,IAAI,CAAC,KAAK,IAAI,EAAE;oBACd,IAAI,SAAS,KAAK,IAAI,CAAC,MAAM,EAAE;wBAC7B,IAAA,qBAAM,EAAC,SAAS,KAAK,GAAG,CAAC,MAAM,CAAC,CAAC;wBACjC,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,GAAG,CAAC,MAAM,CAAC,KAAK,CAAC;qBAC7C;oBAED,IAAI,CAAC,KAAK,IAAI,IAAI,SAAS,KAAK,IAAI,CAAC,OAAO,EAAE;wBAC5C,IAAA,qBAAM,EAAC,SAAS,KAAK,GAAG,CAAC,OAAO,CAAC,CAAC;wBAClC,IAAI,GAAG,IAAA,mCAAoB,EAAC,IAAI,CAAC,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;wBAC3D,IAAI,CAAC,KAAK,IAAI;4BACZ,IAAI,GAAG,IAAA,mCAAoB,EAAC,IAAI,CAAC,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;qBAC9D;iBACF;aACF;SACF;QAED,OAAO,IAAI,CAAC;IACd,CAAC;CACF;AAtED,8BAsEC;AAED,gBAAgB;AAChB,MAAa,SAAU,SAAQ,uBAAmB;IAGhD,YAAmB,SAAiB;QAClC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,OAAO,CAAC,GAAG,EAAE,SAAS,CAAC,CAAC,CAAC;QACjD,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;IAC9B,CAAC;IAEM,SAAS,CAAC,KAAqB,EAAE,QAAiC;QACvE,OAAO,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,MAAM,CAAC,KAAK,CAAC,EAAE,QAAQ,CAAC,CAAC;IACxD,CAAC;IAEM,uBAAuB,CAAC,EAAkB,EAAE,EAAkB;QACnE,OAAO,CAAC,KAAK,IAAI,CAAC,gBAAgB,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC;IAC7C,CAAC;IAEM,gBAAgB,CAAC,EAAkB,EAAE,EAAkB;QAC5D,OAAO,gBAAgB,CAAC,EAAE,CAAC,QAAQ,EAAE,EAAE,CAAC,QAAQ,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;IACrE,CAAC;CACF;AAnBD,8BAmBC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { assert, comparePossiblyUndefined, compareWithTolerance, IndexMap } from \"@itwin/core-bentley\";\r\nimport { Point2d, Point3d, XYAndZ } from \"@itwin/core-geometry\";\r\nimport { Feature, OctEncodedNormal } from \"@itwin/core-common\";\r\n\r\n/** @internal */\r\nexport interface VertexKeyProps {\r\n position: Point3d;\r\n fillColor: number;\r\n normal?: OctEncodedNormal;\r\n uvParam?: Point2d;\r\n feature?: Feature;\r\n}\r\n\r\nfunction comparePositions(p0: Point3d, p1: Point3d, tolerance: XYAndZ): number {\r\n let diff = compareWithTolerance(p0.x, p1.x, tolerance.x);\r\n if (0 === diff) {\r\n diff = compareWithTolerance(p0.y, p1.y, tolerance.y);\r\n if (0 === diff)\r\n diff = compareWithTolerance(p0.z, p1.z, tolerance.z);\r\n }\r\n\r\n return diff;\r\n}\r\n\r\nfunction compareFeatures(f0: Feature | undefined, f1: Feature | undefined): number {\r\n return comparePossiblyUndefined((lhs, rhs) => lhs.compare(rhs), f0, f1);\r\n}\r\n\r\n/** @internal */\r\nexport class VertexKey {\r\n public readonly position: Point3d;\r\n public readonly normal?: OctEncodedNormal;\r\n public readonly uvParam?: Point2d;\r\n public readonly fillColor: number;\r\n public readonly feature?: Feature;\r\n\r\n public constructor(position: Point3d, fillColor: number, normal?: OctEncodedNormal, uvParam?: Point2d, feature?: Feature) {\r\n this.position = position.clone();\r\n this.fillColor = fillColor;\r\n this.normal = normal;\r\n this.uvParam = uvParam?.clone();\r\n this.feature = feature;\r\n }\r\n\r\n public static create(props: VertexKeyProps): VertexKey {\r\n return new VertexKey(props.position, props.fillColor, props.normal, props.uvParam, props.feature);\r\n }\r\n\r\n public equals(rhs: VertexKey, tolerance: XYAndZ): boolean {\r\n if (this.fillColor !== rhs.fillColor)\r\n return false;\r\n\r\n if (0 !== compareFeatures(this.feature, rhs.feature))\r\n return false;\r\n\r\n if (undefined !== this.normal) {\r\n assert(undefined !== rhs.normal);\r\n if (this.normal.value !== rhs.normal.value)\r\n return false;\r\n }\r\n\r\n if (0 !== comparePositions(this.position, rhs.position, tolerance))\r\n return false;\r\n\r\n if (undefined !== this.uvParam) {\r\n assert(undefined !== rhs.uvParam);\r\n return this.uvParam.isAlmostEqual(rhs.uvParam, 0.0001);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public compare(rhs: VertexKey, tolerance: XYAndZ): number {\r\n if (this === rhs)\r\n return 0;\r\n\r\n let diff = this.fillColor - rhs.fillColor;\r\n if (0 === diff) {\r\n diff = comparePositions(this.position, rhs.position, tolerance);\r\n if (0 === diff) {\r\n diff = compareFeatures(this.feature, rhs.feature);\r\n if (0 === diff) {\r\n if (undefined !== this.normal) {\r\n assert(undefined !== rhs.normal);\r\n diff = this.normal.value - rhs.normal.value;\r\n }\r\n\r\n if (0 === diff && undefined !== this.uvParam) {\r\n assert(undefined !== rhs.uvParam);\r\n diff = compareWithTolerance(this.uvParam.x, rhs.uvParam.x);\r\n if (0 === diff)\r\n diff = compareWithTolerance(this.uvParam.x, rhs.uvParam.y);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return diff;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class VertexMap extends IndexMap<VertexKey> {\r\n private readonly _tolerance: XYAndZ;\r\n\r\n public constructor(tolerance: XYAndZ) {\r\n super((lhs, rhs) => lhs.compare(rhs, tolerance));\r\n this._tolerance = tolerance;\r\n }\r\n\r\n public insertKey(props: VertexKeyProps, onInsert?: (vk: VertexKey) => any): number {\r\n return this.insert(VertexKey.create(props), onInsert);\r\n }\r\n\r\n public arePositionsAlmostEqual(p0: VertexKeyProps, p1: VertexKeyProps): boolean {\r\n return 0 === this.comparePositions(p0, p1);\r\n }\r\n\r\n public comparePositions(p0: VertexKeyProps, p1: VertexKeyProps): number {\r\n return comparePositions(p0.position, p1.position, this._tolerance);\r\n }\r\n}\r\n"]}
@@ -44,7 +44,7 @@ export interface VertexTableProps {
44
44
  * [[qparams]] will still be defined; it can be used to derive the range of positions in the table.
45
45
  */
46
46
  readonly usesUnquantizedPositions?: boolean;
47
- /** Quantization parameters for the vertex positions encoded into the array, the positions are quantized;
47
+ /** Quantization parameters for the vertex positions encoded into the array, if the positions are quantized;
48
48
  * and for deriving the range of positions in the table, whether quantized or not.
49
49
  */
50
50
  readonly qparams: QParams3d;
@@ -400,14 +400,42 @@ var Unquantized;
400
400
  get usesUnquantizedPositions() { return true; }
401
401
  get qparams() { return this._qparams3d; }
402
402
  appendVertex(vertIndex) {
403
- this.appendPosition(vertIndex);
404
- this.appendFeatureIndex(vertIndex);
403
+ this.appendTransposePosAndFeatureNdx(vertIndex);
405
404
  this.appendColorIndex(vertIndex);
406
405
  }
407
406
  appendFloat32(val) {
408
407
  f32Array[0] = val;
409
408
  this.append32(u32Array[0]);
410
409
  }
410
+ convertFloat32(val) {
411
+ f32Array[0] = val;
412
+ return u32Array[0];
413
+ }
414
+ appendTransposePosAndFeatureNdx(vertIndex) {
415
+ // transpose position xyz vals into [0].xyz - [3].xyz, and add feature index at .w
416
+ // this is to order things to let shader code access much more efficiently
417
+ const pt = this._points[vertIndex];
418
+ const x = this.convertFloat32(pt.x);
419
+ const y = this.convertFloat32(pt.y);
420
+ const z = this.convertFloat32(pt.z);
421
+ const featID = (this.args.features.featureIDs) ? this.args.features.featureIDs[vertIndex] : 0;
422
+ this.append8(x & 0x000000ff);
423
+ this.append8(y & 0x000000ff);
424
+ this.append8(z & 0x000000ff);
425
+ this.append8(featID & 0x000000ff);
426
+ this.append8((x >>> 8) & 0x000000ff);
427
+ this.append8((y >>> 8) & 0x000000ff);
428
+ this.append8((z >>> 8) & 0x000000ff);
429
+ this.append8((featID >>> 8) & 0x000000ff);
430
+ this.append8((x >>> 16) & 0x000000ff);
431
+ this.append8((y >>> 16) & 0x000000ff);
432
+ this.append8((z >>> 16) & 0x000000ff);
433
+ this.append8((featID >>> 16) & 0x000000ff);
434
+ this.append8(x >>> 24);
435
+ this.append8(y >>> 24);
436
+ this.append8(z >>> 24);
437
+ this.append8(featID >>> 24);
438
+ }
411
439
  appendPosition(vertIndex) {
412
440
  const pt = this._points[vertIndex];
413
441
  this.appendFloat32(pt.x);
@@ -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 { assert } from \"@itwin/core-bentley\";\r\nimport { Point2d, Point3d, Range2d } from \"@itwin/core-geometry\";\r\nimport { ColorDef, ColorIndex, FeatureIndex, FeatureIndexType, QParams2d, QParams3d, QPoint2d, QPoint3dList } from \"@itwin/core-common\";\r\nimport { IModelApp } from \"../../IModelApp\";\r\nimport { AuxChannelTable } from \"./AuxChannelTable\";\r\nimport { MeshArgs, Point3dList, PolylineArgs } from \"./mesh/MeshPrimitives\";\r\nimport { createSurfaceMaterial, SurfaceParams, SurfaceType } from \"./SurfaceParams\";\r\nimport { EdgeParams } from \"./EdgeParams\";\r\n\r\n/**\r\n * Holds an array of indices into a VertexTable. Each index is a 24-bit unsigned integer.\r\n * The order of the indices specifies the order in which vertices are drawn.\r\n * @internal\r\n */\r\nexport class VertexIndices {\r\n public readonly data: Uint8Array;\r\n\r\n /**\r\n * Directly construct from an array of bytes in which each index occupies 3 contiguous bytes.\r\n * The length of the array must be a multiple of 3. This object takes ownership of the array.\r\n */\r\n public constructor(data: Uint8Array) {\r\n this.data = data;\r\n assert(0 === this.data.length % 3);\r\n }\r\n\r\n /** Get the number of 24-bit indices. */\r\n public get length(): number { return this.data.length / 3; }\r\n\r\n /** Convert an array of 24-bit unsigned integer values into a VertexIndices object. */\r\n public static fromArray(indices: number[]): VertexIndices {\r\n const bytes = new Uint8Array(indices.length * 3);\r\n for (let i = 0; i < indices.length; i++)\r\n this.encodeIndex(indices[i], bytes, i * 3);\r\n\r\n return new VertexIndices(bytes);\r\n }\r\n\r\n public static encodeIndex(index: number, bytes: Uint8Array, byteIndex: number): void {\r\n assert(byteIndex + 2 < bytes.length);\r\n bytes[byteIndex + 0] = index & 0x000000ff;\r\n bytes[byteIndex + 1] = (index & 0x0000ff00) >> 8;\r\n bytes[byteIndex + 2] = (index & 0x00ff0000) >> 16;\r\n }\r\n\r\n public setNthIndex(n: number, value: number): void {\r\n VertexIndices.encodeIndex(value, this.data, n * 3);\r\n }\r\n\r\n public decodeIndex(index: number): number {\r\n assert(index < this.length);\r\n const byteIndex = index * 3;\r\n return this.data[byteIndex] | (this.data[byteIndex + 1] << 8) | (this.data[byteIndex + 2] << 16);\r\n }\r\n\r\n public decodeIndices(): number[] {\r\n const indices = [];\r\n for (let i = 0; i < this.length; i++)\r\n indices.push(this.decodeIndex(i));\r\n\r\n return indices;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface Dimensions {\r\n width: number;\r\n height: number;\r\n}\r\n\r\n/** @internal */\r\nexport function computeDimensions(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number): Dimensions {\r\n const maxSize = IModelApp.renderSystem.maxTextureSize;\r\n const nRgba = nEntries * nRgbaPerEntry + nExtraRgba;\r\n\r\n if (nRgba < maxSize)\r\n return { width: nRgba, height: 1 };\r\n\r\n // Make roughly square to reduce unused space in last row\r\n let width = Math.ceil(Math.sqrt(nRgba));\r\n\r\n // Ensure a given entry's RGBA values all fit on the same row.\r\n const remainder = width % nRgbaPerEntry;\r\n if (0 !== remainder) {\r\n width += nRgbaPerEntry - remainder;\r\n }\r\n\r\n // Compute height\r\n let height = Math.ceil(nRgba / width);\r\n if (width * height < nRgba)\r\n ++height;\r\n\r\n assert(height <= maxSize);\r\n assert(width <= maxSize);\r\n assert(width * height >= nRgba);\r\n assert(Math.floor(height) === height);\r\n assert(Math.floor(width) === width);\r\n\r\n // Row padding should never be necessary...\r\n assert(0 === width % nRgbaPerEntry);\r\n\r\n return { width, height };\r\n}\r\n\r\n/** Describes a VertexTable.\r\n * @internal\r\n */\r\nexport interface VertexTableProps {\r\n /** The rectangular array of vertex data, of size width*height*numRgbaPerVertex bytes. */\r\n readonly data: Uint8Array;\r\n /** If true, positions are not quantized but instead stored as 32-bit floats.\r\n * [[qparams]] will still be defined; it can be used to derive the range of positions in the table.\r\n */\r\n readonly usesUnquantizedPositions?: boolean;\r\n /** Quantization parameters for the vertex positions encoded into the array, the positions are quantized;\r\n * and for deriving the range of positions in the table, whether quantized or not.\r\n */\r\n readonly qparams: QParams3d;\r\n /** The number of 4-byte 'RGBA' values in each row of the array. Must be divisible by numRgbaPerVertex. */\r\n readonly width: number;\r\n /** The number of rows in the array. */\r\n readonly height: number;\r\n /** Whether or not the vertex colors contain translucent colors. */\r\n readonly hasTranslucency: boolean;\r\n /** If no color table exists, the color to use for all vertices. */\r\n readonly uniformColor?: ColorDef;\r\n /** Describes the number of features (none, one, or multiple) contained. */\r\n readonly featureIndexType: FeatureIndexType;\r\n /** If featureIndexType is 'Uniform', the feature ID associated with all vertices. */\r\n readonly uniformFeatureID?: number;\r\n /** The number of vertices in the table. Must be less than (width*height)/numRgbaPerVertex. */\r\n readonly numVertices: number;\r\n /** The number of 4-byte 'RGBA' values associated with each vertex. */\r\n readonly numRgbaPerVertex: number;\r\n /** If vertex data include texture UV coordinates, the quantization params for those coordinates. */\r\n readonly uvParams?: QParams2d;\r\n}\r\n\r\n/**\r\n * Represents vertex data (position, color, normal, UV params, etc) in a rectangular array.\r\n * Each vertex is described by one or more contiguous 4-byte ('RGBA') values.\r\n * This allows vertex data to be uploaded to the GPU as a texture and vertex data to be sampled\r\n * from that texture using a single vertex ID representing an index into the array.\r\n * Vertex color is identified by a 16-bit index into a color table appended to the vertex data.\r\n * @internal\r\n */\r\nexport class VertexTable implements VertexTableProps {\r\n /** The rectangular array of vertex data, of size width*height*numRgbaPerVertex bytes. */\r\n public readonly data: Uint8Array;\r\n /** If true, positions are not quantized but instead stored as 32-bit floats.\r\n * [[qparams]] will still be defined; it can be used to derive the range of positions in the table.\r\n */\r\n public readonly usesUnquantizedPositions?: boolean;\r\n /** Quantization parameters for the vertex positions encoded into the array, the positions are quantized;\r\n * and for deriving the range of positions in the table, whether quantized or not.\r\n */\r\n public readonly qparams: QParams3d;\r\n /** The number of 4-byte 'RGBA' values in each row of the array. Must be divisible by numRgbaPerVertex. */\r\n public readonly width: number;\r\n /** The number of rows in the array. */\r\n public readonly height: number;\r\n /** Whether or not the vertex colors contain translucent colors. */\r\n public readonly hasTranslucency: boolean;\r\n /** If no color table exists, the color to use for all vertices. */\r\n public readonly uniformColor?: ColorDef;\r\n /** Describes the number of features (none, one, or multiple) contained. */\r\n public readonly featureIndexType: FeatureIndexType;\r\n /** If featureIndexType is 'Uniform', the feature ID associated with all vertices. */\r\n public readonly uniformFeatureID?: number;\r\n /** The number of vertices in the table. Must be less than (width*height)/numRgbaPerVertex. */\r\n public readonly numVertices: number;\r\n /** The number of 4-byte 'RGBA' values associated with each vertex. */\r\n public readonly numRgbaPerVertex: number;\r\n /** If vertex data include texture UV coordinates, the quantization params for those coordinates. */\r\n public readonly uvParams?: QParams2d;\r\n\r\n /** Construct a VertexTable. The VertexTable takes ownership of all input data - it must not be later modified by the caller. */\r\n public constructor(props: VertexTableProps) {\r\n this.data = props.data;\r\n this.qparams = props.qparams;\r\n this.usesUnquantizedPositions = !!props.usesUnquantizedPositions;\r\n this.width = props.width;\r\n this.height = props.height;\r\n this.hasTranslucency = true === props.hasTranslucency;\r\n this.uniformColor = props.uniformColor;\r\n this.featureIndexType = props.featureIndexType;\r\n this.uniformFeatureID = props.uniformFeatureID;\r\n this.numVertices = props.numVertices;\r\n this.numRgbaPerVertex = props.numRgbaPerVertex;\r\n this.uvParams = props.uvParams;\r\n }\r\n\r\n public static buildFrom(builder: VertexTableBuilder, colorIndex: ColorIndex, featureIndex: FeatureIndex): VertexTable {\r\n const { numVertices, numRgbaPerVertex } = builder;\r\n const numColors = colorIndex.isUniform ? 0 : colorIndex.numColors;\r\n const dimensions = computeDimensions(numVertices, numRgbaPerVertex, numColors);\r\n assert(0 === dimensions.width % numRgbaPerVertex || (0 < numColors && 1 === dimensions.height));\r\n\r\n const data = new Uint8Array(dimensions.width * dimensions.height * 4);\r\n\r\n builder.data = data;\r\n for (let i = 0; i < numVertices; i++)\r\n builder.appendVertex(i);\r\n\r\n builder.appendColorTable(colorIndex);\r\n\r\n builder.data = undefined;\r\n\r\n return new VertexTable({\r\n data,\r\n qparams: builder.qparams,\r\n usesUnquantizedPositions: builder.usesUnquantizedPositions,\r\n width: dimensions.width,\r\n height: dimensions.height,\r\n hasTranslucency: colorIndex.hasAlpha,\r\n uniformColor: colorIndex.uniform,\r\n numVertices,\r\n numRgbaPerVertex,\r\n uvParams: builder.uvParams,\r\n featureIndexType: featureIndex.type,\r\n uniformFeatureID: featureIndex.type === FeatureIndexType.Uniform ? featureIndex.featureID : undefined,\r\n });\r\n }\r\n\r\n public static createForPolylines(args: PolylineArgs): VertexTable | undefined {\r\n const polylines = args.polylines;\r\n if (0 < polylines.length)\r\n return this.buildFrom(createPolylineBuilder(args), args.colors, args.features);\r\n else\r\n return undefined;\r\n }\r\n}\r\n\r\n/**\r\n * Describes mesh geometry to be submitted to the rendering system.\r\n * A mesh consists of a surface and its edges, which may include any combination of silhouettes, polylines, and single segments.\r\n * The surface and edges all refer to the same vertex table.\r\n */\r\nexport class MeshParams {\r\n public readonly vertices: VertexTable;\r\n public readonly surface: SurfaceParams;\r\n public readonly edges?: EdgeParams;\r\n public readonly isPlanar: boolean;\r\n public readonly auxChannels?: AuxChannelTable;\r\n\r\n /** Directly construct a MeshParams. The MeshParams takes ownership of all input data. */\r\n public constructor(vertices: VertexTable, surface: SurfaceParams, edges?: EdgeParams, isPlanar?: boolean, auxChannels?: AuxChannelTable) {\r\n this.vertices = vertices;\r\n this.surface = surface;\r\n this.edges = edges;\r\n this.isPlanar = !!isPlanar;\r\n this.auxChannels = auxChannels;\r\n }\r\n\r\n /** Construct from a MeshArgs. */\r\n public static create(args: MeshArgs): MeshParams {\r\n const builder = createMeshBuilder(args);\r\n const vertices = VertexTable.buildFrom(builder, args.colors, args.features);\r\n\r\n const surfaceIndices = VertexIndices.fromArray(args.vertIndices);\r\n\r\n const surface: SurfaceParams = {\r\n type: builder.type,\r\n indices: surfaceIndices,\r\n fillFlags: args.fillFlags,\r\n hasBakedLighting: true === args.hasBakedLighting,\r\n hasFixedNormals: true === args.hasFixedNormals,\r\n textureMapping: undefined !== args.textureMapping ? { texture: args.textureMapping.texture, alwaysDisplayed: false } : undefined,\r\n material: createSurfaceMaterial(args.material),\r\n };\r\n\r\n const channels = undefined !== args.auxChannels ? AuxChannelTable.fromChannels(args.auxChannels, vertices.numVertices) : undefined;\r\n const edges = EdgeParams.fromMeshArgs(args);\r\n return new MeshParams(vertices, surface, edges, args.isPlanar, channels);\r\n }\r\n}\r\n\r\n/** Builds a VertexTable from some data type supplying the vertex data. */\r\nexport abstract class VertexTableBuilder {\r\n public data?: Uint8Array;\r\n private _curIndex: number = 0;\r\n\r\n public abstract get numVertices(): number;\r\n public abstract get numRgbaPerVertex(): number;\r\n public abstract get qparams(): QParams3d;\r\n public abstract get usesUnquantizedPositions(): boolean;\r\n public get uvParams(): QParams2d | undefined { return undefined; }\r\n public abstract appendVertex(vertIndex: number): void;\r\n\r\n public appendColorTable(colorIndex: ColorIndex) {\r\n if (undefined !== colorIndex.nonUniform) {\r\n for (const color of colorIndex.nonUniform.colors) {\r\n this.appendColor(color);\r\n }\r\n }\r\n }\r\n\r\n protected advance(nBytes: number) {\r\n this._curIndex += nBytes;\r\n assert(this._curIndex <= this.data!.length);\r\n }\r\n\r\n protected append8(val: number) {\r\n assert(0 <= val);\r\n assert(val <= 0xff);\r\n assert(val === Math.floor(val));\r\n\r\n this.data![this._curIndex] = val;\r\n this.advance(1);\r\n }\r\n protected append16(val: number) {\r\n this.append8(val & 0x00ff);\r\n this.append8(val >>> 8);\r\n }\r\n protected append32(val: number) {\r\n this.append16(val & 0x0000ffff);\r\n this.append16(val >>> 16);\r\n }\r\n\r\n private appendColor(tbgr: number) {\r\n const colors = ColorDef.getColors(tbgr);\r\n\r\n // invert transparency => alpha\r\n colors.t = 255 - colors.t;\r\n\r\n // premultiply alpha...\r\n switch (colors.t) {\r\n case 0:\r\n colors.r = colors.g = colors.b = 0;\r\n break;\r\n case 255:\r\n break;\r\n default: {\r\n const f = colors.t / 255.0;\r\n colors.r = Math.floor(colors.r * f + 0.5);\r\n colors.g = Math.floor(colors.g * f + 0.5);\r\n colors.b = Math.floor(colors.b * f + 0.5);\r\n break;\r\n }\r\n }\r\n\r\n // Store 32-bit value in little-endian order (red first)\r\n this.append8(colors.r);\r\n this.append8(colors.g);\r\n this.append8(colors.b);\r\n this.append8(colors.t);\r\n }\r\n}\r\n\r\ntype VertexData = PolylineArgs | MeshArgs;\r\ntype Quantized<T extends VertexData> = Omit<T, \"points\"> & { points: QPoint3dList };\r\ntype Unquantized<T extends VertexData> = Omit<T, \"points\"> & { points: Omit<Point3dList, \"add\"> };\r\n\r\nnamespace Quantized { // eslint-disable-line @typescript-eslint/no-redeclare\r\n /**\r\n * Supplies vertex data from a PolylineArgs or MeshArgs. Each vertex consists of 12 bytes:\r\n * pos.x 00\r\n * pos.y 02\r\n * pos.z 04\r\n * colorIndex 06\r\n * featureIndex 08 (24 bits)\r\n * materialIndex 0B (for meshes that use a material atlas; otherwise unused). NOTE: Currently front-end code does not produce material atlases.\r\n */\r\n export class SimpleBuilder<T extends Quantized<VertexData>> extends VertexTableBuilder {\r\n public args: T;\r\n protected _qpoints: QPoint3dList;\r\n\r\n public constructor(args: T) {\r\n super();\r\n this._qpoints = args.points;\r\n this.args = args;\r\n assert(undefined !== this.args.points);\r\n }\r\n\r\n public get numVertices() { return this.args.points.length; }\r\n public get numRgbaPerVertex() { return 3; }\r\n public get usesUnquantizedPositions() { return false; }\r\n public get qparams() {\r\n return this._qpoints.params;\r\n }\r\n\r\n public appendVertex(vertIndex: number): void {\r\n this.appendPosition(vertIndex);\r\n this.appendColorIndex(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n }\r\n\r\n protected appendPosition(vertIndex: number) {\r\n this.append16(this._qpoints.list[vertIndex].x);\r\n this.append16(this._qpoints.list[vertIndex].y);\r\n this.append16(this._qpoints.list[vertIndex].z);\r\n }\r\n\r\n protected appendColorIndex(vertIndex: number) {\r\n if (undefined !== this.args.colors.nonUniform) {\r\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\r\n } else {\r\n this.advance(2);\r\n }\r\n }\r\n\r\n protected appendFeatureIndex(vertIndex: number) {\r\n if (undefined !== this.args.features.featureIDs) {\r\n this.append32(this.args.features.featureIDs[vertIndex]);\r\n } else {\r\n this.advance(4);\r\n }\r\n }\r\n }\r\n\r\n /** Supplies vertex data from a MeshArgs. */\r\n export class MeshBuilder extends SimpleBuilder<Quantized<MeshArgs>> {\r\n public readonly type: SurfaceType;\r\n\r\n protected constructor(args: Quantized<MeshArgs>, type: SurfaceType) {\r\n super(args);\r\n this.type = type;\r\n }\r\n\r\n public static create(args: Quantized<MeshArgs>): MeshBuilder {\r\n if (args.isVolumeClassifier)\r\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\r\n\r\n const isLit = undefined !== args.normals && 0 < args.normals.length;\r\n const isTextured = undefined !== args.textureMapping;\r\n\r\n let uvParams: QParams2d | undefined;\r\n\r\n if (args.textureMapping) {\r\n const uvRange = Range2d.createNull();\r\n const fpts = args.textureMapping.uvParams;\r\n const pt2d = new Point2d();\r\n if (undefined !== fpts && fpts.length > 0)\r\n for (let i = 0; i < args.points.length; i++)\r\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\r\n\r\n uvParams = QParams2d.fromRange(uvRange);\r\n }\r\n\r\n if (isLit)\r\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\r\n else\r\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\r\n }\r\n }\r\n\r\n /** Supplies vertex data from a MeshArgs where each vertex consists of 16 bytes.\r\n * In addition to the SimpleBuilder data, the final 4 bytes hold the quantized UV params\r\n * The color index is left uninitialized as it is unused.\r\n */\r\n class TexturedMeshBuilder extends MeshBuilder {\r\n private _qparams: QParams2d;\r\n private _qpoint = new QPoint2d();\r\n\r\n public constructor(args: Quantized<MeshArgs>, qparams: QParams2d, type: SurfaceType = SurfaceType.Textured) {\r\n super(args, type);\r\n this._qparams = qparams;\r\n assert(undefined !== args.textureMapping);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 4; }\r\n public override get uvParams() { return this._qparams; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n this.appendPosition(vertIndex);\r\n this.appendNormal(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n this.appendUVParams(vertIndex);\r\n }\r\n\r\n protected appendNormal(_vertIndex: number): void { this.advance(2); } // no normal for unlit meshes\r\n\r\n protected appendUVParams(vertIndex: number) {\r\n this._qpoint.init(this.args.textureMapping!.uvParams[vertIndex], this._qparams);\r\n this.append16(this._qpoint.x);\r\n this.append16(this._qpoint.y);\r\n }\r\n }\r\n\r\n /** As with TexturedMeshBuilder, but the color index is replaced with the oct-encoded normal value. */\r\n class TexturedLitMeshBuilder extends TexturedMeshBuilder {\r\n public constructor(args: Quantized<MeshArgs>, qparams: QParams2d) {\r\n super(args, qparams, SurfaceType.TexturedLit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n protected override appendNormal(vertIndex: number) { this.append16(this.args.normals![vertIndex].value); }\r\n }\r\n\r\n /** 16 bytes. The last 2 bytes are unused; the 2 immediately preceding it hold the oct-encoded normal value. */\r\n class LitMeshBuilder extends MeshBuilder {\r\n public constructor(args: Quantized<MeshArgs>) {\r\n super(args, SurfaceType.Lit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 4; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n this.advance(2); // 2 unused bytes\r\n }\r\n }\r\n}\r\n\r\n/** Builders in this namespace store vertex positions as 32-bit floats instead of quantizing to 16-bit unsigned integers.\r\n * This is preferred for decoration graphics, which might contain ranges of positions that exceed the limits for quantization; if quantized,\r\n * they could produce visual artifacts.\r\n * Each builder produces a VertexTable that starts with the following layout:\r\n * pos.x: 00\r\n * pos.y: 04\r\n * pos.z: 08\r\n * featureIndex: 0C\r\n * materialIndex:0F (NOTE: frontend code currently doesn't produce material atlases, so this is always zero).\r\n * Followed (by default) by:\r\n * colorIndex: 10\r\n * unused: 12\r\n * Subclasses may add 4 more bytes and/or overwrite the final 4 bytes above.\r\n */\r\nnamespace Unquantized { // eslint-disable-line @typescript-eslint/no-redeclare\r\n const u32Array = new Uint32Array(1);\r\n const f32Array = new Float32Array(u32Array.buffer);\r\n\r\n // colorIndex: 10\r\n // unused: 12\r\n export class SimpleBuilder<T extends Unquantized<VertexData>> extends VertexTableBuilder {\r\n public args: T;\r\n protected _points: Point3d[];\r\n private _qparams3d: QParams3d;\r\n\r\n public constructor(args: T) {\r\n super();\r\n assert(!(args.points instanceof QPoint3dList));\r\n this._qparams3d = QParams3d.fromRange(args.points.range);\r\n this.args = args;\r\n this._points = args.points;\r\n }\r\n\r\n public get numVertices() { return this._points.length; }\r\n public get numRgbaPerVertex() { return 5; }\r\n public get usesUnquantizedPositions() { return true; }\r\n public get qparams() { return this._qparams3d; }\r\n\r\n public appendVertex(vertIndex: number): void {\r\n this.appendPosition(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n this.appendColorIndex(vertIndex);\r\n }\r\n\r\n private appendFloat32(val: number) {\r\n f32Array[0] = val;\r\n this.append32(u32Array[0]);\r\n }\r\n\r\n protected appendPosition(vertIndex: number) {\r\n const pt = this._points[vertIndex];\r\n this.appendFloat32(pt.x);\r\n this.appendFloat32(pt.y);\r\n this.appendFloat32(pt.z);\r\n }\r\n\r\n protected appendFeatureIndex(vertIndex: number) {\r\n if (this.args.features.featureIDs)\r\n this.append32(this.args.features.featureIDs[vertIndex]);\r\n else\r\n this.advance(4);\r\n }\r\n\r\n protected _appendColorIndex(vertIndex: number) {\r\n if (undefined !== this.args.colors.nonUniform)\r\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\r\n else\r\n this.advance(2);\r\n }\r\n\r\n protected appendColorIndex(vertIndex: number) {\r\n this._appendColorIndex(vertIndex);\r\n this.advance(2);\r\n }\r\n }\r\n\r\n export class MeshBuilder extends SimpleBuilder<Unquantized<MeshArgs>> {\r\n public readonly type: SurfaceType;\r\n\r\n protected constructor(args: Unquantized<MeshArgs>, type: SurfaceType) {\r\n super(args);\r\n this.type = type;\r\n }\r\n\r\n public static create(args: Unquantized<MeshArgs>): MeshBuilder {\r\n if (args.isVolumeClassifier)\r\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\r\n\r\n const isLit = undefined !== args.normals && 0 < args.normals.length;\r\n const isTextured = undefined !== args.textureMapping;\r\n\r\n let uvParams: QParams2d | undefined;\r\n\r\n if (args.textureMapping) {\r\n const uvRange = Range2d.createNull();\r\n const fpts = args.textureMapping.uvParams;\r\n const pt2d = new Point2d();\r\n if (undefined !== fpts && fpts.length > 0)\r\n for (let i = 0; i < args.points.length; i++)\r\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\r\n\r\n uvParams = QParams2d.fromRange(uvRange);\r\n }\r\n\r\n if (isLit)\r\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\r\n else\r\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\r\n }\r\n }\r\n\r\n // u: 10\r\n // v: 12\r\n class TexturedMeshBuilder extends MeshBuilder {\r\n private _qparams: QParams2d;\r\n private _qpoint = new QPoint2d();\r\n\r\n public constructor(args: Unquantized<MeshArgs>, qparams: QParams2d, type = SurfaceType.Textured) {\r\n super(args, type);\r\n this._qparams = qparams;\r\n assert(undefined !== args.textureMapping);\r\n }\r\n\r\n public override get uvParams() { return this._qparams; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n\r\n this._qpoint.init(this.args.textureMapping!.uvParams[vertIndex], this._qparams);\r\n this.append16(this._qpoint.x);\r\n this.append16(this._qpoint.y);\r\n }\r\n\r\n protected override appendColorIndex() { }\r\n }\r\n\r\n // u: 10\r\n // v: 12\r\n // normal: 14\r\n // unused: 16\r\n class TexturedLitMeshBuilder extends TexturedMeshBuilder {\r\n public constructor(args: Unquantized<MeshArgs>, qparams: QParams2d) {\r\n super(args, qparams, SurfaceType.TexturedLit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 6; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n this.advance(2);\r\n }\r\n }\r\n\r\n // color: 10\r\n // normal: 12\r\n class LitMeshBuilder extends MeshBuilder {\r\n public constructor(args: Unquantized<MeshArgs>) {\r\n super(args, SurfaceType.Lit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n protected override appendColorIndex(vertIndex: number) {\r\n super._appendColorIndex(vertIndex);\r\n }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n }\r\n }\r\n}\r\n\r\nfunction createMeshBuilder(args: MeshArgs): VertexTableBuilder & { type: SurfaceType } {\r\n if (args.points instanceof QPoint3dList)\r\n return Quantized.MeshBuilder.create(args as Quantized<MeshArgs>); // wtf compiler?\r\n else\r\n return Unquantized.MeshBuilder.create(args as Unquantized<MeshArgs>); // seriously wtf?\r\n}\r\n\r\nfunction createPolylineBuilder(args: PolylineArgs): VertexTableBuilder {\r\n if (args.points instanceof QPoint3dList)\r\n return new Quantized.SimpleBuilder(args as Quantized<PolylineArgs>); // wtf compiler?\r\n else\r\n return new Unquantized.SimpleBuilder(args as Unquantized<PolylineArgs>); // seriously wtf?\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 { assert } from \"@itwin/core-bentley\";\r\nimport { Point2d, Point3d, Range2d } from \"@itwin/core-geometry\";\r\nimport { ColorDef, ColorIndex, FeatureIndex, FeatureIndexType, QParams2d, QParams3d, QPoint2d, QPoint3dList } from \"@itwin/core-common\";\r\nimport { IModelApp } from \"../../IModelApp\";\r\nimport { AuxChannelTable } from \"./AuxChannelTable\";\r\nimport { MeshArgs, Point3dList, PolylineArgs } from \"./mesh/MeshPrimitives\";\r\nimport { createSurfaceMaterial, SurfaceParams, SurfaceType } from \"./SurfaceParams\";\r\nimport { EdgeParams } from \"./EdgeParams\";\r\n\r\n/**\r\n * Holds an array of indices into a VertexTable. Each index is a 24-bit unsigned integer.\r\n * The order of the indices specifies the order in which vertices are drawn.\r\n * @internal\r\n */\r\nexport class VertexIndices {\r\n public readonly data: Uint8Array;\r\n\r\n /**\r\n * Directly construct from an array of bytes in which each index occupies 3 contiguous bytes.\r\n * The length of the array must be a multiple of 3. This object takes ownership of the array.\r\n */\r\n public constructor(data: Uint8Array) {\r\n this.data = data;\r\n assert(0 === this.data.length % 3);\r\n }\r\n\r\n /** Get the number of 24-bit indices. */\r\n public get length(): number { return this.data.length / 3; }\r\n\r\n /** Convert an array of 24-bit unsigned integer values into a VertexIndices object. */\r\n public static fromArray(indices: number[]): VertexIndices {\r\n const bytes = new Uint8Array(indices.length * 3);\r\n for (let i = 0; i < indices.length; i++)\r\n this.encodeIndex(indices[i], bytes, i * 3);\r\n\r\n return new VertexIndices(bytes);\r\n }\r\n\r\n public static encodeIndex(index: number, bytes: Uint8Array, byteIndex: number): void {\r\n assert(byteIndex + 2 < bytes.length);\r\n bytes[byteIndex + 0] = index & 0x000000ff;\r\n bytes[byteIndex + 1] = (index & 0x0000ff00) >> 8;\r\n bytes[byteIndex + 2] = (index & 0x00ff0000) >> 16;\r\n }\r\n\r\n public setNthIndex(n: number, value: number): void {\r\n VertexIndices.encodeIndex(value, this.data, n * 3);\r\n }\r\n\r\n public decodeIndex(index: number): number {\r\n assert(index < this.length);\r\n const byteIndex = index * 3;\r\n return this.data[byteIndex] | (this.data[byteIndex + 1] << 8) | (this.data[byteIndex + 2] << 16);\r\n }\r\n\r\n public decodeIndices(): number[] {\r\n const indices = [];\r\n for (let i = 0; i < this.length; i++)\r\n indices.push(this.decodeIndex(i));\r\n\r\n return indices;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport interface Dimensions {\r\n width: number;\r\n height: number;\r\n}\r\n\r\n/** @internal */\r\nexport function computeDimensions(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number): Dimensions {\r\n const maxSize = IModelApp.renderSystem.maxTextureSize;\r\n const nRgba = nEntries * nRgbaPerEntry + nExtraRgba;\r\n\r\n if (nRgba < maxSize)\r\n return { width: nRgba, height: 1 };\r\n\r\n // Make roughly square to reduce unused space in last row\r\n let width = Math.ceil(Math.sqrt(nRgba));\r\n\r\n // Ensure a given entry's RGBA values all fit on the same row.\r\n const remainder = width % nRgbaPerEntry;\r\n if (0 !== remainder) {\r\n width += nRgbaPerEntry - remainder;\r\n }\r\n\r\n // Compute height\r\n let height = Math.ceil(nRgba / width);\r\n if (width * height < nRgba)\r\n ++height;\r\n\r\n assert(height <= maxSize);\r\n assert(width <= maxSize);\r\n assert(width * height >= nRgba);\r\n assert(Math.floor(height) === height);\r\n assert(Math.floor(width) === width);\r\n\r\n // Row padding should never be necessary...\r\n assert(0 === width % nRgbaPerEntry);\r\n\r\n return { width, height };\r\n}\r\n\r\n/** Describes a VertexTable.\r\n * @internal\r\n */\r\nexport interface VertexTableProps {\r\n /** The rectangular array of vertex data, of size width*height*numRgbaPerVertex bytes. */\r\n readonly data: Uint8Array;\r\n /** If true, positions are not quantized but instead stored as 32-bit floats.\r\n * [[qparams]] will still be defined; it can be used to derive the range of positions in the table.\r\n */\r\n readonly usesUnquantizedPositions?: boolean;\r\n /** Quantization parameters for the vertex positions encoded into the array, if the positions are quantized;\r\n * and for deriving the range of positions in the table, whether quantized or not.\r\n */\r\n readonly qparams: QParams3d;\r\n /** The number of 4-byte 'RGBA' values in each row of the array. Must be divisible by numRgbaPerVertex. */\r\n readonly width: number;\r\n /** The number of rows in the array. */\r\n readonly height: number;\r\n /** Whether or not the vertex colors contain translucent colors. */\r\n readonly hasTranslucency: boolean;\r\n /** If no color table exists, the color to use for all vertices. */\r\n readonly uniformColor?: ColorDef;\r\n /** Describes the number of features (none, one, or multiple) contained. */\r\n readonly featureIndexType: FeatureIndexType;\r\n /** If featureIndexType is 'Uniform', the feature ID associated with all vertices. */\r\n readonly uniformFeatureID?: number;\r\n /** The number of vertices in the table. Must be less than (width*height)/numRgbaPerVertex. */\r\n readonly numVertices: number;\r\n /** The number of 4-byte 'RGBA' values associated with each vertex. */\r\n readonly numRgbaPerVertex: number;\r\n /** If vertex data include texture UV coordinates, the quantization params for those coordinates. */\r\n readonly uvParams?: QParams2d;\r\n}\r\n\r\n/**\r\n * Represents vertex data (position, color, normal, UV params, etc) in a rectangular array.\r\n * Each vertex is described by one or more contiguous 4-byte ('RGBA') values.\r\n * This allows vertex data to be uploaded to the GPU as a texture and vertex data to be sampled\r\n * from that texture using a single vertex ID representing an index into the array.\r\n * Vertex color is identified by a 16-bit index into a color table appended to the vertex data.\r\n * @internal\r\n */\r\nexport class VertexTable implements VertexTableProps {\r\n /** The rectangular array of vertex data, of size width*height*numRgbaPerVertex bytes. */\r\n public readonly data: Uint8Array;\r\n /** If true, positions are not quantized but instead stored as 32-bit floats.\r\n * [[qparams]] will still be defined; it can be used to derive the range of positions in the table.\r\n */\r\n public readonly usesUnquantizedPositions?: boolean;\r\n /** Quantization parameters for the vertex positions encoded into the array, the positions are quantized;\r\n * and for deriving the range of positions in the table, whether quantized or not.\r\n */\r\n public readonly qparams: QParams3d;\r\n /** The number of 4-byte 'RGBA' values in each row of the array. Must be divisible by numRgbaPerVertex. */\r\n public readonly width: number;\r\n /** The number of rows in the array. */\r\n public readonly height: number;\r\n /** Whether or not the vertex colors contain translucent colors. */\r\n public readonly hasTranslucency: boolean;\r\n /** If no color table exists, the color to use for all vertices. */\r\n public readonly uniformColor?: ColorDef;\r\n /** Describes the number of features (none, one, or multiple) contained. */\r\n public readonly featureIndexType: FeatureIndexType;\r\n /** If featureIndexType is 'Uniform', the feature ID associated with all vertices. */\r\n public readonly uniformFeatureID?: number;\r\n /** The number of vertices in the table. Must be less than (width*height)/numRgbaPerVertex. */\r\n public readonly numVertices: number;\r\n /** The number of 4-byte 'RGBA' values associated with each vertex. */\r\n public readonly numRgbaPerVertex: number;\r\n /** If vertex data include texture UV coordinates, the quantization params for those coordinates. */\r\n public readonly uvParams?: QParams2d;\r\n\r\n /** Construct a VertexTable. The VertexTable takes ownership of all input data - it must not be later modified by the caller. */\r\n public constructor(props: VertexTableProps) {\r\n this.data = props.data;\r\n this.qparams = props.qparams;\r\n this.usesUnquantizedPositions = !!props.usesUnquantizedPositions;\r\n this.width = props.width;\r\n this.height = props.height;\r\n this.hasTranslucency = true === props.hasTranslucency;\r\n this.uniformColor = props.uniformColor;\r\n this.featureIndexType = props.featureIndexType;\r\n this.uniformFeatureID = props.uniformFeatureID;\r\n this.numVertices = props.numVertices;\r\n this.numRgbaPerVertex = props.numRgbaPerVertex;\r\n this.uvParams = props.uvParams;\r\n }\r\n\r\n public static buildFrom(builder: VertexTableBuilder, colorIndex: ColorIndex, featureIndex: FeatureIndex): VertexTable {\r\n const { numVertices, numRgbaPerVertex } = builder;\r\n const numColors = colorIndex.isUniform ? 0 : colorIndex.numColors;\r\n const dimensions = computeDimensions(numVertices, numRgbaPerVertex, numColors);\r\n assert(0 === dimensions.width % numRgbaPerVertex || (0 < numColors && 1 === dimensions.height));\r\n\r\n const data = new Uint8Array(dimensions.width * dimensions.height * 4);\r\n\r\n builder.data = data;\r\n for (let i = 0; i < numVertices; i++)\r\n builder.appendVertex(i);\r\n\r\n builder.appendColorTable(colorIndex);\r\n\r\n builder.data = undefined;\r\n\r\n return new VertexTable({\r\n data,\r\n qparams: builder.qparams,\r\n usesUnquantizedPositions: builder.usesUnquantizedPositions,\r\n width: dimensions.width,\r\n height: dimensions.height,\r\n hasTranslucency: colorIndex.hasAlpha,\r\n uniformColor: colorIndex.uniform,\r\n numVertices,\r\n numRgbaPerVertex,\r\n uvParams: builder.uvParams,\r\n featureIndexType: featureIndex.type,\r\n uniformFeatureID: featureIndex.type === FeatureIndexType.Uniform ? featureIndex.featureID : undefined,\r\n });\r\n }\r\n\r\n public static createForPolylines(args: PolylineArgs): VertexTable | undefined {\r\n const polylines = args.polylines;\r\n if (0 < polylines.length)\r\n return this.buildFrom(createPolylineBuilder(args), args.colors, args.features);\r\n else\r\n return undefined;\r\n }\r\n}\r\n\r\n/**\r\n * Describes mesh geometry to be submitted to the rendering system.\r\n * A mesh consists of a surface and its edges, which may include any combination of silhouettes, polylines, and single segments.\r\n * The surface and edges all refer to the same vertex table.\r\n */\r\nexport class MeshParams {\r\n public readonly vertices: VertexTable;\r\n public readonly surface: SurfaceParams;\r\n public readonly edges?: EdgeParams;\r\n public readonly isPlanar: boolean;\r\n public readonly auxChannels?: AuxChannelTable;\r\n\r\n /** Directly construct a MeshParams. The MeshParams takes ownership of all input data. */\r\n public constructor(vertices: VertexTable, surface: SurfaceParams, edges?: EdgeParams, isPlanar?: boolean, auxChannels?: AuxChannelTable) {\r\n this.vertices = vertices;\r\n this.surface = surface;\r\n this.edges = edges;\r\n this.isPlanar = !!isPlanar;\r\n this.auxChannels = auxChannels;\r\n }\r\n\r\n /** Construct from a MeshArgs. */\r\n public static create(args: MeshArgs): MeshParams {\r\n const builder = createMeshBuilder(args);\r\n const vertices = VertexTable.buildFrom(builder, args.colors, args.features);\r\n\r\n const surfaceIndices = VertexIndices.fromArray(args.vertIndices);\r\n\r\n const surface: SurfaceParams = {\r\n type: builder.type,\r\n indices: surfaceIndices,\r\n fillFlags: args.fillFlags,\r\n hasBakedLighting: true === args.hasBakedLighting,\r\n hasFixedNormals: true === args.hasFixedNormals,\r\n textureMapping: undefined !== args.textureMapping ? { texture: args.textureMapping.texture, alwaysDisplayed: false } : undefined,\r\n material: createSurfaceMaterial(args.material),\r\n };\r\n\r\n const channels = undefined !== args.auxChannels ? AuxChannelTable.fromChannels(args.auxChannels, vertices.numVertices) : undefined;\r\n const edges = EdgeParams.fromMeshArgs(args);\r\n return new MeshParams(vertices, surface, edges, args.isPlanar, channels);\r\n }\r\n}\r\n\r\n/** Builds a VertexTable from some data type supplying the vertex data. */\r\nexport abstract class VertexTableBuilder {\r\n public data?: Uint8Array;\r\n private _curIndex: number = 0;\r\n\r\n public abstract get numVertices(): number;\r\n public abstract get numRgbaPerVertex(): number;\r\n public abstract get qparams(): QParams3d;\r\n public abstract get usesUnquantizedPositions(): boolean;\r\n public get uvParams(): QParams2d | undefined { return undefined; }\r\n public abstract appendVertex(vertIndex: number): void;\r\n\r\n public appendColorTable(colorIndex: ColorIndex) {\r\n if (undefined !== colorIndex.nonUniform) {\r\n for (const color of colorIndex.nonUniform.colors) {\r\n this.appendColor(color);\r\n }\r\n }\r\n }\r\n\r\n protected advance(nBytes: number) {\r\n this._curIndex += nBytes;\r\n assert(this._curIndex <= this.data!.length);\r\n }\r\n\r\n protected append8(val: number) {\r\n assert(0 <= val);\r\n assert(val <= 0xff);\r\n assert(val === Math.floor(val));\r\n\r\n this.data![this._curIndex] = val;\r\n this.advance(1);\r\n }\r\n protected append16(val: number) {\r\n this.append8(val & 0x00ff);\r\n this.append8(val >>> 8);\r\n }\r\n protected append32(val: number) {\r\n this.append16(val & 0x0000ffff);\r\n this.append16(val >>> 16);\r\n }\r\n\r\n private appendColor(tbgr: number) {\r\n const colors = ColorDef.getColors(tbgr);\r\n\r\n // invert transparency => alpha\r\n colors.t = 255 - colors.t;\r\n\r\n // premultiply alpha...\r\n switch (colors.t) {\r\n case 0:\r\n colors.r = colors.g = colors.b = 0;\r\n break;\r\n case 255:\r\n break;\r\n default: {\r\n const f = colors.t / 255.0;\r\n colors.r = Math.floor(colors.r * f + 0.5);\r\n colors.g = Math.floor(colors.g * f + 0.5);\r\n colors.b = Math.floor(colors.b * f + 0.5);\r\n break;\r\n }\r\n }\r\n\r\n // Store 32-bit value in little-endian order (red first)\r\n this.append8(colors.r);\r\n this.append8(colors.g);\r\n this.append8(colors.b);\r\n this.append8(colors.t);\r\n }\r\n}\r\n\r\ntype VertexData = PolylineArgs | MeshArgs;\r\ntype Quantized<T extends VertexData> = Omit<T, \"points\"> & { points: QPoint3dList };\r\ntype Unquantized<T extends VertexData> = Omit<T, \"points\"> & { points: Omit<Point3dList, \"add\"> };\r\n\r\nnamespace Quantized { // eslint-disable-line @typescript-eslint/no-redeclare\r\n /**\r\n * Supplies vertex data from a PolylineArgs or MeshArgs. Each vertex consists of 12 bytes:\r\n * pos.x 00\r\n * pos.y 02\r\n * pos.z 04\r\n * colorIndex 06\r\n * featureIndex 08 (24 bits)\r\n * materialIndex 0B (for meshes that use a material atlas; otherwise unused). NOTE: Currently front-end code does not produce material atlases.\r\n */\r\n export class SimpleBuilder<T extends Quantized<VertexData>> extends VertexTableBuilder {\r\n public args: T;\r\n protected _qpoints: QPoint3dList;\r\n\r\n public constructor(args: T) {\r\n super();\r\n this._qpoints = args.points;\r\n this.args = args;\r\n assert(undefined !== this.args.points);\r\n }\r\n\r\n public get numVertices() { return this.args.points.length; }\r\n public get numRgbaPerVertex() { return 3; }\r\n public get usesUnquantizedPositions() { return false; }\r\n public get qparams() {\r\n return this._qpoints.params;\r\n }\r\n\r\n public appendVertex(vertIndex: number): void {\r\n this.appendPosition(vertIndex);\r\n this.appendColorIndex(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n }\r\n\r\n protected appendPosition(vertIndex: number) {\r\n this.append16(this._qpoints.list[vertIndex].x);\r\n this.append16(this._qpoints.list[vertIndex].y);\r\n this.append16(this._qpoints.list[vertIndex].z);\r\n }\r\n\r\n protected appendColorIndex(vertIndex: number) {\r\n if (undefined !== this.args.colors.nonUniform) {\r\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\r\n } else {\r\n this.advance(2);\r\n }\r\n }\r\n\r\n protected appendFeatureIndex(vertIndex: number) {\r\n if (undefined !== this.args.features.featureIDs) {\r\n this.append32(this.args.features.featureIDs[vertIndex]);\r\n } else {\r\n this.advance(4);\r\n }\r\n }\r\n }\r\n\r\n /** Supplies vertex data from a MeshArgs. */\r\n export class MeshBuilder extends SimpleBuilder<Quantized<MeshArgs>> {\r\n public readonly type: SurfaceType;\r\n\r\n protected constructor(args: Quantized<MeshArgs>, type: SurfaceType) {\r\n super(args);\r\n this.type = type;\r\n }\r\n\r\n public static create(args: Quantized<MeshArgs>): MeshBuilder {\r\n if (args.isVolumeClassifier)\r\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\r\n\r\n const isLit = undefined !== args.normals && 0 < args.normals.length;\r\n const isTextured = undefined !== args.textureMapping;\r\n\r\n let uvParams: QParams2d | undefined;\r\n\r\n if (args.textureMapping) {\r\n const uvRange = Range2d.createNull();\r\n const fpts = args.textureMapping.uvParams;\r\n const pt2d = new Point2d();\r\n if (undefined !== fpts && fpts.length > 0)\r\n for (let i = 0; i < args.points.length; i++)\r\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\r\n\r\n uvParams = QParams2d.fromRange(uvRange);\r\n }\r\n\r\n if (isLit)\r\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\r\n else\r\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\r\n }\r\n }\r\n\r\n /** Supplies vertex data from a MeshArgs where each vertex consists of 16 bytes.\r\n * In addition to the SimpleBuilder data, the final 4 bytes hold the quantized UV params\r\n * The color index is left uninitialized as it is unused.\r\n */\r\n class TexturedMeshBuilder extends MeshBuilder {\r\n private _qparams: QParams2d;\r\n private _qpoint = new QPoint2d();\r\n\r\n public constructor(args: Quantized<MeshArgs>, qparams: QParams2d, type: SurfaceType = SurfaceType.Textured) {\r\n super(args, type);\r\n this._qparams = qparams;\r\n assert(undefined !== args.textureMapping);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 4; }\r\n public override get uvParams() { return this._qparams; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n this.appendPosition(vertIndex);\r\n this.appendNormal(vertIndex);\r\n this.appendFeatureIndex(vertIndex);\r\n this.appendUVParams(vertIndex);\r\n }\r\n\r\n protected appendNormal(_vertIndex: number): void { this.advance(2); } // no normal for unlit meshes\r\n\r\n protected appendUVParams(vertIndex: number) {\r\n this._qpoint.init(this.args.textureMapping!.uvParams[vertIndex], this._qparams);\r\n this.append16(this._qpoint.x);\r\n this.append16(this._qpoint.y);\r\n }\r\n }\r\n\r\n /** As with TexturedMeshBuilder, but the color index is replaced with the oct-encoded normal value. */\r\n class TexturedLitMeshBuilder extends TexturedMeshBuilder {\r\n public constructor(args: Quantized<MeshArgs>, qparams: QParams2d) {\r\n super(args, qparams, SurfaceType.TexturedLit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n protected override appendNormal(vertIndex: number) { this.append16(this.args.normals![vertIndex].value); }\r\n }\r\n\r\n /** 16 bytes. The last 2 bytes are unused; the 2 immediately preceding it hold the oct-encoded normal value. */\r\n class LitMeshBuilder extends MeshBuilder {\r\n public constructor(args: Quantized<MeshArgs>) {\r\n super(args, SurfaceType.Lit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 4; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n this.advance(2); // 2 unused bytes\r\n }\r\n }\r\n}\r\n\r\n/** Builders in this namespace store vertex positions as 32-bit floats instead of quantizing to 16-bit unsigned integers.\r\n * This is preferred for decoration graphics, which might contain ranges of positions that exceed the limits for quantization; if quantized,\r\n * they could produce visual artifacts.\r\n * Each builder produces a VertexTable that starts with the following layout:\r\n * pos.x: 00\r\n * pos.y: 04\r\n * pos.z: 08\r\n * featureIndex: 0C\r\n * materialIndex:0F (NOTE: frontend code currently doesn't produce material atlases, so this is always zero).\r\n * Followed (by default) by:\r\n * colorIndex: 10\r\n * unused: 12\r\n * Subclasses may add 4 more bytes and/or overwrite the final 4 bytes above.\r\n */\r\nnamespace Unquantized { // eslint-disable-line @typescript-eslint/no-redeclare\r\n const u32Array = new Uint32Array(1);\r\n const f32Array = new Float32Array(u32Array.buffer);\r\n\r\n // colorIndex: 10\r\n // unused: 12\r\n export class SimpleBuilder<T extends Unquantized<VertexData>> extends VertexTableBuilder {\r\n public args: T;\r\n protected _points: Point3d[];\r\n private _qparams3d: QParams3d;\r\n\r\n public constructor(args: T) {\r\n super();\r\n assert(!(args.points instanceof QPoint3dList));\r\n this._qparams3d = QParams3d.fromRange(args.points.range);\r\n this.args = args;\r\n this._points = args.points;\r\n }\r\n\r\n public get numVertices() { return this._points.length; }\r\n public get numRgbaPerVertex() { return 5; }\r\n public get usesUnquantizedPositions() { return true; }\r\n public get qparams() { return this._qparams3d; }\r\n\r\n public appendVertex(vertIndex: number): void {\r\n this.appendTransposePosAndFeatureNdx(vertIndex);\r\n this.appendColorIndex(vertIndex);\r\n }\r\n\r\n private appendFloat32(val: number) {\r\n f32Array[0] = val;\r\n this.append32(u32Array[0]);\r\n }\r\n\r\n private convertFloat32(val: number): number {\r\n f32Array[0] = val;\r\n return u32Array[0];\r\n }\r\n\r\n protected appendTransposePosAndFeatureNdx(vertIndex: number) {\r\n // transpose position xyz vals into [0].xyz - [3].xyz, and add feature index at .w\r\n // this is to order things to let shader code access much more efficiently\r\n const pt = this._points[vertIndex];\r\n const x = this.convertFloat32 (pt.x);\r\n const y = this.convertFloat32 (pt.y);\r\n const z = this.convertFloat32 (pt.z);\r\n const featID = (this.args.features.featureIDs) ? this.args.features.featureIDs[vertIndex] : 0;\r\n this.append8(x & 0x000000ff);\r\n this.append8(y & 0x000000ff);\r\n this.append8(z & 0x000000ff);\r\n this.append8(featID & 0x000000ff);\r\n this.append8((x >>> 8) & 0x000000ff);\r\n this.append8((y >>> 8) & 0x000000ff);\r\n this.append8((z >>> 8) & 0x000000ff);\r\n this.append8((featID >>> 8) & 0x000000ff);\r\n this.append8((x >>> 16) & 0x000000ff);\r\n this.append8((y >>> 16) & 0x000000ff);\r\n this.append8((z >>> 16) & 0x000000ff);\r\n this.append8((featID >>> 16) & 0x000000ff);\r\n this.append8(x >>> 24);\r\n this.append8(y >>> 24);\r\n this.append8(z >>> 24);\r\n this.append8(featID >>> 24);\r\n }\r\n\r\n protected appendPosition(vertIndex: number) {\r\n const pt = this._points[vertIndex];\r\n this.appendFloat32(pt.x);\r\n this.appendFloat32(pt.y);\r\n this.appendFloat32(pt.z);\r\n }\r\n\r\n protected appendFeatureIndex(vertIndex: number) {\r\n if (this.args.features.featureIDs)\r\n this.append32(this.args.features.featureIDs[vertIndex]);\r\n else\r\n this.advance(4);\r\n }\r\n\r\n protected _appendColorIndex(vertIndex: number) {\r\n if (undefined !== this.args.colors.nonUniform)\r\n this.append16(this.args.colors.nonUniform.indices[vertIndex]);\r\n else\r\n this.advance(2);\r\n }\r\n\r\n protected appendColorIndex(vertIndex: number) {\r\n this._appendColorIndex(vertIndex);\r\n this.advance(2);\r\n }\r\n }\r\n\r\n export class MeshBuilder extends SimpleBuilder<Unquantized<MeshArgs>> {\r\n public readonly type: SurfaceType;\r\n\r\n protected constructor(args: Unquantized<MeshArgs>, type: SurfaceType) {\r\n super(args);\r\n this.type = type;\r\n }\r\n\r\n public static create(args: Unquantized<MeshArgs>): MeshBuilder {\r\n if (args.isVolumeClassifier)\r\n return new MeshBuilder(args, SurfaceType.VolumeClassifier);\r\n\r\n const isLit = undefined !== args.normals && 0 < args.normals.length;\r\n const isTextured = undefined !== args.textureMapping;\r\n\r\n let uvParams: QParams2d | undefined;\r\n\r\n if (args.textureMapping) {\r\n const uvRange = Range2d.createNull();\r\n const fpts = args.textureMapping.uvParams;\r\n const pt2d = new Point2d();\r\n if (undefined !== fpts && fpts.length > 0)\r\n for (let i = 0; i < args.points.length; i++)\r\n uvRange.extendPoint(Point2d.create(fpts[i].x, fpts[i].y, pt2d));\r\n\r\n uvParams = QParams2d.fromRange(uvRange);\r\n }\r\n\r\n if (isLit)\r\n return isTextured ? new TexturedLitMeshBuilder(args, uvParams!) : new LitMeshBuilder(args);\r\n else\r\n return isTextured ? new TexturedMeshBuilder(args, uvParams!) : new MeshBuilder(args, SurfaceType.Unlit);\r\n }\r\n }\r\n\r\n // u: 10\r\n // v: 12\r\n class TexturedMeshBuilder extends MeshBuilder {\r\n private _qparams: QParams2d;\r\n private _qpoint = new QPoint2d();\r\n\r\n public constructor(args: Unquantized<MeshArgs>, qparams: QParams2d, type = SurfaceType.Textured) {\r\n super(args, type);\r\n this._qparams = qparams;\r\n assert(undefined !== args.textureMapping);\r\n }\r\n\r\n public override get uvParams() { return this._qparams; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n\r\n this._qpoint.init(this.args.textureMapping!.uvParams[vertIndex], this._qparams);\r\n this.append16(this._qpoint.x);\r\n this.append16(this._qpoint.y);\r\n }\r\n\r\n protected override appendColorIndex() { }\r\n }\r\n\r\n // u: 10\r\n // v: 12\r\n // normal: 14\r\n // unused: 16\r\n class TexturedLitMeshBuilder extends TexturedMeshBuilder {\r\n public constructor(args: Unquantized<MeshArgs>, qparams: QParams2d) {\r\n super(args, qparams, SurfaceType.TexturedLit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n public override get numRgbaPerVertex() { return 6; }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n this.advance(2);\r\n }\r\n }\r\n\r\n // color: 10\r\n // normal: 12\r\n class LitMeshBuilder extends MeshBuilder {\r\n public constructor(args: Unquantized<MeshArgs>) {\r\n super(args, SurfaceType.Lit);\r\n assert(undefined !== args.normals);\r\n }\r\n\r\n protected override appendColorIndex(vertIndex: number) {\r\n super._appendColorIndex(vertIndex);\r\n }\r\n\r\n public override appendVertex(vertIndex: number) {\r\n super.appendVertex(vertIndex);\r\n this.append16(this.args.normals![vertIndex].value);\r\n }\r\n }\r\n}\r\n\r\nfunction createMeshBuilder(args: MeshArgs): VertexTableBuilder & { type: SurfaceType } {\r\n if (args.points instanceof QPoint3dList)\r\n return Quantized.MeshBuilder.create(args as Quantized<MeshArgs>); // wtf compiler?\r\n else\r\n return Unquantized.MeshBuilder.create(args as Unquantized<MeshArgs>); // seriously wtf?\r\n}\r\n\r\nfunction createPolylineBuilder(args: PolylineArgs): VertexTableBuilder {\r\n if (args.points instanceof QPoint3dList)\r\n return new Quantized.SimpleBuilder(args as Quantized<PolylineArgs>); // wtf compiler?\r\n else\r\n return new Unquantized.SimpleBuilder(args as Unquantized<PolylineArgs>); // seriously wtf?\r\n}\r\n"]}