@itwin/core-frontend 3.3.0-dev.10 → 3.3.0-dev.18

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.
@@ -1,4 +1,5 @@
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  import type { ExtensionManifest, ExtensionProvider } from "../Extension";
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+ import type { AccessToken } from "@itwin/core-bentley";
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  /**
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  * Required props for an extension uploaded to Bentley's Extension Service
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  * @alpha
@@ -10,6 +11,8 @@ export interface ServiceExtensionProviderProps {
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  version: string;
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  /** iTwin Id */
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  iTwinId: string;
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+ /** @internal */
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+ getAccessToken?: () => Promise<AccessToken>;
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  }
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  /**
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  * Implements an Extension from the Extension Service via the ServiceExtensionProviderProps.
@@ -1 +1 @@
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+ {"version":3,"file":"ServiceExtensionProvider.d.ts","sourceRoot":"","sources":["../../../../src/extension/providers/ServiceExtensionProvider.ts"],"names":[],"mappings":"AAUA,OAAO,KAAK,EACV,iBAAiB,EAAE,iBAAiB,EACrC,MAAM,cAAc,CAAC;AACtB,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAC;AAEvD;;;GAGG;AACH,MAAM,WAAW,6BAA6B;IAC5C,qCAAqC;IACrC,IAAI,EAAE,MAAM,CAAC;IACb,2CAA2C;IAC3C,OAAO,EAAE,MAAM,CAAC;IAChB,eAAe;IACf,OAAO,EAAE,MAAM,CAAC;IAChB,gBAAgB;IAChB,cAAc,CAAC,EAAE,MAAM,OAAO,CAAC,WAAW,CAAC,CAAC;CAC7C;AAED;;;;;GAKG;AACH,qBAAa,wBAAyB,YAAW,iBAAiB;IAEpD,OAAO,CAAC,QAAQ,CAAC,MAAM;gBAAN,MAAM,EAAE,6BAA6B;IAElE;;OAEG;IACU,WAAW,IAAI,OAAO,CAAC,iBAAiB,CAAC;IAYtD;;OAEG;IACU,OAAO,IAAI,OAAO,CAAC,GAAG,CAAC;IAYpC,oCAAoC;YACtB,OAAO;IAYrB;OACG;YACW,kBAAkB;CAyBjC"}
@@ -59,9 +59,9 @@ class ServiceExtensionProvider {
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  /** Fetches the extension from the ExtensionService.
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  */
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  async _getExtensionFiles(props) {
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- var _a;
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+ var _a, _b, _c;
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  const extensionClient = new ExtensionServiceClient_1.ExtensionClient();
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- const accessToken = await ((_a = IModelApp_1.IModelApp.authorizationClient) === null || _a === void 0 ? void 0 : _a.getAccessToken());
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+ const accessToken = await ((_b = (_a = props.getAccessToken) === null || _a === void 0 ? void 0 : _a.call(props)) !== null && _b !== void 0 ? _b : (_c = IModelApp_1.IModelApp.authorizationClient) === null || _c === void 0 ? void 0 : _c.getAccessToken());
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  if (!accessToken)
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  return undefined;
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  let extensionProps;
@@ -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\nimport { rcompare } from \"semver\";\r\n\r\nimport { IModelApp } from \"../../IModelApp\";\r\nimport { loadScript } from \"./ExtensionLoadScript\";\r\nimport { ExtensionClient, ExtensionMetadata } from \"./ExtensionServiceClient\";\r\n\r\nimport type {\r\n ExtensionManifest, ExtensionProvider,\r\n} from \"../Extension\";\r\n\r\n/**\r\n * Required props for an extension uploaded to Bentley's Extension Service\r\n * @alpha\r\n */\r\nexport interface ServiceExtensionProviderProps {\r\n /** Name of the uploaded extension */\r\n name: string;\r\n /** Version number (Semantic Versioning) */\r\n version: string;\r\n /** iTwin Id */\r\n iTwinId: string;\r\n}\r\n\r\n/**\r\n * Implements an Extension from the Extension Service via the ServiceExtensionProviderProps.\r\n * Service extensions are extensions hosted on Bentley's Extension Service.\r\n * The execute() and getManifest() methods are used by the ExtensionAdmin to load and execute the extension.\r\n * @alpha\r\n */\r\nexport class ServiceExtensionProvider implements ExtensionProvider {\r\n\r\n constructor(private readonly _props: ServiceExtensionProviderProps) { }\r\n\r\n /** Returns the extension's manifest (package.json) from the ExtensionService.\r\n * Throws an error if the manifest cannot be found.\r\n */\r\n public async getManifest(): Promise<ExtensionManifest> {\r\n const loadedExtensionProps = await this._getExtensionFiles(this._props);\r\n if (!loadedExtensionProps)\r\n throw new Error(`Error loading manifest for Extension ${this._props.name}.`);\r\n\r\n const doesUrlExist = await this._exists(loadedExtensionProps.manifest.url);\r\n if (!doesUrlExist)\r\n throw new Error(`Manifest at ${loadedExtensionProps.manifest.url} could not be found.`);\r\n\r\n return (await fetch(loadedExtensionProps.manifest.url)).json();\r\n }\r\n\r\n /** Executes the javascript main file (the bundled index.js) of an extension from the Extension Service.\r\n * Throws an error if the file cannot be found.\r\n */\r\n public async execute(): Promise<any> {\r\n const loadedExtensionProps = await this._getExtensionFiles(this._props);\r\n if (!loadedExtensionProps)\r\n throw new Error(`Error executing Extension ${this._props.name}.`);\r\n\r\n const doesUrlExist = await this._exists(loadedExtensionProps.main.url);\r\n if (!doesUrlExist)\r\n throw new Error(`Main javascript file at ${loadedExtensionProps.main.url} could not be found.`);\r\n\r\n return loadScript(loadedExtensionProps.main.url);\r\n }\r\n\r\n /** Checks if url actually exists */\r\n private async _exists(url: string): Promise<boolean> {\r\n let exists = false;\r\n try {\r\n const response = await fetch(url, { method: \"HEAD\" });\r\n if (response.status === 200)\r\n exists = true;\r\n } catch (error) {\r\n exists = false;\r\n }\r\n return exists;\r\n }\r\n\r\n /** Fetches the extension from the ExtensionService.\r\n */\r\n private async _getExtensionFiles(props: ServiceExtensionProviderProps) {\r\n const extensionClient = new ExtensionClient();\r\n\r\n const accessToken = await IModelApp.authorizationClient?.getAccessToken();\r\n if (!accessToken)\r\n return undefined;\r\n\r\n let extensionProps: ExtensionMetadata | undefined;\r\n if (props.version !== undefined)\r\n extensionProps = await extensionClient.getExtensionMetadata(accessToken, props.iTwinId, props.name, props.version);\r\n else {\r\n const propsArr = await extensionClient.getExtensions(accessToken, props.iTwinId, props.name);\r\n extensionProps = propsArr.sort((ext1, ext2) => rcompare(ext1.version, ext2.version, true))[0];\r\n }\r\n\r\n if (extensionProps === undefined || extensionProps.files.length < 1)\r\n return undefined;\r\n\r\n const manifest = extensionProps.files.find((f) => f.url.indexOf(\"package.json?\") > -1);\r\n const main = extensionProps.files.find((f) => f.url.indexOf(\"index.js?\") > -1);\r\n if (!manifest || !main)\r\n return undefined;\r\n\r\n return { manifest, main };\r\n }\r\n}\r\n"]}
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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\nimport { rcompare } from \"semver\";\r\n\r\nimport { IModelApp } from \"../../IModelApp\";\r\nimport { loadScript } from \"./ExtensionLoadScript\";\r\nimport { ExtensionClient, ExtensionMetadata } from \"./ExtensionServiceClient\";\r\n\r\nimport type {\r\n ExtensionManifest, ExtensionProvider,\r\n} from \"../Extension\";\r\nimport type { AccessToken } from \"@itwin/core-bentley\";\r\n\r\n/**\r\n * Required props for an extension uploaded to Bentley's Extension Service\r\n * @alpha\r\n */\r\nexport interface ServiceExtensionProviderProps {\r\n /** Name of the uploaded extension */\r\n name: string;\r\n /** Version number (Semantic Versioning) */\r\n version: string;\r\n /** iTwin Id */\r\n iTwinId: string;\r\n /** @internal */\r\n getAccessToken?: () => Promise<AccessToken>;\r\n}\r\n\r\n/**\r\n * Implements an Extension from the Extension Service via the ServiceExtensionProviderProps.\r\n * Service extensions are extensions hosted on Bentley's Extension Service.\r\n * The execute() and getManifest() methods are used by the ExtensionAdmin to load and execute the extension.\r\n * @alpha\r\n */\r\nexport class ServiceExtensionProvider implements ExtensionProvider {\r\n\r\n constructor(private readonly _props: ServiceExtensionProviderProps) { }\r\n\r\n /** Returns the extension's manifest (package.json) from the ExtensionService.\r\n * Throws an error if the manifest cannot be found.\r\n */\r\n public async getManifest(): Promise<ExtensionManifest> {\r\n const loadedExtensionProps = await this._getExtensionFiles(this._props);\r\n if (!loadedExtensionProps)\r\n throw new Error(`Error loading manifest for Extension ${this._props.name}.`);\r\n\r\n const doesUrlExist = await this._exists(loadedExtensionProps.manifest.url);\r\n if (!doesUrlExist)\r\n throw new Error(`Manifest at ${loadedExtensionProps.manifest.url} could not be found.`);\r\n\r\n return (await fetch(loadedExtensionProps.manifest.url)).json();\r\n }\r\n\r\n /** Executes the javascript main file (the bundled index.js) of an extension from the Extension Service.\r\n * Throws an error if the file cannot be found.\r\n */\r\n public async execute(): Promise<any> {\r\n const loadedExtensionProps = await this._getExtensionFiles(this._props);\r\n if (!loadedExtensionProps)\r\n throw new Error(`Error executing Extension ${this._props.name}.`);\r\n\r\n const doesUrlExist = await this._exists(loadedExtensionProps.main.url);\r\n if (!doesUrlExist)\r\n throw new Error(`Main javascript file at ${loadedExtensionProps.main.url} could not be found.`);\r\n\r\n return loadScript(loadedExtensionProps.main.url);\r\n }\r\n\r\n /** Checks if url actually exists */\r\n private async _exists(url: string): Promise<boolean> {\r\n let exists = false;\r\n try {\r\n const response = await fetch(url, { method: \"HEAD\" });\r\n if (response.status === 200)\r\n exists = true;\r\n } catch (error) {\r\n exists = false;\r\n }\r\n return exists;\r\n }\r\n\r\n /** Fetches the extension from the ExtensionService.\r\n */\r\n private async _getExtensionFiles(props: ServiceExtensionProviderProps) {\r\n const extensionClient = new ExtensionClient();\r\n\r\n const accessToken = await (props.getAccessToken?.() ?? IModelApp.authorizationClient?.getAccessToken());\r\n if (!accessToken)\r\n return undefined;\r\n\r\n let extensionProps: ExtensionMetadata | undefined;\r\n if (props.version !== undefined)\r\n extensionProps = await extensionClient.getExtensionMetadata(accessToken, props.iTwinId, props.name, props.version);\r\n else {\r\n const propsArr = await extensionClient.getExtensions(accessToken, props.iTwinId, props.name);\r\n extensionProps = propsArr.sort((ext1, ext2) => rcompare(ext1.version, ext2.version, true))[0];\r\n }\r\n\r\n if (extensionProps === undefined || extensionProps.files.length < 1)\r\n return undefined;\r\n\r\n const manifest = extensionProps.files.find((f) => f.url.indexOf(\"package.json?\") > -1);\r\n const main = extensionProps.files.find((f) => f.url.indexOf(\"index.js?\") > -1);\r\n if (!manifest || !main)\r\n return undefined;\r\n\r\n return { manifest, main };\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"GeometryListBuilder.d.ts","sourceRoot":"","sources":["../../../../../src/render/primitives/geometry/GeometryListBuilder.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EACL,KAAK,EAAgE,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAW,cAAc,EAAE,SAAS,EAChJ,MAAM,sBAAsB,CAAC;AAC9B,OAAO,EAAE,OAAO,EAA0B,aAAa,EAAqC,MAAM,oBAAoB,CAAC;AACvH,OAAO,EAAE,2BAA2B,EAAE,cAAc,EAAE,6BAA6B,EAAE,MAAM,sBAAsB,CAAC;AAClH,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AACpD,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAClD,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAEjD,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAC5D,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAUhD,gBAAgB;AAChB,8BAAsB,mBAAoB,SAAQ,cAAc;IACvD,KAAK,EAAE,mBAAmB,CAAC;IAClC,SAAgB,aAAa,EAAE,aAAa,CAAuB;aAEnD,aAAa,CAAC,KAAK,EAAE,mBAAmB,GAAG,aAAa;gBAErD,MAAM,EAAE,YAAY,EAAE,OAAO,EAAE,6BAA6B,GAAG,2BAA2B,EAAE,oBAAoB,YAAqB;IAajJ,MAAM,IAAI,aAAa;IAMvB,qBAAqB,CAAC,aAAa,EAAE,aAAa,GAAG,IAAI;cAI7C,gBAAgB,CAAC,OAAO,EAAE,OAAO,GAAG,IAAI;IAIpD,QAAQ,CAAC,OAAO,EAAE,KAAK,EAAE,SAAS,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAUnF,MAAM,CAAC,OAAO,EAAE,KAAK,EAAE,SAAS,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,GAAG,IAAI;IAoBxE,8EAA8E;IACvE,aAAa,CAAC,MAAM,EAAE,OAAO,EAAE,GAAG,IAAI;IAOtC,eAAe,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAK/D,+EAA+E;IACxE,cAAc,CAAC,MAAM,EAAE,OAAO,EAAE,GAAG,IAAI;IAIvC,gBAAgB,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAKzD,QAAQ,CAAC,MAAM,EAAE,OAAO,EAAE,GAAG,IAAI;IAKjC,UAAU,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAKnD,OAAO,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAIzB,OAAO,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAIzB,WAAW,CAAC,QAAQ,EAAE,QAAQ,GAAG,IAAI;IAIrC,iBAAiB,CAAC,SAAS,EAAE,cAAc,GAAG,IAAI;IAIlD,gBAAgB,IAAI,aAAa;IAEjC,gBAAgB,CAAC,IAAI,EAAE,aAAa,CAAC,IAAI,GAAG,aAAa;IACzD,oBAAoB,IAAI,aAAa;IACrC,sBAAsB,IAAI,aAAa;IAC9C,IAAW,iBAAiB,IAAI,aAAa,CAA4D;IAEzG,IAAW,MAAM,IAAI,YAAY,CAA8B;IAExD,GAAG,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI;IAEhC,OAAO,CAAC,eAAe;CAGxB;AAKD,gBAAgB;AAChB,qBAAa,gBAAiB,SAAQ,mBAAmB;IAChD,UAAU,EAAE,aAAa,EAAE,CAAM;IAEjC,aAAa,CAAC,KAAK,EAAE,mBAAmB,GAAG,aAAa;IAmCxD,gBAAgB,CAAC,KAAK,EAAE,mBAAmB,GAAG,MAAM;CAM5D"}
1
+ {"version":3,"file":"GeometryListBuilder.d.ts","sourceRoot":"","sources":["../../../../../src/render/primitives/geometry/GeometryListBuilder.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EACL,KAAK,EAAgE,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAW,cAAc,EAAE,SAAS,EAChJ,MAAM,sBAAsB,CAAC;AAC9B,OAAO,EAAE,OAAO,EAA0B,aAAa,EAAqC,MAAM,oBAAoB,CAAC;AACvH,OAAO,EAAE,2BAA2B,EAAE,cAAc,EAAE,6BAA6B,EAAE,MAAM,sBAAsB,CAAC;AAClH,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AACpD,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAClD,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAEjD,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAC5D,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAUhD,gBAAgB;AAChB,8BAAsB,mBAAoB,SAAQ,cAAc;IACvD,KAAK,EAAE,mBAAmB,CAAC;IAClC,SAAgB,aAAa,EAAE,aAAa,CAAuB;aAEnD,aAAa,CAAC,KAAK,EAAE,mBAAmB,GAAG,aAAa;gBAErD,MAAM,EAAE,YAAY,EAAE,OAAO,EAAE,6BAA6B,GAAG,2BAA2B,EAAE,oBAAoB,YAAqB;IAajJ,MAAM,IAAI,aAAa;IAMvB,qBAAqB,CAAC,aAAa,EAAE,aAAa,GAAG,IAAI;cAI7C,gBAAgB,CAAC,OAAO,EAAE,OAAO,GAAG,IAAI;IAIpD,QAAQ,CAAC,OAAO,EAAE,KAAK,EAAE,SAAS,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAUnF,MAAM,CAAC,OAAO,EAAE,KAAK,EAAE,SAAS,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,GAAG,IAAI;IAoBxE,8EAA8E;IACvE,aAAa,CAAC,MAAM,EAAE,OAAO,EAAE,GAAG,IAAI;IAOtC,eAAe,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAK/D,+EAA+E;IACxE,cAAc,CAAC,MAAM,EAAE,OAAO,EAAE,GAAG,IAAI;IAIvC,gBAAgB,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAKzD,QAAQ,CAAC,MAAM,EAAE,OAAO,EAAE,GAAG,IAAI;IAKjC,UAAU,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAKnD,OAAO,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAIzB,OAAO,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAIzB,WAAW,CAAC,QAAQ,EAAE,QAAQ,GAAG,IAAI;IAIrC,iBAAiB,CAAC,SAAS,EAAE,cAAc,GAAG,IAAI;IAIlD,gBAAgB,IAAI,aAAa;IAEjC,gBAAgB,CAAC,IAAI,EAAE,aAAa,CAAC,IAAI,GAAG,aAAa;IACzD,oBAAoB,IAAI,aAAa;IACrC,sBAAsB,IAAI,aAAa;IAC9C,IAAW,iBAAiB,IAAI,aAAa,CAA4D;IAEzG,IAAW,MAAM,IAAI,YAAY,CAA8B;IAExD,GAAG,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI;IAEhC,OAAO,CAAC,eAAe;CAGxB;AAKD,gBAAgB;AAChB,qBAAa,gBAAiB,SAAQ,mBAAmB;IAChD,UAAU,EAAE,aAAa,EAAE,CAAM;IAEjC,aAAa,CAAC,KAAK,EAAE,mBAAmB,GAAG,aAAa;IAqCxD,gBAAgB,CAAC,KAAK,EAAE,mBAAmB,GAAG,MAAM;CAM5D"}
@@ -135,6 +135,7 @@ class PrimitiveBuilder extends GeometryListBuilder {
135
135
  this.primitives = [];
136
136
  }
137
137
  finishGraphic(accum) {
138
+ var _a;
138
139
  let meshes;
139
140
  let range;
140
141
  let featureTable;
@@ -146,7 +147,8 @@ class PrimitiveBuilder extends GeometryListBuilder {
146
147
  const tolerance = this.computeTolerance(accum);
147
148
  meshes = accum.saveToGraphicList(this.primitives, options, tolerance, this.pickable);
148
149
  if (undefined !== meshes) {
149
- featureTable = meshes.features;
150
+ if ((_a = meshes.features) === null || _a === void 0 ? void 0 : _a.anyDefined)
151
+ featureTable = meshes.features;
150
152
  range = meshes.range;
151
153
  }
152
154
  }
@@ -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 {\r\n Arc3d, CurvePrimitive, IndexedPolyface, LineSegment3d, LineString3d, Loop, Path, Point2d, Point3d, Polyface, Range3d, SolidPrimitive, Transform,\r\n} from \"@itwin/core-geometry\";\r\nimport { Feature, FeatureTable, Gradient, GraphicParams, PackedFeatureTable, RenderTexture } from \"@itwin/core-common\";\r\nimport { CustomGraphicBuilderOptions, GraphicBuilder, ViewportGraphicBuilderOptions } from \"../../GraphicBuilder\";\r\nimport { RenderGraphic } from \"../../RenderGraphic\";\r\nimport { RenderSystem } from \"../../RenderSystem\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { GeometryOptions } from \"../Primitives\";\r\nimport { GeometryAccumulator } from \"./GeometryAccumulator\";\r\nimport { Geometry } from \"./GeometryPrimitives\";\r\nimport { MeshList } from \"../mesh/MeshPrimitives\";\r\n\r\nfunction copy2dTo3d(pts2d: Point2d[], depth: number): Point3d[] {\r\n const pts3d: Point3d[] = [];\r\n for (const point of pts2d)\r\n pts3d.push(Point3d.create(point.x, point.y, depth));\r\n return pts3d;\r\n}\r\n\r\n/** @internal */\r\nexport abstract class GeometryListBuilder extends GraphicBuilder {\r\n public accum: GeometryAccumulator;\r\n public readonly graphicParams: GraphicParams = new GraphicParams();\r\n\r\n public abstract finishGraphic(accum: GeometryAccumulator): RenderGraphic; // Invoked by Finish() to obtain the finished RenderGraphic.\r\n\r\n public constructor(system: RenderSystem, options: ViewportGraphicBuilderOptions | CustomGraphicBuilderOptions, accumulatorTransform = Transform.identity) {\r\n super(options);\r\n this.accum = new GeometryAccumulator({\r\n system,\r\n transform: accumulatorTransform,\r\n analysisStyleDisplacement: this.analysisStyle?.displacement,\r\n viewIndependentOrigin: options.viewIndependentOrigin,\r\n });\r\n\r\n if (this.pickable)\r\n this.activateFeature(new Feature(this.pickable.id, this.pickable.subCategoryId, this.pickable.geometryClass));\r\n }\r\n\r\n public finish(): RenderGraphic {\r\n const graphic = this.finishGraphic(this.accum);\r\n this.accum.clear();\r\n return graphic;\r\n }\r\n\r\n public activateGraphicParams(graphicParams: GraphicParams): void {\r\n graphicParams.clone(this.graphicParams);\r\n }\r\n\r\n protected override _activateFeature(feature: Feature): void {\r\n this.accum.currentFeature = feature;\r\n }\r\n\r\n public addArc2d(ellipse: Arc3d, isEllipse: boolean, filled: boolean, zDepth: number): void {\r\n if (0.0 === zDepth) {\r\n this.addArc(ellipse, isEllipse, filled);\r\n } else {\r\n const ell: Arc3d = ellipse;\r\n ell.center.z = zDepth;\r\n this.addArc(ell, isEllipse, filled);\r\n }\r\n }\r\n\r\n public addArc(ellipse: Arc3d, isEllipse: boolean, filled: boolean): void {\r\n let curve;\r\n if (isEllipse || filled) {\r\n curve = Loop.create(ellipse);\r\n } else {\r\n curve = Path.create(ellipse);\r\n }\r\n\r\n if (filled && !isEllipse && !ellipse.sweep.isFullCircle) {\r\n const gapSegment: CurvePrimitive = LineSegment3d.create(ellipse.startPoint(), ellipse.endPoint());\r\n (gapSegment as any).markerBits = 0x00010000; // Set the CURVE_PRIMITIVE_BIT_GapCurve marker bit\r\n curve.children.push(gapSegment);\r\n }\r\n const displayParams = curve.isAnyRegionType ? this.getMeshDisplayParams() : this.getLinearDisplayParams();\r\n if (curve instanceof Loop)\r\n this.accum.addLoop(curve, displayParams, this.placement, false);\r\n else\r\n this.accum.addPath(curve, displayParams, this.placement, false);\r\n }\r\n\r\n /** take ownership of input points and add as a line string to this builder */\r\n public addLineString(points: Point3d[]): void {\r\n if (2 === points.length && points[0].isAlmostEqual(points[1]))\r\n this.accum.addPointString(points, this.getLinearDisplayParams(), this.placement);\r\n else\r\n this.accum.addLineString(points, this.getLinearDisplayParams(), this.placement);\r\n }\r\n\r\n public addLineString2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addLineString(pts3d);\r\n }\r\n\r\n /** take ownership of input points and add as a point string to this builder */\r\n public addPointString(points: Point3d[]): void {\r\n this.accum.addPointString(points, this.getLinearDisplayParams(), this.placement);\r\n }\r\n\r\n public addPointString2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addPointString(pts3d);\r\n }\r\n\r\n public addShape(points: Point3d[]): void {\r\n const loop = Loop.create(LineString3d.create(points));\r\n this.accum.addLoop(loop, this.getMeshDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addShape2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addShape(pts3d);\r\n }\r\n\r\n public addPath(path: Path): void {\r\n this.accum.addPath(path, this.getLinearDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addLoop(loop: Loop): void {\r\n this.accum.addLoop(loop, this.getMeshDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addPolyface(meshData: Polyface): void {\r\n this.accum.addPolyface(meshData as IndexedPolyface, this.getMeshDisplayParams(), this.placement);\r\n }\r\n\r\n public addSolidPrimitive(primitive: SolidPrimitive): void {\r\n this.accum.addSolidPrimitive(primitive, this.getMeshDisplayParams(), this.placement);\r\n }\r\n\r\n public getGraphicParams(): GraphicParams { return this.graphicParams; }\r\n\r\n public getDisplayParams(type: DisplayParams.Type): DisplayParams { return DisplayParams.createForType(type, this.graphicParams); }\r\n public getMeshDisplayParams(): DisplayParams { return DisplayParams.createForMesh(this.graphicParams, !this.wantNormals, (grad) => this.resolveGradient(grad)); }\r\n public getLinearDisplayParams(): DisplayParams { return DisplayParams.createForLinear(this.graphicParams); }\r\n public get textDisplayParams(): DisplayParams { return DisplayParams.createForText(this.graphicParams); }\r\n\r\n public get system(): RenderSystem { return this.accum.system; }\r\n\r\n public add(geom: Geometry): void { this.accum.addGeometry(geom); }\r\n\r\n private resolveGradient(gradient: Gradient.Symb): RenderTexture | undefined {\r\n return this.system.getGradientTexture(gradient, this.iModel);\r\n }\r\n}\r\n\r\n// Set to true to add a range box to every graphic produced by PrimitiveBuilder.\r\nlet addDebugRangeBox = false;\r\n\r\n/** @internal */\r\nexport class PrimitiveBuilder extends GeometryListBuilder {\r\n public primitives: RenderGraphic[] = [];\r\n\r\n public finishGraphic(accum: GeometryAccumulator): RenderGraphic {\r\n let meshes: MeshList | undefined;\r\n let range: Range3d | undefined;\r\n let featureTable: FeatureTable | undefined;\r\n if (!accum.isEmpty) {\r\n // Overlay decorations don't test Z. Tools like to layer multiple primitives on top of one another; they rely on the primitives rendering\r\n // in that same order to produce correct results (e.g., a thin line rendered atop a thick line of another color).\r\n // No point generating edges for graphics that are always rendered in smooth shade mode.\r\n const options = GeometryOptions.createForGraphicBuilder(this);\r\n const tolerance = this.computeTolerance(accum);\r\n meshes = accum.saveToGraphicList(this.primitives, options, tolerance, this.pickable);\r\n if (undefined !== meshes) {\r\n featureTable = meshes.features;\r\n range = meshes.range;\r\n }\r\n }\r\n\r\n let graphic = (this.primitives.length !== 1) ? this.accum.system.createGraphicList(this.primitives) : this.primitives.pop() as RenderGraphic;\r\n if (undefined !== featureTable) {\r\n const batchRange = range ?? new Range3d();\r\n const batchOptions = this._options.pickable;\r\n graphic = this.accum.system.createBatch(graphic, PackedFeatureTable.pack(featureTable), batchRange, batchOptions);\r\n }\r\n\r\n if (addDebugRangeBox && range) {\r\n addDebugRangeBox = false;\r\n const builder = this.accum.system.createGraphic({ ...this._options });\r\n builder.addRangeBox(range);\r\n graphic = this.accum.system.createGraphicList([graphic, builder.finish()]);\r\n addDebugRangeBox = true;\r\n }\r\n\r\n return graphic;\r\n }\r\n\r\n public computeTolerance(accum: GeometryAccumulator): number {\r\n return this._computeChordTolerance({\r\n graphic: this,\r\n computeRange: () => accum.geometries.computeRange(),\r\n });\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport {\r\n Arc3d, CurvePrimitive, IndexedPolyface, LineSegment3d, LineString3d, Loop, Path, Point2d, Point3d, Polyface, Range3d, SolidPrimitive, Transform,\r\n} from \"@itwin/core-geometry\";\r\nimport { Feature, FeatureTable, Gradient, GraphicParams, PackedFeatureTable, RenderTexture } from \"@itwin/core-common\";\r\nimport { CustomGraphicBuilderOptions, GraphicBuilder, ViewportGraphicBuilderOptions } from \"../../GraphicBuilder\";\r\nimport { RenderGraphic } from \"../../RenderGraphic\";\r\nimport { RenderSystem } from \"../../RenderSystem\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { GeometryOptions } from \"../Primitives\";\r\nimport { GeometryAccumulator } from \"./GeometryAccumulator\";\r\nimport { Geometry } from \"./GeometryPrimitives\";\r\nimport { MeshList } from \"../mesh/MeshPrimitives\";\r\n\r\nfunction copy2dTo3d(pts2d: Point2d[], depth: number): Point3d[] {\r\n const pts3d: Point3d[] = [];\r\n for (const point of pts2d)\r\n pts3d.push(Point3d.create(point.x, point.y, depth));\r\n return pts3d;\r\n}\r\n\r\n/** @internal */\r\nexport abstract class GeometryListBuilder extends GraphicBuilder {\r\n public accum: GeometryAccumulator;\r\n public readonly graphicParams: GraphicParams = new GraphicParams();\r\n\r\n public abstract finishGraphic(accum: GeometryAccumulator): RenderGraphic; // Invoked by Finish() to obtain the finished RenderGraphic.\r\n\r\n public constructor(system: RenderSystem, options: ViewportGraphicBuilderOptions | CustomGraphicBuilderOptions, accumulatorTransform = Transform.identity) {\r\n super(options);\r\n this.accum = new GeometryAccumulator({\r\n system,\r\n transform: accumulatorTransform,\r\n analysisStyleDisplacement: this.analysisStyle?.displacement,\r\n viewIndependentOrigin: options.viewIndependentOrigin,\r\n });\r\n\r\n if (this.pickable)\r\n this.activateFeature(new Feature(this.pickable.id, this.pickable.subCategoryId, this.pickable.geometryClass));\r\n }\r\n\r\n public finish(): RenderGraphic {\r\n const graphic = this.finishGraphic(this.accum);\r\n this.accum.clear();\r\n return graphic;\r\n }\r\n\r\n public activateGraphicParams(graphicParams: GraphicParams): void {\r\n graphicParams.clone(this.graphicParams);\r\n }\r\n\r\n protected override _activateFeature(feature: Feature): void {\r\n this.accum.currentFeature = feature;\r\n }\r\n\r\n public addArc2d(ellipse: Arc3d, isEllipse: boolean, filled: boolean, zDepth: number): void {\r\n if (0.0 === zDepth) {\r\n this.addArc(ellipse, isEllipse, filled);\r\n } else {\r\n const ell: Arc3d = ellipse;\r\n ell.center.z = zDepth;\r\n this.addArc(ell, isEllipse, filled);\r\n }\r\n }\r\n\r\n public addArc(ellipse: Arc3d, isEllipse: boolean, filled: boolean): void {\r\n let curve;\r\n if (isEllipse || filled) {\r\n curve = Loop.create(ellipse);\r\n } else {\r\n curve = Path.create(ellipse);\r\n }\r\n\r\n if (filled && !isEllipse && !ellipse.sweep.isFullCircle) {\r\n const gapSegment: CurvePrimitive = LineSegment3d.create(ellipse.startPoint(), ellipse.endPoint());\r\n (gapSegment as any).markerBits = 0x00010000; // Set the CURVE_PRIMITIVE_BIT_GapCurve marker bit\r\n curve.children.push(gapSegment);\r\n }\r\n const displayParams = curve.isAnyRegionType ? this.getMeshDisplayParams() : this.getLinearDisplayParams();\r\n if (curve instanceof Loop)\r\n this.accum.addLoop(curve, displayParams, this.placement, false);\r\n else\r\n this.accum.addPath(curve, displayParams, this.placement, false);\r\n }\r\n\r\n /** take ownership of input points and add as a line string to this builder */\r\n public addLineString(points: Point3d[]): void {\r\n if (2 === points.length && points[0].isAlmostEqual(points[1]))\r\n this.accum.addPointString(points, this.getLinearDisplayParams(), this.placement);\r\n else\r\n this.accum.addLineString(points, this.getLinearDisplayParams(), this.placement);\r\n }\r\n\r\n public addLineString2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addLineString(pts3d);\r\n }\r\n\r\n /** take ownership of input points and add as a point string to this builder */\r\n public addPointString(points: Point3d[]): void {\r\n this.accum.addPointString(points, this.getLinearDisplayParams(), this.placement);\r\n }\r\n\r\n public addPointString2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addPointString(pts3d);\r\n }\r\n\r\n public addShape(points: Point3d[]): void {\r\n const loop = Loop.create(LineString3d.create(points));\r\n this.accum.addLoop(loop, this.getMeshDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addShape2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addShape(pts3d);\r\n }\r\n\r\n public addPath(path: Path): void {\r\n this.accum.addPath(path, this.getLinearDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addLoop(loop: Loop): void {\r\n this.accum.addLoop(loop, this.getMeshDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addPolyface(meshData: Polyface): void {\r\n this.accum.addPolyface(meshData as IndexedPolyface, this.getMeshDisplayParams(), this.placement);\r\n }\r\n\r\n public addSolidPrimitive(primitive: SolidPrimitive): void {\r\n this.accum.addSolidPrimitive(primitive, this.getMeshDisplayParams(), this.placement);\r\n }\r\n\r\n public getGraphicParams(): GraphicParams { return this.graphicParams; }\r\n\r\n public getDisplayParams(type: DisplayParams.Type): DisplayParams { return DisplayParams.createForType(type, this.graphicParams); }\r\n public getMeshDisplayParams(): DisplayParams { return DisplayParams.createForMesh(this.graphicParams, !this.wantNormals, (grad) => this.resolveGradient(grad)); }\r\n public getLinearDisplayParams(): DisplayParams { return DisplayParams.createForLinear(this.graphicParams); }\r\n public get textDisplayParams(): DisplayParams { return DisplayParams.createForText(this.graphicParams); }\r\n\r\n public get system(): RenderSystem { return this.accum.system; }\r\n\r\n public add(geom: Geometry): void { this.accum.addGeometry(geom); }\r\n\r\n private resolveGradient(gradient: Gradient.Symb): RenderTexture | undefined {\r\n return this.system.getGradientTexture(gradient, this.iModel);\r\n }\r\n}\r\n\r\n// Set to true to add a range box to every graphic produced by PrimitiveBuilder.\r\nlet addDebugRangeBox = false;\r\n\r\n/** @internal */\r\nexport class PrimitiveBuilder extends GeometryListBuilder {\r\n public primitives: RenderGraphic[] = [];\r\n\r\n public finishGraphic(accum: GeometryAccumulator): RenderGraphic {\r\n let meshes: MeshList | undefined;\r\n let range: Range3d | undefined;\r\n let featureTable: FeatureTable | undefined;\r\n if (!accum.isEmpty) {\r\n // Overlay decorations don't test Z. Tools like to layer multiple primitives on top of one another; they rely on the primitives rendering\r\n // in that same order to produce correct results (e.g., a thin line rendered atop a thick line of another color).\r\n // No point generating edges for graphics that are always rendered in smooth shade mode.\r\n const options = GeometryOptions.createForGraphicBuilder(this);\r\n const tolerance = this.computeTolerance(accum);\r\n meshes = accum.saveToGraphicList(this.primitives, options, tolerance, this.pickable);\r\n if (undefined !== meshes) {\r\n if (meshes.features?.anyDefined)\r\n featureTable = meshes.features;\r\n\r\n range = meshes.range;\r\n }\r\n }\r\n\r\n let graphic = (this.primitives.length !== 1) ? this.accum.system.createGraphicList(this.primitives) : this.primitives.pop() as RenderGraphic;\r\n if (undefined !== featureTable) {\r\n const batchRange = range ?? new Range3d();\r\n const batchOptions = this._options.pickable;\r\n graphic = this.accum.system.createBatch(graphic, PackedFeatureTable.pack(featureTable), batchRange, batchOptions);\r\n }\r\n\r\n if (addDebugRangeBox && range) {\r\n addDebugRangeBox = false;\r\n const builder = this.accum.system.createGraphic({ ...this._options });\r\n builder.addRangeBox(range);\r\n graphic = this.accum.system.createGraphicList([graphic, builder.finish()]);\r\n addDebugRangeBox = true;\r\n }\r\n\r\n return graphic;\r\n }\r\n\r\n public computeTolerance(accum: GeometryAccumulator): number {\r\n return this._computeChordTolerance({\r\n graphic: this,\r\n computeRange: () => accum.geometries.computeRange(),\r\n });\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"RealityMesh.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/RealityMesh.ts"],"names":[],"mappings":"AAIA;;GAEG;AAQH,OAAO,EAAkD,cAAc,EAAuC,MAAM,kBAAkB,CAAC;AAEvI,OAAO,EAAsD,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAwOvG,gBAAgB;AAChB,wBAAgB,kCAAkC,IAAI,cAAc,CAInE;AAED,gBAAgB;AAChB,wBAAgB,wBAAwB,IAAI,cAAc,CAIzD;AAED,gBAAgB;AAChB,MAAM,CAAC,OAAO,UAAU,wBAAwB,CAAC,KAAK,EAAE,cAAc,GAAG,cAAc,CA2EtF"}
1
+ {"version":3,"file":"RealityMesh.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/RealityMesh.ts"],"names":[],"mappings":"AAIA;;GAEG;AAQH,OAAO,EAAkD,cAAc,EAAuC,MAAM,kBAAkB,CAAC;AAEvI,OAAO,EAAsD,cAAc,EAAE,MAAM,mBAAmB,CAAC;AA2OvG,gBAAgB;AAChB,wBAAgB,kCAAkC,IAAI,cAAc,CAInE;AAED,gBAAgB;AAChB,wBAAgB,wBAAwB,IAAI,cAAc,CAIzD;AAED,gBAAgB;AAChB,MAAM,CAAC,OAAO,UAAU,wBAAwB,CAAC,KAAK,EAAE,cAAc,GAAG,cAAc,CA2EtF"}
@@ -179,8 +179,11 @@ function baseColorFromTextures(textureCount, applyFeatureColor) {
179
179
  for (let i = 0; i < textureCount; i++)
180
180
  applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texParams${i}, u_texMatrix${i})) doDiscard = false; `);
181
181
  return `
182
- if (!u_texturesPresent)
183
- return u_baseColor;
182
+ if (!u_texturesPresent) {
183
+ vec4 col = u_baseColor;
184
+ ${applyFeatureColor}
185
+ return col;
186
+ }
184
187
 
185
188
  bool doDiscard = true;
186
189
  vec4 col = u_baseColor;
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ColorDef } from \"@itwin/core-common\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, IsInstanced, IsShadowable, IsThematic, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addVaryingColor } from \"./Color\";\r\nimport { addEyeSpace, addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport { addFeatureSymbology, addHiliter, FeatureSymbologyOptions } from \"./FeatureSymbology\";\r\nimport { addAltPickBufferOutputs, addPickBufferOutputs, assignFragColor } from \"./Fragment\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from \"./PlanarClassification\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addClassificationTranslucencyDiscard, octDecodeNormal } from \"./Surface\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addModelViewProjectionMatrix, addNormalMatrix } from \"./Vertex\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\nconst computePosition = \"gl_PointSize = 1.0; return MAT_MVP * rawPos;\";\r\nconst computeNormal = `\r\n vec3 normal = octDecodeNormal(a_norm); // normal coming in for is already in world space\r\n g_hillshadeIndex = normal.z; // save off world Z for thematic hill shade mode index\r\n return normalize(u_worldToViewN * normal);\r\n`;\r\n\r\nconst testInside = `\r\nbool testInside(float x0, float y0, float x1, float y1, float x, float y) {\r\n vec2 perp = vec2(y0 - y1, x1 - x0), test = vec2(x - x0, y - y0);\r\n float dot = (test.x * perp.x + test.y * perp.y) / sqrt(perp.x * perp.x + perp.y * perp.y);\r\n return dot >= -0.001;\r\n}\r\n`;\r\n\r\n/* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a projected texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"projected\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\nconst applyTexture = `\r\nbool applyTexture(inout vec4 col, sampler2D sampler, mat4 params, mat4 matrix) {\r\n vec2 uv;\r\n float layerAlpha;\r\n bool isProjected = params[0][0] != 0.0;\r\n float imageCount = params[0][1];\r\n vec2 classPos;\r\n\r\n if (isProjected) {\r\n vec4 eye4 = vec4(v_eyeSpace, 1.0);\r\n vec4 classPos4 = matrix * eye4;\r\n classPos = classPos4.xy / classPos4.w;\r\n\r\n if (!testInside(params[2].x, params[2].y, params[2].z, params[2].w, classPos.x, classPos.y) ||\r\n !testInside(params[2].z, params[2].w, params[3].x, params[3].y, classPos.x, classPos.y) ||\r\n !testInside(params[3].x, params[3].y, params[3].z, params[3].w, classPos.x, classPos.y) ||\r\n !testInside(params[3].z, params[3].w, params[2].x, params[2].y, classPos.x, classPos.y))\r\n return false;\r\n\r\n uv.x = classPos.x;\r\n uv.y = classPos.y / imageCount;\r\n layerAlpha = params[0][2];\r\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)\r\n return false;\r\n } else {\r\n vec4 texTransform = matrix[0].xyzw;\r\n vec4 texClip = matrix[1].xyzw;\r\n layerAlpha = matrix[2].x;\r\n uv = vec2(texTransform[0] + texTransform[2] * v_texCoord.x, texTransform[1] + texTransform[3] * v_texCoord.y);\r\n if (uv.x < texClip[0] || uv.x > texClip[2] || uv.y < texClip[1] || uv.y > texClip[3])\r\n return false;\r\n uv.y = 1.0 - uv.y;\r\n }\r\n vec4 texCol = TEXTURE(sampler, uv);\r\n float alpha = layerAlpha * texCol.a;\r\n if (alpha > 0.05) {\r\n vec3 texRgb = isProjected ? (texCol.rgb / texCol.a) : texCol.rgb; // Texture color is premultiplied by alpha only if projected (from classification).\r\n col.rgb = (1.0 - alpha) * col.rgb + alpha * texRgb;\r\n if (isProjected) {\r\n vec4 featureTexel = TEXTURE(sampler, vec2(uv.x, (1.0 + classPos.y) / imageCount));\r\n classifierId = addUInt32s(params[1], featureTexel * 255.0) / 255.0;\r\n } else {\r\n featureIncrement = matrix[2].y;\r\n classifierId = vec4(0);\r\n }\r\n if (alpha > col.a)\r\n col.a = alpha;\r\n\r\n return true;\r\n }\r\nreturn false;\r\n}\r\n`;\r\n\r\nconst computeTexCoord = \"return unquantize2d(a_uvParam, u_qTexCoordParams);\";\r\nconst scratchMatrix4d1 = Matrix4d.createIdentity();\r\nconst scratchMatrix4d2 = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nconst overrideFeatureId = `return (classifierId == vec4(0)) ? (addUInt32s(feature_id * 255.0, vec4(featureIncrement, 0.0, 0.0, 0.0)) / 255.0) : classifierId;`;\r\n\r\nfunction addTextures(builder: ProgramBuilder, maxTexturesPerMesh: number) {\r\n builder.vert.addFunction(unquantize2d);\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", computeTexCoord);\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n if (undefined !== realityMesh.uvQParams) {\r\n uniform.setUniform4fv(realityMesh.uvQParams);\r\n }\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_texturesPresent\", VariableType.Boolean, (program) => {\r\n program.addGraphicUniform(\"u_texturesPresent\", (uniform, params) => {\r\n uniform.setUniform1i(params.geometry.asRealityMesh!.hasTextures ? 1 : 0);\r\n });\r\n });\r\n\r\n for (let i = 0; i < maxTexturesPerMesh; i++) {\r\n const textureLabel = `s_texture${i}`;\r\n builder.frag.addUniform(textureLabel, VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(textureLabel, (uniform, params) => {\r\n const textureUnits = [TextureUnit.RealityMesh0, TextureUnit.RealityMesh1, params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder, TextureUnit.RealityMesh3, TextureUnit.RealityMesh4, TextureUnit.RealityMesh5];\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const realityTexture = realityMesh.textureParams ? realityMesh.textureParams.params[i].texture : undefined;\r\n if (realityTexture !== undefined) {\r\n const texture = realityTexture as Texture;\r\n texture.texture.bindSampler(uniform, textureUnits[i]);\r\n } else {\r\n // assert(false, \"Terrain Mesh texture not defined when beginning texture.\");\r\n System.instance.ensureSamplerBound(uniform, textureUnits[i]);\r\n }\r\n });\r\n });\r\n const paramsLabel = `u_texParams${i}`, matrixLabel = `u_texMatrix${i}`;\r\n builder.frag.addUniform(matrixLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(matrixLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n const projectionMatrix = textureParam.getProjectionMatrix();\r\n if (projectionMatrix) {\r\n const eyeToModel = Matrix4d.createTransform(params.target.uniforms.frustum.viewMatrix.inverse()!, scratchMatrix4d1);\r\n const eyeToTexture = projectionMatrix.multiplyMatrixMatrix(eyeToModel, scratchMatrix4d2);\r\n uniform.setMatrix4(Matrix4.fromMatrix4d(eyeToTexture, scratchMatrix));\r\n } else\r\n uniform.setMatrix4(textureParam.getTerrainMatrix()!);\r\n }\r\n });\r\n });\r\n builder.frag.addUniform(paramsLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(paramsLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n uniform.setMatrix4(textureParam.getParams(scratchMatrix));\r\n }\r\n });\r\n });\r\n }\r\n}\r\nfunction baseColorFromTextures(textureCount: number, applyFeatureColor: string) {\r\n const applyTextureStrings = [];\r\n\r\n for (let i = 0; i < textureCount; i++)\r\n applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texParams${i}, u_texMatrix${i})) doDiscard = false; `);\r\n\r\n return `\r\n if (!u_texturesPresent)\r\n return u_baseColor;\r\n\r\n bool doDiscard = true;\r\n vec4 col = u_baseColor;\r\n ${applyTextureStrings.join(\"\\n \")}\r\n if (doDiscard)\r\n discard;\r\n\r\n ${applyFeatureColor}\r\n\r\n return col;\r\n`;\r\n}\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nconst mixFeatureColor = `\r\n col.rgb = mix(col.rgb, mix(col.rgb, v_color.rgb, u_overrideColorMix), step(0.0, v_color.r));\r\n col.a = mix(col.a, v_color.a, step(0.0, v_color.a));\r\n `;\r\n\r\nfunction addThematicToRealityMesh(builder: ProgramBuilder, gradientTextureUnit: TextureUnit) {\r\n addNormalMatrix(builder.vert, IsInstanced.No);\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addGlobal(\"g_hillshadeIndex\", VariableType.Float);\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", computeNormal);\r\n addThematicDisplay(builder, false, true);\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, false, false));\r\n builder.vert.addUniform(\"u_worldToViewN\", VariableType.Mat3, (prog) => {\r\n prog.addGraphicUniform(\"u_worldToViewN\", (uniform, params) => {\r\n params.target.uniforms.branch.bindWorldToViewNTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindTexture(uniform, gradientTextureUnit >= 0 ? gradientTextureUnit : (params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder));\r\n });\r\n });\r\n}\r\n\r\nfunction addColorOverrideMix(frag: FragmentShaderBuilder) {\r\n frag.addUniform(\"u_overrideColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_overrideColorMix\", (uniform, params) => {\r\n uniform.setUniform1f(params.geometry.asRealityMesh!.overrideColorMix);\r\n });\r\n });\r\n\r\n}\r\n\r\nfunction createRealityMeshHiliterBuilder(): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n return builder;\r\n\r\n}\r\n\r\n/** @internal */\r\nexport function createClassifierRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHilitePlanarClassifier(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHiliter(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport default function createRealityMeshBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n\r\n if (flags.isShadowable === IsShadowable.Yes)\r\n addSolarShadowMap(builder, true);\r\n\r\n const frag = builder.frag;\r\n frag.addGlobal(\"featureIncrement\", VariableType.Float, \"0.0\");\r\n frag.addGlobal(\"classifierId\", VariableType.Vec4);\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n let textureCount = System.instance.maxRealityImageryLayers;\r\n let gradientTextureUnit = TextureUnit.RealityMeshThematicGradient;\r\n const caps = System.instance.capabilities;\r\n if (Math.min(caps.maxFragTextureUnits, caps.maxVertTextureUnits) < 16 && IsThematic.Yes === flags.isThematic) {\r\n textureCount--; // steal the last bg map layer texture for thematic gradient (just when thematic display is applied)\r\n gradientTextureUnit = -1; // is dependent on drawing mode so will set later\r\n }\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n let applyFragmentFeatureColor = \"\";\r\n\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n addClassificationTranslucencyDiscard(builder);\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n if (feat === FeatureMode.Overrides) {\r\n addShaderFlags(builder);\r\n addVaryingColor(builder, \"return vec4(-1.0, -1.0, -1.0, -1.0);\");\r\n applyFragmentFeatureColor = mixFeatureColor;\r\n addColorOverrideMix(builder.frag);\r\n }\r\n const computeFragmentBaseColor = baseColorFromTextures(textureCount, applyFragmentFeatureColor);\r\n\r\n frag.addFunction(addUInt32s);\r\n frag.addFunction(testInside);\r\n addEyeSpace(builder);\r\n frag.addFunction(applyTexture);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n builder.frag.addUniform(\"u_baseColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_baseColor\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const baseColor = (realityMesh.baseColor ? realityMesh.baseColor : ColorDef.create(0xff000000)).colors;\r\n uniform.setUniform4fv([baseColor.r / 255, baseColor.g / 255, baseColor.b / 255, 1 - baseColor.t / 255]);\r\n });\r\n });\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n if (!flags.isTranslucent) {\r\n if (FeatureMode.None !== feat) {\r\n if (flags.isClassified)\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n addTextures(builder, textureCount);\r\n\r\n if (IsThematic.Yes === flags.isThematic)\r\n addThematicToRealityMesh(builder, gradientTextureUnit);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ColorDef } from \"@itwin/core-common\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, IsInstanced, IsShadowable, IsThematic, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addVaryingColor } from \"./Color\";\r\nimport { addEyeSpace, addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport { addFeatureSymbology, addHiliter, FeatureSymbologyOptions } from \"./FeatureSymbology\";\r\nimport { addAltPickBufferOutputs, addPickBufferOutputs, assignFragColor } from \"./Fragment\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from \"./PlanarClassification\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addClassificationTranslucencyDiscard, octDecodeNormal } from \"./Surface\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addModelViewProjectionMatrix, addNormalMatrix } from \"./Vertex\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\nconst computePosition = \"gl_PointSize = 1.0; return MAT_MVP * rawPos;\";\r\nconst computeNormal = `\r\n vec3 normal = octDecodeNormal(a_norm); // normal coming in for is already in world space\r\n g_hillshadeIndex = normal.z; // save off world Z for thematic hill shade mode index\r\n return normalize(u_worldToViewN * normal);\r\n`;\r\n\r\nconst testInside = `\r\nbool testInside(float x0, float y0, float x1, float y1, float x, float y) {\r\n vec2 perp = vec2(y0 - y1, x1 - x0), test = vec2(x - x0, y - y0);\r\n float dot = (test.x * perp.x + test.y * perp.y) / sqrt(perp.x * perp.x + perp.y * perp.y);\r\n return dot >= -0.001;\r\n}\r\n`;\r\n\r\n/* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a projected texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"projected\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\nconst applyTexture = `\r\nbool applyTexture(inout vec4 col, sampler2D sampler, mat4 params, mat4 matrix) {\r\n vec2 uv;\r\n float layerAlpha;\r\n bool isProjected = params[0][0] != 0.0;\r\n float imageCount = params[0][1];\r\n vec2 classPos;\r\n\r\n if (isProjected) {\r\n vec4 eye4 = vec4(v_eyeSpace, 1.0);\r\n vec4 classPos4 = matrix * eye4;\r\n classPos = classPos4.xy / classPos4.w;\r\n\r\n if (!testInside(params[2].x, params[2].y, params[2].z, params[2].w, classPos.x, classPos.y) ||\r\n !testInside(params[2].z, params[2].w, params[3].x, params[3].y, classPos.x, classPos.y) ||\r\n !testInside(params[3].x, params[3].y, params[3].z, params[3].w, classPos.x, classPos.y) ||\r\n !testInside(params[3].z, params[3].w, params[2].x, params[2].y, classPos.x, classPos.y))\r\n return false;\r\n\r\n uv.x = classPos.x;\r\n uv.y = classPos.y / imageCount;\r\n layerAlpha = params[0][2];\r\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)\r\n return false;\r\n } else {\r\n vec4 texTransform = matrix[0].xyzw;\r\n vec4 texClip = matrix[1].xyzw;\r\n layerAlpha = matrix[2].x;\r\n uv = vec2(texTransform[0] + texTransform[2] * v_texCoord.x, texTransform[1] + texTransform[3] * v_texCoord.y);\r\n if (uv.x < texClip[0] || uv.x > texClip[2] || uv.y < texClip[1] || uv.y > texClip[3])\r\n return false;\r\n uv.y = 1.0 - uv.y;\r\n }\r\n vec4 texCol = TEXTURE(sampler, uv);\r\n float alpha = layerAlpha * texCol.a;\r\n if (alpha > 0.05) {\r\n vec3 texRgb = isProjected ? (texCol.rgb / texCol.a) : texCol.rgb; // Texture color is premultiplied by alpha only if projected (from classification).\r\n col.rgb = (1.0 - alpha) * col.rgb + alpha * texRgb;\r\n if (isProjected) {\r\n vec4 featureTexel = TEXTURE(sampler, vec2(uv.x, (1.0 + classPos.y) / imageCount));\r\n classifierId = addUInt32s(params[1], featureTexel * 255.0) / 255.0;\r\n } else {\r\n featureIncrement = matrix[2].y;\r\n classifierId = vec4(0);\r\n }\r\n if (alpha > col.a)\r\n col.a = alpha;\r\n\r\n return true;\r\n }\r\nreturn false;\r\n}\r\n`;\r\n\r\nconst computeTexCoord = \"return unquantize2d(a_uvParam, u_qTexCoordParams);\";\r\nconst scratchMatrix4d1 = Matrix4d.createIdentity();\r\nconst scratchMatrix4d2 = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nconst overrideFeatureId = `return (classifierId == vec4(0)) ? (addUInt32s(feature_id * 255.0, vec4(featureIncrement, 0.0, 0.0, 0.0)) / 255.0) : classifierId;`;\r\n\r\nfunction addTextures(builder: ProgramBuilder, maxTexturesPerMesh: number) {\r\n builder.vert.addFunction(unquantize2d);\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", computeTexCoord);\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n if (undefined !== realityMesh.uvQParams) {\r\n uniform.setUniform4fv(realityMesh.uvQParams);\r\n }\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_texturesPresent\", VariableType.Boolean, (program) => {\r\n program.addGraphicUniform(\"u_texturesPresent\", (uniform, params) => {\r\n uniform.setUniform1i(params.geometry.asRealityMesh!.hasTextures ? 1 : 0);\r\n });\r\n });\r\n\r\n for (let i = 0; i < maxTexturesPerMesh; i++) {\r\n const textureLabel = `s_texture${i}`;\r\n builder.frag.addUniform(textureLabel, VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(textureLabel, (uniform, params) => {\r\n const textureUnits = [TextureUnit.RealityMesh0, TextureUnit.RealityMesh1, params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder, TextureUnit.RealityMesh3, TextureUnit.RealityMesh4, TextureUnit.RealityMesh5];\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const realityTexture = realityMesh.textureParams ? realityMesh.textureParams.params[i].texture : undefined;\r\n if (realityTexture !== undefined) {\r\n const texture = realityTexture as Texture;\r\n texture.texture.bindSampler(uniform, textureUnits[i]);\r\n } else {\r\n // assert(false, \"Terrain Mesh texture not defined when beginning texture.\");\r\n System.instance.ensureSamplerBound(uniform, textureUnits[i]);\r\n }\r\n });\r\n });\r\n const paramsLabel = `u_texParams${i}`, matrixLabel = `u_texMatrix${i}`;\r\n builder.frag.addUniform(matrixLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(matrixLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n const projectionMatrix = textureParam.getProjectionMatrix();\r\n if (projectionMatrix) {\r\n const eyeToModel = Matrix4d.createTransform(params.target.uniforms.frustum.viewMatrix.inverse()!, scratchMatrix4d1);\r\n const eyeToTexture = projectionMatrix.multiplyMatrixMatrix(eyeToModel, scratchMatrix4d2);\r\n uniform.setMatrix4(Matrix4.fromMatrix4d(eyeToTexture, scratchMatrix));\r\n } else\r\n uniform.setMatrix4(textureParam.getTerrainMatrix()!);\r\n }\r\n });\r\n });\r\n builder.frag.addUniform(paramsLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(paramsLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n uniform.setMatrix4(textureParam.getParams(scratchMatrix));\r\n }\r\n });\r\n });\r\n }\r\n}\r\nfunction baseColorFromTextures(textureCount: number, applyFeatureColor: string) {\r\n const applyTextureStrings = [];\r\n\r\n for (let i = 0; i < textureCount; i++)\r\n applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texParams${i}, u_texMatrix${i})) doDiscard = false; `);\r\n\r\n return `\r\n if (!u_texturesPresent) {\r\n vec4 col = u_baseColor;\r\n ${applyFeatureColor}\r\n return col;\r\n }\r\n\r\n bool doDiscard = true;\r\n vec4 col = u_baseColor;\r\n ${applyTextureStrings.join(\"\\n \")}\r\n if (doDiscard)\r\n discard;\r\n\r\n ${applyFeatureColor}\r\n\r\n return col;\r\n`;\r\n}\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nconst mixFeatureColor = `\r\n col.rgb = mix(col.rgb, mix(col.rgb, v_color.rgb, u_overrideColorMix), step(0.0, v_color.r));\r\n col.a = mix(col.a, v_color.a, step(0.0, v_color.a));\r\n `;\r\n\r\nfunction addThematicToRealityMesh(builder: ProgramBuilder, gradientTextureUnit: TextureUnit) {\r\n addNormalMatrix(builder.vert, IsInstanced.No);\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addGlobal(\"g_hillshadeIndex\", VariableType.Float);\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", computeNormal);\r\n addThematicDisplay(builder, false, true);\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, false, false));\r\n builder.vert.addUniform(\"u_worldToViewN\", VariableType.Mat3, (prog) => {\r\n prog.addGraphicUniform(\"u_worldToViewN\", (uniform, params) => {\r\n params.target.uniforms.branch.bindWorldToViewNTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindTexture(uniform, gradientTextureUnit >= 0 ? gradientTextureUnit : (params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder));\r\n });\r\n });\r\n}\r\n\r\nfunction addColorOverrideMix(frag: FragmentShaderBuilder) {\r\n frag.addUniform(\"u_overrideColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_overrideColorMix\", (uniform, params) => {\r\n uniform.setUniform1f(params.geometry.asRealityMesh!.overrideColorMix);\r\n });\r\n });\r\n\r\n}\r\n\r\nfunction createRealityMeshHiliterBuilder(): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n return builder;\r\n\r\n}\r\n\r\n/** @internal */\r\nexport function createClassifierRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHilitePlanarClassifier(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHiliter(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport default function createRealityMeshBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n\r\n if (flags.isShadowable === IsShadowable.Yes)\r\n addSolarShadowMap(builder, true);\r\n\r\n const frag = builder.frag;\r\n frag.addGlobal(\"featureIncrement\", VariableType.Float, \"0.0\");\r\n frag.addGlobal(\"classifierId\", VariableType.Vec4);\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n let textureCount = System.instance.maxRealityImageryLayers;\r\n let gradientTextureUnit = TextureUnit.RealityMeshThematicGradient;\r\n const caps = System.instance.capabilities;\r\n if (Math.min(caps.maxFragTextureUnits, caps.maxVertTextureUnits) < 16 && IsThematic.Yes === flags.isThematic) {\r\n textureCount--; // steal the last bg map layer texture for thematic gradient (just when thematic display is applied)\r\n gradientTextureUnit = -1; // is dependent on drawing mode so will set later\r\n }\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n let applyFragmentFeatureColor = \"\";\r\n\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n addClassificationTranslucencyDiscard(builder);\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n if (feat === FeatureMode.Overrides) {\r\n addShaderFlags(builder);\r\n addVaryingColor(builder, \"return vec4(-1.0, -1.0, -1.0, -1.0);\");\r\n applyFragmentFeatureColor = mixFeatureColor;\r\n addColorOverrideMix(builder.frag);\r\n }\r\n const computeFragmentBaseColor = baseColorFromTextures(textureCount, applyFragmentFeatureColor);\r\n\r\n frag.addFunction(addUInt32s);\r\n frag.addFunction(testInside);\r\n addEyeSpace(builder);\r\n frag.addFunction(applyTexture);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n builder.frag.addUniform(\"u_baseColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_baseColor\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const baseColor = (realityMesh.baseColor ? realityMesh.baseColor : ColorDef.create(0xff000000)).colors;\r\n uniform.setUniform4fv([baseColor.r / 255, baseColor.g / 255, baseColor.b / 255, 1 - baseColor.t / 255]);\r\n });\r\n });\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n if (!flags.isTranslucent) {\r\n if (FeatureMode.None !== feat) {\r\n if (flags.isClassified)\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n addTextures(builder, textureCount);\r\n\r\n if (IsThematic.Yes === flags.isThematic)\r\n addThematicToRealityMesh(builder, gradientTextureUnit);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\n"]}
@@ -1,4 +1,5 @@
1
1
  import type { ExtensionManifest, ExtensionProvider } from "../Extension";
2
+ import type { AccessToken } from "@itwin/core-bentley";
2
3
  /**
3
4
  * Required props for an extension uploaded to Bentley's Extension Service
4
5
  * @alpha
@@ -10,6 +11,8 @@ export interface ServiceExtensionProviderProps {
10
11
  version: string;
11
12
  /** iTwin Id */
12
13
  iTwinId: string;
14
+ /** @internal */
15
+ getAccessToken?: () => Promise<AccessToken>;
13
16
  }
14
17
  /**
15
18
  * Implements an Extension from the Extension Service via the ServiceExtensionProviderProps.
@@ -1 +1 @@
1
- {"version":3,"file":"ServiceExtensionProvider.d.ts","sourceRoot":"","sources":["../../../../src/extension/providers/ServiceExtensionProvider.ts"],"names":[],"mappings":"AAUA,OAAO,KAAK,EACV,iBAAiB,EAAE,iBAAiB,EACrC,MAAM,cAAc,CAAC;AAEtB;;;GAGG;AACH,MAAM,WAAW,6BAA6B;IAC5C,qCAAqC;IACrC,IAAI,EAAE,MAAM,CAAC;IACb,2CAA2C;IAC3C,OAAO,EAAE,MAAM,CAAC;IAChB,eAAe;IACf,OAAO,EAAE,MAAM,CAAC;CACjB;AAED;;;;;GAKG;AACH,qBAAa,wBAAyB,YAAW,iBAAiB;IAEpD,OAAO,CAAC,QAAQ,CAAC,MAAM;gBAAN,MAAM,EAAE,6BAA6B;IAElE;;OAEG;IACU,WAAW,IAAI,OAAO,CAAC,iBAAiB,CAAC;IAYtD;;OAEG;IACU,OAAO,IAAI,OAAO,CAAC,GAAG,CAAC;IAYpC,oCAAoC;YACtB,OAAO;IAYrB;OACG;YACW,kBAAkB;CAyBjC"}
1
+ {"version":3,"file":"ServiceExtensionProvider.d.ts","sourceRoot":"","sources":["../../../../src/extension/providers/ServiceExtensionProvider.ts"],"names":[],"mappings":"AAUA,OAAO,KAAK,EACV,iBAAiB,EAAE,iBAAiB,EACrC,MAAM,cAAc,CAAC;AACtB,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAC;AAEvD;;;GAGG;AACH,MAAM,WAAW,6BAA6B;IAC5C,qCAAqC;IACrC,IAAI,EAAE,MAAM,CAAC;IACb,2CAA2C;IAC3C,OAAO,EAAE,MAAM,CAAC;IAChB,eAAe;IACf,OAAO,EAAE,MAAM,CAAC;IAChB,gBAAgB;IAChB,cAAc,CAAC,EAAE,MAAM,OAAO,CAAC,WAAW,CAAC,CAAC;CAC7C;AAED;;;;;GAKG;AACH,qBAAa,wBAAyB,YAAW,iBAAiB;IAEpD,OAAO,CAAC,QAAQ,CAAC,MAAM;gBAAN,MAAM,EAAE,6BAA6B;IAElE;;OAEG;IACU,WAAW,IAAI,OAAO,CAAC,iBAAiB,CAAC;IAYtD;;OAEG;IACU,OAAO,IAAI,OAAO,CAAC,GAAG,CAAC;IAYpC,oCAAoC;YACtB,OAAO;IAYrB;OACG;YACW,kBAAkB;CAyBjC"}
@@ -56,9 +56,9 @@ export class ServiceExtensionProvider {
56
56
  /** Fetches the extension from the ExtensionService.
57
57
  */
58
58
  async _getExtensionFiles(props) {
59
- var _a;
59
+ var _a, _b, _c;
60
60
  const extensionClient = new ExtensionClient();
61
- const accessToken = await ((_a = IModelApp.authorizationClient) === null || _a === void 0 ? void 0 : _a.getAccessToken());
61
+ const accessToken = await ((_b = (_a = props.getAccessToken) === null || _a === void 0 ? void 0 : _a.call(props)) !== null && _b !== void 0 ? _b : (_c = IModelApp.authorizationClient) === null || _c === void 0 ? void 0 : _c.getAccessToken());
62
62
  if (!accessToken)
63
63
  return undefined;
64
64
  let extensionProps;
@@ -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\nimport { rcompare } from \"semver\";\r\n\r\nimport { IModelApp } from \"../../IModelApp\";\r\nimport { loadScript } from \"./ExtensionLoadScript\";\r\nimport { ExtensionClient, ExtensionMetadata } from \"./ExtensionServiceClient\";\r\n\r\nimport type {\r\n ExtensionManifest, ExtensionProvider,\r\n} from \"../Extension\";\r\n\r\n/**\r\n * Required props for an extension uploaded to Bentley's Extension Service\r\n * @alpha\r\n */\r\nexport interface ServiceExtensionProviderProps {\r\n /** Name of the uploaded extension */\r\n name: string;\r\n /** Version number (Semantic Versioning) */\r\n version: string;\r\n /** iTwin Id */\r\n iTwinId: string;\r\n}\r\n\r\n/**\r\n * Implements an Extension from the Extension Service via the ServiceExtensionProviderProps.\r\n * Service extensions are extensions hosted on Bentley's Extension Service.\r\n * The execute() and getManifest() methods are used by the ExtensionAdmin to load and execute the extension.\r\n * @alpha\r\n */\r\nexport class ServiceExtensionProvider implements ExtensionProvider {\r\n\r\n constructor(private readonly _props: ServiceExtensionProviderProps) { }\r\n\r\n /** Returns the extension's manifest (package.json) from the ExtensionService.\r\n * Throws an error if the manifest cannot be found.\r\n */\r\n public async getManifest(): Promise<ExtensionManifest> {\r\n const loadedExtensionProps = await this._getExtensionFiles(this._props);\r\n if (!loadedExtensionProps)\r\n throw new Error(`Error loading manifest for Extension ${this._props.name}.`);\r\n\r\n const doesUrlExist = await this._exists(loadedExtensionProps.manifest.url);\r\n if (!doesUrlExist)\r\n throw new Error(`Manifest at ${loadedExtensionProps.manifest.url} could not be found.`);\r\n\r\n return (await fetch(loadedExtensionProps.manifest.url)).json();\r\n }\r\n\r\n /** Executes the javascript main file (the bundled index.js) of an extension from the Extension Service.\r\n * Throws an error if the file cannot be found.\r\n */\r\n public async execute(): Promise<any> {\r\n const loadedExtensionProps = await this._getExtensionFiles(this._props);\r\n if (!loadedExtensionProps)\r\n throw new Error(`Error executing Extension ${this._props.name}.`);\r\n\r\n const doesUrlExist = await this._exists(loadedExtensionProps.main.url);\r\n if (!doesUrlExist)\r\n throw new Error(`Main javascript file at ${loadedExtensionProps.main.url} could not be found.`);\r\n\r\n return loadScript(loadedExtensionProps.main.url);\r\n }\r\n\r\n /** Checks if url actually exists */\r\n private async _exists(url: string): Promise<boolean> {\r\n let exists = false;\r\n try {\r\n const response = await fetch(url, { method: \"HEAD\" });\r\n if (response.status === 200)\r\n exists = true;\r\n } catch (error) {\r\n exists = false;\r\n }\r\n return exists;\r\n }\r\n\r\n /** Fetches the extension from the ExtensionService.\r\n */\r\n private async _getExtensionFiles(props: ServiceExtensionProviderProps) {\r\n const extensionClient = new ExtensionClient();\r\n\r\n const accessToken = await IModelApp.authorizationClient?.getAccessToken();\r\n if (!accessToken)\r\n return undefined;\r\n\r\n let extensionProps: ExtensionMetadata | undefined;\r\n if (props.version !== undefined)\r\n extensionProps = await extensionClient.getExtensionMetadata(accessToken, props.iTwinId, props.name, props.version);\r\n else {\r\n const propsArr = await extensionClient.getExtensions(accessToken, props.iTwinId, props.name);\r\n extensionProps = propsArr.sort((ext1, ext2) => rcompare(ext1.version, ext2.version, true))[0];\r\n }\r\n\r\n if (extensionProps === undefined || extensionProps.files.length < 1)\r\n return undefined;\r\n\r\n const manifest = extensionProps.files.find((f) => f.url.indexOf(\"package.json?\") > -1);\r\n const main = extensionProps.files.find((f) => f.url.indexOf(\"index.js?\") > -1);\r\n if (!manifest || !main)\r\n return undefined;\r\n\r\n return { manifest, main };\r\n }\r\n}\r\n"]}
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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\nimport { rcompare } from \"semver\";\r\n\r\nimport { IModelApp } from \"../../IModelApp\";\r\nimport { loadScript } from \"./ExtensionLoadScript\";\r\nimport { ExtensionClient, ExtensionMetadata } from \"./ExtensionServiceClient\";\r\n\r\nimport type {\r\n ExtensionManifest, ExtensionProvider,\r\n} from \"../Extension\";\r\nimport type { AccessToken } from \"@itwin/core-bentley\";\r\n\r\n/**\r\n * Required props for an extension uploaded to Bentley's Extension Service\r\n * @alpha\r\n */\r\nexport interface ServiceExtensionProviderProps {\r\n /** Name of the uploaded extension */\r\n name: string;\r\n /** Version number (Semantic Versioning) */\r\n version: string;\r\n /** iTwin Id */\r\n iTwinId: string;\r\n /** @internal */\r\n getAccessToken?: () => Promise<AccessToken>;\r\n}\r\n\r\n/**\r\n * Implements an Extension from the Extension Service via the ServiceExtensionProviderProps.\r\n * Service extensions are extensions hosted on Bentley's Extension Service.\r\n * The execute() and getManifest() methods are used by the ExtensionAdmin to load and execute the extension.\r\n * @alpha\r\n */\r\nexport class ServiceExtensionProvider implements ExtensionProvider {\r\n\r\n constructor(private readonly _props: ServiceExtensionProviderProps) { }\r\n\r\n /** Returns the extension's manifest (package.json) from the ExtensionService.\r\n * Throws an error if the manifest cannot be found.\r\n */\r\n public async getManifest(): Promise<ExtensionManifest> {\r\n const loadedExtensionProps = await this._getExtensionFiles(this._props);\r\n if (!loadedExtensionProps)\r\n throw new Error(`Error loading manifest for Extension ${this._props.name}.`);\r\n\r\n const doesUrlExist = await this._exists(loadedExtensionProps.manifest.url);\r\n if (!doesUrlExist)\r\n throw new Error(`Manifest at ${loadedExtensionProps.manifest.url} could not be found.`);\r\n\r\n return (await fetch(loadedExtensionProps.manifest.url)).json();\r\n }\r\n\r\n /** Executes the javascript main file (the bundled index.js) of an extension from the Extension Service.\r\n * Throws an error if the file cannot be found.\r\n */\r\n public async execute(): Promise<any> {\r\n const loadedExtensionProps = await this._getExtensionFiles(this._props);\r\n if (!loadedExtensionProps)\r\n throw new Error(`Error executing Extension ${this._props.name}.`);\r\n\r\n const doesUrlExist = await this._exists(loadedExtensionProps.main.url);\r\n if (!doesUrlExist)\r\n throw new Error(`Main javascript file at ${loadedExtensionProps.main.url} could not be found.`);\r\n\r\n return loadScript(loadedExtensionProps.main.url);\r\n }\r\n\r\n /** Checks if url actually exists */\r\n private async _exists(url: string): Promise<boolean> {\r\n let exists = false;\r\n try {\r\n const response = await fetch(url, { method: \"HEAD\" });\r\n if (response.status === 200)\r\n exists = true;\r\n } catch (error) {\r\n exists = false;\r\n }\r\n return exists;\r\n }\r\n\r\n /** Fetches the extension from the ExtensionService.\r\n */\r\n private async _getExtensionFiles(props: ServiceExtensionProviderProps) {\r\n const extensionClient = new ExtensionClient();\r\n\r\n const accessToken = await (props.getAccessToken?.() ?? IModelApp.authorizationClient?.getAccessToken());\r\n if (!accessToken)\r\n return undefined;\r\n\r\n let extensionProps: ExtensionMetadata | undefined;\r\n if (props.version !== undefined)\r\n extensionProps = await extensionClient.getExtensionMetadata(accessToken, props.iTwinId, props.name, props.version);\r\n else {\r\n const propsArr = await extensionClient.getExtensions(accessToken, props.iTwinId, props.name);\r\n extensionProps = propsArr.sort((ext1, ext2) => rcompare(ext1.version, ext2.version, true))[0];\r\n }\r\n\r\n if (extensionProps === undefined || extensionProps.files.length < 1)\r\n return undefined;\r\n\r\n const manifest = extensionProps.files.find((f) => f.url.indexOf(\"package.json?\") > -1);\r\n const main = extensionProps.files.find((f) => f.url.indexOf(\"index.js?\") > -1);\r\n if (!manifest || !main)\r\n return undefined;\r\n\r\n return { manifest, main };\r\n }\r\n}\r\n"]}
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+ {"version":3,"file":"GeometryListBuilder.d.ts","sourceRoot":"","sources":["../../../../../src/render/primitives/geometry/GeometryListBuilder.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EACL,KAAK,EAAgE,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAW,cAAc,EAAE,SAAS,EAChJ,MAAM,sBAAsB,CAAC;AAC9B,OAAO,EAAE,OAAO,EAA0B,aAAa,EAAqC,MAAM,oBAAoB,CAAC;AACvH,OAAO,EAAE,2BAA2B,EAAE,cAAc,EAAE,6BAA6B,EAAE,MAAM,sBAAsB,CAAC;AAClH,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AACpD,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAClD,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAEjD,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAC5D,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAUhD,gBAAgB;AAChB,8BAAsB,mBAAoB,SAAQ,cAAc;IACvD,KAAK,EAAE,mBAAmB,CAAC;IAClC,SAAgB,aAAa,EAAE,aAAa,CAAuB;aAEnD,aAAa,CAAC,KAAK,EAAE,mBAAmB,GAAG,aAAa;gBAErD,MAAM,EAAE,YAAY,EAAE,OAAO,EAAE,6BAA6B,GAAG,2BAA2B,EAAE,oBAAoB,YAAqB;IAajJ,MAAM,IAAI,aAAa;IAMvB,qBAAqB,CAAC,aAAa,EAAE,aAAa,GAAG,IAAI;cAI7C,gBAAgB,CAAC,OAAO,EAAE,OAAO,GAAG,IAAI;IAIpD,QAAQ,CAAC,OAAO,EAAE,KAAK,EAAE,SAAS,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAUnF,MAAM,CAAC,OAAO,EAAE,KAAK,EAAE,SAAS,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,GAAG,IAAI;IAoBxE,8EAA8E;IACvE,aAAa,CAAC,MAAM,EAAE,OAAO,EAAE,GAAG,IAAI;IAOtC,eAAe,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAK/D,+EAA+E;IACxE,cAAc,CAAC,MAAM,EAAE,OAAO,EAAE,GAAG,IAAI;IAIvC,gBAAgB,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAKzD,QAAQ,CAAC,MAAM,EAAE,OAAO,EAAE,GAAG,IAAI;IAKjC,UAAU,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAKnD,OAAO,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAIzB,OAAO,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAIzB,WAAW,CAAC,QAAQ,EAAE,QAAQ,GAAG,IAAI;IAIrC,iBAAiB,CAAC,SAAS,EAAE,cAAc,GAAG,IAAI;IAIlD,gBAAgB,IAAI,aAAa;IAEjC,gBAAgB,CAAC,IAAI,EAAE,aAAa,CAAC,IAAI,GAAG,aAAa;IACzD,oBAAoB,IAAI,aAAa;IACrC,sBAAsB,IAAI,aAAa;IAC9C,IAAW,iBAAiB,IAAI,aAAa,CAA4D;IAEzG,IAAW,MAAM,IAAI,YAAY,CAA8B;IAExD,GAAG,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI;IAEhC,OAAO,CAAC,eAAe;CAGxB;AAKD,gBAAgB;AAChB,qBAAa,gBAAiB,SAAQ,mBAAmB;IAChD,UAAU,EAAE,aAAa,EAAE,CAAM;IAEjC,aAAa,CAAC,KAAK,EAAE,mBAAmB,GAAG,aAAa;IAqCxD,gBAAgB,CAAC,KAAK,EAAE,mBAAmB,GAAG,MAAM;CAM5D"}
@@ -131,6 +131,7 @@ export class PrimitiveBuilder extends GeometryListBuilder {
131
131
  this.primitives = [];
132
132
  }
133
133
  finishGraphic(accum) {
134
+ var _a;
134
135
  let meshes;
135
136
  let range;
136
137
  let featureTable;
@@ -142,7 +143,8 @@ export class PrimitiveBuilder extends GeometryListBuilder {
142
143
  const tolerance = this.computeTolerance(accum);
143
144
  meshes = accum.saveToGraphicList(this.primitives, options, tolerance, this.pickable);
144
145
  if (undefined !== meshes) {
145
- featureTable = meshes.features;
146
+ if ((_a = meshes.features) === null || _a === void 0 ? void 0 : _a.anyDefined)
147
+ featureTable = meshes.features;
146
148
  range = meshes.range;
147
149
  }
148
150
  }
@@ -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 {\r\n Arc3d, CurvePrimitive, IndexedPolyface, LineSegment3d, LineString3d, Loop, Path, Point2d, Point3d, Polyface, Range3d, SolidPrimitive, Transform,\r\n} from \"@itwin/core-geometry\";\r\nimport { Feature, FeatureTable, Gradient, GraphicParams, PackedFeatureTable, RenderTexture } from \"@itwin/core-common\";\r\nimport { CustomGraphicBuilderOptions, GraphicBuilder, ViewportGraphicBuilderOptions } from \"../../GraphicBuilder\";\r\nimport { RenderGraphic } from \"../../RenderGraphic\";\r\nimport { RenderSystem } from \"../../RenderSystem\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { GeometryOptions } from \"../Primitives\";\r\nimport { GeometryAccumulator } from \"./GeometryAccumulator\";\r\nimport { Geometry } from \"./GeometryPrimitives\";\r\nimport { MeshList } from \"../mesh/MeshPrimitives\";\r\n\r\nfunction copy2dTo3d(pts2d: Point2d[], depth: number): Point3d[] {\r\n const pts3d: Point3d[] = [];\r\n for (const point of pts2d)\r\n pts3d.push(Point3d.create(point.x, point.y, depth));\r\n return pts3d;\r\n}\r\n\r\n/** @internal */\r\nexport abstract class GeometryListBuilder extends GraphicBuilder {\r\n public accum: GeometryAccumulator;\r\n public readonly graphicParams: GraphicParams = new GraphicParams();\r\n\r\n public abstract finishGraphic(accum: GeometryAccumulator): RenderGraphic; // Invoked by Finish() to obtain the finished RenderGraphic.\r\n\r\n public constructor(system: RenderSystem, options: ViewportGraphicBuilderOptions | CustomGraphicBuilderOptions, accumulatorTransform = Transform.identity) {\r\n super(options);\r\n this.accum = new GeometryAccumulator({\r\n system,\r\n transform: accumulatorTransform,\r\n analysisStyleDisplacement: this.analysisStyle?.displacement,\r\n viewIndependentOrigin: options.viewIndependentOrigin,\r\n });\r\n\r\n if (this.pickable)\r\n this.activateFeature(new Feature(this.pickable.id, this.pickable.subCategoryId, this.pickable.geometryClass));\r\n }\r\n\r\n public finish(): RenderGraphic {\r\n const graphic = this.finishGraphic(this.accum);\r\n this.accum.clear();\r\n return graphic;\r\n }\r\n\r\n public activateGraphicParams(graphicParams: GraphicParams): void {\r\n graphicParams.clone(this.graphicParams);\r\n }\r\n\r\n protected override _activateFeature(feature: Feature): void {\r\n this.accum.currentFeature = feature;\r\n }\r\n\r\n public addArc2d(ellipse: Arc3d, isEllipse: boolean, filled: boolean, zDepth: number): void {\r\n if (0.0 === zDepth) {\r\n this.addArc(ellipse, isEllipse, filled);\r\n } else {\r\n const ell: Arc3d = ellipse;\r\n ell.center.z = zDepth;\r\n this.addArc(ell, isEllipse, filled);\r\n }\r\n }\r\n\r\n public addArc(ellipse: Arc3d, isEllipse: boolean, filled: boolean): void {\r\n let curve;\r\n if (isEllipse || filled) {\r\n curve = Loop.create(ellipse);\r\n } else {\r\n curve = Path.create(ellipse);\r\n }\r\n\r\n if (filled && !isEllipse && !ellipse.sweep.isFullCircle) {\r\n const gapSegment: CurvePrimitive = LineSegment3d.create(ellipse.startPoint(), ellipse.endPoint());\r\n (gapSegment as any).markerBits = 0x00010000; // Set the CURVE_PRIMITIVE_BIT_GapCurve marker bit\r\n curve.children.push(gapSegment);\r\n }\r\n const displayParams = curve.isAnyRegionType ? this.getMeshDisplayParams() : this.getLinearDisplayParams();\r\n if (curve instanceof Loop)\r\n this.accum.addLoop(curve, displayParams, this.placement, false);\r\n else\r\n this.accum.addPath(curve, displayParams, this.placement, false);\r\n }\r\n\r\n /** take ownership of input points and add as a line string to this builder */\r\n public addLineString(points: Point3d[]): void {\r\n if (2 === points.length && points[0].isAlmostEqual(points[1]))\r\n this.accum.addPointString(points, this.getLinearDisplayParams(), this.placement);\r\n else\r\n this.accum.addLineString(points, this.getLinearDisplayParams(), this.placement);\r\n }\r\n\r\n public addLineString2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addLineString(pts3d);\r\n }\r\n\r\n /** take ownership of input points and add as a point string to this builder */\r\n public addPointString(points: Point3d[]): void {\r\n this.accum.addPointString(points, this.getLinearDisplayParams(), this.placement);\r\n }\r\n\r\n public addPointString2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addPointString(pts3d);\r\n }\r\n\r\n public addShape(points: Point3d[]): void {\r\n const loop = Loop.create(LineString3d.create(points));\r\n this.accum.addLoop(loop, this.getMeshDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addShape2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addShape(pts3d);\r\n }\r\n\r\n public addPath(path: Path): void {\r\n this.accum.addPath(path, this.getLinearDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addLoop(loop: Loop): void {\r\n this.accum.addLoop(loop, this.getMeshDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addPolyface(meshData: Polyface): void {\r\n this.accum.addPolyface(meshData as IndexedPolyface, this.getMeshDisplayParams(), this.placement);\r\n }\r\n\r\n public addSolidPrimitive(primitive: SolidPrimitive): void {\r\n this.accum.addSolidPrimitive(primitive, this.getMeshDisplayParams(), this.placement);\r\n }\r\n\r\n public getGraphicParams(): GraphicParams { return this.graphicParams; }\r\n\r\n public getDisplayParams(type: DisplayParams.Type): DisplayParams { return DisplayParams.createForType(type, this.graphicParams); }\r\n public getMeshDisplayParams(): DisplayParams { return DisplayParams.createForMesh(this.graphicParams, !this.wantNormals, (grad) => this.resolveGradient(grad)); }\r\n public getLinearDisplayParams(): DisplayParams { return DisplayParams.createForLinear(this.graphicParams); }\r\n public get textDisplayParams(): DisplayParams { return DisplayParams.createForText(this.graphicParams); }\r\n\r\n public get system(): RenderSystem { return this.accum.system; }\r\n\r\n public add(geom: Geometry): void { this.accum.addGeometry(geom); }\r\n\r\n private resolveGradient(gradient: Gradient.Symb): RenderTexture | undefined {\r\n return this.system.getGradientTexture(gradient, this.iModel);\r\n }\r\n}\r\n\r\n// Set to true to add a range box to every graphic produced by PrimitiveBuilder.\r\nlet addDebugRangeBox = false;\r\n\r\n/** @internal */\r\nexport class PrimitiveBuilder extends GeometryListBuilder {\r\n public primitives: RenderGraphic[] = [];\r\n\r\n public finishGraphic(accum: GeometryAccumulator): RenderGraphic {\r\n let meshes: MeshList | undefined;\r\n let range: Range3d | undefined;\r\n let featureTable: FeatureTable | undefined;\r\n if (!accum.isEmpty) {\r\n // Overlay decorations don't test Z. Tools like to layer multiple primitives on top of one another; they rely on the primitives rendering\r\n // in that same order to produce correct results (e.g., a thin line rendered atop a thick line of another color).\r\n // No point generating edges for graphics that are always rendered in smooth shade mode.\r\n const options = GeometryOptions.createForGraphicBuilder(this);\r\n const tolerance = this.computeTolerance(accum);\r\n meshes = accum.saveToGraphicList(this.primitives, options, tolerance, this.pickable);\r\n if (undefined !== meshes) {\r\n featureTable = meshes.features;\r\n range = meshes.range;\r\n }\r\n }\r\n\r\n let graphic = (this.primitives.length !== 1) ? this.accum.system.createGraphicList(this.primitives) : this.primitives.pop() as RenderGraphic;\r\n if (undefined !== featureTable) {\r\n const batchRange = range ?? new Range3d();\r\n const batchOptions = this._options.pickable;\r\n graphic = this.accum.system.createBatch(graphic, PackedFeatureTable.pack(featureTable), batchRange, batchOptions);\r\n }\r\n\r\n if (addDebugRangeBox && range) {\r\n addDebugRangeBox = false;\r\n const builder = this.accum.system.createGraphic({ ...this._options });\r\n builder.addRangeBox(range);\r\n graphic = this.accum.system.createGraphicList([graphic, builder.finish()]);\r\n addDebugRangeBox = true;\r\n }\r\n\r\n return graphic;\r\n }\r\n\r\n public computeTolerance(accum: GeometryAccumulator): number {\r\n return this._computeChordTolerance({\r\n graphic: this,\r\n computeRange: () => accum.geometries.computeRange(),\r\n });\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport {\r\n Arc3d, CurvePrimitive, IndexedPolyface, LineSegment3d, LineString3d, Loop, Path, Point2d, Point3d, Polyface, Range3d, SolidPrimitive, Transform,\r\n} from \"@itwin/core-geometry\";\r\nimport { Feature, FeatureTable, Gradient, GraphicParams, PackedFeatureTable, RenderTexture } from \"@itwin/core-common\";\r\nimport { CustomGraphicBuilderOptions, GraphicBuilder, ViewportGraphicBuilderOptions } from \"../../GraphicBuilder\";\r\nimport { RenderGraphic } from \"../../RenderGraphic\";\r\nimport { RenderSystem } from \"../../RenderSystem\";\r\nimport { DisplayParams } from \"../DisplayParams\";\r\nimport { GeometryOptions } from \"../Primitives\";\r\nimport { GeometryAccumulator } from \"./GeometryAccumulator\";\r\nimport { Geometry } from \"./GeometryPrimitives\";\r\nimport { MeshList } from \"../mesh/MeshPrimitives\";\r\n\r\nfunction copy2dTo3d(pts2d: Point2d[], depth: number): Point3d[] {\r\n const pts3d: Point3d[] = [];\r\n for (const point of pts2d)\r\n pts3d.push(Point3d.create(point.x, point.y, depth));\r\n return pts3d;\r\n}\r\n\r\n/** @internal */\r\nexport abstract class GeometryListBuilder extends GraphicBuilder {\r\n public accum: GeometryAccumulator;\r\n public readonly graphicParams: GraphicParams = new GraphicParams();\r\n\r\n public abstract finishGraphic(accum: GeometryAccumulator): RenderGraphic; // Invoked by Finish() to obtain the finished RenderGraphic.\r\n\r\n public constructor(system: RenderSystem, options: ViewportGraphicBuilderOptions | CustomGraphicBuilderOptions, accumulatorTransform = Transform.identity) {\r\n super(options);\r\n this.accum = new GeometryAccumulator({\r\n system,\r\n transform: accumulatorTransform,\r\n analysisStyleDisplacement: this.analysisStyle?.displacement,\r\n viewIndependentOrigin: options.viewIndependentOrigin,\r\n });\r\n\r\n if (this.pickable)\r\n this.activateFeature(new Feature(this.pickable.id, this.pickable.subCategoryId, this.pickable.geometryClass));\r\n }\r\n\r\n public finish(): RenderGraphic {\r\n const graphic = this.finishGraphic(this.accum);\r\n this.accum.clear();\r\n return graphic;\r\n }\r\n\r\n public activateGraphicParams(graphicParams: GraphicParams): void {\r\n graphicParams.clone(this.graphicParams);\r\n }\r\n\r\n protected override _activateFeature(feature: Feature): void {\r\n this.accum.currentFeature = feature;\r\n }\r\n\r\n public addArc2d(ellipse: Arc3d, isEllipse: boolean, filled: boolean, zDepth: number): void {\r\n if (0.0 === zDepth) {\r\n this.addArc(ellipse, isEllipse, filled);\r\n } else {\r\n const ell: Arc3d = ellipse;\r\n ell.center.z = zDepth;\r\n this.addArc(ell, isEllipse, filled);\r\n }\r\n }\r\n\r\n public addArc(ellipse: Arc3d, isEllipse: boolean, filled: boolean): void {\r\n let curve;\r\n if (isEllipse || filled) {\r\n curve = Loop.create(ellipse);\r\n } else {\r\n curve = Path.create(ellipse);\r\n }\r\n\r\n if (filled && !isEllipse && !ellipse.sweep.isFullCircle) {\r\n const gapSegment: CurvePrimitive = LineSegment3d.create(ellipse.startPoint(), ellipse.endPoint());\r\n (gapSegment as any).markerBits = 0x00010000; // Set the CURVE_PRIMITIVE_BIT_GapCurve marker bit\r\n curve.children.push(gapSegment);\r\n }\r\n const displayParams = curve.isAnyRegionType ? this.getMeshDisplayParams() : this.getLinearDisplayParams();\r\n if (curve instanceof Loop)\r\n this.accum.addLoop(curve, displayParams, this.placement, false);\r\n else\r\n this.accum.addPath(curve, displayParams, this.placement, false);\r\n }\r\n\r\n /** take ownership of input points and add as a line string to this builder */\r\n public addLineString(points: Point3d[]): void {\r\n if (2 === points.length && points[0].isAlmostEqual(points[1]))\r\n this.accum.addPointString(points, this.getLinearDisplayParams(), this.placement);\r\n else\r\n this.accum.addLineString(points, this.getLinearDisplayParams(), this.placement);\r\n }\r\n\r\n public addLineString2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addLineString(pts3d);\r\n }\r\n\r\n /** take ownership of input points and add as a point string to this builder */\r\n public addPointString(points: Point3d[]): void {\r\n this.accum.addPointString(points, this.getLinearDisplayParams(), this.placement);\r\n }\r\n\r\n public addPointString2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addPointString(pts3d);\r\n }\r\n\r\n public addShape(points: Point3d[]): void {\r\n const loop = Loop.create(LineString3d.create(points));\r\n this.accum.addLoop(loop, this.getMeshDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addShape2d(points: Point2d[], zDepth: number): void {\r\n const pts3d = copy2dTo3d(points, zDepth);\r\n this.addShape(pts3d);\r\n }\r\n\r\n public addPath(path: Path): void {\r\n this.accum.addPath(path, this.getLinearDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addLoop(loop: Loop): void {\r\n this.accum.addLoop(loop, this.getMeshDisplayParams(), this.placement, false);\r\n }\r\n\r\n public addPolyface(meshData: Polyface): void {\r\n this.accum.addPolyface(meshData as IndexedPolyface, this.getMeshDisplayParams(), this.placement);\r\n }\r\n\r\n public addSolidPrimitive(primitive: SolidPrimitive): void {\r\n this.accum.addSolidPrimitive(primitive, this.getMeshDisplayParams(), this.placement);\r\n }\r\n\r\n public getGraphicParams(): GraphicParams { return this.graphicParams; }\r\n\r\n public getDisplayParams(type: DisplayParams.Type): DisplayParams { return DisplayParams.createForType(type, this.graphicParams); }\r\n public getMeshDisplayParams(): DisplayParams { return DisplayParams.createForMesh(this.graphicParams, !this.wantNormals, (grad) => this.resolveGradient(grad)); }\r\n public getLinearDisplayParams(): DisplayParams { return DisplayParams.createForLinear(this.graphicParams); }\r\n public get textDisplayParams(): DisplayParams { return DisplayParams.createForText(this.graphicParams); }\r\n\r\n public get system(): RenderSystem { return this.accum.system; }\r\n\r\n public add(geom: Geometry): void { this.accum.addGeometry(geom); }\r\n\r\n private resolveGradient(gradient: Gradient.Symb): RenderTexture | undefined {\r\n return this.system.getGradientTexture(gradient, this.iModel);\r\n }\r\n}\r\n\r\n// Set to true to add a range box to every graphic produced by PrimitiveBuilder.\r\nlet addDebugRangeBox = false;\r\n\r\n/** @internal */\r\nexport class PrimitiveBuilder extends GeometryListBuilder {\r\n public primitives: RenderGraphic[] = [];\r\n\r\n public finishGraphic(accum: GeometryAccumulator): RenderGraphic {\r\n let meshes: MeshList | undefined;\r\n let range: Range3d | undefined;\r\n let featureTable: FeatureTable | undefined;\r\n if (!accum.isEmpty) {\r\n // Overlay decorations don't test Z. Tools like to layer multiple primitives on top of one another; they rely on the primitives rendering\r\n // in that same order to produce correct results (e.g., a thin line rendered atop a thick line of another color).\r\n // No point generating edges for graphics that are always rendered in smooth shade mode.\r\n const options = GeometryOptions.createForGraphicBuilder(this);\r\n const tolerance = this.computeTolerance(accum);\r\n meshes = accum.saveToGraphicList(this.primitives, options, tolerance, this.pickable);\r\n if (undefined !== meshes) {\r\n if (meshes.features?.anyDefined)\r\n featureTable = meshes.features;\r\n\r\n range = meshes.range;\r\n }\r\n }\r\n\r\n let graphic = (this.primitives.length !== 1) ? this.accum.system.createGraphicList(this.primitives) : this.primitives.pop() as RenderGraphic;\r\n if (undefined !== featureTable) {\r\n const batchRange = range ?? new Range3d();\r\n const batchOptions = this._options.pickable;\r\n graphic = this.accum.system.createBatch(graphic, PackedFeatureTable.pack(featureTable), batchRange, batchOptions);\r\n }\r\n\r\n if (addDebugRangeBox && range) {\r\n addDebugRangeBox = false;\r\n const builder = this.accum.system.createGraphic({ ...this._options });\r\n builder.addRangeBox(range);\r\n graphic = this.accum.system.createGraphicList([graphic, builder.finish()]);\r\n addDebugRangeBox = true;\r\n }\r\n\r\n return graphic;\r\n }\r\n\r\n public computeTolerance(accum: GeometryAccumulator): number {\r\n return this._computeChordTolerance({\r\n graphic: this,\r\n computeRange: () => accum.geometries.computeRange(),\r\n });\r\n }\r\n}\r\n"]}
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- {"version":3,"file":"RealityMesh.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/RealityMesh.ts"],"names":[],"mappings":"AAIA;;GAEG;AAQH,OAAO,EAAkD,cAAc,EAAuC,MAAM,kBAAkB,CAAC;AAEvI,OAAO,EAAsD,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAwOvG,gBAAgB;AAChB,wBAAgB,kCAAkC,IAAI,cAAc,CAInE;AAED,gBAAgB;AAChB,wBAAgB,wBAAwB,IAAI,cAAc,CAIzD;AAED,gBAAgB;AAChB,MAAM,CAAC,OAAO,UAAU,wBAAwB,CAAC,KAAK,EAAE,cAAc,GAAG,cAAc,CA2EtF"}
1
+ {"version":3,"file":"RealityMesh.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/RealityMesh.ts"],"names":[],"mappings":"AAIA;;GAEG;AAQH,OAAO,EAAkD,cAAc,EAAuC,MAAM,kBAAkB,CAAC;AAEvI,OAAO,EAAsD,cAAc,EAAE,MAAM,mBAAmB,CAAC;AA2OvG,gBAAgB;AAChB,wBAAgB,kCAAkC,IAAI,cAAc,CAInE;AAED,gBAAgB;AAChB,wBAAgB,wBAAwB,IAAI,cAAc,CAIzD;AAED,gBAAgB;AAChB,MAAM,CAAC,OAAO,UAAU,wBAAwB,CAAC,KAAK,EAAE,cAAc,GAAG,cAAc,CA2EtF"}
@@ -176,8 +176,11 @@ function baseColorFromTextures(textureCount, applyFeatureColor) {
176
176
  for (let i = 0; i < textureCount; i++)
177
177
  applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texParams${i}, u_texMatrix${i})) doDiscard = false; `);
178
178
  return `
179
- if (!u_texturesPresent)
180
- return u_baseColor;
179
+ if (!u_texturesPresent) {
180
+ vec4 col = u_baseColor;
181
+ ${applyFeatureColor}
182
+ return col;
183
+ }
181
184
 
182
185
  bool doDiscard = true;
183
186
  vec4 col = u_baseColor;
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ColorDef } from \"@itwin/core-common\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, IsInstanced, IsShadowable, IsThematic, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addVaryingColor } from \"./Color\";\r\nimport { addEyeSpace, addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport { addFeatureSymbology, addHiliter, FeatureSymbologyOptions } from \"./FeatureSymbology\";\r\nimport { addAltPickBufferOutputs, addPickBufferOutputs, assignFragColor } from \"./Fragment\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from \"./PlanarClassification\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addClassificationTranslucencyDiscard, octDecodeNormal } from \"./Surface\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addModelViewProjectionMatrix, addNormalMatrix } from \"./Vertex\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\nconst computePosition = \"gl_PointSize = 1.0; return MAT_MVP * rawPos;\";\r\nconst computeNormal = `\r\n vec3 normal = octDecodeNormal(a_norm); // normal coming in for is already in world space\r\n g_hillshadeIndex = normal.z; // save off world Z for thematic hill shade mode index\r\n return normalize(u_worldToViewN * normal);\r\n`;\r\n\r\nconst testInside = `\r\nbool testInside(float x0, float y0, float x1, float y1, float x, float y) {\r\n vec2 perp = vec2(y0 - y1, x1 - x0), test = vec2(x - x0, y - y0);\r\n float dot = (test.x * perp.x + test.y * perp.y) / sqrt(perp.x * perp.x + perp.y * perp.y);\r\n return dot >= -0.001;\r\n}\r\n`;\r\n\r\n/* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a projected texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"projected\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\nconst applyTexture = `\r\nbool applyTexture(inout vec4 col, sampler2D sampler, mat4 params, mat4 matrix) {\r\n vec2 uv;\r\n float layerAlpha;\r\n bool isProjected = params[0][0] != 0.0;\r\n float imageCount = params[0][1];\r\n vec2 classPos;\r\n\r\n if (isProjected) {\r\n vec4 eye4 = vec4(v_eyeSpace, 1.0);\r\n vec4 classPos4 = matrix * eye4;\r\n classPos = classPos4.xy / classPos4.w;\r\n\r\n if (!testInside(params[2].x, params[2].y, params[2].z, params[2].w, classPos.x, classPos.y) ||\r\n !testInside(params[2].z, params[2].w, params[3].x, params[3].y, classPos.x, classPos.y) ||\r\n !testInside(params[3].x, params[3].y, params[3].z, params[3].w, classPos.x, classPos.y) ||\r\n !testInside(params[3].z, params[3].w, params[2].x, params[2].y, classPos.x, classPos.y))\r\n return false;\r\n\r\n uv.x = classPos.x;\r\n uv.y = classPos.y / imageCount;\r\n layerAlpha = params[0][2];\r\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)\r\n return false;\r\n } else {\r\n vec4 texTransform = matrix[0].xyzw;\r\n vec4 texClip = matrix[1].xyzw;\r\n layerAlpha = matrix[2].x;\r\n uv = vec2(texTransform[0] + texTransform[2] * v_texCoord.x, texTransform[1] + texTransform[3] * v_texCoord.y);\r\n if (uv.x < texClip[0] || uv.x > texClip[2] || uv.y < texClip[1] || uv.y > texClip[3])\r\n return false;\r\n uv.y = 1.0 - uv.y;\r\n }\r\n vec4 texCol = TEXTURE(sampler, uv);\r\n float alpha = layerAlpha * texCol.a;\r\n if (alpha > 0.05) {\r\n vec3 texRgb = isProjected ? (texCol.rgb / texCol.a) : texCol.rgb; // Texture color is premultiplied by alpha only if projected (from classification).\r\n col.rgb = (1.0 - alpha) * col.rgb + alpha * texRgb;\r\n if (isProjected) {\r\n vec4 featureTexel = TEXTURE(sampler, vec2(uv.x, (1.0 + classPos.y) / imageCount));\r\n classifierId = addUInt32s(params[1], featureTexel * 255.0) / 255.0;\r\n } else {\r\n featureIncrement = matrix[2].y;\r\n classifierId = vec4(0);\r\n }\r\n if (alpha > col.a)\r\n col.a = alpha;\r\n\r\n return true;\r\n }\r\nreturn false;\r\n}\r\n`;\r\n\r\nconst computeTexCoord = \"return unquantize2d(a_uvParam, u_qTexCoordParams);\";\r\nconst scratchMatrix4d1 = Matrix4d.createIdentity();\r\nconst scratchMatrix4d2 = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nconst overrideFeatureId = `return (classifierId == vec4(0)) ? (addUInt32s(feature_id * 255.0, vec4(featureIncrement, 0.0, 0.0, 0.0)) / 255.0) : classifierId;`;\r\n\r\nfunction addTextures(builder: ProgramBuilder, maxTexturesPerMesh: number) {\r\n builder.vert.addFunction(unquantize2d);\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", computeTexCoord);\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n if (undefined !== realityMesh.uvQParams) {\r\n uniform.setUniform4fv(realityMesh.uvQParams);\r\n }\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_texturesPresent\", VariableType.Boolean, (program) => {\r\n program.addGraphicUniform(\"u_texturesPresent\", (uniform, params) => {\r\n uniform.setUniform1i(params.geometry.asRealityMesh!.hasTextures ? 1 : 0);\r\n });\r\n });\r\n\r\n for (let i = 0; i < maxTexturesPerMesh; i++) {\r\n const textureLabel = `s_texture${i}`;\r\n builder.frag.addUniform(textureLabel, VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(textureLabel, (uniform, params) => {\r\n const textureUnits = [TextureUnit.RealityMesh0, TextureUnit.RealityMesh1, params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder, TextureUnit.RealityMesh3, TextureUnit.RealityMesh4, TextureUnit.RealityMesh5];\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const realityTexture = realityMesh.textureParams ? realityMesh.textureParams.params[i].texture : undefined;\r\n if (realityTexture !== undefined) {\r\n const texture = realityTexture as Texture;\r\n texture.texture.bindSampler(uniform, textureUnits[i]);\r\n } else {\r\n // assert(false, \"Terrain Mesh texture not defined when beginning texture.\");\r\n System.instance.ensureSamplerBound(uniform, textureUnits[i]);\r\n }\r\n });\r\n });\r\n const paramsLabel = `u_texParams${i}`, matrixLabel = `u_texMatrix${i}`;\r\n builder.frag.addUniform(matrixLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(matrixLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n const projectionMatrix = textureParam.getProjectionMatrix();\r\n if (projectionMatrix) {\r\n const eyeToModel = Matrix4d.createTransform(params.target.uniforms.frustum.viewMatrix.inverse()!, scratchMatrix4d1);\r\n const eyeToTexture = projectionMatrix.multiplyMatrixMatrix(eyeToModel, scratchMatrix4d2);\r\n uniform.setMatrix4(Matrix4.fromMatrix4d(eyeToTexture, scratchMatrix));\r\n } else\r\n uniform.setMatrix4(textureParam.getTerrainMatrix()!);\r\n }\r\n });\r\n });\r\n builder.frag.addUniform(paramsLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(paramsLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n uniform.setMatrix4(textureParam.getParams(scratchMatrix));\r\n }\r\n });\r\n });\r\n }\r\n}\r\nfunction baseColorFromTextures(textureCount: number, applyFeatureColor: string) {\r\n const applyTextureStrings = [];\r\n\r\n for (let i = 0; i < textureCount; i++)\r\n applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texParams${i}, u_texMatrix${i})) doDiscard = false; `);\r\n\r\n return `\r\n if (!u_texturesPresent)\r\n return u_baseColor;\r\n\r\n bool doDiscard = true;\r\n vec4 col = u_baseColor;\r\n ${applyTextureStrings.join(\"\\n \")}\r\n if (doDiscard)\r\n discard;\r\n\r\n ${applyFeatureColor}\r\n\r\n return col;\r\n`;\r\n}\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nconst mixFeatureColor = `\r\n col.rgb = mix(col.rgb, mix(col.rgb, v_color.rgb, u_overrideColorMix), step(0.0, v_color.r));\r\n col.a = mix(col.a, v_color.a, step(0.0, v_color.a));\r\n `;\r\n\r\nfunction addThematicToRealityMesh(builder: ProgramBuilder, gradientTextureUnit: TextureUnit) {\r\n addNormalMatrix(builder.vert, IsInstanced.No);\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addGlobal(\"g_hillshadeIndex\", VariableType.Float);\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", computeNormal);\r\n addThematicDisplay(builder, false, true);\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, false, false));\r\n builder.vert.addUniform(\"u_worldToViewN\", VariableType.Mat3, (prog) => {\r\n prog.addGraphicUniform(\"u_worldToViewN\", (uniform, params) => {\r\n params.target.uniforms.branch.bindWorldToViewNTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindTexture(uniform, gradientTextureUnit >= 0 ? gradientTextureUnit : (params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder));\r\n });\r\n });\r\n}\r\n\r\nfunction addColorOverrideMix(frag: FragmentShaderBuilder) {\r\n frag.addUniform(\"u_overrideColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_overrideColorMix\", (uniform, params) => {\r\n uniform.setUniform1f(params.geometry.asRealityMesh!.overrideColorMix);\r\n });\r\n });\r\n\r\n}\r\n\r\nfunction createRealityMeshHiliterBuilder(): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n return builder;\r\n\r\n}\r\n\r\n/** @internal */\r\nexport function createClassifierRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHilitePlanarClassifier(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHiliter(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport default function createRealityMeshBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n\r\n if (flags.isShadowable === IsShadowable.Yes)\r\n addSolarShadowMap(builder, true);\r\n\r\n const frag = builder.frag;\r\n frag.addGlobal(\"featureIncrement\", VariableType.Float, \"0.0\");\r\n frag.addGlobal(\"classifierId\", VariableType.Vec4);\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n let textureCount = System.instance.maxRealityImageryLayers;\r\n let gradientTextureUnit = TextureUnit.RealityMeshThematicGradient;\r\n const caps = System.instance.capabilities;\r\n if (Math.min(caps.maxFragTextureUnits, caps.maxVertTextureUnits) < 16 && IsThematic.Yes === flags.isThematic) {\r\n textureCount--; // steal the last bg map layer texture for thematic gradient (just when thematic display is applied)\r\n gradientTextureUnit = -1; // is dependent on drawing mode so will set later\r\n }\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n let applyFragmentFeatureColor = \"\";\r\n\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n addClassificationTranslucencyDiscard(builder);\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n if (feat === FeatureMode.Overrides) {\r\n addShaderFlags(builder);\r\n addVaryingColor(builder, \"return vec4(-1.0, -1.0, -1.0, -1.0);\");\r\n applyFragmentFeatureColor = mixFeatureColor;\r\n addColorOverrideMix(builder.frag);\r\n }\r\n const computeFragmentBaseColor = baseColorFromTextures(textureCount, applyFragmentFeatureColor);\r\n\r\n frag.addFunction(addUInt32s);\r\n frag.addFunction(testInside);\r\n addEyeSpace(builder);\r\n frag.addFunction(applyTexture);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n builder.frag.addUniform(\"u_baseColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_baseColor\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const baseColor = (realityMesh.baseColor ? realityMesh.baseColor : ColorDef.create(0xff000000)).colors;\r\n uniform.setUniform4fv([baseColor.r / 255, baseColor.g / 255, baseColor.b / 255, 1 - baseColor.t / 255]);\r\n });\r\n });\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n if (!flags.isTranslucent) {\r\n if (FeatureMode.None !== feat) {\r\n if (flags.isClassified)\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n addTextures(builder, textureCount);\r\n\r\n if (IsThematic.Yes === flags.isThematic)\r\n addThematicToRealityMesh(builder, gradientTextureUnit);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ColorDef } from \"@itwin/core-common\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, IsInstanced, IsShadowable, IsThematic, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addVaryingColor } from \"./Color\";\r\nimport { addEyeSpace, addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport { addFeatureSymbology, addHiliter, FeatureSymbologyOptions } from \"./FeatureSymbology\";\r\nimport { addAltPickBufferOutputs, addPickBufferOutputs, assignFragColor } from \"./Fragment\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from \"./PlanarClassification\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addClassificationTranslucencyDiscard, octDecodeNormal } from \"./Surface\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addModelViewProjectionMatrix, addNormalMatrix } from \"./Vertex\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\nconst computePosition = \"gl_PointSize = 1.0; return MAT_MVP * rawPos;\";\r\nconst computeNormal = `\r\n vec3 normal = octDecodeNormal(a_norm); // normal coming in for is already in world space\r\n g_hillshadeIndex = normal.z; // save off world Z for thematic hill shade mode index\r\n return normalize(u_worldToViewN * normal);\r\n`;\r\n\r\nconst testInside = `\r\nbool testInside(float x0, float y0, float x1, float y1, float x, float y) {\r\n vec2 perp = vec2(y0 - y1, x1 - x0), test = vec2(x - x0, y - y0);\r\n float dot = (test.x * perp.x + test.y * perp.y) / sqrt(perp.x * perp.x + perp.y * perp.y);\r\n return dot >= -0.001;\r\n}\r\n`;\r\n\r\n/* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a projected texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"projected\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\nconst applyTexture = `\r\nbool applyTexture(inout vec4 col, sampler2D sampler, mat4 params, mat4 matrix) {\r\n vec2 uv;\r\n float layerAlpha;\r\n bool isProjected = params[0][0] != 0.0;\r\n float imageCount = params[0][1];\r\n vec2 classPos;\r\n\r\n if (isProjected) {\r\n vec4 eye4 = vec4(v_eyeSpace, 1.0);\r\n vec4 classPos4 = matrix * eye4;\r\n classPos = classPos4.xy / classPos4.w;\r\n\r\n if (!testInside(params[2].x, params[2].y, params[2].z, params[2].w, classPos.x, classPos.y) ||\r\n !testInside(params[2].z, params[2].w, params[3].x, params[3].y, classPos.x, classPos.y) ||\r\n !testInside(params[3].x, params[3].y, params[3].z, params[3].w, classPos.x, classPos.y) ||\r\n !testInside(params[3].z, params[3].w, params[2].x, params[2].y, classPos.x, classPos.y))\r\n return false;\r\n\r\n uv.x = classPos.x;\r\n uv.y = classPos.y / imageCount;\r\n layerAlpha = params[0][2];\r\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)\r\n return false;\r\n } else {\r\n vec4 texTransform = matrix[0].xyzw;\r\n vec4 texClip = matrix[1].xyzw;\r\n layerAlpha = matrix[2].x;\r\n uv = vec2(texTransform[0] + texTransform[2] * v_texCoord.x, texTransform[1] + texTransform[3] * v_texCoord.y);\r\n if (uv.x < texClip[0] || uv.x > texClip[2] || uv.y < texClip[1] || uv.y > texClip[3])\r\n return false;\r\n uv.y = 1.0 - uv.y;\r\n }\r\n vec4 texCol = TEXTURE(sampler, uv);\r\n float alpha = layerAlpha * texCol.a;\r\n if (alpha > 0.05) {\r\n vec3 texRgb = isProjected ? (texCol.rgb / texCol.a) : texCol.rgb; // Texture color is premultiplied by alpha only if projected (from classification).\r\n col.rgb = (1.0 - alpha) * col.rgb + alpha * texRgb;\r\n if (isProjected) {\r\n vec4 featureTexel = TEXTURE(sampler, vec2(uv.x, (1.0 + classPos.y) / imageCount));\r\n classifierId = addUInt32s(params[1], featureTexel * 255.0) / 255.0;\r\n } else {\r\n featureIncrement = matrix[2].y;\r\n classifierId = vec4(0);\r\n }\r\n if (alpha > col.a)\r\n col.a = alpha;\r\n\r\n return true;\r\n }\r\nreturn false;\r\n}\r\n`;\r\n\r\nconst computeTexCoord = \"return unquantize2d(a_uvParam, u_qTexCoordParams);\";\r\nconst scratchMatrix4d1 = Matrix4d.createIdentity();\r\nconst scratchMatrix4d2 = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nconst overrideFeatureId = `return (classifierId == vec4(0)) ? (addUInt32s(feature_id * 255.0, vec4(featureIncrement, 0.0, 0.0, 0.0)) / 255.0) : classifierId;`;\r\n\r\nfunction addTextures(builder: ProgramBuilder, maxTexturesPerMesh: number) {\r\n builder.vert.addFunction(unquantize2d);\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", computeTexCoord);\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n if (undefined !== realityMesh.uvQParams) {\r\n uniform.setUniform4fv(realityMesh.uvQParams);\r\n }\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_texturesPresent\", VariableType.Boolean, (program) => {\r\n program.addGraphicUniform(\"u_texturesPresent\", (uniform, params) => {\r\n uniform.setUniform1i(params.geometry.asRealityMesh!.hasTextures ? 1 : 0);\r\n });\r\n });\r\n\r\n for (let i = 0; i < maxTexturesPerMesh; i++) {\r\n const textureLabel = `s_texture${i}`;\r\n builder.frag.addUniform(textureLabel, VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(textureLabel, (uniform, params) => {\r\n const textureUnits = [TextureUnit.RealityMesh0, TextureUnit.RealityMesh1, params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder, TextureUnit.RealityMesh3, TextureUnit.RealityMesh4, TextureUnit.RealityMesh5];\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const realityTexture = realityMesh.textureParams ? realityMesh.textureParams.params[i].texture : undefined;\r\n if (realityTexture !== undefined) {\r\n const texture = realityTexture as Texture;\r\n texture.texture.bindSampler(uniform, textureUnits[i]);\r\n } else {\r\n // assert(false, \"Terrain Mesh texture not defined when beginning texture.\");\r\n System.instance.ensureSamplerBound(uniform, textureUnits[i]);\r\n }\r\n });\r\n });\r\n const paramsLabel = `u_texParams${i}`, matrixLabel = `u_texMatrix${i}`;\r\n builder.frag.addUniform(matrixLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(matrixLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n const projectionMatrix = textureParam.getProjectionMatrix();\r\n if (projectionMatrix) {\r\n const eyeToModel = Matrix4d.createTransform(params.target.uniforms.frustum.viewMatrix.inverse()!, scratchMatrix4d1);\r\n const eyeToTexture = projectionMatrix.multiplyMatrixMatrix(eyeToModel, scratchMatrix4d2);\r\n uniform.setMatrix4(Matrix4.fromMatrix4d(eyeToTexture, scratchMatrix));\r\n } else\r\n uniform.setMatrix4(textureParam.getTerrainMatrix()!);\r\n }\r\n });\r\n });\r\n builder.frag.addUniform(paramsLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(paramsLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n uniform.setMatrix4(textureParam.getParams(scratchMatrix));\r\n }\r\n });\r\n });\r\n }\r\n}\r\nfunction baseColorFromTextures(textureCount: number, applyFeatureColor: string) {\r\n const applyTextureStrings = [];\r\n\r\n for (let i = 0; i < textureCount; i++)\r\n applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texParams${i}, u_texMatrix${i})) doDiscard = false; `);\r\n\r\n return `\r\n if (!u_texturesPresent) {\r\n vec4 col = u_baseColor;\r\n ${applyFeatureColor}\r\n return col;\r\n }\r\n\r\n bool doDiscard = true;\r\n vec4 col = u_baseColor;\r\n ${applyTextureStrings.join(\"\\n \")}\r\n if (doDiscard)\r\n discard;\r\n\r\n ${applyFeatureColor}\r\n\r\n return col;\r\n`;\r\n}\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nconst mixFeatureColor = `\r\n col.rgb = mix(col.rgb, mix(col.rgb, v_color.rgb, u_overrideColorMix), step(0.0, v_color.r));\r\n col.a = mix(col.a, v_color.a, step(0.0, v_color.a));\r\n `;\r\n\r\nfunction addThematicToRealityMesh(builder: ProgramBuilder, gradientTextureUnit: TextureUnit) {\r\n addNormalMatrix(builder.vert, IsInstanced.No);\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addGlobal(\"g_hillshadeIndex\", VariableType.Float);\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", computeNormal);\r\n addThematicDisplay(builder, false, true);\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, false, false));\r\n builder.vert.addUniform(\"u_worldToViewN\", VariableType.Mat3, (prog) => {\r\n prog.addGraphicUniform(\"u_worldToViewN\", (uniform, params) => {\r\n params.target.uniforms.branch.bindWorldToViewNTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindTexture(uniform, gradientTextureUnit >= 0 ? gradientTextureUnit : (params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder));\r\n });\r\n });\r\n}\r\n\r\nfunction addColorOverrideMix(frag: FragmentShaderBuilder) {\r\n frag.addUniform(\"u_overrideColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_overrideColorMix\", (uniform, params) => {\r\n uniform.setUniform1f(params.geometry.asRealityMesh!.overrideColorMix);\r\n });\r\n });\r\n\r\n}\r\n\r\nfunction createRealityMeshHiliterBuilder(): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n return builder;\r\n\r\n}\r\n\r\n/** @internal */\r\nexport function createClassifierRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHilitePlanarClassifier(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHiliter(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport default function createRealityMeshBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n\r\n if (flags.isShadowable === IsShadowable.Yes)\r\n addSolarShadowMap(builder, true);\r\n\r\n const frag = builder.frag;\r\n frag.addGlobal(\"featureIncrement\", VariableType.Float, \"0.0\");\r\n frag.addGlobal(\"classifierId\", VariableType.Vec4);\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n let textureCount = System.instance.maxRealityImageryLayers;\r\n let gradientTextureUnit = TextureUnit.RealityMeshThematicGradient;\r\n const caps = System.instance.capabilities;\r\n if (Math.min(caps.maxFragTextureUnits, caps.maxVertTextureUnits) < 16 && IsThematic.Yes === flags.isThematic) {\r\n textureCount--; // steal the last bg map layer texture for thematic gradient (just when thematic display is applied)\r\n gradientTextureUnit = -1; // is dependent on drawing mode so will set later\r\n }\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n let applyFragmentFeatureColor = \"\";\r\n\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n addClassificationTranslucencyDiscard(builder);\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n if (feat === FeatureMode.Overrides) {\r\n addShaderFlags(builder);\r\n addVaryingColor(builder, \"return vec4(-1.0, -1.0, -1.0, -1.0);\");\r\n applyFragmentFeatureColor = mixFeatureColor;\r\n addColorOverrideMix(builder.frag);\r\n }\r\n const computeFragmentBaseColor = baseColorFromTextures(textureCount, applyFragmentFeatureColor);\r\n\r\n frag.addFunction(addUInt32s);\r\n frag.addFunction(testInside);\r\n addEyeSpace(builder);\r\n frag.addFunction(applyTexture);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n builder.frag.addUniform(\"u_baseColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_baseColor\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const baseColor = (realityMesh.baseColor ? realityMesh.baseColor : ColorDef.create(0xff000000)).colors;\r\n uniform.setUniform4fv([baseColor.r / 255, baseColor.g / 255, baseColor.b / 255, 1 - baseColor.t / 255]);\r\n });\r\n });\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n if (!flags.isTranslucent) {\r\n if (FeatureMode.None !== feat) {\r\n if (flags.isClassified)\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n addTextures(builder, textureCount);\r\n\r\n if (IsThematic.Yes === flags.isThematic)\r\n addThematicToRealityMesh(builder, gradientTextureUnit);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@itwin/core-frontend",
3
- "version": "3.3.0-dev.10",
3
+ "version": "3.3.0-dev.18",
4
4
  "description": "iTwin.js frontend components",
5
5
  "main": "lib/cjs/core-frontend.js",
6
6
  "module": "lib/esm/core-frontend.js",
@@ -22,29 +22,29 @@
22
22
  "url": "http://www.bentley.com"
23
23
  },
24
24
  "peerDependencies": {
25
- "@itwin/appui-abstract": "^3.3.0-dev.10",
26
- "@itwin/core-bentley": "^3.3.0-dev.10",
27
- "@itwin/core-common": "^3.3.0-dev.10",
28
- "@itwin/core-geometry": "^3.3.0-dev.10",
29
- "@itwin/core-orbitgt": "^3.3.0-dev.10",
30
- "@itwin/core-quantity": "^3.3.0-dev.10",
31
- "@itwin/webgl-compatibility": "^3.3.0-dev.10"
25
+ "@itwin/appui-abstract": "^3.3.0-dev.18",
26
+ "@itwin/core-bentley": "^3.3.0-dev.18",
27
+ "@itwin/core-common": "^3.3.0-dev.18",
28
+ "@itwin/core-geometry": "^3.3.0-dev.18",
29
+ "@itwin/core-orbitgt": "^3.3.0-dev.18",
30
+ "@itwin/core-quantity": "^3.3.0-dev.18",
31
+ "@itwin/webgl-compatibility": "^3.3.0-dev.18"
32
32
  },
33
33
  "//devDependencies": [
34
34
  "NOTE: All peerDependencies should also be listed as devDependencies since peerDependencies are not considered by npm install",
35
35
  "NOTE: All tools used by scripts in this package must be listed as devDependencies"
36
36
  ],
37
37
  "devDependencies": {
38
- "@itwin/appui-abstract": "3.3.0-dev.10",
39
- "@itwin/build-tools": "3.3.0-dev.10",
40
- "@itwin/core-bentley": "3.3.0-dev.10",
41
- "@itwin/core-common": "3.3.0-dev.10",
42
- "@itwin/core-geometry": "3.3.0-dev.10",
43
- "@itwin/core-orbitgt": "3.3.0-dev.10",
44
- "@itwin/core-quantity": "3.3.0-dev.10",
45
- "@itwin/certa": "3.3.0-dev.10",
46
- "@itwin/eslint-plugin": "3.3.0-dev.10",
47
- "@itwin/webgl-compatibility": "3.3.0-dev.10",
38
+ "@itwin/appui-abstract": "3.3.0-dev.18",
39
+ "@itwin/build-tools": "3.3.0-dev.18",
40
+ "@itwin/core-bentley": "3.3.0-dev.18",
41
+ "@itwin/core-common": "3.3.0-dev.18",
42
+ "@itwin/core-geometry": "3.3.0-dev.18",
43
+ "@itwin/core-orbitgt": "3.3.0-dev.18",
44
+ "@itwin/core-quantity": "3.3.0-dev.18",
45
+ "@itwin/certa": "3.3.0-dev.18",
46
+ "@itwin/eslint-plugin": "3.3.0-dev.18",
47
+ "@itwin/webgl-compatibility": "3.3.0-dev.18",
48
48
  "@types/chai": "^4.1.4",
49
49
  "@types/chai-as-promised": "^7",
50
50
  "@types/deep-assign": "^0.1.0",
@@ -60,7 +60,7 @@
60
60
  "cpx2": "^3.0.0",
61
61
  "eslint": "^7.11.0",
62
62
  "glob": "^7.1.2",
63
- "mocha": "^8.3.2",
63
+ "mocha": "^10.0.0",
64
64
  "nyc": "^15.1.0",
65
65
  "rimraf": "^3.0.2",
66
66
  "sinon": "^9.0.2",
@@ -73,8 +73,8 @@
73
73
  "NOTE: core-frontend should remain UI technology agnostic, so no react/angular dependencies are allowed"
74
74
  ],
75
75
  "dependencies": {
76
- "@itwin/core-i18n": "3.3.0-dev.10",
77
- "@itwin/core-telemetry": "3.3.0-dev.10",
76
+ "@itwin/core-i18n": "3.3.0-dev.18",
77
+ "@itwin/core-telemetry": "3.3.0-dev.18",
78
78
  "@loaders.gl/core": "^3.1.6",
79
79
  "@loaders.gl/draco": "^3.1.6",
80
80
  "deep-assign": "^2.0.0",