@itwin/core-frontend 3.5.0-dev.8 → 3.5.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (640) hide show
  1. package/CHANGELOG.md +103 -1
  2. package/lib/cjs/AccuSnap.d.ts +7 -1
  3. package/lib/cjs/AccuSnap.d.ts.map +1 -1
  4. package/lib/cjs/AccuSnap.js +26 -3
  5. package/lib/cjs/AccuSnap.js.map +1 -1
  6. package/lib/cjs/BriefcaseConnection.d.ts +28 -1
  7. package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
  8. package/lib/cjs/BriefcaseConnection.js +29 -8
  9. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  10. package/lib/cjs/BriefcaseTxns.js +9 -9
  11. package/lib/cjs/BriefcaseTxns.js.map +1 -1
  12. package/lib/cjs/GraphicalEditingScope.js +2 -2
  13. package/lib/cjs/GraphicalEditingScope.js.map +1 -1
  14. package/lib/cjs/IModelApp.d.ts +6 -0
  15. package/lib/cjs/IModelApp.d.ts.map +1 -1
  16. package/lib/cjs/IModelApp.js +6 -0
  17. package/lib/cjs/IModelApp.js.map +1 -1
  18. package/lib/cjs/IModelConnection.d.ts +32 -2
  19. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  20. package/lib/cjs/IModelConnection.js +44 -6
  21. package/lib/cjs/IModelConnection.js.map +1 -1
  22. package/lib/cjs/IpcApp.d.ts +14 -1
  23. package/lib/cjs/IpcApp.d.ts.map +1 -1
  24. package/lib/cjs/IpcApp.js +25 -0
  25. package/lib/cjs/IpcApp.js.map +1 -1
  26. package/lib/cjs/MarginPercent.d.ts +27 -2
  27. package/lib/cjs/MarginPercent.d.ts.map +1 -1
  28. package/lib/cjs/MarginPercent.js +8 -2
  29. package/lib/cjs/MarginPercent.js.map +1 -1
  30. package/lib/cjs/ModelState.d.ts +2 -1
  31. package/lib/cjs/ModelState.d.ts.map +1 -1
  32. package/lib/cjs/ModelState.js +5 -3
  33. package/lib/cjs/ModelState.js.map +1 -1
  34. package/lib/cjs/NativeApp.d.ts +5 -1
  35. package/lib/cjs/NativeApp.d.ts.map +1 -1
  36. package/lib/cjs/NativeApp.js +25 -20
  37. package/lib/cjs/NativeApp.js.map +1 -1
  38. package/lib/cjs/NativeAppLogger.js +1 -1
  39. package/lib/cjs/NativeAppLogger.js.map +1 -1
  40. package/lib/cjs/RealityDataSource.d.ts +44 -1
  41. package/lib/cjs/RealityDataSource.d.ts.map +1 -1
  42. package/lib/cjs/RealityDataSource.js +41 -14
  43. package/lib/cjs/RealityDataSource.js.map +1 -1
  44. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts +1 -0
  45. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts.map +1 -1
  46. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js +3 -0
  47. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
  48. package/lib/cjs/RealityDataSourceContextShareImpl.d.ts +1 -0
  49. package/lib/cjs/RealityDataSourceContextShareImpl.d.ts.map +1 -1
  50. package/lib/cjs/RealityDataSourceContextShareImpl.js +3 -0
  51. package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
  52. package/lib/cjs/RealityDataSourceTilesetUrlImpl.d.ts +1 -0
  53. package/lib/cjs/RealityDataSourceTilesetUrlImpl.d.ts.map +1 -1
  54. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js +3 -0
  55. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
  56. package/lib/cjs/ViewAnimation.d.ts +10 -2
  57. package/lib/cjs/ViewAnimation.d.ts.map +1 -1
  58. package/lib/cjs/ViewAnimation.js.map +1 -1
  59. package/lib/cjs/ViewCreator2d.js +3 -2
  60. package/lib/cjs/ViewCreator2d.js.map +1 -1
  61. package/lib/cjs/ViewPose.d.ts +62 -10
  62. package/lib/cjs/ViewPose.d.ts.map +1 -1
  63. package/lib/cjs/ViewPose.js +37 -8
  64. package/lib/cjs/ViewPose.js.map +1 -1
  65. package/lib/cjs/ViewState.d.ts +18 -10
  66. package/lib/cjs/ViewState.d.ts.map +1 -1
  67. package/lib/cjs/ViewState.js +39 -15
  68. package/lib/cjs/ViewState.js.map +1 -1
  69. package/lib/cjs/Viewport.d.ts.map +1 -1
  70. package/lib/cjs/Viewport.js +7 -2
  71. package/lib/cjs/Viewport.js.map +1 -1
  72. package/lib/cjs/extension/ExtensionRuntime.js +13 -0
  73. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  74. package/lib/cjs/render/GraphicBranch.d.ts +3 -0
  75. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  76. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  77. package/lib/cjs/render/RealityMeshParams.d.ts +3 -4
  78. package/lib/cjs/render/RealityMeshParams.d.ts.map +1 -1
  79. package/lib/cjs/render/RealityMeshParams.js +9 -3
  80. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  81. package/lib/cjs/render/RenderMaterial.d.ts +3 -1
  82. package/lib/cjs/render/RenderMaterial.d.ts.map +1 -1
  83. package/lib/cjs/render/RenderMaterial.js.map +1 -1
  84. package/lib/cjs/render/RenderTarget.d.ts +1 -0
  85. package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
  86. package/lib/cjs/render/RenderTarget.js.map +1 -1
  87. package/lib/cjs/render/primitives/SurfaceParams.d.ts +0 -1
  88. package/lib/cjs/render/primitives/SurfaceParams.d.ts.map +1 -1
  89. package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -1
  90. package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
  91. package/lib/cjs/render/primitives/VertexTable.js +0 -1
  92. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  93. package/lib/cjs/render/primitives/VertexTableSplitter.d.ts.map +1 -1
  94. package/lib/cjs/render/primitives/VertexTableSplitter.js +0 -1
  95. package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
  96. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +0 -1
  97. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
  98. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js +0 -1
  99. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  100. package/lib/cjs/render/webgl/BackgroundMapDrape.js +2 -2
  101. package/lib/cjs/render/webgl/CachedGeometry.d.ts +32 -0
  102. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  103. package/lib/cjs/render/webgl/CachedGeometry.js +74 -1
  104. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  105. package/lib/cjs/render/webgl/DrawCommand.js +3 -3
  106. package/lib/cjs/render/webgl/EDL.d.ts +40 -0
  107. package/lib/cjs/render/webgl/EDL.d.ts.map +1 -0
  108. package/lib/cjs/render/webgl/EDL.js +264 -0
  109. package/lib/cjs/render/webgl/EDL.js.map +1 -0
  110. package/lib/cjs/render/webgl/EdgeSettings.js +2 -2
  111. package/lib/cjs/render/webgl/FeatureOverrides.d.ts +0 -1
  112. package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
  113. package/lib/cjs/render/webgl/FeatureOverrides.js +16 -11
  114. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  115. package/lib/cjs/render/webgl/FrameBuffer.d.ts +4 -0
  116. package/lib/cjs/render/webgl/FrameBuffer.d.ts.map +1 -1
  117. package/lib/cjs/render/webgl/FrameBuffer.js +9 -0
  118. package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
  119. package/lib/cjs/render/webgl/FrustumUniforms.d.ts +7 -0
  120. package/lib/cjs/render/webgl/FrustumUniforms.d.ts.map +1 -1
  121. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  122. package/lib/cjs/render/webgl/Layer.js +2 -2
  123. package/lib/cjs/render/webgl/LayerCommands.js +2 -2
  124. package/lib/cjs/render/webgl/MeshData.d.ts +1 -1
  125. package/lib/cjs/render/webgl/MeshData.d.ts.map +1 -1
  126. package/lib/cjs/render/webgl/MeshData.js +13 -1
  127. package/lib/cjs/render/webgl/MeshData.js.map +1 -1
  128. package/lib/cjs/render/webgl/MeshGeometry.d.ts +1 -1
  129. package/lib/cjs/render/webgl/MeshGeometry.d.ts.map +1 -1
  130. package/lib/cjs/render/webgl/MeshGeometry.js +1 -1
  131. package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
  132. package/lib/cjs/render/webgl/PlanarClassifier.js +7 -7
  133. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  134. package/lib/cjs/render/webgl/PointCloud.d.ts +2 -2
  135. package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
  136. package/lib/cjs/render/webgl/PointCloud.js +2 -0
  137. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  138. package/lib/cjs/render/webgl/RealityMesh.d.ts +3 -1
  139. package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
  140. package/lib/cjs/render/webgl/RealityMesh.js +8 -3
  141. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  142. package/lib/cjs/render/webgl/RealityModelUniforms.d.ts +9 -0
  143. package/lib/cjs/render/webgl/RealityModelUniforms.d.ts.map +1 -1
  144. package/lib/cjs/render/webgl/RealityModelUniforms.js +50 -0
  145. package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
  146. package/lib/cjs/render/webgl/RenderCommands.js +30 -30
  147. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  148. package/lib/cjs/render/webgl/RenderFlags.d.ts +33 -21
  149. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  150. package/lib/cjs/render/webgl/RenderFlags.js +10 -6
  151. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  152. package/lib/cjs/render/webgl/SceneCompositor.d.ts +5 -0
  153. package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
  154. package/lib/cjs/render/webgl/SceneCompositor.js +192 -73
  155. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  156. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +2 -1
  157. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  158. package/lib/cjs/render/webgl/ShaderBuilder.js +6 -1
  159. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  160. package/lib/cjs/render/webgl/SolarShadowMap.js +2 -2
  161. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts +3 -1
  162. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  163. package/lib/cjs/render/webgl/SurfaceGeometry.js +22 -11
  164. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  165. package/lib/cjs/render/webgl/System.d.ts +1 -1
  166. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  167. package/lib/cjs/render/webgl/System.js +1 -0
  168. package/lib/cjs/render/webgl/System.js.map +1 -1
  169. package/lib/cjs/render/webgl/Target.d.ts +1 -0
  170. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  171. package/lib/cjs/render/webgl/Target.js +4 -3
  172. package/lib/cjs/render/webgl/Target.js.map +1 -1
  173. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  174. package/lib/cjs/render/webgl/Technique.js +18 -3
  175. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  176. package/lib/cjs/render/webgl/TechniqueFlags.js +4 -4
  177. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  178. package/lib/cjs/render/webgl/TechniqueId.d.ts +6 -2
  179. package/lib/cjs/render/webgl/TechniqueId.d.ts.map +1 -1
  180. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  181. package/lib/cjs/render/webgl/UniformHandle.d.ts.map +1 -1
  182. package/lib/cjs/render/webgl/UniformHandle.js +1 -2
  183. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  184. package/lib/cjs/render/webgl/VisibleTileFeatures.js +5 -5
  185. package/lib/cjs/render/webgl/glsl/Animation.d.ts.map +1 -1
  186. package/lib/cjs/render/webgl/glsl/Animation.js +2 -1
  187. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  188. package/lib/cjs/render/webgl/glsl/Common.d.ts +3 -1
  189. package/lib/cjs/render/webgl/glsl/Common.d.ts.map +1 -1
  190. package/lib/cjs/render/webgl/glsl/Common.js +28 -33
  191. package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
  192. package/lib/cjs/render/webgl/glsl/EDL.d.ts +14 -0
  193. package/lib/cjs/render/webgl/glsl/EDL.d.ts.map +1 -0
  194. package/lib/cjs/render/webgl/glsl/EDL.js +260 -0
  195. package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -0
  196. package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  197. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +9 -1
  198. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  199. package/lib/cjs/render/webgl/glsl/Lighting.d.ts.map +1 -1
  200. package/lib/cjs/render/webgl/glsl/Lighting.js +6 -8
  201. package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
  202. package/lib/cjs/render/webgl/glsl/PointCloud.d.ts.map +1 -1
  203. package/lib/cjs/render/webgl/glsl/PointCloud.js +8 -3
  204. package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
  205. package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts +1 -0
  206. package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
  207. package/lib/cjs/render/webgl/glsl/RealityMesh.js +6 -1
  208. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  209. package/lib/cjs/render/webgl/glsl/RenderPass.js +12 -12
  210. package/lib/cjs/render/webgl/glsl/RenderPass.js.map +1 -1
  211. package/lib/cjs/render/webgl/glsl/SolarShadowMapping.d.ts.map +1 -1
  212. package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js +1 -4
  213. package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js.map +1 -1
  214. package/lib/cjs/render/webgl/glsl/Surface.d.ts +1 -1
  215. package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
  216. package/lib/cjs/render/webgl/glsl/Surface.js +87 -15
  217. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  218. package/lib/cjs/render/webgl/glsl/Thematic.d.ts.map +1 -1
  219. package/lib/cjs/render/webgl/glsl/Thematic.js +2 -6
  220. package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
  221. package/lib/cjs/tile/DynamicIModelTile.js +1 -1
  222. package/lib/cjs/tile/DynamicIModelTile.js.map +1 -1
  223. package/lib/cjs/tile/GltfReader.d.ts +13 -2
  224. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  225. package/lib/cjs/tile/GltfReader.js +67 -23
  226. package/lib/cjs/tile/GltfReader.js.map +1 -1
  227. package/lib/cjs/tile/IModelTile.js +1 -1
  228. package/lib/cjs/tile/IModelTile.js.map +1 -1
  229. package/lib/cjs/tile/IModelTileRequestChannels.js +1 -1
  230. package/lib/cjs/tile/IModelTileRequestChannels.js.map +1 -1
  231. package/lib/cjs/tile/ImdlReader.d.ts +5 -0
  232. package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
  233. package/lib/cjs/tile/ImdlReader.js +14 -7
  234. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  235. package/lib/cjs/tile/PrimaryTileTree.js +2 -2
  236. package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
  237. package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
  238. package/lib/cjs/tile/RealityModelTileTree.js +52 -20
  239. package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
  240. package/lib/cjs/tile/RealityTile.d.ts +2 -2
  241. package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
  242. package/lib/cjs/tile/RealityTile.js +11 -4
  243. package/lib/cjs/tile/RealityTile.js.map +1 -1
  244. package/lib/cjs/tile/RealityTileLoader.d.ts +1 -0
  245. package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
  246. package/lib/cjs/tile/RealityTileLoader.js +15 -2
  247. package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
  248. package/lib/cjs/tile/RealityTileTree.js +1 -1
  249. package/lib/cjs/tile/RealityTileTree.js.map +1 -1
  250. package/lib/cjs/tile/Tile.d.ts +5 -0
  251. package/lib/cjs/tile/Tile.d.ts.map +1 -1
  252. package/lib/cjs/tile/Tile.js +5 -0
  253. package/lib/cjs/tile/Tile.js.map +1 -1
  254. package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
  255. package/lib/cjs/tile/TileAdmin.js +13 -6
  256. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  257. package/lib/cjs/tile/TileDrawArgs.d.ts +5 -1
  258. package/lib/cjs/tile/TileDrawArgs.d.ts.map +1 -1
  259. package/lib/cjs/tile/TileDrawArgs.js +2 -0
  260. package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
  261. package/lib/cjs/tile/TileRequestChannels.js +1 -1
  262. package/lib/cjs/tile/TileRequestChannels.js.map +1 -1
  263. package/lib/cjs/tile/TileStorage.d.ts.map +1 -1
  264. package/lib/cjs/tile/TileStorage.js +12 -6
  265. package/lib/cjs/tile/TileStorage.js.map +1 -1
  266. package/lib/cjs/tile/internal.d.ts +1 -0
  267. package/lib/cjs/tile/internal.d.ts.map +1 -1
  268. package/lib/cjs/tile/internal.js +1 -0
  269. package/lib/cjs/tile/internal.js.map +1 -1
  270. package/lib/cjs/tile/map/ArcGISTileMap.d.ts +5 -2
  271. package/lib/cjs/tile/map/ArcGISTileMap.d.ts.map +1 -1
  272. package/lib/cjs/tile/map/ArcGISTileMap.js +17 -2
  273. package/lib/cjs/tile/map/ArcGISTileMap.js.map +1 -1
  274. package/lib/cjs/tile/map/ArcGisUtilities.d.ts +51 -5
  275. package/lib/cjs/tile/map/ArcGisUtilities.d.ts.map +1 -1
  276. package/lib/cjs/tile/map/ArcGisUtilities.js +120 -48
  277. package/lib/cjs/tile/map/ArcGisUtilities.js.map +1 -1
  278. package/lib/cjs/tile/map/CesiumTerrainProvider.js +9 -9
  279. package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
  280. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts +26 -0
  281. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +1 -0
  282. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js +97 -0
  283. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -0
  284. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +2 -4
  285. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  286. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +11 -96
  287. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  288. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
  289. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +2 -1
  290. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
  291. package/lib/cjs/tile/map/ImageryTileTree.d.ts +2 -0
  292. package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
  293. package/lib/cjs/tile/map/ImageryTileTree.js +6 -4
  294. package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
  295. package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts +18 -4
  296. package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts.map +1 -1
  297. package/lib/cjs/tile/map/MapLayerFormatRegistry.js +25 -5
  298. package/lib/cjs/tile/map/MapLayerFormatRegistry.js.map +1 -1
  299. package/lib/cjs/tile/map/MapLayerImageryFormats.d.ts +6 -4
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  606. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
  607. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +2 -1
  608. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
  609. package/lib/esm/tile/map/ImageryTileTree.d.ts +2 -0
  610. package/lib/esm/tile/map/ImageryTileTree.d.ts.map +1 -1
  611. package/lib/esm/tile/map/ImageryTileTree.js +6 -4
  612. package/lib/esm/tile/map/ImageryTileTree.js.map +1 -1
  613. package/lib/esm/tile/map/MapLayerFormatRegistry.d.ts +18 -4
  614. package/lib/esm/tile/map/MapLayerFormatRegistry.d.ts.map +1 -1
  615. package/lib/esm/tile/map/MapLayerFormatRegistry.js +26 -6
  616. package/lib/esm/tile/map/MapLayerFormatRegistry.js.map +1 -1
  617. package/lib/esm/tile/map/MapLayerImageryFormats.d.ts +6 -4
  618. package/lib/esm/tile/map/MapLayerImageryFormats.d.ts.map +1 -1
  619. package/lib/esm/tile/map/MapLayerImageryFormats.js +12 -16
  620. package/lib/esm/tile/map/MapLayerImageryFormats.js.map +1 -1
  621. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts +26 -5
  622. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  623. package/lib/esm/tile/map/MapLayerImageryProvider.js +70 -49
  624. package/lib/esm/tile/map/MapLayerImageryProvider.js.map +1 -1
  625. package/lib/esm/tile/map/MapLayerSources.js +1 -1
  626. package/lib/esm/tile/map/MapLayerSources.js.map +1 -1
  627. package/lib/esm/tile/map/WmsCapabilities.d.ts.map +1 -1
  628. package/lib/esm/tile/map/WmsCapabilities.js +4 -1
  629. package/lib/esm/tile/map/WmsCapabilities.js.map +1 -1
  630. package/lib/esm/tools/EditManipulator.d.ts.map +1 -1
  631. package/lib/esm/tools/EditManipulator.js +2 -1
  632. package/lib/esm/tools/EditManipulator.js.map +1 -1
  633. package/lib/esm/tools/Tool.js +1 -1
  634. package/lib/esm/tools/Tool.js.map +1 -1
  635. package/lib/esm/tools/ToolAdmin.d.ts.map +1 -1
  636. package/lib/esm/tools/ToolAdmin.js +6 -4
  637. package/lib/esm/tools/ToolAdmin.js.map +1 -1
  638. package/package.json +25 -23
  639. package/lib/cjs/tile/object-storage-azure.js +0 -5
  640. package/lib/esm/tile/object-storage-azure.js +0 -5
@@ -3,6 +3,8 @@
3
3
  */
4
4
  import { PointCloudDisplaySettings, RealityModelDisplaySettings } from "@itwin/core-common";
5
5
  import { UniformHandle } from "./UniformHandle";
6
+ import { Range3d, Transform } from "@itwin/core-geometry";
7
+ import { Target } from "./Target";
6
8
  /** A Target keeps track of the current settings for drawing point clouds.
7
9
  * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing
8
10
  * a point cloud will also specify the settings for drawing that point cloud.
@@ -13,10 +15,17 @@ import { UniformHandle } from "./UniformHandle";
13
15
  export declare class PointCloudUniforms {
14
16
  syncKey: number;
15
17
  private _settings;
18
+ private _scaleFactor;
19
+ private _is3d;
16
20
  private readonly _vec4;
21
+ private readonly _edl1;
22
+ private readonly _edl2;
17
23
  constructor();
18
24
  update(settings: PointCloudDisplaySettings): void;
25
+ updateRange(range: Range3d | undefined, target: Target, xform: Transform, is3d: boolean): void;
19
26
  bind(uniform: UniformHandle): void;
27
+ bindEDL1(uniform: UniformHandle): void;
28
+ bindEDL2(uniform: UniformHandle): void;
20
29
  private initialize;
21
30
  }
22
31
  /** Uniforms affecting how reality models are drawn.
@@ -1 +1 @@
1
- {"version":3,"file":"RealityModelUniforms.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/RealityModelUniforms.ts"],"names":[],"mappings":"AAKA;;GAEG;AAEH,OAAO,EAAE,yBAAyB,EAAE,2BAA2B,EAAE,MAAM,oBAAoB,CAAC;AAC5F,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAGhD;;;;;;GAMG;AACH,qBAAa,kBAAkB;IACtB,OAAO,SAAK;IACnB,OAAO,CAAC,SAAS,CAAsC;IAOvD,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAuB;;IAMtC,MAAM,CAAC,QAAQ,EAAE,yBAAyB,GAAG,IAAI;IASjD,IAAI,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKzC,OAAO,CAAC,UAAU;CAMnB;AAED;;;;;;GAMG;AACH,qBAAa,oBAAoB;IAE/B,SAAgB,UAAU,qBAA4B;IACtD,OAAO,CAAC,iBAAiB,CAAO;IAEzB,MAAM,CAAC,QAAQ,EAAE,2BAA2B,GAAG,IAAI;IAKnD,oBAAoB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;CAG1D"}
1
+ {"version":3,"file":"RealityModelUniforms.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/RealityModelUniforms.ts"],"names":[],"mappings":"AAKA;;GAEG;AAEH,OAAO,EAAE,yBAAyB,EAAE,2BAA2B,EAAE,MAAM,oBAAoB,CAAC;AAC5F,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,OAAO,EAAE,SAAS,EAAY,MAAM,sBAAsB,CAAC;AACpE,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAElC;;;;;;GAMG;AACH,qBAAa,kBAAkB;IACtB,OAAO,SAAK;IACnB,OAAO,CAAC,SAAS,CAAsC;IACvD,OAAO,CAAC,YAAY,CAAO;IAC3B,OAAO,CAAC,KAAK,CAAQ;IAOrB,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAuB;IAM7C,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAuB;IAC7C,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAuB;;IAMtC,MAAM,CAAC,QAAQ,EAAE,yBAAyB,GAAG,IAAI;IASjD,WAAW,CAAC,KAAK,EAAE,OAAO,GAAG,SAAS,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,SAAS,EAAE,IAAI,EAAE,OAAO,GAAG,IAAI;IA0B9F,IAAI,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKlC,QAAQ,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKtC,QAAQ,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAK7C,OAAO,CAAC,UAAU;CAgBnB;AAED;;;;;;GAMG;AACH,qBAAa,oBAAoB;IAE/B,SAAgB,UAAU,qBAA4B;IACtD,OAAO,CAAC,iBAAiB,CAAO;IAEzB,MAAM,CAAC,QAAQ,EAAE,2BAA2B,GAAG,IAAI;IAKnD,oBAAoB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;CAG1D"}
@@ -7,6 +7,7 @@
7
7
  */
8
8
  import { PointCloudDisplaySettings } from "@itwin/core-common";
9
9
  import { desync, sync } from "./Sync";
10
+ import { Vector3d } from "@itwin/core-geometry";
10
11
  /** A Target keeps track of the current settings for drawing point clouds.
11
12
  * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing
12
13
  * a point cloud will also specify the settings for drawing that point cloud.
@@ -18,12 +19,20 @@ export class PointCloudUniforms {
18
19
  constructor() {
19
20
  this.syncKey = 0;
20
21
  this._settings = PointCloudDisplaySettings.defaults;
22
+ this._scaleFactor = 8.0;
23
+ this._is3d = true;
21
24
  // vec3 u_pointSize
22
25
  // x = fixed point size in pixels if > 0, else scale applied to voxel size (negated).
23
26
  // y = minimum size in pixels if using voxel size.
24
27
  // z = maximum size in pixels if using voxel size
25
28
  // w = 1.0 if drawing square points, 0.0 if round.
26
29
  this._vec4 = new Float32Array(4);
30
+ // x = strength - 0.0 disables EDL
31
+ // y = radius
32
+ // z =
33
+ // w =
34
+ this._edl1 = new Float32Array(4);
35
+ this._edl2 = new Float32Array(4);
27
36
  this.initialize(this._settings);
28
37
  }
29
38
  update(settings) {
@@ -33,15 +42,56 @@ export class PointCloudUniforms {
33
42
  desync(this);
34
43
  this.initialize(settings);
35
44
  }
45
+ updateRange(range, target, xform, is3d) {
46
+ let rangeFactor = 8.0; // default to min scale factor of 8
47
+ const near = target.uniforms.frustum.nearPlane;
48
+ const far = target.uniforms.frustum.farPlane;
49
+ const viewDepth = far - near;
50
+ if (range !== undefined) {
51
+ const scale = xform.matrix;
52
+ // calculate a "normalized" strength factor based on the size of the point cloud versus the current viewing depth
53
+ // from the matrix, only care about scaling factor here (entries 0,4,8) to scale the range lengths
54
+ // then use the largest length component as the reference for the size of the point cloud
55
+ const rangeScale = Vector3d.create(scale.coffs[0] * range.xLength(), scale.coffs[4] * range.xLength(), scale.coffs[8] * range.xLength()).maxAbs();
56
+ // limit the viewDepth/rangeScale ratio to min of 10 to still get reasonable factors when close to and inside the model
57
+ rangeFactor = Math.log(Math.max(10, viewDepth / rangeScale));
58
+ }
59
+ const zoomFactor = Math.log(far / near); // compensate for zoom level
60
+ const winSizeFactor = Math.pow(1.8440033, Math.log2(2226 / target.uniforms.viewRect.width)); // compensate for window size
61
+ const scaleFactor = (rangeFactor + zoomFactor) / winSizeFactor;
62
+ if (this._scaleFactor === scaleFactor && this._is3d === is3d)
63
+ return;
64
+ this._scaleFactor = scaleFactor;
65
+ this._is3d = is3d;
66
+ desync(this);
67
+ this.initialize(this._settings);
68
+ }
36
69
  bind(uniform) {
37
70
  if (!sync(this, uniform))
38
71
  uniform.setUniform4fv(this._vec4);
39
72
  }
73
+ bindEDL1(uniform) {
74
+ if (!sync(this, uniform))
75
+ uniform.setUniform4fv(this._edl1);
76
+ }
77
+ bindEDL2(uniform) {
78
+ if (!sync(this, uniform))
79
+ uniform.setUniform4fv(this._edl2);
80
+ }
40
81
  initialize(settings) {
82
+ var _a, _b, _c;
41
83
  this._vec4[0] = "pixel" === settings.sizeMode ? settings.pixelSize : -settings.voxelScale;
42
84
  this._vec4[1] = settings.minPixelsPerVoxel;
43
85
  this._vec4[2] = settings.maxPixelsPerVoxel;
44
86
  this._vec4[3] = "square" === settings.shape ? 1 : 0;
87
+ this._edl1[0] = settings.edlStrength;
88
+ this._edl1[1] = settings.edlRadius;
89
+ this._edl1[2] = this._scaleFactor;
90
+ this._edl1[3] = this._is3d ? 1 : 0;
91
+ this._edl2[0] = (_a = settings === null || settings === void 0 ? void 0 : settings.edlMixWts1) !== null && _a !== void 0 ? _a : 1.0;
92
+ this._edl2[1] = (_b = settings === null || settings === void 0 ? void 0 : settings.edlMixWts2) !== null && _b !== void 0 ? _b : 0.5;
93
+ this._edl2[2] = (_c = settings === null || settings === void 0 ? void 0 : settings.edlMixWts4) !== null && _c !== void 0 ? _c : 0.25;
94
+ this._edl2[3] = 0;
45
95
  }
46
96
  }
47
97
  /** Uniforms affecting how reality models are drawn.
@@ -1 +1 @@
1
- {"version":3,"file":"RealityModelUniforms.js","sourceRoot":"","sources":["../../../../src/render/webgl/RealityModelUniforms.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAE/F;;GAEG;AAEH,OAAO,EAAE,yBAAyB,EAA+B,MAAM,oBAAoB,CAAC;AAE5F,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAC;AAEtC;;;;;;GAMG;AACH,MAAM,OAAO,kBAAkB;IAW7B;QAVO,YAAO,GAAG,CAAC,CAAC;QACX,cAAS,GAAG,yBAAyB,CAAC,QAAQ,CAAC;QAEvD,mBAAmB;QACnB,qFAAqF;QACrF,kDAAkD;QAClD,iDAAiD;QACjD,kDAAkD;QACjC,UAAK,GAAG,IAAI,YAAY,CAAC,CAAC,CAAC,CAAC;QAG3C,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IAClC,CAAC;IAEM,MAAM,CAAC,QAAmC;QAC/C,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,QAAQ,CAAC;YACjC,OAAO;QAET,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;QAC1B,MAAM,CAAC,IAAI,CAAC,CAAC;QACb,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,CAAC;IAC5B,CAAC;IAEM,IAAI,CAAC,OAAsB;QAChC,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC;YACtB,OAAO,CAAC,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;IACtC,CAAC;IAEO,UAAU,CAAC,QAAmC;QACpD,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,OAAO,KAAK,QAAQ,CAAC,QAAQ,CAAC,CAAC,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,UAAU,CAAC;QAC1F,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,QAAQ,CAAC,iBAAiB,CAAC;QAC3C,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,QAAQ,CAAC,iBAAiB,CAAC;QAC3C,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,QAAQ,KAAK,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACtD,CAAC;CACF;AAED;;;;;;GAMG;AACH,MAAM,OAAO,oBAAoB;IAAjC;QACE,6EAA6E;QAC7D,eAAU,GAAG,IAAI,kBAAkB,EAAE,CAAC;QAC9C,sBAAiB,GAAG,GAAG,CAAC;IAUlC,CAAC;IARQ,MAAM,CAAC,QAAqC;QACjD,IAAI,CAAC,iBAAiB,GAAG,QAAQ,CAAC,kBAAkB,CAAC;QACrD,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;IAC9C,CAAC;IAEM,oBAAoB,CAAC,OAAsB;QAChD,OAAO,CAAC,YAAY,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;IAC/C,CAAC;CACF","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { PointCloudDisplaySettings, RealityModelDisplaySettings } from \"@itwin/core-common\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { desync, sync } from \"./Sync\";\r\n\r\n/** A Target keeps track of the current settings for drawing point clouds.\r\n * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing\r\n * a point cloud will also specify the settings for drawing that point cloud.\r\n * This permits the same point cloud graphics to be rendered differently in different viewports.\r\n * In future these uniforms will include eye-dome lighting.\r\n * @internal\r\n */\r\nexport class PointCloudUniforms {\r\n public syncKey = 0;\r\n private _settings = PointCloudDisplaySettings.defaults;\r\n\r\n // vec3 u_pointSize\r\n // x = fixed point size in pixels if > 0, else scale applied to voxel size (negated).\r\n // y = minimum size in pixels if using voxel size.\r\n // z = maximum size in pixels if using voxel size\r\n // w = 1.0 if drawing square points, 0.0 if round.\r\n private readonly _vec4 = new Float32Array(4);\r\n\r\n public constructor() {\r\n this.initialize(this._settings);\r\n }\r\n\r\n public update(settings: PointCloudDisplaySettings): void {\r\n if (this._settings.equals(settings))\r\n return;\r\n\r\n this._settings = settings;\r\n desync(this);\r\n this.initialize(settings);\r\n }\r\n\r\n public bind(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform4fv(this._vec4);\r\n }\r\n\r\n private initialize(settings: PointCloudDisplaySettings): void {\r\n this._vec4[0] = \"pixel\" === settings.sizeMode ? settings.pixelSize : -settings.voxelScale;\r\n this._vec4[1] = settings.minPixelsPerVoxel;\r\n this._vec4[2] = settings.maxPixelsPerVoxel;\r\n this._vec4[3] = \"square\" === settings.shape ? 1 : 0;\r\n }\r\n}\r\n\r\n/** Uniforms affecting how reality models are drawn.\r\n * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing\r\n * a reality model will also specify the settings for drawing that reality model.\r\n * This permits the same reality model graphics to be rendered differently in different viewports.\r\n * In future these uniforms may include additional settings for reality meshes - currently only the override color ratio applies to them.\r\n * @internal\r\n */\r\nexport class RealityModelUniforms {\r\n // ###TODO when we need it: public readonly mesh = new RealityMeshUniforms();\r\n public readonly pointCloud = new PointCloudUniforms();\r\n private _overrideColorMix = 0.5;\r\n\r\n public update(settings: RealityModelDisplaySettings): void {\r\n this._overrideColorMix = settings.overrideColorRatio;\r\n this.pointCloud.update(settings.pointCloud);\r\n }\r\n\r\n public bindOverrideColorMix(uniform: UniformHandle): void {\r\n uniform.setUniform1f(this._overrideColorMix);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"RealityModelUniforms.js","sourceRoot":"","sources":["../../../../src/render/webgl/RealityModelUniforms.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAE/F;;GAEG;AAEH,OAAO,EAAE,yBAAyB,EAA+B,MAAM,oBAAoB,CAAC;AAE5F,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAC;AACtC,OAAO,EAAsB,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAGpE;;;;;;GAMG;AACH,MAAM,OAAO,kBAAkB;IAoB7B;QAnBO,YAAO,GAAG,CAAC,CAAC;QACX,cAAS,GAAG,yBAAyB,CAAC,QAAQ,CAAC;QAC/C,iBAAY,GAAG,GAAG,CAAC;QACnB,UAAK,GAAG,IAAI,CAAC;QAErB,mBAAmB;QACnB,qFAAqF;QACrF,kDAAkD;QAClD,iDAAiD;QACjD,kDAAkD;QACjC,UAAK,GAAG,IAAI,YAAY,CAAC,CAAC,CAAC,CAAC;QAE7C,kCAAkC;QAClC,aAAa;QACb,MAAM;QACN,MAAM;QACW,UAAK,GAAG,IAAI,YAAY,CAAC,CAAC,CAAC,CAAC;QAC5B,UAAK,GAAG,IAAI,YAAY,CAAC,CAAC,CAAC,CAAC;QAG3C,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IAClC,CAAC;IAEM,MAAM,CAAC,QAAmC;QAC/C,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,QAAQ,CAAC;YACjC,OAAO;QAET,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;QAC1B,MAAM,CAAC,IAAI,CAAC,CAAC;QACb,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,CAAC;IAC5B,CAAC;IAEM,WAAW,CAAC,KAA0B,EAAE,MAAc,EAAE,KAAgB,EAAE,IAAa;QAC5F,IAAI,WAAW,GAAG,GAAG,CAAC,CAAE,mCAAmC;QAC3D,MAAM,IAAI,GAAG,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,SAAS,CAAC;QAC/C,MAAM,GAAG,GAAG,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,QAAQ,CAAC;QAC7C,MAAM,SAAS,GAAG,GAAG,GAAG,IAAI,CAAC;QAC7B,IAAI,KAAK,KAAK,SAAS,EAAE;YACvB,MAAM,KAAK,GAAG,KAAK,CAAC,MAAM,CAAC;YAC3B,iHAAiH;YACjH,oGAAoG;YACpG,2FAA2F;YAC3F,MAAM,UAAU,GAAG,QAAQ,CAAC,MAAM,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,OAAO,EAAE,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,OAAO,EAAE,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,OAAO,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC;YAClJ,uHAAuH;YACvH,WAAW,GAAG,IAAI,CAAC,GAAG,CAAE,IAAI,CAAC,GAAG,CAAE,EAAE,EAAE,SAAS,GAAG,UAAU,CAAC,CAAC,CAAC;SAChE;QACD,MAAM,UAAU,GAAG,IAAI,CAAC,GAAG,CAAE,GAAG,GAAG,IAAI,CAAC,CAAC,CAAC,4BAA4B;QACtE,MAAM,aAAa,GAAG,IAAI,CAAC,GAAG,CAAE,SAAS,EAAE,IAAI,CAAC,IAAI,CAAE,IAAI,GAAG,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,6BAA6B;QAC5H,MAAM,WAAW,GAAG,CAAC,WAAW,GAAG,UAAU,CAAC,GAAG,aAAa,CAAC;QAE/D,IAAI,IAAI,CAAC,YAAY,KAAK,WAAW,IAAI,IAAI,CAAC,KAAK,KAAK,IAAI;YAC1D,OAAO;QACT,IAAI,CAAC,YAAY,GAAG,WAAW,CAAC;QAChC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;QAClB,MAAM,CAAC,IAAI,CAAC,CAAC;QACb,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IAClC,CAAC;IAEM,IAAI,CAAC,OAAsB;QAChC,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC;YACtB,OAAO,CAAC,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;IACtC,CAAC;IAEM,QAAQ,CAAC,OAAsB;QACpC,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC;YACtB,OAAO,CAAC,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;IACtC,CAAC;IAEM,QAAQ,CAAC,OAAsB;QACpC,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC;YACtB,OAAO,CAAC,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;IACtC,CAAC;IAEO,UAAU,CAAC,QAAmC;;QACpD,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,OAAO,KAAK,QAAQ,CAAC,QAAQ,CAAC,CAAC,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,UAAU,CAAC;QAC1F,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,QAAQ,CAAC,iBAAiB,CAAC;QAC3C,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,QAAQ,CAAC,iBAAiB,CAAC;QAC3C,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,QAAQ,KAAK,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAEpD,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,QAAQ,CAAC,WAAW,CAAC;QACrC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,QAAQ,CAAC,SAAS,CAAC;QACnC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC;QAClC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAEnC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,MAAA,QAAQ,aAAR,QAAQ,uBAAR,QAAQ,CAAE,UAAU,mCAAI,GAAG,CAAC;QAC5C,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,MAAA,QAAQ,aAAR,QAAQ,uBAAR,QAAQ,CAAE,UAAU,mCAAI,GAAG,CAAC;QAC5C,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,MAAA,QAAQ,aAAR,QAAQ,uBAAR,QAAQ,CAAE,UAAU,mCAAI,IAAI,CAAC;QAC7C,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;IACpB,CAAC;CACF;AAED;;;;;;GAMG;AACH,MAAM,OAAO,oBAAoB;IAAjC;QACE,6EAA6E;QAC7D,eAAU,GAAG,IAAI,kBAAkB,EAAE,CAAC;QAC9C,sBAAiB,GAAG,GAAG,CAAC;IAUlC,CAAC;IARQ,MAAM,CAAC,QAAqC;QACjD,IAAI,CAAC,iBAAiB,GAAG,QAAQ,CAAC,kBAAkB,CAAC;QACrD,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;IAC9C,CAAC;IAEM,oBAAoB,CAAC,OAAsB;QAChD,OAAO,CAAC,YAAY,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;IAC/C,CAAC;CACF","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { PointCloudDisplaySettings, RealityModelDisplaySettings } from \"@itwin/core-common\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { desync, sync } from \"./Sync\";\r\nimport { Range3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Target } from \"./Target\";\r\n\r\n/** A Target keeps track of the current settings for drawing point clouds.\r\n * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing\r\n * a point cloud will also specify the settings for drawing that point cloud.\r\n * This permits the same point cloud graphics to be rendered differently in different viewports.\r\n * In future these uniforms will include eye-dome lighting.\r\n * @internal\r\n */\r\nexport class PointCloudUniforms {\r\n public syncKey = 0;\r\n private _settings = PointCloudDisplaySettings.defaults;\r\n private _scaleFactor = 8.0;\r\n private _is3d = true;\r\n\r\n // vec3 u_pointSize\r\n // x = fixed point size in pixels if > 0, else scale applied to voxel size (negated).\r\n // y = minimum size in pixels if using voxel size.\r\n // z = maximum size in pixels if using voxel size\r\n // w = 1.0 if drawing square points, 0.0 if round.\r\n private readonly _vec4 = new Float32Array(4);\r\n\r\n // x = strength - 0.0 disables EDL\r\n // y = radius\r\n // z =\r\n // w =\r\n private readonly _edl1 = new Float32Array(4);\r\n private readonly _edl2 = new Float32Array(4);\r\n\r\n public constructor() {\r\n this.initialize(this._settings);\r\n }\r\n\r\n public update(settings: PointCloudDisplaySettings): void {\r\n if (this._settings.equals(settings))\r\n return;\r\n\r\n this._settings = settings;\r\n desync(this);\r\n this.initialize(settings);\r\n }\r\n\r\n public updateRange(range: Range3d | undefined, target: Target, xform: Transform, is3d: boolean): void {\r\n let rangeFactor = 8.0; // default to min scale factor of 8\r\n const near = target.uniforms.frustum.nearPlane;\r\n const far = target.uniforms.frustum.farPlane;\r\n const viewDepth = far - near;\r\n if (range !== undefined) {\r\n const scale = xform.matrix;\r\n // calculate a \"normalized\" strength factor based on the size of the point cloud versus the current viewing depth\r\n // from the matrix, only care about scaling factor here (entries 0,4,8) to scale the range lengths\r\n // then use the largest length component as the reference for the size of the point cloud\r\n const rangeScale = Vector3d.create(scale.coffs[0] * range.xLength(), scale.coffs[4] * range.xLength(), scale.coffs[8] * range.xLength()).maxAbs();\r\n // limit the viewDepth/rangeScale ratio to min of 10 to still get reasonable factors when close to and inside the model\r\n rangeFactor = Math.log (Math.max (10, viewDepth / rangeScale));\r\n }\r\n const zoomFactor = Math.log (far / near); // compensate for zoom level\r\n const winSizeFactor = Math.pow (1.8440033, Math.log2 (2226 / target.uniforms.viewRect.width)); // compensate for window size\r\n const scaleFactor = (rangeFactor + zoomFactor) / winSizeFactor;\r\n\r\n if (this._scaleFactor === scaleFactor && this._is3d === is3d)\r\n return;\r\n this._scaleFactor = scaleFactor;\r\n this._is3d = is3d;\r\n desync(this);\r\n this.initialize(this._settings);\r\n }\r\n\r\n public bind(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform4fv(this._vec4);\r\n }\r\n\r\n public bindEDL1(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform4fv(this._edl1);\r\n }\r\n\r\n public bindEDL2(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform4fv(this._edl2);\r\n }\r\n\r\n private initialize(settings: PointCloudDisplaySettings): void {\r\n this._vec4[0] = \"pixel\" === settings.sizeMode ? settings.pixelSize : -settings.voxelScale;\r\n this._vec4[1] = settings.minPixelsPerVoxel;\r\n this._vec4[2] = settings.maxPixelsPerVoxel;\r\n this._vec4[3] = \"square\" === settings.shape ? 1 : 0;\r\n\r\n this._edl1[0] = settings.edlStrength;\r\n this._edl1[1] = settings.edlRadius;\r\n this._edl1[2] = this._scaleFactor;\r\n this._edl1[3] = this._is3d ? 1 : 0;\r\n\r\n this._edl2[0] = settings?.edlMixWts1 ?? 1.0;\r\n this._edl2[1] = settings?.edlMixWts2 ?? 0.5;\r\n this._edl2[2] = settings?.edlMixWts4 ?? 0.25;\r\n this._edl2[3] = 0;\r\n }\r\n}\r\n\r\n/** Uniforms affecting how reality models are drawn.\r\n * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing\r\n * a reality model will also specify the settings for drawing that reality model.\r\n * This permits the same reality model graphics to be rendered differently in different viewports.\r\n * In future these uniforms may include additional settings for reality meshes - currently only the override color ratio applies to them.\r\n * @internal\r\n */\r\nexport class RealityModelUniforms {\r\n // ###TODO when we need it: public readonly mesh = new RealityMeshUniforms();\r\n public readonly pointCloud = new PointCloudUniforms();\r\n private _overrideColorMix = 0.5;\r\n\r\n public update(settings: RealityModelDisplaySettings): void {\r\n this._overrideColorMix = settings.overrideColorRatio;\r\n this.pointCloud.update(settings.pointCloud);\r\n }\r\n\r\n public bindOverrideColorMix(uniform: UniformHandle): void {\r\n uniform.setUniform1f(this._overrideColorMix);\r\n }\r\n}\r\n"]}
@@ -21,7 +21,7 @@ export class RenderCommands {
21
21
  constructor(target, stack, batchState) {
22
22
  this._scratchFrustum = new Frustum();
23
23
  this._scratchRange = new Range3d();
24
- this._commands = new Array(20 /* COUNT */);
24
+ this._commands = new Array(21 /* COUNT */);
25
25
  this._forcedRenderPass = 255 /* None */;
26
26
  this._addLayersAsNormalGraphics = false;
27
27
  this._opaqueOverrides = false;
@@ -31,7 +31,7 @@ export class RenderCommands {
31
31
  this._stack = stack;
32
32
  this._batchState = batchState;
33
33
  this._layers = new LayerCommandLists(this);
34
- for (let i = 0; i < 20 /* COUNT */; ++i)
34
+ for (let i = 0; i < 21 /* COUNT */; ++i)
35
35
  this._commands[i] = [];
36
36
  }
37
37
  get target() { return this._target; }
@@ -47,8 +47,8 @@ export class RenderCommands {
47
47
  get isDrawingLayers() {
48
48
  switch (this._forcedRenderPass) {
49
49
  case 1 /* OpaqueLayers */:
50
- case 6 /* TranslucentLayers */:
51
- case 10 /* OverlayLayers */:
50
+ case 7 /* TranslucentLayers */:
51
+ case 11 /* OverlayLayers */:
52
52
  return true;
53
53
  default:
54
54
  return false;
@@ -57,9 +57,9 @@ export class RenderCommands {
57
57
  get currentViewFlags() { return this._stack.top.viewFlags; }
58
58
  get compositeFlags() {
59
59
  let flags = 0 /* None */;
60
- if (this.hasCommands(7 /* Translucent */))
60
+ if (this.hasCommands(8 /* Translucent */))
61
61
  flags |= 1 /* Translucent */;
62
- if (this.hasCommands(9 /* Hilite */) || this.hasCommands(15 /* HiliteClassification */) || this.hasCommands(17 /* HilitePlanarClassification */))
62
+ if (this.hasCommands(10 /* Hilite */) || this.hasCommands(16 /* HiliteClassification */) || this.hasCommands(18 /* HilitePlanarClassification */))
63
63
  flags |= 2 /* Hilite */;
64
64
  if (this.target.wantAmbientOcclusion)
65
65
  flags |= 4 /* AmbientOcclusion */;
@@ -67,7 +67,7 @@ export class RenderCommands {
67
67
  }
68
68
  get _curBatch() { return this._batchState.currentBatch; }
69
69
  hasCommands(pass) { return 0 !== this.getCommands(pass).length; }
70
- isOpaquePass(pass) { return pass >= 2 /* OpaqueLinear */ && pass <= 4 /* OpaqueGeneral */; }
70
+ isOpaquePass(pass) { return pass >= 2 /* OpaqueLinear */ && pass <= 5 /* OpaqueGeneral */; }
71
71
  reset(target, stack, batchState) {
72
72
  this._target = target;
73
73
  this._stack = stack;
@@ -88,13 +88,13 @@ export class RenderCommands {
88
88
  }
89
89
  /** Add backgroundMap graphics to their own render pass. */
90
90
  addBackgroundMapGraphics(backgroundMapGraphics) {
91
- this._forcedRenderPass = 14 /* BackgroundMap */;
91
+ this._forcedRenderPass = 15 /* BackgroundMap */;
92
92
  backgroundMapGraphics.forEach((entry) => entry.addCommands(this));
93
93
  this._forcedRenderPass = 255 /* None */;
94
94
  }
95
95
  /** Add overlay graphics to the world overlay pass */
96
96
  addOverlayGraphics(overlayGraphics) {
97
- this._forcedRenderPass = 11 /* WorldOverlay */;
97
+ this._forcedRenderPass = 12 /* WorldOverlay */;
98
98
  overlayGraphics.forEach((entry) => entry.addCommands(this));
99
99
  this._forcedRenderPass = 255 /* None */;
100
100
  }
@@ -143,7 +143,7 @@ export class RenderCommands {
143
143
  if (undefined === gf)
144
144
  return;
145
145
  assert(255 /* None */ === this._forcedRenderPass);
146
- this._forcedRenderPass = 13 /* SkyBox */;
146
+ this._forcedRenderPass = 14 /* SkyBox */;
147
147
  this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));
148
148
  this._forcedRenderPass = 255 /* None */;
149
149
  }
@@ -202,7 +202,7 @@ export class RenderCommands {
202
202
  break;
203
203
  case 4 /* LitSurface */:
204
204
  case 3 /* UnlitSurface */:
205
- opaquePass = 4 /* OpaqueGeneral */;
205
+ opaquePass = 5 /* OpaqueGeneral */;
206
206
  break;
207
207
  default:
208
208
  opaquePass = 2 /* OpaqueLinear */;
@@ -213,7 +213,7 @@ export class RenderCommands {
213
213
  }
214
214
  const renderOpaqueDuringTranslucent = isDoublePass || (this._translucentOverrides && haveFeatureOverrides);
215
215
  if (renderOpaqueDuringTranslucent && Pass.rendersOpaque(pass) && !this._addTranslucentAsOpaque)
216
- this.getCommands(7 /* Translucent */).push(command);
216
+ this.getCommands(8 /* Translucent */).push(command);
217
217
  if (!Pass.rendersOpaqueAndTranslucent(pass))
218
218
  this.getCommands(Pass.toRenderPass(pass)).push(command);
219
219
  }
@@ -247,7 +247,7 @@ export class RenderCommands {
247
247
  // GraphicsCollectorDrawArgs wants to collect graphics to project to a plane for masking.
248
248
  // It bypasses PlanProjectionTreeReference.createDrawArgs which would otherwise wrap the graphics in a LayerContainer.
249
249
  assert(this._forcedRenderPass === 255 /* None */);
250
- this._forcedRenderPass = 4 /* OpaqueGeneral */;
250
+ this._forcedRenderPass = 5 /* OpaqueGeneral */;
251
251
  layer.graphic.addCommands(this);
252
252
  this._forcedRenderPass = 255 /* None */;
253
253
  return;
@@ -310,9 +310,9 @@ export class RenderCommands {
310
310
  }
311
311
  pushAndPop(push, pop, func) {
312
312
  if (this.isDrawingLayers) {
313
- this._commands[9 /* Hilite */].push(push);
313
+ this._commands[10 /* Hilite */].push(push);
314
314
  this._layers.pushAndPop(push, pop, func);
315
- const cmds = this._commands[9 /* Hilite */];
315
+ const cmds = this._commands[10 /* Hilite */];
316
316
  if (0 < cmds.length && cmds[cmds.length - 1] === push)
317
317
  cmds.pop();
318
318
  else
@@ -327,7 +327,7 @@ export class RenderCommands {
327
327
  else {
328
328
  // May want to add hilite commands as well - add the push command to that pass.
329
329
  this._commands[this._forcedRenderPass].push(push);
330
- this._commands[9 /* Hilite */].push(push);
330
+ this._commands[10 /* Hilite */].push(push);
331
331
  }
332
332
  func();
333
333
  // Remove push command from any passes that didn't receive any commands; add the pop command to any passes that did.
@@ -342,13 +342,13 @@ export class RenderCommands {
342
342
  }
343
343
  else {
344
344
  assert(0 < this._commands[this._forcedRenderPass].length);
345
- assert(0 < this._commands[9 /* Hilite */].length);
345
+ assert(0 < this._commands[10 /* Hilite */].length);
346
346
  let cmds = this._commands[this._forcedRenderPass];
347
347
  if (cmds[cmds.length - 1] === push)
348
348
  cmds.pop();
349
349
  else
350
350
  cmds.push(pop);
351
- cmds = this._commands[9 /* Hilite */];
351
+ cmds = this._commands[10 /* Hilite */];
352
352
  if (cmds[cmds.length - 1] === push)
353
353
  cmds.pop();
354
354
  else
@@ -435,9 +435,9 @@ export class RenderCommands {
435
435
  this.addWorldDecorations(dec.world);
436
436
  this.pushAndPopState(this.target.decorationsState, () => {
437
437
  if (undefined !== dec.viewOverlay && 0 < dec.viewOverlay.length)
438
- this.addDecorations(dec.viewOverlay, 12 /* ViewOverlay */);
438
+ this.addDecorations(dec.viewOverlay, 13 /* ViewOverlay */);
439
439
  if (undefined !== dec.worldOverlay && 0 < dec.worldOverlay.length)
440
- this.addDecorations(dec.worldOverlay, 11 /* WorldOverlay */);
440
+ this.addDecorations(dec.worldOverlay, 12 /* WorldOverlay */);
441
441
  });
442
442
  }
443
443
  this.setupClassificationByVolume();
@@ -463,7 +463,7 @@ export class RenderCommands {
463
463
  if (255 /* None */ === this._forcedRenderPass && prim.isEdge) {
464
464
  const vf = this.target.currentViewFlags;
465
465
  if (vf.renderMode !== RenderMode.Wireframe && vf.hiddenEdges)
466
- this.getCommands(8 /* HiddenEdge */).push(command);
466
+ this.getCommands(9 /* HiddenEdge */).push(command);
467
467
  }
468
468
  }
469
469
  addBranch(branch) {
@@ -472,25 +472,25 @@ export class RenderCommands {
472
472
  });
473
473
  }
474
474
  computeBatchHiliteRenderPass(batch) {
475
- let pass = 9 /* Hilite */;
475
+ let pass = 10 /* Hilite */;
476
476
  if (batch.graphic instanceof MeshGraphic) {
477
477
  const mg = batch.graphic;
478
478
  if (SurfaceType.VolumeClassifier === mg.surfaceType)
479
- pass = 15 /* HiliteClassification */;
479
+ pass = 16 /* HiliteClassification */;
480
480
  }
481
481
  else if (batch.graphic instanceof GraphicsArray) {
482
482
  const ga = batch.graphic;
483
483
  if (ga.graphics[0] instanceof MeshGraphic) {
484
484
  const mg = ga.graphics[0];
485
485
  if (SurfaceType.VolumeClassifier === mg.surfaceType)
486
- pass = 15 /* HiliteClassification */;
486
+ pass = 16 /* HiliteClassification */;
487
487
  }
488
488
  else if (ga.graphics[0] instanceof Branch) {
489
489
  const b = ga.graphics[0];
490
490
  if (b.branch.entries.length > 0 && b.branch.entries[0] instanceof MeshGraphic) {
491
491
  const mg = b.branch.entries[0];
492
492
  if (SurfaceType.VolumeClassifier === mg.surfaceType)
493
- pass = 15 /* HiliteClassification */;
493
+ pass = 16 /* HiliteClassification */;
494
494
  }
495
495
  }
496
496
  }
@@ -536,16 +536,16 @@ export class RenderCommands {
536
536
  let savedForcedRenderPass = 255 /* None */;
537
537
  if (undefined !== this.target.activeVolumeClassifierModelId && batch.featureTable.modelId === this.target.activeVolumeClassifierModelId) {
538
538
  savedForcedRenderPass = this._forcedRenderPass;
539
- this._forcedRenderPass = 19 /* VolumeClassifiedRealityData */;
539
+ this._forcedRenderPass = 20 /* VolumeClassifiedRealityData */;
540
540
  }
541
541
  batch.graphic.addCommands(this);
542
- if (19 /* VolumeClassifiedRealityData */ === this._forcedRenderPass)
542
+ if (20 /* VolumeClassifiedRealityData */ === this._forcedRenderPass)
543
543
  this._forcedRenderPass = savedForcedRenderPass;
544
544
  // If the batch contains hilited features, need to render them in the hilite pass
545
545
  const anyHilited = overrides.anyHilited;
546
546
  const planarClassifierHilited = undefined !== classifier && classifier.anyHilited;
547
547
  if (anyHilited || planarClassifierHilited)
548
- batch.graphic.addHiliteCommands(this, planarClassifierHilited ? 17 /* HilitePlanarClassification */ : this.computeBatchHiliteRenderPass(batch));
548
+ batch.graphic.addHiliteCommands(this, planarClassifierHilited ? 18 /* HilitePlanarClassification */ : this.computeBatchHiliteRenderPass(batch));
549
549
  });
550
550
  this._opaqueOverrides = this._translucentOverrides = false;
551
551
  this._batchState.pop();
@@ -558,8 +558,8 @@ export class RenderCommands {
558
558
  // To make it easier to process the classifiers individually, set up a secondary command list for them where they
559
559
  // are each separated by their own pushes & pops so that they can easily be drawn individually. This now supports
560
560
  // nested branches and batches.
561
- const groupedCmds = this._commands[5 /* Classification */];
562
- const byIndexCmds = this._commands[16 /* ClassificationByIndex */];
561
+ const groupedCmds = this._commands[6 /* Classification */];
562
+ const byIndexCmds = this._commands[17 /* ClassificationByIndex */];
563
563
  const pushCommands = []; // will contain current set of pushes ahead of a primitive
564
564
  for (const cmd of groupedCmds) {
565
565
  switch (cmd.opcode) {
@@ -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 { Range3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, FrustumPlanes, RenderMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { Decorations } from \"../Decorations\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\r\nimport { AnimationBranchState } from \"../GraphicBranch\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport {\r\n DrawCommands, PopBatchCommand, PopBranchCommand, PopClipCommand, PopCommand, PrimitiveCommand, PushBatchCommand,\r\n PushBranchCommand, PushClipCommand, PushCommand, PushStateCommand,\r\n} from \"./DrawCommand\";\r\nimport { Batch, Branch, Graphic, GraphicsArray } from \"./Graphic\";\r\nimport { Layer, LayerContainer } from \"./Layer\";\r\nimport { LayerCommandLists } from \"./LayerCommands\";\r\nimport { MeshGraphic } from \"./Mesh\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { CompositeFlags, Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { TargetGraphics } from \"./TargetGraphics\";\r\nimport { Target } from \"./Target\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\n\r\n/** A list of DrawCommands to be rendered, ordered by render pass.\r\n * @internal\r\n */\r\nexport class RenderCommands implements Iterable<DrawCommands> {\r\n private _frustumPlanes?: FrustumPlanes;\r\n private readonly _scratchFrustum = new Frustum();\r\n private readonly _scratchRange = new Range3d();\r\n private readonly _commands = new Array<DrawCommands>(RenderPass.COUNT);\r\n private _target: Target;\r\n private _stack: BranchStack; // refers to the Target's BranchStack\r\n private _batchState: BatchState; // refers to the Target's BatchState\r\n private _forcedRenderPass: RenderPass = RenderPass.None;\r\n private _addLayersAsNormalGraphics = false;\r\n private _opaqueOverrides = false;\r\n private _translucentOverrides = false;\r\n private _addTranslucentAsOpaque = false; // true when rendering for _ReadPixels to force translucent items to be drawn in opaque pass.\r\n private readonly _layers: LayerCommandLists;\r\n\r\n public get target(): Target { return this._target; }\r\n\r\n public [Symbol.iterator](): Iterator<DrawCommands> {\r\n return this._commands[Symbol.iterator]();\r\n }\r\n\r\n public get isEmpty(): boolean {\r\n for (const commands of this._commands)\r\n if (0 < commands.length)\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n public get isDrawingLayers() {\r\n switch (this._forcedRenderPass) {\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n public get currentViewFlags(): ViewFlags { return this._stack.top.viewFlags; }\r\n public get compositeFlags(): CompositeFlags {\r\n let flags = CompositeFlags.None;\r\n if (this.hasCommands(RenderPass.Translucent))\r\n flags |= CompositeFlags.Translucent;\r\n\r\n if (this.hasCommands(RenderPass.Hilite) || this.hasCommands(RenderPass.HiliteClassification) || this.hasCommands(RenderPass.HilitePlanarClassification))\r\n flags |= CompositeFlags.Hilite;\r\n\r\n if (this.target.wantAmbientOcclusion)\r\n flags |= CompositeFlags.AmbientOcclusion;\r\n\r\n return flags;\r\n }\r\n\r\n private get _curBatch(): Batch | undefined { return this._batchState.currentBatch; }\r\n\r\n public hasCommands(pass: RenderPass): boolean { return 0 !== this.getCommands(pass).length; }\r\n public isOpaquePass(pass: RenderPass): boolean { return pass >= RenderPass.OpaqueLinear && pass <= RenderPass.OpaqueGeneral; }\r\n\r\n constructor(target: Target, stack: BranchStack, batchState: BatchState) {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this._layers = new LayerCommandLists(this);\r\n\r\n for (let i = 0; i < RenderPass.COUNT; ++i)\r\n this._commands[i] = [];\r\n }\r\n\r\n public reset(target: Target, stack: BranchStack, batchState: BatchState): void {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this.clear();\r\n }\r\n\r\n public collectGraphicsForPlanarProjection(scene: GraphicList): void {\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n assert(!this._addLayersAsNormalGraphics);\r\n\r\n this._addLayersAsNormalGraphics = true;\r\n this.addGraphics(scene);\r\n this._addLayersAsNormalGraphics = false;\r\n }\r\n\r\n public addGraphics(scene: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n scene.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n /** Add backgroundMap graphics to their own render pass. */\r\n public addBackgroundMapGraphics(backgroundMapGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.BackgroundMap;\r\n backgroundMapGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n /** Add overlay graphics to the world overlay pass */\r\n public addOverlayGraphics(overlayGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.WorldOverlay;\r\n overlayGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addDecorations(dec: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n for (const entry of dec) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addWorldDecorations(decs: GraphicList): void {\r\n const world = this.target.getWorldDecorations(decs);\r\n this.pushAndPopBranch(world, () => {\r\n for (const entry of world.branch.entries) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n\r\n private addPickableDecorations(decs: Decorations): void {\r\n if (undefined !== decs.normal) {\r\n for (const normal of decs.normal) {\r\n const gf = normal as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n }\r\n\r\n if (undefined !== decs.world) {\r\n const world = this.target.getWorldDecorations(decs.world);\r\n this.pushAndPopBranch(world, () => {\r\n for (const gf of world.branch.entries) {\r\n if ((gf as Graphic).isPickable)\r\n (gf as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n }\r\n\r\n public addBackground(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.Background;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addSkyBox(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.SkyBox;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addPrimitiveCommand(command: PrimitiveCommand, pass?: Pass): void {\r\n if (undefined === pass)\r\n pass = command.getPass(this.target);\r\n\r\n if (\"none\" === pass) // Edges will return none if they don't want to draw at all (edges not turned on).\r\n return;\r\n\r\n if (RenderPass.None !== this._forcedRenderPass) {\r\n // Add the command to the forced render pass (background).\r\n this.getCommands(this._forcedRenderPass).push(command);\r\n return;\r\n }\r\n\r\n if (!command.hasFeatures) {\r\n // Draw in general opaque pass so they are not in pick data.\r\n switch (pass) {\r\n case \"opaque-linear\":\r\n case \"opaque-planar\":\r\n pass = \"opaque\";\r\n break;\r\n case \"opaque-planar-translucent\":\r\n pass = \"opaque-translucent\";\r\n break;\r\n }\r\n }\r\n\r\n const haveFeatureOverrides = (this._opaqueOverrides || this._translucentOverrides) && command.opcode && command.hasFeatures;\r\n\r\n if (Pass.rendersTranslucent(pass) && this._addTranslucentAsOpaque) {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n pass = \"opaque-planar\";\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n pass = \"opaque\";\r\n break;\r\n default:\r\n pass = \"opaque-linear\";\r\n break;\r\n }\r\n }\r\n\r\n const isDoublePass = Pass.rendersOpaqueAndTranslucent(pass);\r\n const renderTranslucentDuringOpaque = isDoublePass || (this._opaqueOverrides && haveFeatureOverrides);\r\n if (renderTranslucentDuringOpaque && Pass.rendersTranslucent(pass) && !command.primitive.cachedGeometry.alwaysRenderTranslucent) {\r\n let opaquePass: RenderPass;\r\n if (Pass.rendersOpaqueAndTranslucent(pass)) {\r\n opaquePass = Pass.toOpaquePass(pass);\r\n } else {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n opaquePass = RenderPass.OpaquePlanar;\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n opaquePass = RenderPass.OpaqueGeneral;\r\n break;\r\n default:\r\n opaquePass = RenderPass.OpaqueLinear;\r\n break;\r\n }\r\n }\r\n\r\n this.getCommands(opaquePass).push(command);\r\n }\r\n\r\n const renderOpaqueDuringTranslucent = isDoublePass || (this._translucentOverrides && haveFeatureOverrides);\r\n if (renderOpaqueDuringTranslucent && Pass.rendersOpaque(pass) && !this._addTranslucentAsOpaque)\r\n this.getCommands(RenderPass.Translucent).push(command);\r\n\r\n if (!Pass.rendersOpaqueAndTranslucent(pass))\r\n this.getCommands(Pass.toRenderPass(pass)).push(command);\r\n }\r\n\r\n public getCommands(pass: RenderPass): DrawCommands {\r\n let idx = pass as number;\r\n assert(idx < this._commands.length);\r\n if (idx >= this._commands.length)\r\n idx -= 1;\r\n\r\n return this._commands[idx];\r\n }\r\n\r\n public replaceCommands(pass: RenderPass, cmds: DrawCommands): void {\r\n const idx = pass as number;\r\n this._commands[idx].splice(0);\r\n this._commands[idx] = cmds;\r\n }\r\n\r\n public addHiliteBranch(branch: Branch, pass: RenderPass): void {\r\n this.pushAndPopBranchForPass(pass, branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addHiliteCommands(this, pass));\r\n });\r\n }\r\n\r\n public processLayers(container: LayerContainer): void {\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n if (RenderPass.None !== this._forcedRenderPass)\r\n return;\r\n\r\n this._forcedRenderPass = container.renderPass;\r\n this._layers.processLayers(container, () => container.graphic.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addLayerCommands(layer: Layer): void {\r\n if (this._addLayersAsNormalGraphics) {\r\n // GraphicsCollectorDrawArgs wants to collect graphics to project to a plane for masking.\r\n // It bypasses PlanProjectionTreeReference.createDrawArgs which would otherwise wrap the graphics in a LayerContainer.\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n this._forcedRenderPass = RenderPass.OpaqueGeneral;\r\n layer.graphic.addCommands(this);\r\n this._forcedRenderPass = RenderPass.None;\r\n return;\r\n }\r\n\r\n assert(this.isDrawingLayers);\r\n if (!this.isDrawingLayers)\r\n return;\r\n\r\n // Let the graphic add its commands. Afterward, pull them out and add them to the LayerCommands.\r\n this._layers.currentLayer = layer;\r\n layer.graphic.addCommands(this);\r\n\r\n const cmds = this.getCommands(this._forcedRenderPass);\r\n this._layers.addCommands(cmds);\r\n\r\n cmds.length = 0;\r\n this._layers.currentLayer = undefined;\r\n }\r\n\r\n public addHiliteLayerCommands(graphic: Graphic, pass: RenderPass): void {\r\n assert(this.isDrawingLayers || this._addLayersAsNormalGraphics);\r\n if (!this.isDrawingLayers && !this._addLayersAsNormalGraphics)\r\n return;\r\n\r\n const prevPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.None;\r\n\r\n graphic.addHiliteCommands(this, pass);\r\n\r\n this._forcedRenderPass = prevPass;\r\n }\r\n\r\n private getAnimationBranchState(branch: Branch): AnimationBranchState | undefined {\r\n const animId = branch.branch.animationId;\r\n return undefined !== animId ? this.target.animationBranches?.branchStates.get(animId) : undefined;\r\n }\r\n\r\n private pushAndPopBranchForPass(pass: RenderPass, branch: Branch, func: () => void): void {\r\n assert(!this.isDrawingLayers);\r\n\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n assert(RenderPass.None !== pass);\r\n\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n if (branch.secondaryClassifiers)\r\n branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));\r\n\r\n const cmds = this.getCommands(pass);\r\n const clip = animState?.clip as ClipVolume | undefined;\r\n const pushClip = undefined !== clip ? new PushClipCommand(clip) : undefined;\r\n if (pushClip)\r\n cmds.push(pushClip);\r\n\r\n const push = new PushBranchCommand(branch);\r\n cmds.push(push);\r\n\r\n func();\r\n\r\n this._stack.pop();\r\n if (cmds[cmds.length - 1] === push) {\r\n cmds.pop();\r\n if (pushClip)\r\n cmds.pop();\r\n } else {\r\n cmds.push(PopBranchCommand.instance);\r\n if (pushClip)\r\n cmds.push(PopClipCommand.instance);\r\n }\r\n }\r\n\r\n private pushAndPop(push: PushCommand, pop: PopCommand, func: () => void): void {\r\n if (this.isDrawingLayers) {\r\n this._commands[RenderPass.Hilite].push(push);\r\n this._layers.pushAndPop(push, pop, func);\r\n\r\n const cmds = this._commands[RenderPass.Hilite];\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n return;\r\n }\r\n\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n // Need to make sure the push command precedes any subsequent commands added to any render pass.\r\n for (const cmds of this._commands)\r\n cmds.push(push);\r\n } else {\r\n // May want to add hilite commands as well - add the push command to that pass.\r\n this._commands[this._forcedRenderPass].push(push);\r\n this._commands[RenderPass.Hilite].push(push);\r\n }\r\n\r\n func();\r\n\r\n // Remove push command from any passes that didn't receive any commands; add the pop command to any passes that did.\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n for (const cmds of this._commands) {\r\n assert(0 < cmds.length);\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n } else {\r\n assert(0 < this._commands[this._forcedRenderPass].length);\r\n assert(0 < this._commands[RenderPass.Hilite].length);\r\n\r\n let cmds = this._commands[this._forcedRenderPass];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n cmds = this._commands[RenderPass.Hilite];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n }\r\n\r\n public pushAndPopBranch(branch: Branch, func: () => void): void {\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n if (animState?.clip)\r\n this.pushAndPop(new PushClipCommand(animState.clip as ClipVolume), PopClipCommand.instance, () => this._pushAndPopBranch(branch, func));\r\n else\r\n this._pushAndPopBranch(branch, func);\r\n }\r\n\r\n private _pushAndPopBranch(branch: Branch, func: () => void): void {\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n if (branch.secondaryClassifiers)\r\n branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));\r\n\r\n this.pushAndPop(new PushBranchCommand(branch), PopBranchCommand.instance, func);\r\n\r\n this._stack.pop();\r\n }\r\n\r\n public pushAndPopState(state: BranchState, func: () => void): void {\r\n this._stack.pushState(state);\r\n this.pushAndPop(new PushStateCommand(state), PopBranchCommand.instance, func);\r\n this._stack.pop();\r\n }\r\n\r\n public clear(): void {\r\n assert(this._batchState.isEmpty);\r\n this._clearCommands();\r\n }\r\n\r\n private _clearCommands(): void {\r\n this._commands.forEach((cmds: DrawCommands) => cmds.splice(0));\r\n this._layers.clear();\r\n }\r\n\r\n public initForPickOverlays(sceneOverlays: GraphicList, overlayDecorations: GraphicList | undefined): void {\r\n this._clearCommands();\r\n\r\n this._addTranslucentAsOpaque = true;\r\n\r\n for (const sceneGf of sceneOverlays)\r\n (sceneGf as Graphic).addCommands(this);\r\n\r\n if (undefined !== overlayDecorations) {\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n for (const overlay of overlayDecorations) {\r\n const gf = overlay as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n });\r\n }\r\n\r\n this._addTranslucentAsOpaque = false;\r\n }\r\n\r\n public initForReadPixels(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n // Set flag to force translucent geometry to be put into the opaque pass.\r\n this._addTranslucentAsOpaque = true;\r\n\r\n // Add the scene graphics.\r\n this.addGraphics(gfx.foreground);\r\n\r\n // Also add any pickable decorations.\r\n if (undefined !== gfx.decorations)\r\n this.addPickableDecorations(gfx.decorations);\r\n\r\n // Also background map is pickable\r\n this.addBackgroundMapGraphics(gfx.background);\r\n\r\n this._addTranslucentAsOpaque = false;\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public initForRender(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n this.addGraphics(gfx.foreground);\r\n this.addBackgroundMapGraphics(gfx.background);\r\n this.addOverlayGraphics(gfx.overlays);\r\n\r\n const dynamics = gfx.dynamics;\r\n if (dynamics && dynamics.length > 0)\r\n this.addDecorations(dynamics);\r\n\r\n const dec = gfx.decorations;\r\n if (undefined !== dec) {\r\n this.addBackground(dec.viewBackground as Graphic);\r\n\r\n this.addSkyBox(dec.skyBox as Graphic);\r\n\r\n if (undefined !== dec.normal && 0 < dec.normal.length)\r\n this.addGraphics(dec.normal);\r\n\r\n if (undefined !== dec.world && 0 < dec.world.length)\r\n this.addWorldDecorations(dec.world);\r\n\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n if (undefined !== dec.viewOverlay && 0 < dec.viewOverlay.length)\r\n this.addDecorations(dec.viewOverlay, RenderPass.ViewOverlay);\r\n\r\n if (undefined !== dec.worldOverlay && 0 < dec.worldOverlay.length)\r\n this.addDecorations(dec.worldOverlay, RenderPass.WorldOverlay);\r\n });\r\n }\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public addPrimitive(prim: Primitive): void {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isGeometryOutsideActiveVolume(prim.cachedGeometry))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) { // See if we can cull this primitive.\r\n if (\"classification\" === prim.getPass(this.target)) {\r\n const geom = prim.cachedGeometry;\r\n geom.computeRange(this._scratchRange);\r\n let frustum = Frustum.fromRange(this._scratchRange, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const command = new PrimitiveCommand(prim);\r\n this.addPrimitiveCommand(command);\r\n\r\n if (RenderPass.None === this._forcedRenderPass && prim.isEdge) {\r\n const vf: ViewFlags = this.target.currentViewFlags;\r\n if (vf.renderMode !== RenderMode.Wireframe && vf.hiddenEdges)\r\n this.getCommands(RenderPass.HiddenEdge).push(command);\r\n }\r\n }\r\n\r\n public addBranch(branch: Branch): void {\r\n this.pushAndPopBranch(branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n });\r\n }\r\n\r\n public computeBatchHiliteRenderPass(batch: Batch): RenderPass {\r\n let pass = RenderPass.Hilite;\r\n if (batch.graphic instanceof MeshGraphic) {\r\n const mg = batch.graphic;\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (batch.graphic instanceof GraphicsArray) {\r\n const ga = batch.graphic;\r\n if (ga.graphics[0] instanceof MeshGraphic) {\r\n const mg = ga.graphics[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (ga.graphics[0] instanceof Branch) {\r\n const b = ga.graphics[0];\r\n if (b.branch.entries.length > 0 && b.branch.entries[0] instanceof MeshGraphic) {\r\n const mg = b.branch.entries[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n }\r\n }\r\n }\r\n return pass;\r\n }\r\n\r\n public addBatch(batch: Batch): void {\r\n if (batch.locateOnly && !this.target.isReadPixelsInProgress)\r\n return;\r\n\r\n // Batches (aka element tiles) should only draw during ordinary (translucent or opaque) passes.\r\n // They may draw during both, or neither.\r\n // NB: This is no longer true - pickable overlay decorations are defined as Batches. Problem?\r\n // assert(RenderPass.None === this._forcedRenderPass);\r\n assert(!this._opaqueOverrides && !this._translucentOverrides);\r\n assert(undefined === this._curBatch);\r\n\r\n // If all features are overridden to be invisible, draw no graphics in this batch\r\n const overrides = batch.getOverrides(this.target);\r\n if (overrides.allHidden)\r\n return;\r\n\r\n if (!batch.range.isNull) {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isRangeOutsideActiveVolume(batch.range))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) {\r\n let frustum = Frustum.fromRange(batch.range, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const classifier = this._stack.top.planarClassifier;\r\n\r\n this._batchState.push(batch, true);\r\n\r\n this.pushAndPop(new PushBatchCommand(batch), PopBatchCommand.instance, () => {\r\n if (this.currentViewFlags.transparency || overrides.anyViewIndependentTranslucent) {\r\n this._opaqueOverrides = overrides.anyOpaque;\r\n this._translucentOverrides = overrides.anyTranslucent;\r\n\r\n if (undefined !== classifier) {\r\n this._opaqueOverrides = this._opaqueOverrides || classifier.anyOpaque;\r\n this._translucentOverrides = this._translucentOverrides || classifier.anyTranslucent;\r\n }\r\n }\r\n\r\n // If we have an active volume classifier then force all batches for the reality data being classified into a special render pass.\r\n let savedForcedRenderPass = RenderPass.None;\r\n if (undefined !== this.target.activeVolumeClassifierModelId && batch.featureTable.modelId === this.target.activeVolumeClassifierModelId) {\r\n savedForcedRenderPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.VolumeClassifiedRealityData;\r\n }\r\n\r\n (batch.graphic as Graphic).addCommands(this);\r\n\r\n if (RenderPass.VolumeClassifiedRealityData === this._forcedRenderPass)\r\n this._forcedRenderPass = savedForcedRenderPass;\r\n\r\n // If the batch contains hilited features, need to render them in the hilite pass\r\n const anyHilited = overrides.anyHilited;\r\n const planarClassifierHilited = undefined !== classifier && classifier.anyHilited;\r\n if (anyHilited || planarClassifierHilited)\r\n (batch.graphic as Graphic).addHiliteCommands(this, planarClassifierHilited ? RenderPass.HilitePlanarClassification : this.computeBatchHiliteRenderPass(batch));\r\n\r\n });\r\n\r\n this._opaqueOverrides = this._translucentOverrides = false;\r\n this._batchState.pop();\r\n }\r\n\r\n // Define a culling frustum. Commands associated with Graphics whose ranges do not intersect the frustum will be skipped.\r\n public setCheckRange(frustum: Frustum) { this._frustumPlanes = new FrustumPlanes(frustum); }\r\n // Clear the culling frustum.\r\n public clearCheckRange(): void { this._frustumPlanes = undefined; }\r\n\r\n private setupClassificationByVolume(): void {\r\n // To make it easier to process the classifiers individually, set up a secondary command list for them where they\r\n // are each separated by their own pushes & pops so that they can easily be drawn individually. This now supports\r\n // nested branches and batches.\r\n const groupedCmds = this._commands[RenderPass.Classification];\r\n const byIndexCmds = this._commands[RenderPass.ClassificationByIndex];\r\n const pushCommands: DrawCommands = []; // will contain current set of pushes ahead of a primitive\r\n for (const cmd of groupedCmds) {\r\n switch (cmd.opcode) {\r\n case \"pushBranch\":\r\n case \"pushBatch\":\r\n case \"pushState\":\r\n pushCommands.push(cmd);\r\n break;\r\n case \"drawPrimitive\":\r\n for (const pushCmd of pushCommands) {\r\n byIndexCmds.push(pushCmd);\r\n }\r\n byIndexCmds.push(cmd);\r\n for (let i = pushCommands.length - 1; i >= 0; --i) {\r\n if (\"pushBatch\" === pushCommands[i].opcode)\r\n byIndexCmds.push(PopBatchCommand.instance);\r\n else // should be eith pushBranch or pushState opcode\r\n byIndexCmds.push(PopBranchCommand.instance);\r\n }\r\n break;\r\n case \"popBatch\":\r\n case \"popBranch\":\r\n pushCommands.pop();\r\n break;\r\n }\r\n }\r\n }\r\n\r\n public dump(): Array<{ name: string, count: number }> {\r\n const dump = [\r\n { name: \"Primitives\", count: 0 },\r\n { name: \"Batches\", count: 0 },\r\n { name: \"Branches\", count: 0 },\r\n ];\r\n\r\n for (const cmds of this._commands) {\r\n for (const cmd of cmds) {\r\n let index;\r\n switch (cmd.opcode) {\r\n case \"drawPrimitive\":\r\n index = 0;\r\n break;\r\n case \"pushBatch\":\r\n index = 1;\r\n break;\r\n case \"pushBranch\":\r\n index = 2;\r\n break;\r\n default:\r\n continue;\r\n }\r\n\r\n dump[index].count++;\r\n }\r\n }\r\n\r\n return dump;\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 { Range3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, FrustumPlanes, RenderMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { Decorations } from \"../Decorations\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\r\nimport { AnimationBranchState } from \"../GraphicBranch\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport {\r\n DrawCommands, PopBatchCommand, PopBranchCommand, PopClipCommand, PopCommand, PrimitiveCommand, PushBatchCommand,\r\n PushBranchCommand, PushClipCommand, PushCommand, PushStateCommand,\r\n} from \"./DrawCommand\";\r\nimport { Batch, Branch, Graphic, GraphicsArray } from \"./Graphic\";\r\nimport { Layer, LayerContainer } from \"./Layer\";\r\nimport { LayerCommandLists } from \"./LayerCommands\";\r\nimport { MeshGraphic } from \"./Mesh\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { CompositeFlags, Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { TargetGraphics } from \"./TargetGraphics\";\r\nimport { Target } from \"./Target\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\n\r\n/** A list of DrawCommands to be rendered, ordered by render pass.\r\n * @internal\r\n */\r\nexport class RenderCommands implements Iterable<DrawCommands> {\r\n private _frustumPlanes?: FrustumPlanes;\r\n private readonly _scratchFrustum = new Frustum();\r\n private readonly _scratchRange = new Range3d();\r\n private readonly _commands = new Array<DrawCommands>(RenderPass.COUNT);\r\n private _target: Target;\r\n private _stack: BranchStack; // refers to the Target's BranchStack\r\n private _batchState: BatchState; // refers to the Target's BatchState\r\n private _forcedRenderPass: RenderPass = RenderPass.None;\r\n private _addLayersAsNormalGraphics = false;\r\n private _opaqueOverrides = false;\r\n private _translucentOverrides = false;\r\n private _addTranslucentAsOpaque = false; // true when rendering for _ReadPixels to force translucent items to be drawn in opaque pass.\r\n private readonly _layers: LayerCommandLists;\r\n\r\n public get target(): Target { return this._target; }\r\n\r\n public [Symbol.iterator](): Iterator<DrawCommands> {\r\n return this._commands[Symbol.iterator]();\r\n }\r\n\r\n public get isEmpty(): boolean {\r\n for (const commands of this._commands)\r\n if (0 < commands.length)\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n public get isDrawingLayers() {\r\n switch (this._forcedRenderPass) {\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n public get currentViewFlags(): ViewFlags { return this._stack.top.viewFlags; }\r\n public get compositeFlags(): CompositeFlags {\r\n let flags = CompositeFlags.None;\r\n if (this.hasCommands(RenderPass.Translucent))\r\n flags |= CompositeFlags.Translucent;\r\n\r\n if (this.hasCommands(RenderPass.Hilite) || this.hasCommands(RenderPass.HiliteClassification) || this.hasCommands(RenderPass.HilitePlanarClassification))\r\n flags |= CompositeFlags.Hilite;\r\n\r\n if (this.target.wantAmbientOcclusion)\r\n flags |= CompositeFlags.AmbientOcclusion;\r\n\r\n return flags;\r\n }\r\n\r\n private get _curBatch(): Batch | undefined { return this._batchState.currentBatch; }\r\n\r\n public hasCommands(pass: RenderPass): boolean { return 0 !== this.getCommands(pass).length; }\r\n public isOpaquePass(pass: RenderPass): boolean { return pass >= RenderPass.OpaqueLinear && pass <= RenderPass.OpaqueGeneral; }\r\n\r\n constructor(target: Target, stack: BranchStack, batchState: BatchState) {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this._layers = new LayerCommandLists(this);\r\n\r\n for (let i = 0; i < RenderPass.COUNT; ++i)\r\n this._commands[i] = [];\r\n }\r\n\r\n public reset(target: Target, stack: BranchStack, batchState: BatchState): void {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this.clear();\r\n }\r\n\r\n public collectGraphicsForPlanarProjection(scene: GraphicList): void {\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n assert(!this._addLayersAsNormalGraphics);\r\n\r\n this._addLayersAsNormalGraphics = true;\r\n this.addGraphics(scene);\r\n this._addLayersAsNormalGraphics = false;\r\n }\r\n\r\n public addGraphics(scene: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n scene.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n /** Add backgroundMap graphics to their own render pass. */\r\n public addBackgroundMapGraphics(backgroundMapGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.BackgroundMap;\r\n backgroundMapGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n /** Add overlay graphics to the world overlay pass */\r\n public addOverlayGraphics(overlayGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.WorldOverlay;\r\n overlayGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addDecorations(dec: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n for (const entry of dec) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addWorldDecorations(decs: GraphicList): void {\r\n const world = this.target.getWorldDecorations(decs);\r\n this.pushAndPopBranch(world, () => {\r\n for (const entry of world.branch.entries) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n\r\n private addPickableDecorations(decs: Decorations): void {\r\n if (undefined !== decs.normal) {\r\n for (const normal of decs.normal) {\r\n const gf = normal as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n }\r\n\r\n if (undefined !== decs.world) {\r\n const world = this.target.getWorldDecorations(decs.world);\r\n this.pushAndPopBranch(world, () => {\r\n for (const gf of world.branch.entries) {\r\n if ((gf as Graphic).isPickable)\r\n (gf as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n }\r\n\r\n public addBackground(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.Background;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addSkyBox(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.SkyBox;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addPrimitiveCommand(command: PrimitiveCommand, pass?: Pass): void {\r\n if (undefined === pass)\r\n pass = command.getPass(this.target);\r\n\r\n if (\"none\" === pass) // Edges will return none if they don't want to draw at all (edges not turned on).\r\n return;\r\n\r\n if (RenderPass.None !== this._forcedRenderPass) {\r\n // Add the command to the forced render pass (background).\r\n this.getCommands(this._forcedRenderPass).push(command);\r\n return;\r\n }\r\n\r\n if (!command.hasFeatures) {\r\n // Draw in general opaque pass so they are not in pick data.\r\n switch (pass) {\r\n case \"opaque-linear\":\r\n case \"opaque-planar\":\r\n pass = \"opaque\";\r\n break;\r\n case \"opaque-planar-translucent\":\r\n pass = \"opaque-translucent\";\r\n break;\r\n }\r\n }\r\n\r\n const haveFeatureOverrides = (this._opaqueOverrides || this._translucentOverrides) && command.opcode && command.hasFeatures;\r\n\r\n if (Pass.rendersTranslucent(pass) && this._addTranslucentAsOpaque) {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n pass = \"opaque-planar\";\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n pass = \"opaque\";\r\n break;\r\n default:\r\n pass = \"opaque-linear\";\r\n break;\r\n }\r\n }\r\n\r\n const isDoublePass = Pass.rendersOpaqueAndTranslucent(pass);\r\n const renderTranslucentDuringOpaque = isDoublePass || (this._opaqueOverrides && haveFeatureOverrides);\r\n if (renderTranslucentDuringOpaque && Pass.rendersTranslucent(pass) && !command.primitive.cachedGeometry.alwaysRenderTranslucent) {\r\n let opaquePass: RenderPass;\r\n if (Pass.rendersOpaqueAndTranslucent(pass)) {\r\n opaquePass = Pass.toOpaquePass(pass);\r\n } else {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n opaquePass = RenderPass.OpaquePlanar;\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n opaquePass = RenderPass.OpaqueGeneral;\r\n break;\r\n default:\r\n opaquePass = RenderPass.OpaqueLinear;\r\n break;\r\n }\r\n }\r\n\r\n this.getCommands(opaquePass).push(command);\r\n }\r\n\r\n const renderOpaqueDuringTranslucent = isDoublePass || (this._translucentOverrides && haveFeatureOverrides);\r\n if (renderOpaqueDuringTranslucent && Pass.rendersOpaque(pass) && !this._addTranslucentAsOpaque)\r\n this.getCommands(RenderPass.Translucent).push(command);\r\n\r\n if (!Pass.rendersOpaqueAndTranslucent(pass))\r\n this.getCommands(Pass.toRenderPass(pass)).push(command);\r\n }\r\n\r\n public getCommands(pass: RenderPass): DrawCommands {\r\n let idx = pass as number;\r\n assert(idx < this._commands.length);\r\n if (idx >= this._commands.length)\r\n idx -= 1;\r\n\r\n return this._commands[idx];\r\n }\r\n\r\n public replaceCommands(pass: RenderPass, cmds: DrawCommands): void {\r\n const idx = pass as number;\r\n this._commands[idx].splice(0);\r\n this._commands[idx] = cmds;\r\n }\r\n\r\n public addHiliteBranch(branch: Branch, pass: RenderPass): void {\r\n this.pushAndPopBranchForPass(pass, branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addHiliteCommands(this, pass));\r\n });\r\n }\r\n\r\n public processLayers(container: LayerContainer): void {\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n if (RenderPass.None !== this._forcedRenderPass)\r\n return;\r\n\r\n this._forcedRenderPass = container.renderPass;\r\n this._layers.processLayers(container, () => container.graphic.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addLayerCommands(layer: Layer): void {\r\n if (this._addLayersAsNormalGraphics) {\r\n // GraphicsCollectorDrawArgs wants to collect graphics to project to a plane for masking.\r\n // It bypasses PlanProjectionTreeReference.createDrawArgs which would otherwise wrap the graphics in a LayerContainer.\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n this._forcedRenderPass = RenderPass.OpaqueGeneral;\r\n layer.graphic.addCommands(this);\r\n this._forcedRenderPass = RenderPass.None;\r\n return;\r\n }\r\n\r\n assert(this.isDrawingLayers);\r\n if (!this.isDrawingLayers)\r\n return;\r\n\r\n // Let the graphic add its commands. Afterward, pull them out and add them to the LayerCommands.\r\n this._layers.currentLayer = layer;\r\n layer.graphic.addCommands(this);\r\n\r\n const cmds = this.getCommands(this._forcedRenderPass);\r\n this._layers.addCommands(cmds);\r\n\r\n cmds.length = 0;\r\n this._layers.currentLayer = undefined;\r\n }\r\n\r\n public addHiliteLayerCommands(graphic: Graphic, pass: RenderPass): void {\r\n assert(this.isDrawingLayers || this._addLayersAsNormalGraphics);\r\n if (!this.isDrawingLayers && !this._addLayersAsNormalGraphics)\r\n return;\r\n\r\n const prevPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.None;\r\n\r\n graphic.addHiliteCommands(this, pass);\r\n\r\n this._forcedRenderPass = prevPass;\r\n }\r\n\r\n private getAnimationBranchState(branch: Branch): AnimationBranchState | undefined {\r\n const animId = branch.branch.animationId;\r\n return undefined !== animId ? this.target.animationBranches?.branchStates.get(animId) : undefined;\r\n }\r\n\r\n private pushAndPopBranchForPass(pass: RenderPass, branch: Branch, func: () => void): void {\r\n assert(!this.isDrawingLayers);\r\n\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n assert(RenderPass.None !== pass);\r\n\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n if (branch.secondaryClassifiers)\r\n branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));\r\n\r\n const cmds = this.getCommands(pass);\r\n const clip = animState?.clip as ClipVolume | undefined;\r\n const pushClip = undefined !== clip ? new PushClipCommand(clip) : undefined;\r\n if (pushClip)\r\n cmds.push(pushClip);\r\n\r\n const push = new PushBranchCommand(branch);\r\n cmds.push(push);\r\n\r\n func();\r\n\r\n this._stack.pop();\r\n if (cmds[cmds.length - 1] === push) {\r\n cmds.pop();\r\n if (pushClip)\r\n cmds.pop();\r\n } else {\r\n cmds.push(PopBranchCommand.instance);\r\n if (pushClip)\r\n cmds.push(PopClipCommand.instance);\r\n }\r\n }\r\n\r\n private pushAndPop(push: PushCommand, pop: PopCommand, func: () => void): void {\r\n if (this.isDrawingLayers) {\r\n this._commands[RenderPass.Hilite].push(push);\r\n this._layers.pushAndPop(push, pop, func);\r\n\r\n const cmds = this._commands[RenderPass.Hilite];\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n return;\r\n }\r\n\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n // Need to make sure the push command precedes any subsequent commands added to any render pass.\r\n for (const cmds of this._commands)\r\n cmds.push(push);\r\n } else {\r\n // May want to add hilite commands as well - add the push command to that pass.\r\n this._commands[this._forcedRenderPass].push(push);\r\n this._commands[RenderPass.Hilite].push(push);\r\n }\r\n\r\n func();\r\n\r\n // Remove push command from any passes that didn't receive any commands; add the pop command to any passes that did.\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n for (const cmds of this._commands) {\r\n assert(0 < cmds.length);\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n } else {\r\n assert(0 < this._commands[this._forcedRenderPass].length);\r\n assert(0 < this._commands[RenderPass.Hilite].length);\r\n\r\n let cmds = this._commands[this._forcedRenderPass];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n cmds = this._commands[RenderPass.Hilite];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n }\r\n\r\n public pushAndPopBranch(branch: Branch, func: () => void): void {\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n if (animState?.clip)\r\n this.pushAndPop(new PushClipCommand(animState.clip as ClipVolume), PopClipCommand.instance, () => this._pushAndPopBranch(branch, func));\r\n else\r\n this._pushAndPopBranch(branch, func);\r\n }\r\n\r\n private _pushAndPopBranch(branch: Branch, func: () => void): void {\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n if (branch.secondaryClassifiers)\r\n branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));\r\n\r\n this.pushAndPop(new PushBranchCommand(branch), PopBranchCommand.instance, func);\r\n\r\n this._stack.pop();\r\n }\r\n\r\n public pushAndPopState(state: BranchState, func: () => void): void {\r\n this._stack.pushState(state);\r\n this.pushAndPop(new PushStateCommand(state), PopBranchCommand.instance, func);\r\n this._stack.pop();\r\n }\r\n\r\n public clear(): void {\r\n assert(this._batchState.isEmpty);\r\n this._clearCommands();\r\n }\r\n\r\n private _clearCommands(): void {\r\n this._commands.forEach((cmds: DrawCommands) => cmds.splice(0));\r\n this._layers.clear();\r\n }\r\n\r\n public initForPickOverlays(sceneOverlays: GraphicList, overlayDecorations: GraphicList | undefined): void {\r\n this._clearCommands();\r\n\r\n this._addTranslucentAsOpaque = true;\r\n\r\n for (const sceneGf of sceneOverlays)\r\n (sceneGf as Graphic).addCommands(this);\r\n\r\n if (undefined !== overlayDecorations) {\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n for (const overlay of overlayDecorations) {\r\n const gf = overlay as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n });\r\n }\r\n\r\n this._addTranslucentAsOpaque = false;\r\n }\r\n\r\n public initForReadPixels(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n // Set flag to force translucent geometry to be put into the opaque pass.\r\n this._addTranslucentAsOpaque = true;\r\n\r\n // Add the scene graphics.\r\n this.addGraphics(gfx.foreground);\r\n\r\n // Also add any pickable decorations.\r\n if (undefined !== gfx.decorations)\r\n this.addPickableDecorations(gfx.decorations);\r\n\r\n // Also background map is pickable\r\n this.addBackgroundMapGraphics(gfx.background);\r\n\r\n this._addTranslucentAsOpaque = false;\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public initForRender(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n this.addGraphics(gfx.foreground);\r\n this.addBackgroundMapGraphics(gfx.background);\r\n this.addOverlayGraphics(gfx.overlays);\r\n\r\n const dynamics = gfx.dynamics;\r\n if (dynamics && dynamics.length > 0)\r\n this.addDecorations(dynamics);\r\n\r\n const dec = gfx.decorations;\r\n if (undefined !== dec) {\r\n this.addBackground(dec.viewBackground as Graphic);\r\n\r\n this.addSkyBox(dec.skyBox as Graphic);\r\n\r\n if (undefined !== dec.normal && 0 < dec.normal.length)\r\n this.addGraphics(dec.normal);\r\n\r\n if (undefined !== dec.world && 0 < dec.world.length)\r\n this.addWorldDecorations(dec.world);\r\n\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n if (undefined !== dec.viewOverlay && 0 < dec.viewOverlay.length)\r\n this.addDecorations(dec.viewOverlay, RenderPass.ViewOverlay);\r\n\r\n if (undefined !== dec.worldOverlay && 0 < dec.worldOverlay.length)\r\n this.addDecorations(dec.worldOverlay, RenderPass.WorldOverlay);\r\n });\r\n }\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public addPrimitive(prim: Primitive): void {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isGeometryOutsideActiveVolume(prim.cachedGeometry))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) { // See if we can cull this primitive.\r\n if (\"classification\" === prim.getPass(this.target)) {\r\n const geom = prim.cachedGeometry;\r\n geom.computeRange(this._scratchRange);\r\n let frustum = Frustum.fromRange(this._scratchRange, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const command = new PrimitiveCommand(prim);\r\n this.addPrimitiveCommand(command);\r\n\r\n if (RenderPass.None === this._forcedRenderPass && prim.isEdge) {\r\n const vf: ViewFlags = this.target.currentViewFlags;\r\n if (vf.renderMode !== RenderMode.Wireframe && vf.hiddenEdges)\r\n this.getCommands(RenderPass.HiddenEdge).push(command);\r\n }\r\n }\r\n\r\n public addBranch(branch: Branch): void {\r\n this.pushAndPopBranch(branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n });\r\n }\r\n\r\n public computeBatchHiliteRenderPass(batch: Batch): RenderPass {\r\n let pass = RenderPass.Hilite;\r\n if (batch.graphic instanceof MeshGraphic) {\r\n const mg = batch.graphic;\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (batch.graphic instanceof GraphicsArray) {\r\n const ga = batch.graphic;\r\n if (ga.graphics[0] instanceof MeshGraphic) {\r\n const mg = ga.graphics[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (ga.graphics[0] instanceof Branch) {\r\n const b = ga.graphics[0];\r\n if (b.branch.entries.length > 0 && b.branch.entries[0] instanceof MeshGraphic) {\r\n const mg = b.branch.entries[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n }\r\n }\r\n }\r\n return pass;\r\n }\r\n\r\n public addBatch(batch: Batch): void {\r\n if (batch.locateOnly && !this.target.isReadPixelsInProgress)\r\n return;\r\n\r\n // Batches (aka element tiles) should only draw during ordinary (translucent or opaque) passes.\r\n // They may draw during both, or neither.\r\n // NB: This is no longer true - pickable overlay decorations are defined as Batches. Problem?\r\n // assert(RenderPass.None === this._forcedRenderPass);\r\n assert(!this._opaqueOverrides && !this._translucentOverrides);\r\n assert(undefined === this._curBatch);\r\n\r\n // If all features are overridden to be invisible, draw no graphics in this batch\r\n const overrides = batch.getOverrides(this.target);\r\n if (overrides.allHidden)\r\n return;\r\n\r\n if (!batch.range.isNull) {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isRangeOutsideActiveVolume(batch.range))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) {\r\n let frustum = Frustum.fromRange(batch.range, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const classifier = this._stack.top.planarClassifier;\r\n\r\n this._batchState.push(batch, true);\r\n\r\n this.pushAndPop(new PushBatchCommand(batch), PopBatchCommand.instance, () => {\r\n if (this.currentViewFlags.transparency || overrides.anyViewIndependentTranslucent) {\r\n this._opaqueOverrides = overrides.anyOpaque;\r\n this._translucentOverrides = overrides.anyTranslucent;\r\n\r\n if (undefined !== classifier) {\r\n this._opaqueOverrides = this._opaqueOverrides || classifier.anyOpaque;\r\n this._translucentOverrides = this._translucentOverrides || classifier.anyTranslucent;\r\n }\r\n }\r\n\r\n // If we have an active volume classifier then force all batches for the reality data being classified into a special render pass.\r\n let savedForcedRenderPass = RenderPass.None;\r\n if (undefined !== this.target.activeVolumeClassifierModelId && batch.featureTable.modelId === this.target.activeVolumeClassifierModelId) {\r\n savedForcedRenderPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.VolumeClassifiedRealityData;\r\n }\r\n\r\n (batch.graphic as Graphic).addCommands(this);\r\n\r\n if (RenderPass.VolumeClassifiedRealityData === this._forcedRenderPass)\r\n this._forcedRenderPass = savedForcedRenderPass;\r\n\r\n // If the batch contains hilited features, need to render them in the hilite pass\r\n const anyHilited = overrides.anyHilited;\r\n const planarClassifierHilited = undefined !== classifier && classifier.anyHilited;\r\n if (anyHilited || planarClassifierHilited)\r\n (batch.graphic as Graphic).addHiliteCommands(this, planarClassifierHilited ? RenderPass.HilitePlanarClassification : this.computeBatchHiliteRenderPass(batch));\r\n\r\n });\r\n\r\n this._opaqueOverrides = this._translucentOverrides = false;\r\n this._batchState.pop();\r\n }\r\n\r\n // Define a culling frustum. Commands associated with Graphics whose ranges do not intersect the frustum will be skipped.\r\n public setCheckRange(frustum: Frustum) { this._frustumPlanes = new FrustumPlanes(frustum); }\r\n // Clear the culling frustum.\r\n public clearCheckRange(): void { this._frustumPlanes = undefined; }\r\n\r\n private setupClassificationByVolume(): void {\r\n // To make it easier to process the classifiers individually, set up a secondary command list for them where they\r\n // are each separated by their own pushes & pops so that they can easily be drawn individually. This now supports\r\n // nested branches and batches.\r\n const groupedCmds = this._commands[RenderPass.Classification];\r\n const byIndexCmds = this._commands[RenderPass.ClassificationByIndex];\r\n const pushCommands: DrawCommands = []; // will contain current set of pushes ahead of a primitive\r\n for (const cmd of groupedCmds) {\r\n switch (cmd.opcode) {\r\n case \"pushBranch\":\r\n case \"pushBatch\":\r\n case \"pushState\":\r\n pushCommands.push(cmd);\r\n break;\r\n case \"drawPrimitive\":\r\n for (const pushCmd of pushCommands) {\r\n byIndexCmds.push(pushCmd);\r\n }\r\n byIndexCmds.push(cmd);\r\n for (let i = pushCommands.length - 1; i >= 0; --i) {\r\n if (\"pushBatch\" === pushCommands[i].opcode)\r\n byIndexCmds.push(PopBatchCommand.instance);\r\n else // should be eith pushBranch or pushState opcode\r\n byIndexCmds.push(PopBranchCommand.instance);\r\n }\r\n break;\r\n case \"popBatch\":\r\n case \"popBranch\":\r\n pushCommands.pop();\r\n break;\r\n }\r\n }\r\n }\r\n\r\n public dump(): Array<{ name: string, count: number }> {\r\n const dump = [\r\n { name: \"Primitives\", count: 0 },\r\n { name: \"Batches\", count: 0 },\r\n { name: \"Branches\", count: 0 },\r\n ];\r\n\r\n for (const cmds of this._commands) {\r\n for (const cmd of cmds) {\r\n let index;\r\n switch (cmd.opcode) {\r\n case \"drawPrimitive\":\r\n index = 0;\r\n break;\r\n case \"pushBatch\":\r\n index = 1;\r\n break;\r\n case \"pushBranch\":\r\n index = 2;\r\n break;\r\n default:\r\n continue;\r\n }\r\n\r\n dump[index].count++;\r\n }\r\n }\r\n\r\n return dump;\r\n }\r\n}\r\n"]}