@itwin/core-frontend 3.5.0-dev.8 → 3.6.0-dev.3
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.
- package/CHANGELOG.md +75 -1
- package/lib/cjs/AccuSnap.d.ts +7 -1
- package/lib/cjs/AccuSnap.d.ts.map +1 -1
- package/lib/cjs/AccuSnap.js +26 -3
- package/lib/cjs/AccuSnap.js.map +1 -1
- package/lib/cjs/BriefcaseConnection.d.ts +28 -1
- package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
- package/lib/cjs/BriefcaseConnection.js +29 -8
- package/lib/cjs/BriefcaseConnection.js.map +1 -1
- package/lib/cjs/BriefcaseTxns.js +9 -9
- package/lib/cjs/BriefcaseTxns.js.map +1 -1
- package/lib/cjs/GraphicalEditingScope.d.ts.map +1 -1
- package/lib/cjs/GraphicalEditingScope.js +10 -4
- package/lib/cjs/GraphicalEditingScope.js.map +1 -1
- package/lib/cjs/IModelApp.d.ts +6 -0
- package/lib/cjs/IModelApp.d.ts.map +1 -1
- package/lib/cjs/IModelApp.js +6 -0
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.d.ts +32 -2
- package/lib/cjs/IModelConnection.d.ts.map +1 -1
- package/lib/cjs/IModelConnection.js +44 -6
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/IpcApp.d.ts +14 -1
- package/lib/cjs/IpcApp.d.ts.map +1 -1
- package/lib/cjs/IpcApp.js +25 -0
- package/lib/cjs/IpcApp.js.map +1 -1
- package/lib/cjs/MarginPercent.d.ts +27 -2
- package/lib/cjs/MarginPercent.d.ts.map +1 -1
- package/lib/cjs/MarginPercent.js +8 -2
- package/lib/cjs/MarginPercent.js.map +1 -1
- package/lib/cjs/ModelState.d.ts +2 -1
- package/lib/cjs/ModelState.d.ts.map +1 -1
- package/lib/cjs/ModelState.js +5 -3
- package/lib/cjs/ModelState.js.map +1 -1
- package/lib/cjs/NativeApp.d.ts +5 -1
- package/lib/cjs/NativeApp.d.ts.map +1 -1
- package/lib/cjs/NativeApp.js +25 -20
- package/lib/cjs/NativeApp.js.map +1 -1
- package/lib/cjs/NativeAppLogger.js +1 -1
- package/lib/cjs/NativeAppLogger.js.map +1 -1
- package/lib/cjs/RealityDataSource.d.ts +44 -1
- package/lib/cjs/RealityDataSource.d.ts.map +1 -1
- package/lib/cjs/RealityDataSource.js +41 -14
- package/lib/cjs/RealityDataSource.js.map +1 -1
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts +1 -0
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts.map +1 -1
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js +3 -0
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
- package/lib/cjs/RealityDataSourceContextShareImpl.d.ts +1 -0
- package/lib/cjs/RealityDataSourceContextShareImpl.d.ts.map +1 -1
- package/lib/cjs/RealityDataSourceContextShareImpl.js +3 -0
- package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.d.ts +1 -0
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.d.ts.map +1 -1
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.js +3 -0
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
- package/lib/cjs/SelectionSet.d.ts.map +1 -1
- package/lib/cjs/SelectionSet.js +3 -1
- package/lib/cjs/SelectionSet.js.map +1 -1
- package/lib/cjs/ViewAnimation.d.ts +10 -2
- package/lib/cjs/ViewAnimation.d.ts.map +1 -1
- package/lib/cjs/ViewAnimation.js.map +1 -1
- package/lib/cjs/ViewCreator2d.js +3 -2
- package/lib/cjs/ViewCreator2d.js.map +1 -1
- package/lib/cjs/ViewPose.d.ts +62 -10
- package/lib/cjs/ViewPose.d.ts.map +1 -1
- package/lib/cjs/ViewPose.js +37 -8
- package/lib/cjs/ViewPose.js.map +1 -1
- package/lib/cjs/ViewState.d.ts +18 -10
- package/lib/cjs/ViewState.d.ts.map +1 -1
- package/lib/cjs/ViewState.js +39 -15
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +7 -2
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/extension/ExtensionRuntime.js +11 -0
- package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
- package/lib/cjs/render/RenderMaterial.d.ts +3 -1
- package/lib/cjs/render/RenderMaterial.d.ts.map +1 -1
- package/lib/cjs/render/RenderMaterial.js.map +1 -1
- package/lib/cjs/render/RenderTarget.d.ts +1 -0
- package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
- package/lib/cjs/render/RenderTarget.js.map +1 -1
- package/lib/cjs/render/primitives/SurfaceParams.d.ts +0 -1
- package/lib/cjs/render/primitives/SurfaceParams.d.ts.map +1 -1
- package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
- package/lib/cjs/render/primitives/VertexTable.js +0 -1
- package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTableSplitter.d.ts.map +1 -1
- package/lib/cjs/render/primitives/VertexTableSplitter.js +0 -1
- package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +0 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js +0 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.d.ts +0 -1
- package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js +16 -11
- package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/cjs/render/webgl/MeshData.d.ts +1 -1
- package/lib/cjs/render/webgl/MeshData.d.ts.map +1 -1
- package/lib/cjs/render/webgl/MeshData.js +13 -1
- package/lib/cjs/render/webgl/MeshData.js.map +1 -1
- package/lib/cjs/render/webgl/MeshGeometry.d.ts +1 -1
- package/lib/cjs/render/webgl/MeshGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/MeshGeometry.js +1 -1
- package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.d.ts +14 -4
- package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.js +2 -0
- package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts +2 -1
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.js +6 -1
- package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.d.ts +3 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.js +17 -6
- package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/System.d.ts +1 -1
- package/lib/cjs/render/webgl/System.d.ts.map +1 -1
- package/lib/cjs/render/webgl/System.js +1 -0
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/render/webgl/Target.d.ts +1 -0
- package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Target.js +1 -0
- package/lib/cjs/render/webgl/Target.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.js +2 -1
- package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Common.d.ts +3 -1
- package/lib/cjs/render/webgl/glsl/Common.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Common.js +28 -33
- package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +9 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Lighting.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Lighting.js +6 -8
- package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointCloud.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointCloud.js +8 -3
- package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts +1 -0
- package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.js +6 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SolarShadowMapping.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js +1 -4
- package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.d.ts +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.js +87 -15
- package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Thematic.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Thematic.js +2 -6
- package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
- package/lib/cjs/tile/GltfReader.d.ts +13 -2
- package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
- package/lib/cjs/tile/GltfReader.js +66 -22
- package/lib/cjs/tile/GltfReader.js.map +1 -1
- package/lib/cjs/tile/IModelTileRequestChannels.js +1 -1
- package/lib/cjs/tile/IModelTileRequestChannels.js.map +1 -1
- package/lib/cjs/tile/ImdlReader.d.ts +5 -0
- package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
- package/lib/cjs/tile/ImdlReader.js +9 -2
- package/lib/cjs/tile/ImdlReader.js.map +1 -1
- package/lib/cjs/tile/PrimaryTileTree.js +2 -2
- package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
- package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/RealityModelTileTree.js +51 -20
- package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
- package/lib/cjs/tile/RealityTile.d.ts +2 -2
- package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTile.js +11 -4
- package/lib/cjs/tile/RealityTile.js.map +1 -1
- package/lib/cjs/tile/RealityTileLoader.d.ts +1 -0
- package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTileLoader.js +13 -0
- package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
- package/lib/cjs/tile/RealityTileTree.js +1 -1
- package/lib/cjs/tile/RealityTileTree.js.map +1 -1
- package/lib/cjs/tile/Tile.d.ts +5 -0
- package/lib/cjs/tile/Tile.d.ts.map +1 -1
- package/lib/cjs/tile/Tile.js +5 -0
- package/lib/cjs/tile/Tile.js.map +1 -1
- package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
- package/lib/cjs/tile/TileAdmin.js +13 -6
- package/lib/cjs/tile/TileAdmin.js.map +1 -1
- package/lib/cjs/tile/TileDrawArgs.d.ts +5 -1
- package/lib/cjs/tile/TileDrawArgs.d.ts.map +1 -1
- package/lib/cjs/tile/TileDrawArgs.js +2 -0
- package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
- package/lib/cjs/tile/TileRequestChannels.js +1 -1
- package/lib/cjs/tile/TileRequestChannels.js.map +1 -1
- package/lib/cjs/tile/TileStorage.d.ts.map +1 -1
- package/lib/cjs/tile/TileStorage.js +12 -6
- package/lib/cjs/tile/TileStorage.js.map +1 -1
- package/lib/cjs/tile/internal.d.ts +1 -0
- package/lib/cjs/tile/internal.d.ts.map +1 -1
- package/lib/cjs/tile/internal.js +1 -0
- package/lib/cjs/tile/internal.js.map +1 -1
- package/lib/cjs/tile/map/ArcGISTileMap.d.ts +5 -2
- package/lib/cjs/tile/map/ArcGISTileMap.d.ts.map +1 -1
- package/lib/cjs/tile/map/ArcGISTileMap.js +17 -2
- package/lib/cjs/tile/map/ArcGISTileMap.js.map +1 -1
- package/lib/cjs/tile/map/ArcGisUtilities.d.ts +51 -5
- package/lib/cjs/tile/map/ArcGisUtilities.d.ts.map +1 -1
- package/lib/cjs/tile/map/ArcGisUtilities.js +120 -48
- package/lib/cjs/tile/map/ArcGisUtilities.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts +26 -0
- package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +1 -0
- package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js +97 -0
- package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -0
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +2 -4
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +11 -96
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +2 -1
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryTileTree.d.ts +2 -0
- package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryTileTree.js +6 -4
- package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts +18 -4
- package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapLayerFormatRegistry.js +25 -5
- package/lib/cjs/tile/map/MapLayerFormatRegistry.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryFormats.d.ts +6 -4
- package/lib/cjs/tile/map/MapLayerImageryFormats.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryFormats.js +12 -16
- package/lib/cjs/tile/map/MapLayerImageryFormats.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts +26 -5
- package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryProvider.js +69 -48
- package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerSources.js +1 -1
- package/lib/cjs/tile/map/MapLayerSources.js.map +1 -1
- package/lib/cjs/tile/map/WmsCapabilities.d.ts.map +1 -1
- package/lib/cjs/tile/map/WmsCapabilities.js +4 -1
- package/lib/cjs/tile/map/WmsCapabilities.js.map +1 -1
- package/lib/cjs/tools/EditManipulator.d.ts.map +1 -1
- package/lib/cjs/tools/EditManipulator.js +2 -1
- package/lib/cjs/tools/EditManipulator.js.map +1 -1
- package/lib/cjs/tools/Tool.js +1 -1
- package/lib/cjs/tools/Tool.js.map +1 -1
- package/lib/cjs/tools/ToolAdmin.d.ts.map +1 -1
- package/lib/cjs/tools/ToolAdmin.js +6 -4
- package/lib/cjs/tools/ToolAdmin.js.map +1 -1
- package/lib/esm/AccuSnap.d.ts +7 -1
- package/lib/esm/AccuSnap.d.ts.map +1 -1
- package/lib/esm/AccuSnap.js +27 -4
- package/lib/esm/AccuSnap.js.map +1 -1
- package/lib/esm/BriefcaseConnection.d.ts +28 -1
- package/lib/esm/BriefcaseConnection.d.ts.map +1 -1
- package/lib/esm/BriefcaseConnection.js +30 -9
- package/lib/esm/BriefcaseConnection.js.map +1 -1
- package/lib/esm/BriefcaseTxns.js +9 -9
- package/lib/esm/BriefcaseTxns.js.map +1 -1
- package/lib/esm/GraphicalEditingScope.d.ts.map +1 -1
- package/lib/esm/GraphicalEditingScope.js +10 -4
- package/lib/esm/GraphicalEditingScope.js.map +1 -1
- package/lib/esm/IModelApp.d.ts +6 -0
- package/lib/esm/IModelApp.d.ts.map +1 -1
- package/lib/esm/IModelApp.js +6 -0
- package/lib/esm/IModelApp.js.map +1 -1
- package/lib/esm/IModelConnection.d.ts +32 -2
- package/lib/esm/IModelConnection.d.ts.map +1 -1
- package/lib/esm/IModelConnection.js +44 -6
- package/lib/esm/IModelConnection.js.map +1 -1
- package/lib/esm/IpcApp.d.ts +14 -1
- package/lib/esm/IpcApp.d.ts.map +1 -1
- package/lib/esm/IpcApp.js +25 -0
- package/lib/esm/IpcApp.js.map +1 -1
- package/lib/esm/MarginPercent.d.ts +27 -2
- package/lib/esm/MarginPercent.d.ts.map +1 -1
- package/lib/esm/MarginPercent.js +8 -2
- package/lib/esm/MarginPercent.js.map +1 -1
- package/lib/esm/ModelState.d.ts +2 -1
- package/lib/esm/ModelState.d.ts.map +1 -1
- package/lib/esm/ModelState.js +5 -3
- package/lib/esm/ModelState.js.map +1 -1
- package/lib/esm/NativeApp.d.ts +5 -1
- package/lib/esm/NativeApp.d.ts.map +1 -1
- package/lib/esm/NativeApp.js +25 -20
- package/lib/esm/NativeApp.js.map +1 -1
- package/lib/esm/NativeAppLogger.js +1 -1
- package/lib/esm/NativeAppLogger.js.map +1 -1
- package/lib/esm/RealityDataSource.d.ts +44 -1
- package/lib/esm/RealityDataSource.d.ts.map +1 -1
- package/lib/esm/RealityDataSource.js +39 -13
- package/lib/esm/RealityDataSource.js.map +1 -1
- package/lib/esm/RealityDataSourceCesiumIonAssetImpl.d.ts +1 -0
- package/lib/esm/RealityDataSourceCesiumIonAssetImpl.d.ts.map +1 -1
- package/lib/esm/RealityDataSourceCesiumIonAssetImpl.js +3 -0
- package/lib/esm/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
- package/lib/esm/RealityDataSourceContextShareImpl.d.ts +1 -0
- package/lib/esm/RealityDataSourceContextShareImpl.d.ts.map +1 -1
- package/lib/esm/RealityDataSourceContextShareImpl.js +3 -0
- package/lib/esm/RealityDataSourceContextShareImpl.js.map +1 -1
- package/lib/esm/RealityDataSourceTilesetUrlImpl.d.ts +1 -0
- package/lib/esm/RealityDataSourceTilesetUrlImpl.d.ts.map +1 -1
- package/lib/esm/RealityDataSourceTilesetUrlImpl.js +3 -0
- package/lib/esm/RealityDataSourceTilesetUrlImpl.js.map +1 -1
- package/lib/esm/SelectionSet.d.ts.map +1 -1
- package/lib/esm/SelectionSet.js +3 -1
- package/lib/esm/SelectionSet.js.map +1 -1
- package/lib/esm/ViewAnimation.d.ts +10 -2
- package/lib/esm/ViewAnimation.d.ts.map +1 -1
- package/lib/esm/ViewAnimation.js.map +1 -1
- package/lib/esm/ViewCreator2d.js +3 -2
- package/lib/esm/ViewCreator2d.js.map +1 -1
- package/lib/esm/ViewPose.d.ts +62 -10
- package/lib/esm/ViewPose.d.ts.map +1 -1
- package/lib/esm/ViewPose.js +37 -8
- package/lib/esm/ViewPose.js.map +1 -1
- package/lib/esm/ViewState.d.ts +18 -10
- package/lib/esm/ViewState.d.ts.map +1 -1
- package/lib/esm/ViewState.js +39 -15
- package/lib/esm/ViewState.js.map +1 -1
- package/lib/esm/Viewport.d.ts.map +1 -1
- package/lib/esm/Viewport.js +7 -2
- package/lib/esm/Viewport.js.map +1 -1
- package/lib/esm/extension/ExtensionRuntime.js +12 -1
- package/lib/esm/extension/ExtensionRuntime.js.map +1 -1
- package/lib/esm/render/RenderMaterial.d.ts +3 -1
- package/lib/esm/render/RenderMaterial.d.ts.map +1 -1
- package/lib/esm/render/RenderMaterial.js.map +1 -1
- package/lib/esm/render/RenderTarget.d.ts +1 -0
- package/lib/esm/render/RenderTarget.d.ts.map +1 -1
- package/lib/esm/render/RenderTarget.js.map +1 -1
- package/lib/esm/render/primitives/SurfaceParams.d.ts +0 -1
- package/lib/esm/render/primitives/SurfaceParams.d.ts.map +1 -1
- package/lib/esm/render/primitives/SurfaceParams.js.map +1 -1
- package/lib/esm/render/primitives/VertexTable.d.ts.map +1 -1
- package/lib/esm/render/primitives/VertexTable.js +0 -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, dispose, Id64 } from \"@itwin/core-bentley\";\r\nimport { PackedFeature, PackedFeatureTable } from \"@itwin/core-common\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { DisplayParams } from \"../primitives/DisplayParams\";\r\nimport { BatchOptions } from \"../GraphicBuilder\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { GL } from \"./GL\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { OvrFlags, TextureUnit } from \"./RenderFlags\";\r\nimport { sync, SyncObserver } from \"./Sync\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\r\n\r\nfunction computeWidthAndHeight(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number = 0, nTables: number = 1): { width: number, height: number } {\r\n const maxSize = System.instance.capabilities.maxTextureSize;\r\n const nRgba = nEntries * nRgbaPerEntry * nTables + nExtraRgba;\r\n\r\n if (nRgba < maxSize)\r\n return { width: nRgba, height: 1 };\r\n\r\n // Make roughly square to reduce unused space in last row\r\n let width = Math.ceil(Math.sqrt(nRgba));\r\n\r\n // Ensure a given entry's RGBA values all fit on the same row.\r\n const remainder = width % nRgbaPerEntry;\r\n if (0 !== remainder) {\r\n width += nRgbaPerEntry - remainder;\r\n }\r\n\r\n // Compute height\r\n const height = Math.ceil(nRgba / width);\r\n\r\n assert(height <= maxSize);\r\n assert(width <= maxSize);\r\n assert(width * height >= nRgba);\r\n assert(Math.floor(height) === height);\r\n assert(Math.floor(width) === width);\r\n\r\n // Row padding should never be necessary...\r\n assert(0 === width % nRgbaPerEntry);\r\n\r\n return { width, height };\r\n}\r\n\r\nexport function isFeatureHilited(feature: PackedFeature, hilites: Hilites, isModelHilited: boolean): boolean {\r\n if (hilites.isEmpty)\r\n return false;\r\n\r\n if (\"union\" === hilites.modelSubCategoryMode)\r\n return isModelHilited || hilites.elements.hasPair(feature.elementId) || hilites.subcategories.hasPair(feature.subCategoryId);\r\n\r\n return hilites.elements.hasPair(feature.elementId) || (isModelHilited && hilites.subcategories.hasPair(feature.subCategoryId));\r\n}\r\n\r\n/** @internal */\r\nexport type FeatureOverridesCleanup = () => void;\r\n\r\n/** @internal */\r\nexport class FeatureOverrides implements WebGLDisposable {\r\n public readonly target: Target;\r\n private readonly _options: BatchOptions;\r\n private _lut?: Texture2DHandle;\r\n private _mostRecentSymbologyOverrides?: FeatureSymbology.Overrides;\r\n private _lastFlashId = Id64.invalid;\r\n private _hiliteSyncObserver: SyncObserver = {};\r\n private _anyOverridden = true;\r\n private _allHidden = true;\r\n private _anyTranslucent = true;\r\n private _anyViewIndependentTranslucent = true;\r\n private _anyOpaque = true;\r\n private _anyHilited = true;\r\n private _lutParams = new Float32Array(2);\r\n private _uniformSymbologyFlags = 0;\r\n private _cleanup?: FeatureOverridesCleanup;\r\n\r\n public get anyOverridden() { return this._anyOverridden; }\r\n public get allHidden() { return this._allHidden; }\r\n public get anyTranslucent() { return this._anyTranslucent; }\r\n public get anyViewIndependentTranslucent() { return this._anyViewIndependentTranslucent; }\r\n public get anyOpaque() { return this._anyOpaque; }\r\n public get anyHilited() { return this._anyHilited; }\r\n\r\n /** For tests. */\r\n public get lutData(): Uint8Array | undefined { return this._lut?.dataBytes; }\r\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\r\n public get isUniform() { return 2 === this._lutParams[0] && 1 === this._lutParams[1]; }\r\n public get isUniformFlashed() {\r\n if (!this.isUniform || undefined === this._lut)\r\n return false;\r\n\r\n const lut = this._lut;\r\n const flags = lut.dataBytes![0];\r\n return 0 !== (flags & OvrFlags.Flashed);\r\n }\r\n\r\n private updateUniformSymbologyFlags(): void {\r\n this._uniformSymbologyFlags = this.anyHilited ? 2 : 0;\r\n if (this.isUniformFlashed)\r\n this._uniformSymbologyFlags += 1;\r\n }\r\n\r\n public getUniformOverrides(): Uint8Array {\r\n assert(this.isUniform);\r\n assert(undefined !== this._lut);\r\n assert(undefined !== this._lut.dataBytes);\r\n return this._lut.dataBytes;\r\n }\r\n\r\n private _initialize(map: PackedFeatureTable, ovrs: FeatureSymbology.Overrides, hilite: Hilites, flashed?: Id64.Uint32Pair): Texture2DHandle | undefined {\r\n const nFeatures = map.numFeatures;\r\n const dims = computeWidthAndHeight(nFeatures, 2);\r\n const width = dims.width;\r\n const height = dims.height;\r\n assert(width * height >= nFeatures);\r\n\r\n this._lutParams[0] = width;\r\n this._lutParams[1] = height;\r\n\r\n const data = new Uint8Array(width * height * 4);\r\n const creator = new Texture2DDataUpdater(data);\r\n this.buildLookupTable(creator, map, ovrs, flashed, hilite);\r\n\r\n return TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\r\n }\r\n\r\n private _update(map: PackedFeatureTable, lut: Texture2DHandle, flashed?: Id64.Uint32Pair, hilites?: Hilites, ovrs?: FeatureSymbology.Overrides) {\r\n const updater = new Texture2DDataUpdater(lut.dataBytes!);\r\n\r\n if (undefined === ovrs) {\r\n this.updateFlashedAndHilited(updater, map, flashed, hilites);\r\n } else {\r\n assert(undefined !== hilites);\r\n this.buildLookupTable(updater, map, ovrs, flashed, hilites);\r\n }\r\n\r\n lut.update(updater);\r\n }\r\n\r\n private buildLookupTable(data: Texture2DDataUpdater, map: PackedFeatureTable, ovr: FeatureSymbology.Overrides, flashedIdParts: Id64.Uint32Pair | undefined, hilites: Hilites) {\r\n const allowHilite = true !== this._options.noHilite;\r\n const allowFlash = true !== this._options.noFlash;\r\n const allowEmphasis = true !== this._options.noEmphasis;\r\n\r\n const modelIdParts = Id64.getUint32Pair(map.modelId);\r\n const isModelHilited = allowHilite && hilites.models.hasPair(modelIdParts);\r\n\r\n this._anyOpaque = this._anyTranslucent = this._anyViewIndependentTranslucent = this._anyHilited = false;\r\n\r\n let nHidden = 0;\r\n let nOverridden = 0;\r\n\r\n // NB: We currently use 2 RGBA values per feature as follows:\r\n // [0]\r\n // RG = override flags (see OvrFlags enum)\r\n // B = line code\r\n // A = line weight (if we need an extra byte in future, could combine code+weight into a single byte).\r\n // [1]\r\n // RGB = rgb\r\n // A = alpha\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const feature = map.getPackedFeature(i);\r\n const dataIndex = i * 4 * 2;\r\n\r\n const app = this.target.currentBranch.getFeatureAppearance(\r\n ovr,\r\n feature.elementId.lower, feature.elementId.upper,\r\n feature.subCategoryId.lower, feature.subCategoryId.upper,\r\n feature.geometryClass,\r\n modelIdParts.lower, modelIdParts.upper,\r\n map.type, feature.animationNodeId);\r\n\r\n // NB: If the appearance is fully transparent, then:\r\n // - For normal (\"primary\") models, getAppearance() returns undefined.\r\n // - For classifier models, getAppearance() returns the appearance, and classification shader will discard fully-transparent classified pixels.\r\n // (The latter is how we clip the classified model using the classifiers).\r\n if (undefined === app) {\r\n // The feature is not visible. We don't care about any of the other overrides, because we're not going to render it.\r\n data.setOvrFlagsAtIndex(dataIndex, OvrFlags.Visibility);\r\n nHidden++;\r\n nOverridden++;\r\n continue;\r\n }\r\n\r\n let flags = app.nonLocatable ? OvrFlags.NonLocatable : OvrFlags.None;\r\n if (allowHilite && isFeatureHilited(feature, hilites, isModelHilited)) {\r\n flags |= OvrFlags.Hilited;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (allowEmphasis && app.emphasized) {\r\n flags |= OvrFlags.Emphasized;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (app.overridesRgb && app.rgb) {\r\n flags |= OvrFlags.Rgb;\r\n const rgb = app.rgb;\r\n data.setByteAtIndex(dataIndex + 4, rgb.r);\r\n data.setByteAtIndex(dataIndex + 5, rgb.g);\r\n data.setByteAtIndex(dataIndex + 6, rgb.b);\r\n }\r\n\r\n if (undefined !== app.transparency) {\r\n // transparency in range [0, 1]...convert to byte and invert so 0=transparent...\r\n flags |= OvrFlags.Alpha;\r\n let alpha = 1.0 - app.transparency;\r\n alpha = Math.floor(0xff * alpha + 0.5);\r\n if ((0xff - alpha) < DisplayParams.minTransparency)\r\n alpha = 0xff;\r\n\r\n data.setByteAtIndex(dataIndex + 7, alpha);\r\n if (0xff === alpha) {\r\n this._anyOpaque = true;\r\n } else {\r\n this._anyTranslucent = true;\r\n if (!app.viewDependentTransparency) {\r\n flags |= OvrFlags.ViewIndependentTransparency;\r\n this._anyViewIndependentTranslucent = true;\r\n }\r\n }\r\n }\r\n\r\n if (app.overridesWeight && app.weight) {\r\n flags |= OvrFlags.Weight;\r\n let weight = app.weight;\r\n weight = Math.min(31, weight);\r\n weight = Math.max(1, weight);\r\n data.setByteAtIndex(dataIndex + 3, weight);\r\n }\r\n\r\n if (app.overridesLinePixels && app.linePixels) {\r\n flags |= OvrFlags.LineCode;\r\n const lineCode = LineCode.valueFromLinePixels(app.linePixels);\r\n data.setByteAtIndex(dataIndex + 2, lineCode);\r\n }\r\n\r\n if (app.ignoresMaterial)\r\n flags |= OvrFlags.IgnoreMaterial;\r\n\r\n if (allowFlash && undefined !== flashedIdParts && feature.elementId.lower === flashedIdParts.lower && feature.elementId.upper === flashedIdParts.upper)\r\n flags |= OvrFlags.Flashed;\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, flags);\r\n if (OvrFlags.None !== flags)\r\n nOverridden++;\r\n }\r\n\r\n this._allHidden = (nHidden === map.numFeatures);\r\n this._anyOverridden = (nOverridden > 0);\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n // NB: If hilites is undefined, it means that the hilited set has not changed.\r\n private updateFlashedAndHilited(data: Texture2DDataUpdater, map: PackedFeatureTable, flashed?: Id64.Uint32Pair, hilites?: Hilites) {\r\n if (!hilites || true === this._options.noHilite) {\r\n this.updateFlashed(data, map, flashed);\r\n return;\r\n }\r\n\r\n const allowFlash = true !== this._options.noFlash;\r\n const intersect = \"intersection\" === hilites.modelSubCategoryMode;\r\n\r\n let isModelHilited = false;\r\n if (!hilites.models.isEmpty) {\r\n const modelId = Id64.getUint32Pair(map.modelId);\r\n isModelHilited = hilites.models.hasPair(modelId);\r\n }\r\n\r\n this._anyOverridden = this._anyHilited = false;\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const dataIndex = i* 4 * 2;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter. We can't flash it and don't want to hilite it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n let elemId;\r\n let isHilited = isModelHilited && !intersect;\r\n if (!isHilited && !hilites.elements.isEmpty) {\r\n elemId = map.getElementIdPair(i);\r\n isHilited = hilites.elements.hasPair(elemId);\r\n }\r\n\r\n if (!isHilited && !hilites.subcategories.isEmpty) {\r\n if (isModelHilited || !intersect) {\r\n const subcat = map.getSubCategoryIdPair(i);\r\n isHilited = hilites.subcategories.hasPair(subcat);\r\n }\r\n }\r\n\r\n let isFlashed = false;\r\n if (flashed && allowFlash) {\r\n elemId = elemId ?? map.getElementIdPair(i);\r\n isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;\r\n }\r\n\r\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n newFlags = isHilited ? (newFlags | OvrFlags.Hilited) : (newFlags & ~OvrFlags.Hilited);\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags) {\r\n this._anyOverridden = true;\r\n this._anyHilited = this._anyHilited || isHilited || OvrFlags.None !== (newFlags & OvrFlags.Emphasized);\r\n }\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private updateFlashed(data: Texture2DDataUpdater, map: PackedFeatureTable, flashed?: Id64.Uint32Pair): void {\r\n if (true === this._options.noFlash)\r\n return;\r\n\r\n this._anyOverridden = false;\r\n\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const dataIndex = i * 4 * 2;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter and we can't flash it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n let isFlashed = false;\r\n if (flashed) {\r\n const elemId = map.getElementIdPair(i);\r\n isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;\r\n }\r\n\r\n const newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags)\r\n this._anyOverridden = true;\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private constructor(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n this.target = target;\r\n this._options = options;\r\n this._cleanup = cleanup;\r\n }\r\n\r\n public static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n return new FeatureOverrides(target, options, cleanup);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._lut; }\r\n\r\n public dispose() {\r\n this._lut = dispose(this._lut);\r\n if (this._cleanup) {\r\n this._cleanup();\r\n this._cleanup = undefined;\r\n }\r\n }\r\n\r\n public initFromMap(map: PackedFeatureTable) {\r\n const nFeatures = map.numFeatures;\r\n assert(0 < nFeatures);\r\n\r\n this._lut = dispose(this._lut);\r\n\r\n const ovrs: FeatureSymbology.Overrides = this.target.currentFeatureSymbologyOverrides;\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n const hilite = this.target.hilites;\r\n this._lut = this._initialize(map, ovrs, hilite, this.target.flashed);\r\n this._lastFlashId = Id64.invalid;\r\n this._hiliteSyncObserver = {};\r\n }\r\n\r\n public update(features: PackedFeatureTable) {\r\n let ovrs: FeatureSymbology.Overrides | undefined = this.target.currentFeatureSymbologyOverrides;\r\n const ovrsUpdated = ovrs !== this._mostRecentSymbologyOverrides;\r\n if (ovrsUpdated)\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n else\r\n ovrs = undefined;\r\n\r\n const flashedId = this.target.flashedId;\r\n\r\n const hiliteSyncTarget = this.target.hiliteSyncTarget;\r\n const hiliteUpdated = !sync(hiliteSyncTarget, this._hiliteSyncObserver);\r\n\r\n const hilite = this.target.hilites;\r\n if (ovrsUpdated || hiliteUpdated || flashedId !== this._lastFlashId) {\r\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\r\n if (this._lut)\r\n this._update(features, this._lut, this.target.flashed, undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs);\r\n\r\n this._lastFlashId = flashedId;\r\n }\r\n }\r\n\r\n public bindLUTParams(uniform: UniformHandle): void {\r\n uniform.setUniform2fv(this._lutParams);\r\n }\r\n\r\n public bindLUT(uniform: UniformHandle): void {\r\n if (this._lut)\r\n this._lut.bindSampler(uniform, TextureUnit.FeatureSymbology);\r\n }\r\n\r\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\r\n uniform.setUniform1f(this._uniformSymbologyFlags);\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, Id64 } from \"@itwin/core-bentley\";\r\nimport { PackedFeature, PackedFeatureTable } from \"@itwin/core-common\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { DisplayParams } from \"../primitives/DisplayParams\";\r\nimport { BatchOptions } from \"../GraphicBuilder\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { GL } from \"./GL\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { EmphasisFlags, OvrFlags, TextureUnit } from \"./RenderFlags\";\r\nimport { sync, SyncObserver } from \"./Sync\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\r\n\r\nfunction computeWidthAndHeight(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number = 0, nTables: number = 1): { width: number, height: number } {\r\n const maxSize = System.instance.capabilities.maxTextureSize;\r\n const nRgba = nEntries * nRgbaPerEntry * nTables + nExtraRgba;\r\n\r\n if (nRgba < maxSize)\r\n return { width: nRgba, height: 1 };\r\n\r\n // Make roughly square to reduce unused space in last row\r\n let width = Math.ceil(Math.sqrt(nRgba));\r\n\r\n // Ensure a given entry's RGBA values all fit on the same row.\r\n const remainder = width % nRgbaPerEntry;\r\n if (0 !== remainder) {\r\n width += nRgbaPerEntry - remainder;\r\n }\r\n\r\n // Compute height\r\n const height = Math.ceil(nRgba / width);\r\n\r\n assert(height <= maxSize);\r\n assert(width <= maxSize);\r\n assert(width * height >= nRgba);\r\n assert(Math.floor(height) === height);\r\n assert(Math.floor(width) === width);\r\n\r\n // Row padding should never be necessary...\r\n assert(0 === width % nRgbaPerEntry);\r\n\r\n return { width, height };\r\n}\r\n\r\nexport function isFeatureHilited(feature: PackedFeature, hilites: Hilites, isModelHilited: boolean): boolean {\r\n if (hilites.isEmpty)\r\n return false;\r\n\r\n if (\"union\" === hilites.modelSubCategoryMode)\r\n return isModelHilited || hilites.elements.hasPair(feature.elementId) || hilites.subcategories.hasPair(feature.subCategoryId);\r\n\r\n return hilites.elements.hasPair(feature.elementId) || (isModelHilited && hilites.subcategories.hasPair(feature.subCategoryId));\r\n}\r\n\r\n/** @internal */\r\nexport type FeatureOverridesCleanup = () => void;\r\n\r\n/** @internal */\r\nexport class FeatureOverrides implements WebGLDisposable {\r\n public readonly target: Target;\r\n private readonly _options: BatchOptions;\r\n private _lut?: Texture2DHandle;\r\n private _mostRecentSymbologyOverrides?: FeatureSymbology.Overrides;\r\n private _lastFlashId = Id64.invalid;\r\n private _hiliteSyncObserver: SyncObserver = {};\r\n private _anyOverridden = true;\r\n private _allHidden = true;\r\n private _anyTranslucent = true;\r\n private _anyViewIndependentTranslucent = true;\r\n private _anyOpaque = true;\r\n private _anyHilited = true;\r\n private _lutParams = new Float32Array(2);\r\n private _uniformSymbologyFlags: EmphasisFlags = EmphasisFlags.None;\r\n private _cleanup?: FeatureOverridesCleanup;\r\n\r\n public get anyOverridden() { return this._anyOverridden; }\r\n public get allHidden() { return this._allHidden; }\r\n public get anyTranslucent() { return this._anyTranslucent; }\r\n public get anyViewIndependentTranslucent() { return this._anyViewIndependentTranslucent; }\r\n public get anyOpaque() { return this._anyOpaque; }\r\n public get anyHilited() { return this._anyHilited; }\r\n\r\n /** For tests. */\r\n public get lutData(): Uint8Array | undefined { return this._lut?.dataBytes; }\r\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\r\n public get isUniform() { return 2 === this._lutParams[0] && 1 === this._lutParams[1]; }\r\n\r\n private updateUniformSymbologyFlags(): void {\r\n this._uniformSymbologyFlags = EmphasisFlags.None;\r\n if (!this.isUniform || !this._lut)\r\n return;\r\n\r\n let flags = this._lut.dataBytes![0];\r\n if (0 !== (flags & OvrFlags.Flashed))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Flashed;\r\n\r\n if (0 !== (flags & OvrFlags.NonLocatable))\r\n this._uniformSymbologyFlags |= EmphasisFlags.NonLocatable;\r\n\r\n if (!this._anyHilited)\r\n return;\r\n\r\n flags = this._lut.dataBytes![1] << 8;\r\n if (0 !== (flags & OvrFlags.Hilited))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Hilite;\r\n\r\n if (0 !== (flags & OvrFlags.Emphasized))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Emphasized;\r\n }\r\n\r\n public getUniformOverrides(): Uint8Array {\r\n assert(this.isUniform);\r\n assert(undefined !== this._lut);\r\n assert(undefined !== this._lut.dataBytes);\r\n return this._lut.dataBytes;\r\n }\r\n\r\n private _initialize(map: PackedFeatureTable, ovrs: FeatureSymbology.Overrides, hilite: Hilites, flashed?: Id64.Uint32Pair): Texture2DHandle | undefined {\r\n const nFeatures = map.numFeatures;\r\n const dims = computeWidthAndHeight(nFeatures, 2);\r\n const width = dims.width;\r\n const height = dims.height;\r\n assert(width * height >= nFeatures);\r\n\r\n this._lutParams[0] = width;\r\n this._lutParams[1] = height;\r\n\r\n const data = new Uint8Array(width * height * 4);\r\n const creator = new Texture2DDataUpdater(data);\r\n this.buildLookupTable(creator, map, ovrs, flashed, hilite);\r\n\r\n return TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\r\n }\r\n\r\n private _update(map: PackedFeatureTable, lut: Texture2DHandle, flashed?: Id64.Uint32Pair, hilites?: Hilites, ovrs?: FeatureSymbology.Overrides) {\r\n const updater = new Texture2DDataUpdater(lut.dataBytes!);\r\n\r\n if (undefined === ovrs) {\r\n this.updateFlashedAndHilited(updater, map, flashed, hilites);\r\n } else {\r\n assert(undefined !== hilites);\r\n this.buildLookupTable(updater, map, ovrs, flashed, hilites);\r\n }\r\n\r\n lut.update(updater);\r\n }\r\n\r\n private buildLookupTable(data: Texture2DDataUpdater, map: PackedFeatureTable, ovr: FeatureSymbology.Overrides, flashedIdParts: Id64.Uint32Pair | undefined, hilites: Hilites) {\r\n const allowHilite = true !== this._options.noHilite;\r\n const allowFlash = true !== this._options.noFlash;\r\n const allowEmphasis = true !== this._options.noEmphasis;\r\n\r\n const modelIdParts = Id64.getUint32Pair(map.modelId);\r\n const isModelHilited = allowHilite && hilites.models.hasPair(modelIdParts);\r\n\r\n this._anyOpaque = this._anyTranslucent = this._anyViewIndependentTranslucent = this._anyHilited = false;\r\n\r\n let nHidden = 0;\r\n let nOverridden = 0;\r\n\r\n // NB: We currently use 2 RGBA values per feature as follows:\r\n // [0]\r\n // RG = override flags (see OvrFlags enum)\r\n // B = line code\r\n // A = line weight (if we need an extra byte in future, could combine code+weight into a single byte).\r\n // [1]\r\n // RGB = rgb\r\n // A = alpha\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const feature = map.getPackedFeature(i);\r\n const dataIndex = i * 4 * 2;\r\n\r\n const app = this.target.currentBranch.getFeatureAppearance(\r\n ovr,\r\n feature.elementId.lower, feature.elementId.upper,\r\n feature.subCategoryId.lower, feature.subCategoryId.upper,\r\n feature.geometryClass,\r\n modelIdParts.lower, modelIdParts.upper,\r\n map.type, feature.animationNodeId);\r\n\r\n // NB: If the appearance is fully transparent, then:\r\n // - For normal (\"primary\") models, getAppearance() returns undefined.\r\n // - For classifier models, getAppearance() returns the appearance, and classification shader will discard fully-transparent classified pixels.\r\n // (The latter is how we clip the classified model using the classifiers).\r\n if (undefined === app) {\r\n // The feature is not visible. We don't care about any of the other overrides, because we're not going to render it.\r\n data.setOvrFlagsAtIndex(dataIndex, OvrFlags.Visibility);\r\n nHidden++;\r\n nOverridden++;\r\n continue;\r\n }\r\n\r\n let flags = app.nonLocatable ? OvrFlags.NonLocatable : OvrFlags.None;\r\n if (allowHilite && isFeatureHilited(feature, hilites, isModelHilited)) {\r\n flags |= OvrFlags.Hilited;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (allowEmphasis && app.emphasized) {\r\n flags |= OvrFlags.Emphasized;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (app.overridesRgb && app.rgb) {\r\n flags |= OvrFlags.Rgb;\r\n const rgb = app.rgb;\r\n data.setByteAtIndex(dataIndex + 4, rgb.r);\r\n data.setByteAtIndex(dataIndex + 5, rgb.g);\r\n data.setByteAtIndex(dataIndex + 6, rgb.b);\r\n }\r\n\r\n if (undefined !== app.transparency) {\r\n // transparency in range [0, 1]...convert to byte and invert so 0=transparent...\r\n flags |= OvrFlags.Alpha;\r\n let alpha = 1.0 - app.transparency;\r\n alpha = Math.floor(0xff * alpha + 0.5);\r\n if ((0xff - alpha) < DisplayParams.minTransparency)\r\n alpha = 0xff;\r\n\r\n data.setByteAtIndex(dataIndex + 7, alpha);\r\n if (0xff === alpha) {\r\n this._anyOpaque = true;\r\n } else {\r\n this._anyTranslucent = true;\r\n if (!app.viewDependentTransparency) {\r\n flags |= OvrFlags.ViewIndependentTransparency;\r\n this._anyViewIndependentTranslucent = true;\r\n }\r\n }\r\n }\r\n\r\n if (app.overridesWeight && app.weight) {\r\n flags |= OvrFlags.Weight;\r\n let weight = app.weight;\r\n weight = Math.min(31, weight);\r\n weight = Math.max(1, weight);\r\n data.setByteAtIndex(dataIndex + 3, weight);\r\n }\r\n\r\n if (app.overridesLinePixels && app.linePixels) {\r\n flags |= OvrFlags.LineCode;\r\n const lineCode = LineCode.valueFromLinePixels(app.linePixels);\r\n data.setByteAtIndex(dataIndex + 2, lineCode);\r\n }\r\n\r\n if (app.ignoresMaterial)\r\n flags |= OvrFlags.IgnoreMaterial;\r\n\r\n if (allowFlash && undefined !== flashedIdParts && feature.elementId.lower === flashedIdParts.lower && feature.elementId.upper === flashedIdParts.upper)\r\n flags |= OvrFlags.Flashed;\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, flags);\r\n if (OvrFlags.None !== flags)\r\n nOverridden++;\r\n }\r\n\r\n this._allHidden = (nHidden === map.numFeatures);\r\n this._anyOverridden = (nOverridden > 0);\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n // NB: If hilites is undefined, it means that the hilited set has not changed.\r\n private updateFlashedAndHilited(data: Texture2DDataUpdater, map: PackedFeatureTable, flashed?: Id64.Uint32Pair, hilites?: Hilites) {\r\n if (!hilites || true === this._options.noHilite) {\r\n this.updateFlashed(data, map, flashed);\r\n return;\r\n }\r\n\r\n const allowFlash = true !== this._options.noFlash;\r\n const intersect = \"intersection\" === hilites.modelSubCategoryMode;\r\n\r\n let isModelHilited = false;\r\n if (!hilites.models.isEmpty) {\r\n const modelId = Id64.getUint32Pair(map.modelId);\r\n isModelHilited = hilites.models.hasPair(modelId);\r\n }\r\n\r\n this._anyOverridden = this._anyHilited = false;\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const dataIndex = i* 4 * 2;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter. We can't flash it and don't want to hilite it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n let elemId;\r\n let isHilited = isModelHilited && !intersect;\r\n if (!isHilited && !hilites.elements.isEmpty) {\r\n elemId = map.getElementIdPair(i);\r\n isHilited = hilites.elements.hasPair(elemId);\r\n }\r\n\r\n if (!isHilited && !hilites.subcategories.isEmpty) {\r\n if (isModelHilited || !intersect) {\r\n const subcat = map.getSubCategoryIdPair(i);\r\n isHilited = hilites.subcategories.hasPair(subcat);\r\n }\r\n }\r\n\r\n let isFlashed = false;\r\n if (flashed && allowFlash) {\r\n elemId = elemId ?? map.getElementIdPair(i);\r\n isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;\r\n }\r\n\r\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n newFlags = isHilited ? (newFlags | OvrFlags.Hilited) : (newFlags & ~OvrFlags.Hilited);\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags) {\r\n this._anyOverridden = true;\r\n this._anyHilited = this._anyHilited || isHilited || OvrFlags.None !== (newFlags & OvrFlags.Emphasized);\r\n }\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private updateFlashed(data: Texture2DDataUpdater, map: PackedFeatureTable, flashed?: Id64.Uint32Pair): void {\r\n if (true === this._options.noFlash)\r\n return;\r\n\r\n this._anyOverridden = false;\r\n\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const dataIndex = i * 4 * 2;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter and we can't flash it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n let isFlashed = false;\r\n if (flashed) {\r\n const elemId = map.getElementIdPair(i);\r\n isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;\r\n }\r\n\r\n const newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags)\r\n this._anyOverridden = true;\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private constructor(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n this.target = target;\r\n this._options = options;\r\n this._cleanup = cleanup;\r\n }\r\n\r\n public static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n return new FeatureOverrides(target, options, cleanup);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._lut; }\r\n\r\n public dispose() {\r\n this._lut = dispose(this._lut);\r\n if (this._cleanup) {\r\n this._cleanup();\r\n this._cleanup = undefined;\r\n }\r\n }\r\n\r\n public initFromMap(map: PackedFeatureTable) {\r\n const nFeatures = map.numFeatures;\r\n assert(0 < nFeatures);\r\n\r\n this._lut = dispose(this._lut);\r\n\r\n const ovrs: FeatureSymbology.Overrides = this.target.currentFeatureSymbologyOverrides;\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n const hilite = this.target.hilites;\r\n this._lut = this._initialize(map, ovrs, hilite, this.target.flashed);\r\n this._lastFlashId = Id64.invalid;\r\n this._hiliteSyncObserver = {};\r\n }\r\n\r\n public update(features: PackedFeatureTable) {\r\n let ovrs: FeatureSymbology.Overrides | undefined = this.target.currentFeatureSymbologyOverrides;\r\n const ovrsUpdated = ovrs !== this._mostRecentSymbologyOverrides;\r\n if (ovrsUpdated)\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n else\r\n ovrs = undefined;\r\n\r\n const flashedId = this.target.flashedId;\r\n\r\n const hiliteSyncTarget = this.target.hiliteSyncTarget;\r\n const hiliteUpdated = !sync(hiliteSyncTarget, this._hiliteSyncObserver);\r\n\r\n const hilite = this.target.hilites;\r\n if (ovrsUpdated || hiliteUpdated || flashedId !== this._lastFlashId) {\r\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\r\n if (this._lut)\r\n this._update(features, this._lut, this.target.flashed, undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs);\r\n\r\n this._lastFlashId = flashedId;\r\n }\r\n }\r\n\r\n public bindLUTParams(uniform: UniformHandle): void {\r\n uniform.setUniform2fv(this._lutParams);\r\n }\r\n\r\n public bindLUT(uniform: UniformHandle): void {\r\n if (this._lut)\r\n this._lut.bindSampler(uniform, TextureUnit.FeatureSymbology);\r\n }\r\n\r\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\r\n uniform.setUniform1f(this._uniformSymbologyFlags);\r\n }\r\n}\r\n"]}
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@@ -16,13 +16,13 @@ export declare class MeshData implements WebGLDisposable {
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readonly hasFeatures: boolean;
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readonly uniformFeatureId?: number;
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readonly texture?: Texture;
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readonly normalMap?: Texture;
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readonly materialInfo?: MaterialInfo;
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readonly type: SurfaceType;
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readonly fillFlags: FillFlags;
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readonly edgeLineCode: number;
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readonly isPlanar: boolean;
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readonly hasBakedLighting: boolean;
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-
readonly hasFixedNormals: boolean;
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readonly lut: VertexLUT;
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readonly viewIndependentOrigin?: Point3d;
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private readonly _textureAlwaysDisplayed;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"MeshData.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/MeshData.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAoB,SAAS,EAAc,MAAM,oBAAoB,CAAC;AAC7E,OAAO,EAAE,UAAU,EAAE,MAAM,2BAA2B,CAAC;AACvD,OAAO,EAAE,WAAW,EAAE,MAAM,6BAA6B,CAAC;AAC1D,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAE/C,OAAO,EAAsB,YAAY,EAAE,MAAM,YAAY,CAAC;AAC9D,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAExC,gBAAgB;AAChB,qBAAa,QAAS,YAAW,eAAe;IAC9C,SAAgB,SAAS,EAAE,MAAM,CAAC;IAClC,SAAgB,WAAW,EAAE,OAAO,CAAC;IACrC,SAAgB,gBAAgB,CAAC,EAAE,MAAM,CAAC;IAC1C,SAAgB,OAAO,CAAC,EAAE,OAAO,CAAC;IAClC,SAAgB,YAAY,CAAC,EAAE,YAAY,CAAC;IAC5C,SAAgB,IAAI,EAAE,WAAW,CAAC;IAClC,SAAgB,SAAS,EAAE,SAAS,CAAC;IACrC,SAAgB,YAAY,EAAE,MAAM,CAAC;IACrC,SAAgB,QAAQ,EAAE,OAAO,CAAC;IAClC,SAAgB,gBAAgB,EAAE,OAAO,CAAC;IAC1C,SAAgB,
|
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1
|
+
{"version":3,"file":"MeshData.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/MeshData.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAoB,SAAS,EAAc,MAAM,oBAAoB,CAAC;AAC7E,OAAO,EAAE,UAAU,EAAE,MAAM,2BAA2B,CAAC;AACvD,OAAO,EAAE,WAAW,EAAE,MAAM,6BAA6B,CAAC;AAC1D,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAE/C,OAAO,EAAsB,YAAY,EAAE,MAAM,YAAY,CAAC;AAC9D,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAExC,gBAAgB;AAChB,qBAAa,QAAS,YAAW,eAAe;IAC9C,SAAgB,SAAS,EAAE,MAAM,CAAC;IAClC,SAAgB,WAAW,EAAE,OAAO,CAAC;IACrC,SAAgB,gBAAgB,CAAC,EAAE,MAAM,CAAC;IAC1C,SAAgB,OAAO,CAAC,EAAE,OAAO,CAAC;IAClC,SAAgB,SAAS,CAAC,EAAE,OAAO,CAAC;IACpC,SAAgB,YAAY,CAAC,EAAE,YAAY,CAAC;IAC5C,SAAgB,IAAI,EAAE,WAAW,CAAC;IAClC,SAAgB,SAAS,EAAE,SAAS,CAAC;IACrC,SAAgB,YAAY,EAAE,MAAM,CAAC;IACrC,SAAgB,QAAQ,EAAE,OAAO,CAAC;IAClC,SAAgB,gBAAgB,EAAE,OAAO,CAAC;IAC1C,SAAgB,GAAG,EAAE,SAAS,CAAC;IAC/B,SAAgB,qBAAqB,CAAC,EAAE,OAAO,CAAC;IAChD,OAAO,CAAC,QAAQ,CAAC,uBAAuB,CAAU;IAElD,OAAO;WAuCO,MAAM,CAAC,MAAM,EAAE,UAAU,EAAE,QAAQ,EAAE,OAAO,GAAG,SAAS,GAAG,QAAQ,GAAG,SAAS;IAK7F,IAAW,UAAU,IAAI,OAAO,CAA8D;IAEvF,OAAO;IAMd,IAAW,OAAO,YAAiE;IACnF,IAAW,wBAAwB,YAA2D;IAG9F,OAAO,KAAK,YAAY,GAEvB;IAEM,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;CAK/D"}
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@@ -24,6 +24,19 @@ class MeshData {
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if (undefined !== params.surface.textureMapping) {
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this.texture = params.surface.textureMapping.texture;
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this._textureAlwaysDisplayed = params.surface.textureMapping.alwaysDisplayed;
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if (undefined !== params.surface.material && !params.surface.material.isAtlas) {
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const matTM = params.surface.material.material.textureMapping;
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if (undefined !== matTM && undefined !== matTM.normalMapParams) {
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if (undefined !== matTM.normalMapParams.normalMap) {
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this.normalMap = matTM.normalMapParams.normalMap;
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}
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else {
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// If there are normal map params but the normal map is not present, use the texture as a normal map instead of a pattern map.
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this.normalMap = this.texture;
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this.texture = undefined;
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}
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}
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}
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}
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41
|
else {
|
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29
42
|
this.texture = undefined;
|
|
@@ -34,7 +47,6 @@ class MeshData {
|
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|
34
47
|
this.fillFlags = params.surface.fillFlags;
|
|
35
48
|
this.isPlanar = params.isPlanar;
|
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36
49
|
this.hasBakedLighting = params.surface.hasBakedLighting;
|
|
37
|
-
this.hasFixedNormals = params.surface.hasFixedNormals;
|
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38
50
|
const edges = params.edges;
|
|
39
51
|
this.edgeWidth = undefined !== edges ? edges.weight : 1;
|
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40
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|
this.edgeLineCode = LineCode_1.LineCode.valueFromLinePixels(undefined !== edges ? edges.linePixels : core_common_1.LinePixels.Solid);
|
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@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"MeshData.js","sourceRoot":"","sources":["../../../../src/render/webgl/MeshData.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,sDAA8C;AAE9C,oDAA6E;AAK7E,yCAAsC;AACtC,yCAA8D;AAE9D,2CAAwC;AAExC,gBAAgB;AAChB,MAAa,QAAQ;IAgBnB,YAAoB,GAAc,EAAE,MAAkB,EAAE,QAA6B;QACnF,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;QACf,IAAI,CAAC,qBAAqB,GAAG,QAAQ,CAAC;QAEtC,IAAI,CAAC,WAAW,GAAG,8BAAgB,CAAC,KAAK,KAAK,MAAM,CAAC,QAAQ,CAAC,gBAAgB,CAAC;QAC/E,IAAI,8BAAgB,CAAC,OAAO,KAAK,MAAM,CAAC,QAAQ,CAAC,gBAAgB;YAC/D,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,QAAQ,CAAC,gBAAgB,CAAC;QAE3D,IAAI,SAAS,KAAK,MAAM,CAAC,OAAO,CAAC,cAAc,EAAE;YAC/C,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC,cAAc,CAAC,OAAkB,CAAC;YAChE,IAAI,CAAC,uBAAuB,GAAG,MAAM,CAAC,OAAO,CAAC,cAAc,CAAC,eAAe,CAAC;
|
|
1
|
+
{"version":3,"file":"MeshData.js","sourceRoot":"","sources":["../../../../src/render/webgl/MeshData.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,sDAA8C;AAE9C,oDAA6E;AAK7E,yCAAsC;AACtC,yCAA8D;AAE9D,2CAAwC;AAExC,gBAAgB;AAChB,MAAa,QAAQ;IAgBnB,YAAoB,GAAc,EAAE,MAAkB,EAAE,QAA6B;QACnF,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;QACf,IAAI,CAAC,qBAAqB,GAAG,QAAQ,CAAC;QAEtC,IAAI,CAAC,WAAW,GAAG,8BAAgB,CAAC,KAAK,KAAK,MAAM,CAAC,QAAQ,CAAC,gBAAgB,CAAC;QAC/E,IAAI,8BAAgB,CAAC,OAAO,KAAK,MAAM,CAAC,QAAQ,CAAC,gBAAgB;YAC/D,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,QAAQ,CAAC,gBAAgB,CAAC;QAE3D,IAAI,SAAS,KAAK,MAAM,CAAC,OAAO,CAAC,cAAc,EAAE;YAC/C,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC,cAAc,CAAC,OAAkB,CAAC;YAChE,IAAI,CAAC,uBAAuB,GAAG,MAAM,CAAC,OAAO,CAAC,cAAc,CAAC,eAAe,CAAC;YAC7E,IAAI,SAAS,KAAK,MAAM,CAAC,OAAO,CAAC,QAAQ,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,QAAQ,CAAC,OAAO,EAAE;gBAC7E,MAAM,KAAK,GAAG,MAAM,CAAC,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAC,cAAc,CAAC;gBAC9D,IAAI,SAAS,KAAK,KAAK,IAAI,SAAS,KAAK,KAAK,CAAC,eAAe,EAAE;oBAC9D,IAAI,SAAS,KAAK,KAAK,CAAC,eAAe,CAAC,SAAS,EAAE;wBACjD,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC,eAAe,CAAC,SAAoB,CAAC;qBAC7D;yBAAM;wBACL,8HAA8H;wBAC9H,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC;wBAC9B,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC;qBAC1B;iBACF;aACF;SACF;aAAM;YACL,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC;YACzB,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;SACtC;QAED,IAAI,CAAC,YAAY,GAAG,IAAA,6BAAkB,EAAC,MAAM,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;QAEhE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC;QAChC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,OAAO,CAAC,SAAS,CAAC;QAC1C,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;QAChC,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,OAAO,CAAC,gBAAgB,CAAC;QACxD,MAAM,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;QAC3B,IAAI,CAAC,SAAS,GAAG,SAAS,KAAK,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;QACxD,IAAI,CAAC,YAAY,GAAG,mBAAQ,CAAC,mBAAmB,CAAC,SAAS,KAAK,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC,wBAAU,CAAC,KAAK,CAAC,CAAC;IAC9G,CAAC;IAEM,MAAM,CAAC,MAAM,CAAC,MAAkB,EAAE,QAA6B;QACpE,MAAM,GAAG,GAAG,qBAAS,CAAC,qBAAqB,CAAC,MAAM,CAAC,QAAQ,EAAE,MAAM,CAAC,WAAW,CAAC,CAAC;QACjF,OAAO,SAAS,KAAK,GAAG,CAAC,CAAC,CAAC,IAAI,QAAQ,CAAC,GAAG,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;IAC7E,CAAC;IAED,IAAW,UAAU,KAAc,OAAO,SAAS,KAAK,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC,CAAC;IAEvF,OAAO;QACZ,IAAA,sBAAO,EAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QAClB,IAAI,IAAI,CAAC,YAAY;YACnB,IAAI,CAAC,OAAQ,CAAC,OAAO,EAAE,CAAC;IAC5B,CAAC;IAED,IAAW,OAAO,KAAK,OAAO,SAAS,KAAK,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,CAAC;IACnF,IAAW,wBAAwB,KAAK,OAAO,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,uBAAuB,CAAC,CAAC,CAAC;IAE9F,mMAAmM;IACnM,IAAY,YAAY;;QACtB,OAAO,SAAS,KAAK,IAAI,CAAC,OAAO,IAAI,CAAC,CAAA,MAAA,IAAI,CAAC,OAAO,0CAAE,QAAQ,CAAA,CAAC;IAC/D,CAAC;IAEM,iBAAiB,CAAC,KAA8B;QACrD,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC;QACzC,IAAI,IAAI,CAAC,YAAY;YACnB,KAAK,CAAC,UAAU,CAAC,IAAI,CAAC,OAAQ,CAAC,SAAS,CAAC,CAAC;IAC9C,CAAC;CACF;AAjFD,4BAiFC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { dispose } from \"@itwin/core-bentley\";\r\nimport { Point3d } from \"@itwin/core-geometry\";\r\nimport { FeatureIndexType, FillFlags, LinePixels } from \"@itwin/core-common\";\r\nimport { MeshParams } from \"../primitives/VertexTable\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { createMaterialInfo, MaterialInfo } from \"./Material\";\r\nimport { Texture } from \"./Texture\";\r\nimport { VertexLUT } from \"./VertexLUT\";\r\n\r\n/** @internal */\r\nexport class MeshData implements WebGLDisposable {\r\n public readonly edgeWidth: number;\r\n public readonly hasFeatures: boolean;\r\n public readonly uniformFeatureId?: number; // Used strictly by BatchPrimitiveCommand.computeIsFlashed for flashing volume classification primitives.\r\n public readonly texture?: Texture;\r\n public readonly normalMap?: Texture;\r\n public readonly materialInfo?: MaterialInfo;\r\n public readonly type: SurfaceType;\r\n public readonly fillFlags: FillFlags;\r\n public readonly edgeLineCode: number; // Must call LineCode.valueFromLinePixels(val: LinePixels) and set the output to edgeLineCode\r\n public readonly isPlanar: boolean;\r\n public readonly hasBakedLighting: boolean;\r\n public readonly lut: VertexLUT;\r\n public readonly viewIndependentOrigin?: Point3d;\r\n private readonly _textureAlwaysDisplayed: boolean;\r\n\r\n private constructor(lut: VertexLUT, params: MeshParams, viOrigin: Point3d | undefined) {\r\n this.lut = lut;\r\n this.viewIndependentOrigin = viOrigin;\r\n\r\n this.hasFeatures = FeatureIndexType.Empty !== params.vertices.featureIndexType;\r\n if (FeatureIndexType.Uniform === params.vertices.featureIndexType)\r\n this.uniformFeatureId = params.vertices.uniformFeatureID;\r\n\r\n if (undefined !== params.surface.textureMapping) {\r\n this.texture = params.surface.textureMapping.texture as Texture;\r\n this._textureAlwaysDisplayed = params.surface.textureMapping.alwaysDisplayed;\r\n if (undefined !== params.surface.material && !params.surface.material.isAtlas) {\r\n const matTM = params.surface.material.material.textureMapping;\r\n if (undefined !== matTM && undefined !== matTM.normalMapParams) {\r\n if (undefined !== matTM.normalMapParams.normalMap) {\r\n this.normalMap = matTM.normalMapParams.normalMap as Texture;\r\n } else {\r\n // If there are normal map params but the normal map is not present, use the texture as a normal map instead of a pattern map.\r\n this.normalMap = this.texture;\r\n this.texture = undefined;\r\n }\r\n }\r\n }\r\n } else {\r\n this.texture = undefined;\r\n this._textureAlwaysDisplayed = false;\r\n }\r\n\r\n this.materialInfo = createMaterialInfo(params.surface.material);\r\n\r\n this.type = params.surface.type;\r\n this.fillFlags = params.surface.fillFlags;\r\n this.isPlanar = params.isPlanar;\r\n this.hasBakedLighting = params.surface.hasBakedLighting;\r\n const edges = params.edges;\r\n this.edgeWidth = undefined !== edges ? edges.weight : 1;\r\n this.edgeLineCode = LineCode.valueFromLinePixels(undefined !== edges ? edges.linePixels : LinePixels.Solid);\r\n }\r\n\r\n public static create(params: MeshParams, viOrigin: Point3d | undefined): MeshData | undefined {\r\n const lut = VertexLUT.createFromVertexTable(params.vertices, params.auxChannels);\r\n return undefined !== lut ? new MeshData(lut, params, viOrigin) : undefined;\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this.texture && this.lut.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.lut);\r\n if (this._ownsTexture)\r\n this.texture!.dispose();\r\n }\r\n\r\n public get isGlyph() { return undefined !== this.texture && this.texture.isGlyph; }\r\n public get isTextureAlwaysDisplayed() { return this.isGlyph || this._textureAlwaysDisplayed; }\r\n\r\n // Returns true if no one else owns this texture. Implies that the texture should be disposed when this object is disposed, and the texture's memory should be tracked as belonging to this object.\r\n private get _ownsTexture(): boolean {\r\n return undefined !== this.texture && !this.texture?.hasOwner;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addVertexTable(this.lut.bytesUsed);\r\n if (this._ownsTexture)\r\n stats.addTexture(this.texture!.bytesUsed);\r\n }\r\n}\r\n"]}
|
|
@@ -25,8 +25,8 @@ export declare abstract class MeshGeometry extends LUTGeometry {
|
|
|
25
25
|
get colorInfo(): ColorInfo;
|
|
26
26
|
get uniformColor(): FloatRgba | undefined;
|
|
27
27
|
get texture(): import("./Texture").Texture | undefined;
|
|
28
|
+
get normalMap(): import("./Texture").Texture | undefined;
|
|
28
29
|
get hasBakedLighting(): boolean;
|
|
29
|
-
get hasFixedNormals(): boolean;
|
|
30
30
|
get lut(): import("./VertexLUT").VertexLUT;
|
|
31
31
|
get hasScalarAnimation(): boolean;
|
|
32
32
|
protected constructor(mesh: MeshData, numIndices: number);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"MeshGeometry.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/MeshGeometry.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AACpD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,IAAI,EAAE,MAAM,eAAe,CAAC;AACrC,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAEtC;;GAEG;AACH,8BAAsB,YAAa,SAAQ,WAAW;IACpD,SAAgB,IAAI,EAAE,QAAQ,CAAC;IAC/B,SAAS,CAAC,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAEvC,IAAoB,MAAM,SAAmB;cAC1B,cAAc,CAAC,MAAM,EAAE,mBAAmB,GAAG,MAAM;IAGtE,IAAW,SAAS,WAAkC;IACtD,IAAW,YAAY,WAAqC;IAC5D,IAAoB,WAAW,YAAoC;IACnE,IAAW,WAAW,sDAA6B;IACnD,IAAW,SAAS,2CAAkC;IACtD,IAAW,QAAQ,YAAiC;IACpD,IAAW,SAAS,IAAI,SAAS,CAAoC;IACrE,IAAW,YAAY,IAAI,SAAS,GAAG,SAAS,CAA0E;IAC1H,IAAW,OAAO,4CAAgC;IAClD,IAAoB,gBAAgB,YAAyC;IAC7E,IAAW,
|
|
1
|
+
{"version":3,"file":"MeshGeometry.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/MeshGeometry.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AACpD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,IAAI,EAAE,MAAM,eAAe,CAAC;AACrC,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAEtC;;GAEG;AACH,8BAAsB,YAAa,SAAQ,WAAW;IACpD,SAAgB,IAAI,EAAE,QAAQ,CAAC;IAC/B,SAAS,CAAC,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAEvC,IAAoB,MAAM,SAAmB;cAC1B,cAAc,CAAC,MAAM,EAAE,mBAAmB,GAAG,MAAM;IAGtE,IAAW,SAAS,WAAkC;IACtD,IAAW,YAAY,WAAqC;IAC5D,IAAoB,WAAW,YAAoC;IACnE,IAAW,WAAW,sDAA6B;IACnD,IAAW,SAAS,2CAAkC;IACtD,IAAW,QAAQ,YAAiC;IACpD,IAAW,SAAS,IAAI,SAAS,CAAoC;IACrE,IAAW,YAAY,IAAI,SAAS,GAAG,SAAS,CAA0E;IAC1H,IAAW,OAAO,4CAAgC;IAClD,IAAW,SAAS,4CAAkC;IACtD,IAAoB,gBAAgB,YAAyC;IAC7E,IAAW,GAAG,oCAA4B;IAC1C,IAAW,kBAAkB,YAA+C;IAE5E,SAAS,aAAa,IAAI,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM;IAMxD,SAAS,CAAC,iBAAiB,CAAC,MAAM,EAAE,mBAAmB,GAAG,MAAM;IAGhE,SAAS,CAAC,mBAAmB,CAAC,MAAM,EAAE,mBAAmB,GAAG,MAAM;IAGlE,SAAS,CAAC,gBAAgB,CAAC,MAAM,EAAE,MAAM,GAAG,SAAS;IAGrD,SAAS,CAAC,eAAe,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;CAYhD"}
|
|
@@ -31,8 +31,8 @@ class MeshGeometry extends CachedGeometry_1.LUTGeometry {
|
|
|
31
31
|
get colorInfo() { return this.mesh.lut.colorInfo; }
|
|
32
32
|
get uniformColor() { return this.colorInfo.isUniform ? this.colorInfo.uniform : undefined; }
|
|
33
33
|
get texture() { return this.mesh.texture; }
|
|
34
|
+
get normalMap() { return this.mesh.normalMap; }
|
|
34
35
|
get hasBakedLighting() { return this.mesh.hasBakedLighting; }
|
|
35
|
-
get hasFixedNormals() { return this.mesh.hasFixedNormals; }
|
|
36
36
|
get lut() { return this.mesh.lut; }
|
|
37
37
|
get hasScalarAnimation() { return this.mesh.lut.hasScalarAnimation; }
|
|
38
38
|
computeEdgeWeight(params) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"MeshGeometry.js","sourceRoot":"","sources":["../../../../src/render/webgl/MeshGeometry.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,oDAAgD;AAChD,qDAA+C;AAQ/C;;GAEG;AACH,MAAsB,YAAa,SAAQ,4BAAW;IAsBpD,YAAsB,IAAc,EAAE,UAAkB;QACtD,KAAK,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;QAClC,IAAI,CAAC,WAAW,GAAG,UAAU,CAAC;QAC9B,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;IACnB,CAAC;IAtBD,IAAoB,MAAM,KAAK,OAAO,IAAI,CAAC,CAAC,CAAC;IAC1B,cAAc,CAAC,MAA2B,IAAY,OAAO,IAAI,CAAC,iBAAiB,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;IAEjH,2BAA2B;IAC3B,IAAW,SAAS,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;IACtD,IAAW,YAAY,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC;IAC5D,IAAoB,WAAW,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC;IACnE,IAAW,WAAW,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC;IACnD,IAAW,SAAS,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;IACtD,IAAW,QAAQ,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC;IACpD,IAAW,SAAS,KAAgB,OAAO,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC;IACrE,IAAW,YAAY,KAA4B,OAAO,IAAI,CAAC,SAAS,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC;IAC1H,IAAW,OAAO,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC;IAClD,
|
|
1
|
+
{"version":3,"file":"MeshGeometry.js","sourceRoot":"","sources":["../../../../src/render/webgl/MeshGeometry.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,oDAAgD;AAChD,qDAA+C;AAQ/C;;GAEG;AACH,MAAsB,YAAa,SAAQ,4BAAW;IAsBpD,YAAsB,IAAc,EAAE,UAAkB;QACtD,KAAK,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;QAClC,IAAI,CAAC,WAAW,GAAG,UAAU,CAAC;QAC9B,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;IACnB,CAAC;IAtBD,IAAoB,MAAM,KAAK,OAAO,IAAI,CAAC,CAAC,CAAC;IAC1B,cAAc,CAAC,MAA2B,IAAY,OAAO,IAAI,CAAC,iBAAiB,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;IAEjH,2BAA2B;IAC3B,IAAW,SAAS,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;IACtD,IAAW,YAAY,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC;IAC5D,IAAoB,WAAW,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC;IACnE,IAAW,WAAW,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC;IACnD,IAAW,SAAS,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;IACtD,IAAW,QAAQ,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC;IACpD,IAAW,SAAS,KAAgB,OAAO,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC;IACrE,IAAW,YAAY,KAA4B,OAAO,IAAI,CAAC,SAAS,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC;IAC1H,IAAW,OAAO,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC;IAClD,IAAW,SAAS,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;IACtD,IAAoB,gBAAgB,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC;IAC7E,IAAW,GAAG,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;IAC1C,IAAW,kBAAkB,KAAK,OAAO,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,kBAAkB,CAAC,CAAC,CAAC;IAQlE,iBAAiB,CAAC,MAA2B;QACrD,OAAO,MAAM,CAAC,MAAM,CAAC,iBAAiB,CAAC,MAAM,CAAC,UAAU,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;IAC5E,CAAC;IACS,mBAAmB,CAAC,MAA2B;QACvD,OAAO,MAAM,CAAC,MAAM,CAAC,mBAAmB,CAAC,MAAM,CAAC,UAAU,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;IACjF,CAAC;IACS,gBAAgB,CAAC,MAAc;QACvC,OAAO,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IACjD,CAAC;IACS,eAAe,CAAC,MAAc;QACtC,IAAI,MAAM,CAAC,kBAAkB;YAC3B,OAAO,MAAM,CAAC;QAEhB,MAAM,EAAE,GAAG,MAAM,CAAC,gBAAgB,CAAC;QACnC,IAAI,wBAAU,CAAC,WAAW,KAAK,EAAE,CAAC,UAAU,IAAI,CAAC,EAAE,CAAC,YAAY;YAC9D,OAAO,MAAM,CAAC;QAEhB,iDAAiD;QACjD,MAAM,aAAa,GAAG,wBAAU,CAAC,SAAS,KAAK,EAAE,CAAC,UAAU,IAAI,EAAE,CAAC,YAAY,IAAI,IAAI,CAAC,SAAS,CAAC,eAAe,CAAC;QAClH,OAAO,aAAa,CAAC,CAAC,CAAC,aAAa,CAAC,CAAC,CAAC,eAAe,CAAC;IACzD,CAAC;CACF;AAjDD,oCAiDC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { RenderMode } from \"@itwin/core-common\";\r\nimport { LUTGeometry } from \"./CachedGeometry\";\r\nimport { ColorInfo } from \"./ColorInfo\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { FloatRgba } from \"./FloatRGBA\";\r\nimport { Pass } from \"./RenderFlags\";\r\nimport { Target } from \"./Target\";\r\nimport { MeshData } from \"./MeshData\";\r\n\r\n/** Defines one aspect of the geometry of a mesh (surface or edges)\r\n * @internal\r\n */\r\nexport abstract class MeshGeometry extends LUTGeometry {\r\n public readonly mesh: MeshData;\r\n protected readonly _numIndices: number;\r\n\r\n public override get asMesh() { return this; }\r\n protected override _getLineWeight(params: ShaderProgramParams): number { return this.computeEdgeWeight(params); }\r\n\r\n // Convenience accessors...\r\n public get edgeWidth() { return this.mesh.edgeWidth; }\r\n public get edgeLineCode() { return this.mesh.edgeLineCode; }\r\n public override get hasFeatures() { return this.mesh.hasFeatures; }\r\n public get surfaceType() { return this.mesh.type; }\r\n public get fillFlags() { return this.mesh.fillFlags; }\r\n public get isPlanar() { return this.mesh.isPlanar; }\r\n public get colorInfo(): ColorInfo { return this.mesh.lut.colorInfo; }\r\n public get uniformColor(): FloatRgba | undefined { return this.colorInfo.isUniform ? this.colorInfo.uniform : undefined; }\r\n public get texture() { return this.mesh.texture; }\r\n public get normalMap() { return this.mesh.normalMap; }\r\n public override get hasBakedLighting() { return this.mesh.hasBakedLighting; }\r\n public get lut() { return this.mesh.lut; }\r\n public get hasScalarAnimation() { return this.mesh.lut.hasScalarAnimation; }\r\n\r\n protected constructor(mesh: MeshData, numIndices: number) {\r\n super(mesh.viewIndependentOrigin);\r\n this._numIndices = numIndices;\r\n this.mesh = mesh;\r\n }\r\n\r\n protected computeEdgeWeight(params: ShaderProgramParams): number {\r\n return params.target.computeEdgeWeight(params.renderPass, this.edgeWidth);\r\n }\r\n protected computeEdgeLineCode(params: ShaderProgramParams): number {\r\n return params.target.computeEdgeLineCode(params.renderPass, this.edgeLineCode);\r\n }\r\n protected computeEdgeColor(target: Target): ColorInfo {\r\n return target.computeEdgeColor(this.colorInfo);\r\n }\r\n protected computeEdgePass(target: Target): Pass {\r\n if (target.isDrawingShadowMap)\r\n return \"none\";\r\n\r\n const vf = target.currentViewFlags;\r\n if (RenderMode.SmoothShade === vf.renderMode && !vf.visibleEdges)\r\n return \"none\";\r\n\r\n // Only want translucent edges in wireframe mode.\r\n const isTranslucent = RenderMode.Wireframe === vf.renderMode && vf.transparency && this.colorInfo.hasTranslucency;\r\n return isTranslucent ? \"translucent\" : \"opaque-linear\";\r\n }\r\n}\r\n"]}
|
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@@ -112,7 +112,8 @@ export declare enum TextureUnit {
|
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RealityMesh4,
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RealityMesh5,
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RealityMeshThematicGradient,
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-
EdgeLUT
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+
EdgeLUT,
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NormalMap
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}
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/**
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* Defines the order in which primitives are rendered within a GLESList. This is chiefly
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@@ -164,7 +165,7 @@ export declare const enum SurfaceBitIndex {
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BackgroundFill = 5,
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HasColorAndNormal = 6,
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OverrideRgb = 7,
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+
HasNormalMap = 8,
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HasMaterialAtlas = 9,
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Count = 10
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}
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BackgroundFill = 32,
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HasColorAndNormal = 64,
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OverrideRgb = 128,
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-
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+
HasNormalMap = 256,
|
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HasMaterialAtlas = 512
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}
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-
/** @internal */
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/** 16-bit flags indicating what aspects of a feature's symbology are overridden.
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* @internal
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*/
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@@ -203,6 +203,16 @@ export declare const enum OvrFlags {
|
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ViewIndependentTransparency = 1024,
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Rgba = 6
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|
}
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+
/** 8-bit flags indicating emphasis effects applied to a feature.
|
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+
* @internal
|
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+
*/
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+
export declare const enum EmphasisFlags {
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+
None = 0,
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+
Hilite = 1,
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+
Emphasized = 2,
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+
Flashed = 4,
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+
NonLocatable = 8
|
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+
}
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/** @internal */
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|
export declare const enum IsTranslucent {
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No = 0,
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"RenderFlags.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/RenderFlags.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH;;;;GAIG;AACH,0BAAkB,UAAU;IAC1B,IAAI,MAAO;IACX,UAAU,IAAI;IACd,YAAY,IAAA;IACZ,YAAY,IAAA;IACZ,YAAY,IAAA;IACZ,aAAa,IAAA;IACb,cAAc,IAAA;IACd,iBAAiB,IAAA;IACjB,WAAW,IAAA;IACX,UAAU,IAAA;IACV,MAAM,IAAA;IACN,aAAa,KAAA;IACb,YAAY,KAAA;IACZ,WAAW,KAAA;IACX,MAAM,KAAA;IACN,aAAa,KAAA;IACb,oBAAoB,KAAA;IACpB,qBAAqB,KAAA;IACrB,0BAA0B,KAAA;IAC1B,oBAAoB,KAAA;IACpB,2BAA2B,KAAA;IAC3B,KAAK,KAAA;CACN;AAED;;;;;;;GAOG;AACH,oBAAY,IAAI,GACd,QAAQ,GAAG,SAAS;AACpB,QAAQ,GAAG,gBAAgB;AAC3B,eAAe,GAAG,eAAe;AACjC,eAAe,GAAG,eAAe;AACjC,aAAa,GAAG,cAAc;AAC9B,cAAc,GAAG,cAAc;AAC/B,gBAAgB,GAAG,iBAAiB;AACpC,MAAM,GAAG,OAAO;AAIhB,oBAAoB,GAAG,gCAAgC;AACvD,2BAA2B,CAAC;AAE9B;;GAEG;AACH,oBAAY,UAAU,GAAG,oBAAoB,GAAG,2BAA2B,CAAC;AAE5E;eACe;AACf,oBAAY,UAAU,GAAG,OAAO,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;AAEnD;;GAEG;AACH,0BAAkB,YAAY;IAC5B,gBAAgB,IAAA;IAChB,aAAa,IAAA;IACb,aAAa,IAAA;CACd;AAED,gBAAgB;AAChB,yBAAiB,IAAI,CAAC;IACpB,iEAAiE;IACjE,SAAgB,YAAY,CAAC,IAAI,EAAE,UAAU,GAAG,UAAU,CAWzD;IAED;;OAEG;IACH,SAAgB,kBAAkB,CAAC,IAAI,EAAE,IAAI,GAAG,OAAO,CAStD;IAED;;OAEG;IACH,SAAgB,aAAa,CAAC,IAAI,EAAE,IAAI,GAAG,OAAO,CAWjD;IAED,uHAAuH;IACvH,SAAgB,2BAA2B,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI,IAAI,UAAU,CAE1E;IAED,SAAgB,YAAY,CAAC,IAAI,EAAE,UAAU,GAAG,UAAU,CAEzD;CACF;AAED;;;;GAIG;AACH,oBAAY,WAAW;IAErB,IAAqC;IACrC,GAAoC;IACpC,GAAoC;IACpC,KAAsC;IACtC,IAAqC;IACrC,IAAqC;IACrC,GAAoC;IACpC,KAAsC;IAEtC,UAAiB;IACjB,gBAAsB;IACtB,cAAoB;IACpB,QAAc;IAEd,aAAqB;IACrB,iBAAwB;IAExB,SAAgB;IAGhB,aAAmB;IACnB,oBAA0B;IAC1B,0BAAgC;IAGhC,SAAiB;IACjB,eAAuB;IAGvB,YAAkB;IAClB,YAAwB;IACxB,YAAwB;IAGxB,YAA6C;IAC7C,YAA6C;IAC7C,YAA8C;IAE9C,2BAA6D;IAG7D,OAAyC;
|
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1
|
+
{"version":3,"file":"RenderFlags.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/RenderFlags.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH;;;;GAIG;AACH,0BAAkB,UAAU;IAC1B,IAAI,MAAO;IACX,UAAU,IAAI;IACd,YAAY,IAAA;IACZ,YAAY,IAAA;IACZ,YAAY,IAAA;IACZ,aAAa,IAAA;IACb,cAAc,IAAA;IACd,iBAAiB,IAAA;IACjB,WAAW,IAAA;IACX,UAAU,IAAA;IACV,MAAM,IAAA;IACN,aAAa,KAAA;IACb,YAAY,KAAA;IACZ,WAAW,KAAA;IACX,MAAM,KAAA;IACN,aAAa,KAAA;IACb,oBAAoB,KAAA;IACpB,qBAAqB,KAAA;IACrB,0BAA0B,KAAA;IAC1B,oBAAoB,KAAA;IACpB,2BAA2B,KAAA;IAC3B,KAAK,KAAA;CACN;AAED;;;;;;;GAOG;AACH,oBAAY,IAAI,GACd,QAAQ,GAAG,SAAS;AACpB,QAAQ,GAAG,gBAAgB;AAC3B,eAAe,GAAG,eAAe;AACjC,eAAe,GAAG,eAAe;AACjC,aAAa,GAAG,cAAc;AAC9B,cAAc,GAAG,cAAc;AAC/B,gBAAgB,GAAG,iBAAiB;AACpC,MAAM,GAAG,OAAO;AAIhB,oBAAoB,GAAG,gCAAgC;AACvD,2BAA2B,CAAC;AAE9B;;GAEG;AACH,oBAAY,UAAU,GAAG,oBAAoB,GAAG,2BAA2B,CAAC;AAE5E;eACe;AACf,oBAAY,UAAU,GAAG,OAAO,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;AAEnD;;GAEG;AACH,0BAAkB,YAAY;IAC5B,gBAAgB,IAAA;IAChB,aAAa,IAAA;IACb,aAAa,IAAA;CACd;AAED,gBAAgB;AAChB,yBAAiB,IAAI,CAAC;IACpB,iEAAiE;IACjE,SAAgB,YAAY,CAAC,IAAI,EAAE,UAAU,GAAG,UAAU,CAWzD;IAED;;OAEG;IACH,SAAgB,kBAAkB,CAAC,IAAI,EAAE,IAAI,GAAG,OAAO,CAStD;IAED;;OAEG;IACH,SAAgB,aAAa,CAAC,IAAI,EAAE,IAAI,GAAG,OAAO,CAWjD;IAED,uHAAuH;IACvH,SAAgB,2BAA2B,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI,IAAI,UAAU,CAE1E;IAED,SAAgB,YAAY,CAAC,IAAI,EAAE,UAAU,GAAG,UAAU,CAEzD;CACF;AAED;;;;GAIG;AACH,oBAAY,WAAW;IAErB,IAAqC;IACrC,GAAoC;IACpC,GAAoC;IACpC,KAAsC;IACtC,IAAqC;IACrC,IAAqC;IACrC,GAAoC;IACpC,KAAsC;IAEtC,UAAiB;IACjB,gBAAsB;IACtB,cAAoB;IACpB,QAAc;IAEd,aAAqB;IACrB,iBAAwB;IAExB,SAAgB;IAGhB,aAAmB;IACnB,oBAA0B;IAC1B,0BAAgC;IAGhC,SAAiB;IACjB,eAAuB;IAGvB,YAAkB;IAClB,YAAwB;IACxB,YAAwB;IAGxB,YAA6C;IAC7C,YAA6C;IAC7C,YAA8C;IAE9C,2BAA6D;IAG7D,OAAyC;IAGzC,SAA2C;CAC5C;AAED;;;;;;;;;;GAUG;AACH,0BAAkB,WAAW;IAC3B,IAAI,IAAI;IACR,UAAU,IAAI;IACd,cAAc,IAAI;IAClB,YAAY,IAAI;IAChB,UAAU,IAAI;IACd,MAAM,IAAI;IACV,IAAI,IAAI;IACR,UAAU,IAAI;IAEd,SAAS,IAAI;IAEb,kBAAkB,KAA2B;IAC7C,gBAAgB,KAAyB;IACzC,YAAY,KAAqB;IACjC,UAAU,KAAmB;IAC7B,gBAAgB,KAAyB;CAC1C;AAED,gBAAgB;AAChB,wBAAgB,QAAQ,CAAC,KAAK,EAAE,WAAW,GAAG,OAAO,CAEpD;AAED;;GAEG;AACH,0BAAkB,cAAc;IAC9B,IAAI,IAAI;IACR,WAAW,IAAS;IACpB,MAAM,IAAS;IACf,gBAAgB,IAAS;CAC1B;AAED;;GAEG;AACH,0BAAkB,eAAe;IAC/B,UAAU,IAAA;IACV,aAAa,IAAA;IACb,UAAU,IAAA;IACV,cAAc,IAAA;IACd,qBAAqB,IAAA;IACrB,cAAc,IAAA;IACd,iBAAiB,IAAA;IACjB,WAAW,IAAA;IACX,YAAY,IAAA;IACZ,gBAAgB,IAAA;IAChB,KAAK,KAAA;CACN;AAED;;GAEG;AACH,0BAAkB,YAAY;IAC5B,IAAI,IAAI;IACR,UAAU,IAAkC;IAC5C,aAAa,IAAqC;IAClD,UAAU,IAAkC;IAI5C,cAAc,IAAsC;IAGpD,qBAAqB,KAA6C;IAGlE,cAAc,KAAsC;IAIpD,iBAAiB,KAAyC;IAE1D,WAAW,MAAmC;IAE9C,YAAY,MAAoC;IAChD,gBAAgB,MAAwC;CACzD;AAED;;GAEG;AACH,0BAAkB,QAAQ;IACxB,IAAI,IAAI;IACR,UAAU,IAAS;IACnB,GAAG,IAAS;IACZ,KAAK,IAAS;IACd,cAAc,IAAS;IACvB,OAAO,KAAS;IAChB,YAAY,KAAS;IACrB,QAAQ,KAAS;IACjB,MAAM,MAAS;IACf,OAAO,MAAS;IAChB,UAAU,MAAS;IACnB,2BAA2B,OAAU;IAErC,IAAI,IAAc;CACnB;AAED;;GAEG;AACH,0BAAkB,aAAa;IAC7B,IAAI,IAAI;IACR,MAAM,IAAI;IACV,UAAU,IAAI;IACd,OAAO,IAAI;IACX,YAAY,IAAI;CACjB;AAED,gBAAgB;AAChB,0BAAkB,aAAa;IAAG,EAAE,IAAA;IAAE,GAAG,IAAA;IAAE,KAAK,IAAA;CAAE"}
|
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@@ -107,6 +107,8 @@ var TextureUnit;
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TextureUnit[TextureUnit["RealityMeshThematicGradient"] = WebGLRenderingContext.TEXTURE11] = "RealityMeshThematicGradient";
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|
// Lookup table for indexed edges - used only if WebGL 2 is available.
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|
TextureUnit[TextureUnit["EdgeLUT"] = WebGLRenderingContext.TEXTURE12] = "EdgeLUT";
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|
+
// Normal map texture - used only if WebGL 2 is available.
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|
+
TextureUnit[TextureUnit["NormalMap"] = WebGLRenderingContext.TEXTURE13] = "NormalMap";
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|
})(TextureUnit = exports.TextureUnit || (exports.TextureUnit = {}));
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|
/** @internal */
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|
function isPlanar(order) {
|
|
@@ -1 +1 @@
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1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** Ordered list of render passes which produce a rendered frame.\r\n * [[RenderCommands]] organizes its [[DrawCommands]] into a list indexed by RenderPass.\r\n * @see [[Pass]] for the type from which the RenderPass for a [[Primitive]] is derived.\r\n * @internal\r\n */\r\nexport const enum RenderPass {\r\n None = 0xff,\r\n Background = 0,\r\n OpaqueLayers, // XY planar models render without depth-testing in order based on priority\r\n OpaqueLinear, // Linear geometry that is opaque and needs to be written to the pick data buffers\r\n OpaquePlanar, // Planar surface geometry that is opaque and needs to be written to the pick data buffers\r\n OpaqueGeneral, // All other opaque geometry (including point clouds and reality meshes) which are not written to the pick data buffers\r\n Classification, // Stencil volumes for normal processing of reality data classification.\r\n TranslucentLayers, // like Layers but drawn without depth write, blending with opaque\r\n Translucent,\r\n HiddenEdge,\r\n Hilite,\r\n OverlayLayers, // Like Layers, but drawn atop all other geometry\r\n WorldOverlay, // Decorations\r\n ViewOverlay, // Decorations\r\n SkyBox,\r\n BackgroundMap,\r\n HiliteClassification, // Secondary hilite pass for stencil volumes to process hilited classifiers for reality data\r\n ClassificationByIndex, // Stencil volumes for processing classification one classifier at a time (used for generating pick data Ids and flashing a single classifier).\r\n HilitePlanarClassification,\r\n PlanarClassification,\r\n VolumeClassifiedRealityData,\r\n COUNT,\r\n}\r\n\r\n/** Describes the [[RenderPass]]es in which a [[Primitive]] wants to be rendered.\r\n * Generally, each Pass corresponds to a single RenderPass. However a couple of passes specify that the primitive should be rendered\r\n * twice, in two different render passes.\r\n * [[RenderCommands.addPrimitive]] may ignore the requested Pass. For example, edges typically draw in RenderPass.OpaqueLinear, but\r\n * may also draw in RenderPass.HiddenEdge; and translucent geometry may sometimes be rendered in an opaque render pass instead.\r\n * @see [[CachedGeometry.getPass]].\r\n * @internal\r\n */\r\nexport type Pass =\r\n \"skybox\" | // SkyBox\r\n \"opaque\" | // OpaqueGeneral\r\n \"opaque-linear\" | // OpaqueLinear\r\n \"opaque-planar\" | // OpaquePlanar\r\n \"translucent\" | // Translucent\r\n \"view-overlay\" | // ViewOverlay\r\n \"classification\" | // Classification\r\n \"none\" | // None\r\n // The following apply to textured meshes when the texture image contains a mix of opaque and transparent pixels.\r\n // The mesh requests to be rendered in both opaque and transparent passes, with each pass discarding pixels that don't match that pass.\r\n // (i.e., discard transparent pixels during opaque pass and vice-versa).\r\n \"opaque-translucent\" | // OpaqueGeneral and Translucent\r\n \"opaque-planar-translucent\"; // OpaquePlanar and Translucent\r\n\r\n/** [[Pass]]es that map to two [[RenderPass]]es.\r\n * @internal\r\n */\r\nexport type DoublePass = \"opaque-translucent\" | \"opaque-planar-translucent\";\r\n\r\n/** [[Pass]]es that map to a single [[RenderPass]].\r\n * @internal */\r\nexport type SinglePass = Exclude<Pass, DoublePass>;\r\n\r\n/** Describes the type of geometry rendered by a ShaderProgram.\r\n * @internal\r\n */\r\nexport const enum GeometryType {\r\n IndexedTriangles,\r\n IndexedPoints,\r\n ArrayedPoints,\r\n}\r\n\r\n/** @internal */\r\nexport namespace Pass { // eslint-disable-line @typescript-eslint/no-redeclare\r\n /** Return the RenderPass corresponding to the specified Pass. */\r\n export function toRenderPass(pass: SinglePass): RenderPass {\r\n switch (pass) {\r\n case \"skybox\": return RenderPass.SkyBox;\r\n case \"opaque\": return RenderPass.OpaqueGeneral;\r\n case \"opaque-linear\": return RenderPass.OpaqueLinear;\r\n case \"opaque-planar\": return RenderPass.OpaquePlanar;\r\n case \"translucent\": return RenderPass.Translucent;\r\n case \"view-overlay\": return RenderPass.ViewOverlay;\r\n case \"classification\": return RenderPass.Classification;\r\n case \"none\": return RenderPass.None;\r\n }\r\n }\r\n\r\n /** Return true if the specified Pass renders during RenderPass.Translucent.\r\n * @note It is possible for both [[rendersTranslucent]] and [[rendersOpaque]] to return true (or false) for a given Pass.\r\n */\r\n export function rendersTranslucent(pass: Pass): boolean {\r\n switch (pass) {\r\n case \"translucent\":\r\n case \"opaque-translucent\":\r\n case \"opaque-planar-translucent\":\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /** Return true if the specified Pass renders during one of the opaque RenderPasses.\r\n * @note It is possible for both [[rendersTranslucent]] and [[rendersOpaque]] to return true for a given Pass.\r\n */\r\n export function rendersOpaque(pass: Pass): boolean {\r\n switch (pass) {\r\n case \"opaque-translucent\":\r\n case \"opaque-planar-translucent\":\r\n case \"opaque\":\r\n case \"opaque-planar\":\r\n case \"opaque-linear\":\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /** Return true if the specified Pass renders both during RenderPass.Translucent and one of the opaque RenderPasses. */\r\n export function rendersOpaqueAndTranslucent(pass: Pass): pass is DoublePass {\r\n return \"opaque-translucent\" === pass || \"opaque-planar-translucent\" === pass;\r\n }\r\n\r\n export function toOpaquePass(pass: DoublePass): RenderPass {\r\n return \"opaque-translucent\" === pass ? RenderPass.OpaqueGeneral : RenderPass.OpaquePlanar;\r\n }\r\n}\r\n\r\n/** Reserved texture units for specific sampler variables, to avoid conflicts between shader components which each have their own textures.\r\n * WebGL 1 guarantees a minimum of 8 vertex texture units, and iOS provides no more than that.\r\n * WebGL 2 guarantees a minimum of 15 vertex texture units.\r\n * @internal\r\n */\r\nexport enum TextureUnit {\r\n // For shaders which know exactly which textures will be used\r\n Zero = WebGLRenderingContext.TEXTURE0,\r\n One = WebGLRenderingContext.TEXTURE1,\r\n Two = WebGLRenderingContext.TEXTURE2,\r\n Three = WebGLRenderingContext.TEXTURE3,\r\n Four = WebGLRenderingContext.TEXTURE4,\r\n Five = WebGLRenderingContext.TEXTURE5,\r\n Six = WebGLRenderingContext.TEXTURE6,\r\n Seven = WebGLRenderingContext.TEXTURE7, // Last one guaranteed available for WebGL 1\r\n\r\n ClipVolume = Zero,\r\n FeatureSymbology = One,\r\n SurfaceTexture = Two,\r\n LineCode = Two,\r\n\r\n PickFeatureId = Three,\r\n PickDepthAndOrder = Four,\r\n\r\n VertexLUT = Five,\r\n\r\n // Texture unit 6 is overloaded. Therefore classification, hilite classification, and aux channel are all mutually exclusive.\r\n AuxChannelLUT = Six,\r\n PlanarClassification = Six,\r\n PlanarClassificationHilite = Six,\r\n\r\n // Texture unit 7 is overloaded. Therefore receiving shadows and thematic display are mutually exclusive.\r\n ShadowMap = Seven,\r\n ThematicSensors = Seven,\r\n\r\n // Textures used for up to 3 background or overlay map layers.\r\n RealityMesh0 = Two,\r\n RealityMesh1 = VertexLUT, // Reality meshes do not use VertexLUT.\r\n RealityMesh2 = ShadowMap, // Shadow map when picking -- PickDepthAndOrder otherwise....\r\n\r\n // If more than 8 texture units are available, 3 additional background or overlay map layers.\r\n RealityMesh3 = WebGLRenderingContext.TEXTURE8,\r\n RealityMesh4 = WebGLRenderingContext.TEXTURE9,\r\n RealityMesh5 = WebGLRenderingContext.TEXTURE10,\r\n\r\n RealityMeshThematicGradient = WebGLRenderingContext.TEXTURE11,\r\n\r\n // Lookup table for indexed edges - used only if WebGL 2 is available.\r\n EdgeLUT = WebGLRenderingContext.TEXTURE12,\r\n}\r\n\r\n/**\r\n * Defines the order in which primitives are rendered within a GLESList. This is chiefly\r\n * used to sort primitives which originate from the same element. e.g., the blanking fill\r\n * associated with a text field must always render behind the text; the edges of a surface\r\n * must render in front of the surface; etc.\r\n * An exception to the 'same element' rule is provided for planar surfaces and edges thereof\r\n * sketched onto non-planar surfaces. When the depth test is ambiguous the planar geometry\r\n * is always on top of the non-planar surface. This addresses z-fighting when shapes are\r\n * sketched onto surfaces, e.g. as part of push-pull modeling workflows.\r\n * @internal\r\n */\r\nexport const enum RenderOrder {\r\n None = 0,\r\n Background = 1, // i.e., background map drawn without depth\r\n BlankingRegion = 2,\r\n UnlitSurface = 3, // Distinction only made for whether or not to apply ambient occlusion.\r\n LitSurface = 4,\r\n Linear = 5,\r\n Edge = 6,\r\n Silhouette = 7,\r\n\r\n PlanarBit = 8,\r\n\r\n PlanarUnlitSurface = UnlitSurface | PlanarBit,\r\n PlanarLitSurface = LitSurface | PlanarBit,\r\n PlanarLinear = Linear | PlanarBit,\r\n PlanarEdge = Edge | PlanarBit,\r\n PlanarSilhouette = Silhouette | PlanarBit,\r\n}\r\n\r\n/** @internal */\r\nexport function isPlanar(order: RenderOrder): boolean {\r\n return order >= RenderOrder.PlanarBit;\r\n}\r\n\r\n/** Flags indicating operations to be performed by the post-process composite step.\r\n * @internal\r\n */\r\nexport const enum CompositeFlags {\r\n None = 0,\r\n Translucent = 1 << 0,\r\n Hilite = 1 << 1,\r\n AmbientOcclusion = 1 << 2,\r\n}\r\n\r\n/** Location in boolean array of SurfaceFlags above.\r\n * @internal\r\n */\r\nexport const enum SurfaceBitIndex {\r\n HasTexture,\r\n ApplyLighting,\r\n HasNormals,\r\n IgnoreMaterial,\r\n TransparencyThreshold,\r\n BackgroundFill,\r\n HasColorAndNormal,\r\n OverrideRgb,\r\n NoFaceFront,\r\n HasMaterialAtlas,\r\n Count,\r\n}\r\n\r\n/** Describes attributes of a MeshGeometry object. Used to conditionally execute portion of shader programs.\r\n * @internal\r\n */\r\nexport const enum SurfaceFlags {\r\n None = 0,\r\n HasTexture = 1 << SurfaceBitIndex.HasTexture,\r\n ApplyLighting = 1 << SurfaceBitIndex.ApplyLighting,\r\n HasNormals = 1 << SurfaceBitIndex.HasNormals,\r\n\r\n // NB: In u_surfaceFlags provided to shader, indicates material color/specular/alpha should be ignored. Has no effect on texture.\r\n // If a given feature has the 'ignore material' override set, v_surfaceFlags will be modified to turn on IgnoreMaterial and turn off HasTexture.\r\n IgnoreMaterial = 1 << SurfaceBitIndex.IgnoreMaterial,\r\n\r\n // In HiddenLine and SolidFill modes, a transparency threshold is supplied; surfaces that are more transparent than the threshold are not rendered.\r\n TransparencyThreshold = 1 << SurfaceBitIndex.TransparencyThreshold,\r\n\r\n // For HiddenLine mode\r\n BackgroundFill = 1 << SurfaceBitIndex.BackgroundFill,\r\n\r\n // For textured meshes, the color index in the vertex LUT is unused - we place the normal there instead.\r\n // For untextured lit meshes, the normal is placed after the feature ID.\r\n HasColorAndNormal = 1 << SurfaceBitIndex.HasColorAndNormal,\r\n // For textured meshes, use rgb from v_color instead of from texture.\r\n OverrideRgb = 1 << SurfaceBitIndex.OverrideRgb,\r\n // For geometry with fixed normals (terrain meshes) we must avoid front facing normal reversal or skirts will be incorrectly lit.\r\n NoFaceFront = 1 << SurfaceBitIndex.NoFaceFront,\r\n HasMaterialAtlas = 1 << SurfaceBitIndex.HasMaterialAtlas,\r\n}\r\n\r\n/** @internal */\r\n/** 16-bit flags indicating what aspects of a feature's symbology are overridden.\r\n * @internal\r\n */\r\nexport const enum OvrFlags {\r\n None = 0,\r\n Visibility = 1 << 0,\r\n Rgb = 1 << 1,\r\n Alpha = 1 << 2,\r\n IgnoreMaterial = 1 << 3, // ignore material color, specular properties, and texture.\r\n Flashed = 1 << 4,\r\n NonLocatable = 1 << 5, // do not draw during pick - allows geometry beneath to be picked.\r\n LineCode = 1 << 6,\r\n Weight = 1 << 7,\r\n Hilited = 1 << 8,\r\n Emphasized = 1 << 9, // rendered with \"emphasis\" hilite settings (silhouette etc).\r\n ViewIndependentTransparency = 1 << 10,\r\n\r\n Rgba = Rgb | Alpha,\r\n}\r\n\r\n/** @internal */\r\nexport const enum IsTranslucent { No, Yes, Maybe }\r\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** Ordered list of render passes which produce a rendered frame.\r\n * [[RenderCommands]] organizes its [[DrawCommands]] into a list indexed by RenderPass.\r\n * @see [[Pass]] for the type from which the RenderPass for a [[Primitive]] is derived.\r\n * @internal\r\n */\r\nexport const enum RenderPass {\r\n None = 0xff,\r\n Background = 0,\r\n OpaqueLayers, // XY planar models render without depth-testing in order based on priority\r\n OpaqueLinear, // Linear geometry that is opaque and needs to be written to the pick data buffers\r\n OpaquePlanar, // Planar surface geometry that is opaque and needs to be written to the pick data buffers\r\n OpaqueGeneral, // All other opaque geometry (including point clouds and reality meshes) which are not written to the pick data buffers\r\n Classification, // Stencil volumes for normal processing of reality data classification.\r\n TranslucentLayers, // like Layers but drawn without depth write, blending with opaque\r\n Translucent,\r\n HiddenEdge,\r\n Hilite,\r\n OverlayLayers, // Like Layers, but drawn atop all other geometry\r\n WorldOverlay, // Decorations\r\n ViewOverlay, // Decorations\r\n SkyBox,\r\n BackgroundMap,\r\n HiliteClassification, // Secondary hilite pass for stencil volumes to process hilited classifiers for reality data\r\n ClassificationByIndex, // Stencil volumes for processing classification one classifier at a time (used for generating pick data Ids and flashing a single classifier).\r\n HilitePlanarClassification,\r\n PlanarClassification,\r\n VolumeClassifiedRealityData,\r\n COUNT,\r\n}\r\n\r\n/** Describes the [[RenderPass]]es in which a [[Primitive]] wants to be rendered.\r\n * Generally, each Pass corresponds to a single RenderPass. However a couple of passes specify that the primitive should be rendered\r\n * twice, in two different render passes.\r\n * [[RenderCommands.addPrimitive]] may ignore the requested Pass. For example, edges typically draw in RenderPass.OpaqueLinear, but\r\n * may also draw in RenderPass.HiddenEdge; and translucent geometry may sometimes be rendered in an opaque render pass instead.\r\n * @see [[CachedGeometry.getPass]].\r\n * @internal\r\n */\r\nexport type Pass =\r\n \"skybox\" | // SkyBox\r\n \"opaque\" | // OpaqueGeneral\r\n \"opaque-linear\" | // OpaqueLinear\r\n \"opaque-planar\" | // OpaquePlanar\r\n \"translucent\" | // Translucent\r\n \"view-overlay\" | // ViewOverlay\r\n \"classification\" | // Classification\r\n \"none\" | // None\r\n // The following apply to textured meshes when the texture image contains a mix of opaque and transparent pixels.\r\n // The mesh requests to be rendered in both opaque and transparent passes, with each pass discarding pixels that don't match that pass.\r\n // (i.e., discard transparent pixels during opaque pass and vice-versa).\r\n \"opaque-translucent\" | // OpaqueGeneral and Translucent\r\n \"opaque-planar-translucent\"; // OpaquePlanar and Translucent\r\n\r\n/** [[Pass]]es that map to two [[RenderPass]]es.\r\n * @internal\r\n */\r\nexport type DoublePass = \"opaque-translucent\" | \"opaque-planar-translucent\";\r\n\r\n/** [[Pass]]es that map to a single [[RenderPass]].\r\n * @internal */\r\nexport type SinglePass = Exclude<Pass, DoublePass>;\r\n\r\n/** Describes the type of geometry rendered by a ShaderProgram.\r\n * @internal\r\n */\r\nexport const enum GeometryType {\r\n IndexedTriangles,\r\n IndexedPoints,\r\n ArrayedPoints,\r\n}\r\n\r\n/** @internal */\r\nexport namespace Pass { // eslint-disable-line @typescript-eslint/no-redeclare\r\n /** Return the RenderPass corresponding to the specified Pass. */\r\n export function toRenderPass(pass: SinglePass): RenderPass {\r\n switch (pass) {\r\n case \"skybox\": return RenderPass.SkyBox;\r\n case \"opaque\": return RenderPass.OpaqueGeneral;\r\n case \"opaque-linear\": return RenderPass.OpaqueLinear;\r\n case \"opaque-planar\": return RenderPass.OpaquePlanar;\r\n case \"translucent\": return RenderPass.Translucent;\r\n case \"view-overlay\": return RenderPass.ViewOverlay;\r\n case \"classification\": return RenderPass.Classification;\r\n case \"none\": return RenderPass.None;\r\n }\r\n }\r\n\r\n /** Return true if the specified Pass renders during RenderPass.Translucent.\r\n * @note It is possible for both [[rendersTranslucent]] and [[rendersOpaque]] to return true (or false) for a given Pass.\r\n */\r\n export function rendersTranslucent(pass: Pass): boolean {\r\n switch (pass) {\r\n case \"translucent\":\r\n case \"opaque-translucent\":\r\n case \"opaque-planar-translucent\":\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /** Return true if the specified Pass renders during one of the opaque RenderPasses.\r\n * @note It is possible for both [[rendersTranslucent]] and [[rendersOpaque]] to return true for a given Pass.\r\n */\r\n export function rendersOpaque(pass: Pass): boolean {\r\n switch (pass) {\r\n case \"opaque-translucent\":\r\n case \"opaque-planar-translucent\":\r\n case \"opaque\":\r\n case \"opaque-planar\":\r\n case \"opaque-linear\":\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /** Return true if the specified Pass renders both during RenderPass.Translucent and one of the opaque RenderPasses. */\r\n export function rendersOpaqueAndTranslucent(pass: Pass): pass is DoublePass {\r\n return \"opaque-translucent\" === pass || \"opaque-planar-translucent\" === pass;\r\n }\r\n\r\n export function toOpaquePass(pass: DoublePass): RenderPass {\r\n return \"opaque-translucent\" === pass ? RenderPass.OpaqueGeneral : RenderPass.OpaquePlanar;\r\n }\r\n}\r\n\r\n/** Reserved texture units for specific sampler variables, to avoid conflicts between shader components which each have their own textures.\r\n * WebGL 1 guarantees a minimum of 8 vertex texture units, and iOS provides no more than that.\r\n * WebGL 2 guarantees a minimum of 15 vertex texture units.\r\n * @internal\r\n */\r\nexport enum TextureUnit {\r\n // For shaders which know exactly which textures will be used\r\n Zero = WebGLRenderingContext.TEXTURE0,\r\n One = WebGLRenderingContext.TEXTURE1,\r\n Two = WebGLRenderingContext.TEXTURE2,\r\n Three = WebGLRenderingContext.TEXTURE3,\r\n Four = WebGLRenderingContext.TEXTURE4,\r\n Five = WebGLRenderingContext.TEXTURE5,\r\n Six = WebGLRenderingContext.TEXTURE6,\r\n Seven = WebGLRenderingContext.TEXTURE7, // Last one guaranteed available for WebGL 1\r\n\r\n ClipVolume = Zero,\r\n FeatureSymbology = One,\r\n SurfaceTexture = Two,\r\n LineCode = Two,\r\n\r\n PickFeatureId = Three,\r\n PickDepthAndOrder = Four,\r\n\r\n VertexLUT = Five,\r\n\r\n // Texture unit 6 is overloaded. Therefore classification, hilite classification, and aux channel are all mutually exclusive.\r\n AuxChannelLUT = Six,\r\n PlanarClassification = Six,\r\n PlanarClassificationHilite = Six,\r\n\r\n // Texture unit 7 is overloaded. Therefore receiving shadows and thematic display are mutually exclusive.\r\n ShadowMap = Seven,\r\n ThematicSensors = Seven,\r\n\r\n // Textures used for up to 3 background or overlay map layers.\r\n RealityMesh0 = Two,\r\n RealityMesh1 = VertexLUT, // Reality meshes do not use VertexLUT.\r\n RealityMesh2 = ShadowMap, // Shadow map when picking -- PickDepthAndOrder otherwise....\r\n\r\n // If more than 8 texture units are available, 3 additional background or overlay map layers.\r\n RealityMesh3 = WebGLRenderingContext.TEXTURE8,\r\n RealityMesh4 = WebGLRenderingContext.TEXTURE9,\r\n RealityMesh5 = WebGLRenderingContext.TEXTURE10,\r\n\r\n RealityMeshThematicGradient = WebGLRenderingContext.TEXTURE11,\r\n\r\n // Lookup table for indexed edges - used only if WebGL 2 is available.\r\n EdgeLUT = WebGLRenderingContext.TEXTURE12,\r\n\r\n // Normal map texture - used only if WebGL 2 is available.\r\n NormalMap = WebGLRenderingContext.TEXTURE13,\r\n}\r\n\r\n/**\r\n * Defines the order in which primitives are rendered within a GLESList. This is chiefly\r\n * used to sort primitives which originate from the same element. e.g., the blanking fill\r\n * associated with a text field must always render behind the text; the edges of a surface\r\n * must render in front of the surface; etc.\r\n * An exception to the 'same element' rule is provided for planar surfaces and edges thereof\r\n * sketched onto non-planar surfaces. When the depth test is ambiguous the planar geometry\r\n * is always on top of the non-planar surface. This addresses z-fighting when shapes are\r\n * sketched onto surfaces, e.g. as part of push-pull modeling workflows.\r\n * @internal\r\n */\r\nexport const enum RenderOrder {\r\n None = 0,\r\n Background = 1, // i.e., background map drawn without depth\r\n BlankingRegion = 2,\r\n UnlitSurface = 3, // Distinction only made for whether or not to apply ambient occlusion.\r\n LitSurface = 4,\r\n Linear = 5,\r\n Edge = 6,\r\n Silhouette = 7,\r\n\r\n PlanarBit = 8,\r\n\r\n PlanarUnlitSurface = UnlitSurface | PlanarBit,\r\n PlanarLitSurface = LitSurface | PlanarBit,\r\n PlanarLinear = Linear | PlanarBit,\r\n PlanarEdge = Edge | PlanarBit,\r\n PlanarSilhouette = Silhouette | PlanarBit,\r\n}\r\n\r\n/** @internal */\r\nexport function isPlanar(order: RenderOrder): boolean {\r\n return order >= RenderOrder.PlanarBit;\r\n}\r\n\r\n/** Flags indicating operations to be performed by the post-process composite step.\r\n * @internal\r\n */\r\nexport const enum CompositeFlags {\r\n None = 0,\r\n Translucent = 1 << 0,\r\n Hilite = 1 << 1,\r\n AmbientOcclusion = 1 << 2,\r\n}\r\n\r\n/** Location in boolean array of SurfaceFlags above.\r\n * @internal\r\n */\r\nexport const enum SurfaceBitIndex {\r\n HasTexture,\r\n ApplyLighting,\r\n HasNormals,\r\n IgnoreMaterial,\r\n TransparencyThreshold,\r\n BackgroundFill,\r\n HasColorAndNormal,\r\n OverrideRgb,\r\n HasNormalMap,\r\n HasMaterialAtlas,\r\n Count,\r\n}\r\n\r\n/** Describes attributes of a MeshGeometry object. Used to conditionally execute portion of shader programs.\r\n * @internal\r\n */\r\nexport const enum SurfaceFlags {\r\n None = 0,\r\n HasTexture = 1 << SurfaceBitIndex.HasTexture,\r\n ApplyLighting = 1 << SurfaceBitIndex.ApplyLighting,\r\n HasNormals = 1 << SurfaceBitIndex.HasNormals,\r\n\r\n // NB: In u_surfaceFlags provided to shader, indicates material color/specular/alpha should be ignored. Has no effect on texture.\r\n // If a given feature has the 'ignore material' override set, v_surfaceFlags will be modified to turn on IgnoreMaterial and turn off HasTexture.\r\n IgnoreMaterial = 1 << SurfaceBitIndex.IgnoreMaterial,\r\n\r\n // In HiddenLine and SolidFill modes, a transparency threshold is supplied; surfaces that are more transparent than the threshold are not rendered.\r\n TransparencyThreshold = 1 << SurfaceBitIndex.TransparencyThreshold,\r\n\r\n // For HiddenLine mode\r\n BackgroundFill = 1 << SurfaceBitIndex.BackgroundFill,\r\n\r\n // For textured meshes, the color index in the vertex LUT is unused - we place the normal there instead.\r\n // For untextured lit meshes, the normal is placed after the feature ID.\r\n HasColorAndNormal = 1 << SurfaceBitIndex.HasColorAndNormal,\r\n // For textured meshes, use rgb from v_color instead of from texture.\r\n OverrideRgb = 1 << SurfaceBitIndex.OverrideRgb,\r\n // For geometry with fixed normals (terrain meshes) we must avoid front facing normal reversal or skirts will be incorrectly lit.\r\n HasNormalMap = 1 << SurfaceBitIndex.HasNormalMap,\r\n HasMaterialAtlas = 1 << SurfaceBitIndex.HasMaterialAtlas,\r\n}\r\n\r\n/** 16-bit flags indicating what aspects of a feature's symbology are overridden.\r\n * @internal\r\n */\r\nexport const enum OvrFlags {\r\n None = 0,\r\n Visibility = 1 << 0,\r\n Rgb = 1 << 1,\r\n Alpha = 1 << 2,\r\n IgnoreMaterial = 1 << 3, // ignore material color, specular properties, and texture.\r\n Flashed = 1 << 4,\r\n NonLocatable = 1 << 5, // do not draw during pick - allows geometry beneath to be picked.\r\n LineCode = 1 << 6,\r\n Weight = 1 << 7,\r\n Hilited = 1 << 8,\r\n Emphasized = 1 << 9, // rendered with \"emphasis\" hilite settings (silhouette etc).\r\n ViewIndependentTransparency = 1 << 10,\r\n\r\n Rgba = Rgb | Alpha,\r\n}\r\n\r\n/** 8-bit flags indicating emphasis effects applied to a feature.\r\n * @internal\r\n */\r\nexport const enum EmphasisFlags {\r\n None = 0,\r\n Hilite = 1,\r\n Emphasized = 2,\r\n Flashed = 4,\r\n NonLocatable = 8,\r\n}\r\n\r\n/** @internal */\r\nexport const enum IsTranslucent { No, Yes, Maybe }\r\n"]}
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FinalizeDepth = 18,
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OverrideColor = 19,
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OverrideRenderOrder = 20,
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COUNT = 22
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/** Assembles the source code for a fragment shader from a set of modular components.
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-
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@@ -659,7 +659,7 @@ exports.VertexShaderBuilder = VertexShaderBuilder;
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|
|
659
659
|
*/
|
|
660
660
|
class FragmentShaderBuilder extends ShaderBuilder {
|
|
661
661
|
constructor(flags = {}) {
|
|
662
|
-
super(
|
|
662
|
+
super(22 /* COUNT */, flags);
|
|
663
663
|
this.requiresEarlyZWorkaround = false;
|
|
664
664
|
if (System_1.System.instance.capabilities.isWebGL2)
|
|
665
665
|
this.addFragOutput("FragColor", -1);
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|
@@ -705,6 +705,11 @@ class FragmentShaderBuilder extends ShaderBuilder {
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|
|
705
705
|
prelude.addFunction("bool checkForEarlyDiscard()", checkForEarlyDiscard);
|
|
706
706
|
main.addline(" if (checkForEarlyDiscard()) { discard; return; }");
|
|
707
707
|
}
|
|
708
|
+
const finalizeNormal = this.get(21 /* FinalizeNormal */);
|
|
709
|
+
if (undefined !== finalizeNormal) {
|
|
710
|
+
prelude.addFunction("vec3 finalizeNormal()", finalizeNormal);
|
|
711
|
+
main.addline(" g_normal = finalizeNormal();");
|
|
712
|
+
}
|
|
708
713
|
main.addline(" vec4 baseColor = computeBaseColor();");
|
|
709
714
|
const finalizeDepth = this.get(18 /* FinalizeDepth */);
|
|
710
715
|
if (undefined !== finalizeDepth) {
|