@itwin/core-frontend 3.6.0-dev.5 → 3.6.0-dev.50

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (365) hide show
  1. package/CHANGELOG.md +36 -1
  2. package/LICENSE.md +1 -1
  3. package/lib/cjs/AccuDraw.js +1 -1
  4. package/lib/cjs/AccuDraw.js.map +1 -1
  5. package/lib/cjs/IModelApp.d.ts +3 -3
  6. package/lib/cjs/IModelApp.d.ts.map +1 -1
  7. package/lib/cjs/IModelApp.js +2 -2
  8. package/lib/cjs/IModelApp.js.map +1 -1
  9. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  10. package/lib/cjs/NoRenderApp.js +3 -0
  11. package/lib/cjs/NoRenderApp.js.map +1 -1
  12. package/lib/cjs/Tiles.d.ts +4 -0
  13. package/lib/cjs/Tiles.d.ts.map +1 -1
  14. package/lib/cjs/Tiles.js +11 -0
  15. package/lib/cjs/Tiles.js.map +1 -1
  16. package/lib/cjs/ViewContext.js +1 -1
  17. package/lib/cjs/ViewContext.js.map +1 -1
  18. package/lib/cjs/ViewManager.d.ts.map +1 -1
  19. package/lib/cjs/ViewManager.js +2 -3
  20. package/lib/cjs/ViewManager.js.map +1 -1
  21. package/lib/cjs/ViewState.d.ts +4 -5
  22. package/lib/cjs/ViewState.d.ts.map +1 -1
  23. package/lib/cjs/ViewState.js +0 -1
  24. package/lib/cjs/ViewState.js.map +1 -1
  25. package/lib/cjs/Viewport.d.ts +48 -3
  26. package/lib/cjs/Viewport.d.ts.map +1 -1
  27. package/lib/cjs/Viewport.js +56 -2
  28. package/lib/cjs/Viewport.js.map +1 -1
  29. package/lib/cjs/extension/ExtensionRuntime.js +3 -0
  30. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  31. package/lib/cjs/render/GraphicBranch.d.ts +3 -0
  32. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  33. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  34. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  35. package/lib/cjs/render/MockRender.js +3 -0
  36. package/lib/cjs/render/MockRender.js.map +1 -1
  37. package/lib/cjs/render/RealityMeshParams.d.ts +3 -4
  38. package/lib/cjs/render/RealityMeshParams.d.ts.map +1 -1
  39. package/lib/cjs/render/RealityMeshParams.js +9 -5
  40. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  41. package/lib/cjs/render/VisibleFeature.d.ts +5 -5
  42. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  43. package/lib/cjs/render/webgl/BackgroundMapDrape.js +3 -3
  44. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  45. package/lib/cjs/render/webgl/BranchState.d.ts +3 -0
  46. package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
  47. package/lib/cjs/render/webgl/BranchState.js +5 -0
  48. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  49. package/lib/cjs/render/webgl/CachedGeometry.d.ts +32 -0
  50. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  51. package/lib/cjs/render/webgl/CachedGeometry.js +74 -1
  52. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  53. package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
  54. package/lib/cjs/render/webgl/DrawCommand.js +6 -4
  55. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  56. package/lib/cjs/render/webgl/EDL.d.ts +40 -0
  57. package/lib/cjs/render/webgl/EDL.d.ts.map +1 -0
  58. package/lib/cjs/render/webgl/EDL.js +264 -0
  59. package/lib/cjs/render/webgl/EDL.js.map +1 -0
  60. package/lib/cjs/render/webgl/EdgeSettings.js +2 -2
  61. package/lib/cjs/render/webgl/FrameBuffer.d.ts +4 -0
  62. package/lib/cjs/render/webgl/FrameBuffer.d.ts.map +1 -1
  63. package/lib/cjs/render/webgl/FrameBuffer.js +9 -0
  64. package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
  65. package/lib/cjs/render/webgl/FrustumUniforms.d.ts +7 -0
  66. package/lib/cjs/render/webgl/FrustumUniforms.d.ts.map +1 -1
  67. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  68. package/lib/cjs/render/webgl/Layer.js +2 -2
  69. package/lib/cjs/render/webgl/LayerCommands.js +2 -2
  70. package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
  71. package/lib/cjs/render/webgl/PlanarClassifier.js +9 -8
  72. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  73. package/lib/cjs/render/webgl/PlanarTextureProjection.js +1 -1
  74. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  75. package/lib/cjs/render/webgl/PointCloud.d.ts +2 -2
  76. package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
  77. package/lib/cjs/render/webgl/PointCloud.js +2 -0
  78. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  79. package/lib/cjs/render/webgl/RealityMesh.d.ts +3 -1
  80. package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
  81. package/lib/cjs/render/webgl/RealityMesh.js +8 -3
  82. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  83. package/lib/cjs/render/webgl/RealityModelUniforms.d.ts +9 -0
  84. package/lib/cjs/render/webgl/RealityModelUniforms.d.ts.map +1 -1
  85. package/lib/cjs/render/webgl/RealityModelUniforms.js +50 -0
  86. package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
  87. package/lib/cjs/render/webgl/RenderCommands.d.ts +2 -1
  88. package/lib/cjs/render/webgl/RenderCommands.d.ts.map +1 -1
  89. package/lib/cjs/render/webgl/RenderCommands.js +46 -38
  90. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  91. package/lib/cjs/render/webgl/RenderFlags.d.ts +19 -17
  92. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  93. package/lib/cjs/render/webgl/RenderFlags.js +8 -6
  94. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  95. package/lib/cjs/render/webgl/SceneCompositor.d.ts +6 -1
  96. package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
  97. package/lib/cjs/render/webgl/SceneCompositor.js +195 -76
  98. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  99. package/lib/cjs/render/webgl/SolarShadowMap.js +3 -3
  100. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  101. package/lib/cjs/render/webgl/SurfaceGeometry.js +5 -5
  102. package/lib/cjs/render/webgl/Target.js +7 -7
  103. package/lib/cjs/render/webgl/Target.js.map +1 -1
  104. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  105. package/lib/cjs/render/webgl/Technique.js +18 -3
  106. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  107. package/lib/cjs/render/webgl/TechniqueFlags.js +4 -4
  108. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  109. package/lib/cjs/render/webgl/TechniqueId.d.ts +6 -2
  110. package/lib/cjs/render/webgl/TechniqueId.d.ts.map +1 -1
  111. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  112. package/lib/cjs/render/webgl/UniformHandle.d.ts.map +1 -1
  113. package/lib/cjs/render/webgl/UniformHandle.js +1 -2
  114. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  115. package/lib/cjs/render/webgl/VisibleTileFeatures.js +5 -5
  116. package/lib/cjs/render/webgl/glsl/EDL.d.ts +14 -0
  117. package/lib/cjs/render/webgl/glsl/EDL.d.ts.map +1 -0
  118. package/lib/cjs/render/webgl/glsl/EDL.js +260 -0
  119. package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -0
  120. package/lib/cjs/render/webgl/glsl/RenderPass.js +12 -12
  121. package/lib/cjs/render/webgl/glsl/RenderPass.js.map +1 -1
  122. package/lib/cjs/tile/BatchedTileIdMap.js +1 -1
  123. package/lib/cjs/tile/BatchedTileIdMap.js.map +1 -1
  124. package/lib/cjs/tile/DynamicIModelTile.js +1 -1
  125. package/lib/cjs/tile/DynamicIModelTile.js.map +1 -1
  126. package/lib/cjs/tile/GltfReader.js +1 -1
  127. package/lib/cjs/tile/GltfReader.js.map +1 -1
  128. package/lib/cjs/tile/IModelTile.js +1 -1
  129. package/lib/cjs/tile/IModelTile.js.map +1 -1
  130. package/lib/cjs/tile/ImdlReader.js +5 -5
  131. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  132. package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
  133. package/lib/cjs/tile/RealityModelTileTree.js +2 -1
  134. package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
  135. package/lib/cjs/tile/RealityTileLoader.js +2 -2
  136. package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
  137. package/lib/cjs/tile/RealityTileTree.d.ts +5 -0
  138. package/lib/cjs/tile/RealityTileTree.d.ts.map +1 -1
  139. package/lib/cjs/tile/RealityTileTree.js +9 -4
  140. package/lib/cjs/tile/RealityTileTree.js.map +1 -1
  141. package/lib/cjs/tile/TileDrawArgs.js +1 -1
  142. package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
  143. package/lib/cjs/tile/TileTreeReference.d.ts +3 -0
  144. package/lib/cjs/tile/TileTreeReference.d.ts.map +1 -1
  145. package/lib/cjs/tile/TileTreeReference.js +3 -0
  146. package/lib/cjs/tile/TileTreeReference.js.map +1 -1
  147. package/lib/cjs/tile/map/CesiumTerrainProvider.js +9 -9
  148. package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
  149. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +1 -1
  150. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js +1 -2
  151. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -1
  152. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +2 -2
  153. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  154. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +1 -1
  155. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
  156. package/lib/cjs/tile/map/ImageryTileTree.d.ts +26 -1
  157. package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
  158. package/lib/cjs/tile/map/ImageryTileTree.js +54 -4
  159. package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
  160. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts +7 -3
  161. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  162. package/lib/cjs/tile/map/MapLayerImageryProvider.js +12 -8
  163. package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
  164. package/lib/cjs/tile/map/MapTile.d.ts +5 -0
  165. package/lib/cjs/tile/map/MapTile.d.ts.map +1 -1
  166. package/lib/cjs/tile/map/MapTile.js +33 -13
  167. package/lib/cjs/tile/map/MapTile.js.map +1 -1
  168. package/lib/cjs/tile/map/MapTileTree.d.ts +42 -3
  169. package/lib/cjs/tile/map/MapTileTree.d.ts.map +1 -1
  170. package/lib/cjs/tile/map/MapTileTree.js +126 -9
  171. package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
  172. package/lib/cjs/tile/map/MapTiledGraphicsProvider.d.ts +17 -0
  173. package/lib/cjs/tile/map/MapTiledGraphicsProvider.d.ts.map +1 -1
  174. package/lib/cjs/tile/map/MapTiledGraphicsProvider.js +26 -0
  175. package/lib/cjs/tile/map/MapTiledGraphicsProvider.js.map +1 -1
  176. package/lib/cjs/tile/map/WmtsCapabilities.d.ts +23 -68
  177. package/lib/cjs/tile/map/WmtsCapabilities.d.ts.map +1 -1
  178. package/lib/cjs/tile/map/WmtsCapabilities.js +269 -260
  179. package/lib/cjs/tile/map/WmtsCapabilities.js.map +1 -1
  180. package/lib/cjs/tools/ClipViewTool.js +2 -2
  181. package/lib/cjs/tools/ClipViewTool.js.map +1 -1
  182. package/lib/cjs/tools/MeasureTool.js +2 -2
  183. package/lib/cjs/tools/MeasureTool.js.map +1 -1
  184. package/lib/esm/AccuDraw.js +1 -1
  185. package/lib/esm/AccuDraw.js.map +1 -1
  186. package/lib/esm/IModelApp.d.ts +3 -3
  187. package/lib/esm/IModelApp.d.ts.map +1 -1
  188. package/lib/esm/IModelApp.js +2 -2
  189. package/lib/esm/IModelApp.js.map +1 -1
  190. package/lib/esm/NoRenderApp.d.ts.map +1 -1
  191. package/lib/esm/NoRenderApp.js +3 -0
  192. package/lib/esm/NoRenderApp.js.map +1 -1
  193. package/lib/esm/Tiles.d.ts +4 -0
  194. package/lib/esm/Tiles.d.ts.map +1 -1
  195. package/lib/esm/Tiles.js +11 -0
  196. package/lib/esm/Tiles.js.map +1 -1
  197. package/lib/esm/ViewContext.js +1 -1
  198. package/lib/esm/ViewContext.js.map +1 -1
  199. package/lib/esm/ViewManager.d.ts.map +1 -1
  200. package/lib/esm/ViewManager.js +2 -3
  201. package/lib/esm/ViewManager.js.map +1 -1
  202. package/lib/esm/ViewState.d.ts +4 -5
  203. package/lib/esm/ViewState.d.ts.map +1 -1
  204. package/lib/esm/ViewState.js +0 -1
  205. package/lib/esm/ViewState.js.map +1 -1
  206. package/lib/esm/Viewport.d.ts +48 -3
  207. package/lib/esm/Viewport.d.ts.map +1 -1
  208. package/lib/esm/Viewport.js +57 -3
  209. package/lib/esm/Viewport.js.map +1 -1
  210. package/lib/esm/extension/ExtensionRuntime.js +5 -2
  211. package/lib/esm/extension/ExtensionRuntime.js.map +1 -1
  212. package/lib/esm/render/GraphicBranch.d.ts +3 -0
  213. package/lib/esm/render/GraphicBranch.d.ts.map +1 -1
  214. package/lib/esm/render/GraphicBranch.js.map +1 -1
  215. package/lib/esm/render/MockRender.d.ts.map +1 -1
  216. package/lib/esm/render/MockRender.js +3 -0
  217. package/lib/esm/render/MockRender.js.map +1 -1
  218. package/lib/esm/render/RealityMeshParams.d.ts +3 -4
  219. package/lib/esm/render/RealityMeshParams.d.ts.map +1 -1
  220. package/lib/esm/render/RealityMeshParams.js +10 -6
  221. package/lib/esm/render/RealityMeshParams.js.map +1 -1
  222. package/lib/esm/render/VisibleFeature.d.ts +5 -5
  223. package/lib/esm/render/VisibleFeature.js.map +1 -1
  224. package/lib/esm/render/webgl/BackgroundMapDrape.js +3 -3
  225. package/lib/esm/render/webgl/BackgroundMapDrape.js.map +1 -1
  226. package/lib/esm/render/webgl/BranchState.d.ts +3 -0
  227. package/lib/esm/render/webgl/BranchState.d.ts.map +1 -1
  228. package/lib/esm/render/webgl/BranchState.js +5 -0
  229. package/lib/esm/render/webgl/BranchState.js.map +1 -1
  230. package/lib/esm/render/webgl/CachedGeometry.d.ts +32 -0
  231. package/lib/esm/render/webgl/CachedGeometry.d.ts.map +1 -1
  232. package/lib/esm/render/webgl/CachedGeometry.js +69 -0
  233. package/lib/esm/render/webgl/CachedGeometry.js.map +1 -1
  234. package/lib/esm/render/webgl/DrawCommand.d.ts.map +1 -1
  235. package/lib/esm/render/webgl/DrawCommand.js +6 -4
  236. package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
  237. package/lib/esm/render/webgl/EDL.d.ts +40 -0
  238. package/lib/esm/render/webgl/EDL.d.ts.map +1 -0
  239. package/lib/esm/render/webgl/EDL.js +260 -0
  240. package/lib/esm/render/webgl/EDL.js.map +1 -0
  241. package/lib/esm/render/webgl/EdgeSettings.js +2 -2
  242. package/lib/esm/render/webgl/FrameBuffer.d.ts +4 -0
  243. package/lib/esm/render/webgl/FrameBuffer.d.ts.map +1 -1
  244. package/lib/esm/render/webgl/FrameBuffer.js +9 -0
  245. package/lib/esm/render/webgl/FrameBuffer.js.map +1 -1
  246. package/lib/esm/render/webgl/FrustumUniforms.d.ts +7 -0
  247. package/lib/esm/render/webgl/FrustumUniforms.d.ts.map +1 -1
  248. package/lib/esm/render/webgl/FrustumUniforms.js.map +1 -1
  249. package/lib/esm/render/webgl/Layer.js +2 -2
  250. package/lib/esm/render/webgl/LayerCommands.js +2 -2
  251. package/lib/esm/render/webgl/PlanarClassifier.d.ts.map +1 -1
  252. package/lib/esm/render/webgl/PlanarClassifier.js +9 -8
  253. package/lib/esm/render/webgl/PlanarClassifier.js.map +1 -1
  254. package/lib/esm/render/webgl/PlanarTextureProjection.js +1 -1
  255. package/lib/esm/render/webgl/PlanarTextureProjection.js.map +1 -1
  256. package/lib/esm/render/webgl/PointCloud.d.ts +2 -2
  257. package/lib/esm/render/webgl/PointCloud.d.ts.map +1 -1
  258. package/lib/esm/render/webgl/PointCloud.js +2 -0
  259. package/lib/esm/render/webgl/PointCloud.js.map +1 -1
  260. package/lib/esm/render/webgl/RealityMesh.d.ts +3 -1
  261. package/lib/esm/render/webgl/RealityMesh.d.ts.map +1 -1
  262. package/lib/esm/render/webgl/RealityMesh.js +8 -3
  263. package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
  264. package/lib/esm/render/webgl/RealityModelUniforms.d.ts +9 -0
  265. package/lib/esm/render/webgl/RealityModelUniforms.d.ts.map +1 -1
  266. package/lib/esm/render/webgl/RealityModelUniforms.js +50 -0
  267. package/lib/esm/render/webgl/RealityModelUniforms.js.map +1 -1
  268. package/lib/esm/render/webgl/RenderCommands.d.ts +2 -1
  269. package/lib/esm/render/webgl/RenderCommands.d.ts.map +1 -1
  270. package/lib/esm/render/webgl/RenderCommands.js +46 -38
  271. package/lib/esm/render/webgl/RenderCommands.js.map +1 -1
  272. package/lib/esm/render/webgl/RenderFlags.d.ts +19 -17
  273. package/lib/esm/render/webgl/RenderFlags.d.ts.map +1 -1
  274. package/lib/esm/render/webgl/RenderFlags.js +8 -6
  275. package/lib/esm/render/webgl/RenderFlags.js.map +1 -1
  276. package/lib/esm/render/webgl/SceneCompositor.d.ts +6 -1
  277. package/lib/esm/render/webgl/SceneCompositor.d.ts.map +1 -1
  278. package/lib/esm/render/webgl/SceneCompositor.js +194 -77
  279. package/lib/esm/render/webgl/SceneCompositor.js.map +1 -1
  280. package/lib/esm/render/webgl/SolarShadowMap.js +3 -3
  281. package/lib/esm/render/webgl/SolarShadowMap.js.map +1 -1
  282. package/lib/esm/render/webgl/SurfaceGeometry.js +5 -5
  283. package/lib/esm/render/webgl/Target.js +7 -7
  284. package/lib/esm/render/webgl/Target.js.map +1 -1
  285. package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
  286. package/lib/esm/render/webgl/Technique.js +18 -3
  287. package/lib/esm/render/webgl/Technique.js.map +1 -1
  288. package/lib/esm/render/webgl/TechniqueFlags.js +4 -4
  289. package/lib/esm/render/webgl/TechniqueFlags.js.map +1 -1
  290. package/lib/esm/render/webgl/TechniqueId.d.ts +6 -2
  291. package/lib/esm/render/webgl/TechniqueId.d.ts.map +1 -1
  292. package/lib/esm/render/webgl/TechniqueId.js.map +1 -1
  293. package/lib/esm/render/webgl/UniformHandle.d.ts.map +1 -1
  294. package/lib/esm/render/webgl/UniformHandle.js +1 -2
  295. package/lib/esm/render/webgl/UniformHandle.js.map +1 -1
  296. package/lib/esm/render/webgl/VisibleTileFeatures.js +5 -5
  297. package/lib/esm/render/webgl/glsl/EDL.d.ts +14 -0
  298. package/lib/esm/render/webgl/glsl/EDL.d.ts.map +1 -0
  299. package/lib/esm/render/webgl/glsl/EDL.js +253 -0
  300. package/lib/esm/render/webgl/glsl/EDL.js.map +1 -0
  301. package/lib/esm/render/webgl/glsl/RenderPass.js +12 -12
  302. package/lib/esm/render/webgl/glsl/RenderPass.js.map +1 -1
  303. package/lib/esm/tile/BatchedTileIdMap.js +1 -1
  304. package/lib/esm/tile/BatchedTileIdMap.js.map +1 -1
  305. package/lib/esm/tile/DynamicIModelTile.js +1 -1
  306. package/lib/esm/tile/DynamicIModelTile.js.map +1 -1
  307. package/lib/esm/tile/GltfReader.js +1 -1
  308. package/lib/esm/tile/GltfReader.js.map +1 -1
  309. package/lib/esm/tile/IModelTile.js +1 -1
  310. package/lib/esm/tile/IModelTile.js.map +1 -1
  311. package/lib/esm/tile/ImdlReader.js +5 -5
  312. package/lib/esm/tile/ImdlReader.js.map +1 -1
  313. package/lib/esm/tile/RealityModelTileTree.d.ts.map +1 -1
  314. package/lib/esm/tile/RealityModelTileTree.js +2 -1
  315. package/lib/esm/tile/RealityModelTileTree.js.map +1 -1
  316. package/lib/esm/tile/RealityTileLoader.js +2 -2
  317. package/lib/esm/tile/RealityTileLoader.js.map +1 -1
  318. package/lib/esm/tile/RealityTileTree.d.ts +5 -0
  319. package/lib/esm/tile/RealityTileTree.d.ts.map +1 -1
  320. package/lib/esm/tile/RealityTileTree.js +9 -4
  321. package/lib/esm/tile/RealityTileTree.js.map +1 -1
  322. package/lib/esm/tile/TileDrawArgs.js +1 -1
  323. package/lib/esm/tile/TileDrawArgs.js.map +1 -1
  324. package/lib/esm/tile/TileTreeReference.d.ts +3 -0
  325. package/lib/esm/tile/TileTreeReference.d.ts.map +1 -1
  326. package/lib/esm/tile/TileTreeReference.js +3 -0
  327. package/lib/esm/tile/TileTreeReference.js.map +1 -1
  328. package/lib/esm/tile/map/CesiumTerrainProvider.js +9 -9
  329. package/lib/esm/tile/map/CesiumTerrainProvider.js.map +1 -1
  330. package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +1 -1
  331. package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.js +1 -2
  332. package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -1
  333. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +2 -2
  334. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  335. package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +2 -2
  336. package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
  337. package/lib/esm/tile/map/ImageryTileTree.d.ts +26 -1
  338. package/lib/esm/tile/map/ImageryTileTree.d.ts.map +1 -1
  339. package/lib/esm/tile/map/ImageryTileTree.js +53 -4
  340. package/lib/esm/tile/map/ImageryTileTree.js.map +1 -1
  341. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts +7 -3
  342. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  343. package/lib/esm/tile/map/MapLayerImageryProvider.js +12 -8
  344. package/lib/esm/tile/map/MapLayerImageryProvider.js.map +1 -1
  345. package/lib/esm/tile/map/MapTile.d.ts +5 -0
  346. package/lib/esm/tile/map/MapTile.d.ts.map +1 -1
  347. package/lib/esm/tile/map/MapTile.js +33 -13
  348. package/lib/esm/tile/map/MapTile.js.map +1 -1
  349. package/lib/esm/tile/map/MapTileTree.d.ts +42 -3
  350. package/lib/esm/tile/map/MapTileTree.d.ts.map +1 -1
  351. package/lib/esm/tile/map/MapTileTree.js +126 -9
  352. package/lib/esm/tile/map/MapTileTree.js.map +1 -1
  353. package/lib/esm/tile/map/MapTiledGraphicsProvider.d.ts +17 -0
  354. package/lib/esm/tile/map/MapTiledGraphicsProvider.d.ts.map +1 -1
  355. package/lib/esm/tile/map/MapTiledGraphicsProvider.js +26 -0
  356. package/lib/esm/tile/map/MapTiledGraphicsProvider.js.map +1 -1
  357. package/lib/esm/tile/map/WmtsCapabilities.d.ts +23 -68
  358. package/lib/esm/tile/map/WmtsCapabilities.d.ts.map +1 -1
  359. package/lib/esm/tile/map/WmtsCapabilities.js +268 -259
  360. package/lib/esm/tile/map/WmtsCapabilities.js.map +1 -1
  361. package/lib/esm/tools/ClipViewTool.js +2 -2
  362. package/lib/esm/tools/ClipViewTool.js.map +1 -1
  363. package/lib/esm/tools/MeasureTool.js +2 -2
  364. package/lib/esm/tools/MeasureTool.js.map +1 -1
  365. package/package.json +22 -23
@@ -21,7 +21,7 @@ export class RenderCommands {
21
21
  constructor(target, stack, batchState) {
22
22
  this._scratchFrustum = new Frustum();
23
23
  this._scratchRange = new Range3d();
24
- this._commands = new Array(20 /* COUNT */);
24
+ this._commands = new Array(21 /* COUNT */);
25
25
  this._forcedRenderPass = 255 /* None */;
26
26
  this._addLayersAsNormalGraphics = false;
27
27
  this._opaqueOverrides = false;
@@ -31,7 +31,7 @@ export class RenderCommands {
31
31
  this._stack = stack;
32
32
  this._batchState = batchState;
33
33
  this._layers = new LayerCommandLists(this);
34
- for (let i = 0; i < 20 /* COUNT */; ++i)
34
+ for (let i = 0; i < 21 /* COUNT */; ++i)
35
35
  this._commands[i] = [];
36
36
  }
37
37
  get target() { return this._target; }
@@ -47,8 +47,8 @@ export class RenderCommands {
47
47
  get isDrawingLayers() {
48
48
  switch (this._forcedRenderPass) {
49
49
  case 1 /* OpaqueLayers */:
50
- case 6 /* TranslucentLayers */:
51
- case 10 /* OverlayLayers */:
50
+ case 7 /* TranslucentLayers */:
51
+ case 11 /* OverlayLayers */:
52
52
  return true;
53
53
  default:
54
54
  return false;
@@ -57,9 +57,9 @@ export class RenderCommands {
57
57
  get currentViewFlags() { return this._stack.top.viewFlags; }
58
58
  get compositeFlags() {
59
59
  let flags = 0 /* None */;
60
- if (this.hasCommands(7 /* Translucent */))
60
+ if (this.hasCommands(8 /* Translucent */))
61
61
  flags |= 1 /* Translucent */;
62
- if (this.hasCommands(9 /* Hilite */) || this.hasCommands(15 /* HiliteClassification */) || this.hasCommands(17 /* HilitePlanarClassification */))
62
+ if (this.hasCommands(10 /* Hilite */) || this.hasCommands(16 /* HiliteClassification */) || this.hasCommands(18 /* HilitePlanarClassification */))
63
63
  flags |= 2 /* Hilite */;
64
64
  if (this.target.wantAmbientOcclusion)
65
65
  flags |= 4 /* AmbientOcclusion */;
@@ -67,7 +67,7 @@ export class RenderCommands {
67
67
  }
68
68
  get _curBatch() { return this._batchState.currentBatch; }
69
69
  hasCommands(pass) { return 0 !== this.getCommands(pass).length; }
70
- isOpaquePass(pass) { return pass >= 2 /* OpaqueLinear */ && pass <= 4 /* OpaqueGeneral */; }
70
+ isOpaquePass(pass) { return pass >= 2 /* OpaqueLinear */ && pass <= 5 /* OpaqueGeneral */; }
71
71
  reset(target, stack, batchState) {
72
72
  this._target = target;
73
73
  this._stack = stack;
@@ -88,13 +88,13 @@ export class RenderCommands {
88
88
  }
89
89
  /** Add backgroundMap graphics to their own render pass. */
90
90
  addBackgroundMapGraphics(backgroundMapGraphics) {
91
- this._forcedRenderPass = 14 /* BackgroundMap */;
91
+ this._forcedRenderPass = 15 /* BackgroundMap */;
92
92
  backgroundMapGraphics.forEach((entry) => entry.addCommands(this));
93
93
  this._forcedRenderPass = 255 /* None */;
94
94
  }
95
95
  /** Add overlay graphics to the world overlay pass */
96
96
  addOverlayGraphics(overlayGraphics) {
97
- this._forcedRenderPass = 11 /* WorldOverlay */;
97
+ this._forcedRenderPass = 12 /* WorldOverlay */;
98
98
  overlayGraphics.forEach((entry) => entry.addCommands(this));
99
99
  this._forcedRenderPass = 255 /* None */;
100
100
  }
@@ -143,7 +143,7 @@ export class RenderCommands {
143
143
  if (undefined === gf)
144
144
  return;
145
145
  assert(255 /* None */ === this._forcedRenderPass);
146
- this._forcedRenderPass = 13 /* SkyBox */;
146
+ this._forcedRenderPass = 14 /* SkyBox */;
147
147
  this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));
148
148
  this._forcedRenderPass = 255 /* None */;
149
149
  }
@@ -202,7 +202,7 @@ export class RenderCommands {
202
202
  break;
203
203
  case 4 /* LitSurface */:
204
204
  case 3 /* UnlitSurface */:
205
- opaquePass = 4 /* OpaqueGeneral */;
205
+ opaquePass = 5 /* OpaqueGeneral */;
206
206
  break;
207
207
  default:
208
208
  opaquePass = 2 /* OpaqueLinear */;
@@ -213,7 +213,7 @@ export class RenderCommands {
213
213
  }
214
214
  const renderOpaqueDuringTranslucent = isDoublePass || (this._translucentOverrides && haveFeatureOverrides);
215
215
  if (renderOpaqueDuringTranslucent && Pass.rendersOpaque(pass) && !this._addTranslucentAsOpaque)
216
- this.getCommands(7 /* Translucent */).push(command);
216
+ this.getCommands(8 /* Translucent */).push(command);
217
217
  if (!Pass.rendersOpaqueAndTranslucent(pass))
218
218
  this.getCommands(Pass.toRenderPass(pass)).push(command);
219
219
  }
@@ -247,7 +247,7 @@ export class RenderCommands {
247
247
  // GraphicsCollectorDrawArgs wants to collect graphics to project to a plane for masking.
248
248
  // It bypasses PlanProjectionTreeReference.createDrawArgs which would otherwise wrap the graphics in a LayerContainer.
249
249
  assert(this._forcedRenderPass === 255 /* None */);
250
- this._forcedRenderPass = 4 /* OpaqueGeneral */;
250
+ this._forcedRenderPass = 5 /* OpaqueGeneral */;
251
251
  layer.graphic.addCommands(this);
252
252
  this._forcedRenderPass = 255 /* None */;
253
253
  return;
@@ -310,9 +310,9 @@ export class RenderCommands {
310
310
  }
311
311
  pushAndPop(push, pop, func) {
312
312
  if (this.isDrawingLayers) {
313
- this._commands[9 /* Hilite */].push(push);
313
+ this._commands[10 /* Hilite */].push(push);
314
314
  this._layers.pushAndPop(push, pop, func);
315
- const cmds = this._commands[9 /* Hilite */];
315
+ const cmds = this._commands[10 /* Hilite */];
316
316
  if (0 < cmds.length && cmds[cmds.length - 1] === push)
317
317
  cmds.pop();
318
318
  else
@@ -327,7 +327,7 @@ export class RenderCommands {
327
327
  else {
328
328
  // May want to add hilite commands as well - add the push command to that pass.
329
329
  this._commands[this._forcedRenderPass].push(push);
330
- this._commands[9 /* Hilite */].push(push);
330
+ this._commands[10 /* Hilite */].push(push);
331
331
  }
332
332
  func();
333
333
  // Remove push command from any passes that didn't receive any commands; add the pop command to any passes that did.
@@ -342,13 +342,13 @@ export class RenderCommands {
342
342
  }
343
343
  else {
344
344
  assert(0 < this._commands[this._forcedRenderPass].length);
345
- assert(0 < this._commands[9 /* Hilite */].length);
345
+ assert(0 < this._commands[10 /* Hilite */].length);
346
346
  let cmds = this._commands[this._forcedRenderPass];
347
347
  if (cmds[cmds.length - 1] === push)
348
348
  cmds.pop();
349
349
  else
350
350
  cmds.push(pop);
351
- cmds = this._commands[9 /* Hilite */];
351
+ cmds = this._commands[10 /* Hilite */];
352
352
  if (cmds[cmds.length - 1] === push)
353
353
  cmds.pop();
354
354
  else
@@ -386,18 +386,26 @@ export class RenderCommands {
386
386
  this._commands.forEach((cmds) => cmds.splice(0));
387
387
  this._layers.clear();
388
388
  }
389
- initForPickOverlays(sceneOverlays, overlayDecorations) {
389
+ initForPickOverlayDecorations(overlays) {
390
+ for (const overlay of overlays) {
391
+ const gf = overlay;
392
+ if (gf.isPickable)
393
+ gf.addCommands(this);
394
+ }
395
+ }
396
+ initForPickOverlays(sceneOverlays, worldOverlayDecorations, viewOverlayDecorations) {
390
397
  this._clearCommands();
391
398
  this._addTranslucentAsOpaque = true;
392
399
  for (const sceneGf of sceneOverlays)
393
400
  sceneGf.addCommands(this);
394
- if (undefined !== overlayDecorations) {
401
+ if (worldOverlayDecorations === null || worldOverlayDecorations === void 0 ? void 0 : worldOverlayDecorations.length) {
395
402
  this.pushAndPopState(this.target.decorationsState, () => {
396
- for (const overlay of overlayDecorations) {
397
- const gf = overlay;
398
- if (gf.isPickable)
399
- gf.addCommands(this);
400
- }
403
+ this.initForPickOverlayDecorations(worldOverlayDecorations);
404
+ });
405
+ }
406
+ if (viewOverlayDecorations === null || viewOverlayDecorations === void 0 ? void 0 : viewOverlayDecorations.length) {
407
+ this.pushAndPopState(this.target.decorationsState.withViewCoords(), () => {
408
+ this.initForPickOverlayDecorations(viewOverlayDecorations);
401
409
  });
402
410
  }
403
411
  this._addTranslucentAsOpaque = false;
@@ -435,9 +443,9 @@ export class RenderCommands {
435
443
  this.addWorldDecorations(dec.world);
436
444
  this.pushAndPopState(this.target.decorationsState, () => {
437
445
  if (undefined !== dec.viewOverlay && 0 < dec.viewOverlay.length)
438
- this.addDecorations(dec.viewOverlay, 12 /* ViewOverlay */);
446
+ this.addDecorations(dec.viewOverlay, 13 /* ViewOverlay */);
439
447
  if (undefined !== dec.worldOverlay && 0 < dec.worldOverlay.length)
440
- this.addDecorations(dec.worldOverlay, 11 /* WorldOverlay */);
448
+ this.addDecorations(dec.worldOverlay, 12 /* WorldOverlay */);
441
449
  });
442
450
  }
443
451
  this.setupClassificationByVolume();
@@ -463,7 +471,7 @@ export class RenderCommands {
463
471
  if (255 /* None */ === this._forcedRenderPass && prim.isEdge) {
464
472
  const vf = this.target.currentViewFlags;
465
473
  if (vf.renderMode !== RenderMode.Wireframe && vf.hiddenEdges)
466
- this.getCommands(8 /* HiddenEdge */).push(command);
474
+ this.getCommands(9 /* HiddenEdge */).push(command);
467
475
  }
468
476
  }
469
477
  addBranch(branch) {
@@ -472,25 +480,25 @@ export class RenderCommands {
472
480
  });
473
481
  }
474
482
  computeBatchHiliteRenderPass(batch) {
475
- let pass = 9 /* Hilite */;
483
+ let pass = 10 /* Hilite */;
476
484
  if (batch.graphic instanceof MeshGraphic) {
477
485
  const mg = batch.graphic;
478
486
  if (SurfaceType.VolumeClassifier === mg.surfaceType)
479
- pass = 15 /* HiliteClassification */;
487
+ pass = 16 /* HiliteClassification */;
480
488
  }
481
489
  else if (batch.graphic instanceof GraphicsArray) {
482
490
  const ga = batch.graphic;
483
491
  if (ga.graphics[0] instanceof MeshGraphic) {
484
492
  const mg = ga.graphics[0];
485
493
  if (SurfaceType.VolumeClassifier === mg.surfaceType)
486
- pass = 15 /* HiliteClassification */;
494
+ pass = 16 /* HiliteClassification */;
487
495
  }
488
496
  else if (ga.graphics[0] instanceof Branch) {
489
497
  const b = ga.graphics[0];
490
498
  if (b.branch.entries.length > 0 && b.branch.entries[0] instanceof MeshGraphic) {
491
499
  const mg = b.branch.entries[0];
492
500
  if (SurfaceType.VolumeClassifier === mg.surfaceType)
493
- pass = 15 /* HiliteClassification */;
501
+ pass = 16 /* HiliteClassification */;
494
502
  }
495
503
  }
496
504
  }
@@ -536,30 +544,30 @@ export class RenderCommands {
536
544
  let savedForcedRenderPass = 255 /* None */;
537
545
  if (undefined !== this.target.activeVolumeClassifierModelId && batch.featureTable.modelId === this.target.activeVolumeClassifierModelId) {
538
546
  savedForcedRenderPass = this._forcedRenderPass;
539
- this._forcedRenderPass = 19 /* VolumeClassifiedRealityData */;
547
+ this._forcedRenderPass = 20 /* VolumeClassifiedRealityData */;
540
548
  }
541
549
  batch.graphic.addCommands(this);
542
- if (19 /* VolumeClassifiedRealityData */ === this._forcedRenderPass)
550
+ if (20 /* VolumeClassifiedRealityData */ === this._forcedRenderPass)
543
551
  this._forcedRenderPass = savedForcedRenderPass;
544
552
  // If the batch contains hilited features, need to render them in the hilite pass
545
553
  const anyHilited = overrides.anyHilited;
546
554
  const planarClassifierHilited = undefined !== classifier && classifier.anyHilited;
547
555
  if (anyHilited || planarClassifierHilited)
548
- batch.graphic.addHiliteCommands(this, planarClassifierHilited ? 17 /* HilitePlanarClassification */ : this.computeBatchHiliteRenderPass(batch));
556
+ batch.graphic.addHiliteCommands(this, planarClassifierHilited ? 18 /* HilitePlanarClassification */ : this.computeBatchHiliteRenderPass(batch));
549
557
  });
550
558
  this._opaqueOverrides = this._translucentOverrides = false;
551
559
  this._batchState.pop();
552
560
  }
553
561
  // Define a culling frustum. Commands associated with Graphics whose ranges do not intersect the frustum will be skipped.
554
- setCheckRange(frustum) { this._frustumPlanes = new FrustumPlanes(frustum); }
562
+ setCheckRange(frustum) { this._frustumPlanes = FrustumPlanes.fromFrustum(frustum); }
555
563
  // Clear the culling frustum.
556
564
  clearCheckRange() { this._frustumPlanes = undefined; }
557
565
  setupClassificationByVolume() {
558
566
  // To make it easier to process the classifiers individually, set up a secondary command list for them where they
559
567
  // are each separated by their own pushes & pops so that they can easily be drawn individually. This now supports
560
568
  // nested branches and batches.
561
- const groupedCmds = this._commands[5 /* Classification */];
562
- const byIndexCmds = this._commands[16 /* ClassificationByIndex */];
569
+ const groupedCmds = this._commands[6 /* Classification */];
570
+ const byIndexCmds = this._commands[17 /* ClassificationByIndex */];
563
571
  const pushCommands = []; // will contain current set of pushes ahead of a primitive
564
572
  for (const cmd of groupedCmds) {
565
573
  switch (cmd.opcode) {
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Range3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, FrustumPlanes, RenderMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { Decorations } from \"../Decorations\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\r\nimport { AnimationBranchState } from \"../GraphicBranch\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport {\r\n DrawCommands, PopBatchCommand, PopBranchCommand, PopClipCommand, PopCommand, PrimitiveCommand, PushBatchCommand,\r\n PushBranchCommand, PushClipCommand, PushCommand, PushStateCommand,\r\n} from \"./DrawCommand\";\r\nimport { Batch, Branch, Graphic, GraphicsArray } from \"./Graphic\";\r\nimport { Layer, LayerContainer } from \"./Layer\";\r\nimport { LayerCommandLists } from \"./LayerCommands\";\r\nimport { MeshGraphic } from \"./Mesh\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { CompositeFlags, Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { TargetGraphics } from \"./TargetGraphics\";\r\nimport { Target } from \"./Target\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\n\r\n/** A list of DrawCommands to be rendered, ordered by render pass.\r\n * @internal\r\n */\r\nexport class RenderCommands implements Iterable<DrawCommands> {\r\n private _frustumPlanes?: FrustumPlanes;\r\n private readonly _scratchFrustum = new Frustum();\r\n private readonly _scratchRange = new Range3d();\r\n private readonly _commands = new Array<DrawCommands>(RenderPass.COUNT);\r\n private _target: Target;\r\n private _stack: BranchStack; // refers to the Target's BranchStack\r\n private _batchState: BatchState; // refers to the Target's BatchState\r\n private _forcedRenderPass: RenderPass = RenderPass.None;\r\n private _addLayersAsNormalGraphics = false;\r\n private _opaqueOverrides = false;\r\n private _translucentOverrides = false;\r\n private _addTranslucentAsOpaque = false; // true when rendering for _ReadPixels to force translucent items to be drawn in opaque pass.\r\n private readonly _layers: LayerCommandLists;\r\n\r\n public get target(): Target { return this._target; }\r\n\r\n public [Symbol.iterator](): Iterator<DrawCommands> {\r\n return this._commands[Symbol.iterator]();\r\n }\r\n\r\n public get isEmpty(): boolean {\r\n for (const commands of this._commands)\r\n if (0 < commands.length)\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n public get isDrawingLayers() {\r\n switch (this._forcedRenderPass) {\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n public get currentViewFlags(): ViewFlags { return this._stack.top.viewFlags; }\r\n public get compositeFlags(): CompositeFlags {\r\n let flags = CompositeFlags.None;\r\n if (this.hasCommands(RenderPass.Translucent))\r\n flags |= CompositeFlags.Translucent;\r\n\r\n if (this.hasCommands(RenderPass.Hilite) || this.hasCommands(RenderPass.HiliteClassification) || this.hasCommands(RenderPass.HilitePlanarClassification))\r\n flags |= CompositeFlags.Hilite;\r\n\r\n if (this.target.wantAmbientOcclusion)\r\n flags |= CompositeFlags.AmbientOcclusion;\r\n\r\n return flags;\r\n }\r\n\r\n private get _curBatch(): Batch | undefined { return this._batchState.currentBatch; }\r\n\r\n public hasCommands(pass: RenderPass): boolean { return 0 !== this.getCommands(pass).length; }\r\n public isOpaquePass(pass: RenderPass): boolean { return pass >= RenderPass.OpaqueLinear && pass <= RenderPass.OpaqueGeneral; }\r\n\r\n constructor(target: Target, stack: BranchStack, batchState: BatchState) {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this._layers = new LayerCommandLists(this);\r\n\r\n for (let i = 0; i < RenderPass.COUNT; ++i)\r\n this._commands[i] = [];\r\n }\r\n\r\n public reset(target: Target, stack: BranchStack, batchState: BatchState): void {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this.clear();\r\n }\r\n\r\n public collectGraphicsForPlanarProjection(scene: GraphicList): void {\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n assert(!this._addLayersAsNormalGraphics);\r\n\r\n this._addLayersAsNormalGraphics = true;\r\n this.addGraphics(scene);\r\n this._addLayersAsNormalGraphics = false;\r\n }\r\n\r\n public addGraphics(scene: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n scene.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n /** Add backgroundMap graphics to their own render pass. */\r\n public addBackgroundMapGraphics(backgroundMapGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.BackgroundMap;\r\n backgroundMapGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n /** Add overlay graphics to the world overlay pass */\r\n public addOverlayGraphics(overlayGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.WorldOverlay;\r\n overlayGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addDecorations(dec: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n for (const entry of dec) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addWorldDecorations(decs: GraphicList): void {\r\n const world = this.target.getWorldDecorations(decs);\r\n this.pushAndPopBranch(world, () => {\r\n for (const entry of world.branch.entries) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n\r\n private addPickableDecorations(decs: Decorations): void {\r\n if (undefined !== decs.normal) {\r\n for (const normal of decs.normal) {\r\n const gf = normal as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n }\r\n\r\n if (undefined !== decs.world) {\r\n const world = this.target.getWorldDecorations(decs.world);\r\n this.pushAndPopBranch(world, () => {\r\n for (const gf of world.branch.entries) {\r\n if ((gf as Graphic).isPickable)\r\n (gf as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n }\r\n\r\n public addBackground(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.Background;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addSkyBox(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.SkyBox;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addPrimitiveCommand(command: PrimitiveCommand, pass?: Pass): void {\r\n if (undefined === pass)\r\n pass = command.getPass(this.target);\r\n\r\n if (\"none\" === pass) // Edges will return none if they don't want to draw at all (edges not turned on).\r\n return;\r\n\r\n if (RenderPass.None !== this._forcedRenderPass) {\r\n // Add the command to the forced render pass (background).\r\n this.getCommands(this._forcedRenderPass).push(command);\r\n return;\r\n }\r\n\r\n if (!command.hasFeatures) {\r\n // Draw in general opaque pass so they are not in pick data.\r\n switch (pass) {\r\n case \"opaque-linear\":\r\n case \"opaque-planar\":\r\n pass = \"opaque\";\r\n break;\r\n case \"opaque-planar-translucent\":\r\n pass = \"opaque-translucent\";\r\n break;\r\n }\r\n }\r\n\r\n const haveFeatureOverrides = (this._opaqueOverrides || this._translucentOverrides) && command.opcode && command.hasFeatures;\r\n\r\n if (Pass.rendersTranslucent(pass) && this._addTranslucentAsOpaque) {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n pass = \"opaque-planar\";\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n pass = \"opaque\";\r\n break;\r\n default:\r\n pass = \"opaque-linear\";\r\n break;\r\n }\r\n }\r\n\r\n const isDoublePass = Pass.rendersOpaqueAndTranslucent(pass);\r\n const renderTranslucentDuringOpaque = isDoublePass || (this._opaqueOverrides && haveFeatureOverrides);\r\n if (renderTranslucentDuringOpaque && Pass.rendersTranslucent(pass) && !command.primitive.cachedGeometry.alwaysRenderTranslucent) {\r\n let opaquePass: RenderPass;\r\n if (Pass.rendersOpaqueAndTranslucent(pass)) {\r\n opaquePass = Pass.toOpaquePass(pass);\r\n } else {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n opaquePass = RenderPass.OpaquePlanar;\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n opaquePass = RenderPass.OpaqueGeneral;\r\n break;\r\n default:\r\n opaquePass = RenderPass.OpaqueLinear;\r\n break;\r\n }\r\n }\r\n\r\n this.getCommands(opaquePass).push(command);\r\n }\r\n\r\n const renderOpaqueDuringTranslucent = isDoublePass || (this._translucentOverrides && haveFeatureOverrides);\r\n if (renderOpaqueDuringTranslucent && Pass.rendersOpaque(pass) && !this._addTranslucentAsOpaque)\r\n this.getCommands(RenderPass.Translucent).push(command);\r\n\r\n if (!Pass.rendersOpaqueAndTranslucent(pass))\r\n this.getCommands(Pass.toRenderPass(pass)).push(command);\r\n }\r\n\r\n public getCommands(pass: RenderPass): DrawCommands {\r\n let idx = pass as number;\r\n assert(idx < this._commands.length);\r\n if (idx >= this._commands.length)\r\n idx -= 1;\r\n\r\n return this._commands[idx];\r\n }\r\n\r\n public replaceCommands(pass: RenderPass, cmds: DrawCommands): void {\r\n const idx = pass as number;\r\n this._commands[idx].splice(0);\r\n this._commands[idx] = cmds;\r\n }\r\n\r\n public addHiliteBranch(branch: Branch, pass: RenderPass): void {\r\n this.pushAndPopBranchForPass(pass, branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addHiliteCommands(this, pass));\r\n });\r\n }\r\n\r\n public processLayers(container: LayerContainer): void {\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n if (RenderPass.None !== this._forcedRenderPass)\r\n return;\r\n\r\n this._forcedRenderPass = container.renderPass;\r\n this._layers.processLayers(container, () => container.graphic.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addLayerCommands(layer: Layer): void {\r\n if (this._addLayersAsNormalGraphics) {\r\n // GraphicsCollectorDrawArgs wants to collect graphics to project to a plane for masking.\r\n // It bypasses PlanProjectionTreeReference.createDrawArgs which would otherwise wrap the graphics in a LayerContainer.\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n this._forcedRenderPass = RenderPass.OpaqueGeneral;\r\n layer.graphic.addCommands(this);\r\n this._forcedRenderPass = RenderPass.None;\r\n return;\r\n }\r\n\r\n assert(this.isDrawingLayers);\r\n if (!this.isDrawingLayers)\r\n return;\r\n\r\n // Let the graphic add its commands. Afterward, pull them out and add them to the LayerCommands.\r\n this._layers.currentLayer = layer;\r\n layer.graphic.addCommands(this);\r\n\r\n const cmds = this.getCommands(this._forcedRenderPass);\r\n this._layers.addCommands(cmds);\r\n\r\n cmds.length = 0;\r\n this._layers.currentLayer = undefined;\r\n }\r\n\r\n public addHiliteLayerCommands(graphic: Graphic, pass: RenderPass): void {\r\n assert(this.isDrawingLayers || this._addLayersAsNormalGraphics);\r\n if (!this.isDrawingLayers && !this._addLayersAsNormalGraphics)\r\n return;\r\n\r\n const prevPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.None;\r\n\r\n graphic.addHiliteCommands(this, pass);\r\n\r\n this._forcedRenderPass = prevPass;\r\n }\r\n\r\n private getAnimationBranchState(branch: Branch): AnimationBranchState | undefined {\r\n const animId = branch.branch.animationId;\r\n return undefined !== animId ? this.target.animationBranches?.branchStates.get(animId) : undefined;\r\n }\r\n\r\n private pushAndPopBranchForPass(pass: RenderPass, branch: Branch, func: () => void): void {\r\n assert(!this.isDrawingLayers);\r\n\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n assert(RenderPass.None !== pass);\r\n\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n if (branch.secondaryClassifiers)\r\n branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));\r\n\r\n const cmds = this.getCommands(pass);\r\n const clip = animState?.clip as ClipVolume | undefined;\r\n const pushClip = undefined !== clip ? new PushClipCommand(clip) : undefined;\r\n if (pushClip)\r\n cmds.push(pushClip);\r\n\r\n const push = new PushBranchCommand(branch);\r\n cmds.push(push);\r\n\r\n func();\r\n\r\n this._stack.pop();\r\n if (cmds[cmds.length - 1] === push) {\r\n cmds.pop();\r\n if (pushClip)\r\n cmds.pop();\r\n } else {\r\n cmds.push(PopBranchCommand.instance);\r\n if (pushClip)\r\n cmds.push(PopClipCommand.instance);\r\n }\r\n }\r\n\r\n private pushAndPop(push: PushCommand, pop: PopCommand, func: () => void): void {\r\n if (this.isDrawingLayers) {\r\n this._commands[RenderPass.Hilite].push(push);\r\n this._layers.pushAndPop(push, pop, func);\r\n\r\n const cmds = this._commands[RenderPass.Hilite];\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n return;\r\n }\r\n\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n // Need to make sure the push command precedes any subsequent commands added to any render pass.\r\n for (const cmds of this._commands)\r\n cmds.push(push);\r\n } else {\r\n // May want to add hilite commands as well - add the push command to that pass.\r\n this._commands[this._forcedRenderPass].push(push);\r\n this._commands[RenderPass.Hilite].push(push);\r\n }\r\n\r\n func();\r\n\r\n // Remove push command from any passes that didn't receive any commands; add the pop command to any passes that did.\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n for (const cmds of this._commands) {\r\n assert(0 < cmds.length);\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n } else {\r\n assert(0 < this._commands[this._forcedRenderPass].length);\r\n assert(0 < this._commands[RenderPass.Hilite].length);\r\n\r\n let cmds = this._commands[this._forcedRenderPass];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n cmds = this._commands[RenderPass.Hilite];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n }\r\n\r\n public pushAndPopBranch(branch: Branch, func: () => void): void {\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n if (animState?.clip)\r\n this.pushAndPop(new PushClipCommand(animState.clip as ClipVolume), PopClipCommand.instance, () => this._pushAndPopBranch(branch, func));\r\n else\r\n this._pushAndPopBranch(branch, func);\r\n }\r\n\r\n private _pushAndPopBranch(branch: Branch, func: () => void): void {\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n if (branch.secondaryClassifiers)\r\n branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));\r\n\r\n this.pushAndPop(new PushBranchCommand(branch), PopBranchCommand.instance, func);\r\n\r\n this._stack.pop();\r\n }\r\n\r\n public pushAndPopState(state: BranchState, func: () => void): void {\r\n this._stack.pushState(state);\r\n this.pushAndPop(new PushStateCommand(state), PopBranchCommand.instance, func);\r\n this._stack.pop();\r\n }\r\n\r\n public clear(): void {\r\n assert(this._batchState.isEmpty);\r\n this._clearCommands();\r\n }\r\n\r\n private _clearCommands(): void {\r\n this._commands.forEach((cmds: DrawCommands) => cmds.splice(0));\r\n this._layers.clear();\r\n }\r\n\r\n public initForPickOverlays(sceneOverlays: GraphicList, overlayDecorations: GraphicList | undefined): void {\r\n this._clearCommands();\r\n\r\n this._addTranslucentAsOpaque = true;\r\n\r\n for (const sceneGf of sceneOverlays)\r\n (sceneGf as Graphic).addCommands(this);\r\n\r\n if (undefined !== overlayDecorations) {\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n for (const overlay of overlayDecorations) {\r\n const gf = overlay as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n });\r\n }\r\n\r\n this._addTranslucentAsOpaque = false;\r\n }\r\n\r\n public initForReadPixels(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n // Set flag to force translucent geometry to be put into the opaque pass.\r\n this._addTranslucentAsOpaque = true;\r\n\r\n // Add the scene graphics.\r\n this.addGraphics(gfx.foreground);\r\n\r\n // Also add any pickable decorations.\r\n if (undefined !== gfx.decorations)\r\n this.addPickableDecorations(gfx.decorations);\r\n\r\n // Also background map is pickable\r\n this.addBackgroundMapGraphics(gfx.background);\r\n\r\n this._addTranslucentAsOpaque = false;\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public initForRender(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n this.addGraphics(gfx.foreground);\r\n this.addBackgroundMapGraphics(gfx.background);\r\n this.addOverlayGraphics(gfx.overlays);\r\n\r\n const dynamics = gfx.dynamics;\r\n if (dynamics && dynamics.length > 0)\r\n this.addDecorations(dynamics);\r\n\r\n const dec = gfx.decorations;\r\n if (undefined !== dec) {\r\n this.addBackground(dec.viewBackground as Graphic);\r\n\r\n this.addSkyBox(dec.skyBox as Graphic);\r\n\r\n if (undefined !== dec.normal && 0 < dec.normal.length)\r\n this.addGraphics(dec.normal);\r\n\r\n if (undefined !== dec.world && 0 < dec.world.length)\r\n this.addWorldDecorations(dec.world);\r\n\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n if (undefined !== dec.viewOverlay && 0 < dec.viewOverlay.length)\r\n this.addDecorations(dec.viewOverlay, RenderPass.ViewOverlay);\r\n\r\n if (undefined !== dec.worldOverlay && 0 < dec.worldOverlay.length)\r\n this.addDecorations(dec.worldOverlay, RenderPass.WorldOverlay);\r\n });\r\n }\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public addPrimitive(prim: Primitive): void {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isGeometryOutsideActiveVolume(prim.cachedGeometry))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) { // See if we can cull this primitive.\r\n if (\"classification\" === prim.getPass(this.target)) {\r\n const geom = prim.cachedGeometry;\r\n geom.computeRange(this._scratchRange);\r\n let frustum = Frustum.fromRange(this._scratchRange, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const command = new PrimitiveCommand(prim);\r\n this.addPrimitiveCommand(command);\r\n\r\n if (RenderPass.None === this._forcedRenderPass && prim.isEdge) {\r\n const vf: ViewFlags = this.target.currentViewFlags;\r\n if (vf.renderMode !== RenderMode.Wireframe && vf.hiddenEdges)\r\n this.getCommands(RenderPass.HiddenEdge).push(command);\r\n }\r\n }\r\n\r\n public addBranch(branch: Branch): void {\r\n this.pushAndPopBranch(branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n });\r\n }\r\n\r\n public computeBatchHiliteRenderPass(batch: Batch): RenderPass {\r\n let pass = RenderPass.Hilite;\r\n if (batch.graphic instanceof MeshGraphic) {\r\n const mg = batch.graphic;\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (batch.graphic instanceof GraphicsArray) {\r\n const ga = batch.graphic;\r\n if (ga.graphics[0] instanceof MeshGraphic) {\r\n const mg = ga.graphics[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (ga.graphics[0] instanceof Branch) {\r\n const b = ga.graphics[0];\r\n if (b.branch.entries.length > 0 && b.branch.entries[0] instanceof MeshGraphic) {\r\n const mg = b.branch.entries[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n }\r\n }\r\n }\r\n return pass;\r\n }\r\n\r\n public addBatch(batch: Batch): void {\r\n if (batch.locateOnly && !this.target.isReadPixelsInProgress)\r\n return;\r\n\r\n // Batches (aka element tiles) should only draw during ordinary (translucent or opaque) passes.\r\n // They may draw during both, or neither.\r\n // NB: This is no longer true - pickable overlay decorations are defined as Batches. Problem?\r\n // assert(RenderPass.None === this._forcedRenderPass);\r\n assert(!this._opaqueOverrides && !this._translucentOverrides);\r\n assert(undefined === this._curBatch);\r\n\r\n // If all features are overridden to be invisible, draw no graphics in this batch\r\n const overrides = batch.getOverrides(this.target);\r\n if (overrides.allHidden)\r\n return;\r\n\r\n if (!batch.range.isNull) {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isRangeOutsideActiveVolume(batch.range))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) {\r\n let frustum = Frustum.fromRange(batch.range, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const classifier = this._stack.top.planarClassifier;\r\n\r\n this._batchState.push(batch, true);\r\n\r\n this.pushAndPop(new PushBatchCommand(batch), PopBatchCommand.instance, () => {\r\n if (this.currentViewFlags.transparency || overrides.anyViewIndependentTranslucent) {\r\n this._opaqueOverrides = overrides.anyOpaque;\r\n this._translucentOverrides = overrides.anyTranslucent;\r\n\r\n if (undefined !== classifier) {\r\n this._opaqueOverrides = this._opaqueOverrides || classifier.anyOpaque;\r\n this._translucentOverrides = this._translucentOverrides || classifier.anyTranslucent;\r\n }\r\n }\r\n\r\n // If we have an active volume classifier then force all batches for the reality data being classified into a special render pass.\r\n let savedForcedRenderPass = RenderPass.None;\r\n if (undefined !== this.target.activeVolumeClassifierModelId && batch.featureTable.modelId === this.target.activeVolumeClassifierModelId) {\r\n savedForcedRenderPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.VolumeClassifiedRealityData;\r\n }\r\n\r\n (batch.graphic as Graphic).addCommands(this);\r\n\r\n if (RenderPass.VolumeClassifiedRealityData === this._forcedRenderPass)\r\n this._forcedRenderPass = savedForcedRenderPass;\r\n\r\n // If the batch contains hilited features, need to render them in the hilite pass\r\n const anyHilited = overrides.anyHilited;\r\n const planarClassifierHilited = undefined !== classifier && classifier.anyHilited;\r\n if (anyHilited || planarClassifierHilited)\r\n (batch.graphic as Graphic).addHiliteCommands(this, planarClassifierHilited ? RenderPass.HilitePlanarClassification : this.computeBatchHiliteRenderPass(batch));\r\n\r\n });\r\n\r\n this._opaqueOverrides = this._translucentOverrides = false;\r\n this._batchState.pop();\r\n }\r\n\r\n // Define a culling frustum. Commands associated with Graphics whose ranges do not intersect the frustum will be skipped.\r\n public setCheckRange(frustum: Frustum) { this._frustumPlanes = new FrustumPlanes(frustum); }\r\n // Clear the culling frustum.\r\n public clearCheckRange(): void { this._frustumPlanes = undefined; }\r\n\r\n private setupClassificationByVolume(): void {\r\n // To make it easier to process the classifiers individually, set up a secondary command list for them where they\r\n // are each separated by their own pushes & pops so that they can easily be drawn individually. This now supports\r\n // nested branches and batches.\r\n const groupedCmds = this._commands[RenderPass.Classification];\r\n const byIndexCmds = this._commands[RenderPass.ClassificationByIndex];\r\n const pushCommands: DrawCommands = []; // will contain current set of pushes ahead of a primitive\r\n for (const cmd of groupedCmds) {\r\n switch (cmd.opcode) {\r\n case \"pushBranch\":\r\n case \"pushBatch\":\r\n case \"pushState\":\r\n pushCommands.push(cmd);\r\n break;\r\n case \"drawPrimitive\":\r\n for (const pushCmd of pushCommands) {\r\n byIndexCmds.push(pushCmd);\r\n }\r\n byIndexCmds.push(cmd);\r\n for (let i = pushCommands.length - 1; i >= 0; --i) {\r\n if (\"pushBatch\" === pushCommands[i].opcode)\r\n byIndexCmds.push(PopBatchCommand.instance);\r\n else // should be eith pushBranch or pushState opcode\r\n byIndexCmds.push(PopBranchCommand.instance);\r\n }\r\n break;\r\n case \"popBatch\":\r\n case \"popBranch\":\r\n pushCommands.pop();\r\n break;\r\n }\r\n }\r\n }\r\n\r\n public dump(): Array<{ name: string, count: number }> {\r\n const dump = [\r\n { name: \"Primitives\", count: 0 },\r\n { name: \"Batches\", count: 0 },\r\n { name: \"Branches\", count: 0 },\r\n ];\r\n\r\n for (const cmds of this._commands) {\r\n for (const cmd of cmds) {\r\n let index;\r\n switch (cmd.opcode) {\r\n case \"drawPrimitive\":\r\n index = 0;\r\n break;\r\n case \"pushBatch\":\r\n index = 1;\r\n break;\r\n case \"pushBranch\":\r\n index = 2;\r\n break;\r\n default:\r\n continue;\r\n }\r\n\r\n dump[index].count++;\r\n }\r\n }\r\n\r\n return dump;\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Range3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, FrustumPlanes, RenderMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { Decorations } from \"../Decorations\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\r\nimport { AnimationBranchState } from \"../GraphicBranch\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport {\r\n DrawCommands, PopBatchCommand, PopBranchCommand, PopClipCommand, PopCommand, PrimitiveCommand, PushBatchCommand,\r\n PushBranchCommand, PushClipCommand, PushCommand, PushStateCommand,\r\n} from \"./DrawCommand\";\r\nimport { Batch, Branch, Graphic, GraphicsArray } from \"./Graphic\";\r\nimport { Layer, LayerContainer } from \"./Layer\";\r\nimport { LayerCommandLists } from \"./LayerCommands\";\r\nimport { MeshGraphic } from \"./Mesh\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { CompositeFlags, Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { TargetGraphics } from \"./TargetGraphics\";\r\nimport { Target } from \"./Target\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\n\r\n/** A list of DrawCommands to be rendered, ordered by render pass.\r\n * @internal\r\n */\r\nexport class RenderCommands implements Iterable<DrawCommands> {\r\n private _frustumPlanes?: FrustumPlanes;\r\n private readonly _scratchFrustum = new Frustum();\r\n private readonly _scratchRange = new Range3d();\r\n private readonly _commands = new Array<DrawCommands>(RenderPass.COUNT);\r\n private _target: Target;\r\n private _stack: BranchStack; // refers to the Target's BranchStack\r\n private _batchState: BatchState; // refers to the Target's BatchState\r\n private _forcedRenderPass: RenderPass = RenderPass.None;\r\n private _addLayersAsNormalGraphics = false;\r\n private _opaqueOverrides = false;\r\n private _translucentOverrides = false;\r\n private _addTranslucentAsOpaque = false; // true when rendering for _ReadPixels to force translucent items to be drawn in opaque pass.\r\n private readonly _layers: LayerCommandLists;\r\n\r\n public get target(): Target { return this._target; }\r\n\r\n public [Symbol.iterator](): Iterator<DrawCommands> {\r\n return this._commands[Symbol.iterator]();\r\n }\r\n\r\n public get isEmpty(): boolean {\r\n for (const commands of this._commands)\r\n if (0 < commands.length)\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n public get isDrawingLayers() {\r\n switch (this._forcedRenderPass) {\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n public get currentViewFlags(): ViewFlags { return this._stack.top.viewFlags; }\r\n public get compositeFlags(): CompositeFlags {\r\n let flags = CompositeFlags.None;\r\n if (this.hasCommands(RenderPass.Translucent))\r\n flags |= CompositeFlags.Translucent;\r\n\r\n if (this.hasCommands(RenderPass.Hilite) || this.hasCommands(RenderPass.HiliteClassification) || this.hasCommands(RenderPass.HilitePlanarClassification))\r\n flags |= CompositeFlags.Hilite;\r\n\r\n if (this.target.wantAmbientOcclusion)\r\n flags |= CompositeFlags.AmbientOcclusion;\r\n\r\n return flags;\r\n }\r\n\r\n private get _curBatch(): Batch | undefined { return this._batchState.currentBatch; }\r\n\r\n public hasCommands(pass: RenderPass): boolean { return 0 !== this.getCommands(pass).length; }\r\n public isOpaquePass(pass: RenderPass): boolean { return pass >= RenderPass.OpaqueLinear && pass <= RenderPass.OpaqueGeneral; }\r\n\r\n constructor(target: Target, stack: BranchStack, batchState: BatchState) {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this._layers = new LayerCommandLists(this);\r\n\r\n for (let i = 0; i < RenderPass.COUNT; ++i)\r\n this._commands[i] = [];\r\n }\r\n\r\n public reset(target: Target, stack: BranchStack, batchState: BatchState): void {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this.clear();\r\n }\r\n\r\n public collectGraphicsForPlanarProjection(scene: GraphicList): void {\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n assert(!this._addLayersAsNormalGraphics);\r\n\r\n this._addLayersAsNormalGraphics = true;\r\n this.addGraphics(scene);\r\n this._addLayersAsNormalGraphics = false;\r\n }\r\n\r\n public addGraphics(scene: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n scene.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n /** Add backgroundMap graphics to their own render pass. */\r\n public addBackgroundMapGraphics(backgroundMapGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.BackgroundMap;\r\n backgroundMapGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n /** Add overlay graphics to the world overlay pass */\r\n public addOverlayGraphics(overlayGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.WorldOverlay;\r\n overlayGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addDecorations(dec: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n for (const entry of dec) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addWorldDecorations(decs: GraphicList): void {\r\n const world = this.target.getWorldDecorations(decs);\r\n this.pushAndPopBranch(world, () => {\r\n for (const entry of world.branch.entries) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n\r\n private addPickableDecorations(decs: Decorations): void {\r\n if (undefined !== decs.normal) {\r\n for (const normal of decs.normal) {\r\n const gf = normal as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n }\r\n\r\n if (undefined !== decs.world) {\r\n const world = this.target.getWorldDecorations(decs.world);\r\n this.pushAndPopBranch(world, () => {\r\n for (const gf of world.branch.entries) {\r\n if ((gf as Graphic).isPickable)\r\n (gf as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n }\r\n\r\n public addBackground(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.Background;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addSkyBox(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.SkyBox;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addPrimitiveCommand(command: PrimitiveCommand, pass?: Pass): void {\r\n if (undefined === pass)\r\n pass = command.getPass(this.target);\r\n\r\n if (\"none\" === pass) // Edges will return none if they don't want to draw at all (edges not turned on).\r\n return;\r\n\r\n if (RenderPass.None !== this._forcedRenderPass) {\r\n // Add the command to the forced render pass (background).\r\n this.getCommands(this._forcedRenderPass).push(command);\r\n return;\r\n }\r\n\r\n if (!command.hasFeatures) {\r\n // Draw in general opaque pass so they are not in pick data.\r\n switch (pass) {\r\n case \"opaque-linear\":\r\n case \"opaque-planar\":\r\n pass = \"opaque\";\r\n break;\r\n case \"opaque-planar-translucent\":\r\n pass = \"opaque-translucent\";\r\n break;\r\n }\r\n }\r\n\r\n const haveFeatureOverrides = (this._opaqueOverrides || this._translucentOverrides) && command.opcode && command.hasFeatures;\r\n\r\n if (Pass.rendersTranslucent(pass) && this._addTranslucentAsOpaque) {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n pass = \"opaque-planar\";\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n pass = \"opaque\";\r\n break;\r\n default:\r\n pass = \"opaque-linear\";\r\n break;\r\n }\r\n }\r\n\r\n const isDoublePass = Pass.rendersOpaqueAndTranslucent(pass);\r\n const renderTranslucentDuringOpaque = isDoublePass || (this._opaqueOverrides && haveFeatureOverrides);\r\n if (renderTranslucentDuringOpaque && Pass.rendersTranslucent(pass) && !command.primitive.cachedGeometry.alwaysRenderTranslucent) {\r\n let opaquePass: RenderPass;\r\n if (Pass.rendersOpaqueAndTranslucent(pass)) {\r\n opaquePass = Pass.toOpaquePass(pass);\r\n } else {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n opaquePass = RenderPass.OpaquePlanar;\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n opaquePass = RenderPass.OpaqueGeneral;\r\n break;\r\n default:\r\n opaquePass = RenderPass.OpaqueLinear;\r\n break;\r\n }\r\n }\r\n\r\n this.getCommands(opaquePass).push(command);\r\n }\r\n\r\n const renderOpaqueDuringTranslucent = isDoublePass || (this._translucentOverrides && haveFeatureOverrides);\r\n if (renderOpaqueDuringTranslucent && Pass.rendersOpaque(pass) && !this._addTranslucentAsOpaque)\r\n this.getCommands(RenderPass.Translucent).push(command);\r\n\r\n if (!Pass.rendersOpaqueAndTranslucent(pass))\r\n this.getCommands(Pass.toRenderPass(pass)).push(command);\r\n }\r\n\r\n public getCommands(pass: RenderPass): DrawCommands {\r\n let idx = pass as number;\r\n assert(idx < this._commands.length);\r\n if (idx >= this._commands.length)\r\n idx -= 1;\r\n\r\n return this._commands[idx];\r\n }\r\n\r\n public replaceCommands(pass: RenderPass, cmds: DrawCommands): void {\r\n const idx = pass as number;\r\n this._commands[idx].splice(0);\r\n this._commands[idx] = cmds;\r\n }\r\n\r\n public addHiliteBranch(branch: Branch, pass: RenderPass): void {\r\n this.pushAndPopBranchForPass(pass, branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addHiliteCommands(this, pass));\r\n });\r\n }\r\n\r\n public processLayers(container: LayerContainer): void {\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n if (RenderPass.None !== this._forcedRenderPass)\r\n return;\r\n\r\n this._forcedRenderPass = container.renderPass;\r\n this._layers.processLayers(container, () => container.graphic.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addLayerCommands(layer: Layer): void {\r\n if (this._addLayersAsNormalGraphics) {\r\n // GraphicsCollectorDrawArgs wants to collect graphics to project to a plane for masking.\r\n // It bypasses PlanProjectionTreeReference.createDrawArgs which would otherwise wrap the graphics in a LayerContainer.\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n this._forcedRenderPass = RenderPass.OpaqueGeneral;\r\n layer.graphic.addCommands(this);\r\n this._forcedRenderPass = RenderPass.None;\r\n return;\r\n }\r\n\r\n assert(this.isDrawingLayers);\r\n if (!this.isDrawingLayers)\r\n return;\r\n\r\n // Let the graphic add its commands. Afterward, pull them out and add them to the LayerCommands.\r\n this._layers.currentLayer = layer;\r\n layer.graphic.addCommands(this);\r\n\r\n const cmds = this.getCommands(this._forcedRenderPass);\r\n this._layers.addCommands(cmds);\r\n\r\n cmds.length = 0;\r\n this._layers.currentLayer = undefined;\r\n }\r\n\r\n public addHiliteLayerCommands(graphic: Graphic, pass: RenderPass): void {\r\n assert(this.isDrawingLayers || this._addLayersAsNormalGraphics);\r\n if (!this.isDrawingLayers && !this._addLayersAsNormalGraphics)\r\n return;\r\n\r\n const prevPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.None;\r\n\r\n graphic.addHiliteCommands(this, pass);\r\n\r\n this._forcedRenderPass = prevPass;\r\n }\r\n\r\n private getAnimationBranchState(branch: Branch): AnimationBranchState | undefined {\r\n const animId = branch.branch.animationId;\r\n return undefined !== animId ? this.target.animationBranches?.branchStates.get(animId) : undefined;\r\n }\r\n\r\n private pushAndPopBranchForPass(pass: RenderPass, branch: Branch, func: () => void): void {\r\n assert(!this.isDrawingLayers);\r\n\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n assert(RenderPass.None !== pass);\r\n\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n if (branch.secondaryClassifiers)\r\n branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));\r\n\r\n const cmds = this.getCommands(pass);\r\n const clip = animState?.clip as ClipVolume | undefined;\r\n const pushClip = undefined !== clip ? new PushClipCommand(clip) : undefined;\r\n if (pushClip)\r\n cmds.push(pushClip);\r\n\r\n const push = new PushBranchCommand(branch);\r\n cmds.push(push);\r\n\r\n func();\r\n\r\n this._stack.pop();\r\n if (cmds[cmds.length - 1] === push) {\r\n cmds.pop();\r\n if (pushClip)\r\n cmds.pop();\r\n } else {\r\n cmds.push(PopBranchCommand.instance);\r\n if (pushClip)\r\n cmds.push(PopClipCommand.instance);\r\n }\r\n }\r\n\r\n private pushAndPop(push: PushCommand, pop: PopCommand, func: () => void): void {\r\n if (this.isDrawingLayers) {\r\n this._commands[RenderPass.Hilite].push(push);\r\n this._layers.pushAndPop(push, pop, func);\r\n\r\n const cmds = this._commands[RenderPass.Hilite];\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n return;\r\n }\r\n\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n // Need to make sure the push command precedes any subsequent commands added to any render pass.\r\n for (const cmds of this._commands)\r\n cmds.push(push);\r\n } else {\r\n // May want to add hilite commands as well - add the push command to that pass.\r\n this._commands[this._forcedRenderPass].push(push);\r\n this._commands[RenderPass.Hilite].push(push);\r\n }\r\n\r\n func();\r\n\r\n // Remove push command from any passes that didn't receive any commands; add the pop command to any passes that did.\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n for (const cmds of this._commands) {\r\n assert(0 < cmds.length);\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n } else {\r\n assert(0 < this._commands[this._forcedRenderPass].length);\r\n assert(0 < this._commands[RenderPass.Hilite].length);\r\n\r\n let cmds = this._commands[this._forcedRenderPass];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n cmds = this._commands[RenderPass.Hilite];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n }\r\n\r\n public pushAndPopBranch(branch: Branch, func: () => void): void {\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n if (animState?.clip)\r\n this.pushAndPop(new PushClipCommand(animState.clip as ClipVolume), PopClipCommand.instance, () => this._pushAndPopBranch(branch, func));\r\n else\r\n this._pushAndPopBranch(branch, func);\r\n }\r\n\r\n private _pushAndPopBranch(branch: Branch, func: () => void): void {\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n if (branch.secondaryClassifiers)\r\n branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));\r\n\r\n this.pushAndPop(new PushBranchCommand(branch), PopBranchCommand.instance, func);\r\n\r\n this._stack.pop();\r\n }\r\n\r\n public pushAndPopState(state: BranchState, func: () => void): void {\r\n this._stack.pushState(state);\r\n this.pushAndPop(new PushStateCommand(state), PopBranchCommand.instance, func);\r\n this._stack.pop();\r\n }\r\n\r\n public clear(): void {\r\n assert(this._batchState.isEmpty);\r\n this._clearCommands();\r\n }\r\n\r\n private _clearCommands(): void {\r\n this._commands.forEach((cmds: DrawCommands) => cmds.splice(0));\r\n this._layers.clear();\r\n }\r\n\r\n private initForPickOverlayDecorations(overlays: GraphicList): void {\r\n for (const overlay of overlays) {\r\n const gf = overlay as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n }\r\n\r\n public initForPickOverlays(sceneOverlays: GraphicList, worldOverlayDecorations: GraphicList | undefined, viewOverlayDecorations: GraphicList | undefined): void {\r\n this._clearCommands();\r\n\r\n this._addTranslucentAsOpaque = true;\r\n\r\n for (const sceneGf of sceneOverlays)\r\n (sceneGf as Graphic).addCommands(this);\r\n\r\n if (worldOverlayDecorations?.length) {\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n this.initForPickOverlayDecorations(worldOverlayDecorations);\r\n });\r\n }\r\n\r\n if (viewOverlayDecorations?.length) {\r\n this.pushAndPopState(this.target.decorationsState.withViewCoords(), () => {\r\n this.initForPickOverlayDecorations(viewOverlayDecorations);\r\n });\r\n }\r\n\r\n this._addTranslucentAsOpaque = false;\r\n }\r\n\r\n public initForReadPixels(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n // Set flag to force translucent geometry to be put into the opaque pass.\r\n this._addTranslucentAsOpaque = true;\r\n\r\n // Add the scene graphics.\r\n this.addGraphics(gfx.foreground);\r\n\r\n // Also add any pickable decorations.\r\n if (undefined !== gfx.decorations)\r\n this.addPickableDecorations(gfx.decorations);\r\n\r\n // Also background map is pickable\r\n this.addBackgroundMapGraphics(gfx.background);\r\n\r\n this._addTranslucentAsOpaque = false;\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public initForRender(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n this.addGraphics(gfx.foreground);\r\n this.addBackgroundMapGraphics(gfx.background);\r\n this.addOverlayGraphics(gfx.overlays);\r\n\r\n const dynamics = gfx.dynamics;\r\n if (dynamics && dynamics.length > 0)\r\n this.addDecorations(dynamics);\r\n\r\n const dec = gfx.decorations;\r\n if (undefined !== dec) {\r\n this.addBackground(dec.viewBackground as Graphic);\r\n\r\n this.addSkyBox(dec.skyBox as Graphic);\r\n\r\n if (undefined !== dec.normal && 0 < dec.normal.length)\r\n this.addGraphics(dec.normal);\r\n\r\n if (undefined !== dec.world && 0 < dec.world.length)\r\n this.addWorldDecorations(dec.world);\r\n\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n if (undefined !== dec.viewOverlay && 0 < dec.viewOverlay.length)\r\n this.addDecorations(dec.viewOverlay, RenderPass.ViewOverlay);\r\n\r\n if (undefined !== dec.worldOverlay && 0 < dec.worldOverlay.length)\r\n this.addDecorations(dec.worldOverlay, RenderPass.WorldOverlay);\r\n });\r\n }\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public addPrimitive(prim: Primitive): void {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isGeometryOutsideActiveVolume(prim.cachedGeometry))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) { // See if we can cull this primitive.\r\n if (\"classification\" === prim.getPass(this.target)) {\r\n const geom = prim.cachedGeometry;\r\n geom.computeRange(this._scratchRange);\r\n let frustum = Frustum.fromRange(this._scratchRange, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const command = new PrimitiveCommand(prim);\r\n this.addPrimitiveCommand(command);\r\n\r\n if (RenderPass.None === this._forcedRenderPass && prim.isEdge) {\r\n const vf: ViewFlags = this.target.currentViewFlags;\r\n if (vf.renderMode !== RenderMode.Wireframe && vf.hiddenEdges)\r\n this.getCommands(RenderPass.HiddenEdge).push(command);\r\n }\r\n }\r\n\r\n public addBranch(branch: Branch): void {\r\n this.pushAndPopBranch(branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n });\r\n }\r\n\r\n public computeBatchHiliteRenderPass(batch: Batch): RenderPass {\r\n let pass = RenderPass.Hilite;\r\n if (batch.graphic instanceof MeshGraphic) {\r\n const mg = batch.graphic;\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (batch.graphic instanceof GraphicsArray) {\r\n const ga = batch.graphic;\r\n if (ga.graphics[0] instanceof MeshGraphic) {\r\n const mg = ga.graphics[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (ga.graphics[0] instanceof Branch) {\r\n const b = ga.graphics[0];\r\n if (b.branch.entries.length > 0 && b.branch.entries[0] instanceof MeshGraphic) {\r\n const mg = b.branch.entries[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n }\r\n }\r\n }\r\n return pass;\r\n }\r\n\r\n public addBatch(batch: Batch): void {\r\n if (batch.locateOnly && !this.target.isReadPixelsInProgress)\r\n return;\r\n\r\n // Batches (aka element tiles) should only draw during ordinary (translucent or opaque) passes.\r\n // They may draw during both, or neither.\r\n // NB: This is no longer true - pickable overlay decorations are defined as Batches. Problem?\r\n // assert(RenderPass.None === this._forcedRenderPass);\r\n assert(!this._opaqueOverrides && !this._translucentOverrides);\r\n assert(undefined === this._curBatch);\r\n\r\n // If all features are overridden to be invisible, draw no graphics in this batch\r\n const overrides = batch.getOverrides(this.target);\r\n if (overrides.allHidden)\r\n return;\r\n\r\n if (!batch.range.isNull) {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isRangeOutsideActiveVolume(batch.range))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) {\r\n let frustum = Frustum.fromRange(batch.range, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const classifier = this._stack.top.planarClassifier;\r\n\r\n this._batchState.push(batch, true);\r\n\r\n this.pushAndPop(new PushBatchCommand(batch), PopBatchCommand.instance, () => {\r\n if (this.currentViewFlags.transparency || overrides.anyViewIndependentTranslucent) {\r\n this._opaqueOverrides = overrides.anyOpaque;\r\n this._translucentOverrides = overrides.anyTranslucent;\r\n\r\n if (undefined !== classifier) {\r\n this._opaqueOverrides = this._opaqueOverrides || classifier.anyOpaque;\r\n this._translucentOverrides = this._translucentOverrides || classifier.anyTranslucent;\r\n }\r\n }\r\n\r\n // If we have an active volume classifier then force all batches for the reality data being classified into a special render pass.\r\n let savedForcedRenderPass = RenderPass.None;\r\n if (undefined !== this.target.activeVolumeClassifierModelId && batch.featureTable.modelId === this.target.activeVolumeClassifierModelId) {\r\n savedForcedRenderPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.VolumeClassifiedRealityData;\r\n }\r\n\r\n (batch.graphic as Graphic).addCommands(this);\r\n\r\n if (RenderPass.VolumeClassifiedRealityData === this._forcedRenderPass)\r\n this._forcedRenderPass = savedForcedRenderPass;\r\n\r\n // If the batch contains hilited features, need to render them in the hilite pass\r\n const anyHilited = overrides.anyHilited;\r\n const planarClassifierHilited = undefined !== classifier && classifier.anyHilited;\r\n if (anyHilited || planarClassifierHilited)\r\n (batch.graphic as Graphic).addHiliteCommands(this, planarClassifierHilited ? RenderPass.HilitePlanarClassification : this.computeBatchHiliteRenderPass(batch));\r\n\r\n });\r\n\r\n this._opaqueOverrides = this._translucentOverrides = false;\r\n this._batchState.pop();\r\n }\r\n\r\n // Define a culling frustum. Commands associated with Graphics whose ranges do not intersect the frustum will be skipped.\r\n public setCheckRange(frustum: Frustum) { this._frustumPlanes = FrustumPlanes.fromFrustum(frustum); }\r\n // Clear the culling frustum.\r\n public clearCheckRange(): void { this._frustumPlanes = undefined; }\r\n\r\n private setupClassificationByVolume(): void {\r\n // To make it easier to process the classifiers individually, set up a secondary command list for them where they\r\n // are each separated by their own pushes & pops so that they can easily be drawn individually. This now supports\r\n // nested branches and batches.\r\n const groupedCmds = this._commands[RenderPass.Classification];\r\n const byIndexCmds = this._commands[RenderPass.ClassificationByIndex];\r\n const pushCommands: DrawCommands = []; // will contain current set of pushes ahead of a primitive\r\n for (const cmd of groupedCmds) {\r\n switch (cmd.opcode) {\r\n case \"pushBranch\":\r\n case \"pushBatch\":\r\n case \"pushState\":\r\n pushCommands.push(cmd);\r\n break;\r\n case \"drawPrimitive\":\r\n for (const pushCmd of pushCommands) {\r\n byIndexCmds.push(pushCmd);\r\n }\r\n byIndexCmds.push(cmd);\r\n for (let i = pushCommands.length - 1; i >= 0; --i) {\r\n if (\"pushBatch\" === pushCommands[i].opcode)\r\n byIndexCmds.push(PopBatchCommand.instance);\r\n else // should be eith pushBranch or pushState opcode\r\n byIndexCmds.push(PopBranchCommand.instance);\r\n }\r\n break;\r\n case \"popBatch\":\r\n case \"popBranch\":\r\n pushCommands.pop();\r\n break;\r\n }\r\n }\r\n }\r\n\r\n public dump(): Array<{ name: string, count: number }> {\r\n const dump = [\r\n { name: \"Primitives\", count: 0 },\r\n { name: \"Batches\", count: 0 },\r\n { name: \"Branches\", count: 0 },\r\n ];\r\n\r\n for (const cmds of this._commands) {\r\n for (const cmd of cmds) {\r\n let index;\r\n switch (cmd.opcode) {\r\n case \"drawPrimitive\":\r\n index = 0;\r\n break;\r\n case \"pushBatch\":\r\n index = 1;\r\n break;\r\n case \"pushBranch\":\r\n index = 2;\r\n break;\r\n default:\r\n continue;\r\n }\r\n\r\n dump[index].count++;\r\n }\r\n }\r\n\r\n return dump;\r\n }\r\n}\r\n"]}
@@ -12,23 +12,24 @@ export declare const enum RenderPass {
12
12
  OpaqueLayers = 1,
13
13
  OpaqueLinear = 2,
14
14
  OpaquePlanar = 3,
15
- OpaqueGeneral = 4,
16
- Classification = 5,
17
- TranslucentLayers = 6,
18
- Translucent = 7,
19
- HiddenEdge = 8,
20
- Hilite = 9,
21
- OverlayLayers = 10,
22
- WorldOverlay = 11,
23
- ViewOverlay = 12,
24
- SkyBox = 13,
25
- BackgroundMap = 14,
26
- HiliteClassification = 15,
27
- ClassificationByIndex = 16,
28
- HilitePlanarClassification = 17,
29
- PlanarClassification = 18,
30
- VolumeClassifiedRealityData = 19,
31
- COUNT = 20
15
+ PointClouds = 4,
16
+ OpaqueGeneral = 5,
17
+ Classification = 6,
18
+ TranslucentLayers = 7,
19
+ Translucent = 8,
20
+ HiddenEdge = 9,
21
+ Hilite = 10,
22
+ OverlayLayers = 11,
23
+ WorldOverlay = 12,
24
+ ViewOverlay = 13,
25
+ SkyBox = 14,
26
+ BackgroundMap = 15,
27
+ HiliteClassification = 16,
28
+ ClassificationByIndex = 17,
29
+ HilitePlanarClassification = 18,
30
+ PlanarClassification = 19,
31
+ VolumeClassifiedRealityData = 20,
32
+ COUNT = 21
32
33
  }
33
34
  /** Describes the [[RenderPass]]es in which a [[Primitive]] wants to be rendered.
34
35
  * Generally, each Pass corresponds to a single RenderPass. However a couple of passes specify that the primitive should be rendered
@@ -43,6 +44,7 @@ export declare type Pass = "skybox" | // SkyBox
43
44
  "opaque-linear" | // OpaqueLinear
44
45
  "opaque-planar" | // OpaquePlanar
45
46
  "translucent" | // Translucent
47
+ "point-clouds" | // PointClouds
46
48
  "view-overlay" | // ViewOverlay
47
49
  "classification" | // Classification
48
50
  "none" | // None
@@ -1 +1 @@
1
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1
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@@ -12,13 +12,14 @@ export var Pass;
12
12
  /** Return the RenderPass corresponding to the specified Pass. */
13
13
  function toRenderPass(pass) {
14
14
  switch (pass) {
15
- case "skybox": return 13 /* SkyBox */;
16
- case "opaque": return 4 /* OpaqueGeneral */;
15
+ case "skybox": return 14 /* SkyBox */;
16
+ case "opaque": return 5 /* OpaqueGeneral */;
17
17
  case "opaque-linear": return 2 /* OpaqueLinear */;
18
18
  case "opaque-planar": return 3 /* OpaquePlanar */;
19
- case "translucent": return 7 /* Translucent */;
20
- case "view-overlay": return 12 /* ViewOverlay */;
21
- case "classification": return 5 /* Classification */;
19
+ case "translucent": return 8 /* Translucent */;
20
+ case "point-clouds": return 4 /* PointClouds */;
21
+ case "view-overlay": return 13 /* ViewOverlay */;
22
+ case "classification": return 6 /* Classification */;
22
23
  case "none": return 255 /* None */;
23
24
  }
24
25
  }
@@ -47,6 +48,7 @@ export var Pass;
47
48
  case "opaque":
48
49
  case "opaque-planar":
49
50
  case "opaque-linear":
51
+ case "point-clouds":
50
52
  return true;
51
53
  default:
52
54
  return false;
@@ -59,7 +61,7 @@ export var Pass;
59
61
  }
60
62
  Pass.rendersOpaqueAndTranslucent = rendersOpaqueAndTranslucent;
61
63
  function toOpaquePass(pass) {
62
- return "opaque-translucent" === pass ? 4 /* OpaqueGeneral */ : 3 /* OpaquePlanar */;
64
+ return "opaque-translucent" === pass ? 5 /* OpaqueGeneral */ : 3 /* OpaquePlanar */;
63
65
  }
64
66
  Pass.toOpaquePass = toOpaquePass;
65
67
  })(Pass || (Pass = {}));