@itwin/core-frontend 3.6.0-dev.5 → 3.6.0-dev.51

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 (385) 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/BriefcaseConnection.d.ts +23 -3
  6. package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
  7. package/lib/cjs/BriefcaseConnection.js +11 -3
  8. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  9. package/lib/cjs/IModelApp.d.ts +3 -3
  10. package/lib/cjs/IModelApp.d.ts.map +1 -1
  11. package/lib/cjs/IModelApp.js +2 -2
  12. package/lib/cjs/IModelApp.js.map +1 -1
  13. package/lib/cjs/NativeApp.d.ts +7 -0
  14. package/lib/cjs/NativeApp.d.ts.map +1 -1
  15. package/lib/cjs/NativeApp.js +9 -5
  16. package/lib/cjs/NativeApp.js.map +1 -1
  17. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  18. package/lib/cjs/NoRenderApp.js +3 -0
  19. package/lib/cjs/NoRenderApp.js.map +1 -1
  20. package/lib/cjs/Tiles.d.ts +4 -0
  21. package/lib/cjs/Tiles.d.ts.map +1 -1
  22. package/lib/cjs/Tiles.js +11 -0
  23. package/lib/cjs/Tiles.js.map +1 -1
  24. package/lib/cjs/ViewContext.js +1 -1
  25. package/lib/cjs/ViewContext.js.map +1 -1
  26. package/lib/cjs/ViewManager.d.ts.map +1 -1
  27. package/lib/cjs/ViewManager.js +2 -3
  28. package/lib/cjs/ViewManager.js.map +1 -1
  29. package/lib/cjs/ViewState.d.ts +4 -5
  30. package/lib/cjs/ViewState.d.ts.map +1 -1
  31. package/lib/cjs/ViewState.js +0 -1
  32. package/lib/cjs/ViewState.js.map +1 -1
  33. package/lib/cjs/Viewport.d.ts +52 -3
  34. package/lib/cjs/Viewport.d.ts.map +1 -1
  35. package/lib/cjs/Viewport.js +81 -30
  36. package/lib/cjs/Viewport.js.map +1 -1
  37. package/lib/cjs/extension/ExtensionRuntime.js +3 -0
  38. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  39. package/lib/cjs/render/GraphicBranch.d.ts +3 -0
  40. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  41. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  42. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  43. package/lib/cjs/render/MockRender.js +3 -0
  44. package/lib/cjs/render/MockRender.js.map +1 -1
  45. package/lib/cjs/render/RealityMeshParams.d.ts +3 -4
  46. package/lib/cjs/render/RealityMeshParams.d.ts.map +1 -1
  47. package/lib/cjs/render/RealityMeshParams.js +9 -5
  48. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  49. package/lib/cjs/render/VisibleFeature.d.ts +5 -5
  50. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  51. package/lib/cjs/render/webgl/BackgroundMapDrape.js +3 -3
  52. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  53. package/lib/cjs/render/webgl/BranchState.d.ts +3 -0
  54. package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
  55. package/lib/cjs/render/webgl/BranchState.js +5 -0
  56. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  57. package/lib/cjs/render/webgl/CachedGeometry.d.ts +32 -0
  58. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  59. package/lib/cjs/render/webgl/CachedGeometry.js +74 -1
  60. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  61. package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
  62. package/lib/cjs/render/webgl/DrawCommand.js +6 -4
  63. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  64. package/lib/cjs/render/webgl/EDL.d.ts +40 -0
  65. package/lib/cjs/render/webgl/EDL.d.ts.map +1 -0
  66. package/lib/cjs/render/webgl/EDL.js +264 -0
  67. package/lib/cjs/render/webgl/EDL.js.map +1 -0
  68. package/lib/cjs/render/webgl/EdgeSettings.js +2 -2
  69. package/lib/cjs/render/webgl/FrameBuffer.d.ts +4 -0
  70. package/lib/cjs/render/webgl/FrameBuffer.d.ts.map +1 -1
  71. package/lib/cjs/render/webgl/FrameBuffer.js +9 -0
  72. package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
  73. package/lib/cjs/render/webgl/FrustumUniforms.d.ts +7 -0
  74. package/lib/cjs/render/webgl/FrustumUniforms.d.ts.map +1 -1
  75. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  76. package/lib/cjs/render/webgl/Layer.js +2 -2
  77. package/lib/cjs/render/webgl/LayerCommands.js +2 -2
  78. package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
  79. package/lib/cjs/render/webgl/PlanarClassifier.js +9 -8
  80. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  81. package/lib/cjs/render/webgl/PlanarTextureProjection.js +1 -1
  82. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  83. package/lib/cjs/render/webgl/PointCloud.d.ts +2 -2
  84. package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
  85. package/lib/cjs/render/webgl/PointCloud.js +2 -0
  86. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  87. package/lib/cjs/render/webgl/RealityMesh.d.ts +3 -1
  88. package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
  89. package/lib/cjs/render/webgl/RealityMesh.js +8 -3
  90. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  91. package/lib/cjs/render/webgl/RealityModelUniforms.d.ts +9 -0
  92. package/lib/cjs/render/webgl/RealityModelUniforms.d.ts.map +1 -1
  93. package/lib/cjs/render/webgl/RealityModelUniforms.js +50 -0
  94. package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
  95. package/lib/cjs/render/webgl/RenderCommands.d.ts +2 -1
  96. package/lib/cjs/render/webgl/RenderCommands.d.ts.map +1 -1
  97. package/lib/cjs/render/webgl/RenderCommands.js +46 -38
  98. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  99. package/lib/cjs/render/webgl/RenderFlags.d.ts +19 -17
  100. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  101. package/lib/cjs/render/webgl/RenderFlags.js +8 -6
  102. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  103. package/lib/cjs/render/webgl/SceneCompositor.d.ts +6 -1
  104. package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
  105. package/lib/cjs/render/webgl/SceneCompositor.js +195 -76
  106. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  107. package/lib/cjs/render/webgl/SolarShadowMap.js +3 -3
  108. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  109. package/lib/cjs/render/webgl/SurfaceGeometry.js +5 -5
  110. package/lib/cjs/render/webgl/Target.js +7 -7
  111. package/lib/cjs/render/webgl/Target.js.map +1 -1
  112. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  113. package/lib/cjs/render/webgl/Technique.js +18 -3
  114. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  115. package/lib/cjs/render/webgl/TechniqueFlags.js +4 -4
  116. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  117. package/lib/cjs/render/webgl/TechniqueId.d.ts +6 -2
  118. package/lib/cjs/render/webgl/TechniqueId.d.ts.map +1 -1
  119. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  120. package/lib/cjs/render/webgl/UniformHandle.d.ts.map +1 -1
  121. package/lib/cjs/render/webgl/UniformHandle.js +1 -2
  122. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  123. package/lib/cjs/render/webgl/VisibleTileFeatures.js +5 -5
  124. package/lib/cjs/render/webgl/glsl/EDL.d.ts +14 -0
  125. package/lib/cjs/render/webgl/glsl/EDL.d.ts.map +1 -0
  126. package/lib/cjs/render/webgl/glsl/EDL.js +260 -0
  127. package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -0
  128. package/lib/cjs/render/webgl/glsl/RenderPass.js +12 -12
  129. package/lib/cjs/render/webgl/glsl/RenderPass.js.map +1 -1
  130. package/lib/cjs/tile/BatchedTileIdMap.js +1 -1
  131. package/lib/cjs/tile/BatchedTileIdMap.js.map +1 -1
  132. package/lib/cjs/tile/DynamicIModelTile.js +1 -1
  133. package/lib/cjs/tile/DynamicIModelTile.js.map +1 -1
  134. package/lib/cjs/tile/GltfReader.js +1 -1
  135. package/lib/cjs/tile/GltfReader.js.map +1 -1
  136. package/lib/cjs/tile/IModelTile.js +1 -1
  137. package/lib/cjs/tile/IModelTile.js.map +1 -1
  138. package/lib/cjs/tile/ImdlReader.js +5 -5
  139. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  140. package/lib/cjs/tile/OrbitGtTileTree.js +1 -1
  141. package/lib/cjs/tile/OrbitGtTileTree.js.map +1 -1
  142. package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
  143. package/lib/cjs/tile/RealityModelTileTree.js +2 -1
  144. package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
  145. package/lib/cjs/tile/RealityTileLoader.js +2 -2
  146. package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
  147. package/lib/cjs/tile/RealityTileTree.d.ts +5 -0
  148. package/lib/cjs/tile/RealityTileTree.d.ts.map +1 -1
  149. package/lib/cjs/tile/RealityTileTree.js +9 -4
  150. package/lib/cjs/tile/RealityTileTree.js.map +1 -1
  151. package/lib/cjs/tile/TileDrawArgs.js +1 -1
  152. package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
  153. package/lib/cjs/tile/TileTreeReference.d.ts +3 -0
  154. package/lib/cjs/tile/TileTreeReference.d.ts.map +1 -1
  155. package/lib/cjs/tile/TileTreeReference.js +3 -0
  156. package/lib/cjs/tile/TileTreeReference.js.map +1 -1
  157. package/lib/cjs/tile/map/CesiumTerrainProvider.js +9 -9
  158. package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
  159. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +1 -1
  160. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js +1 -2
  161. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -1
  162. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +2 -2
  163. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  164. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +1 -1
  165. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
  166. package/lib/cjs/tile/map/ImageryTileTree.d.ts +26 -1
  167. package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
  168. package/lib/cjs/tile/map/ImageryTileTree.js +54 -4
  169. package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
  170. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts +7 -3
  171. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  172. package/lib/cjs/tile/map/MapLayerImageryProvider.js +12 -8
  173. package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
  174. package/lib/cjs/tile/map/MapTile.d.ts +5 -0
  175. package/lib/cjs/tile/map/MapTile.d.ts.map +1 -1
  176. package/lib/cjs/tile/map/MapTile.js +33 -13
  177. package/lib/cjs/tile/map/MapTile.js.map +1 -1
  178. package/lib/cjs/tile/map/MapTileTree.d.ts +42 -3
  179. package/lib/cjs/tile/map/MapTileTree.d.ts.map +1 -1
  180. package/lib/cjs/tile/map/MapTileTree.js +126 -9
  181. package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
  182. package/lib/cjs/tile/map/MapTiledGraphicsProvider.d.ts +17 -0
  183. package/lib/cjs/tile/map/MapTiledGraphicsProvider.d.ts.map +1 -1
  184. package/lib/cjs/tile/map/MapTiledGraphicsProvider.js +26 -0
  185. package/lib/cjs/tile/map/MapTiledGraphicsProvider.js.map +1 -1
  186. package/lib/cjs/tile/map/WmtsCapabilities.d.ts +23 -68
  187. package/lib/cjs/tile/map/WmtsCapabilities.d.ts.map +1 -1
  188. package/lib/cjs/tile/map/WmtsCapabilities.js +269 -260
  189. package/lib/cjs/tile/map/WmtsCapabilities.js.map +1 -1
  190. package/lib/cjs/tools/ClipViewTool.js +2 -2
  191. package/lib/cjs/tools/ClipViewTool.js.map +1 -1
  192. package/lib/cjs/tools/MeasureTool.js +2 -2
  193. package/lib/cjs/tools/MeasureTool.js.map +1 -1
  194. package/lib/esm/AccuDraw.js +1 -1
  195. package/lib/esm/AccuDraw.js.map +1 -1
  196. package/lib/esm/BriefcaseConnection.d.ts +23 -3
  197. package/lib/esm/BriefcaseConnection.d.ts.map +1 -1
  198. package/lib/esm/BriefcaseConnection.js +11 -3
  199. package/lib/esm/BriefcaseConnection.js.map +1 -1
  200. package/lib/esm/IModelApp.d.ts +3 -3
  201. package/lib/esm/IModelApp.d.ts.map +1 -1
  202. package/lib/esm/IModelApp.js +2 -2
  203. package/lib/esm/IModelApp.js.map +1 -1
  204. package/lib/esm/NativeApp.d.ts +7 -0
  205. package/lib/esm/NativeApp.d.ts.map +1 -1
  206. package/lib/esm/NativeApp.js +9 -5
  207. package/lib/esm/NativeApp.js.map +1 -1
  208. package/lib/esm/NoRenderApp.d.ts.map +1 -1
  209. package/lib/esm/NoRenderApp.js +3 -0
  210. package/lib/esm/NoRenderApp.js.map +1 -1
  211. package/lib/esm/Tiles.d.ts +4 -0
  212. package/lib/esm/Tiles.d.ts.map +1 -1
  213. package/lib/esm/Tiles.js +11 -0
  214. package/lib/esm/Tiles.js.map +1 -1
  215. package/lib/esm/ViewContext.js +1 -1
  216. package/lib/esm/ViewContext.js.map +1 -1
  217. package/lib/esm/ViewManager.d.ts.map +1 -1
  218. package/lib/esm/ViewManager.js +2 -3
  219. package/lib/esm/ViewManager.js.map +1 -1
  220. package/lib/esm/ViewState.d.ts +4 -5
  221. package/lib/esm/ViewState.d.ts.map +1 -1
  222. package/lib/esm/ViewState.js +0 -1
  223. package/lib/esm/ViewState.js.map +1 -1
  224. package/lib/esm/Viewport.d.ts +52 -3
  225. package/lib/esm/Viewport.d.ts.map +1 -1
  226. package/lib/esm/Viewport.js +82 -31
  227. package/lib/esm/Viewport.js.map +1 -1
  228. package/lib/esm/extension/ExtensionRuntime.js +5 -2
  229. package/lib/esm/extension/ExtensionRuntime.js.map +1 -1
  230. package/lib/esm/render/GraphicBranch.d.ts +3 -0
  231. package/lib/esm/render/GraphicBranch.d.ts.map +1 -1
  232. package/lib/esm/render/GraphicBranch.js.map +1 -1
  233. package/lib/esm/render/MockRender.d.ts.map +1 -1
  234. package/lib/esm/render/MockRender.js +3 -0
  235. package/lib/esm/render/MockRender.js.map +1 -1
  236. package/lib/esm/render/RealityMeshParams.d.ts +3 -4
  237. package/lib/esm/render/RealityMeshParams.d.ts.map +1 -1
  238. package/lib/esm/render/RealityMeshParams.js +10 -6
  239. package/lib/esm/render/RealityMeshParams.js.map +1 -1
  240. package/lib/esm/render/VisibleFeature.d.ts +5 -5
  241. package/lib/esm/render/VisibleFeature.js.map +1 -1
  242. package/lib/esm/render/webgl/BackgroundMapDrape.js +3 -3
  243. package/lib/esm/render/webgl/BackgroundMapDrape.js.map +1 -1
  244. package/lib/esm/render/webgl/BranchState.d.ts +3 -0
  245. package/lib/esm/render/webgl/BranchState.d.ts.map +1 -1
  246. package/lib/esm/render/webgl/BranchState.js +5 -0
  247. package/lib/esm/render/webgl/BranchState.js.map +1 -1
  248. package/lib/esm/render/webgl/CachedGeometry.d.ts +32 -0
  249. package/lib/esm/render/webgl/CachedGeometry.d.ts.map +1 -1
  250. package/lib/esm/render/webgl/CachedGeometry.js +69 -0
  251. package/lib/esm/render/webgl/CachedGeometry.js.map +1 -1
  252. package/lib/esm/render/webgl/DrawCommand.d.ts.map +1 -1
  253. package/lib/esm/render/webgl/DrawCommand.js +6 -4
  254. package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
  255. package/lib/esm/render/webgl/EDL.d.ts +40 -0
  256. package/lib/esm/render/webgl/EDL.d.ts.map +1 -0
  257. package/lib/esm/render/webgl/EDL.js +260 -0
  258. package/lib/esm/render/webgl/EDL.js.map +1 -0
  259. package/lib/esm/render/webgl/EdgeSettings.js +2 -2
  260. package/lib/esm/render/webgl/FrameBuffer.d.ts +4 -0
  261. package/lib/esm/render/webgl/FrameBuffer.d.ts.map +1 -1
  262. package/lib/esm/render/webgl/FrameBuffer.js +9 -0
  263. package/lib/esm/render/webgl/FrameBuffer.js.map +1 -1
  264. package/lib/esm/render/webgl/FrustumUniforms.d.ts +7 -0
  265. package/lib/esm/render/webgl/FrustumUniforms.d.ts.map +1 -1
  266. package/lib/esm/render/webgl/FrustumUniforms.js.map +1 -1
  267. package/lib/esm/render/webgl/Layer.js +2 -2
  268. package/lib/esm/render/webgl/LayerCommands.js +2 -2
  269. package/lib/esm/render/webgl/PlanarClassifier.d.ts.map +1 -1
  270. package/lib/esm/render/webgl/PlanarClassifier.js +9 -8
  271. package/lib/esm/render/webgl/PlanarClassifier.js.map +1 -1
  272. package/lib/esm/render/webgl/PlanarTextureProjection.js +1 -1
  273. package/lib/esm/render/webgl/PlanarTextureProjection.js.map +1 -1
  274. package/lib/esm/render/webgl/PointCloud.d.ts +2 -2
  275. package/lib/esm/render/webgl/PointCloud.d.ts.map +1 -1
  276. package/lib/esm/render/webgl/PointCloud.js +2 -0
  277. package/lib/esm/render/webgl/PointCloud.js.map +1 -1
  278. package/lib/esm/render/webgl/RealityMesh.d.ts +3 -1
  279. package/lib/esm/render/webgl/RealityMesh.d.ts.map +1 -1
  280. package/lib/esm/render/webgl/RealityMesh.js +8 -3
  281. package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
  282. package/lib/esm/render/webgl/RealityModelUniforms.d.ts +9 -0
  283. package/lib/esm/render/webgl/RealityModelUniforms.d.ts.map +1 -1
  284. package/lib/esm/render/webgl/RealityModelUniforms.js +50 -0
  285. package/lib/esm/render/webgl/RealityModelUniforms.js.map +1 -1
  286. package/lib/esm/render/webgl/RenderCommands.d.ts +2 -1
  287. package/lib/esm/render/webgl/RenderCommands.d.ts.map +1 -1
  288. package/lib/esm/render/webgl/RenderCommands.js +46 -38
  289. package/lib/esm/render/webgl/RenderCommands.js.map +1 -1
  290. package/lib/esm/render/webgl/RenderFlags.d.ts +19 -17
  291. package/lib/esm/render/webgl/RenderFlags.d.ts.map +1 -1
  292. package/lib/esm/render/webgl/RenderFlags.js +8 -6
  293. package/lib/esm/render/webgl/RenderFlags.js.map +1 -1
  294. package/lib/esm/render/webgl/SceneCompositor.d.ts +6 -1
  295. package/lib/esm/render/webgl/SceneCompositor.d.ts.map +1 -1
  296. package/lib/esm/render/webgl/SceneCompositor.js +194 -77
  297. package/lib/esm/render/webgl/SceneCompositor.js.map +1 -1
  298. package/lib/esm/render/webgl/SolarShadowMap.js +3 -3
  299. package/lib/esm/render/webgl/SolarShadowMap.js.map +1 -1
  300. package/lib/esm/render/webgl/SurfaceGeometry.js +5 -5
  301. package/lib/esm/render/webgl/Target.js +7 -7
  302. package/lib/esm/render/webgl/Target.js.map +1 -1
  303. package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
  304. package/lib/esm/render/webgl/Technique.js +18 -3
  305. package/lib/esm/render/webgl/Technique.js.map +1 -1
  306. package/lib/esm/render/webgl/TechniqueFlags.js +4 -4
  307. package/lib/esm/render/webgl/TechniqueFlags.js.map +1 -1
  308. package/lib/esm/render/webgl/TechniqueId.d.ts +6 -2
  309. package/lib/esm/render/webgl/TechniqueId.d.ts.map +1 -1
  310. package/lib/esm/render/webgl/TechniqueId.js.map +1 -1
  311. package/lib/esm/render/webgl/UniformHandle.d.ts.map +1 -1
  312. package/lib/esm/render/webgl/UniformHandle.js +1 -2
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  314. package/lib/esm/render/webgl/VisibleTileFeatures.js +5 -5
  315. package/lib/esm/render/webgl/glsl/EDL.d.ts +14 -0
  316. package/lib/esm/render/webgl/glsl/EDL.d.ts.map +1 -0
  317. package/lib/esm/render/webgl/glsl/EDL.js +253 -0
  318. package/lib/esm/render/webgl/glsl/EDL.js.map +1 -0
  319. package/lib/esm/render/webgl/glsl/RenderPass.js +12 -12
  320. package/lib/esm/render/webgl/glsl/RenderPass.js.map +1 -1
  321. package/lib/esm/tile/BatchedTileIdMap.js +1 -1
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  323. package/lib/esm/tile/DynamicIModelTile.js +1 -1
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  325. package/lib/esm/tile/GltfReader.js +1 -1
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  327. package/lib/esm/tile/IModelTile.js +1 -1
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  331. package/lib/esm/tile/OrbitGtTileTree.js +1 -1
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  333. package/lib/esm/tile/RealityModelTileTree.d.ts.map +1 -1
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  338. package/lib/esm/tile/RealityTileTree.d.ts +5 -0
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  344. package/lib/esm/tile/TileTreeReference.d.ts +3 -0
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  349. package/lib/esm/tile/map/CesiumTerrainProvider.js.map +1 -1
  350. package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +1 -1
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  353. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +2 -2
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  355. package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +2 -2
  356. package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
  357. package/lib/esm/tile/map/ImageryTileTree.d.ts +26 -1
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  361. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts +7 -3
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  365. package/lib/esm/tile/map/MapTile.d.ts +5 -0
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  367. package/lib/esm/tile/map/MapTile.js +33 -13
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  369. package/lib/esm/tile/map/MapTileTree.d.ts +42 -3
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  377. package/lib/esm/tile/map/WmtsCapabilities.d.ts +23 -68
  378. package/lib/esm/tile/map/WmtsCapabilities.d.ts.map +1 -1
  379. package/lib/esm/tile/map/WmtsCapabilities.js +268 -259
  380. package/lib/esm/tile/map/WmtsCapabilities.js.map +1 -1
  381. package/lib/esm/tools/ClipViewTool.js +2 -2
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  383. package/lib/esm/tools/MeasureTool.js +2 -2
  384. package/lib/esm/tools/MeasureTool.js.map +1 -1
  385. package/package.json +22 -23
@@ -53,6 +53,8 @@ class PointCloudGeometry extends CachedGeometry_1.CachedGeometry {
53
53
  get techniqueId() { return 2 /* PointCloud */; }
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  getPass(target) {
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  // Point clouds don't cast shadows.
56
+ if (System_1.System.instance.capabilities.isWebGL2)
57
+ return target.isDrawingShadowMap ? "none" : "point-clouds";
56
58
  return target.isDrawingShadowMap ? "none" : "opaque";
57
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  }
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  get renderOrder() { return 5 /* Linear */; }
@@ -1 +1 @@
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { FeatureIndexType } from \"@itwin/core-common\";\r\nimport { PointCloudArgs } from \"../primitives/PointCloudPrimitive\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\n/** @internal */\r\nexport class PointCloudGeometry extends CachedGeometry {\r\n public readonly buffers: BuffersContainer;\r\n private readonly _vertices: QBufferHandle3d;\r\n private readonly _vertexCount: number;\r\n private readonly _colorHandle: BufferHandle | undefined = undefined;\r\n private readonly _hasFeatures: boolean;\r\n\r\n public readonly voxelSize: number;\r\n public readonly colorIsBgr: boolean;\r\n\r\n public get isDisposed(): boolean { return this.buffers.isDisposed && this._vertices.isDisposed; }\r\n public override get asPointCloud(): PointCloudGeometry | undefined { return this; }\r\n public override get supportsThematicDisplay() { return true; }\r\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this._vertices);\r\n }\r\n\r\n constructor(pointCloud: PointCloudArgs) {\r\n super();\r\n this.buffers = BuffersContainer.create();\r\n this._vertices = QBufferHandle3d.create(pointCloud.qparams, pointCloud.positions) as QBufferHandle3d;\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.PointCloud, false);\r\n assert(undefined !== attrPos);\r\n const vertexDataType = (pointCloud.positions instanceof Uint8Array) ? GL.DataType.UnsignedByte : GL.DataType.UnsignedShort;\r\n this.buffers.addBuffer(this._vertices, [BufferParameters.create(attrPos.location, 3, vertexDataType, false, 0, 0, false)]);\r\n this._vertexCount = pointCloud.positions.length / 3;\r\n this._hasFeatures = FeatureIndexType.Empty !== pointCloud.features.type;\r\n this.voxelSize = pointCloud.voxelSize;\r\n this.colorIsBgr = \"bgr\" === pointCloud.colorFormat;\r\n\r\n if (undefined !== pointCloud.colors) {\r\n this._colorHandle = BufferHandle.createArrayBuffer(pointCloud.colors);\r\n const attrColor = AttributeMap.findAttribute(\"a_color\", TechniqueId.PointCloud, false);\r\n assert(undefined !== attrColor);\r\n this.buffers.addBuffer(this._colorHandle!, [BufferParameters.create(attrColor.location, 3, GL.DataType.UnsignedByte, true, 0, 0, false)]);\r\n }\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n const bytesUsed = this._vertices.bytesUsed + (undefined !== this._colorHandle ? this._colorHandle.bytesUsed : 0);\r\n stats.addPointCloud(bytesUsed);\r\n }\r\n\r\n protected _wantWoWReversal(_target: Target): boolean { return false; }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.PointCloud; }\r\n public override getPass(target: Target) {\r\n // Point clouds don't cast shadows.\r\n return target.isDrawingShadowMap ? \"none\" : \"opaque\";\r\n }\r\n public get renderOrder(): RenderOrder { return RenderOrder.Linear; }\r\n public get qOrigin(): Float32Array { return this._vertices.origin; }\r\n public get qScale(): Float32Array { return this._vertices.scale; }\r\n public get colors(): BufferHandle | undefined { return this._colorHandle; }\r\n public override get hasFeatures() { return this._hasFeatures; }\r\n public override get hasBakedLighting() { return true; }\r\n\r\n public draw(): void {\r\n this.buffers.bind();\r\n System.instance.context.drawArrays(GL.PrimitiveType.Points, 0, this._vertexCount);\r\n this.buffers.unbind();\r\n }\r\n\r\n // ###TODO delete this.\r\n public override getLineWeight(_params: ShaderProgramParams): number {\r\n // If line weight < 0 it is real size in meters (voxel size).\r\n return (this.voxelSize > 0) ? - this.voxelSize : 1;\r\n }\r\n}\r\n"]}
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\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { FeatureIndexType } from \"@itwin/core-common\";\r\nimport { PointCloudArgs } from \"../primitives/PointCloudPrimitive\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { Pass, RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\n/** @internal */\r\nexport class PointCloudGeometry extends CachedGeometry {\r\n public readonly buffers: BuffersContainer;\r\n private readonly _vertices: QBufferHandle3d;\r\n private readonly _vertexCount: number;\r\n private readonly _colorHandle: BufferHandle | undefined = undefined;\r\n private readonly _hasFeatures: boolean;\r\n\r\n public readonly voxelSize: number;\r\n public readonly colorIsBgr: boolean;\r\n\r\n public get isDisposed(): boolean { return this.buffers.isDisposed && this._vertices.isDisposed; }\r\n public override get asPointCloud(): PointCloudGeometry | undefined { return this; }\r\n public override get supportsThematicDisplay() { return true; }\r\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\r\n\r\n public dispose() {\r\n dispose(this.buffers);\r\n dispose(this._vertices);\r\n }\r\n\r\n constructor(pointCloud: PointCloudArgs) {\r\n super();\r\n this.buffers = BuffersContainer.create();\r\n this._vertices = QBufferHandle3d.create(pointCloud.qparams, pointCloud.positions) as QBufferHandle3d;\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.PointCloud, false);\r\n assert(undefined !== attrPos);\r\n const vertexDataType = (pointCloud.positions instanceof Uint8Array) ? GL.DataType.UnsignedByte : GL.DataType.UnsignedShort;\r\n this.buffers.addBuffer(this._vertices, [BufferParameters.create(attrPos.location, 3, vertexDataType, false, 0, 0, false)]);\r\n this._vertexCount = pointCloud.positions.length / 3;\r\n this._hasFeatures = FeatureIndexType.Empty !== pointCloud.features.type;\r\n this.voxelSize = pointCloud.voxelSize;\r\n this.colorIsBgr = \"bgr\" === pointCloud.colorFormat;\r\n\r\n if (undefined !== pointCloud.colors) {\r\n this._colorHandle = BufferHandle.createArrayBuffer(pointCloud.colors);\r\n const attrColor = AttributeMap.findAttribute(\"a_color\", TechniqueId.PointCloud, false);\r\n assert(undefined !== attrColor);\r\n this.buffers.addBuffer(this._colorHandle!, [BufferParameters.create(attrColor.location, 3, GL.DataType.UnsignedByte, true, 0, 0, false)]);\r\n }\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n const bytesUsed = this._vertices.bytesUsed + (undefined !== this._colorHandle ? this._colorHandle.bytesUsed : 0);\r\n stats.addPointCloud(bytesUsed);\r\n }\r\n\r\n protected _wantWoWReversal(_target: Target): boolean { return false; }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.PointCloud; }\r\n public override getPass(target: Target): Pass {\r\n // Point clouds don't cast shadows.\r\n if (System.instance.capabilities.isWebGL2)\r\n return target.isDrawingShadowMap ? \"none\" : \"point-clouds\";\r\n return target.isDrawingShadowMap ? \"none\" : \"opaque\";\r\n }\r\n public get renderOrder(): RenderOrder { return RenderOrder.Linear; }\r\n public get qOrigin(): Float32Array { return this._vertices.origin; }\r\n public get qScale(): Float32Array { return this._vertices.scale; }\r\n public get colors(): BufferHandle | undefined { return this._colorHandle; }\r\n public override get hasFeatures() { return this._hasFeatures; }\r\n public override get hasBakedLighting() { return true; }\r\n\r\n public draw(): void {\r\n this.buffers.bind();\r\n System.instance.context.drawArrays(GL.PrimitiveType.Points, 0, this._vertexCount);\r\n this.buffers.unbind();\r\n }\r\n\r\n // ###TODO delete this.\r\n public override getLineWeight(_params: ShaderProgramParams): number {\r\n // If line weight < 0 it is real size in meters (voxel size).\r\n return (this.voxelSize > 0) ? - this.voxelSize : 1;\r\n }\r\n}\r\n"]}
@@ -47,7 +47,8 @@ export declare class RealityMeshGeometryParams extends IndexedGeometryParams {
47
47
  readonly uvParams: QBufferHandle2d;
48
48
  readonly featureID?: number;
49
49
  readonly normals?: BufferHandle;
50
- protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, featureID?: number);
50
+ readonly numBytesPerIndex: 1 | 2 | 4;
51
+ protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, numBytesPerIndex: 1 | 2 | 4, featureID?: number);
51
52
  private static createFromBuffers;
52
53
  static fromRealityMesh(params: RealityMeshParams): RealityMeshGeometryParams | undefined;
53
54
  get isDisposed(): boolean;
@@ -65,6 +66,7 @@ export declare class RealityMeshGeometry extends IndexedGeometry implements IDis
65
66
  get overrideColorMix(): number;
66
67
  get transform(): Transform | undefined;
67
68
  private _realityMeshParams;
69
+ private readonly _indexType;
68
70
  textureParams: RealityTextureParams | undefined;
69
71
  private readonly _transform;
70
72
  readonly baseColor: ColorDef | undefined;
@@ -1 +1 @@
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+ {"version":3,"file":"RealityMesh.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/RealityMesh.ts"],"names":[],"mappings":"AAKA;;GAEG;AAEH,OAAO,EAAiC,WAAW,EAAa,MAAM,qBAAqB,CAAC;AAC5F,OAAO,EAAE,QAAQ,EAAgB,aAAa,EAAE,MAAM,oBAAoB,CAAC;AAC3E,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,OAAO,EAAE,SAAS,EAAY,MAAM,sBAAsB,CAAC;AAEvF,OAAO,EAAE,wBAAwB,EAAE,MAAM,6BAA6B,CAAC;AACvE,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AACjD,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,sBAAsB,EAAE,MAAM,2BAA2B,CAAC;AACnE,OAAO,EAAE,YAAY,EAAE,cAAc,EAAE,MAAM,iBAAiB,CAAC;AAC/D,OAAO,EAAE,YAAY,EAAoB,eAAe,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAC;AAEtG,OAAO,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,kBAAkB,CAAC;AAE1E,OAAO,EAAE,OAAO,EAAE,MAAM,UAAU,CAAC;AACnC,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAM5C,cAAM,gBAAgB;IAEmC,UAAU,EAAE,wBAAwB;IAAS,eAAe,EAAE,OAAO;IADrH,UAAU,EAAE,gBAAgB,CAAC;gBACxB,UAAU,EAAE,sBAAsB,EAAS,UAAU,EAAE,wBAAwB,EAAS,eAAe,EAAE,OAAO;IAGrH,KAAK,CAAC,eAAe,EAAE,OAAO;CAGtC;AACD,aAAK,yBAAyB,GAAG,cAAc,GAAG,gBAAgB,CAAC;AAEnE,cAAM,mBAAoB,YAAW,WAAW;IAC3B,OAAO,EAAE,aAAa,GAAG,SAAS;IAAE,OAAO,CAAC,yBAAyB;gBAArE,OAAO,EAAE,aAAa,GAAG,SAAS,EAAU,yBAAyB,EAAE,gBAAgB,GAAG,OAAO;IACpH,IAAW,WAAW,YAAyE;IAExF,OAAO,IAAI,IAAI;IAef,mBAAmB,IAAI,QAAQ,GAAG,SAAS;IAG3C,gBAAgB,IAAI,OAAO,GAAG,SAAS;IAIvC,SAAS,CAAC,MAAM,EAAE,OAAO,GAAG,OAAO;CA8C3C;AAED,gBAAgB;AAChB,qBAAa,oBAAqB,YAAW,WAAW;IACnC,MAAM,EAAE,mBAAmB,EAAE;gBAA7B,MAAM,EAAE,mBAAmB,EAAE;WAClC,MAAM,CAAC,QAAQ,EAAE,yBAAyB,EAAE;IA6CnD,OAAO,IAAI,IAAI;CAGvB;AACD,gBAAgB;AAEhB,qBAAa,yBAA0B,SAAQ,qBAAqB;IAClE,SAAgB,QAAQ,EAAE,eAAe,CAAC;IAC1C,SAAgB,SAAS,CAAC,EAAE,MAAM,CAAC;IACnC,SAAgB,OAAO,CAAC,EAAE,YAAY,CAAC;IACvC,SAAgB,gBAAgB,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;IAE5C,SAAS,aAAa,SAAS,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,GAAG,SAAS,EAAE,QAAQ,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,EAAE,UAAU,EAAE,MAAM,EAAE,gBAAgB,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,SAAS,CAAC,EAAE,MAAM;IAkB1M,OAAO,CAAC,MAAM,CAAC,iBAAiB;WAYlB,eAAe,CAAC,MAAM,EAAE,iBAAiB;IAOvD,IAAoB,UAAU,IAAI,OAAO,CAExC;IACD,IAAW,SAAS,IAAI,MAAM,CAAoJ;IAElK,OAAO;CAIxB;AAED,gBAAgB;AAChB,qBAAa,mBAAoB,SAAQ,eAAgB,YAAW,WAAW,EAAE,YAAY,CAAC,QAAQ;IACpG,SAAgB,WAAW,EAAE,OAAO,CAAC;IACrC,IAAoB,aAAa,IAAI,mBAAmB,GAAG,SAAS,CAAiB;IACrF,IAAoB,UAAU,IAAI,OAAO,CAA+C;IACxF,IAAW,SAAS,iBAAsD;IAC1E,IAAoB,WAAW,IAAI,OAAO,CAA4D;IACtG,IAAoB,uBAAuB,YAAmB;IAC9D,IAAW,gBAAgB,WAAiB;IAC5C,IAAW,SAAS,IAAI,SAAS,GAAG,SAAS,CAA4B;IAEzE,OAAO,CAAC,kBAAkB,CAA4B;IACtD,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAc;IAClC,aAAa,EAAE,oBAAoB,GAAG,SAAS,CAAC;IACvD,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAwB;IACnD,SAAgB,SAAS,EAAE,QAAQ,GAAG,SAAS,CAAC;IAChD,OAAO,CAAC,kBAAkB,CAAU;IACpC,OAAO,CAAC,UAAU,CAAU;IAC5B,OAAO,CAAC,uBAAuB,CAAU;IAEzC,OAAO;IAuBS,OAAO;WAOT,gBAAgB,CAAC,IAAI,EAAE,iBAAiB,EAAE,SAAS,EAAE,SAAS,GAAG,SAAS,EAAE,sBAAsB,UAAQ;WAc1G,qBAAqB,CAAC,WAAW,EAAE,iBAAiB,EAAE,sBAAsB,UAAQ,GAAG,mBAAmB,GAAG,SAAS;IAS7H,QAAQ,IAAI,OAAO;WAIZ,aAAa,CAAC,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,wBAAwB,EAAE,sBAAsB,UAAQ,GAAG,aAAa,GAAG,SAAS;IA4EvI,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAI9D,IAAW,WAAW,IAAI,WAAW,CAAoC;IAEzD,OAAO,CAAC,MAAM,EAAE,MAAM;IAMtC,IAAW,WAAW,IAAI,WAAW,CAAqC;IAE1D,IAAI,IAAI,IAAI;CAK7B"}
@@ -161,8 +161,9 @@ class RealityTextureParams {
161
161
  exports.RealityTextureParams = RealityTextureParams;
162
162
  /** @internal */
163
163
  class RealityMeshGeometryParams extends CachedGeometry_1.IndexedGeometryParams {
164
- constructor(positions, normals, uvParams, indices, numIndices, featureID) {
164
+ constructor(positions, normals, uvParams, indices, numIndices, numBytesPerIndex, featureID) {
165
165
  super(positions, indices, numIndices);
166
+ this.numBytesPerIndex = numBytesPerIndex;
166
167
  let attrParams = AttributeMap_1.AttributeMap.findAttribute("a_uvParam", 7 /* RealityMesh */, false);
167
168
  (0, core_bentley_1.assert)(attrParams !== undefined);
168
169
  this.buffers.addBuffer(uvParams, [AttributeBuffers_1.BufferParameters.create(attrParams.location, 2, GL_1.GL.DataType.UnsignedShort, false, 0, 0, false)]);
@@ -180,7 +181,9 @@ class RealityMeshGeometryParams extends CachedGeometry_1.IndexedGeometryParams {
180
181
  const indBuf = AttributeBuffers_1.BufferHandle.createBuffer(GL_1.GL.Buffer.Target.ElementArrayBuffer, indices);
181
182
  if (undefined === indBuf)
182
183
  return undefined;
183
- return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, featureID);
184
+ const bytesPerIndex = indices.BYTES_PER_ELEMENT;
185
+ (0, core_bentley_1.assert)(1 === bytesPerIndex || 2 === bytesPerIndex || 4 === bytesPerIndex);
186
+ return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, bytesPerIndex, featureID);
184
187
  }
185
188
  static fromRealityMesh(params) {
186
189
  var _a;
@@ -211,6 +214,8 @@ class RealityMeshGeometry extends CachedGeometry_1.IndexedGeometry {
211
214
  this._isTerrain = props.isTerrain;
212
215
  this._disableTextureDisposal = props.disableTextureDisposal;
213
216
  this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);
217
+ const bytesPerIndex = props.realityMeshParams.numBytesPerIndex;
218
+ this._indexType = 1 === bytesPerIndex ? GL_1.GL.DataType.UnsignedByte : (2 === bytesPerIndex ? GL_1.GL.DataType.UnsignedShort : GL_1.GL.DataType.UnsignedInt);
214
219
  }
215
220
  get asRealityMesh() { return this; }
216
221
  get isDisposed() { return this._realityMeshParams.isDisposed; }
@@ -332,7 +337,7 @@ class RealityMeshGeometry extends CachedGeometry_1.IndexedGeometry {
332
337
  get renderOrder() { return 3 /* UnlitSurface */; }
333
338
  draw() {
334
339
  this._params.buffers.bind();
335
- System_1.System.instance.context.drawElements(GL_1.GL.PrimitiveType.Triangles, this._params.numIndices, GL_1.GL.DataType.UnsignedShort, 0);
340
+ System_1.System.instance.context.drawElements(GL_1.GL.PrimitiveType.Triangles, this._params.numIndices, this._indexType, 0);
336
341
  this._params.buffers.unbind();
337
342
  }
338
343
  }
@@ -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\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, disposeArray, IDisposable } from \"@itwin/core-bentley\";\r\nimport { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\r\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\r\nimport { GraphicBranch } from \"../GraphicBranch\";\r\nimport { RealityMeshGraphicParams } from \"../RealityMeshGraphicParams\";\r\nimport { RealityMeshParams } from \"../RealityMeshParams\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\r\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\r\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\r\nimport { GL } from \"./GL\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\nconst scratchOverlapRange = Range2d.createNull();\r\nconst scratchBytes = new Uint8Array(4);\r\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\r\nconst scratchRange2d = Range2d.createNull();\r\nclass ProjectedTexture {\r\n public classifier: PlanarClassifier;\r\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\r\n this.classifier = classifier as PlanarClassifier;\r\n }\r\n public clone(targetRectangle: Range2d) {\r\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\r\n }\r\n}\r\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\r\n\r\nclass RealityTextureParam implements IDisposable {\r\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\r\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\r\n\r\n public dispose(): void {\r\n this.texture = dispose(this.texture);\r\n }\r\n\r\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\n public getProjectionMatrix(): Matrix4d | undefined {\r\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\r\n }\r\n public getTerrainMatrix(): Matrix4 | undefined {\r\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\r\n }\r\n\r\n public getParams(result: Matrix4): Matrix4 {\r\n /** Entry 0 is 0 for */\r\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\r\n const projectedTexture = this._projectedTextureOrMatrix;\r\n\r\n result.data[0] = 1;\r\n result.data[1] = projectedTexture.classifier.textureImageCount;\r\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\r\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\r\n result.data[4] = scratchBytes[0];\r\n result.data[5] = scratchBytes[1];\r\n result.data[6] = scratchBytes[2];\r\n result.data[7] = scratchBytes[3];\r\n\r\n const points = [];\r\n const meshParams = projectedTexture.meshParams;\r\n // Calculate range in the tiles local coordinates.\r\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\r\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\r\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\r\n points.push( meshParams.projection.getGlobalPoint(high.x, low.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\r\n for (let i = 0, j = 8; i < 4; i++) {\r\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\r\n result.data[j++] = projectedPoint.x;\r\n result.data[j++] = projectedPoint.y;\r\n }\r\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\r\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\r\n if (x0 * y1 - x1 * y0 < 0) {\r\n const swap = ((i: number, j: number) => {\r\n const temp = result.data[i];\r\n result.data[i] = result.data[j];\r\n result.data[j] = temp;\r\n });\r\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\r\n swap(i, j);\r\n swap(i + 1, j + 1);\r\n }\r\n }\r\n } else {\r\n result.data[0] = 0;\r\n }\r\n return result;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityTextureParams implements IDisposable {\r\n constructor(public params: RealityTextureParam[]) { }\r\n public static create(textures: TerrainOrProjectedTexture[]) {\r\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\r\n assert(textures.length <= maxTexturesPerMesh);\r\n\r\n const textureParams = new Array<RealityTextureParam>();\r\n for (const texture of textures) {\r\n if (texture instanceof TerrainTexture) {\r\n const terrainTexture = texture;\r\n const matrix = new Matrix4(); // Published as Mat4.\r\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\r\n matrix.data[0] = terrainTexture.translate.x;\r\n matrix.data[1] = terrainTexture.translate.y;\r\n matrix.data[2] = terrainTexture.scale.x;\r\n matrix.data[3] = terrainTexture.scale.y;\r\n\r\n if (terrainTexture.clipRectangle) {\r\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\r\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\r\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\r\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\r\n } else {\r\n matrix.data[4] = matrix.data[5] = 0;\r\n matrix.data[6] = matrix.data[7] = 1;\r\n }\r\n matrix.data[8] = (1.0 - terrainTexture.transparency);\r\n matrix.data[9] = terrainTexture.featureId;\r\n textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\r\n } else {\r\n const classifier = texture.classifier;\r\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\r\n }\r\n }\r\n\r\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\r\n const matrix = new Matrix4();\r\n matrix.data[0] = matrix.data[1] = 0.0;\r\n matrix.data[2] = matrix.data[3] = 1.0;\r\n matrix.data[4] = matrix.data[5] = 1;\r\n matrix.data[6] = matrix.data[7] = -1;\r\n matrix.data[15] = 0; // Denotes a terrain texture.\r\n textureParams.push(new RealityTextureParam(undefined, matrix));\r\n }\r\n return new RealityTextureParams(textureParams);\r\n }\r\n\r\n public dispose(): void {\r\n disposeArray(this.params);\r\n }\r\n}\r\n/** @internal */\r\n\r\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\r\n public readonly uvParams: QBufferHandle2d;\r\n public readonly featureID?: number;\r\n public readonly normals?: BufferHandle;\r\n\r\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, featureID?: number) {\r\n super(positions, indices, numIndices);\r\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.uvParams = uvParams;\r\n\r\n if (undefined !== normals) {\r\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n if (normals.bytesUsed > 0)\r\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.normals = normals;\r\n }\r\n this.featureID = featureID;\r\n }\r\n\r\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: Uint16Array, normBuf: BufferHandle | undefined, featureID: number) {\r\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\r\n\r\n if (undefined === indBuf)\r\n return undefined;\r\n\r\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, featureID);\r\n\r\n }\r\n\r\n public static fromRealityMesh(params: RealityMeshParams) {\r\n const posBuf = QBufferHandle3d.create(params.positions.params, params.positions.points);\r\n const uvParamBuf = QBufferHandle2d.create(params.uvs.params, params.uvs.points);\r\n const normalBuf = params.normals ? BufferHandle.createArrayBuffer(params.normals) : undefined;\r\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, params.indices, normalBuf, params.featureID ?? 0);\r\n }\r\n\r\n public override get isDisposed(): boolean {\r\n return super.isDisposed && this.uvParams.isDisposed;\r\n }\r\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this.uvParams);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {\r\n public readonly hasTextures: boolean;\r\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\r\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\r\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\r\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\r\n public override get supportsThematicDisplay() { return true; }\r\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\r\n public get transform(): Transform | undefined { return this._transform; }\r\n\r\n private _realityMeshParams: RealityMeshGeometryParams;\r\n public textureParams: RealityTextureParams | undefined;\r\n private readonly _transform: Transform | undefined;\r\n public readonly baseColor: ColorDef | undefined;\r\n private _baseIsTransparent: boolean;\r\n private _isTerrain: boolean;\r\n private _disableTextureDisposal: boolean;\r\n\r\n private constructor(props: {\r\n realityMeshParams: RealityMeshGeometryParams;\r\n textureParams?: RealityTextureParams;\r\n transform?: Transform;\r\n baseColor?: ColorDef;\r\n baseIsTransparent: boolean;\r\n isTerrain: boolean;\r\n disableTextureDisposal: boolean;\r\n }) {\r\n super(props.realityMeshParams);\r\n this._realityMeshParams = props.realityMeshParams;\r\n this.textureParams = props.textureParams;\r\n this._transform = props.transform;\r\n this.baseColor = props.baseColor;\r\n this._baseIsTransparent = props.baseIsTransparent;\r\n this._isTerrain = props.isTerrain;\r\n this._disableTextureDisposal = props.disableTextureDisposal;\r\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this._realityMeshParams);\r\n if (true !== this._disableTextureDisposal)\r\n dispose(this.textureParams);\r\n }\r\n\r\n public static createForTerrain(mesh: RealityMeshParams, transform: Transform | undefined, disableTextureDisposal = false) {\r\n const params = RealityMeshGeometryParams.fromRealityMesh(mesh);\r\n if (!params)\r\n return undefined;\r\n\r\n return new RealityMeshGeometry({\r\n realityMeshParams: params,\r\n transform,\r\n baseIsTransparent: false,\r\n isTerrain: true,\r\n disableTextureDisposal,\r\n });\r\n }\r\n\r\n public static createFromRealityMesh(realityMesh: RealityMeshParams, disableTextureDisposal = false): RealityMeshGeometry | undefined {\r\n const params = RealityMeshGeometryParams.fromRealityMesh(realityMesh);\r\n if (!params)\r\n return undefined;\r\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID ?? 0, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\r\n\r\n return new RealityMeshGeometry({realityMeshParams: params, textureParams: texture ? RealityTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal});\r\n }\r\n\r\n public getRange(): Range3d {\r\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\r\n }\r\n\r\n public static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\r\n const meshes = [];\r\n const textures = params.textures ?? [];\r\n const realityMesh = params.realityMesh as RealityMeshGeometry;\r\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\r\n\r\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\r\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\r\n // Collate the textures and classifiers layers into a single array.\r\n for (const texture of textures) {\r\n const layer = layers[texture.layerIndex];\r\n if (layer) {\r\n (layer as TerrainTexture[]).push(texture);\r\n } else {\r\n layers[texture.layerIndex] = [texture];\r\n }\r\n }\r\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\r\n\r\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\r\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n } else {\r\n let primaryLayer;\r\n while (primaryLayer === undefined)\r\n primaryLayer = layers.shift();\r\n if (!primaryLayer)\r\n return undefined;\r\n for (const primaryTexture of primaryLayer) {\r\n const targetRectangle = primaryTexture.targetRectangle;\r\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\r\n let layerTextures = [primaryTexture];\r\n for (const secondaryLayer of layers) {\r\n if (!secondaryLayer)\r\n continue;\r\n for (const secondaryTexture of secondaryLayer) {\r\n if (secondaryTexture instanceof ProjectedTexture) {\r\n layerTextures.push(secondaryTexture.clone(targetRectangle));\r\n } else {\r\n const secondaryRectangle = secondaryTexture.targetRectangle;\r\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\r\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\r\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\r\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\r\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\r\n\r\n if (secondaryTexture.clipRectangle)\r\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\r\n\r\n if (!textureRange.isNull && textureRange) {\r\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\r\n }\r\n }\r\n }\r\n }\r\n }\r\n while (layerTextures.length > texturesPerMesh) {\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n layerTextures = layerTextures.slice(texturesPerMesh);\r\n }\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n }\r\n }\r\n\r\n if (meshes.length === 0)\r\n return undefined;\r\n\r\n const branch = new GraphicBranch(true);\r\n for (const mesh of meshes) {\r\n const primitive = Primitive.create(mesh);\r\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\r\n }\r\n\r\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\r\n\r\n public override getPass(target: Target) {\r\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\r\n return \"translucent\";\r\n\r\n return \"opaque\";\r\n }\r\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\r\n\r\n public override draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, GL.DataType.UnsignedShort, 0);\r\n this._params.buffers.unbind();\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\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, disposeArray, IDisposable, UintArray } from \"@itwin/core-bentley\";\r\nimport { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\r\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\r\nimport { GraphicBranch } from \"../GraphicBranch\";\r\nimport { RealityMeshGraphicParams } from \"../RealityMeshGraphicParams\";\r\nimport { RealityMeshParams } from \"../RealityMeshParams\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\r\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\r\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\r\nimport { GL } from \"./GL\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\nconst scratchOverlapRange = Range2d.createNull();\r\nconst scratchBytes = new Uint8Array(4);\r\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\r\nconst scratchRange2d = Range2d.createNull();\r\nclass ProjectedTexture {\r\n public classifier: PlanarClassifier;\r\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\r\n this.classifier = classifier as PlanarClassifier;\r\n }\r\n public clone(targetRectangle: Range2d) {\r\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\r\n }\r\n}\r\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\r\n\r\nclass RealityTextureParam implements IDisposable {\r\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\r\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\r\n\r\n public dispose(): void {\r\n this.texture = dispose(this.texture);\r\n }\r\n\r\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\n public getProjectionMatrix(): Matrix4d | undefined {\r\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\r\n }\r\n public getTerrainMatrix(): Matrix4 | undefined {\r\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\r\n }\r\n\r\n public getParams(result: Matrix4): Matrix4 {\r\n /** Entry 0 is 0 for */\r\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\r\n const projectedTexture = this._projectedTextureOrMatrix;\r\n\r\n result.data[0] = 1;\r\n result.data[1] = projectedTexture.classifier.textureImageCount;\r\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\r\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\r\n result.data[4] = scratchBytes[0];\r\n result.data[5] = scratchBytes[1];\r\n result.data[6] = scratchBytes[2];\r\n result.data[7] = scratchBytes[3];\r\n\r\n const points = [];\r\n const meshParams = projectedTexture.meshParams;\r\n // Calculate range in the tiles local coordinates.\r\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\r\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\r\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\r\n points.push( meshParams.projection.getGlobalPoint(high.x, low.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\r\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\r\n for (let i = 0, j = 8; i < 4; i++) {\r\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\r\n result.data[j++] = projectedPoint.x;\r\n result.data[j++] = projectedPoint.y;\r\n }\r\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\r\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\r\n if (x0 * y1 - x1 * y0 < 0) {\r\n const swap = ((i: number, j: number) => {\r\n const temp = result.data[i];\r\n result.data[i] = result.data[j];\r\n result.data[j] = temp;\r\n });\r\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\r\n swap(i, j);\r\n swap(i + 1, j + 1);\r\n }\r\n }\r\n } else {\r\n result.data[0] = 0;\r\n }\r\n return result;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityTextureParams implements IDisposable {\r\n constructor(public params: RealityTextureParam[]) { }\r\n public static create(textures: TerrainOrProjectedTexture[]) {\r\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\r\n assert(textures.length <= maxTexturesPerMesh);\r\n\r\n const textureParams = new Array<RealityTextureParam>();\r\n for (const texture of textures) {\r\n if (texture instanceof TerrainTexture) {\r\n const terrainTexture = texture;\r\n const matrix = new Matrix4(); // Published as Mat4.\r\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\r\n matrix.data[0] = terrainTexture.translate.x;\r\n matrix.data[1] = terrainTexture.translate.y;\r\n matrix.data[2] = terrainTexture.scale.x;\r\n matrix.data[3] = terrainTexture.scale.y;\r\n\r\n if (terrainTexture.clipRectangle) {\r\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\r\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\r\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\r\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\r\n } else {\r\n matrix.data[4] = matrix.data[5] = 0;\r\n matrix.data[6] = matrix.data[7] = 1;\r\n }\r\n matrix.data[8] = (1.0 - terrainTexture.transparency);\r\n matrix.data[9] = terrainTexture.featureId;\r\n textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\r\n } else {\r\n const classifier = texture.classifier;\r\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\r\n }\r\n }\r\n\r\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\r\n const matrix = new Matrix4();\r\n matrix.data[0] = matrix.data[1] = 0.0;\r\n matrix.data[2] = matrix.data[3] = 1.0;\r\n matrix.data[4] = matrix.data[5] = 1;\r\n matrix.data[6] = matrix.data[7] = -1;\r\n matrix.data[15] = 0; // Denotes a terrain texture.\r\n textureParams.push(new RealityTextureParam(undefined, matrix));\r\n }\r\n return new RealityTextureParams(textureParams);\r\n }\r\n\r\n public dispose(): void {\r\n disposeArray(this.params);\r\n }\r\n}\r\n/** @internal */\r\n\r\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\r\n public readonly uvParams: QBufferHandle2d;\r\n public readonly featureID?: number;\r\n public readonly normals?: BufferHandle;\r\n public readonly numBytesPerIndex: 1 | 2 | 4;\r\n\r\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, numBytesPerIndex: 1 | 2 | 4, featureID?: number) {\r\n super(positions, indices, numIndices);\r\n this.numBytesPerIndex = numBytesPerIndex;\r\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.uvParams = uvParams;\r\n\r\n if (undefined !== normals) {\r\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n if (normals.bytesUsed > 0)\r\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.normals = normals;\r\n }\r\n this.featureID = featureID;\r\n }\r\n\r\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: UintArray, normBuf: BufferHandle | undefined, featureID: number) {\r\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\r\n\r\n if (undefined === indBuf)\r\n return undefined;\r\n\r\n const bytesPerIndex = indices.BYTES_PER_ELEMENT;\r\n assert(1 === bytesPerIndex || 2 === bytesPerIndex || 4 === bytesPerIndex);\r\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, bytesPerIndex, featureID);\r\n\r\n }\r\n\r\n public static fromRealityMesh(params: RealityMeshParams) {\r\n const posBuf = QBufferHandle3d.create(params.positions.params, params.positions.points);\r\n const uvParamBuf = QBufferHandle2d.create(params.uvs.params, params.uvs.points);\r\n const normalBuf = params.normals ? BufferHandle.createArrayBuffer(params.normals) : undefined;\r\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, params.indices, normalBuf, params.featureID ?? 0);\r\n }\r\n\r\n public override get isDisposed(): boolean {\r\n return super.isDisposed && this.uvParams.isDisposed;\r\n }\r\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this.uvParams);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {\r\n public readonly hasTextures: boolean;\r\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\r\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\r\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\r\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\r\n public override get supportsThematicDisplay() { return true; }\r\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\r\n public get transform(): Transform | undefined { return this._transform; }\r\n\r\n private _realityMeshParams: RealityMeshGeometryParams;\r\n private readonly _indexType: GL.DataType;\r\n public textureParams: RealityTextureParams | undefined;\r\n private readonly _transform: Transform | undefined;\r\n public readonly baseColor: ColorDef | undefined;\r\n private _baseIsTransparent: boolean;\r\n private _isTerrain: boolean;\r\n private _disableTextureDisposal: boolean;\r\n\r\n private constructor(props: {\r\n realityMeshParams: RealityMeshGeometryParams;\r\n textureParams?: RealityTextureParams;\r\n transform?: Transform;\r\n baseColor?: ColorDef;\r\n baseIsTransparent: boolean;\r\n isTerrain: boolean;\r\n disableTextureDisposal: boolean;\r\n }) {\r\n super(props.realityMeshParams);\r\n this._realityMeshParams = props.realityMeshParams;\r\n this.textureParams = props.textureParams;\r\n this._transform = props.transform;\r\n this.baseColor = props.baseColor;\r\n this._baseIsTransparent = props.baseIsTransparent;\r\n this._isTerrain = props.isTerrain;\r\n this._disableTextureDisposal = props.disableTextureDisposal;\r\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\r\n\r\n const bytesPerIndex = props.realityMeshParams.numBytesPerIndex;\r\n this._indexType = 1 === bytesPerIndex ? GL.DataType.UnsignedByte : (2 === bytesPerIndex ? GL.DataType.UnsignedShort : GL.DataType.UnsignedInt);\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n dispose(this._realityMeshParams);\r\n if (true !== this._disableTextureDisposal)\r\n dispose(this.textureParams);\r\n }\r\n\r\n public static createForTerrain(mesh: RealityMeshParams, transform: Transform | undefined, disableTextureDisposal = false) {\r\n const params = RealityMeshGeometryParams.fromRealityMesh(mesh);\r\n if (!params)\r\n return undefined;\r\n\r\n return new RealityMeshGeometry({\r\n realityMeshParams: params,\r\n transform,\r\n baseIsTransparent: false,\r\n isTerrain: true,\r\n disableTextureDisposal,\r\n });\r\n }\r\n\r\n public static createFromRealityMesh(realityMesh: RealityMeshParams, disableTextureDisposal = false): RealityMeshGeometry | undefined {\r\n const params = RealityMeshGeometryParams.fromRealityMesh(realityMesh);\r\n if (!params)\r\n return undefined;\r\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID ?? 0, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\r\n\r\n return new RealityMeshGeometry({realityMeshParams: params, textureParams: texture ? RealityTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal});\r\n }\r\n\r\n public getRange(): Range3d {\r\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\r\n }\r\n\r\n public static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\r\n const meshes = [];\r\n const textures = params.textures ?? [];\r\n const realityMesh = params.realityMesh as RealityMeshGeometry;\r\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\r\n\r\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\r\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\r\n // Collate the textures and classifiers layers into a single array.\r\n for (const texture of textures) {\r\n const layer = layers[texture.layerIndex];\r\n if (layer) {\r\n (layer as TerrainTexture[]).push(texture);\r\n } else {\r\n layers[texture.layerIndex] = [texture];\r\n }\r\n }\r\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\r\n\r\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\r\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n } else {\r\n let primaryLayer;\r\n while (primaryLayer === undefined)\r\n primaryLayer = layers.shift();\r\n if (!primaryLayer)\r\n return undefined;\r\n for (const primaryTexture of primaryLayer) {\r\n const targetRectangle = primaryTexture.targetRectangle;\r\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\r\n let layerTextures = [primaryTexture];\r\n for (const secondaryLayer of layers) {\r\n if (!secondaryLayer)\r\n continue;\r\n for (const secondaryTexture of secondaryLayer) {\r\n if (secondaryTexture instanceof ProjectedTexture) {\r\n layerTextures.push(secondaryTexture.clone(targetRectangle));\r\n } else {\r\n const secondaryRectangle = secondaryTexture.targetRectangle;\r\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\r\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\r\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\r\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\r\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\r\n\r\n if (secondaryTexture.clipRectangle)\r\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\r\n\r\n if (!textureRange.isNull && textureRange) {\r\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\r\n }\r\n }\r\n }\r\n }\r\n }\r\n while (layerTextures.length > texturesPerMesh) {\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n layerTextures = layerTextures.slice(texturesPerMesh);\r\n }\r\n meshes.push(new RealityMeshGeometry({realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal}));\r\n }\r\n }\r\n\r\n if (meshes.length === 0)\r\n return undefined;\r\n\r\n const branch = new GraphicBranch(true);\r\n for (const mesh of meshes) {\r\n const primitive = Primitive.create(mesh);\r\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\r\n }\r\n\r\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\r\n\r\n public override getPass(target: Target) {\r\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\r\n return \"translucent\";\r\n\r\n return \"opaque\";\r\n }\r\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\r\n\r\n public override draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, this._indexType, 0);\r\n this._params.buffers.unbind();\r\n }\r\n}\r\n"]}
@@ -3,6 +3,8 @@
3
3
  */
4
4
  import { PointCloudDisplaySettings, RealityModelDisplaySettings } from "@itwin/core-common";
5
5
  import { UniformHandle } from "./UniformHandle";
6
+ import { Range3d, Transform } from "@itwin/core-geometry";
7
+ import { Target } from "./Target";
6
8
  /** A Target keeps track of the current settings for drawing point clouds.
7
9
  * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing
8
10
  * a point cloud will also specify the settings for drawing that point cloud.
@@ -13,10 +15,17 @@ import { UniformHandle } from "./UniformHandle";
13
15
  export declare class PointCloudUniforms {
14
16
  syncKey: number;
15
17
  private _settings;
18
+ private _scaleFactor;
19
+ private _is3d;
16
20
  private readonly _vec4;
21
+ private readonly _edl1;
22
+ private readonly _edl2;
17
23
  constructor();
18
24
  update(settings: PointCloudDisplaySettings): void;
25
+ updateRange(range: Range3d | undefined, target: Target, xform: Transform, is3d: boolean): void;
19
26
  bind(uniform: UniformHandle): void;
27
+ bindEDL1(uniform: UniformHandle): void;
28
+ bindEDL2(uniform: UniformHandle): void;
20
29
  private initialize;
21
30
  }
22
31
  /** Uniforms affecting how reality models are drawn.
@@ -1 +1 @@
1
- {"version":3,"file":"RealityModelUniforms.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/RealityModelUniforms.ts"],"names":[],"mappings":"AAKA;;GAEG;AAEH,OAAO,EAAE,yBAAyB,EAAE,2BAA2B,EAAE,MAAM,oBAAoB,CAAC;AAC5F,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAGhD;;;;;;GAMG;AACH,qBAAa,kBAAkB;IACtB,OAAO,SAAK;IACnB,OAAO,CAAC,SAAS,CAAsC;IAOvD,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAuB;;IAMtC,MAAM,CAAC,QAAQ,EAAE,yBAAyB,GAAG,IAAI;IASjD,IAAI,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKzC,OAAO,CAAC,UAAU;CAMnB;AAED;;;;;;GAMG;AACH,qBAAa,oBAAoB;IAE/B,SAAgB,UAAU,qBAA4B;IACtD,OAAO,CAAC,iBAAiB,CAAO;IAEzB,MAAM,CAAC,QAAQ,EAAE,2BAA2B,GAAG,IAAI;IAKnD,oBAAoB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;CAG1D"}
1
+ {"version":3,"file":"RealityModelUniforms.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/RealityModelUniforms.ts"],"names":[],"mappings":"AAKA;;GAEG;AAEH,OAAO,EAAE,yBAAyB,EAAE,2BAA2B,EAAE,MAAM,oBAAoB,CAAC;AAC5F,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,OAAO,EAAE,SAAS,EAAY,MAAM,sBAAsB,CAAC;AACpE,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAElC;;;;;;GAMG;AACH,qBAAa,kBAAkB;IACtB,OAAO,SAAK;IACnB,OAAO,CAAC,SAAS,CAAsC;IACvD,OAAO,CAAC,YAAY,CAAO;IAC3B,OAAO,CAAC,KAAK,CAAQ;IAOrB,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAuB;IAM7C,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAuB;IAC7C,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAuB;;IAMtC,MAAM,CAAC,QAAQ,EAAE,yBAAyB,GAAG,IAAI;IASjD,WAAW,CAAC,KAAK,EAAE,OAAO,GAAG,SAAS,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,SAAS,EAAE,IAAI,EAAE,OAAO,GAAG,IAAI;IA0B9F,IAAI,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKlC,QAAQ,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKtC,QAAQ,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAK7C,OAAO,CAAC,UAAU;CAgBnB;AAED;;;;;;GAMG;AACH,qBAAa,oBAAoB;IAE/B,SAAgB,UAAU,qBAA4B;IACtD,OAAO,CAAC,iBAAiB,CAAO;IAEzB,MAAM,CAAC,QAAQ,EAAE,2BAA2B,GAAG,IAAI;IAKnD,oBAAoB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;CAG1D"}
@@ -10,6 +10,7 @@ exports.RealityModelUniforms = exports.PointCloudUniforms = void 0;
10
10
  */
11
11
  const core_common_1 = require("@itwin/core-common");
12
12
  const Sync_1 = require("./Sync");
13
+ const core_geometry_1 = require("@itwin/core-geometry");
13
14
  /** A Target keeps track of the current settings for drawing point clouds.
14
15
  * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing
15
16
  * a point cloud will also specify the settings for drawing that point cloud.
@@ -21,12 +22,20 @@ class PointCloudUniforms {
21
22
  constructor() {
22
23
  this.syncKey = 0;
23
24
  this._settings = core_common_1.PointCloudDisplaySettings.defaults;
25
+ this._scaleFactor = 8.0;
26
+ this._is3d = true;
24
27
  // vec3 u_pointSize
25
28
  // x = fixed point size in pixels if > 0, else scale applied to voxel size (negated).
26
29
  // y = minimum size in pixels if using voxel size.
27
30
  // z = maximum size in pixels if using voxel size
28
31
  // w = 1.0 if drawing square points, 0.0 if round.
29
32
  this._vec4 = new Float32Array(4);
33
+ // x = strength - 0.0 disables EDL
34
+ // y = radius
35
+ // z =
36
+ // w =
37
+ this._edl1 = new Float32Array(4);
38
+ this._edl2 = new Float32Array(4);
30
39
  this.initialize(this._settings);
31
40
  }
32
41
  update(settings) {
@@ -36,15 +45,56 @@ class PointCloudUniforms {
36
45
  (0, Sync_1.desync)(this);
37
46
  this.initialize(settings);
38
47
  }
48
+ updateRange(range, target, xform, is3d) {
49
+ let rangeFactor = 8.0; // default to min scale factor of 8
50
+ const near = target.uniforms.frustum.nearPlane;
51
+ const far = target.uniforms.frustum.farPlane;
52
+ const viewDepth = far - near;
53
+ if (range !== undefined) {
54
+ const scale = xform.matrix;
55
+ // calculate a "normalized" strength factor based on the size of the point cloud versus the current viewing depth
56
+ // from the matrix, only care about scaling factor here (entries 0,4,8) to scale the range lengths
57
+ // then use the largest length component as the reference for the size of the point cloud
58
+ const rangeScale = core_geometry_1.Vector3d.create(scale.coffs[0] * range.xLength(), scale.coffs[4] * range.xLength(), scale.coffs[8] * range.xLength()).maxAbs();
59
+ // limit the viewDepth/rangeScale ratio to min of 10 to still get reasonable factors when close to and inside the model
60
+ rangeFactor = Math.log(Math.max(10, viewDepth / rangeScale));
61
+ }
62
+ const zoomFactor = Math.log(far / near); // compensate for zoom level
63
+ const winSizeFactor = Math.pow(1.8440033, Math.log2(2226 / target.uniforms.viewRect.width)); // compensate for window size
64
+ const scaleFactor = (rangeFactor + zoomFactor) / winSizeFactor;
65
+ if (this._scaleFactor === scaleFactor && this._is3d === is3d)
66
+ return;
67
+ this._scaleFactor = scaleFactor;
68
+ this._is3d = is3d;
69
+ (0, Sync_1.desync)(this);
70
+ this.initialize(this._settings);
71
+ }
39
72
  bind(uniform) {
40
73
  if (!(0, Sync_1.sync)(this, uniform))
41
74
  uniform.setUniform4fv(this._vec4);
42
75
  }
76
+ bindEDL1(uniform) {
77
+ if (!(0, Sync_1.sync)(this, uniform))
78
+ uniform.setUniform4fv(this._edl1);
79
+ }
80
+ bindEDL2(uniform) {
81
+ if (!(0, Sync_1.sync)(this, uniform))
82
+ uniform.setUniform4fv(this._edl2);
83
+ }
43
84
  initialize(settings) {
85
+ var _a, _b, _c;
44
86
  this._vec4[0] = "pixel" === settings.sizeMode ? settings.pixelSize : -settings.voxelScale;
45
87
  this._vec4[1] = settings.minPixelsPerVoxel;
46
88
  this._vec4[2] = settings.maxPixelsPerVoxel;
47
89
  this._vec4[3] = "square" === settings.shape ? 1 : 0;
90
+ this._edl1[0] = settings.edlStrength;
91
+ this._edl1[1] = settings.edlRadius;
92
+ this._edl1[2] = this._scaleFactor;
93
+ this._edl1[3] = this._is3d ? 1 : 0;
94
+ this._edl2[0] = (_a = settings === null || settings === void 0 ? void 0 : settings.edlMixWts1) !== null && _a !== void 0 ? _a : 1.0;
95
+ this._edl2[1] = (_b = settings === null || settings === void 0 ? void 0 : settings.edlMixWts2) !== null && _b !== void 0 ? _b : 0.5;
96
+ this._edl2[2] = (_c = settings === null || settings === void 0 ? void 0 : settings.edlMixWts4) !== null && _c !== void 0 ? _c : 0.25;
97
+ this._edl2[3] = 0;
48
98
  }
49
99
  }
50
100
  exports.PointCloudUniforms = PointCloudUniforms;
@@ -1 +1 @@
1
- {"version":3,"file":"RealityModelUniforms.js","sourceRoot":"","sources":["../../../../src/render/webgl/RealityModelUniforms.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;;;AAE/F;;GAEG;AAEH,oDAA4F;AAE5F,iCAAsC;AAEtC;;;;;;GAMG;AACH,MAAa,kBAAkB;IAW7B;QAVO,YAAO,GAAG,CAAC,CAAC;QACX,cAAS,GAAG,uCAAyB,CAAC,QAAQ,CAAC;QAEvD,mBAAmB;QACnB,qFAAqF;QACrF,kDAAkD;QAClD,iDAAiD;QACjD,kDAAkD;QACjC,UAAK,GAAG,IAAI,YAAY,CAAC,CAAC,CAAC,CAAC;QAG3C,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IAClC,CAAC;IAEM,MAAM,CAAC,QAAmC;QAC/C,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,QAAQ,CAAC;YACjC,OAAO;QAET,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;QAC1B,IAAA,aAAM,EAAC,IAAI,CAAC,CAAC;QACb,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,CAAC;IAC5B,CAAC;IAEM,IAAI,CAAC,OAAsB;QAChC,IAAI,CAAC,IAAA,WAAI,EAAC,IAAI,EAAE,OAAO,CAAC;YACtB,OAAO,CAAC,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;IACtC,CAAC;IAEO,UAAU,CAAC,QAAmC;QACpD,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,OAAO,KAAK,QAAQ,CAAC,QAAQ,CAAC,CAAC,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,UAAU,CAAC;QAC1F,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,QAAQ,CAAC,iBAAiB,CAAC;QAC3C,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,QAAQ,CAAC,iBAAiB,CAAC;QAC3C,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,QAAQ,KAAK,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACtD,CAAC;CACF;AAnCD,gDAmCC;AAED;;;;;;GAMG;AACH,MAAa,oBAAoB;IAAjC;QACE,6EAA6E;QAC7D,eAAU,GAAG,IAAI,kBAAkB,EAAE,CAAC;QAC9C,sBAAiB,GAAG,GAAG,CAAC;IAUlC,CAAC;IARQ,MAAM,CAAC,QAAqC;QACjD,IAAI,CAAC,iBAAiB,GAAG,QAAQ,CAAC,kBAAkB,CAAC;QACrD,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;IAC9C,CAAC;IAEM,oBAAoB,CAAC,OAAsB;QAChD,OAAO,CAAC,YAAY,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;IAC/C,CAAC;CACF;AAbD,oDAaC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { PointCloudDisplaySettings, RealityModelDisplaySettings } from \"@itwin/core-common\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { desync, sync } from \"./Sync\";\r\n\r\n/** A Target keeps track of the current settings for drawing point clouds.\r\n * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing\r\n * a point cloud will also specify the settings for drawing that point cloud.\r\n * This permits the same point cloud graphics to be rendered differently in different viewports.\r\n * In future these uniforms will include eye-dome lighting.\r\n * @internal\r\n */\r\nexport class PointCloudUniforms {\r\n public syncKey = 0;\r\n private _settings = PointCloudDisplaySettings.defaults;\r\n\r\n // vec3 u_pointSize\r\n // x = fixed point size in pixels if > 0, else scale applied to voxel size (negated).\r\n // y = minimum size in pixels if using voxel size.\r\n // z = maximum size in pixels if using voxel size\r\n // w = 1.0 if drawing square points, 0.0 if round.\r\n private readonly _vec4 = new Float32Array(4);\r\n\r\n public constructor() {\r\n this.initialize(this._settings);\r\n }\r\n\r\n public update(settings: PointCloudDisplaySettings): void {\r\n if (this._settings.equals(settings))\r\n return;\r\n\r\n this._settings = settings;\r\n desync(this);\r\n this.initialize(settings);\r\n }\r\n\r\n public bind(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform4fv(this._vec4);\r\n }\r\n\r\n private initialize(settings: PointCloudDisplaySettings): void {\r\n this._vec4[0] = \"pixel\" === settings.sizeMode ? settings.pixelSize : -settings.voxelScale;\r\n this._vec4[1] = settings.minPixelsPerVoxel;\r\n this._vec4[2] = settings.maxPixelsPerVoxel;\r\n this._vec4[3] = \"square\" === settings.shape ? 1 : 0;\r\n }\r\n}\r\n\r\n/** Uniforms affecting how reality models are drawn.\r\n * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing\r\n * a reality model will also specify the settings for drawing that reality model.\r\n * This permits the same reality model graphics to be rendered differently in different viewports.\r\n * In future these uniforms may include additional settings for reality meshes - currently only the override color ratio applies to them.\r\n * @internal\r\n */\r\nexport class RealityModelUniforms {\r\n // ###TODO when we need it: public readonly mesh = new RealityMeshUniforms();\r\n public readonly pointCloud = new PointCloudUniforms();\r\n private _overrideColorMix = 0.5;\r\n\r\n public update(settings: RealityModelDisplaySettings): void {\r\n this._overrideColorMix = settings.overrideColorRatio;\r\n this.pointCloud.update(settings.pointCloud);\r\n }\r\n\r\n public bindOverrideColorMix(uniform: UniformHandle): void {\r\n uniform.setUniform1f(this._overrideColorMix);\r\n }\r\n}\r\n"]}
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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\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { PointCloudDisplaySettings, RealityModelDisplaySettings } from \"@itwin/core-common\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { desync, sync } from \"./Sync\";\r\nimport { Range3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Target } from \"./Target\";\r\n\r\n/** A Target keeps track of the current settings for drawing point clouds.\r\n * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing\r\n * a point cloud will also specify the settings for drawing that point cloud.\r\n * This permits the same point cloud graphics to be rendered differently in different viewports.\r\n * In future these uniforms will include eye-dome lighting.\r\n * @internal\r\n */\r\nexport class PointCloudUniforms {\r\n public syncKey = 0;\r\n private _settings = PointCloudDisplaySettings.defaults;\r\n private _scaleFactor = 8.0;\r\n private _is3d = true;\r\n\r\n // vec3 u_pointSize\r\n // x = fixed point size in pixels if > 0, else scale applied to voxel size (negated).\r\n // y = minimum size in pixels if using voxel size.\r\n // z = maximum size in pixels if using voxel size\r\n // w = 1.0 if drawing square points, 0.0 if round.\r\n private readonly _vec4 = new Float32Array(4);\r\n\r\n // x = strength - 0.0 disables EDL\r\n // y = radius\r\n // z =\r\n // w =\r\n private readonly _edl1 = new Float32Array(4);\r\n private readonly _edl2 = new Float32Array(4);\r\n\r\n public constructor() {\r\n this.initialize(this._settings);\r\n }\r\n\r\n public update(settings: PointCloudDisplaySettings): void {\r\n if (this._settings.equals(settings))\r\n return;\r\n\r\n this._settings = settings;\r\n desync(this);\r\n this.initialize(settings);\r\n }\r\n\r\n public updateRange(range: Range3d | undefined, target: Target, xform: Transform, is3d: boolean): void {\r\n let rangeFactor = 8.0; // default to min scale factor of 8\r\n const near = target.uniforms.frustum.nearPlane;\r\n const far = target.uniforms.frustum.farPlane;\r\n const viewDepth = far - near;\r\n if (range !== undefined) {\r\n const scale = xform.matrix;\r\n // calculate a \"normalized\" strength factor based on the size of the point cloud versus the current viewing depth\r\n // from the matrix, only care about scaling factor here (entries 0,4,8) to scale the range lengths\r\n // then use the largest length component as the reference for the size of the point cloud\r\n const rangeScale = Vector3d.create(scale.coffs[0] * range.xLength(), scale.coffs[4] * range.xLength(), scale.coffs[8] * range.xLength()).maxAbs();\r\n // limit the viewDepth/rangeScale ratio to min of 10 to still get reasonable factors when close to and inside the model\r\n rangeFactor = Math.log (Math.max (10, viewDepth / rangeScale));\r\n }\r\n const zoomFactor = Math.log (far / near); // compensate for zoom level\r\n const winSizeFactor = Math.pow (1.8440033, Math.log2 (2226 / target.uniforms.viewRect.width)); // compensate for window size\r\n const scaleFactor = (rangeFactor + zoomFactor) / winSizeFactor;\r\n\r\n if (this._scaleFactor === scaleFactor && this._is3d === is3d)\r\n return;\r\n this._scaleFactor = scaleFactor;\r\n this._is3d = is3d;\r\n desync(this);\r\n this.initialize(this._settings);\r\n }\r\n\r\n public bind(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform4fv(this._vec4);\r\n }\r\n\r\n public bindEDL1(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform4fv(this._edl1);\r\n }\r\n\r\n public bindEDL2(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform4fv(this._edl2);\r\n }\r\n\r\n private initialize(settings: PointCloudDisplaySettings): void {\r\n this._vec4[0] = \"pixel\" === settings.sizeMode ? settings.pixelSize : -settings.voxelScale;\r\n this._vec4[1] = settings.minPixelsPerVoxel;\r\n this._vec4[2] = settings.maxPixelsPerVoxel;\r\n this._vec4[3] = \"square\" === settings.shape ? 1 : 0;\r\n\r\n this._edl1[0] = settings.edlStrength;\r\n this._edl1[1] = settings.edlRadius;\r\n this._edl1[2] = this._scaleFactor;\r\n this._edl1[3] = this._is3d ? 1 : 0;\r\n\r\n this._edl2[0] = settings?.edlMixWts1 ?? 1.0;\r\n this._edl2[1] = settings?.edlMixWts2 ?? 0.5;\r\n this._edl2[2] = settings?.edlMixWts4 ?? 0.25;\r\n this._edl2[3] = 0;\r\n }\r\n}\r\n\r\n/** Uniforms affecting how reality models are drawn.\r\n * Pushing a Branch may *replace* the current settings. Popping the Branch does not reset them. It is expected that every Branch containing\r\n * a reality model will also specify the settings for drawing that reality model.\r\n * This permits the same reality model graphics to be rendered differently in different viewports.\r\n * In future these uniforms may include additional settings for reality meshes - currently only the override color ratio applies to them.\r\n * @internal\r\n */\r\nexport class RealityModelUniforms {\r\n // ###TODO when we need it: public readonly mesh = new RealityMeshUniforms();\r\n public readonly pointCloud = new PointCloudUniforms();\r\n private _overrideColorMix = 0.5;\r\n\r\n public update(settings: RealityModelDisplaySettings): void {\r\n this._overrideColorMix = settings.overrideColorRatio;\r\n this.pointCloud.update(settings.pointCloud);\r\n }\r\n\r\n public bindOverrideColorMix(uniform: UniformHandle): void {\r\n uniform.setUniform1f(this._overrideColorMix);\r\n }\r\n}\r\n"]}
@@ -67,7 +67,8 @@ export declare class RenderCommands implements Iterable<DrawCommands> {
67
67
  pushAndPopState(state: BranchState, func: () => void): void;
68
68
  clear(): void;
69
69
  private _clearCommands;
70
- initForPickOverlays(sceneOverlays: GraphicList, overlayDecorations: GraphicList | undefined): void;
70
+ private initForPickOverlayDecorations;
71
+ initForPickOverlays(sceneOverlays: GraphicList, worldOverlayDecorations: GraphicList | undefined, viewOverlayDecorations: GraphicList | undefined): void;
71
72
  initForReadPixels(gfx: TargetGraphics): void;
72
73
  initForRender(gfx: TargetGraphics): void;
73
74
  addPrimitive(prim: Primitive): void;
@@ -1 +1 @@
1
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