@itwin/core-frontend 3.6.0-dev.8 → 4.0.0-dev.10

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 (838) hide show
  1. package/CHANGELOG.md +35 -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/CheckpointConnection.js +1 -1
  10. package/lib/cjs/CheckpointConnection.js.map +1 -1
  11. package/lib/cjs/DisplayStyleState.d.ts +2 -2
  12. package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
  13. package/lib/cjs/DisplayStyleState.js +12 -4
  14. package/lib/cjs/DisplayStyleState.js.map +1 -1
  15. package/lib/cjs/IModelApp.d.ts +4 -3
  16. package/lib/cjs/IModelApp.d.ts.map +1 -1
  17. package/lib/cjs/IModelApp.js +4 -6
  18. package/lib/cjs/IModelApp.js.map +1 -1
  19. package/lib/cjs/IModelConnection.d.ts +4 -6
  20. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  21. package/lib/cjs/IModelConnection.js +6 -7
  22. package/lib/cjs/IModelConnection.js.map +1 -1
  23. package/lib/cjs/IpcApp.d.ts +1 -1
  24. package/lib/cjs/IpcApp.d.ts.map +1 -1
  25. package/lib/cjs/IpcApp.js +1 -1
  26. package/lib/cjs/IpcApp.js.map +1 -1
  27. package/lib/cjs/NativeApp.d.ts +8 -1
  28. package/lib/cjs/NativeApp.d.ts.map +1 -1
  29. package/lib/cjs/NativeApp.js +10 -6
  30. package/lib/cjs/NativeApp.js.map +1 -1
  31. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  32. package/lib/cjs/NoRenderApp.js +3 -0
  33. package/lib/cjs/NoRenderApp.js.map +1 -1
  34. package/lib/cjs/SpatialViewState.d.ts +4 -1
  35. package/lib/cjs/SpatialViewState.d.ts.map +1 -1
  36. package/lib/cjs/SpatialViewState.js +19 -5
  37. package/lib/cjs/SpatialViewState.js.map +1 -1
  38. package/lib/cjs/SubCategoriesCache.d.ts.map +1 -1
  39. package/lib/cjs/SubCategoriesCache.js +0 -1
  40. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  41. package/lib/cjs/Tiles.d.ts +4 -0
  42. package/lib/cjs/Tiles.d.ts.map +1 -1
  43. package/lib/cjs/Tiles.js +11 -0
  44. package/lib/cjs/Tiles.js.map +1 -1
  45. package/lib/cjs/ViewContext.js +1 -1
  46. package/lib/cjs/ViewContext.js.map +1 -1
  47. package/lib/cjs/ViewManager.d.ts.map +1 -1
  48. package/lib/cjs/ViewManager.js +2 -3
  49. package/lib/cjs/ViewManager.js.map +1 -1
  50. package/lib/cjs/ViewState.d.ts +4 -5
  51. package/lib/cjs/ViewState.d.ts.map +1 -1
  52. package/lib/cjs/ViewState.js +0 -1
  53. package/lib/cjs/ViewState.js.map +1 -1
  54. package/lib/cjs/Viewport.d.ts +53 -4
  55. package/lib/cjs/Viewport.d.ts.map +1 -1
  56. package/lib/cjs/Viewport.js +82 -34
  57. package/lib/cjs/Viewport.js.map +1 -1
  58. package/lib/cjs/extension/ExtensionImpl.js +2 -2
  59. package/lib/cjs/extension/ExtensionImpl.js.map +1 -1
  60. package/lib/cjs/extension/ExtensionRuntime.js +3 -0
  61. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  62. package/lib/cjs/render/GraphicBranch.d.ts +3 -0
  63. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  64. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  65. package/lib/cjs/render/GraphicBuilder.d.ts +1 -1
  66. package/lib/cjs/render/GraphicBuilder.js +1 -1
  67. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  68. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  69. package/lib/cjs/render/MockRender.js +3 -0
  70. package/lib/cjs/render/MockRender.js.map +1 -1
  71. package/lib/cjs/render/RealityMeshParams.d.ts +7 -5
  72. package/lib/cjs/render/RealityMeshParams.d.ts.map +1 -1
  73. package/lib/cjs/render/RealityMeshParams.js +23 -9
  74. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  75. package/lib/cjs/render/RenderMaterial.d.ts +1 -1
  76. package/lib/cjs/render/RenderMaterial.d.ts.map +1 -1
  77. package/lib/cjs/render/RenderMaterial.js.map +1 -1
  78. package/lib/cjs/render/RenderSystem.d.ts +9 -20
  79. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  80. package/lib/cjs/render/RenderSystem.js +4 -10
  81. package/lib/cjs/render/RenderSystem.js.map +1 -1
  82. package/lib/cjs/render/RenderTarget.d.ts +1 -1
  83. package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
  84. package/lib/cjs/render/RenderTarget.js +1 -1
  85. package/lib/cjs/render/RenderTarget.js.map +1 -1
  86. package/lib/cjs/render/ScreenSpaceEffectBuilder.d.ts +3 -4
  87. package/lib/cjs/render/ScreenSpaceEffectBuilder.d.ts.map +1 -1
  88. package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
  89. package/lib/cjs/render/VisibleFeature.d.ts +5 -5
  90. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  91. package/lib/cjs/render/primitives/DisplayParams.d.ts.map +1 -1
  92. package/lib/cjs/render/primitives/DisplayParams.js +2 -1
  93. package/lib/cjs/render/primitives/DisplayParams.js.map +1 -1
  94. package/lib/cjs/render/webgl/AttributeBuffers.d.ts +9 -79
  95. package/lib/cjs/render/webgl/AttributeBuffers.d.ts.map +1 -1
  96. package/lib/cjs/render/webgl/AttributeBuffers.js +19 -152
  97. package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
  98. package/lib/cjs/render/webgl/BackgroundMapDrape.d.ts.map +1 -1
  99. package/lib/cjs/render/webgl/BackgroundMapDrape.js +3 -6
  100. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  101. package/lib/cjs/render/webgl/BranchState.d.ts +3 -0
  102. package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
  103. package/lib/cjs/render/webgl/BranchState.js +5 -0
  104. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  105. package/lib/cjs/render/webgl/BranchUniforms.d.ts.map +1 -1
  106. package/lib/cjs/render/webgl/BranchUniforms.js +0 -8
  107. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  108. package/lib/cjs/render/webgl/CachedGeometry.d.ts +32 -0
  109. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  110. package/lib/cjs/render/webgl/CachedGeometry.js +74 -1
  111. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  112. package/lib/cjs/render/webgl/ClipStack.d.ts +0 -1
  113. package/lib/cjs/render/webgl/ClipStack.d.ts.map +1 -1
  114. package/lib/cjs/render/webgl/ClipStack.js +2 -6
  115. package/lib/cjs/render/webgl/ClipStack.js.map +1 -1
  116. package/lib/cjs/render/webgl/ClipVolume.d.ts.map +1 -1
  117. package/lib/cjs/render/webgl/ClipVolume.js +1 -5
  118. package/lib/cjs/render/webgl/ClipVolume.js.map +1 -1
  119. package/lib/cjs/render/webgl/ClippingProgram.d.ts +3 -2
  120. package/lib/cjs/render/webgl/ClippingProgram.d.ts.map +1 -1
  121. package/lib/cjs/render/webgl/ClippingProgram.js +10 -37
  122. package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
  123. package/lib/cjs/render/webgl/DrawCommand.d.ts +2 -2
  124. package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
  125. package/lib/cjs/render/webgl/DrawCommand.js +7 -5
  126. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  127. package/lib/cjs/render/webgl/EDL.d.ts +40 -0
  128. package/lib/cjs/render/webgl/EDL.d.ts.map +1 -0
  129. package/lib/cjs/render/webgl/EDL.js +264 -0
  130. package/lib/cjs/render/webgl/EDL.js.map +1 -0
  131. package/lib/cjs/render/webgl/EdgeSettings.js +2 -2
  132. package/lib/cjs/render/webgl/FeatureOverrides.js +1 -1
  133. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  134. package/lib/cjs/render/webgl/FloatRGBA.d.ts.map +1 -1
  135. package/lib/cjs/render/webgl/FloatRGBA.js +0 -4
  136. package/lib/cjs/render/webgl/FloatRGBA.js.map +1 -1
  137. package/lib/cjs/render/webgl/FrameBuffer.d.ts +4 -0
  138. package/lib/cjs/render/webgl/FrameBuffer.d.ts.map +1 -1
  139. package/lib/cjs/render/webgl/FrameBuffer.js +9 -0
  140. package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
  141. package/lib/cjs/render/webgl/FrustumUniforms.d.ts +7 -0
  142. package/lib/cjs/render/webgl/FrustumUniforms.d.ts.map +1 -1
  143. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  144. package/lib/cjs/render/webgl/GLTimer.d.ts.map +1 -1
  145. package/lib/cjs/render/webgl/GLTimer.js +2 -35
  146. package/lib/cjs/render/webgl/GLTimer.js.map +1 -1
  147. package/lib/cjs/render/webgl/Layer.js +2 -2
  148. package/lib/cjs/render/webgl/LayerCommands.js +2 -2
  149. package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
  150. package/lib/cjs/render/webgl/PlanarClassifier.js +20 -77
  151. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  152. package/lib/cjs/render/webgl/PlanarTextureProjection.js +1 -1
  153. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  154. package/lib/cjs/render/webgl/PointCloud.d.ts +2 -2
  155. package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
  156. package/lib/cjs/render/webgl/PointCloud.js +1 -1
  157. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  158. package/lib/cjs/render/webgl/RealityMesh.d.ts +3 -1
  159. package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
  160. package/lib/cjs/render/webgl/RealityMesh.js +8 -3
  161. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  162. package/lib/cjs/render/webgl/RealityModelUniforms.d.ts +9 -0
  163. package/lib/cjs/render/webgl/RealityModelUniforms.d.ts.map +1 -1
  164. package/lib/cjs/render/webgl/RealityModelUniforms.js +50 -0
  165. package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
  166. package/lib/cjs/render/webgl/RenderBuffer.d.ts +1 -1
  167. package/lib/cjs/render/webgl/RenderBuffer.d.ts.map +1 -1
  168. package/lib/cjs/render/webgl/RenderBuffer.js +2 -3
  169. package/lib/cjs/render/webgl/RenderBuffer.js.map +1 -1
  170. package/lib/cjs/render/webgl/RenderCommands.d.ts +2 -1
  171. package/lib/cjs/render/webgl/RenderCommands.d.ts.map +1 -1
  172. package/lib/cjs/render/webgl/RenderCommands.js +46 -38
  173. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  174. package/lib/cjs/render/webgl/RenderFlags.d.ts +20 -19
  175. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  176. package/lib/cjs/render/webgl/RenderFlags.js +12 -12
  177. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  178. package/lib/cjs/render/webgl/SceneCompositor.d.ts +6 -3
  179. package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
  180. package/lib/cjs/render/webgl/SceneCompositor.js +626 -888
  181. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  182. package/lib/cjs/render/webgl/ScreenSpaceEffect.js +1 -1
  183. package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
  184. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +1 -2
  185. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  186. package/lib/cjs/render/webgl/ShaderBuilder.js +13 -48
  187. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  188. package/lib/cjs/render/webgl/ShaderProgram.d.ts +1 -2
  189. package/lib/cjs/render/webgl/ShaderProgram.d.ts.map +1 -1
  190. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  191. package/lib/cjs/render/webgl/SolarShadowMap.d.ts.map +1 -1
  192. package/lib/cjs/render/webgl/SolarShadowMap.js +8 -29
  193. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  194. package/lib/cjs/render/webgl/SurfaceGeometry.js +5 -5
  195. package/lib/cjs/render/webgl/System.d.ts +10 -10
  196. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  197. package/lib/cjs/render/webgl/System.js +39 -122
  198. package/lib/cjs/render/webgl/System.js.map +1 -1
  199. package/lib/cjs/render/webgl/Target.js +7 -7
  200. package/lib/cjs/render/webgl/Target.js.map +1 -1
  201. package/lib/cjs/render/webgl/Technique.d.ts +4 -5
  202. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  203. package/lib/cjs/render/webgl/Technique.js +16 -25
  204. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  205. package/lib/cjs/render/webgl/TechniqueFlags.js +4 -4
  206. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  207. package/lib/cjs/render/webgl/TechniqueId.d.ts +6 -2
  208. package/lib/cjs/render/webgl/TechniqueId.d.ts.map +1 -1
  209. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  210. package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
  211. package/lib/cjs/render/webgl/Texture.js +14 -18
  212. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  213. package/lib/cjs/render/webgl/ThematicSensors.d.ts +4 -3
  214. package/lib/cjs/render/webgl/ThematicSensors.d.ts.map +1 -1
  215. package/lib/cjs/render/webgl/ThematicSensors.js +9 -50
  216. package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
  217. package/lib/cjs/render/webgl/ThematicUniforms.js +1 -1
  218. package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
  219. package/lib/cjs/render/webgl/UniformHandle.d.ts.map +1 -1
  220. package/lib/cjs/render/webgl/UniformHandle.js +2 -6
  221. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  222. package/lib/cjs/render/webgl/VisibleTileFeatures.js +5 -5
  223. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.d.ts +1 -2
  224. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.d.ts.map +1 -1
  225. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +1 -1
  226. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  227. package/lib/cjs/render/webgl/glsl/Animation.d.ts +1 -2
  228. package/lib/cjs/render/webgl/glsl/Animation.d.ts.map +1 -1
  229. package/lib/cjs/render/webgl/glsl/Animation.js +23 -26
  230. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  231. package/lib/cjs/render/webgl/glsl/Blur.d.ts +1 -2
  232. package/lib/cjs/render/webgl/glsl/Blur.d.ts.map +1 -1
  233. package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
  234. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.d.ts +1 -2
  235. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.d.ts.map +1 -1
  236. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +2 -9
  237. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
  238. package/lib/cjs/render/webgl/glsl/ClearTranslucent.d.ts +1 -2
  239. package/lib/cjs/render/webgl/glsl/ClearTranslucent.d.ts.map +1 -1
  240. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +2 -10
  241. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
  242. package/lib/cjs/render/webgl/glsl/Clipping.d.ts +1 -1
  243. package/lib/cjs/render/webgl/glsl/Clipping.d.ts.map +1 -1
  244. package/lib/cjs/render/webgl/glsl/Clipping.js +5 -36
  245. package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
  246. package/lib/cjs/render/webgl/glsl/Combine3Textures.d.ts +1 -2
  247. package/lib/cjs/render/webgl/glsl/Combine3Textures.d.ts.map +1 -1
  248. package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
  249. package/lib/cjs/render/webgl/glsl/CombineTextures.d.ts +1 -2
  250. package/lib/cjs/render/webgl/glsl/CombineTextures.d.ts.map +1 -1
  251. package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
  252. package/lib/cjs/render/webgl/glsl/Common.d.ts.map +1 -1
  253. package/lib/cjs/render/webgl/glsl/Common.js +9 -55
  254. package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
  255. package/lib/cjs/render/webgl/glsl/Composite.d.ts +1 -2
  256. package/lib/cjs/render/webgl/glsl/Composite.d.ts.map +1 -1
  257. package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
  258. package/lib/cjs/render/webgl/glsl/CopyColor.d.ts +1 -2
  259. package/lib/cjs/render/webgl/glsl/CopyColor.d.ts.map +1 -1
  260. package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
  261. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.d.ts +1 -2
  262. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.d.ts.map +1 -1
  263. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +12 -19
  264. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
  265. package/lib/cjs/render/webgl/glsl/CopyStencil.d.ts +4 -7
  266. package/lib/cjs/render/webgl/glsl/CopyStencil.d.ts.map +1 -1
  267. package/lib/cjs/render/webgl/glsl/CopyStencil.js +2 -39
  268. package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
  269. package/lib/cjs/render/webgl/glsl/EDL.d.ts +13 -0
  270. package/lib/cjs/render/webgl/glsl/EDL.d.ts.map +1 -0
  271. package/lib/cjs/render/webgl/glsl/EDL.js +260 -0
  272. package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -0
  273. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.d.ts +1 -2
  274. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.d.ts.map +1 -1
  275. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  276. package/lib/cjs/render/webgl/glsl/Edge.d.ts.map +1 -1
  277. package/lib/cjs/render/webgl/glsl/Edge.js +2 -2
  278. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  279. package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  280. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +3 -24
  281. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  282. package/lib/cjs/render/webgl/glsl/Fragment.d.ts +0 -7
  283. package/lib/cjs/render/webgl/glsl/Fragment.d.ts.map +1 -1
  284. package/lib/cjs/render/webgl/glsl/Fragment.js +5 -40
  285. package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
  286. package/lib/cjs/render/webgl/glsl/Instancing.d.ts.map +1 -1
  287. package/lib/cjs/render/webgl/glsl/Instancing.js +1 -5
  288. package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
  289. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.d.ts.map +1 -1
  290. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js +0 -2
  291. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
  292. package/lib/cjs/render/webgl/glsl/PlanarGrid.d.ts +1 -2
  293. package/lib/cjs/render/webgl/glsl/PlanarGrid.d.ts.map +1 -1
  294. package/lib/cjs/render/webgl/glsl/PlanarGrid.js +2 -12
  295. package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
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  825. package/lib/esm/tile/map/MapTiledGraphicsProvider.d.ts +17 -0
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  829. package/lib/esm/tile/map/WmtsCapabilities.d.ts +23 -68
  830. package/lib/esm/tile/map/WmtsCapabilities.d.ts.map +1 -1
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  832. package/lib/esm/tile/map/WmtsCapabilities.js.map +1 -1
  833. package/lib/esm/tools/ClipViewTool.js +2 -2
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  835. package/lib/esm/tools/MeasureTool.js +2 -2
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  837. package/lib/public/locales/en/iModelJs.json +2 -2
  838. package/package.json +20 -21
@@ -24,7 +24,7 @@ class RenderCommands {
24
24
  constructor(target, stack, batchState) {
25
25
  this._scratchFrustum = new core_common_1.Frustum();
26
26
  this._scratchRange = new core_geometry_1.Range3d();
27
- this._commands = new Array(20 /* COUNT */);
27
+ this._commands = new Array(21 /* COUNT */);
28
28
  this._forcedRenderPass = 255 /* None */;
29
29
  this._addLayersAsNormalGraphics = false;
30
30
  this._opaqueOverrides = false;
@@ -34,7 +34,7 @@ class RenderCommands {
34
34
  this._stack = stack;
35
35
  this._batchState = batchState;
36
36
  this._layers = new LayerCommands_1.LayerCommandLists(this);
37
- for (let i = 0; i < 20 /* COUNT */; ++i)
37
+ for (let i = 0; i < 21 /* COUNT */; ++i)
38
38
  this._commands[i] = [];
39
39
  }
40
40
  get target() { return this._target; }
@@ -50,8 +50,8 @@ class RenderCommands {
50
50
  get isDrawingLayers() {
51
51
  switch (this._forcedRenderPass) {
52
52
  case 1 /* OpaqueLayers */:
53
- case 6 /* TranslucentLayers */:
54
- case 10 /* OverlayLayers */:
53
+ case 7 /* TranslucentLayers */:
54
+ case 11 /* OverlayLayers */:
55
55
  return true;
56
56
  default:
57
57
  return false;
@@ -60,9 +60,9 @@ class RenderCommands {
60
60
  get currentViewFlags() { return this._stack.top.viewFlags; }
61
61
  get compositeFlags() {
62
62
  let flags = 0 /* None */;
63
- if (this.hasCommands(7 /* Translucent */))
63
+ if (this.hasCommands(8 /* Translucent */))
64
64
  flags |= 1 /* Translucent */;
65
- if (this.hasCommands(9 /* Hilite */) || this.hasCommands(15 /* HiliteClassification */) || this.hasCommands(17 /* HilitePlanarClassification */))
65
+ if (this.hasCommands(10 /* Hilite */) || this.hasCommands(16 /* HiliteClassification */) || this.hasCommands(18 /* HilitePlanarClassification */))
66
66
  flags |= 2 /* Hilite */;
67
67
  if (this.target.wantAmbientOcclusion)
68
68
  flags |= 4 /* AmbientOcclusion */;
@@ -70,7 +70,7 @@ class RenderCommands {
70
70
  }
71
71
  get _curBatch() { return this._batchState.currentBatch; }
72
72
  hasCommands(pass) { return 0 !== this.getCommands(pass).length; }
73
- isOpaquePass(pass) { return pass >= 2 /* OpaqueLinear */ && pass <= 4 /* OpaqueGeneral */; }
73
+ isOpaquePass(pass) { return pass >= 2 /* OpaqueLinear */ && pass <= 5 /* OpaqueGeneral */; }
74
74
  reset(target, stack, batchState) {
75
75
  this._target = target;
76
76
  this._stack = stack;
@@ -91,13 +91,13 @@ class RenderCommands {
91
91
  }
92
92
  /** Add backgroundMap graphics to their own render pass. */
93
93
  addBackgroundMapGraphics(backgroundMapGraphics) {
94
- this._forcedRenderPass = 14 /* BackgroundMap */;
94
+ this._forcedRenderPass = 15 /* BackgroundMap */;
95
95
  backgroundMapGraphics.forEach((entry) => entry.addCommands(this));
96
96
  this._forcedRenderPass = 255 /* None */;
97
97
  }
98
98
  /** Add overlay graphics to the world overlay pass */
99
99
  addOverlayGraphics(overlayGraphics) {
100
- this._forcedRenderPass = 11 /* WorldOverlay */;
100
+ this._forcedRenderPass = 12 /* WorldOverlay */;
101
101
  overlayGraphics.forEach((entry) => entry.addCommands(this));
102
102
  this._forcedRenderPass = 255 /* None */;
103
103
  }
@@ -146,7 +146,7 @@ class RenderCommands {
146
146
  if (undefined === gf)
147
147
  return;
148
148
  (0, core_bentley_1.assert)(255 /* None */ === this._forcedRenderPass);
149
- this._forcedRenderPass = 13 /* SkyBox */;
149
+ this._forcedRenderPass = 14 /* SkyBox */;
150
150
  this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));
151
151
  this._forcedRenderPass = 255 /* None */;
152
152
  }
@@ -205,7 +205,7 @@ class RenderCommands {
205
205
  break;
206
206
  case 4 /* LitSurface */:
207
207
  case 3 /* UnlitSurface */:
208
- opaquePass = 4 /* OpaqueGeneral */;
208
+ opaquePass = 5 /* OpaqueGeneral */;
209
209
  break;
210
210
  default:
211
211
  opaquePass = 2 /* OpaqueLinear */;
@@ -216,7 +216,7 @@ class RenderCommands {
216
216
  }
217
217
  const renderOpaqueDuringTranslucent = isDoublePass || (this._translucentOverrides && haveFeatureOverrides);
218
218
  if (renderOpaqueDuringTranslucent && RenderFlags_1.Pass.rendersOpaque(pass) && !this._addTranslucentAsOpaque)
219
- this.getCommands(7 /* Translucent */).push(command);
219
+ this.getCommands(8 /* Translucent */).push(command);
220
220
  if (!RenderFlags_1.Pass.rendersOpaqueAndTranslucent(pass))
221
221
  this.getCommands(RenderFlags_1.Pass.toRenderPass(pass)).push(command);
222
222
  }
@@ -250,7 +250,7 @@ class RenderCommands {
250
250
  // GraphicsCollectorDrawArgs wants to collect graphics to project to a plane for masking.
251
251
  // It bypasses PlanProjectionTreeReference.createDrawArgs which would otherwise wrap the graphics in a LayerContainer.
252
252
  (0, core_bentley_1.assert)(this._forcedRenderPass === 255 /* None */);
253
- this._forcedRenderPass = 4 /* OpaqueGeneral */;
253
+ this._forcedRenderPass = 5 /* OpaqueGeneral */;
254
254
  layer.graphic.addCommands(this);
255
255
  this._forcedRenderPass = 255 /* None */;
256
256
  return;
@@ -313,9 +313,9 @@ class RenderCommands {
313
313
  }
314
314
  pushAndPop(push, pop, func) {
315
315
  if (this.isDrawingLayers) {
316
- this._commands[9 /* Hilite */].push(push);
316
+ this._commands[10 /* Hilite */].push(push);
317
317
  this._layers.pushAndPop(push, pop, func);
318
- const cmds = this._commands[9 /* Hilite */];
318
+ const cmds = this._commands[10 /* Hilite */];
319
319
  if (0 < cmds.length && cmds[cmds.length - 1] === push)
320
320
  cmds.pop();
321
321
  else
@@ -330,7 +330,7 @@ class RenderCommands {
330
330
  else {
331
331
  // May want to add hilite commands as well - add the push command to that pass.
332
332
  this._commands[this._forcedRenderPass].push(push);
333
- this._commands[9 /* Hilite */].push(push);
333
+ this._commands[10 /* Hilite */].push(push);
334
334
  }
335
335
  func();
336
336
  // Remove push command from any passes that didn't receive any commands; add the pop command to any passes that did.
@@ -345,13 +345,13 @@ class RenderCommands {
345
345
  }
346
346
  else {
347
347
  (0, core_bentley_1.assert)(0 < this._commands[this._forcedRenderPass].length);
348
- (0, core_bentley_1.assert)(0 < this._commands[9 /* Hilite */].length);
348
+ (0, core_bentley_1.assert)(0 < this._commands[10 /* Hilite */].length);
349
349
  let cmds = this._commands[this._forcedRenderPass];
350
350
  if (cmds[cmds.length - 1] === push)
351
351
  cmds.pop();
352
352
  else
353
353
  cmds.push(pop);
354
- cmds = this._commands[9 /* Hilite */];
354
+ cmds = this._commands[10 /* Hilite */];
355
355
  if (cmds[cmds.length - 1] === push)
356
356
  cmds.pop();
357
357
  else
@@ -389,18 +389,26 @@ class RenderCommands {
389
389
  this._commands.forEach((cmds) => cmds.splice(0));
390
390
  this._layers.clear();
391
391
  }
392
- initForPickOverlays(sceneOverlays, overlayDecorations) {
392
+ initForPickOverlayDecorations(overlays) {
393
+ for (const overlay of overlays) {
394
+ const gf = overlay;
395
+ if (gf.isPickable)
396
+ gf.addCommands(this);
397
+ }
398
+ }
399
+ initForPickOverlays(sceneOverlays, worldOverlayDecorations, viewOverlayDecorations) {
393
400
  this._clearCommands();
394
401
  this._addTranslucentAsOpaque = true;
395
402
  for (const sceneGf of sceneOverlays)
396
403
  sceneGf.addCommands(this);
397
- if (undefined !== overlayDecorations) {
404
+ if (worldOverlayDecorations === null || worldOverlayDecorations === void 0 ? void 0 : worldOverlayDecorations.length) {
398
405
  this.pushAndPopState(this.target.decorationsState, () => {
399
- for (const overlay of overlayDecorations) {
400
- const gf = overlay;
401
- if (gf.isPickable)
402
- gf.addCommands(this);
403
- }
406
+ this.initForPickOverlayDecorations(worldOverlayDecorations);
407
+ });
408
+ }
409
+ if (viewOverlayDecorations === null || viewOverlayDecorations === void 0 ? void 0 : viewOverlayDecorations.length) {
410
+ this.pushAndPopState(this.target.decorationsState.withViewCoords(), () => {
411
+ this.initForPickOverlayDecorations(viewOverlayDecorations);
404
412
  });
405
413
  }
406
414
  this._addTranslucentAsOpaque = false;
@@ -438,9 +446,9 @@ class RenderCommands {
438
446
  this.addWorldDecorations(dec.world);
439
447
  this.pushAndPopState(this.target.decorationsState, () => {
440
448
  if (undefined !== dec.viewOverlay && 0 < dec.viewOverlay.length)
441
- this.addDecorations(dec.viewOverlay, 12 /* ViewOverlay */);
449
+ this.addDecorations(dec.viewOverlay, 13 /* ViewOverlay */);
442
450
  if (undefined !== dec.worldOverlay && 0 < dec.worldOverlay.length)
443
- this.addDecorations(dec.worldOverlay, 11 /* WorldOverlay */);
451
+ this.addDecorations(dec.worldOverlay, 12 /* WorldOverlay */);
444
452
  });
445
453
  }
446
454
  this.setupClassificationByVolume();
@@ -466,7 +474,7 @@ class RenderCommands {
466
474
  if (255 /* None */ === this._forcedRenderPass && prim.isEdge) {
467
475
  const vf = this.target.currentViewFlags;
468
476
  if (vf.renderMode !== core_common_1.RenderMode.Wireframe && vf.hiddenEdges)
469
- this.getCommands(8 /* HiddenEdge */).push(command);
477
+ this.getCommands(9 /* HiddenEdge */).push(command);
470
478
  }
471
479
  }
472
480
  addBranch(branch) {
@@ -475,25 +483,25 @@ class RenderCommands {
475
483
  });
476
484
  }
477
485
  computeBatchHiliteRenderPass(batch) {
478
- let pass = 9 /* Hilite */;
486
+ let pass = 10 /* Hilite */;
479
487
  if (batch.graphic instanceof Mesh_1.MeshGraphic) {
480
488
  const mg = batch.graphic;
481
489
  if (SurfaceParams_1.SurfaceType.VolumeClassifier === mg.surfaceType)
482
- pass = 15 /* HiliteClassification */;
490
+ pass = 16 /* HiliteClassification */;
483
491
  }
484
492
  else if (batch.graphic instanceof Graphic_1.GraphicsArray) {
485
493
  const ga = batch.graphic;
486
494
  if (ga.graphics[0] instanceof Mesh_1.MeshGraphic) {
487
495
  const mg = ga.graphics[0];
488
496
  if (SurfaceParams_1.SurfaceType.VolumeClassifier === mg.surfaceType)
489
- pass = 15 /* HiliteClassification */;
497
+ pass = 16 /* HiliteClassification */;
490
498
  }
491
499
  else if (ga.graphics[0] instanceof Graphic_1.Branch) {
492
500
  const b = ga.graphics[0];
493
501
  if (b.branch.entries.length > 0 && b.branch.entries[0] instanceof Mesh_1.MeshGraphic) {
494
502
  const mg = b.branch.entries[0];
495
503
  if (SurfaceParams_1.SurfaceType.VolumeClassifier === mg.surfaceType)
496
- pass = 15 /* HiliteClassification */;
504
+ pass = 16 /* HiliteClassification */;
497
505
  }
498
506
  }
499
507
  }
@@ -539,30 +547,30 @@ class RenderCommands {
539
547
  let savedForcedRenderPass = 255 /* None */;
540
548
  if (undefined !== this.target.activeVolumeClassifierModelId && batch.featureTable.modelId === this.target.activeVolumeClassifierModelId) {
541
549
  savedForcedRenderPass = this._forcedRenderPass;
542
- this._forcedRenderPass = 19 /* VolumeClassifiedRealityData */;
550
+ this._forcedRenderPass = 20 /* VolumeClassifiedRealityData */;
543
551
  }
544
552
  batch.graphic.addCommands(this);
545
- if (19 /* VolumeClassifiedRealityData */ === this._forcedRenderPass)
553
+ if (20 /* VolumeClassifiedRealityData */ === this._forcedRenderPass)
546
554
  this._forcedRenderPass = savedForcedRenderPass;
547
555
  // If the batch contains hilited features, need to render them in the hilite pass
548
556
  const anyHilited = overrides.anyHilited;
549
557
  const planarClassifierHilited = undefined !== classifier && classifier.anyHilited;
550
558
  if (anyHilited || planarClassifierHilited)
551
- batch.graphic.addHiliteCommands(this, planarClassifierHilited ? 17 /* HilitePlanarClassification */ : this.computeBatchHiliteRenderPass(batch));
559
+ batch.graphic.addHiliteCommands(this, planarClassifierHilited ? 18 /* HilitePlanarClassification */ : this.computeBatchHiliteRenderPass(batch));
552
560
  });
553
561
  this._opaqueOverrides = this._translucentOverrides = false;
554
562
  this._batchState.pop();
555
563
  }
556
564
  // Define a culling frustum. Commands associated with Graphics whose ranges do not intersect the frustum will be skipped.
557
- setCheckRange(frustum) { this._frustumPlanes = new core_common_1.FrustumPlanes(frustum); }
565
+ setCheckRange(frustum) { this._frustumPlanes = core_common_1.FrustumPlanes.fromFrustum(frustum); }
558
566
  // Clear the culling frustum.
559
567
  clearCheckRange() { this._frustumPlanes = undefined; }
560
568
  setupClassificationByVolume() {
561
569
  // To make it easier to process the classifiers individually, set up a secondary command list for them where they
562
570
  // are each separated by their own pushes & pops so that they can easily be drawn individually. This now supports
563
571
  // nested branches and batches.
564
- const groupedCmds = this._commands[5 /* Classification */];
565
- const byIndexCmds = this._commands[16 /* ClassificationByIndex */];
572
+ const groupedCmds = this._commands[6 /* Classification */];
573
+ const byIndexCmds = this._commands[17 /* ClassificationByIndex */];
566
574
  const pushCommands = []; // will contain current set of pushes ahead of a primitive
567
575
  for (const cmd of groupedCmds) {
568
576
  switch (cmd.opcode) {
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Range3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, FrustumPlanes, RenderMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { Decorations } from \"../Decorations\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\r\nimport { AnimationBranchState } from \"../GraphicBranch\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport {\r\n DrawCommands, PopBatchCommand, PopBranchCommand, PopClipCommand, PopCommand, PrimitiveCommand, PushBatchCommand,\r\n PushBranchCommand, PushClipCommand, PushCommand, PushStateCommand,\r\n} from \"./DrawCommand\";\r\nimport { Batch, Branch, Graphic, GraphicsArray } from \"./Graphic\";\r\nimport { Layer, LayerContainer } from \"./Layer\";\r\nimport { LayerCommandLists } from \"./LayerCommands\";\r\nimport { MeshGraphic } from \"./Mesh\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { CompositeFlags, Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { TargetGraphics } from \"./TargetGraphics\";\r\nimport { Target } from \"./Target\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\n\r\n/** A list of DrawCommands to be rendered, ordered by render pass.\r\n * @internal\r\n */\r\nexport class RenderCommands implements Iterable<DrawCommands> {\r\n private _frustumPlanes?: FrustumPlanes;\r\n private readonly _scratchFrustum = new Frustum();\r\n private readonly _scratchRange = new Range3d();\r\n private readonly _commands = new Array<DrawCommands>(RenderPass.COUNT);\r\n private _target: Target;\r\n private _stack: BranchStack; // refers to the Target's BranchStack\r\n private _batchState: BatchState; // refers to the Target's BatchState\r\n private _forcedRenderPass: RenderPass = RenderPass.None;\r\n private _addLayersAsNormalGraphics = false;\r\n private _opaqueOverrides = false;\r\n private _translucentOverrides = false;\r\n private _addTranslucentAsOpaque = false; // true when rendering for _ReadPixels to force translucent items to be drawn in opaque pass.\r\n private readonly _layers: LayerCommandLists;\r\n\r\n public get target(): Target { return this._target; }\r\n\r\n public [Symbol.iterator](): Iterator<DrawCommands> {\r\n return this._commands[Symbol.iterator]();\r\n }\r\n\r\n public get isEmpty(): boolean {\r\n for (const commands of this._commands)\r\n if (0 < commands.length)\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n public get isDrawingLayers() {\r\n switch (this._forcedRenderPass) {\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n public get currentViewFlags(): ViewFlags { return this._stack.top.viewFlags; }\r\n public get compositeFlags(): CompositeFlags {\r\n let flags = CompositeFlags.None;\r\n if (this.hasCommands(RenderPass.Translucent))\r\n flags |= CompositeFlags.Translucent;\r\n\r\n if (this.hasCommands(RenderPass.Hilite) || this.hasCommands(RenderPass.HiliteClassification) || this.hasCommands(RenderPass.HilitePlanarClassification))\r\n flags |= CompositeFlags.Hilite;\r\n\r\n if (this.target.wantAmbientOcclusion)\r\n flags |= CompositeFlags.AmbientOcclusion;\r\n\r\n return flags;\r\n }\r\n\r\n private get _curBatch(): Batch | undefined { return this._batchState.currentBatch; }\r\n\r\n public hasCommands(pass: RenderPass): boolean { return 0 !== this.getCommands(pass).length; }\r\n public isOpaquePass(pass: RenderPass): boolean { return pass >= RenderPass.OpaqueLinear && pass <= RenderPass.OpaqueGeneral; }\r\n\r\n constructor(target: Target, stack: BranchStack, batchState: BatchState) {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this._layers = new LayerCommandLists(this);\r\n\r\n for (let i = 0; i < RenderPass.COUNT; ++i)\r\n this._commands[i] = [];\r\n }\r\n\r\n public reset(target: Target, stack: BranchStack, batchState: BatchState): void {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this.clear();\r\n }\r\n\r\n public collectGraphicsForPlanarProjection(scene: GraphicList): void {\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n assert(!this._addLayersAsNormalGraphics);\r\n\r\n this._addLayersAsNormalGraphics = true;\r\n this.addGraphics(scene);\r\n this._addLayersAsNormalGraphics = false;\r\n }\r\n\r\n public addGraphics(scene: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n scene.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n /** Add backgroundMap graphics to their own render pass. */\r\n public addBackgroundMapGraphics(backgroundMapGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.BackgroundMap;\r\n backgroundMapGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n /** Add overlay graphics to the world overlay pass */\r\n public addOverlayGraphics(overlayGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.WorldOverlay;\r\n overlayGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addDecorations(dec: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n for (const entry of dec) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addWorldDecorations(decs: GraphicList): void {\r\n const world = this.target.getWorldDecorations(decs);\r\n this.pushAndPopBranch(world, () => {\r\n for (const entry of world.branch.entries) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n\r\n private addPickableDecorations(decs: Decorations): void {\r\n if (undefined !== decs.normal) {\r\n for (const normal of decs.normal) {\r\n const gf = normal as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n }\r\n\r\n if (undefined !== decs.world) {\r\n const world = this.target.getWorldDecorations(decs.world);\r\n this.pushAndPopBranch(world, () => {\r\n for (const gf of world.branch.entries) {\r\n if ((gf as Graphic).isPickable)\r\n (gf as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n }\r\n\r\n public addBackground(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.Background;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addSkyBox(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.SkyBox;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addPrimitiveCommand(command: PrimitiveCommand, pass?: Pass): void {\r\n if (undefined === pass)\r\n pass = command.getPass(this.target);\r\n\r\n if (\"none\" === pass) // Edges will return none if they don't want to draw at all (edges not turned on).\r\n return;\r\n\r\n if (RenderPass.None !== this._forcedRenderPass) {\r\n // Add the command to the forced render pass (background).\r\n this.getCommands(this._forcedRenderPass).push(command);\r\n return;\r\n }\r\n\r\n if (!command.hasFeatures) {\r\n // Draw in general opaque pass so they are not in pick data.\r\n switch (pass) {\r\n case \"opaque-linear\":\r\n case \"opaque-planar\":\r\n pass = \"opaque\";\r\n break;\r\n case \"opaque-planar-translucent\":\r\n pass = \"opaque-translucent\";\r\n break;\r\n }\r\n }\r\n\r\n const haveFeatureOverrides = (this._opaqueOverrides || this._translucentOverrides) && command.opcode && command.hasFeatures;\r\n\r\n if (Pass.rendersTranslucent(pass) && this._addTranslucentAsOpaque) {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n pass = \"opaque-planar\";\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n pass = \"opaque\";\r\n break;\r\n default:\r\n pass = \"opaque-linear\";\r\n break;\r\n }\r\n }\r\n\r\n const isDoublePass = Pass.rendersOpaqueAndTranslucent(pass);\r\n const renderTranslucentDuringOpaque = isDoublePass || (this._opaqueOverrides && haveFeatureOverrides);\r\n if (renderTranslucentDuringOpaque && Pass.rendersTranslucent(pass) && !command.primitive.cachedGeometry.alwaysRenderTranslucent) {\r\n let opaquePass: RenderPass;\r\n if (Pass.rendersOpaqueAndTranslucent(pass)) {\r\n opaquePass = Pass.toOpaquePass(pass);\r\n } else {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n opaquePass = RenderPass.OpaquePlanar;\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n opaquePass = RenderPass.OpaqueGeneral;\r\n break;\r\n default:\r\n opaquePass = RenderPass.OpaqueLinear;\r\n break;\r\n }\r\n }\r\n\r\n this.getCommands(opaquePass).push(command);\r\n }\r\n\r\n const renderOpaqueDuringTranslucent = isDoublePass || (this._translucentOverrides && haveFeatureOverrides);\r\n if (renderOpaqueDuringTranslucent && Pass.rendersOpaque(pass) && !this._addTranslucentAsOpaque)\r\n this.getCommands(RenderPass.Translucent).push(command);\r\n\r\n if (!Pass.rendersOpaqueAndTranslucent(pass))\r\n this.getCommands(Pass.toRenderPass(pass)).push(command);\r\n }\r\n\r\n public getCommands(pass: RenderPass): DrawCommands {\r\n let idx = pass as number;\r\n assert(idx < this._commands.length);\r\n if (idx >= this._commands.length)\r\n idx -= 1;\r\n\r\n return this._commands[idx];\r\n }\r\n\r\n public replaceCommands(pass: RenderPass, cmds: DrawCommands): void {\r\n const idx = pass as number;\r\n this._commands[idx].splice(0);\r\n this._commands[idx] = cmds;\r\n }\r\n\r\n public addHiliteBranch(branch: Branch, pass: RenderPass): void {\r\n this.pushAndPopBranchForPass(pass, branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addHiliteCommands(this, pass));\r\n });\r\n }\r\n\r\n public processLayers(container: LayerContainer): void {\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n if (RenderPass.None !== this._forcedRenderPass)\r\n return;\r\n\r\n this._forcedRenderPass = container.renderPass;\r\n this._layers.processLayers(container, () => container.graphic.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addLayerCommands(layer: Layer): void {\r\n if (this._addLayersAsNormalGraphics) {\r\n // GraphicsCollectorDrawArgs wants to collect graphics to project to a plane for masking.\r\n // It bypasses PlanProjectionTreeReference.createDrawArgs which would otherwise wrap the graphics in a LayerContainer.\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n this._forcedRenderPass = RenderPass.OpaqueGeneral;\r\n layer.graphic.addCommands(this);\r\n this._forcedRenderPass = RenderPass.None;\r\n return;\r\n }\r\n\r\n assert(this.isDrawingLayers);\r\n if (!this.isDrawingLayers)\r\n return;\r\n\r\n // Let the graphic add its commands. Afterward, pull them out and add them to the LayerCommands.\r\n this._layers.currentLayer = layer;\r\n layer.graphic.addCommands(this);\r\n\r\n const cmds = this.getCommands(this._forcedRenderPass);\r\n this._layers.addCommands(cmds);\r\n\r\n cmds.length = 0;\r\n this._layers.currentLayer = undefined;\r\n }\r\n\r\n public addHiliteLayerCommands(graphic: Graphic, pass: RenderPass): void {\r\n assert(this.isDrawingLayers || this._addLayersAsNormalGraphics);\r\n if (!this.isDrawingLayers && !this._addLayersAsNormalGraphics)\r\n return;\r\n\r\n const prevPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.None;\r\n\r\n graphic.addHiliteCommands(this, pass);\r\n\r\n this._forcedRenderPass = prevPass;\r\n }\r\n\r\n private getAnimationBranchState(branch: Branch): AnimationBranchState | undefined {\r\n const animId = branch.branch.animationId;\r\n return undefined !== animId ? this.target.animationBranches?.branchStates.get(animId) : undefined;\r\n }\r\n\r\n private pushAndPopBranchForPass(pass: RenderPass, branch: Branch, func: () => void): void {\r\n assert(!this.isDrawingLayers);\r\n\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n assert(RenderPass.None !== pass);\r\n\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n if (branch.secondaryClassifiers)\r\n branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));\r\n\r\n const cmds = this.getCommands(pass);\r\n const clip = animState?.clip as ClipVolume | undefined;\r\n const pushClip = undefined !== clip ? new PushClipCommand(clip) : undefined;\r\n if (pushClip)\r\n cmds.push(pushClip);\r\n\r\n const push = new PushBranchCommand(branch);\r\n cmds.push(push);\r\n\r\n func();\r\n\r\n this._stack.pop();\r\n if (cmds[cmds.length - 1] === push) {\r\n cmds.pop();\r\n if (pushClip)\r\n cmds.pop();\r\n } else {\r\n cmds.push(PopBranchCommand.instance);\r\n if (pushClip)\r\n cmds.push(PopClipCommand.instance);\r\n }\r\n }\r\n\r\n private pushAndPop(push: PushCommand, pop: PopCommand, func: () => void): void {\r\n if (this.isDrawingLayers) {\r\n this._commands[RenderPass.Hilite].push(push);\r\n this._layers.pushAndPop(push, pop, func);\r\n\r\n const cmds = this._commands[RenderPass.Hilite];\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n return;\r\n }\r\n\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n // Need to make sure the push command precedes any subsequent commands added to any render pass.\r\n for (const cmds of this._commands)\r\n cmds.push(push);\r\n } else {\r\n // May want to add hilite commands as well - add the push command to that pass.\r\n this._commands[this._forcedRenderPass].push(push);\r\n this._commands[RenderPass.Hilite].push(push);\r\n }\r\n\r\n func();\r\n\r\n // Remove push command from any passes that didn't receive any commands; add the pop command to any passes that did.\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n for (const cmds of this._commands) {\r\n assert(0 < cmds.length);\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n } else {\r\n assert(0 < this._commands[this._forcedRenderPass].length);\r\n assert(0 < this._commands[RenderPass.Hilite].length);\r\n\r\n let cmds = this._commands[this._forcedRenderPass];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n cmds = this._commands[RenderPass.Hilite];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n }\r\n\r\n public pushAndPopBranch(branch: Branch, func: () => void): void {\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n if (animState?.clip)\r\n this.pushAndPop(new PushClipCommand(animState.clip as ClipVolume), PopClipCommand.instance, () => this._pushAndPopBranch(branch, func));\r\n else\r\n this._pushAndPopBranch(branch, func);\r\n }\r\n\r\n private _pushAndPopBranch(branch: Branch, func: () => void): void {\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n if (branch.secondaryClassifiers)\r\n branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));\r\n\r\n this.pushAndPop(new PushBranchCommand(branch), PopBranchCommand.instance, func);\r\n\r\n this._stack.pop();\r\n }\r\n\r\n public pushAndPopState(state: BranchState, func: () => void): void {\r\n this._stack.pushState(state);\r\n this.pushAndPop(new PushStateCommand(state), PopBranchCommand.instance, func);\r\n this._stack.pop();\r\n }\r\n\r\n public clear(): void {\r\n assert(this._batchState.isEmpty);\r\n this._clearCommands();\r\n }\r\n\r\n private _clearCommands(): void {\r\n this._commands.forEach((cmds: DrawCommands) => cmds.splice(0));\r\n this._layers.clear();\r\n }\r\n\r\n public initForPickOverlays(sceneOverlays: GraphicList, overlayDecorations: GraphicList | undefined): void {\r\n this._clearCommands();\r\n\r\n this._addTranslucentAsOpaque = true;\r\n\r\n for (const sceneGf of sceneOverlays)\r\n (sceneGf as Graphic).addCommands(this);\r\n\r\n if (undefined !== overlayDecorations) {\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n for (const overlay of overlayDecorations) {\r\n const gf = overlay as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n });\r\n }\r\n\r\n this._addTranslucentAsOpaque = false;\r\n }\r\n\r\n public initForReadPixels(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n // Set flag to force translucent geometry to be put into the opaque pass.\r\n this._addTranslucentAsOpaque = true;\r\n\r\n // Add the scene graphics.\r\n this.addGraphics(gfx.foreground);\r\n\r\n // Also add any pickable decorations.\r\n if (undefined !== gfx.decorations)\r\n this.addPickableDecorations(gfx.decorations);\r\n\r\n // Also background map is pickable\r\n this.addBackgroundMapGraphics(gfx.background);\r\n\r\n this._addTranslucentAsOpaque = false;\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public initForRender(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n this.addGraphics(gfx.foreground);\r\n this.addBackgroundMapGraphics(gfx.background);\r\n this.addOverlayGraphics(gfx.overlays);\r\n\r\n const dynamics = gfx.dynamics;\r\n if (dynamics && dynamics.length > 0)\r\n this.addDecorations(dynamics);\r\n\r\n const dec = gfx.decorations;\r\n if (undefined !== dec) {\r\n this.addBackground(dec.viewBackground as Graphic);\r\n\r\n this.addSkyBox(dec.skyBox as Graphic);\r\n\r\n if (undefined !== dec.normal && 0 < dec.normal.length)\r\n this.addGraphics(dec.normal);\r\n\r\n if (undefined !== dec.world && 0 < dec.world.length)\r\n this.addWorldDecorations(dec.world);\r\n\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n if (undefined !== dec.viewOverlay && 0 < dec.viewOverlay.length)\r\n this.addDecorations(dec.viewOverlay, RenderPass.ViewOverlay);\r\n\r\n if (undefined !== dec.worldOverlay && 0 < dec.worldOverlay.length)\r\n this.addDecorations(dec.worldOverlay, RenderPass.WorldOverlay);\r\n });\r\n }\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public addPrimitive(prim: Primitive): void {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isGeometryOutsideActiveVolume(prim.cachedGeometry))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) { // See if we can cull this primitive.\r\n if (\"classification\" === prim.getPass(this.target)) {\r\n const geom = prim.cachedGeometry;\r\n geom.computeRange(this._scratchRange);\r\n let frustum = Frustum.fromRange(this._scratchRange, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const command = new PrimitiveCommand(prim);\r\n this.addPrimitiveCommand(command);\r\n\r\n if (RenderPass.None === this._forcedRenderPass && prim.isEdge) {\r\n const vf: ViewFlags = this.target.currentViewFlags;\r\n if (vf.renderMode !== RenderMode.Wireframe && vf.hiddenEdges)\r\n this.getCommands(RenderPass.HiddenEdge).push(command);\r\n }\r\n }\r\n\r\n public addBranch(branch: Branch): void {\r\n this.pushAndPopBranch(branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n });\r\n }\r\n\r\n public computeBatchHiliteRenderPass(batch: Batch): RenderPass {\r\n let pass = RenderPass.Hilite;\r\n if (batch.graphic instanceof MeshGraphic) {\r\n const mg = batch.graphic;\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (batch.graphic instanceof GraphicsArray) {\r\n const ga = batch.graphic;\r\n if (ga.graphics[0] instanceof MeshGraphic) {\r\n const mg = ga.graphics[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (ga.graphics[0] instanceof Branch) {\r\n const b = ga.graphics[0];\r\n if (b.branch.entries.length > 0 && b.branch.entries[0] instanceof MeshGraphic) {\r\n const mg = b.branch.entries[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n }\r\n }\r\n }\r\n return pass;\r\n }\r\n\r\n public addBatch(batch: Batch): void {\r\n if (batch.locateOnly && !this.target.isReadPixelsInProgress)\r\n return;\r\n\r\n // Batches (aka element tiles) should only draw during ordinary (translucent or opaque) passes.\r\n // They may draw during both, or neither.\r\n // NB: This is no longer true - pickable overlay decorations are defined as Batches. Problem?\r\n // assert(RenderPass.None === this._forcedRenderPass);\r\n assert(!this._opaqueOverrides && !this._translucentOverrides);\r\n assert(undefined === this._curBatch);\r\n\r\n // If all features are overridden to be invisible, draw no graphics in this batch\r\n const overrides = batch.getOverrides(this.target);\r\n if (overrides.allHidden)\r\n return;\r\n\r\n if (!batch.range.isNull) {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isRangeOutsideActiveVolume(batch.range))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) {\r\n let frustum = Frustum.fromRange(batch.range, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const classifier = this._stack.top.planarClassifier;\r\n\r\n this._batchState.push(batch, true);\r\n\r\n this.pushAndPop(new PushBatchCommand(batch), PopBatchCommand.instance, () => {\r\n if (this.currentViewFlags.transparency || overrides.anyViewIndependentTranslucent) {\r\n this._opaqueOverrides = overrides.anyOpaque;\r\n this._translucentOverrides = overrides.anyTranslucent;\r\n\r\n if (undefined !== classifier) {\r\n this._opaqueOverrides = this._opaqueOverrides || classifier.anyOpaque;\r\n this._translucentOverrides = this._translucentOverrides || classifier.anyTranslucent;\r\n }\r\n }\r\n\r\n // If we have an active volume classifier then force all batches for the reality data being classified into a special render pass.\r\n let savedForcedRenderPass = RenderPass.None;\r\n if (undefined !== this.target.activeVolumeClassifierModelId && batch.featureTable.modelId === this.target.activeVolumeClassifierModelId) {\r\n savedForcedRenderPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.VolumeClassifiedRealityData;\r\n }\r\n\r\n (batch.graphic as Graphic).addCommands(this);\r\n\r\n if (RenderPass.VolumeClassifiedRealityData === this._forcedRenderPass)\r\n this._forcedRenderPass = savedForcedRenderPass;\r\n\r\n // If the batch contains hilited features, need to render them in the hilite pass\r\n const anyHilited = overrides.anyHilited;\r\n const planarClassifierHilited = undefined !== classifier && classifier.anyHilited;\r\n if (anyHilited || planarClassifierHilited)\r\n (batch.graphic as Graphic).addHiliteCommands(this, planarClassifierHilited ? RenderPass.HilitePlanarClassification : this.computeBatchHiliteRenderPass(batch));\r\n\r\n });\r\n\r\n this._opaqueOverrides = this._translucentOverrides = false;\r\n this._batchState.pop();\r\n }\r\n\r\n // Define a culling frustum. Commands associated with Graphics whose ranges do not intersect the frustum will be skipped.\r\n public setCheckRange(frustum: Frustum) { this._frustumPlanes = new FrustumPlanes(frustum); }\r\n // Clear the culling frustum.\r\n public clearCheckRange(): void { this._frustumPlanes = undefined; }\r\n\r\n private setupClassificationByVolume(): void {\r\n // To make it easier to process the classifiers individually, set up a secondary command list for them where they\r\n // are each separated by their own pushes & pops so that they can easily be drawn individually. This now supports\r\n // nested branches and batches.\r\n const groupedCmds = this._commands[RenderPass.Classification];\r\n const byIndexCmds = this._commands[RenderPass.ClassificationByIndex];\r\n const pushCommands: DrawCommands = []; // will contain current set of pushes ahead of a primitive\r\n for (const cmd of groupedCmds) {\r\n switch (cmd.opcode) {\r\n case \"pushBranch\":\r\n case \"pushBatch\":\r\n case \"pushState\":\r\n pushCommands.push(cmd);\r\n break;\r\n case \"drawPrimitive\":\r\n for (const pushCmd of pushCommands) {\r\n byIndexCmds.push(pushCmd);\r\n }\r\n byIndexCmds.push(cmd);\r\n for (let i = pushCommands.length - 1; i >= 0; --i) {\r\n if (\"pushBatch\" === pushCommands[i].opcode)\r\n byIndexCmds.push(PopBatchCommand.instance);\r\n else // should be eith pushBranch or pushState opcode\r\n byIndexCmds.push(PopBranchCommand.instance);\r\n }\r\n break;\r\n case \"popBatch\":\r\n case \"popBranch\":\r\n pushCommands.pop();\r\n break;\r\n }\r\n }\r\n }\r\n\r\n public dump(): Array<{ name: string, count: number }> {\r\n const dump = [\r\n { name: \"Primitives\", count: 0 },\r\n { name: \"Batches\", count: 0 },\r\n { name: \"Branches\", count: 0 },\r\n ];\r\n\r\n for (const cmds of this._commands) {\r\n for (const cmd of cmds) {\r\n let index;\r\n switch (cmd.opcode) {\r\n case \"drawPrimitive\":\r\n index = 0;\r\n break;\r\n case \"pushBatch\":\r\n index = 1;\r\n break;\r\n case \"pushBranch\":\r\n index = 2;\r\n break;\r\n default:\r\n continue;\r\n }\r\n\r\n dump[index].count++;\r\n }\r\n }\r\n\r\n return dump;\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Range3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, FrustumPlanes, RenderMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { Decorations } from \"../Decorations\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\r\nimport { AnimationBranchState } from \"../GraphicBranch\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport {\r\n DrawCommands, PopBatchCommand, PopBranchCommand, PopClipCommand, PopCommand, PrimitiveCommand, PushBatchCommand,\r\n PushBranchCommand, PushClipCommand, PushCommand, PushStateCommand,\r\n} from \"./DrawCommand\";\r\nimport { Batch, Branch, Graphic, GraphicsArray } from \"./Graphic\";\r\nimport { Layer, LayerContainer } from \"./Layer\";\r\nimport { LayerCommandLists } from \"./LayerCommands\";\r\nimport { MeshGraphic } from \"./Mesh\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { CompositeFlags, Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { TargetGraphics } from \"./TargetGraphics\";\r\nimport { Target } from \"./Target\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\n\r\n/** A list of DrawCommands to be rendered, ordered by render pass.\r\n * @internal\r\n */\r\nexport class RenderCommands implements Iterable<DrawCommands> {\r\n private _frustumPlanes?: FrustumPlanes;\r\n private readonly _scratchFrustum = new Frustum();\r\n private readonly _scratchRange = new Range3d();\r\n private readonly _commands = new Array<DrawCommands>(RenderPass.COUNT);\r\n private _target: Target;\r\n private _stack: BranchStack; // refers to the Target's BranchStack\r\n private _batchState: BatchState; // refers to the Target's BatchState\r\n private _forcedRenderPass: RenderPass = RenderPass.None;\r\n private _addLayersAsNormalGraphics = false;\r\n private _opaqueOverrides = false;\r\n private _translucentOverrides = false;\r\n private _addTranslucentAsOpaque = false; // true when rendering for _ReadPixels to force translucent items to be drawn in opaque pass.\r\n private readonly _layers: LayerCommandLists;\r\n\r\n public get target(): Target { return this._target; }\r\n\r\n public [Symbol.iterator](): Iterator<DrawCommands> {\r\n return this._commands[Symbol.iterator]();\r\n }\r\n\r\n public get isEmpty(): boolean {\r\n for (const commands of this._commands)\r\n if (0 < commands.length)\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n public get isDrawingLayers() {\r\n switch (this._forcedRenderPass) {\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n public get currentViewFlags(): ViewFlags { return this._stack.top.viewFlags; }\r\n public get compositeFlags(): CompositeFlags {\r\n let flags = CompositeFlags.None;\r\n if (this.hasCommands(RenderPass.Translucent))\r\n flags |= CompositeFlags.Translucent;\r\n\r\n if (this.hasCommands(RenderPass.Hilite) || this.hasCommands(RenderPass.HiliteClassification) || this.hasCommands(RenderPass.HilitePlanarClassification))\r\n flags |= CompositeFlags.Hilite;\r\n\r\n if (this.target.wantAmbientOcclusion)\r\n flags |= CompositeFlags.AmbientOcclusion;\r\n\r\n return flags;\r\n }\r\n\r\n private get _curBatch(): Batch | undefined { return this._batchState.currentBatch; }\r\n\r\n public hasCommands(pass: RenderPass): boolean { return 0 !== this.getCommands(pass).length; }\r\n public isOpaquePass(pass: RenderPass): boolean { return pass >= RenderPass.OpaqueLinear && pass <= RenderPass.OpaqueGeneral; }\r\n\r\n constructor(target: Target, stack: BranchStack, batchState: BatchState) {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this._layers = new LayerCommandLists(this);\r\n\r\n for (let i = 0; i < RenderPass.COUNT; ++i)\r\n this._commands[i] = [];\r\n }\r\n\r\n public reset(target: Target, stack: BranchStack, batchState: BatchState): void {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this.clear();\r\n }\r\n\r\n public collectGraphicsForPlanarProjection(scene: GraphicList): void {\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n assert(!this._addLayersAsNormalGraphics);\r\n\r\n this._addLayersAsNormalGraphics = true;\r\n this.addGraphics(scene);\r\n this._addLayersAsNormalGraphics = false;\r\n }\r\n\r\n public addGraphics(scene: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n scene.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n /** Add backgroundMap graphics to their own render pass. */\r\n public addBackgroundMapGraphics(backgroundMapGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.BackgroundMap;\r\n backgroundMapGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n /** Add overlay graphics to the world overlay pass */\r\n public addOverlayGraphics(overlayGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.WorldOverlay;\r\n overlayGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addDecorations(dec: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n for (const entry of dec) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addWorldDecorations(decs: GraphicList): void {\r\n const world = this.target.getWorldDecorations(decs);\r\n this.pushAndPopBranch(world, () => {\r\n for (const entry of world.branch.entries) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n\r\n private addPickableDecorations(decs: Decorations): void {\r\n if (undefined !== decs.normal) {\r\n for (const normal of decs.normal) {\r\n const gf = normal as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n }\r\n\r\n if (undefined !== decs.world) {\r\n const world = this.target.getWorldDecorations(decs.world);\r\n this.pushAndPopBranch(world, () => {\r\n for (const gf of world.branch.entries) {\r\n if ((gf as Graphic).isPickable)\r\n (gf as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n }\r\n\r\n public addBackground(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.Background;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addSkyBox(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.SkyBox;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addPrimitiveCommand(command: PrimitiveCommand, pass?: Pass): void {\r\n if (undefined === pass)\r\n pass = command.getPass(this.target);\r\n\r\n if (\"none\" === pass) // Edges will return none if they don't want to draw at all (edges not turned on).\r\n return;\r\n\r\n if (RenderPass.None !== this._forcedRenderPass) {\r\n // Add the command to the forced render pass (background).\r\n this.getCommands(this._forcedRenderPass).push(command);\r\n return;\r\n }\r\n\r\n if (!command.hasFeatures) {\r\n // Draw in general opaque pass so they are not in pick data.\r\n switch (pass) {\r\n case \"opaque-linear\":\r\n case \"opaque-planar\":\r\n pass = \"opaque\";\r\n break;\r\n case \"opaque-planar-translucent\":\r\n pass = \"opaque-translucent\";\r\n break;\r\n }\r\n }\r\n\r\n const haveFeatureOverrides = (this._opaqueOverrides || this._translucentOverrides) && command.opcode && command.hasFeatures;\r\n\r\n if (Pass.rendersTranslucent(pass) && this._addTranslucentAsOpaque) {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n pass = \"opaque-planar\";\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n pass = \"opaque\";\r\n break;\r\n default:\r\n pass = \"opaque-linear\";\r\n break;\r\n }\r\n }\r\n\r\n const isDoublePass = Pass.rendersOpaqueAndTranslucent(pass);\r\n const renderTranslucentDuringOpaque = isDoublePass || (this._opaqueOverrides && haveFeatureOverrides);\r\n if (renderTranslucentDuringOpaque && Pass.rendersTranslucent(pass) && !command.primitive.cachedGeometry.alwaysRenderTranslucent) {\r\n let opaquePass: RenderPass;\r\n if (Pass.rendersOpaqueAndTranslucent(pass)) {\r\n opaquePass = Pass.toOpaquePass(pass);\r\n } else {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n opaquePass = RenderPass.OpaquePlanar;\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n opaquePass = RenderPass.OpaqueGeneral;\r\n break;\r\n default:\r\n opaquePass = RenderPass.OpaqueLinear;\r\n break;\r\n }\r\n }\r\n\r\n this.getCommands(opaquePass).push(command);\r\n }\r\n\r\n const renderOpaqueDuringTranslucent = isDoublePass || (this._translucentOverrides && haveFeatureOverrides);\r\n if (renderOpaqueDuringTranslucent && Pass.rendersOpaque(pass) && !this._addTranslucentAsOpaque)\r\n this.getCommands(RenderPass.Translucent).push(command);\r\n\r\n if (!Pass.rendersOpaqueAndTranslucent(pass))\r\n this.getCommands(Pass.toRenderPass(pass)).push(command);\r\n }\r\n\r\n public getCommands(pass: RenderPass): DrawCommands {\r\n let idx = pass as number;\r\n assert(idx < this._commands.length);\r\n if (idx >= this._commands.length)\r\n idx -= 1;\r\n\r\n return this._commands[idx];\r\n }\r\n\r\n public replaceCommands(pass: RenderPass, cmds: DrawCommands): void {\r\n const idx = pass as number;\r\n this._commands[idx].splice(0);\r\n this._commands[idx] = cmds;\r\n }\r\n\r\n public addHiliteBranch(branch: Branch, pass: RenderPass): void {\r\n this.pushAndPopBranchForPass(pass, branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addHiliteCommands(this, pass));\r\n });\r\n }\r\n\r\n public processLayers(container: LayerContainer): void {\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n if (RenderPass.None !== this._forcedRenderPass)\r\n return;\r\n\r\n this._forcedRenderPass = container.renderPass;\r\n this._layers.processLayers(container, () => container.graphic.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addLayerCommands(layer: Layer): void {\r\n if (this._addLayersAsNormalGraphics) {\r\n // GraphicsCollectorDrawArgs wants to collect graphics to project to a plane for masking.\r\n // It bypasses PlanProjectionTreeReference.createDrawArgs which would otherwise wrap the graphics in a LayerContainer.\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n this._forcedRenderPass = RenderPass.OpaqueGeneral;\r\n layer.graphic.addCommands(this);\r\n this._forcedRenderPass = RenderPass.None;\r\n return;\r\n }\r\n\r\n assert(this.isDrawingLayers);\r\n if (!this.isDrawingLayers)\r\n return;\r\n\r\n // Let the graphic add its commands. Afterward, pull them out and add them to the LayerCommands.\r\n this._layers.currentLayer = layer;\r\n layer.graphic.addCommands(this);\r\n\r\n const cmds = this.getCommands(this._forcedRenderPass);\r\n this._layers.addCommands(cmds);\r\n\r\n cmds.length = 0;\r\n this._layers.currentLayer = undefined;\r\n }\r\n\r\n public addHiliteLayerCommands(graphic: Graphic, pass: RenderPass): void {\r\n assert(this.isDrawingLayers || this._addLayersAsNormalGraphics);\r\n if (!this.isDrawingLayers && !this._addLayersAsNormalGraphics)\r\n return;\r\n\r\n const prevPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.None;\r\n\r\n graphic.addHiliteCommands(this, pass);\r\n\r\n this._forcedRenderPass = prevPass;\r\n }\r\n\r\n private getAnimationBranchState(branch: Branch): AnimationBranchState | undefined {\r\n const animId = branch.branch.animationId;\r\n return undefined !== animId ? this.target.animationBranches?.branchStates.get(animId) : undefined;\r\n }\r\n\r\n private pushAndPopBranchForPass(pass: RenderPass, branch: Branch, func: () => void): void {\r\n assert(!this.isDrawingLayers);\r\n\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n assert(RenderPass.None !== pass);\r\n\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n if (branch.secondaryClassifiers)\r\n branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));\r\n\r\n const cmds = this.getCommands(pass);\r\n const clip = animState?.clip as ClipVolume | undefined;\r\n const pushClip = undefined !== clip ? new PushClipCommand(clip) : undefined;\r\n if (pushClip)\r\n cmds.push(pushClip);\r\n\r\n const push = new PushBranchCommand(branch);\r\n cmds.push(push);\r\n\r\n func();\r\n\r\n this._stack.pop();\r\n if (cmds[cmds.length - 1] === push) {\r\n cmds.pop();\r\n if (pushClip)\r\n cmds.pop();\r\n } else {\r\n cmds.push(PopBranchCommand.instance);\r\n if (pushClip)\r\n cmds.push(PopClipCommand.instance);\r\n }\r\n }\r\n\r\n private pushAndPop(push: PushCommand, pop: PopCommand, func: () => void): void {\r\n if (this.isDrawingLayers) {\r\n this._commands[RenderPass.Hilite].push(push);\r\n this._layers.pushAndPop(push, pop, func);\r\n\r\n const cmds = this._commands[RenderPass.Hilite];\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n return;\r\n }\r\n\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n // Need to make sure the push command precedes any subsequent commands added to any render pass.\r\n for (const cmds of this._commands)\r\n cmds.push(push);\r\n } else {\r\n // May want to add hilite commands as well - add the push command to that pass.\r\n this._commands[this._forcedRenderPass].push(push);\r\n this._commands[RenderPass.Hilite].push(push);\r\n }\r\n\r\n func();\r\n\r\n // Remove push command from any passes that didn't receive any commands; add the pop command to any passes that did.\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n for (const cmds of this._commands) {\r\n assert(0 < cmds.length);\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n } else {\r\n assert(0 < this._commands[this._forcedRenderPass].length);\r\n assert(0 < this._commands[RenderPass.Hilite].length);\r\n\r\n let cmds = this._commands[this._forcedRenderPass];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n cmds = this._commands[RenderPass.Hilite];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n }\r\n\r\n public pushAndPopBranch(branch: Branch, func: () => void): void {\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n if (animState?.clip)\r\n this.pushAndPop(new PushClipCommand(animState.clip as ClipVolume), PopClipCommand.instance, () => this._pushAndPopBranch(branch, func));\r\n else\r\n this._pushAndPopBranch(branch, func);\r\n }\r\n\r\n private _pushAndPopBranch(branch: Branch, func: () => void): void {\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n if (branch.secondaryClassifiers)\r\n branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));\r\n\r\n this.pushAndPop(new PushBranchCommand(branch), PopBranchCommand.instance, func);\r\n\r\n this._stack.pop();\r\n }\r\n\r\n public pushAndPopState(state: BranchState, func: () => void): void {\r\n this._stack.pushState(state);\r\n this.pushAndPop(new PushStateCommand(state), PopBranchCommand.instance, func);\r\n this._stack.pop();\r\n }\r\n\r\n public clear(): void {\r\n assert(this._batchState.isEmpty);\r\n this._clearCommands();\r\n }\r\n\r\n private _clearCommands(): void {\r\n this._commands.forEach((cmds: DrawCommands) => cmds.splice(0));\r\n this._layers.clear();\r\n }\r\n\r\n private initForPickOverlayDecorations(overlays: GraphicList): void {\r\n for (const overlay of overlays) {\r\n const gf = overlay as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n }\r\n\r\n public initForPickOverlays(sceneOverlays: GraphicList, worldOverlayDecorations: GraphicList | undefined, viewOverlayDecorations: GraphicList | undefined): void {\r\n this._clearCommands();\r\n\r\n this._addTranslucentAsOpaque = true;\r\n\r\n for (const sceneGf of sceneOverlays)\r\n (sceneGf as Graphic).addCommands(this);\r\n\r\n if (worldOverlayDecorations?.length) {\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n this.initForPickOverlayDecorations(worldOverlayDecorations);\r\n });\r\n }\r\n\r\n if (viewOverlayDecorations?.length) {\r\n this.pushAndPopState(this.target.decorationsState.withViewCoords(), () => {\r\n this.initForPickOverlayDecorations(viewOverlayDecorations);\r\n });\r\n }\r\n\r\n this._addTranslucentAsOpaque = false;\r\n }\r\n\r\n public initForReadPixels(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n // Set flag to force translucent geometry to be put into the opaque pass.\r\n this._addTranslucentAsOpaque = true;\r\n\r\n // Add the scene graphics.\r\n this.addGraphics(gfx.foreground);\r\n\r\n // Also add any pickable decorations.\r\n if (undefined !== gfx.decorations)\r\n this.addPickableDecorations(gfx.decorations);\r\n\r\n // Also background map is pickable\r\n this.addBackgroundMapGraphics(gfx.background);\r\n\r\n this._addTranslucentAsOpaque = false;\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public initForRender(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n this.addGraphics(gfx.foreground);\r\n this.addBackgroundMapGraphics(gfx.background);\r\n this.addOverlayGraphics(gfx.overlays);\r\n\r\n const dynamics = gfx.dynamics;\r\n if (dynamics && dynamics.length > 0)\r\n this.addDecorations(dynamics);\r\n\r\n const dec = gfx.decorations;\r\n if (undefined !== dec) {\r\n this.addBackground(dec.viewBackground as Graphic);\r\n\r\n this.addSkyBox(dec.skyBox as Graphic);\r\n\r\n if (undefined !== dec.normal && 0 < dec.normal.length)\r\n this.addGraphics(dec.normal);\r\n\r\n if (undefined !== dec.world && 0 < dec.world.length)\r\n this.addWorldDecorations(dec.world);\r\n\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n if (undefined !== dec.viewOverlay && 0 < dec.viewOverlay.length)\r\n this.addDecorations(dec.viewOverlay, RenderPass.ViewOverlay);\r\n\r\n if (undefined !== dec.worldOverlay && 0 < dec.worldOverlay.length)\r\n this.addDecorations(dec.worldOverlay, RenderPass.WorldOverlay);\r\n });\r\n }\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public addPrimitive(prim: Primitive): void {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isGeometryOutsideActiveVolume(prim.cachedGeometry))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) { // See if we can cull this primitive.\r\n if (\"classification\" === prim.getPass(this.target)) {\r\n const geom = prim.cachedGeometry;\r\n geom.computeRange(this._scratchRange);\r\n let frustum = Frustum.fromRange(this._scratchRange, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const command = new PrimitiveCommand(prim);\r\n this.addPrimitiveCommand(command);\r\n\r\n if (RenderPass.None === this._forcedRenderPass && prim.isEdge) {\r\n const vf: ViewFlags = this.target.currentViewFlags;\r\n if (vf.renderMode !== RenderMode.Wireframe && vf.hiddenEdges)\r\n this.getCommands(RenderPass.HiddenEdge).push(command);\r\n }\r\n }\r\n\r\n public addBranch(branch: Branch): void {\r\n this.pushAndPopBranch(branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n });\r\n }\r\n\r\n public computeBatchHiliteRenderPass(batch: Batch): RenderPass {\r\n let pass = RenderPass.Hilite;\r\n if (batch.graphic instanceof MeshGraphic) {\r\n const mg = batch.graphic;\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (batch.graphic instanceof GraphicsArray) {\r\n const ga = batch.graphic;\r\n if (ga.graphics[0] instanceof MeshGraphic) {\r\n const mg = ga.graphics[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (ga.graphics[0] instanceof Branch) {\r\n const b = ga.graphics[0];\r\n if (b.branch.entries.length > 0 && b.branch.entries[0] instanceof MeshGraphic) {\r\n const mg = b.branch.entries[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n }\r\n }\r\n }\r\n return pass;\r\n }\r\n\r\n public addBatch(batch: Batch): void {\r\n if (batch.locateOnly && !this.target.isReadPixelsInProgress)\r\n return;\r\n\r\n // Batches (aka element tiles) should only draw during ordinary (translucent or opaque) passes.\r\n // They may draw during both, or neither.\r\n // NB: This is no longer true - pickable overlay decorations are defined as Batches. Problem?\r\n // assert(RenderPass.None === this._forcedRenderPass);\r\n assert(!this._opaqueOverrides && !this._translucentOverrides);\r\n assert(undefined === this._curBatch);\r\n\r\n // If all features are overridden to be invisible, draw no graphics in this batch\r\n const overrides = batch.getOverrides(this.target);\r\n if (overrides.allHidden)\r\n return;\r\n\r\n if (!batch.range.isNull) {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isRangeOutsideActiveVolume(batch.range))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) {\r\n let frustum = Frustum.fromRange(batch.range, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const classifier = this._stack.top.planarClassifier;\r\n\r\n this._batchState.push(batch, true);\r\n\r\n this.pushAndPop(new PushBatchCommand(batch), PopBatchCommand.instance, () => {\r\n if (this.currentViewFlags.transparency || overrides.anyViewIndependentTranslucent) {\r\n this._opaqueOverrides = overrides.anyOpaque;\r\n this._translucentOverrides = overrides.anyTranslucent;\r\n\r\n if (undefined !== classifier) {\r\n this._opaqueOverrides = this._opaqueOverrides || classifier.anyOpaque;\r\n this._translucentOverrides = this._translucentOverrides || classifier.anyTranslucent;\r\n }\r\n }\r\n\r\n // If we have an active volume classifier then force all batches for the reality data being classified into a special render pass.\r\n let savedForcedRenderPass = RenderPass.None;\r\n if (undefined !== this.target.activeVolumeClassifierModelId && batch.featureTable.modelId === this.target.activeVolumeClassifierModelId) {\r\n savedForcedRenderPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.VolumeClassifiedRealityData;\r\n }\r\n\r\n (batch.graphic as Graphic).addCommands(this);\r\n\r\n if (RenderPass.VolumeClassifiedRealityData === this._forcedRenderPass)\r\n this._forcedRenderPass = savedForcedRenderPass;\r\n\r\n // If the batch contains hilited features, need to render them in the hilite pass\r\n const anyHilited = overrides.anyHilited;\r\n const planarClassifierHilited = undefined !== classifier && classifier.anyHilited;\r\n if (anyHilited || planarClassifierHilited)\r\n (batch.graphic as Graphic).addHiliteCommands(this, planarClassifierHilited ? RenderPass.HilitePlanarClassification : this.computeBatchHiliteRenderPass(batch));\r\n\r\n });\r\n\r\n this._opaqueOverrides = this._translucentOverrides = false;\r\n this._batchState.pop();\r\n }\r\n\r\n // Define a culling frustum. Commands associated with Graphics whose ranges do not intersect the frustum will be skipped.\r\n public setCheckRange(frustum: Frustum) { this._frustumPlanes = FrustumPlanes.fromFrustum(frustum); }\r\n // Clear the culling frustum.\r\n public clearCheckRange(): void { this._frustumPlanes = undefined; }\r\n\r\n private setupClassificationByVolume(): void {\r\n // To make it easier to process the classifiers individually, set up a secondary command list for them where they\r\n // are each separated by their own pushes & pops so that they can easily be drawn individually. This now supports\r\n // nested branches and batches.\r\n const groupedCmds = this._commands[RenderPass.Classification];\r\n const byIndexCmds = this._commands[RenderPass.ClassificationByIndex];\r\n const pushCommands: DrawCommands = []; // will contain current set of pushes ahead of a primitive\r\n for (const cmd of groupedCmds) {\r\n switch (cmd.opcode) {\r\n case \"pushBranch\":\r\n case \"pushBatch\":\r\n case \"pushState\":\r\n pushCommands.push(cmd);\r\n break;\r\n case \"drawPrimitive\":\r\n for (const pushCmd of pushCommands) {\r\n byIndexCmds.push(pushCmd);\r\n }\r\n byIndexCmds.push(cmd);\r\n for (let i = pushCommands.length - 1; i >= 0; --i) {\r\n if (\"pushBatch\" === pushCommands[i].opcode)\r\n byIndexCmds.push(PopBatchCommand.instance);\r\n else // should be eith pushBranch or pushState opcode\r\n byIndexCmds.push(PopBranchCommand.instance);\r\n }\r\n break;\r\n case \"popBatch\":\r\n case \"popBranch\":\r\n pushCommands.pop();\r\n break;\r\n }\r\n }\r\n }\r\n\r\n public dump(): Array<{ name: string, count: number }> {\r\n const dump = [\r\n { name: \"Primitives\", count: 0 },\r\n { name: \"Batches\", count: 0 },\r\n { name: \"Branches\", count: 0 },\r\n ];\r\n\r\n for (const cmds of this._commands) {\r\n for (const cmd of cmds) {\r\n let index;\r\n switch (cmd.opcode) {\r\n case \"drawPrimitive\":\r\n index = 0;\r\n break;\r\n case \"pushBatch\":\r\n index = 1;\r\n break;\r\n case \"pushBranch\":\r\n index = 2;\r\n break;\r\n default:\r\n continue;\r\n }\r\n\r\n dump[index].count++;\r\n }\r\n }\r\n\r\n return dump;\r\n }\r\n}\r\n"]}
@@ -12,23 +12,24 @@ export declare const enum RenderPass {
12
12
  OpaqueLayers = 1,
13
13
  OpaqueLinear = 2,
14
14
  OpaquePlanar = 3,
15
- OpaqueGeneral = 4,
16
- Classification = 5,
17
- TranslucentLayers = 6,
18
- Translucent = 7,
19
- HiddenEdge = 8,
20
- Hilite = 9,
21
- OverlayLayers = 10,
22
- WorldOverlay = 11,
23
- ViewOverlay = 12,
24
- SkyBox = 13,
25
- BackgroundMap = 14,
26
- HiliteClassification = 15,
27
- ClassificationByIndex = 16,
28
- HilitePlanarClassification = 17,
29
- PlanarClassification = 18,
30
- VolumeClassifiedRealityData = 19,
31
- COUNT = 20
15
+ PointClouds = 4,
16
+ OpaqueGeneral = 5,
17
+ Classification = 6,
18
+ TranslucentLayers = 7,
19
+ Translucent = 8,
20
+ HiddenEdge = 9,
21
+ Hilite = 10,
22
+ OverlayLayers = 11,
23
+ WorldOverlay = 12,
24
+ ViewOverlay = 13,
25
+ SkyBox = 14,
26
+ BackgroundMap = 15,
27
+ HiliteClassification = 16,
28
+ ClassificationByIndex = 17,
29
+ HilitePlanarClassification = 18,
30
+ PlanarClassification = 19,
31
+ VolumeClassifiedRealityData = 20,
32
+ COUNT = 21
32
33
  }
33
34
  /** Describes the [[RenderPass]]es in which a [[Primitive]] wants to be rendered.
34
35
  * Generally, each Pass corresponds to a single RenderPass. However a couple of passes specify that the primitive should be rendered
@@ -43,6 +44,7 @@ export declare type Pass = "skybox" | // SkyBox
43
44
  "opaque-linear" | // OpaqueLinear
44
45
  "opaque-planar" | // OpaquePlanar
45
46
  "translucent" | // Translucent
47
+ "point-clouds" | // PointClouds
46
48
  "view-overlay" | // ViewOverlay
47
49
  "classification" | // Classification
48
50
  "none" | // None
@@ -80,8 +82,7 @@ export declare namespace Pass {
80
82
  function toOpaquePass(pass: DoublePass): RenderPass;
81
83
  }
82
84
  /** Reserved texture units for specific sampler variables, to avoid conflicts between shader components which each have their own textures.
83
- * WebGL 1 guarantees a minimum of 8 vertex texture units, and iOS provides no more than that.
84
- * WebGL 2 guarantees a minimum of 15 vertex texture units.
85
+ * WebGL 2 guarantees a minimum of 16 vertex texture units.
85
86
  * @internal
86
87
  */
87
88
  export declare enum TextureUnit {
@@ -1 +1 @@
1
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