@itwin/core-frontend 3.7.0-dev.5 → 3.7.0-dev.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/cjs/ElementLocateManager.js +1 -1
- package/lib/cjs/ElementLocateManager.js.map +1 -1
- package/lib/cjs/SpatialViewState.d.ts.map +1 -1
- package/lib/cjs/SpatialViewState.js +2 -0
- package/lib/cjs/SpatialViewState.js.map +1 -1
- package/lib/cjs/ViewState.d.ts +2 -0
- package/lib/cjs/ViewState.d.ts.map +1 -1
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/Viewport.d.ts +2 -0
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +10 -6
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/core-frontend.d.ts +1 -0
- package/lib/cjs/core-frontend.d.ts.map +1 -1
- package/lib/cjs/core-frontend.js +1 -0
- package/lib/cjs/core-frontend.js.map +1 -1
- package/lib/cjs/gltf/GltfModel.d.ts +91 -0
- package/lib/cjs/gltf/GltfModel.d.ts.map +1 -0
- package/lib/cjs/gltf/GltfModel.js +10 -0
- package/lib/cjs/gltf/GltfModel.js.map +1 -0
- package/lib/cjs/gltf/GltfParser.d.ts +26 -0
- package/lib/cjs/gltf/GltfParser.d.ts.map +1 -0
- package/lib/cjs/gltf/GltfParser.js +357 -0
- package/lib/cjs/gltf/GltfParser.js.map +1 -0
- package/lib/cjs/gltf/GltfSchema.d.ts +557 -0
- package/lib/cjs/gltf/GltfSchema.d.ts.map +1 -0
- package/lib/cjs/gltf/GltfSchema.js +138 -0
- package/lib/cjs/gltf/GltfSchema.js.map +1 -0
- package/lib/cjs/render/GraphicBuilder.d.ts +5 -2
- package/lib/cjs/render/GraphicBuilder.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBuilder.js +12 -3
- package/lib/cjs/render/GraphicBuilder.js.map +1 -1
- package/lib/cjs/render/MockRender.d.ts +4 -4
- package/lib/cjs/render/MockRender.js.map +1 -1
- package/lib/cjs/render/Pixel.d.ts +13 -4
- package/lib/cjs/render/Pixel.d.ts.map +1 -1
- package/lib/cjs/render/Pixel.js +20 -13
- package/lib/cjs/render/Pixel.js.map +1 -1
- package/lib/cjs/render/RenderSystem.d.ts +2 -2
- package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/VisibleFeature.js +2 -2
- package/lib/cjs/render/VisibleFeature.js.map +1 -1
- package/lib/cjs/render/webgl/BatchState.d.ts +3 -2
- package/lib/cjs/render/webgl/BatchState.d.ts.map +1 -1
- package/lib/cjs/render/webgl/BatchState.js +4 -3
- package/lib/cjs/render/webgl/BatchState.js.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.js +4 -2
- package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.d.ts +3 -3
- package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js +24 -28
- package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/cjs/render/webgl/Graphic.d.ts +3 -3
- package/lib/cjs/render/webgl/Graphic.js.map +1 -1
- package/lib/cjs/render/webgl/RenderCommands.js +1 -1
- package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.js +13 -4
- package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/cjs/render/webgl/System.d.ts +2 -2
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/render/webgl/VisibleTileFeatures.js +6 -7
- package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
- package/lib/cjs/tile/B3dmReader.d.ts +2 -1
- package/lib/cjs/tile/B3dmReader.d.ts.map +1 -1
- package/lib/cjs/tile/B3dmReader.js +2 -1
- package/lib/cjs/tile/B3dmReader.js.map +1 -1
- package/lib/cjs/tile/GltfReader.d.ts +13 -420
- package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
- package/lib/cjs/tile/GltfReader.js +121 -192
- package/lib/cjs/tile/GltfReader.js.map +1 -1
- package/lib/cjs/tile/ImdlReader.d.ts +3 -2
- package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
- package/lib/cjs/tile/ImdlReader.js +34 -25
- package/lib/cjs/tile/ImdlReader.js.map +1 -1
- package/lib/cjs/tile/PrimaryTileTree.d.ts +5 -1
- package/lib/cjs/tile/PrimaryTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/PrimaryTileTree.js +2 -0
- package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
- package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTileLoader.js +14 -2
- package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
- package/lib/cjs/tile/Tile.d.ts +10 -1
- package/lib/cjs/tile/Tile.d.ts.map +1 -1
- package/lib/cjs/tile/Tile.js +22 -2
- package/lib/cjs/tile/Tile.js.map +1 -1
- package/lib/esm/ElementLocateManager.js +1 -1
- package/lib/esm/ElementLocateManager.js.map +1 -1
- package/lib/esm/SpatialViewState.d.ts.map +1 -1
- package/lib/esm/SpatialViewState.js +2 -0
- package/lib/esm/SpatialViewState.js.map +1 -1
- package/lib/esm/ViewState.d.ts +2 -0
- package/lib/esm/ViewState.d.ts.map +1 -1
- package/lib/esm/ViewState.js.map +1 -1
- package/lib/esm/Viewport.d.ts +2 -0
- package/lib/esm/Viewport.d.ts.map +1 -1
- package/lib/esm/Viewport.js +10 -6
- package/lib/esm/Viewport.js.map +1 -1
- package/lib/esm/core-frontend.d.ts +1 -0
- package/lib/esm/core-frontend.d.ts.map +1 -1
- package/lib/esm/core-frontend.js +1 -0
- package/lib/esm/core-frontend.js.map +1 -1
- package/lib/esm/gltf/GltfModel.d.ts +91 -0
- package/lib/esm/gltf/GltfModel.d.ts.map +1 -0
- package/lib/esm/gltf/GltfModel.js +9 -0
- package/lib/esm/gltf/GltfModel.js.map +1 -0
- package/lib/esm/gltf/GltfParser.d.ts +26 -0
- package/lib/esm/gltf/GltfParser.d.ts.map +1 -0
- package/lib/esm/gltf/GltfParser.js +334 -0
- package/lib/esm/gltf/GltfParser.js.map +1 -0
- package/lib/esm/gltf/GltfSchema.d.ts +557 -0
- package/lib/esm/gltf/GltfSchema.d.ts.map +1 -0
- package/lib/esm/gltf/GltfSchema.js +131 -0
- package/lib/esm/gltf/GltfSchema.js.map +1 -0
- package/lib/esm/render/GraphicBuilder.d.ts +5 -2
- package/lib/esm/render/GraphicBuilder.d.ts.map +1 -1
- package/lib/esm/render/GraphicBuilder.js +13 -4
- package/lib/esm/render/GraphicBuilder.js.map +1 -1
- package/lib/esm/render/MockRender.d.ts +4 -4
- package/lib/esm/render/MockRender.js.map +1 -1
- package/lib/esm/render/Pixel.d.ts +13 -4
- package/lib/esm/render/Pixel.d.ts.map +1 -1
- package/lib/esm/render/Pixel.js +21 -14
- package/lib/esm/render/Pixel.js.map +1 -1
- package/lib/esm/render/RenderSystem.d.ts +2 -2
- package/lib/esm/render/RenderSystem.d.ts.map +1 -1
- package/lib/esm/render/RenderSystem.js.map +1 -1
- package/lib/esm/render/VisibleFeature.js +2 -2
- package/lib/esm/render/VisibleFeature.js.map +1 -1
- package/lib/esm/render/webgl/BatchState.d.ts +3 -2
- package/lib/esm/render/webgl/BatchState.d.ts.map +1 -1
- package/lib/esm/render/webgl/BatchState.js +4 -3
- package/lib/esm/render/webgl/BatchState.js.map +1 -1
- package/lib/esm/render/webgl/DrawCommand.d.ts.map +1 -1
- package/lib/esm/render/webgl/DrawCommand.js +4 -2
- package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
- package/lib/esm/render/webgl/FeatureOverrides.d.ts +3 -3
- package/lib/esm/render/webgl/FeatureOverrides.d.ts.map +1 -1
- package/lib/esm/render/webgl/FeatureOverrides.js +24 -28
- package/lib/esm/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/esm/render/webgl/Graphic.d.ts +3 -3
- package/lib/esm/render/webgl/Graphic.js.map +1 -1
- package/lib/esm/render/webgl/RenderCommands.js +1 -1
- package/lib/esm/render/webgl/RenderCommands.js.map +1 -1
- package/lib/esm/render/webgl/SceneCompositor.d.ts.map +1 -1
- package/lib/esm/render/webgl/SceneCompositor.js +14 -5
- package/lib/esm/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/esm/render/webgl/System.d.ts +2 -2
- package/lib/esm/render/webgl/System.js.map +1 -1
- package/lib/esm/render/webgl/VisibleTileFeatures.js +7 -8
- package/lib/esm/render/webgl/VisibleTileFeatures.js.map +1 -1
- package/lib/esm/tile/B3dmReader.d.ts +2 -1
- package/lib/esm/tile/B3dmReader.d.ts.map +1 -1
- package/lib/esm/tile/B3dmReader.js +2 -1
- package/lib/esm/tile/B3dmReader.js.map +1 -1
- package/lib/esm/tile/GltfReader.d.ts +13 -420
- package/lib/esm/tile/GltfReader.d.ts.map +1 -1
- package/lib/esm/tile/GltfReader.js +78 -149
- package/lib/esm/tile/GltfReader.js.map +1 -1
- package/lib/esm/tile/ImdlReader.d.ts +3 -2
- package/lib/esm/tile/ImdlReader.d.ts.map +1 -1
- package/lib/esm/tile/ImdlReader.js +35 -26
- package/lib/esm/tile/ImdlReader.js.map +1 -1
- package/lib/esm/tile/PrimaryTileTree.d.ts +5 -1
- package/lib/esm/tile/PrimaryTileTree.d.ts.map +1 -1
- package/lib/esm/tile/PrimaryTileTree.js +2 -0
- package/lib/esm/tile/PrimaryTileTree.js.map +1 -1
- package/lib/esm/tile/RealityTileLoader.d.ts.map +1 -1
- package/lib/esm/tile/RealityTileLoader.js +14 -2
- package/lib/esm/tile/RealityTileLoader.js.map +1 -1
- package/lib/esm/tile/Tile.d.ts +10 -1
- package/lib/esm/tile/Tile.d.ts.map +1 -1
- package/lib/esm/tile/Tile.js +22 -2
- package/lib/esm/tile/Tile.js.map +1 -1
- package/package.json +20 -20
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, Id64, Id64String, lowerBound } from \"@itwin/core-bentley\";\r\nimport { ModelFeature } from \"@itwin/core-common\";\r\nimport { IModelConnection } from \"../../IModelConnection\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { Batch } from \"./Graphic\";\r\n\r\n/**\r\n * Assigns a transient, unique 32-bit integer ID to each Batch in a RenderCommands.\r\n * A batch ID of 0 means \"no batch\".\r\n * The first batch gets batch ID of 1.\r\n * The next batch gets the previous batch's ID plus the number of features in the previous batch's feature table\r\n * (or 1, if empty feature table).\r\n * The IDs are set temporarily as members on the Batch objects and reset to 0 immediately after rendering.\r\n * The currentBatch member identifies the batch containing primitives currently being drawn.\r\n * The combination of the current batch's ID (passed as uniform to shader) and the index of a given Feature within\r\n * its batch's FeatureTable (stored in vertex table) produce a unique ID for every feature rendered during a frame.\r\n * During rendering, the feature IDs are written to the \"feature ID\" color attachment.\r\n * The batch IDs remain valid during a call to Target.readPixels() so that they can be used to extract\r\n * Features from the Batch's FeatureTables.\r\n * @internal\r\n */\r\nexport class BatchState {\r\n private readonly _stack: BranchStack;\r\n private _batches: Batch[] = []; // NB: this list is ordered - but *not* indexed - by batch ID.\r\n private _curBatch?: Batch;\r\n\r\n public constructor(stack: BranchStack) {\r\n this._stack = stack;\r\n }\r\n\r\n public get currentBatch(): Batch | undefined { return this._curBatch; }\r\n public get currentBatchId(): number { return undefined !== this._curBatch ? this._curBatch.batchId : 0; }\r\n public get currentBatchIModel(): IModelConnection | undefined { return undefined !== this._curBatch ? this._curBatch.batchIModel : undefined; }\r\n public get isEmpty(): boolean { return 0 === this._batches.length; }\r\n\r\n public push(batch: Batch, allowAdd: boolean): void {\r\n assert(undefined === this.currentBatch, \"batches cannot nest\");\r\n this.getBatchId(batch, allowAdd);\r\n this._curBatch = batch;\r\n }\r\n\r\n public pop(): void {\r\n assert(undefined !== this.currentBatch);\r\n this._curBatch = undefined;\r\n }\r\n\r\n public reset(): void {\r\n assert(undefined === this.currentBatch);\r\n for (const batch of this._batches)\r\n batch.resetContext();\r\n\r\n this._batches.length = 0;\r\n this._curBatch = undefined;\r\n }\r\n\r\n private static readonly _scratchElementIdPair = { lower: 0, upper: 0 };\r\n public getElementId(featureId: number): Id64String {\r\n const batch = this.find(featureId);\r\n if (undefined === batch)\r\n return Id64.invalid;\r\n\r\n const featureIndex = featureId - batch.batchId;\r\n assert(featureIndex >= 0);\r\n\r\n const parts = batch.featureTable.getElementIdPair(featureIndex, BatchState._scratchElementIdPair);\r\n return Id64.fromUint32Pair(parts.lower, parts.upper);\r\n }\r\n\r\n public getFeature(featureId: number, result: ModelFeature): ModelFeature | undefined {\r\n const batch = this.find(featureId);\r\n if (undefined === batch)\r\n return undefined;\r\n\r\n const featureIndex = featureId - batch.batchId;\r\n assert(featureIndex >= 0);\r\n\r\n return batch.featureTable.findFeature(featureIndex, result);\r\n }\r\n\r\n public get numFeatureIds() { return this.nextBatchId; }\r\n public get numBatches() { return this._batches.length; }\r\n\r\n public findBatchId(featureId: number) {\r\n const batch = this.find(featureId);\r\n return undefined !== batch ? batch.batchId : 0;\r\n }\r\n\r\n public get nextBatchId(): number {\r\n if (this.isEmpty)\r\n return 1;\r\n\r\n const prev = this._batches[this._batches.length - 1];\r\n assert(0 !== prev.batchId);\r\n\r\n let prevNumFeatures = prev.featureTable.numFeatures;\r\n if (0 === prevNumFeatures)\r\n prevNumFeatures = 1;\r\n\r\n return prev.batchId + prevNumFeatures;\r\n }\r\n\r\n private getBatchId(batch: Batch, allowAdd: boolean): number {\r\n if (allowAdd && 0 === batch.batchId) {\r\n batch.setContext(this.nextBatchId, this._stack.top.iModel);\r\n this._batches.push(batch);\r\n }\r\n\r\n return batch.batchId;\r\n }\r\n\r\n private indexOf(featureId: number): number {\r\n if (featureId <= 0)\r\n return -1;\r\n\r\n const found = lowerBound(featureId, this._batches, (lhs: number, rhs: Batch) => {\r\n // Determine if the requested feature ID is within the range of this batch.\r\n if (lhs < rhs.batchId)\r\n return -1;\r\n\r\n const numFeatures = rhs.featureTable.numFeatures;\r\n const nextBatchId = rhs.batchId + (numFeatures > 0 ? numFeatures : 1);\r\n return lhs < nextBatchId ? 0 : 1;\r\n });\r\n\r\n return found.index < this._batches.length ? found.index : -1;\r\n }\r\n\r\n public find(featureId: number): Batch | undefined {\r\n const index = this.indexOf(featureId);\r\n return -1 !== index ? this._batches[index] : undefined;\r\n }\r\n}\r\n"]}
|
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@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"DrawCommand.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/DrawCommand.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAgB,UAAU,EAAE,MAAM,qBAAqB,CAAC;
|
|
1
|
+
{"version":3,"file":"DrawCommand.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/DrawCommand.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAgB,UAAU,EAAE,MAAM,qBAAqB,CAAC;AAE/D,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAE1C,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,WAAW,CAAC;AAC1C,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAChD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,IAAI,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC9D,OAAO,EAAE,qBAAqB,EAAE,MAAM,iBAAiB,CAAC;AAExD,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAM3C,gBAAgB;AAChB,qBAAa,mBAAmB;IAC9B,OAAO,CAAC,OAAO,CAAC,CAAS;IACzB,OAAO,CAAC,WAAW,CAA+B;IAElD,IAAW,MAAM,IAAI,MAAM,CAG1B;IAED,IAAW,UAAU,eAA+B;IAEpD,IAAW,gBAAgB,+BAA4E;IAChG,oBAAoB,CAAC,OAAO,EAAE,aAAa;IAElD,IAAW,YAAY,YAAsG;IAC7H,IAAW,aAAa,YAAwG;IAChI,IAAW,OAAO,sDAAsC;IAEjD,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,IAAI,GAAE,UAAqC;CAIxE;AAED,gBAAgB;AAChB,qBAAa,UAAU;IACrB,OAAO,CAAC,cAAc,CAAC,CAAsB;IAC7C,OAAO,CAAC,SAAS,CAAC,CAAiB;IAEnC,IAAW,QAAQ,IAAI,cAAc,CAGpC;IAED,IAAW,aAAa,IAAI,mBAAmB,CAG9C;IAED,IAAW,MAAM,WAAwC;IACzD,IAAW,UAAU,eAA4C;IACjE,IAAW,gBAAgB,+BAAkD;IAC7E,IAAW,YAAY,YAEtB;IACD,IAAW,aAAa,YAA+C;IACvE,IAAW,OAAO,sDAAyC;IAEpD,IAAI,CAAC,aAAa,EAAE,mBAAmB,EAAE,QAAQ,EAAE,cAAc;CAIzE;AAED;;GAEG;AACH,0BAAkB,SAAS;IACzB,IAAI,IAAA;IACJ,GAAG,IAAA;CACJ;AAED;;;;GAIG;AACH,oBAAY,UAAU;IACpB,SAAS,kBAAkB;IAC3B,UAAU,eAAe;IACzB,SAAS,cAAc;IACvB,SAAS,cAAc;IACvB,QAAQ,aAAa;IACrB,SAAS,cAAc;IACvB,QAAQ,aAAa;IACrB,OAAO,YAAY;CACpB;AAED,gBAAgB;AAChB,qBAAa,eAAe;IAC1B,SAAgB,MAAM,cAAc;IAEpC,OAAO;IAEP,OAAc,QAAQ,kBAAyB;IAExC,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,gBAAgB;aAGQ,KAAK,EAAE,KAAK;IAF/C,SAAgB,MAAM,eAAe;gBAEF,KAAK,EAAE,KAAK;IAExC,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,gBAAgB;aAGQ,KAAK,EAAE,WAAW;IAFrD,SAAgB,MAAM,eAAe;gBAEF,KAAK,EAAE,WAAW;IAE9C,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,iBAAiB;aAGO,MAAM,EAAE,MAAM;IAFjD,SAAgB,MAAM,gBAAgB;gBAEH,MAAM,EAAE,MAAM;IAE1C,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,gBAAgB;IAC3B,SAAgB,MAAM,eAAe;IAErC,OAAO;IAEP,OAAc,QAAQ,mBAA0B;IAEzC,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,eAAe;aAGS,IAAI,EAAE,UAAU;IAFnD,SAAgB,MAAM,cAAc;gBAED,IAAI,EAAE,UAAU;IAE5C,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,cAAc;IACzB,SAAgB,MAAM,aAAa;IAEnC,OAAO;IAEP,OAAc,QAAQ,iBAAwB;IAEvC,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;CAGlD;AAED,gBAAgB;AAChB,qBAAa,gBAAgB;aAGQ,SAAS,EAAE,SAAS;IAFvD,SAAgB,MAAM,mBAAmB;gBAEN,SAAS,EAAE,SAAS;IAEvD,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,sBAAsB,CAAwB;IAE/D,OAAO,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI;IAkCjD,IAAW,WAAW,IAAI,OAAO,CAAuC;IACxE,IAAW,WAAW,IAAI,WAAW,CAAuC;IAErE,OAAO,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;CAGrC;AAED,gBAAgB;AAChB,oBAAY,WAAW,GAAG,iBAAiB,GAAG,gBAAgB,GAAG,gBAAgB,GAAG,eAAe,CAAC;AACpG,gBAAgB;AAChB,oBAAY,UAAU,GAAG,gBAAgB,GAAG,eAAe,GAAG,cAAc,CAAC;AAC7E,gBAAgB;AAChB,oBAAY,WAAW,GAAG,WAAW,GAAG,UAAU,GAAG,gBAAgB,CAAC;AAEtE;;GAEG;AACH,oBAAY,YAAY,GAAG,WAAW,EAAE,CAAC;AAEzC;;;;GAIG;AACH,wBAAgB,sCAAsC,CAAC,SAAS,EAAE,UAAU,EAAE,IAAI,EAAE,YAAY,EAAE,oBAAoB,EAAE,MAAM,GAAG,YAAY,GAAG,SAAS,CAyBxJ;AAID,gBAAgB;AAChB,wBAAgB,sCAAsC,CAAC,OAAO,EAAE,OAAO,EAAE,IAAI,EAAE,YAAY,GAAG,YAAY,CA2CzG"}
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@@ -9,6 +9,7 @@
|
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9
9
|
Object.defineProperty(exports, "__esModule", { value: true });
|
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10
10
|
exports.extractHilitedVolumeClassifierCommands = exports.extractFlashedVolumeClassifierCommands = exports.PrimitiveCommand = exports.PopClipCommand = exports.PushClipCommand = exports.PopBranchCommand = exports.PushBranchCommand = exports.PushStateCommand = exports.PushBatchCommand = exports.PopBatchCommand = exports.DrawOpCode = exports.DrawParams = exports.ShaderProgramParams = void 0;
|
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11
11
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const core_bentley_1 = require("@itwin/core-bentley");
|
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12
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+
const core_common_1 = require("@itwin/core-common");
|
|
12
13
|
const FeatureOverrides_1 = require("./FeatureOverrides");
|
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13
14
|
const System_1 = require("./System");
|
|
14
15
|
const TechniqueFlags_1 = require("./TechniqueFlags");
|
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@@ -221,6 +222,7 @@ function extractFlashedVolumeClassifierCommands(flashedId, cmds, numCmdsPerClass
|
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221
222
|
return undefined;
|
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222
223
|
}
|
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223
224
|
exports.extractFlashedVolumeClassifierCommands = extractFlashedVolumeClassifierCommands;
|
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225
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+
const scratchFeature = core_common_1.PackedFeature.create();
|
|
224
226
|
/** @internal */
|
|
225
227
|
function extractHilitedVolumeClassifierCommands(hilites, cmds) {
|
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226
228
|
// TODO: This could really be done at the time the HiliteClassification render pass commands are being generated
|
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@@ -251,8 +253,8 @@ function extractHilitedVolumeClassifierCommands(hilites, cmds) {
|
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251
253
|
const surface = cmd.primitive.cachedGeometry.asSurface;
|
|
252
254
|
if (undefined === surface || undefined === surface.mesh.uniformFeatureId)
|
|
253
255
|
continue;
|
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254
|
-
const feature = batch.featureTable.getPackedFeature(surface.mesh.uniformFeatureId);
|
|
255
|
-
if (undefined === feature || !(0, FeatureOverrides_1.isFeatureHilited)(feature, hilites, hilites.models.hasId(
|
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256
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+
const feature = batch.featureTable.getPackedFeature(surface.mesh.uniformFeatureId, scratchFeature);
|
|
257
|
+
if (undefined === feature || !(0, FeatureOverrides_1.isFeatureHilited)(feature, hilites, hilites.models.hasId(core_bentley_1.Id64.fromUint32PairObject(feature.modelId))))
|
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256
258
|
continue;
|
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259
|
break;
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260
|
}
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@@ -1 +1 @@
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1
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-
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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, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { isFeatureHilited } from \"./FeatureOverrides\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { ShaderProgramExecutor } from \"./ShaderProgram\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, IsWiremesh, TechniqueFlags } from \"./TechniqueFlags\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport class ShaderProgramParams {\r\n private _target?: Target;\r\n private _renderPass: RenderPass = RenderPass.None;\r\n\r\n public get target(): Target {\r\n assert(undefined !== this._target);\r\n return this._target;\r\n }\r\n\r\n public get renderPass() { return this._renderPass; }\r\n\r\n public get projectionMatrix() { return this.target.uniforms.getProjectionMatrix32(this.isViewCoords); }\r\n public bindProjectionMatrix(uniform: UniformHandle) { this.target.uniforms.bindProjectionMatrix(uniform, this.isViewCoords); }\r\n\r\n public get isViewCoords() { return RenderPass.ViewOverlay === this.renderPass || RenderPass.Background === this.renderPass; }\r\n public get isOverlayPass() { return RenderPass.WorldOverlay === this.renderPass || RenderPass.ViewOverlay === this.renderPass; }\r\n public get context() { return System.instance.context; }\r\n\r\n public init(target: Target, pass: RenderPass = RenderPass.OpaqueGeneral) {\r\n this._renderPass = pass;\r\n this._target = target;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class DrawParams {\r\n private _programParams?: ShaderProgramParams;\r\n private _geometry?: CachedGeometry;\r\n\r\n public get geometry(): CachedGeometry {\r\n assert(undefined !== this._geometry);\r\n return this._geometry;\r\n }\r\n\r\n public get programParams(): ShaderProgramParams {\r\n assert(undefined !== this._programParams);\r\n return this._programParams;\r\n }\r\n\r\n public get target() { return this.programParams.target; }\r\n public get renderPass() { return this.programParams.renderPass; }\r\n public get projectionMatrix() { return this.programParams.projectionMatrix; }\r\n public get isViewCoords() {\r\n return this.programParams.isViewCoords || this.target.currentBranch.forceViewCoords;\r\n }\r\n public get isOverlayPass() { return this.programParams.isOverlayPass; }\r\n public get context() { return this.programParams.context; }\r\n\r\n public init(programParams: ShaderProgramParams, geometry: CachedGeometry) {\r\n this._programParams = programParams;\r\n this._geometry = geometry;\r\n }\r\n}\r\n\r\n/** Defines operation associated with pushing or popping a branch\r\n * @internal\r\n */\r\nexport const enum PushOrPop {\r\n Push,\r\n Pop,\r\n}\r\n\r\n/** Represents a command to be executed within a RenderPass. The most common command is\r\n * to draw a primitive; others involve state changes such as pushing/popping transforms\r\n * and symbology overrides, which require that commands be executed in order.\r\n * @internal\r\n */\r\nexport enum DrawOpCode {\r\n Primitive = \"drawPrimitive\", // eslint-disable-line @typescript-eslint/no-shadow\r\n PushBranch = \"pushBranch\",\r\n PopBranch = \"popBranch\",\r\n PushBatch = \"pushBatch\",\r\n PopBatch = \"popBatch\",\r\n PushState = \"pushState\",\r\n PushClip = \"pushClip\",\r\n PopClip = \"popClip\",\r\n}\r\n\r\n/** @internal */\r\nexport class PopBatchCommand {\r\n public readonly opcode = \"popBatch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBatchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.popBatch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBatchCommand {\r\n public readonly opcode = \"pushBatch\";\r\n\r\n public constructor(public readonly batch: Batch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushBatch(this.batch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushStateCommand {\r\n public readonly opcode = \"pushState\";\r\n\r\n public constructor(public readonly state: BranchState) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushState(this.state);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBranchCommand {\r\n public readonly opcode = \"pushBranch\";\r\n\r\n public constructor(public readonly branch: Branch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.pushBranch(this.branch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopBranchCommand {\r\n public readonly opcode = \"popBranch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBranchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.popBranch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushClipCommand {\r\n public readonly opcode = \"pushClip\";\r\n\r\n public constructor(public readonly clip: ClipVolume) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.push(this.clip);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopClipCommand {\r\n public readonly opcode = \"popClip\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopClipCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.pop();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PrimitiveCommand {\r\n public readonly opcode = \"drawPrimitive\";\r\n\r\n public constructor(public readonly primitive: Primitive) { }\r\n\r\n private static readonly _scratchTechniqueFlags = new TechniqueFlags();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n if (exec.target.isGeometryOutsideActiveVolume(this.primitive.cachedGeometry))\r\n return;\r\n\r\n const techniqueId = this.primitive.techniqueId;\r\n if (TechniqueId.Invalid === techniqueId)\r\n return;\r\n\r\n const target = exec.target;\r\n const thematic = this.primitive.cachedGeometry.supportsThematicDisplay && target.wantThematicDisplay;\r\n const shadowable = (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh) && target.solarShadowMap.isReady && target.currentViewFlags.shadows && !thematic;\r\n const isShadowable = shadowable ? IsShadowable.Yes : IsShadowable.No;\r\n let isThematic = thematic ? IsThematic.Yes : IsThematic.No;\r\n const isClassified = (undefined !== target.currentPlanarClassifierOrDrape || undefined !== target.activeVolumeClassifierTexture) ? IsClassified.Yes : IsClassified.No;\r\n const isInstanced = this.primitive.isInstanced ? IsInstanced.Yes : IsInstanced.No;\r\n const isAnimated = this.primitive.hasAnimation ? IsAnimated.Yes : IsAnimated.No;\r\n\r\n // Point clouds do not support hillshade or slope mode for thematic display.\r\n if (isThematic && (undefined !== this.primitive.cachedGeometry.asPointCloud) && (target.uniforms.thematic.wantSlopeMode || target.uniforms.thematic.wantHillShadeMode))\r\n isThematic = IsThematic.No;\r\n\r\n const wiremesh = target.currentViewFlags.wiremesh && System.instance.isWebGL2 && (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh);\r\n const isWiremesh = wiremesh ? IsWiremesh.Yes : IsWiremesh.No;\r\n const flags = PrimitiveCommand._scratchTechniqueFlags;\r\n const posType = this.primitive.cachedGeometry.usesQuantizedPositions ? \"quantized\" : \"unquantized\";\r\n flags.init(target, exec.renderPass, isInstanced, isAnimated, isClassified, isShadowable, isThematic, isWiremesh, posType);\r\n\r\n const technique = target.techniques.getTechnique(techniqueId);\r\n const program = technique.getShader(flags);\r\n\r\n if (exec.setProgram(program))\r\n exec.target.compositor.drawPrimitive(this.primitive, exec, program.outputsToPick);\r\n }\r\n\r\n public get hasFeatures(): boolean { return this.primitive.hasFeatures; }\r\n public get renderOrder(): RenderOrder { return this.primitive.renderOrder; }\r\n\r\n public getPass(target: Target): Pass {\r\n return this.primitive.getPass(target);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport type PushCommand = PushBranchCommand | PushBatchCommand | PushStateCommand | PushClipCommand;\r\n/** @internal */\r\nexport type PopCommand = PopBranchCommand | PopBatchCommand | PopClipCommand;\r\n/** @internal */\r\nexport type DrawCommand = PushCommand | PopCommand | PrimitiveCommand;\r\n\r\n/** For a single RenderPass, an ordered list of commands to be executed during that pass.\r\n * @internal\r\n */\r\nexport type DrawCommands = DrawCommand[];\r\n\r\n/** Extracts the commands for rendering the flashed classifier (if any) from the by-index set of volume classifier commands.\r\n * NB: Cmds will be sets of some pushes, a primitive, and then some pops (equal to number of pushes).\r\n * The primitive should be right in the middle of a set. We need to find the set which matches the flashID.\r\n * @internal\r\n */\r\nexport function extractFlashedVolumeClassifierCommands(flashedId: Id64String, cmds: DrawCommands, numCmdsPerClassifier: number): DrawCommands | undefined {\r\n if (!Id64.isValid(flashedId) || 0 === numCmdsPerClassifier)\r\n return undefined;\r\n\r\n const firstPrim = (numCmdsPerClassifier - 1) / 2;\r\n for (let i = firstPrim; i < cmds.length; i += numCmdsPerClassifier) {\r\n assert(\"drawPrimitive\" === cmds[i].opcode, \"Command list not configured as expected.\");\r\n const pc: PrimitiveCommand = cmds[i] as PrimitiveCommand;\r\n const surface = pc.primitive.cachedGeometry.asSurface;\r\n if (undefined !== surface && undefined !== surface.mesh.uniformFeatureId) {\r\n let j = i - 1;\r\n while (j >= 0 && \"pushBatch\" !== cmds[j].opcode) // Find batch for this primitive\r\n j--;\r\n if (j < 0)\r\n continue;\r\n\r\n const pushBatch = cmds[j] as PushBatchCommand;\r\n const elemId = pushBatch.batch.featureTable.findElementId(surface.mesh.uniformFeatureId);\r\n if (undefined !== elemId && elemId === flashedId) {\r\n return cmds.slice(i - firstPrim, i + firstPrim + 1);\r\n }\r\n }\r\n }\r\n\r\n return undefined;\r\n}\r\n\r\n/** @internal */\r\nexport function extractHilitedVolumeClassifierCommands(hilites: Hilites, cmds: DrawCommands): DrawCommands {\r\n // TODO: This could really be done at the time the HiliteClassification render pass commands are being generated\r\n // by just not putting the ones which are not hilited into the ClassificationHilite command list.\r\n const result: DrawCommand[] = [];\r\n\r\n let batch;\r\n for (const cmd of cmds) {\r\n switch (cmd.opcode) {\r\n case \"popBranch\":\r\n if (result.length > 0 && \"pushBranch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"popBatch\":\r\n batch = undefined;\r\n if (result.length > 0 && \"pushBatch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"pushBatch\":\r\n batch = cmd.batch;\r\n break;\r\n case \"drawPrimitive\":\r\n if (undefined !== batch) {\r\n // Skip any primitives that are not hilited.\r\n const surface = cmd.primitive.cachedGeometry.asSurface;\r\n if (undefined === surface || undefined === surface.mesh.uniformFeatureId)\r\n continue;\r\n\r\n const feature = batch.featureTable.getPackedFeature(surface.mesh.uniformFeatureId);\r\n if (undefined === feature || !isFeatureHilited(feature, hilites, hilites.models.hasId(batch.featureTable.modelId)))\r\n continue;\r\n\r\n break;\r\n }\r\n }\r\n\r\n result.push(cmd);\r\n }\r\n\r\n return result;\r\n}\r\n"]}
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+
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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, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport { PackedFeature } from \"@itwin/core-common\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { isFeatureHilited } from \"./FeatureOverrides\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { ShaderProgramExecutor } from \"./ShaderProgram\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, IsWiremesh, TechniqueFlags } from \"./TechniqueFlags\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport class ShaderProgramParams {\r\n private _target?: Target;\r\n private _renderPass: RenderPass = RenderPass.None;\r\n\r\n public get target(): Target {\r\n assert(undefined !== this._target);\r\n return this._target;\r\n }\r\n\r\n public get renderPass() { return this._renderPass; }\r\n\r\n public get projectionMatrix() { return this.target.uniforms.getProjectionMatrix32(this.isViewCoords); }\r\n public bindProjectionMatrix(uniform: UniformHandle) { this.target.uniforms.bindProjectionMatrix(uniform, this.isViewCoords); }\r\n\r\n public get isViewCoords() { return RenderPass.ViewOverlay === this.renderPass || RenderPass.Background === this.renderPass; }\r\n public get isOverlayPass() { return RenderPass.WorldOverlay === this.renderPass || RenderPass.ViewOverlay === this.renderPass; }\r\n public get context() { return System.instance.context; }\r\n\r\n public init(target: Target, pass: RenderPass = RenderPass.OpaqueGeneral) {\r\n this._renderPass = pass;\r\n this._target = target;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class DrawParams {\r\n private _programParams?: ShaderProgramParams;\r\n private _geometry?: CachedGeometry;\r\n\r\n public get geometry(): CachedGeometry {\r\n assert(undefined !== this._geometry);\r\n return this._geometry;\r\n }\r\n\r\n public get programParams(): ShaderProgramParams {\r\n assert(undefined !== this._programParams);\r\n return this._programParams;\r\n }\r\n\r\n public get target() { return this.programParams.target; }\r\n public get renderPass() { return this.programParams.renderPass; }\r\n public get projectionMatrix() { return this.programParams.projectionMatrix; }\r\n public get isViewCoords() {\r\n return this.programParams.isViewCoords || this.target.currentBranch.forceViewCoords;\r\n }\r\n public get isOverlayPass() { return this.programParams.isOverlayPass; }\r\n public get context() { return this.programParams.context; }\r\n\r\n public init(programParams: ShaderProgramParams, geometry: CachedGeometry) {\r\n this._programParams = programParams;\r\n this._geometry = geometry;\r\n }\r\n}\r\n\r\n/** Defines operation associated with pushing or popping a branch\r\n * @internal\r\n */\r\nexport const enum PushOrPop {\r\n Push,\r\n Pop,\r\n}\r\n\r\n/** Represents a command to be executed within a RenderPass. The most common command is\r\n * to draw a primitive; others involve state changes such as pushing/popping transforms\r\n * and symbology overrides, which require that commands be executed in order.\r\n * @internal\r\n */\r\nexport enum DrawOpCode {\r\n Primitive = \"drawPrimitive\", // eslint-disable-line @typescript-eslint/no-shadow\r\n PushBranch = \"pushBranch\",\r\n PopBranch = \"popBranch\",\r\n PushBatch = \"pushBatch\",\r\n PopBatch = \"popBatch\",\r\n PushState = \"pushState\",\r\n PushClip = \"pushClip\",\r\n PopClip = \"popClip\",\r\n}\r\n\r\n/** @internal */\r\nexport class PopBatchCommand {\r\n public readonly opcode = \"popBatch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBatchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.popBatch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBatchCommand {\r\n public readonly opcode = \"pushBatch\";\r\n\r\n public constructor(public readonly batch: Batch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushBatch(this.batch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushStateCommand {\r\n public readonly opcode = \"pushState\";\r\n\r\n public constructor(public readonly state: BranchState) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushState(this.state);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBranchCommand {\r\n public readonly opcode = \"pushBranch\";\r\n\r\n public constructor(public readonly branch: Branch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.pushBranch(this.branch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopBranchCommand {\r\n public readonly opcode = \"popBranch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBranchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.popBranch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushClipCommand {\r\n public readonly opcode = \"pushClip\";\r\n\r\n public constructor(public readonly clip: ClipVolume) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.push(this.clip);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopClipCommand {\r\n public readonly opcode = \"popClip\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopClipCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.pop();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PrimitiveCommand {\r\n public readonly opcode = \"drawPrimitive\";\r\n\r\n public constructor(public readonly primitive: Primitive) { }\r\n\r\n private static readonly _scratchTechniqueFlags = new TechniqueFlags();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n if (exec.target.isGeometryOutsideActiveVolume(this.primitive.cachedGeometry))\r\n return;\r\n\r\n const techniqueId = this.primitive.techniqueId;\r\n if (TechniqueId.Invalid === techniqueId)\r\n return;\r\n\r\n const target = exec.target;\r\n const thematic = this.primitive.cachedGeometry.supportsThematicDisplay && target.wantThematicDisplay;\r\n const shadowable = (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh) && target.solarShadowMap.isReady && target.currentViewFlags.shadows && !thematic;\r\n const isShadowable = shadowable ? IsShadowable.Yes : IsShadowable.No;\r\n let isThematic = thematic ? IsThematic.Yes : IsThematic.No;\r\n const isClassified = (undefined !== target.currentPlanarClassifierOrDrape || undefined !== target.activeVolumeClassifierTexture) ? IsClassified.Yes : IsClassified.No;\r\n const isInstanced = this.primitive.isInstanced ? IsInstanced.Yes : IsInstanced.No;\r\n const isAnimated = this.primitive.hasAnimation ? IsAnimated.Yes : IsAnimated.No;\r\n\r\n // Point clouds do not support hillshade or slope mode for thematic display.\r\n if (isThematic && (undefined !== this.primitive.cachedGeometry.asPointCloud) && (target.uniforms.thematic.wantSlopeMode || target.uniforms.thematic.wantHillShadeMode))\r\n isThematic = IsThematic.No;\r\n\r\n const wiremesh = target.currentViewFlags.wiremesh && System.instance.isWebGL2 && (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh);\r\n const isWiremesh = wiremesh ? IsWiremesh.Yes : IsWiremesh.No;\r\n const flags = PrimitiveCommand._scratchTechniqueFlags;\r\n const posType = this.primitive.cachedGeometry.usesQuantizedPositions ? \"quantized\" : \"unquantized\";\r\n flags.init(target, exec.renderPass, isInstanced, isAnimated, isClassified, isShadowable, isThematic, isWiremesh, posType);\r\n\r\n const technique = target.techniques.getTechnique(techniqueId);\r\n const program = technique.getShader(flags);\r\n\r\n if (exec.setProgram(program))\r\n exec.target.compositor.drawPrimitive(this.primitive, exec, program.outputsToPick);\r\n }\r\n\r\n public get hasFeatures(): boolean { return this.primitive.hasFeatures; }\r\n public get renderOrder(): RenderOrder { return this.primitive.renderOrder; }\r\n\r\n public getPass(target: Target): Pass {\r\n return this.primitive.getPass(target);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport type PushCommand = PushBranchCommand | PushBatchCommand | PushStateCommand | PushClipCommand;\r\n/** @internal */\r\nexport type PopCommand = PopBranchCommand | PopBatchCommand | PopClipCommand;\r\n/** @internal */\r\nexport type DrawCommand = PushCommand | PopCommand | PrimitiveCommand;\r\n\r\n/** For a single RenderPass, an ordered list of commands to be executed during that pass.\r\n * @internal\r\n */\r\nexport type DrawCommands = DrawCommand[];\r\n\r\n/** Extracts the commands for rendering the flashed classifier (if any) from the by-index set of volume classifier commands.\r\n * NB: Cmds will be sets of some pushes, a primitive, and then some pops (equal to number of pushes).\r\n * The primitive should be right in the middle of a set. We need to find the set which matches the flashID.\r\n * @internal\r\n */\r\nexport function extractFlashedVolumeClassifierCommands(flashedId: Id64String, cmds: DrawCommands, numCmdsPerClassifier: number): DrawCommands | undefined {\r\n if (!Id64.isValid(flashedId) || 0 === numCmdsPerClassifier)\r\n return undefined;\r\n\r\n const firstPrim = (numCmdsPerClassifier - 1) / 2;\r\n for (let i = firstPrim; i < cmds.length; i += numCmdsPerClassifier) {\r\n assert(\"drawPrimitive\" === cmds[i].opcode, \"Command list not configured as expected.\");\r\n const pc: PrimitiveCommand = cmds[i] as PrimitiveCommand;\r\n const surface = pc.primitive.cachedGeometry.asSurface;\r\n if (undefined !== surface && undefined !== surface.mesh.uniformFeatureId) {\r\n let j = i - 1;\r\n while (j >= 0 && \"pushBatch\" !== cmds[j].opcode) // Find batch for this primitive\r\n j--;\r\n if (j < 0)\r\n continue;\r\n\r\n const pushBatch = cmds[j] as PushBatchCommand;\r\n const elemId = pushBatch.batch.featureTable.findElementId(surface.mesh.uniformFeatureId);\r\n if (undefined !== elemId && elemId === flashedId) {\r\n return cmds.slice(i - firstPrim, i + firstPrim + 1);\r\n }\r\n }\r\n }\r\n\r\n return undefined;\r\n}\r\n\r\nconst scratchFeature = PackedFeature.create();\r\n\r\n/** @internal */\r\nexport function extractHilitedVolumeClassifierCommands(hilites: Hilites, cmds: DrawCommands): DrawCommands {\r\n // TODO: This could really be done at the time the HiliteClassification render pass commands are being generated\r\n // by just not putting the ones which are not hilited into the ClassificationHilite command list.\r\n const result: DrawCommand[] = [];\r\n\r\n let batch;\r\n for (const cmd of cmds) {\r\n switch (cmd.opcode) {\r\n case \"popBranch\":\r\n if (result.length > 0 && \"pushBranch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"popBatch\":\r\n batch = undefined;\r\n if (result.length > 0 && \"pushBatch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"pushBatch\":\r\n batch = cmd.batch;\r\n break;\r\n case \"drawPrimitive\":\r\n if (undefined !== batch) {\r\n // Skip any primitives that are not hilited.\r\n const surface = cmd.primitive.cachedGeometry.asSurface;\r\n if (undefined === surface || undefined === surface.mesh.uniformFeatureId)\r\n continue;\r\n\r\n const feature = batch.featureTable.getPackedFeature(surface.mesh.uniformFeatureId, scratchFeature);\r\n if (undefined === feature || !isFeatureHilited(feature, hilites, hilites.models.hasId(Id64.fromUint32PairObject(feature.modelId))))\r\n continue;\r\n\r\n break;\r\n }\r\n }\r\n\r\n result.push(cmd);\r\n }\r\n\r\n return result;\r\n}\r\n"]}
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@@ -1,7 +1,7 @@
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/** @packageDocumentation
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* @module WebGL
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*/
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import { PackedFeature,
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import { PackedFeature, RenderFeatureTable } from "@itwin/core-common";
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import { BatchOptions } from "../GraphicBuilder";
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import { WebGLDisposable } from "./Disposable";
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import { UniformHandle } from "./UniformHandle";
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@@ -47,8 +47,8 @@ export declare class FeatureOverrides implements WebGLDisposable {
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static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined): FeatureOverrides;
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get isDisposed(): boolean;
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dispose(): void;
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initFromMap(map:
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update(features:
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initFromMap(map: RenderFeatureTable): void;
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update(features: RenderFeatureTable): void;
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bindLUTParams(uniform: UniformHandle): void;
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bindLUT(uniform: UniformHandle): void;
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bindUniformSymbologyFlags(uniform: UniformHandle): void;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"FeatureOverrides.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/FeatureOverrides.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,aAAa,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAGvE,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAG/C,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAIhD,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAkC3C,wBAAgB,gBAAgB,CAAC,OAAO,EAAE,aAAa,EAAE,OAAO,EAAE,OAAO,EAAE,cAAc,EAAE,OAAO,GAAG,OAAO,CAQ3G;AAED,gBAAgB;AAChB,oBAAY,uBAAuB,GAAG,MAAM,IAAI,CAAC;
|
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1
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+
{"version":3,"file":"FeatureOverrides.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/FeatureOverrides.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,aAAa,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAGvE,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAG/C,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAIhD,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAkC3C,wBAAgB,gBAAgB,CAAC,OAAO,EAAE,aAAa,EAAE,OAAO,EAAE,OAAO,EAAE,cAAc,EAAE,OAAO,GAAG,OAAO,CAQ3G;AAED,gBAAgB;AAChB,oBAAY,uBAAuB,GAAG,MAAM,IAAI,CAAC;AAIjD,gBAAgB;AAChB,qBAAa,gBAAiB,YAAW,eAAe;IACtD,SAAgB,MAAM,EAAE,MAAM,CAAC;IAC/B,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAe;IACxC,OAAO,CAAC,IAAI,CAAC,CAAkB;IAC/B,OAAO,CAAC,6BAA6B,CAAC,CAA6B;IACnE,OAAO,CAAC,YAAY,CAAgB;IACpC,OAAO,CAAC,mBAAmB,CAAoB;IAC/C,OAAO,CAAC,cAAc,CAAQ;IAC9B,OAAO,CAAC,UAAU,CAAQ;IAC1B,OAAO,CAAC,eAAe,CAAQ;IAC/B,OAAO,CAAC,8BAA8B,CAAQ;IAC9C,OAAO,CAAC,UAAU,CAAQ;IAC1B,OAAO,CAAC,WAAW,CAAQ;IAC3B,OAAO,CAAC,UAAU,CAAuB;IACzC,OAAO,CAAC,sBAAsB,CAAqC;IACnE,OAAO,CAAC,QAAQ,CAAC,CAA0B;IAE3C,IAAW,aAAa,YAAkC;IAC1D,IAAW,SAAS,YAA8B;IAClD,IAAW,cAAc,YAAmC;IAC5D,IAAW,6BAA6B,YAAkD;IAC1F,IAAW,SAAS,YAA8B;IAClD,IAAW,UAAU,YAA+B;IAEpD,iBAAiB;IACjB,IAAW,OAAO,IAAI,UAAU,GAAG,SAAS,CAAiC;IAC7E,IAAW,UAAU,IAAI,MAAM,CAA8D;IAC7F,IAAW,SAAS,YAAmE;IAEvF,OAAO,CAAC,2BAA2B;IAuB5B,mBAAmB,IAAI,UAAU;IAOxC,OAAO,CAAC,WAAW;IAiBnB,OAAO,CAAC,OAAO;IAaf,OAAO,CAAC,gBAAgB;IA0HxB,OAAO,CAAC,uBAAuB;IA6C/B,OAAO,CAAC,aAAa;IA8BrB,OAAO;WAMO,gBAAgB,CAAC,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,YAAY,EAAE,OAAO,EAAE,uBAAuB,GAAG,SAAS;IAIlH,IAAW,UAAU,IAAI,OAAO,CAAoC;IAE7D,OAAO;IAQP,WAAW,CAAC,GAAG,EAAE,kBAAkB;IAcnC,MAAM,CAAC,QAAQ,EAAE,kBAAkB;IAuBnC,aAAa,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAI3C,OAAO,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKrC,yBAAyB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;CAG/D"}
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@@ -9,6 +9,7 @@
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.FeatureOverrides = exports.isFeatureHilited = void 0;
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const core_bentley_1 = require("@itwin/core-bentley");
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const core_common_1 = require("@itwin/core-common");
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const DisplayParams_1 = require("../primitives/DisplayParams");
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const LineCode_1 = require("./LineCode");
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const GL_1 = require("./GL");
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@@ -47,6 +48,7 @@ function isFeatureHilited(feature, hilites, isModelHilited) {
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return hilites.elements.hasPair(feature.elementId) || (isModelHilited && hilites.subcategories.hasPair(feature.subCategoryId));
|
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}
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exports.isFeatureHilited = isFeatureHilited;
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const scratchPackedFeature = core_common_1.PackedFeature.createWithIndex();
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/** @internal */
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class FeatureOverrides {
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constructor(target, options, cleanup) {
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@@ -125,8 +127,8 @@ class FeatureOverrides {
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const allowHilite = true !== this._options.noHilite;
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const allowFlash = true !== this._options.noFlash;
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const allowEmphasis = true !== this._options.noEmphasis;
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const
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const prevModelId = { lower: -1, upper: -1 };
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this._anyOpaque = this._anyTranslucent = this._anyViewIndependentTranslucent = this._anyHilited = false;
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let nHidden = 0;
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let nOverridden = 0;
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@@ -138,10 +140,15 @@ class FeatureOverrides {
|
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// [1]
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// RGB = rgb
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// A = alpha
|
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for (
|
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const
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+
for (const feature of map.iterable(scratchPackedFeature)) {
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const i = feature.index;
|
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145
|
const dataIndex = i * 4 * 2;
|
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-
|
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+
if (prevModelId.lower !== feature.modelId.lower || prevModelId.upper !== feature.modelId.upper) {
|
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+
prevModelId.lower = feature.modelId.lower;
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+
prevModelId.upper = feature.modelId.upper;
|
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isModelHilited = allowHilite && hilites.models.hasPair(feature.modelId);
|
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}
|
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const app = this.target.currentBranch.getFeatureAppearance(ovr, feature.elementId.lower, feature.elementId.upper, feature.subCategoryId.lower, feature.subCategoryId.upper, feature.geometryClass, feature.modelId.lower, feature.modelId.upper, map.type, feature.animationNodeId);
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// NB: If the appearance is fully transparent, then:
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|
// - For normal ("primary") models, getAppearance() returns undefined.
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// - For classifier models, getAppearance() returns the appearance, and classification shader will discard fully-transparent classified pixels.
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@@ -220,37 +227,25 @@ class FeatureOverrides {
|
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}
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const allowFlash = true !== this._options.noFlash;
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const intersect = "intersection" === hilites.modelSubCategoryMode;
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let isModelHilited = false;
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if (!hilites.models.isEmpty) {
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const modelId = core_bentley_1.Id64.getUint32Pair(map.modelId);
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isModelHilited = hilites.models.hasPair(modelId);
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}
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this._anyOverridden = this._anyHilited = false;
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for (
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const dataIndex =
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const oldFlags = data.getOvrFlagsAtIndex(dataIndex);
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if (0 /* None */ !== (oldFlags & 1 /* Visibility */)) {
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// If it's invisible, none of the other flags matter. We can't flash it and don't want to hilite it.
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this._anyOverridden = true;
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continue;
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|
}
|
|
237
|
-
|
|
239
|
+
const isModelHilited = hilites.models.hasPair(feature.modelId);
|
|
238
240
|
let isHilited = isModelHilited && !intersect;
|
|
239
|
-
if (!isHilited
|
|
240
|
-
|
|
241
|
-
|
|
242
|
-
|
|
243
|
-
|
|
244
|
-
if (isModelHilited || !intersect) {
|
|
245
|
-
const subcat = map.getSubCategoryIdPair(i);
|
|
246
|
-
isHilited = hilites.subcategories.hasPair(subcat);
|
|
247
|
-
}
|
|
248
|
-
}
|
|
241
|
+
if (!isHilited)
|
|
242
|
+
isHilited = hilites.elements.hasPair(feature.elementId);
|
|
243
|
+
if (!isHilited)
|
|
244
|
+
if (isModelHilited || !intersect)
|
|
245
|
+
isHilited = hilites.subcategories.hasPair(feature.subCategoryId);
|
|
249
246
|
let isFlashed = false;
|
|
250
|
-
if (flashed && allowFlash)
|
|
251
|
-
|
|
252
|
-
isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;
|
|
253
|
-
}
|
|
247
|
+
if (flashed && allowFlash)
|
|
248
|
+
isFlashed = feature.elementId.lower === flashed.lower && feature.elementId.upper === flashed.upper;
|
|
254
249
|
let newFlags = isFlashed ? (oldFlags | 16 /* Flashed */) : (oldFlags & ~16 /* Flashed */);
|
|
255
250
|
newFlags = isHilited ? (newFlags | 256 /* Hilited */) : (newFlags & ~256 /* Hilited */);
|
|
256
251
|
data.setOvrFlagsAtIndex(dataIndex, newFlags);
|
|
@@ -265,6 +260,7 @@ class FeatureOverrides {
|
|
|
265
260
|
if (true === this._options.noFlash)
|
|
266
261
|
return;
|
|
267
262
|
this._anyOverridden = false;
|
|
263
|
+
const elemId = { lower: 0, upper: 0 };
|
|
268
264
|
for (let i = 0; i < map.numFeatures; i++) {
|
|
269
265
|
const dataIndex = i * 4 * 2;
|
|
270
266
|
const oldFlags = data.getOvrFlagsAtIndex(dataIndex);
|
|
@@ -275,7 +271,7 @@ class FeatureOverrides {
|
|
|
275
271
|
}
|
|
276
272
|
let isFlashed = false;
|
|
277
273
|
if (flashed) {
|
|
278
|
-
|
|
274
|
+
map.getElementIdPair(i, elemId);
|
|
279
275
|
isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;
|
|
280
276
|
}
|
|
281
277
|
const newFlags = isFlashed ? (oldFlags | 16 /* Flashed */) : (oldFlags & ~16 /* Flashed */);
|
|
@@ -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, dispose, Id64 } from \"@itwin/core-bentley\";\r\nimport { PackedFeature, PackedFeatureTable } from \"@itwin/core-common\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { DisplayParams } from \"../primitives/DisplayParams\";\r\nimport { BatchOptions } from \"../GraphicBuilder\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { GL } from \"./GL\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { EmphasisFlags, OvrFlags, TextureUnit } from \"./RenderFlags\";\r\nimport { sync, SyncObserver } from \"./Sync\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\r\n\r\nfunction computeWidthAndHeight(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number = 0, nTables: number = 1): { width: number, height: number } {\r\n const maxSize = System.instance.capabilities.maxTextureSize;\r\n const nRgba = nEntries * nRgbaPerEntry * nTables + nExtraRgba;\r\n\r\n if (nRgba < maxSize)\r\n return { width: nRgba, height: 1 };\r\n\r\n // Make roughly square to reduce unused space in last row\r\n let width = Math.ceil(Math.sqrt(nRgba));\r\n\r\n // Ensure a given entry's RGBA values all fit on the same row.\r\n const remainder = width % nRgbaPerEntry;\r\n if (0 !== remainder) {\r\n width += nRgbaPerEntry - remainder;\r\n }\r\n\r\n // Compute height\r\n const height = Math.ceil(nRgba / width);\r\n\r\n assert(height <= maxSize);\r\n assert(width <= maxSize);\r\n assert(width * height >= nRgba);\r\n assert(Math.floor(height) === height);\r\n assert(Math.floor(width) === width);\r\n\r\n // Row padding should never be necessary...\r\n assert(0 === width % nRgbaPerEntry);\r\n\r\n return { width, height };\r\n}\r\n\r\nexport function isFeatureHilited(feature: PackedFeature, hilites: Hilites, isModelHilited: boolean): boolean {\r\n if (hilites.isEmpty)\r\n return false;\r\n\r\n if (\"union\" === hilites.modelSubCategoryMode)\r\n return isModelHilited || hilites.elements.hasPair(feature.elementId) || hilites.subcategories.hasPair(feature.subCategoryId);\r\n\r\n return hilites.elements.hasPair(feature.elementId) || (isModelHilited && hilites.subcategories.hasPair(feature.subCategoryId));\r\n}\r\n\r\n/** @internal */\r\nexport type FeatureOverridesCleanup = () => void;\r\n\r\n/** @internal */\r\nexport class FeatureOverrides implements WebGLDisposable {\r\n public readonly target: Target;\r\n private readonly _options: BatchOptions;\r\n private _lut?: Texture2DHandle;\r\n private _mostRecentSymbologyOverrides?: FeatureSymbology.Overrides;\r\n private _lastFlashId = Id64.invalid;\r\n private _hiliteSyncObserver: SyncObserver = {};\r\n private _anyOverridden = true;\r\n private _allHidden = true;\r\n private _anyTranslucent = true;\r\n private _anyViewIndependentTranslucent = true;\r\n private _anyOpaque = true;\r\n private _anyHilited = true;\r\n private _lutParams = new Float32Array(2);\r\n private _uniformSymbologyFlags: EmphasisFlags = EmphasisFlags.None;\r\n private _cleanup?: FeatureOverridesCleanup;\r\n\r\n public get anyOverridden() { return this._anyOverridden; }\r\n public get allHidden() { return this._allHidden; }\r\n public get anyTranslucent() { return this._anyTranslucent; }\r\n public get anyViewIndependentTranslucent() { return this._anyViewIndependentTranslucent; }\r\n public get anyOpaque() { return this._anyOpaque; }\r\n public get anyHilited() { return this._anyHilited; }\r\n\r\n /** For tests. */\r\n public get lutData(): Uint8Array | undefined { return this._lut?.dataBytes; }\r\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\r\n public get isUniform() { return 2 === this._lutParams[0] && 1 === this._lutParams[1]; }\r\n\r\n private updateUniformSymbologyFlags(): void {\r\n this._uniformSymbologyFlags = EmphasisFlags.None;\r\n if (!this.isUniform || !this._lut)\r\n return;\r\n\r\n let flags = this._lut.dataBytes![0];\r\n if (0 !== (flags & OvrFlags.Flashed))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Flashed;\r\n\r\n if (0 !== (flags & OvrFlags.NonLocatable))\r\n this._uniformSymbologyFlags |= EmphasisFlags.NonLocatable;\r\n\r\n if (!this._anyHilited)\r\n return;\r\n\r\n flags = this._lut.dataBytes![1] << 8;\r\n if (0 !== (flags & OvrFlags.Hilited))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Hilite;\r\n\r\n if (0 !== (flags & OvrFlags.Emphasized))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Emphasized;\r\n }\r\n\r\n public getUniformOverrides(): Uint8Array {\r\n assert(this.isUniform);\r\n assert(undefined !== this._lut);\r\n assert(undefined !== this._lut.dataBytes);\r\n return this._lut.dataBytes;\r\n }\r\n\r\n private _initialize(map: PackedFeatureTable, ovrs: FeatureSymbology.Overrides, hilite: Hilites, flashed?: Id64.Uint32Pair): Texture2DHandle | undefined {\r\n const nFeatures = map.numFeatures;\r\n const dims = computeWidthAndHeight(nFeatures, 2);\r\n const width = dims.width;\r\n const height = dims.height;\r\n assert(width * height >= nFeatures);\r\n\r\n this._lutParams[0] = width;\r\n this._lutParams[1] = height;\r\n\r\n const data = new Uint8Array(width * height * 4);\r\n const creator = new Texture2DDataUpdater(data);\r\n this.buildLookupTable(creator, map, ovrs, flashed, hilite);\r\n\r\n return TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\r\n }\r\n\r\n private _update(map: PackedFeatureTable, lut: Texture2DHandle, flashed?: Id64.Uint32Pair, hilites?: Hilites, ovrs?: FeatureSymbology.Overrides) {\r\n const updater = new Texture2DDataUpdater(lut.dataBytes!);\r\n\r\n if (undefined === ovrs) {\r\n this.updateFlashedAndHilited(updater, map, flashed, hilites);\r\n } else {\r\n assert(undefined !== hilites);\r\n this.buildLookupTable(updater, map, ovrs, flashed, hilites);\r\n }\r\n\r\n lut.update(updater);\r\n }\r\n\r\n private buildLookupTable(data: Texture2DDataUpdater, map: PackedFeatureTable, ovr: FeatureSymbology.Overrides, flashedIdParts: Id64.Uint32Pair | undefined, hilites: Hilites) {\r\n const allowHilite = true !== this._options.noHilite;\r\n const allowFlash = true !== this._options.noFlash;\r\n const allowEmphasis = true !== this._options.noEmphasis;\r\n\r\n const modelIdParts = Id64.getUint32Pair(map.modelId);\r\n const isModelHilited = allowHilite && hilites.models.hasPair(modelIdParts);\r\n\r\n this._anyOpaque = this._anyTranslucent = this._anyViewIndependentTranslucent = this._anyHilited = false;\r\n\r\n let nHidden = 0;\r\n let nOverridden = 0;\r\n\r\n // NB: We currently use 2 RGBA values per feature as follows:\r\n // [0]\r\n // RG = override flags (see OvrFlags enum)\r\n // B = line code\r\n // A = line weight (if we need an extra byte in future, could combine code+weight into a single byte).\r\n // [1]\r\n // RGB = rgb\r\n // A = alpha\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const feature = map.getPackedFeature(i);\r\n const dataIndex = i * 4 * 2;\r\n\r\n const app = this.target.currentBranch.getFeatureAppearance(\r\n ovr,\r\n feature.elementId.lower, feature.elementId.upper,\r\n feature.subCategoryId.lower, feature.subCategoryId.upper,\r\n feature.geometryClass,\r\n modelIdParts.lower, modelIdParts.upper,\r\n map.type, feature.animationNodeId);\r\n\r\n // NB: If the appearance is fully transparent, then:\r\n // - For normal (\"primary\") models, getAppearance() returns undefined.\r\n // - For classifier models, getAppearance() returns the appearance, and classification shader will discard fully-transparent classified pixels.\r\n // (The latter is how we clip the classified model using the classifiers).\r\n if (undefined === app) {\r\n // The feature is not visible. We don't care about any of the other overrides, because we're not going to render it.\r\n data.setOvrFlagsAtIndex(dataIndex, OvrFlags.Visibility);\r\n nHidden++;\r\n nOverridden++;\r\n continue;\r\n }\r\n\r\n let flags = app.nonLocatable ? OvrFlags.NonLocatable : OvrFlags.None;\r\n if (allowHilite && isFeatureHilited(feature, hilites, isModelHilited)) {\r\n flags |= OvrFlags.Hilited;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (allowEmphasis && app.emphasized) {\r\n flags |= OvrFlags.Emphasized;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (app.overridesRgb && app.rgb) {\r\n flags |= OvrFlags.Rgb;\r\n const rgb = app.rgb;\r\n data.setByteAtIndex(dataIndex + 4, rgb.r);\r\n data.setByteAtIndex(dataIndex + 5, rgb.g);\r\n data.setByteAtIndex(dataIndex + 6, rgb.b);\r\n }\r\n\r\n if (undefined !== app.transparency) {\r\n // transparency in range [0, 1]...convert to byte and invert so 0=transparent...\r\n flags |= OvrFlags.Alpha;\r\n let alpha = 1.0 - app.transparency;\r\n alpha = Math.floor(0xff * alpha + 0.5);\r\n if ((0xff - alpha) < DisplayParams.minTransparency)\r\n alpha = 0xff;\r\n\r\n data.setByteAtIndex(dataIndex + 7, alpha);\r\n if (0xff === alpha) {\r\n this._anyOpaque = true;\r\n } else {\r\n this._anyTranslucent = true;\r\n if (!app.viewDependentTransparency) {\r\n flags |= OvrFlags.ViewIndependentTransparency;\r\n this._anyViewIndependentTranslucent = true;\r\n }\r\n }\r\n }\r\n\r\n if (app.overridesWeight && app.weight) {\r\n flags |= OvrFlags.Weight;\r\n let weight = app.weight;\r\n weight = Math.min(31, weight);\r\n weight = Math.max(1, weight);\r\n data.setByteAtIndex(dataIndex + 3, weight);\r\n }\r\n\r\n if (app.overridesLinePixels && app.linePixels) {\r\n flags |= OvrFlags.LineCode;\r\n const lineCode = LineCode.valueFromLinePixels(app.linePixels);\r\n data.setByteAtIndex(dataIndex + 2, lineCode);\r\n }\r\n\r\n if (app.ignoresMaterial)\r\n flags |= OvrFlags.IgnoreMaterial;\r\n\r\n if (allowFlash && undefined !== flashedIdParts && feature.elementId.lower === flashedIdParts.lower && feature.elementId.upper === flashedIdParts.upper)\r\n flags |= OvrFlags.Flashed;\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, flags);\r\n if (OvrFlags.None !== flags)\r\n nOverridden++;\r\n }\r\n\r\n this._allHidden = (nHidden === map.numFeatures);\r\n this._anyOverridden = (nOverridden > 0);\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n // NB: If hilites is undefined, it means that the hilited set has not changed.\r\n private updateFlashedAndHilited(data: Texture2DDataUpdater, map: PackedFeatureTable, flashed?: Id64.Uint32Pair, hilites?: Hilites) {\r\n if (!hilites || true === this._options.noHilite) {\r\n this.updateFlashed(data, map, flashed);\r\n return;\r\n }\r\n\r\n const allowFlash = true !== this._options.noFlash;\r\n const intersect = \"intersection\" === hilites.modelSubCategoryMode;\r\n\r\n let isModelHilited = false;\r\n if (!hilites.models.isEmpty) {\r\n const modelId = Id64.getUint32Pair(map.modelId);\r\n isModelHilited = hilites.models.hasPair(modelId);\r\n }\r\n\r\n this._anyOverridden = this._anyHilited = false;\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const dataIndex = i* 4 * 2;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter. We can't flash it and don't want to hilite it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n let elemId;\r\n let isHilited = isModelHilited && !intersect;\r\n if (!isHilited && !hilites.elements.isEmpty) {\r\n elemId = map.getElementIdPair(i);\r\n isHilited = hilites.elements.hasPair(elemId);\r\n }\r\n\r\n if (!isHilited && !hilites.subcategories.isEmpty) {\r\n if (isModelHilited || !intersect) {\r\n const subcat = map.getSubCategoryIdPair(i);\r\n isHilited = hilites.subcategories.hasPair(subcat);\r\n }\r\n }\r\n\r\n let isFlashed = false;\r\n if (flashed && allowFlash) {\r\n elemId = elemId ?? map.getElementIdPair(i);\r\n isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;\r\n }\r\n\r\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n newFlags = isHilited ? (newFlags | OvrFlags.Hilited) : (newFlags & ~OvrFlags.Hilited);\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags) {\r\n this._anyOverridden = true;\r\n this._anyHilited = this._anyHilited || isHilited || OvrFlags.None !== (newFlags & OvrFlags.Emphasized);\r\n }\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private updateFlashed(data: Texture2DDataUpdater, map: PackedFeatureTable, flashed?: Id64.Uint32Pair): void {\r\n if (true === this._options.noFlash)\r\n return;\r\n\r\n this._anyOverridden = false;\r\n\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const dataIndex = i * 4 * 2;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter and we can't flash it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n let isFlashed = false;\r\n if (flashed) {\r\n const elemId = map.getElementIdPair(i);\r\n isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;\r\n }\r\n\r\n const newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags)\r\n this._anyOverridden = true;\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private constructor(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n this.target = target;\r\n this._options = options;\r\n this._cleanup = cleanup;\r\n }\r\n\r\n public static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n return new FeatureOverrides(target, options, cleanup);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._lut; }\r\n\r\n public dispose() {\r\n this._lut = dispose(this._lut);\r\n if (this._cleanup) {\r\n this._cleanup();\r\n this._cleanup = undefined;\r\n }\r\n }\r\n\r\n public initFromMap(map: PackedFeatureTable) {\r\n const nFeatures = map.numFeatures;\r\n assert(0 < nFeatures);\r\n\r\n this._lut = dispose(this._lut);\r\n\r\n const ovrs: FeatureSymbology.Overrides = this.target.currentFeatureSymbologyOverrides;\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n const hilite = this.target.hilites;\r\n this._lut = this._initialize(map, ovrs, hilite, this.target.flashed);\r\n this._lastFlashId = Id64.invalid;\r\n this._hiliteSyncObserver = {};\r\n }\r\n\r\n public update(features: PackedFeatureTable) {\r\n let ovrs: FeatureSymbology.Overrides | undefined = this.target.currentFeatureSymbologyOverrides;\r\n const ovrsUpdated = ovrs !== this._mostRecentSymbologyOverrides;\r\n if (ovrsUpdated)\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n else\r\n ovrs = undefined;\r\n\r\n const flashedId = this.target.flashedId;\r\n\r\n const hiliteSyncTarget = this.target.hiliteSyncTarget;\r\n const hiliteUpdated = !sync(hiliteSyncTarget, this._hiliteSyncObserver);\r\n\r\n const hilite = this.target.hilites;\r\n if (ovrsUpdated || hiliteUpdated || flashedId !== this._lastFlashId) {\r\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\r\n if (this._lut)\r\n this._update(features, this._lut, this.target.flashed, undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs);\r\n\r\n this._lastFlashId = flashedId;\r\n }\r\n }\r\n\r\n public bindLUTParams(uniform: UniformHandle): void {\r\n uniform.setUniform2fv(this._lutParams);\r\n }\r\n\r\n public bindLUT(uniform: UniformHandle): void {\r\n if (this._lut)\r\n this._lut.bindSampler(uniform, TextureUnit.FeatureSymbology);\r\n }\r\n\r\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\r\n uniform.setUniform1f(this._uniformSymbologyFlags);\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, Id64 } from \"@itwin/core-bentley\";\r\nimport { PackedFeature, RenderFeatureTable } from \"@itwin/core-common\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { DisplayParams } from \"../primitives/DisplayParams\";\r\nimport { BatchOptions } from \"../GraphicBuilder\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { GL } from \"./GL\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { EmphasisFlags, OvrFlags, TextureUnit } from \"./RenderFlags\";\r\nimport { sync, SyncObserver } from \"./Sync\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\r\n\r\nfunction computeWidthAndHeight(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number = 0, nTables: number = 1): { width: number, height: number } {\r\n const maxSize = System.instance.capabilities.maxTextureSize;\r\n const nRgba = nEntries * nRgbaPerEntry * nTables + nExtraRgba;\r\n\r\n if (nRgba < maxSize)\r\n return { width: nRgba, height: 1 };\r\n\r\n // Make roughly square to reduce unused space in last row\r\n let width = Math.ceil(Math.sqrt(nRgba));\r\n\r\n // Ensure a given entry's RGBA values all fit on the same row.\r\n const remainder = width % nRgbaPerEntry;\r\n if (0 !== remainder) {\r\n width += nRgbaPerEntry - remainder;\r\n }\r\n\r\n // Compute height\r\n const height = Math.ceil(nRgba / width);\r\n\r\n assert(height <= maxSize);\r\n assert(width <= maxSize);\r\n assert(width * height >= nRgba);\r\n assert(Math.floor(height) === height);\r\n assert(Math.floor(width) === width);\r\n\r\n // Row padding should never be necessary...\r\n assert(0 === width % nRgbaPerEntry);\r\n\r\n return { width, height };\r\n}\r\n\r\nexport function isFeatureHilited(feature: PackedFeature, hilites: Hilites, isModelHilited: boolean): boolean {\r\n if (hilites.isEmpty)\r\n return false;\r\n\r\n if (\"union\" === hilites.modelSubCategoryMode)\r\n return isModelHilited || hilites.elements.hasPair(feature.elementId) || hilites.subcategories.hasPair(feature.subCategoryId);\r\n\r\n return hilites.elements.hasPair(feature.elementId) || (isModelHilited && hilites.subcategories.hasPair(feature.subCategoryId));\r\n}\r\n\r\n/** @internal */\r\nexport type FeatureOverridesCleanup = () => void;\r\n\r\nconst scratchPackedFeature = PackedFeature.createWithIndex();\r\n\r\n/** @internal */\r\nexport class FeatureOverrides implements WebGLDisposable {\r\n public readonly target: Target;\r\n private readonly _options: BatchOptions;\r\n private _lut?: Texture2DHandle;\r\n private _mostRecentSymbologyOverrides?: FeatureSymbology.Overrides;\r\n private _lastFlashId = Id64.invalid;\r\n private _hiliteSyncObserver: SyncObserver = {};\r\n private _anyOverridden = true;\r\n private _allHidden = true;\r\n private _anyTranslucent = true;\r\n private _anyViewIndependentTranslucent = true;\r\n private _anyOpaque = true;\r\n private _anyHilited = true;\r\n private _lutParams = new Float32Array(2);\r\n private _uniformSymbologyFlags: EmphasisFlags = EmphasisFlags.None;\r\n private _cleanup?: FeatureOverridesCleanup;\r\n\r\n public get anyOverridden() { return this._anyOverridden; }\r\n public get allHidden() { return this._allHidden; }\r\n public get anyTranslucent() { return this._anyTranslucent; }\r\n public get anyViewIndependentTranslucent() { return this._anyViewIndependentTranslucent; }\r\n public get anyOpaque() { return this._anyOpaque; }\r\n public get anyHilited() { return this._anyHilited; }\r\n\r\n /** For tests. */\r\n public get lutData(): Uint8Array | undefined { return this._lut?.dataBytes; }\r\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\r\n public get isUniform() { return 2 === this._lutParams[0] && 1 === this._lutParams[1]; }\r\n\r\n private updateUniformSymbologyFlags(): void {\r\n this._uniformSymbologyFlags = EmphasisFlags.None;\r\n if (!this.isUniform || !this._lut)\r\n return;\r\n\r\n let flags = this._lut.dataBytes![0];\r\n if (0 !== (flags & OvrFlags.Flashed))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Flashed;\r\n\r\n if (0 !== (flags & OvrFlags.NonLocatable))\r\n this._uniformSymbologyFlags |= EmphasisFlags.NonLocatable;\r\n\r\n if (!this._anyHilited)\r\n return;\r\n\r\n flags = this._lut.dataBytes![1] << 8;\r\n if (0 !== (flags & OvrFlags.Hilited))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Hilite;\r\n\r\n if (0 !== (flags & OvrFlags.Emphasized))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Emphasized;\r\n }\r\n\r\n public getUniformOverrides(): Uint8Array {\r\n assert(this.isUniform);\r\n assert(undefined !== this._lut);\r\n assert(undefined !== this._lut.dataBytes);\r\n return this._lut.dataBytes;\r\n }\r\n\r\n private _initialize(map: RenderFeatureTable, ovrs: FeatureSymbology.Overrides, hilite: Hilites, flashed?: Id64.Uint32Pair): Texture2DHandle | undefined {\r\n const nFeatures = map.numFeatures;\r\n const dims = computeWidthAndHeight(nFeatures, 2);\r\n const width = dims.width;\r\n const height = dims.height;\r\n assert(width * height >= nFeatures);\r\n\r\n this._lutParams[0] = width;\r\n this._lutParams[1] = height;\r\n\r\n const data = new Uint8Array(width * height * 4);\r\n const creator = new Texture2DDataUpdater(data);\r\n this.buildLookupTable(creator, map, ovrs, flashed, hilite);\r\n\r\n return TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\r\n }\r\n\r\n private _update(map: RenderFeatureTable, lut: Texture2DHandle, flashed?: Id64.Uint32Pair, hilites?: Hilites, ovrs?: FeatureSymbology.Overrides) {\r\n const updater = new Texture2DDataUpdater(lut.dataBytes!);\r\n\r\n if (undefined === ovrs) {\r\n this.updateFlashedAndHilited(updater, map, flashed, hilites);\r\n } else {\r\n assert(undefined !== hilites);\r\n this.buildLookupTable(updater, map, ovrs, flashed, hilites);\r\n }\r\n\r\n lut.update(updater);\r\n }\r\n\r\n private buildLookupTable(data: Texture2DDataUpdater, map: RenderFeatureTable, ovr: FeatureSymbology.Overrides, flashedIdParts: Id64.Uint32Pair | undefined, hilites: Hilites) {\r\n const allowHilite = true !== this._options.noHilite;\r\n const allowFlash = true !== this._options.noFlash;\r\n const allowEmphasis = true !== this._options.noEmphasis;\r\n\r\n let isModelHilited = false;\r\n const prevModelId = { lower: -1, upper: -1 };\r\n\r\n this._anyOpaque = this._anyTranslucent = this._anyViewIndependentTranslucent = this._anyHilited = false;\r\n\r\n let nHidden = 0;\r\n let nOverridden = 0;\r\n\r\n // NB: We currently use 2 RGBA values per feature as follows:\r\n // [0]\r\n // RG = override flags (see OvrFlags enum)\r\n // B = line code\r\n // A = line weight (if we need an extra byte in future, could combine code+weight into a single byte).\r\n // [1]\r\n // RGB = rgb\r\n // A = alpha\r\n for (const feature of map.iterable(scratchPackedFeature)) {\r\n const i = feature.index;\r\n const dataIndex = i * 4 * 2;\r\n\r\n if (prevModelId.lower !== feature.modelId.lower || prevModelId.upper !== feature.modelId.upper) {\r\n prevModelId.lower = feature.modelId.lower;\r\n prevModelId.upper = feature.modelId.upper;\r\n isModelHilited = allowHilite && hilites.models.hasPair(feature.modelId);\r\n }\r\n\r\n const app = this.target.currentBranch.getFeatureAppearance(\r\n ovr,\r\n feature.elementId.lower, feature.elementId.upper,\r\n feature.subCategoryId.lower, feature.subCategoryId.upper,\r\n feature.geometryClass,\r\n feature.modelId.lower, feature.modelId.upper,\r\n map.type, feature.animationNodeId);\r\n\r\n // NB: If the appearance is fully transparent, then:\r\n // - For normal (\"primary\") models, getAppearance() returns undefined.\r\n // - For classifier models, getAppearance() returns the appearance, and classification shader will discard fully-transparent classified pixels.\r\n // (The latter is how we clip the classified model using the classifiers).\r\n if (undefined === app) {\r\n // The feature is not visible. We don't care about any of the other overrides, because we're not going to render it.\r\n data.setOvrFlagsAtIndex(dataIndex, OvrFlags.Visibility);\r\n nHidden++;\r\n nOverridden++;\r\n continue;\r\n }\r\n\r\n let flags = app.nonLocatable ? OvrFlags.NonLocatable : OvrFlags.None;\r\n if (allowHilite && isFeatureHilited(feature, hilites, isModelHilited)) {\r\n flags |= OvrFlags.Hilited;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (allowEmphasis && app.emphasized) {\r\n flags |= OvrFlags.Emphasized;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (app.overridesRgb && app.rgb) {\r\n flags |= OvrFlags.Rgb;\r\n const rgb = app.rgb;\r\n data.setByteAtIndex(dataIndex + 4, rgb.r);\r\n data.setByteAtIndex(dataIndex + 5, rgb.g);\r\n data.setByteAtIndex(dataIndex + 6, rgb.b);\r\n }\r\n\r\n if (undefined !== app.transparency) {\r\n // transparency in range [0, 1]...convert to byte and invert so 0=transparent...\r\n flags |= OvrFlags.Alpha;\r\n let alpha = 1.0 - app.transparency;\r\n alpha = Math.floor(0xff * alpha + 0.5);\r\n if ((0xff - alpha) < DisplayParams.minTransparency)\r\n alpha = 0xff;\r\n\r\n data.setByteAtIndex(dataIndex + 7, alpha);\r\n if (0xff === alpha) {\r\n this._anyOpaque = true;\r\n } else {\r\n this._anyTranslucent = true;\r\n if (!app.viewDependentTransparency) {\r\n flags |= OvrFlags.ViewIndependentTransparency;\r\n this._anyViewIndependentTranslucent = true;\r\n }\r\n }\r\n }\r\n\r\n if (app.overridesWeight && app.weight) {\r\n flags |= OvrFlags.Weight;\r\n let weight = app.weight;\r\n weight = Math.min(31, weight);\r\n weight = Math.max(1, weight);\r\n data.setByteAtIndex(dataIndex + 3, weight);\r\n }\r\n\r\n if (app.overridesLinePixels && app.linePixels) {\r\n flags |= OvrFlags.LineCode;\r\n const lineCode = LineCode.valueFromLinePixels(app.linePixels);\r\n data.setByteAtIndex(dataIndex + 2, lineCode);\r\n }\r\n\r\n if (app.ignoresMaterial)\r\n flags |= OvrFlags.IgnoreMaterial;\r\n\r\n if (allowFlash && undefined !== flashedIdParts && feature.elementId.lower === flashedIdParts.lower && feature.elementId.upper === flashedIdParts.upper)\r\n flags |= OvrFlags.Flashed;\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, flags);\r\n if (OvrFlags.None !== flags)\r\n nOverridden++;\r\n }\r\n\r\n this._allHidden = (nHidden === map.numFeatures);\r\n this._anyOverridden = (nOverridden > 0);\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n // NB: If hilites is undefined, it means that the hilited set has not changed.\r\n private updateFlashedAndHilited(data: Texture2DDataUpdater, map: RenderFeatureTable, flashed?: Id64.Uint32Pair, hilites?: Hilites) {\r\n if (!hilites || true === this._options.noHilite) {\r\n this.updateFlashed(data, map, flashed);\r\n return;\r\n }\r\n\r\n const allowFlash = true !== this._options.noFlash;\r\n const intersect = \"intersection\" === hilites.modelSubCategoryMode;\r\n\r\n this._anyOverridden = this._anyHilited = false;\r\n for (const feature of map.iterable(scratchPackedFeature)) {\r\n const dataIndex = feature.index * 4 * 2;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter. We can't flash it and don't want to hilite it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n const isModelHilited = hilites.models.hasPair(feature.modelId);\r\n let isHilited = isModelHilited && !intersect;\r\n if (!isHilited)\r\n isHilited = hilites.elements.hasPair(feature.elementId);\r\n\r\n if (!isHilited)\r\n if (isModelHilited || !intersect)\r\n isHilited = hilites.subcategories.hasPair(feature.subCategoryId);\r\n\r\n let isFlashed = false;\r\n if (flashed && allowFlash)\r\n isFlashed = feature.elementId.lower === flashed.lower && feature.elementId.upper === flashed.upper;\r\n\r\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n newFlags = isHilited ? (newFlags | OvrFlags.Hilited) : (newFlags & ~OvrFlags.Hilited);\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags) {\r\n this._anyOverridden = true;\r\n this._anyHilited = this._anyHilited || isHilited || OvrFlags.None !== (newFlags & OvrFlags.Emphasized);\r\n }\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private updateFlashed(data: Texture2DDataUpdater, map: RenderFeatureTable, flashed?: Id64.Uint32Pair): void {\r\n if (true === this._options.noFlash)\r\n return;\r\n\r\n this._anyOverridden = false;\r\n const elemId = { lower: 0, upper: 0 };\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const dataIndex = i * 4 * 2;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter and we can't flash it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n let isFlashed = false;\r\n if (flashed) {\r\n map.getElementIdPair(i, elemId);\r\n isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;\r\n }\r\n\r\n const newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags)\r\n this._anyOverridden = true;\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private constructor(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n this.target = target;\r\n this._options = options;\r\n this._cleanup = cleanup;\r\n }\r\n\r\n public static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n return new FeatureOverrides(target, options, cleanup);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._lut; }\r\n\r\n public dispose() {\r\n this._lut = dispose(this._lut);\r\n if (this._cleanup) {\r\n this._cleanup();\r\n this._cleanup = undefined;\r\n }\r\n }\r\n\r\n public initFromMap(map: RenderFeatureTable) {\r\n const nFeatures = map.numFeatures;\r\n assert(0 < nFeatures);\r\n\r\n this._lut = dispose(this._lut);\r\n\r\n const ovrs: FeatureSymbology.Overrides = this.target.currentFeatureSymbologyOverrides;\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n const hilite = this.target.hilites;\r\n this._lut = this._initialize(map, ovrs, hilite, this.target.flashed);\r\n this._lastFlashId = Id64.invalid;\r\n this._hiliteSyncObserver = {};\r\n }\r\n\r\n public update(features: RenderFeatureTable) {\r\n let ovrs: FeatureSymbology.Overrides | undefined = this.target.currentFeatureSymbologyOverrides;\r\n const ovrsUpdated = ovrs !== this._mostRecentSymbologyOverrides;\r\n if (ovrsUpdated)\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n else\r\n ovrs = undefined;\r\n\r\n const flashedId = this.target.flashedId;\r\n\r\n const hiliteSyncTarget = this.target.hiliteSyncTarget;\r\n const hiliteUpdated = !sync(hiliteSyncTarget, this._hiliteSyncObserver);\r\n\r\n const hilite = this.target.hilites;\r\n if (ovrsUpdated || hiliteUpdated || flashedId !== this._lastFlashId) {\r\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\r\n if (this._lut)\r\n this._update(features, this._lut, this.target.flashed, undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs);\r\n\r\n this._lastFlashId = flashedId;\r\n }\r\n }\r\n\r\n public bindLUTParams(uniform: UniformHandle): void {\r\n uniform.setUniform2fv(this._lutParams);\r\n }\r\n\r\n public bindLUT(uniform: UniformHandle): void {\r\n if (this._lut)\r\n this._lut.bindSampler(uniform, TextureUnit.FeatureSymbology);\r\n }\r\n\r\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\r\n uniform.setUniform1f(this._uniformSymbologyFlags);\r\n }\r\n}\r\n"]}
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@@ -1,7 +1,7 @@
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/** @packageDocumentation
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* @module WebGL
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*/
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import { ElementAlignedBox3d, FeatureAppearanceProvider,
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import { ElementAlignedBox3d, FeatureAppearanceProvider, RenderFeatureTable, ViewFlags } from "@itwin/core-common";
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import { Transform } from "@itwin/core-geometry";
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import { IModelConnection } from "../../IModelConnection";
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import { FeatureSymbology } from "../FeatureSymbology";
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@@ -81,7 +81,7 @@ export declare class PerTargetData {
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/** @internal */
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export declare class Batch extends Graphic {
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readonly graphic: RenderGraphic;
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readonly featureTable:
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readonly featureTable: RenderFeatureTable;
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readonly range: ElementAlignedBox3d;
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private readonly _context;
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/** Public strictly for tests. */
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@@ -93,7 +93,7 @@ export declare class Batch extends Graphic {
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get batchIModel(): IModelConnection | undefined;
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setContext(batchId: number, iModel: IModelConnection | undefined): void;
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resetContext(): void;
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constructor(graphic: RenderGraphic, features:
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constructor(graphic: RenderGraphic, features: RenderFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions);
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private _isDisposed;
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get isDisposed(): boolean;
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dispose(): void;
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