@itwin/core-frontend 4.0.0-dev.2 → 4.0.0-dev.21

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (534) hide show
  1. package/CHANGELOG.md +24 -1
  2. package/lib/cjs/IModelApp.d.ts +2 -3
  3. package/lib/cjs/IModelApp.d.ts.map +1 -1
  4. package/lib/cjs/IModelApp.js +3 -7
  5. package/lib/cjs/IModelApp.js.map +1 -1
  6. package/lib/cjs/IModelConnection.d.ts +1 -1
  7. package/lib/cjs/IModelConnection.js +1 -1
  8. package/lib/cjs/IModelConnection.js.map +1 -1
  9. package/lib/cjs/NoRenderApp.d.ts +11 -4
  10. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  11. package/lib/cjs/NoRenderApp.js +13 -6
  12. package/lib/cjs/NoRenderApp.js.map +1 -1
  13. package/lib/cjs/SelectionSet.d.ts +0 -1
  14. package/lib/cjs/SelectionSet.d.ts.map +1 -1
  15. package/lib/cjs/SelectionSet.js +0 -1
  16. package/lib/cjs/SelectionSet.js.map +1 -1
  17. package/lib/cjs/SubCategoriesCache.d.ts.map +1 -1
  18. package/lib/cjs/SubCategoriesCache.js +0 -1
  19. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  20. package/lib/cjs/render/RealityMeshParams.d.ts +6 -3
  21. package/lib/cjs/render/RealityMeshParams.d.ts.map +1 -1
  22. package/lib/cjs/render/RealityMeshParams.js +15 -5
  23. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  24. package/lib/cjs/render/RenderSystem.d.ts +5 -16
  25. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  26. package/lib/cjs/render/RenderSystem.js +0 -6
  27. package/lib/cjs/render/RenderSystem.js.map +1 -1
  28. package/lib/cjs/render/ScreenSpaceEffectBuilder.d.ts +3 -4
  29. package/lib/cjs/render/ScreenSpaceEffectBuilder.d.ts.map +1 -1
  30. package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
  31. package/lib/cjs/render/webgl/AttributeBuffers.d.ts +9 -79
  32. package/lib/cjs/render/webgl/AttributeBuffers.d.ts.map +1 -1
  33. package/lib/cjs/render/webgl/AttributeBuffers.js +19 -152
  34. package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
  35. package/lib/cjs/render/webgl/BackgroundMapDrape.d.ts.map +1 -1
  36. package/lib/cjs/render/webgl/BackgroundMapDrape.js +0 -3
  37. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  38. package/lib/cjs/render/webgl/BranchUniforms.d.ts.map +1 -1
  39. package/lib/cjs/render/webgl/BranchUniforms.js +0 -8
  40. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  41. package/lib/cjs/render/webgl/ClipStack.d.ts +0 -1
  42. package/lib/cjs/render/webgl/ClipStack.d.ts.map +1 -1
  43. package/lib/cjs/render/webgl/ClipStack.js +2 -6
  44. package/lib/cjs/render/webgl/ClipStack.js.map +1 -1
  45. package/lib/cjs/render/webgl/ClipVolume.d.ts.map +1 -1
  46. package/lib/cjs/render/webgl/ClipVolume.js +1 -5
  47. package/lib/cjs/render/webgl/ClipVolume.js.map +1 -1
  48. package/lib/cjs/render/webgl/ClippingProgram.d.ts +3 -2
  49. package/lib/cjs/render/webgl/ClippingProgram.d.ts.map +1 -1
  50. package/lib/cjs/render/webgl/ClippingProgram.js +10 -37
  51. package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
  52. package/lib/cjs/render/webgl/DrawCommand.d.ts +2 -2
  53. package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
  54. package/lib/cjs/render/webgl/DrawCommand.js +1 -1
  55. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  56. package/lib/cjs/render/webgl/FeatureOverrides.js +1 -1
  57. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  58. package/lib/cjs/render/webgl/FloatRGBA.d.ts.map +1 -1
  59. package/lib/cjs/render/webgl/FloatRGBA.js +0 -4
  60. package/lib/cjs/render/webgl/FloatRGBA.js.map +1 -1
  61. package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
  62. package/lib/cjs/render/webgl/GLTimer.d.ts.map +1 -1
  63. package/lib/cjs/render/webgl/GLTimer.js +2 -35
  64. package/lib/cjs/render/webgl/GLTimer.js.map +1 -1
  65. package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
  66. package/lib/cjs/render/webgl/PlanarClassifier.js +13 -71
  67. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  68. package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
  69. package/lib/cjs/render/webgl/PointCloud.js +1 -3
  70. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  71. package/lib/cjs/render/webgl/RenderBuffer.d.ts +1 -1
  72. package/lib/cjs/render/webgl/RenderBuffer.d.ts.map +1 -1
  73. package/lib/cjs/render/webgl/RenderBuffer.js +2 -3
  74. package/lib/cjs/render/webgl/RenderBuffer.js.map +1 -1
  75. package/lib/cjs/render/webgl/RenderFlags.d.ts +1 -2
  76. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  77. package/lib/cjs/render/webgl/RenderFlags.js +4 -6
  78. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  79. package/lib/cjs/render/webgl/SceneCompositor.d.ts +0 -2
  80. package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
  81. package/lib/cjs/render/webgl/SceneCompositor.js +754 -1135
  82. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  83. package/lib/cjs/render/webgl/ScreenSpaceEffect.js +1 -1
  84. package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
  85. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +1 -2
  86. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  87. package/lib/cjs/render/webgl/ShaderBuilder.js +13 -48
  88. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  89. package/lib/cjs/render/webgl/ShaderProgram.d.ts +1 -2
  90. package/lib/cjs/render/webgl/ShaderProgram.d.ts.map +1 -1
  91. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  92. package/lib/cjs/render/webgl/SolarShadowMap.d.ts.map +1 -1
  93. package/lib/cjs/render/webgl/SolarShadowMap.js +5 -26
  94. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  95. package/lib/cjs/render/webgl/System.d.ts +10 -10
  96. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  97. package/lib/cjs/render/webgl/System.js +39 -122
  98. package/lib/cjs/render/webgl/System.js.map +1 -1
  99. package/lib/cjs/render/webgl/Technique.d.ts +4 -5
  100. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  101. package/lib/cjs/render/webgl/Technique.js +4 -28
  102. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  103. package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
  104. package/lib/cjs/render/webgl/Texture.js +14 -18
  105. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  106. package/lib/cjs/render/webgl/ThematicSensors.d.ts +4 -3
  107. package/lib/cjs/render/webgl/ThematicSensors.d.ts.map +1 -1
  108. package/lib/cjs/render/webgl/ThematicSensors.js +9 -50
  109. package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
  110. package/lib/cjs/render/webgl/ThematicUniforms.js +1 -1
  111. package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
  112. package/lib/cjs/render/webgl/UniformHandle.d.ts.map +1 -1
  113. package/lib/cjs/render/webgl/UniformHandle.js +1 -4
  114. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  115. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.d.ts +1 -2
  116. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.d.ts.map +1 -1
  117. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +1 -1
  118. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  119. package/lib/cjs/render/webgl/glsl/Animation.d.ts +1 -2
  120. package/lib/cjs/render/webgl/glsl/Animation.d.ts.map +1 -1
  121. package/lib/cjs/render/webgl/glsl/Animation.js +23 -26
  122. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  123. package/lib/cjs/render/webgl/glsl/Blur.d.ts +1 -2
  124. package/lib/cjs/render/webgl/glsl/Blur.d.ts.map +1 -1
  125. package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
  126. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.d.ts +1 -2
  127. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.d.ts.map +1 -1
  128. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +2 -9
  129. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
  130. package/lib/cjs/render/webgl/glsl/ClearTranslucent.d.ts +1 -2
  131. package/lib/cjs/render/webgl/glsl/ClearTranslucent.d.ts.map +1 -1
  132. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +2 -10
  133. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
  134. package/lib/cjs/render/webgl/glsl/Clipping.d.ts +1 -1
  135. package/lib/cjs/render/webgl/glsl/Clipping.d.ts.map +1 -1
  136. package/lib/cjs/render/webgl/glsl/Clipping.js +5 -36
  137. package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
  138. package/lib/cjs/render/webgl/glsl/Combine3Textures.d.ts +1 -2
  139. package/lib/cjs/render/webgl/glsl/Combine3Textures.d.ts.map +1 -1
  140. package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
  141. package/lib/cjs/render/webgl/glsl/CombineTextures.d.ts +1 -2
  142. package/lib/cjs/render/webgl/glsl/CombineTextures.d.ts.map +1 -1
  143. package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
  144. package/lib/cjs/render/webgl/glsl/Common.d.ts.map +1 -1
  145. package/lib/cjs/render/webgl/glsl/Common.js +9 -55
  146. package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
  147. package/lib/cjs/render/webgl/glsl/Composite.d.ts +1 -2
  148. package/lib/cjs/render/webgl/glsl/Composite.d.ts.map +1 -1
  149. package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
  150. package/lib/cjs/render/webgl/glsl/CopyColor.d.ts +1 -2
  151. package/lib/cjs/render/webgl/glsl/CopyColor.d.ts.map +1 -1
  152. package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
  153. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.d.ts +1 -2
  154. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.d.ts.map +1 -1
  155. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +12 -19
  156. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
  157. package/lib/cjs/render/webgl/glsl/CopyStencil.d.ts +4 -7
  158. package/lib/cjs/render/webgl/glsl/CopyStencil.d.ts.map +1 -1
  159. package/lib/cjs/render/webgl/glsl/CopyStencil.js +2 -39
  160. package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
  161. package/lib/cjs/render/webgl/glsl/EDL.d.ts +4 -5
  162. package/lib/cjs/render/webgl/glsl/EDL.d.ts.map +1 -1
  163. package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -1
  164. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.d.ts +1 -2
  165. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.d.ts.map +1 -1
  166. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  167. package/lib/cjs/render/webgl/glsl/Edge.d.ts.map +1 -1
  168. package/lib/cjs/render/webgl/glsl/Edge.js +2 -2
  169. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  170. package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  171. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +3 -24
  172. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  173. package/lib/cjs/render/webgl/glsl/Fragment.d.ts +0 -7
  174. package/lib/cjs/render/webgl/glsl/Fragment.d.ts.map +1 -1
  175. package/lib/cjs/render/webgl/glsl/Fragment.js +5 -40
  176. package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
  177. package/lib/cjs/render/webgl/glsl/Instancing.d.ts.map +1 -1
  178. package/lib/cjs/render/webgl/glsl/Instancing.js +1 -5
  179. package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
  180. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.d.ts.map +1 -1
  181. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js +0 -2
  182. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
  183. package/lib/cjs/render/webgl/glsl/PlanarGrid.d.ts +1 -2
  184. package/lib/cjs/render/webgl/glsl/PlanarGrid.d.ts.map +1 -1
  185. package/lib/cjs/render/webgl/glsl/PlanarGrid.js +2 -12
  186. package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
  187. package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
  188. package/lib/cjs/render/webgl/glsl/RealityMesh.js +3 -8
  189. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  190. package/lib/cjs/render/webgl/glsl/SkyBox.d.ts +1 -2
  191. package/lib/cjs/render/webgl/glsl/SkyBox.d.ts.map +1 -1
  192. package/lib/cjs/render/webgl/glsl/SkyBox.js.map +1 -1
  193. package/lib/cjs/render/webgl/glsl/SkySphere.d.ts +1 -2
  194. package/lib/cjs/render/webgl/glsl/SkySphere.d.ts.map +1 -1
  195. package/lib/cjs/render/webgl/glsl/SkySphere.js.map +1 -1
  196. package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js +1 -1
  197. package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js.map +1 -1
  198. package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
  199. package/lib/cjs/render/webgl/glsl/Surface.js +33 -57
  200. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  201. package/lib/cjs/render/webgl/glsl/Thematic.d.ts.map +1 -1
  202. package/lib/cjs/render/webgl/glsl/Thematic.js +3 -36
  203. package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
  204. package/lib/cjs/render/webgl/glsl/Translucency.d.ts.map +1 -1
  205. package/lib/cjs/render/webgl/glsl/Translucency.js +2 -12
  206. package/lib/cjs/render/webgl/glsl/Translucency.js.map +1 -1
  207. package/lib/cjs/render/webgl/glsl/Vertex.d.ts +1 -2
  208. package/lib/cjs/render/webgl/glsl/Vertex.d.ts.map +1 -1
  209. package/lib/cjs/render/webgl/glsl/Vertex.js +15 -78
  210. package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
  211. package/lib/cjs/render/webgl/glsl/Wiremesh.d.ts.map +1 -1
  212. package/lib/cjs/render/webgl/glsl/Wiremesh.js +2 -5
  213. package/lib/cjs/render/webgl/glsl/Wiremesh.js.map +1 -1
  214. package/lib/cjs/tile/PrimaryTileTree.d.ts +0 -3
  215. package/lib/cjs/tile/PrimaryTileTree.d.ts.map +1 -1
  216. package/lib/cjs/tile/PrimaryTileTree.js +6 -28
  217. package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
  218. package/lib/cjs/tile/RealityTile.d.ts +1 -1
  219. package/lib/cjs/tile/RealityTile.js +1 -1
  220. package/lib/cjs/tile/RealityTile.js.map +1 -1
  221. package/lib/cjs/tile/RealityTileTree.d.ts +1 -1
  222. package/lib/cjs/tile/RealityTileTree.d.ts.map +1 -1
  223. package/lib/cjs/tile/RealityTileTree.js +2 -3
  224. package/lib/cjs/tile/RealityTileTree.js.map +1 -1
  225. package/lib/cjs/tile/TileAdmin.d.ts +5 -1
  226. package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
  227. package/lib/cjs/tile/TileAdmin.js +2 -2
  228. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  229. package/lib/cjs/tile/TileRequest.d.ts.map +1 -1
  230. package/lib/cjs/tile/TileRequest.js +2 -1
  231. package/lib/cjs/tile/TileRequest.js.map +1 -1
  232. package/lib/cjs/tile/TileRequestChannel.d.ts +23 -1
  233. package/lib/cjs/tile/TileRequestChannel.d.ts.map +1 -1
  234. package/lib/cjs/tile/TileRequestChannel.js +28 -7
  235. package/lib/cjs/tile/TileRequestChannel.js.map +1 -1
  236. package/lib/cjs/tile/map/EllipsoidTerrainProvider.d.ts +11 -3
  237. package/lib/cjs/tile/map/EllipsoidTerrainProvider.d.ts.map +1 -1
  238. package/lib/cjs/tile/map/EllipsoidTerrainProvider.js +17 -5
  239. package/lib/cjs/tile/map/EllipsoidTerrainProvider.js.map +1 -1
  240. package/lib/cjs/tile/map/ImageryTileTree.d.ts +2 -2
  241. package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
  242. package/lib/cjs/tile/map/ImageryTileTree.js +10 -5
  243. package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
  244. package/lib/cjs/tile/map/MapCartoRectangle.d.ts +1 -1
  245. package/lib/cjs/tile/map/MapCartoRectangle.js +1 -1
  246. package/lib/cjs/tile/map/MapCartoRectangle.js.map +1 -1
  247. package/lib/cjs/tile/map/MapTile.d.ts +10 -2
  248. package/lib/cjs/tile/map/MapTile.d.ts.map +1 -1
  249. package/lib/cjs/tile/map/MapTile.js +28 -4
  250. package/lib/cjs/tile/map/MapTile.js.map +1 -1
  251. package/lib/cjs/tile/map/MapTileTree.d.ts +3 -2
  252. package/lib/cjs/tile/map/MapTileTree.d.ts.map +1 -1
  253. package/lib/cjs/tile/map/MapTileTree.js +12 -9
  254. package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
  255. package/lib/cjs/tile/map/MapTilingScheme.d.ts +1 -1
  256. package/lib/cjs/tile/map/MapTilingScheme.js +1 -1
  257. package/lib/cjs/tile/map/MapTilingScheme.js.map +1 -1
  258. package/lib/cjs/tile/map/QuadId.d.ts +1 -1
  259. package/lib/cjs/tile/map/QuadId.js +1 -1
  260. package/lib/cjs/tile/map/QuadId.js.map +1 -1
  261. package/lib/cjs/tile/map/TerrainMeshProvider.d.ts +9 -4
  262. package/lib/cjs/tile/map/TerrainMeshProvider.d.ts.map +1 -1
  263. package/lib/cjs/tile/map/TerrainMeshProvider.js +6 -1
  264. package/lib/cjs/tile/map/TerrainMeshProvider.js.map +1 -1
  265. package/lib/cjs/tile/map/TerrainProvider.d.ts +2 -2
  266. package/lib/cjs/tile/map/TerrainProvider.js +1 -1
  267. package/lib/cjs/tile/map/TerrainProvider.js.map +1 -1
  268. package/lib/esm/IModelApp.d.ts +2 -3
  269. package/lib/esm/IModelApp.d.ts.map +1 -1
  270. package/lib/esm/IModelApp.js +3 -7
  271. package/lib/esm/IModelApp.js.map +1 -1
  272. package/lib/esm/IModelConnection.d.ts +1 -1
  273. package/lib/esm/IModelConnection.js +1 -1
  274. package/lib/esm/IModelConnection.js.map +1 -1
  275. package/lib/esm/NoRenderApp.d.ts +11 -4
  276. package/lib/esm/NoRenderApp.d.ts.map +1 -1
  277. package/lib/esm/NoRenderApp.js +11 -4
  278. package/lib/esm/NoRenderApp.js.map +1 -1
  279. package/lib/esm/SelectionSet.d.ts +0 -1
  280. package/lib/esm/SelectionSet.d.ts.map +1 -1
  281. package/lib/esm/SelectionSet.js +0 -1
  282. package/lib/esm/SelectionSet.js.map +1 -1
  283. package/lib/esm/SubCategoriesCache.d.ts.map +1 -1
  284. package/lib/esm/SubCategoriesCache.js +0 -1
  285. package/lib/esm/SubCategoriesCache.js.map +1 -1
  286. package/lib/esm/render/RealityMeshParams.d.ts +6 -3
  287. package/lib/esm/render/RealityMeshParams.d.ts.map +1 -1
  288. package/lib/esm/render/RealityMeshParams.js +15 -5
  289. package/lib/esm/render/RealityMeshParams.js.map +1 -1
  290. package/lib/esm/render/RenderSystem.d.ts +5 -16
  291. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  292. package/lib/esm/render/RenderSystem.js +0 -6
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  527. package/lib/esm/tile/map/TerrainMeshProvider.d.ts +9 -4
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  531. package/lib/esm/tile/map/TerrainProvider.d.ts +2 -2
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  534. package/package.json +24 -24
@@ -8,8 +8,7 @@
8
8
  import { assert } from "@itwin/core-bentley";
9
9
  import { Matrix4 } from "../Matrix";
10
10
  import { Pass, TextureUnit } from "../RenderFlags";
11
- import { System } from "../System";
12
- import { decode3Float32, decodeUint16, decodeUint24 } from "./Decode";
11
+ import { decodeUint16, decodeUint24 } from "./Decode";
13
12
  import { addInstanceOverrides } from "./Instancing";
14
13
  import { addLookupTable } from "./LookupTable";
15
14
  const initializeVertLUTCoords = `
@@ -31,21 +30,7 @@ vec4 computeVertexPosition(vec3 encodedIndex) {
31
30
  return unquantizePosition(qpos, u_qOrigin, u_qScale);
32
31
  }
33
32
  `;
34
- const computeUnquantizedPosition1 = `
35
- vec4 computeVertexPosition(vec3 encodedIndex) {
36
- vec3 pf[4];
37
- pf[0] = g_vertLutData0.xyz;
38
- g_featureAndMaterialIndex.x = g_vertLutData0.w;
39
- pf[1] = g_vertLutData1.xyz;
40
- g_featureAndMaterialIndex.y = g_vertLutData1.w;
41
- pf[2] = g_vertLutData2.xyz;
42
- g_featureAndMaterialIndex.z = g_vertLutData2.w;
43
- pf[3] = g_vertLutData3.xyz;
44
- g_featureAndMaterialIndex.w = g_vertLutData3.w;
45
- return vec4(decode3Float32(pf), 1.0);
46
- }
47
- `;
48
- const computeUnquantizedPosition2 = `
33
+ const computeUnquantizedPosition = `
49
34
  vec4 computeVertexPosition(vec3 encodedIndex) {
50
35
  uvec3 vux = uvec3(g_vertLutData0.xyz);
51
36
  g_featureAndMaterialIndex.x = g_vertLutData0.w;
@@ -79,32 +64,18 @@ function getSamplePosition(type) {
79
64
  }
80
65
  `;
81
66
  }
82
- if (System.instance.capabilities.isWebGL2) {
83
- return `
84
- ${prelude}
85
- uvec3 vux = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
86
- tc.x += g_vert_stepX;
87
- uvec3 vuy = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
88
- tc.x += g_vert_stepX;
89
- uvec3 vuz = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
90
- tc.x += g_vert_stepX;
91
- uvec3 vuw = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
92
- uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;
93
- return vec4(uintBitsToFloat(u), 1.0);
94
- }`;
95
- }
96
67
  return `
97
- ${prelude}
98
- vec3 pf[4];
99
- pf[0] = floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5);
100
- tc.x += g_vert_stepX;
101
- pf[1] = floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5);
102
- tc.x += g_vert_stepX;
103
- pf[2] = floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5);
104
- tc.x += g_vert_stepX;
105
- pf[3] = floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5);
106
- return vec4(decode3Float32(pf), 1.0);
107
- }`;
68
+ ${prelude}
69
+ uvec3 vux = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
70
+ tc.x += g_vert_stepX;
71
+ uvec3 vuy = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
72
+ tc.x += g_vert_stepX;
73
+ uvec3 vuz = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
74
+ tc.x += g_vert_stepX;
75
+ uvec3 vuw = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
76
+ uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;
77
+ return vec4(uintBitsToFloat(u), 1.0);
78
+ }`;
108
79
  }
109
80
  /** @internal */
110
81
  export function addModelViewProjectionMatrix(vert) {
@@ -167,22 +138,12 @@ export function addModelViewMatrix(vert) {
167
138
  }
168
139
  }
169
140
  const computeNormalMatrix = `
170
- g_nmx = mat3(u_modelViewN);
171
- g_nmx[0][0] *= u_frustumScale.x;
172
- g_nmx[1][1] *= u_frustumScale.y;
173
- `;
174
- const computeNormalMatrix2 = `
175
141
  g_nmx = transpose(inverse(mat3(MAT_MV)));
176
142
  g_nmx[0][0] *= u_frustumScale.x;
177
143
  g_nmx[1][1] *= u_frustumScale.y;
178
144
  `;
179
- const computeNormalMatrix1Inst = `
180
- g_nmx = mat3(MAT_MV);
181
- g_nmx[0][0] *= u_frustumScale.x;
182
- g_nmx[1][1] *= u_frustumScale.y;
183
- `;
184
145
  /** @internal */
185
- export function addNormalMatrix(vert, instanced) {
146
+ export function addNormalMatrix(vert) {
186
147
  vert.addGlobal("g_nmx", 6 /* Mat3 */);
187
148
  vert.addUniform("u_frustumScale", 3 /* Vec2 */, (prog) => {
188
149
  prog.addGraphicUniform("u_frustumScale", (uniform, params) => {
@@ -190,20 +151,7 @@ export function addNormalMatrix(vert, instanced) {
190
151
  uniform.setUniform2fv([scale.x, scale.y]);
191
152
  });
192
153
  });
193
- if (System.instance.capabilities.isWebGL2) {
194
- vert.addInitializer(computeNormalMatrix2);
195
- }
196
- else if (1 /* Yes */ === instanced) {
197
- vert.addInitializer(computeNormalMatrix1Inst);
198
- }
199
- else {
200
- vert.addUniform("u_modelViewN", 6 /* Mat3 */, (prog) => {
201
- prog.addGraphicUniform("u_modelViewN", (uniform, params) => {
202
- params.target.uniforms.branch.bindModelViewNTransform(uniform, params.geometry, false);
203
- });
204
- });
205
- vert.addInitializer(computeNormalMatrix);
206
- }
154
+ vert.addInitializer(computeNormalMatrix);
207
155
  }
208
156
  function readVertexData(index) {
209
157
  return `g_vertLutData${index} = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);`;
@@ -242,18 +190,7 @@ function addPositionFromLUT(vert) {
242
190
  vert.addGlobal(`g_vertLutData${i}`, 5 /* Vec4 */);
243
191
  vert.addFunction(decodeUint24);
244
192
  vert.addFunction(decodeUint16);
245
- if (unquantized) {
246
- if (System.instance.capabilities.isWebGL2) {
247
- vert.addFunction(computeUnquantizedPosition2);
248
- }
249
- else {
250
- vert.addFunction(decode3Float32);
251
- vert.addFunction(computeUnquantizedPosition1);
252
- }
253
- }
254
- else {
255
- vert.addFunction(computeVertexPositionFromLUT);
256
- }
193
+ vert.addFunction(unquantized ? computeUnquantizedPosition : computeVertexPositionFromLUT);
257
194
  vert.addUniform("u_vertLUT", 8 /* Sampler2D */, (prog) => {
258
195
  prog.addGraphicUniform("u_vertLUT", (uniform, params) => {
259
196
  (params.geometry.asLUT).lut.texture.bindSampler(uniform, TextureUnit.VertexLUT);
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { DrawParams } from \"../DrawCommand\";\r\nimport { UniformHandle } from \"../UniformHandle\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { Pass, TextureUnit } from \"../RenderFlags\";\r\nimport { IsInstanced, PositionType } from \"../TechniqueFlags\";\r\nimport { VariableType, VertexShaderBuilder } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { decode3Float32, decodeUint16, decodeUint24 } from \"./Decode\";\r\nimport { addInstanceOverrides } from \"./Instancing\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\n\r\nconst initializeVertLUTCoords = `\r\n g_vertexLUTIndex = decodeUInt24(qpos);\r\n g_vertexBaseCoords = compute_vert_coords(g_vertexLUTIndex);\r\n`;\r\n\r\n/** @internal */\r\nexport const unquantizePosition = `\r\nvec4 unquantizePosition(vec3 pos, vec3 origin, vec3 scale) { return vec4(origin + scale * pos, 1.0); }\r\n`;\r\n\r\nconst computeQuantizedPosition = `\r\nvec4 computeVertexPosition(vec3 pos) { return unquantizePosition(pos, u_qOrigin, u_qScale); }\r\n`;\r\n\r\n// Need to read 2 rgba values to obtain 6 16-bit integers for position\r\nconst computeVertexPositionFromLUT = `\r\nvec4 computeVertexPosition(vec3 encodedIndex) {\r\n vec3 qpos = vec3(decodeUInt16(g_vertLutData0.xy), decodeUInt16(g_vertLutData0.zw), decodeUInt16(g_vertLutData1.xy));\r\n g_featureAndMaterialIndex = g_vertLutData2;\r\n return unquantizePosition(qpos, u_qOrigin, u_qScale);\r\n}\r\n`;\r\n\r\nconst computeUnquantizedPosition1 = `\r\nvec4 computeVertexPosition(vec3 encodedIndex) {\r\n vec3 pf[4];\r\n pf[0] = g_vertLutData0.xyz;\r\n g_featureAndMaterialIndex.x = g_vertLutData0.w;\r\n pf[1] = g_vertLutData1.xyz;\r\n g_featureAndMaterialIndex.y = g_vertLutData1.w;\r\n pf[2] = g_vertLutData2.xyz;\r\n g_featureAndMaterialIndex.z = g_vertLutData2.w;\r\n pf[3] = g_vertLutData3.xyz;\r\n g_featureAndMaterialIndex.w = g_vertLutData3.w;\r\n return vec4(decode3Float32(pf), 1.0);\r\n}\r\n`;\r\n\r\nconst computeUnquantizedPosition2 = `\r\nvec4 computeVertexPosition(vec3 encodedIndex) {\r\n uvec3 vux = uvec3(g_vertLutData0.xyz);\r\n g_featureAndMaterialIndex.x = g_vertLutData0.w;\r\n uvec3 vuy = uvec3(g_vertLutData1.xyz);\r\n g_featureAndMaterialIndex.y = g_vertLutData1.w;\r\n uvec3 vuz = uvec3(g_vertLutData2.xyz);\r\n g_featureAndMaterialIndex.z = g_vertLutData2.w;\r\n uvec3 vuw = uvec3(g_vertLutData3.xyz);\r\n g_featureAndMaterialIndex.w = g_vertLutData3.w;\r\n uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;\r\n return vec4(uintBitsToFloat(u), 1.0);\r\n}\r\n`;\r\n\r\nconst computeLineWeight = \"\\nfloat computeLineWeight() { return g_lineWeight; }\\n\";\r\nconst computeLineCode = \"\\nfloat computeLineCode() { return g_lineCode; }\\n\";\r\n\r\nexport function addSamplePosition(vert: VertexShaderBuilder): void {\r\n vert.addFunction(getSamplePosition(vert.positionType));\r\n}\r\n\r\nfunction getSamplePosition(type: PositionType): string {\r\n const prelude = `\r\n vec4 samplePosition(float index) {\r\n vec2 tc = compute_vert_coords(index);`;\r\n\r\n if (\"quantized\" === type) {\r\n return `\r\n ${prelude}\r\n vec4 e0 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_vert_stepX;\r\n vec4 e1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n vec3 qpos = vec3(decodeUInt16(e0.xy), decodeUInt16(e0.zw), decodeUInt16(e1.xy));\r\n return unquantizePosition(qpos, u_qOrigin, u_qScale);\r\n }\r\n `;\r\n }\r\n\r\n if (System.instance.capabilities.isWebGL2) {\r\n return `\r\n ${prelude}\r\n uvec3 vux = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\r\n tc.x += g_vert_stepX;\r\n uvec3 vuy = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\r\n tc.x += g_vert_stepX;\r\n uvec3 vuz = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\r\n tc.x += g_vert_stepX;\r\n uvec3 vuw = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\r\n uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;\r\n return vec4(uintBitsToFloat(u), 1.0);\r\n }`;\r\n }\r\n\r\n return `\r\n ${prelude}\r\n vec3 pf[4];\r\n pf[0] = floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5);\r\n tc.x += g_vert_stepX;\r\n pf[1] = floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5);\r\n tc.x += g_vert_stepX;\r\n pf[2] = floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5);\r\n tc.x += g_vert_stepX;\r\n pf[3] = floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5);\r\n return vec4(decode3Float32(pf), 1.0);\r\n }`;\r\n}\r\n\r\n/** @internal */\r\nexport function addModelViewProjectionMatrix(vert: VertexShaderBuilder): void {\r\n if (vert.usesInstancedGeometry) {\r\n addModelViewMatrix(vert);\r\n addProjectionMatrix(vert);\r\n vert.addGlobal(\"g_mvp\", VariableType.Mat4);\r\n vert.addInitializer(\"g_mvp = u_proj * g_mv;\");\r\n } else {\r\n vert.addUniform(\"u_mvp\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_mvp\", (uniform, params) => {\r\n params.target.uniforms.branch.bindModelViewProjectionMatrix(uniform, params.geometry, params.isViewCoords);\r\n });\r\n });\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addProjectionMatrix(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_proj\", VariableType.Mat4, (prog) => {\r\n prog.addProgramUniform(\"u_proj\", (uniform, params) => {\r\n params.bindProjectionMatrix(uniform);\r\n });\r\n });\r\n}\r\n\r\nconst computeInstancedRtcMatrix = `\r\n g_instancedRtcMatrix = u_instanced_rtc * g_modelMatrixRTC;\r\n`;\r\n\r\n/** @internal */\r\nexport function addInstancedRtcMatrix(vert: VertexShaderBuilder): void {\r\n if (!vert.usesInstancedGeometry)\r\n return;\r\n\r\n assert(undefined !== vert.find(\"g_modelMatrixRTC\")); // set up in VertexShaderBuilder constructor...\r\n vert.addUniform(\"u_instanced_rtc\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_instanced_rtc\", (uniform, params) => {\r\n const modelt = params.geometry.asInstanced!.getRtcOnlyTransform();\r\n uniform.setMatrix4(Matrix4.fromTransform(modelt));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_instancedRtcMatrix\", VariableType.Mat4);\r\n vert.addInitializer(computeInstancedRtcMatrix);\r\n}\r\n\r\n/** @internal */\r\nexport function addModelViewMatrix(vert: VertexShaderBuilder): void {\r\n const bind = (uniform: UniformHandle, params: DrawParams) => {\r\n params.target.uniforms.branch.bindModelViewMatrix(uniform, params.geometry, params.isViewCoords);\r\n };\r\n\r\n if (vert.usesInstancedGeometry) {\r\n vert.addUniform(\"u_instanced_modelView\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_instanced_modelView\", bind);\r\n });\r\n\r\n vert.addGlobal(\"g_mv\", VariableType.Mat4);\r\n vert.addInitializer(\"g_mv = u_instanced_modelView * g_modelMatrixRTC;\");\r\n } else {\r\n vert.addUniform(\"u_mv\", VariableType.Mat4, (prog) => {\r\n // ###TODO: We only need 3 rows, not 4...\r\n prog.addGraphicUniform(\"u_mv\", bind);\r\n });\r\n }\r\n}\r\n\r\nconst computeNormalMatrix = `\r\n g_nmx = mat3(u_modelViewN);\r\n g_nmx[0][0] *= u_frustumScale.x;\r\n g_nmx[1][1] *= u_frustumScale.y;\r\n`;\r\n\r\nconst computeNormalMatrix2 = `\r\n g_nmx = transpose(inverse(mat3(MAT_MV)));\r\n g_nmx[0][0] *= u_frustumScale.x;\r\n g_nmx[1][1] *= u_frustumScale.y;\r\n`;\r\n\r\nconst computeNormalMatrix1Inst = `\r\n g_nmx = mat3(MAT_MV);\r\n g_nmx[0][0] *= u_frustumScale.x;\r\n g_nmx[1][1] *= u_frustumScale.y;\r\n`;\r\n\r\n/** @internal */\r\nexport function addNormalMatrix(vert: VertexShaderBuilder, instanced: IsInstanced) {\r\n vert.addGlobal(\"g_nmx\", VariableType.Mat3);\r\n vert.addUniform(\"u_frustumScale\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_frustumScale\", (uniform, params) => {\r\n const scale = params.target.uniforms.branch.top.frustumScale;\r\n uniform.setUniform2fv([scale.x, scale.y]);\r\n });\r\n });\r\n\r\n if (System.instance.capabilities.isWebGL2) {\r\n vert.addInitializer(computeNormalMatrix2);\r\n } else if (IsInstanced.Yes === instanced) {\r\n vert.addInitializer(computeNormalMatrix1Inst);\r\n } else {\r\n vert.addUniform(\"u_modelViewN\", VariableType.Mat3, (prog) => {\r\n prog.addGraphicUniform(\"u_modelViewN\", (uniform, params) => {\r\n params.target.uniforms.branch.bindModelViewNTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n vert.addInitializer(computeNormalMatrix);\r\n }\r\n}\r\n\r\nfunction readVertexData(index: number): string {\r\n return `g_vertLutData${index} = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);`;\r\n}\r\n\r\nconst nextVertexData = \"tc.x += g_vert_stepX;\";\r\n\r\nfunction readNextVertexData(index: number): string {\r\n return `\r\n ${nextVertexData}\r\n ${readVertexData(index)}`;\r\n}\r\n\r\nconst prereadVertexDataPrelude = `\r\n vec2 tc = g_vertexBaseCoords;\r\n ${readVertexData(0)}\r\n ${readNextVertexData(1)}\r\n ${readNextVertexData(2)}\r\n`;\r\n\r\nconst prereadQuantizedVertexData = `${prereadVertexDataPrelude}\r\n if (3.0 < u_vertParams.z) {\r\n ${readNextVertexData(3)}\r\n }\r\n`;\r\n\r\nconst prereadUnquantizedVertexData = `${prereadVertexDataPrelude}\r\n ${readNextVertexData(3)}\r\n ${readNextVertexData(4)}\r\n if (5.0 < u_vertParams.z) {\r\n ${readNextVertexData(5)}\r\n }\r\n`;\r\n\r\nconst scratchLutParams = new Float32Array(4);\r\nfunction addPositionFromLUT(vert: VertexShaderBuilder) {\r\n vert.addGlobal(\"g_vertexLUTIndex\", VariableType.Float);\r\n vert.addGlobal(\"g_vertexBaseCoords\", VariableType.Vec2);\r\n\r\n const unquantized = \"unquantized\" === vert.positionType;\r\n const maxRgbaPerVert = unquantized ? 6 : 4;\r\n for (let i = 0; i < maxRgbaPerVert; i++)\r\n vert.addGlobal(`g_vertLutData${i}`, VariableType.Vec4);\r\n\r\n vert.addFunction(decodeUint24);\r\n vert.addFunction(decodeUint16);\r\n\r\n if (unquantized) {\r\n if (System.instance.capabilities.isWebGL2) {\r\n vert.addFunction(computeUnquantizedPosition2);\r\n } else {\r\n vert.addFunction(decode3Float32);\r\n vert.addFunction(computeUnquantizedPosition1);\r\n }\r\n } else {\r\n vert.addFunction(computeVertexPositionFromLUT);\r\n }\r\n\r\n vert.addUniform(\"u_vertLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_vertLUT\", (uniform, params) => {\r\n (params.geometry.asLUT!).lut.texture.bindSampler(uniform, TextureUnit.VertexLUT);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_vertParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_vertParams\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asLUT);\r\n const lut = params.geometry.asLUT.lut;\r\n const lutParams = scratchLutParams;\r\n lutParams[0] = lut.texture.width;\r\n lutParams[1] = lut.texture.height;\r\n lutParams[2] = lut.numRgbaPerVertex;\r\n lutParams[3] = lut.numVertices;\r\n uniform.setUniform4fv(lutParams);\r\n });\r\n });\r\n\r\n addLookupTable(vert, \"vert\", \"u_vertParams.z\");\r\n vert.addInitializer(initializeVertLUTCoords);\r\n\r\n vert.addGlobal(\"g_featureAndMaterialIndex\", VariableType.Vec4);\r\n\r\n // Read the vertex data from the vertex table up front. Yields a consistent (if unexplainable) small performance boost.\r\n vert.addInitializer(unquantized ? prereadUnquantizedVertexData : prereadQuantizedVertexData);\r\n}\r\n\r\n/** @internal */\r\nexport function addPosition(vert: VertexShaderBuilder, fromLUT: boolean) {\r\n if (!fromLUT || \"quantized\" === vert.positionType) {\r\n vert.addFunction(unquantizePosition);\r\n vert.addUniform(\"u_qScale\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qScale\", (uniform, params) => {\r\n assert(params.geometry.usesQuantizedPositions);\r\n uniform.setUniform3fv(params.geometry.qScale);\r\n });\r\n });\r\n vert.addUniform(\"u_qOrigin\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qOrigin\", (uniform, params) => {\r\n assert(params.geometry.usesQuantizedPositions);\r\n uniform.setUniform3fv(params.geometry.qOrigin);\r\n });\r\n });\r\n }\r\n\r\n if (!fromLUT) {\r\n vert.addFunction(computeQuantizedPosition);\r\n } else {\r\n addPositionFromLUT(vert);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addAlpha(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_hasAlpha\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_hasAlpha\", (uniform, params) => {\r\n uniform.setUniform1f(Pass.rendersTranslucent(params.geometry.getPass(params.target)) ? 1 : 0);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addLineWeight(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_lineWeight\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_lineWeight\", (attr, params) => {\r\n attr.setUniform1f(params.geometry.getLineWeight(params.programParams));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_lineWeight\", VariableType.Float);\r\n if (vert.usesInstancedGeometry) {\r\n addInstanceOverrides(vert);\r\n vert.addInitializer(\"g_lineWeight = mix(u_lineWeight, a_instanceOverrides.g, extractInstanceBit(kOvrBit_Weight));\");\r\n } else {\r\n vert.addInitializer(\"g_lineWeight = u_lineWeight;\");\r\n }\r\n\r\n vert.addFunction(computeLineWeight);\r\n}\r\n\r\n/** @internal */\r\nexport function replaceLineWeight(vert: VertexShaderBuilder, func: string): void {\r\n vert.replaceFunction(computeLineWeight, func);\r\n}\r\n\r\n/** @internal */\r\nexport function addLineCode(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_lineCode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_lineCode\", (attr, params) => {\r\n attr.setUniform1f(params.geometry.getLineCode(params.programParams));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_lineCode\", VariableType.Float);\r\n if (vert.usesInstancedGeometry) {\r\n addInstanceOverrides(vert);\r\n vert.addInitializer(\"g_lineCode = mix(u_lineCode, a_instanceOverrides.b, extractInstanceBit(kOvrBit_LineCode));\");\r\n } else {\r\n vert.addInitializer(\"g_lineCode = u_lineCode;\");\r\n }\r\n\r\n vert.addFunction(computeLineCode);\r\n}\r\n\r\n/** @internal */\r\nexport function replaceLineCode(vert: VertexShaderBuilder, func: string): void {\r\n vert.replaceFunction(computeLineCode, func);\r\n}\r\n\r\n// This vertex belongs to a triangle which should not be rendered. Produce a degenerate triangle.\r\n// Also place it outside NDC range (for GL_POINTS)\r\nconst discardVertex = ` {\r\n gl_Position = vec4(2.0, 2.0, 2.0, 1.0);\r\n return;\r\n }\r\n`;\r\n\r\n/** @internal */\r\nexport const earlyVertexDiscard = ` if (checkForEarlyDiscard(rawPosition))${discardVertex}`;\r\n/** @internal */\r\nexport const vertexDiscard = ` if (checkForDiscard())${discardVertex}`;\r\n/** @internal */\r\nexport const lateVertexDiscard = ` if (checkForLateDiscard())${discardVertex}`;\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { DrawParams } from \"../DrawCommand\";\r\nimport { UniformHandle } from \"../UniformHandle\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { Pass, TextureUnit } from \"../RenderFlags\";\r\nimport { PositionType } from \"../TechniqueFlags\";\r\nimport { VariableType, VertexShaderBuilder } from \"../ShaderBuilder\";\r\nimport { decodeUint16, decodeUint24 } from \"./Decode\";\r\nimport { addInstanceOverrides } from \"./Instancing\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\n\r\nconst initializeVertLUTCoords = `\r\n g_vertexLUTIndex = decodeUInt24(qpos);\r\n g_vertexBaseCoords = compute_vert_coords(g_vertexLUTIndex);\r\n`;\r\n\r\n/** @internal */\r\nexport const unquantizePosition = `\r\nvec4 unquantizePosition(vec3 pos, vec3 origin, vec3 scale) { return vec4(origin + scale * pos, 1.0); }\r\n`;\r\n\r\nconst computeQuantizedPosition = `\r\nvec4 computeVertexPosition(vec3 pos) { return unquantizePosition(pos, u_qOrigin, u_qScale); }\r\n`;\r\n\r\n// Need to read 2 rgba values to obtain 6 16-bit integers for position\r\nconst computeVertexPositionFromLUT = `\r\nvec4 computeVertexPosition(vec3 encodedIndex) {\r\n vec3 qpos = vec3(decodeUInt16(g_vertLutData0.xy), decodeUInt16(g_vertLutData0.zw), decodeUInt16(g_vertLutData1.xy));\r\n g_featureAndMaterialIndex = g_vertLutData2;\r\n return unquantizePosition(qpos, u_qOrigin, u_qScale);\r\n}\r\n`;\r\n\r\nconst computeUnquantizedPosition = `\r\nvec4 computeVertexPosition(vec3 encodedIndex) {\r\n uvec3 vux = uvec3(g_vertLutData0.xyz);\r\n g_featureAndMaterialIndex.x = g_vertLutData0.w;\r\n uvec3 vuy = uvec3(g_vertLutData1.xyz);\r\n g_featureAndMaterialIndex.y = g_vertLutData1.w;\r\n uvec3 vuz = uvec3(g_vertLutData2.xyz);\r\n g_featureAndMaterialIndex.z = g_vertLutData2.w;\r\n uvec3 vuw = uvec3(g_vertLutData3.xyz);\r\n g_featureAndMaterialIndex.w = g_vertLutData3.w;\r\n uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;\r\n return vec4(uintBitsToFloat(u), 1.0);\r\n}\r\n`;\r\n\r\nconst computeLineWeight = \"\\nfloat computeLineWeight() { return g_lineWeight; }\\n\";\r\nconst computeLineCode = \"\\nfloat computeLineCode() { return g_lineCode; }\\n\";\r\n\r\nexport function addSamplePosition(vert: VertexShaderBuilder): void {\r\n vert.addFunction(getSamplePosition(vert.positionType));\r\n}\r\n\r\nfunction getSamplePosition(type: PositionType): string {\r\n const prelude = `\r\n vec4 samplePosition(float index) {\r\n vec2 tc = compute_vert_coords(index);`;\r\n\r\n if (\"quantized\" === type) {\r\n return `\r\n ${prelude}\r\n vec4 e0 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_vert_stepX;\r\n vec4 e1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n vec3 qpos = vec3(decodeUInt16(e0.xy), decodeUInt16(e0.zw), decodeUInt16(e1.xy));\r\n return unquantizePosition(qpos, u_qOrigin, u_qScale);\r\n }\r\n `;\r\n }\r\n\r\n return `\r\n ${prelude}\r\n uvec3 vux = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\r\n tc.x += g_vert_stepX;\r\n uvec3 vuy = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\r\n tc.x += g_vert_stepX;\r\n uvec3 vuz = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\r\n tc.x += g_vert_stepX;\r\n uvec3 vuw = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));\r\n uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;\r\n return vec4(uintBitsToFloat(u), 1.0);\r\n }`;\r\n}\r\n\r\n/** @internal */\r\nexport function addModelViewProjectionMatrix(vert: VertexShaderBuilder): void {\r\n if (vert.usesInstancedGeometry) {\r\n addModelViewMatrix(vert);\r\n addProjectionMatrix(vert);\r\n vert.addGlobal(\"g_mvp\", VariableType.Mat4);\r\n vert.addInitializer(\"g_mvp = u_proj * g_mv;\");\r\n } else {\r\n vert.addUniform(\"u_mvp\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_mvp\", (uniform, params) => {\r\n params.target.uniforms.branch.bindModelViewProjectionMatrix(uniform, params.geometry, params.isViewCoords);\r\n });\r\n });\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addProjectionMatrix(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_proj\", VariableType.Mat4, (prog) => {\r\n prog.addProgramUniform(\"u_proj\", (uniform, params) => {\r\n params.bindProjectionMatrix(uniform);\r\n });\r\n });\r\n}\r\n\r\nconst computeInstancedRtcMatrix = `\r\n g_instancedRtcMatrix = u_instanced_rtc * g_modelMatrixRTC;\r\n`;\r\n\r\n/** @internal */\r\nexport function addInstancedRtcMatrix(vert: VertexShaderBuilder): void {\r\n if (!vert.usesInstancedGeometry)\r\n return;\r\n\r\n assert(undefined !== vert.find(\"g_modelMatrixRTC\")); // set up in VertexShaderBuilder constructor...\r\n vert.addUniform(\"u_instanced_rtc\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_instanced_rtc\", (uniform, params) => {\r\n const modelt = params.geometry.asInstanced!.getRtcOnlyTransform();\r\n uniform.setMatrix4(Matrix4.fromTransform(modelt));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_instancedRtcMatrix\", VariableType.Mat4);\r\n vert.addInitializer(computeInstancedRtcMatrix);\r\n}\r\n\r\n/** @internal */\r\nexport function addModelViewMatrix(vert: VertexShaderBuilder): void {\r\n const bind = (uniform: UniformHandle, params: DrawParams) => {\r\n params.target.uniforms.branch.bindModelViewMatrix(uniform, params.geometry, params.isViewCoords);\r\n };\r\n\r\n if (vert.usesInstancedGeometry) {\r\n vert.addUniform(\"u_instanced_modelView\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_instanced_modelView\", bind);\r\n });\r\n\r\n vert.addGlobal(\"g_mv\", VariableType.Mat4);\r\n vert.addInitializer(\"g_mv = u_instanced_modelView * g_modelMatrixRTC;\");\r\n } else {\r\n vert.addUniform(\"u_mv\", VariableType.Mat4, (prog) => {\r\n // ###TODO: We only need 3 rows, not 4...\r\n prog.addGraphicUniform(\"u_mv\", bind);\r\n });\r\n }\r\n}\r\n\r\nconst computeNormalMatrix = `\r\n g_nmx = transpose(inverse(mat3(MAT_MV)));\r\n g_nmx[0][0] *= u_frustumScale.x;\r\n g_nmx[1][1] *= u_frustumScale.y;\r\n`;\r\n\r\n/** @internal */\r\nexport function addNormalMatrix(vert: VertexShaderBuilder) {\r\n vert.addGlobal(\"g_nmx\", VariableType.Mat3);\r\n vert.addUniform(\"u_frustumScale\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_frustumScale\", (uniform, params) => {\r\n const scale = params.target.uniforms.branch.top.frustumScale;\r\n uniform.setUniform2fv([scale.x, scale.y]);\r\n });\r\n });\r\n\r\n vert.addInitializer(computeNormalMatrix);\r\n}\r\n\r\nfunction readVertexData(index: number): string {\r\n return `g_vertLutData${index} = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);`;\r\n}\r\n\r\nconst nextVertexData = \"tc.x += g_vert_stepX;\";\r\n\r\nfunction readNextVertexData(index: number): string {\r\n return `\r\n ${nextVertexData}\r\n ${readVertexData(index)}`;\r\n}\r\n\r\nconst prereadVertexDataPrelude = `\r\n vec2 tc = g_vertexBaseCoords;\r\n ${readVertexData(0)}\r\n ${readNextVertexData(1)}\r\n ${readNextVertexData(2)}\r\n`;\r\n\r\nconst prereadQuantizedVertexData = `${prereadVertexDataPrelude}\r\n if (3.0 < u_vertParams.z) {\r\n ${readNextVertexData(3)}\r\n }\r\n`;\r\n\r\nconst prereadUnquantizedVertexData = `${prereadVertexDataPrelude}\r\n ${readNextVertexData(3)}\r\n ${readNextVertexData(4)}\r\n if (5.0 < u_vertParams.z) {\r\n ${readNextVertexData(5)}\r\n }\r\n`;\r\n\r\nconst scratchLutParams = new Float32Array(4);\r\nfunction addPositionFromLUT(vert: VertexShaderBuilder) {\r\n vert.addGlobal(\"g_vertexLUTIndex\", VariableType.Float);\r\n vert.addGlobal(\"g_vertexBaseCoords\", VariableType.Vec2);\r\n\r\n const unquantized = \"unquantized\" === vert.positionType;\r\n const maxRgbaPerVert = unquantized ? 6 : 4;\r\n for (let i = 0; i < maxRgbaPerVert; i++)\r\n vert.addGlobal(`g_vertLutData${i}`, VariableType.Vec4);\r\n\r\n vert.addFunction(decodeUint24);\r\n vert.addFunction(decodeUint16);\r\n\r\n vert.addFunction(unquantized ? computeUnquantizedPosition : computeVertexPositionFromLUT);\r\n\r\n vert.addUniform(\"u_vertLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_vertLUT\", (uniform, params) => {\r\n (params.geometry.asLUT!).lut.texture.bindSampler(uniform, TextureUnit.VertexLUT);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_vertParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_vertParams\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asLUT);\r\n const lut = params.geometry.asLUT.lut;\r\n const lutParams = scratchLutParams;\r\n lutParams[0] = lut.texture.width;\r\n lutParams[1] = lut.texture.height;\r\n lutParams[2] = lut.numRgbaPerVertex;\r\n lutParams[3] = lut.numVertices;\r\n uniform.setUniform4fv(lutParams);\r\n });\r\n });\r\n\r\n addLookupTable(vert, \"vert\", \"u_vertParams.z\");\r\n vert.addInitializer(initializeVertLUTCoords);\r\n\r\n vert.addGlobal(\"g_featureAndMaterialIndex\", VariableType.Vec4);\r\n\r\n // Read the vertex data from the vertex table up front. Yields a consistent (if unexplainable) small performance boost.\r\n vert.addInitializer(unquantized ? prereadUnquantizedVertexData : prereadQuantizedVertexData);\r\n}\r\n\r\n/** @internal */\r\nexport function addPosition(vert: VertexShaderBuilder, fromLUT: boolean) {\r\n if (!fromLUT || \"quantized\" === vert.positionType) {\r\n vert.addFunction(unquantizePosition);\r\n vert.addUniform(\"u_qScale\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qScale\", (uniform, params) => {\r\n assert(params.geometry.usesQuantizedPositions);\r\n uniform.setUniform3fv(params.geometry.qScale);\r\n });\r\n });\r\n vert.addUniform(\"u_qOrigin\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qOrigin\", (uniform, params) => {\r\n assert(params.geometry.usesQuantizedPositions);\r\n uniform.setUniform3fv(params.geometry.qOrigin);\r\n });\r\n });\r\n }\r\n\r\n if (!fromLUT) {\r\n vert.addFunction(computeQuantizedPosition);\r\n } else {\r\n addPositionFromLUT(vert);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addAlpha(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_hasAlpha\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_hasAlpha\", (uniform, params) => {\r\n uniform.setUniform1f(Pass.rendersTranslucent(params.geometry.getPass(params.target)) ? 1 : 0);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addLineWeight(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_lineWeight\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_lineWeight\", (attr, params) => {\r\n attr.setUniform1f(params.geometry.getLineWeight(params.programParams));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_lineWeight\", VariableType.Float);\r\n if (vert.usesInstancedGeometry) {\r\n addInstanceOverrides(vert);\r\n vert.addInitializer(\"g_lineWeight = mix(u_lineWeight, a_instanceOverrides.g, extractInstanceBit(kOvrBit_Weight));\");\r\n } else {\r\n vert.addInitializer(\"g_lineWeight = u_lineWeight;\");\r\n }\r\n\r\n vert.addFunction(computeLineWeight);\r\n}\r\n\r\n/** @internal */\r\nexport function replaceLineWeight(vert: VertexShaderBuilder, func: string): void {\r\n vert.replaceFunction(computeLineWeight, func);\r\n}\r\n\r\n/** @internal */\r\nexport function addLineCode(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_lineCode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_lineCode\", (attr, params) => {\r\n attr.setUniform1f(params.geometry.getLineCode(params.programParams));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_lineCode\", VariableType.Float);\r\n if (vert.usesInstancedGeometry) {\r\n addInstanceOverrides(vert);\r\n vert.addInitializer(\"g_lineCode = mix(u_lineCode, a_instanceOverrides.b, extractInstanceBit(kOvrBit_LineCode));\");\r\n } else {\r\n vert.addInitializer(\"g_lineCode = u_lineCode;\");\r\n }\r\n\r\n vert.addFunction(computeLineCode);\r\n}\r\n\r\n/** @internal */\r\nexport function replaceLineCode(vert: VertexShaderBuilder, func: string): void {\r\n vert.replaceFunction(computeLineCode, func);\r\n}\r\n\r\n// This vertex belongs to a triangle which should not be rendered. Produce a degenerate triangle.\r\n// Also place it outside NDC range (for GL_POINTS)\r\nconst discardVertex = ` {\r\n gl_Position = vec4(2.0, 2.0, 2.0, 1.0);\r\n return;\r\n }\r\n`;\r\n\r\n/** @internal */\r\nexport const earlyVertexDiscard = ` if (checkForEarlyDiscard(rawPosition))${discardVertex}`;\r\n/** @internal */\r\nexport const vertexDiscard = ` if (checkForDiscard())${discardVertex}`;\r\n/** @internal */\r\nexport const lateVertexDiscard = ` if (checkForLateDiscard())${discardVertex}`;\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"Wiremesh.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Wiremesh.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAA2B,cAAc,EAAgB,MAAM,kBAAkB,CAAC;AAsBzF;;GAEG;AACH,wBAAgB,WAAW,CAAC,OAAO,EAAE,cAAc,GAAG,IAAI,CAKzD"}
1
+ {"version":3,"file":"Wiremesh.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Wiremesh.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAA2B,cAAc,EAAgB,MAAM,kBAAkB,CAAC;AAsBzF;;GAEG;AACH,wBAAgB,WAAW,CAAC,OAAO,EAAE,cAAc,GAAG,IAAI,CAGzD"}
@@ -5,7 +5,6 @@
5
5
  /** @packageDocumentation
6
6
  * @module WebGL
7
7
  */
8
- import { System } from "../System";
9
8
  // Vertex shader produces barycentric coordinate for corner of triangle to be smoothly interpolated over face of triangle.
10
9
  // This requires WebGL 2 because gl_VertexID.
11
10
  // It also requires that we are drawing non-indexed vertices, or using an index buffer in which each set of 3 consecutive indices correspond to one triangle -
@@ -28,9 +27,7 @@ const applyWiremesh = `
28
27
  * @internal
29
28
  */
30
29
  export function addWiremesh(builder) {
31
- if (System.instance.isWebGL2) {
32
- builder.addInlineComputedVarying("v_barycentric", 4 /* Vec3 */, computeBarycentric);
33
- builder.frag.set(14 /* ApplyWiremesh */, applyWiremesh);
34
- }
30
+ builder.addInlineComputedVarying("v_barycentric", 4 /* Vec3 */, computeBarycentric);
31
+ builder.frag.set(14 /* ApplyWiremesh */, applyWiremesh);
35
32
  }
36
33
  //# sourceMappingURL=Wiremesh.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"Wiremesh.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Wiremesh.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAE,MAAM,EAAE,MAAM,WAAW,CAAC;AAGnC,0HAA0H;AAC1H,6CAA6C;AAC7C,8JAA8J;AAC9J,gEAAgE;AAChE,MAAM,kBAAkB,GAAG;;;CAG1B,CAAC;AAEF,2FAA2F;AAC3F,gHAAgH;AAChH,MAAM,aAAa,GAAG;;;;;;;CAOrB,CAAC;AAEF;;GAEG;AACH,MAAM,UAAU,WAAW,CAAC,OAAuB;IACjD,IAAI,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE;QAC5B,OAAO,CAAC,wBAAwB,CAAC,eAAe,gBAAqB,kBAAkB,CAAC,CAAC;QACzF,OAAO,CAAC,IAAI,CAAC,GAAG,yBAAwC,aAAa,CAAC,CAAC;KACxE;AACH,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { System } from \"../System\";\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType } from \"../ShaderBuilder\";\r\n\r\n// Vertex shader produces barycentric coordinate for corner of triangle to be smoothly interpolated over face of triangle.\r\n// This requires WebGL 2 because gl_VertexID.\r\n// It also requires that we are drawing non-indexed vertices, or using an index buffer in which each set of 3 consecutive indices correspond to one triangle -\r\n// otherwise gl_VertexID will not correlate to triangle corners.\r\nconst computeBarycentric = `\r\n int vertIndex = gl_VertexID % 3;\r\n v_barycentric = vec3(float(0 == vertIndex), float(1 == vertIndex), float(2 == vertIndex));\r\n`;\r\n\r\n// Fragment shader draws in the line color for fragments close to the edge of the triangle.\r\n// Vertex shader requires WebGL 2 which includes the functionality of the GL_OES_standard_derivatives extension.\r\nconst applyWiremesh = `\r\n const float lineWidth = 1.0;\r\n const vec3 lineColor = vec3(0.0);\r\n vec3 delta = fwidth(v_barycentric);\r\n vec3 factor = smoothstep(vec3(0.0), delta * lineWidth, v_barycentric);\r\n vec3 color = mix(lineColor, baseColor.rgb, min(min(factor.x, factor.y), factor.z));\r\n return vec4(color, baseColor.a);\r\n`;\r\n\r\n/** Adds to a mesh shader logic to produce an overlaid wiremesh.\r\n * @internal\r\n */\r\nexport function addWiremesh(builder: ProgramBuilder): void {\r\n if (System.instance.isWebGL2) {\r\n builder.addInlineComputedVarying(\"v_barycentric\", VariableType.Vec3, computeBarycentric);\r\n builder.frag.set(FragmentShaderComponent.ApplyWiremesh, applyWiremesh);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"Wiremesh.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Wiremesh.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAIH,0HAA0H;AAC1H,6CAA6C;AAC7C,8JAA8J;AAC9J,gEAAgE;AAChE,MAAM,kBAAkB,GAAG;;;CAG1B,CAAC;AAEF,2FAA2F;AAC3F,gHAAgH;AAChH,MAAM,aAAa,GAAG;;;;;;;CAOrB,CAAC;AAEF;;GAEG;AACH,MAAM,UAAU,WAAW,CAAC,OAAuB;IACjD,OAAO,CAAC,wBAAwB,CAAC,eAAe,gBAAqB,kBAAkB,CAAC,CAAC;IACzF,OAAO,CAAC,IAAI,CAAC,GAAG,yBAAwC,aAAa,CAAC,CAAC;AACzE,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType } from \"../ShaderBuilder\";\r\n\r\n// Vertex shader produces barycentric coordinate for corner of triangle to be smoothly interpolated over face of triangle.\r\n// This requires WebGL 2 because gl_VertexID.\r\n// It also requires that we are drawing non-indexed vertices, or using an index buffer in which each set of 3 consecutive indices correspond to one triangle -\r\n// otherwise gl_VertexID will not correlate to triangle corners.\r\nconst computeBarycentric = `\r\n int vertIndex = gl_VertexID % 3;\r\n v_barycentric = vec3(float(0 == vertIndex), float(1 == vertIndex), float(2 == vertIndex));\r\n`;\r\n\r\n// Fragment shader draws in the line color for fragments close to the edge of the triangle.\r\n// Vertex shader requires WebGL 2 which includes the functionality of the GL_OES_standard_derivatives extension.\r\nconst applyWiremesh = `\r\n const float lineWidth = 1.0;\r\n const vec3 lineColor = vec3(0.0);\r\n vec3 delta = fwidth(v_barycentric);\r\n vec3 factor = smoothstep(vec3(0.0), delta * lineWidth, v_barycentric);\r\n vec3 color = mix(lineColor, baseColor.rgb, min(min(factor.x, factor.y), factor.z));\r\n return vec4(color, baseColor.a);\r\n`;\r\n\r\n/** Adds to a mesh shader logic to produce an overlaid wiremesh.\r\n * @internal\r\n */\r\nexport function addWiremesh(builder: ProgramBuilder): void {\r\n builder.addInlineComputedVarying(\"v_barycentric\", VariableType.Vec3, computeBarycentric);\r\n builder.frag.set(FragmentShaderComponent.ApplyWiremesh, applyWiremesh);\r\n}\r\n"]}
@@ -17,7 +17,6 @@ interface PrimaryTreeId {
17
17
  modelId: Id64String;
18
18
  is3d: boolean;
19
19
  isPlanProjection: boolean;
20
- forceNoInstancing: boolean;
21
20
  timeline?: RenderSchedule.ModelTimeline;
22
21
  }
23
22
  /** Find all extant tile trees associated with the specified model Ids and dispose of them.
@@ -36,10 +35,8 @@ declare class PrimaryTreeReference extends TileTreeReference {
36
35
  private _owner;
37
36
  private readonly _sectionClip?;
38
37
  private readonly _sectionCutAppearanceProvider?;
39
- private _forceNoInstancing;
40
38
  protected readonly _animationTransformNodeId?: number;
41
39
  constructor(view: ViewState, model: GeometricModelState, planProjection: boolean, transformNodeId: number | undefined, sectionClip?: StringifiedClipVector);
42
- private checkForceNoInstancing;
43
40
  protected getAnimationTransformNodeId(): number;
44
41
  protected getViewFlagOverrides(_tree: TileTree): Partial<import("@itwin/core-bentley").Mutable<import("@itwin/core-bentley").NonFunctionPropertiesOf<import("@itwin/core-common").ViewFlags>>>;
45
42
  protected getAppearanceProvider(_tree: TileTree): FeatureAppearanceProvider | undefined;
@@ -1 +1 @@
1
- {"version":3,"file":"PrimaryTileTree.d.ts","sourceRoot":"","sources":["../../../src/tile/PrimaryTileTree.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAC8D,UAAU,EAC9E,MAAM,qBAAqB,CAAC;AAC7B,OAAO,EACmD,yBAAyB,EAAE,UAAU,EAA4B,gBAAgB,EAAE,qBAAqB,EAChK,iBAAiB,EAAc,cAAc,EAAE,iBAAiB,EAAE,iBAAiB,EAAE,mBAAmB,EACzG,MAAM,oBAAoB,CAAC;AAC5B,OAAO,EAAqB,qBAAqB,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAC3F,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AAEzD,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAyB,mBAAmB,EAAE,MAAM,eAAe,CAAC;AAE3E,OAAO,EAAE,gBAAgB,EAAE,MAAM,4BAA4B,CAAC;AAC9D,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAAiC,SAAS,EAAe,MAAM,cAAc,CAAC;AACrF,OAAO,EAC+D,yBAAyB,EAAE,YAAY,EAAmB,QAAQ,EAAE,aAAa,EAAE,iBAAiB,EAEzK,MAAM,YAAY,CAAC;AAEpB,UAAU,aAAa;IACrB,MAAM,EAAE,iBAAiB,CAAC;IAC1B,OAAO,EAAE,UAAU,CAAC;IACpB,IAAI,EAAE,OAAO,CAAC;IACd,gBAAgB,EAAE,OAAO,CAAC;IAC1B,iBAAiB,EAAE,OAAO,CAAC;IAC3B,QAAQ,CAAC,EAAE,cAAc,CAAC,aAAa,CAAC;CACzC;AA8ED;;;;GAIG;AACH,wBAAgB,kCAAkC,CAAC,QAAQ,EAAE,GAAG,CAAC,UAAU,CAAC,EAAE,MAAM,EAAE,gBAAgB,GAAG,IAAI,CAQ5G;AAED,cAAM,oBAAqB,SAAQ,iBAAiB;IAClD,SAAgB,IAAI,EAAE,SAAS,CAAC;IAChC,SAAgB,KAAK,EAAE,mBAAmB,CAAC;IAC3C,kIAAkI;IAC3H,WAAW,UAAS;IAC3B,SAAS,CAAC,kBAAkB,EAAE,iBAAiB,CAAC;IAChD,SAAS,CAAC,GAAG,EAAE,aAAa,CAAC;IAC7B,OAAO,CAAC,MAAM,CAAgB;IAC9B,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAwB;IACtD,OAAO,CAAC,QAAQ,CAAC,6BAA6B,CAAC,CAA4B;IAC3E,OAAO,CAAC,kBAAkB,CAAU;IACpC,SAAS,CAAC,QAAQ,CAAC,yBAAyB,CAAC,EAAE,MAAM,CAAC;gBAEnC,IAAI,EAAE,SAAS,EAAE,KAAK,EAAE,mBAAmB,EAAE,cAAc,EAAE,OAAO,EAAE,eAAe,EAAE,MAAM,GAAG,SAAS,EAAE,WAAW,CAAC,EAAE,qBAAqB;IAoCjK,OAAO,CAAC,sBAAsB;cAeX,2BAA2B;cAI3B,oBAAoB,CAAC,KAAK,EAAE,QAAQ;cAIpC,qBAAqB,CAAC,KAAK,EAAE,QAAQ,GAAG,yBAAyB,GAAG,SAAS;cAO7E,qBAAqB,CAAC,KAAK,EAAE,QAAQ,GAAG,UAAU,CAAC,QAAQ,GAAG,SAAS;IAI1F,IAAoB,YAAY,YAE/B;IAED,SAAS,KAAK,gBAAgB,IAAI,OAAO,CAExC;cAEkB,aAAa,CAAC,KAAK,EAAE,QAAQ,GAAG,gBAAgB,GAAG,SAAS;IAK/D,cAAc,CAAC,OAAO,EAAE,YAAY,GAAG,YAAY,GAAG,SAAS;IAQ/E,IAAW,SAAS,IAAI,aAAa,CAiBpC;IAED,SAAS,CAAC,YAAY,CAAC,IAAI,EAAE,SAAS,EAAE,OAAO,EAAE,UAAU,GAAG,iBAAiB;IAuB/E,SAAS,CAAC,oBAAoB,CAAC,IAAI,EAAE,QAAQ,GAAG,SAAS;cAItC,gBAAgB,CAAC,IAAI,EAAE,QAAQ,GAAG,SAAS;CAK/D;AAED,gBAAgB;AAChB,qBAAa,qBAAsB,SAAQ,oBAAoB;IAC7D,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAS;gBAEhB,IAAI,EAAE,SAAS,EAAE,KAAK,EAAE,mBAAmB,EAAE,eAAe,EAAE,MAAM;cAKpE,oBAAoB,CAAC,IAAI,EAAE,QAAQ,GAAG,SAAS;IAelD,cAAc,CAAC,OAAO,EAAE,YAAY,GAAG,YAAY,GAAG,SAAS;CAahF;AA6FD,gBAAgB;AAChB,wBAAgB,8BAA8B,CAAC,IAAI,EAAE,SAAS,EAAE,KAAK,EAAE,mBAAmB,GAAG,oBAAoB,CAEhH;AAmCD,gBAAgB;AAChB,wBAAgB,uBAAuB,CAAC,IAAI,EAAE,SAAS,EAAE,KAAK,EAAE,mBAAmB,GAAG,iBAAiB,CAEtG;AAED,gBAAgB;AAChB,qBAAa,8BAA+B,SAAQ,yBAAyB;IAKvB,OAAO,CAAC,WAAW;IAAmE,OAAO,CAAC,OAAO,CAAC;IAJ1J,OAAO,CAAC,GAAG,CAAgB;IAC3B,OAAO,CAAC,MAAM,CAAgB;IAC9B,IAAW,QAAQ,YAAmB;IACtC,IAAW,gBAAgB,sBAA+B;gBACvC,aAAa,EAAE,gBAAgB,EAAU,WAAW,EAAE,iBAAiB,EAAE,UAAU,EAAE,MAAM,EAAE,MAAM,EAAE,gBAAgB,EAAU,OAAO,CAAC,+BAAmB;IAa7K,SAAS,CAAC,YAAY,IAAI,iBAAiB;IAI3C,IAAW,SAAS,IAAI,aAAa,CAQpC;IACD,IAAW,SAAS,IAAI,OAAO,CAAC,mBAAmB,CAAC,CAcnD;CACF;AACD,gBAAgB;AAChB,wBAAgB,oCAAoC,CAAC,aAAa,EAAE,qBAAqB,EAAE,UAAU,EAAE,MAAM,EAAE,MAAM,EAAE,gBAAgB,GAAG,8BAA8B,GAAG,SAAS,CAGnL;AAED;;GAEG;AACH,MAAM,WAAW,yBAA0B,SAAQ,QAAQ,CAAC,iBAAiB,CAAC;IAC5E,mEAAmE;IACnE,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,QAAQ,CAAC,iBAAiB,CAAC,CAAC;IACjD,iKAAiK;IACjK,MAAM,IAAI,IAAI,CAAC;IACf,6DAA6D;IAC7D,cAAc,CAAC,QAAQ,EAAE,UAAU,GAAG,UAAU,EAAE,GAAG,SAAS,EAAE,WAAW,EAAE,OAAO,GAAG,SAAS,EAAE,IAAI,EAAE,KAAK,GAAG,UAAU,GAAG,SAAS,GAAG,SAAS,GAAG,MAAM,EAAE,GAAG,IAAI,CAAC;CACtK;AAED;;GAEG;AACH,yBAAiB,yBAAyB,CAAC;IACzC,+FAA+F;IAC/F,SAAgB,MAAM,CAAC,IAAI,EAAE,gBAAgB,GAAG,yBAAyB,CAExE;CACF"}
1
+ {"version":3,"file":"PrimaryTileTree.d.ts","sourceRoot":"","sources":["../../../src/tile/PrimaryTileTree.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAC6C,UAAU,EAC7D,MAAM,qBAAqB,CAAC;AAC7B,OAAO,EACmD,yBAAyB,EAAE,UAAU,EAA4B,gBAAgB,EAAE,qBAAqB,EAChK,iBAAiB,EAAc,cAAc,EAAE,iBAAiB,EAAE,iBAAiB,EAAE,mBAAmB,EACzG,MAAM,oBAAoB,CAAC;AAC5B,OAAO,EAAW,qBAAqB,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjF,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AAEzD,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAyB,mBAAmB,EAAE,MAAM,eAAe,CAAC;AAE3E,OAAO,EAAE,gBAAgB,EAAE,MAAM,4BAA4B,CAAC;AAC9D,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAAE,SAAS,EAAe,MAAM,cAAc,CAAC;AACtD,OAAO,EAC+D,yBAAyB,EAAE,YAAY,EAAmB,QAAQ,EAAE,aAAa,EAAE,iBAAiB,EAEzK,MAAM,YAAY,CAAC;AAEpB,UAAU,aAAa;IACrB,MAAM,EAAE,iBAAiB,CAAC;IAC1B,OAAO,EAAE,UAAU,CAAC;IACpB,IAAI,EAAE,OAAO,CAAC;IACd,gBAAgB,EAAE,OAAO,CAAC;IAC1B,QAAQ,CAAC,EAAE,cAAc,CAAC,aAAa,CAAC;CACzC;AA8ED;;;;GAIG;AACH,wBAAgB,kCAAkC,CAAC,QAAQ,EAAE,GAAG,CAAC,UAAU,CAAC,EAAE,MAAM,EAAE,gBAAgB,GAAG,IAAI,CAQ5G;AAED,cAAM,oBAAqB,SAAQ,iBAAiB;IAClD,SAAgB,IAAI,EAAE,SAAS,CAAC;IAChC,SAAgB,KAAK,EAAE,mBAAmB,CAAC;IAC3C,kIAAkI;IAC3H,WAAW,UAAS;IAC3B,SAAS,CAAC,kBAAkB,EAAE,iBAAiB,CAAC;IAChD,SAAS,CAAC,GAAG,EAAE,aAAa,CAAC;IAC7B,OAAO,CAAC,MAAM,CAAgB;IAC9B,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAwB;IACtD,OAAO,CAAC,QAAQ,CAAC,6BAA6B,CAAC,CAA4B;IAC3E,SAAS,CAAC,QAAQ,CAAC,yBAAyB,CAAC,EAAE,MAAM,CAAC;gBAEnC,IAAI,EAAE,SAAS,EAAE,KAAK,EAAE,mBAAmB,EAAE,cAAc,EAAE,OAAO,EAAE,eAAe,EAAE,MAAM,GAAG,SAAS,EAAE,WAAW,CAAC,EAAE,qBAAqB;cA6B9I,2BAA2B;cAI3B,oBAAoB,CAAC,KAAK,EAAE,QAAQ;cAIpC,qBAAqB,CAAC,KAAK,EAAE,QAAQ,GAAG,yBAAyB,GAAG,SAAS;cAO7E,qBAAqB,CAAC,KAAK,EAAE,QAAQ,GAAG,UAAU,CAAC,QAAQ,GAAG,SAAS;IAI1F,IAAoB,YAAY,YAE/B;IAED,SAAS,KAAK,gBAAgB,IAAI,OAAO,CAExC;cAEkB,aAAa,CAAC,KAAK,EAAE,QAAQ,GAAG,gBAAgB,GAAG,SAAS;IAK/D,cAAc,CAAC,OAAO,EAAE,YAAY,GAAG,YAAY,GAAG,SAAS;IAQ/E,IAAW,SAAS,IAAI,aAAa,CAgBpC;IAED,SAAS,CAAC,YAAY,CAAC,IAAI,EAAE,SAAS,EAAE,OAAO,EAAE,UAAU,GAAG,iBAAiB;IAuB/E,SAAS,CAAC,oBAAoB,CAAC,IAAI,EAAE,QAAQ,GAAG,SAAS;cAItC,gBAAgB,CAAC,IAAI,EAAE,QAAQ,GAAG,SAAS;CAK/D;AAED,gBAAgB;AAChB,qBAAa,qBAAsB,SAAQ,oBAAoB;IAC7D,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAS;gBAEhB,IAAI,EAAE,SAAS,EAAE,KAAK,EAAE,mBAAmB,EAAE,eAAe,EAAE,MAAM;cAKpE,oBAAoB,CAAC,IAAI,EAAE,QAAQ,GAAG,SAAS;IAelD,cAAc,CAAC,OAAO,EAAE,YAAY,GAAG,YAAY,GAAG,SAAS;CAahF;AA6FD,gBAAgB;AAChB,wBAAgB,8BAA8B,CAAC,IAAI,EAAE,SAAS,EAAE,KAAK,EAAE,mBAAmB,GAAG,oBAAoB,CAEhH;AAkCD,gBAAgB;AAChB,wBAAgB,uBAAuB,CAAC,IAAI,EAAE,SAAS,EAAE,KAAK,EAAE,mBAAmB,GAAG,iBAAiB,CAEtG;AAED,gBAAgB;AAChB,qBAAa,8BAA+B,SAAQ,yBAAyB;IAKvB,OAAO,CAAC,WAAW;IAAmE,OAAO,CAAC,OAAO,CAAC;IAJ1J,OAAO,CAAC,GAAG,CAAgB;IAC3B,OAAO,CAAC,MAAM,CAAgB;IAC9B,IAAW,QAAQ,YAAmB;IACtC,IAAW,gBAAgB,sBAA+B;gBACvC,aAAa,EAAE,gBAAgB,EAAU,WAAW,EAAE,iBAAiB,EAAE,UAAU,EAAE,MAAM,EAAE,MAAM,EAAE,gBAAgB,EAAU,OAAO,CAAC,+BAAmB;IAY7K,SAAS,CAAC,YAAY,IAAI,iBAAiB;IAI3C,IAAW,SAAS,IAAI,aAAa,CAQpC;IACD,IAAW,SAAS,IAAI,OAAO,CAAC,mBAAmB,CAAC,CAcnD;CACF;AACD,gBAAgB;AAChB,wBAAgB,oCAAoC,CAAC,aAAa,EAAE,qBAAqB,EAAE,UAAU,EAAE,MAAM,EAAE,MAAM,EAAE,gBAAgB,GAAG,8BAA8B,GAAG,SAAS,CAGnL;AAED;;GAEG;AACH,MAAM,WAAW,yBAA0B,SAAQ,QAAQ,CAAC,iBAAiB,CAAC;IAC5E,mEAAmE;IACnE,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,QAAQ,CAAC,iBAAiB,CAAC,CAAC;IACjD,iKAAiK;IACjK,MAAM,IAAI,IAAI,CAAC;IACf,6DAA6D;IAC7D,cAAc,CAAC,QAAQ,EAAE,UAAU,GAAG,UAAU,EAAE,GAAG,SAAS,EAAE,WAAW,EAAE,OAAO,GAAG,SAAS,EAAE,IAAI,EAAE,KAAK,GAAG,UAAU,GAAG,SAAS,GAAG,SAAS,GAAG,MAAM,EAAE,GAAG,IAAI,CAAC;CACtK;AAED;;GAEG;AACH,yBAAiB,yBAAyB,CAAC;IACzC,+FAA+F;IAC/F,SAAgB,MAAM,CAAC,IAAI,EAAE,gBAAgB,GAAG,yBAAyB,CAExE;CACF"}
@@ -5,9 +5,9 @@
5
5
  /** @packageDocumentation
6
6
  * @module Tiles
7
7
  */
8
- import { assert, compareBooleans, comparePossiblyUndefined, compareStrings, } from "@itwin/core-bentley";
8
+ import { assert, comparePossiblyUndefined, compareStrings, } from "@itwin/core-bentley";
9
9
  import { BatchType, compareIModelTileTreeIds, FeatureAppearanceProvider, iModelTileTreeIdToString, RenderMode, SpatialClassifier, } from "@itwin/core-common";
10
- import { Geometry, Range3d, StringifiedClipVector, Transform } from "@itwin/core-geometry";
10
+ import { Range3d, StringifiedClipVector, Transform } from "@itwin/core-geometry";
11
11
  import { IModelApp } from "../IModelApp";
12
12
  import { AnimationNodeId, formatAnimationBranchId } from "../render/GraphicBranch";
13
13
  import { IModelTileTree, iModelTileTreeParamsFromJSON, MapLayerTileTreeReference, TileGraphicType, TileTreeReference, } from "./internal";
@@ -23,7 +23,7 @@ class PrimaryTreeSupplier {
23
23
  compareTileTreeIds(lhs, rhs) {
24
24
  // NB: we don't compare isPlanProjection or is3d - they should always have the same value for a given modelId.
25
25
  return compareStrings(lhs.modelId, rhs.modelId) || compareIModelTileTreeIds(lhs.treeId, rhs.treeId)
26
- || compareBooleans(lhs.forceNoInstancing, rhs.forceNoInstancing) || comparePossiblyUndefined((x, y) => x.compareTo(y), lhs.timeline, rhs.timeline);
26
+ || comparePossiblyUndefined((x, y) => x.compareTo(y), lhs.timeline, rhs.timeline);
27
27
  }
28
28
  async createTileTree(id, iModel) {
29
29
  const treeId = id.treeId;
@@ -31,7 +31,7 @@ class PrimaryTreeSupplier {
31
31
  const props = await IModelApp.tileAdmin.requestTileTreeProps(iModel, idStr);
32
32
  // ###TODO remove restriction that animated tile trees can't contained instanced geometry.
33
33
  const isAnimated = undefined !== treeId.animationId || undefined !== id.timeline;
34
- const allowInstancing = !isAnimated && !treeId.enforceDisplayPriority && !treeId.sectionCut && !id.forceNoInstancing;
34
+ const allowInstancing = !isAnimated && !treeId.enforceDisplayPriority && !treeId.sectionCut;
35
35
  const options = {
36
36
  edges: treeId.edges,
37
37
  allowInstancing,
@@ -106,35 +106,16 @@ class PrimaryTreeReference extends TileTreeReference {
106
106
  return cutApp ? app.extendAppearance(cutApp) : app;
107
107
  });
108
108
  }
109
- this._forceNoInstancing = false;
110
- if (!IModelApp.renderSystem.supportsNonuniformScaledInstancing) {
111
- this.checkForceNoInstancing(view.modelDisplayTransformProvider);
112
- view.onModelDisplayTransformProviderChanged.addListener((provider) => this.checkForceNoInstancing(provider));
113
- }
114
109
  const scriptInfo = IModelApp.tileAdmin.getScriptInfoForTreeId(model.id, view.displayStyle.scheduleScriptReference); // eslint-disable-line deprecation/deprecation
115
110
  this._id = {
116
111
  modelId: model.id,
117
112
  is3d: model.is3d,
118
113
  treeId: this.createTreeId(view, model.id),
119
114
  isPlanProjection: planProjection,
120
- forceNoInstancing: this._forceNoInstancing,
121
115
  timeline: scriptInfo === null || scriptInfo === void 0 ? void 0 : scriptInfo.timeline,
122
116
  };
123
117
  this._owner = primaryTreeSupplier.getOwner(this._id, model.iModel);
124
118
  }
125
- checkForceNoInstancing(provider) {
126
- var _a;
127
- // If this model has a display transform with a non-uniform scale then instancing needs to be forced off when using WebGL1.
128
- this._forceNoInstancing = false;
129
- const mat = (_a = provider === null || provider === void 0 ? void 0 : provider.getModelDisplayTransform(this.model.id)) === null || _a === void 0 ? void 0 : _a.matrix;
130
- if (!mat)
131
- return;
132
- const epsilon = Geometry.smallMetricDistance;
133
- const sx = mat.getColumn(0).magnitudeSquared();
134
- const sy = mat.getColumn(1).magnitudeSquared();
135
- if (Math.abs(sx - sy) > epsilon || Math.abs(sx - mat.getColumn(2).magnitudeSquared()) > epsilon)
136
- this._forceNoInstancing = true;
137
- }
138
119
  getAnimationTransformNodeId() {
139
120
  var _a;
140
121
  return (_a = this._animationTransformNodeId) !== null && _a !== void 0 ? _a : AnimationNodeId.Untransformed;
@@ -170,13 +151,12 @@ class PrimaryTreeReference extends TileTreeReference {
170
151
  var _a;
171
152
  const newId = this.createTreeId(this.view, this._id.modelId);
172
153
  const timeline = (_a = IModelApp.tileAdmin.getScriptInfoForTreeId(this._id.modelId, this.view.displayStyle.scheduleScriptReference)) === null || _a === void 0 ? void 0 : _a.timeline; // eslint-disable-line deprecation/deprecation
173
- if (0 !== compareIModelTileTreeIds(newId, this._id.treeId) || this._forceNoInstancing !== this._id.forceNoInstancing || timeline !== this._id.timeline) {
154
+ if (0 !== compareIModelTileTreeIds(newId, this._id.treeId) || timeline !== this._id.timeline) {
174
155
  this._id = {
175
156
  modelId: this._id.modelId,
176
157
  is3d: this._id.is3d,
177
158
  treeId: newId,
178
159
  isPlanProjection: this._id.isPlanProjection,
179
- forceNoInstancing: this._forceNoInstancing,
180
160
  timeline,
181
161
  };
182
162
  this._owner = primaryTreeSupplier.getOwner(this._id, this.model.iModel);
@@ -335,7 +315,6 @@ class MaskTreeReference extends TileTreeReference {
335
315
  is3d: model.is3d,
336
316
  treeId: this.createTreeId(),
337
317
  isPlanProjection: isPlanProjection(view, model),
338
- forceNoInstancing: false,
339
318
  };
340
319
  this._owner = primaryTreeSupplier.getOwner(this._id, model.iModel);
341
320
  }
@@ -343,7 +322,7 @@ class MaskTreeReference extends TileTreeReference {
343
322
  get treeOwner() {
344
323
  const newId = this.createTreeId();
345
324
  if (0 !== compareIModelTileTreeIds(newId, this._id.treeId)) {
346
- this._id = { modelId: this._id.modelId, is3d: this._id.is3d, treeId: newId, isPlanProjection: false, forceNoInstancing: false };
325
+ this._id = { modelId: this._id.modelId, is3d: this._id.is3d, treeId: newId, isPlanProjection: false };
347
326
  this._owner = primaryTreeSupplier.getOwner(this._id, this.model.iModel);
348
327
  }
349
328
  return this._owner;
@@ -366,8 +345,7 @@ export class ModelMapLayerTileTreeReference extends MapLayerTileTreeReference {
366
345
  modelId: _classifier.modelId,
367
346
  is3d: true,
368
347
  treeId: this.createTreeId(),
369
- isPlanProjection: false,
370
- forceNoInstancing: false,
348
+ isPlanProjection: false, // isPlanProjection(view, model),
371
349
  };
372
350
  this._owner = primaryTreeSupplier.getOwner(this._id, this.iModel);
373
351
  }
@@ -379,7 +357,7 @@ export class ModelMapLayerTileTreeReference extends MapLayerTileTreeReference {
379
357
  get treeOwner() {
380
358
  const newId = this.createTreeId();
381
359
  if (0 !== compareIModelTileTreeIds(newId, this._id.treeId)) {
382
- this._id = { modelId: this._id.modelId, is3d: this._id.is3d, treeId: newId, isPlanProjection: false, forceNoInstancing: false };
360
+ this._id = { modelId: this._id.modelId, is3d: this._id.is3d, treeId: newId, isPlanProjection: false };
383
361
  this._owner = primaryTreeSupplier.getOwner(this._id, this.iModel);
384
362
  }
385
363
  return this._owner;