@itwin/core-frontend 4.0.0-dev.23 → 4.0.0-dev.28
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/CHANGELOG.md +43 -36
- package/lib/cjs/AccuDraw.js +1 -1
- package/lib/cjs/AccuDraw.js.map +1 -1
- package/lib/cjs/AccuSnap.js +3 -3
- package/lib/cjs/AccuSnap.js.map +1 -1
- package/lib/cjs/BriefcaseConnection.js +9 -11
- package/lib/cjs/BriefcaseConnection.js.map +1 -1
- package/lib/cjs/DisplayStyleState.js +8 -12
- package/lib/cjs/DisplayStyleState.js.map +1 -1
- package/lib/cjs/DrawingViewState.js +4 -6
- package/lib/cjs/DrawingViewState.js.map +1 -1
- package/lib/cjs/EnvironmentDecorations.js +2 -3
- package/lib/cjs/EnvironmentDecorations.js.map +1 -1
- package/lib/cjs/FlashSettings.js +3 -4
- package/lib/cjs/FlashSettings.js.map +1 -1
- package/lib/cjs/GeoServices.js +7 -9
- package/lib/cjs/GeoServices.js.map +1 -1
- package/lib/cjs/IModelApp.js +19 -21
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.js +1 -1
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/IpcApp.js +1 -1
- package/lib/cjs/IpcApp.js.map +1 -1
- package/lib/cjs/LocalhostIpcApp.js +3 -4
- package/lib/cjs/LocalhostIpcApp.js.map +1 -1
- package/lib/cjs/ModelState.js +2 -3
- package/lib/cjs/ModelState.js.map +1 -1
- package/lib/cjs/NativeApp.js +4 -7
- package/lib/cjs/NativeApp.js.map +1 -1
- package/lib/cjs/NoRenderApp.js +1 -2
- package/lib/cjs/NoRenderApp.js.map +1 -1
- package/lib/cjs/PlanarClipMaskState.js +1 -1
- package/lib/cjs/PlanarClipMaskState.js.map +1 -1
- package/lib/cjs/RealityDataSourceContextShareImpl.js +2 -4
- package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
- package/lib/cjs/SheetViewState.js +15 -23
- package/lib/cjs/SheetViewState.js.map +1 -1
- package/lib/cjs/Tiles.js +2 -2
- package/lib/cjs/Tiles.js.map +1 -1
- package/lib/cjs/ViewContext.js +1 -1
- package/lib/cjs/ViewContext.js.map +1 -1
- package/lib/cjs/ViewCreator2d.js +4 -5
- package/lib/cjs/ViewCreator2d.js.map +1 -1
- package/lib/cjs/ViewCreator3d.js +5 -5
- package/lib/cjs/ViewCreator3d.js.map +1 -1
- package/lib/cjs/ViewState.js +17 -24
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/Viewport.js +22 -32
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/extension/ExtensionImpl.js +1 -1
- package/lib/cjs/extension/ExtensionImpl.js.map +1 -1
- package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js +2 -3
- package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.js +7 -9
- package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
- package/lib/cjs/render/FeatureSymbology.js +1 -2
- package/lib/cjs/render/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/GraphicBuilder.js +7 -9
- package/lib/cjs/render/GraphicBuilder.js.map +1 -1
- package/lib/cjs/render/MockRender.js +1 -2
- package/lib/cjs/render/MockRender.js.map +1 -1
- package/lib/cjs/render/ParticleCollectionBuilder.js +2 -3
- package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
- package/lib/cjs/render/RealityMeshParams.js +7 -10
- package/lib/cjs/render/RealityMeshParams.js.map +1 -1
- package/lib/cjs/render/RenderPlan.js +1 -1
- package/lib/cjs/render/RenderPlan.js.map +1 -1
- package/lib/cjs/render/RenderSystem.js +1 -2
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/VisibleFeature.js +2 -4
- package/lib/cjs/render/VisibleFeature.js.map +1 -1
- package/lib/cjs/render/primitives/AuxChannelTable.js +6 -9
- package/lib/cjs/render/primitives/AuxChannelTable.js.map +1 -1
- package/lib/cjs/render/primitives/EdgeParams.js +6 -7
- package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
- package/lib/cjs/render/primitives/PolylineParams.js +2 -3
- package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
- package/lib/cjs/render/primitives/VertexKey.js +1 -1
- package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTable.js +1 -1
- package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTableSplitter.js +6 -8
- package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js +9 -11
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js +3 -5
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilder.js +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js +2 -3
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/cjs/render/webgl/BranchState.js +9 -10
- package/lib/cjs/render/webgl/BranchState.js.map +1 -1
- package/lib/cjs/render/webgl/EDL.js +17 -21
- package/lib/cjs/render/webgl/EDL.js.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js +2 -2
- package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/cjs/render/webgl/Graphic.js +3 -5
- package/lib/cjs/render/webgl/Graphic.js.map +1 -1
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.js +1 -1
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/InstancedGeometry.js +2 -3
- package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/Mesh.js +7 -10
- package/lib/cjs/render/webgl/Mesh.js.map +1 -1
- package/lib/cjs/render/webgl/MeshData.js +1 -2
- package/lib/cjs/render/webgl/MeshData.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarClassifier.js +10 -15
- package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.js +5 -8
- package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/RealityModelUniforms.js +3 -4
- package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/RenderCommands.js +7 -8
- package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.js +7 -9
- package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.js +1 -2
- package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/cjs/render/webgl/SolarShadowMap.js +1 -2
- package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.js +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/System.js +12 -16
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/render/webgl/Target.js +9 -14
- package/lib/cjs/render/webgl/Target.js.map +1 -1
- package/lib/cjs/render/webgl/TargetGraphics.js +1 -2
- package/lib/cjs/render/webgl/TargetGraphics.js.map +1 -1
- package/lib/cjs/render/webgl/Texture.js +1 -2
- package/lib/cjs/render/webgl/Texture.js.map +1 -1
- package/lib/cjs/render/webgl/ThematicSensors.js +2 -4
- package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
- package/lib/cjs/render/webgl/VisibleTileFeatures.js +1 -2
- package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.js +6 -9
- package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +1 -2
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Instancing.js +4 -5
- package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.js +2 -4
- package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.js +1 -2
- package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Thematic.js +1 -2
- package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
- package/lib/cjs/tile/ClassifierTileTree.js +3 -3
- package/lib/cjs/tile/ClassifierTileTree.js.map +1 -1
- package/lib/cjs/tile/GltfReader.js +61 -75
- package/lib/cjs/tile/GltfReader.js.map +1 -1
- package/lib/cjs/tile/IModelTile.js +2 -3
- package/lib/cjs/tile/IModelTile.js.map +1 -1
- package/lib/cjs/tile/IModelTileRequestChannels.js +6 -11
- package/lib/cjs/tile/IModelTileRequestChannels.js.map +1 -1
- package/lib/cjs/tile/IModelTileTree.js +5 -9
- package/lib/cjs/tile/IModelTileTree.js.map +1 -1
- package/lib/cjs/tile/ImdlReader.js +13 -17
- package/lib/cjs/tile/ImdlReader.js.map +1 -1
- package/lib/cjs/tile/OrbitGtTileTree.js +2 -2
- package/lib/cjs/tile/OrbitGtTileTree.js.map +1 -1
- package/lib/cjs/tile/PntsReader.js +4 -5
- package/lib/cjs/tile/PntsReader.js.map +1 -1
- package/lib/cjs/tile/PrimaryTileTree.js +22 -32
- package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
- package/lib/cjs/tile/RealityModelTileTree.js +12 -19
- package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
- package/lib/cjs/tile/RealityTile.js +3 -5
- package/lib/cjs/tile/RealityTile.js.map +1 -1
- package/lib/cjs/tile/RealityTileLoader.js +2 -2
- package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
- package/lib/cjs/tile/ThreeDTileFormatInterpreter.js +3 -5
- package/lib/cjs/tile/ThreeDTileFormatInterpreter.js.map +1 -1
- package/lib/cjs/tile/Tile.js +1 -1
- package/lib/cjs/tile/Tile.js.map +1 -1
- package/lib/cjs/tile/TileAdmin.js +22 -27
- package/lib/cjs/tile/TileAdmin.js.map +1 -1
- package/lib/cjs/tile/TileDrawArgs.js +3 -6
- package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
- package/lib/cjs/tile/TileRequestChannels.js +1 -1
- package/lib/cjs/tile/TileRequestChannels.js.map +1 -1
- package/lib/cjs/tile/TileTree.js +2 -3
- package/lib/cjs/tile/TileTree.js.map +1 -1
- package/lib/cjs/tile/TiledGraphicsProvider.js +1 -1
- package/lib/cjs/tile/TiledGraphicsProvider.js.map +1 -1
- package/lib/cjs/tile/map/ArcGISTileMap.js +5 -6
- package/lib/cjs/tile/map/ArcGISTileMap.js.map +1 -1
- package/lib/cjs/tile/map/ArcGisUtilities.js +6 -8
- package/lib/cjs/tile/map/ArcGisUtilities.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js +4 -7
- package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +6 -8
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js +1 -2
- package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +14 -19
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +14 -20
- package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/MapCartoRectangle.js +1 -1
- package/lib/cjs/tile/map/MapCartoRectangle.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerFormatRegistry.js +5 -6
- package/lib/cjs/tile/map/MapLayerFormatRegistry.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryFormats.js +11 -14
- package/lib/cjs/tile/map/MapLayerImageryFormats.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryProvider.js +2 -3
- package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerSources.js +1 -1
- package/lib/cjs/tile/map/MapLayerSources.js.map +1 -1
- package/lib/cjs/tile/map/MapTile.js +6 -8
- package/lib/cjs/tile/map/MapTile.js.map +1 -1
- package/lib/cjs/tile/map/MapTileLoader.js +1 -1
- package/lib/cjs/tile/map/MapTileLoader.js.map +1 -1
- package/lib/cjs/tile/map/MapTileTree.js +13 -18
- package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
- package/lib/cjs/tile/map/MapTiledGraphicsProvider.js +6 -7
- package/lib/cjs/tile/map/MapTiledGraphicsProvider.js.map +1 -1
- package/lib/cjs/tile/map/WmsCapabilities.js +4 -5
- package/lib/cjs/tile/map/WmsCapabilities.js.map +1 -1
- package/lib/cjs/tile/map/WmtsCapabilities.js +17 -25
- package/lib/cjs/tile/map/WmtsCapabilities.js.map +1 -1
- package/lib/cjs/tools/ClipViewTool.js +1 -1
- package/lib/cjs/tools/ClipViewTool.js.map +1 -1
- package/lib/cjs/tools/MeasureTool.js +2 -4
- package/lib/cjs/tools/MeasureTool.js.map +1 -1
- package/lib/cjs/tools/PrimitiveTool.js +2 -3
- package/lib/cjs/tools/PrimitiveTool.js.map +1 -1
- package/lib/cjs/tools/SelectTool.js +1 -2
- package/lib/cjs/tools/SelectTool.js.map +1 -1
- package/lib/cjs/tools/Tool.js +2 -3
- package/lib/cjs/tools/Tool.js.map +1 -1
- package/lib/cjs/tools/ToolAdmin.js +2 -4
- package/lib/cjs/tools/ToolAdmin.js.map +1 -1
- package/lib/cjs/tools/ViewTool.js +3 -3
- package/lib/cjs/tools/ViewTool.js.map +1 -1
- package/lib/esm/AccuDraw.js +1 -1
- package/lib/esm/AccuDraw.js.map +1 -1
- package/lib/esm/AccuSnap.js +3 -3
- package/lib/esm/AccuSnap.js.map +1 -1
- package/lib/esm/BriefcaseConnection.js +9 -11
- package/lib/esm/BriefcaseConnection.js.map +1 -1
- package/lib/esm/DisplayStyleState.js +8 -12
- package/lib/esm/DisplayStyleState.js.map +1 -1
- package/lib/esm/DrawingViewState.js +4 -6
- package/lib/esm/DrawingViewState.js.map +1 -1
- package/lib/esm/EnvironmentDecorations.js +2 -3
- package/lib/esm/EnvironmentDecorations.js.map +1 -1
- package/lib/esm/FlashSettings.js +3 -4
- package/lib/esm/FlashSettings.js.map +1 -1
- package/lib/esm/GeoServices.js +7 -9
- package/lib/esm/GeoServices.js.map +1 -1
- package/lib/esm/IModelApp.js +19 -21
- package/lib/esm/IModelApp.js.map +1 -1
- package/lib/esm/IModelConnection.js +1 -1
- package/lib/esm/IModelConnection.js.map +1 -1
- package/lib/esm/IpcApp.js +1 -1
- package/lib/esm/IpcApp.js.map +1 -1
- package/lib/esm/LocalhostIpcApp.js +3 -4
- package/lib/esm/LocalhostIpcApp.js.map +1 -1
- package/lib/esm/ModelState.js +2 -3
- package/lib/esm/ModelState.js.map +1 -1
- package/lib/esm/NativeApp.js +4 -7
- package/lib/esm/NativeApp.js.map +1 -1
- package/lib/esm/NoRenderApp.js +1 -2
- package/lib/esm/NoRenderApp.js.map +1 -1
- package/lib/esm/PlanarClipMaskState.js +1 -1
- package/lib/esm/PlanarClipMaskState.js.map +1 -1
- package/lib/esm/RealityDataSourceContextShareImpl.js +2 -4
- package/lib/esm/RealityDataSourceContextShareImpl.js.map +1 -1
- package/lib/esm/SheetViewState.js +15 -23
- package/lib/esm/SheetViewState.js.map +1 -1
- package/lib/esm/Tiles.js +2 -2
- package/lib/esm/Tiles.js.map +1 -1
- package/lib/esm/ViewContext.js +1 -1
- package/lib/esm/ViewContext.js.map +1 -1
- package/lib/esm/ViewCreator2d.js +4 -5
- package/lib/esm/ViewCreator2d.js.map +1 -1
- package/lib/esm/ViewCreator3d.js +5 -5
- package/lib/esm/ViewCreator3d.js.map +1 -1
- package/lib/esm/ViewState.js +17 -24
- package/lib/esm/ViewState.js.map +1 -1
- package/lib/esm/Viewport.js +22 -32
- package/lib/esm/Viewport.js.map +1 -1
- package/lib/esm/extension/ExtensionImpl.js +1 -1
- package/lib/esm/extension/ExtensionImpl.js.map +1 -1
- package/lib/esm/quantity-formatting/BaseUnitFormattingSettingsProvider.js +2 -3
- package/lib/esm/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
- package/lib/esm/quantity-formatting/QuantityFormatter.js +7 -9
- package/lib/esm/quantity-formatting/QuantityFormatter.js.map +1 -1
- package/lib/esm/render/FeatureSymbology.js +1 -2
- package/lib/esm/render/FeatureSymbology.js.map +1 -1
- package/lib/esm/render/GraphicBuilder.js +7 -9
- package/lib/esm/render/GraphicBuilder.js.map +1 -1
- package/lib/esm/render/MockRender.js +1 -2
- package/lib/esm/render/MockRender.js.map +1 -1
- package/lib/esm/render/ParticleCollectionBuilder.js +2 -3
- package/lib/esm/render/ParticleCollectionBuilder.js.map +1 -1
- package/lib/esm/render/RealityMeshParams.js +7 -10
- package/lib/esm/render/RealityMeshParams.js.map +1 -1
- package/lib/esm/render/RenderPlan.js +1 -1
- package/lib/esm/render/RenderPlan.js.map +1 -1
- package/lib/esm/render/RenderSystem.js +1 -2
- package/lib/esm/render/RenderSystem.js.map +1 -1
- package/lib/esm/render/VisibleFeature.js +2 -4
- package/lib/esm/render/VisibleFeature.js.map +1 -1
- package/lib/esm/render/primitives/AuxChannelTable.js +6 -9
- package/lib/esm/render/primitives/AuxChannelTable.js.map +1 -1
- package/lib/esm/render/primitives/EdgeParams.js +6 -7
- package/lib/esm/render/primitives/EdgeParams.js.map +1 -1
- package/lib/esm/render/primitives/PolylineParams.js +2 -3
- package/lib/esm/render/primitives/PolylineParams.js.map +1 -1
- package/lib/esm/render/primitives/VertexKey.js +1 -1
- package/lib/esm/render/primitives/VertexKey.js.map +1 -1
- package/lib/esm/render/primitives/VertexTable.js +1 -1
- package/lib/esm/render/primitives/VertexTable.js.map +1 -1
- package/lib/esm/render/primitives/VertexTableSplitter.js +6 -8
- package/lib/esm/render/primitives/VertexTableSplitter.js.map +1 -1
- package/lib/esm/render/primitives/geometry/GeometryAccumulator.js +9 -11
- package/lib/esm/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
- package/lib/esm/render/primitives/geometry/GeometryListBuilder.js +3 -5
- package/lib/esm/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
- package/lib/esm/render/primitives/mesh/MeshBuilder.js +1 -1
- package/lib/esm/render/primitives/mesh/MeshBuilder.js.map +1 -1
- package/lib/esm/render/primitives/mesh/MeshPrimitives.js +2 -3
- package/lib/esm/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/esm/render/webgl/BranchState.js +9 -10
- package/lib/esm/render/webgl/BranchState.js.map +1 -1
- package/lib/esm/render/webgl/EDL.js +17 -21
- package/lib/esm/render/webgl/EDL.js.map +1 -1
- package/lib/esm/render/webgl/FeatureOverrides.js +2 -2
- package/lib/esm/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/esm/render/webgl/Graphic.js +3 -5
- package/lib/esm/render/webgl/Graphic.js.map +1 -1
- package/lib/esm/render/webgl/IndexedEdgeGeometry.js +1 -1
- package/lib/esm/render/webgl/IndexedEdgeGeometry.js.map +1 -1
- package/lib/esm/render/webgl/InstancedGeometry.js +2 -3
- package/lib/esm/render/webgl/InstancedGeometry.js.map +1 -1
- package/lib/esm/render/webgl/Mesh.js +7 -10
- package/lib/esm/render/webgl/Mesh.js.map +1 -1
- package/lib/esm/render/webgl/MeshData.js +1 -2
- package/lib/esm/render/webgl/MeshData.js.map +1 -1
- package/lib/esm/render/webgl/PlanarClassifier.js +10 -15
- package/lib/esm/render/webgl/PlanarClassifier.js.map +1 -1
- package/lib/esm/render/webgl/RealityMesh.js +5 -8
- package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
- package/lib/esm/render/webgl/RealityModelUniforms.js +3 -4
- package/lib/esm/render/webgl/RealityModelUniforms.js.map +1 -1
- package/lib/esm/render/webgl/RenderCommands.js +7 -8
- package/lib/esm/render/webgl/RenderCommands.js.map +1 -1
- package/lib/esm/render/webgl/SceneCompositor.js +7 -9
- package/lib/esm/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/esm/render/webgl/ShaderBuilder.js +1 -2
- package/lib/esm/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/esm/render/webgl/SolarShadowMap.js +1 -2
- package/lib/esm/render/webgl/SolarShadowMap.js.map +1 -1
- package/lib/esm/render/webgl/SurfaceGeometry.js +1 -1
- package/lib/esm/render/webgl/SurfaceGeometry.js.map +1 -1
- package/lib/esm/render/webgl/System.js +12 -16
- package/lib/esm/render/webgl/System.js.map +1 -1
- package/lib/esm/render/webgl/Target.js +9 -14
- package/lib/esm/render/webgl/Target.js.map +1 -1
- package/lib/esm/render/webgl/TargetGraphics.js +1 -2
- package/lib/esm/render/webgl/TargetGraphics.js.map +1 -1
- package/lib/esm/render/webgl/Texture.js +1 -2
- package/lib/esm/render/webgl/Texture.js.map +1 -1
- package/lib/esm/render/webgl/ThematicSensors.js +2 -4
- package/lib/esm/render/webgl/ThematicSensors.js.map +1 -1
- package/lib/esm/render/webgl/VisibleTileFeatures.js +1 -2
- package/lib/esm/render/webgl/VisibleTileFeatures.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Animation.js +6 -9
- package/lib/esm/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/esm/render/webgl/glsl/FeatureSymbology.js +1 -2
- package/lib/esm/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Instancing.js +4 -5
- package/lib/esm/render/webgl/glsl/Instancing.js.map +1 -1
- package/lib/esm/render/webgl/glsl/RealityMesh.js +2 -4
- package/lib/esm/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Surface.js +1 -2
- package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Thematic.js +1 -2
- package/lib/esm/render/webgl/glsl/Thematic.js.map +1 -1
- package/lib/esm/tile/ClassifierTileTree.js +3 -3
- package/lib/esm/tile/ClassifierTileTree.js.map +1 -1
- package/lib/esm/tile/GltfReader.js +61 -75
- package/lib/esm/tile/GltfReader.js.map +1 -1
- package/lib/esm/tile/IModelTile.js +2 -3
- package/lib/esm/tile/IModelTile.js.map +1 -1
- package/lib/esm/tile/IModelTileRequestChannels.js +6 -11
- package/lib/esm/tile/IModelTileRequestChannels.js.map +1 -1
- package/lib/esm/tile/IModelTileTree.js +5 -9
- package/lib/esm/tile/IModelTileTree.js.map +1 -1
- package/lib/esm/tile/ImdlReader.js +13 -17
- package/lib/esm/tile/ImdlReader.js.map +1 -1
- package/lib/esm/tile/OrbitGtTileTree.js +2 -2
- package/lib/esm/tile/OrbitGtTileTree.js.map +1 -1
- package/lib/esm/tile/PntsReader.js +4 -5
- package/lib/esm/tile/PntsReader.js.map +1 -1
- package/lib/esm/tile/PrimaryTileTree.js +22 -32
- package/lib/esm/tile/PrimaryTileTree.js.map +1 -1
- package/lib/esm/tile/RealityModelTileTree.js +12 -19
- package/lib/esm/tile/RealityModelTileTree.js.map +1 -1
- package/lib/esm/tile/RealityTile.js +3 -5
- package/lib/esm/tile/RealityTile.js.map +1 -1
- package/lib/esm/tile/RealityTileLoader.js +2 -2
- package/lib/esm/tile/RealityTileLoader.js.map +1 -1
- package/lib/esm/tile/ThreeDTileFormatInterpreter.js +3 -5
- package/lib/esm/tile/ThreeDTileFormatInterpreter.js.map +1 -1
- package/lib/esm/tile/Tile.js +1 -1
- package/lib/esm/tile/Tile.js.map +1 -1
- package/lib/esm/tile/TileAdmin.js +22 -27
- package/lib/esm/tile/TileAdmin.js.map +1 -1
- package/lib/esm/tile/TileDrawArgs.js +3 -6
- package/lib/esm/tile/TileDrawArgs.js.map +1 -1
- package/lib/esm/tile/TileRequestChannels.js +1 -1
- package/lib/esm/tile/TileRequestChannels.js.map +1 -1
- package/lib/esm/tile/TileTree.js +2 -3
- package/lib/esm/tile/TileTree.js.map +1 -1
- package/lib/esm/tile/TiledGraphicsProvider.js +1 -1
- package/lib/esm/tile/TiledGraphicsProvider.js.map +1 -1
- package/lib/esm/tile/map/ArcGISTileMap.js +5 -6
- package/lib/esm/tile/map/ArcGISTileMap.js.map +1 -1
- package/lib/esm/tile/map/ArcGisUtilities.js +6 -8
- package/lib/esm/tile/map/ArcGisUtilities.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.js +4 -7
- package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +6 -8
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.js +1 -2
- package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +14 -19
- package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +14 -20
- package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/MapCartoRectangle.js +1 -1
- package/lib/esm/tile/map/MapCartoRectangle.js.map +1 -1
- package/lib/esm/tile/map/MapLayerFormatRegistry.js +5 -6
- package/lib/esm/tile/map/MapLayerFormatRegistry.js.map +1 -1
- package/lib/esm/tile/map/MapLayerImageryFormats.js +11 -14
- package/lib/esm/tile/map/MapLayerImageryFormats.js.map +1 -1
- package/lib/esm/tile/map/MapLayerImageryProvider.js +2 -3
- package/lib/esm/tile/map/MapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/MapLayerSources.js +1 -1
- package/lib/esm/tile/map/MapLayerSources.js.map +1 -1
- package/lib/esm/tile/map/MapTile.js +6 -8
- package/lib/esm/tile/map/MapTile.js.map +1 -1
- package/lib/esm/tile/map/MapTileLoader.js +1 -1
- package/lib/esm/tile/map/MapTileLoader.js.map +1 -1
- package/lib/esm/tile/map/MapTileTree.js +13 -18
- package/lib/esm/tile/map/MapTileTree.js.map +1 -1
- package/lib/esm/tile/map/MapTiledGraphicsProvider.js +6 -7
- package/lib/esm/tile/map/MapTiledGraphicsProvider.js.map +1 -1
- package/lib/esm/tile/map/WmsCapabilities.js +4 -5
- package/lib/esm/tile/map/WmsCapabilities.js.map +1 -1
- package/lib/esm/tile/map/WmtsCapabilities.js +17 -25
- package/lib/esm/tile/map/WmtsCapabilities.js.map +1 -1
- package/lib/esm/tools/ClipViewTool.js +1 -1
- package/lib/esm/tools/ClipViewTool.js.map +1 -1
- package/lib/esm/tools/MeasureTool.js +2 -4
- package/lib/esm/tools/MeasureTool.js.map +1 -1
- package/lib/esm/tools/PrimitiveTool.js +2 -3
- package/lib/esm/tools/PrimitiveTool.js.map +1 -1
- package/lib/esm/tools/SelectTool.js +1 -2
- package/lib/esm/tools/SelectTool.js.map +1 -1
- package/lib/esm/tools/Tool.js +2 -3
- package/lib/esm/tools/Tool.js.map +1 -1
- package/lib/esm/tools/ToolAdmin.js +2 -4
- package/lib/esm/tools/ToolAdmin.js.map +1 -1
- package/lib/esm/tools/ViewTool.js +3 -3
- package/lib/esm/tools/ViewTool.js.map +1 -1
- package/package.json +18 -18
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return new Bundle(edlCalcTex1, edlCalcTex2, edlCalcTex4, edlFiltTex2, edlFiltTex4, edlCalcFbo1, edlCalcFbo2, edlCalcFbo4, edlFiltFbo2, edlFiltFbo4);
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose } from \"@itwin/core-bentley\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { EDLCalcBasicGeometry, EDLCalcFullGeometry, EDLFilterGeometry, EDLMixGeometry } from \"./CachedGeometry\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DepthBuffer, FrameBuffer } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { RenderBufferMultiSample } from \"./RenderBuffer\";\nimport { RenderState } from \"./RenderState\";\nimport { collectGeometryStatistics, collectTextureStatistics } from \"./SceneCompositor\";\nimport { getDrawParams } from \"./ScratchDrawParams\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TextureHandle } from \"./Texture\";\n\nclass Bundle implements WebGLDisposable {\n private constructor(\n public edlCalcTex1?: TextureHandle,\n public edlCalcTex2?: TextureHandle,\n public edlCalcTex4?: TextureHandle,\n public edlFiltTex2?: TextureHandle,\n public edlFiltTex4?: TextureHandle,\n\n public edlCalcFbo1?: FrameBuffer,\n public edlCalcFbo2?: FrameBuffer,\n public edlCalcFbo4?: FrameBuffer,\n public edlFiltFbo2?: FrameBuffer,\n public edlFiltFbo4?: FrameBuffer,\n\n public edlCalcBasicGeom?: EDLCalcBasicGeometry,\n public edlCalcFullGeom?: [EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined],\n public edlFiltGeom?: [EDLFilterGeometry | undefined, EDLFilterGeometry | undefined],\n public edlMixGeom?: EDLMixGeometry) {\n }\n\n public static create(width: number, height: number): Bundle | undefined {\n const edlCalcTex1 = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlCalcTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlCalcTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlFiltTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlFiltTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n if (undefined === edlCalcTex1 || undefined === edlCalcTex2 || undefined === edlCalcTex4 || undefined === edlFiltTex2 || undefined === edlFiltTex4) {\n dispose (edlCalcTex1);\n dispose (edlCalcTex2);\n dispose (edlCalcTex4);\n dispose (edlFiltTex2);\n dispose (edlFiltTex4);\n return undefined;\n }\n const edlCalcFbo1 = FrameBuffer.create([edlCalcTex1]);\n const edlCalcFbo2 = FrameBuffer.create([edlCalcTex2]);\n const edlCalcFbo4 = FrameBuffer.create([edlCalcTex4]);\n const edlFiltFbo2 = FrameBuffer.create([edlFiltTex2]);\n const edlFiltFbo4 = FrameBuffer.create([edlFiltTex4]);\n if (undefined === edlCalcFbo1 || undefined === edlCalcFbo2 || undefined === edlCalcFbo4 || undefined === edlFiltFbo2 || undefined === edlFiltFbo4) {\n dispose (edlCalcFbo1);\n dispose (edlCalcFbo2);\n dispose (edlCalcFbo4);\n dispose (edlFiltFbo2);\n dispose (edlFiltFbo4);\n return undefined;\n }\n return new Bundle(edlCalcTex1, edlCalcTex2, edlCalcTex4, edlFiltTex2, edlFiltTex4, edlCalcFbo1, edlCalcFbo2, edlCalcFbo4, edlFiltFbo2, edlFiltFbo4);\n }\n\n public get isDisposed(): boolean {\n return undefined === this.edlCalcTex1\n && undefined === this.edlCalcTex2\n && undefined === this.edlCalcTex4\n && undefined === this.edlFiltTex2\n && undefined === this.edlFiltTex4\n && undefined === this.edlCalcFbo1\n && undefined === this.edlCalcFbo2\n && undefined === this.edlCalcFbo4\n && undefined === this.edlFiltFbo2\n && undefined === this.edlFiltFbo4\n && undefined === this.edlCalcBasicGeom\n && undefined === this.edlCalcFullGeom?.[0]\n && undefined === this.edlCalcFullGeom?.[1]\n && undefined === this.edlCalcFullGeom?.[2]\n && undefined === this.edlCalcFullGeom\n && undefined === this.edlFiltGeom?.[0]\n && undefined === this.edlFiltGeom?.[1]\n && undefined === this.edlFiltGeom\n && undefined === this.edlMixGeom;\n }\n\n public dispose(): void {\n this.edlCalcTex1 = dispose(this.edlCalcTex1);\n this.edlCalcTex2 = dispose(this.edlCalcTex2);\n this.edlCalcTex4 = dispose(this.edlCalcTex4);\n this.edlFiltTex2 = dispose(this.edlFiltTex2);\n this.edlFiltTex4 = dispose(this.edlFiltTex4);\n this.edlCalcFbo1 = dispose(this.edlCalcFbo1);\n this.edlCalcFbo2 = dispose(this.edlCalcFbo2);\n this.edlCalcFbo4 = dispose(this.edlCalcFbo4);\n this.edlFiltFbo2 = dispose(this.edlFiltFbo2);\n this.edlFiltFbo4 = dispose(this.edlFiltFbo4);\n this.edlCalcBasicGeom = dispose(this.edlCalcBasicGeom);\n if (this.edlCalcFullGeom) {\n this.edlCalcFullGeom[0] = dispose(this.edlCalcFullGeom?.[0]);\n this.edlCalcFullGeom[1] = dispose(this.edlCalcFullGeom?.[1]);\n this.edlCalcFullGeom[2] = dispose(this.edlCalcFullGeom?.[2]);\n this.edlCalcFullGeom = undefined;\n }\n if (this.edlFiltGeom) {\n this.edlFiltGeom[0] = dispose(this.edlFiltGeom?.[0]);\n this.edlFiltGeom[1] = dispose(this.edlFiltGeom?.[1]);\n this.edlFiltGeom = undefined;\n }\n this.edlMixGeom = dispose(this.edlMixGeom);\n }\n}\n\n/** @internal */\nexport enum EDLMode { Off, On, Full }\n\n/** @internal */\nexport interface EDLDrawParams {\n inputTex: TextureHandle; // input to calc EDL from\n curFbo: FrameBuffer; // output fbo to get color texture from for EDL to put result in\n edlMode: EDLMode;\n edlFilter: boolean; // applies to Full mode only\n useMsBuffers: boolean;\n}\n\nexport class EyeDomeLighting implements RenderMemory.Consumer, WebGLDisposable {\n private _bundle?: Bundle;\n private _width: number;\n private _height: number;\n private _depth?: DepthBuffer; // depth buffer to read from, has to be non-MS and be up to date in draw if MS is used\n private _edlFinalFbo?: FrameBuffer;\n private _edlFinalBufs?: { tex: TextureHandle, msBuf: RenderBufferMultiSample | undefined };\n private readonly _target: Target;\n\n private getBundle(): Bundle | undefined {\n if (undefined === this._bundle) {\n this._bundle = Bundle.create(this._width, this._height);\n assert(undefined !== this._bundle);\n }\n return this._bundle;\n }\n\n public constructor(target: Target) {\n this._target = target;\n this._width = target.viewRect.width;\n this._height = target.viewRect.height;\n }\n\n public init(width: number, height: number, depth: DepthBuffer): boolean {\n this._width = width;\n this._height = height;\n this._depth = depth;\n // don't create buffers until we know we will use them (first draw)\n return true;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n const bundle = this._bundle;\n if (undefined !== bundle) {\n collectTextureStatistics(bundle.edlCalcTex1, stats);\n collectTextureStatistics(bundle.edlCalcTex2, stats);\n collectTextureStatistics(bundle.edlCalcTex4, stats);\n collectTextureStatistics(bundle.edlFiltTex2, stats);\n collectTextureStatistics(bundle.edlFiltTex4, stats);\n\n collectGeometryStatistics(bundle.edlCalcBasicGeom, stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[0], stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[1], stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[2], stats);\n collectGeometryStatistics(bundle.edlFiltGeom?.[0], stats);\n collectGeometryStatistics(bundle.edlFiltGeom?.[1], stats);\n collectGeometryStatistics(bundle.edlMixGeom, stats);\n }\n }\n\n public get isDisposed(): boolean { return undefined === this._bundle && undefined === this._edlFinalFbo; }\n\n public dispose() {\n this._bundle = dispose(this._bundle);\n this._edlFinalFbo = dispose (this._edlFinalFbo);\n }\n\n public reset() {\n this.dispose();\n }\n\n /** calculate EyeDomeLighting at specified quality using screen space shaders\n * returns true if succeeds\n */\n public draw(edlParams: EDLDrawParams): boolean {\n if (undefined === edlParams.inputTex || undefined === this._depth || undefined === edlParams.curFbo)\n return false;\n\n const bundle = this.getBundle();\n if (undefined === bundle)\n return false;\n\n // NB: have to test and create MS buffer as well if useMsBuffers, not outputting to depth\n const finalBufs = edlParams.curFbo.getColorTargets(edlParams.useMsBuffers, 0);\n if (undefined === this._edlFinalFbo || this._edlFinalBufs?.tex !== finalBufs.tex ||\n (edlParams.useMsBuffers && this._edlFinalBufs?.msBuf !== finalBufs.msBuf)) {\n this._edlFinalFbo = dispose (this._edlFinalFbo);\n this._edlFinalBufs = finalBufs;\n const filters = [GL.MultiSampling.Filter.Linear];\n this._edlFinalFbo = FrameBuffer.create([this._edlFinalBufs.tex], undefined,\n edlParams.useMsBuffers && this._edlFinalBufs.msBuf ? [this._edlFinalBufs.msBuf] : undefined, filters, undefined);\n if (undefined === this._edlFinalFbo)\n return false;\n }\n\n const fbStack = System.instance.frameBufferStack;\n const useMsBuffers = edlParams.useMsBuffers;\n System.instance.applyRenderState(RenderState.defaults);\n\n // ###TODO: should radius be (optionally?) voxel based instead of pixel here?\n if (edlParams.edlMode === EDLMode.On) {\n // draw using single pass version (still 8 samples, full size)\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\n if (bundle.edlCalcBasicGeom === undefined) {\n const ct1 = edlParams.inputTex;\n const ctd = this._depth!.getHandle()!;\n bundle.edlCalcBasicGeom = EDLCalcBasicGeometry.createGeometry(ct1.getHandle()!, ctd, ct1.width, ct1.height);\n }\n const params = getDrawParams(this._target, bundle.edlCalcBasicGeom!);\n this._target.techniques.draw(params);\n });\n } else { // EDLMode.Full\n // draw with full method based on original paper using full, 1/2, and 1/4 sizes\n const edlCalc2FB: FrameBuffer[] = [bundle.edlCalcFbo1!, bundle.edlCalcFbo2!, bundle.edlCalcFbo4!];\n if (bundle.edlCalcFullGeom === undefined) {\n const ct1 = edlParams.inputTex;\n const ct2 = bundle.edlCalcTex2;\n const ct4 = bundle.edlCalcTex4;\n const ctd = this._depth.getHandle()!;\n bundle.edlCalcFullGeom = [EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 1, ct1.width, ct1.height),\n EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 2, ct2!.width, ct2!.height),\n EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 4, ct4!.width, ct4!.height)];\n }\n\n const edlFiltFbos: FrameBuffer[] = [bundle.edlFiltFbo2!, bundle.edlFiltFbo4!];\n if (bundle.edlFiltGeom === undefined) {\n const ft2 = bundle.edlCalcTex2;\n const ft4 = bundle.edlCalcTex4;\n const ftd = this._depth.getHandle()!;\n bundle.edlFiltGeom = [EDLFilterGeometry.createGeometry(ft2!.getHandle()!, ftd, 2, ft2!.width, ft2!.height),\n EDLFilterGeometry.createGeometry(ft4!.getHandle()!, ftd, 4, ft4!.width, ft4!.height)];\n }\n\n const gl = System.instance.context;\n // Loop through the 3 sizes calculating an edl buffer, and if not first size, then optionally filtering those\n for (let i = 0; i < 3; ++i) {\n fbStack.execute(edlCalc2FB[i], true, false, () => {\n const colTex = edlCalc2FB[i].getColor(0);\n gl.viewport(0, 0, colTex.width, colTex.height); // have to set viewport to current texture size\n const params = getDrawParams(this._target, bundle.edlCalcFullGeom![i]!);\n this._target.techniques.draw(params);\n });\n\n if (edlParams.edlFilter && i > 0) {\n fbStack.execute(edlFiltFbos[i-1], true, false, () => {\n const params = getDrawParams(this._target, bundle.edlFiltGeom![i-1]!);\n this._target.techniques.draw(params);\n });\n }\n }\n gl.viewport(0, 0, this._width, this._height); // Restore viewport\n\n // Now combine the 3 results and output\n const tex1 = bundle.edlCalcTex1!.getHandle();\n const tex2 = edlParams.edlFilter ? bundle.edlFiltTex2!.getHandle() : bundle.edlCalcTex2!.getHandle();\n const tex4 = edlParams.edlFilter ? bundle.edlFiltTex4!.getHandle() : bundle.edlCalcTex4!.getHandle();\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\n if (bundle.edlMixGeom === undefined) {\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1!, tex2!, tex4!);\n } else {\n if (bundle.edlMixGeom.colorTexture1 !== tex1 || bundle.edlMixGeom.colorTexture2 !== tex2 || bundle.edlMixGeom.colorTexture4 !== tex4) {\n dispose(bundle.edlMixGeom);\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1!, tex2!, tex4!);\n }\n }\n const params = getDrawParams(this._target, bundle.edlMixGeom!);\n this._target.techniques.draw(params);\n });\n }\n return true;\n }\n}\n"]}
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1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose } from \"@itwin/core-bentley\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { EDLCalcBasicGeometry, EDLCalcFullGeometry, EDLFilterGeometry, EDLMixGeometry } from \"./CachedGeometry\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DepthBuffer, FrameBuffer } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { RenderBufferMultiSample } from \"./RenderBuffer\";\nimport { RenderState } from \"./RenderState\";\nimport { collectGeometryStatistics, collectTextureStatistics } from \"./SceneCompositor\";\nimport { getDrawParams } from \"./ScratchDrawParams\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TextureHandle } from \"./Texture\";\n\nclass Bundle implements WebGLDisposable {\n private constructor(\n public edlCalcTex1?: TextureHandle,\n public edlCalcTex2?: TextureHandle,\n public edlCalcTex4?: TextureHandle,\n public edlFiltTex2?: TextureHandle,\n public edlFiltTex4?: TextureHandle,\n\n public edlCalcFbo1?: FrameBuffer,\n public edlCalcFbo2?: FrameBuffer,\n public edlCalcFbo4?: FrameBuffer,\n public edlFiltFbo2?: FrameBuffer,\n public edlFiltFbo4?: FrameBuffer,\n\n public edlCalcBasicGeom?: EDLCalcBasicGeometry,\n public edlCalcFullGeom?: [EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined],\n public edlFiltGeom?: [EDLFilterGeometry | undefined, EDLFilterGeometry | undefined],\n public edlMixGeom?: EDLMixGeometry) {\n }\n\n public static create(width: number, height: number): Bundle | undefined {\n const edlCalcTex1 = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlCalcTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlCalcTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlFiltTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n const edlFiltTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n if (undefined === edlCalcTex1 || undefined === edlCalcTex2 || undefined === edlCalcTex4 || undefined === edlFiltTex2 || undefined === edlFiltTex4) {\n dispose (edlCalcTex1);\n dispose (edlCalcTex2);\n dispose (edlCalcTex4);\n dispose (edlFiltTex2);\n dispose (edlFiltTex4);\n return undefined;\n }\n const edlCalcFbo1 = FrameBuffer.create([edlCalcTex1]);\n const edlCalcFbo2 = FrameBuffer.create([edlCalcTex2]);\n const edlCalcFbo4 = FrameBuffer.create([edlCalcTex4]);\n const edlFiltFbo2 = FrameBuffer.create([edlFiltTex2]);\n const edlFiltFbo4 = FrameBuffer.create([edlFiltTex4]);\n if (undefined === edlCalcFbo1 || undefined === edlCalcFbo2 || undefined === edlCalcFbo4 || undefined === edlFiltFbo2 || undefined === edlFiltFbo4) {\n dispose (edlCalcFbo1);\n dispose (edlCalcFbo2);\n dispose (edlCalcFbo4);\n dispose (edlFiltFbo2);\n dispose (edlFiltFbo4);\n return undefined;\n }\n return new Bundle(edlCalcTex1, edlCalcTex2, edlCalcTex4, edlFiltTex2, edlFiltTex4, edlCalcFbo1, edlCalcFbo2, edlCalcFbo4, edlFiltFbo2, edlFiltFbo4);\n }\n\n public get isDisposed(): boolean {\n return undefined === this.edlCalcTex1\n && undefined === this.edlCalcTex2\n && undefined === this.edlCalcTex4\n && undefined === this.edlFiltTex2\n && undefined === this.edlFiltTex4\n && undefined === this.edlCalcFbo1\n && undefined === this.edlCalcFbo2\n && undefined === this.edlCalcFbo4\n && undefined === this.edlFiltFbo2\n && undefined === this.edlFiltFbo4\n && undefined === this.edlCalcBasicGeom\n && undefined === this.edlCalcFullGeom?.[0]\n && undefined === this.edlCalcFullGeom?.[1]\n && undefined === this.edlCalcFullGeom?.[2]\n && undefined === this.edlCalcFullGeom\n && undefined === this.edlFiltGeom?.[0]\n && undefined === this.edlFiltGeom?.[1]\n && undefined === this.edlFiltGeom\n && undefined === this.edlMixGeom;\n }\n\n public dispose(): void {\n this.edlCalcTex1 = dispose(this.edlCalcTex1);\n this.edlCalcTex2 = dispose(this.edlCalcTex2);\n this.edlCalcTex4 = dispose(this.edlCalcTex4);\n this.edlFiltTex2 = dispose(this.edlFiltTex2);\n this.edlFiltTex4 = dispose(this.edlFiltTex4);\n this.edlCalcFbo1 = dispose(this.edlCalcFbo1);\n this.edlCalcFbo2 = dispose(this.edlCalcFbo2);\n this.edlCalcFbo4 = dispose(this.edlCalcFbo4);\n this.edlFiltFbo2 = dispose(this.edlFiltFbo2);\n this.edlFiltFbo4 = dispose(this.edlFiltFbo4);\n this.edlCalcBasicGeom = dispose(this.edlCalcBasicGeom);\n if (this.edlCalcFullGeom) {\n this.edlCalcFullGeom[0] = dispose(this.edlCalcFullGeom?.[0]);\n this.edlCalcFullGeom[1] = dispose(this.edlCalcFullGeom?.[1]);\n this.edlCalcFullGeom[2] = dispose(this.edlCalcFullGeom?.[2]);\n this.edlCalcFullGeom = undefined;\n }\n if (this.edlFiltGeom) {\n this.edlFiltGeom[0] = dispose(this.edlFiltGeom?.[0]);\n this.edlFiltGeom[1] = dispose(this.edlFiltGeom?.[1]);\n this.edlFiltGeom = undefined;\n }\n this.edlMixGeom = dispose(this.edlMixGeom);\n }\n}\n\n/** @internal */\nexport enum EDLMode { Off, On, Full }\n\n/** @internal */\nexport interface EDLDrawParams {\n inputTex: TextureHandle; // input to calc EDL from\n curFbo: FrameBuffer; // output fbo to get color texture from for EDL to put result in\n edlMode: EDLMode;\n edlFilter: boolean; // applies to Full mode only\n useMsBuffers: boolean;\n}\n\nexport class EyeDomeLighting implements RenderMemory.Consumer, WebGLDisposable {\n private _bundle?: Bundle;\n private _width: number;\n private _height: number;\n private _depth?: DepthBuffer; // depth buffer to read from, has to be non-MS and be up to date in draw if MS is used\n private _edlFinalFbo?: FrameBuffer;\n private _edlFinalBufs?: { tex: TextureHandle, msBuf: RenderBufferMultiSample | undefined };\n private readonly _target: Target;\n\n private getBundle(): Bundle | undefined {\n if (undefined === this._bundle) {\n this._bundle = Bundle.create(this._width, this._height);\n assert(undefined !== this._bundle);\n }\n return this._bundle;\n }\n\n public constructor(target: Target) {\n this._target = target;\n this._width = target.viewRect.width;\n this._height = target.viewRect.height;\n }\n\n public init(width: number, height: number, depth: DepthBuffer): boolean {\n this._width = width;\n this._height = height;\n this._depth = depth;\n // don't create buffers until we know we will use them (first draw)\n return true;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n const bundle = this._bundle;\n if (undefined !== bundle) {\n collectTextureStatistics(bundle.edlCalcTex1, stats);\n collectTextureStatistics(bundle.edlCalcTex2, stats);\n collectTextureStatistics(bundle.edlCalcTex4, stats);\n collectTextureStatistics(bundle.edlFiltTex2, stats);\n collectTextureStatistics(bundle.edlFiltTex4, stats);\n\n collectGeometryStatistics(bundle.edlCalcBasicGeom, stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[0], stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[1], stats);\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[2], stats);\n collectGeometryStatistics(bundle.edlFiltGeom?.[0], stats);\n collectGeometryStatistics(bundle.edlFiltGeom?.[1], stats);\n collectGeometryStatistics(bundle.edlMixGeom, stats);\n }\n }\n\n public get isDisposed(): boolean { return undefined === this._bundle && undefined === this._edlFinalFbo; }\n\n public dispose() {\n this._bundle = dispose(this._bundle);\n this._edlFinalFbo = dispose (this._edlFinalFbo);\n }\n\n public reset() {\n this.dispose();\n }\n\n /** calculate EyeDomeLighting at specified quality using screen space shaders\n * returns true if succeeds\n */\n public draw(edlParams: EDLDrawParams): boolean {\n if (undefined === edlParams.inputTex || undefined === this._depth || undefined === edlParams.curFbo)\n return false;\n\n const bundle = this.getBundle();\n if (undefined === bundle)\n return false;\n\n // NB: have to test and create MS buffer as well if useMsBuffers, not outputting to depth\n const finalBufs = edlParams.curFbo.getColorTargets(edlParams.useMsBuffers, 0);\n if (undefined === this._edlFinalFbo || this._edlFinalBufs?.tex !== finalBufs.tex ||\n (edlParams.useMsBuffers && this._edlFinalBufs?.msBuf !== finalBufs.msBuf)) {\n this._edlFinalFbo = dispose (this._edlFinalFbo);\n this._edlFinalBufs = finalBufs;\n const filters = [GL.MultiSampling.Filter.Linear];\n this._edlFinalFbo = FrameBuffer.create([this._edlFinalBufs.tex], undefined,\n edlParams.useMsBuffers && this._edlFinalBufs.msBuf ? [this._edlFinalBufs.msBuf] : undefined, filters, undefined);\n if (undefined === this._edlFinalFbo)\n return false;\n }\n\n const fbStack = System.instance.frameBufferStack;\n const useMsBuffers = edlParams.useMsBuffers;\n System.instance.applyRenderState(RenderState.defaults);\n\n // ###TODO: should radius be (optionally?) voxel based instead of pixel here?\n if (edlParams.edlMode === EDLMode.On) {\n // draw using single pass version (still 8 samples, full size)\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\n if (bundle.edlCalcBasicGeom === undefined) {\n const ct1 = edlParams.inputTex;\n const ctd = this._depth!.getHandle()!;\n bundle.edlCalcBasicGeom = EDLCalcBasicGeometry.createGeometry(ct1.getHandle()!, ctd, ct1.width, ct1.height);\n }\n const params = getDrawParams(this._target, bundle.edlCalcBasicGeom!);\n this._target.techniques.draw(params);\n });\n } else { // EDLMode.Full\n // draw with full method based on original paper using full, 1/2, and 1/4 sizes\n const edlCalc2FB: FrameBuffer[] = [bundle.edlCalcFbo1!, bundle.edlCalcFbo2!, bundle.edlCalcFbo4!];\n if (bundle.edlCalcFullGeom === undefined) {\n const ct1 = edlParams.inputTex;\n const ct2 = bundle.edlCalcTex2;\n const ct4 = bundle.edlCalcTex4;\n const ctd = this._depth.getHandle()!;\n bundle.edlCalcFullGeom = [EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 1, ct1.width, ct1.height),\n EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 2, ct2!.width, ct2!.height),\n EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 4, ct4!.width, ct4!.height)];\n }\n\n const edlFiltFbos: FrameBuffer[] = [bundle.edlFiltFbo2!, bundle.edlFiltFbo4!];\n if (bundle.edlFiltGeom === undefined) {\n const ft2 = bundle.edlCalcTex2;\n const ft4 = bundle.edlCalcTex4;\n const ftd = this._depth.getHandle()!;\n bundle.edlFiltGeom = [EDLFilterGeometry.createGeometry(ft2!.getHandle()!, ftd, 2, ft2!.width, ft2!.height),\n EDLFilterGeometry.createGeometry(ft4!.getHandle()!, ftd, 4, ft4!.width, ft4!.height)];\n }\n\n const gl = System.instance.context;\n // Loop through the 3 sizes calculating an edl buffer, and if not first size, then optionally filtering those\n for (let i = 0; i < 3; ++i) {\n fbStack.execute(edlCalc2FB[i], true, false, () => {\n const colTex = edlCalc2FB[i].getColor(0);\n gl.viewport(0, 0, colTex.width, colTex.height); // have to set viewport to current texture size\n const params = getDrawParams(this._target, bundle.edlCalcFullGeom![i]!);\n this._target.techniques.draw(params);\n });\n\n if (edlParams.edlFilter && i > 0) {\n fbStack.execute(edlFiltFbos[i-1], true, false, () => {\n const params = getDrawParams(this._target, bundle.edlFiltGeom![i-1]!);\n this._target.techniques.draw(params);\n });\n }\n }\n gl.viewport(0, 0, this._width, this._height); // Restore viewport\n\n // Now combine the 3 results and output\n const tex1 = bundle.edlCalcTex1!.getHandle();\n const tex2 = edlParams.edlFilter ? bundle.edlFiltTex2!.getHandle() : bundle.edlCalcTex2!.getHandle();\n const tex4 = edlParams.edlFilter ? bundle.edlFiltTex4!.getHandle() : bundle.edlCalcTex4!.getHandle();\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\n if (bundle.edlMixGeom === undefined) {\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1!, tex2!, tex4!);\n } else {\n if (bundle.edlMixGeom.colorTexture1 !== tex1 || bundle.edlMixGeom.colorTexture2 !== tex2 || bundle.edlMixGeom.colorTexture4 !== tex4) {\n dispose(bundle.edlMixGeom);\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1!, tex2!, tex4!);\n }\n }\n const params = getDrawParams(this._target, bundle.edlMixGeom!);\n this._target.techniques.draw(params);\n });\n }\n return true;\n }\n}\n"]}
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@@ -71,7 +71,7 @@ class FeatureOverrides {
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get anyOpaque() { return this._anyOpaque; }
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72
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get anyHilited() { return this._anyHilited; }
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/** For tests. */
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-
get lutData() {
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74
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+
get lutData() { return this._lut?.dataBytes; }
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get byteLength() { return undefined !== this._lut ? this._lut.bytesUsed : 0; }
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get isUniform() { return 2 === this._lutParams[0] && 1 === this._lutParams[1]; }
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77
77
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updateUniformSymbologyFlags() {
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@@ -248,7 +248,7 @@ class FeatureOverrides {
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248
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}
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let isFlashed = false;
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250
250
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if (flashed && allowFlash) {
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-
elemId = elemId
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251
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+
elemId = elemId ?? map.getElementIdPair(i);
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isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;
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}
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let newFlags = isFlashed ? (oldFlags | 16 /* Flashed */) : (oldFlags & ~16 /* Flashed */);
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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.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, Id64 } from \"@itwin/core-bentley\";\nimport { PackedFeature, PackedFeatureTable } from \"@itwin/core-common\";\nimport { FeatureSymbology } from \"../FeatureSymbology\";\nimport { DisplayParams } from \"../primitives/DisplayParams\";\nimport { BatchOptions } from \"../GraphicBuilder\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { LineCode } from \"./LineCode\";\nimport { GL } from \"./GL\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { EmphasisFlags, OvrFlags, TextureUnit } from \"./RenderFlags\";\nimport { sync, SyncObserver } from \"./Sync\";\nimport { System } from \"./System\";\nimport { Hilites, Target } from \"./Target\";\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\n\nfunction computeWidthAndHeight(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number = 0, nTables: number = 1): { width: number, height: number } {\n const maxSize = System.instance.maxTextureSize;\n const nRgba = nEntries * nRgbaPerEntry * nTables + nExtraRgba;\n\n if (nRgba < maxSize)\n return { width: nRgba, height: 1 };\n\n // Make roughly square to reduce unused space in last row\n let width = Math.ceil(Math.sqrt(nRgba));\n\n // Ensure a given entry's RGBA values all fit on the same row.\n const remainder = width % nRgbaPerEntry;\n if (0 !== remainder) {\n width += nRgbaPerEntry - remainder;\n }\n\n // Compute height\n const height = Math.ceil(nRgba / width);\n\n assert(height <= maxSize);\n assert(width <= maxSize);\n assert(width * height >= nRgba);\n assert(Math.floor(height) === height);\n assert(Math.floor(width) === width);\n\n // Row padding should never be necessary...\n assert(0 === width % nRgbaPerEntry);\n\n return { width, height };\n}\n\nexport function isFeatureHilited(feature: PackedFeature, hilites: Hilites, isModelHilited: boolean): boolean {\n if (hilites.isEmpty)\n return false;\n\n if (\"union\" === hilites.modelSubCategoryMode)\n return isModelHilited || hilites.elements.hasPair(feature.elementId) || hilites.subcategories.hasPair(feature.subCategoryId);\n\n return hilites.elements.hasPair(feature.elementId) || (isModelHilited && hilites.subcategories.hasPair(feature.subCategoryId));\n}\n\n/** @internal */\nexport type FeatureOverridesCleanup = () => void;\n\n/** @internal */\nexport class FeatureOverrides implements WebGLDisposable {\n public readonly target: Target;\n private readonly _options: BatchOptions;\n private _lut?: Texture2DHandle;\n private _mostRecentSymbologyOverrides?: FeatureSymbology.Overrides;\n private _lastFlashId = Id64.invalid;\n private _hiliteSyncObserver: SyncObserver = {};\n private _anyOverridden = true;\n private _allHidden = true;\n private _anyTranslucent = true;\n private _anyViewIndependentTranslucent = true;\n private _anyOpaque = true;\n private _anyHilited = true;\n private _lutParams = new Float32Array(2);\n private _uniformSymbologyFlags: EmphasisFlags = EmphasisFlags.None;\n private _cleanup?: FeatureOverridesCleanup;\n\n public get anyOverridden() { return this._anyOverridden; }\n public get allHidden() { return this._allHidden; }\n public get anyTranslucent() { return this._anyTranslucent; }\n public get anyViewIndependentTranslucent() { return this._anyViewIndependentTranslucent; }\n public get anyOpaque() { return this._anyOpaque; }\n public get anyHilited() { return this._anyHilited; }\n\n /** For tests. */\n public get lutData(): Uint8Array | undefined { return this._lut?.dataBytes; }\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\n public get isUniform() { return 2 === this._lutParams[0] && 1 === this._lutParams[1]; }\n\n private updateUniformSymbologyFlags(): void {\n this._uniformSymbologyFlags = EmphasisFlags.None;\n if (!this.isUniform || !this._lut)\n return;\n\n let flags = this._lut.dataBytes![0];\n if (0 !== (flags & OvrFlags.Flashed))\n this._uniformSymbologyFlags |= EmphasisFlags.Flashed;\n\n if (0 !== (flags & OvrFlags.NonLocatable))\n this._uniformSymbologyFlags |= EmphasisFlags.NonLocatable;\n\n if (!this._anyHilited)\n return;\n\n flags = this._lut.dataBytes![1] << 8;\n if (0 !== (flags & OvrFlags.Hilited))\n this._uniformSymbologyFlags |= EmphasisFlags.Hilite;\n\n if (0 !== (flags & OvrFlags.Emphasized))\n this._uniformSymbologyFlags |= EmphasisFlags.Emphasized;\n }\n\n public getUniformOverrides(): Uint8Array {\n assert(this.isUniform);\n assert(undefined !== this._lut);\n assert(undefined !== this._lut.dataBytes);\n return this._lut.dataBytes;\n }\n\n private _initialize(map: PackedFeatureTable, ovrs: FeatureSymbology.Overrides, hilite: Hilites, flashed?: Id64.Uint32Pair): Texture2DHandle | undefined {\n const nFeatures = map.numFeatures;\n const dims = computeWidthAndHeight(nFeatures, 2);\n const width = dims.width;\n const height = dims.height;\n assert(width * height >= nFeatures);\n\n this._lutParams[0] = width;\n this._lutParams[1] = height;\n\n const data = new Uint8Array(width * height * 4);\n const creator = new Texture2DDataUpdater(data);\n this.buildLookupTable(creator, map, ovrs, flashed, hilite);\n\n return TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\n }\n\n private _update(map: PackedFeatureTable, lut: Texture2DHandle, flashed?: Id64.Uint32Pair, hilites?: Hilites, ovrs?: FeatureSymbology.Overrides) {\n const updater = new Texture2DDataUpdater(lut.dataBytes!);\n\n if (undefined === ovrs) {\n this.updateFlashedAndHilited(updater, map, flashed, hilites);\n } else {\n assert(undefined !== hilites);\n this.buildLookupTable(updater, map, ovrs, flashed, hilites);\n }\n\n lut.update(updater);\n }\n\n private buildLookupTable(data: Texture2DDataUpdater, map: PackedFeatureTable, ovr: FeatureSymbology.Overrides, flashedIdParts: Id64.Uint32Pair | undefined, hilites: Hilites) {\n const allowHilite = true !== this._options.noHilite;\n const allowFlash = true !== this._options.noFlash;\n const allowEmphasis = true !== this._options.noEmphasis;\n\n const modelIdParts = Id64.getUint32Pair(map.modelId);\n const isModelHilited = allowHilite && hilites.models.hasPair(modelIdParts);\n\n this._anyOpaque = this._anyTranslucent = this._anyViewIndependentTranslucent = this._anyHilited = false;\n\n let nHidden = 0;\n let nOverridden = 0;\n\n // NB: We currently use 2 RGBA values per feature as follows:\n // [0]\n // RG = override flags (see OvrFlags enum)\n // B = line code\n // A = line weight (if we need an extra byte in future, could combine code+weight into a single byte).\n // [1]\n // RGB = rgb\n // A = alpha\n for (let i = 0; i < map.numFeatures; i++) {\n const feature = map.getPackedFeature(i);\n const dataIndex = i * 4 * 2;\n\n const app = this.target.currentBranch.getFeatureAppearance(\n ovr,\n feature.elementId.lower, feature.elementId.upper,\n feature.subCategoryId.lower, feature.subCategoryId.upper,\n feature.geometryClass,\n modelIdParts.lower, modelIdParts.upper,\n map.type, feature.animationNodeId);\n\n // NB: If the appearance is fully transparent, then:\n // - For normal (\"primary\") models, getAppearance() returns undefined.\n // - For classifier models, getAppearance() returns the appearance, and classification shader will discard fully-transparent classified pixels.\n // (The latter is how we clip the classified model using the classifiers).\n if (undefined === app) {\n // The feature is not visible. We don't care about any of the other overrides, because we're not going to render it.\n data.setOvrFlagsAtIndex(dataIndex, OvrFlags.Visibility);\n nHidden++;\n nOverridden++;\n continue;\n }\n\n let flags = app.nonLocatable ? OvrFlags.NonLocatable : OvrFlags.None;\n if (allowHilite && isFeatureHilited(feature, hilites, isModelHilited)) {\n flags |= OvrFlags.Hilited;\n this._anyHilited = true;\n }\n\n if (allowEmphasis && app.emphasized) {\n flags |= OvrFlags.Emphasized;\n this._anyHilited = true;\n }\n\n if (app.overridesRgb && app.rgb) {\n flags |= OvrFlags.Rgb;\n const rgb = app.rgb;\n data.setByteAtIndex(dataIndex + 4, rgb.r);\n data.setByteAtIndex(dataIndex + 5, rgb.g);\n data.setByteAtIndex(dataIndex + 6, rgb.b);\n }\n\n if (undefined !== app.transparency) {\n // transparency in range [0, 1]...convert to byte and invert so 0=transparent...\n flags |= OvrFlags.Alpha;\n let alpha = 1.0 - app.transparency;\n alpha = Math.floor(0xff * alpha + 0.5);\n if ((0xff - alpha) < DisplayParams.minTransparency)\n alpha = 0xff;\n\n data.setByteAtIndex(dataIndex + 7, alpha);\n if (0xff === alpha) {\n this._anyOpaque = true;\n } else {\n this._anyTranslucent = true;\n if (!app.viewDependentTransparency) {\n flags |= OvrFlags.ViewIndependentTransparency;\n this._anyViewIndependentTranslucent = true;\n }\n }\n }\n\n if (app.overridesWeight && app.weight) {\n flags |= OvrFlags.Weight;\n let weight = app.weight;\n weight = Math.min(31, weight);\n weight = Math.max(1, weight);\n data.setByteAtIndex(dataIndex + 3, weight);\n }\n\n if (app.overridesLinePixels && app.linePixels) {\n flags |= OvrFlags.LineCode;\n const lineCode = LineCode.valueFromLinePixels(app.linePixels);\n data.setByteAtIndex(dataIndex + 2, lineCode);\n }\n\n if (app.ignoresMaterial)\n flags |= OvrFlags.IgnoreMaterial;\n\n if (allowFlash && undefined !== flashedIdParts && feature.elementId.lower === flashedIdParts.lower && feature.elementId.upper === flashedIdParts.upper)\n flags |= OvrFlags.Flashed;\n\n data.setOvrFlagsAtIndex(dataIndex, flags);\n if (OvrFlags.None !== flags)\n nOverridden++;\n }\n\n this._allHidden = (nHidden === map.numFeatures);\n this._anyOverridden = (nOverridden > 0);\n\n this.updateUniformSymbologyFlags();\n }\n\n // NB: If hilites is undefined, it means that the hilited set has not changed.\n private updateFlashedAndHilited(data: Texture2DDataUpdater, map: PackedFeatureTable, flashed?: Id64.Uint32Pair, hilites?: Hilites) {\n if (!hilites || true === this._options.noHilite) {\n this.updateFlashed(data, map, flashed);\n return;\n }\n\n const allowFlash = true !== this._options.noFlash;\n const intersect = \"intersection\" === hilites.modelSubCategoryMode;\n\n let isModelHilited = false;\n if (!hilites.models.isEmpty) {\n const modelId = Id64.getUint32Pair(map.modelId);\n isModelHilited = hilites.models.hasPair(modelId);\n }\n\n this._anyOverridden = this._anyHilited = false;\n for (let i = 0; i < map.numFeatures; i++) {\n const dataIndex = i* 4 * 2;\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\n // If it's invisible, none of the other flags matter. We can't flash it and don't want to hilite it.\n this._anyOverridden = true;\n continue;\n }\n\n let elemId;\n let isHilited = isModelHilited && !intersect;\n if (!isHilited && !hilites.elements.isEmpty) {\n elemId = map.getElementIdPair(i);\n isHilited = hilites.elements.hasPair(elemId);\n }\n\n if (!isHilited && !hilites.subcategories.isEmpty) {\n if (isModelHilited || !intersect) {\n const subcat = map.getSubCategoryIdPair(i);\n isHilited = hilites.subcategories.hasPair(subcat);\n }\n }\n\n let isFlashed = false;\n if (flashed && allowFlash) {\n elemId = elemId ?? map.getElementIdPair(i);\n isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;\n }\n\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\n newFlags = isHilited ? (newFlags | OvrFlags.Hilited) : (newFlags & ~OvrFlags.Hilited);\n\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\n if (OvrFlags.None !== newFlags) {\n this._anyOverridden = true;\n this._anyHilited = this._anyHilited || isHilited || OvrFlags.None !== (newFlags & OvrFlags.Emphasized);\n }\n }\n\n this.updateUniformSymbologyFlags();\n }\n\n private updateFlashed(data: Texture2DDataUpdater, map: PackedFeatureTable, flashed?: Id64.Uint32Pair): void {\n if (true === this._options.noFlash)\n return;\n\n this._anyOverridden = false;\n\n for (let i = 0; i < map.numFeatures; i++) {\n const dataIndex = i * 4 * 2;\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\n // If it's invisible, none of the other flags matter and we can't flash it.\n this._anyOverridden = true;\n continue;\n }\n\n let isFlashed = false;\n if (flashed) {\n const elemId = map.getElementIdPair(i);\n isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;\n }\n\n const newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\n if (OvrFlags.None !== newFlags)\n this._anyOverridden = true;\n }\n\n this.updateUniformSymbologyFlags();\n }\n\n private constructor(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\n this.target = target;\n this._options = options;\n this._cleanup = cleanup;\n }\n\n public static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\n return new FeatureOverrides(target, options, cleanup);\n }\n\n public get isDisposed(): boolean { return undefined === this._lut; }\n\n public dispose() {\n this._lut = dispose(this._lut);\n if (this._cleanup) {\n this._cleanup();\n this._cleanup = undefined;\n }\n }\n\n public initFromMap(map: PackedFeatureTable) {\n const nFeatures = map.numFeatures;\n assert(0 < nFeatures);\n\n this._lut = dispose(this._lut);\n\n const ovrs: FeatureSymbology.Overrides = this.target.currentFeatureSymbologyOverrides;\n this._mostRecentSymbologyOverrides = ovrs;\n const hilite = this.target.hilites;\n this._lut = this._initialize(map, ovrs, hilite, this.target.flashed);\n this._lastFlashId = Id64.invalid;\n this._hiliteSyncObserver = {};\n }\n\n public update(features: PackedFeatureTable) {\n let ovrs: FeatureSymbology.Overrides | undefined = this.target.currentFeatureSymbologyOverrides;\n const ovrsUpdated = ovrs !== this._mostRecentSymbologyOverrides;\n if (ovrsUpdated)\n this._mostRecentSymbologyOverrides = ovrs;\n else\n ovrs = undefined;\n\n const flashedId = this.target.flashedId;\n\n const hiliteSyncTarget = this.target.hiliteSyncTarget;\n const hiliteUpdated = !sync(hiliteSyncTarget, this._hiliteSyncObserver);\n\n const hilite = this.target.hilites;\n if (ovrsUpdated || hiliteUpdated || flashedId !== this._lastFlashId) {\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\n if (this._lut)\n this._update(features, this._lut, this.target.flashed, undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs);\n\n this._lastFlashId = flashedId;\n }\n }\n\n public bindLUTParams(uniform: UniformHandle): void {\n uniform.setUniform2fv(this._lutParams);\n }\n\n public bindLUT(uniform: UniformHandle): void {\n if (this._lut)\n this._lut.bindSampler(uniform, TextureUnit.FeatureSymbology);\n }\n\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\n uniform.setUniform1f(this._uniformSymbologyFlags);\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, Id64 } from \"@itwin/core-bentley\";\nimport { PackedFeature, PackedFeatureTable } from \"@itwin/core-common\";\nimport { FeatureSymbology } from \"../FeatureSymbology\";\nimport { DisplayParams } from \"../primitives/DisplayParams\";\nimport { BatchOptions } from \"../GraphicBuilder\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { LineCode } from \"./LineCode\";\nimport { GL } from \"./GL\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { EmphasisFlags, OvrFlags, TextureUnit } from \"./RenderFlags\";\nimport { sync, SyncObserver } from \"./Sync\";\nimport { System } from \"./System\";\nimport { Hilites, Target } from \"./Target\";\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\n\nfunction computeWidthAndHeight(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number = 0, nTables: number = 1): { width: number, height: number } {\n const maxSize = System.instance.maxTextureSize;\n const nRgba = nEntries * nRgbaPerEntry * nTables + nExtraRgba;\n\n if (nRgba < maxSize)\n return { width: nRgba, height: 1 };\n\n // Make roughly square to reduce unused space in last row\n let width = Math.ceil(Math.sqrt(nRgba));\n\n // Ensure a given entry's RGBA values all fit on the same row.\n const remainder = width % nRgbaPerEntry;\n if (0 !== remainder) {\n width += nRgbaPerEntry - remainder;\n }\n\n // Compute height\n const height = Math.ceil(nRgba / width);\n\n assert(height <= maxSize);\n assert(width <= maxSize);\n assert(width * height >= nRgba);\n assert(Math.floor(height) === height);\n assert(Math.floor(width) === width);\n\n // Row padding should never be necessary...\n assert(0 === width % nRgbaPerEntry);\n\n return { width, height };\n}\n\nexport function isFeatureHilited(feature: PackedFeature, hilites: Hilites, isModelHilited: boolean): boolean {\n if (hilites.isEmpty)\n return false;\n\n if (\"union\" === hilites.modelSubCategoryMode)\n return isModelHilited || hilites.elements.hasPair(feature.elementId) || hilites.subcategories.hasPair(feature.subCategoryId);\n\n return hilites.elements.hasPair(feature.elementId) || (isModelHilited && hilites.subcategories.hasPair(feature.subCategoryId));\n}\n\n/** @internal */\nexport type FeatureOverridesCleanup = () => void;\n\n/** @internal */\nexport class FeatureOverrides implements WebGLDisposable {\n public readonly target: Target;\n private readonly _options: BatchOptions;\n private _lut?: Texture2DHandle;\n private _mostRecentSymbologyOverrides?: FeatureSymbology.Overrides;\n private _lastFlashId = Id64.invalid;\n private _hiliteSyncObserver: SyncObserver = {};\n private _anyOverridden = true;\n private _allHidden = true;\n private _anyTranslucent = true;\n private _anyViewIndependentTranslucent = true;\n private _anyOpaque = true;\n private _anyHilited = true;\n private _lutParams = new Float32Array(2);\n private _uniformSymbologyFlags: EmphasisFlags = EmphasisFlags.None;\n private _cleanup?: FeatureOverridesCleanup;\n\n public get anyOverridden() { return this._anyOverridden; }\n public get allHidden() { return this._allHidden; }\n public get anyTranslucent() { return this._anyTranslucent; }\n public get anyViewIndependentTranslucent() { return this._anyViewIndependentTranslucent; }\n public get anyOpaque() { return this._anyOpaque; }\n public get anyHilited() { return this._anyHilited; }\n\n /** For tests. */\n public get lutData(): Uint8Array | undefined { return this._lut?.dataBytes; }\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\n public get isUniform() { return 2 === this._lutParams[0] && 1 === this._lutParams[1]; }\n\n private updateUniformSymbologyFlags(): void {\n this._uniformSymbologyFlags = EmphasisFlags.None;\n if (!this.isUniform || !this._lut)\n return;\n\n let flags = this._lut.dataBytes![0];\n if (0 !== (flags & OvrFlags.Flashed))\n this._uniformSymbologyFlags |= EmphasisFlags.Flashed;\n\n if (0 !== (flags & OvrFlags.NonLocatable))\n this._uniformSymbologyFlags |= EmphasisFlags.NonLocatable;\n\n if (!this._anyHilited)\n return;\n\n flags = this._lut.dataBytes![1] << 8;\n if (0 !== (flags & OvrFlags.Hilited))\n this._uniformSymbologyFlags |= EmphasisFlags.Hilite;\n\n if (0 !== (flags & OvrFlags.Emphasized))\n this._uniformSymbologyFlags |= EmphasisFlags.Emphasized;\n }\n\n public getUniformOverrides(): Uint8Array {\n assert(this.isUniform);\n assert(undefined !== this._lut);\n assert(undefined !== this._lut.dataBytes);\n return this._lut.dataBytes;\n }\n\n private _initialize(map: PackedFeatureTable, ovrs: FeatureSymbology.Overrides, hilite: Hilites, flashed?: Id64.Uint32Pair): Texture2DHandle | undefined {\n const nFeatures = map.numFeatures;\n const dims = computeWidthAndHeight(nFeatures, 2);\n const width = dims.width;\n const height = dims.height;\n assert(width * height >= nFeatures);\n\n this._lutParams[0] = width;\n this._lutParams[1] = height;\n\n const data = new Uint8Array(width * height * 4);\n const creator = new Texture2DDataUpdater(data);\n this.buildLookupTable(creator, map, ovrs, flashed, hilite);\n\n return TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\n }\n\n private _update(map: PackedFeatureTable, lut: Texture2DHandle, flashed?: Id64.Uint32Pair, hilites?: Hilites, ovrs?: FeatureSymbology.Overrides) {\n const updater = new Texture2DDataUpdater(lut.dataBytes!);\n\n if (undefined === ovrs) {\n this.updateFlashedAndHilited(updater, map, flashed, hilites);\n } else {\n assert(undefined !== hilites);\n this.buildLookupTable(updater, map, ovrs, flashed, hilites);\n }\n\n lut.update(updater);\n }\n\n private buildLookupTable(data: Texture2DDataUpdater, map: PackedFeatureTable, ovr: FeatureSymbology.Overrides, flashedIdParts: Id64.Uint32Pair | undefined, hilites: Hilites) {\n const allowHilite = true !== this._options.noHilite;\n const allowFlash = true !== this._options.noFlash;\n const allowEmphasis = true !== this._options.noEmphasis;\n\n const modelIdParts = Id64.getUint32Pair(map.modelId);\n const isModelHilited = allowHilite && hilites.models.hasPair(modelIdParts);\n\n this._anyOpaque = this._anyTranslucent = this._anyViewIndependentTranslucent = this._anyHilited = false;\n\n let nHidden = 0;\n let nOverridden = 0;\n\n // NB: We currently use 2 RGBA values per feature as follows:\n // [0]\n // RG = override flags (see OvrFlags enum)\n // B = line code\n // A = line weight (if we need an extra byte in future, could combine code+weight into a single byte).\n // [1]\n // RGB = rgb\n // A = alpha\n for (let i = 0; i < map.numFeatures; i++) {\n const feature = map.getPackedFeature(i);\n const dataIndex = i * 4 * 2;\n\n const app = this.target.currentBranch.getFeatureAppearance(\n ovr,\n feature.elementId.lower, feature.elementId.upper,\n feature.subCategoryId.lower, feature.subCategoryId.upper,\n feature.geometryClass,\n modelIdParts.lower, modelIdParts.upper,\n map.type, feature.animationNodeId);\n\n // NB: If the appearance is fully transparent, then:\n // - For normal (\"primary\") models, getAppearance() returns undefined.\n // - For classifier models, getAppearance() returns the appearance, and classification shader will discard fully-transparent classified pixels.\n // (The latter is how we clip the classified model using the classifiers).\n if (undefined === app) {\n // The feature is not visible. We don't care about any of the other overrides, because we're not going to render it.\n data.setOvrFlagsAtIndex(dataIndex, OvrFlags.Visibility);\n nHidden++;\n nOverridden++;\n continue;\n }\n\n let flags = app.nonLocatable ? OvrFlags.NonLocatable : OvrFlags.None;\n if (allowHilite && isFeatureHilited(feature, hilites, isModelHilited)) {\n flags |= OvrFlags.Hilited;\n this._anyHilited = true;\n }\n\n if (allowEmphasis && app.emphasized) {\n flags |= OvrFlags.Emphasized;\n this._anyHilited = true;\n }\n\n if (app.overridesRgb && app.rgb) {\n flags |= OvrFlags.Rgb;\n const rgb = app.rgb;\n data.setByteAtIndex(dataIndex + 4, rgb.r);\n data.setByteAtIndex(dataIndex + 5, rgb.g);\n data.setByteAtIndex(dataIndex + 6, rgb.b);\n }\n\n if (undefined !== app.transparency) {\n // transparency in range [0, 1]...convert to byte and invert so 0=transparent...\n flags |= OvrFlags.Alpha;\n let alpha = 1.0 - app.transparency;\n alpha = Math.floor(0xff * alpha + 0.5);\n if ((0xff - alpha) < DisplayParams.minTransparency)\n alpha = 0xff;\n\n data.setByteAtIndex(dataIndex + 7, alpha);\n if (0xff === alpha) {\n this._anyOpaque = true;\n } else {\n this._anyTranslucent = true;\n if (!app.viewDependentTransparency) {\n flags |= OvrFlags.ViewIndependentTransparency;\n this._anyViewIndependentTranslucent = true;\n }\n }\n }\n\n if (app.overridesWeight && app.weight) {\n flags |= OvrFlags.Weight;\n let weight = app.weight;\n weight = Math.min(31, weight);\n weight = Math.max(1, weight);\n data.setByteAtIndex(dataIndex + 3, weight);\n }\n\n if (app.overridesLinePixels && app.linePixels) {\n flags |= OvrFlags.LineCode;\n const lineCode = LineCode.valueFromLinePixels(app.linePixels);\n data.setByteAtIndex(dataIndex + 2, lineCode);\n }\n\n if (app.ignoresMaterial)\n flags |= OvrFlags.IgnoreMaterial;\n\n if (allowFlash && undefined !== flashedIdParts && feature.elementId.lower === flashedIdParts.lower && feature.elementId.upper === flashedIdParts.upper)\n flags |= OvrFlags.Flashed;\n\n data.setOvrFlagsAtIndex(dataIndex, flags);\n if (OvrFlags.None !== flags)\n nOverridden++;\n }\n\n this._allHidden = (nHidden === map.numFeatures);\n this._anyOverridden = (nOverridden > 0);\n\n this.updateUniformSymbologyFlags();\n }\n\n // NB: If hilites is undefined, it means that the hilited set has not changed.\n private updateFlashedAndHilited(data: Texture2DDataUpdater, map: PackedFeatureTable, flashed?: Id64.Uint32Pair, hilites?: Hilites) {\n if (!hilites || true === this._options.noHilite) {\n this.updateFlashed(data, map, flashed);\n return;\n }\n\n const allowFlash = true !== this._options.noFlash;\n const intersect = \"intersection\" === hilites.modelSubCategoryMode;\n\n let isModelHilited = false;\n if (!hilites.models.isEmpty) {\n const modelId = Id64.getUint32Pair(map.modelId);\n isModelHilited = hilites.models.hasPair(modelId);\n }\n\n this._anyOverridden = this._anyHilited = false;\n for (let i = 0; i < map.numFeatures; i++) {\n const dataIndex = i* 4 * 2;\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\n // If it's invisible, none of the other flags matter. We can't flash it and don't want to hilite it.\n this._anyOverridden = true;\n continue;\n }\n\n let elemId;\n let isHilited = isModelHilited && !intersect;\n if (!isHilited && !hilites.elements.isEmpty) {\n elemId = map.getElementIdPair(i);\n isHilited = hilites.elements.hasPair(elemId);\n }\n\n if (!isHilited && !hilites.subcategories.isEmpty) {\n if (isModelHilited || !intersect) {\n const subcat = map.getSubCategoryIdPair(i);\n isHilited = hilites.subcategories.hasPair(subcat);\n }\n }\n\n let isFlashed = false;\n if (flashed && allowFlash) {\n elemId = elemId ?? map.getElementIdPair(i);\n isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;\n }\n\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\n newFlags = isHilited ? (newFlags | OvrFlags.Hilited) : (newFlags & ~OvrFlags.Hilited);\n\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\n if (OvrFlags.None !== newFlags) {\n this._anyOverridden = true;\n this._anyHilited = this._anyHilited || isHilited || OvrFlags.None !== (newFlags & OvrFlags.Emphasized);\n }\n }\n\n this.updateUniformSymbologyFlags();\n }\n\n private updateFlashed(data: Texture2DDataUpdater, map: PackedFeatureTable, flashed?: Id64.Uint32Pair): void {\n if (true === this._options.noFlash)\n return;\n\n this._anyOverridden = false;\n\n for (let i = 0; i < map.numFeatures; i++) {\n const dataIndex = i * 4 * 2;\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\n // If it's invisible, none of the other flags matter and we can't flash it.\n this._anyOverridden = true;\n continue;\n }\n\n let isFlashed = false;\n if (flashed) {\n const elemId = map.getElementIdPair(i);\n isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;\n }\n\n const newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\n if (OvrFlags.None !== newFlags)\n this._anyOverridden = true;\n }\n\n this.updateUniformSymbologyFlags();\n }\n\n private constructor(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\n this.target = target;\n this._options = options;\n this._cleanup = cleanup;\n }\n\n public static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\n return new FeatureOverrides(target, options, cleanup);\n }\n\n public get isDisposed(): boolean { return undefined === this._lut; }\n\n public dispose() {\n this._lut = dispose(this._lut);\n if (this._cleanup) {\n this._cleanup();\n this._cleanup = undefined;\n }\n }\n\n public initFromMap(map: PackedFeatureTable) {\n const nFeatures = map.numFeatures;\n assert(0 < nFeatures);\n\n this._lut = dispose(this._lut);\n\n const ovrs: FeatureSymbology.Overrides = this.target.currentFeatureSymbologyOverrides;\n this._mostRecentSymbologyOverrides = ovrs;\n const hilite = this.target.hilites;\n this._lut = this._initialize(map, ovrs, hilite, this.target.flashed);\n this._lastFlashId = Id64.invalid;\n this._hiliteSyncObserver = {};\n }\n\n public update(features: PackedFeatureTable) {\n let ovrs: FeatureSymbology.Overrides | undefined = this.target.currentFeatureSymbologyOverrides;\n const ovrsUpdated = ovrs !== this._mostRecentSymbologyOverrides;\n if (ovrsUpdated)\n this._mostRecentSymbologyOverrides = ovrs;\n else\n ovrs = undefined;\n\n const flashedId = this.target.flashedId;\n\n const hiliteSyncTarget = this.target.hiliteSyncTarget;\n const hiliteUpdated = !sync(hiliteSyncTarget, this._hiliteSyncObserver);\n\n const hilite = this.target.hilites;\n if (ovrsUpdated || hiliteUpdated || flashedId !== this._lastFlashId) {\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\n if (this._lut)\n this._update(features, this._lut, this.target.flashed, undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs);\n\n this._lastFlashId = flashedId;\n }\n }\n\n public bindLUTParams(uniform: UniformHandle): void {\n uniform.setUniform2fv(this._lutParams);\n }\n\n public bindLUT(uniform: UniformHandle): void {\n if (this._lut)\n this._lut.bindSampler(uniform, TextureUnit.FeatureSymbology);\n }\n\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\n uniform.setUniform1f(this._uniformSymbologyFlags);\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose } from \"@itwin/core-bentley\";\nimport { ElementAlignedBox3d, FeatureAppearanceProvider, PackedFeatureTable, ThematicDisplayMode, ViewFlags } from \"@itwin/core-common\";\nimport { Transform } from \"@itwin/core-geometry\";\nimport { IModelConnection } from \"../../IModelConnection\";\nimport { FeatureSymbology } from \"../FeatureSymbology\";\nimport { GraphicBranch, GraphicBranchFrustum, GraphicBranchOptions } from \"../GraphicBranch\";\nimport { BatchOptions } from \"../GraphicBuilder\";\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { ClipVolume } from \"./ClipVolume\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { EdgeSettings } from \"./EdgeSettings\";\nimport { FeatureOverrides } from \"./FeatureOverrides\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { Primitive } from \"./Primitive\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { Target } from \"./Target\";\nimport { TextureDrape } from \"./TextureDrape\";\nimport { ThematicSensors } from \"./ThematicSensors\";\n\n/** @internal */\nexport abstract class Graphic extends RenderGraphic implements WebGLDisposable {\n public abstract addCommands(_commands: RenderCommands): void;\n public abstract get isDisposed(): boolean;\n public abstract get isPickable(): boolean;\n public addHiliteCommands(_commands: RenderCommands, _pass: RenderPass): void { assert(false); }\n public toPrimitive(): Primitive | undefined { return undefined; }\n}\n\nexport class GraphicOwner extends Graphic {\n private readonly _graphic: Graphic;\n\n public constructor(graphic: Graphic) {\n super();\n this._graphic = graphic;\n }\n\n public get graphic(): RenderGraphic { return this._graphic; }\n\n private _isDisposed = false;\n public get isDisposed(): boolean { return this._isDisposed; }\n public dispose(): void { this._isDisposed = true; }\n public disposeGraphic(): void {\n this.graphic.dispose();\n }\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.graphic.collectStatistics(stats);\n }\n\n public addCommands(commands: RenderCommands): void {\n this._graphic.addCommands(commands);\n }\n public override get isPickable(): boolean {\n return this._graphic.isPickable;\n }\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n this._graphic.addHiliteCommands(commands, pass);\n }\n public override toPrimitive(): Primitive | undefined {\n return this._graphic.toPrimitive();\n }\n}\n\n/** Transiently assigned to a Batch while rendering a frame, reset afterward. Used to provide context for pick IDs.\n * @internal\n */\nexport interface BatchContext {\n batchId: number;\n iModel?: IModelConnection;\n}\n\n/** @internal exported strictly for tests. */\nexport class PerTargetBatchData {\n public readonly target: Target;\n protected readonly _featureOverrides = new Map<FeatureSymbology.Source | undefined, FeatureOverrides>();\n protected _thematicSensors?: ThematicSensors;\n\n public constructor(target: Target) {\n this.target = target;\n }\n\n public dispose(): void {\n this._thematicSensors = dispose(this._thematicSensors);\n for (const value of this._featureOverrides.values())\n dispose(value);\n\n this._featureOverrides.clear();\n }\n\n public getThematicSensors(batch: Batch): ThematicSensors {\n if (this._thematicSensors && !this._thematicSensors.matchesTarget(this.target))\n this._thematicSensors = dispose(this._thematicSensors);\n\n if (!this._thematicSensors)\n this._thematicSensors = ThematicSensors.create(this.target, batch.range);\n\n this._thematicSensors.update(this.target.uniforms.frustum.viewMatrix);\n return this._thematicSensors;\n }\n\n public getFeatureOverrides(batch: Batch): FeatureOverrides {\n const source = this.target.currentFeatureSymbologyOverrides?.source;\n let ovrs = this._featureOverrides.get(source);\n if (!ovrs) {\n const cleanup = source ? source.onSourceDisposed.addOnce(() => this.onSourceDisposed(source)) : undefined;\n this._featureOverrides.set(source, ovrs = FeatureOverrides.createFromTarget(this.target, batch.options, cleanup));\n ovrs.initFromMap(batch.featureTable);\n }\n\n ovrs.update(batch.featureTable);\n return ovrs;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n if (this._thematicSensors)\n stats.addThematicTexture(this._thematicSensors.bytesUsed);\n\n for (const ovrs of this._featureOverrides.values())\n stats.addFeatureOverrides(ovrs.byteLength);\n }\n\n /** Exposed strictly for tests. */\n public get featureOverrides() { return this._featureOverrides; }\n\n private onSourceDisposed(source: FeatureSymbology.Source): void {\n const ovrs = this._featureOverrides.get(source);\n if (ovrs) {\n this._featureOverrides.delete(source);\n ovrs.dispose();\n }\n }\n}\n\n/** @internal exported strictly for tests. */\nexport class PerTargetData {\n private readonly _batch: Batch;\n private readonly _data: PerTargetBatchData[] = [];\n\n public constructor(batch: Batch) {\n this._batch = batch;\n }\n\n public dispose(): void {\n for (const data of this._data) {\n data.target.onBatchDisposed(this._batch);\n data.dispose();\n }\n\n this._data.length = 0;\n }\n\n public get isDisposed(): boolean {\n return this._data.length === 0;\n }\n\n /** Exposed strictly for tests. */\n public get data(): PerTargetBatchData[] { return this._data; }\n\n public onTargetDisposed(target: Target): void {\n const index = this._data.findIndex((x) => x.target === target);\n if (-1 === index)\n return;\n\n const data = this._data[index];\n data.dispose();\n this._data.splice(index, 1);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n for (const data of this._data)\n data.collectStatistics(stats);\n }\n\n public getThematicSensors(target: Target): ThematicSensors {\n return this.getBatchData(target).getThematicSensors(this._batch);\n }\n\n public getFeatureOverrides(target: Target): FeatureOverrides {\n return this.getBatchData(target).getFeatureOverrides(this._batch);\n }\n\n private getBatchData(target: Target): PerTargetBatchData {\n let data = this._data.find((x) => x.target === target);\n if (!data) {\n this._data.push(data = new PerTargetBatchData(target));\n target.addBatch(this._batch);\n }\n\n return data;\n }\n}\n\n/** @internal */\nexport class Batch extends Graphic {\n public readonly graphic: RenderGraphic;\n public readonly featureTable: PackedFeatureTable;\n public readonly range: ElementAlignedBox3d;\n private readonly _context: BatchContext = { batchId: 0 };\n /** Public strictly for tests. */\n public readonly perTargetData = new PerTargetData(this);\n public readonly options: BatchOptions;\n\n // Chiefly for debugging.\n public get tileId(): string | undefined {\n return this.options.tileId;\n }\n\n public get locateOnly(): boolean {\n return true === this.options.locateOnly;\n }\n\n public get batchId() { return this._context.batchId; }\n public get batchIModel() { return this._context.iModel; }\n public setContext(batchId: number, iModel: IModelConnection | undefined) {\n this._context.batchId = batchId;\n this._context.iModel = iModel;\n }\n public resetContext() {\n this._context.batchId = 0;\n this._context.iModel = undefined;\n }\n\n public constructor(graphic: RenderGraphic, features: PackedFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions) {\n super();\n this.graphic = graphic;\n this.featureTable = features;\n this.range = range;\n this.options = options ?? {};\n }\n\n private _isDisposed = false;\n public get isDisposed(): boolean {\n return this._isDisposed && this.perTargetData.isDisposed;\n }\n\n // Note: This does not remove FeatureOverrides from the array, but rather disposes of the WebGL resources they contain\n public dispose() {\n dispose(this.graphic);\n\n this.perTargetData.dispose();\n this._isDisposed = true;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.graphic.collectStatistics(stats);\n stats.addFeatureTable(this.featureTable.byteLength);\n this.perTargetData.collectStatistics(stats);\n }\n\n public addCommands(commands: RenderCommands): void {\n commands.addBatch(this);\n }\n\n public override get isPickable(): boolean {\n return true;\n }\n\n public getThematicSensors(target: Target): ThematicSensors {\n assert(target.plan.thematic !== undefined, \"thematic display settings must exist\");\n assert(target.plan.thematic.displayMode === ThematicDisplayMode.InverseDistanceWeightedSensors, \"thematic display mode must be sensor-based\");\n assert(target.plan.thematic.sensorSettings.sensors.length > 0, \"must have at least one sensor to process\");\n\n return this.perTargetData.getThematicSensors(target);\n }\n\n public getOverrides(target: Target): FeatureOverrides {\n return this.perTargetData.getFeatureOverrides(target);\n }\n\n public onTargetDisposed(target: Target) {\n this.perTargetData.onTargetDisposed(target);\n }\n}\n\n/** @internal */\nexport class Branch extends Graphic {\n public readonly branch: GraphicBranch;\n public localToWorldTransform: Transform;\n public readonly clips?: ClipVolume;\n public readonly planarClassifier?: PlanarClassifier;\n public readonly textureDrape?: TextureDrape;\n public readonly layerClassifiers?: Map<number, PlanarClassifier>;\n public readonly edgeSettings?: EdgeSettings;\n public readonly iModel?: IModelConnection; // used chiefly for readPixels to identify context of picked Ids.\n public readonly frustum?: GraphicBranchFrustum;\n public readonly appearanceProvider?: FeatureAppearanceProvider;\n public readonly secondaryClassifiers?: PlanarClassifier[];\n\n public constructor(branch: GraphicBranch, localToWorld: Transform, viewFlags?: ViewFlags, opts?: GraphicBranchOptions) {\n super();\n this.branch = branch;\n this.localToWorldTransform = localToWorld;\n\n if (undefined !== viewFlags)\n branch.setViewFlags(viewFlags);\n\n if (!opts)\n return;\n\n this.appearanceProvider = opts.appearanceProvider;\n this.clips = opts.clipVolume as ClipVolume | undefined;\n this.iModel = opts.iModel;\n this.frustum = opts.frustum;\n\n if (opts.hline)\n this.edgeSettings = EdgeSettings.create(opts.hline);\n\n if (opts.classifierOrDrape instanceof PlanarClassifier)\n this.planarClassifier = opts.classifierOrDrape;\n else if (opts.classifierOrDrape instanceof TextureDrape)\n this.textureDrape = opts.classifierOrDrape;\n\n if (opts.secondaryClassifiers) {\n this.secondaryClassifiers = new Array<PlanarClassifier>();\n opts.secondaryClassifiers.forEach((classifier) => {\n if (classifier instanceof PlanarClassifier)\n this.secondaryClassifiers?.push(classifier);\n });\n }\n }\n\n public get isDisposed(): boolean {\n return 0 === this.branch.entries.length;\n }\n\n public dispose() {\n this.branch.dispose();\n }\n\n public override get isPickable(): boolean {\n return this.branch.entries.some((gf) => (gf as Graphic).isPickable);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.branch.collectStatistics(stats);\n }\n\n private shouldAddCommands(commands: RenderCommands): boolean {\n const nodeId = commands.target.getAnimationTransformNodeId(this.branch.animationNodeId);\n return undefined === nodeId || nodeId === commands.target.currentAnimationTransformNodeId;\n }\n\n public addCommands(commands: RenderCommands): void {\n if (this.shouldAddCommands(commands))\n commands.addBranch(this);\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n if (this.shouldAddCommands(commands))\n commands.addHiliteBranch(this, pass);\n }\n}\n\n/** @internal */\nexport class AnimationTransformBranch extends Graphic {\n public readonly nodeId: number;\n public readonly graphic: Graphic;\n\n public constructor(graphic: RenderGraphic, nodeId: number) {\n super();\n assert(graphic instanceof Graphic);\n this.graphic = graphic;\n this.nodeId = nodeId;\n }\n\n public override dispose() {\n this.graphic.dispose();\n }\n\n public override get isDisposed() {\n return this.graphic.isDisposed;\n }\n\n public override get isPickable() {\n return this.graphic.isPickable;\n }\n\n public override collectStatistics(stats: RenderMemory.Statistics) {\n this.graphic.collectStatistics(stats);\n }\n\n public override addCommands(commands: RenderCommands) {\n commands.target.currentAnimationTransformNodeId = this.nodeId;\n this.graphic.addCommands(commands);\n commands.target.currentAnimationTransformNodeId = undefined;\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass) {\n commands.target.currentAnimationTransformNodeId = this.nodeId;\n this.graphic.addHiliteCommands(commands, pass);\n commands.target.currentAnimationTransformNodeId = undefined;\n }\n}\n\n/** @internal */\nexport class WorldDecorations extends Branch {\n public constructor(viewFlags: ViewFlags) {\n super(new GraphicBranch(), Transform.identity, viewFlags);\n\n // World decorations ignore all the symbology overrides for the \"scene\" geometry...\n this.branch.symbologyOverrides = new FeatureSymbology.Overrides();\n }\n\n public init(decs: GraphicList): void {\n this.branch.clear();\n for (const dec of decs) {\n this.branch.add(dec);\n }\n }\n}\n/** @internal */\nexport class GraphicsArray extends Graphic {\n // Note: We assume the graphics array we get contains undisposed graphics to start\n constructor(public graphics: RenderGraphic[]) { super(); }\n\n public get isDisposed(): boolean { return 0 === this.graphics.length; }\n\n public override get isPickable(): boolean {\n return this.graphics.some((x) => (x as Graphic).isPickable);\n }\n\n public dispose() {\n for (const graphic of this.graphics)\n dispose(graphic);\n this.graphics.length = 0;\n }\n\n public addCommands(commands: RenderCommands): void {\n for (const graphic of this.graphics) {\n (graphic as Graphic).addCommands(commands);\n }\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n for (const graphic of this.graphics) {\n (graphic as Graphic).addHiliteCommands(commands, pass);\n }\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n for (const graphic of this.graphics)\n graphic.collectStatistics(stats);\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose } from \"@itwin/core-bentley\";\nimport { ElementAlignedBox3d, FeatureAppearanceProvider, PackedFeatureTable, ThematicDisplayMode, ViewFlags } from \"@itwin/core-common\";\nimport { Transform } from \"@itwin/core-geometry\";\nimport { IModelConnection } from \"../../IModelConnection\";\nimport { FeatureSymbology } from \"../FeatureSymbology\";\nimport { GraphicBranch, GraphicBranchFrustum, GraphicBranchOptions } from \"../GraphicBranch\";\nimport { BatchOptions } from \"../GraphicBuilder\";\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { ClipVolume } from \"./ClipVolume\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { EdgeSettings } from \"./EdgeSettings\";\nimport { FeatureOverrides } from \"./FeatureOverrides\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { Primitive } from \"./Primitive\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { Target } from \"./Target\";\nimport { TextureDrape } from \"./TextureDrape\";\nimport { ThematicSensors } from \"./ThematicSensors\";\n\n/** @internal */\nexport abstract class Graphic extends RenderGraphic implements WebGLDisposable {\n public abstract addCommands(_commands: RenderCommands): void;\n public abstract get isDisposed(): boolean;\n public abstract get isPickable(): boolean;\n public addHiliteCommands(_commands: RenderCommands, _pass: RenderPass): void { assert(false); }\n public toPrimitive(): Primitive | undefined { return undefined; }\n}\n\nexport class GraphicOwner extends Graphic {\n private readonly _graphic: Graphic;\n\n public constructor(graphic: Graphic) {\n super();\n this._graphic = graphic;\n }\n\n public get graphic(): RenderGraphic { return this._graphic; }\n\n private _isDisposed = false;\n public get isDisposed(): boolean { return this._isDisposed; }\n public dispose(): void { this._isDisposed = true; }\n public disposeGraphic(): void {\n this.graphic.dispose();\n }\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.graphic.collectStatistics(stats);\n }\n\n public addCommands(commands: RenderCommands): void {\n this._graphic.addCommands(commands);\n }\n public override get isPickable(): boolean {\n return this._graphic.isPickable;\n }\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n this._graphic.addHiliteCommands(commands, pass);\n }\n public override toPrimitive(): Primitive | undefined {\n return this._graphic.toPrimitive();\n }\n}\n\n/** Transiently assigned to a Batch while rendering a frame, reset afterward. Used to provide context for pick IDs.\n * @internal\n */\nexport interface BatchContext {\n batchId: number;\n iModel?: IModelConnection;\n}\n\n/** @internal exported strictly for tests. */\nexport class PerTargetBatchData {\n public readonly target: Target;\n protected readonly _featureOverrides = new Map<FeatureSymbology.Source | undefined, FeatureOverrides>();\n protected _thematicSensors?: ThematicSensors;\n\n public constructor(target: Target) {\n this.target = target;\n }\n\n public dispose(): void {\n this._thematicSensors = dispose(this._thematicSensors);\n for (const value of this._featureOverrides.values())\n dispose(value);\n\n this._featureOverrides.clear();\n }\n\n public getThematicSensors(batch: Batch): ThematicSensors {\n if (this._thematicSensors && !this._thematicSensors.matchesTarget(this.target))\n this._thematicSensors = dispose(this._thematicSensors);\n\n if (!this._thematicSensors)\n this._thematicSensors = ThematicSensors.create(this.target, batch.range);\n\n this._thematicSensors.update(this.target.uniforms.frustum.viewMatrix);\n return this._thematicSensors;\n }\n\n public getFeatureOverrides(batch: Batch): FeatureOverrides {\n const source = this.target.currentFeatureSymbologyOverrides?.source;\n let ovrs = this._featureOverrides.get(source);\n if (!ovrs) {\n const cleanup = source ? source.onSourceDisposed.addOnce(() => this.onSourceDisposed(source)) : undefined;\n this._featureOverrides.set(source, ovrs = FeatureOverrides.createFromTarget(this.target, batch.options, cleanup));\n ovrs.initFromMap(batch.featureTable);\n }\n\n ovrs.update(batch.featureTable);\n return ovrs;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n if (this._thematicSensors)\n stats.addThematicTexture(this._thematicSensors.bytesUsed);\n\n for (const ovrs of this._featureOverrides.values())\n stats.addFeatureOverrides(ovrs.byteLength);\n }\n\n /** Exposed strictly for tests. */\n public get featureOverrides() { return this._featureOverrides; }\n\n private onSourceDisposed(source: FeatureSymbology.Source): void {\n const ovrs = this._featureOverrides.get(source);\n if (ovrs) {\n this._featureOverrides.delete(source);\n ovrs.dispose();\n }\n }\n}\n\n/** @internal exported strictly for tests. */\nexport class PerTargetData {\n private readonly _batch: Batch;\n private readonly _data: PerTargetBatchData[] = [];\n\n public constructor(batch: Batch) {\n this._batch = batch;\n }\n\n public dispose(): void {\n for (const data of this._data) {\n data.target.onBatchDisposed(this._batch);\n data.dispose();\n }\n\n this._data.length = 0;\n }\n\n public get isDisposed(): boolean {\n return this._data.length === 0;\n }\n\n /** Exposed strictly for tests. */\n public get data(): PerTargetBatchData[] { return this._data; }\n\n public onTargetDisposed(target: Target): void {\n const index = this._data.findIndex((x) => x.target === target);\n if (-1 === index)\n return;\n\n const data = this._data[index];\n data.dispose();\n this._data.splice(index, 1);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n for (const data of this._data)\n data.collectStatistics(stats);\n }\n\n public getThematicSensors(target: Target): ThematicSensors {\n return this.getBatchData(target).getThematicSensors(this._batch);\n }\n\n public getFeatureOverrides(target: Target): FeatureOverrides {\n return this.getBatchData(target).getFeatureOverrides(this._batch);\n }\n\n private getBatchData(target: Target): PerTargetBatchData {\n let data = this._data.find((x) => x.target === target);\n if (!data) {\n this._data.push(data = new PerTargetBatchData(target));\n target.addBatch(this._batch);\n }\n\n return data;\n }\n}\n\n/** @internal */\nexport class Batch extends Graphic {\n public readonly graphic: RenderGraphic;\n public readonly featureTable: PackedFeatureTable;\n public readonly range: ElementAlignedBox3d;\n private readonly _context: BatchContext = { batchId: 0 };\n /** Public strictly for tests. */\n public readonly perTargetData = new PerTargetData(this);\n public readonly options: BatchOptions;\n\n // Chiefly for debugging.\n public get tileId(): string | undefined {\n return this.options.tileId;\n }\n\n public get locateOnly(): boolean {\n return true === this.options.locateOnly;\n }\n\n public get batchId() { return this._context.batchId; }\n public get batchIModel() { return this._context.iModel; }\n public setContext(batchId: number, iModel: IModelConnection | undefined) {\n this._context.batchId = batchId;\n this._context.iModel = iModel;\n }\n public resetContext() {\n this._context.batchId = 0;\n this._context.iModel = undefined;\n }\n\n public constructor(graphic: RenderGraphic, features: PackedFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions) {\n super();\n this.graphic = graphic;\n this.featureTable = features;\n this.range = range;\n this.options = options ?? {};\n }\n\n private _isDisposed = false;\n public get isDisposed(): boolean {\n return this._isDisposed && this.perTargetData.isDisposed;\n }\n\n // Note: This does not remove FeatureOverrides from the array, but rather disposes of the WebGL resources they contain\n public dispose() {\n dispose(this.graphic);\n\n this.perTargetData.dispose();\n this._isDisposed = true;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.graphic.collectStatistics(stats);\n stats.addFeatureTable(this.featureTable.byteLength);\n this.perTargetData.collectStatistics(stats);\n }\n\n public addCommands(commands: RenderCommands): void {\n commands.addBatch(this);\n }\n\n public override get isPickable(): boolean {\n return true;\n }\n\n public getThematicSensors(target: Target): ThematicSensors {\n assert(target.plan.thematic !== undefined, \"thematic display settings must exist\");\n assert(target.plan.thematic.displayMode === ThematicDisplayMode.InverseDistanceWeightedSensors, \"thematic display mode must be sensor-based\");\n assert(target.plan.thematic.sensorSettings.sensors.length > 0, \"must have at least one sensor to process\");\n\n return this.perTargetData.getThematicSensors(target);\n }\n\n public getOverrides(target: Target): FeatureOverrides {\n return this.perTargetData.getFeatureOverrides(target);\n }\n\n public onTargetDisposed(target: Target) {\n this.perTargetData.onTargetDisposed(target);\n }\n}\n\n/** @internal */\nexport class Branch extends Graphic {\n public readonly branch: GraphicBranch;\n public localToWorldTransform: Transform;\n public readonly clips?: ClipVolume;\n public readonly planarClassifier?: PlanarClassifier;\n public readonly textureDrape?: TextureDrape;\n public readonly layerClassifiers?: Map<number, PlanarClassifier>;\n public readonly edgeSettings?: EdgeSettings;\n public readonly iModel?: IModelConnection; // used chiefly for readPixels to identify context of picked Ids.\n public readonly frustum?: GraphicBranchFrustum;\n public readonly appearanceProvider?: FeatureAppearanceProvider;\n public readonly secondaryClassifiers?: PlanarClassifier[];\n\n public constructor(branch: GraphicBranch, localToWorld: Transform, viewFlags?: ViewFlags, opts?: GraphicBranchOptions) {\n super();\n this.branch = branch;\n this.localToWorldTransform = localToWorld;\n\n if (undefined !== viewFlags)\n branch.setViewFlags(viewFlags);\n\n if (!opts)\n return;\n\n this.appearanceProvider = opts.appearanceProvider;\n this.clips = opts.clipVolume as ClipVolume | undefined;\n this.iModel = opts.iModel;\n this.frustum = opts.frustum;\n\n if (opts.hline)\n this.edgeSettings = EdgeSettings.create(opts.hline);\n\n if (opts.classifierOrDrape instanceof PlanarClassifier)\n this.planarClassifier = opts.classifierOrDrape;\n else if (opts.classifierOrDrape instanceof TextureDrape)\n this.textureDrape = opts.classifierOrDrape;\n\n if (opts.secondaryClassifiers) {\n this.secondaryClassifiers = new Array<PlanarClassifier>();\n opts.secondaryClassifiers.forEach((classifier) => {\n if (classifier instanceof PlanarClassifier)\n this.secondaryClassifiers?.push(classifier);\n });\n }\n }\n\n public get isDisposed(): boolean {\n return 0 === this.branch.entries.length;\n }\n\n public dispose() {\n this.branch.dispose();\n }\n\n public override get isPickable(): boolean {\n return this.branch.entries.some((gf) => (gf as Graphic).isPickable);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.branch.collectStatistics(stats);\n }\n\n private shouldAddCommands(commands: RenderCommands): boolean {\n const nodeId = commands.target.getAnimationTransformNodeId(this.branch.animationNodeId);\n return undefined === nodeId || nodeId === commands.target.currentAnimationTransformNodeId;\n }\n\n public addCommands(commands: RenderCommands): void {\n if (this.shouldAddCommands(commands))\n commands.addBranch(this);\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n if (this.shouldAddCommands(commands))\n commands.addHiliteBranch(this, pass);\n }\n}\n\n/** @internal */\nexport class AnimationTransformBranch extends Graphic {\n public readonly nodeId: number;\n public readonly graphic: Graphic;\n\n public constructor(graphic: RenderGraphic, nodeId: number) {\n super();\n assert(graphic instanceof Graphic);\n this.graphic = graphic;\n this.nodeId = nodeId;\n }\n\n public override dispose() {\n this.graphic.dispose();\n }\n\n public override get isDisposed() {\n return this.graphic.isDisposed;\n }\n\n public override get isPickable() {\n return this.graphic.isPickable;\n }\n\n public override collectStatistics(stats: RenderMemory.Statistics) {\n this.graphic.collectStatistics(stats);\n }\n\n public override addCommands(commands: RenderCommands) {\n commands.target.currentAnimationTransformNodeId = this.nodeId;\n this.graphic.addCommands(commands);\n commands.target.currentAnimationTransformNodeId = undefined;\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass) {\n commands.target.currentAnimationTransformNodeId = this.nodeId;\n this.graphic.addHiliteCommands(commands, pass);\n commands.target.currentAnimationTransformNodeId = undefined;\n }\n}\n\n/** @internal */\nexport class WorldDecorations extends Branch {\n public constructor(viewFlags: ViewFlags) {\n super(new GraphicBranch(), Transform.identity, viewFlags);\n\n // World decorations ignore all the symbology overrides for the \"scene\" geometry...\n this.branch.symbologyOverrides = new FeatureSymbology.Overrides();\n }\n\n public init(decs: GraphicList): void {\n this.branch.clear();\n for (const dec of decs) {\n this.branch.add(dec);\n }\n }\n}\n/** @internal */\nexport class GraphicsArray extends Graphic {\n // Note: We assume the graphics array we get contains undisposed graphics to start\n constructor(public graphics: RenderGraphic[]) { super(); }\n\n public get isDisposed(): boolean { return 0 === this.graphics.length; }\n\n public override get isPickable(): boolean {\n return this.graphics.some((x) => (x as Graphic).isPickable);\n }\n\n public dispose() {\n for (const graphic of this.graphics)\n dispose(graphic);\n this.graphics.length = 0;\n }\n\n public addCommands(commands: RenderCommands): void {\n for (const graphic of this.graphics) {\n (graphic as Graphic).addCommands(commands);\n }\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n for (const graphic of this.graphics) {\n (graphic as Graphic).addHiliteCommands(commands, pass);\n }\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n for (const graphic of this.graphics)\n graphic.collectStatistics(stats);\n }\n}\n"]}
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@@ -73,7 +73,7 @@ class IndexedEdgeGeometry extends MeshGeometry_1.MeshGeometry {
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stats.addEdgeTable(this.edgeLut.bytesUsed);
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_draw(numInstances, instances) {
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const bufs = instances
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System_1.System.instance.drawArrays(GL_1.GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose } from \"@itwin/core-bentley\";\nimport { RenderMode } from \"@itwin/core-common\";\nimport { EdgeTable, IndexedEdgeParams } from \"../primitives/EdgeParams\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { TextureHandle } from \"./Texture\";\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { MeshData } from \"./MeshData\";\nimport { MeshGeometry } from \"./MeshGeometry\";\nimport { AttributeMap } from \"./AttributeMap\";\nimport { TechniqueId } from \"./TechniqueId\";\nimport { GL } from \"./GL\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { ShaderProgramParams } from \"./DrawCommand\";\nimport { RenderOrder } from \"./RenderFlags\";\n\n/** @see [[EdgeTable]]\n * @internal\n */\nexport class EdgeLUT implements WebGLDisposable {\n public readonly texture: TextureHandle;\n public readonly numSegments: number;\n public readonly silhouettePadding: number;\n\n private constructor(texture: TextureHandle, numSegments: number, silhouettePadding: number) {\n this.texture = texture;\n this.numSegments = numSegments;\n this.silhouettePadding = silhouettePadding;\n }\n\n public dispose(): void {\n dispose(this.texture);\n }\n\n public static create(table: EdgeTable): EdgeLUT | undefined {\n const texture = TextureHandle.createForData(table.width, table.height, table.data);\n return texture ? new EdgeLUT(texture, table.numSegments, table.silhouettePadding) : undefined;\n }\n\n public get bytesUsed(): number {\n return this.texture.bytesUsed;\n }\n\n public get isDisposed(): boolean {\n return this.texture.isDisposed;\n }\n}\n\n/** @see [[IndexedEdgeParams]]\n * @internal\n */\nexport class IndexedEdgeGeometry extends MeshGeometry {\n private readonly _buffers: BuffersContainer;\n private readonly _indices: BufferHandle;\n public readonly edgeLut: EdgeLUT;\n\n public get lutBuffers() { return this._buffers; }\n public override get asIndexedEdge() { return this; }\n\n private constructor(mesh: MeshData, indices: BufferHandle, numIndices: number, lut: EdgeLUT) {\n super(mesh, numIndices);\n this.edgeLut = lut;\n this._buffers = BuffersContainer.create();\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.IndexedEdge, false);\n assert(undefined !== attrPos);\n this._buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this._indices = indices;\n }\n\n public dispose(): void {\n dispose(this._buffers);\n dispose(this._indices);\n dispose(this.edgeLut);\n }\n\n public get isDisposed(): boolean {\n return this._buffers.isDisposed && this._indices.isDisposed && this.edgeLut.isDisposed;\n }\n\n public static create(mesh: MeshData, params: IndexedEdgeParams): IndexedEdgeGeometry | undefined {\n const indexBuffer = BufferHandle.createArrayBuffer(params.indices.data);\n const lut = EdgeLUT.create(params.edges);\n return indexBuffer && lut ? new IndexedEdgeGeometry(mesh, indexBuffer, params.indices.length, lut) : undefined;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addIndexedEdges(this._indices.bytesUsed);\n stats.addEdgeTable(this.edgeLut.bytesUsed);\n }\n\n protected _draw(numInstances: number, instances?: BuffersContainer): void {\n const bufs = instances ?? this._buffers;\n bufs.bind();\n System.instance.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\n bufs.unbind();\n }\n\n protected _wantWoWReversal(): boolean { return true; }\n protected override _getLineCode(params: ShaderProgramParams): number { return this.computeEdgeLineCode(params); }\n\n public get techniqueId() { return TechniqueId.IndexedEdge; }\n public override getPass(target: Target) { return this.computeEdgePass(target); }\n public get renderOrder() { return this.isPlanar ? RenderOrder.PlanarEdge : RenderOrder.Edge; }\n public override getColor(target: Target) { return this.computeEdgeColor(target); }\n public override wantMonochrome(target: Target) { return target.currentViewFlags.renderMode === RenderMode.Wireframe; }\n}\n"]}
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